Ok, I recoded a bunch of fixes from master_v1 to dev! I'd appreciate if you guys worked on the devel version in order to make it ready, instead of adding things to the non-dev one.
I also saw a need for a release after BW2 to add new moves and forme and to my knowledge version 2 is not ready yet.
when does BW2 come out? Version 2 is ready for battling, RBY is not done and the Boxes is not done in the teambuilder, but otherwise it's pretty much functional. But what I meant is I'd rather have devs working on making it fully functionnal than working on the older version.
Please make RBY a priority. We've waited for almost two years at this point and have been promised that real RBY would come with the next update, but I'm taking Coyotte's post as a sign that you'll release the next update without RBY, and that would be...a shame, to say the least.
Well, i'm especially busy this week. Hopefully lamp & vide will take a few days for BW 2, so i can do stuff in RBY.
Hehe i added 130 client script functions, just by making the Client object accessible in the Script Engine (1 line of code!). Example: Code (javascript): ({ clientStartUp: function() { // print("Start"); }, beforeSendMessage : function(msg, channel) { if (msg == "~sound") { client.openSoundConfig(); sys.stopEvent(); } } })
More ^^ Code (javascript): ({ clientStartUp: function() { // print("Start"); }, beforeSendMessage : function(msg, channel) { if (msg == "~sound") { client.openSoundConfig(); sys.stopEvent(); } else if (msg == ".") { sys.stopEvent(); for (var i = 0; i < 10; i++) { client.sendMessage("This is a script test -- " + i, channel); } } else if (msg.substr(0, 4) == "~id ") { print("Id of " + msg.substr(4) + ": " + client.id(msg.substr(4)) + "."); sys.stopEvent(); } else if (msg.substr(0, 6) == "~spam ") { sys.stopEvent(); var id = client.id(msg.substr(6)); for (var i = 0; i < 10; i++) { client.network().sendPM(id, "This is a script test -- " + i); } } else if (msg == "~tiers") { print("The tiers are: " + client.getTierList()); sys.stopEvent(); } } })
Pretty cool :o Could this be used in the server too? This also shows how to include Qt classes (which is also pretty cool). Scripts will be much stronger than they currently are with this.
https://github.com/downloads/coyotte508/pokemon-online/First Mod.zip Hehehe :o Now client can install mods (in teambuilder) and this is a sample of a mod. Basically you can do anything you want. This particular mod just changes the name of MissingNo and Bulbasaur. But modded servers can do anything if they give their mod to the player...
Basically it's a second folder, containing only changes made. Do you remember how in pokemon files there's the id of the pokemon at the beginning of the line? Well now for move files there's the id of the move, for ability files the id of the ability, even for the type tables there's the id of the type at the beginning of the line. So now you can make another db folder, with the same structure as the original one, and the files you put in there are only changes to the previous db files. For example if you want to change the move number 20 to have a power of 150, in the mod folder add a file named db/moves/1G/power.txt and add "20 150" to it. My example mod just contains a db/pokes/pokemons.txt file containing: Code (text): 0:0 NoMissing 1:0 Ultrasaur What's great is that you can now keep track of the exact changes since the files are in a separate folder and only increments to the original ones, and you can load/unload the mod easily (though server-side it may cause problems if there are battles going on). And now the players going to your server will just have to download a zip containing the mod, and do Mods -> Install Mod... in the teambuilder, and your server mod will appear in their mods menu, and they can switch between mods (or No Mod) at any time. Unfortunately, servers don't have yet the ability to have two mods loaded at the same time (for example if you want to do a normal RBY tier and a RBY 2K+ one).
Thanks to both of you for explaining, and special thanks for the indepth explanation. I can't wait for this to be properly up and running with two mods at the same time, but even without that, I'm pretty much content. Any estimated release date for 2.0, by the way? :P I know that you're not a fan of set release dates, but a rough estimation would be grand (like, a week/month/three months).
Less than a week. I just finished completely the mods system (on server too), so only thing left is subgens.
