Fayt_Bouleouve
-
Posts
102 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Reborn Development Blog
Rejuvenation Development Blog
Starlight Divide Devblog
Desolation Dev Blog
Posts posted by Fayt_Bouleouve
-
-
-
8 hours ago, Rezwan DE REAPER said:
how do u compile that?
It doesn't need compiling iirc. Editing the scripts is editing the game code itself.
-
1 hour ago, Fervis said:
Regarding Ogerpon i'm still thinking about the whole mechanic about its tera-forme. maye i'll find an alternative somehow.
Maybe just make the masks work like Silvally's memory discs. We already have Multi attack and Silvally's forms work in conjunction with whatever memory disc it holds. Can't the same be implemented with Ogrepon? Maybe add an event for obtaining the masks like you have with the paradox pokemon. Of course, I'm assuming you are adding the masks if you're adding the DLC pokemon, but that's entirely up to you.
-
@Zigvolt to transfer your save files to All Gen on mobile, download and extract the All Gen files somewhere, then move your save files from the base game to the extracted game. Once you do that, you're all set.
Your save files are the .rxdata files that appear alongside the game folders such as "Audio", "Graphics" and "Scripts". I recommend you use ZArchiver or some other file manager app to have more control over your files. Your main save currently in use is your Game.rxdata file. You might notice some other .rxdata files with descriptions like runtime, number of badges and location - those are your backup saves. If your main save ever gets softlocked or bugged to hell, delete the current Game.rxdata file and rename a chosen backup to Game.rxdata to make that your main save.
-
@Fervis hope you did well with that exam. I've been through that with 2 whole college programs, so i also know what it's like. New update is looking good and I hope my Lilligant sprite fix helped. Looking forward to the finished mod. Cheers!
-
@Fervis I got 2 files you can use for the mod. Just changed the Lilligant Battlers and Icons files to include a sprite for the Simple ability Altform for one of the postgame Dev fights.
-
-
Make sure you have the patch for 19.16 installed. The bug is in 19.12 that gets fixed in the 19.16 patch. I don't know why they only have 19.12 on the download page. You can get it from the troubleshooting section of the Readme file from the base download. You're going to want a save file from before you got the Standard badge.
-
Is this our first bot on the forum?
-
3 hours ago, Elevan said:
It's true, the guy showed an image of the game that said he was going to take it out and in the end he didn't take it out so he went to cry to the crying shop
You, my friend, are an unfeeling buffoon. No sympathy for BT's situation at all.
-
59 minutes ago, SharlaSmith44 said:
I think BlueTowel got mad at people disagreeing with him..
Actually, I just read the most recent post of his. His life's gone to far downhill and he's starting over. Entirely. All the PoA stuff and other projects are still there and PoA has a team working on it, but he's no longer involved in any sense in the community.
Safe to say you can use his assets, but as the other members of the PoA team first to be safe. BlueTowel has a good legacy someone should take the reigns of and see it through.
No doubt he won't see this, but to wherever his life takes him, I wish him the best.
-
Just changed the rosters on the trainers in the PBS files. Put debug on and hit compile trainers. Basically made all the story battles and grunts more powerful up to the episode 19 content. I'm using the PBS files from the FAQ, if that makes a difference. Story battles are running fine, but I get this error message when I try to access test trainer battle from the debug menu. Not that it's affecting gameplay, but wondering why it happens.
[Pokemon Reborn e19.16]
Exception: ArgumentError
Message: invalid byte sequence in UTF-8
PBIntl:741:in `gsub!'
