-
Posts
597 -
Joined
-
Last visited
-
Days Won
46
Content Type
Profiles
Forums
Events
Reborn Development Blog
Rejuvenation Development Blog
Desolation Dev Blog
Everything posted by Fervis
-
I am really confused, as my uploads seem to be buggy, but when i try it its working. ._. Could you download the full mod and test it out once more? If that still does not change this, I guess i will need to rewrite the script.
- 1864 replies
-
- eeveelutions
- gen 8
-
(and 3 more)
Tagged with:
-
Pokemon Radiation Reborn (Uranium Mod, EPISODE 19.16)
Fervis replied to Fervis's topic in The Mod Market
Do you mean the "middle fight"? where you fight a single battle? if so, it is normal. You only get full restores from Bennet, meaning that all fainted Pokemon stay fainted. That's actually normal. The only time you get fully healed and revived is after you beat Shelly and Cain, so you are healthy for the single fight. But afterwards you have to fight with the Pokemon you have left. -
Alright everyone, I was kinda excited with these gen 9 changes cause some of the PLA moves were not to my liking (stone axe, ceaseless edge etc.), so i directly did @Lucida's suggestions and some other tiny things: Respective Pokemon now have Life Dew in their movepool (only gen 8 had it until now) Gulp Missile and As One cannot be copied A possible error when fighting Corey has been fixed previous mentioned issues (Meltan map, Expanding Force, etc) are now in the full download and patch I mostly regarded the suggestions of move changes for now: Dire Claw - 80 BP, rest unchanged Power Shift - unchanged (switches attack with sp attack, and defense with sp. defense) Stone Axe - 70 BP, high crit chance, sets up stealth rock Ceaseless Edge - 70 BP, high crit chance, sets up spikes Springtide Storm - 100 BP, reduces Attack by One (30%) Bleakwind Storm - 100 BP, lowers target's speed by one (30%) Sandsear Storm - 100 BP, 20% of burning targets Mystical Power - increases sp attack and sp def by one (like calm mind) Raging Fury - unchanged (100 BP, Outrage variation for fire type, NO confusion) Wave Crash - 80 BP, 33% recoil, Speed increase by one Chloroblast - 150 BP, 50% HP as recoil (Mind Blown as Grass type) Mountain Gale - 30% to flinch Victory Dance - Attack, Defense, Speed +1 (Quiver Dance variation) Headlong Rush - 120 BP (Close Combat Variation) Barb Barrage - 50% Poison chance, rest unchanged Infernal Parade - 50% Burn Chance, rest unchanged Bitter Malice - 75 BP, doubled when target has a status, 30% chance to freeze Esper Wing - 80 BP, rest unchanged Shelter - unchanged Triple Arrows - 90 BP, high crit chance, 30% of flinching, 30% of lowering target's defense by one Lunar Blessing - unchanged, except for 5 PP Take Heart - boosts sp attack and sp defense and cures user from status conditions Due to me working on it quite fast (even though most of it wasn't that difficult) there might be bugs, reports appreciated!
