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Karvanha

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Everything posted by Karvanha

  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. This error is actually caused by the battle music mod. The bug has been fixed, and you can get the patch here:
  6. 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]
  7. 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)
  8. 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:
  9. 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
  10. 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
  11. Such passwords already exist. See https://pokemon-reborn.fandom.com/wiki/Passwords#Difficulty_Altering
  12. 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
  13. These are some custom shiny sprites which were included in the previous download for Reborn, for anyone who wants to use them:
  14. 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. No need to overwrite anything. Compatibility: Should be compatible with almost all other mods. For Reborn v19.0.16:
  15. @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
  16. 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!
  17. There is an update! Themes for Aster & Eclipse and for Solaris have been added, and some other themes changed.
  18. Yes. The ability to loop music is built-in to the RPGMaker engine. All you need to do is specify two values labelled "LOOPSTART" and "LOOPLENGTH" in the metadata of an audio file (the audio file needs to be OGG however), and RPGMaker will make it loop using the given values whenever it's played in-game. The hard part is finding where exactly the audio should loop. I had to listen carefully to the parts around the looping points many times over to find the right ones. Initially, one track took me almost an hour, but it got faster as I got more familiar with the process, although some tracks were still harder to loop than others (I hadn't worked with Audacity before so that was probably a factor too). It was still not too hard for me since the themes I worked on were already from official Pokemon game OSTs and thus had quite clear parts where they were supposed to loop. As I said earlier, I found out about this from the mod by @TheTGU. You can also read this page on the RPGMaker forums for a more detailed guide (it uses an older version of Audacity but is helpful nonetheless). Also if anyone else wants to do this themselves, I'd recommend learning some of the basics of Audacity before you start editing (unlike me), it'll save you a lot of time
  19. Yeah originally I also thought of finding a different Asgore remix to replace the old one, but I haven't found any that actually fit Solaris (even after including the ones you shared here). The old theme was definitely the best of all these for him, but I'm not sure if it was even that fitting. I think Asgore's theme makes you feel sorry a little, but you are not supposed to feel sorry for Solaris, especially not in the situations in which he battles you. I also listened to the other theme you suggested, but idk, it sounds kinda horror? Like, it does not convey the immediate threat that Solaris is supposed to. Tbh I think Battle- Dramatic itself is a good fit, but I guess Cynthia's theme has also become kinda cliche over the years. Anyway, I can see that many people want to have a new theme for Solaris, so rest assured it's gonna be there in the next update. I have no problem adding back the old theme if I can't find a better one. Maybe something like Chairman Rose (as suggested earlier by @Vilrose) could work. You can suggest any others you feel are good too! (sorry for the late reply btw, it's hard to find time outside of weekends these days)
  20. I'm really glad to hear you enjoyed it! All credit goes to the people who made the previous versions, since most of the themes are still from there. And don't worry, you're not the only one who likes to get immersed in a game like this
  21. They both work fine for me. My guess is that your software couldn't convert the .wav file to .ogg properly (that might also explain why it is quiet at the start for you). I'll share you the working file for the first song. If what I said is actually the case, for future .wav conversions, you can use an audio editor like Audacity (or just any non-shady Android app haha)
  22. You're saying you just finished exploring the desert, so I assume you haven't beaten Titania yet? Amaria is fought after Titania. To get to Titania's Gym, you have to solve the Scrapyard puzzle
  23. There's another update! The main change in v1.7 is that I have converted all the legendary themes to looping versions! This means that when played in-game, the legendary themes will now play the intro only once and then loop over the main part seamlessly, as they do in the official games. (This also allows me to cut on file sizes because now there is no need for extra loops within the audio files.) If you still don't know what I'm talking about, play one of the updated legendary themes from your Pokegear's Jukebox, and try to find where the track ends (you won't be able to (hopefully)). I learned that this was possible because of @TheTGU's Looping Battle Music Mod, so much thanks to them! The reason I converted only the legendary themes is because, since all of them are tracks that were made to be played in-game, they all have clear points where they are supposed to loop. Not all the character themes have this, and converting only some of them would make the others feel out-of-place. But most of the character themes are quite long anyway, so it's not as much of an issue for them as it was for the legendary themes. Not to mention, doing this does take me some time, and 40 more themes would be quite a lot for me lol.
  24. Sorry it took me a while to reply. As you might know, this pack is based on an earlier one, which has been around since 2017. Most of the character themes have been taken from there, and I'm not too keen on changing the ones that have been there since the start. Your suggestions are all good, but I don't think they are all really necessary, because I'm not sure if other people will also prefer them over the current ones. This goes for suggestions in general. I can't make the changes unless I think they are really needed. Everyone has different preferences, so I'm mostly just aiming for 'good enough' anyway. That said, you are of course free to change the tracks for yourself. If you are making substantial changes to the pack (especially with the legendary themes) AND think those changes would be preferred by many other people too, I have no problem with you posting your own version of the pack here or in a new thread. The only trouble with that is that it might cause people to be conflicted with which of the packs they should install. Btw one thing I will say is, you shouldn't think too much of the themes in terms of the characters they were originally meant for (cuz otherwise we'd be trying to find an analogous video game character for every major character in Reborn). It's true that the legendary themes don't exactly fit in with all the remixes used in the rest of the game, and some might say they're aged, but I think it's more about the nostalgia value. I thought about using remixes instead too, but I feel like that misses the whole point of using their own themes for them. (Also finding ~20 more remixes sounded like much work.) I am already using tracks from ORAS. Maybe I'll include the ones from BDSP too. (Though other than that, I don't like the idea of having to update the themes whenever they get remixes in future games.) Battle themes in Legends Arceus have a different vibe than ones from the other main series games, I'd say.
  25. Thanks for your feedback, and I'll keep your suggestions in mind for the next update
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