Jump to content

Aironfaar

Veterans
  • Posts

    123
  • Joined

  • Last visited

  • Days Won

    1

 Content Type 

Profiles

Forums

Events

Reborn Development Blog

Rejuvenation Development Blog

Starlight Divide Devblog

Desolation Dev Blog

Posts posted by Aironfaar

  1. 24 minutes ago, RebornFan7 said:

    What about probopass? It definitely has hair... though I'm not sure whether that's a mustache or the hairs of its nose. 

    Hahaha, yeah, I saw that as nose hair for the longest time. Pretty much depends on which artwork I'm looking at. I'll have to see what artwork it uses in Reborn, this might make the list of critters for the switcheroo. Thanks!

  2. Thanks for your suggestions, you two!

     

    16 hours ago, Rendolf said:

    I'd say Drampa has a bit of a beard, and it's 2 types you don't have yet. And I guess Delibird has a sorta-beard since it's supposed to be Santa-esque, but it's also not a very good Pokémon...

    Haha, Drampa looks incredibly derpy, but that's definitely a valid mention. Delibird is one of those weird cases where it hints at a beard, but doesn't truly deliver (oh yes I went there) since it's actually weird chest fuzz.

     

    14 hours ago, Monochrome_Complex said:

    Beards or moustache? Jellicent is more of a mustache IMO.

     

    Conkledurr has a goatee and is a good pokemon.

    Beartic has a beard of ice. He's even better in Reborn due to field effects

    Mega-aerodactyl for lategame 

    Emboar of course with the firebeard.

    Ah, this weird distinction in English that I keep forgetting about. For me, "beard" is a catch-all term for any kind of facial, uhh, haircut, so mustaches are just fine. Either way, what male Jellicents have looks like friendly mutton chops rather than a mustache to me, which are regal as fuck.

    I never actually noticed that Conkeldurr's chin thing was supposed to be a beard. Huh... I think I'll just add it to the list of candidates to switch in and out of the team as needed, since Chesnaught is already Fighting type.

    For Beartic, I was never able to view its icicles as a beard. I want to like it because I like bears and beards (shush! …that's accurate, but shush! (no worries in case you didn't understand what I mean by that, haha)), but it never stops looking like a fake beard to me.

    Similarly, Mega-Aerodactyl is a bit strange. In a way, it does look more like it has a beard than Beartic does, but it's rock. Then again, they are rock growths, so it feels more like it is indeed a beard. Funky, I can't make up my mind on this one.

    …Emboar's fire collar is actually supposed to be a beard? This… This just doesn't compute for me. lol

     

    I'll remain on the lookout. That's two to three additions to my list so far. I also remembered that Tyrantrum has a beard of feathers, and Kricketune sports a cool 'stache, so they made the list of critters to switch in and out. I'm currently a bit worried about encountering fairy types in particular; I just can't think of any bearded Steel or Poison types that are pre-Gen 8. (I miss you dearly in Reborn, Perrserker and Wheezing-Galar.)

    If anyone got any further suggestions, I'm all ears! Not literally though, I'm not into that kind of body horror.

  3. I feel like trying something silly for a Reborn playthrough, a team that's all about pokémon with beards. Preferrably while remaining a functional lineup, haha.

    So far, what I thought of is this:

    - Jellicent (male)

    - Chesnaught

    - Golem (Alolan)

    - Mega-Alakazam

    If possible, I'd rather not double up on types (although I reckon that having more than six bearded pokémon to use for battle and adjusting the bearded team of six from that pool of bearded pokémon as the situation demands might be fun), but I'm more concerned about the team being competent than about all types being unique across the team. On that note, if the four I listed don't make for the core of a decent team, please do give me feedback on this. I'm actually quite bad at team building and such, haha.

    So… Got any suggestions for me?

  4. 2 hours ago, madcap said:

    I'm getting a bunch of argument errors and syntax errors with every mod i try to use. Why is this happening? I can't believe these mods were poorly coded with so many downloads..

