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Aironfaar

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  1. 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/ 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. Oh. Oh! Awesome! Thanks for pointing that out, I'll immediately reinstall UnrealTime, haha.
  2. 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.
  3. To add to what walpurgis said, in this mod pack, there's a mod that allows you to just use the TMX (i.e. HM) moves out of combat once you have acquired both the relevant badge and the TMX itself without having to teach it to any of your critters.
  4. I just skimmed the relevant bit of code. It should be possible to do something to preserve backup savegames that would otherwise be deleted, but I'll still have to take the time to find an elegant solution. EDIT: For posteriority: The unlimited backups feature is now part of Waynolt's mod pack.
  5. Yep, I hope more mods will follow suit! If you can think of any options you'd like to see added, go ahead and tell me. I can't guarantee that I'll really get to it due to time restrictions, but I am hoping to!
  6. This mod adds some options to the Options menu of Pokémon Reborn E17.1. It uses the modular approach to mods introduced by Waynolt's SWM modular modpack [E17.1]. Download: v7 - 2018-03-30 https://drive.google.com/open?id=1mH5S9LZtRRZLOW20z9gLoKI32-5rK9II Older versions: Installation: Extract the contents of the .zip file to <Pokémon Reborn install path>\Data, including the Mods folder. Should you already use a mod using the modular approach with a Mods folder like this, skip the Scripts.rxdata file. Otherwise, you may want to rename the original Scripts.rxdata (to something like Scripts.rxdata.bak) for easy uninstallation of the mod. 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. AdditionalOptions.rb is the master file required to actually add the options to the Options menu, so don't delete that. Uninstallation: Replace the modded Scripts.rxdata with the original one and 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 .rb files that came with this mod. Description of the options: Reordering the options: Changelog: Compatible mods: 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.
  7. Sweet, thanks! I just realized I forgot to update my original post, but apparently, that's not necessary anymore, hehe.
  8. @Ross_Andrews Thanks for your efforts! Take all the time you need, exams are way more important than this. Just something else of note: Cacnea can't be found in the Slums anymore, it apparently got moved to the desert. (I even found an official reply to that this time around.) Cacnea's egg is still in the event code, but the variable's randomization range was reduced to 1 to 3; that said, the remaining three have a 1/3 chance to appear each.
  9. 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.
  10. Sounds like some of the mods might be affected, then. I guess I might take a plunge into it, after all, although I'm not sure when I'll do that. Thanks for the information!
  11. @Ross_Andrews Oh, I feel you. Exam period is coming up for me soon enough, too. Take all the time you need, and more importantly, best of luck with your exams!
  12. I just found you included Wimpod in the Pre-Julia List, which isn't accurate. The mix is still in the code, but it always sets it so Wimpod never appears. That's intentional: In a non-public test stage, Wimpod was deemed too powerful for that stage of the game, but instead of completely removing all traces of Wimpod, the switch "actually a wimpod" was programmed so that it would always be set to "false".
  13. Why, thank *you* for creating the mod in the first place! It's a great addition to Pokémon Reborn.
  14. Sweet, I'm happy to hear that! Also, sure - go ahead! Would be silly if I'd have you repeat what I did.
  15. Whew... Let's see... Can you shoot me a save file with Alolan Sandshrew in the party in front of a relevant move tutor so I can test whether it works on my end? Also, please point out the abilities I should see or not see there, heh. I never ever dealt with move tutors so far in any Pokémon game (because I never played any Pokémon game after Gold/Silver before coming to Reborn, ha).
  16. Hmm, I see... On my end, it seemed to have worked: In Debug Mode, I created a Kyurem at Level 63, gave it a Rare Candy and it learnt Noble Roar rather than Imprison. I sadly can't access move tutors yet. How did you install the mods? You still need Waynolt's modified Scripts.rxdata and set up a Mods folder like he does in his modular mod setup. You're welcome! Since I didn't know squat about Ruby before starting to fiddle with Pokémon Reborn's code, someone from the Pokémon Reborn Discord explained to me what the "magic line of code" does, and I figured out the rest through observation and testing, so I figured I'd indirectly return the favor. Especially since it's so easy AND elegant.
