Open SadisticMystic opened 7 years ago
I don't know if we should cater to the needs of ingame calculation as this calc is designed specifically for Pokémon Showdown. It has the flexibility to be used for other purposes with a little extra manual effort which is fine imo. There's also a concern on what the evs should be set to as they are automatically set from the setdex
files. Regardless in the end many people will still have to manually change evs
Oh I misunderstood, I suppose some Players don't have to max out all of their EVs or may have not done so by accident, this will be fixed soon(tm)
(If anyone else wants to do this I can explain exactly what's needed to be done in order to fix this, I'm just busy with life atm)
I'll give it a try, why not.
But I'm not quite sure if it's feasible for me, I guess I'll just wait and see what am I supposed to do before taking my shot.
Hmm I did work on this and almost finished at one point (I should really start saving my work even if it’s abandoned) changing the HTML is pretty easy I believe changing shared_controls.js
is that hard part. If you need a step in the right direction I’ll help
@Ntonio36
HTML is easy, I can relate, but I need to know what am I exactly supposed to do for shared_controls.js
... or let's say, what does @SadisticMystic exactly want to do
@Ntonio36 Once you have the HTML the next step isn’t that hard it’s just the hard part. Just allow the EV editor to be customizable in gens 1 and 2. You can see how EVs are customizable in other gens for reference.
Alright, I have now to look for it and see how it can be made. Will need 10 days at most. I guess.
So I'm now facing a problem here : 15 DV of any given stat besides HP equal either 30 IV + 252 EV or 31 IV + 248 EV, it doesn't really matter. The problem here is that I have to create a separate formula to handle EVs (something that might look like CALC_STAT_RBY_MOD
, to include in stat_data.js
) but then I have no idea on what changes should I make based upon the original formula. Could anyone enlighten me on this point please ?
If there’s any changes @Marty-D would know
Obviously in a competitive battle under those two rulesets, it's possible to max out all the stats so for almost all practical purposes you might as well. However, there are some cases (the most prominent one on my mind is setting up in-game scenarios) where more flexibility in the gamut of player/opponent stats is helpful.
A lot of the time, it's possible to construct the equivalent setup in ADV mode and run the numbers from there, but there are some details that don't quite sync across the generation gap (in particular, the damage variation roll dropping from a d39 to a d16) for cases where the slight changes might tangibly affect the odds.
Having the EV text boxes be hidden by default, and only revealing them on the deselection of a toggle switch like the one used for critical hits, would be fine.