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Norin

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Posts posted by Norin

  1. On 9/27/2023 at 10:34 AM, Blackbeared said:

    So not 100% sure if it's the All-Gen Mod or not but I'm having an issue after the very first battle with Cain in the Grand Hall, it just crashes. Wether I do Vanilla style (With the sunkern) or All-Gen battle stuff.

     

      Reveal hidden contents

    Exception: RuntimeError
    Message: Script error within event 10, map 38 (Grand Hall):
    Exception: NameError
    Message: uninitialized constant PBStuff::NOTMEGAS
    ***Full script:
    pbTrainerBattle(PBTrainers::Cain,"Cain",_I("Cute AND talented~"),false,0,true)
    PokemonMultipleForms:164:in `isMega?'
    PokeBattle_Battle:5591:in `block in pbEndOfBattle'
    PokeBattle_Battle:5589:in `each'
    PokeBattle_Battle:5589:in `pbEndOfBattle'
    PokeBattle_Battle:3549:in `pbStartBattleCore'
    PokeBattle_Battle:3304:in `pbStartBattle'
    PokemonTrainers:394:in `block (2 levels) in pbTrainerBattle'
    PokemonField:679:in `pbSceneStandby'
    PokemonTrainers:393:in `block in pbTrainerBattle'
    PokemonField:1013:in `pbBattleAnimation'

    Interpreter:275:in `rescue in pbExecuteScript'
    Interpreter:241:in `pbExecuteScript'
    Interpreter:673:in `command_111'
    Interpreter:311:in `execute_command'
    Interpreter:193:in `block in update'
    Interpreter:106:in `loop'
    Interpreter:106:in `update'
    Scene_Map:103:in `block in update'
    Scene_Map:101:in `loop'
    Scene_Map:101: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'
    Main:80:in `block in <main>'
    script yeetifier pro:307:in `eval'
    script yeetifier pro:307:in `block in <main>'
    script yeetifier pro:303:in `each'
    script yeetifier pro:303:in `each_with_index'
    script yeetifier pro:303:in `<main>'
    -e:in `eval'

     

    This is the error I'm getting, everytime. Any ideas what might cause it :) ?

    Hi, I had the same issue yesterday and decided to dig around. I found that the issue is that PBStuff::NOTMEGAS does not exist in the code (or at least in PBStuff), so I decided to check the equivalent piece of code in regular Reborn and replaced it. I don't know if this will have implications further down the line, but for now it works. I will attach the file I modified, just replace the file with the same name in the "Scripts" folder.

     

    EDIT: This is only valid for version 3.5a, version 4.0 contains NOTMEGAS in PBStuff. Don't use this file for versions after 3.5a.

    PokemonMultipleForms.rb

  2. If you want, there are passwords that make the game more difficult, such as giving every trainer pokemon full IVs and 252 EVs in every stat, or blocking you from using items and so on.

    • Thanks 1
  3. I advise anyone who hasn't done so to start a fresh file for e19, it almost feel like they redid the game from the ground up. The devs also put in a lot of Quality of Life stuff, so much of the tedium is removed. Route 1 is actually fun now, never would have thought.

  4. The wild pokemon thing is intended behaviour, there is even an NPC somewhere that tells you that wild pokemons have a favourite move that they tend to prioritize over the rest. I don't know why the developers did this, but one positive is that now not every geodude wants to go boom on you.

    • Thanks 1
    • Hmm 1
  5. Spoiler

    You get a Chimchar egg if you choose to renovate Azurine Island. You need to trade a Delibird to the girl standing outside the building. You can also get Chikorita without having a Chimecho from a guy on top of the building if you didn't get it before. Heracross and Pinsir both become available as wild pokemons on the island. All of this may have been introduced in ep16, but none of these pokemons are on the pinned guide.

  6. 2 hours ago, Ice Cream Sand Witch said:

    Re: the thread topic, one thing that I've always been critical of both in the main series and fangames is using enemy team grunts as roadblocks when we could just battle our way through them. This doesn't work well when you consider how contradictory it can make a game when doing this: if it's an area you're not supposed to be in yet, your character will just turn around and listen when the grunt(s) say(s) to get lost, but if you're supposed to be stopping an attack or infiltrating a base, your character will battle your way through the guards. This just makes me question: if I'm battling my way through these grunts, what's stopping me from battling my way through those other grunts? 

