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Everything posted by AsNKrysis
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Pokémon Resurgence Introducing Pokémon Resurgence! A mod focused on bringing Insurgence's content into Pokémon Rejuvenation! Most features and story content will be featured in this mod, attempting to connect the two games in the best way possible. Revisit Rejuvenation with a breath of fresh air or possibly feel the nostalgia of Insurgence! DISCLAIMER: This mod and its developers are NOT connected directly with the development of Pokémon Insurgence or Rejuvenation or either of their teams whatsoever. This is a fanmade project and is not related to the canon of either of these games. Do not message the Insurgence or Rejuvenation teams regarding any questions or concerns with this mod. Features: - Most Delta Forms and custom Mega Forms from Pokémon Insurgence! - Most custom Insurgence abilities, moves, and items! - Crests for some of the Delta Forms! - Mild rebalancing of some Delta species to make them fit Rejuvenation's balance better. - New quests and puzzles to obtain the Delta Forms scattered throughout the Aevium Region! - Returning characters from Insurgence's storyline integrated into Rejuvenation's plot! - Battle Bond Forms for Greninja, Delphox, and Chesnaught! - Partner Pikachu and Eevee obtainable in-game (along with Mega Forms for the both of them!) - Trainer adjustments to feature the custom forms from Insurgence! - New mega Evolution forms for most of the Aevian Forms, Delta Aggron, and Shadow Mewtwo! - The Frostbite status from PLA replacing the Frozen status, as well as new items, moves, and abilities surrounding the Frostbite mechanic! - A spreadsheet will be included listing out all of the new encounters, quests, puzzles, and item locations. Side Note: The Demo version does not have full implementation of all content yet. Lots of story still needs to still be rewritten and many assets still need to be made. For the most part, this is just meant to give people access to the Delta Forms that have been fully ported over into Rejuvenation. The Delta Starters are obtainable at the start of the game as a choice for your first starter. Go to the door to the back of the starter room and you will have access to them. Also, all the Battle Bond Gen 6 starters are available when you fully evolve them. At the final stage of their evolutionary lines, use an ability capsule on them to switch their ability to Battle Bond. Note for how Noctem, Shadow Sky, and Shadow Dance work: Due to Darkness not being a vanilla weather effect, we had to make a suitable one for Noctem and Shadow Dance. We were too lazy to have to make a new weather, however, and simply decided to use an existing one in Rejuvenation that is mostly unused: Shadow Sky. Currently, Shadow Sky is a weather effect that simply boosts Shadow Pokemon and damages everything else, and it can only be summoned with the Storm-9 ability. So, I decided to use Shadow Sky as the weather to be summoned by Noctem and Shadow Prayer (a new move that's replacing New Moon) instead, but I edited it to be in line a bit more with how Insurgence's Darkness works. Shadow Sky: Increases the power of Shadow, Ghost, and Dark-type moves by 35%. Decreases the power of Fairy-type moves by 25%. Damages all non-Shadow, Ghost, and Dark-type Pokemon by 1/16 of their HP every turn. Lunar Cannon becomes instantly charged under this weather. Pokemon with the Shadow Dance ability increases their Speed by 50%. Additionally, Shadow Dance's ability activates under a Dark Crystal Cavern. Shadow Sky will turn a Crystal Cavern into a Dark Crystal Cavern. Terminates the Rainbow field effect. Synthesis and Morning Sun all have decreased healing under this weather. Moonlight has increased healing under this weather. Solar Beam and Growth fail under this weather. Additionally, Lunar Cannon fails when it's Sunny. Hone Claws' boosts are doubled. Flash's accuracy drop is doubled, Illuminate's Evasion is increased. Geomancy's boosts are halved. Fairy Aura does not boost any attacks. Dark Aura boosts are increased. Phantom Force takes only 1 turn. Reflect and Light Screen have their effects boosted. Nightmare and Bad Dreams have their damage boosted. Download Link: Mirror 1 (MEGA) Mirror 2 (Google Drive) Installation: This mod uses its own customized version of Rejuvenation. You do not need to download Rejuvenation nor merge anything with vanilla Rejuvenation in order to play this mod. Simply download the .zip file from either one of the mirrors above, extract it anywhere you'd like, and run the updater.exe and then you can start the Game.exe. The mod uses a separate save folder from vanilla Rejuvenation, so if you want to port over an existing save you will need to copy your save data from where vanilla Rejuvenation's saves are stored and place it in Resurgence's save location. Updating: This mod comes with its own custom updater that will receive patches through our Github. We will announce whenever a patch is released for players to run their updaters. Guide for Resurgence Content: Link to Guide Things to do: Finish adding documentation for all of the changes made both to some vanilla Pokémon Abilities and Delta Form Abilities, as well as moveset and TM compatibility changes. Finish the Resurgence Discord for people to join and discuss Resurgence's development. Finish up the rest of the back sprites