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eworm

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Posts posted by eworm

  1. This has nothing to do with the recent update, but for some reason PKHeX flags my Tepig/Snivy/Oshawott evolutionary lines as unavailable to obtain in Premier Balls, despite me using an Ultra Moon save. These Pokémon were available as Island Scan encounters in Sun&Moon, so starting with these games they are definitely obtainable in most PokéBalls. And no, it's not about necounter type, the error message states "Can't obtain species in Ball".

  2. 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).

  3. Trying to save VC Crystal's sav.dat results in an error as seen below:

    Spoiler
    
    Exception Details:
    System.ArgumentOutOfRangeException: InvalidArgument=Value of '0' is not valid for 'SelectedIndex'.
    Parameter name: SelectedIndex
       at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
       at PKHeX.WinForms.Main.validateComboBox(Object sender)
       at PKHeX.WinForms.Main.validateComboBox(Object sender, CancelEventArgs e)
       at System.Windows.Forms.Control.OnValidating(CancelEventArgs e)
       at System.Windows.Forms.ComboBox.OnValidating(CancelEventArgs e)
       at System.Windows.Forms.Control.NotifyValidating()
       at System.Windows.Forms.Control.PerformControlValidation(Boolean bulkValidation)
       at System.Windows.Forms.Control.PerformContainerValidation(ValidationConstraints validationConstraints)
       at System.Windows.Forms.Control.PerformContainerValidation(ValidationConstraints validationConstraints)
       at System.Windows.Forms.Control.PerformContainerValidation(ValidationConstraints validationConstraints)
       at System.Windows.Forms.Control.PerformContainerValidation(ValidationConstraints validationConstraints)
       at System.Windows.Forms.Control.PerformContainerValidation(ValidationConstraints validationConstraints)
       at System.Windows.Forms.ContainerControl.ValidateChildren(ValidationConstraints validationConstraints)
       at System.Windows.Forms.Form.ValidateChildren(ValidationConstraints validationConstraints)
       at System.Windows.Forms.Form.ValidateChildren()
       at PKHeX.WinForms.Main.clickExportSAV(Object sender, EventArgs e)
       at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
       at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
       at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
       at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
       at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
       at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
       at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
       at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
       at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
       at System.Windows.Forms.ToolStrip.WndProc(Message& m)
       at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
    
    Loaded Assemblies:
    --------------------
    mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
    C:\Windows\Microsoft.NET\Framework\v4.0.30319\mscorlib.dll
    
    PKHeX, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
    W:\Games\PKHeX\PKHeX.exe
    
    System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
    C:\windows\Microsoft.Net\assembly\GAC_MSIL\System\v4.0_4.0.0.0__b77a5c561934e089\System.dll
    
    System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
    C:\windows\Microsoft.Net\assembly\GAC_MSIL\System.Windows.Forms\v4.0_4.0.0.0__b77a5c561934e089\System.Windows.Forms.dll
    
    System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a
    C:\windows\Microsoft.Net\assembly\GAC_MSIL\System.Drawing\v4.0_4.0.0.0__b03f5f7f11d50a3a\System.Drawing.dll
    
    System.Core, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
    C:\windows\Microsoft.Net\assembly\GAC_MSIL\System.Core\v4.0_4.0.0.0__b77a5c561934e089\System.Core.dll
    
    System.Configuration, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a
    C:\windows\Microsoft.Net\assembly\GAC_MSIL\System.Configuration\v4.0_4.0.0.0__b03f5f7f11d50a3a\System.Configuration.dll
    
    System.Xml, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
    C:\windows\Microsoft.Net\assembly\GAC_MSIL\System.Xml\v4.0_4.0.0.0__b77a5c561934e089\System.Xml.dll
    
