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ABZB last won the day on January 25 2019

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About ABZB

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  • Birthday 08/03/1991

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  1. Could someone point me to where and how USUM stores the data on variant formes? I seem to have somehow deleted whatever reference makes Cherrim's sun forme connect to its base form. In the personal editor, Cherrim's base forme (421) has a 1 in "Formes Count", its name is rendered as just "- 823", and in the Mega Evolution editor, it no longer recognizes Cherrim as having multiple formes. I'm not sure how that happened, but I assume a value was unintentionally overwritten, so I hope to just fix it manually.
  2. How are you playing the edited game? (On Citra or on homebrew, and if the latter, which method are you using?)
  3. In the USUM trainer editor, what does the Flag checkbox next to the Money dropdown do? Whenever an enemy trainer's Blastoise mega-evolves, when it faints the game registers it as fainted (fainting animation, experience distributed) but the HP bar remains with what looks like a single HP remaining, and the battle will not end, nor can the Blastoise be hit by anything I've tried outside of Hail and Sandstorm... This does not happen for any other Mega Evolution.
  4. Figure out Gen VII scripting.
  5. What file(s) are the fonts stored in, and in what format? I'd like to try to write a little patch that adds in more characters.
  6. Playing with modifying Shell Bell and Leftovers now, and also applying their effect-codes to other hold items Edited Mystic Water to have same data as Leftovers - fail, does not activate. Edited Sharp Beak to have same data as Shell Bell - fail, does not activate. Edited Shell Bell to have a '4' where it normally has an '8', test by using Dragon Rage - Success - healed 1/4 (10 HP) instead of 1/8 (5 HP). Edited Leftovers to have a '20' where it normally has a '10' - fail, no change. I conclude that Leftovers is running its own script that has the recovery value hardcoded, and the script-calls for at least these hold items are referencing the actual item indices, not the effect codes in the item data, either by hardcoding or by a lookup table somewhere. Tried editing Sticky Barb to have Leftover's data - fail, Sticky Barb works as usual.. I suspect that like moves, a number of items are tied to scripts somewhere else.
  7. I was looking around the item fields in XY/ORAS - I noticed something odd about Leftovers. All the other held items that restore a X% of HP (or take it away, like Sticky Barb) have a HeldArguement that is clearly either X (e.g. Sitrus berry has a value of 25), or is clearly the denominator of the corresponding fraction (e.g. Black Sludge has a value of 16, Sticky Barb has a value of 8). Leftovers has a value of 10 (Hex 0A, I even double-checked in a hex editor, because it was so surprising). I can only imagine that the script for Leftovers is different from every other percent-of-HP script, and divides by 160 (Hex A0) when calculating the HP healed. As Leftovers was the only such item in the generation it was introduced, I have a feeling that its script was written like that for some obscure reason that made sense in context, and it was just ported along and never updated to match the later items (IIRC from the last time I played around with gen III, even the Shell Bell value is 8 as it is in gen VI)
  8. The easiest thing to do would be to edit the patched ROM with PK3DS and, under Personal, go to the Enhancement tab. In the bottom rectangle of options, change Final XP % to a number greater than 100, and check Modify EXP Yield. Then hit Modify All This will bump up the Base Experience yield of every Pokemon, so your Pokemon will level more quickly. keep track of the number you use and modify by, because if you want to change it back or decrease or increase it, you'll want to recall all the %s you used. I recommend using google if you are lost.
  9. When editing XY & ORAS, it seems that the flag names are not assigned to the correct addresses - the data the first 16 flags are pointing to, which have the names "MakesContact" through "AnimateAlly" seems to be identical for every move, while the flags listed as "F17" through "F32" seem to be, respectively, what the first 16 names should be referring to...
  10. Would it be possible for someone with access to LGPE to take a screencap of the move editor info for Sappy Seed and DM it to me? There are some bugs that crop up if I try to make a move like Seed Bomb have a chance to inflict Leech Seed on the target in the Gen VI and VII 3DS games, I'm curious if there is some field they have in the move data that I could just copy over (like how Toxic poisoning is induced by setting the turn-count fields to 15).
  11. The link in the OP for the English-translated source code is dead - does anyone have it who could reupload it? (The currently existing Fairy-type patch for B2W2 changes the offsets, so it does not work with them, I'd like to fork a version that has the appropriate offsets).
  12. ABZB

    Missing PKHeX.Core.dll

    Got it, thanks. I'd been extracting & overwriting updates into the same folder, to keep all my file paths the same...
  13. The hotfix release 19.11.15e is missing PKHeX.Core.dll I am getting the error: Exception Details: System.MissingMethodException: Method not found: 'Void PKHeX.Core.SaveDataEditor`1..ctor(PKHeX.Core.SaveFile, PKHeX.Core.IPKMView)'. at PKHeX.WinForms.Main..ctor() at PKHeX.WinForms.Program.Main() When I try to run Pokehex.
  14. For USUM, the banlist is: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 00 00 00 00 00 00 00 00 00 00 00 00 0E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 07 00 00 00 00 00 00 00 00 00 00 00 98 7E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 D8 03 00 00 00 00 00 00 00 F0 03 00 00 00 00 00 00 00 E0 01 87 It occurs at the following offsets in a/1/4/1: 0760-07C4 1558-15BC 2350-23B4 3148-31AC 4890-48F4 4D38-4D9C 51E0-5244 5688-56EC 5B30-5B94 5FD8-603C 6480-64E4 I suppose that each instance is called by a different battle mode.
  15. * For Belch, just change the effect number to 0 * Same for Doom Desire and Future Sight, but they will run into the same problem as Freeze Shock and Ice Burn * As far as I know, the moves that have variable animations depending on conditions - all two-turn moves, as well as Ice ball and Rollout, have the code that their effects call in turn call the respective animations. To do what you desire, you'd either have to edit the animations or the actual assembly.
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