     

    here goes one of the errors as an example

    Untitled.jpg

    Hard to say based on just that. Are you playing E18.4.1, as the screenshot suggests? If so, are you using the pre-E19 versions of my mods or did you try to use the current, E19 version of it?

     

    Thing is, I reckon you'd have to stick with Additional Options v12 and Miscellaneous Mods v3 at most in E18, but I don't know whether the mods will work even then. I haven't been around between the end of 2018 and the start of E19's open community beta, and a lot of changes have been made to E18 during that time. If I recall correctly, my mods were created for E18.1, and they worked for that version. If they work for E18.4.1, that's cool, but if not, well… I'm afraid I won't be able to provide support for my mods under E18.4.1.

     

    On a side note, why not play E19? It's been fully and publicly released by now, after all.

  5. Alrighty, my mod packs are now updated for the public release of E19. This includes the return of debug menu and walk through walls. Do exercise caution when you use them, though; you can easily mess up your save files by using them, I didn't curate the features of the debug menu so it contains things that outright don't work in Reborn (which usually leads to crashes and potentially worse if you try to use them anyway), and I won't help you when you break things unless I feel like it. Also, if you report bugs of your own debug functionality-borne making to the Reborn devs, they'll come and find you. Their words, not mine. (No, you shouldn't try to use this to facilitate a meeting with the devs.)

     

    With that out of the way, enjoy.

     

    On 5/15/2022 at 2:29 AM, Buuhuu said:

    I see where you are coming from, but I slightly disagree with this one. It's not that I don't understand all the tools there are to handle this, I played without the hardcap before and have used this mod to enable it for a few times, when this mechanic got too annoying for my taste. The reason why the option was removed, was that it is now native ingame. However, I consider the ingame function a little bit inferior to this mod in ep18, in terms of flexibility. Maybe it's wrong to ask here, and instead would be better to ask for an option in the basegame similiar to unrealtime, when the password was entered, I don't know, but I believe for the current status, there is still a reason to keep or re-add that option.

    If Aironfaar decides against it, I'm fine with that as well, but I thought it didn't hurt to ask, as I still would love to see it.

     

    Edit: I just looked into it and wrote a small thing for myself, not sure if it is breaking forum etiquette to attach it here (will remove if so), but if someone has the same weird wish for it then it might help them. Anyway, thanks for the feedback you all!

    Edit2: Fixed a crash in title menu when opening options

    I pondered for a few days how I'd implement it, because I didn't want to invalidate the password feature itself. While you found a solution yourself, I figured I'd write the mod anyway. As of v18, the feature is now back in the mod pack. :)

     

    On 5/18/2022 at 9:27 PM, DankManBoi said:

    Quick question, for the relearnrework, if i teach a mon say like spite, all other mons that can learn spite will get spite in their move relearner gui?

    It's even better than that: If you pay a tutor for a move, which happens when you enter the "choose which pokémon shall learn the move" screen and is a one time payment per tutor move in Pokémon Reborn, all pokémon that can learn the tutor move in question will have it in their move relearner gui. So, in short: Yes, although you don't even need to teach the move to a pokémon as long as you pay the tutor.

     

    On 5/19/2022 at 9:17 AM, CorEagle said:

    Oh wow, found a really weird bug for AMD - Fabulous Transformation.

