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Nullspace

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  1. To me it sounds like "cuan juanito" (How, little john), which still doen't makes sense. Or "Cuaja nito" (Nito, curdle/set/settle), which is way worse. It also sounds like "Guanajuato".

    Maybe it's not even in Spanish; something about a janitor?

    C U ANJu JANITOr?

    Perhaps it be the nonsensical name of a poor pokemon used for debug purposes?

     

     

  2. Yes it should only be the only required change. It should appear as a menu option in the pause menu and pokemon menu.

     

    I have had problems setting $DEBUG to true in several Pokemon Essentials derivatives (depending on the place the assignment is put), mostly because debug prompts the game to build all the resources, mainly the (usually missing) PBS files. I think that Desolation does not use PBS files, but I'm not sure if other things are affected. In some other game, if the variable was set, the player was labeled as cheater. I think deso does not do that, but be careful talking to some NPCs in jail 🙃.

  3. It's not that hard to peek into the .rb files, and find the appropriate IF clause(s) that must be modified.
     

    On 2/20/2023 at 2:56 PM, Posty said:

    Editing Pokemon is often fine, it's when players decide to use debug to "Walk through Walls" or edit some stuff which causes their game to break/softlock in some aspect, and then they believe this is a "bug with the game" and report it to us. If you wish to use debug, more power to you, however please do not report bugs to us if you do. 

    Alas, I was playing without debug until the many trips to Silver Rise just broke my sanity (I hate that cave; I think i stopped playing the previous version of deso because that winding asfgasd) and I know it was only needed for side-quests, and I think surf makes it easy later in the game, but it unleashed ire deep into my soul that could only be sated by removing the obstacles' meaning.

     

    That's only to say that there are reasons why people like to walk through walls. But yeah, there's not much sense to ask for support when running a modified version.

  4. On 2/5/2023 at 3:57 PM, Aced4U said:

    Game is randomly crashing with the Linux AppImage. Attached file is log information from crash using Terminal, Distro is Manjaro. Game Version is 6.0.3

    Bug.txt 54.74 kB · 2 downloads

    Can confirm this happening, segfault,similar log, also in manjaro, 6.0.7; can't reproduce reliably, it happens when doing an action (had it walking through grass, selecting pokemon, and talking with npcs), but what condition triggers it, no idea.

     

    Also, what is zeriab_f12_removal_update in undertale.rb, which seems to be the thing dying?

    Ah I think I see, it's one of those thins that modifies behavior on reset. Will try commenting out the override, hopefully it doesn't soft-locks at some point.

    Seems to work fine, hopefully it wont break events.

     

    Oh well, it still crashes with 'unpatched' Graphics.update, just less often (from 5min to 30 min between crashes). It tended to crash more often  at

    Spoiler

    Tristan's cutscenes in the Waterscape.

     

  5. 10 hours ago, Tina said:

    Can you try fixing a problem with my save file? I used run through wall to get 5 spirits i missed and somehow my char ended locked in the position facing forward. It means I cannot talk with any npc facing anywhere than up unless i use walk through wall and place myself behind them. I tried reinstalling the game but save file creates the same situation regardless of debug being in or not.  Regardless do i turn left, right or down, player icon is always facing up. I went through all puzzles in victory road already without the mod, (have saved recording) saved after solving crystal keys-door and whole victory road finished is now, ended with locked character.  

    Screenshot_3.jpg

    The times this happened to me was because I Ctrl-walked through stairs/vines(the kind that you go up and down within the same map). Stairs have events when you enter and exit them, if you skip the exit this happens. The way I fixed it was just to use any stair again (properly).

  6. This is the wrong forum, but one can understand, since the Rejuv forum is temporarily closed. It's just hidden: https://www.rebornevo.com/forums/forum/189-troubleshooting/

     

    Based on the previous weirdness you asked about : are you using debug or are you externally modifying your savefile/game? Because these are the kind of things that happen when you mess around, and I don't see many people having the same kind of errors.

    It is not the intent to disallow using the game as a sandbox, but if you request help when you do that, it is kind of annoying because it might be broken in a multitude of ways and it is a problem that only you have (and produced).

     

    Now, if it not the case that you have been modifying your game, remember to provide additional info. When did it start, are you using any mods, have you tried using a previous savefile (can you post it)?

  7. Sorry, I just messed up something; reborn 19 uses a new script, MultipleForms.rb, as you have done. The other section in PokemonMultipleForms.rb is actually commented out, it does nothing.

    Looking quickly through it, you also need to remove this

    FormCopy = [
    	[PBSpecies::FLABEBE,PBSpecies::FLOETTE], # this line must go

    Because it will overwrite whatever change you do to floette with the data of flabebe (see the end of MultipleForms.rb).

    I have tested it and it seems to work, then, for me.

