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Karvanha

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Reborn Development Blog

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Everything posted by Karvanha

  1. Editing Pokemon directly is a bit tedious, as you have to get the PBS files, edit them and then compile. An easier way is to add a new form for the Pokemon in the MultipleForms.rb script (it's easy to figure out by looking at the other examples there), but you will need Debug to access the forms in-game
  2. The pack in this thread is for V12, you can find a V13 compatible version here:
  3. I have updated it, you need to download the new version
  4. Yes, it should be compatible (as long as the mod doesn't add new trainers, which I don't think it does), but you need to install this after that one Edit: It isn't fully compatible actually. A compatibility patch has been added in the main post
  5. Should be fixed now, please download it again
  6. Not right now. I know nothing about Rejuv's scripts, and they are going to be changed drastically with v13.5 anyway, so I'd rather wait till then.
  7. Thought I should say, there is also a version for Desolation now
  8. Yes, adding forms was possible by only modifying the MultipleForms.rb script in the old codebase, but now you also need to edit montext.rb and compile it. (As you might have noticed, montext.rb also contains data for all forms.) So I think if you edit both of those, you should have no issues. You can put the edited MultipleForms.rb in the Mods folder, but mons.dat will have to be replaced still.
  9. Which files exactly are you putting in the Mods folder? The montext.rb, movetext.rb, etc. files need to replace the original files in the Scripts folder, because the compiler will always look for them in those locations. The compiled files (mons.dat, moves.dat, etc.) also need to replace the original files in the Data folder because that's where the engine looks for them when running the game. The Mods folder is only for scripts that add/modify code.
  10. Well for some reason I wanted to fix the bug and it seems I was successful (also fixed an issue with not being able to evolve into Maneon), so here is a better functioning version of the mod: https://drive.google.com/file/d/1J5dn1AlGBTw-UybYBfIG2DGyac586vn6/view?usp=sharing Just drop the contents of the unzipped folder into your Pokemon Reborn folder and replace files when asked.
  11. It is not meant to be compatible with Rejuvenation, because its scripts are a little different from Reborn's at the moment, and the sprite format is also different. I think the script base is going to be unified in the future though, so if I update it then, it should work for both games. So look forward to that I guess
  12. This error is actually caused by the battle music mod. The bug has been fixed, and you can get the patch here:
  13. There was a bug in the previous update. Sorry about that! It has been fixed in the main download, and you can patch it easily too. Just replace the previous file with this one (in Pokemon Reborn/Data/Mods/): [there was a patch file here]
  14. Yes. The Froakie will have a 50% chance of having Battle Bond. And you can always change Torrent/Protean to Battle Bond by using a Red-Hots (Red-Hots are available as soon as you reach the Obsidia Ward, which is much before you will have a Greninja)
  15. What you're changing is not the save folder, but the folder from which game-specific scripts are loaded. If you want to change the save folder, try this method described by Ame:
  16. Afaik, the abiltext.rb file does not perform any function in the current version of the game. You also shouldn't have to edit anything in PokemonSummary.rb. So after adding the ability to PBAbilities.rb, you have to add the ability and its description in the abilities.txt PBS file, and then compile it. Ask again if you don't know how to compile the PBS or if you need screenshots
  17. v1.10! This version removes the need to replace any map files, and instead comes with a script file which can just be placed in the Mods folder. It does remove the option to switch between the default and custom themes, but it also allows me to change the music in some instances where I could not before. For people updating from a previous version of the mod, make sure to remove the Map821, Map826, Map828 files that came with the old version of the mod, and replace them with the ones from the vanilla game. They're no longer required in the new version of the mod, so it's better to remove them to avoid any clashes
  18. Such passwords already exist. See https://pokemon-reborn.fandom.com/wiki/Passwords#Difficulty_Altering
  19. The sending-out animation is disabled for the player's side, but not for the opponent's side. Probably an oversight, should definitely be fixed. For now, you can take this file: PokeBattle_ActualScene.rb and replace the file with the same name in your Pokemon Reborn/Scripts/ folder. Don't need to delete any PNG files for this, just need to have the Photosensitive option turned on
  20. These are some custom shiny sprites which were included in the previous download for Reborn, for anyone who wants to use them:
  21. Thanks to @Aephiex for creating the original E18 version of this mod, to @BurstNeon for the initial E19 port, and to @TailsDoll2537 for help with the sprites! This mod simply adds Ash-Greninja to the game. Battle Bond is available normally to Greninja as a third ability and can be acquired by using Abiliy Capsules. Downloads: Reborn (v19.5): https://drive.google.com/file/d/1dpRBQ19OX5_f_EjWvrTSLG28MFGFljFL/view?usp=sharing Rejuv (v13.5): https://drive.google.com/file/d/1q5dO5tBwp_WvWMWkc8KlmixA6Z0clgkP/view?usp=drive_link Deso (v6.0): https://drive.google.com/file/d/1c25I_T-SsDwPTbk3xI0b6dKwBqs_G6dI/view?usp=drive_link Installation: Unzip the .zip file, drop the contents into your game folder and merge. If you're using the mod for Rejuv/Deso, you'll have to overwrite the existing graphics while merging. Compatibility: Should be compatible with almost all other mods. Slight compatibility issue with the All Gen mod for Reborn (on v19.5): To use this mod with All Gen, you'll have to rename the "Ash-Greninja Mod.rb" file to "ZZZ Ash-Greninja Mod.rb" (this makes it so the file gets loaded after the All Gen overrides in the Mods folder, so that both mods work). For Reborn v19.0.16:
  22. @lookingalittlegoth Here, use this trainertypes.dat and place whichever track you want for Arceus in the BGM folder, with the name 'CLBattle- Arceus' (make sure it's an OGG file!) Edit: Oh wait sorry I forgot the music for that battle actually can't be changed through just the trainertypes file... Edit 2: I now know how to do it, so if anyone reading this wants this, hit me up again
  23. A couple things in the Move Type Display mod: - The type of Judgment/Multi-Attack is always shown to be the same as the current type of Arceus/Silvally. However, the moves actually consider the Plate/Memory held by the user above the form of the user. For example, if an Arceus holding Sky Plate rolls Ground type on New World, its Judgment will still be Flying-type, but the mod shows it as Ground-type. Although yeah, if it did not hold a Plate, then Judgment would be the same type as it (that's a Reborn-specific thing). - Judgment, Multi-Attack and Techno Blast don't show any differences when on the moveset of Pokemon other than Arceus, Silvally and Genesect, respectively. These moves change their type according to the Plate/Memory/Drive held by the user even if it's not one of the Pokemon mentioned above. This is only relevant for very rare cases with Mimic or Transform etc. though, so not actually a problem. Also the mod does not affect Natural Gift and Revelation Dance (and Aura Wheel), maybe you can add those too if possible? Thanks for this mod btw!
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