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Rejuvenation v13.5 - Battle Bond!


AsNKrysis

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21 hours ago, AsNKrysis said:

Can you be a little more specific as to why the game's crashing? Such as what attacks you're using or what field this battle is happening on? Or are your Pokemon Battle Bonded or Mega Evolved or not? Nobody's reported any crashes to me with this mod before, nor have I ran into anything that causes my game to crash either.

 

Are you playing with any other mods by chance? Or edited anything in the scripts yourself? I can't exactly fix anything without a description of what's going on.

I use qol compilation btw

Exception: NoMethodError
Message: undefined method `overlayTypeChange' for #<PokeBattle_Move_000:0x000000763f9efdd0 @battle=#<PokeBattle_Battle:0x000000763fa7d9a0 @spedup=true, @battle=#<PokeBattle_Battle:0x000000763fa7d9a0 ...>, @scene=#<PokeBattle_Scene:0x000000763fe86240 @battle=#<PokeBattle_Battle:0x000000763fa7d9a0 ...>, @lastcmd=[0, 0, 0, 0], @lastmove=[1, 0, 0, 0], @pkmnwindows=[, , , ], @sprites={"battlebg"=>#<AnimatedPlane:0x000000763fce5648 @__sprite=#<Sprite:0x000000763fce55a8 @resizedX=0, @resizedY=0, @resizedOx=0, @
/storage/rejuvenation/Data/Mods/Rejuvenation Battle Bond Extended.rb:319:in `pbSuccessCheck'
Battler:4700:in `block in pbProcessMoveAgainstTarget'
Battler:4682:in `each'
Battler:4682:in `pbProcessMoveAgainstTarget'
Battler:5533:in `block in pbUseMove'
Battler:5455:in `loop'
Battler:5455:in `pbUseMove'
Battler:5926:in `block in pbProcessTurn'
PBDebug:4:in `logonerr'
Battler:5925:in `pbProcessTurn'
Battle:3912:in `block in pbAttackPhase'
Battle:3911:in `each'
Battle:3911:in `pbAttackPhase'
Battle:3524:in `block (2 levels) in pbStartBattle'
PBDebug:4:in `logonerr'
Battle:3522:in `block in pbStartBattle'
Battle:3511:in `loop'
Battle:3511:in `pbStartBattle'
Trainers:353:in `block (2 levels) in pbTrainerBattle'
Field:696:in `pbSceneStandby'
Trainers:352:in `block in pbTrainerBattle'
Field:1047:in `pbBattleAnimation'
Trainers:351:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Interpreter:258:in `eval'
Edited by onmyojifan
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5 hours ago, onmyojifan said:

I use qol compilation btw

Exception: NoMethodError
Message: undefined method `overlayTypeChange' for #<PokeBattle_Move_000:0x000000763f9efdd0 @battle=#<PokeBattle_Battle:0x000000763fa7d9a0 @spedup=true, @battle=#<PokeBattle_Battle:0x000000763fa7d9a0 ...>, @scene=#<PokeBattle_Scene:0x000000763fe86240 @battle=#<PokeBattle_Battle:0x000000763fa7d9a0 ...>, @lastcmd=[0, 0, 0, 0], @lastmove=[1, 0, 0, 0], @pkmnwindows=[, , , ], @sprites={"battlebg"=>#<AnimatedPlane:0x000000763fce5648 @__sprite=#<Sprite:0x000000763fce55a8 @resizedX=0, @resizedY=0, @resizedOx=0, @
/storage/rejuvenation/Data/Mods/Rejuvenation Battle Bond Extended.rb:319:in `pbSuccessCheck'
Battler:4700:in `block in pbProcessMoveAgainstTarget'
Battler:4682:in `each'
Battler:4682:in `pbProcessMoveAgainstTarget'
Battler:5533:in `block in pbUseMove'
Battler:5455:in `loop'
Battler:5455:in `pbUseMove'
Battler:5926:in `block in pbProcessTurn'
PBDebug:4:in `logonerr'
Battler:5925:in `pbProcessTurn'
Battle:3912:in `block in pbAttackPhase'
Battle:3911:in `each'
Battle:3911:in `pbAttackPhase'
Battle:3524:in `block (2 levels) in pbStartBattle'
PBDebug:4:in `logonerr'
Battle:3522:in `block in pbStartBattle'
Battle:3511:in `loop'
Battle:3511:in `pbStartBattle'
Trainers:353:in `block (2 levels) in pbTrainerBattle'
Field:696:in `pbSceneStandby'
Trainers:352:in `block in pbTrainerBattle'
Field:1047:in `pbBattleAnimation'
Trainers:351:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Interpreter:258:in `eval'

Can you try removing the QoL mods to see if it works without them? Then add them back in one-by-one to see which seems to be affecting the Battle Bond mod? I play with the QoL mods as well in my own game and I've never encountered that error.

 

If not the QoL mods, can you also tell me what battle this is happening on? Is it on a field? I'm trying to see if this is happening to a specific battle or if this is a widespread issue.

