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Aeodyn

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Pokemon Reborn Development Blog

Pokemon Rejuvenation Development Blog

Posts posted by Aeodyn

  1. Here's a fix, it can just be dropped in the `Data\Mods` folder. (Only briefly tested however.)

     

    The cause: Line 4962 in PokeBattle_Battler, instead of `@battle.pbCommonAnimation("Powder",pbThis,nil)` it should be `@battle.pbCommonAnimation("Powder",self,nil)`.

     

    Powder fix.rb

  2. 3 minutes ago, FallenAngel said:

    game.exe and game-z.exe both give me the taurus problem 😕 both instances run fine on my pc tho , no slowdowns anywhere.
    Tried windows on screen keyboard but that doesnt help either 😕

    On the save select screen of both, there's a controls menu. If they were somehow changed you might be able to reset them with "Default" towards the bottom, or change the "Special" one to A.

    Otherwise, there is a different F1 menu for each exe where there are also controls.

  3. 4 hours ago, FallenAngel said:

    Stuck on a Tauros, A isnt bound to anything ingame , spamming a doesnt work and holding it down neither, returning to the center isnt a great solution as where i need to go requires me to ride a tauros. having this problem every time i re ride a tauros (by returning to the center) restarting my pc didnt change anything.
    This may or may not be a problem beceause of my keyboard layout (Belgian Period, Azerty) but i cant change that since its a internal one. the Q doesnt do anything either (thats where the A is on Qwerty keyboards) can you please help me outa this situation 😕

    Save File

    A couple things you can try:

    • Temporarily using game.exe or game-z.exe instead of whatever you're using now. (Though if you can run game-z, that's way better performance anyways.)
    • You should be able to use Windows' On-Screen Keyboard (searchable from the start menu).
  4. Around line 2270 in PokeBattle_Move and on, gl1 and gl2 are referred to without necessarily being initialized. Should probably be restructured.

    Apparently using Foul Play in the field with Eviolite can trigger the error.

     

    Screenshot, credit Sleepy_Goblin in Discord:1366243069_FoulPlayError.thumb.png.bc3c8bb2c5db0d2dd19149456f178ece.png

  5. I had the thought of a run using only unique typings, and thanks to Veekun's database, I got a list:

    Spoiler

    Normal/Ground: Diggersby
    Normal/Fire: Litleo
    Normal/Water: Bibarel
    Normal/Grass: Deerling
    Normal/Electric: Helioptile
    Normal/Dragon: Drampa
    Normal/Dark: Alolan Rattata
    Fighting/Flying: Hawlucha
    Fighting/Poison: Croagunk
    Fighting/Bug: Heracross
    Fighting/Steel: Lucario
    Fighting/Water: Poliwrath
    Fighting/Ice: Crabominable
    Fighting/Dragon: Hakamo-o
    Flying/Poison: Zubat
    Flying/Ground: Gligar
    Flying/Steel: Skarmory
    Flying/Ice: Delibird
    Flying/Fairy: Togetic
    Poison/Ghost: Gastly
    Poison/Fire: Salandit
    Poison/Dragon: Dragalge
    Ground/Fire: Numel
    Ground/Grass: Torterra
    Ground/Electric: Stunfisk
    Ground/Psychic: Baltoy
    Ground/Ice: Swinub
    Ground/Dark: Sandile
    Rock/Fire: Magcargo
    Rock/Grass: Lileep
    Rock/Electric: Alolan Geodude
    Rock/Ice: Amaura
    Rock/Dragon: Tyrunt
    Rock/Dark: Tyranitar
    Rock/Fairy: Carbink
    Bug/Ghost: Shedinja
    Bug/Fire: Larvesta
    Bug/Fairy: Cutiefly
    Ghost/Steel: Honedge
    Ghost/Water: Frillish
    Ghost/Electric: Rotom
    Ghost/Ice: Froslass
    Ghost/Fairy: Mimikyu
    Steel/Water: Empoleon
    Steel/Grass: Ferroseed
    Steel/Ice: Alolan Sandshrew
    Steel/Dark: Pawniard
    Fire/Electric: Heat Rotom
    Water/Grass: Lotad
    Water/Dragon: Kingdra
    Grass/Electric: Mow Rotom -
    Grass/Psychic: Exeggcute
    Grass/Ice: Snover
    Electric/Psychic: Alolan Raichu
    Electric/Ice: Frost Rotom
    Electric/Dragon: Mega Ampharos
    Electric/Fairy: Dedenne
    Psychic/Ice: Jynx
    Psychic/Dark: Inkay
    Ice/Dark: Sneasel
    Ice/Fairy: Alolan Ninetales
    Dragon/Dark: Deino
    Dragon/Fairy: Mega Altaria

     

    SQL code, to use on the sqlite file:

