Oxnite Posted August 27, 2011 Posted August 27, 2011 (edited) Welcome to my first ever page with tools! This page will be updated soon with a nice layout. [HGSSSPRITE]278[/HGSSSPRITE] OxATTACK Pokémon Black & White Attack Editor | Version 1.6 Abbreviated as OxAT, OxATTACK is a tool that lets you edit attacks (moves) in Pokémon Black and White. In the newest version 1.6, move mechanics are editable and some more effect descriptions have been added. For now, the tool can edit the following aspects: Type Category Power PP Accuracy Secondary effect Stat manipulation Basic effect Critical Hit ratio Opponent(s) Priority Frequency Move mechanics Click here to download OxATTACK Version 1.6. Big thanks and credits to TwistedFatal, who helped me a lot with the tool creation! I hope you like the tool(s). If you find any bugs, please report them here. None of my tools are known to be 100% stable, so please remember to make back-ups. Edited May 29, 2012 by Oxnite Updated with a new download link
Oxnite Posted August 27, 2011 Author Posted August 27, 2011 nice 1 Thanks -- and thank you so much for all of your help! =)
Andibad Posted August 27, 2011 Posted August 27, 2011 Ow great , i suggest disable all control if no any narc is loaded, thank you , wow Edit: 1. if i change another move is must save if i want change another move?
Oxnite Posted August 27, 2011 Author Posted August 27, 2011 Ow great , i suggest disable all control if no any narc is loaded, thank you , wow Edit: 1. if i change another move is must save if i want change another move? About your question: yes, you should use Save NARC everytime you edit a move. On that note, I'm currently uploading a newer version with slight changes -- it has disabled boxes before the right NARC has been opened. It also has an updated Effects list and more. =) EDIT: Version 1.0.1 uploaded. Thanks for your feedback and support! Please tell me about any bugs!
Rinax Posted August 27, 2011 Posted August 27, 2011 Looking nice so far! I guess this is why you haven't done anything with Black & White Deluxe. (I'm not complaining!) I'll be sure to play around with your tools.
Andibad Posted August 28, 2011 Posted August 28, 2011 I will help you some attack editor, and PRC source code was available you can used some data is can help you out. I little not research attack data so i don't know another extra data.... for HP is really 50 % ? But i think on effect code, you can added a label is indicate about number code, because if just effect description is will confused about number id. if you hidden some ??? label/dropbox you can disable maximize for these class not ready (for public~)
Oxnite Posted August 28, 2011 Author Posted August 28, 2011 Looking nice so far!I guess this is why you haven't done anything with Black & White Deluxe. (I'm not complaining!) I'll be sure to play around with your tools. Hehe, well I'm still working on it! I might release a new version today.. Not sure. I will help you some attack editor, and PRC source code was available you can used some data is can help you out. I little not research attack data so i don't know another extra data....for HP is really 50 % ? But i think on effect code, you can added a label is indicate about number code, because if just effect description is will confused about number id. if you hidden some ??? label/dropbox you can disable maximize for these class not ready (for public~) Yes, I always thought that moves like Milk Drink, Softboiled etc. restored 50% of the user's HP? About the number code.. You mean like: 01 - Effect description 02 - Effect description 103 - Effect description... etc. Like that? Because I'll implement it if that's indeed easier to work with. About the dropboxes, yes I should have disabled them, but lol if you mess up your rom with it, it's rather your own fault, I made them ''invisible'' for a reason hehe. But yeah you're right I should disable them as well. I'm planning to release a newer version soon, it should have: - An expanded list of effect names - Editable 'HP restoration' - Editable 'Recoil' - Editable mechanics
Andibad Posted August 28, 2011 Posted August 28, 2011 hehehehe is not my fault, i just see it by accident (win 7 aero effect) , ''invisible'' ?but i still can see it anyway thank you for create this tools, yeah is another tools but is not too bad, is really helpfull because you tools used narc soo is really safe from ROM damage (hex offset was replaced with wrong place). i just researching item data and maybe i started to create tools for more easy to edit (I not promise it will share in here ) Since is not increase data, and this narc is a static (not change on filesize) so not need extra class to controll on header data....
