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tifreak8x


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Posted: 13 Jul 2012 08:14:23 pm    Post subject:

Minuscule update, I had to change around the item listing a bit to accommodate a change in the item system. I realized I had made the item system biased to if you selected an item, it would automatically send you off to choose a pokemon to use it on.

There are at least 27 items that you can acquire that aren't usable on pokemon at all. So I've moved them to the end of the list of items, and I am going to have it check the value of the element it selects to see if it is less than #, to go to the party screen, otherwise it will do things slightly differently. I'm not sure if those items will also be in the appvar containing the item code or not, we'll just have to see how that pans out.
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tifreak8x


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Posted: 15 Jul 2012 10:36:19 am    Post subject:

Seems I had forgotten roughly 8 items on the items list. Those have been added, and the lines have been changed in ZITU to show the changes. Means I'll have to probably delete the ZITU topic until I can see about getting everything caught up because now they won't be in sequential order. :\

On a side note, I've gotten quite a few items done on the list, going to see if I can't get all the battle usable items done today. Plus I think I have an optimization that will severely help in shrinking ZITU down.

Edit:

I've made some changes to the item display program. I hadn't before taken into account that some items can only be displayed or used at certain points. So I've broken the selection of an item into multiple parts, based on 2 scenarios; if in battle and if not in battle. I still have to deal with adding in code for usage of the pokeballs, and to finish off usage of items outside of battle.

Then I need to clean up the ZITU appvar of all the segments of code that says 'Cannot use during battles' since that is now handled by the item display program, and will hopefully save almost 13kb of space in the appvar from all the items that aren't usable during battles.
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tifreak8x


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Posted: 15 Jul 2012 05:19:45 pm    Post subject:


Code:
1.   ANTIDOTE
2.   AWAKENING
3.   BURN HEAL
4.   CALCIUM
5.   CARBOS
6.   DIRE HIT
7.   ELIXIR
8.   ETHER
9.   FIRE STONE
10.   FRESH WATER
11.   FULL HEAL
12.   FULL RESTORE
13.   GUARD SPEC
14.   HP UP
15.   HYPER POTION
16.   ICE HEAL
17.   IRON
18.   LEAF STONE
19.   LEMONADE
20.   MAX ELIXIR
21.   MAX ETHER
22.   MAX POTION
23.   MAX REVIVE
24.   MOON STONE
25.   PARALYZE HEAL
26.   POTION
27.   PP UP
28.   PROTIEN
29.   RARE CANDY
30.   REVIVE
31.   SODA POP
32.   SUPER POTION
33.   THUNDER STONE
34.   WATER STONE
35.   XACCURACY
36.   XATTACK
37.   XDEFEND
38.   XSPECIAL
39.   XSPEED
40.   MEGA PUNCH
41.   RAZOR WIND
42.   SWORDS DANCE
43.   WHIRLWIND
44.   MEGA KICK
45.   TOXIC
46.   HORN DRILL
47.   BODY SLAM
48.   TAKE DOWN
49.   DOUBLE EDGE
50.   BUBBLE BEAM
51.   WATER GUN
52.   ICE BEAM
53.   BLIZZARD
54.   HYPER BEAM
55.   PAY DAY
56.   SUBMISSION
57.   COUNTER
58.   SEISMIC TOSS
59.   RAGE
60.   MEGA DRAIN
61.   SOLAR BEAM
62.   DRAGON RAGE
63.   THUNDER BOLT
64.   THUNDER   65.   EARTHQUAKE
66.   FISSURE
67.   DIG
68.   PSYCHIC
69.   TELEPORT
70.   MIMIC
71.   DOUBLE TEAM
72.   REFLECT
73.   BIDE
74.   METRONOME
75.   SELF DESTRUCT
76.   EGG BOMB
77.   FIRE BLAST
78.   SWIFT
79.   SKULL BASH
80.   SOFT BOIL
81.   DREAM EATER
82.   SKY ATTACK
83.   REST
84.   THUNDER WAVE
85.   PSYWAVE
86.   EXPLOSION
87.   ROCK SLIDE
88.   TRI ATTACK
89.   SUBSTITUTE
90.   HM1 CUT
91.   HM2 FLY
92.   HM3 SURF
93.   HM4 STRENGTH
94.   HM5 FLASH
95.   BICYCLE
96.   BIKE VOUCHER
97.   CARD KEY
98.   COIN CASE
99.   COIN CASE
100.   DOME FOSSIL
101.   ESCAPE ROPE
102.   EXP ALL
103.   GOLD TEETH
104.   GOOD ROD
105.   HELIX FOSSIL
106.   ITEM FINDER
107.   LIFT KEY
108.   MAX REPEL
109.   NUGGET
110.   OAK'S PARCEL
111.   OLD AMBER
112.   OLD ROD
113.   POKE DOLL
114.   POKE FLUTE
115.   REPEL
116.   S.S. TICKET
117.   SECRET KEY
118.   SILPH SCOPE
119.   SUPER REPEL
120.   SUPER ROD
121.   TOWN MAP
122.   GREAT BALL
123.   MASTER BALL
124.   POKEBALL
125.   ULTRABALL
126.   CANCEL


