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AsNKrysis last won the day on October 26 2024
AsNKrysis had the most liked content!
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Krysis
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"A mysterious, magical place known as... Canada."
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Small Hotfix: Fixed an issue where Marianette's theme wasn't playing properly during her gym battle. Forgot to include the map where her battle takes place into the Music Mod file, so it should be fixed now. I have also edited the main post to include the songs used for Erin and Team Anti-Assist's themes. I personally think they fit but anyone can always reach out to me for suggestions otherwise. Lastly, I edited the post to show incompatibility with LAWDS. Their mod includes their own theme changes and thus is incompatible with mine. It is possible to make the 2 mods compatible, but you can reach out to me on Discord if you'd like to know how. Thank you all and I hope you have a great day!
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Rejuvenation v13.5 - Battle Bond!
AsNKrysis replied to AsNKrysis's topic in Official Rejuvenation Club's Guides & Resources
New Update released: Shiny Sprites and Icons have been made and adjusted to fit Rejuvenation's custom shiny colors. Reworked BB Chesnaught and Delphox's Stats: Chesnaught: HP: 108 -> 88 Atk: 127 -> 137 Def: 132 -> 152 Delphox: HP: 105 -> 75 SpAtk: 144 -> 164 SpDef: 110 -> 150 Speed: 134 -> 114 Slightly nerfed BB Chesnaught and Delphox's signature moves: Delphox no longer decreases both the opponent's Special Attack and Attack, it will only decrease its Special Attack. It still hits the lowest defense stat when doing damage calculations. Chesnaught's Spiky Shield damage has been reduced from dealing 1/4 to 3/16 damage, and from 3/8 to 5/16 damage on Colosseum Fields. Compatibility has been made with LAWDS. See instructions on how to properly install in the README in the LAWDS Compatibility folder. Hi everyone! I know it's been a while since I last updated this mod and I know most people have already probably done their v13.5 runs with the Battle Bond mons, so this might not interest a lot of people anymore. This new version also doesn't add too much to the mod overall, but this update does include more than just a minor tweak or hotfix so it's enough to warrant a proper update post. I've finally gotten around to making the new shiny sprites and icons! I was discouraged from doing it for a while but a lot of the sprite work that I've been doing on the Resurgence Mod has made me buckle down and actually complete them. They're not perfect, but I'm very happy with now having proper shinies that correlate with the base forms. Here's the preview for the shinies: After some discussion in the #rejuv-mods channel of the Reborn Discord, I have decided to nerf BB Chesnaught and Delphox a bit: Chesnaught • HP was reduced to match how Mega Evolving also does not increase the HP of the Pokémon. • Atk and Def was buffed to distribute the stats that were removed from HP. • Spiky Shield is already a very strong move that you can manipulate the AI easily with, so, in hindsight, the fact that I let it deal 1/4 of the attacking Pokémon's HP on contact was pretty bonkers. So I decided to nerf it just a bit, now dealing less damage than before. The fractions used for calculations probably look weird and I agree, but it still achieves the desired effect still. Now BB Chesnaught can't easily win by clicking Spiky Shield 3 times on Colosseum. Delphox • HP was reduced to match how Mega Evolving also does not increase the HP of the Pokémon. • Speed was reduced because it already deals crazy high damage, so I wanted to nerf its speed to reduce its sweeping potential. Even though this thing is still a walking nuke. • SpAtk and SpDef was buffed to distribute the stats that were removed from HP and Speed. • Mystical Fire is already a very powerful move that gets boosted on a majority of the fields you fight on, so I decided to nerf its stat reduction a bit but to keep its unique buff by being a better Shell Side Arm. Due to popular demand, I have also made the Battle Bond script compatible with LAWDS! However, due to the frequent patches that LAWDS receives, I cannot update the mod constantly to match their versions. Therefore, you will need to do some modifications on your own in order to add Battle Bond properly to your LAWDS run. Instructions on how to do so are provided in a README that I have included in the compatibility folder. Most people might not read this, but for those of you who still play using the Battle Bond mod, thank you for your continued interest! Contact me on Discord if you have any questions or concerns. I hope you all have a wonderful day! -
No, the mod has been discontinued and there are no plans to update it to v13.5 or any future versions of Rejuvenation.
