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Everything posted by Waynolt
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There is another possibility, now that you mention it... the Translation Manager could be given the option to import partial translations into existing ones, thus merging them. This way a team could divide the workload by lines (you translate lines 0 to 1000, another one lines 1000 to 2000, etc), and then all the results could be merged into a single final translation file. (I've added this possibility to the Translation Manager v1.05; selecting Import->Merge will let you copy over some translated lines from another translation file) (The "start" and "end" lines it asks for are the numbers in the third column of the translation tab - it will copy those 2 + any inbetween)
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Forcing it to swap out after using the seed (there are several moves that do this) should work too.
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Indeed, that's probably the problem: the new version of the mod does not require you to replace Scripts.rxdata. The last version to require that was for Episode 17, and it is incompatbile with Episode 18... you'll have to either restore the original Scripts.rxdata or reinstall the game. After that, you can install the Debug mod from Aironfaar's Mod Box (you can find its thread pinned here, in the Mod Market).
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Is the Debug mod you're using from Aironfaar's Mod Box? Is it the latest version? (v12, updated 12/12/2018 ) Have you ever replaced the game's Scripts.rxdata? (you're not supposed to in Episode 18)
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You're in the wrong thread then That's the Debug menu; I don't know what you wanted to do with it, but to use that option you need Reborn's PBS files. If you were just trying to use SWM, then you don't need PBS nor RPG Maker at all; you can follow this guide to get it to work: https://www.youtube.com/watch?v=6hc3Mo432C0 (I see you're using the Mouse mod, so I'd say you already got it - if so, then you don't need anything else. Go explore with a Smoke Ball on your party leader, and you'll find the mons that you haven't caught yet) If instead you were actually trying to do something with Set Encounters from the Debug menu, you can find Reborn's PBS files here: http://www.rebornevo.com/downloads/PBS.zip
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The WildEncounterRates mod doesn't require additional PBS; it is possible that, trying to install or use RPG maker, you damaged your Reborn installation. Does it crash without the WildEncounterRates mod?
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It doesn't need to flinch 5 times in a row: 1 is enough. Each attack has a 10% chance of making your mon flinch; if at least one does, your mon flinches. So, there is a 90% chance that one of those attacks doesn't make your mon flinch. 0,9*0,9*0,9*0,9*0,9 = 59% is the chance of none of the 5 attacks making your mon flinch. 1-0,59 = 41% is chance of at least 1 (so 1, 2, 3, 4, or all 5) of those attacks making your mon flinch. EDIT: Oh wait, you meant the chance of him making you flinch 5 turns in a row sorry
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The chance of flinching from a skill-linked multi-attack is 41% circa (or 1-0,9^5; "0,9^5" is the chance of not flinching from any of the 5 attacks, and "1-" is the chance of that not happening) Last time I beat him, it was with poison spikes (2x poison spikes badly poisons enemy mons, and they can be set up before Cinccino shows up). You could also try using a Throh with Inner Focus (= immune to flinching)... you should be able to catch one in Apophyll.
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What is the error message, exactly? Are you using Pokemon Reborn Episode 18.1? Are you using any other mods? Are you using RPG Maker?
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In this fine day, I think that we should finally address the issue of sexism in Reborn. As a starting point, I made a full list of all the sexist issues I could think of; please let's keep the discussion civil. (Warning: it's a pretty long list... I'll put it in a Spoiler tab for practicality)
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Ok EDIT For posterity, the end of the story: the crash was either due to some corrupted files or to the Translation Manager not liking to exist in RPGMaker's folder. If you're using RPG Maker just to get the Debug mode, then please use @Aironfaar's " Show Debug Menu " Option mod instead.
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Mmm, still works on my PC... please send me Data\german.dat and Translations\german.dat.txt , maybe there's something wrong with the translation file itself.
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Weird, it works on my end... please send me the files that cause the crash on your end (or, if you are not sure which ones are causing it, please send me Data\german.dat, the whole Translations folder, and every "Languages" mod)
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As pure offense, imho Leavanny and Flygon are good choices: they resist types that they are super effective against (they can switch into them and take them out with few issues). Also Sharpedo is good at finishing teams off, thanks to Speed Boost. I also like Mamoswine (with Ice Shard), Magnezone, and Drapion. Azumarill too; got one in a wonder trade and it was very powerful (though I didn't like the mon itself ). Any mon with Toxic is also nice against self-healers (Toxic will eventually take them out). Heal Block can fill the same role, but I happen to like the mons with Toxic more. And Cinccino with King's Rock is a pain to deal with (I'm sure you already knew this). And many many more (Gardevoir, Blaziken, etc)... making an hyper offensive team isn't too hard, the problem is that its only tool is a hammer (and when all you have is a hammer, every problem tends to look like a nail). Then there are the pseudolegendaries and mythical mons, but they're mostly obvious choices (and appear so late in the game that they're not very impactful).
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I too agree that Serperior and Emboar did fit better, that Primarina fits Cain, and that it was fitting that they started as monotype specialists but gradually grew out of it. I also think that the line Cain used when accepting Samurott would fit Primarina too (after all, it's still a water/fairy in a poison team). I also think that Kiki looks very fit despite her illness and that an anvil would fit very fittingly on her head, because she thought it fitting to stop us from saving children because simply getting a machine wouldn't fit some tradition. Just fit saying.
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Hi! So, uhm... I wanted to start translating the game. I know, the advice is to just wait until it is done... but still, wanted to start. Turns out the amount of lines to translate is WAY higher than I expected... yet, since the program is made, why not upload it? Maybe someone will find it useful. Why would it be useful? Well, for starters it makes it easy to find the untranslated lines. Secondly, it can import older translations into new episodes, which means that it will check on its own which lines have been changed and just import the rest. (The file needed for this is the .txt from the previous episode's Translations folder, which only exists if using this application) Thirdly, it can import partial translations from multiple .txt sources (thus a team can divide the workload by line numbers and then merge each part in a single final result). At least, as long as it actually does what is advertised... as I said, it has been made and tested but never actually used to make a full translation Readme file included in the download. Download link: https://drive.google.com/open?id=1eCMtmW4QcFt361MSGe8t6kx9NsxXKAQW Version 1.14 - updated 4/4/2019 Source code: https://github.com/Waynolt/RebornTranslationManager Extract the downloaded archive into Reborn's folder, load the translation manager, and translate away. After saving your work, load the game - it will freeze a little while it compiles the translation (it only happens once after editing, then never again until you edit the translation again) - and check the result. Anything else should be handled automatically by the translation manager. (Please note that you need to select the desired language in the game's Main Menu in order to be able to see it in-game) (Also, save often, and please note that selecting a different language to translate will discard unsaved changes in the current one) A little bit of info on the relevant files: Required to distribute the finished translation: \Data\english.dat : this is the compiled translation, the one that the game actually uses; it is created/updated when launching the game after using the translation manager \Translations\english.dat.txt : this is the file that the translation manager actually opens and edits, and it's also the one that can be imported in a new episode \Data\Mods\Languages.rb : this is generated/updated by the translation manager, and simply informs the game that a language named English exists, and that the file english.dat is its compiled translation \Data\Mods\Languages_ScriptsFix.rb : this mod fixes a few issues with how Reborn handles translations; it is created by the translation manager when first started Other files (they become mostly obsolete once you finish translating the game): \Data\Mods\Languages_Compile.rb : this tells the game to compile the files edited by the translation manager; it is created by the translation manager when first started Any .temp file in \Translations\ : these are just safeguards against save errors (+ one of them actually acts as a placeholder before compiling the translation) \intl.txt : this is the result of using "extract text" from the debug menu, and is used as a template by the translation manager; when a new episode comes out, this file has to be updated (i.e. extracted again with the option "extract text" from the debug menu) \RebornTranslationManager.exe : this is the translation manager \RebornTranslationManager_ReadMe.txt : this is the readme file for the translation manager (Thanks to @AiedailEclipsed for pointing out that Essentials already has most of the stuff required for translating the game!) (Also thanks to @TheTGU for restructuring the default groups!) Changelog: v1.14 > Better default groups. v1.13 > Fixed a bug in merging files based on line groups. v1.12 > It is now possible to merge files based on line groups. > It is now possible to jump directly to the first line of a group from the groups' menu. v1.11 > Added feature: line groups. > Now saves which were the last selected translation and line and auto-loads them on startup. v1.10 > Added the possibility to export a .zip file with all required to distribute the translation. > Back to being a 64 bit application; I'll recompile it for 32 bit systems only if asked to. v1.09 > Various bugfixes. v1.08 > Hiding/showing the untranslated lines should now be much faster. v1.07 > Recompiled as a win32 application, for increased compatibility (simplified explanation: win64 apps only work on win64 systems, while win32 apps work everywhere) v1.06 > Resizing the translation manager will move/resize its fields, grids, and buttons. v1.05 > Started changelog > Added the option to Import->Merge translation files.
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It only does that if you already had an (empty) SharedBox.rxdata file in your save folder; you're not supposed to have one already when you first install the mod. (It is created the first time you save the game after installing the mod)
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Is your Reborn folder inside your Downloads folder? If it is, please move it elsewhere and try again.
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Yep. I'd like to point out though that X items and unlimited healing/revives make the item system more helpful to the player than to the AI... if it's a matter of difficulty, you might not want to use it after all. Else, de gustibus.
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In case anyone else needs a name change: it's just one of the Debug mode's functions. You can either activate that or use this file: https://drive.google.com/open?id=1xIfcirYhngBbKO2zLcV9aIPoN4PSFgIy What this does differently than the Debug mode is that this one also updates all of your mons to recognize your new name as their original trainer. Install it as if it was a mod. (= copy it into Reborn\Data\Mods\) With this installed, go to your trainer card (where you can see your name, money, level cap, badges, etc) and press the key you usually use to save the game. (default should be "d")
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Try this game.rxdata
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That's... not entirely correct. @Tiger Eye Please send me your savegame (and the new name you'd like to have)
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There isn't one in the download (Because you are no longer supposed to replace it when installing SWM) Please try to redownload the game... what you see at the start is a picture, but what matters in this case is the scripts' version. SWM might work with the wrong scripts file (as long as it has the line needed to load it), but the game itself requires the correct one to work properly.
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You're getting that message because, during the E18 beta, I've version-locked all the mods in SWM. It pops up if the game says that its version is not E18. Are you trying to use other mods, aside from SWM? Did you for some reason replace the game's Scripts.rxdata file?