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Waynolt

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Everything posted by Waynolt

  1. Moving the entire bottom row a few pixels to the right should be enough. EDIT: Well, assuming that a similar glitch happens with the numbers too; if the numbers appear in the correct place, then simply moving the row is a start but won't be enough.
  2. No; each mod is designed to be both able to work on its own and to be able to work together with the others. If it doesn't work alone or doesn't work with another one, then that's a bug. Sorry, but I agree with ArcBolt27 here... what is the bug? The only problem I can see is a graphical glitch in the top-right corner of Malamar's stat box, but that's probably because the new template doesn't account for a slight difference between the "friend" and "foe" bars (which is why there are 2 of each stat box in the png file: the top row is for foes, the bottom row is for friends).
  3. No. That mod for the most part uses the same scripts as the base game; it just makes them available to the move relearner. Just checked with the mod, and Fennekin can learn Wish. This, coupled with what mentioned above, means that this should be fixed in the base game too
  4. Uhm, sneaking in new components is fun, but I feel I should say something anyway... Ok, I've added 3 more mods to the pack: - FindInPC lets the player use the box options (jump, wallpaper, etc) to find items/eggs/mons in the pc and jump to their box, and is the result of having to manually look for the starters for a certain quest. It can look for incomplete words (example: "char" will return both Charizard and Chimchar). - MultiSelectPC lets the player move multiple mons in the PC. - PredictRelationshipValues lets the player use the move Psychic out of combat to read NPCs' minds and know their disposition towards the MC (essentially it prints out the relationship variables); it interacts with NoTMXNeeded if you get its TM. Since I've just finished my E18 run, those won't have the same amount of testing as the other mods in the pack. FindInPC and PredictRelationshipValues should be pretty harmless, but MultiSelectPC actually does change things in the PC and is thus the one to be careful about... if you notice anything strange while using them, don't save the game.
  5. AMARIA: That was fantastic! CAIN: Yeahhh, I get that a lot. Usually from boys though. POPPLIO: Popp-lio!
  6. By level up, actually. It can also learn Dark Pulse (by TM), whose flinch chance afaik stacks with Stench.
  7. @Tomahawk De gustibus... for example I like chess, and don't think it is boring. @Zander You like it and that's fine, nobody is going to take it away from you... at most it would be made into a mod, which would make it entirely optional. @DreamblitzX Good idea! (Now that you mention it, afaik a semi-random system like the one you're talking about is already being used in other games, with decent results.) @Gheist Sorry but I still can't see how is that a problem worse than a luck-based sweep... (Btw please note that I'm only referring to single-player games: online battles could only be affected by a mod removing RNG if both players had the same modified game, and thus agreed to use the changed rules, else it would just desync/crash)
  8. Well, online battles could only be affected if both players had the same modified game, else it would just desync/crash. Also, online battles are handled by a separate set of scripts, and thus changing single-player battles wouldn't necessarily alter the multiplayer experience. @Wolfox @Zargerth @Vanitas @Maqqy You like it and that's fine, nobody is going to take it away from you... at most it would be made into a mod, which would make it entirely optional. @Norm @Kabs @GS BALL I agree of course: it would be a very different game without RNG, simply due to how it affects almost everything. I'd make a mod about this (it's essentially how every other mod was made: someone wanted something that wasn't in the game already), but before that there are 2 issues that need to be solved: "what to change the RNG into?" and "would that change make the game worse instead of better?". @Gheist Is it an abuse though? I mean, isn't it more appropriate to call it a strategy, since you have to set it up and it counters something from the other team? @Lorisaur I'd be interested in knowing how did you make it not random.
