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Debug, Rejuvenated


not_navyblue

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Notice: This mod does not support Rejuvenation v13.5 as of now. Development for a 13.5 version of this mod is ongoing. (although kinda slow which is really unfortunate)

 

"Debug, Rejuvenated" grants you access to Debug Mode in Rejuvenation V13 like every other Debug mods currently existing... with a twist.

 

Note: This is only confirmed to work in Rejuvenation V13. All other games are certain to be incompatible and some standalone Rejuv mods are not fully tested for compatibility.

 

Unique features accessible via the Pause Menu Debug include:

  • Permission Levels - This allows you to set the current permission level of your game, which determines which Debug Mode features are accessible and what's not. This feature affects the whole mod and also persists across different saves. By default, the permission level is set to "Moderate".
  • Modified Add Pokémon / Add Item - No longer do you need to scroll through a list of items and species to find what you're looking for, for there is now not one, but TWO new options in the form of selecting by item/species IDs or by item/species names. You can still search by list if that's what you want. Also, when trying to use "Add Pokémon", you have the option of whether the Pokémon will be shiny or not before letting you choose the species.
  • Modified Set Money/Coins - These have been renamed to "Modify Money" and "Modified Coins" respectively. These features now also allow you to add or subtract money or coins.
  • "Modify Red Essence" option - Rejuvenation has "Red Essence", which acts as a currency of sorts for certain items as well as a necessary feature for certain events. Previously, modifying this was risky, but now it doesn't have to be. You can add, subtract, or set as many Red Essence as you want.
  • Mystery Egg Changer - What was inside of the Mystery Egg can now be changed with another species from a list of possible candidates. Additionally, this feature also allows you to re-enable the Mystery Egg Trade should it had been done before, allowing you to endlessly get as many Mystery Eggs as you want.
  • Shiny Daycare Egg - Accessible via "Day Care Options...", this feature allows you to obtain an egg from the daycare that is a guaranteed shiny.
  • Warning: The following feature may contain story spoilers. 
    Spoiler

    Bad Ending Value Calculator - Allows you to take a look at that variable that determines whether you have unlocked the Renegade Ending or not. Also shows you what has been done to garner the current bad ending value.

     

Unique features accessible via the Party Menu Debug include:

  • Signature Move Tutor - Your Pokémon can now learn most of the Legendaries' signature moves, even moves that fail on Pokémon other than their intended users like Dark Void and Hyperspace Fury. Additionally, some of Rejuvenation's own signature moves, particularly those of Gym Leaders, are included.
  • Built-in Move Relearner - Somewhat of a redundant feature, but pretty handy for when you run out of whatever the local Relearner wants.
  • (Almost) Any Abilities - A feature taken from my other mod, hackmons reborn, this feature allows you to select Abilities for your Pokémon that would otherwise require additional changes to obtain.
  • Pre-Mega Switch - Allows you to, if the Pokémon can Pre-Mega, to toggle whether or not your Pokémon can use Pre-Mega.
  • Generate Specific pID - A feature taken from @Aironfaar's Generate Specific ID mod (found here) that does exactly what it does. Now uses a unified menu instead of a chain of menus.
  • Modifiable Obtain Text - If you like to transfer Pokémon from one game to another or from one save to another using Shared PC and notice the Pokémon having some... interesting obtain locations, you can change its text to look like it came from that place.

 

 

To use this mod, simply download the mod below (an account is needed iirc) and move it to the [Game Folder]/Data/Mods folder. Mods folder not existing. Simply make one.

 

Changes:

Spoiler

v1.1 | March 13, 2023

  • Replaced Generate Specific ID's six methods with a single custom version
  • Removed Indriad

v1.0 | March 12, 2023

  • Added new features to Debug Mode
  • Removed Indriad


This mod also uses a custom version of @Aironfaar's Generate Specific ID mod (the original Reborn version is found here), which has only one method encompassing the whole feature as opposed to the original mod's six methods, and uses a single unified menu for ease of use instead of a chain of menus. Also, the custom version does not have a "random" option, simply because "Randomise pID" exists.

 

 

i am not ready for 13.5 yet jan dont do this to me

 

Debug, Rejuvenated 1.1.rb

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Fix for Generate Specific ID bug:

If you have edits of your own you wish to preserve, do the following steps, else download the replacement script with the changes made already at the bottom of the post.

1) Open script in text editor

2) Search for "next if pkmn.abilityIndex > 0 && dataset[2] == 1", without the quotes of course.

2) Replace:

 

next if pkmn.abilityIndex > 0 && dataset[2] == 1

next if dataset[2] != pkmn.abilityIndex

 

With:

 

next if pkmn.abilityIndex > 0 && dataset[2] == 0
next if pkmn.abilityIndex < 2 && dataset[2] == 1

 

3) Profit 

 

I do not guarantee this to work 100% of the time in every circumstance but it did work about 25ish times in a row on 2 different starter pokemon (Torchic and Scorbunny) changing the ability, which was causing the issue. If any of you can confirm independently of myself that would be nice.

 

Debug, Rejuvenated 1.1.rb

Edited by Nickd91
Fixed Mistake
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10 hours ago, Nickd91 said:

Fix for Generate Specific ID bug:

If you have edits of your own you wish to preserve, do the following steps, else download the replacement script with the changes made already at the bottom of the post.

1) Open script in text editor

2) Search for "next if pkmn.abilityIndex > 0 && dataset[2] == 1", without the quotes of course.

2) Replace:

 

next if pkmn.abilityIndex > 0 && dataset[2] == 1

next if dataset[2] != pkmn.abilityIndex

 

With:

 

next if pkmn.abilityIndex > 0 && dataset[2] == 0
next if pkmn.abilityIndex < 2 && dataset[2] == 1

 

3) Profit 

 

I do not guarantee this to work 100% of the time in every circumstance but it did work about 25ish times in a row on 2 different starter pokemon (Torchic and Scorbunny) changing the ability, which was causing the issue. If any of you can confirm independently of myself that would be nice.

 

Debug, Rejuvenated 1.1.rb 129.58 kB · 1 download

This worked, thanks brother!

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