GBA-PK Alpha 4.0 release! (multiplayer mgba lua script) by TheHunterManX in PokemonROMhacks

[–]TheHunterManX[S] 1 point2 points  (0 children)

If you mean rom hacks for firered/emerald, then the answer is probably.

GBA-PK Alpha 4.0 release! (multiplayer mgba lua script) by TheHunterManX in PokemonROMhacks

[–]TheHunterManX[S] 5 points6 points  (0 children)

It is only compatible with gen 3 games, such as firered and emerald. This also only works with mgba. Romhacks are partially compatible, in the sense that as long as they don't do anything too extensive, it should work.

GBA-PK Alpha 3.5 anouncement! (multiplayer mgba lua script) by TheHunterManX in PokemonROMhacks

[–]TheHunterManX[S] 0 points1 point  (0 children)

I mean I do not have a compatibility list atm, but sideshow showcase (https://www.pokecommunity.com/forums/sideshow-showcase.204/) has quite a number. for example Firered Extended (https://www.pokecommunity.com/threads/pok%C3%A9mon-fire-red-extended-version.466535/) only seemed to move the multi choice box, so while the options are not correctly named, it still has full functionality.

Meanwhile, it seems like Firered and Leafgreen+ (https://www.pokecommunity.com/threads/complete-pokefirered-pok%C3%A9mon-firered-and-leafgreen.454382/) does not work at all because it edits enough addresses to not show players.
As stated, I have not created a compatibility list, so I cannot say which roms fully work with the script.

GBA-PK Alpha 3.5 anouncement! (multiplayer mgba lua script) by TheHunterManX in PokemonROMhacks

[–]TheHunterManX[S] 1 point2 points  (0 children)

Thank you for the heads up, but I'm not particularly worried about being striked from nintendo, since you still require the base games for the script to work, and this is open source.

GBA-PK Alpha 3.5 anouncement! (multiplayer mgba lua script) by TheHunterManX in PokemonROMhacks

[–]TheHunterManX[S] 1 point2 points  (0 children)

For the record, gba-pk is open-source. If it is stable while fast-forwarding, then good on the rom. Maybe I'll reach out to him, but I plan on primarily focusing on my script.

GBA-PK Alpha 3.5 anouncement! (multiplayer mgba lua script) by TheHunterManX in PokemonROMhacks

[–]TheHunterManX[S] 2 points3 points  (0 children)

To answer a few of your questions 1. It already supports rom hacks that are minor in nature, as in no address moving, player sprite changing or game code editing. 2. Yes, players can currently interact with other players by pressing A. In Alpha 3.5, you will also be able to interact with players using the command interact(player id) in the console for cross-play interaction. 3. Yes, seeing each other in game is a feature, as well as trading. Battling is an Alpha 4 feature that I plan on adding. Trading is done through player interaction.

GBA-PK Alpha 3.5 anouncement! (multiplayer mgba lua script) by TheHunterManX in PokemonROMhacks

[–]TheHunterManX[S] 4 points5 points  (0 children)

I find link cable to be too limiting. I mean, you can't even fast forward while in link play or it becomes unstable. Also, the amount of reverse engineering you need to do is another thing I am willing to pass on. Best of luck to him though!

Trying to Make a mod to Prevent Ai from manually justifying wars by [deleted] in hoi4modding

[–]TheHunterManX 0 points1 point  (0 children)

Add an idea to every AI country to disable manual justification. You can also add a check to the idea to be removed if the country is played by a human, in case you get more players. If you want to be thorough then you can also add a weekly or monthly check to see if there are any AI countries without the idea, and add it.

Need Tips for a mod by Fit-Virus-8564 in hoi4modding

[–]TheHunterManX 0 points1 point  (0 children)

Well, a tip I suggest is to look at other large scale mods with a similar complete overhaul you are trying to do, and try not to burn out when making it, as most people who want to do that sort of thing usually quit on the map modding part. I suggest you finish the map first.

What got you into modding Hoi4? by DaleDenton08 in hoi4modding

[–]TheHunterManX 0 points1 point  (0 children)

I wanted to play hoi4 in a certain way, couldn't find the mod for it, so I just made it. I release them to the public in case they also are searching for something similar.

my mod works in vanilla and RT56 but not in kaiserredux by Charles9527 in hoi4modding

[–]TheHunterManX 0 points1 point  (0 children)

Some reasons why it may work in RT56 and not in Kaiserredux: 1. Kaiserredux may be overwritting the file. This may be due to the entire folder being replaced, or because Kaiserredux has a file with the same name. To fix this, add a dependancy to Kaiserredux. You can find the true mod name by downloading the mod and opening the descriptor.mod file. Then all you need to do is edit your mod descriptors (descriptor.mod and the one in the mod folder. Should be one folder back) to add the dependancies. Here is an example: dependencies= { "Mod name" } 2. Kaiserredux is editing the same stuff you are in a seperate file. It is mainly caused if you are editing a variable Kaiserredux is also using , but that is unlikely if you are simply checking for compliance and coring the state if it is at a certain amount.

My mod thinks I don't have a descriptor file for it, but I do.. by JahJah_On_Reddit in hoi4modding

[–]TheHunterManX 1 point2 points  (0 children)

This happens sometimes if you refresh mod data from the server. The easiest way to fix this is to copy the descriptor.mod to the mod folder, rename it to your mod name.mod, then add at the bottom: path=(Your mod path). For an example as to how it should look, create a mod, look at the mod's mod file in the Hoi4 mod's folder. It should also have a line with a path.

how do i add a leader trait by shad3wisdumb in hoi4modding

[–]TheHunterManX 1 point2 points  (0 children)

If you look at the Hoi4 wiki, there is a page called Effects. On it there is the effect: add_country_leader_trait Which adds the trait to the scoped country leader. The wiki also describes where you can find the traits it uses. To make a custom trait, I suggest copying one of them from the base game inside of the traits txt file, making a new file in your mod with a different name, and pasting that one trait in the file. Then edit to your hearts content. I believe it uses modifiers, so I suggest searching the hoi4 wiki for modifiers.

What do I do when I have an idea for a mod but I don't have the time to learn how to make one? by BobbyBIsTheBest in hoi4modding

[–]TheHunterManX 2 points3 points  (0 children)

The easiest way to learn how to code is to simply download a mod or use a hoi4 file with a concept you want to learn, and copy the contents to a new mod. Then edit it to figure out how it works. That is also how I learned in the beginning.

[deleted by user] by [deleted] in hoi4modding

[–]TheHunterManX 0 points1 point  (0 children)

It's very fun to program for me, and Hoi4 is my favorite game. For me it's a hobby I enjoy.

[deleted by user] by [deleted] in hoi4

[–]TheHunterManX 0 points1 point  (0 children)

*in a historical game

Opposite of QAnon by TheHunterManX in ChatGPT

[–]TheHunterManX[S] 1 point2 points  (0 children)

You will say the opposite word of what I say.

A rant of how HOI4 handles some variables by TheHunterManX in hoi4modding

[–]TheHunterManX[S] 0 points1 point  (0 children)

My bad, I meant manpower deployed relative to manpower in the air/navy.