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In this tutorial you will learn how to properly use the Batch Editor in PKHeX. The batch editor, when utilized fully and correctly, can be an extremely useful tool for fixing, and editing Pokemon.

 

Please Note: The Batch Editor does NOT have an undo option and therefore all actions taken with the Batch Editor are FINAL

unless you quit PKHeX without saving. As a result.

MAKE SURE YOU HAVE BACKUPS OF YOUR SAVE BEFORE YOU EDIT IT WITH THE BATCH EDITOR.


 

Section 1: Basic Fundamentals and operation of the Batch Editor

 

The Batch editor works on the simple premise that all possible characteristics pertaining to a Pokemon, boil down to a set of numbers which correspond to certain values in the Pokemon games themselves. Because of this, changing, and editing Pokemon using the Batch Editor is like a mathematical statement, with if then, and true/false statements.

The basic operators of the Batch Editor are:

"." = Sets the desired value Equal to the value you input

"=" = Narrows the editing of Pokemon down to the Pokemon which have the same value as your input value

"!" = Narrows the editing of Pokemon down to the Pokemon which do not have the same value as your input value.

As an example of how these operators are used, Once you select a variable you would like to change (OT Name, Pokemon Species, Pokemon Level, etc...) and the correct operator, click "Add". This will add your desired variable with your desired operator in the correct format. The next step is to create the formula in which the Batch Editor will run. 

As an example of a possible combination for use in the Batch Editor, the following formula will change the OT trainer name on Pokemon with a specific OT to a specified OT trainer name, as well as give every Pokemon with that filter, a Master Ball to hold.

image.png

 

=OriginalTrainerName=PKHeX This line instructs the Batch Editor to narrow it's scope down to every Pokemon with the OT Trainer Name "PKHeX"
.OriginalTrainerName=TEST This lines instructs the Batch Editor to set the OT Trainer Name for all of the previously filtered Pokemon to "TEST
.HeldItem=1 This line instructs the Batch Editor to set the Held Item for all of the previously filtered Pokemon to a Master Ball - which Item Index number is 1.
   

Some Special Tricks to use in the Batch Editor, Courtesy of @Kaphotics (Creator of PKHeX)

  1. The Batch Editor window references the PKM that is currently viewed in the editing tabs.
    1. If you select a property name, the Batch Editor will indicate whether or not the tabs PKM has that property.
    2. If the tabs PKM has that property, the Batch Editor will display the property's current value as well as the data type (number, text, etc).
  2. To Randomize a PID, use ".PID=$rand".
  3. To Randomize EncryptionConstant, use ".EncryptionConstant=$rand"
  4. To Randomize a value within a range, use ".Nature=$x,y" for an inclusive range of [x,y].
  5. To make a Pokémon Shiny: use ".PID=$shiny".
  6. To copy the Encryption Constant to the PID, use ".EncryptionConstant=PID"
  7. To delete a Pokémon, use ".Species=0"
  8. To set a date (Met / EggMet), use yyyyMMdd for the string.
    1. Example: ".MetDate=20160409" will set the Met Date to April 9th, 2016.
  9. Suggestions can be automatically applied for Moves, RelearnMoves, and Met_Location.
    1. Example: ".Moves=$suggest" will retrieve and apply suggested moves from the legality interpreter, same as if you clicked on the Moves groupbox in the tabs editor.
  10. Legality can be used as a filter. Use "=Legal=false" to only modify illegal Pokémon.
  11. A full up to date list is available by reading the Pokémon properties from the PKHeX source code

 

Section 2: ID Numbers for Use with the Batch Editor

 

This section will focus on the input values you can use in conjunction with the Batch Editor. The Batch Editor uses the in-game index values to set the desired properties to Pokemon. Because of this you will need to use said index numbers instead of relying on the standard text based input present in PKHeX. As an example, to set the species of a Pokemon using the Batch Editor, you must use the equation

.Species=150

Not .Species=Mewtwo

Below are many of the common variables you may want to use, along with the possible values to use with those variables.

Please Note: Some variables (like location, items etc...) have different ID numbers for different generations. Please ensure that you are using the correct ID numbers that correspond to the generation of the game you are editing.

 

Ability:

Spoiler

Using this variable will change the ability of a Pokemon to a desired ability. This is NOT supported for Gen 3 and when creating Pokemon with illegal abilities, you will need to be in PKHaX mode to view the ability correctly.