    System.Windows.Forms.resources, Version=4.0.0.0, Culture=pl, PublicKeyToken=b77a5c561934e089
    C:\windows\Microsoft.Net\assembly\GAC_MSIL\System.Windows.Forms.resources\v4.0_4.0.0.0_pl_b77a5c561934e089\System.Windows.Forms.resources.dll
    
    mscorlib.resources, Version=4.0.0.0, Culture=pl, PublicKeyToken=b77a5c561934e089
    C:\windows\Microsoft.Net\assembly\GAC_MSIL\mscorlib.resources\v4.0_4.0.0.0_pl_b77a5c561934e089\mscorlib.resources.dll
    
    --------------------
    User Message:
    An unhandled exception has occurred.
    You can continue running PKHeX, but please report this error.

     

    Any idea of what causes it? It happens even when I open the sav.dat and the immediately try to save it without editing anything.

  4. On 14.01.2017 at 11:46 AM, Chronocarrot said:

    Hey I just started hacking 7th gen and I need some advice, pk3ds crashes when I open the "Move Stats" window and I get an error message whenever I try to open the "Type Chart" tab

    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.

     

    On 23.01.2017 at 9:48 AM, nickdos said:

    Have you found out how to do this?

    I haven't, unfortunately. But well, now it's SM time anyway.

  5. 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.

  6. 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:

    grass.png

    • no longer immune to Fairy, just resistant (-)
    • now strong against Ghost (+)

    ghost.png

    • now weak to Grass (-)
    • now strong against Steel (+)

    steel.png

    • now weak to Ghost (-)
    • back to not being weak to Dark (+)

    dark.png

    • back to not being strong against Steel (-)
    • no longer weak to Bug (+)

    bug.png

    • no longer strong against Dark (-)
    • now strong against Ground (+)

    ground.png

    • now weak to Bug (-)
    • back to being strong against Poison (+)

    poison.png

    • back to being weak against Ground (-)
    • back to not being resisted by Psychic (+)

    psychic.png

    • back to not resisting Poison (-)
    • back to not being weak to Dragon (+)

    dragon.png

    • back to not being strong against Psychic (-)
    • no longer ineffective against Fairy, just resisted by it (+)

    fairy.png

    • 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.

  7. 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.

  8. 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?

  9. 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?

  10. We probably all know that some types are objectively better or worse than others - so as a mental exercise I've tried to change the type chart and make every single type equally good, with the same amount of strong and weak points. I am aware that stats, Abilities, movesets and more are all elements that will still make some Pokémon better than others, but it's a step in the right direction.

    Now I'd love to see a rom edit of XY and/or ΩRαS that uses my new type chart. No other changes necessary, just modified type effectiveness.

    First of all, my thought process. Every existing type I gave points according to the following:

    STRENGTHS:

    - resisting a type = +1 point

    - being super-effective = +1 point

    - being immune = +2 points

    WEAKNESSES:

    - being hit super-effectively = -1 point

    - being resisted = -1 point

    - being immune'd = -2 points

    And here is what I found:

    STEEL — 15 strengths VS 7 weaknesses | Overall score: +8

    FAIRY — 8 strengths VS 5 weaknesses | Overall score: +3

    FIRE — 10 strengths VS 7 weaknesses | Overall score: +3

    GHOST — 8 strengths VS 5 weaknesses | Overall score: +3

    GROUND — 9 strengths VS 7 weaknesses | Overall score: +2

    WATER — 7 strengths VS 5 weaknesses | Overall score: +2

    FLYING — 8 strengths VS 6 weaknesses | Overall score: +2

    ROCK — 8 strengths VS 8 weaknesses | Overall score: 0

    DARK— 6 strengths VS 6 weaknesses | Overall score: 0

    POISON — 7 strengths VS 8 weaknesses | Overall score: -1

    ELECTRIC — 5 strengths VS 6 weaknesses | Overall score: -1

    DRAGON — 5 strengths VS 6 weaknesses | Overall score: -1

    FIGHTING — 8 strengths VS 10 weaknesses | Overall score: -2

    ICE — 5 strengths VS 8 weaknesses | Overall score: -3

    PSYCHIC — 4 strengths VS 7 weaknesses | Overall score: -3

    NORMAL — 2 strengths VS 5 weaknesses | Overall score: -3

    BUG — 6 strengths VS 10 weaknesses | Overall score: -4

    GRASS — 7 strengths VS 12 weaknesses | Overall score: -5

    Next was the difficult part - changing type effectiveness in a way that would make all type come to zero points, perfectly balanced. I tried for my changes to make as much sense as possible, though the results are debatable - and that's why I feel a hack is necessary. To test it out and see whether or not doing it this way would make the game more fair.

    Here it is:

    Important: The below changes were the first version, see this post below for a revised one (link leads to the revised version).

     

    THE CHANGES:

    normal.png

    • now resistant to Fairy, Dark and Bug (+)

    It was really difficult to come up with a way to balance the Normal-type. On one hand, it desperately needed help, but on the other - I couldn't just make it super-effective against something. Every Pokémon in existence can learn Normal attacks, which would make whatever type Normal would damage utterly useless.

    Therefore, I settled on giving it a few resistances - but even that wasn't easy. What could such a "non-element" resist, after all? In the end I settled with Bug - the type representing the weakest of creatures - and the combo of "good and evil" in Fairy and Dark. Since Normal is such a perfect "neutral" type, I figured it could balance both of these.

    water.png
    • now weak to Poison (-)
    • no longer resistant to Ice (-)
    • now resisted by Ice (-)
    • now resistant to Rock (+)

    I think these changes are pretty self-explanatory. Ice needed a defensive buff and since Water freezes in low temperatures, Water seemed like - excuse my pun - a solid idea for a resistance. Since I went with this logic, it only made sense to take away Water's resistance to Ice as well.

    The weakness to Poison stems from my point of view that the Death type shouldn't be awful offensively. Pollution is a big problem and it makes such a weakness perfectly reasonable, in my opinion.

    Despite losing a resistance to Ice, Water has gained a new resistance to Rock-type in my chart. This is one of the decision I made late into the experiment, when I needed to balance things between just a couple of types. Considering Water is strong against Rock already, making it resistant to it doesn't seem that Farfetch'd. Especially if one considers that Rock is a "solid" type that can't properly "hit" or "slice through" a liquid. Yes, Water-types are rarely made of Water, but are mostly based on water-dwelling creatures, but again - since Rock is already at a disadvantage against Water, making it a Rock-resistance should be less glaringly weird than suddenly coming up with, say, a Fighting-resistance.

    grass.png
    • no longer weak to Flying (+)
    • now resistant to Rock and Ghost (+)
    • now immune to Fairy (+)

    Okay, here we go, the worst type. As well as my favorite one. For this one, I tried to keep the boosts defensive. Grass in this chart represents the quiet but stubborn nature that's not really hostile, but hard to get rid of. Therefore, I removed a weakness, added two resistances and an immunity.

    Out of all the type's weaknesses, Flying has always made the least sense to me. Sure, birds eat seeds and fruit and whatnot, but they're not necessarily destroying plants. If anything, they fly high above all of them, safe from them. Not to mention not all the Flying types are based on birds anyway. Therefore, while Grass would remain not-very-effective against Flying types, I took away the weakness.

    The immunity to Fairy is pretty obvious to me. When the new type was introduced, I was certain it would have some kind of relationship with Grass. I mean fairies and nature? Therefore, this is the one immunity I would give to Grass types without hesitation.

    And then come the resistances to Rock and Ghost. You'll find out that I gave a couple other types resistances to Ghost and the types I chose are the ones most connected with nature. Nature is full of life and energy, something ghosts, at least comprehended as dead spirits, lack and cannot suppress.

