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AsNKrysis

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  1. This is merely a port of @AiedailEclipsed's Mining Overhaul mod to Rejuvenation. With their permission, I was allowed to make this mod functional for v13.5 and update the mining loot tables accordingly. Even though all of the evolutionary stones are now available in Rejuv's vanilla mining minigame, not all of the Fossils, Nuggets or Comet Shards are, which is what this mod adds to the mining table now. Also, most of the probability rates for items have been adjusted accordingly using the same values as included in the original mod: New Items: Probabilities: Mining Overhaul.zip Installation: Same as most modular mods, simply extract the contents of the folder to your Data folder in the game's files. Credits: @AiedailEclipsed for providing me permission to port their mod over to Rejuv v13.5!
  2. Before I start, I want to give a MASSIVE SHOUTOUT to @Karvanha for helping me put together the script for the mod! He's been a massive help to me throughout my entire time with Reborn and Rejuv's modding community and I can't thank him enough for always lending a helping hand out to me whenever I've needed, and I am extremely grateful and also very happy to have been able to collaborate with him on making this mod for v13.5! If you're not a fan of the less canon version of Battle Bond with my mod, you should go check out Karvanha's Ash-Greninja mod that now also includes Rejuv v13.5: Ash-Greninja for Reborn, Rejuv and Deso Battle Bond for Gen 6 Starters! The title says it all: Battle Bond forms for the Kalos Starters! For those of you familiar with my More Regional Forms mod, this was a feature that was included where the Gen 6 starters would have a random chance of having Battle Bond as their ability and would be able to transform just like how Ash-Greninja does in the vanilla series. Since it'll be a while until I fully update that for v13.5, I decided to work with Karvanha to create this mod for those that would like its feature from MRF in the current version of the game. As cool as Ash-Greninja is, I always thought it was underwhelming that Delphox and Chesnaught didn't receive any special power boosts themselves. Therefore, this mod extends the power of Battle Bond to both of them as well along with boosting their "signature" moves to keep them on par with Ash-Greninja! Features: Battle Bond as a third ability for each of the Kalos starters. Activation is the same as normal Battle Bond: Knock out an opposing Pokemon with a damage-dealing move from the Battle Bond mon and it will transform. The Pre-evolutions do not have access to Battle Bond, only Chesnaught, Delphox and Greninja do. Therefore, in order to get the ability you need to use an Ability Capsule on them once they're fully evolved. Slight boosts to each Battle Bond starter's signature moves when in their BB form. New moves added to Chesnaught's learnset to accommodate for its new typing in BB form. BB Pokemon are now found on other major trainers throughout the game! Battle Bond has been added to Lavender's Delphox, Texen's Chesnaught, and Ren's Greninja. Note: This is a very minor effect and most likely you'll only see it from Ren's Greninja since he's the most present out of the 3. Battle Bond Showcase: Battle Bond Chesnaught Battle Bond Delphox Battle Bond Greninja 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 folders that say NOT NECESSARY are, well, 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: Add new Pokemon/Forms or edits the mons.dat file. Add new Abilities or edits the abil.dat file. Modifies trainer teams or edits the trainers.dat file.* SIDE NOTES: - Due to quite a massive buff to Chesnaught in general as a result of this mod, Chesnaught's availability has now been moved back to post-Gym 9 as to sort of balance it in the game. - You CANNOT Battle Bond more than once in battle. That means if you have more than 1 BB Pokemon in your party, only one of them is able to activate Battle Bond once per battle. - There are no Shiny Icons for BB Chesnaught and Delphox. The original sprite artists for the Battle Bond forms never made shiny sprites for them. At some point, I'll get around to making the shiny icons myself, as well as edit the BB sprites to fit more in line with Rejuv's custom shinies. - *Technically this mod is compatible with any mods that edits the trainers.dat file, but Ren's Greninja, Texen's Chesnaught, and Lavender's Delphox will not have Battle Bond. Credits: @Karvanha as the co-author to this mod and for applying the code as well as cleaning up the scripts for the mod to function properly on v13.5! Hexx_Vixtar for their sprites used for Battle Bond Chesnaught and Delphox!
