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Jan 23 2011, 10:16 AM
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#1
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![]() ![]() Type: Coder Alignment: Chaotic Good |
Pokemon Catch System by Labox Release date:January 23, 2011 EDIT: Actually explained the the formulas after the main common event This event is based off of the Pokemon catching system in popular pokemon games. It requires at least 2 common events, at least 2 switches, and about 14 variables. I probably could have done it in less variables, but that would have added potential errors. In order to catch an enemy, you need an Item to do it, such as this one. Spoiler: After you create the item and before we start the eventing, we need to define our variables. Mine are not well organized, but they are lined up like this
Ball stands for the type of ball's multiplier, pokeballs being x1, great balls being x2, ultra balls being x3, and master balls being x255. Shakes stands for the number of shakes the pokeball will shake. Status is the status multiplier; the more conditions inflicted on the enemy, the easier it is to catch. A and B are going to be used for a couple of algebra equations that makes what the catch system is. More on that later. Rand.1 - 4 are random numbers generated every time a ball is thrown. You also will need one switch for every type of enemy you can catch. I have 4 pokemon in the tutorial so I have 4 switches. You will also need a 'disable catch' switch that makes it impossible to catch the pokemon. Now that that is out of the way, We need to do a little bit of troop tweaking. Observe the following pictures. Spoiler: You may be asking what the Enemy switches are for. We will get to that when we are in the main common event. Right now we need to set up a common event that acts like a database for what pokemon you will be adding. Spoiler: As the comment in the last screen said, you must have actors customized to look like the enemy you are to catch. And now for the main attraction, the actual catching common event. There are 2 formulas that I will explain after the screenshot. I made it so that no text repeats from shot to shot to reduce confusion. Spoiler: The two formulas within that event are used to determine whether or not the enemy is caught. It runs variables through a complex formula that doesn't make much sense to me or you. After the first equation is done, it takes that answer and plugs the answer into an equation that requires 4th roots (thanks BigEd for the help on that topic) and other crazy long numbers. When that answer is found, 4 numbers are generated randomly and checked against it to see if the random numbers are less than the equations answer. All of this info can be found on bulbapedia. EDIT: The following explanation was directly taken from bulbapedia The exact formula is as follows: Where
Given this formula, the maximum value for a (if the Pokemon could have 0 HP) would be catch rate x bonusball x bonusstatus. The minimum value for a (for a Pokemon with full health) would be ⅓ x catch rate. Calculate b as follows: Then generate 4 random numbers between 0 and 65535, inclusive. For each number, check whether it's less than b; if so, the ball shakes once. If any number is greater than or equal to b, the Pokemon immediately breaks free. If all four of the numbers are less than b, then the Pokemon is caught. Note that if a is 255 or greater, then b is 65535 or greater, and then the Pokemon is guaranteed to be caught. End Edit For every type of ball, you will want to recopy this event to another common event slot and change the ball variable to whatever your heart desires. Demo: Mediafire Credit: I used Celiana's tree graphics in the demo because they are just awesome and they fit the mood of the game perfectly. All Pokemon graphics were found at the Spriters Resource Pokemon, Pokeballs, etc. are trademarks of Gamefreak, Nintendo, and probably some other companies. This post has been edited by labox: Feb 6 2011, 04:42 PM |
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Feb 19 2011, 06:37 AM
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#2
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![]() ![]() Type: Coder Alignment: Chaotic Good |
*Bump*
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Feb 24 2011, 09:54 PM
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#3
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![]() ![]() Type: Undisclosed Alignment: Chaotic Good |
This looks like a job well done, but it looks complicated for newbies, one thing to do is explain what each part of the equation, I'm download ing the demo as we speak, not because I don't understand it, I'm too lazy to event something I might never us
-------------------- I LOVE THIS GAME!!!!!! I WANT IT NOW!!!!
