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Post by Gardevoir Master on Aug 31, 2007 12:40:09 GMT -8
Well, I didn't want to make it exactly like Pok?mon. I'm actually trying to reverse-engineer a program called the Referee Control Panel, so I figured sticking as close to the traditional RPG format as possible would be a good thing. I'm only taking things from Pok?mon 1) because I know their system already works, 2) because I know people have already figured out a lot about how the system works, and 3) because this is a Pok?mon board.
Although, I suppose using PP instead of SP might be easier to balance. Instead of figuring out how much certain techniques should cost more than others, I could limit the moves themselves to specific amount of use. Then again, instead of having one SP bar to track per character there are up to four PP bars per character that I have to remember to subtract from whenever someone attacks. Maybe that'd work for a fully-automated system, but until I actually have that, the less information I need to track, the better.
Hmm... that reminds me... Now that there's no Momentum Meter, I don't know how to use Haste. In the RCP, Haste activates a Boost Meter that allows an extra move once it reaches 100%. Here, extra moves simply cost you Momentum. Turn order is simply "First post, first serve," with the Game Master going last, so Speed has little relevance without Momentum. Guess it's back to the RCP model for Haste, then, if I can figure out that worked. At least I don't have to track it all the time.
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Reagan
Junior Trainer
I'm homesick for a city to where I've never been.
Posts: 85
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Post by Reagan on Sept 1, 2007 13:04:39 GMT -8
Alright, try this: What's the highest PP? 35? And the lowest? 5? So, find the lowest common denominator, which if I'm correct, is 5. Divide that out to get 7 for the highest, and 1 for the lowest. Invert after the lowest common denominator, and make that the amount of SP an ability costs. For instance, Thunder has a 5 PP, and Thundershock has a 30. The lowest common denominators are 1 and 6; inverted are 7 and 2. So, thundershock would cost 2 PP, and Thunder would cost 7.
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Post by Gardevoir Master on Sept 1, 2007 18:13:51 GMT -8
Ah. I'll have to consider that.
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Reagan
Junior Trainer
I'm homesick for a city to where I've never been.
Posts: 85
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Post by Reagan on Sept 4, 2007 9:14:40 GMT -8
A thought: Since you're building this almost exactly like Pok?mon, why not use this for the boards? Automated or not, with exact Math it won't be too hard. It would also help the board stand out.
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Post by Gardevoir Master on Sept 5, 2007 17:35:35 GMT -8
What do you mean? I already intended to play Rift Stadium here, for the reason you've already stated.
Now, the Hazard/Wyld Surge system will be tough. Since I don't have access to the original database, I'm going to have to make them all from scratch.
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Reagan
Junior Trainer
I'm homesick for a city to where I've never been.
Posts: 85
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Post by Reagan on Sept 6, 2007 20:04:48 GMT -8
Good luck with that.
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Post by Gardevoir Master on Oct 31, 2007 12:55:04 GMT -8
I finally created an accuracy simulator and a catching simulator. Since I had the room, I put them both in the same program. I'm a little concerned that the catching simulator may be a little off, though...
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Reagan
Junior Trainer
I'm homesick for a city to where I've never been.
Posts: 85
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Post by Reagan on Oct 31, 2007 20:48:53 GMT -8
Did you check it with level 2 Pidgeys, Level 30 Tauros (or whatever they are in the Saffari Zone) and other "milestone" Pok?mon?
Any hope we're going to see this on the board soon?
Modify: I think there is something off with it. I couldn't guess what the problem is without seing the equation myself.
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Post by Gardevoir Master on Nov 1, 2007 15:20:43 GMT -8
Here's the capture formula, based on the formula you linked to on the previous page from Bulbapedia: CatchR = ((((3*hpm) - (2*hpc))*CatchS*ball)/(3*hpm))*stat;
CatchR: "Catch Result" hpm: target's maximum HP hpc: target's current HP CatchS: "Catch Stat," target's Catch Rate ball: PokeBall modifier stat: Target status modifier
Then, if CatchR >= 255, you get the "Caught" message. Otherwise...
fight = 1048560/Math.sqrt(Math.sqrt(16711680/CatchR));
fight: How much the target is going to struggle. Then...
for (var i:Number=1; i<4; i++){ if (fight<=Math.random()*65535){ shakes++; }
Where "shakes" is the number of times the ball is going to shake. If it shakes four or more times, the Pok?mon is caught. Otherwise, it goes free.
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Reagan
Junior Trainer
I'm homesick for a city to where I've never been.
Posts: 85
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Post by Reagan on Nov 4, 2007 23:55:51 GMT -8
I think the problem may be in your "Shakes" command. I can't find anything wrong with your numbers at first glance, though.
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Post by Gardevoir Master on Nov 5, 2007 19:32:35 GMT -8
The shakes, eh? I have been wondering if I can get four shakes with that code, but I don't see what's wrong anything wrong with the incrementing. I suppose I could try putting the random number into a variable before making the comparison, but I don't see how that'd help...
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Reagan
Junior Trainer
I'm homesick for a city to where I've never been.
Posts: 85
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Post by Reagan on Nov 5, 2007 20:34:55 GMT -8
I don't program in flash (or many other languages, either), so all I can say is that the math is probably right. Personally, I would have done the shakes long hand, though.
If random 1 is less than target number, True (1); if not, False (0); and then just total up the true/falses, giving each one a different finale screen. But that's alot of code, and might not work outside of older programming languages.
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Post by Gardevoir Master on Nov 6, 2007 13:19:55 GMT -8
I don't see how it wouldn't work. All I'd have to do is repeat the same "if" statement four times, each time putting "1" or "0" into a different variable. The only issue is that it means more code, which means a larger file size. Then again, I'm not entirely certain I trust the "for" loop, so maybe I ought to lengthen the code to make sure it's working. Also, I think I remember now something about the "random" command needing to be reinitialized or something each time so it doesn't just repeat the same number, but I'm not sure that was in Flash or not.
And now that I look at the "for" loop again, I'm thinking that I should either initialize i to 0 or test i for 5. If i is equal to 4 in that loop, the loop ends without running any statements, so "shakes" never gets higher than three. I'm not sure if that'd change anything what we're seeing, but it's still a flaw.
Edit: I fixed the program. Turns out, I tested for fight>=random number when I should've tested for fight<=random number. I figured it out when I realized Mewtwo was easier to catch than a Rattata. I've already uploaded the updated version.
Edit 2: I was also right about the for loop. Also, I went ahead and updated the items lists.
Edit 3: Updated the first post of the Classes thread. I'll do the rest of the thread after I get some sleep. I'd like some feedback on this and the items. I think I'll start a Hazard/Wyld Surge suggestion thread.
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Post by Gardevoir Master on Nov 8, 2007 17:42:07 GMT -8
Finished editing Class list. Also made changes to Character Sheet, God List, and Status Effects. The "Actions and Momentum" and "Attacks" threads are no longer stickied.
Okay, I think that's how I want the character sheet for now. Maybe I should work on the Summons, Undead, and Drone lists next...
Think I should move all these data threads somewhere else? I could always make a new place.
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Post by Gardevoir Master on Nov 13, 2007 19:17:22 GMT -8
Know what? I just remembered I don't have an armor or shield list up. Guess I better do that next. The weapons are formatted to be their own attacks, but I'm guessing armors should add directly to the PD and/or SD stat. That's the best method I've come up with using the calculator I've got now.
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