for Insurgence's Custom Forms and incorporate the rest of the forms into Rejuvenation. Make an NPC that allows you to change Delta Muk's form whenever the player wants. Balancing tweaks (if necessary) Animations for moves I'm not the best at pixel art and I'm even worse at animating. This might not come for a while, and I don't like acting like I'm begging for free help here but if there's anyone who can help me with animating moves I'd really appreciate it. Adding more Delta Forms into the mod if possible We're still working on getting permission from other fangame authors, so we'll have to see what we'll be able to add. FAQ: Is this canon to Insurgence or Rejuvenation? As stated earlier, this project is in no way connected to Insurgence or Rejuvenation's development. This is merely a passion project for some people who are huge fans of both games and wanted to see Insurgence incorporated into Rejuvenation. Please do not bother the Insurgence and Rejuvenation staff and developers if you have any questions or concerns with this mod. Contact either AsN or Sapphiada regarding those questions instead. Why are there missing Delta/Mega/Other Custom Forms? Unfortunately, we do not have the permission to include all of the Delta species into this mod. This is due to most of the original artists behind these forms having been inactive for many, many years now and we have no means to contact them. As a result, we cannot include every Delta form from Insurgence into this mod, but we'll do my best to properly incorporate the forms we do have permission to use into Rejuvenation. Other than that, we currently do not have all of the back sprites finished for the forms yet and I'd rather not include forms that still use a Gen 4 style back sprite into a Gen 5 style game with animations to accommodate that. The only exception to this is Delta Graveler since its final evolution does have a proper back sprite along with a Crest, so we'd like for people to play with it if they'd like. Can I use this on my current save? Do I need to restart the game? As stated earlier, you will need to copy your save data over from where vanilla Rejuvenation saves are stored and place them in the save location for Resurgence's save data. For the current Demo, you do not need to start a new save file, but it is recommended you do so so that you don't miss any features at the beginning of the game. Since the Paldean Forms and Evolutions are included in this mod, will you be adding the rest of Gen 9 as well? How long will that take? We do not plan on adding the rest of Gen 9 into this mod. Even though this mod does use the Gen 9 Mod as a baseline for development, incorporating all of Gen 9 into the current state of the game would be far too much. Rejuvenation v14 will be including Gen 9 into the game, so I'd rather wait for Rejuv's Devs to properly incorporate Gen 9 rather than our shabby attempt at it. Are you planning on adding terastallization? Hell no lmao. Are you planning to make this for Reborn as well? At some point we plan to, but we were definitely ambitious going into this project as just a 2 Developer team. Plus, both of us are very busy with other responsibilities, so we'll have to see when we can get around to that. This Pokémon seems too broken/overpowered, can you adjust it? We'll try to! Just let us know what you prefer and we'll take a glance over it ourselves. We're always open to feedback, but we will mostly try to stay as close as we can to Insurgence's canon stats for the Delta Forms. Can I edit certain things about the mod myself? Of course! The Scripts files are included in the game files. If you know what you're doing and want to edit some things yourself, or fix something that we broke, then by all means! However, if you break something while you're modding on your own, please give a detailed description of what you did. Otherwise, we don't be able to help you much. How can I contact the Developers for questions? We'll try to check the forums as much as we can, but it's better to reach us in the Resurgence Mod Discussion Thread on the Reborn Discord if you need anything. Either reach out to AsN (@katowoozy) or Sapphiada (@sapphiada) for anything regarding this mod. If there are any other bugs that people run into, let us know and we'll fix it as soon as we're able to! Mod Compatibility: (Note: We have not had the chance to test every other Rejuvenation mod with Resurgence. If there is anything that is compatible or non-compatible, please reach out to AsN and he will update this list accordingly.) Compatible Most mods from the QoL Modpack A list of all of the incompatible mods will be listed in the Non-Compatible section. Haru's GBA Cheats Non-Compatible Any large-scale overhaul mods such as: LAWDS Overseer Files Rejuvenation Extreme Gen 9 Encounters Mod Anything non-modular. If it has to replace any of the actual game's files (Scripts, Data, etc.), it's mostly likely not compatible. List of QoL modpack mods that are not compatible: AEC - Mining Overhaul* Universal Accuracy x1.2 Battle_SpeedUp** ShowEnemyStatsOnInspect** *This is already incorporated into Resurgence's base game. **I've made these mods compatible but do not plan on releasing them publicly on this forum. Please visit the Reborn Discord and find them in the 'Resurgence Mod Discussion Thread' if you'd like the compatible versions. Credits: Will be included in a text document within the game's files.
