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KenzieEmm

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Posts posted by KenzieEmm

  1. I'm alive again! I had a brief bout with a breakthrough COVID infection that put me down for a few weeks, and then I don't have a good excuse for vanishing for the three months after that so let's get right into it!

     

    Bugfixes!

    • Chimecho no longer crashes the game
    • A!Feebas uses the correct sprites
    • Fixed Infernal Parade not burning correctly
    • Hopefully fixed a few crash-prone trainers
    • Blazing Soul now properly gives +1 priority instead of just the flag for having +1 priority

    New Content!

    • Crests have been reimplemented. Talk to the group of NPCs by the healing machine in Agate Circus to buy them!
    • Several Rejuvenation originals were too difficult to program correctly, including Vespiquen and Probopass. They aren't available yet. I've learned by now not to get too ambitious.
    • Serperior and Emboar have crests of their own, so that Samurott isn't lonely anymore
    • For mons with both crests and multiple forms, the crest effect applies to any version of the mon in question!
    • I will start putting together a location guide for the main post this week if time allows

    Full Download

     

    To update from an earlier version, just unpack the attached zip into the game's main folder

    Update.zip

  2. 4 hours ago, Exusiai3 said:

    I have this problem with problem with a trainer inside the clinic where she sends out a cryogonal and this pops out. 

     

    Im playing on mobile with joiplay and sorry if that might be the problem.

     

    Thanks in advance!

     

    Screenshot_2022-06-28-03-53-17-059_cyou.joiplay.rpgm.jpg

    Screenshot_2022-06-28-03-53-25-220_cyou.joiplay.rpgm.jpg

    Screenshot_2022-06-28-03-53-28-526_cyou.joiplay.rpgm.jpg

     

    Looks like a weird quirk with an unimplemented item rearing its ugly head again. Just put this in your scripts folder and it should be good.

    This file will also fix the bug that I'm assuming happens where Aevian Ampharos transforms into its normal counterpart after battle, because I keep forgetting the game doesn't normally have things with megas and regional variants coexisting.

    PokeBattle_Battler.rb

    • Like 1
  3. 4 hours ago, space_cat said:

    Might be a stupid question, but I was trying to catch a Sunkern just now and are they supposed to be immune to status? So far, both Drought and Solar Power seem to block status moves. Also, my Electabuzz (static) got healed after being hit with grass whistle. image.png.6bd49aa0eccb06a5a2af859bce9e241a.png

    Okay, that was incredibly screwy. Something was going amiss with the handler for abilities nullifying status moves. I don't think I touched it at all. Anyway, here's the fix.

    PokeBattle_Move.rb

  4. It's time for an update! All the new mons and forms through Crown Tundra and Legends: Arceus have been added, as have the rest of the Aevian forms except for Sandygast and Palossand for now. For the new Hisui forms that evolve from a normal mon, you can get them by evolving them while they're holding a Plate based on the typing of the Hisuian form. So if you use a Leaf Stone on a Petilil that's holding a Fist Plate, you get a Hisuian Lilligant, or if you get a Rufflet to level 52 while it has a Mind Plate, it will evolve into Hisuian Braviary.

     

    The new Move Tutors from the Isle of Armor can be found just south of Mosswater Market post-renovation.

     

    New mons can be found here:

    Spoiler
    • A fisherman in the Grand Hall will sell you an A-Feebas
    • H-Voltorb can be found via headbutt in Beryl Cemetery
    • H-Growlithe can be found at the summit of Pyrous Mountain
    • H-Zorua can be found via event in Citrine Mountain 2F
    • A-Mareep can be found via random encounters in Citrine Mountain
    • A-Lampent can be found via random encounters in the locked room in the Abandoned Power Plant
    • A-Lapras can be found in Iolia Valley in Sableye's room
    • Kubfu can be obtained from Azer after beating all 25 spirits. It can also be bred if you want both forms. Level it up for Single Strike, level it up with a Splash Plate for Rapid Strike

     

    EDIT: Google Drive has flagged the update folder as malicious, so for now you'll have to download the main file, at least until the appeal goes through. No clue why it's doing that, the update folder is literally just the data, scripts, icons, and battlers folders from the main thing

    • Like 2
  5. 10 minutes ago, Hakimblue99 said:

    Sorry for being dumb, but the gmax mega stats you displayed, I assume are arranged in this order, right?

     

    HP Att Def SpecialA SpecialD Speed

    It is HP Atk Def Speed SpAtk SpDef

    Probably not the most intuitive,but that's the way it's arranged in the game data

    • Thanks 1
  6. 15 hours ago, Maverillion said:

    The code is there for hisiuan, just the models are backwards and the maps are not coded in for where it spawns, I can mess around with it to make at least Zoroark work but idk not too fluent with Reborn's code, so might be buggy, and need Kenzie's permission for that as well.

    Go right ahead with that. Zoroark wasn't breaking anything so all it needs to be implemented is to add an encounter with it.

    As for the rest of them, @Selesia, I'm hoping to get them out this weekend. They still won't have back sprites since I can't draw, but they'll be perfectly functional nonetheless

  7. 1 hour ago, Maverillion said:

    Since I love the work you're doing with these I'll give my two pieces since you're working on the crests right now.

