What you can do is instead of hex editing the new moves directly, you can just repoint the old move sets to a free space location, and add 00 00 bytes behind the moveset and add new moves that way. Then in the movesets it'll give a lvl 0 blank move that you can then change.
Sorry to bother you again, but I was wondering if you had a list of hex values for the moves in your base? If I'm correct, PGE can't change the number of moves in each pokemon's set like YAPE can, so I'm gonna manually hex edit all of them...
So I've added the "roms" document to the ini folder for PGE, but I'm still getting an error. Value of 22 not valid for parameter SelectedIndex. I'm assuming it has something to do with addition of the fairy type since it only appears when I try to look at a fairy pokemon or move...not sure what I did wrong.
Hey no worries. Type Chart is updated, it reflects Gen VI. (You can actually check the in-game Type Matchup list to see it too). I plan on implementing Grass types resisting powder, electric paralysis and ghost´s trapping moves too for the next update.
Hey, I just wanted to thank you for your work on the gen VI sprites, and your excellent ROM base :D.
I do have a question though. Did you update the type chart to gen 6, or will we need to do that ourselves?
EDIT: And by that I mean the type match-ups...like steel not resisting ghost and dark anymore, etc.