Talk:Personality value: Difference between revisions

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Yeah, I talked to someone at Legendary Pokémon and their generator does not work.  Gatorshark's generator seems to work though [http://www.freewebs.com/gatorshark/Spinda%20Painter.htm]... of course, it only covers the R/S sprites. --[[User:Codemonkey85|Codemonkey85]]
Yeah, I talked to someone at Legendary Pokémon and their generator does not work.  Gatorshark's generator seems to work though [http://www.freewebs.com/gatorshark/Spinda%20Painter.htm]... of course, it only covers the R/S sprites. --[[User:Codemonkey85|Codemonkey85]]
::It would seem that there are four spots of varying shape that can only move in certain bounding rectangles. Very interesting... this should make deciphering the pattern easy. I'm gonna play around with this now. --[[User:Kyoufu Kawa|Kyoufu Kawa]] 15:34, 19 December 2008 (UTC)
::It would seem that there are four spots of varying shape that can only move in certain bounding rectangles. Very interesting... this should make deciphering the pattern easy. I'm gonna play around with this now. --[[User:Kyoufu Kawa|Kyoufu Kawa]] 15:34, 19 December 2008 (UTC)
::Interesting. Assuming Gatorshark's generator is correct (I haven't tried the Lineup yet), the spots ''are'' stored in an X/Y nibble pair, but with the bounding box rules on top of that. All you'd need to do for different poses is change the spot shapes and bounding box origins to match. --[[User:Kyoufu Kawa|Kyoufu Kawa]] 15:38, 19 December 2008 (UTC)
::Interesting. <del>Assuming Gatorshark's generator is correct (I haven't tried the Lineup yet),</del> the spots ''are'' stored in an X/Y nibble pair, but with the bounding box rules on top of that. All you'd need to do for different poses is change the spot shapes and bounding box origins to match. --[[User:Kyoufu Kawa|Kyoufu Kawa]] 15:38, 19 December 2008 (UTC)


If anyone has any further insight into this, I would appreciate it...
If anyone has any further insight into this, I would appreciate it...

Revision as of 15:54, 19 December 2008

For Unown's letter, does 0 correspond to A, or do the punctuation come first, or how is it sorted? -- Slim

Also, does it count for FR/LG where eah form of Unown is found only in one of the ruins? FabuVinny 12:49, 16 January 2006 (CST)
From 0-27 they go like this: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z ! ? as shown by sprite data.
In the FR/LG ruins the unowns' personalities are generated like normal but are controlled for whatever building's conditions. When they are controlled for unown letter the effect on other personality traits is probabilistically insignificant. --Sheep 13:10, 12 February 2006 (CST)
Can somebody provide me with an Unown's personal value and letter? I need to check something. --Kyoufu Kawa 16:46, 6 September 2007 (UTC)
Too late! 0x00003C6E comes down to the letter C. Please don't ask why the personal value is so small. --Kyoufu Kawa 10:48, 16 September 2007 (UTC)

Gender

Maybe no one else noticed this, but the gender equation doesn't work correctly. If it was a 100% female (base gender of 254), then the pgender could potentially be 255 which is higher than 254 resulting in a male Pokémon when that Pokémon is supposed to be female-only. --Naokohiro 22:30, 7 August 2008 (UTC)

Wurmple

Can someone tell me what personality a Wurmple needs to become a Dustox. I don't understand this equation at all. Plus it would just be so much easier to list the ones that work.

That's nature, determined itself from personality value. You'd need to go through many more calculations than simply looking at what nature the Pokémon is to see if it's gonna become a Silcoon or a Cascoon. TTEchidnaFire echyGSDS! 02:43, 18 February 2008 (UTC)
Ah, well do you think you would be able to explain how to figure it out. I've captured an evolved a lot of wurmples and not one has been a cascoon.
I really don't know myself... Just get lucky, I guess... TTEchidnaFire echyGSDS! 20:14, 18 February 2008 (UTC)
Does the personality value's effect on nature imply that certain natures of Wurmple are more likely to evolve into Silcoon than Cascoon? Ultraflame 04:05, 20 February 2008 (UTC)
It might... though Wurmple's evolution is determined by the lowest word value, while nature is on the overall p doubleword. TTEchidnaFire echyGSDS! 05:04, 20 February 2008 (UTC)
Yes, it may, but only veeeeery slightly. Think of it this way:

