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  • How to Use the Batch Editor in PKHeX

    In this tutorial you will learn how to properly use the Batch Editor in PKHeX. The batch editor, when utilized fully and correctly, can be an extremely useful tool for fixing, and editing Pokemon.

     

    Please Note: The Batch Editor does NOT have an undo option and therefore all actions taken with the Batch Editor are FINAL

    unless you quit PKHeX without saving. As a result.

    MAKE SURE YOU HAVE BACKUPS OF YOUR SAVE BEFORE YOU EDIT IT WITH THE BATCH EDITOR.


     

    Section 1: Basic Fundamentals and operation of the Batch Editor

     

    The Batch editor works on the simple premise that all possible characteristics pertaining to a Pokemon, boil down to a set of numbers which correspond to certain values in the Pokemon games themselves. Because of this, changing, and editing Pokemon using the Batch Editor is like a mathematical statement, with if then, and true/false statements.

    The basic operators of the Batch Editor are:

    "." = Sets the desired value Equal to the value you input

    "=" = Narrows the editing of Pokemon down to the Pokemon which have the same value as your input value

    "!" = Narrows the editing of Pokemon down to the Pokemon which do not have the same value as your input value.

    As an example of how these operators are used, Once you select a variable you would like to change (OT Name, Pokemon Species, Pokemon Level, etc...) and the correct operator, click "Add". This will add your desired variable with your desired operator in the correct format. The next step is to create the formula in which the Batch Editor will run. 

    As an example of a possible combination for use in the Batch Editor, the following formula will change the OT trainer name on Pokemon with a specific OT to a specified OT trainer name, as well as give every Pokemon with that filter, a Master Ball to hold.

    image.png

     

    =OriginalTrainerName=PKHeX This line instructs the Batch Editor to narrow it's scope down to every Pokemon with the OT Trainer Name "PKHeX"
    .OriginalTrainerName=TEST This lines instructs the Batch Editor to set the OT Trainer Name for all of the previously filtered Pokemon to "TEST
    .HeldItem=1 This line instructs the Batch Editor to set the Held Item for all of the previously filtered Pokemon to a Master Ball - which Item Index number is 1.
       

    Some Special Tricks to use in the Batch Editor, Courtesy of @Kaphotics (Creator of PKHeX)

    1. The Batch Editor window references the PKM that is currently viewed in the editing tabs.
      1. If you select a property name, the Batch Editor will indicate whether or not the tabs PKM has that property.
      2. If the tabs PKM has that property, the Batch Editor will display the property's current value as well as the data type (number, text, etc).
    2. To Randomize a PID, use ".PID=$rand".
    3. To Randomize EncryptionConstant, use ".EncryptionConstant=$rand"
    4. To Randomize a value within a range, use ".Nature=$x,y" for an inclusive range of [x,y].
    5. To make a Pokémon Shiny: use ".PID=$shiny".
    6. To copy the Encryption Constant to the PID, use ".EncryptionConstant=PID"
    7. To delete a Pokémon, use ".Species=0"
    8. To set a date (Met / EggMet), use yyyyMMdd for the string.
      1. Example: ".MetDate=20160409" will set the Met Date to April 9th, 2016.
    9. Suggestions can be automatically applied for Moves, RelearnMoves, and Met_Location.
      1. Example: ".Moves=$suggest" will retrieve and apply suggested moves from the legality interpreter, same as if you clicked on the Moves groupbox in the tabs editor.
    10. Legality can be used as a filter. Use "=Legal=false" to only modify illegal Pokémon.
    11. A full up to date list is available by reading the Pokémon properties from the PKHeX source code

     

    Section 2: ID Numbers for Use with the Batch Editor

     

    This section will focus on the input values you can use in conjunction with the Batch Editor. The Batch Editor uses the in-game index values to set the desired properties to Pokemon. Because of this you will need to use said index numbers instead of relying on the standard text based input present in PKHeX. As an example, to set the species of a Pokemon using the Batch Editor, you must use the equation

    .Species=150

    Not .Species=Mewtwo

    Below are many of the common variables you may want to use, along with the possible values to use with those variables.

    Please Note: Some variables (like location, items etc...) have different ID numbers for different generations. Please ensure that you are using the correct ID numbers that correspond to the generation of the game you are editing.

     

    Ability:

      Reveal hidden contents

     

    AbilityNumber:

      Reveal hidden contents

     

    Form:

      Reveal hidden contents

     

    Ball:

      Reveal hidden contents

     

    Box:

      Reveal hidden contents

     

    CanGigantamax

      Reveal hidden contents

     

    ConsoleRegion:

      Reveal hidden contents

     

    Country:

      Reveal hidden contents

     

    CurrentFriendship:

      Reveal hidden contents

     

    CurrentLevel:

      Reveal hidden contents

     

    DynamaxLevel:

      Reveal hidden contents

     

    TeraTypeOriginal and TeraTypeOverride:

      Reveal hidden contents

     

    EggLocation:

      Reveal hidden contents

     

    EggMetDate:

      Reveal hidden contents

     

    EV_ATK, EV_DEF, EV_HP, EV_SPA, EV_SPD, EV_SPE:

      Reveal hidden contents

     

    FatefulEncounter:

      Reveal hidden contents

     

    Gender:

      Reveal hidden contents

     

    HeldItem:

      Reveal hidden contents

     

    HPType:

      Reveal hidden contents

     

    IsEgg:

      Reveal hidden contents

     

    IsNicknamed:

      Reveal hidden contents

     

    IV_ATK, IV_DEF, IV_HP, IV_SPA, IV_SPD, IV_SPE:

      Reveal hidden contents

     

    Language:

      Reveal hidden contents

     

    Legal:

      Reveal hidden contents

     

    MarkCircle, MarkDiamond, MarkHeart, MarkSquare, MarkStar, MarkTriangle:

      Reveal hidden contents

     

    MetLevel:

      Reveal hidden contents

     

    MetLocation:

      Reveal hidden contents

     

    MetDate:

      Reveal hidden contents

     

    Move1, Move2, Move3, Move4:

      Reveal hidden contents

     

    Move1_PPUps, Move2_PPUps, Move3_PPUps, Move4_PPUps:

      Reveal hidden contents

     

    Nature:

      Reveal hidden contents

     

    Nickname:

      Reveal hidden contents

     

    OriginalTrainerGender:

      Reveal hidden contents

     

    OriginalTrainerName:

      Reveal hidden contents

     

    PID:

      Reveal hidden contents

     

    RelearnMove1, RelearnMove2, RelearnMove3, RelearnMove4:

      Reveal hidden contents

     

    Ribbons

      Reveal hidden contents

     

    ShinyLeaf (Gen 4 HG/SS Only)

      Reveal hidden contents

     

    SID16 or TrainerSID7:

      Reveal hidden contents

     

    TID16 or TrainerTID7:

      Reveal hidden contents

     

    Slot:

      Reveal hidden contents

     

    Species:

      Reveal hidden contents

     

    Stat_ATK, Stat_DEF, Stat_HP, Stat_SPA, Stat_SPD, Stat_SPE:

      Reveal hidden contents

     

    Version:

      Reveal hidden contents

     

    JUST IN CASE ANY OF THE VALUES ABOVE ARE NOT UPDATED:
    You can use Batch Editor to also view the particular values you want.
      Reveal hidden contents

    Special Thanks to @theSLAYER for help with making and researching this guide with me
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      On 2/18/2020 at 7:04 PM, Zero Two said:

    How do I change all pokemon in all of the boxes shiny?

    Expand  

    Regular shiny < Gen 8, Star shiny in Gen 8
    .PID=$shiny

    Square shiny in Gen 8
    .PID=$shiny0

    To unshinify
    .PID=$rand

    This info is in the first post:
    image.png

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    Hey, 

    What is the way to clear all Home Trackers?

    Or maybe randomize them but i think clearing makes more sense

     

    Edited by TheFailer
    typo

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    Using the Batch Editor, how can I automatically set the number of PP to be in accordance with each move?

    .Moves=$suggest
    .RelearnMoves=$suggest

    Using these two commands works to set legal moves, but it doesn't update the number of PP accordingly (I'm not talking about PP Ups).

    Currently, I am manually clicking on "PP" to update the values to be legal. Is there a command to automate this?

    Thanks!

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      On 2/22/2020 at 11:41 AM, Fallacious said:

    Using the Batch Editor, how can I automatically set the number of PP to be in accordance with each move?

    .Moves=$suggest
    .RelearnMoves=$suggest

    Using these two commands works to set legal moves, but it doesn't update the number of PP accordingly (I'm not talking about PP Ups).

    Currently, I am manually clicking on "PP" to update the values to be legal. Is there a command to automate this?

    Thanks!

    Expand  

    read

      On 2/18/2020 at 10:58 PM, theSLAYER said:

    probably
    .Move1_PP=$suggest
    .Move2_PP=$suggest
    .Move3_PP=$suggest
    .Move4_PP=$suggest

    Expand  

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    Hey how do i use the IV code to make all boxes 6IVs? . Tried multiple times but failed

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    Beast ball and Dream ball not working with their ID numbers.

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      On 2/25/2020 at 2:53 AM, Gonah said:

    Beast ball and Dream ball not working with their ID numbers.

    Expand  

    ???
    image.png
    image.png

    Appears to work for me.


    What generation are you trying this for?

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      On 2/25/2020 at 5:03 AM, theSLAYER said:

    ???
    image.png
    image.png

    Appears to work for me.


    What generation are you trying this for?

    Expand  

    USUM, as equipped item these ID numbers just equip potions on them ;_;

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      On 2/25/2020 at 9:59 AM, Gonah said:

    USUM, as equipped item these ID numbers just equip potions on them ;_;

    Expand  

    Are you sure?

    (images in spoiler)

      Reveal hidden contents

    Notice how the images are from an USUM save. ><

    Can you attach some screenshots to prove your point?
    a. Attach while batch editing (as I showed you)
    b. attach after you perform the batch editing.

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      On 2/25/2020 at 11:19 AM, theSLAYER said:

    Are you sure?

    (images in spoiler)

      Reveal hidden contents

    Notice how the images are from an USUM save. ><

    Can you attach some screenshots to prove your point?
    a. Attach while batch editing (as I showed you)
    b. attach after you perform the batch editing.

    Expand  

    Found my problem I was using .HeldItem=26 instead .HeldItem=851 though the balls numbers also were working as held items.

    Thanks for your help :)

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      On 2/25/2020 at 2:10 PM, Gonah said:

    Found my problem I was using .HeldItem=26 instead .HeldItem=851 though the balls numbers also were working as held items.

    Thanks for your help :)

    Expand  

    erm, the first post of this thread literally has a spreadsheet listing the ID numbers.
    You can refer to it next time if you need it. :)

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    I wish I had the technical know how to do all of this, but my computer skills are limited to on/off power button.  I remember with the DS though that there was a program that allowed you to create Pokémon and send them to your game without needing to hack your DS.  That I was able to understand and use.  I’m guessing that nothing like that exists for either the 3DS or Switch games though, right?  I’m way too inexperienced with this kind of stuff to risk hacking my systems.  Even if I managed to do it correctly I know I wouldn’t be able to keep up with changes, patches, etc and probably end up with a useless console or banned.  Kudos to those of you with the brains to do so though (as long as you’re not messing up online with others competitively).  

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      On 2/25/2020 at 10:43 PM, Leugenesmiff said:

    I wish I had the technical know how to do all of this, but my computer skills are limited to on/off power button.  I remember with the DS though that there was a program that allowed you to create Pokémon and send them to your game without needing to hack your DS.  That I was able to understand and use.  I’m guessing that nothing like that exists for either the 3DS or Switch games though, right?  I’m way too inexperienced with this kind of stuff to risk hacking my systems.  Even if I managed to do it correctly I know I wouldn’t be able to keep up with changes, patches, etc and probably end up with a useless console or banned.  Kudos to those of you with the brains to do so though (as long as you’re not messing up online with others competitively).  

    Expand  

    how is anything you said related to the batch editor?
    If you want to ask about your unrelated topic, or give kudos to that, start a new thread :/

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    thanks theSlayer  ♥

    1 more thing can u tell me what is code for lvl 100 and max happeniess

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    Not sure if you set level to 100, since the files stores the data as experience, not as a flat level.
    In any case, I think this is the max experience points.

    Based on my experience, this amount converts all to lv 100, hopefully it's enough:

    .EXP=1250000

    As for max happiness, try:
    .OT_Friendship=255

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    any idea how i give them all TR(Technical Records) all  move to all pokemon,, any code?

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    I used it to get another legendaries in sword, there is an code to get gigantamax flag?

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