    -0-0-0-0-
    D:/Games/Reborn19WinFull/Pokémon Reborn/Data/Mods/AMB - Misc_FabulousTransformation.rb:648:in `pbAbilitiesOnSwitchIn'
    PokeBattle_Battle:2824:in `block in pbOnActiveAll'
    PokeBattle_Battle:2822:in `each'
    PokeBattle_Battle:2822:in `pbOnActiveAll'
    PokeBattle_Battle:3431:in `pbStartBattleCore'
    PokeBattle_Battle:3220:in `pbStartBattle'
    PokemonField:1145:in `block (2 levels) in pbWildBattle'
    PokemonField:679:in `pbSceneStandby'
    PokemonField:1144:in `block in pbWildBattle'
    PokemonField:1013:in `pbBattleAnimation'
    PokemonField:1143:in `pbWildBattle'
    PokemonField:1613:in `pbBattleOnStepTaken'
    PokemonField:1634:in `pbOnStepTaken'
    Game_Player_:506:in `update'
    Walk_Run:99:in `update'
    Scene_Map:104:in `block in update'
    Scene_Map:101:in `loop'
    Scene_Map:101:in `update'
    Scene_Map:68:in `block in main'
    Scene_Map:65:in `loop'
    Scene_Map:65:in `main'
    Main:45:in `mainFunctionDebug'
    Main:26:in `mainFunction'
    Main:81:in `block (2 levels) in <main>'
    Main:80:in `loop'

    -0-0-0-0-
    Was in the Wasteland when a Munna's Forewarn anticipated my Lycanroc-Dusk's Stone Edge, and the game crashed after.
    Aironfaar, might want to look at this.

    Thanks for the report! I didn't have the time yet to test whether it's fixed now, but I think it should be fixed. One of the updates between E19.08 and E19.12 changed the code that handled abilities on switch-in, which I had to monkey patch to apply the shiny shenanigans to transformations via Imposter. I took the E19.12 version of that code, re-added the changes I made for Fabulous Transformation, and replaced the old version of Fabulous Transformation with it.

    If you get to test it before I do (which, tbh, is likely), it would be great to hear back from you whether the issue is resolved with the mod pack's newest version!

     

    7 hours ago, Yatin2999 said:

    Hey @Aironfaar, now that e19 has officially been released, could you please include that debug mode feature again. Been waiting for it for a while.

    I'm flattered by the anticipation, but do consider that I'm not actually part of Reborn's dev team. Yesterday's public release of E19 surprised me while I wasn't at home for a couple of days, so I did the updates when I returned home today. Personally, I think that releasing it just one day after the public release of E19 is plenty quick. ;p

    Anyway, the debug menu and walk through walls options are released and hopefully free of bugs (outside of debug functionality left over from Essentials that doesn't work in Reborn; my mods simply grant access to some of debug mode's functionality, I didn't change any of what it can or can't do), so… Enjoy!

    • Like 1
  6. Hey, first off, this is one amazing guide, thanks for your work! I'd like to use it as a proper checklist by making a copy of it and marking the things I already found as such, but unfortunately, export options are disabled for viewers, so the document doesn't let me do it. Would you be cool with enabling those?

    • Like 1
  7. On 5/6/2022 at 12:04 AM, Shiruu34 said:

    Does the walk through walls mod from the older version still work in e19 ?

     

    On 5/6/2022 at 6:30 AM, mikethemaster said:

    yeah it does have the mod just push ctrl control and walk or run and you should be able to walk though anything

    Last I checked, the old versions do not work anymore. If they still do, I guess I'll have to take them down for the time being. Which is unfortunate, given that I left them up for folks who still play E18.

     

    On 5/6/2022 at 2:27 AM, Gelius said:

    Are ya sure? Well, yes, the options don't get duplicated but huh... The separator still does. At the end of Unreal Time too. Aka the "Additional Options By" one.

    I was sure, otherwise I wouldn't have called it fixed. Apparently, my fix didn't suffice.

    On 5/10/2022 at 1:00 AM, TheIsolatedWizard said:

    Um, apparently the additional options bug on the options menu that repeats it is still happening for me when I downloaded the latest version despite the changelog saying it fixed that

    Yeah, I didn't account for something in my fix that required only a change to the mod's master file, and had to touch all of the mod's files after all. It's fixed with v17, which I released just before writing this.

     

    On 5/9/2022 at 11:28 PM, Buuhuu said:

    Hi, is there a possibility to get this option back again? I currently prepare for a new playthrough and I really liked the option to enable or disable this function. How I understand it, the option in the base game is a permanent thing you activate from the beginning and cannot disable it.

