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AsNKrysis last won the day on October 26
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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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.
- 210 replies
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- soulstones
- mega evolution
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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!
- 210 replies
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- 4
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- soulstones
- mega evolution
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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.
- 210 replies
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- 1
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- soulstones
- mega evolution
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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.
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(Questions) Individual music for legendary groups
AsNKrysis replied to TrainGhidoran's topic in The Mod Market
Then you need RPG Maker XP to edit the map event correlating to the Wild Encounter event. Otherwise, you can go into metatext.rb to change the Wild Battle music for the whole area, but this will not be for specifically the legendary encounter. Note: This will not work if you're trying to select their battle through debug mode. Debug always selects the Wild Battle music of the map you're in. -
(Questions) Individual music for legendary groups
AsNKrysis replied to TrainGhidoran's topic in The Mod Market
You'll need to have access to Debug for compiling and edit the ttype.rb file, then compiling after. You can find each of their battle themes if you search up their names (:KELDEO, :HEATRAN, :CELEBI, etc.). Note: This is only for their Battle theme, not their Wild Encounter theme (when you actually capture it instead of battling it in a team of 6). Wild Encounter themes are edited in metatext.rb, which doesn't require compiling. However, this changes the BGM for every Wild Encounter, not just for Legendaries. In order to change static event Wild Encounter BGM without changing all Wild Encounter themes in the area, you'll need to have and go into RPG Maker XP and find every event involving the Wild Encounter trigger with the Legendaries, then right before the Battle script triggers, you need to insert a "Change Battle BGM" script. You can only select music in your BGM folder, so you need to have the music in your BGM folder already. I'm not sure how this works for roaming encounters like Rayquaza. They should be handled in PokemonRoaming.rb (e19) or Roaming.rb (e19.5) folders, but I'm not sure how to call BGM in those scripts, so you'll have to experiment and find out unless someone else tells you the answer. -
Rejuvenation v13.5 - Battle Bond!
AsNKrysis replied to AsNKrysis's topic in Official Rejuvenation Club's Guides & Resources
Update your Rejuvenation to v13.5.6, you're on v13.5.0. Then reinstall my mod into the game's files afterwards, and see if that fixes things.- 31 replies
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- new forms
- battle bond
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(and 2 more)
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Yes, anything that normal Pikachu can use, Partner Pikachu can also use. I believe the only item that Partner Pikachu is not able to use is Eviolite as it's not able to evolve.
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Sovereign_One started following AsNKrysis
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You made sure to replace the Battle_MoveEffects.rb script in your Scripts folder with the one from my mod, right?
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Minor Hotfix released: Adjusted Mega Partner Pikachu and Eevee's base stats to properly reflect Mega Evolution stat increases. Their new base stats have been updated in the forum post, and the links have been updated with the new files reflecting these changes. Apologies for the inconvenience, and I hope you all have a wonderful day.
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I actually had no clue that Mega Evolutions don't affect HP, it's been so long since I looked at a list of BSTs for Megas that I figured at least one of them had an increase to HP in some way. I'll adjust it, thanks for the feedback.
