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eworm

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About eworm

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  • Birthday 06/01/1992
  1. Seconding the question about randomizing overworld items, would be neat. But mostly I wanted to ask about the Berry piles in SM. The encounter tables of routes with Berry piles have sections with 100% Crabrawler, so I assumed changing those changes the Pokémon encountered via that method, simple as that. But despite my changing it, Crabrawler is still the only thing that appears. Is there something more I should do or is this maybe stored in another of those "a/" files, since I didn't copy all of them (I'm using the Luma patching).
  2. The type effectiveness table is in code.bin (in ExeFS this time) @ 0x497554 In 1.1 update it's 0x499550 I couldn't find the info, so I found it myself. Here it is for others who have been looking.
  3. Having the exact same issues. I have a 64bit system, the "December 10th" version, decrypted files, can't think what else I could be missing. I haven't, unfortunately. But well, now it's SM time anyway.
  4. It would be convenient if the editing of the trainer's clothes in XY was more clear than "insert random numbers and see what you find". Maybe with a "key" file that explains what value dictates what?
  5. I assume adding ΩRαS-exclusive Megas, forms and items to X/Y would be more complicated than just replacing a few select .cro files? How about at least the updated learnsets?
  6. ^I have made a hack that connects to the Internet by repacking the newest update's CIA and using these files to combine+replace the repacked game CIA's files before making my changes. The resulting hack still asks for an update, but works perfectly.
  7. Would it be possible to change the effect of some items with pk3DS?
  8. I created a hack based on Pokémon Omega Ruby and its 1.4 update - thanks to which, the hack allows me to go online. This got me thinking - what can and can't be done with this? If I tried to trade a Pokémon with hacked moves, stats, typing, Ability or anything of the above, would I be able to do so? Would Wonder Trading, GTS trading or local trading all be possible? And if so, would any of those elements return to normal on the receiving game? If I wanted to play a match with modified type chart, moves or Pokémon (types, stats, Abilities etc), would it be possible? Would local and online both work? If so, what would be the requirements? Would both games participating in the match have to be the hack or do I only need one to act as a "host" of sorts? Would both players' Pokémon be affected by the changes? Could challenging a passerby on PSS throw them into a surprise messed-up match? Would playing on Battle Spot also be possible? Or would it get me banned in a second? I'm particularly interested in the battling aspect - I've created a hack that attempts to balance out the type effectiveness and would love to try battling, either online or locally, to test how the meta would change.
  9. Normal/Ghost would, just like Fairy/Ghost, have no weaknesses indeed. So I decided to alter my chart a bit. After much deliberation, those are the changes I implemented, some of which are "going back to normal" actually. Enjoy the chain: no longer immune to Fairy, just resistant (-) now strong against Ghost (+) now weak to Grass (-) now strong against Steel (+) now weak to Ghost (-) back to not being weak to Dark (+) back to not being strong against Steel (-) no longer weak to Bug (+) no longer strong against Dark (-) now strong against Ground (+) now weak to Bug (-) back to being strong against Poison (+) back to being weak against Ground (-) back to not being resisted by Psychic (+) back to not resisting Poison (-) back to not being weak to Dragon (+) back to not being strong against Psychic (-) no longer ineffective against Fairy, just resisted by it (+) no longer immune to Dragon, just resistant (-) no longer ineffective against Grass, just resisted (+) The link in the first post updated with a new PDF. Now Normal/Ghost and Fairy/Ghost do have a weakness (Grass), while Shedinja doesn't go back to having five. Immunities are made into resistances and the new weakness of Steel is changed from Dark to Ghost. Psychic loses the "weird" Dragon weakness, Grass having an advantage over Ghost is a basic "life vs death" concept and Bug now beats Ground, like I actually wanted from the start, but didn't know how to balance it out.
  10. Oh hey, someone actually read this. Let me address a few things: · I admit I missed the Fairy/Ghost lack of weaknesses. Even though such a Pokémon doesn't exist (though it's coming and it's adorable), it is in fact possible to use Trick-or-Treat on a Fairy-type this gen. I do think having a combination with absolute zero weaknesses means risking creating something too good... But in this case, such a Pokémon would have no resistances either - only immunities to Dragon, Normal and Fighting. And even those are offset by how both its STAB options can be completely ineffective against Normal or Grass Pokémon. All in all, I don't think this would be a huge problem, but I might try to do something about it if I have the time. Every change here has to be balanced by other changes and it always creates a chain reaction, it's not that simple. · Shedinja indeed loses a weakness, my mistake - but I don't think that's actually a bad thing. The poor mon could use a little something, it's already killed by every kind of passive damage (or any Mold Breaker) and even lacks in offensive stats to make it usually worth it. · Personally, I am quite against adding new types - eighteen is already a huge number (ask any newcomer to the franchise, but even long-time fans can forget some resistances and such) and the very reason behind me creating this chart was to balance them without another addition. Fairy is still very fresh anyway. · Poison Heal Breloom does sound hilarious in this chart, I admit. · Psychic being weak to Dragon is almost a necessity - if any type I'm afraid could be broken in my chart, it's Psychic. It's now great defensively and can only be resisted by itself, Dark (but commonly learned Focus Blast or Dazzling Gleam make it a non-issue) and Bug. So I needed it to have a weakness, and since the Dragon type makes sense, I took the opportunity. It stands to reason the "strongest" type would be super-effective against the potentially actually strongest type. Because my console is using the newest firmware (11.0.0), I am unable to install custom firmware. Thus, I'm unable to play .cro-edited hacks and those are the only ones that can change the type chart. But if someone else is able to and wishes to play with my chart, please do (I can supply the edited DllBattle.cro file even) and by all means, keep me notified here if at any point something seems unfair or broken or otherwise unbalanced.
  11. Adding to the above question, could pk3DS allow for editing what items can be found in Rock Smash rocks? Or maybe it already does and I'm just missing it?
  12. Say, could pk3DS make HMs work like TMs - as in, make the moves removable without the Move Deleter? Or is that programmed somewhere we have no access to?
  13. How un-researched is it? Do we know at least if it's in the .cro files or not?
  14. We know pk3DS is able to edit moves. It also is able to edit the type chart. But the latter requires cro editing, which renders the hacks unusable without the right custom firmware. Looking for an alternative, I came upon an idea. Is it possible to add special type-effectiveness for attacks? Surely, You know what I mean. Freeze-Dry is an Ice attack, yet it's super-effective on Water-types, ignoring the chart. Flying Press is a Fighting attack, yet it has an added Flying-type effectiveness, resulting in a completely different offensive capabilities. Would it be possible - and if so, how - to modify the effectiveness of other moves? Say I want to modify the type chart, but I can't afford cro editing - changing all the attacks in this way, while tedious, would accomplish the exact same thing. Has anybody looked into this? Does anyone know if it's doable?
  15. Sorry for double-posting but something came to mind - would it be possible, at all, to - instead of changing the type chart in the DllBattle.cro file - add special type-effectiveness to moves? Flying Press and Freeze-Dry, for example, clearly work differently - would it be possible to freely adjust the effectiveness of other moves? Or are those exceptions impossible to replicate in any way?
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