- 1864 replies
-
- eeveelutions
- gen 8
-
(and 3 more)
Tagged with:
-
the multi target hit is within the PokeBattle_Battler script #Change to two targets for expanding force with psychic terrain if thismove.id == PBMoves::EXPANDINGFORCE && @battle.FE == PBFields::PSYCHICT && !user.isAirborne? && @battle.doublebattle targets = [pbOpposing1, pbOpposing2] if (!pbOpposing1.isFainted? && !pbOpposing2.isFainted?) end
- 1864 replies
-
- eeveelutions
- gen 8
-
(and 3 more)
Tagged with:
-
you will be needing the PBS, specifically the "moves.txt". there you look for triple arrows and change the number "50" to "90" afterwards you either need a debug or RPG maker and compile the change. for that the PBS folder must be in your reborn folder. very exciting things in there indeed. I guess the first ceaseless edge is a typo and you meant stone axe, overall very nice changes that can make some fights even more difficult! also very good to make some of them "easier" or give moves the effects of two, will make it a lot less difficult (just like take heart which is not working perfectly) Edit: I also do see that there were some more changes (like recovery moves having only 5PP in gen9), how do you all think about this? https://bulbapedia.bulbagarden.net/wiki/List_of_modified_moves#Generation_VIII_to_Generation_IX
- 1864 replies
-
- eeveelutions
- gen 8
-
(and 3 more)
Tagged with:
-
Phew a lot going on :D @Lucida I'm all open for suggestions regarding ability / move changes. I also intend to make custom additions (like rotom having HA in different forms), or new abilities can be brought to other old mons (like sharpness for haxorus, bisharp etc.) the thing regarding mega evolutions is as you mentioned. due to the new script format I just added the code you found for my nuclear mod (which i also added to this mod here) is to at least use repective mega stones to prevent this issue. So for urshifu i added two stones (X and Y) for their respective forms until i get an idea how i can edit that issue (still a newbie to creating new scripts). though for toxtricty as of now it will revert to its original form unfortunately thanks for the ability issues! will be fixed! @vadjea you either download the whole modded game and just start via its Game.exe, or you download the patch, unzip, and drag and drop all its content into your 'pokemon reborn' folder. I actually recommend downloading the whole thing and play the mod through that so you still have an original version of the game if something's not working. thanks for the information! do you still have the error message to post here by any chance? And you only tested it via the patch, right? huh, looks like i missed adding them. will add them to the moveset of pokemon that can learn / breed them!
- 1864 replies
-
- eeveelutions
- gen 8
-
(and 3 more)
Tagged with:
-
Pokemon Radiation Reborn (Uranium Mod, EPISODE 19.16)
Fervis replied to Fervis's topic in The Mod Market
it will be fixed wihtin the next update (which will be for testing some gen 9 things too, so it will take a while) you can look at page 12, there is a srcipt you can download and just replace it in your folder, this will fix the issue for now! -
As I'm working on gen 9 I'll be a bit slower than usual with updates. For now I updated the download for: meltan quest and event switches as mentioned above you can also just unzip the attached folder and drag and drop it into your game folder (for less download size) Expanding Force fix, though it actually worked beforehand on my side (remember that the user needs to be grounded on psychic terrain) Also, regarding Gen 9, I ask you all whether you want them right after gen 8 (pokedex wise) or added as is right now, due to the eeveelutions changing the 'canon' dex numbers! Data.zip
- 1864 replies
-
- eeveelutions
- gen 8
-
(and 3 more)
Tagged with:
-
Pokemon Radiation Reborn (Uranium Mod, EPISODE 19.16)
Fervis replied to Fervis's topic in The Mod Market
They all differ quite much. The usual distribution of pokemon encounters have a defininte percentage and I replaced some original encounters with uranium mons (and gen 8 etc.) so they don't have any specific chance to occur. When looking at ratsy they have a very high chance encountering, but only in obsidia playground (you need the key), or in obsidia alleyways after restoration! I recommend using the magnetic lure when catching new Pokemon, this helps quite a lot! -
besides the encounters.txt you can set the encounter rate for multiple forms in the same location, e.g. in the scripts (MultipleForms) you can make alternate forms and original forms having a 50/50 chance of encountering instead of putting them somewhere else
- 1864 replies
-
- eeveelutions
- gen 8
-
(and 3 more)
Tagged with:
-
thanks for the report! I will look over the switches and correct them for this version.