The ID numbers are as follows:

 

AbilityNumber:

Spoiler

Using this variable will change the ability of a Pokemon to a desired ability within it's legal abilities. This is useful for changing many Pokemon from one of their standard abilities to their hidden abilities at once.

If you have issues getting values to stick, and trying to suggest abilities,
try $0 (Ability 1), $1 (Ability 2) or $2 (Hidden Ability)

[the value to be used with batch editor is in bold]

 

Form:

Spoiler

Using this variable will change the form of a Pokemon to the desired form (If applicable). Please Note: I only include the first 3 ID numbers as an example, but for Pokemon like Unown, you will be able to go all the way up to the ID number 27 (28 total Unown forms) etc...

The ID numbers are as follows:

0 = Pokemon's "normal" form

1 = Pokemon's First alternate form

2 = Pokemon's Second Alternate form etc


Note:
Usage of FormArgument may be required for some mons, and FormArgument usage can differ based on species,
For example,
Alcremie uses values written there to denote the decorations (strawberry, ribbon etc)
Runerigus uses it to denote how much damage it received before evolution
Furfrou and Hoopa Unbound denotes how many days left before the forms reverts.

 

 

 

 

Ball:

Spoiler

Using this variable will change the Poke Ball that a Pokemon was caught, bred, or given with.

The ID numbers are as follows:

 

Box:

Spoiler

Using this variable will select (or except) a particular box in the PC from being put through the Batch Editor

The ID numbers are as follows:

1 = Box 1

32 = Box 32

 

CanGigantamax

Spoiler

The name of this variable should explain sufficiently what it can do.

The ID numbers are as follows:

True = It can Gigantamax
False = It cannot Gigantamax

Note:
Giving True to species that do not have a Gigantamax form will not allow it to "change form" upon Dynamaxing. It'll just Dynamax normally.
Giving True to Zacian, Zamazenta and Eternatus will not allow it to Dynamax in battle.

 

ConsoleRegion:

Spoiler

Using this variable will change the 3DS region of origin (if applicable) on a Pokemon

The ID numbers are as follows:

0 = Japan

1 = Americas

2 = Europe

4 = China

5 = Korea

6 = Taiwan

 

Country:

Spoiler

Using this variable will change the country of origin (if applicable) on a Pokemon. Please Note: I will only be giving some of the common country codes. You can find any country code you would like by using tip #1 on Kaphotic's "Special Tricks", mentioned above.

The ID numbers are as follows:

49 = United States

1 = Japan

18 = Canada

110 = United Kingdom

65 = Australia

160 = China

144 = Hong Kong

77 = France

83 = Italy

 

CurrentFriendship:

Spoiler

Using this variable will change the friendship of a Pokemon.

The ID numbers are as follows:

0 = No Happiness

255 = Max Happiness

 

CurrentLevel:

Spoiler

Using this variable will change the level of a Pokemon.

The ID numbers are as follows:

1 = Level 1

100 = Level 100

 

DynamaxLevel:

Spoiler

Using this variable will change the Dynamax level of a Pokemon (how many Dynamax Candies were fed)

The ID numbers are as follows:
0 to 10

 

TeraTypeOriginal and TeraTypeOverride:

Spoiler

TeraTypeOriginal refers to the original Tera Type a Pokémon has once it's caught.

TeraTypeOverride refers to the current Tera Type, if the original has been overridden with Tera Shards.

These uses the MoveType as follows:
Normal, Fire, Water, Electric, Grass, Ice, Fighting, Poison, Ground, Flying, Psychic, Bug, Rock, Ghost, Dragon, Dark, Steel, Fairy.

To remove the Override, use: .TeraTypeOverride=19

 

EggLocation:

Spoiler

Using this variable will change the location in which your Pokemon (when it was an egg) was met. Please Note: Unless your Pokemon was an in-game gift with a special met location, this should be set to some form of the Pokemon daycare (depending on the generation) when trying to make the Pokemon legal.

The ID numbers are as follows:

 

EggMetDate:

Spoiler

Using this variable will change the date in which you received your Pokemon as an egg. Please Note: This does NOT effect the date in which your Pokemon was hatched. If you are trying to change the date that your Pokemon was hatched, use the "MetDate" section below

The format is as follows:

The MetDate is in the format of "yyyymmdd"

as an example, if you want to make your MetDate January 30th 2018, the corresponding ID would be

20180130

 

EV_ATK, EV_DEF, EV_HP, EV_SPA, EV_SPD, EV_SPE:

Spoiler

Using either one of these variables will modify the corresponding EV of a Pokemon to the desired value.

The ID numbers are as follows:

0 = 0 (No EVs in specified stat)

252 = 252 (Max EVs in specified stat)

 

FatefulEncounter:

Spoiler

Using this variable will turn the Fateful Encounter flag on or off on a Pokemon

The IDs are as follows:

True = Fateful Encounter on

False = Fateful Encounter Off

 

Gender:

Spoiler

Using this variable will change the gender of a Pokemon to the desired gender.

The ID numbers are as follows:

0 = Male

1 = Female

2 = No Gender

 

HeldItem:

Spoiler

Using this variable will change the Held Item of a Pokemon to a desired Item. Please Note: Illegal items (Items that cannot be held normally) have been removed from the following Lists. If an item you are looking for is missing, it is likely an illegal item.

The ID numbers are as follows:

 

HPType:

Spoiler

Using this variable will change the Hidden Power type of a Pokemon to a desired Type. Please Note: Because of the way Hidden Power Types work, the IVs on a Pokemon will also be changed once you change the Hidden Power Type

The ID numbers are as follows:

 

IsEgg:

Spoiler

Using this variable will set a Pokemon back to an egg, or will make and egg "hatch".

The IDs are as follows:

True = Pokemon is an Egg

False = Pokemon is not an Egg (hatched)

 

IsNicknamed:

Spoiler

Using this variable will either make a Pokemon lose it's Nickname, or enable it's Nickname. This variable can be used in conjunction with the "Nickname" variable (shown below) to first enable a Pokemon's Nickname, and then specify what said Nickname should be.

 The IDs are as follows:

True = Nickname is activated

False = Nickname is deactivated (deleted)

 

IV_ATK, IV_DEF, IV_HP, IV_SPA, IV_SPD, IV_SPE:

Spoiler

Using either one of these variables will modify the corresponding IV of a Pokemon to the desired value.

The ID numbers are as follows:

0 = 0 (No IVs in specified stat)

31 = 31 (Max IVs in specified stat)

 

Language:

Spoiler

Using this variable will change the language (and nickname) of a Pokemon to a desired language

The ID numbers are as follows:

1 = JPN

2 = English

3 = French

4 = Italian

5 = German

7 = Spanish

8 = Korean

9 = Chinese Simplified

10 = Chinese Traditional

 

Legal:

Spoiler

Using this variable will allow you to narrow your search of Pokemon down to Legal, or illegal Pokemon.

 The IDs are as follows:

True = Legal Pokemon will be selected (or deselected based on the operator)

False = Illegal Pokemon will be selected (or deselected based on the operator)

 

MarkCircle, MarkDiamond, MarkHeart, MarkSquare, MarkStar, MarkTriangle:

Spoiler

Using this variable will let you set (or unset) The specified markings on a Pokemon.

The ID numbers are as follows:

0 = Unset (deselected)

1 = Set (selected)

 

MetLevel:

Spoiler

Using this variable will change the level in which a Pokemon was met at.

The ID numbers are as follows:

1 = Level 1

100 = Level 100

 

MetLocation:

Spoiler

Using this variable will change the location in which your Pokemon was met.

The ID numbers are as follows:

 

MetDate:

Spoiler

Using this variable will change the date in which you met, or hatched your Pokemon. Please Note: This does NOT effect the date in which you received your Pokemon as an egg (if applicable). If you are trying to change the date that your Pokemon was received as an egg, use the "EggMetDate" section above

The ID numbers are as follows:

The MetDate is in the format of "yyyymmdd"

as an example, if you want to make your MetDate January 30th 2018, the corresponding ID would be

20180130

 

Move1, Move2, Move3, Move4:

Spoiler

Using this variable will change the move of the specified slot (1, 2, 3, or 4) to a specified move.

The ID numbers are as follows:

If you would like to change a Pokemon's Moves to suggested moves (based on legality) instead use the "Moves" variable and input "$suggest" into the Batch Editor.

If you would like a specific move, please use the IDs below.

 

Move1_PPUps, Move2_PPUps, Move3_PPUps, Move4_PPUps:

Spoiler

Using this variable will change the number of PP Ups a Pokemon has on a specified move slot.

