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Aironfaar's Mod Box [E18.1][Updated: 2018-12-12]


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In this thread, you will find my mods for Pokémon Reborn E18.1. While this thread just contains my already existing mod packs updated to the game's new version as of now, I decided to organize my mod

Additional Options Download: v12 - 2018-12-12 https://drive.google.com/file/d/1WMfLFn0mc730yW7TihTRJ4SI-qg1I4A8 Older versions:   Installation: Extract the Mods folder and i

Miscellaneous Modular Mods Download: v3 - 2018-08-18 https://drive.google.com/file/d/1GnTK6_cmFfU5HNSYxNXUrWN6CNH3ApxP Older versions:   Installation: Extract the Mods folder and

Posted Images

Additional Options

Download: v12 - 2018-12-12

https://drive.google.com/file/d/1WMfLFn0mc730yW7TihTRJ4SI-qg1I4A8
Older versions:

 

Installation:

Extract the Mods folder and its content to <Pokémon Reborn install path>\Data.

If you don't want to use one of the options, remove the corresponding files from the Mods folder. Read the "Description of the options" section to find out which option comes with which file. AMB - AddOpt.rb is the master file required to actually add the options to the Options menu, so don't delete that.

 

Uninstallation:

Delete the Mods folder in <Pokémon Reborn install path>\Data.

If you want to keep using other mods using the same modular approach, only delete the files that came with this mod.

 

Description of the options:

Spoiler

Additional Options isn't an actual option, just a separator. Every option below that was added by this mod. If you don't see this option, the mod isn't properly installed and none of the other options will appear.

Files: AMB - AddOpt.rb

 

Show Debug Menu enables you to use the Debug menus that Pokémon Essentials offers from the Pause menu and Pokémon inspection menu respectively without playing the game in debug mode. I have tried to eliminate the possibility of the game crashing by blocking the use of certain debug menu functions, but tampering with some of the things you can do there can still ruin your in-game progress and even your current installation of Reborn, especially if you're not entirely sure what you're doing. Use this with caution and definitely save your game before you do. With this out of the way, setting this option to Pause Menu makes the "main" Debug menu accessible from the Pause menu, setting it to Pokémon allows you to access the Pokémon debug menu from any menu that allows you to view a pokémon's summary (i.e. from your team and the storage screens), while Both makes both of them accessible. You need to close and re-open the Pause menu to make the Debug menu appear in it after enabling it. By default, the visibility of Debug menus is Off.

Files: AMB - AddOpt_DebugMenu.rb

 

Exp. Scaling: Factor is an integer between 0 and 100 by which the experience gain of a pokémon in combat is multiplied.

Files: AMB - AddOpt_ExpScale.rb

 

Exp. Scaling: Divisor is an integer between 1 and 100 by which the experience gain of a pokémon in combat is divided.

Files: AMB - AddOpt_ExpScale.rb

 

Exp. Gain Past Cap is what's also known here as the Insurgence mod, plus more. The Default setting has every pokémon gain combat experience regularly. Setting this option to One will cause pokémon with a level greater or equal to the current obedience cap to receive only 1 experience point per defeated opposing pokémon, whereas Zero will completely nullify experience gain for these pokémon.

Files: AMB - AddOpt_ExpScale.rb

 

EV via Exp. Share is an option for the ExpShareFullTeam mod from Waynolt's SWM modular modpack [E18]. That mod's default behavior is to share no EV with pokémon that didn't participate in battle when experience is shared among the whole team. With this option, you can decide whether you want non-participants to gain EV along with shared experience (On) or not (Off).

Files: AMB - AddOpt_ExpShareEV.rb

 

Exp. Share Formula is another option for the ExpShareFullTeam mod from Waynolt's SWM modular modpack [E18]. It allows you to switch between the experience sharing formulae from Generation I (Classic) and Generation VI+ (Modern) as described here (Bulbapedia).

Files: AMB - AddOpt_ExpShareFormula.rb

 

Fishing Base Bite % allows you to set the base chance of a bite when fishingto an integer between 0 and 100. This base chance can still be changed as normal by using a better rod or having pokémon with the abilities Suction Cups or Sticky Hold on your team.

Files: AMB - AddOpt_GoneFishing.rb

 

Auto-Hook Fishing lets you to choose whether you need to press a button when you get a bite while fishing (Off) or not (On).

Files: AMB - AddOpt_GoneFishing.rb

 

Additional Mining Cost is an option for the MiningForRich mod from Waynolt's SWM modular modpack [E18]. It's an integer between 0 and 100 that sets the base cost of the additional mining hits that the mod allows the player to make.

Files: AMB - AddOpt_MiningForRich.rb

 

Rock Smash Encounter % allows you to set the chance to encounter a pokémon after smashing a rock with Rock Smash wherever that can spawn wild pokémon. You can choose an integer between 0 and 100, where 0 means a 0% chance and 100 a 100% chance for an encounter. The default value is 25, which is Reborn's default chance for this.

Files: AMB - AddOpt_RockSmashEncounters.rb

 

Text Input Style allows you to select how you want to enter text (e.g. names). You can choose between the default Keyboard entry and the gamepad compatible Classic symbol selection board as seen in the handheld games.

Files: AMB - AddOpt_TextInput.rb

 

Show Unreal Time Clock gives you the ability to choose how the UnrealTime mod from Waynolt's SWM modular modpack [E18] behaves and doesn't do anything on its own. You can set the UnrealTime clock to be Always On, which is UnrealTime's default behavior, to show while in the Pause Menu Only, or to Never show.

Files: AMB - AddOpt_UnrealTimeClock.rb

 

Unreal Time: Time Scale allows you to decide how fast time passes with the UnrealTime clock from Waynolt's SWM modular modpack [E18] and doesn't do anything on its own. The integer between 1 and 50 you can set determines how many minutes pass in-game within a minute in real life.

Files: AMB - AddOpt_UnrealTimeTimeScale.rb

 

Walk Through Walls is just what it says. By default, it is Off, but can be set to be always On or to work when pressing and holding CTRL while moving.

Files: AMB - AddOpt_WalkThroughWalls.rb

 

Reordering the options:

Spoiler

The options are loaded into the game in alphabetically ascending order of the files they are part of; the order showcased in the description block above is the default order. If you want to change it, you can do so by renaming the .rb files accordingly. For example, if you have only ExpScale, ExpShareEV and ExpShareFormula installed and want Exp. Share Formula to appear above the options from ExpScale with EV via Exp. Share at the bottom, you'll have to rename the .rb files like this:

 

AMB - AddOpt_ExpShareFormula.rb -> AMB - AddOpt_1-ExpShareFormula.rb

AMB - AddOpt_ExpScale.rb -> AMB - AddOpt_2-ExpScale.rb

AMB - AddOpt_ExpShareEV.rb -> AMB - AddOpt_3-ExpShareEV.rb

 

This is just an example; you can choose any name you want as long as you keep the file ending as .rb and maintain the alphabetical order. Upon updating the mod, however, you'll have to delete the renamed files and create your preferred order again.

 

Changing the order of options that come from the same file requires some lines of code within the files to be swapped. Plugging options from other files between such options requires yet some more work. I recommend you only do that if you know enough about programming to identify what needs to be done until I come up with a more convenient way to do all that (which I can't guarantee to happen - sorry!).

 

Changelog:

Spoiler

v12 - 2018-09-05

- NEW: AMB - AddOpt_UnrealTimeTimeScale.rb, as implemented by @Waynolt

 

v11 - 2018-09-05

- NEW: AMB - AddOpt_WalkThroughWalls.rb, as suggested by @guardianknight

- FIXED: AMB - AddOpt_GoneFishing.rb - fixed the Auto-Hook Fishing option that previously didn't work; thanks for reporting, @Alisae and @Pozyher!

 

v10 - 2018-08-23

- NEW: AMB - AddOpt_GoneFishing.rb

- CHANGED: AMB - AddOpt_DebugMenu.rb - collecting an egg from daycare via the Debug menu now uses the new egg collection handling, allowing you to collect even with a full party

 

v9 - 2018-08-18

- FIXED: AMB - AddOpt_RockSmashEncounters.rb - fixed a bug that crashed the game; thanks for the bug report, @Pozyher!

 

v8 - 2018-08-17

- UPDATED: ALL the files - starting with this release, Additional Options is for E18

- CHANGED: ALL the files - new naming convention for mod files; if you still have it installed, please remove all of this mod's files before installing this version!

 

v7 - 2018-03-30

- NEW: AdditionalOptions-RockSmashEncounters.rb

 

v6 - 2018-03-11

- NEW: AdditionalOptions-MiningForRich.rb

- FIXED: AdditionalOptions-ExpScale.rb - pokémon that didn't participate in battle and aren't affected by an Exp. Share won't receive experience and EV anymore; thanks for the bug report, @AbsoluteTempest!

 

v5 - 2018-03-11

- NEW: AdditionalOptions-DebugMenu.rb

- CHANGED: AdditionalOptions-ExpShareEV.rb - made "Off" the new default value after freshly installing this mod; the change doesn't affect you if you've already used it

 

v4 - 2018-02-21

- NEW: AdditionalOptions-UnrealTimeClock.rb

- CHANGED: ALL the files - changed the mod's internal structure so that AdditionalOptions.rb won't have to be updated for every new or changed option; thanks, @Waynolt!

 

v3 - 2018-02-20

- NEW/CHANGED: AdditionalOptions-ExpScale.rb - added Insurgence mod functionality

- CHANGED: AdditionalOptions.rb - added support for the new option

 

v2 - 2018-02-14

- NEW: AdditionalOptions-ExpScale.rb

- CHANGED: AdditionalOptions-TextInput.rb - made the code more failsafe (I guess)

- CHANGED: AdditionalOptions.rb - added support for ExpScale and cleaned up the code a little

 

v1 - 2018-02-10

- initial release

 

Compatible mods:

Spoiler
  • Any mod that doesn't change the Scripts.rxdata file
  • Any mod that doesn't add more files to the Mods folder (although this should be compatible with all of those currently around; I'll add more information about this in the future)

 

Thanks to:

The whole Pokémon Reborn team for creating and continuing to work on this wonderful fan game, obviously!

@Sardines for helping me with some things I didn't understand about Ruby when starting to fiddle around with mods for this game.

@Waynolt for accomodating my modifications and, more importantly, bringing a modular approach to mods to Pokémon Reborn.

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Miscellaneous Modular Mods
Download: v3 - 2018-08-18

https://drive.google.com/file/d/1GnTK6_cmFfU5HNSYxNXUrWN6CNH3ApxP
Older versions:

 

Installation:

Extract the Mods folder and its content to <Pokémon Reborn install path>\Data.

If you don't want to use one of the options, remove the corresponding files from the Mods folder. Read the "Description of the options" section to find out which option comes with which file. AMB - AddOpt.rb is the master file required to actually add the options to the Options menu, so don't delete that.

 

Uninstallation:

Delete the Mods folder in <Pokémon Reborn install path>\Data.

If you want to keep using other mods using the same modular approach, only delete the files that came with this mod.

 

Description of the mods:

Spoiler

EggWaitingIcon makes an egg icon appear in the upper left corner of the screen when an egg is waiting for pickup in the Daycare. It becomes visible upon the first step a player takes after the egg has been generated.

Files: AMB - Misc_EggWaitingIcon.png, AMB - Misc_EggWaitingIcon.rb

 

FabulousTransformation changes the way Transform and Imposter handles shininess. Instead of copying the target pokémon's shininess, the transforming pokémon keeps its own shininess even when transformed.

Files: AMB - Misc_FabulousTransformation.rb

 

GenerateSpecificID is less a mod for regular use and more a proof of concept I originally created for E16, i.e. way before my Additional Options mod, and ported to E17.1 as a modular mod just because I can. Ha. It adds a function to the EV/IV/pID section of a pokémon's Debug menu that allows you to generate a pID for the pokémon so that it natively has the nature, ability, gender and shininess you enter. This doesn't allow you to give a pokémon an ability or gender it can't normally have. Also, to use it, you'll have to find a way to access the game's Debug menu.

Files: AMB - Misc_GenerateSpecificID.rb

 

LearnPrevolutionMoves lets the move relearner teach a pokémon the moves of its prevolutions. As a side effect, this means you can also, for instance, have a level 19 Ivysaur "relearn" the move Razor Leaf, which it normally learns at level 20, at the expense of a Heart Scale because Bulbasaur would have learnt it at level 19.

Files: AMB - Misc_LearnPrevolutionMoves.rb

 

Changelog:

Spoiler

v3 - 2018-08-17

- NEW: AMB - Misc_FabulousTransformation.rb (Thanks for giving me the idea and possibly manipulating me into creating this, @DreamblitzX. 😜)

 

v2 - 2018-08-17

- UPDATED: ALL the files - starting with this release, Additional Options is for E18

- CHANGED: ALL the files - new naming convention for mod files; if you still have it installed, please remove all of this mod's files before installing this version!

 

v1 - 2018-03-30

- initial release

 

Compatible mods:

Spoiler
  • Any mod that don't change the Scripts.rxdata file
  • Any mod that doesn't add more files to the Mods folder (although this should be compatible with all of those currently around; I'll add more information about this in the future) 

 

Thanks to:

The whole Pokémon Reborn team for creating and continuing to work on this wonderful fan game, obviously!

@Sardines for helping me with some things I didn't understand about Ruby when starting to fiddle around with mods for this game.

@Waynolt for bringing a modular approach to mods to Pokémon Reborn.

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18 minutes ago, Blackbeared said:

So I'm curious as some of these options are what I'm looking for. Is this compatible in conjunction with the SWM modular pack ? Or in how much is it compatible ?

Should be fully compatible, uses the same structure

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3 hours ago, DreamblitzX said:

Should be fully compatible, uses the same structure

So I should be able to use ALL of these mods TOGETHER with SWM then, I know some are duplicates but just curious :P. Only mainly looking for the exp thingie that doesn't let you overlevel 🙂 . But I might use others ofcourse 🙂

 

Edit: Just tried, jup can use em easily 😛 .

Edited by Blackbeared
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Hello there,

Firstly i would like to say thank you for updating your mods to E18.Unfortunately for me, the rocksmash encounter ratio mod doesnt work.Eveytime i use rocksmash the game crashes and a message pops up(see below).When i delete the rocksmash mod then rock smash works.Im using your mods plus waynol't mod in case thats the issue.

Message that pops up:

Spoiler

 

Is there a way to fix this?I dont NEED the rock smash mod but it would be nice to have nonetheless.Thank you in advance.

EDIT:Forgot to mention that location in not the issue.I have tried rocksmash on pretty much every area that offers rocks and the same message appears.

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6 hours ago, Blackbeared said:

So I should be able to use ALL of these mods TOGETHER with SWM then, I know some are duplicates but just curious :P. Only mainly looking for the exp thingie that doesn't let you overlevel 🙂 . But I might use others ofcourse 🙂

 

Edit: Just tried, jup can use em easily 😛 .

Yeah, as of now, they are all compatible. Also, there are no duplicates - those that seem like they might be merely allow you to configure Waynolt's mods, these options are pretty much a collaboration. 🙂

 

3 hours ago, Pozyher said:

Hello there,

Firstly i would like to say thank you for updating your mods to E18.Unfortunately for me, the rocksmash encounter ratio mod doesnt work.Eveytime i use rocksmash the game crashes and a message pops up(see below).When i delete the rocksmash mod then rock smash works.Im using your mods plus waynol't mod in case thats the issue.

Message that pops up:

  Hide contents

Screenshot_2.png.e1c682a06e35b3b85ae36b549e9ac5ba.png

Is there a way to fix this?I dont NEED the rock smash mod but it would be nice to have nonetheless.Thank you in advance.

EDIT:Forgot to mention that location in not the issue.I have tried rocksmash on pretty much every area that offers rocks and the same message appears.

Oof, thanks for the bug report! I'll look into it.

EDIT: Whoops, I accidentally caused that bug in a really stupid way. Fixed, about to upload this.

EDIT2: Uploaded.

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Just now, ArcBolt27 said:

will there ever be plans to port these mods over to rejuvenation when v11 gets released or................?

When I get around to play Rejuvenation myself, I'll probably port the mods over unless someone else has done that by then. Right now, however, I can't afford to play more than one Pokémon game - not enough time, sadly. Sorry! :(

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How do I use the Auto-hook option? Can't seem to understand how to change to code in the .rb file for it to work.
Edit: Nevermind. Realised I don't need to change the code, just change the things in the options menu. Cheers for the great mod!

Edited by aaramdev
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2 hours ago, Waynolt said:

Hi!
Little problem: when someone links this thread, the preview shows an error message.
 

To fix this, @Pozyher should delete the uploaded image and @Aironfaar should upload a better one for the preview (it doesn't matter where; only the upload date matters).

Sorry wasn't aware of it.I deleted the the uploaded image.

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18 minutes ago, Aironfaar said:

Does the preview simply use the latest image posted in the thread, no matter who posted it where in that thread?

Copy/paste of the answer a mod gave me when I asked the same thing:
 

Quote

The reason why what you did ([uploading an image in the first post to replace the error message shown in the preview]) didn't work is that for some idiotic reason the way the preview picture is determined is chronological rather than whether it is in the thread (these usually align but it makes life difficult for people like you). We have no way to manually change this, so what I did was go through the thread and delete any picture attachments in people's posts, as they had all been addressed and generally didn't have anything other than a picture of a no method error. 

So, if you want to change around the picture now to get something that works a bit better with the preview, whatever you post in the first post/ elsewhere should become the preview image, provided you delete your old one and no-one else posts in the interim. 