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Changed as opposed to what exactly? Vanilla Rejuvenation or the old v12 Battle Music Pack Mod? If you don't want the Vanilla Rejuvenation themes changed, the front page lists the Vanilla ones that are being overwritten underneath where it says 'NOTE:'. If you want to use the themes from the old v12 Battle Music Pack, you're just gonna have to compare that mod's front page with mine. Iirc the only themes I didn't change from that mod were Marianette's, Karen's, and Aya's. If you want to change any of the tracks I used in this mod to different ones, you'll need to rename the music files to the same name I gave them. e.g. If you want to change Ren's theme, the music file you're using should be renamed "Battle- Quake". Also, if you want to replace any themes outside of the ones I replaced, then you have to account for any vanilla Rejuvenation maps that may call for BGM changes themselves, which overrides the themes in the ttypes.dat file. The only way to do this without actually editing the map itself is to find the map and look into the event scripting using RPG Maker XP or exporting the maps using the Eevee program. Then you'll need to edit the 'Rejuv v13.5 Battle Music Mod.rb' file to include the map or trainer of the battle theme you're trying to override.
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Small Hotfix: Fixed an issue where Marianette's theme wasn't playing properly during her gym battle. Forgot to include the map where her battle takes place into the Music Mod file, so it should be fixed now. I have also edited the main post to include the songs used for Erin and Team Anti-Assist's themes. I personally think they fit but anyone can always reach out to me for suggestions otherwise. Lastly, I edited the post to show incompatibility with LAWDS. Their mod includes their own theme changes and thus is incompatible with mine. It is possible to make the 2 mods compatible, but you can reach out to me on Discord if you'd like to know how. Thank you all and I hope you have a great day!
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Rejuvenation v13.5 - Battle Bond!
AsNKrysis replied to AsNKrysis's topic in Official Rejuvenation Club's Guides & Resources
New Update released: Shiny Sprites and Icons have been made and adjusted to fit Rejuvenation's custom shiny colors. Reworked BB Chesnaught and Delphox's Stats: Chesnaught: HP: 108 -> 88 Atk: 127 -> 137 Def: 132 -> 152 Delphox: HP: 105 -> 75 SpAtk: 144 -> 164 SpDef: 110 -> 150 Speed: 134 -> 114 Slightly nerfed BB Chesnaught and Delphox's signature moves: Delphox no longer decreases both the opponent's Special Attack and Attack, it will only decrease its Special Attack. It still hits the lowest defense stat when doing damage calculations. Chesnaught's Spiky Shield damage has been reduced from dealing 1/4 to 3/16 damage, and from 3/8 to 5/16 damage on Colosseum Fields. Compatibility has been made with LAWDS. See instructions on how to properly install in the README in the LAWDS Compatibility folder. Hi everyone! I know it's been a while since I last updated this mod and I know most people have already probably done their v13.5 runs with the Battle Bond mons, so this might not interest a lot of people anymore. This new version also doesn't add too much to the mod overall, but this update does include more than just a minor tweak or hotfix so it's enough to warrant a proper update post. I've finally gotten around to making the new shiny sprites and icons! I was discouraged from doing it for a while but a lot of the sprite work that I've been doing on the Resurgence Mod has made me buckle down and actually complete them. They're not perfect, but I'm very happy with now having proper shinies that correlate with the base forms. Here's the preview for the shinies: After some discussion in the #rejuv-mods channel of the Reborn Discord, I have decided to nerf BB Chesnaught and Delphox a bit: Chesnaught • HP was reduced to match how Mega Evolving also does not increase the HP of the Pokémon. • Atk and Def was buffed to distribute the stats that were removed from HP. • Spiky Shield is already a very strong move that you can manipulate the AI easily with, so, in hindsight, the fact that I let it deal 1/4 of the attacking Pokémon's HP on contact was pretty bonkers. So I decided to nerf it just a bit, now dealing less damage than before. The fractions used for calculations probably look weird and I agree, but it still achieves the desired effect still. Now BB Chesnaught can't easily win by clicking Spiky Shield 3 times on Colosseum. Delphox • HP was reduced to match how Mega Evolving also does not increase the HP of the Pokémon. • Speed was reduced because it already deals crazy high damage, so I wanted to nerf its speed to reduce its sweeping potential. Even though this thing is still a walking nuke. • SpAtk and SpDef was buffed to distribute the stats that were removed from HP and Speed. • Mystical Fire is already a very powerful move