Kaphotics Posted May 26, 2016 Author Posted May 26, 2016 alright, thanks.last question from me is: how do i make sure the gym leader will mega evolve in a battle? do i change the form to mega in the trainer editor? or do i have to give it the mega stone? Have the Pokemon hold its mega stone and make sure the AI is of the value where it knows how to use a mega (just make it the same as the elite 4).
zeyuf Posted May 27, 2016 Posted May 27, 2016 my bad, i said that was my last but i'm not sure how the mart editor works? i wanted to make mega stones buyable at a certain point, but it doesn't seem like i can add slots or make them appear after x amount of badges
Kaphotics Posted May 27, 2016 Author Posted May 27, 2016 my bad, i said that was my last but i'm not sure how the mart editor works?i wanted to make mega stones buyable at a certain point, but it doesn't seem like i can add slots or make them appear after x amount of badges Re-read the locations. For the standard mart vendors there's separate lists depending on how many badges you have. You can't add slots as this is a .code.bin change
zeyuf Posted May 27, 2016 Posted May 27, 2016 Re-read the locations. For the standard mart vendors there's separate lists depending on how many badges you have.You can't add slots as this is a .code.bin change http://comfy.moe/fnekcz.png here are the locations i'm getting, which is why i was confused so editing the items in the badge section edits them for every mart, and then the rest are town specific?
Kaphotics Posted May 27, 2016 Author Posted May 27, 2016 http://comfy.moe/fnekcz.png here are the locations i'm getting, which is why i was confusedso editing the items in the badge section edits them for every mart, and then the rest are town specific? Correct.
Majickhat55 Posted May 28, 2016 Posted May 28, 2016 I figured I would ask while I was searching this thread for an answer. Could someone explain exactly how the level modifiers work on both wild encounters and trainers? I've messed with it a bit and it seems like no matter what i change the value to, the pokemon levels are always the same. ( First battle the pokemon is ALWAYS lvl 10-15) and the wild ones are always lvl 1-2 so its impossible to grind for XP. I've tried changing both to 50%, 20%, 10% etc. I just want a slight level increase to BOTH so a normal level 5 poke should be level 8 or so.........
Kaphotics Posted May 28, 2016 Author Posted May 28, 2016 I figured I would ask while I was searching this thread for an answer. Could someone explain exactly how the level modifiers work on both wild encounters and trainers? I've messed with it a bit and it seems like no matter what i change the value to, the pokemon levels are always the same. ( First battle the pokemon is ALWAYS lvl 10-15) and the wild ones are always lvl 1-2 so its impossible to grind for XP. I've tried changing both to 50%, 20%, 10% etc. I just want a slight level increase to BOTH so a normal level 5 poke should be level 8 or so......... Make sure the checkbox enabling level modification is checked. https://github.com/kwsch/pk3DS/blob/master/pk3DS/Subforms/XYWE.cs#L526-L528 level = level * (1 + modifier/100) in order for level 1 to change, it needs to be 100% (since it has to be doubled), in order for level 2 to change, it needs to be at least 50% (2 * 1.5 = 3).
Majickhat55 Posted May 28, 2016 Posted May 28, 2016 Make sure the checkbox enabling level modification is checked.https://github.com/kwsch/pk3DS/blob/master/pk3DS/Subforms/XYWE.cs#L526-L528 level = level * (1 + modifier/100) in order for level 1 to change, it needs to be 100% (since it has to be doubled), in order for level 2 to change, it needs to be at least 50% (2 * 1.5 = 3). Okay that makes a lot of sense now. Thanks a lot for the explanation.
sora10pls Posted May 29, 2016 Posted May 29, 2016 When it comes to certain Wild Pokemon in X and Y (list below), would they fall under the category of Static Pokemon or Scripted Encounters? I haven't seen them in the Static Encounters editor, so I would only imagine they're scripted and can't be modified as of now. - Snorlax on Route 7 - Venipede in bush - Woobat/Ferroseed/Noibat/etc. from ceiling - Banette/Garbodor/etc. from trash bins
Kaphotics Posted May 29, 2016 Author Posted May 29, 2016 When it comes to certain Wild Pokemon in X and Y (list below), would they fall under the category of Static Pokemon or Scripted Encounters? I haven't seen them in the Static Encounters editor, so I would only imagine they're scripted and can't be modified as of now.- Snorlax on Route 7 - Venipede in bush - Woobat/Ferroseed/Noibat/etc. from ceiling - Banette/Garbodor/etc. from trash bins haven't been found / explicitly looked for, so assuming they're just script related.