    So Ledian and Ramparados crests are ridiculously broken. Ledian's crest used to be balanced when it only had 35 base atk, but now with 75 its too strong. Ramparados always 1 shots pretty much so it gets a free ddance every kill is too op, plus the healings is too much. Maybe for Ledian reduce damage by 50% each punch and for Ramparados remove the atk increase.

    Keep it up!

     

    edit: For the mega lapras update, once you mega Lapras will be perma-megaed.

    The Lapras thing was my bad, I keep forgetting that the cleanup scripts for form changing is handled outside the multipleforms file. So the main download was fixed but not the update file. You can just use this to fix that. And thank you for the feedback, I appreciate it!

     

    Edit: Aevian Lapras still thinks it's a mega. I'll take a graphical bug over the thing being unplayable

    PokeBattle_Battler.rb

  8. Crests were entirely too broken and were causing everything around them to break. This entire thing needed more time in the oven, but I didn't want to scuttle the entire thing just yet. So I've removed the crests for now. They'll be back eventually once I'm more confident in my ability to code them properly.

  9. 2 hours ago, Dred said:

    Ariados Crest breaks upon trying to attack an opponent.
    edit1: doing anything with Ariados out will cause this error. 
    edit 1.5: This happens even when not holding the crest. 

    Capture11111.PNG

    It was just another formatting error :[

    I hate how finicky code is. Anyways I'm switching over to folders like you suggested to make it easier to patch things

    PokeBattle_Battler.rb

  10. 43 minutes ago, Dred said:

    Got it installed, it looks awesome so far!
    Figured I'd bring this to you as soon as possible however, set four of the crests crashes upon clicking it, item "EMPKCREST" is not valid. I assume the K is not supposed to be there, and is probably just as simple fix! 

    Also you included your mods folder in the download for it, not sure if that was intended or not. 

    EDIT: Fixed the error with the crest shop, two crest's had typo's, and were crashing due to it not detecting. Map update is linked below. 

    Captur11111111e.PNG

    (FIXED) Map007.rxdata 7.93 kB · 1 download

    Thanks for the fix! It'll be in the main files whenever Google finishes uploading it.

    And yeah, the mods folder wasn't supposed to be there. I needed debug to compile it and forgot to remove the folder after. I'm not very good at this yet

  11. 1 hour ago, Dred said:

    I do apologize for the confusion. What I had been suggesting was having the Aevian Mons/Crests be a file on their own, excluding the Gen 8 Content, customs moves/abilities, etc. Sorry!!!  (essentially what you did but reversed) 

    No need to apologize! I have a tendency to rush off to get work done without fully thinking things through. I've added a download for that as well.

    • Like 1
  12. 1 hour ago, Dred said:

    Is there a possibility to have content such as Aevian mons, and crests (up to gen 7) separate, rather then having it all together in one mod? Understandable if that's no possible as it would probably mean changing a lot, figured I'd just toss that out there.

    Good idea! I edited the main topic with an extra link for that version. I did it the lazy way, though. Everything is still there in the data, but every Crest was removed from the maps, the Crest vendor was removed, and every trainer that used one of those or an Aevian mon not named Mismagius had them replaced.

    • Like 1
  13. 8 hours ago, ololjin said:

    the game crashes when i choose bulbasaur and try to look at his stats

     

     

    Exception: NoMethodError
    Message: undefined method `empty?' for nil:NilClass
    PokemonEvolution:906:in `pbGetPreviousForm'
    C:/Users/Pero/Desktop/pokemon reborn noghtmare eddition/Pokémon Reborn - Nightmare Edition/Data/Mods/AMB - Misc_RelearnRework.rb:126:in `block in pbGetRelearnableMoves'
    C:/Users/Pero/Desktop/pokemon reborn noghtmare eddition/Pokémon Reborn - Nightmare Edition/Data/Mods/AMB - Misc_RelearnRework.rb:111:in `loop'
    C:/Users/Pero/Desktop/pokemon reborn noghtmare eddition/Pokémon Reborn - Nightmare Edition/Data/Mods/AMB - Misc_RelearnRework.rb:111:in `pbGetRelearnableMoves'
    C:/Users/Pero/Desktop/pokemon reborn noghtmare eddition/Pokémon Reborn - Nightmare Edition/Data/Mods/SWM - LearnEggMoves.rb:73:in `pbGetRelearnableMoves'
    C:/Users/Pero/Desktop/pokemon reborn noghtmare eddition/Pokémon Reborn - Nightmare Edition/Data/Mods/AMB - Misc_RelearnRework.rb:100:in `pbHasRelearnableMove?'
    C:/Users/Pero/Desktop/pokemon reborn noghtmare eddition/Pokémon Reborn - Nightmare Edition/Data/Mods/AMB - MonkeyPatched_PokemonScreen_pbPokemonScreen.rb:37:in `block in pbPokemonScreen'
    C:/Users/Pero/Desktop/pokemon reborn noghtmare eddition/Pokémon Reborn - Nightmare Edition/Data/Mods/AMB - MonkeyPatched_PokemonScreen_pbPokemonScreen.rb:7:in `loop'
    C:/Users/Pero/Desktop/pokemon reborn noghtmare eddition/Pokémon Reborn - Nightmare Edition/Data/Mods/AMB - MonkeyPatched_PokemonScreen_pbPokemonScreen.rb:7:in `pbPokemonScreen'
    C:/Users/Pero/Desktop/pokemon reborn noghtmare eddition/Pokémon Reborn - Nightmare Edition/Data/Mods/SWM - ChooseStarter.rb:356:in `pbPokemonScreen'
    C:/Users/Pero/Desktop/pokemon reborn noghtmare eddition/Pokémon Reborn - Nightmare Edition/Data/Mods/AMB - AddOpt_DebugMenu.rb:101:in `block (2 levels) in pbStartPokemonMenu'
    SpriteWindow:923:in `pbFadeOutIn'
    C:/Users/Pero/Desktop/pokemon reborn noghtmare eddition/Pokémon Reborn - Nightmare Edition/Data/Mods/AMB - AddOpt_DebugMenu.rb:100:in `block in pbStartPokemonMenu'
    C:/Users/Pero/Desktop/pokemon reborn noghtmare eddition/Pokémon Reborn - Nightmare Edition/Data/Mods/AMB - AddOpt_DebugMenu.rb:70:in `loop'
    C:/Users/Pero/Desktop/pokemon reborn noghtmare eddition/Pokémon Reborn - Nightmare Edition/Data/Mods/AMB - AddOpt_DebugMenu.rb:70: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:26:in `mainFunction'
    Main:81:in `block (2 levels) in <main>'
    Main:80:in `loop'

