encukou/test-1 — Issue #15: Data differences/changes between versions
Author: encukou
Created: 2011-11-03 18:46:50+00:00
State: open
Labels: feature, fixed-in 2010 Q4, involved, urgent

**Reported by [Eevee](http://bugs.veekun.com/users/1) on 2009/08/13 00:08:32 +0000 · Migrated from [Redmine issue 78](http://bugs.veekun.com/issues/78)**

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Have a `*_changes` table for each table that had something change, I suppose. Schema would be `(id, field, version_group_id, old_value)`. Note the use of `field` to distinguish from strictly being a column name. I think that should be a (indexed) text field though, rather than a separate table, as the things in it are fairly arbitrary.

Off the top of my head, the following have changed before:
\* Move PP, power, accuracy, type, effect, effect chance, target?, name (Conversion 2; more?), etc
\* Pokémon types, base exp, “species” classification
\* Ability effects (mostly from Emerald)
\* Type efficacy
\* Item name, effect, cost, pocket (last two: e.g. fossils)
\* Location names, areas
\* I don’t know PLEASE UPDATE ME :( Check dpmoves.html and dppokes.
\* [http://bugs.veekun.com/projects/pokedex/wiki/Changelog](http://bugs.veekun.com/projects/pokedex/wiki/Changelog)

Pokémon types are dual, which poses something of a problem. Type efficacy has a multi-column primary key, which again poses something of a problem.

It would be very, very, very nice if there were some API to reliably ask for a column name and version group and be assured I’m getting back the right data. Perhaps the field *should* be restricted to a column name. But then I’d have some eight different `changes` tables, unless I made one big `version_changes` table. Unnngh.

Smogon has some move differences from RBY: [http://www.smogon.com/rb/articles/differences](http://www.smogon.com/rb/articles/differences) Easier to look over than all of Azure.

Changes from gen4 to gen5 include:

POKÉMON
- Rotom forms: types changed from electric/ghost to electric/(special move type)!
- Castform and Cherrim forms now exist outside of battle

MOVES -- numbers only

- Bind: accuracy 75% -> 85%
- Jump Kick: power 85 -> 100; PP 25 -> 10
- Tackle: power 35 -> 50; accuracy 95% -> 100%
- Wrap: accuracy 85% -> 90%
- Thrash: power 90 -> 120; PP 20 -> 10
- Almost every Pokémon's base exp changed
- Alt. evolution methods for gimmicky crap from gen 4 and some that weren't crap but got screw
- Disable: accuracy 90% -> 100%
- Growth raises both attack stats
- Petal Dance: power 90 -> 120; PP 20 -> 10
- Fire Spin: power 15 -> 35; accuracy 70% -> 85%
- Toxic: accuracy 85% -> 90%
- Meditate: PP 20 -> 40
- Clamp: accuracy 75% -> 85%
- Hi Jump Kick: power 100 -> 130; PP 20 -> 10
- Glare: accuracy 75% -> 90%
- Poison Gas: accuracy 55% -> 90%
- Crabhammer: accuracy 85% -> 90%
- Mind Reader: PP 40 -> 5
- Cotton Spore: accuracy 85% - 100%
- Giga Drain: power 60 -> 75
- Fury Cutter: power 10 -> 20
- Future Sight: power 80 -> 100; PP 15 -> 10; accuracy 90% -> 100%
- Whirlpool: power 15 -> 35; accuracy 70% -> 85%
- Beat Up: power 10 -> 1 (i.e., special; maybe effect changed?)
- Uproar: power 50 -> 90 (!!!!!)
- Sand Tomb: power 15 -> 35; accuracy 70% -> 85%
- Bullet Seed: power 10 -> 25
- Icicle Spear: power 10 -> 25
- Covet: power 40 -> 60
- Rock Blast: accuracy 80% -> 90%
- Doom Desire: power 120 -> 140; accuracy 85% -> 100%
- Me First: power 0 -> 1 (only of interest to nerds)
- Punishment: power 60 -> 1 (??)
- Last Resort: power 130 -> 140
- Drain Punch: power 60 -> 75; PP 5 -> 10
- Magma Storm: accuracy 70% -> 75%

also, every move that never misses is now marked 101% accuracy
some effect chances MAY have changed, as "effect chance" is now split into parts and is harder to compare

- Wrap, Whirlpool, etc. now last 5–6 turns instead of 2–5
- Sturdy now acts like Focus Sash rather than protecting only against OHKO moves
multiplies

Snatch will now work on: Conversion, Wish, Recycle, Imprison, Healing Wish, Power Trick, Lucky Chant, Aqua Ring, Magnet Rise, and Lunar DanceBut not Psych Up and Acupressure

Magic Coat will now work on: Whirlwind, Roar, Disable, Spite, Spikes, Foresight, Encore, Torment, Taunt, Odor Sleuth, Miracle Eye, Embargo, Heal Block, Toxic Spikes, Defog, and Stealth Rock
Protect will now work on: Counter, Mirror Coat, and Metal Burst
But not on Hail

Curse changed from ??? to ghost

- priority
- Protect: 3 -> 4
- Detect: 3 -> 4
- Endure: 3 -> 4
- ExtremeSpeed: 1 -> 2
- Fake Out: 1 -> 3

Some moves may have changed targets; consult data

Black and White also changed base exp for nearly every Pokémon.