- 215 replies
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- soulstones
- mega evolution
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Otherwise, the only other thing I can think of is that you didn't replace your ttypes.dat file with mine, or that you're using another mod like LAWDS which comes with its own ttypes.dat file and overwrites mine.
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It might depend on the map then. I haven't played Paragon yet but that Music Mod file should allow for specified maps to override my BGM changes since I wanted to keep some themes from the vanilla game in for story reasons. So if Paragon takes place on multiple maps listed on that file, then the swapped music won't play. If you're unsure, the easiest way to tell if it works is to just make a new game real quick and go fight Ren to see if his music is changed.
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You made sure to include the "Rejuv v13.5 Battle Music Mod.rb" file in your Mods folder of your Data folder, right?
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This mod isn't for Reborn. It's for Rejuvenation. For anything regarding Reborn's Music Changes, refer to this mod instead:
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Update: Updated the Music Script that prevents BGM Overrides by Map Events. (Once more, thank you to @Karvanha!) Reworked the titles for the BGM files, to represent the characters better. More music has been added for more trainers/battles: Ryland (Unpossessed) Possessed version still uses Flora's theme. Jenkel/Hynde Giratina Jenner Allen* Lavender Thomas Jr. Spector (Night) Alice* Talon Florin Wild Battle - Badlands Wild Battle - Terajuma Many tracks have been changed to (hopefully) better fitting ones and reduce the amount of BGM reused from Reborn's Battle Music Pack Mod for better variety between both games: Angie Valarie Venam (Gym Battle) Flora Venam (Rival Battle) Narcissa Melanie Souta *Note that Alice and Allen's themes do not play on this current version of Rejuv as they are not fought in 1v1s yet. I'm just adding them for later. Hello everyone! After a whole year of this mod seeing no updates, I have finally decided to update it, and man there's a lot that was updated. First off, I decided to finally reintroduce the script that prevents the BGM being overridden due to Map Events. The reason this took so long to update is because I have to comb through each map event to find where the BGM is getting overridden at and make certain exceptions so that regular music wasn't being played on climactic/cinematic battles. I believe I have made proper exceptions for mostly all of them but please let me know if there are any issues with the BGM not playing properly.** Secondly, I have also decided to rework the naming conventions for the BGM files, since some of these files were repurposed from the Reborn Music Pack Mod, so now they should fit properly with the character its assigned to. Thirdly, I have decided to add proper BGM to important battles that I missed in the previous version. A lot more characters got a spotlight in v13.5, so I had to look for more tracks for their battles, even if some of them weren't major characters. Lastly, I have reworked a couple of tracks to better fitting ones for some characters. I wasn't a huge fan of the music I picked for some characters in the past version, so I decided to do my best at making them fit more properly. I know most people have probably finished their Rejuv v13.5 runs for now, but if anyone's still interested in playing with this mod, then let me know what you think about the changes/additions I've made for this update! I apologize for such a late follow-up on the music pack, but I hope the changes I've made will make up for such tardiness. Thank you all for checking out my music pack, and I hope you all have a wonderful day! **Important Note Edit: It has come to my attention that I completely forgot to include Erin's Theme in the update. I'm currently making a compatible version with LAWDS at the moment but I'll be sure to update it soon.
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Yeah, most Rejuvenation mods get posted in the Guides & Resources section of the Official Rejuvenation Club section of the forums. Most are QoL, but the biggest gameplay mod for Rejuvenation v13.5 currently is LAWDS, which adds stuff such as Gen 9, some new story content, custom Aevian Forms, etc. If you want to know more, I suggest joining the LAWDS Discord Server. The other one is Overseer Files, which is still in development and does not have a full release yet. That one includes a massive story expansion and a lot of new custom Aevian Forms. However, they only have an Aevian Form demo released so far, no new story yet. You can check it out on the Overseer Files Discord Server. The biggest QoL mod currently available is the QoL Compilation Modpack, which includes many QoL mods from Waynolt's SWM Modpack and more. Other than that, there is technically a Gen 9 mod out, but it's merely a template for other mods to build off of like how LAWDS did. Everything else are either smaller QoL or gameplay additions.