     

     

    here is the error log when i choose another starter it works just fine

    What a dumpster fire this release has been.

     

    From testing it out, it seems like the Relearn Rework mod is responsible for this. It tries to look for previous evolutions to add their level up movelists to the relearn for the current. It's trying to call a species prior to Bulbasaur, which doesn't exist since it's the first pokemon that's coded. I'll look for a fix, but for now you'll just have to uninstall that mod until Bulbasaur evolves.

     

    @Guift From looking into it, Galarian Darm is actually coded into base Reborn, it just isn't implemented since there's no normal way of getting it. And by using debug to force in a Galarian Darm and taking it into battle, the same thing happens. I think something strange is happening with some postbattle cleanup script for Darm specifically, since other new forms like Lapras don't have that issue. I'll try to find the offender when I get the time today.

  14. 2 hours ago, TheIsolatedWizard said:

    [Pokemon Reborn e19.16]
    Exception: ArgumentError
    Message: wrong number of arguments (given 0, expected 1..2)
    PokeBattle_Battler:1024:in `hasWorkingItem'
    PokeBattle_Battler:1111:in `pbSpeed'
    PokeBattle_AI_2:6615:in `block in pbAIfaster?'
    PokeBattle_AI_2:6608:in `each'
    PokeBattle_AI_2:6608:in `pbAIfaster?'
    PokeBattle_AI_2:7857:in `block in getSwitchInScoresParty'
    PokeBattle_AI_2:7719:in `each'
    PokeBattle_AI_2:7719:in `getSwitchInScoresParty'
    PokeBattle_AI_2:5150:in `pivotcode'
    PokeBattle_AI_2:2414:in `getMoveScore'
    PokeBattle_AI_2:324:in `block in buildMoveScores'
    PokeBattle_AI_2:321:in `each'
    PokeBattle_AI_2:321:in `buildMoveScores'
    PokeBattle_AI_2:138:in `block in processAIturn'
    PokeBattle_AI_2:121:in `each'
    PokeBattle_AI_2:121:in `processAIturn'
    PokeBattle_ActualScene:3418:in `pbChooseEnemyCommand'
    PokeBattle_Battle:3762:in `pbCommandPhase'
    PokeBattle_Battle:3551:in `block (2 levels) in pbStartBattleCore'
    PBDebug:4:in `logonerr'
    PokeBattle_Battle:3550:in `block in pbStartBattleCore'
    PokeBattle_Battle:3540:in `loop'
    PokeBattle_Battle:3540:in `pbStartBattleCore'
    PokeBattle_Battle:3323:in `pbStartBattle'
    PokemonTrainers:394:in `block (2 levels) in pbTrainerBattle'


    I'm getting this error when I attack pachirisu in the first gym

    Okay, that was incredibly strange. Oricorio having a crest was somehow breaking Pachirisu.

     

    Here's the fix, and the main file has been updated. I think it accidentally fixed the Darmanitan Crest too

     

  15. 27 minutes ago, TheIsolatedWizard said:

    I have to ask, but is this compatible with other mods?

    It's fully compatible with everything that doesn't touch the scripts governing Pokemon data and in battle behaviors. Graphics mods are perfectly fine. The SWM and AMB modpacks are also perfectly fine out of the box, except for the additional options pickup chance which interferes with the guaranteed item from here.

  16. 17 minutes ago, Archg said:

    It seems like the backsprites for the last bit of gen 8 pokemon are messed up; they show the front sprite of their other form instead of the backsprite of their regular form

    duralu.PNG

    copperaj.PNG

    zackyian.PNG

    Well, that was embarrassing. The transition from individual files to single spritesheets was not easy for me, since I have three brain cells and they're all competing for fourth place.

     

    Anyone who already downloaded the main file can use this to fix the issue. Just extract it into the root folder. The main download has also been updated.

     

  17. 15 minutes ago, DerogatoryTrainer said:

    Do the NPCs take advantage of these new features as well? Are their teams any different?

    I've only touched some of the bosses for now. For example, Kiki uses Mega Machamp, and Corey has a Crest Seviper. Some of the trash mobs might accidentally take advantage of some changes, like the replaced abilities. If there's popular support I'll go through and change more trainers.

