- 71
- Posts
- 7
- Years
- Seen May 24, 2024
(I never get the images right... but I'll leave the links).
https://imgur.com/uPQ6Inx
https://imgur.com/dvqbBth
https://imgur.com/BICv3ip
Version:
This is meant for V19.1 use.
Credits:
This was made entirely by me (Aioros).
Installation Instructions:
Download the File.
Extract PBSE Folder into your game folder.
Create a shortcut for PBS Editor.exe and put it wherever you want.
Usage Instructions:
Hit compile and it will check for errors, it will be quite stingy with errors, for example when I used it on my own game there was some "," missing in some pbs files and it matters a lot because it's the difference between a valid and invalid amount of parameters.
If there is an error, open the error log file and correct them before recompiling.
If it compiles without errors you can just choose from the edit dropdown which pbs file you want to edit.
Use the textbox under Backup option to create a backup folder with the name of your choosing, your current pbs files will be copied over there, while the PBSE will NOT under any circumstance modify or delete your pbs files it's always good to have a backup and that's why this functionality exists, the created backup folders will be inside /PBSE/Backup/...
After you edit something use the "generate" menu to generate either an item/move/etc or the entire pbs file. You can access this file in the PBSE/Generated Folder in your game folder or using the "open" menu. It's important to keep in mind that changes will never affect your PBS file. You need to add changes manually or overwrite the files manually too (this is intended).
If for some reason you want to hard reset the PBSE without closing and opening you can hit ReCompile button and it will recompile from the scratch what you have in your game folder pbs, reseting EVERY CHANGE you've made in the PBSE.
Specific Instructions:
Config.txt
When you want to add something new here locate the [???] that refers to what you want to add and add it under that and below the next [...], for example if I wanted to add a new flag I'd add the new flag below [Flags] and above [Targets].
Flags:
Add the new flag following the pattern: "Flag=FlagDescription".
Targets:
Just add the new target name.
Pockets:
Add the new pocket following the pattern: "PocketNumber=PocketDescription".
SpecialItems:
Add the new special item following the pattern: "SpecialItemNumber=SpecialItemDescription".
GenderRate / GrowthRate:
Just add the new Gender or Growth rate name.
EggGroup / Color / Habitat / Shape:
Just add the new EggGroup / Color / Habitat / Shape name.
EvolutionMethod:
Add the evolution method following this pattern:
EvolutionMethodName=EvolutionMethodParameter
EvolutionMethodName is whatever you decided to call your new evolution method.
The evolution parameter must be one of the following:
Integer - Requires a whole number parameter.
Null - Doesn't require a parameter.
Item - Requires an item's InternalName defined in your item.txt in PBS.
Type - Requires a type's InternalName defined in your types.txt in PBS.
Move - Requires a move's InternalName defined in your moves.txt in PBS.
Pokemon - Requires a pokemon's InternalName defined in your pokemon.txt in PBS.
Encounters:
Add the new encounter following the pattern: "EncounterName=EncounterDensity".
EncounterName is the name of the new encounter it can be whatever you want, EncounterDensity is the default (can be changed later) proc rate for this encounter, some encounters like the fishing ones are 0 because they're entirely defined in the scripts. This is only a default value.
Natures / BallTypes:
Just add the new Nature / BallType name.
UsabilityOut / UsabilityIn:
Just add the new Usability name.
TextOpener:
This is the program your computer will use by default to open the text files, notepad.txt is a quick and simple solution but I decided to leave it up to the user which text editor they'd use.
Most of the stuff here is probably never getting changed, I only made this config file to allow the users who want to heavily customize their game the liberty to do so and still be able to use the PBSE at their fullest, while some options are hardly ever getting changed by anyone at all, stuff like Encounters, BallTypes probably are gonna get used quite a bit.
General Stuff about the editors:
You have a Generate button, with Generate a single "item" and the whole pbs, its outcome will be stored in the PBSE/Generated/...
