CanuckVaper Posted February 20, 2016 Share Posted February 20, 2016 I've been messing with this for a while and I can't get the level back to normal. The first gym leader in X had a 27 pokemon, after messing around my second attempt she had a level 1. Where am I going wrong? I just want the trainers to be the default levels, but I can't get it back there. I'm using the latest Exe. Link to comment Share on other sites More sharing options...
mictini Posted February 24, 2016 Share Posted February 24, 2016 Everytime i try to randomize the personal stats->enhancements i get this error [ATTACH=CONFIG]12900[/ATTACH] i know its in german but it should be a common error. System.OverflowException: Value of UInt16 was too big or too small. bei System.Convert.ToUInt16(Int32 value) bei System.Convert.ToUInt16(Single value) bei pk3DS.PersonalInfo.Write() bei pk3DS.Personal.saveEntry() bei pk3DS.Personal.CB_Species_SelectedIndexChanged(Object sender, EventArgs e) bei System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e) bei System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value) bei pk3DS.Personal.B_Randomize_Click(Object sender, EventArgs e) bei System.Windows.Forms.Control.OnClick(EventArgs e) bei System.Windows.Forms.Button.OnClick(EventArgs e) bei System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) bei System.Windows.Forms.Control.WndProc(Message& m) bei System.Windows.Forms.ButtonBase.WndProc(Message& m) bei System.Windows.Forms.Button.WndProc(Message& m) bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Geladene Assemblys ************** mscorlib Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.34011 built by: FX45W81RTMGDR. CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll. ---------------------------------------- pk3DS Assembly-Version: 1.0.0.0. Win32-Version: 1.0.0.0. CodeBase: file:///C:/Users/Michi/Downloads/randomizer/pk3DS.exe. ---------------------------------------- System.Windows.Forms Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.33440 built by: FX45W81RTMREL. 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: 4.0.30319.33440 built by: FX45W81RTMREL. 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: 4.0.30319.34003 built by: FX45W81RTMGDR. CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll. ---------------------------------------- System.Windows.Forms.resources Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.33440 built by: FX45W81RTMREL. CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll. ---------------------------------------- System.Core Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.33440 built by: FX45W81RTMREL. CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll. ---------------------------------------- mscorlib.resources Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.33440 built by: FX45W81RTMREL. CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_de_b77a5c561934e089/mscorlib.resources.dll. ---------------------------------------- EDIT: Apparently it randomized all abilities until kyogre, groudon and everything following still has the standart abilities. EDIT EDIT: Apparently i cant even change the "current species". everytime i try that, i get the error. Link to comment Share on other sites More sharing options...
PikaKnight Posted March 15, 2016 Share Posted March 15, 2016 Hey, Is it possible to edit font in Pokemon X/Y? I wanted to start translating Pokemon XY into Polish language, but there I need a few diacritical marks. All I need is: Ą ą Ć ć Ę ę Ł ł Ń ń Ó ó Ś ś Ż ż Ź ź Is it possible to add in game it (edit for example deutch fonts) ? Thanks for any help Link to comment Share on other sites More sharing options...
Kaphotics Posted March 15, 2016 Author Share Posted March 15, 2016 pk3DS does not have a font editor, but you can try EFE to edit bcfnt files. Link to comment Share on other sites More sharing options...
Izaya-Orihara Posted March 17, 2016 Share Posted March 17, 2016 Question: Hacking the starters in Omega Ruby using Pk3ds Is it possible to use cor editing tools now, just wondering if there has been an update in pk3ds or another program to allow to change the starters. Link to comment Share on other sites More sharing options...
undrhil Posted March 19, 2016 Share Posted March 19, 2016 Does a ROM randomized using PK3DS work on Sky3DS+ with latest firmware? Link to comment Share on other sites More sharing options...
Kaphotics Posted March 19, 2016 Author Share Posted March 19, 2016 Does a ROM randomized using PK3DS work on Sky3DS+ with latest firmware? Sky3DS cannot play edited ROMs. Only custom firmware and HANS allow you to play edited games. Link to comment Share on other sites More sharing options...
