JISN[064] Posted December 2, 2017 Posted December 2, 2017 I wondering if this feature is available in PKHeX? (to be able to delete the trade ban from the save) or will be available in the future?
JISN[064] Posted December 2, 2017 Author Posted December 2, 2017 I hate when I get a trade ban cuz the other party lost/ their connection.
Sabresite Posted December 3, 2017 Posted December 3, 2017 On 12/2/2017 at 5:23 AM, JISN[064] said: I wondering if this feature is available in PKHeX? (to be able to delete the trade ban from the save) or will be available in the future? Expand Trade bans are not governed by save files.
JISN[064] Posted December 4, 2017 Author Posted December 4, 2017 On 12/3/2017 at 9:03 PM, Sabresite said: Trade bans are not governed by save files. Expand ... then how is that when I restore a back-up save I have no longer the trade ban? D;
theSLAYER Posted December 4, 2017 Posted December 4, 2017 On 12/3/2017 at 9:03 PM, Sabresite said: Trade bans are not governed by save files. Expand On 12/4/2017 at 3:04 AM, JISN[064] said: ... then how is that when I restore a back-up save I have no longer the trade ban? D; Expand I think JISN is referring to the game temporarily blocking you from going online due to cutting out of trades/battles abruptly, not the 002-0201 online usage ban. I recall reading that there's some value written to the save temporarily, so in theory switching the cart to another 3DS won't help. (probably to deter people from being DC-trolls online) 1
Sabresite Posted December 4, 2017 Posted December 4, 2017 On 12/4/2017 at 3:35 AM, theSLAYER said: I think JISN is referring to the game temporarily blocking you from going online due to cutting out of trades/battles abruptly, not the 002-0201 online usage ban. I recall reading that there's some value written to the save temporarily, so in theory switching the cart to another 3DS won't help. (probably to deter people from being DC-trolls online) Expand If that is the case, then it can be easily tested. Before/After save would do the trick. 1
JISN[064] Posted December 4, 2017 Author Posted December 4, 2017 (edited) On 12/4/2017 at 6:17 AM, Sabresite said: If that is the case, then it can be easily tested. Before/After save would do the trick. Expand But kaphotics doesn't want to u.u Edited December 4, 2017 by JISN[064]
Sabresite Posted December 4, 2017 Posted December 4, 2017 On 12/4/2017 at 10:05 AM, JISN[064] said: But kaphotics doesn't want to u.u Expand Saying no is very vague. @Kaphotics, any more detail?
Kaphotics Posted December 4, 2017 Posted December 4, 2017 On 12/4/2017 at 6:10 PM, Sabresite said: Saying no is very vague. @Kaphotics, any more detail? Expand Nobody has posted how to flip it off for ALL online supported versions (XY/AO/SM/UU) Including 'support' would have to clutter up the UI even more Can currently be mitigated by restoring a backup before the timeout Deals with evading online restrictions (making this easier makes it easier to waste people's time, as the knowledge can be ported to a memory changing code for automated trolling outside that doesn't even need PKHeX). It's not something I'm interested in supporting, especially if it's a single byte toggle as the following snippet of code shows: bool __fastcall Savedata::GameTime::IsPenaltyMode(int a1) { return *(_DWORD *)(a1 + 0x40) != 0; } signed int __fastcall NetAppLib::Util::NetAppEntryChecker::CheckTradePenalty(int a1, int a2, int a3) { signed int v3; // r4 int v4; // r0 v3 = 0; v4 = gfl2::base::SingletonAccessor<GameSys::GameManager>::GetInstance(a1, a2, a3); if ( !sub_4C4324(*(_DWORD *)(*(_DWORD *)(v4 + 0x24) + 4) + 0x4F330) ) v3 = 1; return v3; } Remember, PKHeX may be a full featured program, but why does PKHeX always have to handle small save edits? This is something that a small standalone tool can do, or a simple hex edit.
Sabresite Posted December 4, 2017 Posted December 4, 2017 On 12/4/2017 at 6:57 PM, Kaphotics said: Nobody has posted how to flip it off for ALL online supported versions (XY/AO/SM/UU) Including 'support' would have to clutter up the UI even more Can currently be mitigated by restoring a backup before the timeout It's not something I'm interested in supporting, especially if it's a single byte toggle as the following snippet of code shows: bool __fastcall Savedata::GameTime::IsPenaltyMode(int a1) { return *(_DWORD *)(a1 + 0x40) != 0; } signed int __fastcall NetAppLib::Util::NetAppEntryChecker::CheckTradePenalty(int a1, int a2, int a3) { signed int v3; // r4 int v4; // r0 v3 = 0; v4 = gfl2::base::SingletonAccessor<GameSys::GameManager>::GetInstance(a1, a2, a3); if ( !sub_4C4324(*(_DWORD *)(*(_DWORD *)(v4 + 0x24) + 4) + 0x4F330) ) v3 = 1; return v3; } Remember, PKHeX may be a full featured program, but why does PKHeX always have to handle small save edits? This is something that a small standalone tool can do, or a simple hex edit. Expand So it is a simple toggle. Thanks, I think this is enough for the OP to go by.
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