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not_navyblue

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Posts posted by not_navyblue

  1. DISCLAIMER: This mod is only a proof of concept.

     

    A while ago, I had the idea of splitting Reborn's Debug Menus to make them more moddable and allow modders to add their own options in the same Debug Menu, like the newer versions of Pokémon Essentials.

    This is that idea made manifest into reality.

     

    Modular Debug Mode is a proof-of-concept Reborn 19.5 mod and an attempt at decentralizing the Debug Menus in a similar fashion to Essentials v21.1, allowing for certain degrees of moddability for Debug Mode and possible co-existence of separate Debug Menu options from several mods.

     

    You can take a look at the mod below by downloading it.

    Not compatible with mods that modify pbDebugMenu and/or pbPokemonDebug.

     

     

    NOTE: A Reborn Evolved account is required to download the mod.

    Download:

    Modular Debug Mode.zip

     

    • Thanks 1
  2. On 3/14/2025 at 1:38 AM, Ardhak said:

    Say, is Darkrai's dark void affected by the mod ?

    I know the description mentionned that it doesn't change status effect moves but many know how god awfull the move is to use, even hypnosis has better accuracy if remember correctly;
    Not truly making a suggestion but was just really curious about it and if you'd plan to make such exceptions.

     

     

    you know what, sure why not

    let's make dark void great again

     

    v1.3 dropping riiiiiiiiiiight now -- dark void's accuracy is restored to its original 80% (because 100% accurate dark void is, simply put, bullshit)

    direct damage-dealing moves are still fair game though

     

    the v1.2 download is still up for anyone who doesn't want dark void's accuracy to be restored, though it's updated with a backported debug console feature

  3. good... uh... morning, i guess? it's 3 am where im at at the time of this writing so ill keep this short and then ill be gone for milk for the foreseeable future again

    mod is updated to v1.2, 100% accuracy is now properly displayed in reborn e19.5 and rejuv v13.5

    as it turns out, the part that actually sets all moves' accuracy to 100% in battle is forward compatible so porting the mod to newer versions turned out to be somewhat effortless
    im just. not very active at all. lol

    anyways, im going to dozaierk sdafk;j lsfadb,clkj;

    • Like 2
  4. Notice: Debug, Rejuvenated 2.3 for V13.5 is in a beta state, and may be somewhat unstable and/or buggy. Take caution when using this version.

     

    Debug, Rejuvenated improves Rejuvenation V13 / V13.5's Debug Mode and adds some new features of its own, like every other Debug Mode mods that currently exist. Now with some color!

     

    Note: This is only confirmed to work in Rejuvenation V13 (1.1) or V13.5 (2.0+). All other games are certainly incompatible and some standalone Rejuv mods are not tested for compatibility.

     

    Unique features accessible via the Pause Menu Debug include:

    • Permission Levels / Debug Levels - This allows you to set the current permission level of your game, which determines which Debug Mode features are accessible and what's not. This feature affects the whole mod and also persists across different saves. By default, the permission level is set to "Moderate" (in 1.1) or "Safe" (from 2.0 onwards).
    • Modified Add Pokémon / Add Item - No longer do you need to scroll through a list of items and species to find what you're looking for, for there is now not one, but TWO new options in the form of selecting by item/species IDs or by item/species names. You can still search by list if that's what you want.
      • Added since Debug, Rejuvenated 2.0: New to the "Add Pokémon" feature is "Full Customization", a new sub-feature that allows you to modify the Pokémon's nickname, shininess, ability, gender, moves, EVs, IVs, held item, etc. before it is added into your party/box. The old functionality has since been renamed to "Quick Generate". (and no you cant cheat in the black prisms in this manner)
    • Modified "Set Money/Coins" - These have been renamed to "Modify Money" and "Modified Coins" respectively. These features now also allow you to add or subtract money or coins.
    • "Modify Red Essence" option - Rejuvenation has "Red Essence", which acts as a currency of sorts for certain items as well as a necessary feature for certain events. Previously, modifying this was risky, since it involves directly modifying game variables (and a slight mistake can be fatal to your save file). Now you can add, subtract, or set as many Red Essence as you want, without doing it manually yourself.
    • Mystery Egg Changer - What was inside of the Mystery Egg can now be changed with another species from a list of possible candidates. Additionally, this feature also allows you to re-enable some of the Mystery Eggs if it has been obtained in the current save file before, allowing you to endlessly get as many Mystery Eggs as you want.
      • Expanded since Debug, Rejuvenated 2.0: Renamed to "Mystery Egg Modifier", other Mystery Eggs added in V13.5 are now supported, some of which now have hints on how to get them, but some can only be modified before it is obtained due to being tied to a side quest.
    • Shiny Daycare Egg - Accessible via "Day Care Options...", this feature allows you to obtain an egg from the daycare that is a guaranteed shiny.
    • Warning: The following feature will contain story spoilers pertaining to content from V13 onwards. 
      Spoiler

      Bad Ending Value Calculator (1.1) / Road to Renegade (2.0+) - Allows you to take a look at that one specific variable that determines whether you have unlocked the Renegade Route or not. Also shows you what has been done to garner the current value of that variable.

