Charon
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Everything posted by Charon
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It should work fine in Reborn since they use the same montext.rb setup, but from reading their modding instructions you'd need to go and edit the Script files directly instead of adding them to the patch folder, change the enclosing folders and filenames in patches as appropriate for the Graphics, and do some photo editing if you want to keep Reborn's shiny Starmie sprites rather than have Rejuv's in there. I might get around to all that at some point to make a prepackaged Reborn version, but I don't plan on it anytime soon.
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Item Restorer(Rejuv14)
Charon replied to neroondisc's topic in Official Rejuvenation Club's Guides & Resources
No bugs that I've encounters, but at least in V14.0.20 it seems to be working a bit weirdly. I used it to run a gauntlet of battles and while it seemed to restore the held items in-between battles as expected, once the gauntlet was over the items were not restored. I don't know if that's intended or just a weird interaction, but it doesn't seem right. -
This is a custom form of Starmie I made quite a while ago for my own amusement, and it's really the only new form I've made that I actually care about at all, even called it Darkstar since I think it sounds cool. These are the changes: Type: Water/Psychic->Dark/Fairy Abilities: Illuminate/Natural Cure/Analytic (Hidden)->Innards Out/Clear Body/Magic Guard (Hidden) HP 60->70 ATK 75->57 DEF 85->80 SPATK 100->120 SPDEF 85->75 SPD 115->118 Note that the stat changes are applied to the standard Starmie and carry over to the Darkstar form. I also went in and mostly changed the movelist via swapping out the Water and Ice moves for Fire and Rock, though I left the Water HM compatibility intact, because reasons. It also comes with battle sprites and party icons! It does take the Form 1 spot, so the Mega has been bumped to Form 2. The Zip file comes with the Definitions folder (with montext.rb), Graphics folder with the requisite sprites, and a standalone text file with the Starmie changes so you can copy/paste to your own modded montext.rb if you've gone and made your own changes already. Just put them in your patch/Mods folder and Compile All Data with debug and you should be good to go! And obviously, feel free to rejigger things as you please if something doesn't fit your tastes. It should also work with Reborn since that also uses a patch folder for mods (and any other such PKMN fangame that uses that system), but you'll have to go in and change things yourself if you want to use it in Desolation. Starmie Darkstar Form.zip
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You can also just create a new text file with nothing but $DEBUG=true in it, save it as Debug.rb, and put in the patch/Mods folder. That'll keep debug mode active without having to re-edit Main.rb every time there's an update.
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Hello all, I'm trying to follow the Modding text file included in the game folder, but I'm having some trouble. For modding things in the Definitions folder it specifically says: "Definition files (Scripts/Rejuv/Definitions) can be overridden by patch/Definitions. Compilation will compile them directly into patch/Data instead of Data." I'm doing what it says and trying to put modded montext and movetext files in a Definitions folder in the the patch folder so I don't have to keep going in and modifying the base Scripts every time the game updates, but no matter where I put them in the patches folder, compiling everything with Debug as instructed doesn't seem to register the changes from those files, even though the rest of the mods I'm using (that are compatible with V14) work just fine. I'm not sure what I'm doing wrong or if I'm just misunderstanding what it says to do, could anyone more experienced with this help me? EDIT: Okay, putting an empty Data folder into the patches folder made it work, compiling into .dat files as described. I'd already tried that before so I don't know why it worked this time, but problem solved I guess.
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Oh hell yeah! Now I just gotta go in and add the same custom moves/abilities/etc. I have in 13.5 so nothing breaks...
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Definitely glad to see progress is still being made, and the new OW sprites are definitely looking better than the old ones (even if I do still have a fondess for some of the old designs).
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I just might have to restart from the beginning. Again. And make no mistake, that's not a bad thing!
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I can't believe I missed this update existed! Looking forward to it, love that we'll have a whole new Generation of Pokemon to play with, might tempt me into starting over again. I will say Arsenical Weald sounds a bit too long and unwieldy for a field name (and frankly just doesn't roll off the tongue at all). I'd suggest either shortening it to Arsenic Weald, or using Poison or Toxic instead of Arsenical.
