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SWM modular modpack [E19.5] (beta)


Waynolt

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On 6/26/2023 at 6:05 AM, Nickd91 said:

Sorry, reread your post and that definitely sounded like a bug, I admit I misread your post because it has 2 bugs, I think. My previous post definitely fixes that. This new one is a change that when lowered to 0 the ev stays at 0, allowing each consecutive stat lowering berry use to lower 1 iv each time. I did this because the growth model doesn't make sense in the backwards direction, as the ev would normally end up in the 200s and cause an overall higher stat, which would be easy to exploit. Not that there aren't countless other ways to exploit any Pokemon game. You might like this one better overall.

SWM - EvOverflow.rb 7.76 kB · 5 downloads

Soooo if I recall correctly:

  • in E18 it actually did set it to a low value precisely to avoid that exploit (not zero though - it is possible someone actually wanted to make their mons happier, and I didn't want to accidentally punish them by fully resetting their IVs for that).
  • in E19 instead, when lowering any EV below 0, it actually removes 1 point from the IV and then tries to set the EV to 252 (the reasoning is that the new power items make it pretty easy to reach high EVs anyway, so I couldn't see any reason to prevent an exploit that wasn't that hard to replicate through legitimate means anyway if the player is willing to).
    "Tries to set the EV to 252" here means "gives whatever EV points can be given while respecting the overall 510 limit for EVs, as long as no password disables said limit"

I personally play with the password that disables the EV limit, the one that makes all my mons start at 0 IVs, the one that maxes out the enemy IVs and EVs, and try not to use power items if/when I'm grinding battles.

I like this combination because I like to keep my mons around in a small roster, with as little rotation as I can, and this makes me feel rewarded for sticking with my friends for as long as possible.

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On 8/20/2023 at 3:07 PM, whataboringlife said:

can i ask why the sharedpc mod won't work? it made all the pokemon i put in it disappear from all the saves, the other mods i use work. just the pc one doesn't

I never actualy found out why these bugs with SharedPC happen, nor was I ever able to replicate any on my saves.
The best hypothesis I have for this at the moment is that it might have something to do with user permissions on Windows (I play on Linux, which handles these differently)...

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On 6/6/2024 at 4:00 AM, Vistelle said:

Would the mods be updated for 19.5?

They will be, eventually...
I don't expect the actual update to take long - the main problem is that I don't have the time to properly test them at the moment.
Since I'm not too thrilled with leaving the devs to deal with any bug introduced by untested SWM edits, I'm waiting until I either have the time or 19.5 is stable and released officially (whatever comes first).

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  • 3 weeks later...
On 8/16/2024 at 9:03 AM, Waynolt said:

They will be, eventually...
I don't expect the actual update to take long - the main problem is that I don't have the time to properly test them at the moment.
Since I'm not too thrilled with leaving the devs to deal with any bug introduced by untested SWM edits, I'm waiting until I either have the time or 19.5 is stable and released officially (whatever comes first).

Honestly I feel the most important one would be the itemfinder mod.

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  • 3 weeks later...

Considering 19.5 is officially out now. Is there anything I can do to help with testing?

 

(Also in 19.0.16 if you use reusable Premier balls on the route 1 forest honey encounters the total premier balls will still go down. As the ball is deflected.)

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I wish I had any understanding of modding or coding.  On a surface level, it feels like I should be able to make these E19 mods work with the new update, but they're just not doing anything now.  I'll keep an eye on this thread to see if you're able to update them to function on the new game version.  I only use the ItemRadar and PredictRelationshipValues mods, but I've come to rely on them pretty heavily in my playthrough.

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2 hours ago, Ricky said:

I wish I had any understanding of modding or coding.  On a surface level, it feels like I should be able to make these E19 mods work with the new update, but they're just not doing anything now.  I'll keep an eye on this thread to see if you're able to update them to function on the new game version.  I only use the ItemRadar and PredictRelationshipValues mods, but I've come to rely on them pretty heavily in my playthrough.

 

Note that the directory to install mods changed in 19.5. See Modding.txt in the new version for details. That's most likely why they're not doing anything for you.

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I've tried moving my "Mods" folder from "Data" to "patch", but that caused the game to crash on startup.  I also tried emptying the contents of my "Mods" folder into the "patch" folder, but the mods weren't usable in the game at that point.  I've also tried placing the "Mods" folder into the "Data" folder like before, but that also didn't work, the mods weren't available in-game.  I don't seem to understand the "Modding" text file instructions.

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53 minutes ago, Ricky said:

I've tried moving my "Mods" folder from "Data" to "patch", but that caused the game to crash on startup.  I also tried emptying the contents of my "Mods" folder into the "patch" folder, but the mods weren't usable in the game at that point.  I've also tried placing the "Mods" folder into the "Data" folder like before, but that also didn't work, the mods weren't available in-game.  I don't seem to understand the "Modding" text file instructions.

 

I've started a couple weeks ago and the mods were working. I was using all but battle announer and choose your starter, and i've done the same as you. Data folder/Patch Folder/Reborn Folder. none has worked. but i did get an error message with the black screens. Honestly just jargon to me though 


**ERROR CODE**

"[Pokemon Reborn 19.5.1]
Exception: NoMethodError
Message: undefined method `getversion' for main:Object
C:/Users/Whann/Documents/Pokemon Reborn/patch/Mods/SWM - EvOverflow.rb:236:in `<top (required)>'
ClientData:60:in `load'
ClientData:60:in `block in startup'
ClientData:60:in `each'
ClientData:60:in `startup'
Main:31:in `mainFunctionDebug'
Main:24:in `mainFunction'
Main:70:in `block (2 levels) in <main>'
Main:69:in `loop'
Main:69:in `block in <main>'
(eval):82:in `eval'
(eval):82:in `block in <main>'
(eval):74:in `each'
(eval):74:in `<main>'
000:script:3:in `eval'
000:script:3:in `<main>'
-e:in `eval'"

 

 

it's a drag that they all stopped working the system was fine before imo

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On 9/30/2024 at 3:14 AM, Zelly_9191 said:

Considering 19.5 is officially out now. Is there anything I can do to help with testing?

Sure!
The mods are now updated with minimal testing. Have fun 🙃

 

On 9/30/2024 at 3:14 AM, Zelly_9191 said:

(Also in 19.0.16 if you use reusable Premier balls on the route 1 forest honey encounters the total premier balls will still go down. As the ball is deflected.)

Thanks!
I'll get around to fixing that eventually

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On 10/1/2024 at 8:23 AM, Gonual said:

Honestly just jargon to me though

These are the most important lines:
Message: undefined method `getversion' for main:Object
[...]Pokemon Reborn/patch/Mods/SWM - EvOverflow.rb:236:in `<top (required)>'

It means that in 19.5 the method getversion, previously used by SWM, no longer exists

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20 hours ago, Waynolt said:

Sure!
The mods are now updated with minimal testing. Have fun 🙃

 

Well i have one for you already lol

fighting a grunt in the glassworks and when he sends out his alolan golem the game locks up with his pokeball on the field.

 

its caused by type battle icons.

 

The game doesn't provide any error sadly. i've made a backup of the save if you need it i can send it in a private message to you.
 

 

Edit: Haven't tested type battle announcer but if it uses similar methods that might also crash

Edited by Zelly_9191
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1 hour ago, Zelly_9191 said:

 

Well i have one for you already lol

fighting a grunt in the glassworks and when he sends out his alolan golem the game locks up with his pokeball on the field.

 

its caused by type battle icons.

 

The game doesn't provide any error sadly. i've made a backup of the save if you need it i can send it in a private message to you.
 

 

Edit: Haven't tested type battle announcer but if it uses similar methods that might also crash

Mmm is he one of the Zorua ones? Didn't test Illusion yet, might be that... yes, can you please send me the savegame just before the battle? It would be really helpful

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8 hours ago, Zelly_9191 said:

 

Well i have one for you already lol

fighting a grunt in the glassworks and when he sends out his alolan golem the game locks up with his pokeball on the field.

 

its caused by type battle icons.

 

The game doesn't provide any error sadly. i've made a backup of the save if you need it i can send it in a private message to you.
 

 

Edit: Haven't tested type battle announcer but if it uses similar methods that might also crash

Both this and the bug in ReusablePremierBalls should be fixed now - thanks!

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On 6/18/2023 at 9:24 AM, enu said:

I found a bug in SWM - EvOverflow. There is no way to reduce EVs to 0. When I have EV value for example 6 and use the appropriate EV reducing berry the EV value remains unchanged and IV is reduced by 1 instead. The IV reduction should happen only if EV was already 0 before using the berry.

This isn't exactly a bug, but rather a result of how EV overflow works. When you make changes to your EVs, the script attempts to apply those changes while ensuring the overall limit of 510 EVs is respected.
 

For increasing EVs, it's pretty straightforward: the script will add as much as possible without exceeding the limit. If there's an overflow, the EV value resets to 0, so it never actually breaks the cap.


However, when it comes to decreasing EVs, if the script encounters an underflow, it would normally try to set the EV to its maximum possible value. This works fine if the password that disables the EV cap is active.

But if the cap is still in place and your EVs are already maxed out at 510, the script can't set the EV to the max. Instead, it sets the value as high as possible, which, in your example, happens to be the same as the previous value (6).


So technically, it's not a bug: the script is behaving as designed.
The real issue is that I don't currently have any better solution for when the 510 EV cap is enforced.

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