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Pokemon Reborn Development Blog
Pokemon Rejuvenation Development Blog
Posts posted by Aironfaar
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On 12/10/2018 at 2:53 AM, Lovepreet said:
I'm having trouble installing the mods and I don't know if it is because I'm doing it wrong or because that its different for mac.
Edit: Never mind figured it out
I'm glad you found out how to do it! I have no idea how to run Reborn on a Mac in the first place, so I probably couldn't have been much help.
Thanks for using my mods! :)
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Just a quick heads-up that I'm not gone for good. Sorry for my disappearance for a while, studies and work are keeping me busy. Big thanks to everyone who's been helping out others with my mod!
On 10/30/2018 at 8:26 AM, KiwiEmpire said:Hi, just one question about the unrealtime clock;I set it to 'Always' and or 'Pause Menu Only' but I don't see a clock. Where do I view it?
That's one of the option mods that aren't standalone, but provide additional options to mods of other people. In this case, it's UnrealTime from Waynolt's SWM modular modpack [E18]. Unless you have that installed, the option indeed does nothing.
I suppose I should implement a check whether dependencies are actually installed so I can explain things like that in-game.
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On 10/30/2018 at 4:03 PM, Waynolt said:
Yes, it can use any time scale (the default is 1:30, real time is 1:1): i can add it as a possible setting with the Additional Options mod from @Aironfaar... who hasn't logged in in the last 2 months.

Mmm... as a temporary solution I'm adding the required code to the UnrealTime mod itself; you still need the Additional Options mod's main file in order to change it.Oops. It's been that long since I last logged in, huh? Sorry 'bout that!
I'll put the code into my mod this weekend and post an update and shoot you a private message once I've done that so you can remove the relevant bits of code from your mod.
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7 hours ago, Angelkitsune said:
opps I thought text input style means changing the texts....wow now I feel stupid.Thanks for explaining.
No sweat, happens to the best of us, hehe. If you want to actually change any text in Pokémon Reborn, you'll need the RPG Maker XP.
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On 9/8/2018 at 7:12 PM, Angelkitsune said:
um...can you please tell me how to use the text input style, like I want to change a sentence which button should i press.
What do you mean by changing a sentence? I'm not sure I understood what you mean. All the Text Input Style option does is allowing you to choose whether, whenever the game prompts you to enter text (like when naming your character or pokémon), you do so using your actual hardware keyboard or a "select letter by letter using the cursor keys" on-screen keyboard, like in the original games (which is pretty handy when you play with a gamepad and don't want to grab the keyboard anytime you catch a critter).
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On 8/28/2018 at 11:26 AM, Waynolt said:
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)Thanks for pointing me at that line! I didn't have time to look into it properly, but not having to hunt for whether there's lines of code for that already makes it a ton easier. I'll tackle that once the information that it's weekend and I can relax a little properly reached my brain, ha...
On 8/28/2018 at 11:26 AM, Waynolt said: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.
That transparency idea is quite a good one. I think I'll to that, at the latest upon updating the mod next. Which should be soon, considering I want to try implementing that walk through walls thing.
On 8/29/2018 at 6:24 PM, Alisae said:Yo I don't think Auto-Hook Fishing works
On 8/30/2018 at 4:33 PM, Pozyher said:I think i have the same problem as Alisae.Whether it's on or off i still need to press a to hook the mon.
Whoops... You're right, it doesn't work as of now. I confused some things I wanted to do when I wrote that module and somehow ended up with redundant code that basically adds nothing new. (Wait, that last bit of the previous sentence was redundant, too...)
It'll be fixed with the next update, which I intend to put together tomorrow. (Still have to actually code the fix, otherwise I'd upload it immediately.) Fingers crossed.
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2 hours ago, Waynolt said:
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.
Whew... Thanks for that explanation! I have no idea what kind of picture to put up, though, as I'm artistically inept. Guess I'll have to find something, because previewing with error messages is not rad, lol.
1 hour ago, guardianknight said:hi am from the other thread and can someone add walk through walls option to the mod pack because the warp to map option can get abit of a problem
I'm afraid I have to disappoint here; I have no idea whether that is possible with the RPG Maker XP, and if it is, how it could be done. A quick research I just did didn't turn up with anything conclusive, but maybe that's just 12 am between work days syndrome. I think I'd better go to bed now... ^^"
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Ah... I'm not sure whether I understood what had happened, so please enlighten me, @Waynolt: Does the preview simply use the latest image posted in the thread, no matter who posted it where in that thread? That's pretty awkward. Thanks for the heads-up!