  3. Considering the massive changes to the game's codebase, I will have to update pretty well every change and addition applied in the mod, which will take a while. Also, I don't plan on making any significant changes to the game until a stable v13.5 version is out, which may take a month or 2. I'm also still familiarizing myself with the new codebase, so adding in Gen 9 will take a bit and someone else might even beat me to the punch. So, with all of that in consideration, there's no estimated update release for the mod, but I will do my best to update it as quickly as possible when I'm able to.
  4. Update: The Battle Music Pack now works for v13.5! Let me know if anyone runs into any errors, I have removed certain BGMs from the pack due to not wanting to change too much vanilla BGMs. Also, I have removed the optional script file included as I have to update that file to include any changes made to the map data. Also, if there are any BGM changes that are not reflected in-game, that's the reason why as the game's event scripting will override the BGM meant to play for certain trainers. For now, this will replace most Gym Leader themes, Rival themes, and Wild Battle themes. I hope you all enjoy and have a wonderful time exploring the world of Aevium in v13.5!
  5. It's the Show Stat Boosts and Type Battle Icons mods that you have in your Mods folder. They aren't updated to v13.0.5 because the original mod author has no intentions of updating them until a later version of Rejuv is released. Remove those mods when you go into the Safari Zone, they should work fine everywhere else.
  6. At the moment no, around the time that Jeb and I were going to add in more forms and update some of the sprites, v13.5 got announced, which we decided to halt progress on stuff other than Hotfixes and Patches until v13.5 is released. Apologies for the inconvenience.
  7. Small Hotfix Released: Fixed issues in regard to Mega Evolving Alakazam. Fixed the error being thrown off when the AI attempts to use Esper Wing on a Psychic Terrain. Fixed Epoch Tyranitar and Epoch Gengar needing the incorrect Mega Stones in order to Mega Evolve. Fixed Aevian Tepig's encounter in the Abandoned Apartments. Since this is a smaller hotfix, if you don't want to redownload the game all you need to do is download the zip file attached in this comment, unzip it, drag its contents over to the game's files and replace when asked. If there are any other bugs that are present, don't hesitate to reach out to me about them. There won't be any further major updates but I will continue support for fixing this version of the mod until v13.5 comes out. I hope you all have a wonderful day. MRF Hotfixes.zip
  8. Yeah, that was a typo with the AI script when deciding to use Esper Wing on a Psychic Terrain, I'll fix it soon. Also accidentally forgot to use the correct internal IDs for the Mega Evolution stones when scripting the Mega Epochs, which I'll fix soon. Haven't added it yet, as even the Flame Orb hasn't been added in base vanilla Rejuv. It'll most likely be added in with Artrica once it gets added in vanilla Rejuv. I really am unsure why myself, I should've fixed the issue where the randomizer machine wasn't giving you a Pokemon when you try to choose it.
