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ABZB

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Everything posted by ABZB

  1. 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?
  2. 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.
  3. How are you playing the edited game? (On Citra or on homebrew, and if the latter, which method are you using?)
  4. 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.
  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.
  16. 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?
  17. 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...
  18. You're supposed to ascend the mountain from the Hearthome City entrance - they move once you enter that room from the other side.
  19. Does anyone know where the equivalent data is in Gen IV? Edit: Found it! The banlist is in arm9.bin, in the following form: 96 00 97 00 F9 00 FA 00 FB 00 7E 01 7F 01 80 01 81 01 82 01 E3 01 E4 01 E7 01 E9 01 EA 01 EB 01 EC 01 ED 01 It starts at 0xF05B0 (at least in my Platinum) Setting those values to 0 should clear the banlist (I have not yet tested this). I used the program Xsearch to look through the entire decompressed ROM, trying both the Gen V form, truncated, and the explicit version here. The former returned no results, and the latter returned only this one. (I found a program called xSearch which made it incredibly easy to just search every single file in the decompressed .nds for that hex string at once)
  20. I used PGE's tool to add more moves, but the additional moves are all being read as physical by the game. Any pointers on what might be going wrong? EDIT: Ok, so what actually seems to have happened is that the patch I used for adding the split actually adds the three icons (Physical/Special/Status), and a bit of code that assigns the correct icon based on the data in the original range - it does not get repointed or have its range expanded when PGE adds move indices. However, the actual calculation works fine, even for the new moves (tested by modding Pokemon to have 0 ATK or SP. Attack and then using moves whose types did not match their Special/Physical status.)
  21. There are two alternative modifications you can try in gen III: Edit the HM moves so they are useful, while keeping them in-them (for example, making Cut a Grass move with 70 or 80 BP). You still need to build your team around having them, but at least you can avoid having dead moves Use one of the the unused Pokemon data slots (there are several between Celebi and Treecko): Choose one of them, change the species name to something like "Utility Machine", make all the Base Stats 1, make the type ???, and make it able to learn all the HMs. Replace their pics with something that fits if desired. This way, they will die to a single hit, and can't really do any damage. Even if you are forced to switch into them by Roar or something, they will do at most 1 damage each time they make a move, reducing their effect on the desired challenge.
  22. Version 1.0 uploaded. https://github.com/ABZB/Gen-IV-Level-Recurver/releases/tag/1.0 Bugs were fixed, and Pokemon now are evolved to the highest evolutionary stage for their level (For example, Bug Catcher Wade's Caterpie and Weedle are now at level 7, and thus are now Metapod and Kakuna, and Bugsy's Metapod and Kakuna are now Butterfree and Beedrill)
  23. If there are any of these edits that you think should be made optional, let me know, I'll add some kind of selection in the next version
  24. From the readme: Section I: Purpose To make all Pokemon competitive. The difficulty is also increased, as even a Raticate has a BST of 600. Section II: Description of Edits This program scales the Base Stat Totals of all Pokemon as follows: 1) Pokemon that evolve twice (like Bulbasaur or Porygon) get a BST of 300 2) Pokemon that evolve once (like Ivysaur or Eevee) get a BST of 400 3) Pokemon that don't evolve: a) Legendaries with BST greater than 600 are not scaled b) Legendaries with a BST of less than 600, and all Pokemon that do not evolve (like Venusaur or Tauros), get a BST of 600, except for: i) Wishiwashi School Forme is scaled to 700, its base Forme is left as is ii) Porygon2 and Scyther are scaled to 600 iii) Shedinja is scaled to 400, then its HP is reset to 1 iv) Regigigas is scaled to 600, and gains the Abilities Iron Fist and Sheer Force v) Slaking is scaled to 600, and both it and Slakoth gain Unaware, except in Generation VII and on, where they gain Comatose. vi) Darmanitan-Zen is scaled to 630 v) Greninja-Ash is left as is. c) Mega Evolutions of Pokemon with BST not greater than 600 are scaled to 700, holding their HP to the value of their base forms d) All in-battle Forme changes are scaled as above, holding their HP constant to keep the game mechanics constant. Details, including a Speed Tier calculator, can be found in the included Excel file. Release is available at https://github.com/ABZB/Pokemon-Rom-Balancer/releases/tag/1.1
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