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AiedailEclipsed

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Posts posted by AiedailEclipsed

  1. 9 hours ago, bruhtonium said:

    Thirsting for another hype train post, I went to ame's patreon and found an potential pattern.

    If you look at the table below me, you can see that the first two béta waves are exactly a week apart. She has stated that there are three waves in total and if we assume each wave has one week of smooth testing before another wave joins.  If  the last wave gets one additional week of testing, then that means that the game could be released around 8 april. If there aren't any game breaking bugs found or any other unexpected circumstances.

    Béta wave 1

    Béta wave 2

    Estimate for Wave 3

    Estimate for community release

    18-3-2022

    25-3-2022

    1-4-2022

    8-4-2022

     

     

    Hate to be the bearer of bad news, but beta wave 2 hasn't started yet, lol.

    • Thanks 1
  2. 2 hours ago, Mindlack said:

    That’s what NPC stands for. 

     

    Don't mind me, just bippity boppity booing up in here for a moment to say that NPC does not stand for nonbinary anything. NPC is an acronym for non-playable character, as in any character that the player cannot control.

     

    I'll also super duper promise that Ace is not secretly an undercover identity for any other character, lol.

  3. 1 hour ago, Lorisaur said:

    I thought I could just update the text into the next episode, so that I could translate only the new lines that ep19 will introduce... is it not possible?

    I don't know the specifics of how the translation function works, other than it not being recommended to be done on an in progress game. This is coming from others within the development community and the Essentials documentation page that I linked ("Translating your game should be the very last thing you do."). The most obvious problem is that the dialogue and other text might change. So you could translate one part, but then it end up being completely different in the next release. By all means, go ahead and start, but be cautious.

  4. So, like I did with last episode in Reborn with Rock Climb, I got curious and went looking for all the locations you would (in theory) be able to Dive. Of course, remains to be seen if all of these areas will stay the same! Happy theorizing~

     

    Spoiler
    • Wetlands Laboratory (giant dive spot in the water area)
    • Route 11 (basically... everywhere.)
    • Evergreen Forest (there seems to be a spot right below the one waterfall in this area)
    • Terajuma Shore (the initial area after Blacksteeple)
    • Route 6 (upper part, above Aquamarine Cave)
    • Aquamarine Chamber (area with the Sharpedo)
    • Aquamarine Shrine (the area with the pixie statue)
    • Chamber of Awakening (Kyogre fight spot)
    • Honec Woods (looks like it connects to another area of the woods)
    • Route 8?? (question marks because the spot itself is kinda iffy)
    • Azure Shore (probably pulling a Reborn and entering the locked lighthouse through the spot)
    • Zorrialyn Labyrinth (more to come, I suppose)

     

    • Thanks 3
    • Upvote 3
  5. Hello all!

     

    I've been putting off releasing an update because I'm lazy E18 was coming soon. In any case, we're now compatible with E18! Hooray! What does this mean? Originally you needed to replace the Reborn scripts file with one that had the modular code added in order to enable it. In this last episode release, the devs added that to the core Reborn game though! This means we don't have to deal with replacing anything like that (mostly -- some mods might still need to do that for whatever reason, but that is Not My Problem™). Take a look at the installation section in the first post for more information on the new process.

     

    Anyway, there were some other minor changes with this release outside of the E18 update (comment fixes, adjusted rates for some of the fossils, & fixed the Odd Keystone rate). I also updated the probability spreadsheet (https://myas.link/mo-probabilities) with the new Heart Scale rate for vanilla Reborn (shoutout to Aironfaar for posting about it)!

     

    For anyone that's used this mod in the past, you might have noticed some of the sections on the thread vanished. They've moved to their new home on one of my personal sites, which you can find here (https://myas.link/mining-overhaul). I mostly did this to make my life slightly easier and centralize some of this to one page.

     

    (Possibly) Coming Soon-ish: more things to mine! Really just depends on the kind of time I have available to dedicate to creating the graphics.

     

    Have fun kiddos!

  6. While surfing is the answer, you can only approach this TM from the area underneath Opal Bridge (as if you were going to enter the Underground Railnet). You'll see a small dock and can exit from the right side of the screen.

  7. Mmmkay, so if the move hasn't changed from v9 here is how it is defined in the PBS:

     

    689,DECIMATION,Decimation,070,1,DARK,Special,100,10,00,00,1,bef,"The user aborbs the life energy from the target, leaving them completely lifeless."

     

    So, from the top!

    • 689 = internal ID
    • The next two are the internal name and the display name respectively.
    • 070 is the function code, which if the Essentials wiki is to be trusted means that it is a one hit KO move.
    • 1 = base power, which is meaningless as it is OHKO
    • Dark = move type
    • Special = move category
    • 100 = move accuracy in percentage format, so it isn't a no miss move
    • 10 = PP
    • 00 = additional effect chance
    • 00 = single Pokémon target
    • 1 = +1 move priority
    • bef = move effect flags (Protect/Detect will work against it, Mirror Move will copy it, 10% King's Rock or Razor Fang will cause flinch on opponent)
    • Last is move description.

    So, the safest way to go is a Sturdy 'mon or Tsareena with Queenly Majesty.

  8. On a quick perusal of the evolution code, I'm not actually seeing a programmed evolution method for it at all. The Dusk form is present, but no method to actually evolve from Rockruff to Lycanroc Dusk form. Additionally, while I've not combed through the entirety of the game or the coding, it requires some special programming of some sort to enable Rockruff to have Own Tempo. The way Essentials defines a Pokémon species in the PBS file is to have 1 or 2 abilities, plus a single hidden ability. Rockruff already has two regular abilities and a hidden ability. So, we'd need some special coding somewhere to even get that much, which I'm just not seeing from my quick look around.

     

    But I'm not a dev though, so don't take my word as gospel.

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