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Reborn Development Blog
Rejuvenation Development Blog
Starlight Divide Devblog
Desolation Dev Blog
Posts posted by princessyiris
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I had a lot of fun with this game. Don't watch my stream of it.
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37 minutes ago, Vinnie said:
It's in the first post, under the changelog spoiler.
Perfect. Thank you.
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I'm fixing to make a fangame but I want to use Rejuvenation as a base instead of Pokemon Reborn. Are the V12 PBS files available? I couldn't find them in Jan's profile so I'm wondering if there's somewhere obvious I haven't looked.
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This pretty much captures Gen 8 in a nutshell.
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I'm having an issue with the AI and I'm wondering if anyone knows enough about the Reborn scripts to help me out.
I have a gym leader set on a Mountain field with auto-hail.
The reason I have it set like this is so that the field will turn into a Snowy Mountain field after three turns of hail.
The gym leader's semi-final mon is a Masquerain with Tailwind. Tailwind summons Strong Winds on the Mountain field, which cancel out the hail permanently.
The gym leader is insistent on ALWAYS sending out this Masquerain after their first mon dies, without fail. The tailwind messes up the whole thing and ironically makes the battle easier than intended.
I just want the gym leader to use the default order their team is set in. Is there a way to basically tell the AI trainer to use the default order?
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Actually, I figured it out. The tint was tied to the area's battleback. I had no idea the battleback affected the overworld tint. That's cool.I'm actually a complete idiot and just realized that the I left the Outdoor option in the town's metadata unchecked, which is what was causing the tint in the first place.
It's not the new map that was tinted: It was the old map that was untinted.
I am a genius with an IQ smaller than my shoe size.
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Nah. I've tried everything from warp events to debugging myself into the map, with consistent results. The curse of Blacksteam Factory's screen tint will continue to haunt me for the rest of my life.
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There's nothing in the transition from map to map (done via map connection without any events) and it's consistently the map with ID:012 that has the tint. It's definitely being called from within one of the scripts but I can't figure it out.
Worst case scenario is that I just make dummy maps whenever I stumble onto one of the ones with tints active. It's not a big deal. I'll poke around in the PBS files and see if I'm overlooking something but if I'm not then I'll just deal with it.
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26 minutes ago, andracass said:
Did you already check this in the metadata?
https://prnt.sc/p1zyn8DarkMap is for the dark circle around the player. The thing you use Flash for. I'm talking about a general tint on the screen.
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As I'm fiddling around with my own fangame, I'm noticing that making new maps is causing them to take on the properties of older maps. For example, Map ID:012 has a dark tint on the screen despite my trying to make it a basic outdoor area. I think Map ID:012 in Pokemon Reborn is a dark cave, and these properties are somewhere in the scripts.
I've checked the metadata and the PBS files but can't figure out where these settings are coming from. I assume they're somewhere in the actual Essentials Scripts, but I have no idea where to look for them. Does anyone here know where they are? Thanks!
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Actually, I figured it out! I had to change the Battleback in the metadata for the map.
I wanna leave this thread open though, in case there actual is a guide that someone can point out for me.
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I'm using Pokemon Reborn as a base for my own fangame, but one thing I don't understand is how to properly implement the field effects.
Right now it's defaulting to the Factory field in this outdoor trainer battle, but there's an earlier battle that doesn't have any active field effects. I can't figure out what's really changed between the two, and poking around in Reborn's maps to get a clue hasn't helped me figure this out.
There isn't a guide on how to use Pokemon Reborn's features specifically, at least not one that I know of, so if someone could tell me how to properly set the right Fields, I would be very appreciative. Also, if there is a guide to development with Reborn's tools, I'd love if you could point me in the right direction.
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35 minutes ago, Egzample said:
Honestly, so far I even dont want to get this stuff implemented. Honestly, are you guys excited about Dynamax, a.k.a. lazy-mega-evolutions?
If we're lucky maybe
LimpdickImpidimp will get an evolution that isn't as offensively ugly. My only hope is that the new mons aren't a dumpster fire, but Game Freak will surely find a way to let me down. -
3 minutes ago, Michael_ said:
They're on the faq, iirc.
Yup, right in plain sight. Thanks for pointing me in the right direction.
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How about stuff like the PBS files? Those don't come packaged with Pokemon Reborn's public releases from what I can tell. If I can access those from within RPG Maker, I dunno where to find them.
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17 minutes ago, andracass said:
just throw a game.rxproj file into the root folder of the game you wanna use as a base.
I had no idea you could do that. Very interesting! I'll have to play around with this and see what I can make of it.
Thanks for the assist!
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31 minutes ago, andracass said:
you'd pretty much have to make the game the same way that the originals are made (same scripts, same PBS, etc)
(in reborn's case, this would include having to use the same set of variables that are called in the scripts- i dunno if it works like that for rejuv)
I'd be down with that. Anywhere I can grab this stuff? I figure that Jan and Caz had to have picked it up from somewhere. If it was done over PMs just lemme know who I have to pester.
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I don't know the proper terminology, but I've seen Pokemon Rejuvenation and Pokemon Desolation and want to give a Pokemon Reborn-like fangame of my own a shot. Is there a base set of scripts I can plug into Pokemon Essentials to get Pokemon Reborn's functionality? Don't tell me I missed a really obvious "Download the scripts here" button somewhere (or do, because that would be exactly what I'm looking for).
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18 minutes ago, Commander said:
At best somebody will take a week and copy what Rejuv did and simply tack it on as a half made addition. No changes to the game other than adding some mons in the wild.
This sounds like the best possible outcome, to be honest. The only other "Gen 8 changes" I can think about are it-just-gets-bigger mode (Dynamax) and the culling. God knows I don't want the culling in Reborn.
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I'm almost certain this has been asked a dozen times already but I didn't see any threads about it so whateva.
Are there any plans to implement Gen 8 Pokemon, items, mechanics, etc. into the final episode of Pokemon Reborn?
Obviously it's a bit early to give a solid yes given that the games aren't out yet, but it'd be good to know if there are no plans to implement them whatsoever, or if there are plans to include them if it's convenient enough to do so.
God knows I'm not looking forward to Sword & Shield so I'd be excited to use their mons in a better game, if you know what I'm saying. Having said that, if they weren't included at all, it wouldn't exactly be a huge loss.
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2 hours ago, princessyiris said:
Never mind. I found Narcissa.
SpoilerShe's in a cave on Route 09, in case anyone else gets stuck. The one with the Time Stone.
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There's some pretty spicy stuff on this artist's page.
I didn't know we were into that.
Pokemon Enigma - New Chapter!
in Fan-game Exposé
Posted
This is usually caused by certain attacks that the AI wants to call, but isn't really able to. Nature Power, for example, is a move that will cause the AI to lock up and just not use any move whatsoever.