Fervis Posted January 26 Author Share Posted January 26 I found the problem with all Purple sunkerns not appearing! I am also currentyl working on the switchers anyways, so will check out the ones mentioned <3 On 1/25/2024 at 1:46 AM, BeautifulSinner said: Can’t wait for the next update how are you going coding poisonpuppeter ? loving these changes to in game fights too pulse camerupt was so surprising ! I finally got it to work for Pecharunt! had to add a line to all moves that can poison, that was the easiest way to do now. And sadly I don't keep old versions, exept for the latest one previous to the released one if there are any game breaking bug, for back-up. 1 Quote Link to comment Share on other sites More sharing options...
BeautifulSinner Posted January 26 Share Posted January 26 Yay that means update will be released soon? I think there is a back sprite for him now too Quote Link to comment Share on other sites More sharing options...
Crickzilla Posted January 27 Share Posted January 27 On 1/16/2024 at 9:28 AM, Fede528 said: What's happening? (vs Ace of hearts) This happened to me with Amaria (All Gen Singles) too. I believe it's certain Megas, but Deliverance Mega Evolved fine in Doubles. :/ Also Order Up with Commander active does not seems to be working. It didn't even get an attack boost. Quote Link to comment Share on other sites More sharing options...
Crickzilla Posted January 28 Share Posted January 28 On 1/24/2024 at 12:54 PM, Crickzilla said: I was going to report this one. I'm on AllGen Mode. Victoria's partner team (and I assume Arclight's) is still vanilla rather than AllGen. Also there's no Purple Sunkern before PULSE Magnezone. (Probably not much of an issue...) Edit: So is Taka's Desert team. Unedited. And the Ringmaster before you fight Samson? Also no Purple Sunkern before the Legendary Dragon. And Hardy's Team partner with you during the Agate raid plus the partner battles in the Labadorra Raid. What a good looking Ferrothorn. LOL. I'm unable to find Tm129 (Avalanche) in the mentioned Citrine Mountain entrance (Shade) Or the second Kubfu in Apophyll Academy after getting my first one. :/ Never mind. it appears to be after Sapphira. Also TM199 isn't sold on 7th Street Vendor (I made sure it's the right one.) As of this update a bunch of cries are wrong lol. Iron Valiant with Okidogi's cry before battling lol. 1 Quote Link to comment Share on other sites More sharing options...
Exsl95 Posted January 28 Share Posted January 28 On 7/4/2022 at 6:35 PM, Fervis said: AllGen Reborn: Contains only the optional Custom Megas and no Custom Eeveelutions! This will mostly effect the Pokedex and will feel more "canonical". Hi everyone, can someoine help me understand this statemanet? How to I download and activate the custom Eeveelutions like Maneon in-game? Thank you in advance Quote Link to comment Share on other sites More sharing options...
Oloxos Posted January 29 Share Posted January 29 Hi everyone, I have a technical question. I'm modifying the code of All Gen mod, changing some Pokemon type, moves etc... I would like to know : How do you know if a move is a slicing move (like sacred sword, psycho cut, moves boosted by sharpness) or not. I'm using the modding tutorial available on the mod market to modify the moves, and there is options to precise if a move is a punching move (to have the boost from iron fist), a sound-based move (to pass substitute) etc..., but there is no options to precise if a move is a slicing move or not. I hope l’m clear on what l’m asking for, English is not my first language. Thank you very much ! Quote Link to comment Share on other sites More sharing options...
Oloxos Posted January 29 Share Posted January 29 56 minutes ago, Oloxos said: Hi everyone, I have a technical question. I'm modifying the code of All Gen mod, changing some Pokemon type, moves etc... I would like to know : How do you know if a move is a slicing move (like sacred sword, psycho cut, moves boosted by sharpness) or not. I'm using the modding tutorial available on the mod market to modify the moves, and there is options to precise if a move is a punching move (to have the boost from iron fist), a sound-based move (to pass substitute) etc..., but there is no options to precise if a move is a slicing move or not. I hope l’m clear on what l’m asking for, English is not my first language. Thank you very much ! Nevermind ! I found by myself. For those who may be wandering : You can find this in the PBStuff file. Inside this file, you can find all the moves categories like slash moves, wind moves, bullet moves... Quote Link to comment Share on other sites More sharing options...
metalknight32 Posted January 30 Share Posted January 30 dipplin and hydrapple 's supersweet syrup ability doesn't work and cause error and sometime crash , and dipplin lacks the hidden ability sticky hold Quote Link to comment Share on other sites More sharing options...