that gets boosted on a majority of the fields you fight on, so I decided to nerf its stat reduction a bit but to keep its unique buff by being a better Shell Side Arm. Due to popular demand, I have also made the Battle Bond script compatible with LAWDS! However, due to the frequent patches that LAWDS receives, I cannot update the mod constantly to match their versions. Therefore, you will need to do some modifications on your own in order to add Battle Bond properly to your LAWDS run. Instructions on how to do so are provided in a README that I have included in the compatibility folder. Most people might not read this, but for those of you who still play using the Battle Bond mod, thank you for your continued interest! Contact me on Discord if you have any questions or concerns. I hope you all have a wonderful day!- 32 replies
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No, the mod has been discontinued and there are no plans to update it to v13.5 or any future versions of Rejuvenation.
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Otherwise, the only other thing I can think of is that you didn't replace your ttypes.dat file with mine, or that you're using another mod like LAWDS which comes with its own ttypes.dat file and overwrites mine.
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It might depend on the map then. I haven't played Paragon yet but that Music Mod file should allow for specified maps to override my BGM changes since I wanted to keep some themes from the vanilla game in for story reasons. So if Paragon takes place on multiple maps listed on that file, then the swapped music won't play. If you're unsure, the easiest way to tell if it works is to just make a new game real quick and go fight Ren to see if his music is changed.
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You made sure to include the "Rejuv v13.5 Battle Music Mod.rb" file in your Mods folder of your Data folder, right?
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This mod isn't for Reborn. It's for Rejuvenation. For anything regarding Reborn's Music Changes, refer to this mod instead:
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Update: Updated the Music Script that prevents BGM Overrides by Map Events. (Once more, thank you to @Karvanha!) Reworked the titles for the BGM files, to represent the characters better. More music has been added for more trainers/battles: Ryland (Unpossessed) Possessed version still uses Flora's theme. Jenkel/Hynde Giratina Jenner Allen* Lavender Thomas Jr. Spector (Night) Alice* Talon Florin Wild Battle - Badlands Wild Battle - Terajuma Many tracks have been changed to (hopefully) better fitting ones and reduce the amount of BGM reused from Reborn's Battle Music Pack Mod for better variety between both games: Angie Valarie Venam (Gym Battle) Flora Venam (Rival Battle) Narcissa Melanie Souta *Note that Alice and Allen's themes do not play on this current version of Rejuv as they are not fought in 1v1s yet. I'm just adding them for later. Hello everyone! After a whole year of this mod seeing no updates, I have finally decided to update it, and man there's a lot that was updated. First off, I decided to finally reintroduce the script that prevents the BGM being overridden due to Map Events. The reason this took so long to update is because I have to comb through each map event to find where the BGM is getting overridden at and make certain exceptions so that regular music wasn't being played on climactic/cinematic battles. I believe I have made proper exceptions for mostly all of them but please let me know if there are any issues with the BGM not playing properly.** Secondly, I have also decided to rework the naming conventions for the BGM files, since some of these files were repurposed from the Reborn Music Pack Mod, so now they should fit properly with the character its assigned to. Thirdly, I have decided to add proper BGM to important battles that I missed in the previous version. A lot more characters got a spotlight in v13.5, so I had to look for more tracks for their battles, even if some of them weren't major characters. Lastly, I have reworked a couple of tracks to better fitting ones for some characters. I wasn't a huge fan of the music I picked for some characters in the past version, so I decided to do my best at making them fit more properly. I know most people have probably finished their Rejuv v13.5 runs for now, but if anyone's still interested in playing with this mod, then let me know what you think about the changes/additions I've made for this update! I apologize for such a late follow-up on the music pack, but I hope the changes I've made will make up for such tardiness. Thank you all for checking out my music pack, and I hope you all have a wonderful day! **Important Note Edit: It has come to my attention that I completely forgot to include Erin's Theme in the update. I'm currently making a compatible version with LAWDS at the moment but I'll be sure to update it soon.
