Friday, 27 April 2012

Get unlimited Lucky Eggs (for HGSS games)

For this to work, you need:
  • You Pokemon knowing Thief/Covet
  • Compoundeyes victim (level should be as low as possible)
  • Cut User
  • Access to Route 13
  • Sweet Scent user (optional)

Steps:

  1. Wait for Chansey swarm
  2. Kill your Compundeyes user (Use super-rod on the waters and have it battle a Lv40 Pokemon.) Optional, but more convenient.
  3. Put Compuneyes user as the first member of your party and Theif/Covet user second.
  4. Go to the grass in Route 13 and encounter lots wild Pokemon there.
Now with the swarm, you'll encounter Chanseys much more often. And because of your first pokemon, for about every 2 chanseys you've encountered, one of them will be holding a Lucky Egg! Now collect as much as you want!

Oh yeah in the 5th gen games, to get more Lucky Egg (since you should have one along the way, you can only Encounter Happiny in White among the whole evolutionary line, but even so, it's only on the white forest. You can do the above method, but you'll only have 5% chance of encountering a happiny with lucky egg. Oh, and you can't transfer those lucky egg from your 4th gen games either. 

</slowpoke>

Tuesday, 24 April 2012

Variables in programming

So, I have just started on Eclispe and java programing

First, let me recall all the variables in actionscript 3:
  • int: Used to store a positive or negative whole number.
  • unit:  Used to store any numbers between 0 and (2 to the power of whatever number, but it's still that huge) inclusivesly. Like int, only whole numbers.
  • Number:  Used to store a positive or negative number. This includes decimals (like 1.5)
  • static const: Essentially, a Number variable, except it cannot be changed by programming alone
  • boolean: Used to stored data on true and false.
  • string: Used to store words.
And that's all I can remember. They're the ones I used in as3.

Java retains boolean and int, while having completely different variables:
  • double is equilivent to as3's Numbers
  • short is equilivent to int*
  • float is equilivent to double*
However, for the case of short and float, they can store less range of numbers compared to their equilivents. This is because they use less bits to store less data and thus, choosing these 2 will save space. (More specifically, short and float are 32-bit var while int and double are 64-bit.

The real question, however, is whether negative numbers will work as well.