    Therefore a toggle would still be nice, either for people with old save games, but also for people like me, who don't want to lock themselves into the hardcap, but instead just wants to turn it on, when it gets too annoying.

     

    Edit: I saw the readded "AMB - AddOpt_ExpPastCap" File, but the option itself doesn't appear to be working the way I described above, that you can completely disable the hardcap.

    Hmm, so far, I didn't implement this because you could just as well get the Exp. All and activate it. While Exp. All is turned on, it's like the hard level cap password was active. As such, the only use case for that kind of option would be that you want the hard cap to be on while Exp. All is off (or not in the player's possession, but since there's a password to get the Exp. All, I'm not sure how applicable this is). That said, do you want to have the option to turn the hard level cap off while the password is toggled on, kind of like unrealtime does it?

    • Like 2
  8. @KazukiNero You can find the properly working PickupChance mod in the mod pack's newest version now.

     

    4 hours ago, Gelius said:

    It kind of duplicates the options if you open the menu for optuons a second time and so on and so forth

    Oh hey, the Unreal Time options also check whether they're already in the options menu before they get added. Funny how I missed that, huh.

    That bug is now fixed with the newest version. As far as I can tell, there's nothing I can do about the Unreal Time options being added to the options menu underneath my additional options if you open the options menu before loading a game with activated unrealtime password though.

     

    41 minutes ago, Cylland said:

    Hello can you explain how the exp divisor option works? I wanted to make it so the exp gets divided evenly between all 6 pokemon so they all get the same exp ammount since I feel the exp all is giving everyone full or half the exp and they are levelling up too fast

    Ah, the divisor mod does nothing of the sort. It just divides the amount of experience you gain by the number set in the options, meaning that if you set it to any value above 1, you get less. I added that option to the mod so players could set up challenge runs where combat gives less experience points, and to allow a bit of fine tuning of the factor option (e.g. to allow all experience gains to be increased by 50% by setting the factor to 3 and the divisor to 2).

    By the way, Exp. All gives all pokémon in your team that are above 0 HP and weren't present in the fight exactly 1/3 of the experience that participants get.

    • Upvote 1
  9. 5 hours ago, KazukiNero said:

    @AironfaarNot sure why, but I tried testing it at a low number and somehow it works. So 100 is instead 0% and 0 is 100%

    …I'm an idiot. lol

    Looks like I accidentally packed the first version where I, due to a brainfart, put < in the if condition when it should've been >=. In that version, it's exactly backwards, as you said. I'll upload the version I had sitting in my local folder all the time as soon as I get to my computer.

     

    8 hours ago, Gelius said:

    So apparently the more options mod kinda breaks after you open it multiple times in game.

    And also appears before options given by passwords.

    Huh, how does it kinda break? And… that's very odd, it shouldn't even be possible for it to appear before options given by passwords.

  10. 59 minutes ago, KazukiNero said:

    @AironfaarNo my pokemon doesn't hold an item and I tried 3 different pokemon with pickup ability including catching a new mowth with the ability as well.

    Well, this is massively weird. I don't see at all how this could happen… All I modified was the line pertaining to the 10% chance of Pickup to trigger, so if it doesn't even with the mod installed and set to 100%, there must be another reason that's part of the default way how the ability works. Hence my question whether the Pickup critter was holding an item.

  11. 19 hours ago, KazukiNero said:

    Since I had to edit this anyways though to say this here. When I first added the pickup option is worked well, but after awhile it stopped working and even trying it at 100 it doesn't work. I don't get any error message so I got no idea what happened.

    Strange, I have no idea at all how it could possibly break. Does your pokémon with Pickup maybe hold an item? Because Pickup only triggers when it doesn't.

  12. On 4/30/2022 at 2:33 PM, Siv said:

    Oh no, not preachy at all. I do understand your point. I just disagree with (at least parts of) it.