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Yeah, most Rejuvenation mods get posted in the Guides & Resources section of the Official Rejuvenation Club section of the forums. Most are QoL, but the biggest gameplay mod for Rejuvenation v13.5 currently is LAWDS, which adds stuff such as Gen 9, some new story content, custom Aevian Forms, etc. If you want to know more, I suggest joining the LAWDS Discord Server. The other one is Overseer Files, which is still in development and does not have a full release yet. That one includes a massive story expansion and a lot of new custom Aevian Forms. However, they only have an Aevian Form demo released so far, no new story yet. You can check it out on the Overseer Files Discord Server. The biggest QoL mod currently available is the QoL Compilation Modpack, which includes many QoL mods from Waynolt's SWM Modpack and more. Other than that, there is technically a Gen 9 mod out, but it's merely a template for other mods to build off of like how LAWDS did. Everything else are either smaller QoL or gameplay additions.
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Concerning the Future of More Regional Forms Hello everybody, a bit of an anticlimactic way of introducing this post, but after almost a year of v13.5's release, I figured it's time to make an official update notice regarding the status of MRF. First off, let me explain what I've been doing over the last year: When v13.5 released, I wanted to complete a full run of the game first before beginning development on a proper v13.5 MRF update. As of the current date, I have not even completed this recent release yet on either route. Though, I did want to push out a couple of mods at first when after the game got updated, which is why I quickly updated my Battle Music Pack mod (which I am currently still working on an update for) and then pushed out 2 other mods (Battle Bond (with help from Karvanha) and Gen 9 Starters) so that I could get a feel for how working with the new codebase would be. With how quickly I was able to release those mods, I figured I could get MRF updated just as fast, but I wanted to have a big update initially for it and thus joined the Gen 9 Mod team to help develop a base for other modders build their mods off of. I wanted to help build that template and then update MRF onto it, but I didn't expect it to take longer than the beginning of 2024 to complete it. Around said early 2024, I started studying for the MCAT, but also contributed to the Gen 9 Mod when I could. As a result, it left no time to actually work on updating MRF, and wasn't until halfway through the year that we completed the Gen 9 Mod template, which was when I thought about updating MRF again. By this point, there were already 2 large-scale mods in development for Rejuvenation v13.5: Overseer Files and LAWDS. I was very impressed with their work overall, but a part of me realized something after seeing them: I had no clear direction for MRF at all. At first, this mod was made to build up on the Alternate Forms Mod made by Jeb, as well as bring in the Hisuian Forms and Battle Bond into Rejuv v13.0.5 during a time where the game nor Rejuv Modding Community had either. However, over time I just started adding things into this mod that I liked, not really focusing on the goals I had initially set for myself. v13.5 added Hisuian Forms, and v14 is planning on adding Gen 9, so there's not much else for me to add into MRF other than the Delta Forms from Insurgence and Epoch Forms from Soulstones. However, over the last year someone contacted me that they were planning on making a Soulstones Mod themselves, and I figured there's no point in making 2 Mods that have all these forms in them, so I didn't feel like I wanted to add them anymore myself either. As of the current, I am still doing my studies, and thus any time I'd put towards developing this mod any further would be astoundingly slow. So, where does that leave MRF? Well, given the contents of this post so far, or if you just wanted to see a quick bolded TL;DR version of this message, MRF has ceased all of its future development and will not have an updated release for any future versions of Rejuvenation. I deeply apologize for anyone that was a fan of MRF and was awaiting its v13.5 release, but unfortunately I am not satisfied with the direction that this mod took. I don't like the way it turned out, and there's other mods that accomplish my objective but simply do it... better. I've always said I'm not a good coder, and quite frankly I'm still not. That's why trying to pile on so many ambitious goals for myself made me realize that I can't feasibly do all of this by myself. All-in-all, it killed my motivation to update this mod for future versions. So, once more, I am very sorry for anyone awaiting MRF's continuation, but this is where it ends. Now onto bigger news... Despite MRF ceasing development, that doesn't mean I've stopped modding in general. Even though I no longer want to add in the Epoch Forms from Soulstones, they weren't the only forms I was interested in. I've been working together with Sapphiada on a project that we're hoping many will be excited to hear about. The contents of this new mod were, of course, a part of MRF, but now full focus has been put on it. We have recently gathered artists who have volunteered to create sprites for us that will surely bring these old forms into a new light, and bring interest back into a true classic of the Pokémon Fangame community. One might call it... an Insurgence? Well, we'd rather like to call it a Resurgence. (Credits to 6'Rat on Discord for this beautiful back sprite) Any questions regarding the development of this new mod will be answered by either Sapphiada or me on Discord. I deeply appreciate everyone's support and love towards MRF, and hopefully we'll be able to continue giving much joy to all fans of Rejuvenation and the Rebornverse games as a whole! We hope you all have a wonderful day!