Crickzilla Posted January 30 Share Posted January 30 I talked to one of the paradox bosses on the side and the game froze oof. Some more errors. Raging Fury is 100 instead of 120. Mighty Cleave does not go through protect. Some of the Paradox entries are incorrect. Gouging Fire encounter is another Iron Boulder. Psyblade doesn't seem to be boosted on Electric Terrain. Hydro Steam seems to work fine. Orichalum Pulse does not boost attack. Hadron Engine is working right... I think? I did the calcs. Also, do terrain moves/abilities no longer get rid of glitch field on purpose? The other Kubfu gives Urshifuite Y even though it holds Scrolls of Darkness. Shouldn't it be Unshifuite X? Also, lol. 1 Quote Link to comment Share on other sites More sharing options...
behemoth911 Posted January 30 Share Posted January 30 Im trying to evolve my duraludon however the metal alloy is not working is there something im missing Quote Link to comment Share on other sites More sharing options...
Fervis Posted January 31 Author Share Posted January 31 now that's what i call bug testing! I'll go over all mentiones above and eventually release a patch today! If not, friday ~ @Exsl95 I only forgot to edit the sentence, sorry! Eeveelutions are all available Quote Link to comment Share on other sites More sharing options...
Fervis Posted January 31 Author Share Posted January 31 Alright everyone~ Patch 6.0a is out! Because there were tons of issues in 5.5a, I postponed the events for the legendaries that i wanted to bring with this patch, to the next one for a general overview of what's been mentioned above and of some changes with the patch: -The Sinistcha event now gets an option at the end to choose between the formes -Many partner battles and overworld sprites were corrected -TMs were added to their respective location - TM129 can be found inside the Smoochum cave in Citrine Mountain (docs updated) -Duraludon evolution fixed -Blood Moon error pop-up fixed -many other error pop-ups fixed -Paradox freeze should be fixed too -Psy Blade should already work, though it's just not mentioned in battle -Mighty Cleave (and Hyper Drill) fixed -Kubfu properly holds the correct item -Sprites fixed and new back sprites added NEW things that came (can all be looked up in the changelog and the docs): Balancing: -some powerful mons were pushed a bit more to late-ish game (G-Zigzagoon, Annihilape,,Basculegion,,Finizen,,Greavard) -Surges were nerfed to only stay 2 turns (4 with item) to regulate op-ness of especially Grookey as starter -Pikachu Libre now gets Moxie instead of Huge Power (that was... a bit much) -Partner Pikachus also have secondary types! -Many Dynamax-Megas were changed with more variety (especially for the ones that also get canon Megas) Also (again check changelog and docs for more info): -Zacian/Zamazenta Event in Rhodochrine Jungle (Tier 6 Postgame) -Enamorus were added to the Genie quest -Farfetch'd evo method WORKS! (either by leveling up in battle after 3 crits, or just at the end of battle) -Upper Hand implemented (Tm added to Calcenon Poke Mart) -AllGen's Slowstart were adjusted: 50% defense boost doesn't stay after 3 turns -> on this note, Slaking gets Slow Start as an option~ Changes can be checked on the front page as well. Edit: If possible, for people that like to do some bug testing I always suggest downloading the whole mod! Especially when previously played on Eevee version! (The Audio issue is one of the problems that happens when only patching from Eevee version) 4 Quote Link to comment Share on other sites More sharing options...
AZzy Posted January 31 Share Posted January 31 Hi, just a question regarding npc team changes Do you also change the IV/EV spreads, or they stay the same as the one from un-modded version? Quote Link to comment Share on other sites More sharing options...
Fervis Posted January 31 Author Share Posted January 31 For modded teams, mostly the EV spread has been adjusted to the respective Pokemon, but overall you rarely see pokemon that suddenly get Pulse2 EVs if they didn't on vanilla. So if a weavile gets switched for e.g. a salazzle the EVs amount will stay the same, but Atk EVs will go into sp.atk for salazzle oviously. Puplre sunkerns are the excpetions, as well as gimmicky battles that contain a rather weak mon to give it more bulk. 1 Quote Link to comment Share on other sites More sharing options...
XD2491 Posted January 31 Share Posted January 31 Thanks a lot ♪ 1 Quote Link to comment Share on other sites More sharing options...
OuroborosEternal Posted January 31 Share Posted January 31 I like the idea of G-Max Gengar. Perfect accuracy Hypnosis and Focus Blast, bulky with Dream Eater for recovery. That no man's land speed though... oof. Quote Link to comment Share on other sites More sharing options...
