I'm a little too busy to pick up my larger projects at the moment, but I can comment on this.Hello, I came to leave a report for possible improvements in the next versions
1. Compatible with a move if a Beedrill learns the move only when it is a Kakuna.
2. Add the Pokémon battle history to the DEBUG LOG. For example:
Viana ID: XXXXX won a battle against Pedro ID: XXXXX in a Single Battle.
3. If possible create a room where players connect in a "Search" system. This will generate possibilities for searches to be filtered based on the number of badges or anything else.
Anyway, see you soon, looking forward to the next updates.
- LcorpOfficial has sent me the majority of a PBS data cruncher, which will convert the PBS files for the game to a format that allows the server to share egg moves and the like across evolutions, such that this sort of error will not happen anymore. There are a few more concerns that need to be tested, as well as the need to test and port it to work with other versions of essentials, as it was made for v20 specifically.
- This isn't really possible with the current set up of the server python, the server no longer peeks at the data sent to it once it points the two players at each other. The only data sent normally is the specific battle commands, or perhaps trade data or record mixing data, and each game processes that data on its own (so provided there is no desync, the battle outcome is decided client side for each player). I don't quite see the need to verify this more strongly than this, as the system is made to connect with a player you know outside the game. It's not exactly made to host tournaments, and you would need to rely on your own battle outcome reporting and mediation system.
- To implement a feature like this would require a near complete rewrite of the server python's networking. It was specifically set up for the purpose of connecting one player to another, and I'd rather not increase the scope of this project more than I already have. I'm also not particularly strong with the specifics of implementing networking features, and with few exceptions, the networking portion of the server has remained the same as it was when I originally took over maintaining this script from mGriffin.