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evandixon

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  1. This mod lets you edit the game's LUA scripts, along with their associated language files. This works on both Pokémon Super Mystery Dungeon and Pokémon Mystery Dungeon: Gates to Infinity. You need to have Java installed on your computer to use this. Instructions On the New Project window, choose "Starter Mod" in the drop-down, and fill in the name with something that makes sense. Then click OK. Wait for the loading to complete. This may take a while, even on beefy computers. Expand the newly-created project and explore the directory structure, and open a LUA script. You can do this either by double-clicking or by right-clicking and clicking Open. You will be presented with this view that you can use to edit the script. Alternatively, you can browse to (Solution Directory)/(Project Directory) and use any external text editor of your choosing. You do not need to have Sky Editor open while using an external text editor. Click the Message tab to edit the dialogue used in the script. It is recommended that you order the entries by Index, since that is usually the same order the messages appear in the script. Each entry is referred to by the ID. You can search for entries by typing the ID or any part of the entry in the search box. The language tabs let you choose which language you want to edit. Note that the US version has both "en" and "us". "en" is the European English one, and "us" is the one that's used in-game. Text can be edited by clicking in an entry's cell: When you're done, click File -> Save -> Save File. There may or may not be an asterisk before saving, even if you made changes. When you're ready, build the solution. Note: Until issue #43 is resolved, there will be no indication if your LUA script contains any syntax errors, so you need to be sure it works. If there are errors, the script file will be unaltered. Remarks Refer to our technical documentation section for help editing scripts and text:
  2. This mod lets you modify the models and animations. This only supports Pokémon Super Mystery Dungeon for now, but can support Gates to Infinity with some more work. Leave feedback in this GitHub issue if you're interested, and I'll prioritize it accordingly. Instructions On the New Project window, choose "Model Mod" in the drop-down, and fill in the name with something that makes sense. Then click OK. Wait for the loading to complete. The portraits are in (Solution Directory)/(Project Directory)/Models, in various sub-directories (ignore the "Raw Files" directory). Remarks This project will not substitute missing animations. The Starter Mod will take care of that for you. You can use SPICA or Ohana 3DS to view the models and animations. Editing them is outside the scope of this guide.
  3. This mod lets you modify the portraits used in dialogue. This only supports Pokémon Super Mystery Dungeon for now, but can support Gates to Infinity with some more work. Leave feedback in this GitHub issue if you're interested, and I'll prioritize it accordingly. Instructions On the New Project window, choose "Portrait Mod" in the drop-down, and fill in the name with something that makes sense. Then click OK. Wait for the loading to complete. The portraits are in (Solution Directory)/(Project Directory), in various sub-directories (ignore the "Raw Files" directory). Remarks Unlike in Explorers of Sky, this project will not substitute missing portraits. The Starter Mod will take care of that for you.
  4. This mod patches a lot of things to bring the best possible playing experience. Here's what it will patch for you: Starter editing - Makes playing as other Pokémon possible High-Res model patching - Prevents your model from disappearing during certain closeups Portrait patching - Shows the default portrait in the absence of a more specific emotion portrait Animation patching - Substitute missing story animations with dungeon ones to avoid the attack animation being used for everything And something else in the scripts specific to Pokémon Super Mystery Dungeon that can't be mentioned without revealing spoilers. It is the last item in a similar list in this video if you're fine with being spoiled, or if you've seen it before. You must have Java on your computer to use this. This has been tested on the North American and European versions of Pokémon Super Mystery Dungeon, and the North American version of Pokémon Mystery Dungeon: Gates to Infinity. I don't know if will work on the Japanese version of Pokémon Super Mystery Dungeon, but it will not work on any other version of Pokémon Mystery Dungeon: Gates to Infinity. Instructions On the New Project window, choose "Starter Mod" in the drop-down, and fill in the name with something that makes sense. Then click OK. Wait until the loading is complete. This is one of the heavier mods, and may take some time even on beefier computers. Save the solution, to avoid having to repeat step 2 if something goes wrong. Expand the project you just created and open "fixed_pokemon.bin". You can do this either by double-clicking or by right-clicking and clicking Open. Edit things to your liking. You should see this when editing Pokémon Super Mystery Dungeon (Gates to Infinity has a much simpler interface): For the purpose of this guide, I'll do this: Things to consider: Each Pokémon must have 4 moves. It's been a while since I tried having less, but I remember things not working with fewer than 4 moves. In my example, I got the first three moves from the level up, and the fourth from Zorua's set of egg moves, although you are not required to stick to these; you can pick anything you want. (PSMD only) The evolution must be the final evolution in the line. If you pick a Pokémon with multiple evolutions, the first on will be used. Refer to the PSMD Pokédex index to find which evolution comes first (for example, if the starter is Eevee, the first evolution is Vaporeon). Click File -> Save -> Save File. You can now rebuild the mod-pack. Note that this may take a while.