    Spoiler
    
    SELECT s.identifier, t1.identifier AS type_one, t2.identifier AS type_two  FROM (
    	SELECT *, COUNT(evolution_chain_id) AS count FROM (
    		SELECT evolution_chain_id,p.identifier, type1, type2 FROM pokemon_species AS s
    		LEFT JOIN pokemon AS p ON p.species_id==s.id
    		LEFT JOIN pokemon_type_pairs AS tp ON p.id==tp.pokemon_id
    		LEFT JOIN pokemon_abilities AS a1 ON s.id==a1.pokemon_id
    		LEFT JOIN abilities AS a2 ON a1.ability_id==a2.id
    		WHERE NOT (s.is_legendary OR s.is_mythical)
    			AND a2.identifier != "beast-boost"
    			AND s.generation_id <= 7
    		GROUP BY s.evolution_chain_id,type1,type2
    	)
    	GROUP BY MIN(type1,type2),MAX(type1,type2)
    	) AS s
    LEFT JOIN types AS t1 ON MIN(type1,type2)==t1.id
    LEFT JOIN types AS t2 ON MAX(type1,type2)==t2.id
    WHERE count<=1

     

     

  6. When I first took the train back from Route 9 I didn't check the options and went to the stadium, and played up to the Adam fight before I realized that that was a sequence break. I was dumb though and didn't revert to before I got on the train.

    Since then I've played a lot and beaten Souta, but now Erin doesn't show up at the library, there's a Claydoll in the National Park, and I've gone to Sashila village, where Damien mysteriously offers to fly me back somewhere.

     

    Help pls?

     

     

    Edit: nvm, found an old save in a hidden recycle bin thing.

  7. 16 hours ago, silverlime said:

    Did you test this out on Ashen Beach and Swamp, where it becomes Meditate and Muddy Water, respectively? Not sure if giving it a specific target would make it so Muddy Water only hits 1 opponent or Meditate would increase the target's attack. I think it would make most sense to just change the target to the user in the PBS so that it works like in the actual games (Essentials v17.2 does this I believe).

    Just tested again, and everything works correctly.

    Since Gen VI, Nature Power allows for targeting an opponent, instead of targeting the user. At least in this version of Essentials this behavior wasn't updated concurrently, so this fix is to bring the behaviour in line with Gen VII.

    • Like 1
  8. 25 minutes ago, Gastronely said:

    Woahhh. That's actually really nice. Thank you! 

     

    So, anyways... How do I apply that fix into my game? Do I need RPGmaker?

    Just put it in the `Data\Mods` folder as per usual. I'll update the main post.

    • Thanks 1
  9. That's... really weird o_O

    The error is in the battle transition animation. It might be that it's calling the empty `snap_to_bitmap` defined in PokemonSystem, so that whole `if !Kernel.respond_to?("pbSetResizeFactor")` should probably be put in a `if !$MKXP` block. Unless it happens with Game.exe too.

  10. On 7/31/2020 at 2:07 AM, Lord_Ludo said:

    Hello! I tried installing a mod pack that I used to use on the Wine version (so it might just not be compatible now), but I found the equivalent folder with the same exact file names and everything, but when I load up the game with the mod pack in it it gets to the screen that says "Ep 18 Void kissed" and press enter to select your save file, but then says "Script 'Scene_Intro' line 105: Argument Error occurred. wrong number of arguments (3 for 0)". The game then closes itself. Any ideas? Thanks!

    You should make sure your game and all your mods are up-to-date, first. Then, if you're using SWM, the Shared PC mod might not be compatible rn:

     

  11. ... This sounds like a Windows 7 issue. It's no-longer supported by microsoft, and I can't find a GDI132.dll on my Win10 computer. The only results for that file on Google are for Vista and older, too, if you upgraded to 7 from XP or Vista.
    Honestly I recommend updating.

     

    Edit: Otherwise, you could try toggling the "enableBlitting" or "subImageFix" settings in mkxp.json, just in case, or updating your graphics driver.

     

    Edit2: Reproducible with a fresh Win7 install in a VM, but it's "GDI32.dll", not "GDI132.dll".

    • Thanks 1
  12. In PokeBattle_Battler and PokeBattle_MoveEffects, there are lines preventing pokemon from flinching from moves (though not from King's Rock / Razor Fang).

    Bulbapedia's not 100% unambiguous, but apparently it was only in gen 2 that sleeping pokemon couldn't flinch.

     

    For ctrl-f:

    Spoiler

    PokeBattle_Battler :

    
    target.status!=PBStatuses::SLEEP && target.status!=PBStatuses::FROZEN

    PokeBattle_MoveEffects:

    
    opponent.status!=PBStatuses::SLEEP && opponent.status!=PBStatuses::FROZEN
    
             opponent.damagestate.substitute || (opponent.status!=PBStatuses::SLEEP && 
             opponent.status!=PBStatuses::FROZEN)

     

     

  13. Airborne pokemon don't benefit from Misty Terrain preventing status effects. If this is intentional, it's not in the field notes.

    If not intended, just have to replace `$fefieldeffect == 3 && !isAirborne?` with `$fefieldeffect == 3` in PokeBattle_Effects.

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