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(pic unrelated) Guys, since triples is kill for the foreseeable future, I thought of writing my own engine to make AI triple battles with alolan pokes and some special rules like Battle Factory/Battle Arcade/Battle Pyramid because why not.
I do little games as a hobby and I am currently working on a turn-based RPG, so since I am in the mood for that type of engine, and I am spending most of my free time with SM since the release, so might as well use my butthurt over triples as something productive.
Things of interest would include:
- Full internal struct of an individual pokemon
- Internal struct of a species and their internal indices
- Internal struct of a move and their internal indices
- Internal values of types, items and other constants to fill pokemon data/inventory with.
- Exact values for stat buff/debuffs and other bonuses (SE/crit/STAB etc)
- Exact formulas for stat and catch rate calculation.
- How Z-moves determine their BP.
- Any rundown on how the standard AI works. I recall AI in pokemon had several "tiers" like "wild pokemon = use random moves lol" to the Battle Maison/Tree which is more complex. I am mostly interested on what type of decisions it favors and what elements the game AI should be aware of.
I am sure this kind of thing is out there somewhere. I can work with gen6 formulas and adapt to known changes from there. I've seen gen1-3 formulas around but those are obsolete for this, and improvising is easy but then it wouldn't be "right".
I don't intend to make this a big thing or anything, it's honestly more for my own use/practice than anything, but I'd really appreciate any directions.
I do little games as a hobby and I am currently working on a turn-based RPG, so since I am in the mood for that type of engine, and I am spending most of my free time with SM since the release, so might as well use my butthurt over triples as something productive.
Things of interest would include:
- Full internal struct of an individual pokemon
- Internal struct of a species and their internal indices
- Internal struct of a move and their internal indices
- Internal values of types, items and other constants to fill pokemon data/inventory with.
- Exact values for stat buff/debuffs and other bonuses (SE/crit/STAB etc)
- Exact formulas for stat and catch rate calculation.
- How Z-moves determine their BP.
- Any rundown on how the standard AI works. I recall AI in pokemon had several "tiers" like "wild pokemon = use random moves lol" to the Battle Maison/Tree which is more complex. I am mostly interested on what type of decisions it favors and what elements the game AI should be aware of.
I am sure this kind of thing is out there somewhere. I can work with gen6 formulas and adapt to known changes from there. I've seen gen1-3 formulas around but those are obsolete for this, and improvising is easy but then it wouldn't be "right".
I don't intend to make this a big thing or anything, it's honestly more for my own use/practice than anything, but I'd really appreciate any directions.