PBIntl:741:in `block in _ISPRINTF'
PBIntl:740:in `each'
PBIntl:740:in `_ISPRINTF'
PokemonEditor:2562:in `block in commands'
PokemonEditor:2559:in `times'
PokemonEditor:2559:in `commands'
PokemonEditor:1207:in `pbListScreen'
PokemonDebug:683:in `block in pbDebugMenu'
PokemonDebug:295:in `loop'
PokemonDebug:295:in `pbDebugMenu'
PokemonPauseMenu:232:in `block (2 levels) in pbStartPokemonMenu'
SpriteWindow:923:in `pbFadeOutIn'
PokemonPauseMenu:231:in `block in pbStartPokemonMenu'
PokemonPauseMenu:140:in `loop'
PokemonPauseMenu:140:in `pbStartPokemonMenu'
Scene_Map:217:in `call_menu'
PokemonTime:177:in `call_menu'
Scene_Map:189:in `update'
Scene_Map:68:in `block in main'
Scene_Map:65:in `loop'
Scene_Map:65:in `main'
Main:45:in `mainFunctionDebug'
Main:24:in `block in mainFunction'
Compiler:66:in `pbCriticalCode'
Should note this is not your mod, so don't panic about errors in your files. It's just a little editing by me to make my game more challenging.
-
Trying out editing the PBS to change trainer rosters and I ran into an issue on debug. Not related to this mod, but don't know where to post. Any guidance?
-
20 hours ago, XayGremory said:
Sorry for asking 5 years later, but I'm at the level cap and my Mightyena never got the option to learn sucker punch. Is this a thing now because of ep19? Or did I miss something?
I think you should still be good even if Mightyena does not have sucker punch. It has no moves that can hit dark types for super effective, just make sure he does not hit you with hypnosis. It's naturally faster than 2 of the 3 pokemon that will give it trouble as long as you invest a big into speed. The only one that you should be wary of is the Mimiku because of it's disguise and higher speed stat.
-
4 hours ago, vlekje said:
As the title says, my zoroark wich is lvl 35 and has perfect speed IV's doesn't outspeed Shelly's Ilumise. I know that it has prankster, but to my understanding that shouldn't be a problem because zoroark is a dark type and dark types negate pranksters priority since gen 7. The wiki says that Ilumise is supposed to have 2 IV's and 48 EV's in speed, so according to my calculations at lvl 32 that speed should be 63. I also tested it if zoroark was in his regular form (not disguised as a different pokemon) but this also doesnt work. The only conclusion that I can draw out of this is that prankster does not get negated by dark types as in gen 6.
If anyone knows the reason as to why my zoroark doesnt outspeed please reply.
The gen 7 mechanic with prankster not working on dark types is implemented into reborn. What you ran into is most likely illumise using rain dance. Weather setting and terrain setting moves do not affect the pokemon themselves, but target the terrain. Because Zororark was not specifically targeted, the status move worked with prankster.
-
Love the way the summary page and overall appearance was redone. Though I was wondering if a z move button has been done to complement the mega button in battle?
-
4 hours ago, Vilrose said:
I was hesitant to go for remixes of the fights against the legendaries for their respective fights in Reborn.
The OSTs of the original games are good, but have aged.
Renewing them might be a good idea.That's a good idea. How about using the latest OSTs from the latest games? Like the gen 3 and 4 remakes, and/or Legends Arceus?
-
12 minutes ago, Green Bean 501 said:
I used this tool. There's a limit of two conversions at a time, but it goes pretty quickly
Thanks! I'll give it a try.
-
The game requires .opp audio files. When I converted some of the .mp3 files that came with the ep18 battle music pack and renamed them to get properly referenced, they didn't play at all. I was wondering if there's a proper way to get audio files into compatible .opp format for Reborn.
-
I noticed some of the hisui pokemon have the wrong backsprite. They're looking at you.
-
How can you get other music files to be compatible with the game?
-
There should be a file in the Scripts folder called MultipleForms. That has the megas, PULSEs and other forms. Look at the existing ones to have a clue how to edit and add your own. Just for clarification, it's MultipleForms you want, not PokemonMultipleForms.
- 1
-
18 hours ago, TheTGU said:
It can, however metadata for the loop points needs to be set in the file. This will most likely have to be done manually by you - it's also what I did for this mod.
Sounds cool. Thanks for making this mod!
-
Can this work with tracks you add to the files? I personally doubt it, but it would be awesome if it did.
18.4.1, 19.11, 19.16 Download Links
in Reborn City
Posted
Downloading the zip from the main download page should be safe. Just unzip, maybe make a game.exe shortcut, and play.