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33 minutes ago, AsNKrysis said:

Can you try removing the QoL mods to see if it works without them? Then add them back in one-by-one to see which seems to be affecting the Battle Bond mod? I play with the QoL mods as well in my own game and I've never encountered that error.

 

If not the QoL mods, can you also tell me what battle this is happening on? Is it on a field? I'm trying to see if this is happening to a specific battle or if this is a widespread issue.

It can happen in any battle as long as I or the opposing pokemon uses an attacking move. It also happens when I have zero other mods loaded, so I'm going to revert the changes and maybe use a fresh install later because idk how I would fix this 

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34 minutes ago, onmyojifan said:

It can happen in any battle as long as I or the opposing pokemon uses an attacking move. It also happens when I have zero other mods loaded, so I'm going to revert the changes and maybe use a fresh install later because idk how I would fix this 

Yeah, I'm not really sure what to tell you. I don't have this issue at all with or without just the QoL Mod and Battle Bond mod installed. If re-installing both Rejuv and my Mod doesn't work, then send me your save file and I'll see what I can do.

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  • 1 month later...

Im having a similar problem, in battle attacking errors and then both me and the opponents dont do damage but the turn still progress. 

This is just at the start of the game too, everythings fine when just using the qol and showeffectivenes mods. 

Then i add in this and get the error.

 

[Pokemon Rejuvenation 13.5.0]
Exception: NoMethodError
Message: undefined method `overlayTypeChange' for #<PokeBattle_Move_000:0x0000029822150da8 @battle=#<PokeBattle_Battle:0x0000029821d6e078 @spedup=true, @battle=#<PokeBattle_Battle:0x0000029821d6e078 ...>, @scene=#<PokeBattle_Scene:0x0000029821d6e1b8 @battle=#<PokeBattle_Battle:0x0000029821d6e078 ...>, @lastcmd=[0, 0, 0, 0], @lastmove=[3, 0, 0, 0], @pkmnwindows=[nil, nil, nil, nil], @sprites={"battlebg"=>#<AnimatedPlane:0x00000298222b4208 @__sprite=#<Sprite:0x00000298222b41e0 @resizedX=0, @resizedY=0, @re
D:/Pmon Rejuv/Data/Mods/Rejuvenation Battle Bond Extended.rb:319:in `pbSuccessCheck'
Battler:4700:in `block in pbProcessMoveAgainstTarget'
Battler:4682:in `each'
Battler:4682:in `pbProcessMoveAgainstTarget'
Battler:5533:in `block in pbUseMove'
Battler:5455:in `loop'
Battler:5455:in `pbUseMove'
Battler:5926:in `block in pbProcessTurn'
PBDebug:4:in `logonerr'
Battler:5925:in `pbProcessTurn'
Battle:3912:in `block in pbAttackPhase'
Battle:3911:in `each'
Battle:3911:in `pbAttackPhase'
Battle:3524:in `block (2 levels) in pbStartBattle'
PBDebug:4:in `logonerr'
Battle:3522:in `block in pbStartBattle'
Battle:3511:in `loop'
Battle:3511:in `pbStartBattle'
Trainers:353:in `block (2 levels) in pbTrainerBattle'
Field:696:in `pbSceneStandby'
Trainers:352:in `block in pbTrainerBattle'
Field:1047:in `pbBattleAnimation'
Trainers:351:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Interpreter:258:in `eval'

 

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20 hours ago, Jaegerjaqs said:

Im having a similar problem, in battle attacking errors and then both me and the opponents dont do damage but the turn still progress. 

This is just at the start of the game too, everythings fine when just using the qol and showeffectivenes mods. 

Then i add in this and get the error.

 

[Pokemon Rejuvenation 13.5.0]
Exception: NoMethodError
Message: undefined method `overlayTypeChange' for #<PokeBattle_Move_000:0x0000029822150da8 @battle=#<PokeBattle_Battle:0x0000029821d6e078 @spedup=true, @battle=#<PokeBattle_Battle:0x0000029821d6e078 ...>, @scene=#<PokeBattle_Scene:0x0000029821d6e1b8 @battle=#<PokeBattle_Battle:0x0000029821d6e078 ...>, @lastcmd=[0, 0, 0, 0], @lastmove=[3, 0, 0, 0], @pkmnwindows=[nil, nil, nil, nil], @sprites={"battlebg"=>#<AnimatedPlane:0x00000298222b4208 @__sprite=#<Sprite:0x00000298222b41e0 @resizedX=0, @resizedY=0, @re
D:/Pmon Rejuv/Data/Mods/Rejuvenation Battle Bond Extended.rb:319:in `pbSuccessCheck'
Battler:4700:in `block in pbProcessMoveAgainstTarget'
Battler:4682:in `each'
Battler:4682:in `pbProcessMoveAgainstTarget'
Battler:5533:in `block in pbUseMove'
Battler:5455:in `loop'
Battler:5455:in `pbUseMove'
Battler:5926:in `block in pbProcessTurn'
PBDebug:4:in `logonerr'
Battler:5925:in `pbProcessTurn'
Battle:3912:in `block in pbAttackPhase'
Battle:3911:in `each'
Battle:3911:in `pbAttackPhase'
Battle:3524:in `block (2 levels) in pbStartBattle'
PBDebug:4:in `logonerr'
Battle:3522:in `block in pbStartBattle'
Battle:3511:in `loop'
Battle:3511:in `pbStartBattle'
Trainers:353:in `block (2 levels) in pbTrainerBattle'
Field:696:in `pbSceneStandby'
Trainers:352:in `block in pbTrainerBattle'
Field:1047:in `pbBattleAnimation'
Trainers:351:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Interpreter:258:in `eval'

