Jason
PkPower déjame poner tildes en mi nick ¬¬
Exp. Quinta Generación en Pokéemerald
¿Pero qué cojones es esto? Sí, les traigo un tutorial para implementar el sistema de experiencia de pokémon de la quinta generación.
A continuación las modificaciones.
include/battle.h
Código:
u32 expValue;
extern u32 gExpShareExp;
extern u32 c_b[PARTY_SIZE]; //esta línea es nueva
src/battle_main.c
Código:
EWRAM_DATA u32 gExpShareExp = 0;
EWRAM_DATA u32 c_b[PARTY_SIZE] = {0, 0, 0, 0, 0, 0}; //línea nueva
Aquí entramos en el meollo del asunto.
src/battle_script_commands.c
Reemplazar la función static void atk23_getexp(void) por esta otra.
Código:
static void atk23_getexp(void)
{
u16 item;
s32 i; // also used as stringId
u8 holdEffect;
s32 sentIn;
//u16 c_b[PARTY_SIZE];
u32 viaExpShare = 0;
u32* exp = &gBattleStruct->expValue;
gBattlerFainted = GetBattlerForBattleScript(gBattlescriptCurrInstr[1]);
sentIn = gSentPokesToOpponent[(gBattlerFainted & 2) >> 1];
switch (gBattleScripting.atk23_state)
{
case 0: // check if should receive exp at all
if (GetBattlerSide(gBattlerFainted) != B_SIDE_OPPONENT || (gBattleTypeFlags &
(BATTLE_TYPE_LINK
| BATTLE_TYPE_x2000000
| BATTLE_TYPE_TRAINER_HILL
| BATTLE_TYPE_FRONTIER
| BATTLE_TYPE_SAFARI
| BATTLE_TYPE_BATTLE_TOWER
| BATTLE_TYPE_EREADER_TRAINER)))
{
gBattleScripting.atk23_state = 6; // goto last case
}
else
{
gBattleScripting.atk23_state++;
gBattleStruct->givenExpMons |= gBitTable[gBattlerPartyIndexes[gBattlerFainted]];
}
break;
case 1: // calculate experience points to redistribute
{
u32 calculatedExp;
u32 base, a;
u32 b;
u32 viaSentIn;
for (viaSentIn = 0, i = 0; i < PARTY_SIZE; i++)
{
if (GetMonData(&gPlayerParty[i], MON_DATA_SPECIES) == SPECIES_NONE || GetMonData(&gPlayerParty[i], MON_DATA_HP) == 0)
continue;
if (gBitTable[i] & sentIn)
{
viaSentIn++;
b = GetMonData(&gPlayerParty[i], MON_DATA_LEVEL) + gBattleMons[gBattlerFainted].level + 10;
c_b[i] = Sqrt(b) * b * b;
}
else
{
c_b[i] = 0;
}
item = GetMonData(&gPlayerParty[i], MON_DATA_HELD_ITEM);
if (item == ITEM_ENIGMA_BERRY)
holdEffect = gSaveBlock1Ptr->enigmaBerry.holdEffect;
else
holdEffect = ItemId_GetHoldEffect(item);
if (holdEffect == HOLD_EFFECT_EXP_SHARE)
viaExpShare++;
b = GetMonData(&gPlayerParty[i], MON_DATA_LEVEL) + gBattleMons[gBattlerFainted].level + 10;
c_b[i] = Sqrt(b) * b * b;
}
base = gBaseStats[gBattleMons[gBattlerFainted].species].expYield * gBattleMons[gBattlerFainted].level / (viaSentIn + viaExpShare) / 5;
a = (2 * gBattleMons[gBattlerFainted].level + 10);
a = a * a * Sqrt(a);
calculatedExp = base * a + 1;
if (viaExpShare) // at least one mon is getting exp via exp share
{
*exp = calculatedExp / 2 / viaSentIn;
if (*exp == 0)
*exp = 1;
gExpShareExp = calculatedExp / 2 / viaExpShare;
if (gExpShareExp == 0)
gExpShareExp = 1;
}
else
{
*exp = calculatedExp / viaSentIn;
if (*exp == 0)
*exp = 1;
gExpShareExp = 0;
}
gBattleScripting.atk23_state++;
gBattleStruct->expGetterMonId = 0;
gBattleStruct->sentInPokes = sentIn;
}
// fall through
case 2: // set exp value to the poke in expgetter_id and print message
if (gBattleControllerExecFlags == 0)
{
item = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_HELD_ITEM);
if (item == ITEM_ENIGMA_BERRY)
holdEffect = gSaveBlock1Ptr->enigmaBerry.holdEffect;
else
holdEffect = ItemId_GetHoldEffect(item);
if (holdEffect != HOLD_EFFECT_EXP_SHARE && !(gBattleStruct->sentInPokes & 1))
{
*(&gBattleStruct->sentInPokes) >>= 1;
gBattleScripting.atk23_state = 5;
gBattleMoveDamage = 0; // used for exp
}
else if (GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_LEVEL) == MAX_LEVEL)
{
*(&gBattleStruct->sentInPokes) >>= 1;
gBattleScripting.atk23_state = 5;
gBattleMoveDamage = 0; // used for exp
}
else
{
// music change in wild battle after fainting a poke