Oxnite Posted August 28, 2011 Author Posted August 28, 2011 hehehehe is not my fault, i just see it by accident (win 7 aero effect) , ''invisible'' ?but i still can see it anyway thank you for create this tools, yeah is another tools but is not too bad, is really helpfull because you tools used narc soo is really safe from ROM damage (hex offset was replaced with wrong place). i just researching item data and maybe i started to create tools for more easy to edit (I not promise it will share in here ) Since is not increase data, and this narc is a static (not change on filesize) so not need extra class to controll on header data.... Oh haha okay! Anyway I hope to be able to improve this tool soon. (Now I'm back working on my hack, lol).
Serperior Posted August 30, 2011 Posted August 30, 2011 (edited) I have a problem with this tool sometimes. It sometimes works without giving me any messages, but sometimes when I save it says something about an arythmetic error... For example, I edited Shadow Ball and made it 90 base power, I saved, and there was no problem. I edited Dark Void and made it 85 Accuracy, and when I save the error occurs... And a curious example, when I edit Absorb and make it 25 base power, there is no problem, but if I make it 30, the arythmetic error after saving happens... The tool is fantastic, and I'd like to know if this is my fault or if it is actually a bug... EDIT: Ok, sorry, it was my fault. The problem was that I typed the number and didn't select it on the list. Sorry, and thanks for the tool, which works well and makes things easier. Edited August 30, 2011 by Serperior
Andibad Posted September 2, 2011 Posted September 2, 2011 But this tools is forgotten some unknown value, if oxnite was create unknown value with hex offset, i will help him for define some unknown value, and i try test it so it will quickly... but i wondering about move is not affect with mirror/reflect move, king rock item, ect o.oa, or song move state ... yeah Dx but if i have full time to create tools for help me out for researching some data, i can help someone but now i just confused with my schedule on my college. Yeah i just like my schedule program, is a Programming class and i don't know pick C# or delphi anyway, you tools is make me easier to define some attack data more easy, fast, and accurate, so i no need create bookmarking and some script to see one by one anyway thank you (well i used PRC too, maybe i will manipulate that SC to made more easier for me)
Oxnite Posted September 3, 2011 Author Posted September 3, 2011 EDIT: Ok, sorry, it was my fault. The problem was that I typed the number and didn't select it on the list. Sorry, and thanks for the tool, which works well and makes things easier. Alright! I'm very glad to know that it's not a bug after all. I guess no real bugs are found so far, so that's great. =) But this tools is forgotten some unknown value, if oxnite was create unknown value with hex offset, i will help him for define some unknown value, and i try test it so it will quickly...but i wondering about move is not affect with mirror/reflect move, king rock item, ect o.oa, or song move state ... anyway, you tools is make me easier to define some attack data more easy, fast, and accurate, so i no need create bookmarking and some script to see one by one anyway thank you (well i used PRC too, maybe i will manipulate that SC to made more easier for me) About the unknown values, I know I still have to add them (in fact, they are even programmed in the tool if you make the tool wider). However, I'm not sure how to code it.. I still have to find a way for that.
Andibad Posted September 3, 2011 Posted September 3, 2011 but overall, layout on you tools is nice and don't try make windows size is over than 900 x 900 pixel ps: i will added you tools in my database
Oxnite Posted September 3, 2011 Author Posted September 3, 2011 but overall, layout on you tools is nice and don't try make windows size is over than 900 x 900 pixel ps: i will added you tools in my database Thank you very much for the compliment, Andibad. I'll try to maintain the current window size. =)
Oxnite Posted September 8, 2011 Author Posted September 8, 2011 Here's the newest Version 1.6 of OxATTACK! What's new in Version 1.6? --------------------------- --> Move Mechanics are now editable (added in a tab system). --> Several new Effect descriptions have been added (eventually all effects have descriptions). --> Several effect descriptions are now numbered (eventually they will all be numbered). --> Information is now shown in a pop-up balloon when you hover over certain objects. I hope you like the tools! More tools will be released soon!