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1 hour ago, ZEL said:
On one hand I wanna point out that "Budew has been removed" has been a note in the change files for ages now, and that it's not actually removed
...on the other I really want to experience a Budew flood in wonder trade
Do it
Hehe, well. If Budew was truly removed from the game, it couldn't be put into Wonder Trade anyway.
Also, while I didn't actually plan to create such a Budew flood...
Even if not right now, I will do it. Thanks to your encouragement.

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"Budew has been removed from the game."
Time to flood Wonder Trade with legions of newborn Budews. :X
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Just now, ArcBolt27 said:
will there ever be plans to port these mods over to rejuvenation when v11 gets released or................?
When I get around to play Rejuvenation myself, I'll probably port the mods over unless someone else has done that by then. Right now, however, I can't afford to play more than one Pokémon game - not enough time, sadly. Sorry! :(
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6 hours ago, Blackbeared said:
So I should be able to use ALL of these mods TOGETHER with SWM then, I know some are duplicates but just curious :P. Only mainly looking for the exp thingie that doesn't let you overlevel
. But I might use others ofcourse
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Edit: Just tried, jup can use em easily
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Yeah, as of now, they are all compatible. Also, there are no duplicates - those that seem like they might be merely allow you to configure Waynolt's mods, these options are pretty much a collaboration.
3 hours ago, Pozyher said:Hello there,
Firstly i would like to say thank you for updating your mods to E18.Unfortunately for me, the rocksmash encounter ratio mod doesnt work.Eveytime i use rocksmash the game crashes and a message pops up(see below).When i delete the rocksmash mod then rock smash works.Im using your mods plus waynol't mod in case thats the issue.
Message that pops up:
Is there a way to fix this?I dont NEED the rock smash mod but it would be nice to have nonetheless.Thank you in advance.
EDIT:Forgot to mention that location in not the issue.I have tried rocksmash on pretty much every area that offers rocks and the same message appears.
Oof, thanks for the bug report! I'll look into it.
EDIT: Whoops, I accidentally caused that bug in a really stupid way. Fixed, about to upload this.
EDIT2: Uploaded.
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Miscellaneous Modular Mods
Download: v3 - 2018-08-18https://drive.google.com/file/d/1GnTK6_cmFfU5HNSYxNXUrWN6CNH3ApxP
Older versions:SpoilerInstallation:
Extract the Mods folder and its content to <Pokémon Reborn install path>\Data.
If you don't want to use one of the options, remove the corresponding files from the Mods folder. Read the "Description of the options" section to find out which option comes with which file. AMB - AddOpt.rb is the master file required to actually add the options to the Options menu, so don't delete that.
Uninstallation:
Delete the Mods folder in <Pokémon Reborn install path>\Data.
If you want to keep using other mods using the same modular approach, only delete the files that came with this mod.
Description of the mods:
SpoilerEggWaitingIcon makes an egg icon appear in the upper left corner of the screen when an egg is waiting for pickup in the Daycare. It becomes visible upon the first step a player takes after the egg has been generated.
Files: AMB - Misc_EggWaitingIcon.png, AMB - Misc_EggWaitingIcon.rb
FabulousTransformation changes the way Transform and Imposter handles shininess. Instead of copying the target pokémon's shininess, the transforming pokémon keeps its own shininess even when transformed.
Files: AMB - Misc_FabulousTransformation.rb
GenerateSpecificID is less a mod for regular use and more a proof of concept I originally created for E16, i.e. way before my Additional Options mod, and ported to E17.1 as a modular mod just because I can. Ha. It adds a function to the EV/IV/pID section of a pokémon's Debug menu that allows you to generate a pID for the pokémon so that it natively has the nature, ability, gender and shininess you enter. This doesn't allow you to give a pokémon an ability or gender it can't normally have. Also, to use it, you'll have to find a way to access the game's Debug menu.
Files: AMB - Misc_GenerateSpecificID.rb
LearnPrevolutionMoves lets the move relearner teach a pokémon the moves of its prevolutions. As a side effect, this means you can also, for instance, have a level 19 Ivysaur "relearn" the move Razor Leaf, which it normally learns at level 20, at the expense of a Heart Scale because Bulbasaur would have learnt it at level 19.
Files: AMB - Misc_LearnPrevolutionMoves.rb
Changelog:
Spoilerv3 - 2018-08-17
- NEW: AMB - Misc_FabulousTransformation.rb (Thanks for giving me the idea and possibly manipulating me into creating this, @DreamblitzX.
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v2 - 2018-08-17
- UPDATED: ALL the files - starting with this release, Additional Options is for E18
- CHANGED: ALL the files - new naming convention for mod files; if you still have it installed, please remove all of this mod's files before installing this version!
v1 - 2018-03-30
- initial release
Compatible mods:
Spoiler- Any mod that don't change the Scripts.rxdata file
- Any mod that doesn't add more files to the Mods folder (although this should be compatible with all of those currently around; I'll add more information about this in the future)
Thanks to:
The whole Pokémon Reborn team for creating and continuing to work on this wonderful fan game, obviously!
@Sardines for helping me with some things I didn't understand about Ruby when starting to fiddle around with mods for this game.
@Waynolt for bringing a modular approach to mods to Pokémon Reborn.
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Additional Options
Download: v12 - 2018-12-12
https://drive.google.com/file/d/1WMfLFn0mc730yW7TihTRJ4SI-qg1I4A8
Older versions:Spoilerv11 - 2018-09-05
https://drive.google.com/file/d/19GvA8urquiQl76MF1UlpN7OHllZIX23u
v10 - 2018-08-23
https://drive.google.com/file/d/1fE1-KmVkFTLPwtMxWZTjyc6QlhgCf_f4
v9 - 2018-08-18
https://drive.google.com/file/d/1eR4xJhQ-RJyF5uNSUB8yvMlloLJ4E2HS
v8 - 2018-08-17
https://drive.google.com/file/d/1PH1Gv1z52OzcZ1OhMbQdsTTkvIq61xcB
for E17.1:
Installation:
Extract the Mods folder and its content to <Pokémon Reborn install path>\Data.
If you don't want to use one of the options, remove the corresponding files from the Mods folder. Read the "Description of the options" section to find out which option comes with which file. AMB - AddOpt.rb is the master file required to actually add the options to the Options menu, so don't delete that.
Uninstallation:
Delete the Mods folder in <Pokémon Reborn install path>\Data.
If you want to keep using other mods using the same modular approach, only delete the files that came with this mod.
Description of the options:
SpoilerAdditional Options isn't an actual option, just a separator. Every option below that was added by this mod. If you don't see this option, the mod isn't properly installed and none of the other options will appear.
Files: AMB - AddOpt.rb
Show Debug Menu enables you to use the Debug menus that Pokémon Essentials offers from the Pause menu and Pokémon inspection menu respectively without playing the game in debug mode. I have tried to eliminate the possibility of the game crashing by blocking the use of certain debug menu functions, but tampering with some of the things you can do there can still ruin your in-game progress and even your current installation of Reborn, especially if you're not entirely sure what you're doing. Use this with caution and definitely save your game before you do. With this out of the way, setting this option to Pause Menu makes the "main" Debug menu accessible from the Pause menu, setting it to Pokémon allows you to access the Pokémon debug menu from any menu that allows you to view a pokémon's summary (i.e. from your team and the storage screens), while Both makes both of them accessible. You need to close and re-open the Pause menu to make the Debug menu appear in it after enabling it. By default, the visibility of Debug menus is Off.
Files: AMB - AddOpt_DebugMenu.rb
Exp. Scaling: Factor is an integer between 0 and 100 by which the experience gain of a pokémon in combat is multiplied.
Files: AMB - AddOpt_ExpScale.rb
Exp. Scaling: Divisor is an integer between 1 and 100 by which the experience gain of a pokémon in combat is divided.
Files: AMB - AddOpt_ExpScale.rb
Exp. Gain Past Cap is what's also known here as the Insurgence mod, plus more. The Default setting has every pokémon gain combat experience regularly. Setting this option to One will cause pokémon with a level greater or equal to the current obedience cap to receive only 1 experience point per defeated opposing pokémon, whereas Zero will completely nullify experience gain for these pokémon.
Files: AMB - AddOpt_ExpScale.rb
EV via Exp. Share is an option for the ExpShareFullTeam mod from Waynolt's SWM modular modpack [E18]. That mod's default behavior is to share no EV with pokémon that didn't participate in battle when experience is shared among the whole team. With this option, you can decide whether you want non-participants to gain EV along with shared experience (On) or not (Off).
