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AsNKrysis

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  1. Small Hotfix released: Fixed the issue with errors popping up when trying to select moves or switch during battles. Thank you to @Snipey for providing the fix while I was at work. The Battle_Move.rb file is no longer necessary to be replaced. I have made it so defining Flower Trick's crit to be modular, meaning you just need to put the Flower Trick.rb file in the mods folder in order for it to work. Apologies for the inconvenience, and I hope you all have a wonderful day!
  2. Apologies, I forgot to link the new links to the download before I went to sleep. It should work properly now for anyone that was having issues with downloading the mod.
  3. Small Minor Update released: Updated the Mod to v13.5.5. Added optional compatibility to my Battle Bond mod. I'm not exactly sure what changed in the new update, but just in case I have decided to update the mod using the current files. This took a bit longer since I accidentally hit the updater on the files where I stored the modified scripts, so I have also included the modified scripts in the mod primarily for my use to have backups in case I mess up again. They are NOT necessary to have in your files, the Battle_Move.rb is the only script that is necessary to replace in your Script folder. Installation is still the same regarding the Audio, Data, and Graphics folders otherwise. I have also added optional compatibility for my Battle Bond mod since the two mods originally cannot work in tandem given that they both edit the mons.dat and trainers.dat files. You merely need to extract the contents from the Data folder in the optional compatibility folder to the Data folder in the Game's files. Once again, you DO NOT need to extract the contents of the Scripts folder to your Game's files. Thank you and I hope you all have been enjoying v13.5!
  4. Small Minor Update released: Updated the Mod to v13.5.5. I'm not exactly sure what changed in the new update, but just in case I have decided to update the mod using the current files. This took a bit longer since I accidentally hit the updater on the files where I stored the modified scripts, so I have also included the modified scripts in the mod primarily for my use to have backups in case I mess up again. They are NOT necessary to have in your files and do NOT need to replace any of the scripts, only extract the Data folder and the Graphics folder to your Game's files and replace when prompted. Thank you and I hope you all have been enjoying v13.5!
  5. DISCLAIMER: Use this mod with immense caution. This mod may cause a bug that will have menus in-game freeze due to the game not being able to properly update the dexList between updates since it won't be able to initially find the Gen 9 starter IDs. It works fine once the mod is installed, but the uninstallation will be listed down below for anyone that has had issues freezing menus while using this mod. Gen 9 Starters Introducing the Gen 9 starters to Rejuv! Not much else to it other than that, just a somewhat simple mod that adds in the Gen 9 starters to Rejuv, all of which are obtainable at the start of the game and through in-game events. This also includes their signature moves as well as animations for each of them. Some trainers have also been given the starters on their team, so be on the lookout for 'em! Gen 9 Starter locations: Major Battles that include the Gen 9 Starters: 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 Flower Trick.rb file in the Mods folder is necessary for Flower Trick to properly work. The folders that say NOT NECESSARY are, well, 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. UNINSTALLATION: To successfully uninstall the mod, you'll need to do some work on your part to fix it, but it's pretty simple: First, follow haru's Modding Tutorial here to get the console up and running: Only the 1st step is necessary, the one that details how to activate the console in the game in order to run commands. Next are 2 methods that will clear out the invalid IDs that are causing the freezing issue with your save: 1. The first way is to go pull up the commands (F6) and type $Trainer.pokedex.dexList.remove(:NEWPOKEMONID) (with NEWPOKEMONID being the numerical IDs of the Pokemon added by my mod) and removing them 1-by-1 until all 3 evolutionary lines have been removed from the dex. 2. The second (and slightly faster) way is to download this file and place it in your Mods folder: PokedexCleaner.rb Then go into game and type in the command $Trainer.pokedex.cleanDexList() which should clean up the dex list of all invalid IDs. After, it should cease the freezing occurring at the start and in-game menus and such with your save file. Also, huge shoutout to @TayroWinters for providing the solution as well as the PokedexCleaner.rb file to remedy the issue of freezing menus! COMPATABILITY: Due to the nature of how the Game's data files work, compatibility will be tricky as this mod can't be made modular, it's just impossible. Therefore, any mod that edits the list of Pokemon, move animations, trainer teams, or any of these listed map files will NOT be compatible. Map 042 Map 139 Map 140 Map 175 Map 225 Map 264 Map 272 Map 304 Map 413 Due to requests from others, I have gone ahead and made compatibility with my Battle Bond mod, which the compatibility is included in an optional folder of the mod's