The ID numbers are as follows:

0 = 0 PP Ups

1 = 1 PP Up

2 = 2 PP Ups

3 = 3 PP Ups

 

Nature:

Spoiler

Using this variable will change a Pokemon's Nature to a desired Nature.

The ID numbers are as follows:

 

Nickname:

Spoiler

Using this variable will set a Pokemon's Nickname to the desired Name. This variable can be used in conjunction with the "IsNicknamed" variable (shown above) to first enable a Pokemon's Nickname, and then specify what said Nickname should be.

 The format is as follows:

as an example, if you want to make your nickname "PKHeX". Just Input "PKHeX" into the Batch Editor

 

OriginalTrainerGender:

Spoiler

Using this variable will change the gender of the OT (Original Trainer) to the desired gender.

The ID numbers are as follows:

0 = Male

1 = Female

 

OriginalTrainerName:

Spoiler

Using this variable will set a Pokemon's OT (Original Trainer) Name to the desired Name.

 The format is as follows:

as an example, if you want to make the OT Name "PKHeX". Just Input "PKHeX" into the Batch Editor

 

PID:

Spoiler

Using this variable will Set a desired PID on a Pokemon.

 The format is as follows:

A Pokemon's PID is in an 8 digit format. if you want to make the PID "00000000". Just Input "00000000" into the Batch Editor

If you want to make all Pokemon shiny, input "$shiny" into the Batch Editor

if you would like to randomize a Pokemon's PID, input "$rand" into the Batch Editor

Starting in Gen 8, if you want a Pokemon to be square shiny, input "$shiny0"

Starting in Gen 8, if you want a Pokemon to be star shiny, input "$shiny1"
(Useful for Dynamax Adventures)
 


Note:
1: If the Pokemon was already shiny, you gotta make it not shiny, before you can apply another layer of shiny code.
2: Any shiny mons from previously generation would become either star or square in Gen 8, depending on their PID.

 

RelearnMove1, RelearnMove2, RelearnMove3, RelearnMove4:

Spoiler

Using this variable will change the relearn move of the specified slot (1, 2, 3, or 4) to a specified move.

The ID numbers are as follows:

If you would like to change a Pokemon's Relearn Moves to suggested moves (based on legality) instead use the "RelearnMoves" variable and input "$suggest" into the Batch Editor.

If you would like a specific move, please use the IDs below.

 

Ribbons

Spoiler

Using this variable change the ribbons on the Pokemon.  

 The format is as follows:

$suggestAll = Gives all legal ribbons (doesn't give marks in Gen 8.)
$suggestNone = (removes all ribbons except required ones)

 

ShinyLeaf (Gen 4 HG/SS Only)

Spoiler

Using this variable will turn on or off the Shiny Leaf Property of a Pokemon (if applicable). Please Note: This property only exists in Gen 4 Heart Gold and Soul Silver

 The format is as follows:

Untitled-2.png

Each Shiny Leaf corresponds to a specific value. to get the desired number of Shiny Leaves, just add the ID numbers of the Shiny Leaves you want, and input that number into the Batch Editor.

As an example:

0 = No Shiny Leaves

1 = First Shiny Leaf

3 = First and Second Shiny Leaf

63 = All Shiny Leaves

 

SID16 or TrainerSID7:

Spoiler

SID16 - for SID format Gen 3 to Gen 6 (5 digit)
TrainerSID7 - for SID formats Gen 7 and above (4 digit)

 

Using this variable will Set a desired SID (Secret Trainer ID) on the OT of a Pokemon.

 The format is as follows:

Just Input "12345" into the Batch Editor for SID16 (Gens 3 - 6)
or "1234" for TrainerSID7 (Gen 7 and above)

 

TID16 or TrainerTID7:

Spoiler

TID16 - for TID format Gen 3 to Gen 6 (5 digit)
TrainerTID7 - for TID formats Gen 7 and above (6 digit)

 

Using this variable will Set a desired TID (Trainer ID) on the OT of a Pokemon.

 The format is as follows:

Just Input "12345" into the Batch Editor for TID16 (Gens 3 - 6)
or "123456" for TrainerTID7 (Gen 7 and above)

 

 

Slot:

Spoiler

Using this variable will select (or except) a particular slot of every box (unless stated otherwise with other variables) in the PC.

The ID numbers are as follows:

1 = Slot 1

30 = Slot 30

 

Species:

Spoiler

Using this variable will change the Species of the selected Pokemon to the desired Species.

The ID numbers are as follows:

Please Note: Using the ID number of "0" will delete all of the selected Pokemon.

 

Stat_ATK, Stat_DEF, Stat_HP, Stat_SPA, Stat_SPD, Stat_SPE:

Spoiler

Using this variable will allow you to narrow your search of Pokemon down to Pokemon with a particular value in a specified Stat.

 

Version:

Spoiler

Using this variable will change the Origin Game that a Pokemon Originated from.

The ID numbers are as follows:

 

 

JUST IN CASE ANY OF THE VALUES ABOVE ARE NOT UPDATED:
You can use Batch Editor to also view the particular values you want.
Spoiler

1) Make a mon with a particular value you want.
In this example, you want the origin game to be Sword
image.png

2) While keeping that entry on the left side (view) portion of PKHeX, open up Batch Editor
image.png

3) Change the text in the drop box to the field you're looking for (red arrow).
The value will be updated to show the value you're searching for (blue circle).

In this example, we're looking for the value for origin game Sword.
image.png


Special Thanks to @theSLAYER for help with making and researching this guide with me

View full tutorial

  • Like 5
  • Thanks 2
  • V-Wheeeeeel!!! 1
  • Hahaha 1
Posted

Another example, for people who mostly got the explanation above:
=Legal=false
.Species=0

Explanation (with the bold portions referring back to the code):
First line: Requires (=) Legality (Legal) of Pokemon to be Illegal (=false)
Second line: Sets (.) Species (Species) to be nothing (=0)     [No species also means deleted]

So what this code does, is delete Illegal Pokemon :3

  • Thanks 1
  • Relieved 1
  • 2 weeks later...
Posted (edited)

Thanks so much for the guidance on using the batch editor. This is for the game Ultra Sun / Ultra Moon

However, I've encountered a peculiar issue. Let's say I want my SID = 1024 | TID = 224422, so I input in the following:
.SID=1024
.TID=224422

But however, I get a value that is absolutely far apart. Can anyone advise me on this?

Edited by zbr
Posted
4 hours ago, zbr said:

Thanks so much for the guidance on using the batch editor. This is for the game Ultra Sun / Ultra Moon

However, I've encountered a peculiar issue. Let's say I want my SID = 1024 | TID = 224422, so I input in the following:
.SID=1024
.TID=224422

But however, I get a value that is absolutely far apart. Can anyone advise me on this?

TID and SID are internally as 16 bit numbers. You can modify the pkm in the main editor tabs to have the new tid/sid you want, then in the batch editor it will tell you the current value (stored format).

Posted
17 hours ago, Kaphotics said:

TID and SID are internally as 16 bit numbers. You can modify the pkm in the main editor tabs to have the new tid/sid you want, then in the batch editor it will tell you the current value (stored format).

I'm sorry but I'm having trouble understanding the latter part of your advice. How will I use the editor to check the current value?

Posted
2 hours ago, zbr said:

I'm sorry but I'm having trouble understanding the latter part of your advice. How will I use the editor to check the current value?

It's the label shown underneath the 'criteria/action' dropdown.

Untitled-1.png

(in the example above, right underneath the "Set Equal To" is '0', which, indicates that the current value of _0x73 is 0 for the pkm currently loaded to tabs.

If nothing shows up, then the pkm in tabs doesn't have that property. The "Byte" indicates the value type of the property (integer, byte, etc).

  • Like 1
Posted
10 hours ago, Kaphotics said:

It's the label shown underneath the 'criteria/action' dropdown.

Untitled-1.png

(in the example above, right underneath the "Set Equal To" is '0', which, indicates that the current value of _0x73 is 0 for the pkm currently loaded to tabs.

If nothing shows up, then the pkm in tabs doesn't have that property. The "Byte" indicates the value type of the property (integer, byte, etc).

Thank you so much! I understand what's going on now [:

  • 2 months later...
Posted (edited)

What do i do do make all the Pokemon in my batch editor NOT shiny.

EDIT: Also another question, how do i delete the whole Latest(Not OT) Part so its blank, meaning its all my pokemon

Edited by Z_Slay3r
  • 1 month later...
Posted
On 8/23/2018 at 11:30 AM, Z_Slay3r said:

What do i do do make all the Pokemon in my batch editor NOT shiny.

EDIT: Also another question, how do i delete the whole Latest(Not OT) Part so its blank, meaning its all my pokemon

.PID=$rand will work on gen 5 Pokemon and up.
HT_Name is tied to the Latest(Not OT), but I'm not sure how you would delete the value.