![]() My Personality Spoiler: My Games: ![]() Legend of Zelda: The Temple of Light is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. I support: Spoiler: ![]() If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig. =) |
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Mar 4 2011, 04:31 AM
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#4
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![]() ![]() Type: Coder Alignment: Chaotic Good |
Thank you for showing interest in my Tutorial. After you are done playing the tutorial, please post again and tell me what you think of the system. I would love for someone to give some feedback. This is my first serious event and I couldn't wait to share it with the world.
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Mar 14 2011, 02:08 AM
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#5
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![]() Your Cyber Space DJ, also rebellion ![]() Type: Writer Alignment: Unaligned |
this is cool! I can't wait to use it to make it so you can catch stry spirits in my game! You rock! THIS IS A GREAT TUTORIAL!
-------------------- ılıll|̲̅̅●̲̅̅|̲̅̅=̲̅̅|̲̅̅●̲̅̅ |llıl BEATS!!!!!!!!!
![]() If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig!! If you can read this, put it in your sig! WHAT? HOW'D YOU FIND THIS! S-P-A-M ø„¸¨°º¤ø„¸¸„ø¤º°¨¸„ø¤º°¨ ¨°º¤ø„¸TECHNO„ø¤º°¨ „ø¤º°¨FOREVER`°º¤ø I suport Spoiler: |
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Mar 14 2011, 03:31 AM
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#6
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![]() Has broken out of Staby Rehab! ![]() Type: Undisclosed Alignment: Chaotic Evil |
Pretty decent demo. I'm currently working on a script called Clan System+, which will allow you to duplicate a generic actor. Once I'm done with that, it would combine nicely with this (so you don't have to 'release' a previously captured pokemon to catch the same type.)
Also, with the 'shakeing thing', it seems repetive. Why wouldn't you do... CODE If \v[4] == 0 Note even close else "Shakes once" If \v[4] =< 2 "Shakes twice" end If \v[4] =< 3 "Shakes a third time" end If \v[4] == 4 "Pokemon was caught" else "It got away" end end Seems alot better that way. -------------------- |
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Mar 17 2011, 11:12 PM
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#7
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![]() ![]() Type: Coder Alignment: Chaotic Good |
Thanks for liking my Event! I might have made some things redundant, but I wanted to make sure that it worked for sure. Now that I see that I will try to work that in. Keep up the feedback everybody!
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Mar 18 2011, 05:53 PM
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#8
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![]() He who does not watch Star Wars ![]() Type: Designer Alignment: Chaotic Evil |
Is there a way to make Pokeballs that work better on certain types of Pokemon, like Net Balls?
-EDIT- Also, is there a way to release them after capture? --EDIT-- Also, why can't you capture the same Pokemon twice? Does that mess up the script? This post has been edited by pie4ever0: Mar 18 2011, 06:20 PM -------------------- Bam. My once-giant signature is gone. It is now a giant ad. Be amazed. Spoiler: |
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Mar 18 2011, 10:13 PM
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#9
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![]() ![]() Type: Coder Alignment: Chaotic Good |
Is there a way to make Pokeballs that work better on certain types of Pokemon, like Net Balls? -EDIT- Also, is there a way to release them after capture? --EDIT-- Also, why can't you capture the same Pokemon twice? Does that mess up the script? To answer your questions, pie, there always is a way. I was just trying to get the basic system down. If you wanted to make a net ball, you could have the enemy trip a switch if it was water. Then have a CB. check whether or not it is on, and if it is the ball bonus would be a higher number. To 'release' a pokemon, you could have your person activate an event, have it say 'who do you want to release', and it list the party members. Then just have the 'if this pokemon' branch release that specific pokemon. The reason why you can't catch the same pokemon twice is because vx doesn't allow multiple party members of the same type, i.e. you couldn't have 2 ralphs or 2 of the same character. I thought about remaking the same type of pokemon 6 times but that would clutter up the switches and variables. I plan on remaking this a little more open ended so you can just play around with it, but this is my first serious tutorial and I didn't quite know how to make it. Thanks for all of this feedback. Keep it coming guys!! =) |
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Mar 19 2011, 12:22 PM
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#10
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![]() Seeks Knowledge ![]() |
This is an outstanding system. I played the demo and it works very nicely. Only problem I have come across is that if you catch say a Pidgiotto before a diglett Elm will skip over the entire diglett part. This is most likely because a switch was not on or something of the sort. The same goes for Abosnow. Once again just a matter of switches and checks, but the actual system itself works wonderfully. With simple eventing you can probably add in a PC system as well to "store" your pokemon. Simply use the actor leaves party and actor rejoins party events. Otherwise bravo
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Mar 19 2011, 02:29 PM
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#11
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![]() ![]() Type: Coder Alignment: Chaotic Good |
Thanks Ravenheart. When I uploaded the Demo, it was still fairly rough (and it still is fairly rough). I plan on making another tutorial with more free roaming play and a pc system. Thank you for your input. Keep up the Feedback everybody!
