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Fortree_Lover

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Everything posted by Fortree_Lover

  1. Thanks I figured as much
  2. Thanks so much for your help, I did eventually get it working by setting the Ability dependent on box position then randomising the boxes after doing the abilities and it's fine in game when they hatch but after evoloving they revert to their original abilities. Is there any way to prevent this?
  3. I'm playing through Pokemon Black with random eggs in the boxes and I have had no problem randomsing the IVs and Natures of the eggs to be hatched but I can't seem to randomise the ability number for the eggs. When I randomise the IVs and Natures I use these instructions: .IV_ATK=$0,31 .IV_DEF=$0,31 .IV_HP=$0,31 .IV_SPA=$0,31 .IV_SPD=$0,31 .IV_SPE=$0,31 .Nature=$0,24 I have tried similar instructions for ability number but have had no results, I have tried these variations of this instruction: .AbilityNumber=$0,2 .AbilityNumber=$0,$2 .AbilityNumber=$0,$1,$2 I can use the ability number to set it to a particular ability like this .AbilityNumber=$X where X is the ability number but as soon as I include the range in the same way that I did for the IVs it says it has modified the files but nothing actually changes. Has anyone managed to do anything like this or can point me in the direction of where I might be going wrong? Thanks for any help you can provide
  4. Ive been trying to randomise abilites on PKHex, I can set the ability to either their first second or hidden ability by using .AbilityNumber=$0, .AbilityNumber=$1 and .AbilityNumber=$2 in the batch editor respectively. However I can't seem to get it to pick an ability number at random. I can randomise the IVs and nature by using similar functions but can't seem to get the ability number to randomise in the same way. The functions I have tried are .AbilityNumber=$0,$2 .AbilityNumber=$0,$1,$2 .AbilityNumber=$$0,$2 .AbilityNumber=$$0,$$2 Are any of these functions along the right lines is there something boneheadedly stupid I'm overlooking? Any help is greatly appreciated.
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