     

    The first example that comes to mind for the main series is those Rocket grunts who make you pay a toll to pass through their gate to the Lake of Rage. Why do we let them extort us when we should easily be able to take care of two grunts? 

     

    There are a few cases where grunt roadblocks work:

    -if we don't know these are members of Team X because we haven't had any fights with them yet

    -if we know they're from Team X, but we're waiting for backup or a strategy before proceeding because it's their main base or a major attack and we'll be severely outnumbered if we go in alone

    -if there really are too many guarding somewhere to fight alone. This almost never happens, but if using grunt roadblocks is necessary, there could be at least ten guarding somewhere as opposed to one or two. 

    -if we know they're from Team X, but right now we're not concerned with these grunts blocking off a building or path because the team is actively attacking somewhere else and battling them away from every path or building would waste time. See: Saffron City in Kanto and Goldenrod City in Johto, where they were blocking off several buildings but Silph Co./Radio Tower were the highest priority. 

    -if they're running an operation that on the surface seems legal or even good and we need to report it and be strategic about it so we don't look like a criminal by barging in and attacking them. (I imagine this to be case with the BCC in Spork if the player does happen to interact with the guard at the entrance after the ranger leaves, although the ranger takes care of reporting everything to Chelsea)

     

    However there are plenty of examples of grunt roadblocks where it's like "Why can't I just battle you to get you to leave?" 

    Funny, I always ask myself why they let you pass after you defeat them. I mean, what could you do if they just stayed there? You can't use your pokemon on them, because that's not allowed, you can't really force them to move by means of brute force, as most of the time it would be a adult against child situation, and I really don't think there is a rule where the defeated trainer has to do whatever you ask them to do. I think there was one instance where you defeated a grunt and he just went "guess what, i'm not going to move", but I could be wrong.

     

    What really bothers me with the 2 grunts at the gate is how the whole "if you see another trainer you can force them into battle" only works against you. Why can't I force anyone to have a battle with me? Like, let's say I'm a masochist and want to fight Lance at Lake of Rage, what right does he have to refuse? Let's say that the protagonist doesn't do that because you really are in a hurry to stop Team Rocket, what about your rival in Olivine? What about NPCs that don't fight you but must have at least one pokemon because they are in areas where wild pokemon appear?

  7. On 6/30/2017 at 5:55 AM, KingCoin said:

    Regarding avoiding giving certain moves to pokemon possessed by trainers: I think the solution is to fix the Ai, not to remove game content.

    True, but I don't think we will see a fix anytime soon, as those moves are not really that useful anyway, so just not letting trainers use them seems like an acceptable workaround.

     

    On 7/1/2017 at 1:05 AM, Commander said:

    ...I want you to sit down a minute in my shoes. I've had experience in both hacking and RPGmaker and can honestly say that Pokemon Essentials, while not the best system, is a gift that let us go beyond what we could do before with Pokemon. Do you really think Pokemon Reborn could be done using hacking? Anyways, I guess what I should state is that you're in the wrong community if you are expecting a high quality, massive game with little flaws all for free. Lag is going to happen with RPGmaker (and even some massive RPG games you pay for in the store). As for non-rpgmaker, there are some, but there's really not much to dig for since Pokemon Essential is kind of the base engine for all fan-games.

    What I had in mind with this topic was really just discuss over "minor" issues, I've even written that in my first post. My idea was to maybe give some feedback to authors on small things that could increase the quality of their games, and someone actually talked about interesting things that could easily do that, like not using the standard RPGMaker music, or giving NPCs more interesting dialogues and so on. The lag issue isn't something that can be worked on by a dingle author/team, as the only thing they could do is keep the game small by cutting down contents, and I think no one really wants that.

     

    On 7/1/2017 at 1:05 AM, Commander said:

    I guess I should state my own little gripes about fan-games. Actually, it's the fact that they are more or less the same (bar like a couple). There's a custom silent protag, 8/18 gym leaders who are fought in order in which the crime organization intervenes along the way. Gym leaders are all mono type users and most maps are more or less linear unless there are HM spots for sidequest or exploring later. I could say stuff about the story, but it's Pokemon. Nobody picked up an official Pokemon game and said it was the best story ever which sets a very, very low bar for story.

    It could be interesting to open another thread to discuss the potential of Pokemon on PC in terms of non-linear progression.

  8. Another one I forgot to mention: don't give trainers' pokemon moves like belch or last resort, or any other move that requires a special condition to be used. The AI just doesn't know how to use them and will spam them because of the high damage. This happens all the time you are against an eeveelution (except maybe gym leaders in some games). I think this is somewhat related to the "random stats" thing I mentioned in my first post, as I don't think there are many people willing to fine tune every single trainer's pokemon, as that sounds like a lot of work even if I have no idea how RPGmaker/Essentials works.

  9. I forgot to say that you need to wait till...

    Spoiler

    ...Aya gets kidnapped, as you (the character) will assume that she has been traumatized before she escaped and that's why she doesn't talk anymore. Also, you need to beat her in battle before she joins you, I don't remember if that was the case for the other 2 I've found.

     

  10. Can you be locked out of contents by advancing too far with the storyline?

    By the way, I've found...

    Spoiler

    ...Aya. You can find her in a cave on Route 3 (the road to Calcenon with the broken bridges), more specifically you have to go into the first cave from Ametrine Mountain and, instead of going on with the route, find a room on the north side. You should get into a Lab-like room with 2 entrances divided by machines. Aya should be in this room at your left.

    She has:

    Lv 68 Dragalge

    Lv 67 Venusaur

    Lv 68 Tentacruel

    Lv 68 Gengar

    Lv 67 Nidoqueen

    Lv 68 Drapion

    All with black sludge but Tentacruel, who has a rocky helmet.

     

  11. Have you ever found something common between Pokemon fan-games that you dislike? Did you ever asked yourself why is something apparently small always done "wrong" in every fan-game?

    I'm not talking about major problems, like lag, shallow/boring plot and so on, but more about little issues that don't impact the game that much.

     

    I will start with a couple of them:

    1) Controls. I believe many of us first started playing Pokemon on a PC with emulators, and with them came the concept that Z (or whatever your keyboard has on the bottom-left corner) stood for the A button of a Gameboy and that the X stood for the B button, yet now nearly every non Hack-rom game has the C key controlling the functions of the A, which I presume is a thing that comes with RPGMaker. The only exception I've found are Reborn and the game inspired by it, plus a couple of games that give you the possibility to fully configure your key bindings.

    2) Character name length. Here again Reborn is an exception, but in the majority of games we are limited to 7 characters when choosing our name. I mean, I just want to call myself "Sad Claps", only to sigh when the game stops me before the "p".

    3) Trainer's Pokemon changing stats, gender or even ability between resets. This is something more evident in harder games, as resetting is more frequent, and the only issue that could almost be considered a bug. You can notice this fact easily against trainers that have Pokemon with relevant differences between genders, like Pyroar or Hippowdon, or when you suddenly need three hits to kill a Pokemon you could easily kill with two before resetting. One time I've also seen a Growlithe losing intimidate, which made the fight much easier.

  12. 8 hours ago, Commander said:

    Yeah...the El thing isn't as big as it was, but I intentionally did those in a way that due to being solo mons which are basically cheese to win mons as getting a toxic or status on them is an auto win. For El, I may drop the full heal, but the Pulses are going to keep their items. If I had the time, I probably would make it a situation to make it so that the pulse machines are able to heal and regenerate health (or at least make it seem like that), but alas, Full Restores are the answer. But yeah, those aren't bugs and they aren't changing.

     

    I'm actually considering changing how the pulses function to make them even more difficult than with the full restores. Pulse mons are going to be a lot scarier if I'm still able to do a certain something to them.

    It was nothing big, it just surprised me when a pokemon used a full restore on itself.

    This time I have a real issue: I can't fight Gai in the Mansion, it keeps giving me a missing trainer error, even after patching.

  13. Hi

    I'm currently playing CoM with item ban, but some trainers still use items in certain situations. Example: in the battle against El with the Ditto-Arceus he used a full restore (or a full heal, didn't see what exactly) to remove paralysis on Arceus, but didn't use anything on any other pokemon, even when in critical health. Another "trainer" that used a full restore, this time because of low health, was PULSE-Avalugg, which seems odd to me, as there is no real trainer that could use that on the Avalugg, plus the fact that I'm playing with item ban.

    Are those intended behaviors to rise difficulty or just bugs?

  14. Fixed yours. Sorry for the wait. (First one's yours)

    I'm not fixing yours for reasons you should read on page 1.

    Though I don't understand how your Delphox still listens with the minor amount of badges you own, you're no longer stuck. (Second save is yours)

    Thank you, and no problem, keep up the good work! (By the way, I think Overlorld's one is the first save, as mine was the second)

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