- 215 replies
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- soulstones
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Concerning the Future of More Regional Forms Hello everybody, a bit of an anticlimactic way of introducing this post, but after almost a year of v13.5's release, I figured it's time to make an official update notice regarding the status of MRF. First off, let me explain what I've been doing over the last year: When v13.5 released, I wanted to complete a full run of the game first before beginning development on a proper v13.5 MRF update. As of the current date, I have not even completed this recent release yet on either route. Though, I did want to push out a couple of mods at first when after the game got updated, which is why I quickly updated my Battle Music Pack mod (which I am currently still working on an update for) and then pushed out 2 other mods (Battle Bond (with help from Karvanha) and Gen 9 Starters) so that I could get a feel for how working with the new codebase would be. With how quickly I was able to release those mods, I figured I could get MRF updated just as fast, but I wanted to have a big update initially for it and thus joined the Gen 9 Mod team to help develop a base for other modders build their mods off of. I wanted to help build that template and then update MRF onto it, but I didn't expect it to take longer than the beginning of 2024 to complete it. Around said early 2024, I started studying for the MCAT, but also contributed to the Gen 9 Mod when I could. As a result, it left no time to actually work on updating MRF, and wasn't until halfway through the year that we completed the Gen 9 Mod template, which was when I thought about updating MRF again. By this point, there were already 2 large-scale mods in development for Rejuvenation v13.5: Overseer Files and LAWDS. I was very impressed with their work overall, but a part of me realized something after seeing them: I had no clear direction for MRF at all. At first, this mod was made to build up on the Alternate Forms Mod made by Jeb, as well as bring in the Hisuian Forms and Battle Bond into Rejuv v13.0.5 during a time where the game nor Rejuv Modding Community had either. However, over time I just started adding things into this mod that I liked, not really focusing on the goals I had initially set for myself. v13.5 added Hisuian Forms, and v14 is planning on adding Gen 9, so there's not much else for me to add into MRF other than the Delta Forms from Insurgence and Epoch Forms from Soulstones. However, over the last year someone contacted me that they were planning on making a Soulstones Mod themselves, and I figured there's no point in making 2 Mods that have all these forms in them, so I didn't feel like I wanted to add them anymore myself either. As of the current, I am still doing my studies, and thus any time I'd put towards developing this mod any further would be astoundingly slow. So, where does that leave MRF? Well, given the contents of this post so far, or if you just wanted to see a quick bolded TL;DR version of this message, MRF has ceased all of its future development and will not have an updated release for any future versions of Rejuvenation. I deeply apologize for anyone that was a fan of MRF and was awaiting its v13.5 release, but unfortunately I am not satisfied with the direction that this mod took. I don't like the way it turned out, and there's other mods that accomplish my objective but simply do it... better. I've always said I'm not a good coder, and quite frankly I'm still not. That's why trying to pile on so many ambitious goals for myself made me realize that I can't feasibly do all of this by myself. All-in-all, it killed my motivation to update this mod for future versions. So, once more, I am very sorry for anyone awaiting MRF's continuation, but this is where it ends. Now onto bigger news... Despite MRF ceasing development, that doesn't mean I've stopped modding in general. Even though I no longer want to add in the Epoch Forms from Soulstones, they weren't the only forms I was interested in. I've been working together with Sapphiada on a project that we're hoping many will be excited to hear about. The contents of this new mod were, of course, a part of MRF, but now full focus has been put on it. We have recently gathered artists who have volunteered to create sprites for us that will surely bring these old forms into a new light, and bring interest back into a true classic of the Pokémon Fangame community. One might call it... an Insurgence? Well, we'd rather like to call it a Resurgence. (Credits to 6'Rat on Discord for this beautiful back sprite) Any questions regarding the development of this new mod will be answered by either Sapphiada or me on Discord. I deeply appreciate everyone's support and love towards MRF, and hopefully we'll be able to continue giving much joy to all fans of Rejuvenation and the Rebornverse games as a whole! We hope you all have a wonderful day!
- 215 replies
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It should be, it isn't shiny locked, nor have I coded anything that could cause it to be shiny locked. It could be that you're massively unlucky, sorry.