    What about a debug mod that pourely let's you reconfigure EVs/pokemon stats and so on? The grind is real and after so long, it isn't worth my time. If the purpose really is to test, a type of sandbox mode like that is only beneficial as it allows us to bypass the grind. Look at PTR testing in World of Warcraft, as an example. Whenever something new comes along you don't make people start from the beginning, it would take too much time.

     

    If you really want proper testing you need to allow them to start at certain points within the game, with whatever mons + stats they want so as not to waste time.

     

    That's how you test. You build in a type of sandbox/debug mod for easier testing.

     

    I was personally looking foward to trying out all the new early game stuff and would have loved to run through it, but I'd rather wait with exploring if I also have to go through the tedious grind.

     

    Just my opinion.

    I'm happy to hear that I didn't come across as preachy. In turn, I do love a good, friendly exchange of differing points of veiw!

     

    I understand what you mean (to the point where I even considered creating a "debug menu lite", which I decided against because it would've been tedious and I wouldn't want to deal with making decisions which parts of the debug menu are fine and which ones cross the line), but whether such a sandbox would be better for testing depends on what you want to test. Given the format, I assume that the dev team currently wishes to test regular play with the community's help. For that, a sandbox is exactly the wrong thing to do because people are way more likely to take the shortcuts through debug functionality rather than the normal ways. EV are actually a good example: The Power items have received a massive upgrade with E19. They now grant only EV for the stat that they are for, but a whole 32 points for this. I've seen several people on Reborn's Discord server asking for the debug menu specifically to skip any interaction with grinding EV, even though it's become this easy.

     

    I'll readily admit that it still is a considerable grind even with that, but that's why I added a new option to my additional options pack that allows you to activate or deactivate gaining EV along with EXP from an activated Exp. All. It's not instant like with the debug menu, but fairly manageable, especially in conjunction with the Exp. All password and Waynolt's EV Overflow mod so you can also get those IV to become perfect. And, hey, maybe this suffices to rekindle your interest in participating in the open community beta.

     

    On 5/1/2022 at 2:46 PM, KazukiNero said:

    Is the option to change pickup chance going to be added back in?

    Huh, I… don't remember ever developing such an option. But, sure, sounds like a fun option to create. I can do that later today.

     

    On 5/2/2022 at 5:20 PM, ShogokiX said:

    Hello there, i just wanted to report a bug with the RelearnRework option of this mod.

     

    If you are trying to use the relearn option from the party screen on a Pokémon that doesn't have any moves to relearn, either because it's something like Ditto that doesn't learn any moves, or because it simply isn't high enough in level to learn anything, the game crashes.

     

    Would it be possible to change it so the game tells you something like "This Pokémon doesn't have any moves to relearn." or something instead of crashing?

     

    I also want to note that i did not have a heart scale in my inventory when this bug ocured, so i can't say whether it would trigger if i had a heart scale.

    That is *very* strange. I always have a Ditto in my party and never had such issues; the way the mod works is that it shouldn't even show the Retrain option for pokémon that don't have any moves to relearn in the first place. Can you send me the error log that came with the crash?

     

    21 hours ago, alchemis said:

    Hey, I found a bug(?) with WeDontKnowHowItGotThere which allows you to breed ditto (create a ditto egg), not sure if intended.
    How to replicate:
    Have ditto hold an oval stone or cherri berry etc, then put it in the box with any (might need to be male) pokemon, but make sure that you put ditto in the daycare before the other pokemon, if you put it second the bug doesn't occur.

    Hahahaha, oh boy, that gave me a good laugh just now. That was absolutely unintended. I found a different bug in the part of the code that decides which pokémon is treated as the father and which is treated as the mother earlier today and rewrote it. The bug you reported should be fixed along with it.

  13. 16 hours ago, Siv said:

    Very disappointing, to be honest. I've played through the game enough times to know I'm very much with grinding EV stats and doing the more time-wasting puzzles of the game (iolia valley, crustle, devon corp etc, seriously could you possibly have us run in circles any more than you did? jeez.).