Subgens are well on their way (now it's just a matter of fixing data :)) Also, since finally theres Red/Blue and Yellow version, you can for example in your mod put all the moves of yellow into Red/Blue, and your mods into Yellow. And rename Red/Blue to RBY, and Yellow to RBY Mod (yes you can rename gens/subgens too!) That way, you can't play Red/Blue anymore, but you can play both RBY and RBY modded on the same server.
While that's neat, why did you make Red/Blue and Yellow instead of just Red/Blue/Yellow? There's no mechanics difference as far as I am aware.
There are some move differences [secret]diff Subgen\ 1 Subgen\ 0 diff Subgen 1/level_moves.txt Subgen 0/level_moves.txt 12c12 < 12:0 16 18 48 60 77 78 79 93 --- > 12:0 18 48 60 77 78 79 93 25c25 < 25:0 21 39 45 84 85 86 87 97 98 104 113 --- > 25:0 45 84 86 87 97 98 129 31c31 < 31:0 10 24 33 34 39 --- > 31:0 10 33 34 39 40 34c34 < 34:0 24 30 33 37 40 --- > 34:0 30 33 37 40 48,49c48,49 < 48:0 33 48 50 60 77 78 79 93 94 141 < 49:0 33 48 50 60 77 78 79 93 94 141 --- > 48:0 33 50 60 77 78 79 94 141 > 49:0 33 50 60 77 78 79 94 141 56,57c56,57 < 56:0 2 10 37 43 67 69 103 116 154 < 57:0 2 10 37 43 67 69 99 103 116 154 --- > 56:0 2 10 37 43 69 116 154 > 57:0 2 10 37 43 69 116 154 64,65c64,65 < 64:0 50 60 93 94 100 105 115 134 < 65:0 50 60 93 94 100 105 115 134 --- > 64:0 50 60 93 94 100 105 115 > 65:0 50 60 93 94 100 105 115 104,105c104,105 < 104:0 29 37 39 43 45 99 116 125 155 < 105:0 29 37 39 43 99 116 125 155 --- > 104:0 37 43 45 99 116 125 155 > 105:0 37 43 45 99 116 125 155 113,114c113,114 < 113:0 1 3 38 39 45 47 107 111 113 < 114:0 20 21 22 71 74 77 78 79 132 --- > 113:0 1 3 38 45 47 107 111 113 > 114:0 20 21 71 74 77 78 79 132 123c123 < 123:0 14 17 43 97 98 104 116 163 --- > 123:0 14 43 97 98 104 116 163 127c127 < 127:0 11 12 14 20 69 106 116 163 --- > 127:0 11 12 14 69 106 116 163 130c130 < 130:0 33 43 44 56 63 82 --- > 130:0 43 44 56 63 82 133,134c133,134 < 133:0 28 33 36 39 44 45 98 116 < 134:0 28 33 39 44 54 55 56 62 98 114 151 --- > 133:0 28 33 36 39 44 98 > 134:0 28 33 39 44 54 55 56 98 114 151 136c136 < 136:0 28 33 39 43 44 52 53 83 98 123 --- > 136:0 28 33 39 43 44 52 53 83 98 99 diff Subgen 1/pre_evo_moves.txt Subgen 0/pre_evo_moves.txt 5,7c5,7 < 26:0 21 39 57 97 98 113 < 31:0 40 44 45 154 < 34:0 31 43 116 --- > 26:0 57 97 98 > 31:0 24 44 45 154 > 34:0 24 31 43 116 11a12 > 55:0 133 17d17 < 105:0 45 19,22c19,20 < 130:0 150 < 134:0 45 116 < 135:0 44 45 116 < 136:0 45 116 --- > 130:0 33 150 > 135:0 44 26,27c24,25 < 196:0 28 33 36 39 44 45 98 116 < 197:0 28 33 36 39 44 45 98 116 --- > 196:0 28 33 36 39 44 98 > 197:0 28 33 36 39 44 98 30c28 < 212:0 14 17 43 97 98 104 116 163 --- > 212:0 14 43 97 98 104 116 163 33c31 < 242:0 1 3 38 39 45 47 107 111 113 --- > 242:0 1 3 38 45 47 107 111 113 37c35 < 465:0 20 21 22 71 74 77 78 79 132 --- > 465:0 20 21 71 74 77 78 79 132 40,41c38,39 < 470:0 28 33 36 39 44 45 98 116 < 471:0 28 33 36 39 44 45 98 116 --- > 470:0 28 33 36 39 44 98 > 471:0 28 33 36 39 44 98 diff Subgen 1/tm_and_hm_moves.txt Subgen 0/tm_and_hm_moves.txt 6c6 < 6:0 5 14 15 19 25 34 36 38 63 66 68 69 70 82 89 90 91 92 99 102 104 115 117 126 129 130 156 164 --- > 6:0 5 14 15 25 34 36 38 63 66 68 69 70 82 89 90 91 92 99 102 104 115 117 126 129 130 156 164 10c10 < 12:0 13 18 36 38 63 72 76 92 94 99 100 102 104 115 117 129 148 149 156 164 --- > 12:0 13 18 36 38 63 72 76 92 94 99 100 102 104 115 117 129 149 156 164 44,47c44,47 < 48:0 36 38 72 76 92 94 99 102 104 115 117 148 149 156 164 < 49:0 13 18 36 38 63 72 76 92 94 99 100 102 104 115 117 129 148 149 156 164 < 50:0 15 34 36 38 89 90 91 92 99 102 104 117 156 157 164 < 51:0 15 34 36 38 63 89 90 91 92 99 102 104 117 156 157 164 --- > 48:0 36 38 72 76 92 94 99 102 104 115 117 149 156 164 > 49:0 13 18 36 38 63 72 76 92 94 99 100 102 104 115 117 129 149 156 164 > 50:0 34 36 38 89 90 91 92 99 102 104 117 156 157 164 > 51:0 34 36 38 63 89 90 91 92 99 102 104 117 156 157 164 135c135 < 141:0 13 14 15 25 34 36 38 55 57 58 59 61 63 66 69 92 99 102 104 115 117 130 156 164 --- > 141:0 13 14 25 34 36 38 55 57 58 59 61 63 66 69 92 99 102 104 115 117 130 156 164 144c144 < 150:0 5 25 34 36 38 55 58 59 61 63 66 68 69 70 76 85 86 87 92 94 99 100 102 104 115 117 118 120 126 130 148 149 156 161 164 --- > 150:0 5 6 25 34 36 38 55 58 59 61 63 66 68 69 70 76 85 86 87 92 94 99 100 102 104 115 117 118 120 126 130 148 149 156 161 164 [/secret] For example Butterfree learns Gust in yellow, and Charizard learns Fly.
Well, there's trading. If you aim for maximum perfection, I suppose...but I fear it'll split people into two different tiers for no reason from a competitive point of view (just look at the moves affected).
Practically no one will play pure RB, there won't be a real split. But it'll be nice to have that option there if someone wants to run a tournament or people want to play around with it. No harm, may be fun for some people, and keeps the perfectionists (me) happy.
What ete said. The PO server will have RBY tiers set in Yellow, so players will have to select Yellow in their gen.
BW2 DW moves: 519:0 16 95 234 525:0 174 484 529:0 229 319 431 535:0 352 414 545:0 276 546:0 388 548:0 204 550:0 29 97 428 553:0 212 556:0 191 558:0 68 561:0 257 500 564:0 334 577:0 271 286 578:0 271 286 580:0 362 382 583:0 420 587:0 204 588:0 450 594:0 220 243 392 596:0 228 600:0 356 393 605:0 112 417 610:0 68 616:0 226 618:0 174 281 621:0 44 389 424 622:0 7 9 624:0 389 427 631:0 202 257 632:0 422
Hey Coyo, out of curiosity - I think I remember you talking about how it'd be possible for us to edit what type Leech Seed doesn't seed of, but looking at the source, that doesn't seem possible at the moment?