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Karvanha

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Posts posted by Karvanha

  1. On 2/22/2024 at 7:04 AM, OculusDrake said:

    Hello!  If it's okay, do you have a compatibility patch with Allgen that uses your old version of the mod?  I prefer the old music for Cain, Solaris, Arclight, etc.

    You can just replace the new music files with the old ones yourself. I don't actually have the old music files with myself right now, but you can get them pretty easily from the old music pack thread at https://www.rebornevo.com/forums/topic/32981-reborne18-and-rejuvenationv12-battle-music-packs/ (you would have to convert the files from mp3 to ogg, but simply changing the file extension works too :P)

     

    On 3/5/2024 at 6:46 PM, JacobBasque said:

    I can't get it to work with all gen even when I put the corresponding trainertypes.dat

    Can you elaborate on the problem?

  2. On 2/18/2024 at 11:10 PM, blastex_20089 said:

    is this mod safe to unistall? because whenever i try to use online play i get this message, which was to be expected tbh

    Screenshot 2024-02-18 113937.png

    Sorry for being so late!

    Yes, all 3 versions of the mod are safe to uninstall (where by uninstalling I mean reversing all the file changes), as long as you make sure none of your Pokemon have the Battle Bond ability before uninstalling.

    I've added this to the main post too

  3. On 12/11/2023 at 8:33 AM, jepups said:

    Hey thanks for this! If I use this mod, how will future updates to the game work? (will I need to redownload the mod, will updates cause crashes, etc?). And also, does this work with mac? This is for rejuvenation btw

     

    It's best to just reinstall the mod every time you update the game (no need to delete anything, just replace existing files). I will try to update the mod to match the latest version of the game, but even if you just use the current version of the mod, there should be no crashes.

    I have never used the Mac version of the game, but I'm fairly sure it should work as long as the files are placed in the correct locations

  4. @bihh3024 The cause of the error is the fact that you've made :DefaultForm correspond to a hash (as in :DefaultForm => {PBItems::MANECTITE => 0}) instead of an integer (as in :DefaultForm => 0). If you want to use a hash for the DefaultForm, you'll have to modify the "makeUnmega" function in the PokemonMultipleForms.rb script

  5. 2 hours ago, fifi185 said:

    This is all the mods, i forgot to say i have the UI mod from pyrolusite but i dont think there is a problem in this because it's only UI what modify. And the rest of mods is from reatomized and your battle music pack. If i forgot one from another mod, sorry for this :P

    So as far as I know, the error you encountered is caused by one of two things: either having another copy of the Magnetic Lure Upgrade mod in your Mods folder (which does not seem to be the case here), or some kind of incompatibility of this mod with Haru's move relearner mod. Although I don't know the exact cause of the incompatibility, there is a pretty simple fix for the issue. Just download this file and replace the previous one in your Mods folder: HMD - Learnset & Relearn.rb

    This version will be included in the next update of Reatomized so you don't have to worry about it in the future

    • Thanks 1
  6. 55 minutes ago, Amare said:

    Short version: there never was a league.

    There definitely was a league (some replays exist on YouTube: https://youtube.com/playlist?list=PL45C4A0457A48D84E), it's just that the leaders weren't actually real people.

    The league probably stopped because Ame didn't have time to manage the league after she started developing the game. It's better if you just read Ame's dev room dialogue, all your questions are answered there. If you don't know what the dev room is: In the postgame you can go to the Director's Office in the Grand Hall basement area and talk to the computer to open a second secret room

    • Like 1
  7. 14 hours ago, damage2023 said:

    They don't work with the berries, I tried the sitrus berry on my snorlax and the mod didn't work u.u

    Both versions work fine for me. I should clarify just in case, the items are regenerated (in Advanced version) only if they are consumed by Pokemon in battle, not when you use the items on Pokemon manually. Does that solve your problem?

    • Thanks 1
  8. Eggs are coded to retain their parents' forms when they can (just like evolutions) so I don't think you can get a Battle Bond form by breeding a normal one. The 50-50 will be rolled only when you catch it in the wild or receive it as a gift.

    That's why I added the functionality of changing forms with an item for the Ash-Greninja mod for Reborn. You could also make the 50-50 roll occur for eggs by tinkering with the code in PokemonDayCare.rb I think.

    Edit: I had a look, I think the following should work:

    Spoiler

    Changing this line:

      egg.form = mainparent.form unless egg.species == 479

    to this:

      egg.form = mainparent.form unless [479,PBSpecies::FROAKIE].include?(egg.species)

     

  9. 10 minutes ago, Rule9730 said:

    What does randomly generated forms mean? is there a mon like spinda with 4 billion forms instead of patterns?