Crickzilla Posted January 31 Share Posted January 31 That Surge Ability Nerf is going to hurt for my Electric Mono. (I see this as a Miraidon nerf in Gen 10 actually. LOL.) Welp. back to the previous version for me. Good-bye Steel type Guts Light Ball RockStar Pikachu. I am going to do version anyway: The My desired Paradox team and the one without paradoxes. I beated it and to report Tm comp errors. Iron Thorns can't learn High Horsepower but Miraidon can (Which it can't learn). Golem doesn't get Body Press yet. Jolteon can't learn Electric Terrain. Morpeko can't learn Knock I can list more updates to the Tm learnset that Gen 9 gifted them that they haven't gotten yet. Grubbin line can't learn Baton Pass etc, Iron Moth learns Misty Terrain by TM instead of Electric Terrain etc... Also, have you considered moving mons like Tarountula, Bramblin, Watterl and Tatsugiri to be earlier? Some of these are acquired unreasonably late. Especially Tarountula, Bramblin and Tatsugiri (Without Dodonzo) 1 Quote Link to comment Share on other sites More sharing options...
Katabatic Posted February 1 Share Posted February 1 Wait, are we changing the vanilla behavior of the game re: surges? I don't know about that. If you want to do some kind of balance pass for a customized Reborn experience (which could be very cool), you should make that a toggleable option like the sunkerns. Part of the appeal of Reborn as opposed to other fan-made games is that it's very much a vanilla plus experience, There aren't a lot of Fakemon and alien mechanics. You're still playing Pokemon in Reborn, just on wacky fields and against some beefy opposing teams. Competitive pokemon has a lot of warts, of course, so I understand the appeal of trying to fix some of the more broken elements. But the mechanics being transferrable from game-to-game or platform-to-platform is what makes it fun and feel Pokemon-y. Changing the core game is always going to be a slippery slope. Edit: Also in more substantive feedback, this release (6.0a) is the first time I noticed that mod behavior functions differently than base behavior. I discovered this when tweaking my personal mods. For instance, in PokeBattle_Pokemon, there is this for basestats: def baseStats return $cache.pkmn_dex[@species][:BaseStats] end However, entering this into a mod file... class PokeBattle_Pokemon def baseStats return $cache.pkmn_dex[@species][:BaseStats] end end results in any pokemon with a form that isn't 0 assuming the basestats of form 0. Not sure why the same code would behave differently when added in a modular file than in the base code, but it only started this patch. It functioned as expected in 5.5a. Quote Link to comment Share on other sites More sharing options...
Fervis Posted February 1 Author Share Posted February 1 hmm the only thing i touched regarding base stats was that gender different pokemon like basculegion didnt have their respective changes applied to them. which is this part from pokemonmultipleforms.rb (the first "return" line was missing) without it, Basculegion doesn't have changed stats if it is female... Edit: This was part of Karvanha's overhaul to make the coding more clean so I sadly don't have much insight on how to apply it otherwise, as there weren't any issues reported yet. Regarding the surges: I don't really understand with the "Vanilla" part though :/ Vanilla reborn only has availability to the surges via the Tapu-legendaries. You won't see any actual changes for Vanilla because there were no other Pokemon that are affected by this change. Only the "surges" are nerfed - electric terrain and every other possible terrain creations are unaffected! This ultimately means only these mons were nerfed: Grookey line; Pincurchin; G-Weezing; Indeedee. Edit Edit: Man that was a misinterpretation from my side regarding that single Vanilla word - my bad >.< Had some discussions with vanilla vs modded Reborn for a while so I went quite blind into that sentence lmao. 6 hours ago, Katabatic said: But the mechanics being transferrable from game-to-game or platform-to-platform is what makes it fun and feel Pokemon-y. Changing the core game is always going to be a slippery slope. I totally agree to that! At the end, it's all about player choice if they want to use them or not. Which was the reason I didn't take it away entirely. However, many have been reported that the surges intercept with the whole field mechanis that makes Reborn unique. I didn't want to take away the abilities (e.g. Reborn Yang did this because surges are quite op as mentioned) so I reduced their turns to make them dependant on the amplifield rock if you really want to utilize it. I did that on my own account and with feedback that has been gathered over the course of playing the mod, but I am open to increase the turn count a bit. Maybe make it 3 turns and 6-8 with item, so that the Amplifield Rock becomes more appealing. Thanks for the TM reports! They are very tedious to have an eye over with working on everything else simultaneously! The Happy Hour I have to check whats that about. 11 hours ago, OuroborosEternal said: I like the idea of G-Max Gengar. Perfect accuracy Hypnosis and Focus Blast, bulky with Dream Eater for recovery. That no man's land speed though... oof. Tbf if Gengar got 100 Speed or more... This could've been quite dangerous! Quote Link to comment Share on other sites More sharing options...
BabaFisi Posted February 1 Share Posted February 1 Hey, this isn't a question, but more so a dumb ask to put something into the mod. Since there's optional evolutions for Eevee that aren't required for the dex, I was thinking that the mod could benefit from other "fakemon" like that, specifically one. You don't have to do this, but it'd be extremely cool if I could get an evolution of my boi Raichu! Again, this is a dumb ask, but after using this in this rom hack, I just want to see more of it. Just take Raichu's stats and add 10 to each, and you get this monster. (545 Base stat total) You don't even have to change the abilities, and it could evolve by using the Light Ball or something. Quote Link to comment Share on other sites More sharing options...
Katabatic Posted February 1 Share Posted February 1 53 minutes ago, Fervis said: Funny enough, if I remove this entire code, the behavior of basestats in a mod file doesn't change at all. It still defaults to form 0 stats on a pokemon with different stats per form. I agree it's weird, because when I do a grep search for basestats, the only places where I see baseStats defined are in PokeBattle_Pokemon (which has no gender diff code) and PokemonMultipleForms (which I removed to test). I tested it on a genderless pokemon though, so I have no idea if it would still happen on a gendered pokemon because of some bug with GenderDiffSpecies. I kind of monkey patched around it with this code, however: return PokemonForms.dig(@species,getFormName,:BaseStats) if PokemonForms.dig(@species,getFormName,:BaseStats)!=nil return $cache.pkmn_dex[@species][:BaseStats] which I believe is robust enough to take care of all the odd edgecases where species form base stats differ from default base stats. 53 minutes ago, Fervis said: Regarding the surges: I don't really understand with the "Vanilla" part though :/ Vanilla reborn only has availability to the surges via the Tapu-legendaries. You won't see any actual changes for Vanilla because there were no other Pokemon that are affected by this change. Only the "surges" are nerfed - electric terrain and every other possible terrain creations are unaffected! This ultimately means only these mons were nerfed: Grookey line; Pincurchin; G-Weezing; Indeedee. Yeah, it affects me because I happen to be using Grassy Surge Rillaboom. I still like having surges in Reborn feel the same as they would in the official games though. But I also agree that having them completely replace Reborn fields is kind of an unintended and very OP mechanic, since apparently they can't be additive to existing fields. Having looked at how the game handles fields, it definitely feels like it would be a massive pain to fix. I can understand the desire to change it. Surges can definitely trivialize some encounters that are heavily influenced by fields, but I guess I'm a bit of a purist in the sense that I like Pokemon mechanics to still be the mechanics that competitive battlers know. And it does kind of suck though that Surge-based teams are disproportionately hit, especially compared to weather-based teams whose effects are cumulative with the Reborn fields. One of the reasons I haven't tried the Yang mod is because of the vague "balance changes" to default Pokemon mechanics. That said, it's not a big issue for me to mod back. I will say that if you want to create a toggleable mode where you (and other experienced battlers) make a bunch of balance changes, I would really welcome that. Everyone knows that vanilla Pokemon has a lot of bad edgecases, and a lot of broken or underwhelming mechanics that could use some mechanical or numerical changes. If you created a toggleable experience that changes or even improves the way battling works, it would be another reason to do another playthrough. Quote Link to comment Share on other sites More sharing options...
Fervis Posted February 1 Author Share Posted February 1 It is a very welcoming feeback, thank you! If i'd be more experienced in how to create such a toggle for balance changes that effect the game out of the event itself, I would gladly do it. I will need to do research for that though 34 minutes ago, Katabatic said: I tested it on a genderless pokemon though, so I have no idea if it would still happen on a gendered pokemon because of some bug with GenderDiffSpecies. Yeah basically the base stats literally affect Basculegion and Oinkologne as they are the only instances for mons to have different "stats" based on gender. Indeedee and meowstic mostly differ in abilities and moves. If i remove this single line they are seemingly not aknowledged in the code and show no changes. 41 minutes ago, Katabatic said: That said, it's not a big issue for me to mod back. Certainly if anyone is able to look through the scripts they can individually change it to their desire! While Yang already has this strategic withdrawal from the surges, I may return the surges yet again, as this creates more opportunities for specific combos like surge teams as mentioned. I will wait for a bit more feedback (if at all lol) from others and decide afterwards~ Quote Link to comment Share on other sites More sharing options...
Javiervr7 Posted February 1 Share Posted February 1 Love the mod it’s refreshing! Also, I think togekiss should learn moonblast, since it learns that move in legends arceus. Also is there any reason why G-Weezing and dipplin evolutions methods are way to late in the game?, I’m kinda new xD. Quote Link to comment Share on other sites More sharing options...
Fervis Posted February 1 Author Share Posted February 1 Im currently working on some balancing issues with stronger mons, after that i consider pushing some weaker mons into early-ish game! Quote Link to comment Share on other sites More sharing options...
Javiervr7 Posted February 1 Share Posted February 1 16 minutes ago, Fervis said: Im currently working on some balancing issues with stronger mons, after that i consider pushing some weaker mons into early-ish game! Is there any trainers docs? at least for the important ones, the PBS files work but there are some things missing like abilities Quote Link to comment Share on other sites More sharing options...
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