    • Like 1
    • Upvote 2
  18. On 6/4/2022 at 8:07 PM, Gryff said:

    I've been trying to figure out what's wrong with the mod. The damage the Hatenna should be doing is 3 while the Scorbunny should take 4 turns to kill the Hatenna. However, this is after one turn of battle. I have done the exact same battle in the regular version and it works as it should.

    image.thumb.png.7a9efa71929e9170393ee7dad5ba97d6.png


     

    Excellent catch. What appears to have happened is that an attempt at bringing back Selfdestruct and Explosion's defense reduction was mistakenly applying to everything. This has been corrected, and the updated version has been uploaded.

    18 hours ago, Maverillion said:

    Does anyone know if this is mac compatible?

    I don't know anything about Mac unfortunately but as long as base Rejuvenation works this should too. I haven't changed anything fundamental.

  19. HOF.thumb.png.4cfea279bec77cb3ffe60004b8860ebc.png

    My last experience going through E19 was with a mono grass team, which was horrifically painful. This time, I decided to do another theme team that was a bit less stressful, so I went with Melia's team from Rejuvenation! For this run I played on set mode, didn't use items in battle (the password was not enabled, so the opponents could still use items), and had Nuzlocke mode on until the Glass Workstation. The gauntlet just kinda broke me.

     

    The Mons

    Hapi (Togekiss)

    Spoiler

    Togekiss
    100
    Choice Scarf

    Air Slash
    Dazzling Gleam
    Toxic
    Tailwind

    Serene Grace,Timid,0
    EVs: [0, 0, 0, 252, 252, 6]
    IVs: [31, 20, 31, 31, 31, 31]

     

    Hapi might be Melia's ace, but it certainly ain't mine. Here he is rocking an extremely utility heavy scarf set. The fast flinching only mattered twice, the first against Heather to make sure Crobat can't set up Tailwind, and the second against Puppy, where Air Slash did negative damage but the flinch did buy time for Toxic damage to rack up. Tailwind actually didn't get used more than once surprisingly, but I never swapped it out because it's a tutor move that I couldn't get back mid league. The third moveslot got switched up constantly. Thunder Wave against Heather, Sunny Day was run against Laura and Bennett, and Toxic for the rest.

    Serenity (Meganium)

    Spoiler

    Meganium
    100
    Meganium Crest

    Leech Seed
    Giga Drain
    Toxic
    Synthesis

    Overgrow,Bold,0
    EVs: [252, 0, 252, 0, 0, 6]
    IVs: [31, 7, 31, 31, 31, 31]

     

    My starter for both this run and the mono grass run, it's Serenity! I managed to port over the Meganium Crest from Rejuvenation as well, which helped immensely. It functions just like it does there; incoming damage for Meganium and its ally is reduced by 20%, and both restore 6.25% of their max HP every turn.  I made it accessible after the Water Treatment Plant.

    That still doesn't fix the complete lack of offensive presence, so here we are with a dedicated stalling set. She still managed to accomplish literally nothing against Heather, and got wrecked by my own abuse of Laura and Bennett's field, but really shined against Elias and more importantly Lin. In the most anticlimactic end imaginable, Puppy, after ravaging my team down to the last, got stalled to death by Leech Seed and Toxic. It's boring, but I'm very happy with it given how much I love Meganium.

    Hope (Gardevoir)

    Spoiler

    Gardevoir
    100
    Choice Scarf

    Trick
    Psyshock
    Moonblast
    Focus Blast

    Trace,Timid,0
    EVs: [6, 0, 0, 252, 252, 0]
    IVs: [31, 16, 31, 31, 31, 31]

     

    Two scarf users on one team seems a bit bold, but with the team being as slow as it is something had to give. Hope was the MVP for basically the entire run. There's just a massive amount of Fairy-weak mons running around in this league, a ton of field effects that buff Moonblast to monstrous levels, and not a lot of things that can handle a Fairy type that's hitting that hard with that amount of speed.  Trace is also just a ludicrously good ability. Copying Laura's Venusaur's Chlorophyll lead to an easy win. Getting El to bring out Kangaskhan early to copy Parental Bond did the same, but then I had to win a speed tie against Ditto. Lin's Celesteela was also the only thing on her team that could stand up to the field boosted Moonblasts.

    Fortitude (Zoroark)

    Spoiler

    Zoroark
    100
    Life Orb

    U-turn
    Dark Pulse
    Flamethrower
    Grass Knot

    Illusion,Naive,0
    EVs: [0, 0, 0, 252, 252, 6]
    IVs: [31, 31, 31, 31, 31, 31]

     

    Fortitude, my dearest friend, you carried me extremely hard through the early game until I finally managed to mine up a Shiny Stone for Hapi. You were still incredibly good up until around Charlotte, when even the random route trainers had perfect IVs and are EV trained. You're still solid, but... this is not the league for you. He still got to contribute a bit. He got to use the Firium-Z which was the only reason I beat Bennett and Laura. Field boosted Dark Pulses really hurt Anna and Lin, but he got used exactly 0 times against Heather and Elias, and died to Venusaur after destroying the flower garden. I honestly should have looked at the League more beforehand, because Grass Knot hits exactly 0 things and Sucker Punch would have been nice.