Files: AMB - AddOpt_ExpShareEV.rb
Exp. Share Formula is another option for the ExpShareFullTeam mod from Waynolt's SWM modular modpack [E18]. It allows you to switch between the experience sharing formulae from Generation I (Classic) and Generation VI+ (Modern) as described here (Bulbapedia).
Files: AMB - AddOpt_ExpShareFormula.rb
Fishing Base Bite % allows you to set the base chance of a bite when fishingto an integer between 0 and 100. This base chance can still be changed as normal by using a better rod or having pokémon with the abilities Suction Cups or Sticky Hold on your team.
Files: AMB - AddOpt_GoneFishing.rb
Auto-Hook Fishing lets you to choose whether you need to press a button when you get a bite while fishing (Off) or not (On).
Files: AMB - AddOpt_GoneFishing.rb
Additional Mining Cost is an option for the MiningForRich mod from Waynolt's SWM modular modpack [E18]. It's an integer between 0 and 100 that sets the base cost of the additional mining hits that the mod allows the player to make.
Files: AMB - AddOpt_MiningForRich.rb
Rock Smash Encounter % allows you to set the chance to encounter a pokémon after smashing a rock with Rock Smash wherever that can spawn wild pokémon. You can choose an integer between 0 and 100, where 0 means a 0% chance and 100 a 100% chance for an encounter. The default value is 25, which is Reborn's default chance for this.
Files: AMB - AddOpt_RockSmashEncounters.rb
Text Input Style allows you to select how you want to enter text (e.g. names). You can choose between the default Keyboard entry and the gamepad compatible Classic symbol selection board as seen in the handheld games.
Files: AMB - AddOpt_TextInput.rb
Show Unreal Time Clock gives you the ability to choose how the UnrealTime mod from Waynolt's SWM modular modpack [E18] behaves and doesn't do anything on its own. You can set the UnrealTime clock to be Always On, which is UnrealTime's default behavior, to show while in the Pause Menu Only, or to Never show.
Files: AMB - AddOpt_UnrealTimeClock.rb
Unreal Time: Time Scale allows you to decide how fast time passes with the UnrealTime clock from Waynolt's SWM modular modpack [E18] and doesn't do anything on its own. The integer between 1 and 50 you can set determines how many minutes pass in-game within a minute in real life.
Files: AMB - AddOpt_UnrealTimeTimeScale.rb
Walk Through Walls is just what it says. By default, it is Off, but can be set to be always On or to work when pressing and holding CTRL while moving.
Files: AMB - AddOpt_WalkThroughWalls.rb
Reordering the options:
SpoilerThe options are loaded into the game in alphabetically ascending order of the files they are part of; the order showcased in the description block above is the default order. If you want to change it, you can do so by renaming the .rb files accordingly. For example, if you have only ExpScale, ExpShareEV and ExpShareFormula installed and want Exp. Share Formula to appear above the options from ExpScale with EV via Exp. Share at the bottom, you'll have to rename the .rb files like this:
AMB - AddOpt_ExpShareFormula.rb -> AMB - AddOpt_1-ExpShareFormula.rb
AMB - AddOpt_ExpScale.rb -> AMB - AddOpt_2-ExpScale.rb
AMB - AddOpt_ExpShareEV.rb -> AMB - AddOpt_3-ExpShareEV.rb
This is just an example; you can choose any name you want as long as you keep the file ending as .rb and maintain the alphabetical order. Upon updating the mod, however, you'll have to delete the renamed files and create your preferred order again.
Changing the order of options that come from the same file requires some lines of code within the files to be swapped. Plugging options from other files between such options requires yet some more work. I recommend you only do that if you know enough about programming to identify what needs to be done until I come up with a more convenient way to do all that (which I can't guarantee to happen - sorry!).
