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import collections | |
import copy | |
import string | |
import random | |
import math | |
# switch by inputting in the mon to switch to | |
# use moves by inputting 1, 2, 3, 4 for each move respectively | |
""" |
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import random | |
import operator | |
import timeit | |
import time | |
TOTAL_TRIALS = 100 | |
p1_matrix = [ | |
[6, 8, -8, 6], | |
[9, 10, 1, 9], |
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- TalkToMom | |
- Jack into stove, do the tutorial | |
- TalkToDad, he gives you 500Z | |
- Jack back into stove, get 500Z BMD (corner right), jack out | |
- Jack into Lan's PC | |
- Check GMDs for Zenny | |
- You can also get 2000Z from in-battle GMDs in ACDC | |
- Pick up MiniEnrg BMD | |
- Go to ACDC3, and pick up CopyDmg * | |
- Reg Guard1 A immediately once you have one |
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import random | |
def get_num_endermen(simulating, chunks): | |
chunks = [{} for i in range(256)] | |
num_mobs = 0 | |
MOB_CAP = 70 | |
num_endermen = 0 | |
MOB_CHOICES = ("spider", "zombie", "zombie_villager", "skeleton", "creeper", "slime", "enderman", "witch") | |
MOB_WEIGHTS = (100, 95, 5, 100, 100, 100, 10, 5) |
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off_8005A78:: | |
.incbin "baserom.gba", 0x5a78, 0x4 | |
off_8005A7C:: | |
.incbin "baserom.gba", 0x5a7c, 0x4 | |
off_8005A80:: | |
.incbin "baserom.gba", 0x5a80, 0x4 | |
off_8005A84:: |
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real_world_map_number_names = ( | |
("ACDCTown", "Class6A"), | |
("CentralTown", "LansHouse", "LansRoom", "Bathroom", "AsterLand"), | |
("Class6_1", "Class6_2", "Class1_1", "Class1_2", "1FHallway", "2FHallway", "FoyerHall", "TeachersRoom", "PrincipalsOffice", "ResearchLab1", "ResearchLab2"), | |
("SeasideTown", "Aquarium1", "Aquarium2", "Auditorium", "ControlRoom"), | |
("GreenTown", "CourtFoyer", "Courtroom", "PunishmentRoom", "UndergroundRoom"), | |
("Admin", "SkyTown", "OperatorRoom", "ForceRoom"), | |
("ExpoSite", "CentralHall", "SeasideHall", "GreenHall", "SkyHall", "CopyBotControlRoom"), | |
) |
If the Battle scene (in Porymap) is MAP_BATTLE_SCENE_NORMAL
, then the game will use a default terrain based on various attributes. For example, being in tall grass sets the battle terrain to a tall grass background. Editing these requires adding new code at src/battle_setup.c#L637.
The default battle terrains are defined at src/battle_bg.c#L601 and the pointers to the graphics are defined at src/data/graphics/battle_terrrain.h#L60. You can replace the filepaths with the files of your choosing to replace the default battle terrains. Note that the pointers are scattered about the file so you'll need to track down all the pointers within [src/data/graphics/battle_terrrain.h#L60](https://github.com/rh-hideout/pokeemerald-expans
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Anything without IVs means 0 IVs straight, not perfect IVs. | |
I don't actually know the internal trainer format. I dumped trainer sets using a Bizhawk Lua script which loaded | |
every single trainer and dumped the trainer party from RAM (link: https://github.com/luckytyphlosion/PokemonBizhawkLua , | |
requires nightly Bizhawk build to run). Likewise, any level scaled trainer does not mention if it's level scaled. | |
I set my party to all L80s, so if a Trainer has around those levels, it's probably level scaled. Note that this means | |
some mook trainers with Pokémon that learn moves past L80 may have different moves depending on your party levels. | |
------------------------------------------------------- |
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Echo Ridge | |
=== | |
Person: Little Kid near the school entrance | |
Reward: SrchEye | |
Overview: This kid thinks he saw a ghost near the vending machines. | |
Talk to him and head over there. You see... nothing. Put on your | |
visualizer and you’ll see a program behind the card shop. Talk to it, | |
then return to the kid. You convince him he’ll never see it again and | |
he’ll reward you. |
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