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RMXP Battle System Project

Glitchfinder

Let's all get along, please?
477
Posts
17
Years
Must have been a magic system. I guess it DID used all the correct poké formulas?

(what double post? why are you trying to tell me that rmxp.net does not exist anymore? YOu think I am a complete morron or what?)

I apologize about not having it, but, as far as I know, it DID have the correct formulae for everything. For example, it is where I got these formulae for the stats of Pokemon:

Code:
HP: =(((((Base HP of Pokémon*2)+IV of stat)*(Level of Pokémon/100))+EV of Pokémon/4)+Level of Pokémon+10)
<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>
Other stats: =(((((Base Stat of Pokémon*2)+IV of stat)*(Level of Pokémon/100))+EV of stat/4)+5)*Nature Modifier<o:p></o:p>
<o:p></o:p>

Fill in the following for the specified text:<o:p></o:p>
<o:p></o:p>

Base HP of Pokémon/Base Stat of Pokémon: Fill in the base stat<o:p></o:p>

IV of stat: Fill in the Pokémon's IV for the specified stat.<o:p></o:p>

Level of Pokémon: Fill in the level. (duh)<o:p></o:p>

EV of Pokémon: Fill in the total number of EVs that the Pokémon has earned for that stat. (Max 255 per stat, max 510 total)<o:p></o:p>

Nature Modifier: Fill in .9 if the stat is reduced by the nature, 1 if the stat is unaffected by the nature, and 1.1 if the stat is increased by the nature. Chart of nature effects below:

NatureEffectsChart.png


Also, try to go to www.RMXP.net if you want to. It crashed when the admin had some problems and couldn't keep maintaining it, and several subadmins from the site worked together to make www.RMXP.org.
 
Last edited:

~Azura

Alright, purple is good.
512
Posts
18
Years
  • Seen Jun 21, 2012
Lol

I think EVERYONE who's really into RMXP knows that RMXP.net is gone/abandoned.


HP: =(((((Base HP of Pokémon*2)+IV of stat)*(Level of Pokémon/100))+EV of Pokémon/4)+Level of Pokémon+10)

Other stats: =(((((Base Stat of Pokémon*2)+IV of stat)*(Level of Pokémon/100))+EV of stat/4)+5)*Nature Modifier

That kind of stuff can be find here: http://www.upc.pkmn.co.uk/games/rs/guides/id.html

or here: http://www.serebii.net/games/mechanics.shtml

What we want now is an good AI... or something that's not easy to think/see/find
 

Glitchfinder

Let's all get along, please?
477
Posts
17
Years
Lol

I think EVERYONE who's really into RMXP knows that RMXP.net is gone/abandoned.




That kind of stuff can be find here: http://www.upc.pkmn.co.uk/games/rs/guides/id.html

or here: http://www.serebii.net/games/mechanics.shtml

What we want now is an good AI... or something that's not easy to think/see/find

Actually, as far as I can tell, those formulae aren't on serebii. I haven't been to the other site, so I wouldn't know about that one. I pulled these formulae out of an old document on my computer that I had, which had most of the Pokemon formulae from the script I mentioned. (Other then stats, the script had everything from experience to monetary reward from victory to damage claculations)
 

~Azura

Alright, purple is good.
512
Posts
18
Years
  • Seen Jun 21, 2012
~Azura said:
That kind of stuff

I was refering to game mechanics in general. UPC completes Serebii and vice-versa...
 

Glitchfinder

Let's all get along, please?
477
Posts
17
Years
I was refering to game mechanics in general. UPC completes Serebii and vice-versa...

Oh. Also, here are some AI factors that mostly apply to wild Pokemon.

