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Everything posted by trigger_segfault
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Oh that's an intended feature. There's no reason you should have to regain your friendship Everytime you trade. Especially because it destroys Return's usefulness. I still have yet to catch Pokerus in my current gameset in 2nd or 3rd gen. I've only gotten Pokerus once from a Smeargle in on my physical Crystal save which probably is gone by now since I didn't maintain the batteries.
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Yeah these aren't the only features available that are shown. I'll be adding a lot. Pokerus will be searchable. But I already have a nice planned feature for Pokerus. On Startup Trigger's PC will check if any Pokemon have Pokerus and if they do it will ask to store the strain on Trigger's PC for use in infecting Pokemon. There's a total of 15 strains you can collect and 4 different types A through D, A lasts for 1 day and D lasts for 4.
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Preview of the features to come in the Search Window: Here's some mockups of what they'll look like:
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Sadly I've given up with reading the Play Time on Colosseum and since their just in too strange of a format. I don't need it anymore but thanks anyways.
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That didn't even occur to me. I'll make it send to the current game's innovatory by default. And I may implement moving items. But usually I'd consider that feature not used enough to implement right away.
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There is no Route 17 in Emerald. Hoenn routes start at 100. And yes Route 17 is Cycling Road.
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New version is up with the fix. I think you'll also like my new feature called Summary Mode. When holding left shift or toggling it with T, mousing over a Pokemon in the box will automatically show it on the Pokemon viewer.
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Also note it's would you like to reload the saves not would you like to save. Just making sure you're not mixing them up when using the tool as well. Edit: Also yeah I'm the same way. When I do finally get around to releasing a Game Safety Guide for Trigger's PC one of the things I was planning on recommending was never have a game and Trigger's PC open at the same time.
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I should have fixed it for the next version. I can't seem to reproduce the bug but I know why it crashed.
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PkmGCSaveEditor, a Pokémon Colosseum/XD save editor
trigger_segfault replied to Tux's topic in Saves - Tools
You cannot change the abilities of Pokemon past the 1-2 possible abilities they can have. That's programmed into the game. -
Founds like it doesn't refresh the settings for the row. Each row Should be counted separately depending on which one your viewing at the top. I can make a total count as well.
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It's in the latest release. That came out a couple of hours ago. Also I can read the database of learnable moves now. Check it out:
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That was actually intended functionality other than the empty combo box. You can disable this in the Pokebox Rows menu item in the settings menu.
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So I can't tell if you mean this is a logic bug. Or that you don't like the fact that a Row/Non-Your-PC-Game cannot be selected more than once? If so I can certainly change it.
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All options for game saves are in the save manager. Just right click on a game save and select Living Dex. Edit: Also that living dex is looking mighty fine.
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New hotfix is up. Wurmple is fixed. Kakuna had incorrect evolution data and was fixed. Living dex shadows were made more visible, and Living Dex support for all games except Colosseum and .
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Can you specify what you were doing exactly when you got the error? It should be obvious but there's more too it. What game were you clicking in. Was it a different row. Did you click on an empty spot? Was there a Pokemon being moved? Also when you leave a spoiler with the exception leave a little message saying you got an error and describe what you were doing beforehand. I sometimes don't notice a spoiler when you don't reference it. Edit: Could I have the save then? As for the autofill not for awhile. That's down the priority list and up the difficulty list at the moment unfortunately.
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Woops forgot about that one. And I'll add a setting for games to activate living dex mode on them. If you haven't figured it out yet, Living Dex mode works by reading the names of the Boxes and determining what goes in them. Formatting: Unown: Named Unown with any casing. Numeric: Start#-End#, the program can read the extra zeroes in front just fine. '-' Must be used to separate the end number from the start number. If there is no end number then no shadows will not show. The end number is important if you want each generation of Pokemon to start in their own box.
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I'm glad the Colosseum issue is resolved. But this version was still a little rushed. The next update's gonna be mostly refactored code that runs better.
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Yeah I just started using Trigger's PC for Personal use and am finding quite a few bugs. I'd recommend switching to the previous version. I'm gonna pull this version for now.