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Messages - tifreak
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421
« on: August 06, 2010, 01:58:33 pm »
Watch the screenshot. I go through status on the first one, Kingler. Then I move him to Ditto's position. After it clears and redraws those boxes, look at the PSN and SLP in the boxes compared to the one on the bottom. They don't line up.
422
« on: August 06, 2010, 12:59:24 pm »
So, here it is, the mostly working pokemon party screen. Currently the only features it lacks is backing up out of that little submenu and the HMs and other moves that show up on here.  Thoughts? Edit: found after watching the screenshot closely that the status problems show up in the wrong spot, 2 columns to the left too far. This has been fixed, just don't feel like rescreenshotting this.
423
« on: August 01, 2010, 12:37:38 pm »
 Some progress with the moving of pokemon in slots. The pauses were so I could easily jump to that point using ON, I just haven't gotten around to taking the first one out yet. I still need to get it to repopulate the boxes and then go back to the main aspect of the menu program. I also got to make sure that the other side of the menu works. But reposting the data to the boxes is a higher priority at this point. Thought I would share.
424
« on: August 01, 2010, 12:32:41 am »
Thanks. It shouldn't be overly hard to get it to work. Or at least I hope it won't be.  Just too tired now to really try to make it work. Hopefully it will function and be screenshot ready in the morning sometime.
425
« on: August 01, 2010, 12:24:16 am »
Slight update.
Managed to get the code Weregoose gave me to make the boxes clear out work, after realizing I was breaking my own code by overwriting an important variable. It has been replaced with a temp var and it clears out the boxes.
Next up is repopulating and redrawing the boxes correctly. This should be relatively easy, and I should be able to have that all done within one for( loop.
426
« on: July 30, 2010, 12:19:03 pm »
Yes, it's just another way for the game to call attention to pokemon that have a status problem.
427
« on: July 30, 2010, 11:33:29 am »
 Yeah, not much that has went on, I managed to get the menu to see 'move' as an option, it clears the little box and restores the party screen via a pic variable. Next up is making it so that it actually moves the pokemon around. Weregoose has already given code for this (which is safely written down in my notebook) So I will try to get this working later today or tomorrow.
428
« on: July 28, 2010, 03:38:54 pm »
What happened, hard drive failure?
429
« on: July 26, 2010, 11:05:10 pm »
Thanks guys!
Weregoose dropped me some code to try out to see if I can't get moving of pokemons between slots working, so that's next!
430
« on: July 26, 2010, 11:46:05 am »
 With this screenshot, I officially dub the status setup complete. It is adaptive in the sense that it merely takes into account which LP# is in the slot via the L_PRTY list, stores it to Z, takes that and uses expr("LP"+sub("123456",Z,1->L_1 Then it bases all the display data off of what is in L_1. Makes that so much easier. You can also see that it does not allow you to select on an empty box. Next bit is moving pokemon from one slot to another. This.. will be a bit tricky. I am thinking about allowing a pokemon to be moved, say in to the last slot regardless if the other two are occupied or not, simply to save space on programming, though if people are against this, I will make it so it cannot. Just makes the code that much more complicated. The other bit of problem I will have is making it so it doesn't redraw the entire screen each time you move a pokemon. I haven't figured this out yet, but I am working on a solution. Weregoose, at one point in time, had helped with this code, but that was 2+ years ago, and I doubt he would have the code for it anymore. I can assure you that I do not. I have tore through everything in my notes, it simply no longer exists. Anyways, that's progress up to date.
431
« on: July 22, 2010, 10:20:35 pm »
Thanks!
My attempt to integrate it into the party system.. failed a bit. XDI haven't set it up yet to look at the data from the selected pokemon to dump into L1, and I need it to exit out of the cursor routines and go back to the draw section of the code. So, hopefully I can get that ironed out and make the stats setup work fully.
432
« on: July 20, 2010, 10:47:48 pm »
Definitely a fancy equation you got there o.o
Hoping tomorrow to have some time to actually work on pokemon. Didn't get the time in on the project today that I had hoped, so yeah, shooting for tomorrow.
433
« on: July 19, 2010, 11:23:35 pm »
Nope, number alignment is all in BASIC. I don't understand the log( command, so I can't explain how it works, but it is nifty. Got the code written down off to the side so I know where to find it in the future
434
« on: July 19, 2010, 10:57:16 pm »
 Implemented Kerm's code to right align the numbers, used on the stats and the PP for attacks screen. Next will be to integrate into the pp party.
435
« on: July 19, 2010, 12:50:31 pm »
Lol, thanks. Sadly, I can't compensate for a lack of hardware. :p
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