Changelog:
Spoilerv12 - 2018-09-05
- NEW: AMB - AddOpt_UnrealTimeTimeScale.rb, as implemented by @Waynolt
v11 - 2018-09-05
- NEW: AMB - AddOpt_WalkThroughWalls.rb, as suggested by @guardianknight
- FIXED: AMB - AddOpt_GoneFishing.rb - fixed the Auto-Hook Fishing option that previously didn't work; thanks for reporting, @Alisae and @Pozyher!
v10 - 2018-08-23
- NEW: AMB - AddOpt_GoneFishing.rb
- CHANGED: AMB - AddOpt_DebugMenu.rb - collecting an egg from daycare via the Debug menu now uses the new egg collection handling, allowing you to collect even with a full party
v9 - 2018-08-18
- FIXED: AMB - AddOpt_RockSmashEncounters.rb - fixed a bug that crashed the game; thanks for the bug report, @Pozyher!
v8 - 2018-08-17
- UPDATED: ALL the files - starting with this release, Additional Options is for E18
- CHANGED: ALL the files - new naming convention for mod files; if you still have it installed, please remove all of this mod's files before installing this version!
v7 - 2018-03-30
- NEW: AdditionalOptions-RockSmashEncounters.rb
v6 - 2018-03-11
- NEW: AdditionalOptions-MiningForRich.rb
- FIXED: AdditionalOptions-ExpScale.rb - pokémon that didn't participate in battle and aren't affected by an Exp. Share won't receive experience and EV anymore; thanks for the bug report, @AbsoluteTempest!
v5 - 2018-03-11
- NEW: AdditionalOptions-DebugMenu.rb
- CHANGED: AdditionalOptions-ExpShareEV.rb - made "Off" the new default value after freshly installing this mod; the change doesn't affect you if you've already used it
v4 - 2018-02-21
- NEW: AdditionalOptions-UnrealTimeClock.rb
- CHANGED: ALL the files - changed the mod's internal structure so that AdditionalOptions.rb won't have to be updated for every new or changed option; thanks, @Waynolt!
v3 - 2018-02-20
- NEW/CHANGED: AdditionalOptions-ExpScale.rb - added Insurgence mod functionality
- CHANGED: AdditionalOptions.rb - added support for the new option
v2 - 2018-02-14
- NEW: AdditionalOptions-ExpScale.rb
- CHANGED: AdditionalOptions-TextInput.rb - made the code more failsafe (I guess)
- CHANGED: AdditionalOptions.rb - added support for ExpScale and cleaned up the code a little
v1 - 2018-02-10
- initial release
Compatible mods:
Spoiler- Any mod that doesn't change the Scripts.rxdata file
- Any mod that doesn't add more files to the Mods folder (although this should be compatible with all of those currently around; I'll add more information about this in the future)
Thanks to:
The whole Pokémon Reborn team for creating and continuing to work on this wonderful fan game, obviously!
@Sardines for helping me with some things I didn't understand about Ruby when starting to fiddle around with mods for this game.
@Waynolt for accomodating my modifications and, more importantly, bringing a modular approach to mods to Pokémon Reborn.
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- Popular Post
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In this thread, you will find my mods for Pokémon Reborn E18.1. While this thread just contains my already existing mod packs updated to the game's new version as of now, I decided to organize my mod bundles within this single thread.

Index
Additional Options (Last Updated: 2018-12-12)
This mod adds some options to the Options menu. It uses the modular approach to mods introduced by Waynolt's SWM modular modpack.
Miscellaneous Modular Mods (Last Updated: 2018-08-18; no updates required for E18.1)
Some of my mods just don't fit into any mod pack but are too small to justify an individual upload, so they are just bundled together here. They all use the modular approach to mods introduced by Waynolt's SWM modular modpack.
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Just a quick heads-up: This mod should work perfectly fine with E18 as long as you don't replace E18's Scripts.rxdata. There's been only two changes to mining between E17.1 and E18: One of them doesn't affect this mod as it doesn't touch that change, the other was an increase in the base probability weight of Heartscales.
What that means is that Heartscales are slightly less likely to be found with this mod than they would be in vanilla Reborn E18, but that's about it.
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6 minutes ago, Peter An said:
That's not 17.2, it's 17.0.2 - so an older version than the current 17.1. To be precise, 17.0.2 was the community exclusive pre-release. 17.1 fixed several bugs from that, some of them game breaking, so you'll have to update.
For future reference, the version you can find under Pokémon Reborn -> Downloads is always the newest full and stable release, so you can't go wrong with that (unless you want to play a test version).
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18 minutes ago, Waynolt said:
Nice!
I've deleted my version of it (no reason to keep redundant components around).
Just in case anyone follows this thread and doesn't want to research, I'll just shamelessly plug the link here to spare them a search: http://www.rebornevo.com/forum/index.php?/topic/32888-additional-options-mod-v3-e171/
18 minutes ago, Waynolt said:Done (simply commented out the part that deletes older saves).
(Having them moved to another folder is a can of worms I'd rather not open without a very good reason
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Point taken, lol.