    Patience (Snorlax)

    Spoiler

    Snorlax
    100
    Figy Berry

    Belly Drum
    Return
    Heavy Slam
    Crunch

    Gluttony,Adamant,0
    EVs: [252, 252, 0, 0, 0, 6]
    IVs: [31, 31, 31, 10, 31, 31]

     

    We live in a Gen VII world before the pinch berries were nerfed so I'm obviously going to abuse that fact. Just like with Fortitude I really should have looked at the League more thoroughly before going in, because Crunch was useless and Recycle would have been wonderful. He still put in a metric ton of work. There's loads of scary special attackers, and Snorlax beats scary special attackers. There's a surprising amount of Steel-weak mons, and obviously none of them are fat enough to make Heavy Slam anything less than max power. He didn't really have any major clutches, but he just a fantastic, consistent performer. Heather didn't really give him a chance to work with all her strong physical attackers, but every other match he he did his job and he did it well.

    Unity (Hydreigon)

    Spoiler

    Hydreigon
    100
    Darkinium-Z

    Nasty Plot
    Flash Cannon
    Dark Pulse
    Roost

    Levitate,Timid,0
    EVs: [0, 0, 0, 252, 252, 6]
    IVs: [31, 9, 31, 31, 31, 31]

     

    Another beneficiary of my tampering, with me updating learnsets to Gen VIII, Hydreigon gets Nasty Plot. For all the fights she showed up in, she didn't need it. Holy hell, what an inconsistent mon. Thanks to Hapi's Tailwind she ravaged Laura and Bennett, completely dunked on Elias once Kangaskhan and Noivern were disposed of. Against Anna and Heather her best contributions were being sac fodder. But then she wrecked Lin#1 (Her Gardevoir is Modest. Don't run Modest Mega Gardevoir. Garchomp is Adamant too. Don't do that either. It's Scarf so it still revenge killed me, but still

    ). Lin#2 got wrecked even harder, once I realized there's a route split and she has two different teams she can bring. There's a Flygon there in the Anna route that's not present in the Lin route. I brought her in against Celesteela after sac'ing Fortitude to it, set up a Nasty Plot, and then won. Black Hole Eclipse OHKO'd Celesteela (It even kills when unboosted. I had to reset this fight a few times to make sure I had enough going into Puppy), Flash Cannon OHKO'd her Hydreigon because Lin is allergic to +Speed natures, and then OHKO'd the Unaware Clef too.

     

    For this challenge I also had Aegislash, Mimikyu, Azumarill, and Yanmega available. They never show up evolved, but I also had the option of including Lopunny and Bewear. I never actually used any of them. The first three are actually good mons, and I can't have that. I guess after mono grass I've just awakened masochistic tendencies that had previously been buried deep within my subconscious. I also didn't end up using any Megas for this team. I had two potentially, in the form of Gardevoir and Lopunny. I could have also stuck closer to canon and ported over Mega Snorlax. Lopunny was out, because I didn't end up using the base form at all. I could have used Gardevoir. I went through the hell of that puzzle in the basement of Devon Corp and everything. But I just kinda forgot about it? I'll justify me being an airhead by saying that Scarf Gard was incredibly useful

  20. If you're like me, you've probably gotten to Terajuma and were immediately met with tragedy as your early game aces fell off in the face of the massive difficulty spike. This mod attempts to fix the large discrepancy in 'Mon power by buffing many underperformers and adding new options for some that are already good. Maybe Mightyena isn't sweeping Angie, and Dewgong still isn't beating Alain's Volcanion, but now both will stay useful once enemy trainers start using EVs. For the most part, these changes were ripped directly from Pokemon Radical Red, the massive overhaul of Fire Red by Soupercell.

    As it stands currently, I have not messed with trainers except in cases like with Meganium where the Pokemon functions very differently than it does in a real game. And be warned that, much like Radical Red itself, this mod is in no way balanced and many buffs do not take into consideration when the Pokemon is available in a play through. If there's popular support for it, I can attempt to tweak trainers and encounters and buff weaker crests and add new ones to create something similar to Reborn Redux.

     

    The full changelog is listed below:

     

    New Abilitties:

    Spoiler

    Blademaster - Boosts the power of cutting and slashing moves by 30% and grants them +1 critical hit chance. Affects the following: Sacred Sword, Secret Sword, Psycho Cut, Cut, Slash, Leaf Blade, Night Slash, False Swipe, X-Scissor, Solar Blade, Fury Cutter, Razor Shell, Shadow Claw, and Cut and Burn

    Striker - Boosts the power of kicking and stomping moves by 30%. Affects the following: Blaze Kick, Rolling Kick, Jump Kick, Hi Jump Kick, Triple Kick, Triple Axel, Stomp, Mega Kick, Low Kick, Trop Kick, Pyro Ball, High Horsepower, and Double Kick

    Prowess - Doubles the user's Sp.Atk (it's a special Huge Power)

    Sage Wisdom - Boosts Sp.Atk. by 50%, but locks the user into the first move chosen (Special Gorilla Tactics)

    Lethality - Supereffective moves deal 25% extra damage and always hit.

    Prismatic Core - Beam moves are 50% stronger. Hyper Beam, Solar Beam, Meteor Beam, and Prismatic Laser no longer require a turn to charge.

    Bull Rush - Grants a 50% boost to Attack and Speed the first turn the Pokemon is in battle.

