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Malta10

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  1. the current and only accessable version is 0.0.1. It contains an early version of my pathfinding mod and the distance gauge mod by DemICE. I just uploded it this month. I can't garantee the compatibility to other mods. For further install instructions and the download link visit the related thread: There is a mod, which lets you pick a starter, but I don't think there is currently something like a shiny detection or selection of a shiny starter.
  2. The mod should detect visible items on the ground, as well as hidden items. Pokemon will be only detected by the "clickable event" option if the pokemon is displayed and can be clicked by the player. Position of possible a possible spawn under different conditions (f.e. weather, time) will not be displayed. OCR is used. But I remember from the previous posts, that the stat screen seems to be a problem. @Seb2314 Did you found a solution for the stat screen?
  3. First, thank you @Tensoon the Kandra for this great feedback. This should be no problem to implement. This is very easy to do, I initially thought it would be too confusing if I extend the range of the clickable events. At the moment it searches in a readius of 7 tiles, but I can double it with no problems regarding the runtime. I think this will be a challange for me. Regarding the fishing, not every fishing results in a pokemon. I would say every second or third fishing I get one. To actually catch one, when the text output changes from dots to "Oh, something bite" you have to press the A button (X key?). If it is to early or late pressed, the pokemon escapes. This button pressing can be disabled with some mod. If I can get the time I could see if these two are combatible or you try it out yourself and give it a try. the mod adds additional options within the game menu, for example the auto fishing without additional button pressing. The mod can be found here: While it should be on the easier side to implement, it gives me a headache. I also want this the most of the possible features and I will think about it. This, I can also do relative easy. Maybe I get some time on the weekend to focus on the easier points to provide a more playable version. Another question I have: Would it be better to show all map connections, without checking if it is accesable from the current location? The checking is currently enabled, because some indoor locations are on the same "indoor" map in the files. It would list exit coordinates from other buildings, which are of course, not reachable from the current player location. Another example would be a bridge, which can only be accesed if someone entered the map from a different direction. I wanted to avoid confusion why an exit can not be reached. Didn't thought I would create a hunt for the gym entry, my bad. Any suggestions?
  4. I'm not sure if it would still work or how I manage a different placement with the audio files, as it originated from @DemICE. But if he can figure it out or modify his original mod I will be more than happy to add it to the mod pack. What do you mean with "lose its focus"? I guess next story event is the reading of the note on the gym door on the east side in lower peridot ward. And after that a battle in front of the mosswater factory on the south side of the peridot ward It would probably be nice to have a guidance to the next story event, but I can't find the time to program or finding an approach for a pathfinding on global scale.
  5. I guess I should add this to the readme.txt. Only the distance gauge mod by demICE has a voice output. My pathfinder mod doesn't have such an feature.
  6. Extract the files in the reborn/data/mod folder. If you have no prior mods, you have to create the mods folder within the data folder.
  7. I would need to read more about the key bindings, theoretically it is possible. I also thought about key combinations like: press STRG for the menu and STRG + y would be the healing spots. But like I said, I need to do some research. As for additionally features, I had planed the following: 1. Reselect the last found event. 2. Optimize the efficiency of the pathfinding algortihm. 3. Better key-binding. Sadly I dont have much time in the near future, so an update or patch will take quite some time.
  8. Are the other options working in the mod? While the mod can direct you to points of intrest, it is missing a feature to guide someone to the events of the main story. Is this a problem with your Text-to-Speech software? As for the pathfinding mod, there is no sound output. Or are you talking about the distance gauge mod?
  9. Does the destination "teleport tiles" work? This one has to find at least one target. Is the Pokemon Center at least working? Does anyone else have problems with the mod?