  9. Mandatory Patch Released: Hi. Yeah, it's been a bit, and I apologize for that. There have been multiple bug reports that have been coming in that I haven't had a lot of time to get to simply because I've been busy irl and also busy playing Baldur's Gate. This should address most of the bug fixes that have been reported to me as well as other concerns: Aevian Hydreigon's resistances should be fixed. Fixed some of the AI scripting, which should hopefully make the opponent AI use Hypothermia now. Fixed the Hypothermia TM, now it should actually teach Hypothermia. Fixed 2 vanilla bugs: The Move Tutor in the Kingdom of Goomidra shouldn't throw errors anymore when trying to teach Zen Headbutt and Gastro Acid. The player should no longer get stuck in the door when exiting Garufa Ruins. Gave Gallade Sharpness and D-Gallade Slush Rush. Forgot that I actually did make D-Emolga available on Route 9, so it's there. Changed A-Murkrow's availability from Yui's Ranch to Route 4, Honchkrow can still be found on Yui's Ranch and the evolution method is still the same. Fixed Mega Delta Bisharp's typing. Fixed Mega Delta Bisharp in Souta's gym battle (should now start off in base form rather than its Mega form when sent out). Reduced the amount of Relationship Points with Aelita needed down to 25 in order to get Delta Bisharpite from Souta after his gym battle. During the double battle with Aelita against Neved: Nerfed Neved's Pokemon by 2-3 levels except for Delta Blastoise. Buffed Aelita's Pokemon by 1-2 levels. This should hopefully make this battle less stressful to beat. Replaced Erin's Florges with Aevian Excadrill. This should make it easier to beat Angie & Cera on Intense without using Interceptor's Wish. Other various bug fixes that I don't exactly remember. As this was quite a lot that I fixed, I can't simply add the hotfixes in this comment, so it is necessary to redownload the mod from the download links in the main post. Thank you all for your patience, and hopefully this will be the very last patch/hotfix I will need to do before v13.5 releases. Have a wonderful day and thank you for playing my mod!
  10. I know it's possible to work, but I'm not familiar enough with Mac to be able to help you much in getting it to work properly. You can try asking on the discord if anyone else has attempted and succeeded.
  11. Yeah I remember seeing you ask this on the forums before about if this would get added into the Vanilla game. However, this isn't really a Mega and more of a Rift Pokemon, which I don't have any plans on making Rift Pokemon be obtainable in the mod. Besides, it doesn't even have a backsprite, and I don't have the spriting expertise to make one for it and I don't believe Jeb has any interest in such either.
  12. If you downloaded from the link I provided, just unzip the game to wherever is most convenient to you and play the game from the .exe in my mod. Any Optional Mods are either included in the Optional folder of the Mods folder included, or they're included under the Optional Mods section of the front page.
  13. New Mandatory Patch Released: This one resolves the issue with Chlorofury, because coding that ability to function properly is a bit annoying, and my amateur coding expertise is unable to figure out how to make it work to count the amount of fainted Pokemon in the party. Patch notes: Changed Chlorofury's functionality. Chlorofury now raises its Special Attack and Speed by 1 stage upon its partner ally fainting. Removed Chlorofury from the AI script. The game should stop throwing errors during Double Battles with/against Venam. Added Delta Heatmor (because I forgot to before). Delta Heatmor can be found in Axis Factory at a 10% of encounter. Includes all of the hotfixes from prior. Due to the amount of Script and Data files I ended up editing, it'll be necessary to redownload the mod instead of me being able to provide the files in this post. Also, if you had the compatibility with EvGym's Auto Battle Speed Up mod downloaded, you need to redownload that as well with the new one I uploaded or else Chlorofury will not function properly. I apologize for the convenience, and hopefully this will be the last hotfix/patch I will need to do before v13.5 comes out. I hope you all have a wonderful day!
  14. I've been trying to look into it, however if I can't get it to function properly then I'm going to remove Chlorofury from the game and replace Mega Delta Sunflora's ability with something else, which Chlorofury is what's causing the issue.
  15. Update: Slightly major one, not something huge, but something I wanted to get out before v13.5 was out in case anyone was still interested in modding their v13.0.5 runs. Huge thanks to @Karvanha for providing the Script to be able to allow the mod from being overridden by in-game event scripting, so now most of the themes should work proper. Note: Certain battles may have unfitting music as a result of the new Script that is mandatory to have most of the themes work. This is because certain battles don't have any music associated to them and may end up defaulting to regular battle themes. Added a new mod (thank you once more to Karvanha) that needs to be placed in the Mods folder of the Data folder in order for certain themes to be able to work and not be overridden by the game's code. More trainers have been given themes that should hopefully be appropriate for their battles. Changed the Boss theme to something that seems more fitting for most situations, rather than the old one that was very dramatic for no reason at certain times.