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It should be, it isn't shiny locked, nor have I coded anything that could cause it to be shiny locked. It could be that you're massively unlucky, sorry.
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Pick your Mystery Tired of not getting the Pokémon you want from your Mystery Eggs? Don't want to have to resort to using debug to mess with variables and accidentally break your game? Well, allow me to bring those troubles to an end, because now you'll be able to choose the Pokémon you want from your Mystery Eggs! Features: The option to select which Pokémon you get from these Mystery Eggs: Route 2 Mystery Egg* Skiddo Mudbray Galarian Ponyta Goldenwood Forest Mystery Egg from Crawli Sizzlipede Joltik Blipbug Route 3 Mystery Egg Azurill Aron Absol Togepi Sneasel Dhelmise Aevian Litwick Axew Mienfoo Pawniard Trapinch Hippopotas Cottonee Darumaka Hatenna Starly Tyrunt Larvesta Mareanie Stufful Rookidee Kakori Help Center Aevian Mystery Egg from Alexandra Aevian Magikarp Aevian Budew Aevian Wimpod Aevian Shroomish Aevian Larvesta Aevian Bronzor Aevian Feebas Aevian Sigilyph *Also allows you to choose which Egg move they receive as well. Download Link: Mirror 1 (MEGA) Mirror 2 (Google Drive) INSTALLATION: Extract the contents of the folder into the the Data folder of the Game's files and replace when prompted. COMPATABILITY: This mod is compatible with any mod that does not modify any of these specific map files: Map 026 Map 069 Map 199 Map 321 FAQ: Is this compatible with the Gen 9 mod? Yep, since the Gen 9 mod doesn't affect any maps and this mod doesn't change any Scripts other than Mapping-related ones, it's perfectly compatible with it. Isn't this completely removing the whole point of a "Mystery Egg"? Well, yeah, technically this is just cheating to get the Pokémon you want. If you don't want to use it, you don't have to. And if you have not played Rejuv v13.5 yet, I HIGHLY RECOMMEND you play through the game completely vanilla before attempting to mod anything. Why do you select the Pokémon you want to have before selecting Phantump for the Route 3 Mystery Egg? There's something weird with how the event scripting works for trades that kept crashing the game if I tried to have Phantump be chosen in the party first before selecting which Egg you wanted to have traded to you. I made a workaround which is why the the choices for the interaction are a little backwards, but it functions properly either way. No indicators that tell you got the Egg after you chose it? I mean, I didn't change much about the dialogue for these events, just the method of choosing your eggs. Even if the dialogue doesn't show which Egg you got, I tested myself that it works properly and the correct Egg gets added to your party. Do you plan on adding new Mystery Eggs anywhere or changing the pool of Pokemon we can get from Mystery Eggs? Nope, this is just a simple mod for people that don't want to have to constantly restart their games or use debug to get the Egg they want from Rejuvenation's Vanilla Mystery Egg Pool. Though I'll probably change it up later on when I eventually release a big mod for Rejuvenation. Do you plan on making this compatible with your other mods that aren't compatible with this one? Yep, I've just been busy irl with stuff. I'll eventually make a modpack containing all of my mods, it's just that this one was easy to make and I've seen a lot of people complain about the Mystery Egg for a while, so I figured I might as well release this for those that want the convenience. Plus, by this point many of you should have done your playthrough of v13.5, so this is a mod that lets you explore other options for your early game encounters for the sake of replayability. How can I contact you for questions or feedback? I'll try to check the forums as much as I can, but it's better to reach me on discord if you need anything. My discord handle is katowoozy, or you can find me in the Reborn discord with the name AsN.
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I can try to update my mods for the Gen 9 Open Beta, but it gets updated pretty often, so I'd have to use my own updater to keep it up to date with the current version of it, which I'll work on getting around to. Sorry for the late response.
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No, I plan on updating it to make it compatible, but for now it is not compatible unless you know how to merge the modded code from my files into the Gen 9 mod's.
