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Aironfaar

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Posts posted by Aironfaar

  1. 10 hours ago, AbsoluteTempest said:

    I tried it now with just those three things and it's still sharing EVs and Exp between my team.  Oddly the Pokemon in battle gets full Exp while the other Pokemon only gets 1 Exp each.

     

    Besides the Insurgence and Show Unreal Time Clock, I also had the Mining Overhaul and most of the SWM modpack (but not ExpShareFullTeam)

    Oh. Oh... Okay. Yeah. Got it. I'm daft. lol.

     

    That one IS on me, and I completely overlooked it yesterday. Sorry! I'll create a fix asap, should go up at some point today.

     

    EDIT: Fixed!

    10 hours ago, DreamblitzX said:

    Just a thought. If all of these are toggleable in the game, why do they need to be separate files too? because the purpose of the separated files was for people to select which things they want enabled....

    I thought about just putting everything into one file, but decided against it. The way it is right now, it allows users to avoid cluttering their options menu with settings they don't want to use. Also, it allows users to sort the options to some extent if they want to.

  2. 23 hours ago, AbsoluteTempest said:

    Hello, I downloaded this mod for the Insurgence mod but the mod seems to be sharing Exp and EVs to all my Pokemon despite not having Exp Share.  I only have the Insurgence mod and the Show Unreal Time Clock on, and I've tried uninstalling and reinstalling the game and the mods with no luck.  It works normally without it but I was really wanting to use the Insurgence part of the mod.  

     

    Apologizes if I have misread something, have a nice day

    Huh... That's odd. I just browsed through the code again; it's absolutely impossible for any of my mods to cause experience or EV sharing, especially not without an Exp. Share. They don't touch the scripts that do the experience sharing at all. Which mods to you have installed exactly?

     

    What you need for the Insurgence mod is just the Scripts.rxdata, AdditionalOptions.rb and AdditionalOptions-ExpScale.rb. Try with only those parts of the mod installed (and the Insurgence functionality enabled in the in-game Options menu) and tell me whether it still behaves like that.

  3. 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 :P )

    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.

    • Upvote 1
  4. 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.

  5. On 14.2.2018 at 11:11 PM, DreamblitzX said:

    Aha! I thought of something! (hopefully it's actually possible lol) 

     

    Unlimited Save Backups: no auto-deleting of old saves when you have a certain amount, it just keeps making more (as it did before E16).

    I like how the backup saves used to basically create a full log of your adventure as you played, but now even with 100 backups, I think all of my saves are post-amaria, because I save quite a bit, especially with online play forcing lots of saves.

    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.

     

  6. On 11.2.2018 at 12:43 AM, DreamblitzX said:

    Really happy to see more mods adopting the modular mods style, and looking forward to seeing what else gets added to this in future

    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!

  7. 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:

    Spoiler

    Additional 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: AdditionalOptions.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: AdditionalOptions-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: AdditionalOptions-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: AdditionalOptions-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 obediance cap to receive only 1 experience point per defeated opposing pokémon, whereas Zero will completely nullify experience gain for these pokémon.

    Files: AdditionalOptions-ExpScale.rb

     

    EV via Exp. Share is an option for the ExpShareFullTeam mod from Waynolt's SWM modular modpack [E17.1]. 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: AdditionalOptions-ExpShareEV.rb

     

    Exp. Share Formula is another option for the ExpShareFullTeam mod from Waynolt's SWM modular modpack [E17.1]. It allows you to switch between the experience sharing formulae from Generation I (Classic) and Generation VI+ (Modern) as described here (Bulbapedia).

    Files: AdditionalOptions-ExpShareFormula.rb

     

    Additional Mining Cost is an option for the MiningForRich mod from Wynolt's SWM modular modpack [E17.1]. 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: AdditionalOptions-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: AdditionalOptions-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: AdditionalOptions-TextInput.rb

     

    Show Unreal Time Clock adds an option to the UnrealTime mod from Waynolt's SWM modular modpack [E17.1] and doesn't do anything on its own. You can set the clock the mod adds to the top left corner of the screen to be Always On, which is UnrealTime's default behavior, to show while in the Pause Menu Only, or to Never show.

