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The problem with evolution stones is that it opens a whole can of worms handling evolution. Taking Eevee for example, many of its Eeveelutions don't use stones but other means, such as Espeon when leveled up both with a high friendship statistic and during the day or morning. Both concepts way outside the scope of RMRKMon.

As for custom pokemon, the question of what IDs to use for them would crop up. Eventually over time we'll add newer gens of pokemon, and Nintendo will I assume continue to release games. Giving them IDs way higher than any likely pokemon would break a load of functions that expect consistent IDs (lists, RNGs). This is technically why missingno. exists in RMRKMon, just to offset from the default array key of 0 :P

I have thought about evolution before, but by another means. Being online for extended periods of time or making posts gives you EXP points, which you can then spend on evolving a pokemon. For each pokemon, I'd store an "evolves from" field and then you could go to a page to spend your EXP - if any pokemon evolve from any of yours.

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Honestly, I wouldn't be opposed to evolution, but if it complicates things, I don't think it'd be all that necessary. ;9

Otherwise, not really any complaints. I still love the system - with or without it. :gracie:
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The problem with evolution stones is that it opens a whole can of worms handling evolution. Taking Eevee for example, many of its Eeveelutions don't use stones but other means, such as Espeon when leveled up both with a high friendship statistic and during the day or morning. Both concepts way outside the scope of RMRKMon.

As for custom pokemon, the question of what IDs to use for them would crop up. Eventually over time we'll add newer gens of pokemon, and Nintendo will I assume continue to release games. Giving them IDs way higher than any likely pokemon would break a load of functions that expect consistent IDs (lists, RNGs). This is technically why missingno. exists in RMRKMon, just to offset from the default array key of 0 :P

I have thought about evolution before, but by another means. Being online for extended periods of time or making posts gives you EXP points, which you can then spend on evolving a pokemon. For each pokemon, I'd store an "evolves from" field and then you could go to a page to spend your EXP - if any pokemon evolve from any of yours.
I was thinking we could just have a generic evolutionary stone that works on every pokemon with an evolved form, despite that not being canonical. Also thought about getting them by posting, which might encourage more activity, or at least make the system deeper than being pure RNG. I think that's a good route to go, whether or not we actually use evolutionary stones.

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The problem with evolution stones is that it opens a whole can of worms handling evolution. Taking Eevee for example, many of its Eeveelutions don't use stones but other means, such as Espeon when leveled up both with a high friendship statistic and during the day or morning. Both concepts way outside the scope of RMRKMon.

As for custom pokemon, the question of what IDs to use for them would crop up. Eventually over time we'll add newer gens of pokemon, and Nintendo will I assume continue to release games. Giving them IDs way higher than any likely pokemon would break a load of functions that expect consistent IDs (lists, RNGs). This is technically why missingno. exists in RMRKMon, just to offset from the default array key of 0 :P

I have thought about evolution before, but by another means. Being online for extended periods of time or making posts gives you EXP points, which you can then spend on evolving a pokemon. For each pokemon, I'd store an "evolves from" field and then you could go to a page to spend your EXP - if any pokemon evolve from any of yours.
I was thinking we could just have a generic evolutionary stone that works on every pokemon with an evolved form, despite that not being canonical. Also thought about getting them by posting, which might encourage more activity, or at least make the system deeper than being pure RNG. I think that's a good route to go, whether or not we actually use evolutionary stones.

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An unusual glitch has appeared!

Was browsing this morning on my 3DS when I happened upon a shiny Abra. Tried tapping the picture several times but I couldn't get it to respond and catch it in time. Checking my Pokemon out now on the PS3 though, I noticed I now have TWO shiny Abra's and a regular one that I can't remember if I had before.




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An unusual glitch has appeared!

Was browsing this morning on my 3DS when I happened upon a shiny Abra. Tried tapping the picture several times but I couldn't get it to respond and catch it in time. Checking my Pokemon out now on the PS3 though, I noticed I now have TWO shiny Abra's and a regular one that I can't remember if I had before.

The encountering / catching is done through jQuery javascript AJAX requests. I severely doubt the abilities of Nintendo's browser.