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As far as I know, the Yang mod doesn't include any new Fakemon. It says that it balanced a couple of Reborn changes, but I'm not really sure what that means as I haven't played with the mod. They have a thread on the Reborn Discord in the reborn-mods channel, so if you have any further questions about it then you can ask there. Side Note: If you have any issues with loading any mods and such, JoiPlay has a tendency to have problems loading files as the version that most Reborn mods are on use e19.16 which is not optimized for JoiPlay. Just a word of warning, but most JoiPlay players have been able to play safely without any issues.
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(Questions) Individual music for legendary groups
AsNKrysis replied to TrainGhidoran's topic in The Mod Market
Then you need RPG Maker XP to edit the map event correlating to the Wild Encounter event. Otherwise, you can go into metatext.rb to change the Wild Battle music for the whole area, but this will not be for specifically the legendary encounter. Note: This will not work if you're trying to select their battle through debug mode. Debug always selects the Wild Battle music of the map you're in. -
(Questions) Individual music for legendary groups
AsNKrysis replied to TrainGhidoran's topic in The Mod Market
You'll need to have access to Debug for compiling and edit the ttype.rb file, then compiling after. You can find each of their battle themes if you search up their names (:KELDEO, :HEATRAN, :CELEBI, etc.). Note: This is only for their Battle theme, not their Wild Encounter theme (when you actually capture it instead of battling it in a team of 6). Wild Encounter themes are edited in metatext.rb, which doesn't require compiling. However, this changes the BGM for every Wild Encounter, not just for Legendaries. In order to change static event Wild Encounter BGM without changing all Wild Encounter themes in the area, you'll need to have and go into RPG Maker XP and find every event involving the Wild Encounter trigger with the Legendaries, then right before the Battle script triggers, you need to insert a "Change Battle BGM" script. You can only select music in your BGM folder, so you need to have the music in your BGM folder already. I'm not sure how this works for roaming encounters like Rayquaza. They should be handled in PokemonRoaming.rb (e19) or Roaming.rb (e19.5) folders, but I'm not sure how to call BGM in those scripts, so you'll have to experiment and find out unless someone else tells you the answer. -
Rejuvenation v13.5 - Battle Bond!
AsNKrysis replied to AsNKrysis's topic in Official Rejuvenation Club's Guides & Resources
Update your Rejuvenation to v13.5.6, you're on v13.5.0. Then reinstall my mod into the game's files afterwards, and see if that fixes things.- 32 replies
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- new forms
- battle bond
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(and 2 more)
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Yes, anything that normal Pikachu can use, Partner Pikachu can also use. I believe the only item that Partner Pikachu is not able to use is Eviolite as it's not able to evolve.
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You made sure to replace the Battle_MoveEffects.rb script in your Scripts folder with the one from my mod, right?
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Minor Hotfix released: Adjusted Mega Partner Pikachu and Eevee's base stats to properly reflect Mega Evolution stat increases. Their new base stats have been updated in the forum post, and the links have been updated with the new files reflecting these changes. Apologies for the inconvenience, and I hope you all have a wonderful day.
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I actually had no clue that Mega Evolutions don't affect HP, it's been so long since I looked at a list of BSTs for Megas that I figured at least one of them had an increase to HP in some way. I'll adjust it, thanks for the feedback.
