Jump to content

Kaphotics

Helpful Member
  • Posts

    7270
  • Joined

  • Last visited

  • Days Won

    362

Everything posted by Kaphotics

  1. Thanks for reporting, fixed in latest commit: https://github.com/kwsch/PKHeX/commit/6d0da504d5c416a5aa4104b1b586c194357bf2a6 Wasn't fun tracking it down, haha. Was probably a typo error in noting the location ID via numpad.
  2. Modifying individual block flags is possible with the Block Data editor; there are thousands of possible flags to change, and localizing all of them for each supported language would be tedious. We have a guide on manually editing flags (which includes the Dynamax Adventures values): Clothing is again an issue with localization; having to detail what each piece of clothing is for each language is a large amount of bloat when 99% of users just want to "unlock all" clothing options. Unlocking all can be done by importing a block obtained from the forums. With each DLC / patch, the game may use more of the clothing bits, hence different possible bits. There's also the issue of legally-obtainable (gender-specific) clothes; having an editor with that metadata is a lot to manually document & maintain.
  3. You can download the bleeding edge Development build for testing; for the latest release, you'd have to make sure there's a save in the first slot. Second slot was occupied
  4. Thanks, I've made some alterations to the save handling for PBR to account for saves that have an empty save slot before a filled save slot (based on your provided save).
  5. Regarding integrating plugins into the main branch, there's upsides and downsides. * Plugins can be updated independently of the main executable, and can be developed independently and with different coding styles the author is more comfortable with. * Plugins can use external dependencies or string resources, which may bloat the overall size of the executable. Most plugins are niche use, and majority of the users never use them. * More features added to PKHeX is more for me to maintain and clean. Not all implementations are reusable/extendable... If users ask about functionality of an editor that I didn't make or report a bug, it might not reach the original author for triage. * Most plugins don't document their code thoroughly, making maintenance / other-reader comprehension more difficult. * Plugins can act as a self-contained environment to play around & have others test, without needing the full executable. * Not everything has to be a plugin or integrated with the main program; they can be standalone editors as well that reuse the core-project for exposing the save file operations and game strings. * Different licensing being possible for plugins. Some people don't like GPLv3, or MIT. === * Dynamax Adventures plugin: makes flipping the dynamax adventure flags easier. Stock PKHeX can still toggle flags via the Block Editor, and you can automatically import a list of block names via the "SCBlocks.txt" feature. Most users don't need to reset event flags, when genning exists. * Clothing: allows individual clothing piece toggles; tons of names. Stock PKHeX can import and export the final block; most users don't need to customize individual flags. * Feebas: Most users don't need to calculate position, when genning exists. * Auto Legality: Relatively big project with its own dependencies; separate development that ties into Stock PKHeX. * Raid Plugin: Relatively big project with its own feature set. Separate development that ties into Stock PKHeX. PKHeX is a hobby project; there's always more PKHeX can do, but there's only a finite amount of development attention. There is no auto-updater; infrastructure for that would take time + money (bandwidth). Not really worth when PKHeX isn't monetized. There are plans for migrating away from WinForms to MAUI later this year; yielding native mobile/non-windows platform support. Less editors for me to port = less work for me to be stressed about. There are many other large(r) projects (like Notepad++) which have their own plugin system.
  6. The reported issue was already fixed, but the template's OT names were swapped. The static constructor runs afterwards, fixing it. I've un-swapped them and removed the static constructor logic since it's no longer needed. https://github.com/kwsch/PKHeX/commit/9964c91dc66956c398e7fd5fe4633e4c7304a908
  7. HT_Name is reset to whatever the current savefile's OT is, assuming it's the current handler. Individual move suggestion is not a thing, hence the error. You have to .Moves=$suggest
  8. Oh boy¡ look at the stickies please
  9. Help, i can´t read stickies
  10. You can browse the source code to see what properties are exposed for editing. https://github.com/kwsch/PKHeX/blob/bfd948ee2b38a30394123a5b018c4b3c25bafcab/PKHeX.Core/PKM/PK8.cs#L428 BattleVersion is an int, so you need to set a number rather than true/false. It's the same kind of value as Version, just indicating on what version it was made "Battle Ready" on (which wipes its relearn moves and resets the current moves).
  11. Selecing BattleVersion in the drop-down tells you it's an int32, not a boolean. You need to set a version ID, same as the pkm's version.
  12. Sun/Moon Demo rewards were only receivable on Sun/Moon, not US/UM.
  13. Open it in a hex editor; the first thousand or so bytes appear non-random, but the rest of the file is FF. Not a valid save file dump; PKHeX working as intended.
  14. I would appreciate if you would learn the difference between save states and actually saving in the game.
  15. All save files are supported, regardless of upgrade path.
  16. Works fine on the latest commits; was already reported and resolved since the last release.
  17. Read the PKHeX Batch Editor guide.
  18. Your method of playing the game is not saving the correct sized savefile for a NDS game. Fix that, and everything should work; but again, PKHeX only supports official games.
  19. 3DS files are encrypted on the 3DS, same as save files. You can't just copy them. You need to extract them with CFW. https://projectpokemon.org/home/forums/topic/56073-pkhex-extract-pokemon-from-battle-videos/
  20. Have you tried to dump the battle videos that are saved on the console, and drop them into PKHeX to see if it opens?
  21. 1. Square vs Star shiny. Read the shortcuts list. 2. Green-Purple hexagon is "Favorite" mark from LGPE, unused in SWSH but still present in the data. Spiky black-white is "Battle Ready" mark. Click on it to see what it does. 3. Check random pokemon you've caught. It's stored in the data, but not visible. 4. Google search. 5. Try setting it and checking if it's legal. 6. Technical Record flags tracking what TRs a PKM has learned (for relearn/legality purposes).
  22. 1. Figure out how to take screenshots on your computer without needing to photograph your monitor. 2. Pictures suck for helping others troubleshoot. You're likely changing the TID/SID afterwards which breaks the shiny correlation. Ensure that the values that are saved in the PKM data are the values you've entered.
  23. Data for the "Currently Loaded Box" for the PC is garbage. (0x2d10). I force opened it and everything seems fine (checksums too). Try interacting with the boxes in-game and export immediately afterwards.
  24. You don't need to transfer with official methods; PKHeX changes all the required data for you. Not all species exist in SWSH -- Geodude/Meditite don't exist, therefore can't be transferred in. Gen4 Pokémon have a PID-IV correlation, and Nature is derived from PID. Change the nature, and you break the correlation, therefore illegal.
  25. Winning a Gen6 Contest grants 20 affection each time you complete it. Having the ribbon means you have to have affection.
×
×
  • Create New...