  5. Pokémon Mystery Dungeon: Gates to Infinity and Pokémon Super Mystery Dungeon share a game engine, and while there are many differences, there are also many similarities. The following pages apply to both games unless otherwise marked. Please make sure you've finished this step in the Sky Editor tutorial before trying any of these mods:
  6. After creating a mod-pack, one such mod you can add for Pokémon Mystery Dungeon: Blue Rescue Team is the Starter Mod, a modification that changes the available starters you can use. Instructions On the New Project window, choose "Starter Mod" in the drop-down, and fill in the name with something that makes sense. Then click OK. Expand the project you just created and open "Starter Pokemon". You can do this either by double-clicking or by right-clicking and clicking Open. Edit things to your liking. You should see something that looks like this: For the purpose of this tutorial, we'll do this: Click File -> Save -> Save File. Until issue #73 is resolved, there won't be an asterisk before or after saving. Remarks If you try it out, you should see the Pokemon you chose. Observe the lack of the portraits. When editing EoS ROMs, you can create a project that takes care of that. That is not the case for Blue Rescue Team. The file format is understood, and we can substitute the portraits. However, we can't currently get the game to use the substituted portraits. This may be the side effect of hard-coding, but what exactly controls this is unknown.
  7. The Base ROM project is a special project type that contains the ROM to be modified. It is automatically created with the solution, and all mods projects in the solution automatically reference it. There is some internal support for having multiple Base ROM projects, but there is no way to accomplish this with the UI. It may be possible through manual project file editing, but even I, the author of Sky Editor, wouldn't want to attempt that. If you're interested in this feature after reading the rest of this tutorial, please leave feedback in this GitHub issue, and I'll prioritize it accordingly. The reason one may want multiple Base ROM projects is for ROMs that are very similar, such as Pokémon Sun and Pokémon Moon. They're similar enough that some mod projects may be able to properly build against both. Such a setup would look like this: Solution Sun BaseRom Moon BaseRom Generic Mod Sun Modpack Moon Modpack When this build is complete, there would be two modpacks, one for each game.
  8. Throughout this tutorial, I've been referring to the solution as a modpack. By default, they can be thought of as synonymous, because a solution automatically has a modpack solution created. Any mod project that the modpack project references is part of it, and is kept when the modpack is built. However, a solution can contain multiple modpacks. Another modpack project can be created the same way as any other project. However, the UI currently does not support managing the required references, and this requires manually editing the project JSON, and is not recommended. If this feature interests you, please leave feedback in this issue on GitHub so I can prioritize it. The reason this is useful is that you can have multiple distributions. Modpacks contain mods that make sense to have together, but with multiple modpacks, you could split up the mods that don't make sense to have together. For example, if you modify the wild Pokemon that can be encountered in a main series game, one mod-pack could change the encounters and level them accordingly, another could change the encounters and leave their levels unchanged, and a third could leave the encounters alone. Unlike other project types, this can only be used with a single Base ROM project. Setting the 3DS output When a modpack is built, it automatically applies its mods to its associated base ROM. If the base ROM is a 3DS ROM, there are a few options for how this can be done. This defaults to Luma 3DS game patching, but you can follow these instructions to set the output to your liking: Right-click the Modpack project in the Solution Explorer and click Properties. Go to the 3DS Build Options tab and check whatever you'd like. Do not check the first two at the same time. If you do, one will be overwritten. Leave feedback on this GitHub issue if you want to do both at the same time, and I can prioritize it accordingly. If you made any changes, Click File -> Save -> Save File.
