I am currently working on the items list. I got a complete list, as far as I can tell, from gamefaqs. However, I can't seem to find anything on what the stat modifiers change in values. I thought about just increasing the stat affected by 1 point and calling it a day, but I would like to actually have it done properly. If one could find this information and post a link here, that would be awesome of you.
Assuming you mean things that permanently Change stats like rare candies and proteins, this is an awesome reference I found after a while of searching: http://bulbapedia.bulbagarden.net/wiki/Protein#Protein
I'm looking for the values that items such as protein, calcium and such impose. Also looking for the values that xspeed/attack/defend/special change things.

Edit:

Sweet, found the x<name> ones, they do only go up one level it seems.

Edit2:

Got all the stat changes, thanks a ton.
Huzzah, gad to hear this is solved. Sadly, this is something far from my realm of familiarity, although I've been known to complete a mean Google search in my day. Any piece of progress that brings us closer to a full Pokemon Purple is a success in my book!
haha, thanks Kerm. And yes, it was nice to have this bit of information, now I just have to figure out how to get all this code put in there in a usable form, which I do think I can do, it's just going to take a while :<
114 different items :<
Oh geez, that's excessive. Can we help you script it up and run it through SourceCoder or Tokens somehow?
Sadly, all items do something different. Here's the problem though.

All pokemon stats are held in 6 lists, one for each pokemon. LP1-LP6. When the battle system loads up, it creates L1 and pulls the first available pokemon from one of the LP# lists. So during a battle, I have to keep track of the fact that if you use an item on the pokemon in battle, it has to deal with L1, not LP#.

My actual plan is to have the code to deal with each item all on one line per item. This way, I can just pull the code from flash out of an appvar and drop it into a temp program to run, without needing huge amounts of RAM open to run it. Very Happy
That will definitely help you as far as RAM needed while the program is running, but sadly, that won't make your life any easier as far as getting the data together in the first place. Sad Best of luck.
Thanks. I'll definitely need it. At least there are only 114 items. There's like 145 or 165 attacks? Oh well, hoping I can get started on this list later today
So, I'm currently trying to get the game to delete list elements that end up running out of inventory. So far, I'm not coming up with a good way to do it.

Basically, have a list similar to {1,2,3,4,5,6,7,8,9,0,1,2,3,4,5,6,7,8,9,0,1,2,3,4,5,6,7,8,9,0->L1

And the element is in variable B that has 0'd out.

How can I take and preserve the elements before and after B while keeping the list intact? I considered using a while or For loop, but that causes issues with when the list gets big, it will take a while to do.

suggestions?
I guess the best way to do that would be with a For() loop and implementing your own sub() function that works with lists. Then, you could augment the lists together.
Would this work:
Code:
Seq(B(X>C)+B,X,1,Dim(L1)-B
(B is Length-to-Skip, and C is the place you start skipping at)

Or did I misread what you were wanting?
Sadly, this doesn't keep the integrity of the list in tact :<

What I'm looking to do is say the 6th element of list IT has been reduced to 0. I want to take elements 1-5 and 7-dim(|LIT and make that into |LIT.

I'm sure Weregoose has a routine for this already done, just have to see if I can get his attention turned to this. :p


Edit:

I'm beginning to think that dropping the list idea and putting it up in an appvar will be the way to go. This way, I can more easily install and remove lines. The only annoyance would be pulling the value from the string, making the change to the inventory, and putting the number back into a string. I'm also not sure how much that will affect speed, either.
Don't have to use this, bur just saying:
Code:
Max(Seq(Not(L1(X))X,X,1,Dim(L1->C
1->B
<other code>
*shrug*
By 'other code' I take it that means the code you posted before? It just made all the elements equal 2. :<
Because I'm stupid <.<

should be:
Code:
Seq(L1(B(X>C)+X),X,1,Dim(L1)-B
*gives up on this code*
lol, I'll try it once I get back home. Thanks for at least trying :p

Edit:

So close! It eliminates the element after the one containing the 0 :<


Code:
{1,2,3,4,5,6,7,8,9,0,1,2,3,4,5,6->L1
max(seq(not(L1(X))X,X,1,dim(L1->C
1->B
seq(L1(B(X>C)+X),X,1,dim(L1)-B


Is what I have in the calc.
X>C should be X=>C
Woo! Now we can eliminate those pesky 0's Very Happy

And I realized that moving items around in the list would be easy, just a matter of swapping values in two elements Very Happy Now this is shaping up to be major amounts of awesome.
Major amounts of awesome is a phrase that I like to hear in conjunction with Cemetech members' projects. Huzzah!
  
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