files. Known Bugs: There's no egg sprites for the Gen 9 starters. No sprites have been made for it, and I'm too bad at spritework to try to make it myself. FAQ: Can I use this on my current save? Do I need to restart the game? You do not need to start a new save file, but if you are past certain points of the game you will not be able to receive Sprigatito or Quaxly. Therefore, a folder containing additional files has been added in order to give all 3 starters after beating the 14th gym. Why only the starters? Why not the rest of Gen 9? Gen 9 has a multitude of new mechanics that are a bit tedious to add and would require heavy script edits, restricting its compatibility. The starters are simple enough to begin with, and therefore all that will be added until further progress has been made on the development of Gen 9's implementation into Rejuvenation. Will you be adding the rest of Gen 9 as well? How long will that take? The plan is for full implementation of Gen 9 into Rejuv, but many of us in the modding community are currently waiting to see when Rejuv is in a stable state to begin that process. There's no estimated release date, but hopefully one of us will be able to push out a Gen 9 mod soon enough. I may not even be the one to make one, but I know a lot of people are eager to have Gen 9 in Rejuv so that's why I made this simple one for now. Progress has been made by myself and a couple other mod authors into incorporating the rest of Gen 9 into Rejuv! Although we're unsure whether we'll release a Gen 9 mod ourselves, we want to at least provide a template for others to introduce Gen 9 into their own work if they choose to. We still have a bit to trudge through, so there's no exact ETA on a release date for an AllGen Rejuvenation template, but we've been making progress at a steady rate. If you'd like to see the progress made or have any feedback towards how Gen 9 should be represented in-game, I'll link the discord below to allow those interested to communicate with the myself and the rest of the team. Are you planning on adding terastallization? Hell no lmao. How can I contact you for questions? 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. Gen 9 Development Discord Link: https://discord.gg/ZvhNYCV8zz Credits: @Fervis for providing permission to use their mod's code as well as their formatted sprites and icons as a template to add in the starters! Check out their AllGen Reborn Mod if you're interested in playing through Reborn with all of Gen 9 implemented! DarkusShadow on DeviantArt for their Gen 9 starter overworld sprites!
  6. This is merely a port of @AiedailEclipsed's Mining Overhaul mod to Rejuvenation. With their permission, I was allowed to make this mod functional for v13.5 and update the mining loot tables accordingly. Even though all of the evolutionary stones are now available in Rejuv's vanilla mining minigame, not all of the Fossils, Nuggets or Comet Shards are, which is what this mod adds to the mining table now. Also, most of the probability rates for items have been adjusted accordingly using the same values as included in the original mod: New Items: Probabilities: Mining Overhaul.zip Installation: Same as most modular mods, simply extract the contents of the folder to your Data folder in the game's files. Credits: @AiedailEclipsed for providing me permission to port their mod over to Rejuv v13.5!
  7. Before I start, I want to give a MASSIVE SHOUTOUT to @Karvanha for helping me put together the script for the mod! He's been a massive help to me throughout my entire time with Reborn and Rejuv's modding community and I can't thank him enough for always lending a helping hand out to me whenever I've needed, and I am extremely grateful and also very happy to have been able to collaborate with him on making this mod for v13.5! If you're not a fan of the less canon version of Battle Bond with my mod, you should go check out Karvanha's Ash-Greninja mod that now also includes Rejuv v13.5: Ash-Greninja for Reborn, Rejuv and Deso Battle Bond for Gen 6 Starters! The title says it all: Battle Bond forms for the Kalos Starters! For those of you familiar with my More Regional Forms mod, this was a feature that was included where the Gen 6 starters would have a random chance of having Battle Bond as their ability and would be able to transform just like how Ash-Greninja does in the vanilla series. Since I have discontinued development on MRF, I decided to work with Karvanha to create this mod for those that would like its feature from the mod in the current version of the game. As cool as Ash-Greninja is, I always thought it was underwhelming that Delphox and Chesnaught didn't receive any special power boosts themselves. Therefore, this mod extends the power of Battle Bond to both of them as well along with boosting their "signature" moves to keep them on par with Ash-Greninja! Features: Battle Bond as a third ability for each of the Kalos starters. Activation is the same as normal Battle Bond: Knock out an opposing Pokemon with a damage-dealing move from the Battle Bond mon and it will transform. The Pre-evolutions do not have access to Battle Bond, only Chesnaught, Delphox and Greninja do. Therefore, in order to get the ability you need to use an Ability Capsule on them once they're fully evolved. Slight boosts to each Battle Bond starter's signature moves when in their BB form. New moves added to Chesnaught's learnset to accommodate for its new typing in BB