    Yeah no Spinda does not actually have forms like that lol. I'm talking about like Unown and Flabebe (if you make the mod also consider cosmetic forms), and other Pokemon that can appear in more than one form in the same area (in base game there's only Marowak in Mirage Tower, but mods like Reatomized have more)

  10. One solution is to manage the sensitivity itself. You can go to to Pokemon Reborn/Scripts/, open the file called Game_Player_.rb and go to line 442:

          @waiter = ($speed_up ? 5 : 1) if @lastdir!=dir && Graphics.frame_count-@lastdirframe != 1

    Here you can try increasing the values inside the parentheses (the 5 is for when you're in speed-up mode, the 1 is for when you're not) till you are able to turn without moving

  11. Magnetic Lure Upgrade

    Spoiler

    This mod makes the Magnetic Lure also consider the forms of the Pokemon you've obtained, instead of just the species. The mod does not affect Pokemon that have no forms outside of battle or those that have only purely cosmetic forms* (like Flabebe and Unown).

    *If you want such forms to be affected too, you can just open the file in any text editor and comment out line #8 (by placing a "#" at the beginning), like so:

      #return false if CosmeticForms.include?(species)

     

    If you are using this mod on an existing save, note that the data for owned forms is created only after the mod is installed; so even if you have caught some of the affected Pokemon before installing the mod, you will have to catch them just once more for the mod to consider them owned. For example, if you have already caught a Kantonian Geodude, the Magnetic Lure will not filter either Kantonian or Alolan Geodude right after installing the mod, but once you catch another Geodude, the Magnetic Lure will start filtering the form you just caught. This is not a problem for reinstallations though, since the data is stored in your save itself.

     

    Download: https://drive.google.com/file/d/18_wgtw5H1QuVglNm4rXEf66XC2pouvdD/view?usp=sharing

     

    Consumable Item Replenisher

    Spoiler

    There are two versions of this mod: Basic and Advanced.

     

    Basic: This version makes it so that at the end of a battle, if any of your Pokemon has consumed its held item and you have more of the item in your bag, the item is taken from your bag and given to the Pokemon again automatically.

    Download: https://drive.google.com/file/d/1PKzG1eFQVDB9N6mlzl9RwqBilPQrdBkV/view?usp=sharing

     

    Advanced: This version makes it so that consumable held items are returned to your Pokemon at the end of a battle regardless of whether you have more of the item in your bag or not.

    Download: https://drive.google.com/file/d/1lwgXl3-1A8wPqR2yfj498rI86Ea3G5zx/view?usp=sharing

     

    Dynamic Speed Mod

    Spoiler

    This mod implements the dynamic speed mechanic for double battles introduced in Gen 8 (think Prankster Tailwind), by making turn order get recalculated after every move.

    (There's a very small quirk: If a Pokemon's Quick Claw activates but it doesn't get to be the first Pokemon to move, the Quick Claw will have no effect at all in that turn.)

     

    Download: https://drive.google.com/file/d/1yK54vSHrW2pTyt49f4HrcExiKXU1V56q/view?usp=sharing

     

    Installation is the same for all the mods: Place the files in the Data/Mods/ folder and you're good to go.

     

    Also all of these should be compatible with most other mods.

    • Like 9
  12. On 5/28/2023 at 2:17 AM, bautirengl said:

    after a whole afternoon i found out how lol. if anyone has the same problem (unlikely) feel free to ask

    I'm curious, what did you have to do?

     

    Edit: I know now. For anyone else wondering, you have to uncomment line 2075 (which says "pbCompileTypes") in Compiler.rb

  13. 13 hours ago, AsNKrysis said:

    Hey man, hope you're doing well. I took it upon myself to make a working version for Rejuvenation v13.0.5 and used some of your code to do it. I was wondering if I could have the permission to release that with the next update of my Rejuvenation mod, along with the sprites you used for your Ash Greninja mod. I'll credit you properly, of course.

    Sure!

  14. 10 hours ago, PetiteSnowman said:

    I put the PBS folder in the game folder and it's still still crashing whenever I hit compile data.

    Does the PBS folder contain all the files that it came with? And are you sure you're using the correct game's PBS? If yes, you should share the error message you're gettiing

  15. 3 hours ago, PetiteSnowman said:

    Hi! How exactly do you compile the game files? I booted the game in debug mode but it only shows Compile Text, Compile Trainers, Compile Items, Compile Moves, Compile Data (No Maps) and Compile Data. And every time I hit compile data the game crashes. 

    You need to put the PBS folder inside your game folder before you select one of those options

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