I changed the following (and the corresponding for the other pokemon):Hey, SCV do you mind telling me what did you change exactly in beta 0.2?
BTW, I guess you'd like to know what is the meaning of the Trainer Type, right?
Just like in the Advance Gen, the value is actually splitted into two bits, each one acting as a binary switch.
In binary:
0 = 00
1 = 01
2 = 10
3 = 11
Now, the fist bit is represents the item and the latter the attacks.
00 = No item, default attacks
01 = No item, custom attacks
10 = Item, default attacks
11 = Item + custom attacks
Here's a screenshot of what I've done so far:
Thanks for the contribution. I added the contributions I noticed to the Credits section and the change log. I also added a "thank you for the GUI" message in the About section of the program.All right, this is my updated source code.
Feel free to credit me if you wish.
Thanks for the contribution. I added the contributions I noticed to the Credits section and the change log. I also added a "thank you for the GUI" message in the About section of the program.
I had another bug related/caused by fixing the bug from beta 0.2. I updated the source and the binary.
I will eventually add auto-complete. There was someone already who had problems because there is no auto-complete.You're welcome. Glad to see you liked it ;)
I dunno if you thought about it already, but having auto-complete for all trainer names/Pokémon/etc. would be nicer.
Oh, I forgot to tell you a few things I noticed. When I select Trainer123, it's class is set to "PI", weird enough I know.
Also, selecting last trainer will raise an unhandlex exception.
I will eventually add auto-complete. There was someone already who had problems because there is no auto-complete.
The trainer class PI comes directly from the trainer classes that the ROM has.
Serebii says its P.I. I will check on why it comes PI when extracted from the rom and whether in battle it shows up as PI or P.I.
BTW, Trainer123 never gets called to battle. Also notice that it has a level 5 Rattatta. Apparently there are many of those in the trainer data (trainers with level 5 Rattatta that never get called in the game.
But there is a PI/P.I. that does get called in Route 214. This trainer class has the following sprite:.
I will look into the unhandled exception that you mentioned.
Thanks.
I tested this and it works fine for me.Hey, the information part seems to work well, but the sprite doesn't. For example I just edited all of the elite four with different pokemon to make them harder and gave them all 6 pokemon instead of some having 5. When I loaded it up Aaron only had 5 pokemon when I set it to 6, and the same pokemon he normaly had but with the levels I set and the moves I set, yet the pokemon were still the same...
Am I doing anything wrong or has anyone experienced this problem?
I simply edited the Narc file, saved all, and reinserted the files, the trainer data and the pokedata in the poketools file.
OK, problem solved.Is beta 0.4 the latest version because thats what I have been using. Anyway Ill see if I can fix the problem just playing around with it.
Eventually it should be. But first I need to rework the system so that I can get the ROM loaded and read things from the rom (otherwise there is at least 3 more narc files to load) and I need to find where the trainer names are stored.Will it ever be possible to change trainer names? It's extraneccessary for me.
Thanks for these updates. The auto complete for the Trainer ID doesn't seem to be working. I'll hold off on putting it in the first post until that is fixed.Pretty major update, I would say. Bugfixes, optimizations and few improvements as well.
Regarding bugs, I've fixed the problem that was happening to me with the last trainer. Basically the problem was that the program was trying to read pas the end of the file. I guess I screwed up the narc file while testing the DeleteFromEnd function, but you might want to take a look anyway.
Fixed the Game/TrainerID combos too. Whenever you were typing random things (for example) or anyway invalid things, the SelectedIndex was set to -1, obviously. The Save All button was enabled anyway though, causing problem after being clicked due to the bad index. BTW, the TrainerID combo features a custom auto-complete now.
Few words about the optimizations. Basically I've optimized anything, and the size of the .exe is almost halved now. I've removed most of those lists, keeping only one of each type. I'm talking about Pokémon names etc. So the program is even faster now when loading because the combo filling is handled "manually" after the initialization. Speed aside, it's better anyway because you have just one list and there are less chances to make errors etc. Or if you find an error, only one list needs to be updated etc.
Reading all the data from the ROM would be definitely better I suppose; maybe the best solution would be supporting both .narc files and ROM.
Thanks for these updates. The auto complete for the Trainer ID doesn't seem to be working. I'll hold off on putting it in the first post until that is fixed.
OK, I updated the first post with the new files.You're welcome. Like I told it's a custom auto-complete. It won't actually suggest anything.
But try writing "trainer 00" then type "9". Trainer 009 would be selected. Then delete the "9" and type "5". Trainer 005 is selected now.
That's the way it's supposed to work.