     

    New Moves

    Spoiler

    Aqua Fang - Base 80 power physical Water type move, boosted by Strong Jaw

    Zippy Zap - Base 50 power physical Electric type move with +1 priority that always crits

    Bouncy Bubble - Base 80 power special Water type move that heals the user for 50% of the damage dealt

    Sonic Slash - Base 85 power physical Flying type move that doubles in power if the user moves first (Flying type Fishious Rend)

    Shell Tackle - Base 100 power physical Water type move that uses the user's Defense to calculate damage (Water type Body Press)

    Ability Changes

    Spoiler

    Illuminate - Now also boosts the user's accuracy by 20% in addition to its out of battle effect.

    Frisk - Now also increases the chance for wild Pokemon to have held items (like Compound Eyes/Super Luck)

    Defeatist - Threshold for activation reduced to 33% from 50%

    Iron Fist - Power boost increased from 20% to 30%

    Rivalry - No longer decreases damage against the opposite gender

    Mega Launcher - Now also boosts the power of Flash Cannon, Octazooka, and Snipe Shot

    Water Compaction - Also reduces damage from incoming Water moves by 50%

    Strong Jaw - No longer affects Fishious Rend

     

    Move Changes

    Spoiler

    Attack Order - Base Power increased to 120 from 90

    Charge Beam - Accuracy increased to 100 from 90, now has a 100% chance to raise Sp.Atk.

    Low Sweep - Nerf was reverted; Base Power reduced to 60 from 65 so it now works with Technician again

    Rock Smash - Base Power increased to 60 from 40

    Arm Thrust - Base Power increased to 25 from 15

    Triple Kick - Base Power increased to 20 from 10

    Blast Burn/Frenzy Plant/Hydro Cannon/Hyper Beam/Giga Impact - Base Power increased to 180 from 150, Accuracy increased to 100 from 90, now bypasses the effects of Protect and similar moves

    Fly - Accuracy increased to 100 from 95

    Drill Peck - Now has a high critical hit chance

    Chatter - Base Power increased to 80 from 65

    Shadow Claw - Base Power increased to 80 from 70

    Needle Arm - Base Power increased to 95 from 60

    Egg Bomb - Base Power increased to 120 from 100, Accuracy increased to 100 from 75, now a Special move rather than a Physical move

    Cut - Base Power increased to 75 from 50, now Steel-type rather than Normal-type, and has a high critical hit chance

    Tail Slap - Accuracy increased to 100

    Barrage - Base Power increased to 35 from 15, now a Special move rather than a Physical move, and is now Grass-type rather than Normal-type

    Lovely Kiss - Accuracy increased to 85 from 75

    Poison Fang - Base Power increased to 75 from 50

    Ally Switch - Now a damaging Special Psychic-type move with Base Power 60 that forces the user to switch out into an ally (Essentially a Psychic U-turn)

    Head Smash - Accuracy increased to 85 from 80.

    Gear Grind - Accuracy increased to 100 from 85

    Razor Shell - Base Power increased to 85 from 75, and now has a high critical hit rate.

    Octazooka - Base Power increased to 95 from 65, Accuracy increased to 100 from 85, and is now affected by Mega Launcher

    Dragon Hammer - Base Power increased to 100 from 90

    Ice Hammer - Accuracy increased to 100 from 90, no longer lowers Speed after use

    Smart Strike - Base Power increased to 80 from 70.

    Toxic Thread - Now a damaging Physical Poison-type move with Base Power 100 that damages both opponents in a double battle, in addition to its other effects.

    Snipe Shot - Now affected by Mega Launcher

    Jaw Lock - Now a Fighting-type move with Base Power 90

    Snap Trap - Base Power increased to 110 from 35, now Steel-type rather than Grass-type, Accuracy reduced to 85 from 100, PP reduced 5 from 15 (Now a Physical Steel-type Magma Storm)

    Scorching Sands - Base Power increased to 80 from 70

     

    Pokemon Changes

    Spoiler

    Kanto

    Spoiler

    Bulbasaur line - Learns Sludge in place of Sweet Scent at level 21/23, learns Sludge Bomb at levels 31/36/39

    Charmander line - Learns Fire Lash as an egg move

    Blastoise - Learns Shell Smash at level 82

    Butterfree - Sp.Atk 90->110

    Pidgey line - Learns Boomburst, Hyper Voice as egg moves

    Raticate/A-Raticate - Atk 81->101/71->91

    Spearow line - Ability1 Keen Eye->Super Luck, Hidden Ability None->Technician; Fearow learns Double Hit on evolution and Brave Bird at level 48

    Arbok - Hidden Ability Unnerve->Strong Jaw, learns Jaw Lock at level 44

    Raichu - Atk 90->100, Sp.Atk 90->100

    Sandslash - Atk 100->110, Def 110->120, learns Spiky Shield on evolution and Spikes at level 30

    Ninetails - Now a Fire/Fairy type, learns Moonblast as an egg move and Dazzling Gleam on evolution

    Wigglytuff - Hidden Ability Frisk -> Sheer Force, learns Moonblast at level 50

    Zubat line - Ability1 Inner Focus-> Sniper, Hidden Ability None->Super Luck

    Oddish line - Learns Strength Sap at level 54, Apple Acid at level 72

    Parasect - HP 60->80, Atk 95->115, Def 80->100, learns Crabhammer at level 48

    A-Dugtrio - Atk 100->110

    Persian - Atk 70->80

    Golduck - Ability1 Damp->Neuroforce, Spd 85->105, Sp.Atk 95->105, learns Nasty Plot at level 52