    The resistance to Rock once again is - just like in case of Water type - mostly me turning a one-side advantage into a two-sided one. The result, incidentally, is that all the Rock type's weaknesses now also resist it.

    fire.png
    • now resisted by Psychic (-)
    • no longer resistant to Fairy (-)
    • now deals no damage against Rock (-)

    Psychic type has received a couple of new resistances, among them being Fire. Considering the type is all about mind-over-matter, I have decided that skilled Psychics can overcome the sensation of intense heat with mind power alone and thusly resist Fire attacks. It might be a stretch, but I didn't make it one-sided - you'll find Psychic now also resists Ice, the opposite element.

    In my chart Fire loses its Fairy-resistance. It never made much sense to me anyway.

    And finally the biggest change - one of the few new immunities. Rock is now immune to Fire completely, not just resistant. I don't even think it's that much of a stretch. I'd probably make an exception for Will-O-Wisp. If Rock-types were impossible to burn, they could be a bit too much.

    ghost.png
    • no longer resistant to Bug (-)
    • now resistant to Steel (+)
    • now resisted by Bug, Fairy and Grass (-)

    I was surprised how hard Ghost type was to balance, but after some brainstorming, I settled for this. Resistance to Steel is reasonable enough, I think. Why would a ghost be damaged by the most "material" type? Sure, you can think of several "horrory" creatures that are damaged by silver, but that's for the Fairy type to represent.

    I removed the resistance to Bug mostly because of the fact Bug now resists Ghost and two-way resistance would probably make it seem weird. Like I said, I gave several types connected to nature resistances to Ghosts which are already outside the circle of life. Those types are Bug, Grass and Fairy and I think it makes enough sense.

    fighting.png
    • now resistant to Steel (+)
    • no longer resisted by Fairy and Poison (+)
    • now weak to Poison (-)

    It felt weird to buff the Fighting type, knowing how solid it already is. Nevertheless, it would turn into garbage if I balanced all the others and left it alone, so I gave it some more power. Because Fighting type is quite obviously meant to be an offensive one, I removed two resistances to it from the chart. I always thought the Poison-Fighting relationship was backwards and Poison should be strong offensively on Fighting and not defensively - which is what I did.

    Additionally, I made Fairies lose their resistance to Fighting, because even if magic can take down a knight, so can a knight smash a little fairy. Fighting remains weak to Fairy, it just has more of a chance now.

    flying.png
    • no longer strong against Grass (-)
    • now resisted by Ice (-)

    Poor Flying-types, I was forced to give them nothing but nerfs. I've already explained why I removed Grass type's weakness to it and I think Ice resisting it also doesn't require much discussion. After all, what is a bird to do with a block of ice? It's not food, it's not shelter - if anything it's unpleasant and makes the bird want to fly far south. Blowing on an ice cube doesn't really melt it either.

    poison.png
    • now strong against Fighting and Water (+)
    • no longer ineffective against Steel, just resisted (+)
    • no longer weak to Ground (+)
    • no longer resistant to Bug and Fighting (-)
    • now resisted by Psychic (-)

    Both of Poison type's new offensive advantages I have already explained - I really think Poison should be a solid offensive type, it's freakin' Poison for crying out loud. I also removed Steel type's immunity, but kept it a resistance. I know some think Poison could be strong against Steel even, considering steel can be melted with acid and whatnot... But that would be way too drastic a change. Steel types could still be immune to poisoning, but not Poison-type attacks.

    Similarly, Psychic types now resist Poison. A strong mind can suppress the effects of toxins.

    Ground is no longer super-effective on Poison-types. I'm not sure why it was in the first place.

    Making Poison an offensive type also means taking some of its defensive advantages. I chose to take away two of its resistances, namely Fighting - again, one can poison a martial artist, but why would a martial artist be unable to punch a poisonous mushroom or spider? - and Bug. Explanation for the latter below.

    bug.png
    • no longer resisted by Fairy, Ghost and Poison (+)
    • now resisted by Normal (-)
    • now resistant to Ghost and Psychic (+)

    Remember how my goal for Grass type was to make it more defensive? Bug type is the opposite - representing the more... forward part of nature. Bugs bite you, bugs sting you, bugs crawl all over you, annoy you, they're everywhere. Therefore, I tried to make the type more offensively viable.