- 1864 replies
-
- eeveelutions
- gen 8
-
(and 3 more)
Tagged with:
-
Pokemon Radiation Reborn (Uranium Mod, EPISODE 19.16)
Fervis replied to Fervis's topic in The Mod Market
@Nikey21 go to page 12 and unzip / replace the script.zip there into your game folder! I will add this to the download with the next update -
Pokemon Radiation Reborn (Uranium Mod, EPISODE 19.16)
Fervis replied to Fervis's topic in The Mod Market
you don't need a mod for that anymore. You just have to go to a PC with a data chip and put in the password 'weathermod'. With this you can change weather any time. Also, using the password 'unrealtime' allows you to toggle it in the options. if toggled on, you can go into your pokegear and when hitting enter you can easily change the time as you wish. -
Pokemon Radiation Reborn (Uranium Mod, EPISODE 19.16)
Fervis replied to Fervis's topic in The Mod Market
oh yeah, totally forgot that! with reborn unique terrains, i rather keep hail as it is. -
definitely! im currently working on the PBS file for the pokemon, though it will take quite a while to add all the neew abilities/items/tms/moves but when i'm done with the pokemone i'll do a first test (as long as the sprites are finished until then)
- 1864 replies
-
- 1
-
-
- eeveelutions
- gen 8
-
(and 3 more)
Tagged with:
-
Map520.rxdata try to replace this map in the /data folder! I most likely forgot to adjust your character position when entering the new silph co room (which was widened a bit thus placing you a bit more central rather than directly at the door)
- 1864 replies
-
- 1
-
-
- eeveelutions
- gen 8
-
(and 3 more)
Tagged with:
-
Pokemon Radiation Reborn (Uranium Mod, EPISODE 19.16)
Fervis replied to Fervis's topic in The Mod Market
I'm not sure right now. I'm thinking about adding these effects to hail overall bt i don't know how difficult some fights may become (blake) -
dang it! thanks for the report, will look into this later! edit: what is happening when entering the room of silph? does freeze mean that you are kept in an animation in which other npc cannot move/ you cannot move due to other npcs? the ampharos will be given air balloon, i possibly changed that midway and didn't compile :x
- 1864 replies
-
- eeveelutions
- gen 8
-
(and 3 more)
Tagged with:
-
Pokemon Radiation Reborn (Uranium Mod, EPISODE 19.16)
Fervis replied to Fervis's topic in The Mod Market
except for the battle bond ( which is actually not in the mod), the changes to the other abilities feel as if they would become less variable.I see that for protean it might be advantagous to stay at a type and still use other moves, but that's actually what makes protean interesting in my opinion. And that other moves only work once would make them quite useless in a strategic battle where switches are necessary. -
Pokemon Radiation Reborn (Uranium Mod, EPISODE 19.16)
Fervis replied to Fervis's topic in The Mod Market
skeledirge! by far! fuecoco was my favourite of the starters, and i really hoped that its final evo will be great. It definitely hit my preference with stats, type and design! I'm thinking about either adding them as new Pokemon or making them new forms of the Pokemon they are based on. Ultimately that does not really impact players, so we will see! I also intend to make them bosses yeah (solaris might be pleased?), depending on how much of a workload this is gonna be. Thanks for reminding! I will make a txt file for all changes and put it into the download when its done! -
Pokemon Radiation Reborn (Uranium Mod, EPISODE 19.16)
Fervis replied to Fervis's topic in The Mod Market
came to my mind after posting, would be very unpleasant for your run. It will take a while to do all the files anyways, but as people do not see any problem with a different dex order, it'll probably go into the 'just adding' version -
Pokemon Radiation Reborn (Uranium Mod, EPISODE 19.16)
Fervis replied to Fervis's topic in The Mod Market
Scripts.zip most likely found the reason for this issue. Unzip the scripts and replace them in the game folder! Hopefully that should work. -
Pokemon Radiation Reborn (Uranium Mod, EPISODE 19.16)
Fervis replied to Fervis's topic in The Mod Market
that is very interesting... I see where this problem might come frim but i need to test this. Thanks for the report! Another thing: Gen 9 is finally out, and i've looked at the pokedex (nice!) now comes the big question. As of now, the uranium dex follows directly after the gen 8 dex in this mod. Do you either want me to : shift all uranium pokemon down and squeeze the gen 9 to where they belong regarding a canon pokedex or just add them right at the end of the uranium dex I don't mind either of this. Having all generations follow up is nice, but don't forget that all Uranium Pokemon would be replaced by the respective pokemon of the gen 9. I suggest people react to this post: for the original canon Pokedex version (gen 9 between gen 8 and uranium) for just adding gen 9 (gen 8, uranium, gen 9 in that order) choice is yours! -
Pokemon Radiation Reborn (Uranium Mod, EPISODE 19.16)
Fervis replied to Fervis's topic in The Mod Market
exactly my thoughts :) -
you just download the whole modded game and start it from the folder! regarding eeveelutions, they are optional, but some trainers do have one or two in their team still, so technically you can't play without them if you do not edit the mod.
- 1864 replies
-
- eeveelutions
- gen 8
-
(and 3 more)
Tagged with: