Talk:Personality value: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
No edit summary
Line 643: Line 643:
Thanks for the brife explanation so your saying that all numbers in the ⊕ combonation except for the last (Befor final ⊕) have to be the same. But if were olny working with zeros and 1's why does the equation say below 8 if there are olny two posible combonations?--[[User:Megamaxxor|<span style="color:#0047AB">'''''Mega'''''</span>]][[User talk:Megamaxxor|<span style="color:#E5E4E2">'''maxxor'''</span>]]-- 18:55, 11 February 2011 (UTC)
Thanks for the brife explanation so your saying that all numbers in the ⊕ combonation except for the last (Befor final ⊕) have to be the same. But if were olny working with zeros and 1's why does the equation say below 8 if there are olny two posible combonations?--[[User:Megamaxxor|<span style="color:#0047AB">'''''Mega'''''</span>]][[User talk:Megamaxxor|<span style="color:#E5E4E2">'''maxxor'''</span>]]-- 18:55, 11 February 2011 (UTC)
:When they said "less than eight" they meant 8, in binary representation. The number 8 in 16-bit binary representation is 0000000000001000, so you can think of "less than eight" as any 16-bit binary number whose leftmost 13 bits are all 0. [[User:Ultraflame|Ultraflame]] 20:24, 11 February 2011 (UTC)
:When they said "less than eight" they meant 8, in binary representation. The number 8 in 16-bit binary representation is 0000000000001000, so you can think of "less than eight" as any 16-bit binary number whose leftmost 13 bits are all 0. [[User:Ultraflame|Ultraflame]] 20:24, 11 February 2011 (UTC)
==Finding out your Secret ID==
So, if I'm correct, (and I'm probably not) you could catch a bunch of shiny Spinda or Unown, and use the spot locations (or letter) to find out part, if not your whole Secret ID? --''[[User:PichuMaster|<span style="color:yellow">Pichu</span>]]'' ''[[User_talk:PichuMaster|<span style="color:red">Master</span>]]'' 18:23, 19 May 2011 (UTC)

Revision as of 18:23, 19 May 2011

Unown

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)

what is the Unown calc in the second games? (Gold silver crystal) --Hanmac 16:16, 6 July 2009 (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)

What it does is it first checks the base gender stat. If the BGS is 0, the Pokémon is automatically male; if it's 254, the Pokémon is automatically female; if it's 255, the Pokémon is automatically genderless. For any other value, it will make the equal-to-or-greater-means-male comparison. Otherwise, Female-only Pokémon could be male 1/128 of the time, and genderless Pokémon could be male 1/256 of the time. --JoeMoron2000 16:15, 29 January 2010 (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)

Furthering this, when the games create wild Silcoon and Cascoon, could their personality values be such that the (theoretical) Wurmple that became it should have evolved into the opposite species, and therefore theoretically the wild Silcoon/Cascoon with that personality value shouldn't technically exist?
To reword all that, can I have a Wurmple and Cascoon (both caught as-is from the wild) with the same personality values, but the Wurmple will evolve into a Silcoon instead? I mean in terms of whether the game legally allows for this, rather than cases of hacking. ~ Serial Colour 22:14, 5 June 2009 (UTC)
What about specific nature-gender-shininess combinations resulting in specific evolution?--MisterE13 18:22, 16 June 2009 (UTC)

Spinda

Please see this page for Gatorshark's notes on his Spinda painter.

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)

Well, that sounds simple enough... assuming the bounding boxes are the same size for different poses, or more importantly (to me anyway) the Gen IV sprites. --Codemonkey85 11:00, 29 December 2008

Assuming they are still based on a randomly generated 32-bit value with the same rules, you'd think the boxes only have to move, yeah... --Kyoufu Kawa 16:13, 29 December 2008 (UTC)

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

Hey guys, I have gotten some info from Gator Shark, and written my very own Spinda drawing program for Windows. You will need the latest .Net framework installed to use it.

Check it out here: http://www.sendspace.com/file/txzbir

I'll edit the info on Spinda's entry to reflect what I now know, when I get time. --Codemonkey85

Any way to contact this GatorShark guy?--MisterE13 21:10, 17 June 2009 (UTC)
I have some ideas that could potentially utilise his work.--MisterE13 03:51, 30 June 2009 (UTC)
Does anyone think we could somehow use a generator like that? Either through uploading a generatable sprite to the archives or external links. Random sprites like that could be even better than the spotless ones we use now.--MisterE13 16:27, 3 July 2009 (UTC)
I think random Spindas could be done. All you need is a serverside app to generate one by request. All it needs is pixel editing, a blank Spinda and the spots. --Kyoufu Kawa 11:41, 4 July 2009 (UTC)
Would it be able to generate a Personality value then create R/S/FR/LG, E, and D/P Spinda, both shiny and normal, which correspond to that PV?--MisterE13 18:27, 4 July 2009 (UTC)
Rolling a PV is the easy part. The rest is just a matter of having the right source pics, spot bitmaps and box coordinates, I'd imagine. In fact, if it's just random spots you want, why bother rolling a PV? Just roll four coordinates! One can always add a PV parameter to overrule that behavior. --Kyoufu Kawa 12:49, 5 July 2009 (UTC)
[3] --Kyoufu Kawa 16:29, 6 July 2009 (UTC)

And we could be sure that they would all be the same (controlled) PV? And Emerald would be a .gif and D/P/Pt would be anipngs?--MisterE13 18:13, 6 July 2009 (UTC)

When?