Zylox Posted March 29, 2016 Share Posted March 29, 2016 Probably a stupid question, but after randomizing are you able to access the internet? Link to comment Share on other sites More sharing options...
daffyjlefty Posted March 30, 2016 Share Posted March 30, 2016 (edited) I'm actually editing using pk3ds, and when I used the dexnav, it froze. I'm thinking that I put too many pokemon in the route... does anyone else have this problem? Update: it's route 103 and I re-edited it to make sure that there is the same number of Pokemon in the route, but it still freezes when I open dexnav. Any ideas? Edited March 30, 2016 by daffyjlefty Link to comment Share on other sites More sharing options...
Kaphotics Posted March 30, 2016 Author Share Posted March 30, 2016 I'm actually editing using pk3ds, and when I used the dexnav, it froze. I'm thinking that I put too many pokemon in the route... does anyone else have this problem?Update: it's route 103 and I re-edited it to make sure that there is the same number of Pokemon in the route, but it still freezes when I open dexnav. Any ideas? If the encounter slot type is different (ie, horde vs grass) it is considered a 'different' species. Link to comment Share on other sites More sharing options...
daffyjlefty Posted March 31, 2016 Share Posted March 31, 2016 If the encounter slot type is different (ie, horde vs grass) it is considered a 'different' species. Ok, so it''s actually route 102, but anyway, if the chart looks like this grass - 6 pokemon horde - 3 pokemon (all available in grass) surf - 4 pokemon old rod - 2 pokemon good rod - same 2 pokemon from old rod super rod - 1 pokemon then can my hack have: grass - 6 pokemon horde - 3 pokemon that are NOT available outside of hordes surf - 4 pokemon old rod - 2 pokemon good rod - 2 pokemon NOT available with old or super rod super rod - 1 pokemon NOT available with old or good rod or do the pokemon in hordes and old/super rods need to be the same like the game normally has them to keep the specie count from being too high for the dexnav to understand? Link to comment Share on other sites More sharing options...
Kaphotics Posted March 31, 2016 Author Share Posted March 31, 2016 Ok, so it''s actually route 102, but anyway, if the chart looks like thisgrass - 6 pokemon horde - 3 pokemon (all available in grass) surf - 4 pokemon old rod - 2 pokemon good rod - same 2 pokemon from old rod super rod - 1 pokemon then can my hack have: grass - 6 pokemon horde - 3 pokemon that are NOT available outside of hordes surf - 4 pokemon old rod - 2 pokemon good rod - 2 pokemon NOT available with old or super rod super rod - 1 pokemon NOT available with old or good rod or do the pokemon in hordes and old/super rods need to be the same like the game normally has them to keep the specie count from being too high for the dexnav to understand? Each slot type is treated uniquely. Wingull_Grass Wingull_Surf Wingull_Horde Wingull_OldRod Wingull_GoodRod etc All count as 'unique' and thus count towards the dexnav limit. Relevant source code. Count up the unique pokemon per slot type (grass, old, surf, good, etc), then add up all the counts. You're safe if that count is <= 18 Link to comment Share on other sites More sharing options...
daffyjlefty Posted March 31, 2016 Share Posted March 31, 2016 Each slot type is treated uniquely.Wingull_Grass Wingull_Surf Wingull_Horde Wingull_OldRod Wingull_GoodRod etc All count as 'unique' and thus count towards the dexnav limit. Relevant source code. Count up the unique pokemon per slot type (grass, old, surf, good, etc), then add up all the counts. You're safe if that count is <= 18 I tried again. Still no fix. what i have so far is: grass: - flabebe - swablu - wooper - sewaddle - ledyba - pichu Old rod: - Magikarp - finneon Good rod: - barboach - goldeen Super rod: - krabby Surf: - lotad - bibarel - poliwag - poliwhirl horde: - kakuna - burmy - metapod - spewpa dexnav foreigns: - bronzor - fletchinder - gothita I even went through, caught a flabebe, and saved, but as soon as I clicked on Dexnav, it froze. Link to comment Share on other sites More sharing options...
