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ABZB

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Everything posted by ABZB

  1. 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)
  2. 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).
  3. 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
  4. 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?
  5. 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).
  6. 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
  7. 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?
  8. 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.
  9. How are you playing the edited game? (On Citra or on homebrew, and if the latter, which method are you using?)
  10. 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.
  11. Figure out Gen VII scripting.
  12. 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.
  13. 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.
  14. 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)
  15. 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.
  16. 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...
  17. 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).
  18. 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).
  19. 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...
  20. 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.
  21. 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.
  22. * 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.
  23. So, to confirm I'm reading this right: for each line that in the original data was ordered: wwxxyyzz, I reverse it to: zzyyxxww decrypt it to : ZZYYXXWW split it into: ZZYY XXWW Take the sum: ZZYY + XXWW = S Repeat that each of the three lines in each of the 4 blocks, then sum the 12 S's to: ABCDEFGH Then take the last four hex characters: EFGH as the checksum?
  24. The attachment is still up on his parallel post here: https://www.pokecommunity.com/showthread.php?t=349000 I think the OP left permanently, I do not know what the rule is with regard to re-uploading the patch myself...
  25. You're supposed to ascend the mountain from the Hearthome City entrance - they move once you enter that room from the other side.
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