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Mariohuge

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Everything posted by Mariohuge

  1. Ah, I see! Thanks for directing me to the COMMON.xml! And this level editor sounds very intriguing. I might not be that good at developing tools like that just yet, but if you ever need anyone to test it out I'd love to do so!
  2. If I may ask, how far have we gotten to editing which scripts are called when? Like triggering a boss battle or a cutscene? I'm really hoping to make my own set of special episodes, so figuring out how to trigger a dungeon entrance or a boss battle is essential for what I'm planning. Also, are you planning on making a GUI for editing scripts directly, or will it stay as requiring notepad? It's a bit tough to tell how large a textbox is going to be, or which music will play during a cutscene, so an interface would help out very much. I've said it a lot already, but I'm very impressed with how far you've managed to take PMD modding! I really appreciate all your hard work!
  3. Oh, ok then! I was just confused because the first thousand lines didn't have it at all. But if it doesn't alter anything I don't think I need to worry! By the way, how would one go about editing the chosen pokemon in the personality test? I was able to do it with skyeditor, but I'm trying to do it with the statsutil because when I tried it with skyeditor it left some garbage text around the generic dialogue (kecleon would say "Welcome to the Kecleon Shop! ?o"). And on that subject, how would one go about adding new pokemon and/or new moves over the Dummy slots? It's all still a bit confusing for me, as so far the only things I've "added" per se are dialogue lines. Again, thanks for all the work you've been putting into decompiling the game!
  4. I'm impressed with all the progress being made on the script editor! I'd like some help with something else, however. While I was using statsutil 0.21 and notepad++ to edit the game strings, I suddenly noticed that every single line after 1506 has a black box with the letters LF inside it. I only noticed this while I was editing the personality quiz, but even after ctrl+z-ing all of my edits the boxes were still there. What do these boxes mean, and will their inclusion affect the game text in any way?
  5. It just says the same thing I mentioned before. I'll quote the entire message: I have not done the full export/import described in the first download's post, however. I have only used the method to compile singular scripts. I presume that, since you have mentioned this, it would be worthwhile to attempt this. For now, I will try to do this and report my findings.
  6. Well, the new update does help me understand certain commands a bit better, though it didn't fix the problem with that specific script. At the very least, I have a better idea of what the problem could have been: the "CallCommon" command was not something I had copy-pasted in my previous XML. I made a new one to reflect the changes brought by the new tool and I am redoing the script to see if that was the problem. EDIT: Nope. It seems the problem is adding new dialogue and/or lines in general. Here's what I do when I add new dialogue: First, I highlight a line of text so I can copy and paste it. An example of what I highlight: Then, I press the Enter key right after that line and paste the new text in. I'm using notepad++ to edit the XML files, by the way. I tested this in a different unedited script and encountered the same error I got before. Is there another tool I should use other than notepad++ to edit the XMLs, or should I just wait for a new version of the script tool?
  7. So far the tool is working great! However, in my attempt to add dialogue and some BGM fadeouts/fadeins, I keep getting an error when trying to recompile a script back into SSB. It goes: PluginXML returned an error: "Error parsing start element tag" Could it have something to do with the portraits, or simply the fact that I attempted to add new dialogue? New dialogue looks like this: This is dialogue for Chatot during Sunflora's special episode. The "Angry" portrait was not in the original dialogue, as one can guess. I also copypasted the BGM instructions from both the introduction of Sunflora's episode and the scene right before the one I'm editing, rather than the instructions from the part where she meets with Magnezone, which is where this dialogue is changed. The instructions look like this for the intro: And for the original dialogue: So what's going on? Why is this error occurring?
  8. Wow...I didn't expect much of what I said to be possible, but I'm surprised so much of it is! Once more, thank you so very much for all these tools and the research you've been doing.
  9. Please do! It might not be the full package yet, but I do like the idea of messing around and figuring out what can and can't be done just yet. EDIT: I've also recently remembered a few more questions I've had about editing Explorers of Sky. I'm not sure how much of it would pertain to the script editing aspect, but it would still be neat to know! 1) Would it be possible to change attributes of a certain pokemon instead of its whole species? For example, say I want to give the zubat in the first dungeon's boss battle Pressure as an ability without affecting the rest of the species. Could that be done on its own, or would I need to create an entirely new zubat out of one of the dummy slots? 2) Can pokemon be assigned certain statuses before loading into an area? For example, force the player and partner to be at half health at the start of a boss battle, or maybe inflict confusion on the player pokemon? 3) Can it be made so that certain events you perform would influence others? At the least, I mean something like adding a new dungeon after clearing a special episode. At most, I would be talking about a boss battle being entirely different if you faint a specific amount of times in the dungeon before fighting them. 4) Can triggers be added in the overworld to begin certain events? To put it simply, I want to make it so that I can make a prompt appear that asks if you want to begin a special episode, but by examining an object that would normally have no purpose in the original game, such as a window or the back of a shop. 5) Could adding songs entirely instead of replacing them be a thing in the future? And finally, 6) Would it be possible to force the game to skip certain prompts and/or restrictions entirely? Specifically, I'm referring to how story events are usually separated by days where you just do jobs. Is there any sort of way to remove at least some of these days, so that the story events are gotten to quicker? On top of this, after each day there is a prompt that asks if you want to save the game and/or return to the title screen. Can this prompt be replaced with an automatic save instead? Again, I'm very impressed with the work you've done so far. I can't wait to see the possibilities!
  10. Amazing job! I have to say that I'm very impressed with how far you've managed to get with changing the script. I'm interested in knowing, would it be possible to maybe add on to the original game's script? For example, creating entirely new cutscenes for when you complete a certain dungeon, or maybe even triggering boss battles? On the subject of additions, I noticed a lot of DUMMY placeholders in the files I've ripped from the game using your tools, specifically KaoUtil and GfxCrunch. I know that it's possible to add new portraits on preexisting pokemon, but with these dummy placeholders, could it be possible to go as far as to add new pokemon into the game? Say, if we wanted to add in Arceus or perhaps a Primal Palkia? And if that was possible, what about adding new moves, or adding in completely new music tracks without replacing the old ones? And though this might be a VERY long shot, maybe it could be possible to push it even further and add new special episodes? I don't know much about the actual ways we can modify Explorers of Sky so far, so it's entirely possible that none of these things are even slightly possible. But I'd definitely love to know if it could become a reality, even if only in the distant future.
  11. I see. Well, thanks for helping out. I was able to use DSLazy to extract what I needed, so at least there's that. I'll try looking for a way to edit the script easier. Again, thanks for the help. I hope your research goes well.
  12. Hello there. I'm new to this board so I'm sorry if this counts as necroposting, but I need help with two things. The first is editing the script. I've been attempting to use the PMD Script Editor, but it's nearly impossible for me to navigate. Plus, whenever I click on a text option, large amounts of random junk characters are generated in between messages. The second thing I've been attempting to do is change which pokemon appear in cutscenes and/or boss battles. While it seems like I should simply use the statsutil tool, that requires me to extract the game data. The closest I can come to is to use nitroexplorer, but that only allows one file to be extracted at a time. Can anyone help me out?
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