Popular Post Aironfaar Posted August 17, 2018 Popular Post Share Posted August 17, 2018 In this thread, you will find my mods for Pokémon Reborn. Now updated for the public release version of E19! Index Additional Options (Last Updated: v18 - 2022-05-22) This mod adds some options to the Options menu. It uses the modular approach to mods introduced by Waynolt's SWM modular modpack. Miscellaneous Modular Mods (Last Updated: v11 - 2022-05-22) Some of my mods just don't need to add any options, so they are just bundled together here. They all use the modular approach to mods introduced by Waynolt's SWM modular modpack. 8 3 5 Quote Link to comment Share on other sites More sharing options...
Popular Post Aironfaar Posted August 17, 2018 Author Popular Post Share Posted August 17, 2018 Additional Options Download: v18 - 2022-05-22 https://drive.google.com/file/d/19z2Z0bbm0zjrxdNUE3fWXhgYiIReVEg9 Spoiler v17 - 2022-05-12 https://drive.google.com/file/d/1KOKGjU1XaWo3uMH7qlf29sAv34Ob7jsE v16 - 2022-05-05 https://drive.google.com/file/d/11v6636XOUPnxm9IRSTvbm5gWsq2XV8Zk v15 - 2022-05-03 https://drive.google.com/file/d/1Zwq8AJTf2SdbenhXdBCkYZeh9SlPtYiW v14 - 2022-05-01 https://drive.google.com/file/d/1BlWpJ2impQEwFxb0PCCtJc5rwnroqITQ v13 - 2022-04-28 https://drive.google.com/file/d/1Zy8g9SPCYEkSUF-FQNzoRkGnQzcY05ql Installation: Extract the Mods folder and its content to <Pokémon Reborn install path>/Data. If you already installed my Miscellaneous Modular Mods pack, you might find that some of the files with MonkeyPatched in their names are already present. As long as you use the newest version of both mod packs, these files are the same between both mod packs and you can safely overwrite them. If you don't want to use one of the options, remove the corresponding files from the Mods folder. Read the "Description of the options" section to find out which option comes with which file. AMB - AddOpt.rb is the master file required to actually add the options to the Options menu, so don't delete that. Uninstallation: Delete the Mods folder in <Pokémon Reborn install path>/Data. If you want to keep using other mods using the same modular approach, only delete the files that came with this mod. Description of the options: Spoiler Additional Options isn't an actual option, just a separator. Every option below that was added by this mod. All the other files with AddOpt in their name check whether this file is present when you start the game, and refuse to let you play without installing this file or deleting the other files. Files: AMB - AddOpt.rb Show Debug Menu grants you access to the game's debug menus without enabling the actual debug mode. While this is safer than playing with debug mode on, I didn't curate the things you can do with it, which means you can easily mess up your save file by misusing the debug menu. Only use this if you truly and genuinely know what you're doing. You can opt to show only the Pause menu's debug menu, only the debug menu for pokémon (Pkmn), Both or turn it Off for the time being. Files: AMB - AddOpt_DebugMenu.rb, AMB - MonkeyPatched_PokemonScreen_pbPokemonScreen.rb EV from Exp. All allows you to choose whether you want a pokémon that gains experience due to Exp. All should also gain EV (On) or not (Off). Files: AMB - AddOpt_ExpAllEV.rb, AMB - MonkeyPatched_PokeBattle_Battle_pbGainEXP.rb Exp. Gain Past Cap allows you to choose whether you want a pokémon that would normally receive no experience due to being at the current level cap while the hard level cap password or Exp. All is active should receive a token experience point (One) or not (Zero). Note that this is mostly cosmetic; whenever this option would allow a pokémon to gain one experience point where it wouldn't get any without it, the pokémon gains EV anyway. This more or less just acts a reminder that a pokémon gained EV. Files: AMB - AddOpt_ExpPastCap.rb, AMB - MonkeyPatched_PokeBattle_Battle_pbGainEXP.rb Exp. Scaling: Factor is an integer between 0 and 100 by which the experience gain of a pokémon in combat is multiplied. Files: AMB - AddOpt_ExpScale.rb, AMB - MonkeyPatched_PokeBattle_Battle_pbGainEXP.rb Exp. Scaling: Divisor is an integer between 1 and 100 by which the experience gain of a pokémon in combat is divided. Files: AMB - AddOpt_ExpScale.rb, AMB - MonkeyPatched_PokeBattle_Battle_pbGainEXP.rb Fishing Base Bite % allows you to set the base chance of a bite when fishingto an integer between 0 and 100. This base chance can still be changed as normal by using a better rod or having pokémon with the abilities Suction Cups or Sticky Hold on your team. Files: AMB - AddOpt_GoneFishing.rb Auto-Hook Fishing lets you to choose whether you need to press a button when you get a bite while fishing (Off) or not (On). Files: AMB - AddOpt_GoneFishing.rb Hard Level Cap only shows up in the options menu if the 'hardcap' password is listed in your save file's Add Password menu. It allows you to toggle the password On or Off without the need to use a computer, and without consuming a data chip. Files: AMB - AddOpt_HardcapToggle.rb Additional Mining Cost is an option for the MiningForRich mod from @Waynolt's SWM modular modpack. It's an integer between 0 and 100 that sets the base cost of the additional mining hits that the mod allows the player to make. Files: AMB - AddOpt_MiningForRich.rb Pickup Chance sets the chance for the ability Pickup to trigger after a battle. You can