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Messages - tifreak
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256
« on: September 08, 2011, 09:52:30 am »
Yes. Because of the way I have the party system set up. There is a 6 element list, numbers 1-6, that keep track of which |LP# (there are 6, they are the stat lists for the pokemon) are in what order so you can move the pokemon around in your party. Since they are ever changing, I have to make the code for using items on the party pokemon quite dynamic. So it has to create the code, dump it off into another temp program, and then run it.
257
« on: September 08, 2011, 07:51:40 am »
If Tmin>0 and Z=1:Then:For(F,4,14:Line(4,F,90,F,0:End:For(F,15,30:Line(0,F,94,F,0:End:"0ZBD":prgmZRS:{94,0,3,27:prgmTEMP:prgmZC1:"rowSwap(ZAN"->Str0:0->theta:0->Tmax:If 0<L1(3:Then:L1(3:prgmZCE:35->Tmax:Text(35,9,Str9:Text(35,70+4(1-int(log(L1(19)))),L1(19:Text(35,78,"/",L1(23:End:If 0<L1(4:Then:L1(4:prgmZCE:41->Tmax:Text(41,9,Str9:Text(41,70+4(1-int(log(L1(20)))),L1(20:Text(41,78,"/",L1(24:End:If 0<L1(5:Then:L1(5:prgmZCE:47->Tmax:Text(47,9,Str9:Text(47,70+4(1-int(log(L1(21)))),L1(21:Text(47,78,"/",L1(25:End:If 0<L1(6:Then:L1(6:prgmZCE:53->Tmax:Text(53,9,Str9:Text(53,70+4(1-int(log(L1(22)))),L1(22:Text(53,78,"/",L1(26:End:5->W:While W=5:Text(A,5,">":getKey->K:If K:Text(A,5," ":A-6((K=34 and A<Tmax)-(K=25 and A>35->A:If K=31:Then:ClrDraw:1->W:End:If K=21:Then:For(F,4,14:Line(4,F,90,F,0:End:For(F,15,30:Line(0,F,94,F,0:End:RecallPic Pic1:If A=35:Then:If L1(19)>=L1(23:Then:Text(47,4,"ETHER INEFFECTIVE":prgmZWT:1->W:End:If L1(19)<L1(23:Then:Text(47,4,"USED ETHER!":10+L1(19->L1(19:If L1(19)>L1(23:L1(23->L1(19:prgmZWT:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:If A=41:Then:If L1(20)>=L1(24:Then:Text(47,4,"ETHER INEFFECTIVE!":prgmZWT:1->W:End:If L1(20)<L1(24:Then:Text(47,4,"USED ETHER!":prgmZWT:10+L1(20->L1(20:If L1(20)>L1(24:L1(24->L1(20:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:If A=47:Then:If L1(21)>=L1(25:Then:Text(47,4,"ETHER INEFFECTIVE!":prgmZWT:1->W:End:If L1(21)<L1(25:Then:Text(47,4,"USED ETHER!":10+L1(21->L1(21:If L1(21)>L1(25:L1(25->L1(21:prgmZWT:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:If A=53:Then:If L1(22)>=L1(26:Then:Text(47,4,"ETHER INEFFECTIVE!":prgmZWT:1->W:End:If L1(22)<L1(26:Then:Text(47,4,"USED ETHER!":10+L1(22->L1(22:If L1(22)>L1(26:L1(26->L1(22:prgmZWT:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:End:End:End:If iPart(W)=1:Return This is the code I've come up with (read: untested as of yet) to deal with using the item Ether. This code -only- deals with the battling Pokemon. The code for the party Pokemon is going to be many levels higher in complexity.
This would also be a good time to note that this is now the longest piece of code in the appvar ZITU. And it's nowhere near complete.
258
« on: September 06, 2011, 05:07:31 am »
Eh, it's fine. Just going to be a challenge :p And I mostly like challenges. lol
259
« on: September 05, 2011, 09:34:02 pm »
So, working on code to use Ether. Right now, dealing with the battling Pokemon. This code is really giving me a headache. For the battling Pokemon, it redisplays the battle screen, then clears out the section of the text box and expands that to show the attacks. From there, you select which attack gets the Ether. I also have to re-clear a part of that, enough to redisplay the border/box so I can display the text.
If the item is not successful, I can thankfully clear the screen to return to the item screen.
If the item is successful, I have to clear out that entire mess and recall pic1.
And if you think this is bad.. The party Pokemon's code has to be written on the fly. Meaning it isn't like the battling Pokemon where it uses list L1. This code has to be compiled and dropped into a temp program to run, based off the |LP# for the list it is calling upon, on top of all the stuff I mentioned above.
260
« on: September 05, 2011, 08:04:05 pm »
Ha, thanks gents!
262
« on: September 05, 2011, 06:08:39 pm »
Used Disk Space : 1.13 MB of 10,000.00 MB (activated) - max. available: 150,000.00 MB*
Is what it tells me.
263
« on: September 05, 2011, 12:56:55 pm »
Heh, it's no big deal, I have a ton of space that's being paid for and not used, might as well contribute to the community in some way
264
« on: September 04, 2011, 12:24:44 pm »
265
« on: September 04, 2011, 12:21:17 pm »
There are a lot of pokemon colors on google period. Purple comes up quite often as well that has nothing to do with what I'm doing. :p
266
« on: September 04, 2011, 07:48:57 am »
Aw, sorry to hear that. Hopefully you can find a few minutes a week to pop up and tell us how things are going  Just have to find that routine and optimize it
267
« on: September 03, 2011, 10:49:16 am »
Maybe, eventually. This is for the SE calcs though, so it won't be seen for a good long time.
And there isn't THAT many archives and unarchives being done.
268
« on: September 03, 2011, 10:48:47 am »
Oh I'm not knocking yours. I just have a lot of stats I'm keeping track of so it can be as close as possible without worrying too much about size
269
« on: September 03, 2011, 08:57:45 am »
That's essentially what I'm doing as well. I have certain programs in RAM. Others are in ROM and Resource is used to call those in to temp programs to run and deleted right afterwards. I'm also using progressive archiving, so when you start the game, it will archive prgmPOKEMON. Then when you go into a battle, it will archive the walking engine prgmZGA. If you go to switch pokemon, it will archive the battle engine. And of course, it unarchives as it goes back to those other programs.
270
« on: September 03, 2011, 08:54:56 am »
Ah  Each pokemon has a 56 element list in mine that contains all the stats. There are 6 lists in use at a time, and the rest will be saved in the appropriate ZBOX# file. I'm just trying to get it as accurate as possible.
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