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Posts posted by Acry

  1. On 2/4/2017 at 2:09 PM, Dio_Vento said:

    Another update. I'm in the home stretch when it comes to the Umbra Moon and Nova Sun project. I consider the project to be 85% complete at this point.

    My progress in the different parts of the hack is as follows:

    • Trainer/Totem Changes: 88% designed, 70% implemented, 60% beta tested
    • Legit / Leveled Build Wild Encounters: 100% complete
    • Expanded Build Wild Encounters: 100% designed and awaiting implementation
    • Evolution Changes: 100% complete
    • Poké Mart and Item changes: 100% complete
    • Game/Story Text Changes: 90% complete
    • Pokémon changes (adjusted move levels, wild hold items, etc.): 100% complete

    I estimate I'll only need 38 more hours of work to finish the project. My target release date is February 26, 2017, exactly one year after Sun and Moon were announced.

    If my estimates are correct, this project will have taken up 320 hours of work, and I am incredibly excited to finally share the fruits of my labor with you. Relative to Rutile Ruby and Star Sapphire, this release will be a lot more polished. Where RR/SS took some "shortcuts" like Pokémon without defined movesets (I.E. what Game Freak does with 99% of its Trainers), Nova Sun and Umbra Moon have every single Trainer Pokémon manually tuned with a full moveset and hold item.

    Please look forward to it!

    I've been going slow and steady on SuMo to not ruin the experience because Pokemon CO doesn't care about difficulty at all; so I've been really looking forward to this! Will you be having first people to send in files gets a trainer again? :) 

    Hopefully this becomes my next favorite pokemon difficulty hack like Rutile did - better have a random trainer with level 1 Arons that unexpectedly almost sweeps me 

  2. Unhandeled exception i've experienced for a while now here too

    Reproduce by clicking Bias by Type on/off, in level up move editor.


    ************** Exception Text **************

    System.ArgumentOutOfRangeException: Value of '0' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.

    Parameter name: Value

    at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)

    at pk3DS.LevelUp.CHK_TypeBias_CheckedChanged(Object sender, EventArgs e)

    at System.Windows.Forms.CheckBox.OnCheckedChanged(EventArgs e)

    at System.Windows.Forms.CheckBox.set_CheckState(CheckState value)

    at System.Windows.Forms.CheckBox.OnClick(EventArgs e)

    at System.Windows.Forms.CheckBox.OnMouseUp(MouseEventArgs mevent)

    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

    at System.Windows.Forms.Control.WndProc(Message& m)

    at System.Windows.Forms.ButtonBase.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)

  3. I compiled PK3DS from GitHub, and with the feature I requested and at least for OR/AS (6 pokemon in important battles) all extra pokemon implemented are level 1 for all battles they are in for:

    http://puu.sh/lvKCA/4887f562fe.png Original pokemon with level scaling randomizer option

    http://puu.sh/lvKCY/1894968be4.png Additional pokemon that were added with the important battle 6 pokemon feature.

    Small oversight, I guess? Even with Level scaling by 50% checked they still remain level 1, and with the important 6 pokemon unchecked. basically, same result no matter what. I also figure it would defeat the point as well if you had to go back and level scale them after you randomize + level scale, as it'd scale every other pokemon up again.

    So, having it also include the six pokemon in a base min/max range (1-5 sounds good?) of the levels of the last pokemon on the original team would be fine on top of what's already implemented? (i.e lv.51 orginal pokemon, 53 original poke, 55 randomized poke, 54, 56, 57, 54) and so on.

  4. Is it possible to add a option to the Randomizer to add 6 pokemon to any significant battles in the game (Rival, Gym, etc) that doesn't have 6 pokemon by default?

    Idea of how to do it if it's possible or in the scope of the program: add pokemon by the BST of the last few pokemon in the team that it'd be the highest difficulty as the rest of the team.

    Also, an option to scale the levels of wild pokemon up by % if possible? Would just make things more consistent if you've also boosted trainer battles.

    I dumped the map images and got this for every file.



    Map image was the same for every png dumped.

  5. ??

    There's no way to have dynamic species based on your level or team Base Stat Total.

    You can still randomize with BST checked, which will replace the opponent's Pokémon with a similar BST.

    My bad, and I meant just replace with equivalent strength to their original pokemon not based on anything dynamic. I didn't know what the acronym BST meant, and I probably should have asked that instead of derping. So I refered to that feature as "Equivalent strength to original pokemon" like Dabombstew's does.

    I've been having an issue with .code.bins with PK3DS + ORAS, but I don't know if it's just not a user error. I'm trying to repack the updates romFS + the game, randomized. the romFS repack fine with pk3ds, but placing it into hans and the game infinitely hangs before a menu comes up, but it gets through loading in HANS.

    I often also seem to get .code.bin's that PK3DS can never seem to load besides the first time before I have edited them, compressed, or decompressed. It always just asks to do that but never allows me to do any exefs editing even after letting it do. The ~5312kb size remains in tact, for the final file. Sometimes they don't compress back into that size either, and end up around the ~5000kb range.

  6. Hey Kaphotics, firstly, I would like to say thanks for making such a damn good tool.

    Everything seems to work fine but whenever I try to randomize my Pokemon X the levels of the trainers' pokemon seem to always be 50% higher. I've turned off the level boost function and even the maximum difficulty function when randomizing. And I have tried randomizing it at least 5 times now and their levels are still so damn high.

    Like the first rival battle, in the past 5 randomizers I've done, Shauna had sent out like Barboach, Shinx, Tranquill etc but they're all level 10.

    Do you have maybe some sort of idea as to why it does this? Thanks again! :)

    Hope this doesnt multipost: I'm not sure if the restoring portion of PK3DS works once you've exported an romfs.bin, or closed it. so what I had to do was redump my romfs, randomize, and then the options I didn't like were gone. Hope that fixes it for you.

  7. I have some suggestions for the randomizer, i'd like to throw out unless they're already in and I just derped and missed them:

    1. For evolutions randomizer, is it possible to maintain that all pokemon are available? (unless it already does this without being noted)

    2. For wild encounters, can it do a "catch em all" mode to make sure that all pokemon are available, as well? (unless it already does this without being noted)

    3. The "Modifier options" in personal stats imo should be all off by default, except quick hatch eggs. Those other 4 can really catch you off guard until you've finally got it playing and realize you only get 5 exp per pokemon, which at least for ORAS makes the game nigh improbable to even get past Brendan's mandatory battle to advance to any battable trainers, as you'll most likely be stuck at level 5 vs his level 10. Just a QOL, I'd believe.

    And a question: Any plans to have a standalone Randomizer like Dabombstews, so we can throw in some quick configs; or a sub-portion of the program that hides everything but options for the randomizer?

    Thanks for making pk3ds. :)

  8. To open OWSE, hold ALT when clicking on the Wild Editor button. Note, this 'editor' does not save changes as it is currently research oriented at this time.

    OWSE edits NPCs/Warps/etc on the map in addition to the scripts. Still an active area of research, feel free to inquire on IRC.

    I was messing around in OWSE, and then closed it. I get an extremely long progress bar of this (10min as of right now, with only 1/4 of the bar completed):


    I'm assuming by "set" it means save, which you said it doesn't currently do that, but I couldn't get the program to close besides forcequitting it because of "Please wait for all operations to complete first."

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