Code:
#============================================================
#ADDITIONAL AI DECISION FACTORS
#============================================================
#
# Factors that affect basic strategy:
#
# a. Nature (Wild Pokemon and Special Events)*
#   a.1 Adamant
#     a.1.1 Attack: =
#     a.1.2 Defense: =
#     a.1.3 Support: =
#     a.1.4 Low HP Preference Change: Attack
#   a.2 Bashful
#     a.2.1 Attack: =
#     a.2.2 Defense: ++
#     a.2.3 Support: --
#     a.2.4 Low HP Preference Change: None
#   a.3 Bold
#     a.3.1 Attack: =
#     a.3.2 Defense: -
#     a.3.3 Support: ++
#     a.3.4 Low HP Preference Change: Defense
#   a.4 Brave
#     a.4.1 Attack: ++
#     a.4.2 Defense: --
#     a.4.3 Support: --
#     a.4.4 Low HP Preference Change: Defense
#   a.5 Calm
#     a.5.1 Attack: +
#     a.5.2 Defense: ++
#     a.5.3 Support: --
#     a.5.4 Low HP Preference Change: Defense
#   a.6 Careful
#     a.6.1 Attack: +
#     a.6.2 Defense: ++
#     a.6.3 Support: --
#     a.6.4 Low HP Preference Change: Support
#   a.7 Docile
#     a.7.1 Attack: ++
#     a.7.2 Defense: -
#     a.7.3 Support: -
#     a.7.4 Low HP Preference Change: None
#   a.8 Gentle
#     a.8.1 Attack: -
#     a.8.2 Defense: ++
#     a.8.3 Support: --
#     a.8.4 Low HP Preference Change: Attack
#   a.9 Hardy
#     a.9.1 Attack: ++
#     a.9.2 Defense: --
#     a.9.3 Support: =
#   a.9.4 Low HP Preference Change: None
#     a.10 Hasty
#     a.10.1 Attack: ++
#     a.10.2 Defense: =
#     a.10.3 Support: --
#     a.10.4 Low HP Preference Change: Attack
#   a.11 Impish
#     a.11.1 Attack: ++
#     a.11.1 Defense: --
#     a.11.1 Support: =
#     a.11.1 Low HP Preference Change: Defense
#   a.12 Jolly
#     a.12.1 Attack: =
#     a.12.2 Defense: --
#     a.12.3 Support: ++
#     a.12.4 Low HP Preference Change: Defense
#   a.13 Lax
#     a.13.1 Attack: =
#     a.13.2 Defense: --
#     a.13.3 Support: ++
#     a.13.4 Low HP Preference Change: Support
#   a.14 Lonely
#     a.14.1 Attack: -
#     a.14.2 Defense: =
#     a.14.3 Support: ++
#     a.14.4 Low HP Preference Change: Attack
#   a.15 Mild
#     a.15.1 Attack: +
#     a.15.2 Defense: ++
#     a.15.3 Support: -
#     a.15.4 Low HP Preference Change: Support
#   a.16 Modest
#     a.16.1 Attack: =
#     a.16.2 Defense: +
#     a.16.3 Support: -
#     a.16.4 Low HP Preference Change: Defense
#   a.17 Naive
#     a.17.1 Attack: ++
#     a.17.2 Defense: -
#     a.17.3 Support: -
#     a.17.4 Low HP Preference Change: None
#   a.18 Naughty
#     a.18.1 Attack: -
#     a.18.2 Defense: ++
#     a.18.3 Support: --
#     a.18.4 Low HP Preference Change: Attack
#   a.19 Quiet
#     a.19.1 Attack: ++
#     a.19.2 Defense: -
#     a.19.3 Support: -
#     a.19.4 Low HP Preference Change: None
#   a.20 Quirky
#     a.20.1 Attack: ++
#     a.20.2 Defense: -
#     a.20.3 Support: -
#     a.20.4 Low HP Preference Change: None
#   a.21 Rash
#     a.21.1 Attack: =
#     a.21.2 Defense: --
#     a.21.3 Support: ++
#     a.21.4 Low HP Preference Change: Support
#   a.22 Relaxed
#     a.22.1 Attack: =
#     a.22.2 Defense: --
#     a.22.3 Support: ++
#     a.22.4 Low HP Preference Change: Attack
#   a.23 Sassy
#     a.23.1 Attack: ++
#     a.23.2 Defense: --
#     a.23.3 Support: --
#     a.23.4 Low HP Preference Change: Support
#   a.24 Serious
#     a.24.1 Attack: =
#     a.24.2 Defense: --
#     a.24.3 Support: ++
#     a.24.4 Low HP Preference Change: None
#   a.25 Timid
#     a.25.1 Attack: ++
#     a.25.2 Defense: --
#     a.25.3 Support: =
#     a.25.4 Low HP Preference Change: Support
#   b. Wild Pokemon Fleeing Factors
#     b.1 Level of opposing Pokemon
#       b.1.1 Level of trainer's Pokemon more than five levels below wild Pokemon.
#         b.1.1.1 Remain in battle, not allowing trainer to flee.
#       b.1.2 Level of trainer's Pokemon within five levels of wild pokemon.
#         b.1.2.1 Remain in battle, but allow trainer to flee.
#       b.1.3 Level of trainer's Pokemon more than five levels above wild Pokemon.
#         b.1.3.1 Flee from battle.
#   b.2 HP of wild Pokemon
#     b.2.1 HP 66% or above.
#       b.2.1 Level of trainer's Pokemon more than five levels below wild Pokemon.
#         b.2.1.1 Remain in battle, not allowing trainer to flee.
#       b.2.2 Level of trainer's Pokemon within five levels of wild pokemon.
#         b.2.2.1 Remain in battle, but allow trainer to flee.
#       b.2.3 Level of trainer's Pokemon more than five levels above wild Pokemon.
#         b.2.3.1 Flee from battle.
#     b.2.2 HP between 33% and 66%
#       b.2.1 Level of trainer's Pokemon more than five levels below wild Pokemon.
#         b.2.1.1 Remain in battle, but give opponent's Pokemon 50% chance of fleeing.
#       b.2.2 Level of trainer's Pokemon within five levels of wild pokemon.
#         b.2.2.1 50% chance of fleeing battle.
#       b.2.3 Level of trainer's Pokemon more than five levels above wild Pokemon.
#         b.2.3.1 Flee from battle.
#     b.2.3 HP 33% or below
#       b.2.1 Level of trainer's Pokemon more than five levels below wild Pokemon.
#         b.2.1.1 Remain in battle, but allow trainer to flee.
#       b.2.2 Level of trainer's Pokemon within five levels of wild pokemon.
#         b.2.2.1 75% chance of fleeing from battle.
#       b.2.3 Level of trainer's Pokemon more than five levels above wild Pokemon.
#         b.2.3.1 Flee from battle.
# *Note: Taken from Emerald, specifically the Battle Frontier Battle Palace. The symbols mean the following:
# ++ Favorite type of move.
# + Likes this type of move.
# = Neither likes nor dislikes this type of move.
# - Dislikes this type of move.
# -- Strongly dislikes this type of move.
#============================================================
 
