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  • StatsUtil Mod

    Sky Editor comes bundled with psy_commando's tools, and this project is a wrapper for StatsUtil, letting you edit scripts, Pokémon data, and more.

    Before continuing, please make sure you've reached the "Making Mods" section of the Sky Editor guide to ROM editing.

    Instructions

    1. On the New Project window, choose "Stats Util Project" in the drop-down, and fill in the name with something that makes sense. Then click OK.
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    2. Wait for the loading to complete. This may take a while depending on your computer.
    3. All of the XML files that statsutil created are in (Solution Directory)/(Project Directory). Do not touch the "Raw Files" directory, since that's for Sky Editor's use only.

    Editing Scripts

    Due to the lack of documentation regarding the XML statusutil generates, the best way to learn how to modify it is to look at the existing scenes and compare it to what happens in-game. However, it's important to have a basic understanding of the script nodes:

    • LSDTable - This is basically a list of script definitions. 
    • ScriptSet
      • ScriptData - controls how the map is set up (like which actors are on the map and their locations)
      • ScriptSequence - controls what happens afterward (this is where the bulk of the stuff happens).

    Remarks

    Refer to psy_commando's thread for additional instructions regarding statsutil. You shouldn't have to worry about any of the command-line stuff, since Sky Editor handles that.

    At the time of writing, he has an imgur album with instructions on how to deal with the XML. You can skip to the 7th image, where the XML files have already been created, and you can stop at the 3rd to last one, since building the modpack with Sky Editor accomplishes the same thing:https://imgur.com/a/bBnmQ

    If you have any additional questions, you can either ask in psy_commando's thread or create your own thread in the ROM Editing Help forum.

    Edited by evandixon




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    Just to add to this. The XML outputed is in a very similar structure the data inside the script files, its just a bit more organized. So the details on the script op codes in my notes and etc work with those as well.

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    So about the XML files for the Pokemon and moves, I want to try adding Arceus to the game. would editing the XML files for the placeholder pokemon and $$$ work?  Or is there more to it than just that?

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    4 hours ago, mr ki said:

    So about the XML files for the Pokemon and moves, I want to try adding Arceus to the game. would editing the XML files for the placeholder pokemon and $$$ work?  Or is there more to it than just that?

    You'd also need to take care of the graphics and animations. @psy_commando's gfx_crunch can help with that, but I don't even know everything that'd be involved with inserting Pokemon.

    If you try out what you can, I'd love to hear your findings.

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    On 11/15/2018 at 6:50 PM, evandixon said:

    You'd also need to take care of the graphics and animations. @psy_commando's gfx_crunch can help with that, but I don't even know everything that'd be involved with inserting Pokemon.

    If you try out what you can, I'd love to hear your findings.

    I tried doing just that, I edited the scripts and portraits for "resurved_27" to be a recolor of Poochyena. Then I added a new sprite set, 0599, and linked it to the "reserved_27" file. Everything worked fine enough until you got to the dungeon and the game got confused. It kept jumping back and forth between the Player and Partner sprites and palettes, mixing and matching each of them, but they would both usually be the same sprite at the same time. 

    PatchedRom_41_14521.png

    PatchedRom_44_14531.png

    PatchedRom_57_14377.png

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    Any changes I make to files other than those in the scripts folder don't get picked up on. Building the modpack produces a rom with only the changes made to the primary scripts applied, nothing from any of the "_data" folders. Any help?

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