Kaphotics Posted March 31, 2016 Author Share Posted March 31, 2016 Count up the unique pokemon for the slots and you get 21, not 18. Link to comment Share on other sites More sharing options...
daffyjlefty Posted March 31, 2016 Share Posted March 31, 2016 Well, in the first post, I didn't list the 3 foreign Pokemon, so there are a total of 21 in this area, but I just realized that I have 4 horde Pokemon, not 3. I'll fix that and try again. Link to comment Share on other sites More sharing options...
daffyjlefty Posted March 31, 2016 Share Posted March 31, 2016 Ok, update. I found this pic of the route's original Dexnav: [ATTACH=CONFIG]13101[/ATTACH] It works. My route is as follows: grass: 6 different pokemon Horde: 3 pokemon that are all available individually within the grass old rod: 2 pokemon good rod: the same 2 pokemon from the old rod super rod: 1 unique pokemon foreign dexnav encounters: 3 unique pokemon From what I gather, the limits are based off total water (surf and fishing) and land (grass and horde) pokemon. Notice how surskit has a sprite in the water and the land? I will see what happens when I get to a rocksmash area, but the best i can figure, the Dexnav can process DIFFERENT sprites in the land or water areas but not MORE, if that makes sense. having said that, I did make one of the foreign Dexnav encounters Torchic (Which is the same as my starter) but it did not show up. I think, once I gain access to the foreign dexnav encounters, torchic will appear there. When I get to tall grass and rocksmash areas, I will post my findings on whether they are/are not "land pokemon". Link to comment Share on other sites More sharing options...
ABZB Posted April 5, 2016 Share Posted April 5, 2016 Is there a database with what the flag 1, flag 2, and effect values from the move editor correspond to? Link to comment Share on other sites More sharing options...
Kaphotics Posted April 5, 2016 Author Share Posted April 5, 2016 Is there a database with what the flag 1, flag 2, and effect values from the move editor correspond to? Nope. It's just bitflags to denote qualities like "makes contact". Link to comment Share on other sites More sharing options...
ABZB Posted April 5, 2016 Share Posted April 5, 2016 Nope.It's just bitflags to denote qualities like "makes contact". I'd like to know what the bitflags are. On another subject, is it possible to reassign HM effects? Like make Petal Blizzard replace (or have the same effect as) Cut, for example? Link to comment Share on other sites More sharing options...
daffyjlefty Posted April 5, 2016 Share Posted April 5, 2016 I know you can dump and import text files, and I know you can dump trainer files, is there a way to import trainer files? If not, is there any other way to restore the original trainers without affecting anything else? Link to comment Share on other sites More sharing options...
Kaphotics Posted April 6, 2016 Author Share Posted April 6, 2016 I know you can dump and import text files, and I know you can dump trainer files, is there a way to import trainer files?If not, is there any other way to restore the original trainers without affecting anything else? Backups are stored in the "backup" folder. Link to comment Share on other sites More sharing options...
daffyjlefty Posted April 6, 2016 Share Posted April 6, 2016 Backups are stored in the "backup" folder. right, but if i restore from the backup files, won't that restore everything? I just want the trainers back. Link to comment Share on other sites More sharing options...
Kaphotics Posted April 6, 2016 Author Share Posted April 6, 2016 right, but if i restore from the backup files, won't that restore everything?I just want the trainers back. You can always restore them manually; the location of which the file is from is stored in the filename. Link to comment Share on other sites More sharing options...
daffyjlefty Posted April 6, 2016 Share Posted April 6, 2016 You can always restore them manually; the location of which the file is from is stored in the filename. How do I do that? I only see .bin files in the rom folder Link to comment Share on other sites More sharing options...
Kaphotics Posted April 6, 2016 Author Share Posted April 6, 2016 How do I do that? I only see .bin files in the rom folder The backups are stored in the same folder as the pk3ds executable. Link to comment Share on other sites More sharing options...
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