Essentially, @mde2001 had to go through every post and delete everything uploaded just so I could set a preview image.
After that, it stayed as the preview image because it was the oldest one still uploaded in the thread.
Uploading an image now should prevent this problem from happening - well, it's a problem assuming that it would bother you, of course. 😛

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hi am from the other thread and can someone add walk through walls option to the mod pack because the warp to map option can get abit of a problem

 

 

edit hi its me again and i have a problem with the walk through walls mod when i hold ctrl it wont turn the walk through walls on and i also tested it to be sure if it worked and it dont bye the way great job but i think that you should test them before you put it in so this error don't show up again but that is how games work you make it with the least amount of errors to create the game or mod

Edited by guardianknight
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2 hours ago, Waynolt said:

Copy/paste of the answer a mod gave me when I asked the same thing:
 


Essentially, @mde2001 had to go through every post and delete everything uploaded just so I could set a preview image.
After that, it stayed as the preview image because it was the oldest one still uploaded in the thread.
Uploading an image now should prevent this problem from happening - well, it's a problem assuming that it would bother you, of course. 😛

Whew... Thanks for that explanation! I have no idea what kind of picture to put up, though, as I'm artistically inept. Guess I'll have to find something, because previewing with error messages is not rad, lol.

 

1 hour ago, guardianknight said:

hi am from the other thread and can someone add walk through walls option to the mod pack because the warp to map option can get abit of a problem

I'm afraid I have to disappoint here; I have no idea whether that is possible with the RPG Maker XP, and if it is, how it could be done. A quick research I just did didn't turn up with anything conclusive, but maybe that's just 12 am between work days syndrome. I think I'd better go to bed now... ^^"

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11 hours ago, Aironfaar said:

I'm afraid I have to disappoint here; I have no idea whether that is possible with the RPG Maker XP, and if it is, how it could be done. A quick research I just did didn't turn up with anything conclusive, but maybe that's just 12 am between work days syndrome. I think I'd better go to bed now... ^^"

Patience you must have young padawan, and find the answer you will. 😛

(It's in the game already, activated in the script "Game_Player_", line 252)

 

Quote

I'm artistically inept

Me too 😄

If you
can't think of anything at all, then maybe you could upload an image containing 1 pixel of transparency (or even 1 pixel of the forum's background color) - at least it will prevent the preview from showing error messages.

If instead you can think of something but don't know how to draw it, then write it: maybe someone can help you. 🙂

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5 minutes ago, DemICE said:

This mod doesn't seem to add any additional options to me and  a friend that tried it...

clearly u didnt look at the changelog because if you did you would have noticed 1 was added

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On 8/28/2018 at 11:26 AM, Waynolt said:

Patience you must have young padawan, and find the answer you will. 😛

(It's in the game already, activated in the script "Game_Player_", line 252)

Thanks for pointing me at that line! I didn't have time to look into it properly, but not having to hunt for whether there's lines of code for that already makes it a ton easier. I'll tackle that once the information that it's weekend and I can relax a little properly reached my brain, ha...

 

On 8/28/2018 at 11:26 AM, Waynolt said:

Me too 😄


If you can't think of anything at all, then maybe you could upload an image containing 1 pixel of transparency (or even 1 pixel of the forum's background color) - at least it will prevent the preview from showing error messages.

If instead you can think of something but don't know how to draw it, then write it: maybe someone can help you. 🙂

That transparency idea is quite a good one. I think I'll to that, at the latest upon updating the mod next. Which should be soon, considering I want to try implementing that walk through walls thing.

 

On 8/29/2018 at 6:24 PM, Alisae said:

Yo I don't think Auto-Hook Fishing works

On 8/30/2018 at 4:33 PM, Pozyher said:

I think i have the same problem as Alisae.Whether it's on or off i still need to press a to hook the mon.

Whoops... You're right, it doesn't work as of now. I confused some things I wanted to do when I wrote that module and somehow ended up with redundant code that basically adds nothing new. (Wait, that last bit of the previous sentence was redundant, too...)

It'll be fixed with the next update, which I intend to put together tomorrow. (Still have to actually code the fix, otherwise I'd upload it immediately.) Fingers crossed.

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On 9/8/2018 at 7:12 PM, Angelkitsune said:

um...can you please tell me how to use the text input style, like I want to change a sentence which button should i press.

What do you mean by changing a sentence? I'm not sure I understood what you mean. All the Text Input Style option does is allowing you to choose whether, whenever the game prompts you to enter text (like when naming your character or pokémon), you do so using your actual hardware keyboard or a "select letter by letter using the cursor keys" on-screen keyboard, like in the original games (which is pretty handy when you play with a gamepad and don't want to grab the keyboard anytime you catch a critter).

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