  9. The generic mod the simplest of mods that works on any NDS or 3DS ROM. Like all mod types, it can generate a patch based on the files you edit within it. Instructions On the New Project window, choose "Generic Mod" in the drop-down, and fill in the name with something that makes sense. Then click OK. Wait for the file copy to complete. The bottleneck here is the hard drive you created the modpack on, though this generally doesn't take as much time as most other mod types. Go to "(Solution Directory)/(Project Directory)/Raw Files" in your favorite file explorer. You should see a copy of your unpacked ROM. Using whatever external tools you like (or even Sky Editor in some cases), you can edit these files to your heart's content. When you're finished, build the modpack, and your changes will be made into a patch along with all of your other projects, if applicable. Remarks By default, any files you delete in a generic mod will not result in deletions in the patch. Instead, this guarantees these files are not modified by the mod. This can be useful if you want to save disk space, or if you want to set up a more advanced solution with multi-Base ROM projects, and have this mod build against both.
  10. Sky Editor comes bundled with psy_commando's tools, and this project is a wrapper for StatsUtil, letting you edit scripts, Pokémon data, and more. Before continuing, please make sure you've reached the "Making Mods" section of the Sky Editor guide to ROM editing. Instructions On the New Project window, choose "Stats Util Project" in the drop-down, and fill in the name with something that makes sense. Then click OK. Wait for the loading to complete. This may take a while depending on your computer. All of the XML files that statsutil created are in (Solution Directory)/(Project Directory). Do not touch the "Raw Files" directory, since that's for Sky Editor's use only. Editing Scripts Due to the lack of documentation regarding the XML statusutil generates, the best way to learn how to modify it is to look at the existing scenes and compare it to what happens in-game. However, it's important to have a basic understanding of the script nodes: LSDTable - This is basically a list of script definitions. ScriptSet ScriptData - controls how the map is set up (like which actors are on the map and their locations) ScriptSequence - controls what happens afterward (this is where the bulk of the stuff happens). Remarks Refer to psy_commando's thread for additional instructions regarding statsutil. You shouldn't have to worry about any of the command-line stuff, since Sky Editor handles that. At the time of writing, he has an imgur album with instructions on how to deal with the XML. You can skip to the 7th image, where the XML files have already been created, and you can stop at the 3rd to last one, since building the modpack with Sky Editor accomplishes the same thing:https://imgur.com/a/bBnmQ If you have any additional questions, you can either ask in psy_commando's thread or create your own thread in the ROM Editing Help forum.
  11. This mod lets you change the menu backgrounds. Before continuing, please make sure you've reached the "Making Mods" section of the Sky Editor guide to ROM editing. Instructions On the New Project window, choose "Background Mod" in the drop-down, and fill in the name with something that makes sense. Then click OK. Wait for the loading to complete. This may take a while depending on your computer. The backgrounds are under (Solution Directory)/(Project Directory)/Backgrounds. You should see two kinds of files: *.png and *.original. Do not touch the *.original files; they're there so Sky Editor can quickly tell if you've modified any *.png file (this saves time, since Sky Editor doesn't have to rebuild any files you haven't changed). Remarks The number of colors you can use is a bit tricky. There can be no more than 255 colors in the entire image. Each 16x16 tile can have no more than 8 colors. And you can't have too many dissimilar colors too close to each other. How many this means requires an illustration. Imagine our palette for the entire image looks like this: Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 13 Color 14 Color 15 Color 16 Each 16x16 tile can have any 8 consecutive colors in this list. The first tile might use colors 1 through 8, the next tile use colors 9 through 16, and so on, until we reach the limit of the image, like so (red is tile 1, blue is tile 2): Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 13 Color 14 Color 15 Color 16 But that's only if the colors are drastically different. The palettes can overlap if the colors are used more gradually. Tile 1 can use colors 1 through 8, tile 2 can use colors 3 through 10, and tile 3 can use colors 2 through 9, like so: Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Color 7 Color 8 Color 9 Color 10 Color 11 Color 12 Color 13 Color 14 Color 15 Color 16 Now what does this mean in terms of how many colors you can use? I don't know. Sky Editor will do its best to maximize the number of colors you can use, but it doesn't do quite as good of a job as whatever tool Chunsoft used. If you have too many colors, you'll see this in the Errors window when building the modpack: If you see that, it's up to you to reduce the amount of colors you're using. If you contact me, I might be able to help identify where the problem lies, but it may be a while before I can get to it.
