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Posted

There's a little bug when the gender of the OT of a Pokemon is different than the current handler, if you click on OT it applies the one from savefile properly, but the color of the gender sign is not updated unless you click twice. Is a small bug I noticed but doesn't have a lot of relevance.

Also do you think this: https://github.com/kwsch/PKHeX/commit/309d521201561feab43a347cc76671407332e2b8 could be applied in case we're loading a box as well?

The next thing are a few extra things that could be checked from the memories in order to catch some more errors when genning a Pokemon.

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All of this is going to be a pain to check, and I'm sure I missed some more specific things that could be checked on the memories, and I don't know if you wanted to spend any time on this. I would not mind doing it myself little by little but first I wanted to know your opinion.

Posted (edited)

Added a bunch of the checks that were easy to add.

Of my 3k pk6's I have dumped, only one got flagged (61 - Tall tower for X/Y).

Remaining from your list:

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Edited by Kaphotics
Posted

I thought it was strange for the Tall Tower memory text to be present in X/Y's programming, if it was indeed an ORAS-exclusive memory, so I went back to my copy of Y to take a look:

The tall tower memory is legal in Kalos - Pokemon will gain this memory when visiting the Tower of Mastery.

Posted (edited)

So basically what is left is:

{0} learned {2} from {1} - I've doubts about if this memory allows HM/TM only or does take in count level-up moves as well.

Encounter - Specific Slot

{0} went fishing with {1}, and they caught {2} - Filter by SlotType? Slots that result from fishing need to be flagged when the program loads. I'm totally lost here. I originally though doing this through a simple array like the one used for PKMN Centers should indeed work, but since you mentioned the SlotType thing idk which other method already implemented could be used for this.

I also just noticed two memories:

{1} had {0} hold items like {2} to help it along. {4} that {3}.

{1} used {2} when {0} was in trouble. {4} that {3}.

In this two memories the allowed TextVar refers to an item but on both cases it allows to choose Key Items and HM/TMs that of course a Pokemon cannot hold/use under any case. Could be argued that the second one should allow TMs/HMs since they can be used to teach a move but I think the "was in trouble" part clearly states that it refers to in-battle usage.

Edited by Eskuero

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