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Everything posted by Fae Witch
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mod Reborn PULSE-3 Mod (Pokemon can have multiple abilities at once)
Fae Witch replied to Fae Witch's topic in The Mod Market
To make such a mod compatible with the PULSE-3 mod, you'd either need to work off the PULSE-3 mod's montext, or you'd need to do a replaceall in your mod's montext to replace all lines starting with ' :GrowthRate => ' with ' :PulseAbilities => [], :PulseExclusions => [], :GrowthRate => ' Then you'd need to add :STALL to Sableye's :PulseExclusions array, :KLUTZ to the :PulseExclusions arrays of Buneary, Lopunny, Woobat, Swoobat, Audino, Golett, Golurk, Stufful, and Bewear, and :TRUANT to Durant's :PulseExclusions array. Edits to the other somethingtext.rb scripts that need to get compiled shouldn't have any affect on the mod. If you make additions or modifications to the AI or battle stuff in your mod's implementation, you'll need to look at the PULSE-3 mod's code to see if it edits the same method or function. -
mod Reborn PULSE-3 Mod (Pokemon can have multiple abilities at once)
Fae Witch replied to Fae Witch's topic in The Mod Market
This mod was made to be implemented in my Reborn-like fangame, which uses Reborn as its base. Basically I wanted people to test this so when I added it in as a password in my fangame it would work. The Reborn team, the makers of the Rejuvenation Gen 9 mod, and the members of the Reborn Community Cooperation Initiative (which I am a part of) are currently working together on implementing Gen 9 into the codebase, as in adding code to handle Gen 9 abilities, moves, and such. So this mod will be made compatible with Gen 9 shortly after this update is released. I'll obviously need to update this mod to v19.6, and I'll probably wait until someone releases a mod that has all the gen 9 Pokemon actually added (Rejuvenation's montext is formatted differently and I don't want to deal with that). As for making it just generally compatible with mods that add more Pokemon? I guess I have a solution for that, but it's not a clean one. I'd have to make a Ruby Script that reads the montext.rb file, finds all lines starting with ' :GrowthRate => '. replaces them with ' :PulseAbilities => [], :PulseExclusions => [], :GrowthRate => ', runs compileMons (which compiles Pokemon information), then tells the player the game needs to be fully closed and reopened in order for all Pokemon to be made PULSE-3 compatible (the cache needs to be cleared in order for the newly compiled information to be loaded, which means that the game needs to be fully closed and reopened), then it needs to close the game, and then needs to rename itself to add something like .disabled at the end so that it doesn't run again. I'm not sure if that last part is possible since it would need to run after the game has closed itself, but it would be pretty easy to get around that part by have the code that actually calls the functions doing all that stuff in a separate file which would be renamed instead, so that I could do that before closing the game. -
If you're talking about space it takes up on the hard drive or SSD, then it'd be less than a gigabyte
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mod Reborn PULSE-3 Mod (Pokemon can have multiple abilities at once)
Fae Witch replied to Fae Witch's topic in The Mod Market
Beta V0.09 Bug Fix Update Changelog Fixed bug caused by pbIsPhysical not being provided any arguments Added LAWDS PULSE-3 code for Zoroark crest (it not being there caused an error, and it was more convenient for me to add the code in now than to remove all Zoroark Crest code now and then re-add it when I make the Rejuvenation port. Fixed bug that stopped Swift Swim from working Moved on faint effects from where they are in LAWDS to where they are in Reborn 19.5 to prevent error Updated download is in the main post -
mod Reborn PULSE-3 Mod (Pokemon can have multiple abilities at once)
Fae Witch replied to Fae Witch's topic in The Mod Market
Beta V0.08 Bug Fix Update Changelog 1. Fixed bug where abilities that change the type of a move (Glaciate, Normalize, Pixillate, etc.) wouldn't work. They now work. Updated download is in the main post -
mod Reborn PULSE-3 Mod (Pokemon can have multiple abilities at once)
Fae Witch replied to Fae Witch's topic in The Mod Market
Fix to the LAWDS Macho Brace Reborn Port Fixed bug where selecting a nature would give you a different nature than what you selected. LAWDS Macho Brace Reborn Port - Fix.zip -
mod Reborn PULSE-3 Mod (Pokemon can have multiple abilities at once)
Fae Witch replied to Fae Witch's topic in The Mod Market
Beta V0.07 Content Update Changelog 1. Added Klutz to the PULSE exclusions of all Pokemon with the Klutz ability, meaning that PULSE-3 Pokemon will not longer have Klutz. 2. Added Truant to the PULSE exclusions of Durant, so Durant will no longer have Truant when it's a PULSE-3 Pokemon Updated download is in the main post -
mod Reborn PULSE-3 Mod (Pokemon can have multiple abilities at once)
Fae Witch replied to Fae Witch's topic in The Mod Market
Beta V0.06 Content Update Changelog: 1. Implemented field abilities Pickup, Super Luck, and Compound Eyes Updated download is in the main post -
mod Reborn PULSE-3 Mod (Pokemon can have multiple abilities at once)
Fae Witch replied to Fae Witch's topic in The Mod Market
Beta V0.05 Bugfix Changelog: 1. Fixed bug that happened whenbattling a trainer with a power of alchemy Pokemon 2. Made it so moxie doesn't run twice I'm gonna make a github repository for this so I don't forget what change I made again Downloads have been updated -
mod Reborn PULSE-3 Mod (Pokemon can have multiple abilities at once)
Fae Witch replied to Fae Witch's topic in The Mod Market
I updated the credits, Moto and Haru are not the original creators, they're just the ones LAWDS got their code from, Azery and demICE are the original creators Sorry to Azery and demICE for not crediting you when I should have, that was my bad. -
mod Reborn PULSE-3 Mod (Pokemon can have multiple abilities at once)
Fae Witch replied to Fae Witch's topic in The Mod Market
Beta v0.04 Changelog Bug Fix: There was an error when a Pokemon's Moxie tried to activate due to some LAWDS code. The part of the LAWDS code causing the issue was removed. Updated download is in the main post -
mod Reborn PULSE-3 Mod (Pokemon can have multiple abilities at once)
Fae Witch replied to Fae Witch's topic in The Mod Market
Beta v0.03 Changelog Fixed bug with Forewarn causing error (though one that could be skipped and battle would continue like normal) Updated download is in the main post -
mod Reborn PULSE-3 Mod (Pokemon can have multiple abilities at once)
Fae Witch replied to Fae Witch's topic in The Mod Market
Beta v0.02 Changelog Fixed AI bug that caused an error and stopped battle from progressing. Cause: LAWDS AI code that dealt with PULSE stuff but that I don't think is relevant to non-LAWDS Edit: Updated download is in the main post -
mod Reborn PULSE-3 Mod (Pokemon can have multiple abilities at once)
Fae Witch replied to Fae Witch's topic in The Mod Market
I realized I forgot to add a Google Drive download link, there is one now. -
I have been working on a PULSE-3 Mod, a port of the PULSE-3 password from Rejuvenation's LAWDS mod, which is now working and is ready for beta. PULSE-3 allows ALL the abilities a Pokemon is capable of having to be on a Pokemon at once. So, for example, Azumarill with PULSE-3 active would have Huge Power, Sap Sipper, and Thick Fat, while Slaking, which only has a single ability, would still only have Truant, and Blaziken, which has two abilities, would have both Blaze and Speed Boost. This mod adds PULSE-3 for both your own Pokemon and opposing Pokemon separately, so you can toggle each individually. As such, they are both off by default, and you need to enable them as passwords. 1. pulse3me enables PULSE-3 for wild/gift Pokemon and allows you to use Ability Capsules to toggle PULSE-3 on your Pokemon. 2. pulse3opp makes it so all opposing Pokemon have PULSE-3 3. pulse3 is a group password that enables both pulse3me and pulse3opp What is the second attached file/download? The LAWDS Macho Brace Reborn Port? In the LAWDS mod for Rejuvenation, the Macho Brace allows the user to edit the EVs, IVs, Nature, Ability, and Hidden Power type of their Pokemon at will. This ports that over. To use, get a Macho Brace. If you didn't have one before, getting one will put it in your Key Items slot. Then, once you have a Macho Brace, select it then press use, then select the Pokemon you want to use it on. Okay, cool. Why is it here? That's because not only is this mod compatible with PULSE-3, it also allows you to toggle whether a Pokemon is PULSE-3 or not, like an ability capsule, except not consumable. This only works if you have the pulse3me password enabled. This mod is incompatible with any mods that do the following: 1. Add new Pokemon or forms 2. Edit existing Pokemon or forms 3. Add or edit the Inspect menu 4. Add or edit the Pokemon Summary menus 5. Edit how abilities (as a whole) work 6. Add or edit passwords 7. Edit how Ability Capsules work This mod may be incompatible with any mods that do the following 1. Edit battling 2. Edit how specific abilities work 3. Edit or add secondary aspects of moves, such as Knock Off knocking items off Pokemon, or False Swipe not knocking out Pokemon, or Nuzzle paralyzing a Pokemon 4. Edit or add status moves 5. Any mod that edits how ability-interacting moves (such as Transform and Role Play) work. THIS MOD IS CURRENTLY IN BETA PHASE I've only done the most basic of tests, I haven't tested moves or abilities that interact with abilities, such as Role Play, Trace, or Transform. Please tell me if you notice any bugs or get any errors (as long as they relate to this mod). Additionally, most of the code for this mod was taken from LAWDS (Credit to them), so some ability interactions might not be the intuitive way they'd interact, due to LAWDS prioritizing difficulty over faithfulness to Pokemon mechanics, while I'm doing the opposite, prioritizing faithfulness to Pokemon mechanics (as far as I can when implementing something not in Pokemon) over increased difficulty. As such, if you notice any strange ability interactions (with other abilities, items, fields, or moves), please tell me so I can figure out if I want to change it or not. Credit goes to LAWDS and its developers (who made the code I based my own off of), wingdings (The LAWDS developer who I believe is the one that actually wrote LAWDS's PULSE-3 code, is the one that gave me permission to use their code, and also helped me find some issues in the mod), Moto and Haru (who LAWDS got the PULSE-3 code from), Azery and DemICE (the original creators of PULSE-3) Discord thread on Reborn Evolved Discord Server Installation: Extract the contents into your Reborn directory. As in, the patch folder inside the zip file should be put into your Reborn directory (the same folder your Game.exe is). Your patch/Data folder should now have a mons.dat file, and your patch/Mods folder should now have a Pulse3 Reborn.rb file. PULSE-3 Download: https://drive.google.com/file/d/1e2fw2k1KxNvZr9JtnbwhpTkSclCyVo2Q/view?usp=drive_link Installation: Same as above, but your patch/Data should have an items.dat instead of a mons.dat, and your patch/mods should have a LAWDS Macho Brace Reborn Port.rb file instead of a Pulse3 Reborn.rb file. LAWDS Macho Brace Reborn Port Download: https://drive.google.com/file/d/1wWa5a-c5a8grXd947EFcp5pl1MtmJ4mO/view?usp=drive_link LAWDS Macho Brace Reborn Port - Fix.zip PULSE-3 Mod Reborn Beta V0.09.zip
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fangame Pokemon Deviation / Kanto Rebornification Project (WIP)
Fae Witch replied to Fae Witch's topic in Fan-game Exposé
Progress update I've gotten permission to use literally anything I want from Reborn, as long as I give credit, and I started working on the game a few days ago. I've been using Pokemon Zero (which is free to use as long as I give credit) as a base alongside Reborn and the Rejuvenation Gen 9 mod (which I also got permission for as long as I give credit). I've finished the intro and have made good progress on Pallet Town. I've been delayed on Pallet Town because I keep running into script stuff I need to do first, like converting Pokemon Zero's trainer data into something Reborn's code base can use. I'll almost certainly finish Pallet Town today, or at least the early-game portion of it, there is some post-game stuff that I think I disabled.- 6 replies
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If you were to become the protagonist of one of the Reborn-like games, which would you choose? You can choose which player you'll become. You have all their powers and talent, and will start as skilled at all aspects of being a Pokemon trainer as you were in those aspects in video game Pokemon. You can use passwords, but the following are banned: field passwords, freemegaz, anything that lowers opponent levels, EVs, or IVs, passwords that solely debuff opposing trainers without buffing the player, nobattles/storymode, yoink (snag machine password), and debug Note: For Reborn, while you'll be an actual person and not merely an avatar for the player, you'll retain the powers that the protagonist had as an avatar for a player (save and load, pausing, HUDs, etc.). This does mean you don't get any increase in talent, since canonically the protagonist had the talent of the player.
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Also, I fixed it so vsTrainer will install correctly onto Aevia instead of Aevis for Rejuvenation
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- desolation
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Changelog: Edited vsTrainer1.png Fixed shading, I'd previously forgotten to give the added hair over her eye a shadow Changed mouth to a smile/smirk I moved her nose a pixel to the right Increased elevation of chin slightly because her mouth is closed now
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fangame Pokemon Deviation / Kanto Rebornification Project (WIP)
Fae Witch replied to Fae Witch's topic in Fan-game Exposé
Progress update: I've asked Ame (Reborn's creator) about what I'm allowed to use from Reborn, as soon as I have the answer I'll make the Github repository for the fangame- 6 replies
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fangame Pokemon Deviation / Kanto Rebornification Project (WIP)
Fae Witch replied to Fae Witch's topic in Fan-game Exposé
Thank you so much! This looks like it'll be super helpful- 6 replies
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fangame Pokemon Deviation / Kanto Rebornification Project (WIP)
Fae Witch replied to Fae Witch's topic in Fan-game Exposé
It hadn't even occurred to me that it might be easier to start from scratch. After thinking about it though, I think it would be best, at least for the initial version (v1) of the game, which is only gonna be Fire Red/Leaf Green with Reborn/Rejuv mechanics, to use the map pack as a base. Hopefully by the time we start v2 we'll have other people who've joined our team that can help with map making, since neither MattDank or I are experience enough with map making to make anything remotely as nice as the maps from Reborn, Rejuvenation, or Desolation, even if we use their tilesets. I have also looked into getting permission to use the maps of the Kanto Re-Creation Project instead, though the creator has yet to respond to my email. It has a much nicer design than base Kanto and would probably be a much better starting point.- 6 replies
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MattDank and I have started development of a Pokemon Fangame titled Pokemon Deviation, though we're also calling it the Kanto Rebornification Project. It's a Rebornification of the Kanto Pokemon games. The game will be set in the same universe as Pokemon Reborn, and is intended to have a Reborn/Rejuvenation/Desolation-like feel, story, characterization, and with mechanics taken from those games. We're using Pokemon Zero's map and trainer data, Reborn's codebase, and some code from Rejuvenation Gen 9 mod as our base. We got permission to use all of this. If you want to help, or you just want to see/discuss progress or give suggestions, you can join the game's Discord here: https://discord.gg/xQm7wJhy9a Notes on what we're planning so far We'll start by getting the Pokemon Zero's Kanto maps to work properly on Reborn's codebase. The canon story is implemented (with modifications) for Pokemon Zero, so we'll get that working for the first version of the release, with our own modifications. We'll also add field effects to most areas, and to gym battles. We'll increase the difficulty, making it so you'll be at the level cap by the Elite 4 We'll make non-Kanto Pokemon obtainable, though likely not all 1000+ in the first version. You'll be able to play as Red, Leaf, Kuro, Lucia, Ari, and Decibel (the latter 4 being player characters from Reborn). We plan to eventually make all Pokemon obtainable We plan to eventually have a badge for all Types Either the 8 normal gym leaders + 8 nomadic gym leaders, or somewhere around there given there are a few places to fit additional gyms, or 16 normal gym leaders with some of them on the Sevii islands, or some badges not being from gym leaders but unofficial badges from beating boss Pokemon or gauntlets of trainers. We're leaning toward 8 normal gym leaders + 8 nomadic gym leaders though We plan to have an Indigo Conference/Indigo Plateau, before the Elite 4 Additional rivals I thinking I want Sabrina and Janine as rivals for the player, maybe Gary/Blue/Green Oak too, Maybe Red, Leaf, and Yellow if we can get a sprite for them. Red or Leaf are already a rival in Pokemon Zero, so they'll at least be a rival for the initial version Gary/Blue/Green Oak is already a rival in Pokemon Zero, so he'll at least be a rival for the initial version Story Extra focus on Mewtwo Extra focus on Team Rocket Set both before and after the Pokemon Reborn postgame. Spoilers if you never got to Pokemon Reborn's postgame There will also be ultra wormholes, probably caused by Mewtwo messing with what was mentioned in the previous point. Giratina will get involved, as will the distortion world, caused by the weakening fabric of reality caused by the previous two points. Some sort of story involving Professor Oak and Agatha All gym leaders will play a major part in the story, at least for a single arc (for those with actual gyms, this would likely be in the city their gym is located) Side quests. Lots of side quests. Mewtwo will be created by Blaine and Mr./Dr. Fuji, Professor Oak and Giovanni will not be involved in the creation, or in the discovery of Mew. Giovanni will only discover Mewtwo after the fact. Elio/Selene's mom may have some part in the story, though I haven't decided how significant. I initially wanted to have young Elio/Selene show up, but they're way too young to even be conceived during Fire Red/Leaf Green. If she