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alchemis

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About alchemis

  • Birthday 09/07/1997

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    lyra#9430
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    Female
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    i live in the sink

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  1. Happy Birthday 😄, i hope that you will have a fun day 😉🍰

  2. The issue is that those files exist, but aren't actually implemented into the game yet, compiling is as of now still done from PBS files. Those files are part of a refactor that is still in progress. The ModLoader as of yet also does not support loading hashes directly but it'll be coming soon! You could send me a DM in Discord and we can try to sort it out if you want!
  3. Ever wanted to install/make a big content mod only to realize that you would have to overwrite game data blindly, thus being incompatible with any other mod that edits the same things? Well, say goodbye to that! With the new LMP-Modloader™* you no longer have to worry about anything! Chuck all your data files into a subfolder in /Data/Mods, set the loading order up and watch in awe as the Modloader automagically merges your mod's data with vanilla's and other mods!** *contains small pieces which may be swallowed, keep away from children under 8, non-washable. **fiddling with code and configuration files may be required. This is a pre-release/preview for Modders, documentation on how to make/port mods (its honestly not hard I promise) exists in the ExampleMod and the ExampleSelectiveOverwriteMod. This is what the Modmanager currently looks like: How to install (latest release): Go to the GitHub and download the latest release from here: Make a copy of your Reborn installation. Unzip the contents of the file into the copy you just made. Run ModManager.exe from the root game folder and enable the mods you want. How to install (test branch): Clone the GitHub repository into an installation of Reborn, and copy only "ModManager.exe" and "Newtonsoft.Json.dll" from the latest release. OR, if you don't want to use Git, go here: And extract the .zip into a Reborn installation, then also get "ModManager.exe" from the latest release and put it there (or compile it yourself! instructions for that coming soon™) Why use the Modloader?: Mods made with the Modloader are compatible with each other by default, even if they edit the same map/pokemon species/moves/etc, the mod loaded last will simply overwrite what was loaded before, and only if absolutely necessary. (working for all supported content) Control over the load order, and the ability to conditionally load content based on whether other mods are present, a specific pokemon species is present in the game, etc. When NOT to use the Modloader?: When your mod is only .rb script files, and you don't care in which order they are loaded, you don't need to use the Modloader, however, it still provides a folder structure which is in my opinion much cleaner than having all the files loose in the /Mods folder. When your mod uses features that are not implemented in the Modloader yet. What works (all of this is referring to the test branch) : Loading maps (and events!) from mods Loading ruby gems (libraries!) this isn't exactly related to the ModLoader itself, but I'll make a short guide on how to do it soon! Loading Pokémon, moves, abilities, tms, items, encounters from PBS files from mods. (You will also need to make a function code for moves (if you want custom effects) and to extensively edit script for abilities, hopefully I'll figure out a way to make it better soon™) Overwriting only the keys present in pokemon.txt, for example, only BST, only learnsets, etc. (See the selective overwrite example mod) Loading trainers from mods (courtesy of Waynolt), example coming soon™! (overwriting vanilla trainers is currently NOT supported) A ModManager GUI! Custom settings and load conditions for everything that a mod loads! Compatibility with non-Modloader mods. (!! Not extensively tested, and I cannot guarantee that the mods you use will be compatible with each other !!) (Any scripts placed directly in the mod folder will be loaded at the end of the load order, and any maps/graphics installed directly into the game will be treated as vanilla) What doesn't work at the moment: Any PBS files not listed above. Map connections for modded maps. Modded animations and tilesets. What's included in the repo: ExampleMod and ExampleSelectiveOverwriteMod, which serve to showcase the features of the Modloader and contain documentation on how to make your own mods. A bunch of other WIP small mods by me showcasing different, specific aspects of the Modloader, see specifics in the repo itself! (as well as just being stuff I wanted to do anyway, I will post those separately eventually) Coming soon™ (in plausible order of implementation): The ability to only include events, as .yaml files, instead of entire maps Better and more complete documentation in the GitHub wiki The ability to disable content mods without breaking your saves + better error handling for mod files. An actual release! A dedicated editor with a GUI for mods (*might* include the ability to edit maps/events as well, probably at a later date) The ability to use .yaml instead of the old PBS format (it will still be supported regardless, but may not get updated as often) Link to the GitHub repository. Link to the Discord. Link to the Wiki with documentation. FAQ: Can I edit.../Make my own version.../include it in my own mod.../contribute to the repo.../fork it...?: Yes! The Modloader (and all my mods) are under the MIT license, which essentially means you can do whatever you want with the software (see details in the repo) To contribute in GitHub, fork the repository, make your changes there and make a pull request to the test branch. I found a bug! How do I report it? You have four options: Make an Issue in GitHub. (preferred, but it's fine if you don't want to do that) Make a post in this thread. Post in the #bugs channel in the Discord. Contact me directly on Discord (my username is lyra#9430) I need help!/How do I...: Again, you have several options: Post on the #support channel in the discord. Post in this thread. Contact me directly on Discord (my username is lyra#9430)
  4. Hello Nova! I'm working on a framework that lets you load PBS files dynamically and append or replace the game cache, which should make it a lot easier to get your mod running and also would make it compatible with other mods that add/edit pokemon! So far I've only modified the section of the compiler that handles pokemon.txt, but I'm working on moves, abilities and others! I will likely not release it until E19 stable is out, both to give me time to make sure it actually works and because it changes/potentially breaks a lot of things and I don't want to screw up the beta testing process, however, let me know and I'll give you access to the github.
  5. Hey, I found a bug(?) with WeDontKnowHowItGotThere which allows you to breed ditto (create a ditto egg), not sure if intended. How to replicate: Have ditto hold an oval stone or cherri berry etc, then put it in the box with any (might need to be male) pokemon, but make sure that you put ditto in the daycare before the other pokemon, if you put it second the bug doesn't occur.
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