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Mar 28 2011, 06:35 AM
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#12
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![]() Jack in, Mega-Man! ![]() Type: Designer Alignment: True Neutral |
This tutorial looks well planned out and very decent. Good job!
-------------------- ![]() My project: ![]() |
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Apr 2 2011, 04:24 AM
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#13
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![]() ![]() Type: Coder Alignment: Chaotic Good |
Thank you Senapho. I appreciate all compliments and comments from everyone. I am glad that people like this. I have found some errors in the system that i am currently ironing out. I don't know when it will be done, but it is in process. Keep 'em comin' guys! =)
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Apr 21 2011, 12:35 AM
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#14
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![]() ![]() Type: Coder Alignment: Chaotic Good |
*Bump*
Just preventing it from dying I would love to hear how people would want to see in this system! |
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Apr 21 2011, 03:08 AM
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#15
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![]() Type: Artist Alignment: Chaotic Evil |
The eventing subforum is a very slow moving forum, so slow you hadn't even fallen off the first page since you posted this - so what the hell, don't bump your thread when you've got nothing new to add.
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Apr 22 2011, 11:20 PM
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#16
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![]() ![]() Type: Coder Alignment: Chaotic Good |
The eventing subforum is a very slow moving forum, so slow you hadn't even fallen off the first page since you posted this - so what the hell, don't bump your thread when you've got nothing new to add. Sorry Celianna. Not only am I fairly new to this community, but I'm also fairly inexperienced with forums. I will keep this in mind next time I post. |
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Apr 29 2011, 04:03 AM
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#17
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![]() Acem1994 ![]() Type: Designer Alignment: Chaotic Neutral |
Nifty. I can see a lot of potential uses for this... Thanks for sharing. I guess i was enjoying the demo a little too much, because i was attempting to catch that abomasnow or something of the sort and before i was able to, he used something that called for a water SE, which wasn't put in with it apparently, so it crashed the demo =\ Very small issue, and kinda weird to talk about an error in a demo for a tutorial but figured i'd throw that out there. Nice job.
-------------------- - Acem1994
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Apr 30 2011, 07:48 PM
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#18
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![]() ![]() Type: Coder Alignment: Chaotic Good |
thanks for liking it acem1994! I noticed that as well when I test ran it. I happened to also reinstall my OS due to a major system error and I assumed that it would have been included in the rtp when my install deleted it. I will attempt to fix that and apply more features in demo v.2. I hope to have it out sooner before later, but life takes priority over eventing unfortunately
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Oct 5 2011, 04:13 AM
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#19
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![]() Type: Undisclosed |
@labox: I think this is awesome!
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Oct 5 2011, 04:20 AM
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#20
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![]() Type: Undisclosed |
About your demo, how do i open it???? |
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| Lo-Fi Version | Time is now: 19th May 2013 - 02:15 AM |
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