  12. This mod lets you customize the Pokémon portraits. Additionally, it will copy the default emotion to empty slots, for use with the Starter Mod. Before continuing, please make sure you've reached the "Making Mods" section of the Sky Editor guide to ROM editing. Instructions On the New Project window, choose "Portrait Mod" in the dropdown, and fill in the name with something that makes sense. Then click OK. Wait for the loading to complete. This may take a while depending on your computer. Portraits should be under (Solution Directory)/(Project Directory)/Pokemon/Portraits. Sky Editor has no UI for this, so you will need to use another program. Remarks Portraits can only have 15 colors.
  13. After making the changes you've always wanted, it's time to put everything together. Setting the 3DS output If you're editing 3DS ROMs, you may want to choose what kind of output you want. By default, it will output a folder whose contents you paste onto your 3DS's SD card for use with Luma 3DS game patching, but you can choose a variety of other formats. Refer to this section for instructions. Building Luckily, this is a one-step process. Simply click Solution > Build: Sky Editor will start doing a lot of things: Then it will open up another form that applies all your changes to a ROM so you can try it out. Don't touch this window: When it's all done, "Modpack"'s status should be Complete: The files you want are on disk under (Solution Directory)/Modpack/Output. You should see two things: a zip file, and a either a NDS ROM, 3DS ROM, or a directory labled "SD Card". The zip file is the distributable patcher. You can give this to anyone you want, and they'll be able to apply your changes to their ROM. The other thing is the result of the patches for your use only. Do not distribute this, as it is illegal to share ROMs even if they are modified.
  14. After creating a modpack, one such mod you can add for Pokémon Mystery Dungeon: Explorers of Sky is the Starter Mod, a modification that changes the available starters you can use. Before continuing, please make sure you've reached the "Making Mods" section of the Sky Editor guide to ROM editing. Creating the Project On the New Project window, choose "Starter Mod" in the dropdown, and fill in the name with something that makes sense. Then click OK. Expand the project you just created and open "Starter Pokemon". You can do this either by double-clicking or by right-clicking and clicking Open. Edit things to your liking. You should see something that looks like this: For the purpose of this guide, we'll do this: You can also go to the Partner tab and customize things. Be careful, since the game will not let you choose anything with the same type as the player. For the purpose of this guide, we'll do this: Click File -> Save -> Save File. You can now build the modpack, continue editing, or move create another project. The Result When you create a new save, you should see the results of your modifications as you would expect. Here's what my example edits look like: Remarks Observe how there's no portraits for Grovyle or Porygon. This is because many unplayable Pokémon do not have all of the usual emotions, like the grin that's normally here. We'll want to copy the default portrait to the other emotions to be less distracting. Luckily, this is very simple, as the Portrait Mod does this as soon as you create the project. Follow the instructions for the Portrait Mod, then build them together: The result of the two working together works like this:
  15. Now it's time to create the modpack. Creating a Modpack Click File -> New Solution. Enter the requested information. The name what you want the modpack to be called. This must be something that can be in a filename, as no error checking is currently done (pending #31). Under "type", choose "DS Modpack". Under "Location", choose or create any directory with a decent amount of free space. The modpack and all child mods will be created inside a subfolder of this directory, which is referred to as the solution directory. When you're done, click OK. Go through the wizard that appears. The first step is just an introduction. Read it, then click "Next >". The second step asks for a ROM. You can give it any decrypted 3DS or NDS ROM. For the purpose of this tutorial, I'll be using Pokémon Mystery Dungeon: Explorers of Sky. After you browse to a supported ROM, click the Extract button, and wait for the extraction to complete. When it's done, click the Finish button. Click File -> Save -> Save