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Partner Pikachu and Eevee Ever wanted to explore Aevium Region with the Let's Go mascots? Annoyed that you can only get Partner PIkachu from using the "terajuma" password? Well now this mod allows you to receive the Partner Pikachu and Eevee from Let's Go through in-game events in Rejuvenation! Features: Partner Pikachu and Eevee! A female form for Rejuvenation's Partner Pikachu! Mega Forms specially made for the Partner Pokémon! This also means that Pikachutite and Eeveetite are available through in-game events as well. Each Partner Pokémon's exclusive signature moves added to their move tutor compatibility lists! I will include a list below of the location of each signature move tutor alongside the locations of each Partner Pokémon. Partner and Mega Partner Form Showcase: Partner Pikachu Partner Eevee Partner Forms, Signature Move Tutors, and Mega Stone Locations: Download Link: Mirror 1 (MEGA) Mirror 2 (Google Drive) INSTALLATION: Extract the contents of each folder into their respective locations in the Game's files and replace when prompted. The folder that says !COMPILING SCRIPTS ONLY! are not necessary to put in your Game's files. They're just the modified scripts for compiling, but I included them because: 1. In case I accidentally wipe the code by updating again. 2. For anyone curious about the modified code. COMPATABILITY: This mod is compatible with any mod that does not: Modifies the Battle_MoveEffects.rb script. Add new Pokemon/Forms or edits the mons.dat file. Add new Moves or edits the moves.dat file. Modifies any of these specified map files: Map 026 Map 069 Map 089 Map 117 Map 230 Map 256 Map 258 Map 304 Map 332 FAQ: Can Partner Pikachu and Eevee evolve? Nope, they both are not able to evolve. A Pichu with the same form as Partner Pikachu (Form 2 in the Script files) can evolve into Partner Pikachu, but afterwards Pikachu is barred from evolving. Besides, if they could evolve, it'd take away the whole point of them being your Let's Go Partner Pokémon. Do Pikanium Z, Pikashunium Z, and Eevium Z work for each respective Partner Form? Yup, Catastropika and 10,000,000 Volt Thunderbolt can be used by Partner Pikachu, and Extreme Evoboost can be used by Partner Eevee. They, of course, will still need to learn the respective moves associated with those Z-Crystals in order to be used. Can I use this mod mid-save? Yes, there's a folder containing optional files that you can put in your game's files (along with the mod files) that'll allow you to receive both Partner Pokémon along with their respective Mega Stones. You can find the NPC that gives you them in Gearen Laboratory after beating Val. Why is Partner Eevee's Sprite just its vanilla shiny sprite from the normal game series? Since Partner Pikachu has a unique sprite, I figured Partner Eevee should receive the same treatment. However, I am absolutely terrible at spriting, so I don't know the first thing about trying to make a nice recolor of any sprite. Even recoloring Giga PIkachu into Partner Pikachu's colors took a good day and a half, so I'm just using Eevee's vanilla shiny sprite for now. If you'd like to submit a unique sprite for Partner Eevee, I'd be more than happy to give you the proper credit and include it in this mod. Why are the overworld sprites for Partner Pikachu and Partner Eevee just their normal sprites in the starter room when using the "eeveepls" password? Honestly, I'm just too lazy to make a sprite for a password encounter. It wouldn't be difficult to do per say, but it seems pretty tedious for such a minute detail. [X]'s sprite doesn't look very good, can you make it better? I can try if you have any suggestions onto how to improve the sprites. As I stated, I'm not a spriter nor am I an artist so I don't really understand what proper shading and coloring looks like. If you have any suggestions then feel free to reach out to me. Why aren't there any shiny sprites for Partner Pikachu and Eevee? As stated in prior answers, I do not possess the creative ability nor skill to properly make good sprite recolors. I'd absolutely love for these partner Pokémon to have their own shiny sprites, but unfortunately I am limited by my own skillset. Therefore, unfortunately, they currently do not have shiny sprites. Why are the signature move tutors spread out so weird? I was trying to keep things balanced since Partner Pikachu and Eevee's moves can be pretty OP in certain situations. I tried doing my best in terms of properly spreading out the move tutors in a way that doesn't make them too OP too fast, but if you have any suggestions on to how to spread them out better, I'd be happy to receive any feedback regarding the matter. Can normal Pikachu and Eevee learn the signature moves? No, only Partner Pikachu and Eevee can learn them. Why don't Giga Pikachu and Eevee have their cries from Gen 8? I can't find a downloadable version of Giga Eevee's cry from anywhere online. I can find Giga Pikachu's, but I also can't figure out how to adjust the cry they make when they Mega Evolve as it just plays a toned down version of their cry from their non-Mega Evolved form. I figured it's better to just to use their normal cries from Let's Go instead for both their non-Mega and Mega forms in order to stay consistent. Do you plan on making this compatible with your Gen 9 Starters and Battle Bond mods? Yeah, I plan on releasing a combined modpack featuring all 3 mods into one so it reduces the hassle of making them compatible with each other. Once I release that modpack, I will most likely be updating it more frequently than the other separate mods for the sake of ease on my part, but I'll still try to fix each mod separately if they each present their own issues. 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. Credits: The Smogon Sprite Project for their Giga sprites and Shiny Female Eevee sprite. Abyab (abyawb on Discord) for their advice regarding the Giga Partner Pikachu Sprite.