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Karvanha

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Posts posted by Karvanha

  1. No no what I meant was that this mod specifically can be converted into a 'modular' mod, which means you just have to put it in the Data/Mods/ folder and not have to replace any files, and it will be compatible with almost any other mod.

     

    On 11/11/2022 at 1:06 AM, Tsungi said:

    Also, I assume their base Special Attack is supposed to be 112? The other stats seem to as high as intended, but for whatever reason Special Attack isn't and is fixed at Furfrou's original total.

    Actually the stats in the brackets are in the order of HP, Attack, Defense, Speed, SpAtk, SpDef

  2. @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

    • Like 1
  3. 5. Underwater: Pokemon do not get KO'd when Acid Downpour is used to transform the Field into Murkwater Surface.

    Spoiler

    PokeBattle_Battler accounts only for Sludge Wave, Acid Downpour probably needs to be handled similarly in PokeBattle_ZMoves.

     

    6. Burning Field: Pokemon aren't prevented from being frozen.

    Spoiler

    In PokeBattle_Effects, in def pbCanFreeze?, there is just no condition for Burning Field. Also, 3 of the lines look like this and I don't think they are supposed to:

        return false if self.ability == PBAbilities::LEAFGUARD && @battle.FE == PBFields::FORESTF
        return false if @battle.FE == PBFields::FLOWERGARDENF && @battle.field.counter>0
        return false if @battle.FE == PBFields::SWAMPF && !(self.moldbroken)

     

    7. Factory Field: Motor Drive is not boosted here, and is boosted on Short-Circuit Field (opposite of how it should be according to the Field Notes).

    Spoiler

    In PokeBattle_Move, in both def pbStatusMoveAbsorption and def pbTypeModMessages, ShortCircuit is mentioned instead of Factory.

     

    8. Mirror Arena: Magic Bounce does not raise Evasion when bouncing back entry hazards.

    Spoiler

    Probably needs to be handled for each of the entry hazards in PokeBattle_MoveEffects.

     

    9. Corrosive Mist and Cave: During mist explosion/cave collapse, Endure makes the user not take any damage, instead of making it survive at 1 HP.

    Spoiler

    In PokeBattle_Field, def mistExplosion looks something like this:

            combustdamage = i.totalhp
            for j in PBStuff::INVULEFFECTS
              combustdamage = 0 if i.effects[j]  == true
            end
            next if combustdamage == 0
            next if PBStuff::TWOTURNMOVE.include?(i.effects[PBEffects::TwoTurnAttack])
            next if i.pbOwnSide.effects[PBEffects::WideGuard]
            next if i.ability == PBAbilities::FLASHFIRE
            next if i.effects[PBEffects::SkyDrop]
            combustdamage -= 1 if i.effects[PBEffects::Endure] || i.ability == PBAbilities::STURDY
            i.pbReduceHP(combustdamage) if combustdamage != 0
            i.pbFaint if i.isFainted?

    Because INVULEFFECTS includes Endure, combustdamage is first set to 0, and then the Endure line just makes it -1.

    Same situation for def caveCollapse. Also, Endure is not supposed to do anything during mirror shattering on Mirror Arena, but because it is in INVULEFFECTS, it makes the user not take any damage there too.

     

    10. Fairy Tale Field: Spiky Shield gets a move boost indicator even though it does not get any boosts from the Field.

  4. 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!

  5. I found most of these errors while looking at the scripts, so I have also mentioned in spoilers what I think should be the fixes for the errors.

     

    1. Super-Heated Field: Base power of moves like Surf is decreased by 0.5625x instead of 0.5x.

    Spoiler

    [In PBFieldEffects.rb] The error is in the move-specific multiplier, which should be 0.556 instead of 0.625.

    :MOVEDAMAGEBOOST => {
    0.625 => [PBMoves::SURF, PBMoves::MUDDYWATER, PBMoves::WATERPLEDGE, 
                        PBMoves::WATERSPOUT, PBMoves::SPARKLINGARIA, PBMoves::HYDROVORTEX, PBMoves::OCEANICOPERETTA],
    1.667 => [PBMoves::SCALD, PBMoves::STEAMERUPTION]},

     

    2. Crystal Cavern: Secret Power can't burn.

    Spoiler

    [In PokeBattle_MoveEffects.rb] In the code for Secret Power, the Crystal Cavern condition needs to be "rnd>1" instead of "rnd>2" for it to be able to burn.

    when 9,19,25
      rnd=0
      loop do
        rnd=@battle.pbRandom(6)
        break if (@battle.FE == PBFields::RAINBOWF && rnd != 5) || (@battle.FE == PBFields::WASTELAND && rnd<4) || (@battle.FE == PBFields::CRYSTALC && rnd>2)
      end

     

    3. Flower Garden Field: Sweet Scent does nothing at Stage 1 and Stage 2.

    Spoiler

    [In PokeBattle_MoveEffects.rb] Stage 1 and Stage 2 have simply been skipped in this block in the code for Sweet Scent.

    if @battle.FE == PBFields::FLOWERGARDENF
      case @battle.field.counter
        when 2
          for stat in [PBStats::EVASION,PBStats::DEFENSE,PBStats::SPDEF]
            ret = opponent.pbReduceStat(stat,1,abilitymessage:false, statdropper: attacker)
          end
        when 3
          for stat in [PBStats::EVASION,PBStats::DEFENSE,PBStats::SPDEF]
            ret = opponent.pbReduceStat(stat,2,abilitymessage:false, statdropper: attacker)
          end
        when 4
          for stat in [PBStats::EVASION,PBStats::DEFENSE,PBStats::SPDEF]
            ret = opponent.pbReduceStat(stat,3,abilitymessage:false, statdropper: attacker)
          end
      end

     

    4. Not exactly a Field Effect error, but the move Camouflage always fails if it were to transform the user into Normal-type.

    Spoiler

    [In PokeBattle_MoveEffects.rb] It's because of this block in the code for Camouflage (dunno why it's there in the first place).

    if type==0
      @battle.pbDisplay(_INTL("But it failed!"))
      return -1
    end

     

    I'll reply to this thread if I find any other such errors.

  6. 2 hours ago, CrystalStar said:

    hi! may i ask as to how you made all these looping capable?

    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

    • Like 1
  7. On 9/15/2022 at 4:39 AM, Rockdo said:

    Hi!

    I saw in another post that Solaris' theme was missing, since no one could find it. I did some digging for a few hours but sadly didn't find an exact match. What I did find, though, were some similar remixes of Asgore's theme. It's not much, but maybe one of them can serve as a placeholder until the correct one is found?  Also added another song that, although not a remix of Asgore, I thought would fit the situations you fight Solaris in.

    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)

  8. 1 hour ago, Dred said:

    You need to rename the save file to whatever save slot you're on, so it would be just Game.rxdata
    But since idk how joiplay save loading works, here is the same file I sent, with the fix, named to the original file you sent, see if that works.

    Saves work exactly the same on Joiplay as on PC afaik, except that the saves are stored in the game folder itself.

     

    1 hour ago, BlackWINGmast3r said:

    I'll mess with this more tomorrow, and see if I can somehow overwrite my old file like you're saying. I've tried a few different things to no avail. I will post here again if i figure something out, or have more questions. (If you're available) thank you for your time, stranger, you're awesome for helping!

    So, your latest save file is called 'Game.rxdata' (if your files are sorted alphabetically, it will be separated from the other save files by Game.dat, Game.exe and Game.ini, so I can see how you missed it). The file you sent is probably your second last save file.

    Now the game always loads the file called 'Game.rxdata'. So you have to take the fixed save file sent by @Dred, rename it to Game.rxdata, and place it in your game folder, after you have renamed your current Game.rxdata to something else (don't delete it yet!). If this save is close to where you stopped playing, you can do a little catch-up. Otherwise you can send the previous Game.rxdata and maybe they will be able to fix it too

  9. On 9/2/2022 at 11:26 PM, Pemseles said:

    Hey so idk why but the mod for me isn't working, like in-battle there is no music at all. This only happens when I manually replace the music with something else. The way I did this is simply take a different .ogg file, rename it to the theme I want it to replace and place it in the game files. The .ogg file i'm using plays fine outside of the game, but it won't play in-game for some reason. I tried replacing the one I want with another .ogg file, and it suddenly works. Is there some behind the scenes audio manipulation causing this to happen? (the only thing i can think of is the fact that the audio file is initially quiet, but starts playing music shortly afterwards idk)

    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)

  10. 11 hours ago, Hairou said:
      Reveal hidden contents

    I finished the game following the Lin Reshiram Determination path, the one where you make all the good choices but lose to Lin´s Arceus and the save file "Annas Wish" is created. Then I decided to ignore that save file and finish the game in my actual save file, soIi captured all legendaries, pokemon lvl 150, etc. So when I finished the game I wanted to check the "Annas Wish" save file to see how the story changed. After defeating Lin and watching the other ending, I saved and it overwrote my original save file. I thought that because "Annas Wish" was a save file it would be like literally another save, but it overwrote the original one and I lost everything I had up to the point where you just start getting the legendaries. Did I really just lost everything i did from that point? :(

     

    You switched to the other save file by naming it 'Game.rxdata' right? In that case, what did you name the file that used to be Game.rxdata before that?

     

      

    10 hours ago, CMK said:

    Can you... put some of that outside the spoiler window? I just got a save error, and want to know if we share the same issues here, but at the same time got scarred by that first sentence.