  16. Seems that I accidentally attached the wrong Map File with the mod, it should be fixed now and have the proper map files to replace instead.
  17. MAJOR UPDATE: Last Update until a stable v13.5 version is out. Don't remember most of the changes since I was working on this for a while and forgot to document most of them, but this is a basic rundown of the big changes: 4 Aevian Species Evolutionary Lines added: Aevian Meganium Aevian Serperior Aevian Emboar Aevian Delphox 14 Delta Species Evolutionary Lines added: Delta Bisharp Line Delta Gardevoir/Gallade Line Delta Sunflora Line Delta Scizor Line Delta Glalie/Froslass Line Delta Luxray Line Delta Roserade Line Delta Muk Line Delta Quagsire Line Delta Mismagius Line Delta Golem Line Delta Raichu Line Delta Wailord Delta Emolga Line (Along with all of their unique abilities) 2 Epoch Species Evolutionary Lines added: Epoch Gliscor Line Epoch Aggron Line New Mechanics: Frostbite has been added and now replaces the Freeze status. Causes damage over time, reduces Special Attack. New Ability: Fortitude "Boosts Special Attack if there is a status problem." Ignores the Special Attack drop from Frostbite. New Move and TM: Hypothermia "The user brings the air around the target down to subzero, causing the target's body to be frostbitten." Inflicts Frostbite against the opponent. TM can be bought from the Kristiline Town TM Shop after beating the 12th Gym. New Item: Frost Orb "An item to be held by a Pokémon. It is a bizarre orb that inflicts frostbite on the holder in battle." Multiple changes to many Major Battles. Not drastic overhauls but more of a Vanilla+ experience. Added the Shadow Rock to the Mining Table, it can now be found while mining. Can also be found on Delta Roserade in the wild. Some Mega Stones have been placed in the world, primarily Marowite, Delta Sunflorite, and Delta Bisharpite. Massive overhaul to many AltForm movesets and TM/Move Tutor compatibility. An extensive amount of Bug Fixes and AI Script adjusting that's too many to list. Per request, I have included 2 documents of the changes made to Major Battles and Vanilla Pokemon, however I still need to list the field interactions that certain new abilities and moves have with the fields. Side Note: Some of the Sprites are going to be a bit scuffed for the Delta Mons. Due to Insurgence's final release having the Sprites in Gen 4 style, there's not much I can do to remedy that. With the help of Sapphiada, I've tried to edit the Sprites to fit better in Rejuvenation, but they won't be perfect. Another Note: Some of the abilities are going to have slight changes made to them due to my lack of coding knowledge with Essentials to fit Insurgence's abilities into Rejuvenation. The abilities are: Chlorofury Chlorofury boosts its Special Attack and Speed when a partner ally faints, rather than the game counting the amount of fainted Pokemon in the party, Winter Joy Winter Joy will strengthen in Hail and weaken in Sunlight instead of using the months. This is because having the game use Real Time is kind of janky and I'd much rather not want to tear my hair out trying to get it to work. Plus, the Real Time will be removed in the next update of Rejuvenation. Regurgitation Regurgitation is similar to the Probopass Crest, where it will follow-up with an additional 5 BP attack that hits 6 times and uses a different type per each attack. Blaze Boost Blaze Boost actually is coded in properly, except that Blaze Boost itself is way too broken of an ability for Delta Emolga to get free boosts every time it fires off an attack. Therefore, I've capped all of its stat changes at 2, meaning it cannot raise any of its stats past 2 stages, but also cannot have them lowered past 2 stages. I deeply apologize for how long this took to get the next update out. I took a hiatus for a bit from modding to focus more on work and also play some games, but really wanted to be able to get this update out before v13.5 was released. I'll continue to include hotfixes for any bugs that pop up, but for now there will not be any major updates until v13.5 is fully released. I hope this will satiate you all who have taken interest in my mod and I hope to give you a wonderful Vanilla+ experience! Have a wonderful day to you all!
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