    Primeape - Hidden Ability Defiant -> Gorilla Tactics

    Tentacruel - Atk 70->50, Def 65->85, Sp.Atk

    Golem - Learns Head Smash at Level 65

    A-Golem -  Learns Head Smash at level 65, Volt Tackle at level 72

    Rapidash - Ability1 Run Away->Reckless, Speed 105-> 125, learns Fire Lash at evolution instead of Fury Attack

    Farfetch'd - Ability1 Keen Eye->Super Luck

    Dodrio - Ability1 Run Away->Rock Head

    Seel line - Ability2 Hydration->Ice Scales

    Grimer line - Ability1 Stench->Regenerator

    Gengar - Ability2 None->Levitate

    Hypno - Hidden Ability Inner Focus->Psychic Surge

    Kingler - Learns Aqua Jet at evolution, Meteor Mash at level 69

    Voltorb line - Hidden Ability Aftermath->Galvanize, Electrode Sp.Atk 80->100, learns Tri Attack on Evolution

    Cubone - Learns Head Smash as an egg move

    K-Marowak - HP 60->80, Sp.Atk 50->30

    Hitmonlee - Learns Pyro Ball at level 69, Ability1 Limber->Tough Claws

    Kangaskhan - Learns Seismic Toss as an egg move

    Seaking - Speed 68->108

    Flareon - Learns High Horsepower at 50, Sacred Fire at 70

    Johto

    Spoiler

    Bayleef,Meganium - Now Grass/Fairy type. Ability2 Leaf Guard->Triage, Hidden Ability None->Regenerator. Meganium learns Calm Mind at level 35, Dazzling Gleam at level 37, Draining Kiss at level 57

    Quilava,Typhlosion - Now Fire/Ground type. Learns Scorching Sands on evolution.

    Totodile line - Hidden Ability None->Strong Jaw, Feraligatr learns Jaw Lock on evolution and Fishious Rend at level 82

    Furret - Atk 76-86, Ability1 Runaway->Adaptability, learns Extremespeed at level 56

    Noctowl - HP 100-110, Sp.Atk 86-116, Sp.Def 96-116, learns Oblivion Wing at level 55

    Ledian - Atk 35-75, learns Powerup Punch at evolution, Drain Punch at level 40

    Ariados - Atk 90->110, Spd 40-70, Ability1 Swarm->No Guard, learns Megahorn at level 56

    Lanturn - Learns Parabolic Discharge at level 43 instead of Takedown

    Xatu - Speed 95->105, Sp.Atk 95->105

    Ampharos - Learns Tail Glow at level 75

    Bellossom - Now a Grass/Fairy type. HP 75->95, Hidden Ability None->Dancer, Learns Moonblast at level 1, Fiery Dance at level 64

    Sudowoodo - Now a Rock/Grass type. HP 70->110

    Hopip line - Ability2 Leaf Guard->Aerilate

    Sunflora - HP 75->95, Speed 30->50, Sp.Atk 105->135, Hidden Ability Early Bird->Drought

    Quagsire - HP 95->115

    Girafarig - Ability2 Early Bird->Parental Bond, learns Boomburst at level 56

    Forretress - Learns Lunge at evolution instead of Mirror Shot

    Dunsparce - HP 100->170

    Granbull - Now a Fairy/Fighting type. Hidden Ability Rattled->Strong Jaw, learns Jaw Lock at evolution

    Qwilfish - Atk 95->105, Ability1 Poison Point->Prankster

    Ursaring - HP 90->100, Def 75->80, learns Sucker Punch at level 1

    Slugma line - Hidden Ability Weak Armor->Simple, learns No Retreat at evolution and level 61, but no longer learns Shell Smash

    Corsola - HP 65->85, Def 95->100, Sp.Def 95->100

    Octillery - Speed 45->75, Ability1 Suction Cups->Mega Launcher, Hidden Ability Moody->Skill Link, learns Snipe Shot at level 58, Aura Sphere at level 64

    Delibird - Atk 55->105, Hidden Ability Insomnia->Refrigerate, learns Extremespeed at level 40

    Mantine - Sp.Atk 80->90

    Skarmory - Atk 80->90

    Houndoom - Learns Dark Pulse at level 37

    Phanpy line - Ability2 Sand Veil->Technician, Donphan learns Rock Blast on evolution instead of Fury Attack, and Bonemerang at level 65

    Stantler - Atk 95->100, Sp.Atk 85->100, Ability2 Frisk->Reckless, learns Horn Leech at level 33, Play Rough as an egg move

    Hoenn

    Spoiler

    Mightyena - Ability2 Quick Feet->Strong Jaw, learns Psychic Fangs at level 1 instead of Thief, learns Jaw Lock at level 48 instead of Take Down

    Beautifly - Sp.Atk 100->120

    Dustox - HP 60->100, Def 70->80, Sp.Atk 50->60

    Exploud - Hidden Ability None->Punk Rock, learns Overdrive at level 63

    Sharpedo - Learns Fishious Rend at level 65

    Wailord - HP 170->150, Atk 90->50, Def 45->80, Sp.Def 45->80, Ability2 Oblivious->Multiscale

