If you are using jpan's hacked tool for the set level trainer, follow this! I just got this working.
Assemble asm and put it into your rom. For noobs, make sure to copy the data from these offsets in the .bin file.
Once that is in, it still wont work. Follow Akamethebulbasaurs guide and it will work. I used the hack tool so the offsets were different. My offset was at 7999A0 so i say check that first. You can ctrl + F and search for "03 4E 30 47" but be careful. There are 2 locations that have those hex values and both have "01 4E 30 47" after. The only way to tell which is which is one offset will have a 5 byte gap between to the hex values. You want the offset that has 4 bytes between the hex values.
Thank you DoesntKnowHowToPlay and Akamethebulbasaur!
I almost got everything working in the spread (Ivs, Evs, and Pokeballs). "Almost" because I can't seem to get some Natures working.
Here's how I found out in my Firered hack: I gave Blaine (Cinnabar's Gym Leader) a level 70 Ninetales with 31 IVs and 252 EVs in Speed and Sp. Attack with a Timid Nature.
This is the EV spread in the Hex Editor: 0A 00 00 00 1F 04 00 00 FC FC 00 04 00 00 00 00
Using an IV calculator (on Serebii.net) with the EVs and Nature, its Speed came up as 231.
Now comes my Salamence, Level 70, 17 IVs, and 252 Evs in Speed with Jolly Nature. Speed is 221.
My Salamence VS Ninetales: Salamence goes first. ???
Now my Modest Gardevoir, who's Speed is 184 at Level 72, gets outspeed by Ninetales.
It seems as if Ninetales' Nature was treated as Bashful, Serious, Docile, or Hardy (These don't change stats).
It's real Speed is 210.
I tried giving it a different Nature so with Modest , it did more damage with Fire Blast.
So something is up with the Speed Natures.
*Never mind all of this. I updated my Rom with Leon's Ultimate FireRed Patch. No Speed problems.*
Originally Posted by Whateverjustwannadownloadstuff
[ Original Post ]
Someone should make an editor for NPC ivs/evs for lazy people like me.
A tool like that would need to be able to tell where the ASM routine was inserted, and since you don't sound like you know how to insert ASM routines (or you're just too lazy too? lol), it'd have to have some kind of dynamic ASM routine insertion system. I don't see this happening since the method of hacking that this thread uses is becoming outdated. I recommend looking at the tutorials on PokeCommunity that teach how to insert ASM routines and how to understand hexadecimal.
Hello, sorry if I'm bumping an old thread, there is something I don't understand, hope someone can help me.
This phrase: "To assign an EV spread to a trainer's pokemon, set the value that was formerly their IVs to which slot in the table you want that pokemon to use"
I completely don't understand it, what does that mean? On A-Trainer the AI Value (which was formerly used for IV spreading if I'm not wrong) is just one value, how do I Handle the entirety of this structure after implementing this ASM routine?
For example, how do I set the first Pokemon of a determined trainer to have X amount of IVs, Y amount of EVs, Z Nature, and a Master Ball as shown Pokeball?
Thanks for the answers.
Edit: Nevermind, I got it, for anyone who had the same problem as me: The EV Table (the one the OP used by default at EF0000) is empty at first, you gotta fill it, so each row becomes a whole EV table that handles all those things.
If you write 3 different EV table rows and want to assign the 2nd one to a trainer, just write 2 in the A-Trainer AI Value, which formerly handled IV Spreads only, and now communicates with said table.
I've put everything correctly in the ROM, and assigned 1 to the enemy Pokemon's AI Value so it gets that row, so the enemy should send out a Pokemon with those stats and a Masterball, but it's still a normal Pokeball, and I'm not noticing a power improvement. I think I didn't do it correctly or missed out something, can someone help?