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theSLAYER

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Everything posted by theSLAYER

  1. well, you could just be in battle with a mon that doesn't take damage from sandstorm. Gastrodon might be good. Ground type immune to Sandstorm's damage, Water type moves to hit Rock and Ground types. Ground type moves to be used on Steel Types.
  2. The weather has to persist in battle in order to successfully call it. So sandstorm has to be up when you wait for it. Once you get it, you can switch to other weather.
  3. Not really. LGPE has no legal transfer route to SMUSUM. Also recommended that you not try
  4. Anyone who could help you, are able to get any of those mons for themselves. In any case, good luck and happy waiting.
  5. Not on Magic Bounce, since that is an HA. It would work in-game to swap non-HA abilities around, but if you're going between HA to non-HA (and Vice Versa), you gotta hack. (or get someone to hack for you)
  6. OP mispoke. It's not naturally with PKHeX. It's a plugin. Link
  7. Well it really depends on what folders you have on your SD card, etc etc. You could try loading Atmoshere directly to see if that boots. (link) 1. Have the folders in the Atmosphere zip on the root of your SD card (atmosphere, sept, switch) 2. Have the hbmenu.nro at the root of your SD card. 3. Use the fusee-primary.bin on the smasher to boot into Switch Lemme know if it works. If it doesn't, attach a screenshot showing the folders of your SD card. Have that image in a spoiler.
  8. I linked you to a github release page. Grab the Zip (you have no use for the source codes, do you?) [and no, I do not know how you'll achieve it, but you won't be able to "move the bootloader file from the .bin file that you linked me"] Paste the .bin from inside the .zip, onto your PC. Remove any existing bootloader folders on your SD card, then paste bootloader folder from the .zip onto that SD card. Then place that SD card into your Switch. Now try to boot it via whatever smasher program you were using, using the bin. Cheers.
  9. (as of writing) https://github.com/CTCaer/hekate/releases/tag/v5.1.4 Use this Bin file on your PC to boot your Switch, have this bootloader folder on your Switch SD. Then try again?
  10. can you calculate via fast? (I can't check since there's no PID and EC)
  11. That OP was talking about nothing on the received lists and that isn't your problem in your post. Your problem is the delivery man doesn't show up in game. Hence, it was unrelated. There was no need to quote that post. When that fella mentioned received list, it was referring tho this portion of the UI in PKHeX, not whatever you're going through. do you mind showing how your PKHeX setup looks? Based on what you're saying, I am assuming you loaded a PCD and not a PGT. (Jirachi Gift and Oak's Letter below) Images that I received both inside. If you inject PGT's into PKHeX (and I'm using the latest version as of writing), it works. I literally received them. I think there's no need for my to test if I can receive every card, that is simply asinine. For starters, show me your PKHeX Mystery Gift UI in your save. Unless you're editing cards (which at that point you aren't using unmodified cards from us anymore, so you're fully responsible if you muck it up ), there isn't any real need to use those, since PKHeX injects them just fine, as I've demonstrated. If you are indeed editing the cards, you could always just export the PGT, then import the PGT into PKHeX, if you don't think PMGE loads the cards right. Also, we have PMGE here, that page has multiple versions uploaded. Just use a lower version if 1.4.2 isn't there..
  12. Hasn't really occurred with me in relation of it dying on the 3DS, no. It sounds like your SD is dying or you own a fake SD card. Thus whenever the 3DS writes into memory (which appears to be unstable from here), everything appears corrupted. Back up your contents and buy a new SD card. Then format it properly before using it on your 3DS.
  13. Did you reroll with PID with PKHeX? In that case, it's illegal because.. it's illegal. Try this (and keep in mind other stat/natures/etc must be changed and follow suit)
  14. @p1ru5 typically, the save must be called savedata.bin, and there cannot be extra files in the same folder you're importing from. (no savedata.bak, for example). I literally just imported into LGPE, so I know PKHeX isn't the issue here. (I added a ball into the PC just in case it was that, and it wasn't.) If you're using an FTP, perhaps there was an error when transferring save to PC via FTP; try changing the setting to use binary transfer mode instead of ascii. Let us know, cheers.
