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Memedealer

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Pokemon Reborn Development Blog

Pokemon Rejuvenation Development Blog

Posts posted by Memedealer

  1. To add to what Arka said, it's not like people use debug to break the game (tho, I must admit, sometimes it's fun to change shit and see how far you can go) or anything evil. I'd bet most of us use it to avoid grinding for evs and changing natures/ivs/abilities (something that should be on any game at this point); making custom runs possible, etc. 

    If anything, I'd be proud to see people showing interest in my game, even if they're asking for "cheats", that means they enjoy it and want to play it.

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  2. On 7/21/2019 at 11:20 PM, Nightzer said:

    The question has probably been asked before but can I use the modular pack from the v11 (has debug) into v12? Will that affect my game at some point? (I got scripts backup in case) 

    You can use a v11 game with debug installed, and then keep playing normally in the v12 one. I didn't get to v12 content yet, but as long as you save and change between versions in a place that wasn't changed, you should be good. I think. That's what I did, anyways.

     

    On 7/21/2019 at 9:28 AM, Generic Gamer said:

    i'll be honest, the "Set Wild Encounters" Mod kinda spoiled me with how it expedites Pokedex Completion

    It didn't work properly in v11 either, iirc. It didn't affect "rare" encounters (low %).

  3. Thank you very much for the mods. These mod packs for Rejuvenation and Reborn are kinda mandatory for me now.

    Should be stickied.

    PS: I hope you reconsider adding an option for the other debug menu, the one that lets you add items/pokemons. It's really good for making specific runs, fk around, test stuff, etc. Maybe as a separate module?

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