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A few things in here are worthy of comment, however. Every aspect of each Pokémon can be modified through here – most of these fields should be pretty familiar. If you’ve already got some programming expertise, check out the script section PItem_ItemEffects to modify what each item does, otherwise we’ll cover it once we get into scripting in a later tutorial. This can’t be used to modify the effects of the item – that’s stored in RMXP’s Script Editor and requires Ruby knowledge to modify. Used to modify the names of items, when they can be used, the Bag pocket in which they’re stored, and a price and description. First though, let’s have a look at the functions that are available through the default Editor.exe. If we want to modify our types, we’ll have to edit the file directly, or use the PBS+ program mentioned earlier. We used the example of types.txt earlier, and you may have noticed that an Edit Types function is absent from the editor. It’s worth noting that not all PBS files can be modified through Editor.exe. These files are what the Editor.exe program writes its changes to, and they are typically called PBS files.
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This contains a list text files that store much of the information needed by the game – have a look at types.txt and you’ll see a list of every Pokémon Type in the game, its name, strengths, weaknesses, and a field called Internal Name that refers to the symbol used inside the game code to refer to that type. Go back to your game folder and let’s delve into the PBS folder inside it. Before that, however, we need to take a quick detour to talk about a particular type of file. The list contains fifteen functions that we’re going to be using to customize our game. In this tutorial, we’re going to delve into what each one does. We’ll get to what that does later in the article.Įditor.exe pops up a menu like this when opened. If you’re following along, I also recommend giving M3rein’s program PBS+ a try. That’s the program we’re going to be using to edit our game’s metadata.
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Open up your game folder and run Editor.exe. None of these can be modified directly using RPG Maker XP, and were thus left out of the previous tutorial. Things such as adding Pokémon, creating Trainers, making items, to name a few. You probably noticed that in the previous tutorial, we mentioned nothing about several features in fangame creation which are seemingly essential. Fangame Tutorials: Editor.exe and Metadata Editing.A guide to beginning Pokémon fangame development in RMXP.I would really appreciate it if you could tell me the files for those two, since I want to be able to run a Vanilla playthrough of the game with only hacked wild pokemon and evolutions to be able to catch whatever Pokemon I want in the wild and evolve them without resorting to trading. I know 0/1/2 is for wild encounters in Pokemon X/Y but I'm not sure about Pokemon ORAS, same for the Evolution edit. if I only want the Wild Pokemon and Evolutions edit, which files should I replace? Sort of like a Emu Edition to avoid having to trade for the ones not available in one of the two versions.Ģ) Let's say I want some of the features but not all of them. I will copy paste the same thing I wrote in the ProjectPokemon site:ġ) Does the edited Wild Pokemon work so we can catch all of the 720 Pokemon currently available as of 6th Gen? Additionally, since wild Pokémon aren't leveled up, if you were to release one of your Level 40 Pokémon that you'd have ar around the third Gym you'd have a hell of a time replacing it. It's very rare for all six of your team to make it through any Gym battle, and some of the Ace Trainers are equally difficult. Boss battles play out almost like competitive matches, with them often revenge killing you, setting up, or pulling out surprise moves. This is NOT designed for Nuzlocke play.
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If you wishing this ROM in other languages, feel free to ask me. Traiver (I) will continue the translation in german language. Text has been edited for the English language only.