  15. Did you dump the save file. Did you transfer it to your computer. How did you transfer it?
  16. Yeah none of the R4 carts can play GBA games, but yeah R4 + NDS lite should be able to get you your GBA save file.
  17. How is your post relevant to what you're quoting? Also you must be doing something wrong. The guy appeared just fine for me. (Also I literally just imported a PGT to test)
  18. tho I think the OP is planning to use the flashcart to load another Pokemon game to distribute movie tickets. If that is the purpose, GBA flashcart is necessary. Tho if editing the save of an existing pokemon game to do the distribution, I suppose NDS R4 is also needed. I guess what's important, is the OP must clearly spell which option they're going for, in order for us to give accurate information
  19. Is there R4 for GBA? I legitimately don't know. In any case, you'll need a GBA flashcart for GBA games. GBA Distros (distributions carts), or alternatively a standard GBA Pokémon game distributing modified event tickets, are both GBA games.
  20. "It" does not exist. No need to revive this thread. Perhaps youtubers will speculate, but as of writing, an official date does not exist. The Official Pokémon JP site or Twitter will post it if a date ever gets decided. As of now, the movie dates have not been delayed. As long as the movie dates are not delayed, latest time to expect Zarude and shiny Celebi is the movie airing date. If the movie gets delayed, well just wait some more. edit: In case people needed proof (link)
  21. @Ekkyes we have a tutorial regarding extracting gba saves from the cart. Once that is done, I can teach you how to import the events into those saves. Finally, using the same tool as mentioned in the tutorial above, you can inject those modified saves. edit: And Yes, you can use 2 GBA and a distro, provided you have a distro or a flashcart to load the distro on. Alternatively you can use said flashcart to distribute wonder cards from Gen 3 games too. (their save will need modified wonder cards that allow distribution)
  22. The dai_encount file which governs event raids via Dynamax Crystals, typically 0x78 in size, Though various start offsets are inconsistent through the file. This page documents the various offsets found throughout the data structure, in terms of the event raid data. Type Offset Notes (if any) Dynamax Level Stars tier 0x03 Dynamax level = exact value Stars tier = value - 1 Ability 0x04 0x0 Ability 1 0x1Ability 2 0x2 Hidden Ability 0x3 RND 1, 2 0x4 RND 1, 2, HA Host Catch Rate 0x05 0x0 Appears to be guaranteed caught 0x6 Cannot even attempt to catch 0x1 to 0x5 Ranging from easiest to hardest. Might be a multiplier against base catch rate. Non-host Catch Rate 0x06 0x0 Appears to be guaranteed caught 0x6 Cannot even attempt to catch 0x1 to 0x5 Ranging from easiest to hardest. Might be a multiplier against base catch rate. Might be part of a different formula from host catch rate. Gender 0x07 0x0 Random 0x1 Male 0x2 Female 0x3 Genderless (if it is random, and the species only has one gender or is genderless, the encounter will correctly reflect that) [note, if the form has only one gender (like indeedee-0 is male, and indeedee-1 is female), random will also correctly reflect only one gender for that form in-game] Shiny Status 0x08 0x0 Standard Odds 0x1 Shiny Locked 0x2 Forced Shiny (Squares only) Nature 0x09 Follows table of Natures 0x19 is Random HP IV 0x0A Set IV: 0 to 31. Random IV: 255 ATK IV 0x0C Set IV: 0 to 31. Random IV: 255 DEF IV 0x0E Set IV: 0 to 31. Random IV: 255 S.ATK IV 0x10 Set IV: 0 to 31. Random IV: 255 S.DEF IV 0x12 Set IV: 0 to 31. Random IV: 255 SPE IV 0x14 Set IV: 0 to 31. Random IV: 255 Entry Index 0x16 1 to 300 (one for set for SW, one set for Shield) Species 0x1A Form 0x1E Level of Encounter 0x22 Hex -> Dec, representing level Gigantamax Factor 0x26 0x0 Cannot Gigantamax 0x1 Can Gigantamax Move 1 0x2E Value is Move Index. Move 2 0x32 Value is Move Index. Move 3 0x36 Value is Move Index. Move 4 0x3A Value is Move Index. Dynamax Boost 0x3E Float: a multiplier on top of what the Pokemon's Dynamax HP would otherwise be. If the Pokemon has Dynamax level 10 and its normal HP is 100, it has 200 HP when Dynamaxed; if it has a Dynamax boost of 2.5, it'll have 500 HP Number of attacks per turn 0x46 Maximum number of attacks it has per turn, excluding extra moves. If the value here is 0, it'll get bumped up to 1. (A mon can't have no moves now ><) You can see this most clearly with Mewtwo. One of Mewtwo's entries has 3 here. See this Youtube video. Mewtwo attacks three times, not counting its extra move(s). Shield Thickness 0x4A Hex -> Dec, representing amount of shields 1st layer of Shield at HP% 0x4E Convert the hex to dec. From 0 to 100, representing % of health to bring up shields Extra Move 1 0x52 Value is Move Index. Extra Move 1 Priority 0x56 0: Disabled (it mostly only appears for <3-star entries) 1: the move is used as soon as the shields are triggered, and never again after. (FYI this is in the current Wild Area News for the ""Gigantamax Festival"", for 5-star Gengar in Sw.) 2: As long as 1st shield is up, the move is used at the end of the turn (this includes after moves like Counter from an NPC's Wobbuffet) 3: As long as 1st shield is up, the Pokemon uses it as their second move during their turn 2nd layer of Shield at HP% 0x5A Convert the hex to dec. From 0 to 100, representing % of health to bring up shields Extra Move 2 0x5E Value is Move Index. Extra Move 2 Priority 0x62 0: Disabled (it mostly only appears for <3-star entries) 1: the move is used as soon as the shields are triggered, and never again after. (FYI this is in the current Wild Area News for the ""Gigantamax Festival"", for 5-star Gengar in Sw.) 2: As long as 2nd shield is up, the move is used at the end of the turn (this includes after moves like Counter from an NPC's Wobbuffet) 3: As long as 2nd shield is up, the Pokemon uses it as their second move during their turn Raid random drops ? Refers to drop_rewards Raid fixed rewards ? Refers to bonus_rewards List of hex addresses for Dai encounter (from ★Aql7235 Shield to ★And458 on Sword)
  23. Set chance of obtaining event raids, within the file So the normal_encount block (and the rigel variants) contains data that corresponds to 2 important criteria: 1. What is amount of raid dens you get per reset? (Reset either being day reset, or a reset forced by the player clearing all the dens in that particular sub-region [Base Galar/IoA/CT]. This amount can be a range, tho all events thus far have a the low and high amount set to the same value. 2. Chance of getting the event raid from wishing piece. Note: It rolls ROM versus Event den first. Then, only if it is a ROM den, it rolls Purple VS Red light. ROM light colors adheres to a Rare Purple 12.5% and Common Red 87.5% ratio. (reminder: to not include Event Red into this ratio) Taking the value on the file to be n, take the percentage to be n / 16 x 100%. Using the same n, ROM purple lights are calculated to be (1 - n) / 8. Offsets for entries Sword Shield Low amount on reset 0x11C6 0x46 High amount of reset (Also doubles as n / 16 x 100) 0x11C7 0x47 Credits to Anubis to test the various info and documenting them very clearly. For more specifics, refer to the google sheet: https://docs.google.com/spreadsheets/d/e/2PACX-1vRV1kfoo9vTQMPDtWkJ51yXFz63ekeQYtLYLHBpXSpP3CTbozhwJf8QvNl5fM2q3p_oQw-zPGSFdJhW/pubhtml# Pokemon Data within the file The normalencount file which governs event raids, typically 0x8C-0x90 in size, Though various start offsets are inconsistent through the file. This page documents the various offsets found throughout the data structure, in terms of the event raid data. Type Offset Notes (if any) Ability 0x03 0x0 Ability 1 0x1Ability 2 0x2 Hidden Ability 0x3 RND 1, 2 0x4 RND 1, 2, HA Gender 0x04 0x0 Random 0x1 Male 0x2 Female 0x3 Genderless (if it is random, and the species only has one gender or is genderless, the encounter will correctly reflect that) [note, if the form has only one gender (like indeedee-0 is male, and indeedee-1 is female), random will also correctly reflect only one gender for that form in-game] Set IVs 0x05 0x0 to 0x6, representing guaranteed IVs Shiny Status 0x06 0x0 Standard Odds 0x1 Shiny Locked 0x2 Forced Shiny (Squares only) Host Catch Rate 0x07 0x0 Appears to