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Reborn Development Blog
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Everything posted by AsNKrysis
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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.
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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!
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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.
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- 210 replies
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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.
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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
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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.
- 210 replies
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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!
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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.
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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.
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Sorry for the late response but yes, Metaphysical gives the 20% boost as well.
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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.
- 210 replies
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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!
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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.
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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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Seems that I accidentally attached the wrong Map File with the mod, it should be fixed now and have the proper map files to replace instead.
- 210 replies
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MAJOR UPDATE: Last Update until a stable v13.5 version is out. Don't remember most of the changes since I was working on this for a while and forgot to document most of them, but this is a basic rundown of the big changes: 4 Aevian Species Evolutionary Lines added: Aevian Meganium Aevian Serperior Aevian Emboar Aevian Delphox 14 Delta Species Evolutionary Lines added: Delta Bisharp Line Delta Gardevoir/Gallade Line Delta Sunflora Line Delta Scizor Line Delta Glalie/Froslass Line Delta Luxray Line Delta Roserade Line Delta Muk Line Delta Quagsire Line Delta Mismagius Line Delta Golem Line Delta Raichu Line Delta Wailord Delta Emolga Line (Along with all of their unique abilities) 2 Epoch Species Evolutionary Lines added: Epoch Gliscor Line Epoch Aggron Line New Mechanics: Frostbite has been added and now replaces the Freeze status. Causes damage over time, reduces Special Attack. New Ability: Fortitude "Boosts Special Attack if there is a status problem." Ignores the Special Attack drop from Frostbite. New Move and TM: Hypothermia "The user brings the air around the target down to subzero, causing the target's body to be frostbitten." Inflicts Frostbite against the opponent. TM can be bought from the Kristiline Town TM Shop after beating the 12th Gym. New Item: Frost Orb "An item to be held by a Pokémon. It is a bizarre orb that inflicts frostbite on the holder in battle." Multiple changes to many Major Battles. Not drastic overhauls but more of a Vanilla+ experience. Added the Shadow Rock to the Mining Table, it can now be found while mining. Can also be found on Delta Roserade in the wild. Some Mega Stones have been placed in the world, primarily Marowite, Delta Sunflorite, and Delta Bisharpite. Massive overhaul to many AltForm movesets and TM/Move Tutor compatibility. An extensive amount of Bug Fixes and AI Script adjusting that's too many to list. Per request, I have included 2 documents of the changes made to Major Battles and Vanilla Pokemon, however I still need to list the field interactions that certain new abilities and moves have with the fields. Side Note: Some of the Sprites are going to be a bit scuffed for the Delta Mons. Due to Insurgence's final release having the Sprites in Gen 4 style, there's not much I can do to remedy that. With the help of Sapphiada, I've tried to edit the Sprites to fit better in Rejuvenation, but they won't be perfect. Another Note: Some of the abilities are going to have slight changes made to them due to my lack of coding knowledge with Essentials to fit Insurgence's abilities into Rejuvenation. The abilities are: Chlorofury Chlorofury boosts its Special Attack and Speed when a partner ally faints, rather than the game counting the amount of fainted Pokemon in the party, Winter Joy Winter Joy will strengthen in Hail and weaken in Sunlight instead of using the months. This is because having the game use Real Time is kind of janky and I'd much rather not want to tear my hair out trying to get it to work. Plus, the Real Time will be removed in the next update of Rejuvenation. Regurgitation Regurgitation is similar to the Probopass Crest, where it will follow-up with an additional 5 BP attack that hits 6 times and uses a different type per each attack. Blaze Boost Blaze Boost actually is coded in properly, except that Blaze Boost itself is way too broken of an ability for Delta Emolga to get free boosts every time it fires off an attack. Therefore, I've capped all of its stat changes at 2, meaning it cannot raise any of its stats past 2 stages, but also cannot have them lowered past 2 stages. I deeply apologize for how long this took to get the next update out. I took a hiatus for a bit from modding to focus more on work and also play some games, but really wanted to be able to get this update out before v13.5 was released. I'll continue to include hotfixes for any bugs that pop up, but for now there will not be any major updates until v13.5 is fully released. I hope this will satiate you all who have taken interest in my mod and I hope to give you a wonderful Vanilla+ experience! Have a wonderful day to you all!
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Download the 3 Script files from these 2 comments and replace in your Script folder.
- 210 replies
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Download the 3 Script files from these 2 comments and replace in your Script folder.
- 210 replies
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Unfortunately, Insurgence never updated their sprites to the Gen 5 format, so I can't do anything there. I'm no spriter, so I can't do much about it.
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Yep, that worked perfectly. This completely slipped my mind, though it figures that it makes sense for egg Pokemon to not randomize their forms on creation. I'll be sure to apply your fix to the next update. You've been a big help Karvanha, so thanks a bunch!
- 210 replies
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- soulstones
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