     

     


    Unique features accessible via the Party Menu Debug include:

    • (Almost) Any Abilities - This feature allows you to select Abilities for your Pokémon that would otherwise require additional changes in the scripts to obtain.
      • Added since Debug, Rejuvenated 2.0: Abilities that may not be usable outside of its intended Pokémon are now marked in red.
    • Generate Specific pID - A feature taken from @Aironfaar's Generate Specific ID mod (found here) that does exactly what it does. Now uses a unified menu instead of a chain of menus.
    • Pre-Mega Switch - Allows you to, if the Pokémon can Mega Evolve, to toggle whether or not your Pokémon can use Pre-Mega (read: mega evolve without holding a mega stone).
      • Reworked since Debug, Rejuvenated 2.1: Because the Pre-Mega feature has been removed in the game from V13.5 onwards, it had to be recreated from scratch. Unlike 1.1, the Pre-Mega Switch of Debug, Rejuvenated 2.1+ now allows you to select from a list of available Mega forms if the species has multiple Mega forms (like the Gen 1 starters, Mewtwo, and Gengar). If there's exactly one Mega form, it acts as a toggleable option a la Debug, Rejuvenated 1.1; if there's no Mega form available, it won't appear as an option. Starting with 2.2, Pre-Mega also resets if a Pokémon's species has been changed.
    • Modifiable Obtain Text - If you like to transfer Pokémon from one game to another or from one save to another using Shared PC and notice the Pokémon having some... interesting obtain locations, or you gave yourself a Pokémon that's not found in its found location using debug, you can change its text to look like it came from that place.
    • Expanded "Teach move" Selection - A new feature added since Debug, Rejuvenated 2.0 (it was not listed in the changelog because i forgot), the "Teach move" sub-option now gives you the ability to choose a move by ID, name, or list (original and Type-based). The list itself now also displays the ID, Type, and category of each listed move.


    Party Menu Debug features that will not be implemented in future versions (and thus remain exclusive to 1.1) include:

    • Signature Move Tutor - Your Pokémon can now learn most of the Legendaries' signature moves, even moves that fail on Pokémon other than their intended users like Dark Void and Hyperspace Fury. Additionally, some of Rejuvenation's own signature moves, particularly those of Gym Leaders, are included.
    • Built-in Move Relearner - Somewhat of a redundant feature, but pretty handy for when you run out of whatever the local Relearner wants. (In hindsight, it really did feel like a redundant feature.)

     

     

    To use this mod, simply download the file/s below, extract it if it's a ZIP or RAR file, and move the file/s to the [Game Folder]/Data/Mods folder. Mods folder not existing? Simply make one.

     

    This mod is obviously not compatible with other Debug Mode mods that modify pbPokemonDebug and/or pbDebugMenu.

     

    Changelog:

    Spoiler

    v2.3 /// beta state | March 28, 2025

    • Dummy moves are now excluded from selection when debugging in moves
    • The nickname is now shown alongside the species name if a Pokémon was added via Full Customization
    • Fix error in "search by move name" whenever there is no move found that matches the input
    • Removed Angie instead, because I somehow ran out of Indriads to remove

    v2.2 /// beta state | March 27, 2025

    • Pre-Mega now resets after changing a Pokémon's species
    • Starting EXP from adding Pokémon (via Full Customization) is now properly set when changing to species of different growth rates
    • Removed two Indriads, hopefully

    v2.1 /// beta state | March 23, 2025 (ninjapatched)

    • Re-added "Pre-Mega Switch" and "Modifiable Obtain Text"

    v2.0 /// beta state | March 2, 2025 (ninjapatched)

    • Updated to Rejuvenation V13.5
    • Revamped some of the user interface
    • Some text is now ✨colorized ✨. Even the options themselves. it came at the cost of my sanity, time, and your computer memory so i am very sorry if your rejuv becomes chrome 2.0
    • Added "Full Customization" in "Add Pokémon"
    • Renamed "Permission Level" to "Debug Level"
    • Renamed "Manage Mystery Egg" to "Mystery Egg Modifier"
    • Other Mystery Eggs are now supported by the "Mystery Egg Modifier"
    • Renamed a certain feature
    • "Removed" (read: not ported) "Pre-Mega Switch" and "Modifiable Obtain Text"
    • Removed (for real) Signature Move Tutor and Move Relearner in Party Debug
    • Removed Indriads. Yes, Indriads, plural. apparently he cloned himself multiple times and id rather not know how he did it

     

    v1.1 | March 13, 2023

    • Replaced Generate Specific ID's six methods with a single custom version
    • Removed Indriad

    v1.0 | March 12, 2023

    • Added new features to Debug Mode
    • Removed Indriad


    This mod also uses a custom version of @Aironfaar's Generate Specific ID mod (the original Reborn version is found here), which has a single unified menu for ease of use instead of a chain of menus. This custom version does not have a "random" option because "Randomise pID" exists.


