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Everything posted by Waynolt
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If E17 will keep the "re-plan every weather each week", it won't do any damage. Else, the worst that could happen is that you'd have to advance the calendar 1 week before updating (advancing the calendar will reroll the planned weathers and overwrite the change this mod allowed you to make to the planned weathers).
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Well, ok, not actually a "fix", more like "give some windy weather when the weather report mentions wind"... This simply changes the possible weathers to this: Weathers_fixed.pdf Put it simply: when the weather is supposed to be "dry spell" or "variety", you'll get wind instead of heavy rain. The rest is unchanged. This is an alternative to the "Select weather" cheatish mod I made earlier ( http://www.rebornevo.com/forum/index.php?/topic/24930-select-weather-mod/ ), just to see if this could be done easily ( ) Don't expect this to be the weather intended by the creator(s) of Reborn, but at least it should work. Updating the save to E17 when it will be out should be fine, since (as long as the "replan-everything-every-week" system is not ditched completely) these changes will be overwritten whenever a new week starts. To install simply copy the file scripts.rxdata in your Reborn\Data folder. Starting a new game is not required, thanks to how the weather works in Reborn. Vanilla version: https://drive.google.com/open?id=0B4XiRtkwr4blclhDOTMyS0xOMHM Modded version: https://drive.google.com/open?id=0B4XiRtkwr4blN2hscFNLb1V0bEE The modded version includes a few earlier mods: Starter mod: in the room where you choose your starter, it adds a command in the party screen that allows to change your starter to any other pokemon species, either at random or by selecting a pokedex ID. No TMXs mod: with this, using TMX moves (Cut, Strength, etc) out of battle is always possible as long as you have the TM and the badge (teaching the move to a pokemon is not necessary). Reroll weather mod: it adds an option in the Pokegear that lets you advance the time. It essentially is the same as changing the calendar, just without the hassle and without the risk of halting the weather system.
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Throw it at Ame
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A system can involve luck while not being completely random. For example, afaik stats assignation in DnD involves luck but is not completely random. It usually is done with a "best of 4" technique: you throw 4 6-faced dices, then keep the 3 highest rolls and sum them (e.g. 6, 3, 5, 1 -> you keep 6, 5 and 3 -> your stat is 14). If pokemon were to use a similar system, you'd have to roll (let's say) 7 dices and keep the 5 highest rolls +1 (5 dices give 30 at max, and 30+1=31), all 6 times (once per stat), then choose which IV to give to which stat.
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How Strong is Lin's Hydreigon?™: An Analysis [E16 SPOILERS]
Waynolt replied to Despair Syndrome's topic in Reborn City
Also, considering how uninterested Lin seems to be with sentimental bonding, it probably wouldn't be out of character for her to ditch her ace for something stronger... -
Flame Orb Guts Facade Raticate. Mmm... have you tried with Krookodile or Houndoom, which both outspeed Lucario and have supereffective high-power STAB moves supported by high offensive stats?
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It'd be much easier to help you if you told us what you do have with you... Anyway, maybe you could try a ground type? It should resist most of what Swalot can use.
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Imho the top 3 are: 1. Noel 2. Charlotte 3. Ciel This though is a very personal scale since who's the hardest gym leader depends a lot on what pokemons do you tend to like to get in your team... for example, someone who tends to fill the team with Dark types will obviously find Shade much easier than someone who tends to favor Psychic types. This matter is then compounded with the lack of options for early gyms: for example, there are very few Ground types/mons immune to electricity/mons with HP high enough to survive more than 2 SonicBooms before fighting Julia, while you can have all the Steel and Poison types you might want for the fight vs Adrienn.
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Wondering how rare it is to get windy weather in E16, I had the game translate its possible weather plans, export them in the log file, and then organized that in a pdf file. It seems windy weather isn't possible at all - which sounds strange since I remember getting it at least once (though it's possible that it actually happened in E15). Do you think this is correct? Here's the pdf file: Weathers.pdf
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Sure; well, script mods only, I guess, but yeah.
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Oh. Well, I used an rxdata script editor called "Gemini".
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As already written, the game plans the weathers for the week in advance, once at the start of every week. This plan is an array (a list), with each element in it composed by two numbers: an ID for the weather type and a number indicating its strength. This mod simply changes the planned weather for today in the area you're in.
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Just use the "select weather" option in the added Pokegear app. If instead you're asking what it does: It allows the game to randomize and record the planned weathers for the week like it would normally, then when the game tries to read the plan it goes "you know what, it actually says it should be X weather here", where X is your choice. In more technical terms: it lets the game define the weather array, but then overwrites its element that the game is trying to access (with a few simple lines put between the "read" and "use" portions of the original script). When 5 days have passed and the weather week is rerolled, that changed variable is discarded and overwritten by the "normal" script.