form. BB Pokemon are now found on other major trainers throughout the game! Battle Bond has been added to Lavender's Delphox, Texen's Chesnaught, and Ren's Greninja. Note: This is a very minor effect and most likely you'll only see it from Ren's Greninja since he's the most present out of the 3. Battle Bond Showcase: Battle Bond Chesnaught Battle Bond Delphox Battle Bond Greninja 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 folders that say NOT NECESSARY are, well, 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: LAWDS This mod is compatible with LAWDS, BUT you will need to edit and compile some scripts yourself. Instructions on how to do so are provided in the README in the 'LAWDS Compatibility' folder. DO NOT use any files from the 'Data' folder outside of the 'LAWDS Compatibility' folder. Only grab the files from the 'Graphics' folder and 'LAWDS Compatibility' folder. The compatibility does NOT include any changes to trainers or Chesnaught's learnset for the sake of not wanting to mess with LAWDS' trainer and montext modifications. INCOMPATABILITY: With the exception of LAWDS, this mod is incompatible with any mod that: Add new Pokemon/Forms or edits the mons.dat file. Add new Abilities or edits the abil.dat file. Modifies trainer teams or edits the trainers.dat file.* IMPORTANT NOTES: - Due to quite a massive buff to Chesnaught in general as a result of this mod, Chesnaught's availability has now been moved back to post-Gym 9 as to sort of balance it in the game.** - You CANNOT Battle Bond more than once in battle. That means if you have more than 1 BB Pokemon in your party, only one of them is able to activate Battle Bond once per battle. SIDE NOTES: * Technically this mod is compatible with any mods that edits the trainers.dat file, but Ren's Greninja, Texen's Chesnaught, and Lavender's Delphox will not have Battle Bond. ** LAWDS Compatibility does not have this change. Credits: @Karvanha as the co-author to this mod and for applying the code as well as cleaning up the scripts for the mod to function properly on v13.5! The Smogon Sprite Project for their Ash-Greninja sprite! Hexx_Vixtar for their sprites used for Battle Bond Chesnaught and Delphox!
  8. Considering the massive changes to the game's codebase, I will have to update pretty well every change and addition applied in the mod, which will take a while. Also, I don't plan on making any significant changes to the game until a stable v13.5 version is out, which may take a month or 2. I'm also still familiarizing myself with the new codebase, so adding in Gen 9 will take a bit and someone else might even beat me to the punch. So, with all of that in consideration, there's no estimated update release for the mod, but I will do my best to update it as quickly as possible when I'm able to.
  9. Update: The Battle Music Pack now works for v13.5! Let me know if anyone runs into any errors, I have removed certain BGMs from the pack due to not wanting to change too much vanilla BGMs. Also, I have removed the optional script file included as I have to update that file to include any changes made to the map data. Also, if there are any BGM changes that are not reflected in-game, that's the reason why as the game's event scripting will override the BGM meant to play for certain trainers. For now, this will replace most Gym Leader themes, Rival themes, and Wild Battle themes. I hope you all enjoy and have a wonderful time exploring the world of Aevium in v13.5!
  10. It's the Show Stat Boosts and Type Battle Icons mods that you have in your Mods folder. They aren't updated to v13.0.5 because the original mod author has no intentions of updating them until a later version of Rejuv is released. Remove those mods when you go into the Safari Zone, they should work fine everywhere else.
  11. At the moment no, around the time that Jeb and I were going to add in more forms and update some of the sprites, v13.5 got announced, which we decided to halt progress on stuff other than Hotfixes and Patches until v13.5 is released. Apologies for the inconvenience.
  12. Small Hotfix Released: Fixed issues in regard to Mega Evolving Alakazam. Fixed the error being thrown off when the AI attempts to use Esper Wing on a Psychic Terrain. Fixed Epoch Tyranitar and Epoch Gengar needing the incorrect Mega Stones in order to Mega Evolve. Fixed Aevian Tepig's encounter in the Abandoned Apartments. Since this is a smaller hotfix, if you don't want to redownload the game all you need to do is download the zip file attached in this comment, unzip it, drag its contents over to the game's files and replace when asked. If there are any other bugs that are present, don't hesitate to reach out to me about them. There won't be any further major updates but I will continue support for fixing this version of the mod until v13.5 comes out. I hope you all have a wonderful day. MRF Hotfixes.zip
  13. Yeah, that was a typo with the AI script when deciding to use Esper Wing on a Psychic Terrain, I'll fix it soon. Also accidentally forgot to use the correct internal IDs for the Mega Evolution stones when scripting the Mega Epochs, which I'll fix soon. Haven't added it yet, as even the Flame Orb hasn't been added in base vanilla Rejuv. It'll most likely be added in with Artrica once it gets added in vanilla Rejuv. I really am unsure why myself, I should've fixed the issue where the randomizer machine wasn't giving you a Pokemon when you try to choose it.
  14. Mandatory Patch Released: Hi. Yeah, it's been a bit, and I apologize for that. There have been multiple bug reports that have been coming in that I haven't had a lot of time to get to simply because I've been busy irl and also busy playing Baldur's Gate. This should address most of the bug fixes that have been reported to me as well as other concerns: Aevian Hydreigon's resistances should be fixed. Fixed some of the AI scripting, which should hopefully make the opponent AI use Hypothermia now. Fixed the Hypothermia TM, now it should actually teach Hypothermia. Fixed 2 vanilla bugs: The Move Tutor in the Kingdom of Goomidra shouldn't throw errors anymore when trying to teach Zen Headbutt and Gastro Acid. The player should no longer get stuck in the door when exiting Garufa Ruins. Gave Gallade Sharpness and D-Gallade Slush Rush. Forgot that I actually did make D-Emolga available on Route 9, so it's there. Changed A-Murkrow's availability from Yui's Ranch to Route 4, Honchkrow can still be found on Yui's Ranch and the evolution method is still the same. Fixed Mega Delta Bisharp's typing. Fixed Mega Delta Bisharp in Souta's gym battle (should now start off in base form rather than its Mega form when sent out). Reduced the amount of Relationship Points with Aelita needed down to 25 in order to get Delta Bisharpite from Souta after his gym battle. During the double battle with Aelita against Neved: Nerfed Neved's Pokemon by 2-3 levels except for Delta Blastoise. Buffed Aelita's Pokemon by 1-2 levels. This should hopefully make this battle less stressful to beat. Replaced Erin's Florges with Aevian Excadrill. This should make it easier to beat Angie & Cera on Intense without using Interceptor's Wish. Other various bug fixes that I don't exactly remember. As this was quite a lot that I fixed, I can't simply add the hotfixes in this comment, so it is necessary to redownload the mod from the download links in the main post. Thank you all for your patience, and hopefully this will be the very last patch/hotfix I will need to do before v13.5 releases. Have a wonderful day and thank you for playing my mod!
  15. I know it's possible to work, but I'm not familiar enough with Mac to be able to help you much in getting it to work properly. You can try asking on the discord if anyone else has attempted and succeeded.
  16. Yeah I remember seeing you ask this on the forums before about if this would get added into the Vanilla game. However, this isn't really a Mega and more of a Rift Pokemon, which I don't have any plans on making Rift Pokemon be obtainable in the mod. Besides, it doesn't even have a backsprite, and I don't have the spriting expertise to make one for it and I don't believe Jeb has any interest in such either.
  17. If you downloaded from the link I provided, just unzip the game to wherever is most convenient to you and play the game from the .exe in my mod. Any Optional Mods are either included in the Optional folder of the Mods folder included, or they're included under the Optional Mods section of the front page.
  18. New Mandatory Patch Released: This one resolves the issue with Chlorofury, because coding that ability to function properly is a bit annoying, and my amateur coding expertise is unable to figure out how to make it work to count the amount of fainted Pokemon in the party. Patch notes: Changed Chlorofury's functionality. Chlorofury now raises its Special Attack and Speed by 1 stage upon its partner ally fainting. Removed Chlorofury from the AI script. The game should stop throwing errors during Double Battles with/against Venam. Added Delta Heatmor (because I forgot to before). Delta Heatmor can be found in Axis Factory at a 10% of encounter. Includes all of the hotfixes from prior. Due to the amount of Script and Data files I ended up editing, it'll be necessary to redownload the mod instead of me being able to provide the files in this post. Also, if you had the compatibility with EvGym's Auto Battle Speed Up mod downloaded, you need to redownload that as well with the new one I uploaded or else Chlorofury will not function properly. I apologize for the convenience, and hopefully this will be the last hotfix/patch I will need to do before v13.5 comes out. I hope you all have a wonderful day!
  19. I've been trying to look into it, however if I can't get it to function properly then I'm going to remove Chlorofury from the game and replace Mega Delta Sunflora's ability with something else, which Chlorofury is what's causing the issue.
  20. Update: Slightly major one, not something huge, but something I wanted to get out before v13.5 was out in case anyone was still interested in modding their v13.0.5 runs. Huge thanks to @Karvanha for providing the Script to be able to allow the mod from being overridden by in-game event scripting, so now most of the themes should work proper. Note: Certain battles may have unfitting music as a result of the new Script that is mandatory to have most of the themes work. This is because certain battles don't have any music associated to them and may end up defaulting to regular battle themes. Added a new mod (thank you once more to Karvanha) that needs to be placed in the Mods folder of the Data folder in order for certain themes to be able to work and not be overridden by the game's code. More trainers have been given themes that should hopefully be appropriate for their battles. Changed the Boss theme to something that seems more fitting for most situations, rather than the old one that was very dramatic for no reason at certain times.
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