if (!(gBattleTypeFlags & BATTLE_TYPE_TRAINER) && gBattleMons[0].hp && !gBattleStruct->wildVictorySong)
{
BattleStopLowHpSound();
PlayBGM(MUS_KACHI2);
gBattleStruct->wildVictorySong++;
}
if (GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_HP))
{
if (gBattleStruct->sentInPokes & 1)
gBattleMoveDamage = *exp;
else
gBattleMoveDamage = 0;
if (holdEffect == HOLD_EFFECT_EXP_SHARE)
gBattleMoveDamage += gExpShareExp;
if (holdEffect == HOLD_EFFECT_LUCKY_EGG)
gBattleMoveDamage = (gBattleMoveDamage * 150) / 100;
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
gBattleMoveDamage = (gBattleMoveDamage * 150) / 100;
if (IsTradedMon(&gPlayerParty[gBattleStruct->expGetterMonId]))
{
// check if the pokemon doesn't belong to the player
if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER && gBattleStruct->expGetterMonId >= 3)
{
i = STRINGID_EMPTYSTRING4;
}
else
{
gBattleMoveDamage = (gBattleMoveDamage * 150) / 100;
i = STRINGID_ABOOSTED;
}
}
else
{
i = STRINGID_EMPTYSTRING4;
}
// get exp getter battlerId
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{
if (!(gBattlerPartyIndexes[2] != gBattleStruct->expGetterMonId) && !(gAbsentBattlerFlags & gBitTable[2]))
gBattleStruct->expGetterBattlerId = 2;
else
{
if (!(gAbsentBattlerFlags & gBitTable[0]))
gBattleStruct->expGetterBattlerId = 0;
else
gBattleStruct->expGetterBattlerId = 2;
}
}
else
gBattleStruct->expGetterBattlerId = 0;
PREPARE_MON_NICK_WITH_PREFIX_BUFFER(gBattleTextBuff1, gBattleStruct->expGetterBattlerId, gBattleStruct->expGetterMonId)
// buffer 'gained' or 'gained a boosted'
PREPARE_STRING_BUFFER(gBattleTextBuff2, i)
PREPARE_WORD_NUMBER_BUFFER(gBattleTextBuff3, 5, (gBattleMoveDamage / c_b[gBattleStruct->expGetterMonId] + 1))
PrepareStringBattle(STRINGID_PKMNGAINEDEXP, gBattleStruct->expGetterBattlerId);
MonGainEVs(&gPlayerParty[gBattleStruct->expGetterMonId], gBattleMons[gBattlerFainted].species);
}
gBattleStruct->sentInPokes >>= 1;
gBattleScripting.atk23_state++;
}
}
break;
case 3: // Set stats and give exp
{
u32 experiencia;
if (gBattleControllerExecFlags == 0)
{
gBattleBufferB[gBattleStruct->expGetterBattlerId][0] = 0;
if (GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_HP) && GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_LEVEL) != MAX_LEVEL)
{
gBattleResources->statsBeforeLvlUp->hp = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_MAX_HP);
gBattleResources->statsBeforeLvlUp->atk = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_ATK);
gBattleResources->statsBeforeLvlUp->def = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_DEF);
gBattleResources->statsBeforeLvlUp->spd = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_SPEED);
gBattleResources->statsBeforeLvlUp->spAtk = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_SPATK);
gBattleResources->statsBeforeLvlUp->spDef = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_SPDEF);
gActiveBattler = gBattleStruct->expGetterBattlerId;
experiencia = gBattleMoveDamage / c_b[gBattleStruct->expGetterMonId] + 1;
BtlController_EmitExpUpdate(0, gBattleStruct->expGetterMonId, experiencia);
MarkBattlerForControllerExec(gActiveBattler);
}
gBattleScripting.atk23_state++;
}
break;
}
case 4: // lvl up if necessary
if (gBattleControllerExecFlags == 0)
{
gActiveBattler = gBattleStruct->expGetterBattlerId;
if (gBattleBufferB[gActiveBattler][0] == CONTROLLER_TWORETURNVALUES && gBattleBufferB[gActiveBattler][1] == RET_VALUE_LEVELED_UP)
{
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER && gBattlerPartyIndexes[gActiveBattler] == gBattleStruct->expGetterMonId)
HandleLowHpMusicChange(&gPlayerParty[gBattlerPartyIndexes[gActiveBattler]], gActiveBattler);
PREPARE_MON_NICK_WITH_PREFIX_BUFFER(gBattleTextBuff1, gActiveBattler, gBattleStruct->expGetterMonId)