    That's why I chose to remove some Bug-resistances from the chart. Fairy's resistance was a cruel joke of Game Freak and I'm taking it back with no regrets.

    Ghost types are now resisted by Bug, not the other way around, and I've already explained my reason twice. Poison no longer resists Bugs either, being more of an offensive version of itself. Besides, real bugs can eat pretty much everything, from garbage to corpse, and not get a bellyache, I think they should be able to take on a Poison-type.

    Another huge perk for Bugs is how they're too simple-minded to be bothered by Psychic attacks. They're now valuable as one of only two types (other than Psychic itself) that can take a Psychic hit.

    However, Bug types, as mentioned before, are resisted by Normal type now, a resistance that represents their overall low position in the animal kingdom.

    rock.png
    • now resisted by Grass and Water (-)
    • now immune to Fire (+)
    • now resistant to Ice (+)

    Hey, you know what Rock-type Pokémon specialize in? Yes, defense. So why is Rock type so awful defensively? Here's a fix - at the cost of getting offensively disadvantaged (against two types you will most definitely switch out from, so who cares), Rock gains a resistance to common Ice attacks (Rock/Grounds rejoice) and an immunity to Fire.

    ground.png
    • now resistant to Steel (+)
    • no longer strong against Poison (-)
    • now resisted by Dragon and Psychic (-)

    I don't think I need to explain the Steel resistance - Steel needed a lot of nerfs and Ground is already a good option against it.

    What is this about Dragon and Psychic types resisting Ground-attacks? Well, considering almost every Psychic Pokémon has telekinetic powers to float, I've decided even without the actual Levitate Ability, they could partially escape the damage from Ground attacks. Dragons needed a buff, but considering how high their stats typically are, I didn't want them to benefit too much from it anyway. Sounds cruel, but yes, the main reason I gave Dragons a Ground resistance is because so many of them are already immune to the type anyway. Stay with me though, Dragon fans, because I actually gave them another, more useful new toy...

    steel.png
    • now resisted by Fighting, Ghost and Ground (-)
    • no longer immune to Poison, just resistant to it (-)
    • no longer resistant to Ice and Psychic (-)
    • now weak to Dark and Electric (-)

    Oh boy, here we go. The type I had to absolutely ruin for balance to even be a word worth using. I tried my best not to make Steel utterly useless, nor did I change its role. It's still defensively amazing. Just not defensively broken.

    The lost resistances have been explained already, just like the change from Poison-immunity to a resistance. The rest?

    I removed two of Steel's resistances. One is to Ice type, which remains weak to Steel attacks, but deserves a fighting chance. Especially since its sister type, Water, isn't resisted. A bit of a stretch, but hey, try removing eight chart-points from a type without stretching at all and then we'll talk.

    The other lost resistance, Psychic, is a pretty hilarious one, considering the reason Steel type was introduced in the first place was largely to nerf Psychic types. However, the resistance doesn't necessarily make a lot of sense. Sure, if a Pokémon is a robot, it has no real brain to mess with - but they can still be picked up with telekinesis and thrown against the wall, not to mention plenty of Steel-type Pokémon are not machines, just Pokémon with metallic bodies.

    And of course, let's address the most striking change - two new weaknesses. Steel might be designed to take hits, but with only three weaknesses, it's been forcing people to run three types of attacks on every team if not every Pokémon. I have nothing against Fire, Ground and Fighting Pokémon, but Steel's abundance made them abundant... And well, Ice type is pretty much extinct now, thanks. Electric weakness is here simply because if water conducting electricity equals a weakness, Steel has no reason not to follow the same logic. I chose Dark for the other weakness, because if anyone could find and exploit a weak point in the Steel-types' armor, it would be the sneaky Dark Pokémon.

    electric.png
    • Now strong against Steel (+)

    That's it. Yeah, not much change here.

    ice.png
    • no longer resisted by Water and Steel (+)
    • now resisted by Psychic and Rock (-)
    • now resistant to Dragon, Flying and Water (+)

    Oh, Ice type. You poor thing, it's okay now, don't cry, it's all good.