PCDemi Posted May 29, 2016 Posted May 29, 2016 For some reason, when I press "Randomize Starters, and exit and save so you don't know you starters." The application (on pc) just freezes and then crashes. Any tips?
GodArres Posted May 30, 2016 Posted May 30, 2016 hello guys sorry for the trouble, but when randomize starters and starting the rom through hans, crashes giving me black screen ... could you tell me what is wrong? there is a method to randomize the starters without me to crash the game?
Kaphotics Posted May 30, 2016 Author Posted May 30, 2016 hello guys sorry for the trouble, but when randomize starters and starting the rom through hans, crashes giving me black screen ... could you tell me what is wrong? there is a method to randomize the starters without me to crash the game? See: https://projectpokemon.org/forums/showthread.php?44950-pk3DS-XY-ORAS-ROM-Editor-amp-Randomizer&p=215469&viewfull=1#post215469 You need to patch RO module, which cannot be done via HANS (or homebrew). Hence why pk3DS warns you when opening those editors.
GodArres Posted May 31, 2016 Posted May 31, 2016 See: https://projectpokemon.org/forums/showthread.php?44950-pk3DS-XY-ORAS-ROM-Editor-amp-Randomizer&p=215469&viewfull=1#post215469You need to patch RO module, which cannot be done via HANS (or homebrew). Hence why pk3DS warns you when opening those editors. and if i convert it into cia file ?
Kaphotics Posted May 31, 2016 Author Posted May 31, 2016 and if i convert it into cia file ? Doesn't matter, the patch that needs to be applied is a 3DS firmware patch. Only with ReiNAND and Luma3DS at the moment have the patch built in.
RobertMoon1211 Posted May 31, 2016 Posted May 31, 2016 Bundle of thanks for sharing I really needed this had been searching for a long time to find something like this but most of the times ended up futile, you have really helped me out a lot, keep up the good work and keep sharing such useful stuff in the future as well.
Furenzu Posted June 2, 2016 Posted June 2, 2016 Is gateway still a viable thing to use for this? No one ever mentions it anymore.
RJZ-20 Posted June 5, 2016 Posted June 5, 2016 Is there a more recent release of the program than the one on the first page of the thread?
Thelostrune Posted June 6, 2016 Posted June 6, 2016 Is there a more recent release of the program than the one on the first page of the thread? Check the github, obviously
RJZ-20 Posted June 6, 2016 Posted June 6, 2016 Check the github, obviously I did that yesterday and was able to build my own up to date version of it.
Furenzu Posted June 6, 2016 Posted June 6, 2016 I did that yesterday and was able to build my own up to date version of it. I wasn't able to. It kept giving me errors and "Unexpected Character $"
RJZ-20 Posted June 6, 2016 Posted June 6, 2016 I wasn't able to. It kept giving me errors and "Unexpected Character $" I'm really new to this but I can tell you my method for it. I used mono and navigated to the folder with the .csproj file in it in the terminal and just used xbuild pk3ds.csproj
Furenzu Posted June 7, 2016 Posted June 7, 2016 I'm really new to this but I can tell you my method for it.I used mono and navigated to the folder with the .csproj file in it in the terminal and just used xbuild pk3ds.csproj yep I give up. Just more errors.
Kaphotics Posted June 7, 2016 Author Posted June 7, 2016 yep I give up. Just more errors. $ --> your compiler doesn't support c# 6.0. It's one of the new language additions in the latest c# version.
Furenzu Posted June 8, 2016 Posted June 8, 2016 $ --> your compiler doesn't support c# 6.0. It's one of the new language additions in the latest c# version. lol I was using the wrong version of Visual Studio... Is the type chart supposed to crash? Also I would really appreciate if anyone here could tell me if gateway is still a good option for randomized games.
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