When is Personality Value calculated? In the egg? When it's hatched? Basically, I'm asking if I can save a few steps before an egg hatches and still get different values if I restart the game. Jazzmoth 21:54, 24 December 2009 (UTC)

Nature, shininess and gender are determined when the egg is created (before you take it), and IVs are determined when you receive the egg from the day care couple. So, PVs are probably calculated when the egg's created... ▫▪Ťïňắ 21:56, 24 December 2009 (UTC)

Why all the xor-ing?

The formula for determining shininess is redundant. You don't need the variables E or F at all - the formula boils down to (p1 xor p2) xor (ID xor SID), which is just p1 xor p2 xor ID xor SID. Xor is associative and commutative. Ztobor 17:51, 28 January 2010 (UTC)

  • If that's the actual formula Nintendo uses, I need a word with their programmers.
It's not that it's redundant, it's just that it uses more memory than necessary. You're still doing three xor operations in both cases, it's just that this way makes it easier to comprehend... or something like that. --JoeMoron2000 16:20, 29 January 2010 (UTC)
Well, by redundancy I meant with memory, but alright. Ztobor 18:50, 29 January 2010 (UTC)

Gender AND Unown letter?

The gender byte doesn't matter on Unown, right? Because having 11111111 (for genderless) would cause to never span certain Unown shapes (only modulus would be 3, 7, 11, etc.) --Johans 07:30, 7 August 2010 (UTC)

It doesn't have to be that number, that is the 'base stat' for the Pokemon. In otherwords it can be anything for any individual Pokemon. The Pokemon's value is then compared to the base stat value (in this case 11111111), if it is lower it is female (except for genderless species) and if it is higher then it is male. Werdnae (talk) 07:51, 7 August 2010 (UTC)
Oh, I get it now :) So it's just a flag for the species which is used for comparisons only on unisex species. Thanks for the answer. --Johans 01:45, 8 August 2010 (UTC)

Shiny imposibility

With all the ⊕ing is it posible that some trainers with insainly high IDs and SIDs cant posibly get a shiny. I personaly dont understand the math of an ⊕ so could sombody please explain and awnser my question.--Megamaxxor-- 01:00, 11 February 2011 (UTC)

It's always possible to get a shiny. Given a player with ID a and SID b, a Pokémon with a personality value in which p1 is 0 and p2 equals a xor b (among many other possible personality values) will be shiny. —Minimiscience 01:28, 11 February 2011 (UTC)
To clarify a little more, since Megamaxxor doesn't quite understand the ⊕ operation: If what Minimiscience said is true, then let's go with that example.
  • Let's take the numbers a (trainer ID), b (trainer SID), and the Pokémon's personality value and convert them into binary representation (base 2). In binary, a and b have 16 bits, or digits.
  • When we do ab, we're checking each bit to see if they're the same between a and b. For example, suppose we're checking the 5th bit of a and b. The 5th bit of ab will be 0 if the 5th bit of a is the same as the 5th bit of b, and 1 otherwise. We then get another 16-bit number in ab.
  • Now we check the personality value's binary representation, which is a 32-bit number (unlike a or b). If the leftmost 16 bits of the personality value are all 0, and the rightmost 16 bits of the personality value are exactly the same as what you got for ab, then the Pokémon with that personality value is shiny.
Since trainer and secret IDs can each be anywhere (in binary) from 0000000000000000 to 1111111111111111, and a Pokémon personality value can be anywhere from 00000000000000000000000000000000 to 11111111111111111111111111111111, what's actually impossible is finding a situation where you can't find a possible shiny combination in that example that I referred to. Of course, as Minimiscience said, the example that I referred to is just one possible combination of ID, secret ID, and personality value for a shiny Pokémon. Ultraflame 03:27, 11 February 2011 (UTC)

Thanks for the brife explanation so your saying that all numbers in the ⊕ combonation except for the last (Befor final ⊕) have to be the same. But if were olny working with zeros and 1's why does the equation say below 8 if there are olny two posible combonations?--Megamaxxor-- 18:55, 11 February 2011 (UTC)

When they said "less than eight" they meant 8, in binary representation. The number 8 in 16-bit binary representation is 0000000000001000, so you can think of "less than eight" as any 16-bit binary number whose leftmost 13 bits are all 0. Ultraflame 20:24, 11 February 2011 (UTC)

Finding out your Secret ID

So, if I'm correct, (and I'm probably not) you could catch a bunch of shiny Spinda or Unown, and use the spot locations (or letter) to find out part, if not your whole Secret ID? --Pichu Master 18:23, 19 May 2011 (UTC)