If the part of the personality value that affects Wurmple's evo (which we'll call the Wurmple Value) converts to 1, 2, 3, 4, or 5 in decimal, then its evo will be Silcoon. If the Wurmple Value is 6, 7, 8, 9, or 10, it will become a Cascoon. If it's 11, 12, 13, 14, or 15, it will become a Silcoon, and so on until 32768. But there's no way of checking this in-game, so it's all luck. --Clorox (diskussion) 00:58, 23 July 2008 (UTC)

And essentially its relation to nature is as follows:
Personality value (p) p%25 Nature pw%10 Evolution Gender
Binary Decimal
00000000 00000000 00000000 00000000 0 0 Hardy 0 Silcoon
00000000 00000000 00000000 00000001 1 1 Lonely 1 Silcoon
00000000 00000000 00000000 00000010 2 2 Brave 2 Silcoon
00000000 00000000 00000000 00000011 3 3 Adamant 3 Silcoon
00000000 00000000 00000000 00000100 4 4 Naughty 4 Silcoon
00000000 00000000 00000000 00000101 5 5 Bold 5 Cascoon
00000000 00000000 00000000 00000110 6 6 Docile 6 Cascoon
00000000 00000000 00000000 00000111 7 7 Relaxed 7 Cascoon
00000000 00000000 00000000 00001000 8 8 Impish 8 Cascoon
00000000 00000000 00000000 00001001 9 9 Lax 9 Cascoon
00000000 00000000 00000000 00001010 10 10 Timid 0 Silcoon
00000000 00000000 00000000 00001011 11 11 Hasty 1 Silcoon
00000000 00000000 00000000 00001100 12 12 Serious 2 Silcoon
00000000 00000000 00000000 00001101 13 13 Jolly 3 Silcoon
00000000 00000000 00000000 00001110 14 14 Naïve 4 Silcoon
00000000 00000000 00000000 00001111 15 15 Modest 5 Cascoon
00000000 00000000 00000000 00010000 16 16 Mild 6 Cascoon
00000000 00000000 00000000 00010001 17 17 Quiet 7 Cascoon
00000000 00000000 00000000 00010010 18 18 Bashful 8 Cascoon
00000000 00000000 00000000 00010011 19 19 Rash 9 Cascoon
00000000 00000000 00000000 00010100 20 20 Calm 0 Silcoon
00000000 00000000 00000000 00010101 21 21 Gentle 1 Silcoon
00000000 00000000 00000000 00010110 22 22 Sassy 2 Silcoon
00000000 00000000 00000000 00010111 23 23 Careful 3 Silcoon
00000000 00000000 00000000 00011000 24 24 Quirky 4 Silcoon
00000000 00000000 00000000 00011001 25 0 Hardy 5 Cascoon
00000000 00000000 00000000 00011010 26 1 Lonely 6 Cascoon
00000000 00000000 00000000 00011011 27 2 Brave 7 Cascoon
00000000 00000000 00000000 00011100 28 3 Adamant 8 Cascoon
00000000 00000000 00000000 00011101 29 4 Naughty 9 Cascoon
00000000 00000000 00000000 00011110 30 5 Bold 0 Silcoon
00000000 00000000 00000000 00011111 31 6 Docile 1 Silcoon
00000000 00000000 00000000 00100000 32 7 Relaxed 2 Silcoon
00000000 00000000 00000000 00100001 33 8 Impish 3 Silcoon
00000000 00000000 00000000 00100010 34 9 Lax 4 Silcoon
00000000 00000000 00000000 00100011 35 10 Timid 5 Cascoon
00000000 00000000 00000000 00100100 36 11 Hasty 6 Cascoon
00000000 00000000 00000000 00100101 37 12 Serious 7 Cascoon
00000000 00000000 00000000 00100110 38 13 Jolly 8 Cascoon
00000000 00000000 00000000 00100111 39 14 Naïve 9 Cascoon
00000000 00000000 00000000 00101000 40 15 Modest 0 Silcoon
00000000 00000000 00000000 00101001 41 16 Mild 1 Silcoon
00000000 00000000 00000000 00101010 42 17 Quiet 2 Silcoon
00000000 00000000 00000000 00101011 43 18 Bashful 3 Silcoon
00000000 00000000 00000000 00101100 44 19 Rash 4 Silcoon
00000000 00000000 00000000 00101101 45 20 Calm 5 Cascoon
00000000 00000000 00000000 00101110 46 21 Gentle 6 Cascoon
00000000 00000000 00000000 00101111 47 22 Sassy 7 Cascoon
00000000 00000000 00000000 00110000 48 23 Careful 8 Cascoon
00000000 00000000 00000000 00110001 49 24 Quirky 9 Cascoon
00000000 00000000 00000000 00110010 50 0 Hardy 0 Silcoon
00000000 00000000 00000000 00110011 51 1 Lonely 1 Silcoon
...
00000000 00000000 00000000 01111111 127 2 Brave 7 Cascoon
00000000 00000000 00000000 10000000 128 3 Adamant 8 Cascoon
00000000 00000000 00000000 10000001 129 4 Naughty 9 Cascoon
...
00000000 00000000 00000000 11111111 255 5 Bold 5 Cascoon
00000000 00000000 00000001 00000000 256 6 Docile 6 Cascoon
00000000 00000000 00000001 00000001 257 7 Relaxed 7 Cascoon
...
00000000 00000000 11111111 11111110 32,766 16 Mild 6 Cascoon
00000000 00000000 11111111 11111111 32,767 17 Quiet 7 Cascoon
00000000 00000001 00000000 00000000 32,768 18 Bashful 0 Silcoon
00000000 00000001 00000000 00000001 32,769 19 Rash 1 Silcoon
...
11111111 11111111 11111111 11111110 4,294,967,294 19 Rash 6 Cascoon
11111111 11111111 11111111 11111111 4,294,967,295 20 Calm 7 Cascoon
Notes
00000000 00000000 00000000 00000000 Nature comparison
00000000 00000000 00000000 00000000 Evolution comparison
00000000 00000000 00000000 00000000 Gender comparison
(Wurmple's value is 01111111)