Redmine metadata:
Updated on: 2011/09/25 20:21:18 +0000
Start date: 2009/08/13
Done ratio: 50%
Relations:
relates #190
duplicated #211
duplicated #251
duplicated #530

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**Comment by [En-Cu-Kou](http://github.com/encukou) from 2011/09/25 20:21:18 +0000**

Also, Stadium bug fixes should be covered somehow.

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**Comment by [En-Cu-Kou](http://github.com/encukou) from 2011/08/13 22:34:28 +0000**

Adding link to wiki page

Updated description

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**Comment by [eric the espeon](http://bugs.veekun.com/users/50) from 2011/05/04 01:47:12 +0000**

Quite a few changes can be found in these threads:
[http://www.smogon.com/forums/showthread.php?t=65453](http://www.smogon.com/forums/showthread.php?t=65453)
[http://www.smogon.com/forums/showthread.php?t=85493](http://www.smogon.com/forums/showthread.php?t=85493)
[http://www.smogon.com/forums/showthread.php?t=85497](http://www.smogon.com/forums/showthread.php?t=85497)

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**Comment by [Zhorken](http://bugs.veekun.com/users/8) from 2011/02/28 19:09:39 +0000**

Move changes still have a ways to go, item changes aren’t done at all, Pokémon aren’t done at all (though that’s less important), type efficacy also isn’t done though I think that has a separate issue.

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**Comment by [Eevee](http://bugs.veekun.com/users/1) from 2011/02/06 07:09:20 +0000**

What’s missing here?

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**Comment by [Zhorken](http://bugs.veekun.com/users/8) from 2011/01/25 05:49:56 +0000**

We neeeed to figure out how to do move effect changes. Look at \#530.

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**Comment by [Zhorken](http://bugs.veekun.com/users/8) from 2010/12/30 18:55:29 +0000**

(That 50 isn’t *just* for abilities, for the record.)

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**Comment by [Zhorken](http://bugs.veekun.com/users/8) from 2010/12/30 18:55:08 +0000**

Abilities are, as far as I know, entirely done.

Done: 0% ⇨ 50%

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**Comment by [surskitty](http://bugs.veekun.com/users/18) from 2010/12/08 01:36:10 +0000**

I DID A BUNCH OF MOVE DIFFERENCES be proud of me.

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**Comment by [Eevee](http://bugs.veekun.com/users/1) from 2010/12/06 05:21:42 +0000**

List of ability changes in Emerald: [http://www.psypokes.com/emerald/abilities.php](http://www.psypokes.com/emerald/abilities.php)

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**Comment by [Eevee](http://bugs.veekun.com/users/1) from 2010/11/28 04:23:32 +0000**

Created [[Changelog]] for this; please fill it out because I don’t know anything :(

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**Comment by [Eevee](http://bugs.veekun.com/users/1) from 2010/10/08 08:00:26 +0000**

Assignee ⇨ —

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**Comment by [Eevee](http://bugs.veekun.com/users/1) from 2010/10/06 04:32:04 +0000**

Pasted the list of changes from the old typeme, and made this Q4; it’s sort of getting important now. The db is currently in this awful half~~4 half~~5 state.

Updated subject
priority_id: 4 ⇨ 6
Target version: — ⇨ 2010 Q4

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**Comment by [Eevee](http://bugs.veekun.com/users/1) from 2010/04/13 19:28:19 +0000**

Target version: 17 ⇨ 16

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**Comment by [Eevee](http://bugs.veekun.com/users/1) from 2010/04/13 20:11:11 +0000**

Target version: 16 ⇨ —

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**Comment by [Zhorken](http://bugs.veekun.com/users/8) from 2010/05/14 02:10:59 +0000**

Mm, alright. I like that too. Should I go back through and clean those out of the ability effects, then…?

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**Comment by [Zhorken](http://bugs.veekun.com/users/8) from 2010/05/13 00:09:59 +0000**

I’ve been treating changes in ability effects by just writing them into the descriptions. I like the idea of dealing with our written descriptions that way; if we create a model for treating data changes, I think it should be restricted to *data* changes (and things we can treat like them) rather than prose and such.

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**Comment by [Eevee](http://bugs.veekun.com/users/1) from 2010/05/13 01:32:29 +0000**

Iiiiiiiii don’t know. I like the idea that effect descriptions are always current canon, and not cluttered with bugs and whatever from old versions.

The idea was partly to expose an interface for getting a snapshot of game behavior for any given version, which requires knowing at the db level whether the effect changed.

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**Comment by [Eevee](http://bugs.veekun.com/users/1) from 2010/05/14 03:07:34 +0000**

No point until there’s somewhere to put it.