If you were to add a new Pokemon you'd press Generate Current Pokemon and then copy paste it to your game's pokemon.txt, if you make some deep changes let's say... to items, you can also use Generate Item PBS and replace your items.txt content by its PBSE/Generated/items.txt counterpart, they will be equal but with the changes added. (Only the "-----------" separators are gonna be removed.)
You have an Open button to open the Generated files.
You have a Compile Button which is useful if you are making big changes to your project and want to access them within the PBSE, let's say I add a "Demon" Type in the PBSE, I can't assign this "Demon" Type to pokemons, moves, etc yet, so in order to be able to do so you'd hit the Compile Button in the Types Editor after adding the new type and it would be accessible.
In the case of PokemonForms and Encounters Editor there's a "Sort" button, this allows you to sort the maps in Encounters, let's say you have map 1 3 5 and add an encounter on map 2, it would show 1 3 5 2, hit this button and it will display correctly 1 2 3 5. In Pokemon Forms it will use the Pokemon Base ID to sort the list, so if you add a Bulbusaur_1, goes to the end of the list, if you hit "Sort" it will go to the beginning of the list since it's #1 pokemon.
Pokemon Editor:
The CheckBox behind the optional properties' name will disable or enable said property, if you disable it, it becomes a default value and will not be printed when you Generate it, by enabling it you will give it a value, so make sure you set the correct value when you enable a checkbox.
In case of Moves/TutorMoves/EggMoves and Abilities/HiddenAbilities there's a checkbox in front of it, when you choose a move, it will add the new move to whatever Moves/TutorMoves/EggMoves "front" checkbox is selected, same with abilities. The items in these lists are not editable, so if you want to change a moveset for example, you'd need to delete the old one and add a new one. In case of Moves it will create a moveset using the level number numeric that you give it. The moveset order will automatically sort itself by its level in ascending order.
Evolutions also cannot be edited, if you want to change, just remove an old one and delete a new one.
Make SURE you give it the right parameter, while this one offers you some liberty since there's all sort of parameters if you give it a wrong one you'll most likely be getting an error the next time you try to compile it.
Under the Base Stats you can see the total stats and a button to access stat details. This will open a new form showing which and how many pokemon have the same total base stats.
PokemonForms Editor:
Works pretty much similar to how Pokemon Editor does, but when creating a new form you must specify an already existing Pokemon.
Types Editor:
Add a new Type, edit its base propertys, and choose in list located on the middle / lower part of the form which Type you want to add to the Weaknesses / Resistances / Immunities, after you select something from this list just hit "Add" in its respective properties to add a new type to that list or delete to delete the type you selected in that list.
Abilities Editor:
Just add a new ability and edit its properties.
Moves Editor:
Just add the new move and edit its properties. Make sure you hit "Update Flag" after you select the moves flags of your choosing, in the disabled textbox in front of that button you'll see the current move's flags.
Items Editor:
Just add a new item and edit its properties. If it's a TM, then hit the TM checkbox and select which move that TM holds.
TrainerTypes Editor:
Just add a new trainertype and edit its properties.
Trainers Editor:
Add a new Trainer, choose its base properties, the LoseText is optional, add Items to the ItemsList below LoseText for Trainer Items and add up to 6 battlers for the trainer.
On the right side of the form you may edit the selected battler's properties. It cannot have both an Ability and AbilityIndex so choosing one disables the other option.
Encounters Editor:
Add a new Encounter, edit its base properties, correct the "density" if needed (this will use the default value in config.txt) add whichever encounters you'd like and edit the Pokemons you can find in the selected encounter. Make sure the % chance of encounter of all pokemons in said encounter sums up to 100, the % chances total in the end will let you know if it's valid (100%) or not. If you tick the "all" checkbox in either minLevel or maxLevel then it will set the min/max Level of all Pokemons in that encounter to the number you select, min Level can't go below 0 and can't be higher then maxLevel. Max Level has a maximum value of 999.