  17. That's very important information right there, as it's pretty much a hard requirement to take your mod as base for the purpose of mod merging. Did you change many of the contents of Reborn's Scripts.rxdata? The more youc hanged there, the more collisions might happen, but adding Waynolt's magic line of code to the top of the Main script might make his whole mod pack compatible with your mod. This is the only modification he did to the Scripts.rxdata: #####MODDED Dir["./Data/Mods/*.rb"].each {|file| load File.expand_path(file) } #####/MODDED I still have to decide whether the existing bugs put me off, but your mod looks very, VERY interesting. Maybe I'll give it a shot at some point.
  18. Hmm. How did you test it exactly? I figure I can try just one or two things (like creating a Kyurem from debug mode and checking which move it learns at level 64). Creating a module is pretty easy. The way they are loaded into the game is this one line of code that Waynolt added to the top of the Main page of the scripts: #####MODDED Dir["./Data/Mods/*.rb"].each {|file| load File.expand_path(file) } #####/MODDED What this does is read all the files ending with .rb from the ./Data/Mods/ folder, starting in the game's main path, and add it to the whole script. What you need to put into that Ruby file depends on what you want to do. If you want to add a class/module/function, just put it in that ruby file. If you want to modify an existing function, copy the unmodified function into your Ruby file and make the changes you want to implement. If you want to add a function to a class, implement the class with only that new function, so to speak. Once you understand that these modular mods are basically just Ruby script files that are tacked on to the end of the game's Scripts.rxdata (which means that defining something that's already been defined overwrites the previous, unmodded definition), it's pretty self-explanatory. Just load the .rb mod files from Waynolt into your favorite text editor and compare his modifications with the original Scripts.rxdata. He commented "#####MODDED" and "#####/MODDED" at the beginning and end of his modifications, respectively, which I adopted in my modules, so it's pretty easy to find those changes.
  19. I'm very new to this too, but I've only looked into a couple of other things so far, so this was new to me. Anyway, if the entries of Kyurem, Grimer and Sandshrew in the module "MultipleForms" and the differences in the function "pbSpeciesCompatible?" are everything you changed in the Scripts.rxdata, the file I attached to this post *should* work with the weather mod. I didn't test whether everything works as it should, but the game does start with both your mod (with that .rb file in the Mods folder instead of your modified Scripts.rxdata) and the weather mod pack installed. Would be neat if you could test it, I currently can't spend more time on it. How did you modify those .dat files, by the way? USUM-Moveset-Updates.rb
  20. Happy to hear you're back online with more than your phone! Also, I see. I guess I should have paid more attention to the "return false" bit, eh? Ha... Thanks for answering that question, you helped me deepen my Pokémon Essentials knowledge! I didn't get to check further yet, so I'll just ask: Are the changes in the function I mentioned above everything you changed in Scripts.rxdata or is there more?
  21. I hope your regular internet access will be restored soon, if it isn't already! I've been browsing the Scripts.rxdata versions (unmodified vs. yours) for differences and think to have found what you meant by move compatibility: the function "pbSpeciesCompatible?(species,move,pokemon)" in PokemonItems. I'm not sure whether I understood those correctly, so...let's take Diglett's entry, for insance: when 50 #Diglett if pokemon.form==0 if isConst?(move,PBMoves,:WORKUP) || isConst?(move,PBMoves,:FLASHCANNON) return false end elsif pokemon.form==1 if isConst?(move,PBMoves,:EARTHPOWER) || isConst?(move,PBMoves,:SNORE) || isConst?(move,PBMoves,:STEALTHROCK) return false end end The way I understand this is that the upper bit ("if pokemon.form==0") lists the move tutor moves of the regular form, while the lower bit ("elseif pokemon.form==1") lists the move tutor moves of the Alolan form. I'm uncertain whether I did get that correctly though, since the regular Diglett's USUM tutor move list is Earth Power, Snore, Stealth Rock and Stomping Tantrum, while Alolan Diglett's consists of these plus Iron Head and Iron Defense (according to Bulbapedia, anyway). Did I miss something?
  22. 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. Thanks, it's very helpful!
  23. I'd like to use this, but there's no way I'll drop the weather mod pack. What did you change in the Scripts.rxdata file exactly? Due to the weather mod pack's modular approach, it's very possible (and easy, actually) to maintain compatibility between this and that mod. If you have the time, you may want to check out how Waynolt created his modules and instead of modifying the Scripts.rxdata file itself, create a module to incorporate your changes in that same compatible way.
  24. 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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