    Fair, but please consider this: Until E19 has been fully released, you technically aren't playing E19; you're testing its beta version. Repeating what you've already gone through in previous iterations is also part of testing, because there's always a chance that those segments have been changed or accidentally affected by an update.

     

    By the same argument, any and all mods are against the purpose of this beta test phase because they all change the game that's supposed to be tested. That's why I only released mods so far that are fairly contained in how they change the game. Due to their limited scope, it should be relatively easy to trace errors back to my mods if they were the cause, which means these bugs would be reported to me rather than the Reborn devs. Meanwhile, with debug functionality, it is super easy to e.g. innocently walk through a wall to save time because the regular path is already known from a previous playthrough anyway, only to miss a seemingly unimportant event on the regular path that would've changed a variable that you'd need changed to progress later on. What's worse, this variable might become relevant way later in the game, when the shortcut through the wall is already long forgotten, which might lead to an erroneous bug report that will take time and effort for no gain. I'm not saying you specifically would do this, but given the way the devs phrased their "please don't overdo it with the modding, and *please* don't use debug stuff", I have a hunch that such bug reports have been painfully common in the past.

     

    I hope I didn't come across as preachy or so, but maybe the above makes it a bit more understandable why debug stuff is not being unleashed yet.

    • Like 4
    • Upvote 1
  14. While I understand that and released the debug portions of my mod to enable players to focus on the parts of pokémon games that they enjoy most (that's how I myself used it too, after all), E19 is currently in open community beta. Skipping content by using debug functions (which the walk through walls mod falls under, too) is against the spirit of such a testing phase, especially since you can't be sure whether or not an alleged bug you encounter while playing was caused by going off the rails with debug functions, which can lead to erroneous bug reports.

     

    This is also why the dev team has expressed that they'd rather not people use debug functions and mods altogether during the test phase. To respect that wish, I won't publish mods that unlock debug functionality until they are ready for it.

    • Like 7
    • Thanks 2
  15. Oh hey, I'm alive. And E19 is in open beta, huh.

     

    There's a lot I'll have to catch up to since I slept through almost four years of Reborn's developments and switched from running Windows to Linux in the meantime, but I'm downloading the Linux version of E19 right now. Can't promise any ETA, but I intend to update my mod pack for E19 to provide the features that weren't introduced to the base game through passwords where that's within reason.

    • Like 5
  16. 5 hours ago, Starry Knight said:

    I dropped one into their PC using shared PC

    I know, hence the "if you're still interested" remark. If I was to go for a completionist run, it would bug me that there's an unfinished event even if I got the critter somehow, heh.

  17. E18 introduced a bug that could cause Teddiursa to disappear entirely before it could be caught. This happened to me during my recently started run, so I fixed it and figured I'd put the fix out here. (If this isn't the right place for that - sorry! I wasn't sure where else to put it.)

     

    To install the fix, replace the files Map037.rxdata and Map057.rxdata in the <Pokémon Reborn>\Data folder with the files attached to this post. This replaces the map files for Peridot Ward and Lower Peridot Ward which contained the bug. If your last save was in either of these maps, you'll have to enter a different map and come back afterwards for the fix to work.

     

    In case you're interested, a description of the issue and its fix (doesn't contain spoilers):

    When you find Teddiursa in its first hiding spot, the game generates a random number between 1 and 7 for the next hiding spot, representing the seven other hiding spots. Finding it again will decide the next hiding spot. If it happens to be hiding spot 7, Teddiursa disappears forever because the event that should be hiding spot 7 checks the hiding spot variable for being 8 or higher. Due to that, there's no hiding spot 7 in the game while instead, there's an unreachable hiding spot 8, making the event impossible to complete if you're unfortunate.

    The fix simply changes the event of hiding spot "8" to properly check the variable for being 7 or higher.

    Map057.rxdata

    Map037.rxdata

    • Like 1
    • Thanks 2
  18. 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! :)

  19. 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.

  20. 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.

    • Upvote 1
×
×
  • Create New...