    Known Issues:

    • Debug, Rejuvenated 2.0+ may (or may not) use up more memory than what is typical of a Rejuv script mod when using certain features. though i could pin the blame on the massive atrocious code that i whipped up for this mod
        

    NOTE: A Reborn Evolved account is required to download the mod.

    Debug, Rejuvenated 2.3 /// βeta state (for Rejuvenation V13.5):

    (unzip the archive's contents into your rejuv's mods sub-folder)

    Debug, Rejuvenated 2.3.zip

     


    Debug, Rejuvenated 1.1 (for Rejuvenation V13):

    (if it has issues, use this edited version instead, but idk why you would be in V13 when we're already at V13.5)

    Debug, Rejuvenated 1.1.rb

     

     

    i am not ready for v13.5 v14 yet jan dont do this to me

    "The Engineer is a bloody- Sentry- (absolute-comedy.wav)" -Demoman TF2

    • Like 3
  5. Disclaimer:

    Spoiler

    The mod's concept is not exactly new. This mod is directly inspired by Metapod's No Haxx / 100% Accuracy mod, with an entirely different way of implementing it. 

     

    Did you feel infuriated when that Cinderace of yours missed a High Jump Kick and straight-up died just because it missed? Irritated when your Togekiss for some godawful reason misses Air Slash 4 times in a row (true story) and Just Not™ able to flinch hax at all? Want to burn a threatening opponent while dealing high damage using Inferno, but just can't because of its paltry 50% accuracy? Do you want to run Dynamic Punch on your Machamp while also trying to run Guts + Flame Orb on it without DPunch missing most of the time?

     

    If your answer to any of the four is yes, Pristine Accuracy is for you.

     

    This mod simply does what it does best: set almost all attacking moves' accuracy to 100%. Because otherwise if it's not 100% accuracy, then it's definitely 50% accuracy. accuracy and evasion stages still matter though

     

    Take note that it does not, however, increase the accuracy of:

    • Status moves
    • Variable-damage attacks with no set base damage (e.g. Seismic Toss, Crush Grip, Magnitude)
      • Variable-damage attacks with a set base damage like Eruption are affected by the mod (though in Eruption's case, it's pointless)
    • Moves with unavoidable accuracy (e.g. Aerial Ace, Snipe Shot, Flower Trick)
    • One-Hit KO moves (e.g. Fissure, Sheer Cold, Guillotine)

     

    Exception/s to the above restrictions:

    • Dark Void (restores it back to 80%, its original accuracy)
      • because let's be real, the accuracy nerf is too much; the darkrai-only restriction is already enough to stop smeargle.

     

    So what the difference between Metapod's 100% accuracy mod and Pristine Accuracy?

    • It is modular. Replacing data files is not needed. The mod is written in Ruby and does not rely on game-specific data (for the most part). This means that it doesn't care if you prefer to play vanilla or modded, or are playing on Reborn or Rejuv; it simply applies the changes all the same. Also possibly compatible across different future versions (and probably different games), but that's to be tested upon. and as it turns out, it is in fact forward compatible. to an extent.
    • It is compatible with Reborn, Rejuvenation, Desolation, and even Azure Act 2 altogether. No need to compile all the PBS files or modify the scripts and make a copy for each of the three games, just download one copy, Ctrl-C Ctrl-V it if you want, and be done with it.


     

    This mod is compatible with:

     

    All other mods, games or versions are untested for compatibility, so see if something works with this mod and what doesn't.


     

    To install this mod, just download the mod from below and place it into one of the following, depending on game or version:

    • Reborn E19.16/E19.17, Rejuvenation, Desolation, and Azure: (Game Folder)/Data/Mods
    • Reborn E19.5: (Game Folder)/patch/Mods

    If the Mods folder doesn't exist, just make one and paste/move the mod in it.

     

    Changes:

    Spoiler

    v1.3 | March 19, 2025

    • Dark Void's accuracy is now 80%
    • If debug console is open, the mod will now show you the changes in moves' accuracies (enabled in Desolation, Rejuv V13.5+ and Reborn E19.5+; disabled in all other cases)
      • This feature is also backported to v1.2 in case you don't want to deal with the Dark Void buff

    v1.2 | March 2, 2025

    • 100% accuracy is now correctly displayed in Reborn E19.5 and Rejuvenation V13.5

    v1.1 | March 12, 2023

    • Solved the issue of incorrect accuracy being displayed in the summary in Desolation

    v1.0 | March 11, 2023

    • Most attacking moves' accuracy have been set to 100%

     

    Also, reporting all other issues regarding the mod is recommended. After all, bugs can happen in areas where people least expect it.

     

     

    NOTE: A Reborn Evolved account is required to download the mod.

    v1.3 Download (the version with Dark Void buff):

    Pristine Accuracy 1.3.rb

     

    v1.2 Download (the version without Dark Void buff):

    Pristine Accuracy 1.2.rb

     

     

     

    make dark void great again

     

    • Like 4
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