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  1. The bot plays the game for you when the bot runs. If it's performing online interactions that would require NSO, then of course you need NSO and the game, and connect to online servers.
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  2. Re-read my first reply. I already mentioned that not all languages can enter the same characters. Your OT name cannot be half-width characters on a Japanese origin save file. It is impossible to enter anything besides what is available from the character entry screen.
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  3. Hi, the events are already available in the GitHub event gallery: https://github.com/projectpokemon/EventsGallery They'll be added in the website gallery shortly.
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  4. TID/SID/OT should be different. Think of the statistical odds that would be required for them to all match. Geolocation History - Region: can't be blank. Needs to be a valid region within the country. PKHeX automatically fixes some errors, like the geolocation issue you noticed. Residency is for when it visits other trainer/regions.
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  5. Edit the memories to remove the gap then. For OT names, be sure that the OT Name can actually be entered when starting a new game on that language. Text entry - Bulbapedia, the community-driven Pokémon encyclopedia
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  6. As an update, I'm still looking into this. Edit: they've been updated Fixed. The plugin also should flag any invalid slots red. Good idea, thanks for pitching it. Implemented.
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  7. Thanks, fixed on latest commit. Allow downwards traversal for evo move check · kwsch/PKHeX@571de11
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  8. about @Ferchu1511's issue HERE, i also found this bug, not only ambipom, but all the pokemon that requires certain move to evolve. These pokemon are Ambipom, Lickilicky, Tangrowth, Yanmega and Mamoswine. If any of these pokemon originally came from gen 4 (or evolved at gen 4 if theyre from gen 3 games) at level 100 and reaches Gen 7 (onward), they'll be flagged with this error: "Invalid: Moves combinations is not compatible with Ambipom evolution" the problem is not really about the move combination. if we change the met level below 100 (for example 99) it will be legal/valid pokemon. I think this is false positive flagging since we can originally move other pokemon from gen 3/4 at level 100 without this illegal flag.
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  9. hello, may i suggest you to add a link to your plugins in your opening post? It would be easier finding them thanks in advance
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  10. Requirement for “legal” is that the Mon is indistinguishable from one obtained via legitimate means. In this case, as VC RSE isn’t released, and the mons you’re thinking of could not be caught nor received in VC FRLG, that means that there’s no legitimate way for you to get it. Which in turn means there’s currently no legal copy you could make. Something can be in the National Dex, but there being no legitimate way to obtain it; being in the National Dex isn’t a metric that “it must exist right now”. Example 1: In Gen 3, RS launched first, prior to FRLG ColoXD release, thus one was stuck with only what was available in Hoenn Dex, with no hopes of getting Kanto starters. Example 2: At the start of every Gen, Mythicals can’t be obtained despite being programmed into the National Dex, because the event isn’t released. We’re at the start of the era of VC Gen 3. So not everything is obtainable at the moment. Hope that clears things up. edit: also if you cannot wait, hack one in now and breed it (for mons that can breed). The one that was bred and hatched, while would still be illegal now, would likely be legal down the line.
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  11. Not a legality issue, but I'll improve the filename=>version detection. You can hold control when opening the save file to get the manual version selection to appear.
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  12. You should now be able to pick normally unavailable moves, such as Z-Moves in Gen 7, when PKHaX mode is enabled.
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  13. all its doing is unlocking luminous springs upon entrance into the first cutscene and setting some flags like "evolve" and " scenario completion" to true
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  14. I am too experiencing many crashes especially at Mt. Horn. I think it has something to do with the rendering of specific pokémon/sprites – although not sure, I'm playing with randomized pokémon, so crashing often at Mt. Horn like you would be a coincidence I guess. So there is probably more to this. I tried playing through Mt. Horn with DesmuME and melonDS. Both are crashing pretty regularly here for me. I once got to a floor and was able to reproduce a crash after the game tried to render a parasect. With save states and a lot of trying I could get around it using long distance attacks, so the parasect was defeated before being rendered. However, in another playthrough through Mt. Horn it did *not* crash after encountering a parasect. Very strange. My current approach is to save state before entering a dungeon if necessary and playing all floors until I get through crashless. It's very painful since this is like my 10th attempt. Wish me luck. Edit 1: I needed 3 more tries to make it all the way to Fogbound Lake. All the crashes happened at Mt. Horn. After that no more. Edit 2: I progressed further into the game and stumpled upon many freezes. I noticed that some dungeons are fine and some regularly cause freezes. Now I'm at the graduation exam mission at Mystifying Forrest but I can only make it to floor 4, there I got a freeze 5 times in a row now. I really hope that I'm not hard stuck here and try to figure something out if it happens again but atm I don't know what.
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  15. Using Local API to Upload PKHeX Saves to PKSM Cloud (2025) aka: Upload PKHeX Files directly to your PKSM straight from your computer. Official Set Up Guide (Linux) RUN THIS GUIDE THROUGH AI TO SEE IF IT CAN GENERATE A WINDOWS/MAC FRIENDLY TUTORIAL AND DON'T FORGET TO VIEW THE SPOILER IN STEP 8. Otherwise, wait for me to release it. If you choose to do this, be sure to read along with this actual tutorial because AI will mess this up if you're not careful. If a kind person wants to translate this guide for these OS for me, I will be forever appreciative. Find me in the Discord Server and DM me if you have done so. ──────────────────────────────────────── Hi there, I'm a mom and I like to make things easy. Last thing I want to do is physically move my SD card into my PC to inject Pokémon into Gen 6 or older games into PKSM. I don't have the time to do all that when I've got a toddler to keep up with. This guide will fix this issue, that way you can just inject PKHeX Pokémon into PKSM Cloud straight from your PC. As far as I am aware the API has been discontinued for some time leaving people unable to conveniently upload their PKHeX saves into their PKSM; today we are going to fix that. I only started using PKSM and PKHeX two days ago in hopes of restoring some legitimate competitive Pokes I spent hours breeding back in 2014. My game cartridges were unfortunately stolen from me... amazingly I had all the necessary data's footprint on the web that's survived 10+ years so I can recreate them in PKHeX. Thank you devs!! WARNING: I haven't had the time to write this out for Windows/Mac but I am very happy to share my steps for Linux users and update this guide in the future for other operating systems. Perhaps you can plug in my code into AI to make it Windows/Mac friendly in the meantime. I'm also writing this guide out strictly from memory, so if you run into any complications please let me know because I might've miswritten something. DO THIS AT YOUR OWN DISCRETION. IT IS HIGHLY ADVISED NOT TO SKIP OR DELETE THE DATABASE BACKUP JUST INCASE SOMETHING GOES AWRY. ──────────────────────────────────────── Read each instruction carefully. 1.) Download local-gpss: Download the latest version of local-gpss. Again, I'm using the Linux version. Don't extract the contents yet. 2.) Create an Apps directory if you haven't already and its subfolders: I'm just going to show you my pathing that I do. I like to keep all my Apps in an App folder in the home directory, Open up a Terminal. mkdir -p ~/Apps/local-gpss/PKM Then, go to your recently downloaded linux64.zip and extract all the contents into ~/Apps/local-gpss. (NOT into the PKM folder, this is where your PKHeX data is going to go when you're finished setting up.) 3.) In the terminal, enter the following code to run your local server: cd ~/Apps/local-gpss/ ./local-gpss/ If this is your first time booting the server, it will ask if you want to download a database. (gpss.db), hit Y. 4.) Test to see if the server is live: You should have been given an IP address and it's port to plug into the API section of PKSM in your terminal. It should look something like this: http://192.168.x.xxx:5000 On your 3DS, go to PKSM > X Button (Settings) > Local API URL > Enter http://192.168.x.xxx:5000 > Press OK > B Button > Select Game of Choice > Load with A Button > Storage > Press Wifi Button on the Bottom Left Corner. If the cloud storage loaded, everything is running smoothly. 5.) Kill server for now: On the server terminal press Ctrl + C. Optional: For good measure, type this in your terminal to be absolutely sure it's dead pkill local-gpss 6.) Create a Backup of your gpss.db: In Thunar, navigate to ~/Apps/local-gpss, copy and paste the gpss.db in the local-gpss directory, and rename it to gpss-backup. 7.) Clear the Database and check to see if it's empty: There are SO many pokemon left in this database from when the database was publicly accessed, I'm assuming, so let's clear them out to make room for our own 'mons. (Sidenote for Devs/Tech Savvy people: I have each DELETE and SELECT separated for other developer's clarity if anyone wants to do anything/make their own modifications with this.) # Clear the tables sqlite3 "$HOME/Apps/local-gpss/gpss.db" <<'EOF' DELETE FROM bundle_pokemon; DELETE FROM bundle; DELETE FROM pokemon; VACUUM; EOF Now, sanity check to see if it's clear. # Verify the tables are empty sqlite3 "$HOME/Apps/local-gpss/gpss.db" <<'EOF' SELECT 'bundle_pokemon count: ' || COUNT(*) FROM bundle_pokemon; SELECT 'bundle count: ' || COUNT(*) FROM bundle; SELECT 'pokemon count: ' || COUNT(*) FROM pokemon; EOF If you see something along the lines of: bundle_pokemon count: 0 bundle count: 0 pokemon count: 0 The data successfully cleared and it's safe to move on to the next Step. Optional: Also create a backup for the empty database. Copy and paste current gpss.db, the empty one, into the local-gpss directory and name it "gpss-empty-backup.db". 8.) Create the shell script and command to regenerate your database: (Tech Savvy individuals check note at bottom.) Lets create a shell script that will allow you to add your Pokemon to your database with one simple terminal command. We will create a shell script called gpss-import-all. gpss-import-all will do the following: Back up your current DB Create a new bundle each run (no overwrites) Auto-detect gen from the file extension Compute bundle min_gen / max_gen from the files it actually imported De-dupe by content (skips exact duplicates) Kill Local-GPSS if you accidentally left it running, restart Local-GPSS and print your API URL. Copy and Paste the ENTIRE code in the spoiler below into your terminal. For my tech savvy people ONLY: (if you're not a developer skip this section) TLDR for Devs: .pk* files are encoded as Base64 inside SQLite. If you ever get “GetString() on NULL values” or “500 Internal Server Error” when PKSM loads Cloud, run the above SQL to replace missing download_code, generation, and base_64 values... it’s always one of those being NULL. 9.) Add your PKHeX files to the PKM folder in ~/Apps/local-gpss: Pretty self-explanatory. Generate the desired PKHeX files and add them to the PKM folder in your local-gpss directory. 10.) Repopulate your Empty DB: In your terminal, type: gpss-import-all You should have now imported all Pokemon that you've generated and started your server (while creating a backup,) Optional: Do another sanity check to see if the tables have populated. Enter this into a new terminal. # Verify the tables are populated sqlite3 "$HOME/Apps/local-gpss/gpss.db" <<'EOF' SELECT 'bundle_pokemon count: ' || COUNT(*) FROM bundle_pokemon; SELECT 'bundle count: ' || COUNT(*) FROM bundle; SELECT 'pokemon count: ' || COUNT(*) FROM pokemon; EOF You should see: bundle_pokemon count: [THE AMOUNT YOU JUST IMPORTED] bundle count: [THE AMOUNT YOU JUST IMPORTED] pokemon count: [THE AMOUNT YOU JUST IMPORTED] If you see this, congratulations, you've set up everything correctly and ready to Generate like a boss. 11.) Load PKSM and inject your generated pokemon into your game: Select Game of Choice > Load with A Button > Storage > Press Wifi Button on the Bottom Left Corner TA-DA they should be good to go! Enjoy! ──────────────────────────────────────── Important Sidenotes: Might need to unblock port 5000 on your firewall if your 3DS isn't finding it. I highly recommend making these a shell script for your convenience.
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