Does anyone know if this sort of batch edit is supported? 
.CurrentLevel=Met_Level
If so am I doing something wrong?
 

  • 4 months later...
Posted (edited)

I tried my luck at a lot of things but I couldn't find how to change the Latest Handler :( help!

Same goes for TID and SID

Edited by CyrilEpic
Posted
8 hours ago, CyrilEpic said:

I tried my luck at a lot of things but I couldn't find how to change the Latest Handler :( help!

Same goes for TID and SID

Is this for Gen 7?

 

.CurrentHandler= [0 for Original Trainer, 1 for Handling Trainer]
.HT_Name= [Handling Trainer Name]

.TrainerID7=
.TrainerSID7=

  • 3 months later...
Posted (edited)

I want to change Pokemon so that it doesn't shine, but it doesn't change because of an error. I want to know how to solve this problem.

For your information, I am not good at English, so I am using a translator. So what I'm trying to say may not be communicated.

20190602_145028.png

Edited by 허현범
Posted
19 minutes ago, 허현범 said:

I want to change Pokemon so that it doesn't shine, but it doesn't change because of an error. I want to know how to solve this problem.

For your information, I am not good at English, so I am using a translator. So what I'm trying to say may not be communicated.

20190602_145028.png

I don't think that is how that works. You should use:

Quote

=IsShiny=True
.PID=$rand

Note: Any PID generated for Pokémon caught in Gen 3 & Gen 4 games will likely become illegal.

Posted
6 minutes ago, theSLAYER said:

그게 어떻게 작동하는지 생각하지 않습니다. 다음을 사용해야합니다.

참고 : Gen 3 및 Gen 4 게임에서 포획 된 Pokémon 용 PID는 불법이 될 수 있습니다.

I see! I was stupid. I almost fixed 800 each. Thank you very much.

But how do you change the glow so that it doesn't shine?

Posted
9 minutes ago, 허현범 said:

I see! I was stupid. I almost fixed 800 each. Thank you very much.

But how do you change the glow so that it doesn't shine?

Shininess on Pokémon is determined by the Personality ID (PID). The "IsShiny" you used is simply a flag used by PKHeX to identify if a mon is shiny. You can't set it to IsShiny=False as the game doesn't actually have that perimeter, so that can't be batch edited.

When a certain PID is paired with certain Trainer ID and Secret ID, a Pokémon can be shiny. and in Generation 6 and 7 there's roughly 1/4096 chance that can occur (though there are ways to increase the chances). You can read more about Shiny Pokémon here.

So, the code I gave you ( .PID=$rand) simply randomizes the PID. As the chances of 1/4096 is rather low, you probably won't reroll the PID to a shiny one.
If you're concerned, you can simply run the same code I gave previously multiple times until 0/0 edited.

If you want to make a Pokémon shiny instead, it'll be .PID=$shiny

Posted

Can anyone help out using the Technical Record for the Pokemon using batch editor?

Trying to teach them moves, but then I will need to teach the technical records, but cannot find how to do so.

Thanks!

  • 4 weeks later...
Posted

Batch editor works but the thing is when i load it up to may NS (Sword) all the pokemon is "Fainted" when i check their summary all 0 stats? but in PKHex all 6iv/85EV spread.

Posted

Two questions:

1) is there any way to find all non-shiny Pokemon and edit their SID/TID but leave all the shiny ones alone?

2) How do I delete the "Latest Handler" via the batch editor? Is that doable?

Posted
12 hours ago, Offspring said:

Two questions:

1) is there any way to find all non-shiny Pokemon and edit their SID/TID but leave all the shiny ones alone?

2) How do I delete the "Latest Handler" via the batch editor? Is that doable?

first, uncheck modify PKM in PKHeX settings.

Try
=IsShiny=False
.TrainerID7=6 digit TID
.TrainerSID7=4 digit SID
.HT_Name=

You may wanna include modifiers for mons in Cherish balls, Have Fateful Encounter flag or have Classic Ribbons. Those are to cover events, and are typically OT/TID/SID locked.

If so. add these above the shiny line:

=FatefulEncounter=False
=RibbonClassic=False
!Ball=16

These should cover most causes.
Make sure the last item isn't a line break.
image.png
(example above where the typing cursor can go down, is invalid. Make sure to backspace.)

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