    Glorious resistances to Dragon (because that advantage was used much better by Water-types than actual Ice-types) and two of the most common types in the games (bar Normal) certainly helps all those defensive Ice-types that could survive maybe two hits despite all their bulk.

    Offensive trouble with Water and Steel are now replaced with Psychic and Rock. Again, a well-trained mind can withstand any temperature, while Rock is harder than Ice and meant to be a defensive type.

    dark.png
    • now strong against Steel (+)
    • now resisted by Normal (-)

    Dark was already well-balanced, so the changes here I kept to a minimum.

    psychic.png
    • no longer resisted by Steel (+)
    • now resistant to Fire, Ice, Ground and Poison (+)
    • now resisted by Bug (-)
    • now weak to Dragon (-)

    All of the above I have already explained, except for this new surprising weakness. Dragon? Super-effective against something that isn't itself? Yes, considering the weaknesses of the Psychic type are meant to be fears, I deem a Dragon weakness reasonable.

    dragon.png
    • now strong against Psychic (+)
    • now resisted by Ice (-)
    • now resistant to Ground (+)

    All mentioned before.

    fairy.png
    • no longer resisted by Fire (+)
    • now resisted by Normal (-)
    • no longer resistant to Fighting and Bug (-)
    • now resistant to Ghost (+)
    • now deals no damage against Grass (-)

    Again, see above.

    Other things to do in the hack would include:

    - changing the effectiveness of Flying Press accordingly;

    - make Scald a reverse Freeze-Dry? I mean, it would be weird if that attack was resisted by Ice;

    - no need to worry about Shedinja, no weaknesses were gained or removed from either Bug and Ghost type;

    - make sure Will-O-Wisp still hits Rock-types, despite the new immunity;

    - make sure Steel remains immune to poisoning as a status, despite losing the Poison-type immunity.

    - maybe change some related NPC dialogue? At least the Gym Guide Guy could be checked for possible lies.

  11. Is there a way You could explain how to change the type effectiveness in Your new chart? Sure, the majority stays the same, just adding Fairy-type as an attacking type - but the hex chart is 18x17, so I can't figure out how to change Fairy-type's defensive properties. I'm trying to modify Black 2 in order to test my theoretically-perfectly-balanced type chart... My only guess is that the Fairy-type's weaknesses, resistances and immunities are somehow hidden in this part:

    0×0C312 : 112A 08D0 => 122A 08DA
    0×11226 : 1128 02D1 => 1228 02DB
    0×21884 : 11 => 12
    0×21896 : 11 => 12
    0×218A2 : 1129 06D1 => 1229 06DB
    0×218A6 : 1128 01D1 => 1228 01DB
    0×218B4 : 1128 00D1 => 1228 00DB
    0×218DA : 112C 0ED0 => 122C 0EDA
    0×23A20 : 1128 01D0 => 1228 01DA
    0×23A24 : 1129 01D1 => 1229 01DB
    0×23A2C : 0201 8218 => 1222 4243
    0×23B98 : 11 => 12
    0×260E2 : 112E 1ED0 => 122E 1EDA
    0×306F0 : 112C 3CD0 => 122C 3CDA
    0×306F6 : 11 => 12
    
    0×23A6C
    (B2) : 00751D02 => 40971902
    (W2) : 40751D02 => 80971902
    
    0×23BA4
    (B2) : 00751D02 => 40971902
    (W2) : 40751D02 => 80971902

    But it's way different than the rest of the chart and I have no idea what means what and for what attacking type. :confused:

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