    You should report your error in a separate thread. There is no 'error' in the case of the OP

  11. On 8/24/2022 at 10:48 PM, Yumechan said:

    So i just finished up in the desert with mirage tower. I know Im supposed to go to amaria's gym now but the door is closed to the gym. How do I get this to open?

    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

  12. 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.

    • Like 1
  13. On 8/17/2022 at 10:21 PM, Vilrose said:

    I would have posted the folder here, but given that the vast majority of the folder comes from you, that it's your post, and that you plan other updates, I prefer to ask your opinion.

    I don't want to appropriate anything, I just want to bring another stone to the edifice.

    If you want the file, I can give it to you, along with the list of changes I made to it.

    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).

     

    On 8/17/2022 at 10:21 PM, Vilrose said:

    I was hesitant to go for remixes of the fights against the legendaries for their respective fights in Reborn.
    The OSTs of the original games are good, but have aged.
    Renewing them might be a good idea.

    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.)

    On 8/18/2022 at 2:26 AM, Fayt_Bouleouve said:

    That's a good idea.  How about using the latest OSTs from the latest games? Like the gen 3 and 4 remakes, and/or Legends Arceus?

    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.

  14. 8 hours ago, Fayt_Bouleouve said:

    The game requires .opp audio files.  When I converted some of the .mp3 files that came with the ep18 battle music pack and renamed them to get properly referenced, they didn't play at all.  I was wondering if there's a proper way to get audio files into compatible .opp format for Reborn.

    That's strange, it shouldn't matter which tool you use to convert the files. As long as the extension of your file is '.ogg' (even if it's actually an mp3 file with just the extension changed), the game should recognise it. Maybe it's because you were using the wrong extension ('.opp' instead of '.ogg')?

  15. If you don't have it already, you can get the Protect TM from the Nightclub in the North Obsidia Ward (it's open from 8 PM to 4 AM). I think that'll be pretty useful.

    Tropius learns Air Slash at Lv 36, you can level it up to get it and then use a Common Candy. You can get Fire Pledge for your Monferno from the tutor near the Gym in Lapis Ward.

    For items, you can buy Oran Berries and Persim Berries on the 2nd floor of the Dept. Store, and Eject Buttons and Red Cards on the 3rd floor. These can also be pretty good if used well.

    Hope some of that helps!

    • Like 2
  16. 9 hours ago, Zantix said:

    are there locations for the spirits and the eeveelutions?

    The locations for the Eeveelutions are as mentioned by people above, but at the point you are, you cannot pet Umbreon, Glaceon and Espeon. So if you missed them earlier, you can't complete the quest.

    You only need to defeat any 15 out of the 25 spirits in Victory Road to get both the Choice Band and Choice Scarf. There is a guide for it here:

    https://docs.google.com/document/d/1kCgmfV8u33_zVK9KnDc8O4-ec6ejj_l3SOo3zqDNCr0/edit
    (You also get three Z-Crystals for defeating 15 spirits, so you might want to do it even if you go for the trade)

  17. 3 hours ago, OrigamiPhoenix said:

    That pivot into Manectric trick should work, assuming any setup works well enough. Recommendations?

    I don't remember what I did for the fight myself, but right now my first thought is Flygon with Dragon Dance (level up), Earthquake (level up) and Fire Punch (tutor in Agate Circus). You can find Trapinch on Route 2 in the morning. As long as your lead for the Eustace fight is a Pokemon that Manectric would use an Electric move on, you can switch or even sac it, use DD with Flygon on the turn the Manectric has to switch out, and just pick OHKO's from there.
    Of course, this is just one of the options, but it's the easiest one I can think of

  18. I can't recommend any specific Pokemon since I don't know which ones you have, but I'd say try focusing down one of the trainers and taking out all 3 of their Pokemon first. You might notice the Pokemon in that first battle are all easy to outspeed, so a set-up move like Swords Dance would be pretty good, and Protect (which is always useful in a Doubles battle) might allow you to bait the opponents with one of your Pokemon while you set up with the other.
    As for Eustace, since his lead is Choice-locked, you can also bait it and switch for a free set-up turn (i.e., by leading with a Pokemon weak to one of its moves and switching into one that resists it; also the Hidden Power is Ice).

    Tell us if you need specific Pokemon suggestions

  19. On 7/23/2022 at 8:09 PM, Crickzilla said:

    Hmm, Did I forgot to suggest the theme for Anomaly Naganadel? I'm not sure if the Arceus theme for the true final battle was needed.

    Naganadel is a different kind of anomaly than the rest (the battle is basically VS Lin) so I think we can leave it as is, and yes, the Arceus theme was not needed, which is why I did not include it

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