A current list of names of items in pokemon. As of this posting, there are 26 of those items completed. Neutral
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tifreak8x


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Posted: 15 Jul 2012 09:28:24 pm    Post subject:

Determined I need to write in a small routine to determine level up checking, to see if evolution happens, or if a pokemon learns a new attack. I'll probably be dropping that into ZMISC, which is also an appvar with single lines of code for routines and equations. Rather close now to having all usable items for battles working.
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merthsoft


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Posted: 16 Jul 2012 11:30:58 am    Post subject:

You post way too many updates--I can't keep up! Sounds like progress is good, though, and the items are coming along. How many battle items do you have left?
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tifreak8x


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Posted: 16 Jul 2012 11:42:53 am    Post subject:

There is still Dire Hit, Guard Spec, X Accuracy, X Attack, X Defend, X Special, X Speed, and the 4 pokeballs. After that is all said and done, I will still have all the TMs and HMs to add, plus key items.

Edit: I sure hope this will get read..

I am in need of some help in regards with information searching. I must not be putting in the right info, or something. I need specific data regarding Dire Hit, X Accuracy, X Attack, X Defense, X Speed, X Special. Guard spec seems to keep your stats from being damaged, but how many turns is it supposed to last? :<

If you could help me find this information and post it here, I'd be grateful.
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KermMartian


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Posted: 16 Jul 2012 02:23:06 pm    Post subject:

First page of first result for "Pokemon guard spec":
Quote:
There are two distinct types of battle items. The basic battle items introduced in Generation I each raise a particular stat by a single level, with the exception of Guard Spec. which protects the party from stat reductions for five turns.


Here's the page, which also mentions others of the things you discussed:

http://bulbapedia.bulbagarden.net/wiki/Battle_item

Edit: If you go to that page and click any of the [Show] links, it opens a section showing what that thing does, and how much they raise the Pokemon's stats by.
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merthsoft


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Posted: 16 Jul 2012 02:42:44 pm    Post subject:

Each item increases the respective stat by one stage (most sites will call this a level). These are the stages:

Code:

Stat Stage Table (normal stats)
Stage    Multiplier    Percentage
+6    4x    400%
+5    3.5x    350%
+4    3x    300%
+3    2.5x    250%
+2    2x    200%
+1    1.5x    150%
0    1x    100%
-1    2/3x    66.6%
-2    1/2x    50%
-3    2/5x    40%
-4    1/3x    33.3%
-5    2/7x    28.5%
-6    1/4x    25%
Stat Stage Table (Accuracy and Evasion)
Stage    Multiplier    Percentage
+6    3x    300%
+5    8/3x    266%
+4    7/3%    233%
+3    2x    200%
+2    5/3x    166%
+1    4/3x    133%
0    1x    100%
-1    3/4x    75%
-2    3/5x    60%
-3    1/2x    50%
-4    3/7x    42.8%
-5    3/8x    37.5%
-6    1/3x    33.3%

From here. However, this is based on the gen 5 stuff.

Edit:
Corroborated by http://bulbapedia.bulbagarden.net/wiki/Stats#Stat_modifiers without a note on which gen, so I assume it's good for gen 1.
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Last edited by merthsoft on 19 Jul 2012 02:19:08 pm; edited 1 time in total
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tifreak8x


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Posted: 16 Jul 2012 07:15:17 pm    Post subject:

Thanks gents! I'll try to get all that done sometime this week!
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KermMartian


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Posted: 18 Jul 2012 06:38:28 am    Post subject:

tifreak8x wrote:
Thanks gents! I'll try to get all that done sometime this week!
Great, good luck with it. Always happy to help Pokemon Purple inch that much closer to completion. Smile
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tifreak8x


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Posted: 18 Jul 2012 07:29:51 am    Post subject:

I spent a little time looking at things this morning. I've decided I need a temp list to store when certain items are in effect and how many of certain items have been used. I still need to have the switch out aspect of ZPP clear this list, and then begin programming ZITU with the code for the items to get them to be usable. I might even have to change the saving list aspect when switching out of battles or when the battle is finished.
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Compynerd255


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Joined: 08 Apr 2011
Posts: 397

Posted: 18 Jul 2012 09:55:36 am    Post subject:

tifreak8x wrote:
I spent a little time looking at things this morning. I've decided I need a temp list to store when certain items are in effect and how many of certain items have been used. I still need to have the switch out aspect of ZPP clear this list, and then begin programming ZITU with the code for the items to get them to be usable. I might even have to change the saving list aspect when switching out of battles or when the battle is finished.

Assuming you are only referring to battle items, you should also make sure that stat-point affecting moves also affect this list, and you should probably also put conditions such as confusion, Substitute, and Curse in that list. Another list could also store "party conditions" such as Guard Spec. and Future Sight.
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tifreak8x


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Posted: 18 Jul 2012 06:23:57 pm    Post subject:

Yep, that was what I was talking about. :p the non-volatile statuses are part of the main lists for the pokemon. The rest will be in a temp list.
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tifreak8x


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Posted: 24 Jul 2012 06:35:18 am    Post subject:

http://bulbapedia.bulbagarden.net/wiki/Stats#In-battle_stats

From here, I've determined that there are certain stats created only for battling.

This sucks. Neutral This means a bit more work needs doing for the battle engine beginning, and I'll have to do more modifying to the swap-out-of-battle code. Neutral

Ah well, at least I know what I need to do next. Guess that's kind of important.
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merthsoft


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Posted: 24 Jul 2012 10:00:36 am    Post subject:

It doesn't seem like those stats are too complicated, though, so that shouldn't be too bad. You should also include the Belly stat.
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tifreak8x


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Posted: 24 Jul 2012 10:41:51 am    Post subject:

The only complications will be the figuring out if I have any free slots in the stat lists (I might have added 3 at some point, but I don't have a clue) and making sure they aren't saved or maybe just over written when ZBA is restarted. I don't know yet. Have to figure out what it is I have going, first.
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KermMartian


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Posted: 24 Jul 2012 08:08:16 pm    Post subject:

tifreak8x wrote:
The only complications will be the figuring out if I have any free slots in the stat lists (I might have added 3 at some point, but I don't have a clue) and making sure they aren't saved or maybe just over written when ZBA is restarted. I don't know yet. Have to figure out what it is I have going, first.
You've been keeping written notes on the design of the program including the stats list though, correct? In which case it shouldn't be too terrible to check that. Smile
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tifreak8x


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Posted: 25 Jul 2012 04:12:54 pm    Post subject:

Yes, but I don't think the extra slots were noted, I think it was something I did in one of the programs, somewhere. Neutral
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KermMartian


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Posted: 25 Jul 2012 05:17:03 pm    Post subject:

tifreak8x wrote:
Yes, but I don't think the extra slots were noted, I think it was something I did in one of the programs, somewhere. Neutral
If you have a hunch which one(s), you could run the relevant possibilities through SourceCoder or Tokens, ctrl-f the list name, and see where you access them. Smile Although I'm sure you already realized that, so I'm primarily just trying to be encouraging.
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tifreak8x


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Posted: 25 Jul 2012 05:32:28 pm    Post subject:

0x5 thanks.

I just have to spend some time figuring out where I might have set the dimensions for the list. Might be in the initializing program, or could be in the program that sets up a new game. Just requires some digging. Smile
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