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Posts posted by Memedealer
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It's a performance issue. That's why you see it working in menus, but not on large maps. This happens with all games.
The game is processing a lot of shit at the same time.
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Ah, nvm. I was talking about the party debug. The one that lets you change IV, EV, nature, etc.
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2 hours ago, Charon said:
I might do that. It's still tedious as hell, since I'm using the debug menu to do breeding really fast right now, but it might be my only choice.
If you have debug, you can just skip breeding altogether.
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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 %).
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just put the party debug back in who cares... it's a single player pokemon game...
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yup, still can't pick up the seviper egg
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If you rebind the movement keys (they're the arrow keys by default) to letters in your keyboard, you can't use the new bound keys for LEFT and RIGHT when you're nicknaming pokemons (or typing anything at all ingame).
For example, I bound movement to "W-A-S-D". Now I can't use the letters A and D.
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The issue fixed itself, somehow.
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Hi, I was wondering if you could update your debug mod to be compatible with the stickied modpack and 11.3. Dreamblitz only wanted to have it on the party.
Having it in the menu as well is very useful, specialy for multiple playthroughs.
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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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Maybe I'm a bit late to the party. But, for double battles, get a Parasect with Wide Guard.
Wide Guard is REALLY good in the scripted double battles because the mons they usually lead with like to use aoe moves. It reks Charlotte's Typhlosion.
It's an egg move that can be bred from an Araquanid. If you're using the popular mods you can learn egg moves with the move relearner.
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Oh! I forgot about the debug in the main menu. Thanks for reminding me haha.
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I was wondering if it'd be possible to "turn on" the itemfinder since the beginning of the game. As if you had it.
That's cheating, I know. But is it possible to do this? Maybe have it as a mod?
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Awesome, but would you be willing to port Aironfaar's mod? He said he doesn't do it because he didn't play Rejuvenation yet.
I just want the debug mode, tbh.
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Alright, thanks!
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Would be possible to use this on Rejuvenation?
SWM E19 Modular Modpack
in Reborn City
Posted
Haha I know that feel. That's how I "solved" every puzzle and labyrinth when I did reruns or challenge runs. Route 2 was the one with the heracross and pinsirs right? if so yup, that was one of them.