Downloads
Outdated v19.1 version:
Updated v19.1 version: (1.1 version of PBSE):
https://www.mediafire.com/file/hr8tyh3dt1ogz8k/PBSE_1.1.rar/file
V17 / V18 Compatible version which is no longer supported:
https://www.mediafire.com/file/8ohb7uea32u9qi3/PBSE_1718.rar/file
By the way a small disclaimer, this is my first visual studio project, this whole thing served as a big learning experience for me, but thanks to that the "release" wasn't smooth at all, in debug it was working really well, however I had some issues getting the ".exe" file, what worked best and less messy for me was just getting the files in the bin/release folder. I'm even unsure if all those files are needed or some are optional and I unnecessarily spammed the folder, the release also brought me some issues and even made me disable one extra QOL change I had made that just wasn't working in the release version no matter what.
I'll keep watching this post and if (lol more like when) any bugs are reported I'll do my best to fix them and release a new version quickly. I'm also open to suggestions but probably I won't care much for stuff like visual upgrades, etc as opposed to stuff like adding a feature that could be very helpful and I forgot about.
(I actually ended the first version of the PBS Editor almost 2 weeks ago, by the time I had started v19 wasn't released, so I made one compatible with both v17 and v18 - the generated files were fully in v18 format, this was also my first time coding in c# and by far the most complex thing I've done, so when I finished the v17/v18 version I focused on just rewriting everything to make it as efficient as I could, since the code itself changed quite significantly I thought there would be no benefit in releasing that 1st version because any found bug would probably be caused by something which I had rewritten already. However if there's people who would like a v17/v18 version too I wouldn't mind releasing it... but it would be significantly slower then this one, over 3 times slower to be exact and while its technically functional and could 100% be used and be an asset it has some annoying visual bugs, etc).
Changelog
Edit (29/5): V19.1 supported PBSE was released. The link was replaced since the v19 one had no use:
-Fixed minor bug where incorrect instalation would spam the user with the files that were missing.
-Updated BallType compatibility to v19.1, and REMOVED number compatibility for ball types, since it would be done in future I thought it'd be pointless to delay it.
-Added AbilityIndex and updated Ability, compiler will stop you if you have both abilityindex and ability in a battler.
-Beware in Trainers editor if you select Ability Index it will automatically disable the Ability and vice versa.
Edit (12/6): Version 1.1 released:
-Fixed 2 potential crashes when user wouldn't add Internal Names to objects or Pokemon Forms would use a non existent Pokemon.
-Adapted compiler to be more user friendly (for example it would only read this format: "Item = ORANBERRY", now it doesn't matter if it's "Item =..." "Item= ..." "Item=...", etc... It still only supports v19.1 format but in the case the user was updating his/her PBS since v17 it would have that format, the Generation function will automatically convert it to full v19.1 format.
-Compilation speed was improved drastically, in average I was compiling in 473ms as opposed to the 2435ms of previous version and 8581 of first unreleased version (this one is for v17/v18, since someone asked I'll release it soon).
-Compiler will be able to spot invalid propertys, before it would just ignore them, now if for some reason... idk "Item = ..." has a typo and it's "Itam = ..." then you'll be getting an error instead of ignoring it and getting incomplete data.
-The Error Log will be displaying more detailed error messages to make it faster to locate and correct the errors.
-Added a Total Base Stats tracker for Pokemon and PokemonForms Editor.
-Added a Show Stat Details right below Total Base Stats, this will open a new form where it shows how many Pokemon have that amount of total base stats and exactly which pokemon and pokemon forms have it. (This will not update in real time, imo it's not worth sacrificing performance for this, to update it just hit compile.)
-In every editor now when adding a new Pokemon / Form / Trainer, etc it will automatically select that new entry and update all its respective fields to allow the user to starting editing right away.
-Added a friendly message in the base UI stating how many backups the user has. If you have 0 make sure to make at least one, you never know when you might need it ^^.
-Made some changes to make it possible to have all PBS Editor related files stored in PBSE folder in order to keep it from spamming the main game folder (at least for me it was getting on my nerves real badly), now installation is basically just adding PBSE folder to your game folder and that's it, the .exe file will be in PBSE folder but you can just create a shortcut and move it somewhere convenient.
https://imgur.com/uPQ6Inx
https://imgur.com/dvqbBth
https://imgur.com/BICv3ip
Version:
This is meant for V19.1 use.
Credits:
This was made entirely by me (Aioros).
Installation Instructions:
Download the File.
Extract PBSE Folder into your game folder.
Create a shortcut for PBS Editor.exe and put it wherever you want.
Usage Instructions:
Hit compile and it will check for errors, it will be quite stingy with errors, for example when I used it on my own game there was some "," missing in some pbs files and it matters a lot because it's the difference between a valid and invalid amount of parameters.
If there is an error, open the error log file and correct them before recompiling.
If it compiles without errors you can just choose from the edit dropdown which pbs file you want to edit.
Use the textbox under Backup option to create a backup folder with the name of your choosing, your current pbs files will be copied over there, while the PBSE will NOT under any circumstance modify or delete your pbs files it's always good to have a backup and that's why this functionality exists, the created backup folders will be inside /PBSE/Backup/...
After you edit something use the "generate" menu to generate either an item/move/etc or the entire pbs file. You can access this file in the PBSE/Generated Folder in your game folder or using the "open" menu. It's important to keep in mind that changes will never affect your PBS file. You need to add changes manually or overwrite the files manually too (this is intended).
If for some reason you want to hard reset the PBSE without closing and opening you can hit ReCompile button and it will recompile from the scratch what you have in your game folder pbs, reseting EVERY CHANGE you've made in the PBSE.
Specific Instructions:
Spoiler:
Config.txt
Spoiler:
When you want to add something new here locate the [???] that refers to what you want to add and add it under that and below the next [...], for example if I wanted to add a new flag I'd add the new flag below [Flags] and above [Targets].
Flags:
Add the new flag following the pattern: "Flag=FlagDescription".
Targets:
Just add the new target name.
Pockets:
Add the new pocket following the pattern: "PocketNumber=PocketDescription".
SpecialItems:
Add the new special item following the pattern: "SpecialItemNumber=SpecialItemDescription".
GenderRate / GrowthRate:
Just add the new Gender or Growth rate name.
EggGroup / Color / Habitat / Shape:
Just add the new EggGroup / Color / Habitat / Shape name.
EvolutionMethod:
Add the evolution method following this pattern:
EvolutionMethodName=EvolutionMethodParameter
EvolutionMethodName is whatever you decided to call your new evolution method.
The evolution parameter must be one of the following:
Integer - Requires a whole number parameter.
Null - Doesn't require a parameter.
Item - Requires an item's InternalName defined in your item.txt in PBS.
Type - Requires a type's InternalName defined in your types.txt in PBS.
Move - Requires a move's InternalName defined in your moves.txt in PBS.
Pokemon - Requires a pokemon's InternalName defined in your pokemon.txt in PBS.
Encounters:
Add the new encounter following the pattern: "EncounterName=EncounterDensity".
EncounterName is the name of the new encounter it can be whatever you want, EncounterDensity is the default (can be changed later) proc rate for this encounter, some encounters like the fishing ones are 0 because they're entirely defined in the scripts. This is only a default value.
Natures / BallTypes:
Just add the new Nature / BallType name.
UsabilityOut / UsabilityIn:
Just add the new Usability name.
TextOpener:
This is the program your computer will use by default to open the text files, notepad.txt is a quick and simple solution but I decided to leave it up to the user which text editor they'd use.
Most of the stuff here is probably never getting changed, I only made this config file to allow the users who want to heavily customize their game the liberty to do so and still be able to use the PBSE at their fullest, while some options are hardly ever getting changed by anyone at all, stuff like Encounters, BallTypes probably are gonna get used quite a bit.
General Stuff about the editors:
You have a Generate button, with Generate a single "item" and the whole pbs, its outcome will be stored in the PBSE/Generated/...
If you were to add a new Pokemon you'd press Generate Current Pokemon and then copy paste it to your game's pokemon.txt, if you make some deep changes let's say... to items, you can also use Generate Item PBS and replace your items.txt content by its PBSE/Generated/items.txt counterpart, they will be equal but with the changes added. (Only the "-----------" separators are gonna be removed.)
You have an Open button to open the Generated files.
You have a Compile Button which is useful if you are making big changes to your project and want to access them within the PBSE, let's say I add a "Demon" Type in the PBSE, I can't assign this "Demon" Type to pokemons, moves, etc yet, so in order to be able to do so you'd hit the Compile Button in the Types Editor after adding the new type and it would be accessible.
In the case of PokemonForms and Encounters Editor there's a "Sort" button, this allows you to sort the maps in Encounters, let's say you have map 1 3 5 and add an encounter on map 2, it would show 1 3 5 2, hit this button and it will display correctly 1 2 3 5. In Pokemon Forms it will use the Pokemon Base ID to sort the list, so if you add a Bulbusaur_1, goes to the end of the list, if you hit "Sort" it will go to the beginning of the list since it's #1 pokemon.
Pokemon Editor:
Spoiler:
The CheckBox behind the optional properties' name will disable or enable said property, if you disable it, it becomes a default value and will not be printed when you Generate it, by enabling it you will give it a value, so make sure you set the correct value when you enable a checkbox.
In case of Moves/TutorMoves/EggMoves and Abilities/HiddenAbilities there's a checkbox in front of it, when you choose a move, it will add the new move to whatever Moves/TutorMoves/EggMoves "front" checkbox is selected, same with abilities. The items in these lists are not editable, so if you want to change a moveset for example, you'd need to delete the old one and add a new one. In case of Moves it will create a moveset using the level number numeric that you give it. The moveset order will automatically sort itself by its level in ascending order.
Evolutions also cannot be edited, if you want to change, just remove an old one and delete a new one.
Make SURE you give it the right parameter, while this one offers you some liberty since there's all sort of parameters if you give it a wrong one you'll most likely be getting an error the next time you try to compile it.
Under the Base Stats you can see the total stats and a button to access stat details. This will open a new form showing which and how many pokemon have the same total base stats.
PokemonForms Editor:
Spoiler:
Works pretty much similar to how Pokemon Editor does, but when creating a new form you must specify an already existing Pokemon.
Types Editor:
Spoiler:
Add a new Type, edit its base propertys, and choose in list located on the middle / lower part of the form which Type you want to add to the Weaknesses / Resistances / Immunities, after you select something from this list just hit "Add" in its respective properties to add a new type to that list or delete to delete the type you selected in that list.
Abilities Editor:
Spoiler:
Just add a new ability and edit its properties.
Moves Editor:
Spoiler:
Just add the new move and edit its properties. Make sure you hit "Update Flag" after you select the moves flags of your choosing, in the disabled textbox in front of that button you'll see the current move's flags.
Items Editor:
Spoiler:
Just add a new item and edit its properties. If it's a TM, then hit the TM checkbox and select which move that TM holds.
TrainerTypes Editor:
Spoiler:
Just add a new trainertype and edit its properties.
Trainers Editor:
Spoiler:
Add a new Trainer, choose its base properties, the LoseText is optional, add Items to the ItemsList below LoseText for Trainer Items and add up to 6 battlers for the trainer.
On the right side of the form you may edit the selected battler's properties. It cannot have both an Ability and AbilityIndex so choosing one disables the other option.
Encounters Editor:
Spoiler:
Add a new Encounter, edit its base properties, correct the "density" if needed (this will use the default value in config.txt) add whichever encounters you'd like and edit the Pokemons you can find in the selected encounter. Make sure the % chance of encounter of all pokemons in said encounter sums up to 100, the % chances total in the end will let you know if it's valid (100%) or not. If you tick the "all" checkbox in either minLevel or maxLevel then it will set the min/max Level of all Pokemons in that encounter to the number you select, min Level can't go below 0 and can't be higher then maxLevel. Max Level has a maximum value of 999.
Downloads
Outdated v19.1 version:
Updated v19.1 version: (1.1 version of PBSE):
https://www.mediafire.com/file/hr8tyh3dt1ogz8k/PBSE_1.1.rar/file
V17 / V18 Compatible version which is no longer supported:
https://www.mediafire.com/file/8ohb7uea32u9qi3/PBSE_1718.rar/file
By the way a small disclaimer, this is my first visual studio project, this whole thing served as a big learning experience for me, but thanks to that the "release" wasn't smooth at all, in debug it was working really well, however I had some issues getting the ".exe" file, what worked best and less messy for me was just getting the files in the bin/release folder. I'm even unsure if all those files are needed or some are optional and I unnecessarily spammed the folder, the release also brought me some issues and even made me disable one extra QOL change I had made that just wasn't working in the release version no matter what.
I'll keep watching this post and if (lol more like when) any bugs are reported I'll do my best to fix them and release a new version quickly. I'm also open to suggestions but probably I won't care much for stuff like visual upgrades, etc as opposed to stuff like adding a feature that could be very helpful and I forgot about.
(I actually ended the first version of the PBS Editor almost 2 weeks ago, by the time I had started v19 wasn't released, so I made one compatible with both v17 and v18 - the generated files were fully in v18 format, this was also my first time coding in c# and by far the most complex thing I've done, so when I finished the v17/v18 version I focused on just rewriting everything to make it as efficient as I could, since the code itself changed quite significantly I thought there would be no benefit in releasing that 1st version because any found bug would probably be caused by something which I had rewritten already. However if there's people who would like a v17/v18 version too I wouldn't mind releasing it... but it would be significantly slower then this one, over 3 times slower to be exact and while its technically functional and could 100% be used and be an asset it has some annoying visual bugs, etc).
Changelog
Edit (29/5): V19.1 supported PBSE was released. The link was replaced since the v19 one had no use:
-Fixed minor bug where incorrect instalation would spam the user with the files that were missing.
-Updated BallType compatibility to v19.1, and REMOVED number compatibility for ball types, since it would be done in future I thought it'd be pointless to delay it.
-Added AbilityIndex and updated Ability, compiler will stop you if you have both abilityindex and ability in a battler.
-Beware in Trainers editor if you select Ability Index it will automatically disable the Ability and vice versa.
Edit (12/6): Version 1.1 released:
-Fixed 2 potential crashes when user wouldn't add Internal Names to objects or Pokemon Forms would use a non existent Pokemon.
-Adapted compiler to be more user friendly (for example it would only read this format: "Item = ORANBERRY", now it doesn't matter if it's "Item =..." "Item= ..." "Item=...", etc... It still only supports v19.1 format but in the case the user was updating his/her PBS since v17 it would have that format, the Generation function will automatically convert it to full v19.1 format.
-Compilation speed was improved drastically, in average I was compiling in 473ms as opposed to the 2435ms of previous version and 8581 of first unreleased version (this one is for v17/v18, since someone asked I'll release it soon).
-Compiler will be able to spot invalid propertys, before it would just ignore them, now if for some reason... idk "Item = ..." has a typo and it's "Itam = ..." then you'll be getting an error instead of ignoring it and getting incomplete data.
-The Error Log will be displaying more detailed error messages to make it faster to locate and correct the errors.
-Added a Total Base Stats tracker for Pokemon and PokemonForms Editor.
-Added a Show Stat Details right below Total Base Stats, this will open a new form where it shows how many Pokemon have that amount of total base stats and exactly which pokemon and pokemon forms have it. (This will not update in real time, imo it's not worth sacrificing performance for this, to update it just hit compile.)
-In every editor now when adding a new Pokemon / Form / Trainer, etc it will automatically select that new entry and update all its respective fields to allow the user to starting editing right away.
-Added a friendly message in the base UI stating how many backups the user has. If you have 0 make sure to make at least one, you never know when you might need it ^^.
-Made some changes to make it possible to have all PBS Editor related files stored in PBSE folder in order to keep it from spamming the main game folder (at least for me it was getting on my nerves real badly), now installation is basically just adding PBSE folder to your game folder and that's it, the .exe file will be in PBSE folder but you can just create a shortcut and move it somewhere convenient.
Last edited: