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THE ULTIMATE CHALLENGE! (NUZLOCKE!)

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shiny_mew

Trainer
i understand. but i don't know if that would work since in the poke.dat files there are only values(pokedex index|blah|blah|catch rate|whatev) but if i remember something from my programming lessons ages ago i think you could do something like random(1,251)|blah|blah|100% then the on the other values you just have to define the level range. and about catching more pokemon, snce this would be using the nuzlocke mode rules then the player would only be able to catch a pokemon per area, whatevr that pokemon might be. of course people might skip some areas to catch the pokemon they want but, only 1 in 251 chances of gettnig your dream lv 7 tyranitar. but this would make the game harder since evolved pokes level up slower and learn moves slower to compensate for their higher stats. do you think that is possible, or that i can do it myself?
Well, you pitch quite the valid argument, and I understand the altering value thing.
I totally forgot about that nuzlocke rule btw. Thank you for reminding me.
This would be very possible, especially having pokemon with the same encounter rates, levels, weather conditions, etc.
I think you could do it, it is merely copy and paste.
If you'd like, you can copy and paste a line from one of the .poke files and I can literally make it easy as copy and pasting for you.
And replacing numbers. If I tried to do it, i would have it done probably a week from now. I am really backed up on school work.
i'm gonna give it a try right now, let's see what i can do. but i need a tip -_- what sintax can i use for the random fuction?
PS: school sucks(a great amount of time).
 

Prince Vade

Champion
Trusted Support
Retired Mod
Well, you pitch quite the valid argument, and I understand the altering value thing.
I totally forgot about that nuzlocke rule btw. Thank you for reminding me.
This would be very possible, especially having pokemon with the same encounter rates, levels, weather conditions, etc.
I think you could do it, it is merely copy and paste.
If you'd like, you can copy and paste a line from one of the .poke files and I can literally make it easy as copy and pasting for you.
And replacing numbers. If I tried to do it, i would have it done probably a week from now. I am really backed up on school work.
i'm gonna give it a try right now, let's see what i can do. but i need a tip -_- what sintax can i use for the random fuction?
PS: school sucks(a great amount of time).
Lol there is no syntax for a random function. Like I said, i don't think it is put in.
Nils wrote all of the language by himself. So, i think you'll have to write 251 lines of code for each file
 

shiny_mew

Trainer
i'm gonna give it a try right now, let's see what i can do. but i need a tip -_- what sintax can i use for the random fuction?
PS: school sucks(a great amount of time).
Lol there is no syntax for a random function. Like I said, i don't think it is put in.
Nils wrote all of the language by himself. So, i think you'll have to write 251 lines of code for each file
really? i thought that you could assign the value for the pokedex index using that function or something like that :facepalm: because i see no way of having to write an individual line for each pokemon since it's gonna be randomized. now that i lok at it it makes no sense what i was saying, maybe there is another way :/ damn i suck at this
 

Prince Vade

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Trusted Support
Retired Mod
Lol there is no syntax for a random function. Like I said, i don't think it is put in.
Nils wrote all of the language by himself. So, i think you'll have to write 251 lines of code for each file
really? i thought that you could assign the value for the pokedex index using that function or something like that :facepalm: because i see no way of having to write an individual line for each pokemon since it's gonna be randomized. now that i look at it it makes no sense what i was saying, maybe there is another way :/ damn i suck at this
Let me try to clear this up: I may be confused.
You want to enter any route and any one of all 251 pokemon be able to be found?
Like at one point you encounter a bulbasaur and the next battle you fight a onix?
Or you mean it randomizes itself once you enter a map, so it picks a random number, like 25 (pikachu)
and you can only catch pikachu in that map?
 

shiny_mew

Trainer
really? i thought that you could assign the value for the pokedex index using that function or something like that :facepalm: because i see no way of having to write an individual line for each pokemon since it's gonna be randomized. now that i look at it it makes no sense what i was saying, maybe there is another way :/ damn i suck at this
Let me try to clear this up: I may be confused.
You want to enter any route and any one of all 251 pokemon be able to be found?
Like at one point you encounter a bulbasaur and the next battle you fight a onix?
Or you mean it randomizes itself once you enter a map, so it picks a random number, like 25 (pikachu)
and you can only catch pikachu in that map?
i meant that when you enter in the grass and encounter a wild pokemon, that pokemon will be randomly generated, like you battle and find a bulbasaur, and then battle again and find dragonite or something like that. not only one random pokemon per map, but all pokemon in can be found regardless of where you are(preferably excluding legendaries)
 

Prince Vade

Champion
Trusted Support
Retired Mod
i meant that when you enter in the grass and encounter a wild pokemon, that pokemon will be randomly generated, like you battle and find a bulbasaur, and then battle again and find dragonite or something like that. not only one random pokemon per map, but all pokemon in can be found regardless of where you are(preferably excluding legendaries)
Ah. Ok, that is simple. But would take a lot of coding. Not difficult coding, but a lot of it.
It would probably take me, a couple hours to do it all.
Not long at all. But, since school is kicking me in the arse right now. Its a no go :dead:
 

shiny_mew

Trainer
i meant that when you enter in the grass and encounter a wild pokemon, that pokemon will be randomly generated, like you battle and find a bulbasaur, and then battle again and find dragonite or something like that. not only one random pokemon per map, but all pokemon in can be found regardless of where you are(preferably excluding legendaries)
Ah. Ok, that is simple. But would take a lot of coding. Not difficult coding, but a lot of it.
It would probably take me, a couple hours to do it all.
Not long at all. But, since school is kicking me in the arse right now. Its a no go :dead:
can you explain to me, give me the basic idea?(i'm curious)
 

snoe

Active Member
if its a value, i know that for random in java it would be:
(int)(Math.random()*251 +1)

i haven't tinkered with the codes in this game so i can't tell you whether
-it will work
-it's in java code
 

Prince Vade

Champion
Trusted Support
Retired Mod
Ah. Ok, that is simple. But would take a lot of coding. Not difficult coding, but a lot of it.
It would probably take me, a couple hours to do it all.
Not long at all. But, since school is kicking me in the arse right now. Its a no go :dead:
can you explain to me, give me the basic idea?(i'm curious)
Lol OK, but without the code it will be slightly skewed.
In one map file you would have the following:
1|blah|blah|blah|level
2|blah|blah|blah|level
3|blah|blah|blah|level
4|blah|blah|blah|level
5|blah|blah|blah|level
6|blah|blah|blah|level
7|blah|blah|blah|level
8|blah|blah|blah|level
9|blah|blah|blah|level
10|blah|blah|blah|level
11|blah|blah|blah|level
12|blah|blah|blah|level
13|blah|blah|blah|level
and so on and so forth with no changes until the first number reaches 251.
Then, you would copy all of this code into another map file.
Lets say that level=5 and double level=25
Once copied to a new file you could press ctrl+h and type
Find:level
Replace with:double level
and then press "Replace all"
You would repeat this process with every map and the desired levels.
That simple. Once all the code is written once, you are good to go.
 

Prince Vade

Champion
Trusted Support
Retired Mod
if its a value, i know that for random in java it would be:
(int)(Math.random()*251 +1)

i haven't tinkered with the codes in this game so i can't tell you whether
-it will work
-it's in java code
It is def. not in java code :p
Then most of these editable files would be in .class format.
And that is actual code, these are merely numbers you feed the engine so that it can read which files the map can access.
 

shiny_mew

Trainer
can you explain to me, give me the basic idea?(i'm curious)
Lol OK, but without the code it will be slightly skewed.
In one map file you would have the following:
1|blah|blah|blah|level
2|blah|blah|blah|level
3|blah|blah|blah|level
4|blah|blah|blah|level
5|blah|blah|blah|level
6|blah|blah|blah|level
7|blah|blah|blah|level
8|blah|blah|blah|level
9|blah|blah|blah|level
10|blah|blah|blah|level
11|blah|blah|blah|level
12|blah|blah|blah|level
13|blah|blah|blah|level
and so on and so forth with no changes until the first number reaches 251.
Then, you would copy all of this code into another map file.
Lets say that level=5 and double level=25
Once copied to a new file you could press ctrl+h and type
Find:level
Replace with:double level
and then press "Replace all"
You would repeat this process with every map and the desired levels.
That simple. Once all the code is written once, you are good to go.
will it work? i am wondering if either the appearance rate of each would be 100%/251 or if you put 100% for each pokemon then each would appear at random. and about the numbers, my thought process was that the parameters for the wild pokemon appearing(blah|blah|bah|blah) could be generated by a function like
blah()
appearance rate = something;
or the random(1,251) instead of feeding those numbers manually. of course i don't know .class and my hipothesis seems very unlikely
 