  10. I have completed an early version of an accessibility mod pack. It will contain my pathfinding mod and the distance mod from DemICE. For the pathfinding mod, you have to press the F6 key to access a list of possible destinations. I would appreciate if a few people would test it in their game and provide me with the feedback or destinations, which are not found by my mod Some notes to keep in mind: The pathfinding for the teleport tiles can be a little bit slow. With my (fast) PC, it will freeze for 3 sec. Also with the teleport tiles option, destinations, which are not reachable because of other events blocking the destination, will not be displayed. For all other options, it is the opposite. It will display options, which could not be reachable at the given time. Regarding the searchable categories: Healing spot and merchant will be searched in the current and adjacent map, teleport tiles will be saerched in the current map. Clickable events will be searched in a 5 step radius around the player. Installation: Extract the files into the /data/mod folder As I'm not sure if it works with DemICE file and my file in the same place, the best way would be to empty the mod folder and extract my attached zip folder. I can also not garantee the compatibility with other mods. Feel free to provide me with feedback. Also feedback regarding the input key and the output format would be nice. Malta10 - Accessibility mod pack.zip
  11. @Gamulation@Seb2314@Tensoon the Kandra I have completed an early version of the mod-pack. It will contain my pathfinding mod and the distance mod from DemICE. For the pathfinding mod, you have to press the F6 key to access a list of possible destinations. Some notes to keep in mind: The pathfinding for the teleport tiles can be a little bit slow. With my (fast) PC, it will freeze for 3 sec. Also with the teleport tiles option, destinations, which are not reachable because of other events blocking the destination, will not be displayed. For all other options, it is the opposite. It will display options, which could not be reachable at the given time. Regarding the searchable categories: Healing spot and merchant will be searched in the current and adjacent map, teleport tiles will be saerched in the current map. Clickable events will be searched in a 5 step radius around the player. Installation: Extract the files into the /data/mod folder As I'm not sure if it works with DemICE file and my file in the same place, the best way would be to empty the mod folder and extract my attached zip folder. I can also not garantee the compatibility with other mods. Feel free to provide me with feedback. Also feedback regarding the input key and the output format would be nice. Malta10 - Accessibility mod pack.zip
  12. @Gamulation@Seb2314 This pathfinder idea had me a little bit too motivated, to make it short, I programmed it. The algorithm works and the user gets some options, but I could use some early feedback. Right now these options are "Last selected category, Last selected destination, Pokemon Center, PokeMart, Entry Door, Exit Door, Is Talkable". Entry and Exit Doors are a little bit tricky, as I can only identify them right now by the sound it makes. I will probably remake them as the category "teleport tiles", which includes all map changes and therefore all entry and exit doors and doors within buildings. Obviously it will also detect "real" map changes, such as the transition between a road and a city, etc. The is talkable option is not quite functioning. I want to make possible to show the "talkable" or better "clickable" events in the surroundings. If multiple targets are found, another dialog options pops up, which the user can select the nearest event, or specify which event they want, based on the coordinates. The ouput will be a set of instructions like: "4 steps up, 4 steps right, 1 step up". Is there anything you would like to change, like the format of the output or additional or fewer selections? For the release of the test version, I think I need another week or two. @Amethyst If this mod is indeed helpful, feel free to add it to a possible future blind mode If someone else has a good idea on how to identify the events, not only by the event commands and trigger, please contact me.
  13. With a prior selection of the wanted type of POI, the complexity of the search should still be linear. If a simple identification of a tile exits, for example the warp point to a pokemon center, in my estimation a search of 250x250 grid should be search quite fast. The way your are writing, i suspect it isn't as simple like "if(tile.isEntry())". Maybe an initial search on the entry of a map, which saves stationary POIs? With the search as the bottleneck, a prior computation on the data to save the stationary POIs of the whole game in an extra file could be helpful. On the other hand, I don't know if file opening is possible with the modding language. Of course the range could be limited. Should I send such thoughts with a dm before i cram this forum section with my ideas? I guess I need RPG maker XP if I want to give it a go myself?
  14. @DemICE I could give you a hand wih the pathfinding algorithm, but don't know if I'm helpful. I have zero expirience with modding, but with assistance on what data is available, I could try to adopt some pathfinding algorithm like dijkstra or a* and provide the resulting pseudocode.
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