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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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Posted: 13 Jul 2012 08:14:23 pm Post subject: |
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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. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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Posted: 15 Jul 2012 10:36:19 am Post subject: |
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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. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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Posted: 15 Jul 2012 09:28:24 pm Post subject: |
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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. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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merthsoft
File Archiver

Joined: 09 May 2010 Posts: 2735
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Posted: 16 Jul 2012 11:30:58 am Post subject: |
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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? _________________ Shaun |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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Posted: 16 Jul 2012 11:42:53 am Post subject: |
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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. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55881 Location: Earth, Sol, Milky Way
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Posted: 16 Jul 2012 02:23:06 pm Post subject: |
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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
File Archiver

Joined: 09 May 2010 Posts: 2735
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Posted: 16 Jul 2012 02:42:44 pm Post subject: |
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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. _________________ Shaun
Last edited by merthsoft on 19 Jul 2012 02:19:08 pm; edited 1 time in total |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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Posted: 16 Jul 2012 07:15:17 pm Post subject: |
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Thanks gents! I'll try to get all that done sometime this week! _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55881 Location: Earth, Sol, Milky Way
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Posted: 18 Jul 2012 06:38:28 am Post subject: |
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| 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.  _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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Posted: 18 Jul 2012 07:29:51 am Post subject: |
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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. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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Compynerd255

Power User

Joined: 08 Apr 2011 Posts: 397
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Posted: 18 Jul 2012 09:55:36 am Post subject: |
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| 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. _________________ Visit Betafreak Games: http://www.betafreak.com
Help Me Pay for College:
- Sign up for Fastweb through my referal link! |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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Posted: 18 Jul 2012 06:23:57 pm Post subject: |
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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. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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Posted: 24 Jul 2012 06:35:18 am Post subject: |
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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. 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.
Ah well, at least I know what I need to do next. Guess that's kind of important. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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merthsoft
File Archiver

Joined: 09 May 2010 Posts: 2735
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Posted: 24 Jul 2012 10:00:36 am Post subject: |
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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. _________________ Shaun |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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Posted: 24 Jul 2012 10:41:51 am Post subject: |
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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. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55881 Location: Earth, Sol, Milky Way
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Posted: 24 Jul 2012 08:08:16 pm Post subject: |
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| 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.  _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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Posted: 25 Jul 2012 04:12:54 pm Post subject: |
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Yes, but I don't think the extra slots were noted, I think it was something I did in one of the programs, somewhere.  _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55881 Location: Earth, Sol, Milky Way
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Posted: 25 Jul 2012 05:17:03 pm Post subject: |
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| 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.  | 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. Although I'm sure you already realized that, so I'm primarily just trying to be encouraging. _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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Posted: 25 Jul 2012 05:32:28 pm Post subject: |
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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.  _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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