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Had your same problem (though I was trying to get the Drifloon event), made this mod for that. (I'm not sure if this counts as cheating though, since currently afaik the weather doesn't seem to work as intended anyway) http://www.rebornevo.com/forum/index.php?/topic/24930-select-weather-mod/
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I'd like to add that it costs 1 heart scale per try; you can farm them by mining or fishing (wild Luvdiscs often hold one). Also, iirc you can buy ability capsules in 7th street in exchange for shards; you can get shards by mining or battling the rebattlable clown in the circus (later in the game). Wuuuuut Slugma halves the hatch time? Didn't know! (Btw if you don't like spending and don't trust your luck, the Voltorb Flip minigame in the game corner is a good way to farm coins - and fast, if you're somewhat good at it)
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It gives two options, from which you can choose one (or none, if you prefer the normal starters): >you can have a random starter, which is picked amongst those that the game recognizes as available and unevolved (I didn't write any list, the mod uses script functions that were already in the game to pick a random pokemon) -or- >you can manually select a starter using its pokedex ID; if you choose one that you would not normally be allowed to get in the game (detected using the previously mentioned script function), you'll get a warning. The warning though will not stop the process: if you really want to go through and play with Arceus as a starter imho that's your business, but you won't be allowed to bring it online.
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Correct
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Which, by the way, can actually be useful in real life... It's just that that sadist of a "doctor" loves to use it as a legal means of torture.
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PLEASE MAKE A POST IN THIS THREAD IF YOU HAVE ISSUES WITH ANY OF THESE MODS. I check on discord about once a year, more or less; hence, your best chance to get help from me is to come here, in the forum. (In case you're wondering, SWM stands for "Select Weather Mod": this was its name before it became a modpack, and when it came the time to rename it... I actually didn't ) (Btw I'm not crazy nor that original... it's somewhat of a citation, as this is literally how Trumpkin got his nickname) This modpack is for Pokemon Reborn; if you're looking for a Rejuvenation-compatible version, you can find it here: http://www.rebornevo.com/forum/index.php?/topic/33807-rejuvenation-modular-modpack-v11-patch-3/ You can also find this modpack's files versioned on GitHub: https://github.com/Waynolt/SWM-modular-modpack FAQ "Why is there no longer the mod XXX?" > It's a password in the base game now. "I can't find it in the passwords" > Look better; I've decided to not port a couple of mods, but 90% of the missing ones are in the base game now. Installation Download link: (v92 - updated 05/01/2025) https://github.com/Waynolt/SWM-modular-modpack/releases/latest/download/SWM_modular_modpack_E19.zip The link above will allow you to download a .zip archive. Inside of that archive you will find a "Readme.pdf" explanatory file and a "Mods" folder. To install, just drop the folder "Mods" into the folder "[Pokemon Reborn]\patch\" (At the end you should have a "[Pokemon Reborn]\patch\Mods" folder with a bunch of files inside.) This video from Lostelle explains it, showing each step required (it's a bit outdated - for example the location changed - but it's still good): https://www.youtube.com/watch?v=6hc3Mo432C0 If playing on a Mac with Wineskin, then, as @Tacos suggests in this thread, do all the modding in a Reborn folder outside of the wrapper and then make a new wrapper with that folder (I have absolutely no idea whether this still applies though) Every component is stand-alone, and can be used on its own; please refer to the "brief summary" below for more info on each one. -------------------------------------------------- Brief summary of each mod component (Please remember to check and delete the components you do not want when you are installing this mod pack!) -------------------------------------------------- Compatibility with other mods Known incompatible mods: Already compatible, no patch needed: Probably compatible, or at least they used to be: If there's any I forgot about, sorry; simply ask about them. -------------------------------------------------- Changelog -------------------------------------------------- For previous Reborn episodes:
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It would be better to make a backup copy of Pokemon Reborn\Data\scripts.rxdata first... but basically yes, that's how you install this
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I was able to get a Skorupi as a starter and can wonder trade, so I guess you can trade (as long you either use the random option or manually choose a legally available pokemon... as said, my manually chosen Skorupi was ok, yet my manually chosen Arceus sadly wasn't). (The random option uses the same checks that the online play does, so that's pretty much ok for sure)
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Hi! I've made this mod, which allows you to change your starter pokemon; you can either choose one or roll it at random. The command is only available in the room where you choose your starter. (Its stats will be slightly off until after your first battle with Cain... it's easier this way ) Rolling a random starter will always net a legally available unevolved form. You'll get a warning if instead you manually choose an unavailable mon (or likely a crash if you choose one that is not even implemented). This mod also allows the use of TMXs out of battle without teaching them (you only need to have obtained the TM and the necessary badge); this is absolutely not because I kind of forgot to use a vanilla scripts.rxdata or because it's not simple to remove that now. I'm offended you'd even suggest that something like that might have happened. Google drive link (too heavy to attach here): https://drive.google.com/open?id=0B4XiRtkwr4blcDllbXNPemhEa3c (It also includes other components that are other mods I worked on; they can all be disabled by editing the included .ini file) How to use this:
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There was a mod for e15 that solved this, but its updating for e16 is currently on hold. Missing that, you could use this one instead: https://drive.google.com/open?id=0B4XiRtkwr4blTDBZWXJSSnQ2UlE With this installed, you only need the badge and tm. (Checked, it doesn't forbid online play)
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I've moved the mod to Google Drive... https://drive.google.com/open?id=0B4XiRtkwr4blQWhlYnNRVmxvUEU