  9. Or would they become a nightmarish mess with incredibly broken or useless things? To be honest, I don't like how randomness affects the outcome of battles. I don't like that sometimes paralyzing the enemy outright removes them from the fight, while some other times it mildly incoveniences them. I don't like that sometimes my Stench Skuntank plays as if it had no ability, while some other times it is a broken olympus mon that can kill anything it outspeeds without getting even a single scratch. I don't like it because, through it, the victory feels unearned and cheap and the loss feels unfair. The problem is that randomness is also integral to the gameplay, especially in battles. Thus my question is: do you think that the game could function without the RNG? Let's say that a paralyzed mon, instead of having a 25% chance of skipping a turn+halved speed, was guaranteed to be slowed for 2 turns, then skip 1, and then be slowed for 1 more before starting again: would this be ok? Or would this be too powerful? Or would this make it pointless to paralyze the enemy?
  10. Thanks, I'll add the link in the first post!
  11. Patience you must have young padawan, and find the answer you will. (It's in the game already, activated in the script "Game_Player_", line 252) Me too If you can't think of anything at all, then maybe you could upload an image containing 1 pixel of transparency (or even 1 pixel of the forum's background color) - at least it will prevent the preview from showing error messages. If instead you can think of something but don't know how to draw it, then write it: maybe someone can help you.
  12. Alright, doing this I can get an error with SWM v42 when any Boldore uses Explosion (actually my netbook freezes completely, which I'm taking as its way of not being able to handle what happened). With v43 instead it works fine, thus the improved code does help. It might be an unrelated bug that got fixed in the crossfire, but since it's the only one i was able to get i'm going to assume it's the same problem and it is fixed, at least until it happens again in v43.
  13. Copy/paste of the answer a mod gave me when I asked the same thing: Essentially, @mde2001 had to go through every post and delete everything uploaded just so I could set a preview image. After that, it stayed as the preview image because it was the oldest one still uploaded in the thread. Uploading an image now should prevent this problem from happening - well, it's a problem assuming that it would bother you, of course.
  14. Hi! Little problem: when someone links this thread, the preview shows an error message. To fix this, @Pozyher should delete the uploaded image and @Aironfaar should upload a better one for the preview (it doesn't matter where; only the upload date matters).
  15. Have you tried walking a few tiles down before the warp? (As ArcBolt27 pointed out, the warp likely keeps your coordinates on the map unchanged; this means that if you are in the top-left corner of a map file, then after the warp you will end up in the top-left corner of the new map, which may very well be inside a wall) P.S. Also, this mod is for Episode 17; you can find the Episode 18 version here:
  16. You don't have to start a new save file, and you are supposed to see the boost on screen. Mmm is that all the content in your Mods folder? If so, it seems you're missing the graphic files; without those, the mods cannot display much on screen. The files missing from your folder are: - "SWM - ItemRadar.png" - "SWM - ShowStatBoosts.png" - "SWM - TypeBattleIcons.png"
  17. It helped In case you're wondering: - the NoTMXNeeded error was due to a "break" command that shouldn't have been there - the ShowStatBoosts error I wasn't able to replicate, thus I'm not 100% sure about what caused it or if it is fixed now; in any case, the bitmap creation and check are now a little bit improved, and hopefully this will be enough to prevent that error
  18. Good point... done! (Please note that, since ChooseStarter and NoTMXNeeded are no longer in the same file, you should delete the file "SWM - ChooseStarter-NoTMXNeeded.rb").
  19. The Follower mod has not been updated for E18 yet, thus it would be kind of pointless to make and upload its E18 compatibility patch. (It is even possible that in E18 it won't need a patch at all.) Still, the compatibility patch doesn't replace the Follower mod, and for this reason it's useless without an E18 version of the Follower mod.
  20. .rar files are archives like the .zip files; they have to be extracted if you want to use their contents. I'd suggest using 7zip to extract this. After you've extracted it, you'll get a full game folder - it's its own Reborn version, doesn't require the unmodded Reborn and is not compatible with Episode 18 (at least until it gets updated).
  21. If it's just for scales and shards, wouldn't it be easier to use the debug mode?
  22. Alright, neither of these can be done with SharedPC Do you feel it is actually needed to share the items too? (Tbh I'd rather not add this to SWM...)
  23. You already can, by having a mon in the Shared Box hold them.
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