    Camerupt - Learns Slack Off at level 63, Steam Eruption at level 66

    Flygon - Sp.Atk 80->100

    Claydol - Sp.Atk 70->80, learns Shore Up at evolution

    Cradily - Learns Power Gem on evolution

    Armaldo - Learns First Impression at level 65

    Kecleon - HP 60->80, Atk 90->110

    Tropius - HP 99->110, Atk 68->98, Sp.Def 87->97

    Chimecho - HP 75->90

    Walrein - Hidden Ability Oblivious->Fur Coat

    Huntail - Now a Water/Dark type. Hidden Ability None->Strong Jaw, learns Jaw Lock on evolution, Fishious Rend at level 39

    Sinnoh

    Spoiler

    Turtwig line - Learns Shell Smash, Grav Apple as egg moves

    Piplup line - Hidden Ability Defiant->Competitive, Empoleon learns Flash Cannon on evolution

    Kricketune - learns Pin Missile at level 23

    Rampardos - Learns Accelerock at level 70

    Shieldon line - Ability2 Soundproof->Dauntless Shield

    Vespiquen - Ability1 Pressure->Queenly Majesty

    Buizel line Hidden Ability None->Technician

    Electivire - Now an Electric/Fighting type. Learns Plasma Fists on evolution. Hidden Ability None->Iron Fists

    Magmortar - Now a Fire/Steel type. Learns Flash Cannon on evolution and Aura Sphere at level 60. Hidden Ability None->Mega Launcher

    Probopass - Sp.Atk 75->85

    Froslass - Atk 80->95, Sp.Atk 80->95

    Unova

    Spoiler

    Emboar - Learns Jump Kick on evolution, Hi Jump Kick at level 55

    Oshawott line - Ability2 Shell Armor->Super Luck, Hidden Ability None->Tough Claws

    Samurott - Now a Water/Steel type. HP 95->75, Atk 100->118, Sp.Atk 108->100, Spd 70->100

    Watchog - Ability1 Illuminate->No Guard, Atk 85->105, learns Mega Kick at level 36

    Stoutland - HP 85->-95, Atk 110->130

    Liepard - Ability Limber->Moxie, Atk 88->98, Speed 106->116, Sp.Atk 88->68

    Munna line - Ability1 Forewarn->Unaware

    Blitzle line - Ability2 Motor Drive->Flare Boost, learns Bolt Strike at level 72

    Seismitoad - Ability2 Poison Touch->Poison Heal, HP 105->125

    Throh - Hidden Ability Mold Breaker->Technician, Def 85->95, Sp.Def 85->95

    Leavanny - Ability1 Swarm->Super Luck, learns Sacred Sword at level 60

    Basculin - Atk 92->112

    Maractus - Ability1 Water Absorb->Grassy Surge

    Swanna - Ability1 Keen Eye->No Guard, Atk 87->67, Speed 98->108, Sp.Atk 87->107

    Sawsbuck - Atk 100->110, Speed 95->105

    Klink line - Ability1/2 Plus/Minus->Steelworker/Levitate

    Tynamo line - Now Electric/Poison types. Eelectrik learns Sludge Bomb on level up.

    Elgyem line - Ability2 Synchronize->Neuroforce

    Cubchoo - Learns Close Combat as an egg move

    Cryogonal - Sp.Atk 95->115

    Golurk - HP 89->99, Def 80->90, Sp.Def 80->90

    Kalos

    Spoiler

    Chespin line - Hidden Ability None->Iron Barbs, learns Horn Leech instead of Mud Shot

    Fennekin line - Hidden Ability None->Magic Guard

    Talonflame - Atk 81->101

    Gogoat - Def 62->92, Speed 68->78, Sp.Atk 97->67, Sp.Def 81->91

    Furfrou - Atk 90->100

    Spritzee line - Ability1 Healer->Fairy Aura

    Dedenne - Hidden Ability Plus->Electric Surge

    Carbink - Learns Recover at level 65

    Trevenant - Atk 110->120

    Avalugg - Ability1 Own Tempo->Filter

    Alola

    Spoiler

    Rowlett line - Hidden Ability None->Tinted Lens, Decidueye learns Thousand Arrows at level 65

    Litten - Learns Parting Shot as an egg move (It does normally, but not in normal Rejuvenation. Is that a bug?)

    Toucannon - HP 80->100

    Shiinotic - HP 60->75

    Oranguru - Ability1 Inner Focus->Sheer Force, Atk 60->40, Def 80->110

    Silvally - All base stats 95->100

    Turtonator - Hidden Ability None->Dauntless Shield

    Togedemaru - Atk 98->108

    Drampa - HP 78->108, Atk 60->50

    Galar

    Spoiler

    Eldegoss - HP 60->75, Sp.Atk 80->90

    Dubwool - HP 72->92

    Boltund - Atk 90->100, Sp.Atk 90->80

    Coalossal - Learns Power Gem at level 60

    Obstagoon - Learns Sucker Punch at level 63

    Perrserker - HP 70->90, Atk 110->130, Sp.Atk 50->20, learns Bullet Punch as an egg move from G-Meowth

    Alcremie - Learns Moonblast at level 60

    Falinks - HP 65->75, Atk 110->120, Sp.Atk 70->50

     

     

    Compatibility:

    This mod is compatible with all other mods as long as they do not touch the data for moves, abilities, or the Pokemon themselves.

     

    Download Link

     

    Thank you all for sitting through this wall of text, and I hope you enjoy your time with this mod!

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