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ABZB

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Everything posted by ABZB

  1. Suggestion for the Fairy-Type Gummi patch - would it be possible to add as a standard part or option of that patch, or as patch depending on it, a second function that, for every item-list that has the other 17 Gummis, append the Fairy Gummi to that list, with the same weight (or perhaps average, considering that some lists have slightly different weights across the different Types) of the other Gummis in that instance of that list? At the moment, after patching in the Fairy-Type and its Gummi, one has to then manually add the Fairy Gummi to every list by hand.
  2. Wow, I basically disappeared for several months (got very into a series of Ribbon Master runs, and then Skyrim) - this is amazing, all the kudos!
  3. There are people working on it (allegedly with success), that have been floating around on Discord, so at worst it's only a matter of time
  4. Yeah, sorry about that, I'm awful with names. So basically once you have the ROM open in Pk3DS, just click on the Mega Evolution button (highlighted in first picture). Then you enter the Pokemon you want to edit in the top dropdown, check "enabled" on the leftmost column (with the header "evolution 1), choose the item you want to act as the Mega Stone (in XY/ORAS, literally any item will work, even something that has a Hold effect like Leftovers), and then select the desired Mega Forme number from the last dropdown box (Pk3DS lists them just as <Pokemon name> <number>, so you'll have to go by the sprite that appears in the right-hand box (Eternal Floette is Floette 5). This works for any Pokemon that has multiple Formes. You can even give multiple trigger items for the Mega Evolution, by enabling Evolutions 2 and 3, and filling out everything else the same, but giving a different trigger item each time.
  5. The Dance moves in Gen XY are: Feather Dance, Fiery Dance, Dragon Dance, Lunar Dance, Petal Dance, Quiver Dance, Swords Dance, & Teeter Dance - there aren't many Pokemon that even learn two of them, even more so when you ignore the Feather Dance... I'd recommend doing some combination of the following: Edit Feather Dance to have a more useful effect Edit an existing Mega to have a Type/Ability combination that makes sense with some combination of these moves Make an existing Forme Change into a Mega Evolution (for example, you can use the Mega Evolution editor to make Cherrim Mega Evolve into its Sunshine Forme when holding the Venusaurite, and then edit Cherrim Sunshine Forme's stats & Ability to match that). Cherrim is a particularly tempting choice because you could make Cherrim Sunshine into a Grass/Fire Type (and still make sense), and have it be able to learn Fiery Fance, Petal Dance, and Quiver Dance as a decent moveset. You'd probably want to give Cherrim Sunshine a different Ability, though (what I usually do for things like this is only edit the Hidden Ability, and then for the trainers who I give the Mega to, I make sure to set that Pokemon to its Hidden Ability). For Tierno - Medicham, Mawile, Alakazam, Gengar. Alakazam is the most obvious. Alternately, you could make Zen Mode Darmanitan into a Mega (since it's basically all head).
  6. So as things stand now, the flags that have names next to them are wrong, those have the same values for every single move, it is the latter number-only flags that are 'real'. Conveniently, they match up in order (e.g. F17 is MakesContact, F18 is Charge (turn), etc.) Unfortunately, a number of properties, including "is a Pulse Move", "is a Punch move", etc. are not indicated by these flags, but are either hardcoded into the scripts for the things for which they matter (Mega Launcher, Iron Fist, etc.), or there are lookup tables in some file somewhere. Unfortunately, at this time, I am not aware of anyone being successful in finding the relevant scripts or lookup tables for any of these things - I suspect that we might not have a good handle on this until 3DS scripting is better understood and tools for handling it are produced (at this time, the community has only just started to really get good with the NDS scripts)
  7. I assume you are asking how to do this for trainers who have hold items disabled, and that you are using pk3DS. You have multiple options: Enable hold items for that trainer (just check the box next to "items", and you will be able to set held items for that trainer). This will have no negative impact on anything else. Set the form of the Pokemon to its Mega form - it will be sent out already in its Mega state. If it has one mega form, then you will want to select Form "<pokemon name> 1", if it has an X and a Y variant, then the X will be that one, and the Y will be 2. For extra difficulty, you can also both enable items AND set the initial form to the mega form, and give the Pokemon some useful hold item (e.g. in the example for option 2, giving that Mega Kangaskhan a Life Orb).
  8. The AI value is a byte composed of one-bit flags, add up the values of the flags you want. If the value is 0, the game will basically choose a move at random. With each active flag, that random behavior is modified in some way. Note that the numbers on the left are decimal values 1 - Will not use ineffective moves (e.g. Earthquake against a Flying Type), will be more likely to use Super Effective moves 2 - Checks to see if a move will have no effect (e.g. Thunder Wave on a Pokemon that is already Paralyzed), or if a move will very possibly have no effect (e.g. if the opponent's Evasion is raised, more likely to use something like Swift or Aura Sphere). 4 - If the Pokemon has a move that will definitely knock out the opponent if it hits, it will use it. Will always select a high-priority move if it will do so (if it has multiple options) 8 - On the first turn, will always use a Status move (Thunder Wave, Light Screen, Dragon Dance, etc) --- I'm not sure if these actually do anything in the 3DS games, I do know they did in the GBA era: 16 - Will use risky moves more often. This includes suicide moves like Explosion, OHKO moves like Horn Drill, moves conditional on opponent actions like Focus Punch or Mirror Move, moves with a high crit chance, Belly Drum, etc. 32 - Prefers to use strongest damaging moves --- 64 - Likes to use Baton Pass (so basically only useful on a trainer that is doing a Baton Pass chain. 128 - Double/Triple Battle AI (if not enabled, AI will do things like attack its teammate in Double/Triple battles). So basically all trainers you want to have at decimal 7 (= 1+2+4). If the trainer is a Double or Triple Battle trainer, you want the value set to 128 + 7 = 135. I suspect that the person you are quoting was using the hexadecimal representation, decimal 135 is hexadecimal 87
  9. Has anyone else been experiencing crashes in Shoal Cave at high tide? I think I might have tracked down the problem - working in PK3DS, the encounter data for the last few Shoal Cave rooms is all zeroed out, but when I tried editing them to add in encounter(s), it deletes the changes... So there might be some weird glitch either with something in this ROMhack, or something with Pk3DS in general?
  10. You can pull names and weights from Bulbapedia (I've done it myself, just takes a couple of minutes even to just copy+paste into Excel and manipulate it into whatever form you need).
  11. Does the reward item for completing the national trigger anything, or is it just a completion trophy? I wrote a couple of generic difficulty-increasing patching programs, I am just about done with a playthrough of this romhack with those patches on top :) Is this a NEW UPDATE??? Or just a reupload
  12. I seem to have unintentionally set the Beat Elite 4 flag in my White 2 save, and it is breaking things - does anyone know which flag that is?
  13. 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.
  14. How are you playing the edited game? (On Citra or on homebrew, and if the latter, which method are you using?)
  15. 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.
  16. 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.
  17. 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.
  18. 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)
  19. 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.
  20. 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...
  21. 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).
  22. 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).
  23. 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...
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