    PBSpecies::FLOETTE => {
        :OnCreation => proc{rand(5)},
        :FormName => {5 => "Eternal"},
        
        "Eternal" => {
        	:BaseStats => [74,65,67,92,125,128],
        	:DexEntry => "The flower it's holding can no longer be found blooming anywhere. It's also thought to contain terrifying power.",
    	}
    }, 

     

    • Thanks 1
  8. 41 minutes ago, MangoJush said:

    oh wow, i wasnt expecting such a comprehensive reply, thank you so much! i only have like... barely any programming literacy much less ruby so forgive me if i may follow up with some additional questions once i get to it.

    i had initially thought that the pbs files would be required which made me hesitant at first but learning that i dont need that is honestly the most surprising thing. adding sprites would be very easy in my experience as i've already done that plenty of times in reborn with my custom character sprites haha. it's just the modding that i'm not familiar with. i presume adding the light of ruin move would be a lot more complicated thanks to the animations, no?

    i'd like to say again thank you very much for taking the time to write all of this, i hope i can repay you in some way for all this effort!!!!

    Yes, completing a move is a bit more complex. I haven't done that in honesty; you might want to ask around the discord for help with that, it is more likely for someone to answer.

  9. No, it is not implemented.

    Normally, adding multiple forms is relatively easy:

    • Register the form in PokemonMultipleForms.rb (that was the old method). MultipleForms.rb Use the other forms as an example .

     

    You don't need to define every method (ie. if there is no ability change, do not add the "ability=>{...}" section; if you arent going to change the pokedex, omit the "dexEntry" section). There are more methods (for instance, to define mega forms), check other examples to learn them.

     

    Now, each form gets assigned a number (as you can see with  the "pokemon.form==XXX" checks), and floete gets a form for each color, so make sure you assign a unique number to it (or not, you wont kill the game by overwriting a form).

     

    (Btw, it's in Ruby, the programming language)

    (Also, you don't need the PBS in these cases.)

     

    I think, then, you should test if everything went correctly: the game doesn't crash and you can set correctly the form with debug.

     

    • Finally add the sprite (it is optional). Now here is some complexity. Battle sprites are at Graphics/Battlers/. However, sprites are now packed into sprite-sheets; Cass made a post about it. They are in blocks of four for each form (all in the same image), add a new block with the new sprites.

    If you want you can do the sprite thing first and it seems to work too.

     

    Note that her signature move, Light of Ruin, is not implemented either. Also, you might want to add an encounter? that's a bit more involved.

    • Like 1
  10. No, bug buzz never targeted all enemies; but neither bulbapedia is wrong.

    Bulbapedia has an unfortunate wording for stating the target(s) of the move (ignoring triple battles):

    "May affect anyone adjacent to the user," means it can target anyone, but not at the same time. (ie, bug buzz, psychic, thunderbolt)

    "Affects all Pokémon adjacent to the user," means it attacks everyone at the same time. (ie. surf, earthquake)

    "Affects all adjacent foes, but not allies," means it attacks all foes (but not allies) at the same time. (ie. hyper voice)

     

    There are some instances where the field effect may increase the number of targets (I only remember flower garden doing that for some grass moves), but I don't think that it is the case for this move.

  11. 5 hours ago, Dustpan said:

    I downloaded it but its not working. I even made a mods folder and everything. Please help

    It should be placed in the folder Data/Mods/; if it is still not working, uh, I'm not sure what to tell you.

    Also if your game is running, you need to close it and start it again, F12 is not enough.

  12. 7 hours ago, Aegif said:

    The problem with the Mods approach as far as I can tell is that $DEBUG = true makes the game run in debug state, which bypasses the intro scene and boots straight to loading the savefile. By putting the line in "pokemonload" you can mitigate it such that: only when you soft reset (F12) it loads directly into loading your savefile (which is the point of soft-resetting, saving time). There is probably a better implementation, but this was the one that worked for me. Thanks for the feedback :)

    EDIT: Maybe this works?

    Oh, I was making the same thing. Welp, its basically the same mod you did, but I rename and call the original method, in the unlikely case initialize is modified.

    class PokemonLoad
        alias_method :true_initialize, :initialize
        def initialize(scene)
            $DEBUG = true;
            true_initialize(scene);
        end
    end

     

    • Like 1
  13. I think placing a new script under Data/Mods is better than modifying an existing game script, because the patches will likely overwrite them.

    Basically just a .rb script with a single line

    $DEBUG = true

     

    Also, a PSA, ruby scripts can potentially kill your machine (unless mkxp does some form of sandboxing?), the fault is also yours if you end up installing malware. Not that this mod is evil, you can do a diff between this and the original to check.

     

    please don't use mods or debug with e19. please. if you come to me with an error and it's related to either of those things, i hate you just a little bit. there is no apologizing for what you've done. i'll see you in hell.

    For some reason, I never had trouble abooosing debug. Though, I am mindful of not triggering events in the wrong order.

    • Like 1
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