Solution. You can get away without doing it, but if there's a problem further on, this will keep you from needing to repeat these steps. I recommend doing this before and after every time you create, edit, or delete projects. Refer to "Opening a Modpack" below for instructions on how to reopen this solution. In the Solution Explorer, expand Directory. Right-click Directory. (If you don't see any context menu items, try left-clicking it, then right-clicking it.) Then click Create Project. You should be presented with this window: Like when creating a solution, make sure the Name you choose doesn't contain any invalid path characters. Making Mods There's a lot of different mods you can make. Please refer to these pages for descriptions of them: All Games (NDS and 3DS) Generic Mod Pokémon Mystery Dungeon: Blue Rescue Team Starter Mod Pokémon Mystery Dungeon: Explorers of Sky Starter Mod Portrait Mod Background Mod Stats Util Project Pokémon Mystery Dungeon: Gates to Infinity Script Mod Pokémon Super Mystery Dungeon Starter Mod Portrait Mod Model Mod Script Mod Opening a Modpack If you close Sky Editor after saving the solution, here's how to reopen it. Click File -> Open -> Open (Auto-Detect File Type). Browse to the directory you chose in step 2 of the previous section. Then open the directory matching the name you chose. Choose the file ending in "*.skysln". If you do not see a file with that extension, and you are 100% sure you are looking in the right location, you did not save your modpack and will need to recreate it. Your solution is now open, and you can continue at step 5 in the previous section.
  16. Now that you've started Sky Editor, it's time to set up the window to have everything it needs for ROM editing. It should look something like this: Follow these steps to add everything it needs: The View menu has 3 menu items: Solution Explorer, Solution Build Progress, and Errors. Click all of them. Sky Editor should now look like this: (Optional) I recommend rearranging these windows. You can do so by dragging and dropping the tab part: While you're dragging, it should look like this: You can place the window by mousing over one of the new icons: You can drag multiple windows together by dragging this part (in this screenshot, both Build Progress and Errors are dragged together): There is no right or wrong way to arrange everything. You should experiment to find what works best for you, but I recommend this layout: After you've arranged everything to your liking, you can save this layout by closing and restarting Sky Editor. You can now proceed to the next section:
  17. Sky Editor is a plugin-based multi-tool for Mystery Dungeon games. One of the plugins allows for the editing of ROMs, and this tutorial will show you how. Before we begin, let's understand how exactly Sky Editor works. Most ROM editors simply edit the ROM, leaving you to create distribution patches on your own (because distributing the full ROM is a breach of copyright). Sky Editor takes care of this for you, creating a zip file that contains all of your edits, along with a patcher that can apply those edits to another clean ROM. This zip file is called a "mod pack". Mod packs contain one or more "mods". When patching your ROM, you will be given the option to enable or disable each mod. For example, if a mod pack a mod that changes the available starters and another mod that changes the main menu backgrounds, you can choose to apply both, or you can disable the starter mod so you can enjoy the new backgrounds. Or you can leave the backgrounds as-is and enjoy the starter mod. While Sky Editor is primarily intended to edit ROMs for Pokémon Mystery Dungeon, it can be used for any NDS or 3DS ROM (more on that when I write about the Generic Mod). Supported Games US and European ROMs generally work fine, but Japanese ROMs might have issues in some cases. Pokémon Mystery Dungeon: Blue Rescue Team (US is supported, Europe is untested and might not work.) Pokémon Mystery Dungeon: Explorers of Sky Pokémon Mystery Dungeon: Gates to Infinity Pokémon Super Mystery Dungeon All other NDS and 3DS games can still be used if you would like to create a distributable patcher for edits made using external tools. System Requirements Windows with the .Net Framework 4.6.2. Mono will not work. Java, if you want to edit scripts or starters for Pokémon Super Mystery Dungeon or Pokémon Mystery Dungeon: Gates to Infinity. A beefy computer or lots of time. I don't know what the minimum specs are, but the better computer you have, the faster things will run. Downloading Sky Editor Sky Editor can be downloaded from the following location: After download it, it is important to unblock the zip file: In Windows Explorer, Right-Click the zip file and click Properties. Click or check Unblock. It may either be a button or a checkbox. Click OK. Extract the zip file with your favorite zip extractor. I use 7-zip, but any zip extractor should do. Run "SkyEditor.ROMEditor.UI.WPF.exe". You should now see the main Sky Editor window. If you do not, please let me know in the comments section below. Please note that these steps will need to be repeated for every new build you download, and the exact procedure may change in the future. I recommend following the Sky Editor blog, where I'll announce whenever such a change occurs: You can now proceed to the next part of this tutorial:
  18. We've just finished installing some upgrades to the forums. Here's an overview of some of the new features: Search The old search system was rather slow, and it only showed you what you wanted part of the time. This update fixes that. Rather than bore you with the technical details of how it works, I encourage everyone to try it out. Registered members should also notice a significant speed improvement in the Unread Content page, which previously took an unacceptable 6 to 10 seconds to load, and now takes a far more reasonable 1 to 3 seconds. Emoji The editor now has full emoji support ?. This means all* the emoji available in Unicode can be used , as well as some custom images previously seen as reactions . * New emoji are always being introduced, so "all" might not mean "all", instead meaning "most". Still significantly more emoji than we had before. Clubs There's a new club type called "Read-Only" lets everyone see what goes on in your club, but requires people to be manually added before posting anything. You can now change the club type without having to ask us to do it. You can also change the club owner if you so desire. Clubs can have a custom home page, whose content is set through a WYSIWYG editor. Club features (topics, images, etc.) can be reordered. Club forums (aka topics) can be in Q&A format. Only new club forums can be set this way; if you would like an existing club forum set this way, please create a thread in the support forum. Other The site theme was rewritten, offering some slight improvements and fixing some minor issues. There may still be more issues, so please leave feedback if you find any. Previous Additions Over the past few months, I've silently made various changes to things. You may have noticed some of these, but others are fairly recent. Here's an overview, ordered from earliest to most recent: There's a new testing forum that you can use to try out our WYSIWYG editor. Only you can see what you post. The Forums index was restructured to reduce bloat. Members without an avatar are given a dynamically-generated one, consisting of the first letter of their usernames as well as a random color. Our guides now live in the new Tutorials section. We'll continue to work to make the site even better than it is now, but to most effectively do that, we want your opinions. If you see something you like or something you don't, please don't be shy, and let us know what you think by creating a thread in the feedback forum. Additionally, if you want to directly help make the site a better place, check out our applications page where we have some open staff positions. View full article
  19. PKHeX can import C-Gear skins from our event gallery using these steps: Start PKHeX and load your save file. Open your save file for Pokémon Black, White, Black 2, or White 2 using File -> Open... Click "C-Gear Skin" Click "Import .cbg/.psk" Browse to the skin you want to use. After opening the file, click "Save". Save your save file
  20. Generation 5 introduced a variety of new features, such as C-Gear skins, the Dream World, Pokémon World Tournaments, and more. At the time of writing, PKHeX only supports a few of these features, so we need to rely on other tools. This tutorial will guide you through the usage of some of the programs you need. Before you can begin, you will need a way to backup and restore your save file: Once you've found a way to access your save file, you can now start editing Gen 5-specific features: C-Gear (From the Using PKHeX tutorial) Dream World and Entree Forest Pokémon World Tournaments
  21. Generation 5 introduced a variety of new features, such as C-Gear skins, the Dream World, Pokémon World Tournaments, and more. At the time of writing, PKHeX only supports a few of these features, so we need to rely on other tools. This tutorial will guide you through the usage of some of the programs you need. Before you can begin, you will need a way to backup and restore your save file: Once you've found a way to access your save file, you can now start editing Gen 5-specific features: C-Gear (From the Using PKHeX tutorial) Dream World and Entree Forest Pokémon World Tournaments View full tutorial
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  22. PKHeX can import C-Gear skins from our event gallery using these steps: Start PKHeX and load your save file. Open your save file for Pokémon Black, White, Black 2, or White 2 using File -> Open... Click "C-Gear Skin" Click "Import .cbg/.psk" Browse to the skin you want to use. After opening the file, click "Save". Save your save file View full tutorial
  23. PKHeX can be used to import wondercards from our event gallery using these steps. Please note that the below screenshots show what it looks like for Gen 5 saves, but the same procedure works for Gen 4, 6 and 7 saves. If you are using a Gen 4 save, please note the difference between PCD and PGF files: PCD files contain the entire wonder card, while PGF files only contain the gift. Start PKHeX and load your save file as described in a previous section. Click the Mystery Gift button. Click the Import button and browse to a wonder card. Right-click an empty slot and choose "Set". If you do not have any empty slots, you will have to overwrite an existing one. If this is the case and you wish to save it first, right-click the existing slot and click View, then click Export. If you are using a Gen 4 save, you must choose a slot that corresponds to the file you opened (PGT vs PCD). PKHeX will let you know if you choose the wrong one. Click Save Save your file
  24. PKHeX can be used to import wondercards from our event gallery using these steps. Please note that the below screenshots show what it looks like for Gen 5 saves, but the same procedure works for Gen 4, 6 and 7 saves. If you are using a Gen 4 save, please note the difference between PCD and PGF files: PCD files contain the entire wonder card, while PGF files only contain the gift. Start PKHeX and load your save file as described in a previous section. Click the Mystery Gift button. Click the Import button and browse to a wonder card. Right-click an empty slot and choose "Set". If you do not have any empty slots, you will have to overwrite an existing one. If this is the case and you wish to save it first, right-click the existing slot and click View, then click Export. If you are using a Gen 4 save, you must choose a slot that corresponds to the file you opened (PGT vs PCD). PKHeX will let you know if you choose the wrong one. Click Save Save your file View full tutorial
  25. The exact usage for PKHeX may vary slightly depending on which game you're editing, but much of the UI is the same across games. Loading Pokémon Data To edit Pokémon data in a save file, follow these steps. Use File -> Open Browse to the save you want to edit. You can either choose a save file or a Pokémon file. If you open a Pokémon file (*.pkm, *.pk7, *.pk6, etc.), the tabs on the right will immediately show the Pokémon data, and you can proceed to the next section after optionally making changes. If you chose to open a save file, you should now see your PC box to the right. You can use the drop-down or the ">>" or "<<" buttons to change boxes, or click the "Party-Battle Box" tab to see your party. Choose the Pokémon you want to edit, right-click it, and click "View". The tabs on the left should now show the Pokémon you chose. Saving your changes When you've finished editing your Pokémon to your liking, it's time to save those changes. You can do this either by saving the data to your save file, or by saving them to a Pokémon file. If you loaded a Pokémon file in the first section, "Loading Pokémon Data", saving a Pokémon file is your only option. To save your changes to the save file: Right-Click a slot on the right and click "Set". You do not have to choose the same slot you loaded from if you don't want to. This is actually a way to clone Pokémon if you so desire. When you're finished editing your save data, export the save file by using File -> Export SAV... -> Export main If you want to save just the Pokémon in the tabs on the left, click File -> Save PKM...
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