PREPARE_BYTE_NUMBER_BUFFER(gBattleTextBuff2, 3, GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_LEVEL))
BattleScriptPushCursor();
gLeveledUpInBattle |= gBitTable[gBattleStruct->expGetterMonId];
gBattlescriptCurrInstr = BattleScript_LevelUp;
gBattleMoveDamage = (gBattleBufferB[gActiveBattler][2] | (gBattleBufferB[gActiveBattler][3] << 8));
AdjustFriendship(&gPlayerParty[gBattleStruct->expGetterMonId], 0);
// update battle mon structure after level up
if (gBattlerPartyIndexes[0] == gBattleStruct->expGetterMonId && gBattleMons[0].hp)
{
gBattleMons[0].level = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_LEVEL);
gBattleMons[0].hp = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_HP);
gBattleMons[0].maxHP = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_MAX_HP);
gBattleMons[0].attack = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_ATK);
gBattleMons[0].defense = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_DEF);
// Why is this duplicated?
gBattleMons[0].speed = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_SPEED);
gBattleMons[0].speed = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_SPEED);
gBattleMons[0].spAttack = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_SPATK);
gBattleMons[0].spDefense = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_SPDEF);
}
// What is else if?
if (gBattlerPartyIndexes[2] == gBattleStruct->expGetterMonId && gBattleMons[2].hp && (gBattleTypeFlags & BATTLE_TYPE_DOUBLE))
{
gBattleMons[2].level = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_LEVEL);
gBattleMons[2].hp = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_HP);
gBattleMons[2].maxHP = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_MAX_HP);
gBattleMons[2].attack = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_ATK);
gBattleMons[2].defense = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_DEF);
// Duplicated again, but this time there's no Sp Defense
gBattleMons[2].speed = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_SPEED);
gBattleMons[2].speed = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_SPEED);
gBattleMons[2].spAttack = GetMonData(&gPlayerParty[gBattleStruct->expGetterMonId], MON_DATA_SPATK);
}
gBattleScripting.atk23_state = 5;
}
else
{
gBattleMoveDamage = 0;
gBattleScripting.atk23_state = 5;
}
}
break;
case 5: // looper increment
if (gBattleMoveDamage) // there is exp to give, goto case 3 that gives exp
gBattleScripting.atk23_state = 3;
else
{
gBattleStruct->expGetterMonId++;
if (gBattleStruct->expGetterMonId <= 5)
gBattleScripting.atk23_state = 2; // loop again
else
gBattleScripting.atk23_state = 6; // we're done
}
break;
case 6: // increment instruction
if (gBattleControllerExecFlags == 0)
{
// not sure why gf clears the item and ability here
gBattleMons[gBattlerFainted].item = 0;
gBattleMons[gBattlerFainted].ability = 0;
gBattlescriptCurrInstr += 2;
}
break;
}
}
Y eso sería! Ya podrán ver ustedes cuáles son los cambios concretos que hice, porque la verdad son bastantes en esa función y es un poco difícil de explicar sin apoyo visual.
Explico un poco. La experiencia en la quinta gen se calcula con tres valores:
exp = base * a / b + 1
Y luego se le aplican los bonus y esas cosas.
En la variable calculatedExp (y luego en *exp) está base * a. A esto se le aplican todos los bonus (que son multiplicaciones).
Por otro lado, creo el array c_b que tiene el valor b de la forma, que se calcula para cada pokémon del equipo. Por último, antes de mostrar el mensaje y dar la experiencia al pokémon, a exp_con_bonus le divido b y sumo 1 para terminar y tener el valor.
(Recuerden que la multiplicación es conmutativa, es lo mismo a * b / c que a / c * b).
Eso es todo.