Prince Vade

Champion
Trusted Support
Retired Mod
will it work? i am wondering if either the appearance rate of each would be 100%/251 or if you put 100% for each pokemon then each would appear at random. and about the numbers, my thought process was that the parameters for the wild pokemon appearing(blah|blah|bah|blah) could be generated by a function like
blah()
appearance rate = something;
or the random(1,251) instead of feeding those numbers manually. of course i don't know .class and my hipothesis seems very unlikely
Nope, nothing like that to my knowledge is possible.
But yes, this will most definitely work, although i suggest having the encounter rate at 50 seeing as how they dont go off of percents.
But, functions like blah() are apart of the engine.
Believe it or not,
5|blah|blah|blah|level
is the format for the .poke files.
I just don't have the exact values memorized. Once someone sends me one of those files, then i can give you details on each of them.
 

shiny_mew

Trainer
will it work? i am wondering if either the appearance rate of each would be 100%/251 or if you put 100% for each pokemon then each would appear at random. and about the numbers, my thought process was that the parameters for the wild pokemon appearing(blah|blah|bah|blah) could be generated by a function like
blah()
appearance rate = something;
or the random(1,251) instead of feeding those numbers manually. of course i don't know .class and my hipothesis seems very unlikely
i tried this {0|random(1,251)|100|-1|5,5} and obviously failed(worth it) and it obviously gave me this crash message Conversion from string "random(1,251)" to type 'Integer' is not valid. because the parameters are all intgers so my guess would be changing something here _2._5DHero.Level.PokemonEncounter(), which i cannot do.
Nope, nothing like that to my knowledge is possible.
But yes, this will most definitely work, although i suggest having the encounter rate at 50 seeing as how they dont go off of percents.
i figured the rates were in base of percentage, since putting it to 100% made that pokemon to appear, and in the .poke files, those values seem to add up to 100%, combining it with different times of the day
(example: poke 1|appears morning|rate=50
poke 2|appears evening|rate=70
poke 3|appears morning|rate=50
poke 1|appears evening|rate=30)
then, all morning pokes split their appearance rates between 100% and so do evening pokes
 

Prince Vade

Champion
Trusted Support
Retired Mod
i tried this {0|random(1,251)|100|-1|5,5} and obviously failed(worth it) and it obviously gave me this crash message Conversion from string "random(1,251)" to type 'Integer' is not valid. because the parameters are all intgers so my guess would be changing something here _2._5DHero.Level.PokemonEncounter(), which i cannot do.
Lol yes, that is engine work that we cannot do ;)

i figured the rates were in base of percentage, since putting it to 100% made that pokemon to appear, and in the .poke files, those values seem to add up to 100%, combining it with different times of the day
(example: poke 1|appears morning|rate=50
poke 2|appears evening|rate=70
poke 3|appears morning|rate=50
poke 1|appears evening|rate=30)
then, all morning pokes split their appearance rates between 100% and so do evening pokes
I didn't think they did, but they could be, I haven't looked at them enough to know.
I have never done the math, but i know when editing poke files I can make the encounter rate whatever i want and it can exceed 100 without problems.
So, do you plan to work on this "Ultimate Nuzlocke"?
It is highly possible once all the lines of code are written (once again :p)
Or, you could wait till after Wednesday of next week, and I could make it real fast :p
 

snoe

Active Member
my poor Nuzlocke Thread :'( it's all complex and code-y
who will want to talk about Nuzlocke and pokedeath when there's SCIENCE!....
COMPUTER SCIENCE! in this thread?

nah I'm jk continue your intellectual discussion gentlemen
 
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