choose an integer between 0 and 100, where 0 means a 0% chance and 100 a 100% chance for it to trigger. The default value is 10, which is also the chance in official pokémon games. Files: AMB - AddOpt_PickupChance.rb Rock Smash Encounter % allows you to set the chance to encounter a pokémon after smashing a rock with Rock Smash wherever that can spawn wild pokémon. You can choose an integer between 0 and 100, where 0 means a 0% chance and 100 a 100% chance for an encounter. The default value is 25, which is Reborn's default chance for this. Files: AMB - AddOpt_RockSmashEncounters.rb Text Input Style allows you to select how you want to enter text (e.g. names). You can choose between the default Keyboard entry and the gamepad compatible Classic symbol selection board as seen in the handheld games. Useful for playing with a gamepad. Note that this is functional, but not at all pretty since Reborn wasn't made with using this in mind. One of these days, I might just do something to improve this at least a little, though. Files: AMB - AddOpt_TextInput.rb Walk Through Walls enables you to use the functionality to walk through walls from debug mode without turning the actual debug mode on. While this is safer than playing with debug mode on, you can easily mess up your save file e.g. by using paths you weren't supposed to and skipping changes to switches and variables that way which you would need for future events to trigger. Use with caution. You can set this to always On, activate while you hold the CTRL key, or switch it Off entirely. Files: AMB - AddOpt_WalkThroughWalls.rb Reordering the options: Spoiler The options are loaded into the game in alphabetically ascending order of the files they are part of; the order showcased in the description block above is the default order. If you want to change it, you can do so by renaming the .rb files accordingly. For example, if you have only GoneFishing, RockSmashEncounters and TextInput installed and want Text Input Style to appear above the options from GoneFishing with Rock Smash Encounter % at the bottom, you'll have to rename the .rb files like this: AMB - AddOpt_TextInput.rb -> AMB - AddOpt_1-TextInput.rb AMB - AddOpt_GoneFishing.rb -> AMB - AddOpt_2-GoneFishing.rb AMB - AddOpt_RockSmashEncounters.rb -> AMB - AddOpt_3-RockSmashEncounters.rb This is just an example; you can choose any name you want as long as you keep the file ending as .rb and maintain the alphabetical order. Upon updating the mod, however, you'll have to delete the renamed files and create your preferred order again. Changing the order of options that come from the same file requires some lines of code within the files to be swapped. Plugging options from other files between such options requires yet some more work. I recommend you only do that if you know enough about programming to identify what needs to be done until I come up with a more convenient way to do all that (which I can't guarantee to happen - sorry!). Changelog: Spoiler v18 - 2022-05-22 - NEW: AMB - AddOpt_DebugMenu.rb, AMB - AddOpt_HardcapToggle.rb, AMB - AddOpt_WalkThroughWalls.rb, AMB - MonkeyPatched_PokemonScreen_pbPokemonScreen.rb - CHANGED/FIXED: ALL the files – changed the naming scheme of certain global variables, which means you'll need to update all files that you use from this mod, and updated a bunch of them to contain changes made to the game between beta version E19.08 and full release E19.12. v17 - 2022-05-12 - FIXED: ALL the files – options won't be added more than once to the options menu anymore. For real this time, but I had to change something in every single file in the mod, which I had tried to avoid with the previous solution which ended up not working. - CHANGED: AMB - MonkeyPatched_PokeBattle_Battle_pbGainEXP.rb – updated to the version that's now also included in my Miscellaneous Modular Mod pack to accomodate a new mod from it. v16 - 2022-05-05 - FIXED: AMB - AddOpt.rb – options won't be added more than once to the options menu anymore. - FIXED: AMB - AddOpt_PickupChance.rb – packed the properly working version this time rather than the initial brainfart-bugged one. Oops… v15 - 2022-05-03 - NEW: AMB - AddOpt_PickupChance.rb v14 - 2022-05-01 - NEW: AMB - AddOpt_ExpAllEV.rb, AMB - AddOpt_ExpPastCap.rb, AMB - MonkeyPatched_PokeBattle_Battle_pbGainEXP.rb - CHANGED/FIXED: AMB - AddOpt_ExpScale.rb – works with a less intrusive method now, but requires AMB - MonkeyPatched_PokeBattle_Battle_pbGainEXP.rb to be located in the Data/Mods/ folder as well. This change should also have fixed a bug that could cause an error whenever one of your pokémon gained experience. - CHANGED: ALL the files – updated part of the mod pack's internal structure to something more elegant and ever so slightly lighter. v13 - 2022-04-28 - REMOVED: AMB - AddOpt_DebugMenu.rb, AMB - AddOpt_WalkThroughWalls.rb – removed for now, although they will return eventually. See here for an explanation why. I already have them updated and ready. - REMOVED: AMB - AddOpt_ExpShareEV.rb, AMB - AddOpt_ExpShareFormula.rb, AMB - AddOpt_HeadbuttEncounters.rb – no longer necessary due to changes to the base game. - REMOVED: AMB - AddOpt_UnrealTimeClock.rb, AMB - AddOpt_UnrealTimeScale.rb – have been implemented in the base game as part of the "unrealtime" password. - CHANGED: AMB - AddOpt_ExpScale.rb – no longer provides the Exp. Gain Past Cap option, which has been implemented in the base game with the "hardcap" password. - UPDATED: ALL the files – those that are left, anyway Compatibility with other mods: Any mods that add nothing to the Mods folder should be compatible. For others, it depends on whether or not they change the same parts of the game's code, and whether they do it with or without an alias. If you know what the latter meant, you can probably check on your own whether there will be conflicts; otherwise, feel free to ask instead of trying. If I come across mods that this one is incompatible with, I will list them here. Pre-E19 version of this post: Spoiler Additional Options Download: v12 - 2018-12-12 https://drive.google.com/file/d/1WMfLFn0mc730yW7TihTRJ4SI-qg1I4A8Older versions: Spoiler v11 - 2018-09-05 https://drive.google.com/file/d/19GvA8urquiQl76MF1UlpN7OHllZIX23u v10 - 2018-08-23 https://drive.google.com/file/d/1fE1-KmVkFTLPwtMxWZTjyc6QlhgCf_f4 v9 - 2018-08-18 https://drive.google.com/file/d/1eR4xJhQ-RJyF5uNSUB8yvMlloLJ4E2HS v8 - 2018-08-17 https://drive.google.com/file/d/1PH1Gv1z52OzcZ1OhMbQdsTTkvIq61xcB for E17.1: Installation: Extract the Mods folder and its content to <Pokémon Reborn install path>\Data. If you don't want to use one of the options, remove the corresponding files from the Mods folder. Read the "Description of the options" section to find out which option comes with which file. AMB - AddOpt.rb is the master file required to actually add the options to the Options menu, so don't delete that. Uninstallation: Delete the Mods folder in <Pokémon Reborn install path>\Data. If you want to keep using other mods using the same modular approach, only delete the files that came with this mod. Description of the options: Spoiler Additional Options isn't an actual option, just a separator. Every option below that was added by this mod. If you don't see this option, the mod isn't properly installed and none of the other options will appear. Files: AMB - AddOpt.rb Show Debug Menu enables you to use the Debug menus that Pokémon Essentials offers from the Pause menu and Pokémon inspection menu respectively without playing the game in debug mode. I have tried to eliminate the possibility of the game crashing by blocking the use of certain debug menu functions, but tampering with some of the things you can do there can still ruin your in-game progress and even your current installation of Reborn, especially if you're not entirely sure what you're doing. Use this with caution and definitely save your game before you do. With this out of the way, setting this option to Pause Menu makes the "main" Debug menu accessible from the Pause menu, setting it to Pokémon allows you to access the Pokémon debug menu from any menu that allows you to view a pokémon's summary (i.e. from your team and the storage screens), while Both makes both of them accessible. You need to close and re-open the Pause menu to make the Debug menu appear in it after enabling it. By default, the visibility of Debug menus is Off. Files: AMB - AddOpt_DebugMenu.rb Exp. Scaling: Factor is an integer between 0 and 100 by which the experience gain of a pokémon in combat is multiplied. Files: AMB - AddOpt_ExpScale.rb Exp. Scaling: Divisor is an integer between 1 and 100 by which the experience gain of a pokémon in combat is divided. Files: AMB - AddOpt_ExpScale.rb Exp. Gain Past Cap is what's also known here as the Insurgence mod, plus more. The Default setting has every pokémon gain combat experience regularly. Setting this option to One will cause pokémon with a level greater or equal to the current obedience cap to receive only 1 experience point per defeated opposing pokémon, whereas Zero will completely nullify experience gain for these pokémon. Files: AMB - AddOpt_ExpScale.rb EV via Exp. Share is an option for the ExpShareFullTeam mod from Waynolt's SWM modular modpack [E18]. That mod's default behavior is to share no EV with pokémon that didn't participate in battle when experience is shared among the whole team. With this option, you can decide whether you want non-participants to gain EV along with shared experience (On) or not (Off). Files: AMB - AddOpt_ExpShareEV.rb Exp. Share Formula is another option for the ExpShareFullTeam mod from Waynolt's SWM modular modpack [E18]. It allows you to switch between the experience sharing formulae from Generation I (Classic) and Generation VI+ (Modern) as described here (Bulbapedia). Files: AMB - AddOpt_ExpShareFormula.rb Fishing Base Bite % allows you to set the base chance of a bite when fishingto an integer between 0 and 100. This base chance can still be changed as normal by using a better rod or having pokémon with the abilities Suction Cups or Sticky Hold on your team. Files: AMB - AddOpt_GoneFishing.rb Auto-Hook Fishing lets you to choose whether you need to press a button when you get a bite while fishing (Off) or not (On). Files: AMB - AddOpt_GoneFishing.rb Additional Mining Cost is an option for the MiningForRich mod from Waynolt's SWM modular modpack [E18]. It's an integer between 0 and 100 that sets the base cost of the additional mining hits that the mod allows the player to make. Files: AMB - AddOpt_MiningForRich.rb Rock Smash Encounter % allows you to set the chance to encounter a pokémon after smashing a rock with Rock Smash wherever that can spawn wild pokémon. You can choose an integer between 0 and 100, where 0 means a 0% chance and 100 a 100% chance for an encounter. The default value is 25, which is Reborn's default chance for this. Files: AMB - AddOpt_RockSmashEncounters.rb Text Input Style allows you to select how you want to enter text (e.g. names). You can choose between the default Keyboard entry and the gamepad compatible Classic symbol selection board as seen in the handheld games. Files: AMB - AddOpt_TextInput.rb Show Unreal Time Clock gives you the ability to choose how the UnrealTime mod from Waynolt's SWM modular modpack [E18] behaves and doesn't do anything on its own. You can set the UnrealTime clock to be Always On, which is UnrealTime's default behavior, to show while in the Pause Menu Only, or to Never show. Files: AMB - AddOpt_UnrealTimeClock.rb Unreal Time: Time Scale allows you to decide how fast time passes with the UnrealTime clock from Waynolt's SWM modular modpack [E18] and doesn't do anything on its own. The integer between 1 and 50 you can set determines how many minutes pass in-game within a minute in real life. Files: AMB - AddOpt_UnrealTimeTimeScale.rb Walk Through Walls is just what it says. By default, it is Off, but can be set to be always On or to work when pressing and holding CTRL while moving. Files: AMB - AddOpt_WalkThroughWalls.rb Reordering the options: Spoiler The options are loaded into the game in alphabetically ascending order of the files they are part of; the order showcased in the description block above is the default order. If you want to change it, you can do so by renaming the .rb files accordingly. For example, if you have only ExpScale, ExpShareEV and ExpShareFormula installed and want Exp. Share Formula to appear above the options from ExpScale with EV via Exp. Share at the bottom, you'll have to rename the .rb files like this: AMB - AddOpt_ExpShareFormula.rb -> AMB - AddOpt_1-ExpShareFormula.rb AMB - AddOpt_ExpScale.rb -> AMB - AddOpt_2-ExpScale.rb AMB - AddOpt_ExpShareEV.rb -> AMB - AddOpt_3-ExpShareEV.rb This is just an example; you can choose any name you want as long as you keep the file ending as .rb and maintain the alphabetical order. Upon updating the mod, however, you'll have to delete the renamed files and create your preferred order again. Changing the order of options that come from the same file requires some lines of code within the files to be swapped. Plugging options from other files between such options requires yet some more work. I recommend you only do that if you know enough about programming to identify what needs to be done until I come up with a more convenient way to do all that (which I can't guarantee to happen - sorry!). Changelog: Spoiler v12 - 2018-09-05 - NEW: AMB - AddOpt_UnrealTimeTimeScale.rb, as implemented by @Waynolt v11 - 2018-09-05 - NEW: AMB - AddOpt_WalkThroughWalls.rb, as suggested by @guardianknight - FIXED: AMB - AddOpt_GoneFishing.rb - fixed the Auto-Hook Fishing option that previously didn't work; thanks for reporting, @Alisae and @Pozyher! v10 - 2018-08-23 - NEW: AMB - AddOpt_GoneFishing.rb - CHANGED: AMB - AddOpt_DebugMenu.rb - collecting an egg from daycare via the Debug menu now uses the new egg collection handling, allowing you to collect even with a full party v9 - 2018-08-18 - FIXED: AMB - AddOpt_RockSmashEncounters.rb - fixed a bug that crashed the game; thanks for the bug report, @Pozyher! v8 - 2018-08-17 - UPDATED: ALL the files - starting with this release, Additional Options is for E18 - CHANGED: ALL the files - new naming convention for mod files; if you still have it installed, please remove all of this mod's files before installing this version! v7 - 2018-03-30 - NEW: AdditionalOptions-RockSmashEncounters.rb v6 - 2018-03-11 - NEW: AdditionalOptions-MiningForRich.rb - FIXED: AdditionalOptions-ExpScale.rb - pokémon that didn't participate in battle and aren't affected by an Exp. Share won't receive experience and EV anymore; thanks for the bug report, @AbsoluteTempest! v5 - 2018-03-11 - NEW: AdditionalOptions-DebugMenu.rb - CHANGED: AdditionalOptions-ExpShareEV.rb - made "Off" the new default value after freshly installing this mod; the change doesn't affect you if you've already used it v4 - 2018-02-21 - NEW: AdditionalOptions-UnrealTimeClock.rb - CHANGED: ALL the files - changed the mod's internal structure so that AdditionalOptions.rb won't have to be updated for every new or changed option; thanks, @Waynolt! v3 - 2018-02-20 - NEW/CHANGED: AdditionalOptions-ExpScale.rb - added Insurgence mod functionality - CHANGED: AdditionalOptions.rb - added support for the new option v2 - 2018-02-14 - NEW: AdditionalOptions-ExpScale.rb - CHANGED: AdditionalOptions-TextInput.rb - made the code more failsafe (I guess) - CHANGED: AdditionalOptions.rb - added support for ExpScale and cleaned up the code a little v1 - 2018-02-10 - initial release Compatible mods: Spoiler Any mod that doesn't change the Scripts.rxdata file Any mod that doesn't add more files to the Mods folder (although this should be compatible with all of those currently around; I'll add more information about this in the future) Thanks to: The whole Pokémon Reborn team for creating and continuing to work on this wonderful fan game, obviously! @Sardines for helping me with some things I didn't understand about Ruby when starting to fiddle around with mods for this game. @Waynolt for accomodating my modifications and, more importantly, bringing a modular approach to mods to Pokémon Reborn. 4 4 2 Quote Link to comment Share on other sites More sharing options...
Aironfaar Posted August 17, 2018 Author Share Posted August 17, 2018 Miscellaneous Modular Mods Download: v11 - 2022-05-22 https://drive.google.com/file/d/1hfogJBQVBKtZTTCqthfGSdsDqsYocdVM Older versions: Spoiler v10 - 2022-05-12 https://drive.google.com/file/d/1w7fJsOqqSWDGHR9Kv3_PaBfcm1N9Knb4 v9 - 2022-05-03 https://drive.google.com/file/d/1i-K7M4VZv37f3qrlDnsidP4fCCuX-fY v8 - 2022-05-03 https://drive.google.com/file/d/1I5HBb-RUNyZWutkoEBKwohvrLbA_lfyu v7 - 2022-05-01 https://drive.google.com/file/d/1HTWXrXd-3TlzlaPA59Jsfn0ZHFnBFF6W v6 - 2022-04-30 https://drive.google.com/file/d/1z4RU8o68IuMaJNMVD4VmBYLQQF4uugg- v5 - 2022-04-29 https://drive.google.com/file/d/1Z6x6CFesT7xnkPsLJt4rA33J25FrODVV v4 - 2022-04-28 https://drive.google.com/file/d/1ECp-wBNnEbX99YZDbyILi8YpPjjfM4bS Installation: Extract the Mods folder and its content to <Pokémon Reborn install path>/Data. If you already installed my Additional Options pack, you might find that some of the files with MonkeyPatched in their names are already present. As long as you use the newest version of both mod packs, these files are the same between both mod packs and you can safely overwrite them. If you don't want to use one of the mods, remove the corresponding files from the Mods folder. Read the "Description of the mods" section to find out which features come with which file. Uninstallation: Delete the Mods folder in <Pokémon Reborn install path>/Data. If you want to keep using other mods using the same modular approach, only delete the files that came with this mod. Description of the mods: Spoiler CandyExcess expands Exp. All's functionality: It now produces Exp. Candies worth up to half the experience points that you otherwise would lose out on because they would go past your current level cap. Once you get the Exp. All Upgrade, it produces Exp. Candies worth up to all of that excess experience. Files: AMB - Misc_CandyExcess.rb, AMB - MonkeyPatched_PokeBattle_Battle_pbGainEXP.rb DaycareHotline adds the capability to call the Obsidia Daycare from any computer once you have finished its related quest. This allows you to collect eggs, get a summary of the situation at the daycare, drop off or pick up pokémon as though you were there. Files: AMB - Misc_DaycareHotline.rb EggWaitingIcon makes an egg icon appear in the upper left corner of the screen when an egg is waiting for pickup in the Daycare. It becomes visible upon the first step a player takes after the egg has been generated. Files: AMB - Misc_EggWaitingIcon.png, AMB - Misc_EggWaitingIcon.rb FabulousTransformation changes the way Transform and Imposter handles shininess. Instead of copying the target pokémon's shininess, the transforming pokémon keeps its own shininess even when transformed. Files: AMB - Misc_FabulousTransformation.rb GenerateSpecificID is less a mod for regular use and more a proof of concept. I originally created it for E16, i.e. way before my Additional Options mod, and ported to E17.1 as a modular mod just because I can. And then kept updating. It adds a function to the EV/IV/pID section of a pokémon's Debug menu that allows you to generate a pID for the pokémon so that it natively has the nature, ability, gender and shininess you enter, and you can choose to keep any of those random if you wish. This doesn't allow you to give a pokémon an ability or gender it can't normally have. Also, to use it, you'll have to find a way to access the game's Debug menu. Files: AMB - Misc_GenerateSpecificID.rb RelearnRework does two things. Firstly, it allows the Move Relearner to also teach egg moves and moves of prevolutions, even at the levels that the prevolutions would've learnt the respective moves. (The code for the egg moves part is @Waynolt's.) Secondly, and more importantly, it adds a Retrain command to the pokémon menu within the team screen, where you can also access a pokémon's Summary and so on. This allows you to teach any move that the pokémon could have learnt on previous levels entirely for free, including tutor moves that you have paid for once and egg moves that it knew at some point! However, when you do it this way, moves that the pokémon could have already learnt had it remained in a prevolution, but will learn at a higher level in its current form will not be available until it has reached that higher level if you do it this way, and the current PP of a move you teach your pokémon that way won't be higher than the current PP of the move it forgets in turn. This can be remedied, though: If you have a Heart Scale in your inventory while you use Retrain, you will be asked if you want to use it for retraining. When you do, the PP of the new move will be full and, even better, you can teach it any egg move its species has access to! Once the pokémon is done learning the new move, one Heart Scale will be removed from your inventory as though you had used the Move Relearner. Files: AMB - Misc_RelearnRework.rb, AMB - MonkeyPatched_pbGetPreviousForm.rb, AMB - MonkeyPatched_PokemonScreen_pbPokemonScreen.rb WeDontKnowHowItGotThere is a strange thing to say about pokémon eggs when you run a day care for those critters. With this mod, that can actually be understandable though: It removes the requirement for two pokémon to be one male and one female so they can breed. If there is no clear mother (i.e. one female pokémon with one that isn't female), there's a 50% chance for either pokémon to be designated the mother to determine things like the baby's species and ball type inheritance. Further, you can enforce a pokémon to be treated as the mother by giving it a Big Pearl, Cheri Berry, Chesto Berry, Honey, Moomoo Milk, Oval Stone or Whipped Dream to hold, or to be treated as the father by giving it a Big Root, Lagging Tail, PP Up, Rare Bone, Stick, Thick Club or Wacan Berry to hold. If both pokémon hold items that enforce the same role, it's back to 50-50. You still can't breed pokémon that normally couldn't produce offspring at all (e.g. two Dittos or pokémon from the No Eggs Discovered egg group), but other than that, all parents that share an egg group can have babies now. You're welcome, monowoke runners. Changelog: Spoiler v11 - 2022-05-22 - NEW: AMB - Misc_DaycareHotline.rb, AMB - MonkeyPatched_PokemonScreen_pbPokemonScreen.rb - CHANGED/FIXED: almost all the files – updated to contain changes made between beta version E19.08 and full release E19.12. v10 - 2022-05-12 - NEW: AMB - Misc_CandyExcess.rb, AMB - MonkeyPatched_PokeBattle_Battle_pbGainEXP.rb - FIXED: AMB - Misc_GenerateSpecificID.rb – doesn't crash upon taking a break during very long loops anymore. v9 - 2022-05-03 - FIXED: AMB - Misc_RelearnRework.rb – now handles cases correctly where you need a Heart Scale to retrain a pokémon rather than crashing. v8 - 2022-05-03 - NEW: AMB - MonkeyPatched_pbGetPreviousForm.rb – not a mod, but needed for another mod to work. - CHANGED: AMB - Misc_RelearnRework.rb – moved the fix from v7 into a separate file (the one above) because it's technically not part of the mod. This mod now asks you to extract this dependency into the Mods folder if it isn't there before it lets you play. - FIXED: AMB - Misc_WeDontKnowHowItGotThere.rb – seems like tipsy coding led to an oversight in the mod's internal logic that caused certain combinations of pokémon in the day care to ignore items that should enforce different parenting roles, which is now fixed after a partial rewrite. v7 - 2022-05-01 - FIXED: AMB - Misc_RelearnRework.rb – fixed one of Reborn's vanilla methods so that it no longer causes the game to crash when you select Bulbasaur or its evolutions in the team screen with this mod installed. v6 - 2022-04-30 - FIXED: AMB - Misc_GenerateSpecificID.rb – the vanilla debug mode caused the game to crash upon opening the Ability settings in a pokémon's Debug menu from the pokémon storage box screen. I guess that means this mod now also doubles as a little bug fix, haha. - CHANGED: AMB - Misc_WeDontKnowHowItGotThere.rb – no changes to the functionality, just slimmed down the mod's internal logic a little. Ironing out kinks caused by coding while being tipsy is fun. No kinks were shamed in the process. v5 - 2022-04-29 - NEW: AMB - Misc_WeDontKnowHowItGotThere.rb v4 - 2022-04-28 - NEW: AMB - Misc_RelearnRework.rb - REMOVED: AMB - Misc_LearnPrevolutionMoves.rb – has been fully replaced by RelearnRework. - UPDATED: ALL the files Compatibility with other mods: Any mods that add nothing to the Mods folder should be compatible. For others, it depends on whether or not they change the same parts of the game's code, and whether they do it with or without an alias. If you know what the latter meant, you can probably check on your own whether there will be conflicts; otherwise, feel free to ask instead of trying. Known incompatibilities are listed in the spoiler below. Spoiler RelearnRework is incompatible with SWM - LearnEggMoves from @Waynolt's SWM modular modpack. RelearnRework already includes its functionality, and having both installed makes things messy. HMD - Move Relearner Mod from @Haru,,'s Mod Depot. RelearnRework and this mod sort of do the same thing, but in slightly different ways and scopes. Take your pick, but only use one at the same time. Pre-E19 version of this post: Spoiler Miscellaneous Modular ModsDownload: v3 - 2018-08-18 https://drive.google.com/file/d/1GnTK6_cmFfU5HNSYxNXUrWN6CNH3ApxPOlder versions: Spoiler v2 - 2018-08-17 https://drive.google.com/file/d/1AmN06G2iUV92wVQdZgw2Ka2RgvtxO2rj for E17.1: Installation: Extract the Mods folder and its content to <Pokémon Reborn install path>\Data. If you don't want to use one of the options, remove the corresponding files from the Mods folder. Read the "Description of the mods" section to find out which features come with which file. Uninstallation: Delete the Mods folder in <Pokémon Reborn install path>\Data. If you want to keep using other mods using the same modular approach, only delete the files that came with this mod. Description of the mods: Spoiler EggWaitingIcon makes an egg icon appear in the upper left corner of the screen when an egg is waiting for pickup in the Daycare. It becomes visible upon the first step a player takes after the egg has been generated. Files: AMB - Misc_EggWaitingIcon.png, AMB - Misc_EggWaitingIcon.rb FabulousTransformation changes the way Transform and Imposter handles shininess. Instead of copying the target pokémon's shininess, the transforming pokémon keeps its own shininess even when transformed. Files: AMB - Misc_FabulousTransformation.rb GenerateSpecificID is less a mod for regular use and more a proof of concept I originally created for E16, i.e. way before my Additional Options mod, and ported to E17.1 as a modular mod just because I can. Ha. It adds a function to the EV/IV/pID section of a pokémon's Debug menu that allows you to generate a pID for the pokémon so that it natively has the nature, ability, gender and shininess you enter. This doesn't allow you to give a pokémon an ability or gender it can't normally have. Also, to use it, you'll have to find a way to access the game's Debug menu. Files: AMB - Misc_GenerateSpecificID.rb LearnPrevolutionMoves lets the move relearner teach a pokémon the moves of its prevolutions. As a side effect, this means you can also, for instance, have a level 19 Ivysaur "relearn" the move Razor Leaf, which it normally learns at level 20, at the expense of a Heart Scale because Bulbasaur would have learnt it at level 19. Files: AMB - Misc_LearnPrevolutionMoves.rb Changelog: Spoiler v3 - 2018-08-17 - NEW: AMB - Misc_FabulousTransformation.rb (Thanks for giving me the idea and possibly manipulating me into creating this, @DreamblitzX. ) v2 - 2018-08-17 - UPDATED: ALL the files - starting with this release, Additional Options is for E18 - CHANGED: ALL the files - new naming convention for mod files; if you still have it installed, please remove all of this mod's files before installing this version! v1 - 2018-03-30 - initial release Compatible mods: Spoiler Any mod that don't change the Scripts.rxdata file Any mod that doesn't add more files to the Mods folder (although this should be compatible with all of those currently around; I'll add more information about this in the future) Thanks to: The whole Pokémon Reborn team for creating and continuing to work on this wonderful fan game, obviously! @Sardines for helping me with some things I didn't understand about Ruby when starting to fiddle around with mods for this game. @Waynolt for bringing a modular approach to mods to Pokémon Reborn. 3 3 2 Quote Link to comment Share on other sites More sharing options...
Blackbeared Posted August 18, 2018 Share Posted August 18, 2018 So I'm curious as some of these options are what I'm looking for. Is this compatible in conjunction with the SWM modular pack ? Or in how much is it compatible ? Quote Link to comment Share on other sites More sharing options...
Global Mods Dreamy Posted August 18, 2018 Global Mods Share Posted August 18, 2018 18 minutes ago, Blackbeared said: So I'm curious as some of these options are what I'm looking for. Is this compatible in conjunction with the SWM modular pack ? Or in how much is it compatible ? Should be fully compatible, uses the same structure 1 Quote Link to comment Share on other sites More sharing options...
Blackbeared Posted August 18, 2018 Share Posted August 18, 2018 (edited) 3 hours ago, DreamblitzX said: Should be fully compatible, uses the same structure So I should be able to use ALL of these mods TOGETHER with SWM then, I know some are duplicates but just curious :P. Only mainly looking for the exp thingie that doesn't let you overlevel . But I might use others ofcourse . Edit: Just tried, jup can use em easily . Edited August 18, 2018 by Blackbeared Quote Link to comment Share on other sites More sharing options...
Pozyher Posted August 18, 2018 Share Posted August 18, 2018 Hello there, Firstly i would like to say thank you for updating your mods to E18.Unfortunately for me, the rocksmash encounter ratio mod doesnt work.Eveytime i use rocksmash the game crashes and a message pops up(see below).When i delete the rocksmash mod then rock smash works.Im using your mods plus waynol't mod in case thats the issue. Message that pops up: Spoiler Is there a way to fix this?I dont NEED the rock smash mod but it would be nice to have nonetheless.Thank you in advance. EDIT:Forgot to mention that location in not the issue.I have tried rocksmash on pretty much every area that offers rocks and the same message appears. 1 Quote Link to comment Share on other sites More sharing options...
Aironfaar Posted August 18, 2018 Author Share Posted August 18, 2018 6 hours ago, Blackbeared said: So I should be able to use ALL of these mods TOGETHER with SWM then, I know some are duplicates but just curious :P. Only mainly looking for the exp thingie that doesn't let you overlevel . But I might use others ofcourse . Edit: Just tried, jup can use em easily . Yeah, as of now, they are all compatible. Also, there are no duplicates - those that seem like they might be merely allow you to configure Waynolt's mods, these options are pretty much a collaboration. 3 hours ago, Pozyher said: Hello there, Firstly i would like to say thank you for updating your mods to E18.Unfortunately for me, the rocksmash encounter ratio mod doesnt work.Eveytime i use rocksmash the game crashes and a message pops up(see below).When i delete the rocksmash mod then rock smash works.Im using your mods plus waynol't mod in case thats the issue. Message that pops up: Hide contents Is there a way to fix this?I dont NEED the rock smash mod but it would be nice to have nonetheless.Thank you in advance. EDIT:Forgot to mention that location in not the issue.I have tried rocksmash on pretty much every area that offers rocks and the same message appears. Oof, thanks for the bug report! I'll look into it. EDIT: Whoops, I accidentally caused that bug in a really stupid way. Fixed, about to upload this. EDIT2: Uploaded. 1 1 Quote Link to comment Share on other sites More sharing options...
ArcBolt27 Posted August 19, 2018 Share Posted August 19, 2018 will there ever be plans to port these mods over to rejuvenation when v11 gets released or................? Quote Link to comment Share on other sites More sharing options...
Aironfaar Posted August 19, 2018 Author Share Posted August 19, 2018 Just now, ArcBolt27 said: will there ever be plans to port these mods over to rejuvenation when v11 gets released or................? When I get around to play Rejuvenation myself, I'll probably port the mods over unless someone else has done that by then. Right now, however, I can't afford to play more than one Pokémon game - not enough time, sadly. Sorry! :( Quote Link to comment Share on other sites More sharing options...
aaramdev Posted August 23, 2018 Share Posted August 23, 2018 (edited) How do I use the Auto-hook option? Can't seem to understand how to change to code in the .rb file for it to work. Edit: Nevermind. Realised I don't need to change the code, just change the things in the options menu. Cheers for the great mod! Edited August 23, 2018 by aaramdev 1 Quote Link to comment Share on other sites More sharing options...
Waynolt Posted August 27, 2018 Share Posted August 27, 2018 Hi! Little problem: when someone links this thread, the preview shows an error message. To fix this, @Pozyher should delete the uploaded image and @Aironfaar should upload a better one for the preview (it doesn't matter where; only the upload date matters). 1 Quote Link to comment Share on other sites More sharing options...
Pozyher Posted August 27, 2018 Share Posted August 27, 2018 2 hours ago, Waynolt said: Hi! Little problem: when someone links this thread, the preview shows an error message. To fix this, @Pozyher should delete the uploaded image and @Aironfaar should upload a better one for the preview (it doesn't matter where; only the upload date matters). Sorry wasn't aware of it.I deleted the the uploaded image. 2 Quote Link to comment Share on other sites More sharing options...
Aironfaar Posted August 27, 2018 Author Share Posted August 27, 2018 Ah... I'm not sure whether I understood what had happened, so please enlighten me, @Waynolt: Does the preview simply use the latest image posted in the thread, no matter who posted it where in that thread? That's pretty awkward. Thanks for the heads-up! Quote Link to comment Share on other sites More sharing options...
Waynolt Posted August 27, 2018 Share Posted August 27, 2018 18 minutes ago, Aironfaar said: Does the preview simply use the latest image posted in the thread, no matter who posted it where in that thread? Copy/paste of the answer a mod gave me when I asked the same thing: Quote The reason why what you did ([uploading an image in the first post to replace the error message shown in the preview]) didn't work is that for some idiotic reason the way the preview picture is determined is chronological rather than whether it is in the thread (these usually align but it makes life difficult for people like you). We have no way to manually change this, so what I did was go through the thread and delete any picture attachments in people's posts, as they had all been addressed and generally didn't have anything other than a picture of a no method error. So, if you want to change around the picture now to get something that works a bit better with the preview, whatever you post in the first post/ elsewhere should become the preview image, provided you delete your old one and no-one else posts in the interim. Essentially, @mde2001 had to go through every post and delete everything uploaded just so I could set a preview image. After that, it stayed as the preview image because it was the oldest one still uploaded in the thread. Uploading an image now should prevent this problem from happening - well, it's a problem assuming that it would bother you, of course. 1 Quote Link to comment Share on other sites More sharing options...
guardianknight Posted August 27, 2018 Share Posted August 27, 2018 (edited) hi am from the other thread and can someone add walk through walls option to the mod pack because the warp to map option can get abit of a problem edit hi its me again and i have a problem with the walk through walls mod when i hold ctrl it wont turn the walk through walls on and i also tested it to be sure if it worked and it dont bye the way great job but i think that you should test them before you put it in so this error don't show up again but that is how games work you make it with the least amount of errors to create the game or mod Edited September 23, 2018 by guardianknight Quote Link to comment Share on other sites More sharing options...
Aironfaar Posted August 27, 2018 Author Share Posted August 27, 2018 2 hours ago, Waynolt said: Copy/paste of the answer a mod gave me when I asked the same thing: Essentially, @mde2001 had to go through every post and delete everything uploaded just so I could set a preview image. After that, it stayed as the preview image because it was the oldest one still uploaded in the thread. Uploading an image now should prevent this problem from happening - well, it's a problem assuming that it would bother you, of course. Whew... Thanks for that explanation! I have no idea what kind of picture to put up, though, as I'm artistically inept. Guess I'll have to find something, because previewing with error messages is not rad, lol. 1 hour ago, guardianknight said: hi am from the other thread and can someone add walk through walls option to the mod pack because the warp to map option can get abit of a problem I'm afraid I have to disappoint here; I have no idea whether that is possible with the RPG Maker XP, and if it is, how it could be done. A quick research I just did didn't turn up with anything conclusive, but maybe that's just 12 am between work days syndrome. I think I'd better go to bed now... ^^" Quote Link to comment Share on other sites More sharing options...
Waynolt Posted August 28, 2018 Share Posted August 28, 2018 11 hours ago, Aironfaar said: I'm afraid I have to disappoint here; I have no idea whether that is possible with the RPG Maker XP, and if it is, how it could be done. A quick research I just did didn't turn up with anything conclusive, but maybe that's just 12 am between work days syndrome. I think I'd better go to bed now... ^^" Patience you must have young padawan, and find the answer you will. (It's in the game already, activated in the script "Game_Player_", line 252) Quote I'm artistically inept Me too If you can't think of anything at all, then maybe you could upload an image containing 1 pixel of transparency (or even 1 pixel of the forum's background color) - at least it will prevent the preview from showing error messages. If instead you can think of something but don't know how to draw it, then write it: maybe someone can help you. Quote Link to comment Share on other sites More sharing options...
ArcBolt27 Posted August 29, 2018 Share Posted August 29, 2018 5 minutes ago, DemICE said: This mod doesn't seem to add any additional options to me and a friend that tried it... clearly u didnt look at the changelog because if you did you would have noticed 1 was added Quote Link to comment Share on other sites More sharing options...
Alisae Posted August 29, 2018 Share Posted August 29, 2018 Yo I don't think Auto-Hook Fishing works Quote Link to comment Share on other sites More sharing options...
Pozyher Posted August 30, 2018 Share Posted August 30, 2018 I think i have the same problem as Alisae.Whether it's on or off i still need to press a to hook the mon. Quote Link to comment Share on other sites More sharing options...
Aironfaar Posted September 1, 2018 Author Share Posted September 1, 2018 On 8/28/2018 at 11:26 AM, Waynolt said: Patience you must have young padawan, and find the answer you will. (It's in the game already, activated in the script "Game_Player_", line 252) Thanks for pointing me at that line! I didn't have time to look into it properly, but not having to hunt for whether there's lines of code for that already makes it a ton easier. I'll tackle that once the information that it's weekend and I can relax a little properly reached my brain, ha... On 8/28/2018 at 11:26 AM, Waynolt said: Me too If you can't think of anything at all, then maybe you could upload an image containing 1 pixel of transparency (or even 1 pixel of the forum's background color) - at least it will prevent the preview from showing error messages. If instead you can think of something but don't know how to draw it, then write it: maybe someone can help you. That transparency idea is quite a good one. I think I'll to that, at the latest upon updating the mod next. Which should be soon, considering I want to try implementing that walk through walls thing. On 8/29/2018 at 6:24 PM, Alisae said: Yo I don't think Auto-Hook Fishing works On 8/30/2018 at 4:33 PM, Pozyher said: I think i have the same problem as Alisae.Whether it's on or off i still need to press a to hook the mon. Whoops... You're right, it doesn't work as of now. I confused some things I wanted to do when I wrote that module and somehow ended up with redundant code that basically adds nothing new. (Wait, that last bit of the previous sentence was redundant, too...) It'll be fixed with the next update, which I intend to put together tomorrow. (Still have to actually code the fix, otherwise I'd upload it immediately.) Fingers crossed. 1 1 Quote Link to comment Share on other sites More sharing options...
Angelkitsune Posted September 8, 2018 Share Posted September 8, 2018 um...can you please tell me how to use the text input style, like I want to change a sentence which button should i press. Quote Link to comment Share on other sites More sharing options...
Aironfaar Posted September 9, 2018 Author Share Posted September 9, 2018 On 9/8/2018 at 7:12 PM, Angelkitsune said: um...can you please tell me how to use the text input style, like I want to change a sentence which button should i press. What do you mean by changing a sentence? I'm not sure I understood what you mean. All the Text Input Style option does is allowing you to choose whether, whenever the game prompts you to enter text (like when naming your character or pokémon), you do so using your actual hardware keyboard or a "select letter by letter using the cursor keys" on-screen keyboard, like in the original games (which is pretty handy when you play with a gamepad and don't want to grab the keyboard anytime you catch a critter). Quote Link to comment Share on other sites More sharing options...
Angelkitsune Posted September 10, 2018 Share Posted September 10, 2018 opps I thought text input style means changing the texts....wow now I feel stupid.Thanks for explaining. Quote Link to comment Share on other sites More sharing options...
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