Last edited:

~Azura

Alright, purple is good.
512
Posts
18
Years
  • Seen Jun 21, 2012
Whoa

Heavy content in that LOL
Going to use, if that's ok with you.
 

Glitchfinder

Let's all get along, please?
477
Posts
17
Years
Whoa

Heavy content in that LOL
Going to use, if that's ok with you.

Sure! I posted it with the intention that people use it, if they wanted to. I got the nature part from my official Nintendo Power Emerald guide, but I came up with the fleeing from battle part on my own.
 
89
Posts
17
Years
You still talk to me like you think I really did not know what happend to .net and .org... suxors.

HP: =(((((Base HP of Pokémon*2)+IV of stat)*(Level of Pokémon/100))+EV of Pokémon/4)+Level of Pokémon+10)
Other stats: =(((((Base Stat of Pokémon*2)+IV of stat)*(Level of Pokémon/100))+EV of stat/4)+5)*Nature Modifier

Lets see what you did:

Code:
(((((@hp_ev/EV_DIVIDE)/100.0*level)+(@hp_iv/IV_DIVIDE)/100.0*level) + (level/100.0*@data.hp))).floor.to_i  + 5

Base HP of Pokémon*2 becomes @hp_ev/EV_DIVIDE
+IV of stat becomes /100.0*level
*(Level of Pokémon/100) becomes +(@hp_iv/IV_DIVIDE)/100.0*level)
+EV of Pokémon/4 becomes @data.hp ??
+Level of Pokémon+10 becomes (level/100.0).floor.to_i + 5 ??

So you tell me that is right? base-stat is not @hp_ev / something that does not exists etc etc.

compare it to this:

Code:
def maxhp
    a = b = c = d = 0
    a = 8 if base_attack % 2 == 0
    b = 4 if base_defence % 2 == 0
    c = 2 if base_speed % 2 == 0
    d = 1 if base_spattack + base_spdefence % 2 == 0
    dv = a + b + c + d
    @maxhp = ((((@base_stats['HP']+dv)*2)*@level.to_f/100)+(@level+10)).round
    return @maxhp
  end

Code:
    #--------------------------------------------------------------------------
  # * Calculate Stats
  #--------------------------------------------------------------------------
  def calc_stat(a,b,c,d,e)
    return ( ( ( ( a + b ) * 2 + c )* d.to_f / 100 ) + e ).round
  end
  #--------------------------------------------------------------------------
  # * Attack
  #--------------------------------------------------------------------------
  def base_attack
    a = @base_stats['ATK']
    b = @iv[0]
    c = @ev[1].to_f / 4
    d = @level
    e = 5
    attack = calc_stat(a,b,c,d,e)
    return attack * personality_value('ATK')
  end
 

~Azura

Alright, purple is good.
512
Posts
18
Years
  • Seen Jun 21, 2012
When Dawson created this thread, we were discussing a CBS in another thread, right? Does anyone remember what thread was it?

I can't seem to find it anymore. Deleted, maybe?
 
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