Thanks for creating the mod! Not only did you already modify the game saving process, this kind of mod is also way better suited for your mod pack than for mine, considering that the user probably either wants to keep all the backups or just sticks with what the in-game option allows for. No setting for that needed.
18 minutes ago, Waynolt said:SetWeather already offers this option: if you have both SetWeather and UnrealTime installed, then amongst the weather options you'll find one that changes the time and date.
Oh. Oh! Awesome! Thanks for pointing that out, I'll immediately reinstall UnrealTime, haha.
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Whoops. Looks like I've been a bit out of the loop. I ended up creating an Insurgence option in my own mod pack that doesn't interfere with your Exp. Share mod.
What I came here for, though: @DreamblitzX asked whether I could add an option for backup save files to be preserved. I've looked into it, but I'd have to dig into how the RMXP deals with save files and what kind of file operations are possible with RMXP's implementation of Ruby to do so. Since you've already created the Shared PC mod and changed the function responsible for saving games, would it be okay if I forward that request to you? The way the save file creation and management works, I guess it would be best to change the line responsible for the deletion of backups exceeding the number set in the options to something that simply moves it to another folder if that's possible.
Also, a request of my own: Is it within reasonable effort to add a "skip to next morning/day/night" function into your UnrealTime mod? Maybe from another entry in the Pokégear or something.
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1 hour ago, Waynolt said:
Fixed and uploaded as v27 of the EggPicking component

Sweet, thanks!
I just realized I forgot to update my original post, but apparently, that's not necessary anymore, hehe.
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Hey man, this time in a public message, too: Thanks for creating a compatibility patch for the Follower Mod!
I think I spotted a bug. Not quite certain yet whether it's just because I did it in debug mode, but I figured I'd report it before I forget about it and edit in the info whether the bug persists in the regular version later.
If you send away your current follower with the EggPicking mod, the follower doesn't update. I guess you'll need to either update Personthing's part of the scripts or add a modified version of EggPicking to the compatibility pack to trigger the update if necessary.
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On 30.12.2017 at 6:11 PM, Waynolt said:
Nope; open a new thread in the Mod Market and upload it yourself.

(Anyway, I've modified ExpShareFullTeam so that it will use the option in your mod if it finds it - more precisely, if it finds that the function $PokemonSystem.expShareFormula exists)I guess I'll do that once my time allows for it.
Also, thanks for accomodating my mod! That's rad.

By the way, in case you have the time for that: Maybe you could open a "Mod Framework" thread, highlighting that other people creating mods can easily make it modular like you did with yours, allowing for actual compatibility between different mods. Sure, mod creators would need to list what classes etc. were modified by their respective mods and users would have to check for compatibility based on those lists, but it would be vastly better than having no way of mixing and matching mods at all, as it is now.
Just suggesting that because your implementation is so darn elegant, I wish more people would use it, haha.
On 30.12.2017 at 6:11 PM, Waynolt said:Ok, it will be in the Readme.
Thanks, it's very helpful!

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I got a little something for you:
Originally, I only wanted to create a mod that added an additional setting to the Options menu to allow me to switch between keyboard and classic text input on the go and works with your Scripts mod so I could play using only my Steam Controller, without ever having to put it down. (The overlay keyboard the Steam Controller allows you to use doesn't work in Reborn.) Then, I found a certain modded boolean in your ExpShareFullTeam mod and figured I'd add an option for it, too.
So here you go. Feel free to add this to your mod pack, but mention me in the ReadMe.

AdditionalOptions-TextInput-ExpShare: allows the player to choose between keyboard (default) and classic text input as well as between the original (default) and modern Exp. Share full team formula in the Options menu.
ExpShareFullTeamWithOptions: replaces ExpShareFullTeam and is required to make the Modern formula option work.
Might be better to simply merge those two, like you did with ChooseStarter and NoTMXNeeded, but I'll leave that up to you.
AdditionalOptions-TextInput-ExpShare.rb
ExpShareFullTeamWithOptions.rb
EDIT: Oh, also, it would be pretty rad if you'd add some kind of changelog thingy you keep expanding with every update. Something like "added module X" and "fixed a bug in module Y".
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E18 Pokemon Locations Spreadsheet - All Wild and Event Pokemon Plus More
in On the Hunt
Posted
Thanks so much for your work on this. This complements the existing location guide for E18 so well, it should be stickied.