    Files: AdditionalOptions-UnrealTimeClock.rb

     

    Reordering the options:

    Spoiler

    The 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:

     

    AdditionalOptions-ExpShareFormula.rb -> AdditionalOptions-1-ExpShareFormula.rb

    AdditionalOptions-ExpScale.rb -> AdditionalOptions-2-ExpScale.rb

    AdditionalOptions-ExpShareEV.rb -> AdditionalOptions-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:

    Spoiler

    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 reporting the bug, @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

     

    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.

  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. 18 hours ago, Personthing said:

     

    There are quite a few changes to scripts.rxdata. There’s an entire new section for the follower Pokémon, changes to some of the items/hm sections so that items like escape ropes and moves like dig or surf work. Animations.rxdata has a few additions for the emotions of the follower Pokémon and the animations for the Pokémon coming out of their poke ball/going into it. (There are files for those in the animations folder, in the graphics folder as well.) I also had to add a blank common event as the messages for when you talk to your Pokémon are channeled through that. The event changes on the maps are largely cosmetic so that characters don’t phase right through your Pokémon, but the changes to healing events were absolutely vital.

    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. 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".

  12. 1 minute ago, walpurgis said:

    Nvm, it is working, I just had forgotten to put the tm.dat file and the others in the data folder, I'm an idiot.

    Do you mind if I put this file in the download folder for the mod (crediting you, of course)? 

     

    Sweet, I'm happy to hear that!

    Also, sure - go ahead! Would be silly if I'd have you repeat what I did. :)

  13. Just now, walpurgis said:

    I figured I would, so I put Waynolt's scripts.rxdata in the data folder as well as the mods folder with your file and some other mods so I could test that it was correctly installed.

    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).

  14. Just now, walpurgis said:

    I brought an alolan sandslash to some move tutors it should learn and checked that.

    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.

    Just now, walpurgis said:

    Oh, I see, thank you for explaining <3

    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. :)

  15. 15 hours ago, Personthing said:

    Should only be used alone, though if you were to do the work in RPGmakerXP to fuse mods, it'd likely be possible. If you were to do so, I'd use the follower mod as the base as I changed events in many, many, many maps and the mod would not work properly without them.

    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.

  16. 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. :)

  17. 8 hours ago, walpurgis said:

    thanks <3

     

    I'm very new at this too hahaha, I had to learn it as I was modifying it. 

     

    There are a couple of egg moves for alolan forms in PokemonMultipleForms, power punch for a-grimer and hone claws for a-sandshrew (aside from a really minor change in kyurem forms moveset: level 64 imprison -> level 64 noble roar).

     

    I still haven't done the thing to make it compatible, I'm so sorry I'm so lazy.

    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

  18. On 27.1.2018 at 12:10 AM, walpurgis said:

    Actually it's the opposite. The tm moves that a species can learn are defined as a whole without differentiating forms, so what is defined there is what of all the tm/tutor moves a species can learn (in this case the digglet species) aren't compatible with certain form.

    The problem with my wifi was fixed yesterday, thanks <3

    I've been taking a look at the weather mod and as you said it's actually very easy to make it compatible, so probably I'll do it by tomorrow.

    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?

  19. On 21.1.2018 at 4:23 PM, walpurgis said:

    The thing I changed in the scripts was the move compatibility for pokemon with multiple forms (basically alola forms). If you change that file then non alolan variants of pokemon with alola forms will get access to tutor moves that correspond to alola forms while the alolan variant of the pokemon will be locked out of learning those tutor moves it has in common with the regular form, I think. I will look into making it compatible with the weather mod, but right now I can't really update it because it seems that there has been a failure in the wifi infrastructure of the company I get wifi from, so I can only access internet with my phone until it's fixed or they offer us another solution.

    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?

  20. On 30.12.2017 at 6:11 PM, Waynolt said:

    Nope; open a new thread in the Mod Market and upload it yourself. :P
    (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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