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[19.16][Mod] 2v2 / Double battles everywhere (trainers/wild encounters)
Charon replied to Vilrose's topic in The Mod Market
This mod is for version 19.16, it won't work for anything past that and the current version of Reborn is 19.5.28. It's also unneeded now, there's passwords (doubles/colosseum.blueberry) you can enter in-game (when prompted if you start a new game or at any PC if you have a Data Chip) to make every battle a double battle. -
Glad to see things are progressing and it hasn't died! I've actually got a new game waiting to progress to Starter picking, since I learned about 19.6 coming down the pipeline shortly after starting it and wanted to wait for that major update, looking forward to playing through the whole game again!
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Yeehaw Anyways yeah, still looking forward to this! And to reinstating my custom moves and moveset/stat/ability changes! And possibly starting over again, maybe, I've done it twice already!
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They're waiting for the Gen 8/9 update for Reborn first.
- 2028 replies
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- gen 8
- eeveelutions
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Hasn't been updated for version 19.5. There's also a built-in debug mode, just use the password Debug either at the beginning when asked about passwords or through the Pokemon PC passsword option. That will disable online trades & random battles though.
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The linked file is a full copy of the game with the modded files added, not a mod in itself, and so useless to anyone needing/wanting a different version than the one used or wanting to update their current game. Also no documentation of any sort, so there's no way to tell before playing what the changes actually are which is, IMO, very important to know beforehand. Basically, a Readme detailing the actual changes would be useful, and the file needs to be just the mod files, not a full modded copy of the game.
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Doubles Password Effectiveness and Mods Question (Seperate)
Charon replied to Charon's topic in Reborn City
Mildly disappointing, but only in that I think most were built with singles in mind. Guess I'll just have to try myself to see if the challenge is changed/upped with the password since it seems like a good way to change things up and prevent stagnation for a 3rd runthrough. Huh, seems I misread the readme then. Just went back and checked and yeah, it talks about adding extra scripts. Guess I'll just be making the base script changes like I was before. -
Two questions, first, how good is the new 19.5 Doubles password? Does it actually change team lineups and whatnot to optimize for double battles, or is it just the usual singles teams but sending out two Pokemon? Second question, regarding mods. I know to modify Scripts now we're supposed to put modified duplicate files and whatnot in the Mods folder, but how does that work when I'm altering or adding just a few things for montext and/or movetext? Do I need to have the entire contents copied over with the alterations/additions made, or can I just have the file named the same with only the alterations/additions included and have all the stuff I didn't touch left unaffected?
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Aironfaar's Mod Box [E19][Updated: 2022-05-22]
Charon replied to Aironfaar's topic in The Mod Market
I'm guessing the answer is probably "no", but are any of these currently compatible with 19.5? -
I'm just glad you guys aren't dead! Chryseum Canyon looks like a nice new place, looing forward to playing it!
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I just hope we can get some kind of Battle Logger like in Deso, so there's some kind of repeatable battles to do once you've completed the episode to test teams against, or just for fun. It's fun to be able to effectively rematch earlier Gym Leaders and important battles with current story-level teams/field effects and gives something to do once you've finished the main story and side content.
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Basically as the title says, I've got a number of custom moves I tend to add to Pokemon Essentials games with no issues, and I was wondering how you go about assigning an animation, any at all, to them? Right now all I get is the default 'Battle Scene Off Non-animation', and all I really want to do is give them some identical ones from other moves, but even after looking for tutorials I still have no idea how to do that. Mostly looking to use it with Desolation right now, but hopefully I could do the same with Reborn/Rejuv at a later date.
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Looks like you're missing a comma at the second-to-last curly bracket, the one closing off the Mega2 information. Beyond that I can't see anything explicitly wrong, hopefully fixing that should fix the entire issue.
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- reborn 19
- help meeee
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An update to my own inquiry above! As of right now, it seems most of the mods that are compatible with the current version of Rejuvenation (13.5) also work fine with Desolation! I haven't tested a huge amount, but IIRC I only ran into startup issue with a single one (which I unfortunately can't remember), so do your own testing for the ones you want to use, and share results if you feel like it!
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I feel like that it might have been indefinite in a previous version, but considering how broken that would be I might just be remembering wrong.