Also, catching (or failing to catch) a pokemon clears the encounter. There's no way you can capture twice from one encounter. That's why the capture href is so simple: http://rmrk.net/pokemon/?ajax=capture. I'll have a look at some stuff =o

[edit] I guess there is a tiny (I'm talking ~sub 20 millisecond) window where you could initiate two captures from one encounter, as the data is only cleared after the database queries are all done. If your 3DS lagged up and sent multiple requests at exactly the same time I suppose it's plausible.

I've just changed this in the code though, so after the next update, it's utterly impossible.
« Last Edit: March 13, 2014, 06:05:13 PM by Roph »

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Glitch report: I encountered a Primeape today but when I captured it the system gave me a dragonaire instead. I think there may be a typo glitch somewhere regarding these two pokemon.

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Glitch report: I encountered a Primeape today but when I captured it the system gave me a dragonaire instead. I think there may be a typo glitch somewhere regarding these two pokemon.

This happens when one encounter overwrites another. When you try and capture it's always from your latest encounter. If you're using multiple tabs and encounter pokemon on those multiple tabs, this will happen.

Dragonair is cooler than primeape too, so be happy :)
« Last Edit: March 13, 2014, 08:33:00 PM by Roph »

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Dragonaire is cooler than primeape too, so be happy :)

Oh, I am. It was shiny too, so I'm much happier with this outcome.

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[edit] I guess there is a tiny (I'm talking ~sub 20 millisecond) window where you could initiate two captures from one encounter, as the data is only cleared after the database queries are all done. If your 3DS lagged up and sent multiple requests at exactly the same time I suppose it's plausible.

I've just changed this in the code though, so after the next update, it's utterly impossible.

This totally explains Halo's high capture rate. I knew he was cheating :mad: 

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If that were true then I would have doubles of everything :mad:

Your post had a Shellder but he escaped me :mad:
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I think halo just got lucky when shinies were first added; their chance was 5%. Now it's 2% chance to be shiny, and once the trading update arrives it'll be 1% =o

Also I caught a shiny Porygon2 earlier, but it was on the local test copy of RMRK ;9

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I reckon there should be a badge for capturing a whole generation, made easier once trading is involved.
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I think halo just got lucky when shinies were first added; their chance was 5%. Now it's 2% chance to be shiny, and once the trading update arrives it'll be 1% =o

Also I caught a shiny Porygon2 earlier, but it was on the local test copy of RMRK ;9

That and shinies aren't affected by the cooldown. Every time I've caught a shiny it's been right after a caught a regular one. I've been getting lucky with encounters too. I see one on nearly every page I look at, and since I don't really visit RMRK all that often the chances of capturing it are high.
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That's why the capture href is so simple: http://rmrk.net/pokemon/?ajax=capture.

Just as a thought, is this query page specific? I clicked on it, and caught a pokemon, yet, the pokemon was not on this page... So, not sure if that counts as a bug report or not, but something to look into?
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An encountered pokemon is stored in your server-side session. RMRK's SMF sessions are currently set to expire/refresh after 45 minutes. Your session refreshing invalidates any encounter (ran away message), or if you attempt a capture the encounter is dropped. Part of your session data is what you see on the end of special links like the logout links; that jumble of letters and numbers. When that changes, your session has updated.

If you've encountered but missed / not attempted to capture a pokemon then it'll still hang around in your session until it periodically refreshes or you overwrite it with another encounter. Hitting the capture URL runs the capture process on your session, so you caught it =o

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oh wow, so that link is the lazy members way to play lolz... I caught a caterpie with it =p
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1,000 pokemon have been caught :D

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Hooray slavery! :D
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Lol. Anyway, I was planning to hold back trading until April, though it may land on the 19th - when that Version poll ends :)

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GOD BLESS A FREAKING MILK COW I've missed every single pokemon I've tried to catch today :mad:



...

will we be able to gift? was a decision ever made on that? 


Edit: made my post, scrolled up, and finally caught one. Sheesh~

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The trading center is just for ... trading, but I could whip up a little gift function.

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If it is not too much trouble that would be awesome. Please and thank you :)

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1,000 pokemon have been caught :D

You should give out a prize to the person who caught the 1000th pokemon.

It should be a shiny version of the pokemon they caught.

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I caught an arbok, and then I realized that strike logged himself in on my laptop.  :mad: