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Tool: Move Editor

Deleted member 126266

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    EDIT:
    *** Version 1.10 B ***
    *** Please back up your rom before using this, especially if you plan to use it to edit contest data. There's an error in editing the contest data. It'll be fixed soon. ***
    https://jc.tech-galaxy.com/MoveEditor-1.10-B.zip
    https://jc.tech-galaxy.com/MoveEditor-1.10-B.rar

    And in anticipation of server downtime, mediafire mirror links:
    https://www.mediafire.com/?56edc5v74gja1vp
    https://www.mediafire.com/?w0ay2hl24iwn40g

    *** Version 1.02 ***
    Sound Move Editor: (since it seems to fit here...)
    https://jc.tech-galaxy.com/SoundBasedMoveEditor-1.02.zip
    https://jc.tech-galaxy.com/SoundBasedMoveEditor-1.02.rar

    I'll make another update *eventually* to add more rom support and .ini file support, and perhaps contest description editing.

    -----

    I have created a move editor. Of course, there are already a few move editors in existence, but mine does something that others can't: It can edit whether is move is contact based, affected by protect, magic coat, snatch, bright powder, or king's rock. It also let's you edit the priority of a move. You can now also edit the description and contest data of a move.

    All programs of mine can be found at: https://jc.tech-galaxy.com/
     
    Last edited by a moderator:
    Yes, C++ Builder 2007. Ok, so now that I've done those things, can someone tell me if it stopped the program from needing the dll files? Test it with this: https://jc.tech-galaxy.com/Project1.rar

    Of course, I was never aware there was a way to make the program not rely on dll files. But, after compiling it I see the file size is significantly bigger. I think it's more space efficient if one would just get the .dll files the first and only time and then run the programs needed.
    That little test program worked for me...
     
    Hehe, You are a genius Final Zero. Emmm.... I was thinking... could you make a tool for remove the Time Bar of Final Fantasy games? (that bar, which make wait to the player before to attack) ( Final Fantasy II, IV, V & VI) for GBA GAMES... :P

    Greetz!!!!!!!!
     
    This one actually works!
    Thanks FinalZero!
     


    Please read the first post, it said:



    Which means RSE/FrLg.

    Cheers, this will be great for my new hack. I was terrefied of trying to do it manually!!! Can i add new moves or does it just replace old ones?
     
    Last edited:
    I can't seem to use your tool. I downloaded the dpl and dll files onto System32, but when I run the program, Windows still gives me error messages about not being able to find vcl100.dpl. (For the record, I have Vista Home Premium with close to no additional programs installed.)
     
    My programs have had no end of problems on Vista... Try putting the .dll files in the same folder as the program, and if that doesn't work, I'll recompile all my programs so that they don't need the .dll's, and hopefully that'll work.


    That fixed it. Thank you.
    Any plans to eventually create something that lets users pick whether an attack is chosen by Special Attack or Physical Attack like in Diamond and PEarl?
     
    Generation III doesn't work that way. That was something invented in generation IV. for all the generations before IV, attacks are physical or special depending on their type, and nothing else. Thus, *all* grass type attacks are special attacks, and *all* rock type attacks are physical attacks.

    I could make a program that let's you switch which types are special and physical the hard way, but I think there's a short way of doing it also, which I would like to find. If I can't find the short way, I'll make a program that does it the long way.

    Also, a few other things: I found an error when trying to open a file when a file's already open, so I'll work on that. If you get it, just close the program and run it again to open the file you want, and it should prolly work then.

    And lastly, for some reason I neglected to say this in the readme, but some of the choices for "effects" have an asterisk by them. This means that they're not used in the game, but the description given fits the pattern for what should *theoretically* be there. Thus, I don't know if such effects actually do something, or do nothing; I was too lazy to test it, but I'll test it soon when I start my next round of fixing programs.

    I'm fairly certain the attacks flagged as "contact" (those that trigger the rough skin ability) were the ones changed to physical attacks in D/P. Wouldn't changing how the game engine treats "contact" attacks be the only necessary change?
     
    I'm fairly certain the attacks flagged as "contact" (those that trigger the rough skin ability) were the ones changed to physical attacks in D/P. Wouldn't changing how the game engine treats "contact" attacks be the only necessary change?

    Certain physical moves in D/P don't make contact, while some special ones do. For example, Earthquake does not make contact, despite being physical; Petal Dance makes contact though it's special.
    So implementing it in this way wouldn't really be accurate.
     
    Amazing tool. The coding is solid. The layout is perfect. It's just useful. x.x It's like YAPE, but for attacks...def' the best one to date.
     
    Stupid little question, but, regarding the priories. x.x What is the highest value you can input? 'cause I get it up to 99, but nothing in-game uses anything close to that, so I don't know if the game could handle something like it? I read the readme, and looked through all of the other post but didn't find anything, so.
     
    Well, I limit the text in that box to two characters, so you can enter between -9 and 99. But since the value stored is actually a signed char/byte, in theory you can go from -128 to 127. I haven't tested out such absurd numbers in the game though.

    I think for my next minor fix to this I'll edit the text box lengths, and add some checking to the text boxes so silly things like 938247 can't be entered.

    Yeah, I did a little test of my own and it turns out that 99 is usable as a priority, so 127 should be, too...I set Bulbasaur's base speed stat to 0 just to make sure it'd always move last (at level 5 his speed stat was only at 4 lol) and didn't edit the Charmander, or priority of Scratch / Leer, and Tackle went first.

    Just found it interesting, and thought it might help in the next update or whatever so you wouldn't have to test. Anyway, I figured I'd make a small suggestion for the next update as I'm on the subject. A simple search function, for the names? If it's not too hard to implement, and I don't think it is...but it's your tool, so, up to you but it'd be useful. x.x That way you don't have to scroll down the whole list to look for an attack.

    Also, sometimes I forget to save after I edit, lol...so if you could have something that holds it in a variable (I'm not a programmer, so I might not know what I'm talking about here) until the program itself actually closes, then prompts you, or something; so that it saves all of the changes at once instead of each time you hit Save. Or, maybe just a simple save button in the actual Window, to remind you, so you don't have go up to File. Although, I'm not sure where you'd put it. O.o The layout is already perfect...

    Anyway, the suggestions aren't really important, but they're small things that might make it help it be more useful and I know some programmers like feedback, so.
     
    Looks neat, I'll give it a try.
     
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