- 215 replies
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Pick your Mystery Tired of not getting the Pokémon you want from your Mystery Eggs? Don't want to have to resort to using debug to mess with variables and accidentally break your game? Well, allow me to bring those troubles to an end, because now you'll be able to choose the Pokémon you want from your Mystery Eggs! Features: The option to select which Pokémon you get from these Mystery Eggs: Route 2 Mystery Egg* Skiddo Mudbray Galarian Ponyta Goldenwood Forest Mystery Egg from Crawli Sizzlipede Joltik Blipbug Route 3 Mystery Egg Azurill Aron Absol Togepi Sneasel Dhelmise Aevian Litwick Axew Mienfoo Pawniard Trapinch Hippopotas Cottonee Darumaka Hatenna Starly Tyrunt Larvesta Mareanie Stufful Rookidee Kakori Help Center Aevian Mystery Egg from Alexandra Aevian Magikarp Aevian Budew Aevian Wimpod Aevian Shroomish Aevian Larvesta Aevian Bronzor Aevian Feebas Aevian Sigilyph *Also allows you to choose which Egg move they receive as well. Download Link: Mirror 1 (MEGA) Mirror 2 (Google Drive) INSTALLATION: Extract the contents of the folder into the the Data folder of the Game's files and replace when prompted. COMPATABILITY: This mod is compatible with any mod that does not modify any of these specific map files: Map 026 Map 069 Map 199 Map 321 FAQ: Is this compatible with the Gen 9 mod? Yep, since the Gen 9 mod doesn't affect any maps and this mod doesn't change any Scripts other than Mapping-related ones, it's perfectly compatible with it. Isn't this completely removing the whole point of a "Mystery Egg"? Well, yeah, technically this is just cheating to get the Pokémon you want. If you don't want to use it, you don't have to. And if you have not played Rejuv v13.5 yet, I HIGHLY RECOMMEND you play through the game completely vanilla before attempting to mod anything. Why do you select the Pokémon you want to have before selecting Phantump for the Route 3 Mystery Egg? There's something weird with how the event scripting works for trades that kept crashing the game if I tried to have Phantump be chosen in the party first before selecting which Egg you wanted to have traded to you. I made a workaround which is why the the choices for the interaction are a little backwards, but it functions properly either way. No indicators that tell you got the Egg after you chose it? I mean, I didn't change much about the dialogue for these events, just the method of choosing your eggs. Even if the dialogue doesn't show which Egg you got, I tested myself that it works properly and the correct Egg gets added to your party. Do you plan on adding new Mystery Eggs anywhere or changing the pool of Pokemon we can get from Mystery Eggs? Nope, this is just a simple mod for people that don't want to have to constantly restart their games or use debug to get the Egg they want from Rejuvenation's Vanilla Mystery Egg Pool. Though I'll probably change it up later on when I eventually release a big mod for Rejuvenation. Do you plan on making this compatible with your other mods that aren't compatible with this one? Yep, I've just been busy irl with stuff. I'll eventually make a modpack containing all of my mods, it's just that this one was easy to make and I've seen a lot of people complain about the Mystery Egg for a while, so I figured I might as well release this for those that want the convenience. Plus, by this point many of you should have done your playthrough of v13.5, so this is a mod that lets you explore other options for your early game encounters for the sake of replayability. How can I contact you for questions or feedback? I'll try to check the forums as much as I can, but it's better to reach me on discord if you need anything. My discord handle is katowoozy, or you can find me in the Reborn discord with the name AsN.
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I can try to update my mods for the Gen 9 Open Beta, but it gets updated pretty often, so I'd have to use my own updater to keep it up to date with the current version of it, which I'll work on getting around to. Sorry for the late response.
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No, I plan on updating it to make it compatible, but for now it is not compatible unless you know how to merge the modded code from my files into the Gen 9 mod's.
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As far as I know, the Yang mod doesn't include any new Fakemon. It says that it balanced a couple of Reborn changes, but I'm not really sure what that means as I haven't played with the mod. They have a thread on the Reborn Discord in the reborn-mods channel, so if you have any further questions about it then you can ask there. Side Note: If you have any issues with loading any mods and such, JoiPlay has a tendency to have problems loading files as the version that most Reborn mods are on use e19.16 which is not optimized for JoiPlay. Just a word of warning, but most JoiPlay players have been able to play safely without any issues.