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Pokemon Reborn Development Blog
Pokemon Rejuvenation Development Blog
Posts posted by Aeodyn
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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.
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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 FileA 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).
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Line 849 in PokemonEvolution apparently prevents a Pichu bred from an Alolan Raichu from evolving. Really that form data should be stripped from the egg in the first place, but barring that, just deleting that line apparently fixes it.
If anyone needs the fix, the attached script can just be put in the Mods folder.
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I had the thought of a run using only unique typings, and thanks to Veekun's database, I got a list:
SpoilerNormal/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 AltariaSQL code, to use on the sqlite file:
SpoilerSELECT 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
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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.
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@Technowiz Is that with 18.4.1, or 18.4.3? The latter should have much better performance when walking around; worth a shot if you haven't tried it. (Though for background music, use this exe.)
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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.
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Huh. Just made this fix into a mod, and I actually had to use `attacker.pbUseMoveSimple(move, -1, opponent.index)` instead. interesting.
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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.
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From: https://www.rebornevo.com/forums/topic/51722-nature-power-in-doubles/
Here's a self-contained fix for Nature Power not targeting right in double battles.Conflicts with anything that modifies Nature Power's pbEffect method.
Just put it in the `Data\Mods` folder. (You might need to create that folder.)
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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.
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@DemICE Out of curiosity, what changes did you make (other than mentioned above)? I know Reborn had a bunch of annoying alignment stuff, and then there's some Essentials-specific changes (https://roza-gb.gitbook.io/mkxp-z/troubleshooting/essentials).
For Mac: Honestly, I expect that taking Reborn's AppImage and replacing the stuff in (just) the Resources folder should work. At least as well as Reborn, anyways.
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3 hours ago, GSylar said:
Can someone post the working 18.4.3 until 18.4.4 arrives? Thanks.
https://drive.google.com/file/d/1P48PHGJ5yQDrUoU7IIVCcJz0eKJzEvVJ/view?usp=sharing
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If it's a rectangle with a cross through it, I think that's an issue with the name including a non-printable character. Game.exe doesn't render it at all, while Game-z.exe shows it as that rectangle.
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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:
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@kuroeee If you are still having trouble, this should be fixed in the currently uploaded versions (18.4.1 and 18.4.3).
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Thanks! This is fixed in the next version.
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... 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".
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The move description for Spirit Shackle seems to be that of Spotlight.
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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:
SpoilerPokeBattle_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)
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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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Oh wow, I see what you mean. Cool.
Just seen "AIRBALLON" and "ABOMBASNOW" so far.
Powder and Flamethrower
in Battle Errors
Posted
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