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Partner Pikachu and Eevee Ever wanted to explore Aevium Region with the Let's Go mascots? Annoyed that you can only get Partner PIkachu from using the "terajuma" password? Well now this mod allows you to receive the Partner Pikachu and Eevee from Let's Go through in-game events in Rejuvenation! Features: Partner Pikachu and Eevee! A female form for Rejuvenation's Partner Pikachu! Mega Forms specially made for the Partner Pokémon! This also means that Pikachutite and Eeveetite are available through in-game events as well. Each Partner Pokémon's exclusive signature moves added to their move tutor compatibility lists! I will include a list below of the location of each signature move tutor alongside the locations of each Partner Pokémon. Partner and Mega Partner Form Showcase: Partner Pikachu Partner Eevee Partner Forms, Signature Move Tutors, and Mega Stone Locations: Download Link: Mirror 1 (MEGA) Mirror 2 (Google Drive) INSTALLATION: Extract the contents of each folder into their respective locations in the Game's files and replace when prompted. The folder that says !COMPILING SCRIPTS ONLY! are not necessary to put in your Game's files. They're just the modified scripts for compiling, but I included them because: 1. In case I accidentally wipe the code by updating again. 2. For anyone curious about the modified code. COMPATABILITY: This mod is compatible with any mod that does not: Modifies the Battle_MoveEffects.rb script. Add new Pokemon/Forms or edits the mons.dat file. Add new Moves or edits the moves.dat file. Modifies any of these specified map files: Map 026 Map 069 Map 089 Map 117 Map 230 Map 256 Map 258 Map 304 Map 332 FAQ: Can Partner Pikachu and Eevee evolve? Nope, they both are not able to evolve. A Pichu with the same form as Partner Pikachu (Form 2 in the Script files) can evolve into Partner Pikachu, but afterwards Pikachu is barred from evolving. Besides, if they could evolve, it'd take away the whole point of them being your Let's Go Partner Pokémon. Do Pikanium Z, Pikashunium Z, and Eevium Z work for each respective Partner Form? Yup, Catastropika and 10,000,000 Volt Thunderbolt can be used by Partner Pikachu, and Extreme Evoboost can be used by Partner Eevee. They, of course, will still need to learn the respective moves associated with those Z-Crystals in order to be used. Can I use this mod mid-save? Yes, there's a folder containing optional files that you can put in your game's files (along with the mod files) that'll allow you to receive both Partner Pokémon along with their respective Mega Stones. You can find the NPC that gives you them in Gearen Laboratory after beating Val. Why is Partner Eevee's Sprite just its vanilla shiny sprite from the normal game series? Since Partner Pikachu has a unique sprite, I figured Partner Eevee should receive the same treatment. However, I am absolutely terrible at spriting, so I don't know the first thing about trying to make a nice recolor of any sprite. Even recoloring Giga PIkachu into Partner Pikachu's colors took a good day and a half, so I'm just using Eevee's vanilla shiny sprite for now. If you'd like to submit a unique sprite for Partner Eevee, I'd be more than happy to give you the proper credit and include it in this mod. Why are the overworld sprites for Partner Pikachu and Partner Eevee just their normal sprites in the starter room when using the "eeveepls" password? Honestly, I'm just too lazy to make a sprite for a password encounter. It wouldn't be difficult to do per say, but it seems pretty tedious for such a minute detail. [X]'s sprite doesn't look very good, can you make it better? I can try if you have any suggestions onto how to improve the sprites. As I stated, I'm not a spriter nor am I an artist so I don't really understand what proper shading and coloring looks like. If you have any suggestions then feel free to reach out to me. Why aren't there any shiny sprites for Partner Pikachu and Eevee? As stated in prior answers, I do not possess the creative ability nor skill to properly make good sprite recolors. I'd absolutely love for these partner Pokémon to have their own shiny sprites, but unfortunately I am limited by my own skillset. Therefore, unfortunately, they currently do not have shiny sprites. Why are the signature move tutors spread out so weird? I was trying to keep things balanced since Partner Pikachu and Eevee's moves can be pretty OP in certain situations. I tried doing my best in terms of properly spreading out the move tutors in a way that doesn't make them too OP too fast, but if you have any suggestions on to how to spread them out better, I'd be happy to receive any feedback regarding the matter. Can normal Pikachu and Eevee learn the signature moves? No, only Partner Pikachu and Eevee can learn them. Why don't Giga Pikachu and Eevee have their cries from Gen 8? I can't find a downloadable version of Giga Eevee's cry from anywhere online. I can find Giga Pikachu's, but I also can't figure out how to adjust the cry they make when they Mega Evolve as it just plays a toned down version of their cry from their non-Mega Evolved form. I figured it's better to just to use their normal cries from Let's Go instead for both their non-Mega and Mega forms in order to stay consistent. Do you plan on making this compatible with your Gen 9 Starters and Battle Bond mods? Yeah, I plan on releasing a combined modpack featuring all 3 mods into one so it reduces the hassle of making them compatible with each other. Once I release that modpack, I will most likely be updating it more frequently than the other separate mods for the sake of ease on my part, but I'll still try to fix each mod separately if they each present their own issues. How can I contact you for questions or feedback? I'll try to check the forums as much as I can, but it's better to reach me on discord if you need anything. My discord handle is katowoozy, or you can find me in the Reborn discord with the name AsN. Credits: The Smogon Sprite Project for their Giga sprites and Shiny Female Eevee sprite. Abyab (abyawb on Discord) for their advice regarding the Giga Partner Pikachu Sprite.