 

Update your Rejuvenation to v13.5.6, you're on v13.5.0. Then reinstall my mod into the game's files afterwards, and see if that fixes things.

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3 hours ago, AsNKrysis said:

Update your Rejuvenation to v13.5.6, you're on v13.5.0. Then reinstall my mod into the game's files afterwards, and see if that fixes things.

Oh, im an idiot, I reinstalled and didn't update... it works fine now.  Thanks aha.

 

 

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  • 6 months later...

New Update released:

 

  • Shiny Sprites and Icons have been made and adjusted to fit Rejuvenation's custom shiny colors.
  • Reworked BB Chesnaught and Delphox's Stats:
    • Chesnaught:
      • HP: 108 -> 88
      • Atk: 127 -> 137
      • Def: 132 -> 152
    • Delphox:
      • HP: 105 -> 75
      • SpAtk: 144 -> 164
      • SpDef: 110 -> 150
      • Speed: 134 -> 114
  • Slightly nerfed BB Chesnaught and Delphox's signature moves:
    • Delphox no longer decreases both the opponent's Special Attack and Attack, it will only decrease its Special Attack. It still hits the lowest defense stat when doing damage calculations.
    • Chesnaught's Spiky Shield damage has been reduced from dealing 1/4 to 3/16 damage, and from 3/8 to 5/16 damage on Colosseum Fields.
  • Compatibility has been made with LAWDS. See instructions on how to properly install in the README in the LAWDS Compatibility folder.

 

Hi everyone! I know it's been a while since I last updated this mod and I know most people have already probably done their v13.5 runs with the Battle Bond mons, so this might not interest a lot of people anymore. This new version also doesn't add too much to the mod overall, but this update does include more than just a minor tweak or hotfix so it's enough to warrant a proper update post.

 

I've finally gotten around to making the new shiny sprites and icons! 😄 I was discouraged from doing it for a while but a lot of the sprite work that I've been doing on the Resurgence Mod has made me buckle down and actually complete them. They're not perfect, but I'm very happy with now having proper shinies that correlate with the base forms. Here's the preview for the shinies:

image.png.4fd7a70d039077589a43535cd17ae177.pngimage.png.68fb6a1f5050db182543f020f41350bf.pngimage.png.6a8afab9aecf67cf3e6ecfcdfe3ecb78.png

 

After some discussion in the #rejuv-mods channel of the Reborn Discord, I have decided to nerf BB Chesnaught and Delphox a bit:

Chesnaught

 HP was reduced to match how Mega Evolving also does not increase the HP of the Pokémon.

 Atk and Def was buffed to distribute the stats that were removed from HP.

 Spiky Shield is already a very strong move that you can manipulate the AI easily with, so, in hindsight, the fact that I let it deal 1/4 of the attacking Pokémon's HP on contact was pretty bonkers. So I decided to nerf it just a bit, now dealing less damage than before. The fractions used for calculations probably look weird and I agree, but it still achieves the desired effect still. Now BB Chesnaught can't easily win by clicking Spiky Shield 3 times on Colosseum.

Delphox

 HP was reduced to match how Mega Evolving also does not increase the HP of the Pokémon.

 Speed was reduced because it already deals crazy high damage, so I wanted to nerf its speed to reduce its sweeping potential. Even though this thing is still a walking nuke.

 SpAtk and SpDef was buffed to distribute the stats that were removed from HP and Speed.

 Mystical Fire is already a very powerful move that gets boosted on a majority of the fields you fight on, so I decided to nerf its stat reduction a bit but to keep its unique buff by being a better Shell Side Arm.

 

Due to popular demand, I have also made the Battle Bond script compatible with LAWDS! However, due to the frequent patches that LAWDS receives, I cannot update the mod constantly to match their versions. Therefore, you will need to do some modifications on your own in order to add Battle Bond properly to your LAWDS run. Instructions on how to do so are provided in a README that I have included in the compatibility folder.

 

Most people might not read this, but for those of you who still play using the Battle Bond mod, thank you for your continued interest! Contact me on Discord if you have any questions or concerns. I hope you all have a wonderful day!

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