has a major role in the story, she'll have a Mega Meowth (explained in Gimmicks), and at least one Meowth Crest (Also explained in Gimmicks) Gimmicks Mega Evolution Z-Moves Pokemon with Gigantimax will instead have Mega Evolutions that look like their Gigantimax form (this is how it works in Pokemon Reborn/Rejuv/Deso) Crests from Pokemon Rejuvenation, which are held items that work kind of like the Thick Club for Marowak, the Light Ball for Pikachu, the Stick/Leek for Farfetch'd, the Lucky Punch for Chansey, etc. Basically a held item that gives a buff to a specific species of Pokemon. Mostly meant to make unviable Pokemon viable in late game. They won't be called Crests in Pokemon Deviation, as that's against the usage permission for Rejuvenation Assets, Cursed Arcana, only usable in certain locations, and can be used by the opponent as well. Can only be used once, at the start of battle, by either the player or opponent, with the opponent taking priority. Causes a random effect based on tarot cards. When an opponent uses it, or at least an important opponent, the effect either won't actually be random, or won't be entirely random. Fields from Pokemon Reborn. These are kind of like Terrains from Pokemon Gen 7 and beyond, but there are many more of them, do a wider variety of things, and battles can start on them without being created by an ability. Other Challenge Trainers based on those from Pokemon Let's Go, which will likely be around the level of strength as the chapter's gym leader, and give a reward for beating them. First time would likely be a useful item, like a Choice Item, non-story Key Items like the Item Finder, Flame Orb, TM, etc. This will also be scaled based on story progression, so the first challenge trainer might just give a Type Plate. Also, they will be able to be rebattled, but will give progressively worse rewards. Like Choice Scarf -> 30 Dusk Balls -> 10 Ultra Balls. While when they're first fightable their Pokemon will be at about the level cap, once you reach a higher level cap, their Pokemon will be set to 5 levels below that level cap, so they shouldn't ever be a breeze (except for those with such a low initial level cap that they're using first/second stage Pokemon) They should give a decent monetary reward compared to other trainers Bottle Caps, Ability Capsules, Nature Mints, and an easy way to EV train will all be available fairly early on. Some method of lowering IVs for if you want a Trick Room Pokemon, or a low Attack stat for a Power Split Pokemon, etc. Current Progress: Scripting Took some of the Rejuvenation Gen 9 mod code. Only the stuff needed to compile, we're going to use Reborn's code for Gen 9 stuff once that's finished (Reborn has code for handling Gen 8 stuff, and will for Gen 9, but it's disabled, and the actual Pokemon and Moves aren't in the code, just how to handle them when they are there. This is because Rejuvenation and Desolation also use the same codebase and will actually update to future generations.) Adapted the Pokemon Zero's trainer data into something Pokemon Reborn could interpret Secret stuff ¬‿¬ Variable and Switch stuff Assigned passwords to new switches Added a few new passwords to the password list, but haven't implemented them yet. They're all based on mods I've developed in the past, so it shouldn't be too difficult to implement them. Added a new password pack, the witchpack, with all the passwords I normally use, plus the ones I would use if they were in Reborn, Rejuv, and Deso Map Development Finished intro (though currently the intro sprites for Red and Leaf are in a different format than that of the four other player characters) Also, at the moment you need to select a player character to see them, though you can then deselect them. I'll want to fix that for the initial release Replaced all instances of a script called in the overworld with a new version that works Other Moved some of Pokemon Zero's graphics and audio to Pokemon Deviation Added some new graphics for the Secret stuff. No, no new megas or regional forms.
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I don't have any interest in doing that, but I could walk you through how to do it See the names of the sprites in the below image? Those are the names of Alice's sprites in the Reborn/Graphics/Characters directory of Reborn. I'm just using my edited versions I made since I already have them all together in one place to easily screenshot. And the below picture includes the name of Alice's sprite in Reborn/Graphics/Transitions directory of Reborn. The respective sprites go in the same location in Rejuvenation's directory (Rejuvenation/Graphics/Characters and Rejuvenation/Graphics/Transitions respectively) but some have different names. The following image has the names of all the files for Rejuvenation. So if you went into Reborn and found all the listed sprites, you could then copy and paste them into Rejuvenation with their names edited in order to port them over. Reborn has alice_ride.png and minecartB.png which you don't need to copy over, and Rejuvenation has PlayerHeadache.png (which I think is deprecated), PlayerHeadache_1.png, and PlayerKnockedOut_1.png which Reborn doesn't have a version of. You'd either need to create your own sprites for those, or just deal with using Aevia's sprites instead.
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I realized no one would download a sprite pack if they didn't know what the sprites looked like, so I added them in a spoiler in the original post
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