be guaranteed caught 0x6 Cannot even attempt to catch 0x1 to 0x5 Ranging from easiest to hardest. Might be a multiplier against base catch rate. Non-host Catch Rate 0x08 0x0 Appears to be guaranteed caught 0x6 Cannot even attempt to catch 0x1 to 0x5 Ranging from easiest to hardest. Might be a multiplier against base catch rate. Might be part of a different formula from host catch rate. Nature 0x09 Follows table of Natures 0x19 is Random Dynamax Level 0x0A 0 to 10. Entry Index 0x0C 1 to 30 (one for set for SW, one set for Shield) Species 0x10 Form 0x14 Level of Encounter 0x18 Hex -> Dec, representing level Gigantamax Factor 0x1C 0x0 Cannot Gigantamax 0x1 Can Gigantamax Probability Offset 0x20 Move 1 0x28 Value is Move Index. Move 2 0x2C Value is Move Index. Move 3 0x30 Value is Move Index. Move 4 0x34 Value is Move Index. Dynamax Boost 0x38 Float: a multiplier on top of what the Pokemon's Dynamax HP would otherwise be. If the Pokemon has Dynamax level 10 and its normal HP is 100, it has 200 HP when Dynamaxed; if it has a Dynamax boost of 2.5, it'll have 500 HP Number of attacks per turn 0x40 Maximum number of attacks it has per turn, excluding extra moves. If the value here is 0, it'll get bumped up to 1. (A mon can't have no moves now ><) You can see this most clearly with Mewtwo. One of Mewtwo's entries has 3 here. See this Youtube video. Mewtwo attacks three times, not counting its extra move(s). Shield Thickness 0x44 Hex -> Dec, representing amount of shields 1st layer of Shield at HP% 0x48 Convert the hex to dec. From 0 to 100, representing % of health to bring up shields Extra Move 1 0x4C Value is Move Index. Extra Move 1 Priority 0x50 0: Disabled (it mostly only appears for <3-star entries) 1: the move is used as soon as the shields are triggered, and never again after. (FYI this is in the current Wild Area News for the ""Gigantamax Festival"", for 5-star Gengar in Sw.) 2: As long as 1st shield is up, the move is used at the end of the turn (this includes after moves like Counter from an NPC's Wobbuffet) 3: As long as 1st shield is up, the Pokemon uses it as their second move during their turn 2nd layer of Shield at HP% 0x54 Convert the hex to dec. From 0 to 100, representing % of health to bring up shields Extra Move 2 0x58 Value is Move Index. Extra Move 2 Priority 0x5C 0: Disabled (it mostly only appears for <3-star entries) 1: the move is used as soon as the shields are triggered, and never again after. (FYI this is in the current Wild Area News for the ""Gigantamax Festival"", for 5-star Gengar in Sw.) 2: As long as 2nd shield is up, the move is used at the end of the turn (this includes after moves like Counter from an NPC's Wobbuffet) 3: As long as 2nd shield is up, the Pokemon uses it as their second move during their turn Raid random drops 0x60 Refers to drop_rewards Raid fixed rewards 0x68 Refers to bonus_rewards Encounter chance data 0x70 to 0x88 Length of the list of encounter probabilities. More specifically, 0x70 is usually 0, because that's the "padding" space when the 0x20 offset is 0x54. To be clear: 0x20+0x54 = 0x74 (or +0x50=0x70), so you can see how these fit together. 0x70/0x74 should always be 5. Type Offset Notes (if any) Encounter chance list: for anyone who doesn't want to calculate/think too hard about this.. Encounter chance identifier? 0x70 Non Blank if it's the 1st 1★ raid Encounter chance (if 1st 1★ raid) 0x74 Encounter Chance value Encounter chance (if 1★ raid) 0x78 Encounter Chance value Encounter chance (if 2★ raid) 0x7C Encounter Chance value Encounter chance (if 3★ raid) 0x80 Encounter Chance value Encounter chance (if 4★ raid) 0x84 Encounter Chance value Encounter chance (if 5★ raid) 0x88 Encounter Chance value List of Hex offsets for every entry (starting from 5* Shield to 1* Sword) [Basically think of it in reverse order, starts from largest randroll to lower randroll] Thanks TiddlyWinks for helping with compiling this. The info I had was incomplete :3
  24. https://pokemondb.net/pokebase/122750/no-items-on-transferring Not that it is an excellent source, but it jives with my recent experience (like 2 weeks ago)
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