Gender's in there, too. TTEchidna 04:22, 23 July 2008 (UTC)

Spinda

I'm not too certain the whole coordinate thing is right. I went and generated several Spinda earlier, making screenshots and writing down the personality values for each. Just today, I was informed of a page where you could see the spot pattern for a given PV, and I just had to try it out.

For a Spinda with PV 0x077F9E5F, the original sprite from Fire Red was this while the generator's sprite was this. --Kyoufu Kawa 18:18, 9 August 2008 (UTC)

Yeah, I talked to someone at Legendary Pokémon and their generator does not work. Gatorshark's generator seems to work though [1]... of course, it only covers the R/S sprites. --Codemonkey85

It would seem that there are four spots of varying shape that can only move in certain bounding rectangles. Very interesting... this should make deciphering the pattern easy. I'm gonna play around with this now. --Kyoufu Kawa 15:34, 19 December 2008 (UTC)
Interesting. Assuming Gatorshark's generator is correct (I haven't tried the Lineup yet), the spots are stored in an X/Y nibble pair, but with the bounding box rules on top of that. All you'd need to do for different poses is change the spot shapes and bounding box origins to match. --Kyoufu Kawa 15:38, 19 December 2008 (UTC)

If anyone has any further insight into this, I would appreciate it...

Kyoufu Kawa, do you think you could hook me up with those screenshots and PIDs? I have an algorithm I'd like to test, as I'm creating a program that can graph Spinda's spots like the generators you have seen online. --Codemonkey85 15:41, 30 August 2008

Not a problem. [2] --Kyoufu Kawa 19:57, 1 December 2008 (UTC)

Thanks, I'll be sure to look at these. I'd really like to figure out how this works for the D/P sprites. --Codemonkey85