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  1. 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. =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) The Batch Editor window references the PKM that is currently viewed in the editing tabs. If you select a property name, the Batch Editor will indicate whether or not the tabs PKM has that property. 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). To Randomize a PID, use ".PID=$rand". To Randomize EncryptionConstant, use ".EncryptionConstant=$rand" To Randomize a value within a range, use ".Nature=$x,y" for an inclusive range of [x,y]. To make a Pokémon Shiny: use ".PID=$shiny". To copy the Encryption Constant to the PID, use ".EncryptionConstant=PID" To delete a Pokémon, use ".Species=0" To set a date (Met / EggMet), use yyyyMMdd for the string. Example: ".MetDate=20160409" will set the Met Date to April 9th, 2016. Suggestions can be automatically applied for Moves, RelearnMoves, and Met_Location. 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. Legality can be used as a filter. Use "=Legal=false" to only modify illegal Pokémon. 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: AbilityNumber: Form: Ball: Box: CanGigantamax ConsoleRegion: Country: CurrentFriendship: CurrentLevel: DynamaxLevel: TeraTypeOriginal and TeraTypeOverride: EggLocation: EggMetDate: EV_ATK, EV_DEF, EV_HP, EV_SPA, EV_SPD, EV_SPE: FatefulEncounter: Gender: HeldItem: HPType: IsEgg: IsNicknamed: IV_ATK, IV_DEF, IV_HP, IV_SPA, IV_SPD, IV_SPE: Language: Legal: MarkCircle, MarkDiamond, MarkHeart, MarkSquare, MarkStar, MarkTriangle: MetLevel: MetLocation: MetDate: Move1, Move2, Move3, Move4: Move1_PPUps, Move2_PPUps, Move3_PPUps, Move4_PPUps: Nature: Nickname: OriginalTrainerGender: OriginalTrainerName: PID: RelearnMove1, RelearnMove2, RelearnMove3, RelearnMove4: Ribbons ShinyLeaf (Gen 4 HG/SS Only) SID16 or TrainerSID7: TID16 or TrainerTID7: Slot: Species: Stat_ATK, Stat_DEF, Stat_HP, Stat_SPA, Stat_SPD, Stat_SPE: Version: JUST IN CASE ANY OF THE VALUES ABOVE ARE NOT UPDATED: You can use Batch Editor to also view the particular values you want. Special Thanks to @theSLAYER for help with making and researching this guide with me
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  2. This tutorial will show to to activate PKHaX mode on PKHeX. This mode will allow you to give Pokemon illegal abilities, stats, and much more. Please Note: "Project Pokémon does not support or condone cheating at the expense of others. While this community contains research, information, and utilities allowing people to create their own Pokémon, we do not agree with using them against players who are unaware that significantly hacked" Please visit the following page for more information about Project Pokemon's Cheating Policy: Making your own batch file for PKHaX is fairly simple. In this tutorial, the resulting batch file will be identical to the file I provided above, but will not have an icon, and will be in a ".bat" format instead of a ".exe" format. 1. Navigate to a folder to make the batch file. Right click inside of the folder, then click on "new", then click on "Text Document" 2. Rename the new text file to whatever you like (I will rename mine "PKHaX"). 3. Open your new text file, then paste in this code start pkhex hax exit 0 4. Click on "File" then click on "Save As" 5. When the "Save As" window comes up, add ".bat" as shown in the picture below, to the end of your file name. Then click "Save" 6. Go back to the folder in which you just saved your new batch file. Make sure you are using the batch file and not the text file. 7. Move the batch file you just created into the same folder as PKHeX. Then open your PKHaX batch file and PKHeX with PKHaX mode should open correctly.
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  3. I decided to make a quick video and guide on how to compile PKHeX since most of the guides or "tutorials" I see out there are either outdated or way too complicted for the average user that just wants to quickly get the latest version of PKHeX. I know when I first started to get into the compiled versions of PKHeX, I had so much trouble getting things to work. Ill also include a video I just made explaining it too. 1. Go and download Microsoft Visual Studio Community 2017 Here: https://www.visualstudio.com/downloads/ 2. Install and make sure Microsoft VS opens properly (you may need the latest .NET installed) 3. go to https://github.com/kwsch/PKHeX and download the latest master 4. Unzip the "PKHeX-master" folder from the zip you just downloaded and open "PKHeX.sln" 5. click on "Build" and then "Build Solution" 6. Make Sure it Says that 0 Failed. If any Files Fail to Build I Would Just Retry Step 5 7. Go back to the "PKHeX-master" Folder from Earlier and Enter (PKHeX.WinForms>>bin>>Debug) If Everything Worked you Should see All of the PKHeX Files in this Folder. (You Only Need the PKHeX Program (the one with the PKHeX Logo) and the PKHeX.Core.dll File. The Rest of the "PKHeX-master Folder Can be Deleted. Congrats! You Just Learned How to Compile PKHeX. If You Need Any More Clarification Just Check Out My Video Tutorial Above.
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  4. Now it's time to create the modpack. Creating a Modpack Click File -> New Solution. Enter the requested information. The name what you want the modpack to be called. This must be something that can be in a filename, as no error checking is currently done (pending #31). Under "type", choose "DS Modpack". Under "Location", choose or create any directory with a decent amount of free space. The modpack and all child mods will be created inside a subfolder of this directory, which is referred to as the solution directory. When you're done, click OK. Go through the wizard that appears. The first step is just an introduction. Read it, then click "Next >". The second step asks for a ROM. You can give it any decrypted 3DS or NDS ROM. For the purpose of this tutorial, I'll be using Pokémon Mystery Dungeon: Explorers of Sky. After you browse to a supported ROM, click the Extract button, and wait for the extraction to complete. When it's done, click the Finish button. Click File -> Save -> Save Solution. You can get away without doing it, but if there's a problem further on, this will keep you from needing to repeat these steps. I recommend doing this before and after every time you create, edit, or delete projects. Refer to "Opening a Modpack" below for instructions on how to reopen this solution. In the Solution Explorer, expand Directory. Right-click Directory. (If you don't see any context menu items, try left-clicking it, then right-clicking it.) Then click Create Project. You should be presented with this window: Like when creating a solution, make sure the Name you choose doesn't contain any invalid path characters. Making Mods There's a lot of different mods you can make. Please refer to these pages for descriptions of them: All Games (NDS and 3DS) Generic Mod Pokémon Mystery Dungeon: Blue Rescue Team Starter Mod Pokémon Mystery Dungeon: Explorers of Sky Starter Mod Portrait Mod Background Mod Stats Util Project Pokémon Mystery Dungeon: Gates to Infinity Script Mod Pokémon Super Mystery Dungeon Starter Mod Portrait Mod Model Mod Script Mod Opening a Modpack If you close Sky Editor after saving the solution, here's how to reopen it. Click File -> Open -> Open (Auto-Detect File Type). Browse to the directory you chose in step 2 of the previous section. Then open the directory matching the name you chose. Choose the file ending in "*.skysln". If you do not see a file with that extension, and you are 100% sure you are looking in the right location, you did not save your modpack and will need to recreate it. Your solution is now open, and you can continue at step 5 in the previous section.
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  5. This tutorial will show you how and where to access your save files while using a 3DS emulator. This guide will cover the most popular emulator for running 3DS games: Citra (Computer). This guide assumes that you have already set up and played one of these emulators at least once. This is not a setup guide. This guide is meant to show where to find or inject your save files. Citra: 1. Open up Citra. 2. Right click on your desired game. Then click on "Open Save Data Location" 3.Inside this folder will be your save file. 4. MAKE A BACKUP OF THIS FILE BEFORE USING OR EDITING IT WITH ANY SAVE EDITORS. For this to work, make sure: (1) File name is main (2) It is the only file in this folder.
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  6. If you are trying to back up your cartridge save for Gen 3 there are a few things you will need. The main devices I will be using in this tutorial are a DS lite (you can also use an original DS) and some sort of a DS Flash Cart (R4, DS Two Plus, AceKard2i). Note: if you do not have a flash cart, you can also use the exact same tutorial method for Gen 1-2 cartridges. This will require a Retron 5. If you're looking to manage saves for other Gen 3 games on the Gamecube, refer to this tutorial instead. I have also made a video guide on this topic if you would like more clarification. 1. Download the GBA backup tool. Files at the bottom of the page. Add the files in the downloaded zip to the root of your flash cart SD card. 2. Insert your flash card and GBA game into your DS and make sure that both games are correctly recognized on the home menu (you may need to reinsert the GBA cartridge a few times before it is recognized). 3. Start up your flash card and navigate to where you put the GBA backup tool. (It should look like a normal DS game with a GBA cart as the logo). Launch the GBA backup tool and you should be brought to this screen. Next click "A" to set the target game to your GBA game. 4. Click "B" and then "A" to back your save up to the SD card on the flash card. To restore an edited save back to the cartridge, click "R" until the "Save Backup" section changes to "Save Restore". 5. After you are finished, turn off your DS and eject your SD card from your flash card. 6. Insert your SD card from your flash card into your computer and navigate to "GBA_Backup". Inside this folder you should find your newly created save backup ready for use. 7. MAKE A BACKUP OF THIS FILE BEFORE USING OR EDITING IT WITH ANY SAVE EDITORS. Files: Note, if one version doesn't work for you, try another version. Also, if you have a clone/fake/repro cart, neither of these would work for you. GBA_Backup_Tool_0.1.zip GBA_Backup_Tool_0.2.zip GBA_Backup_Tool_0.21.zip
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