Delta Blast Burn Posted September 9, 2011 Posted September 9, 2011 Every time I choose Powder Snow I get an invalid argument error saying "SelectedIndex = 19"
Oxnite Posted September 9, 2011 Author Posted September 9, 2011 Every time I choose Powder Snow I get an invalid argument error saying "SelectedIndex = 19" I'm not very sure what's causing that because Powder Snow works for me. 1. Are you editing an already edited move data file? For example, if the new move has a PP of 200, it can cause an error because the tool can only handle 1-99 PP (because >99 PP gives a weird error with question marks in-game). 2. Did you carefully select the move from the box? If you type in a name, first scroll down one time to select the right move in the list. If you don't, no move will show up.
megamonk4 Posted September 11, 2011 Posted September 11, 2011 Thank you for making this program, . I do have a problem/question though. Out of all moves I edited, the only one that came up with an error was Take Down. The only thing I've changed was the ACC to 100. This error appeared when I changed it. Invalid Argument=Value of '112' is not valid for 'Selected Index'. Parameter name: Selected Index And details from detail box if need to be seen... See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentOutOfRangeException: InvalidArgument=Value of '112' is not valid for 'SelectedIndex'. Parameter name: SelectedIndex at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value) at OxAT.Form1.cmbMove_SelectedIndexChanged(Object sender, EventArgs e) at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e) at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m) at System.Windows.Forms.ComboBox.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- OxAT Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/KTaylorII/Downloads/pokemon/5th%20gen%20attack%20editor/OxATTACK%20Version%201.6/OxATTACK%201.6.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 10.0.0.0 Win32 Version: 10.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
Oxnite Posted September 11, 2011 Author Posted September 11, 2011 Thank you for making this program, .I do have a problem/question though. Out of all moves I edited, the only one that came up with an error was Take Down. The only thing I've changed was the ACC to 100. That probably has to do with Take Down being a recoil move.. I still have to figure that out. However, I might have lost the source of this tool while I was creating a new tool. So I'll see what I can do..
megamonk4 Posted September 11, 2011 Posted September 11, 2011 That sucks...When I changed Head Smash ACC, it was fine. Although I received that error, would it be fine for me to still use the narc?
FatefulEncounter Posted September 12, 2011 Posted September 12, 2011 i came across this snag while i was messing with moves: i tried editing Memento to be a purely stat lowering move that lowers all stats by 1. when i tried using it in battle, it didn't work. all it did was say "so and so used memento" and then nothing even happened. however, when i tried to make it so it lowers attack, special attack, and evasion, it worked. has anyone successfully changed a move to lower all stats at once? i'd like to know what conditions must be in place. : /
Oxnite Posted September 12, 2011 Author Posted September 12, 2011 @Megamonk4, I'm not sure.. You should open the .narc again with this tool and open Take Down to see if the error still shows up. If it does, I'd recommend to use a new narc.. Sorry for any inconvenience. i came across this snag while i was messing with moves: i tried editing Memento to be a purely stat lowering move that lowers all stats by 1. when i tried using it in battle, it didn't work. all it did was say "so and so used memento" and then nothing even happened. however, when i tried to make it so it lowers attack, special attack, and evasion, it worked. has anyone successfully changed a move to lower all stats at once? i'd like to know what conditions must be in place. : / You should open a move like Silver Wind or AncientPower and check what 'Effect Category' and 'Effect' it has. Then, you could make Memento a similar move.
megamonk4 Posted September 12, 2011 Posted September 12, 2011 @Megamonk4, I'm not sure.. You should open the .narc again with this tool and open Take Down to see if the error still shows up.If it does, I'd recommend to use a new narc.. Sorry for any inconvenience. You should open a move like Silver Wind or AncientPower and check what 'Effect Category' and 'Effect' it has. Then, you could make Memento a similar move. Hmm...It appears that I may have been wrong about the other recoil moves. I thought that I was able to edit those as well, now I see when I checked back on those, that I was wrong. Is there another way how I alter the power/accuracy on recoil moves?
FatefulEncounter Posted September 12, 2011 Posted September 12, 2011 do you have any clue as to what "7" means under effect category? ive tried several different combinations between effect categories/effects/stat manipulations and i just cant figure out how to make it work. maybe there are other special conditions regarding the "all" stat manipulation.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now