Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 07/17/26 in all areas

  1. Returning for the second time after years of absence, we're excited to present you the Rejuvenation Character Popularity Poll! We haven't held one of these since 2019 (after V12's release), so now that Act 2 has been wrapped up, it's time to run it back. Instructions on how to vote and the rules can be found here! :) Please note there'll be spoilers for BOTH ROUTES so check the page at your own risk!
    7 points
  2. No turning back. It all ends here. With or without you. ...But where are you? When are you? Instructions on what to do before and after loading can be found HERE. DOWNLOAD THE GAME HERE OR HERE Patch Notes (V14.0.0):
    7 points
  3. In order to view the #emotional-support channel on our community discord, users will need to have the Trusted role on the server. In order to get the trusted role, users must be verified, have less than 3 active warning points, and must read the following:
    7 points
  4. Don't report bugs to the devs if you are using mods. If you have issues with the mods use this thread to report it or contact us by Discord. The rars all come with the proper folder structure, just throw their contents into the game folder. This is a compilation of mods working for V14 ported from the one I made for 13.5. They are very modular and shouldn't break on small updates. Some didn't need changes, while others needed some small touching and some have been just made from zero due to how much the code of those parts changed or me having a better idea on how to do it. Some mods have been removed because they are superflous due to being alrady something dientical or similar in the base game. Some I may just considered that are not needed. Make requests for adding things and I may do it if I have time. You can have them all or chose the ones you want. Some of them have dependencies on three scripts that don't do anything unless you have the others. They have code that can be called from other scripts. This time I am adding some modular debug that activates the debug menu in particular places only. Far more recommended to use oly those you will use to prevent errors with the debug menu. People who contibuted to this pack besides myself (detailed credits ont he specific mod): @Jarred B Dank aka Matt. Made some of the mods of the pack. He has been the main person who collaborated with me in Discord to make the QoL Mod Compilation Pack for Rejuv 13.5 from which this verson was ported. @AsNKrysis aka AsN. Ported three of the mods available on the pack. He also has his own mod releases for 13.5, so please check them too. @Waynolt a lot of his modular pack were ported to v13.5 modpack, which was the previous version of this v14 modpack. @DemICE some of DemICE's mods have been ported or have been used as references when making new ones. @DQL Contributed mods for V14 modpack You have to drop the "patch" folder in the rar in your game's folder. Everything is already properly set there. Mod List: Rejuv V14 QoL Mod Compilation Pack Changelog: Downloads (You need to be logged in): August 15th Update (14.0.20). Version 15: Rejuv V14 QoL Mod Compilation Pack Version 15.rar You can also check my ShowMoveEffectiveness Mod for V14. Old Downloads:
    6 points
  5. Introducing Advanced Crests! This is my take on a modular format for adding custom crests to the game. For the modders out there, this should be fairly easy to adapt to further systems if desired. The download can be found here on my GitHub! I will not be re-explaining anything tech-y here. Feel free to submit PRs if something is Bad modders. New Crests! Partly for myself, and partly inspired by a friend running Where Love Lies, I've decided to make a bunch of crests based on it and whatever else we find interesting. At the moment I only have 4 fully planned out: Spidops Crest: Holder gains Fighting- and Dark-type STAB and resistances. Deals 30% bonus damage per Speed drop on the target, multiplicative. Scyther Crest: Holder's slicing moves are always critical hits. Donphan Crest: Holder deals 20% bonus damage and takes 12.5% reduced damage. Each time a move is used consecutively, apply these bonuses again, additive. Caps out at 300% bonus damage and 87.5% reduced damage. Snorlax Crest: Holder's Special Attack and Special Defense are swapped. Additionally, base Speed is equal to Snorlax's current percent HP, scaled from 30 to 160 (Base Speed -> Base Health). Xatu Crest: For each turn the holder is out, the holder gains a random Type resistance, indicated by color. Additionally increases stats by 15% per Totem Height I may or may not remember to update this post, but the GitHub should stay up to date lol
    4 points
  6. Theres no error message. I did eveything i can think of. I tried to allow firewall access, redownloaded the game, i loaded an old save file just to make sure its not a corrupter save, extracted to game in a different folder away from v13.5, etc. I can play v13.5 normally. Do you have any ideas/reason for why this is happening? Am i missing a few files?
    4 points
  7. [Mod] Nero Learn Menu – Advanced Move Relearner Integration Overview: This mod significantly upgrades the default Move Relearner system by making it more powerful, flexible, and user-friendly. It introduces a new “Learn Moves” option directly in the party screen and tracks a wide range of move types beyond just level-up moves. --- Features: New: Added menu for Includes relearnable moves from multiple sources: Level-up moves up to the current level. Starter / first moves. Egg moves (learned or compatible). 3 versions of learnpatch for Pokemon Reborn: [NEW] TM WITH ALLGEN MOD COMPATIBLE GEN1-9 TMS nero_learnpatch.rb [VANILLA REBORN] TM Moves will also show. nero_learnpatch.rb [TUTOR MOVES ONLY] nero_learnpatch.rb Rejuvenation Update: [POKEMON REJUVENATION COMPATIBLE] nero_learnpatch.rb If either is missing, nero_learnpatch.rb will crash the game with a clear error message, prompting you to install the missing file(s). --- Installation: 1. Drop nero_learnmenu.rb, nero_learnpatch.rb, and nero_util.rb into your Patch/Mods folder. Pokemon Reborn : THE EDIT STATS VERSION OF THE MENU FOR REBORN IS IN THE COMMENTS BELOW!! nero_learnmenu.rb nero_util.rb Pokemon Rejuvenation : Relearn only: nero_learnmenu.rb EDIT STATS Version : nero_learnmenu.rb nero_util.rb 2. Launch the game — no additional configuration required. --- Check out my other mods:
    3 points
  8. (Disclaimer: This post will probably be updated as time goes on today if there's anything I missed or realize I want to add later. Or maybe not!) 1.) DO NOT MERGE YOUR V14 FOLDER WITH YOUR V13.5 FOLDER Hey there! It's finally time again! This is not the release post. This is a quick post to help make your save file transition from v13.5 to v14 is as smooth as possible. First, let's start with this: PLACES THAT ARE NOT SAFE TO SAVE/LOAD UP IN: DISCORD INTEGRATION: Rejuvenation is now officially supported on Discord! No more Poker game or Age of War or whatever it's called in your activity sidebar. GEN 9 + ZA Megas: Gen 9 is now included! This includes numerous moveset updates. I said we weren't including ZA Megas and that's somewhat true. All sprites and stones have been implemented, but only those with official abilities are actually included in game. Go nuts trying to find some of them! JOIPLAY/KIRIN: We do have builds for Joiplay, but calling it official support may be a bit of stretch. These are highly experimental builds and maintaining overarching support is something we aren't putting at a high priority right now. There ARE some issues that we already know about that CANNOT be fixed by our side. The developers of these will have to take care of them. Same goes for Kirin. THE PROLOGUE + NG+: The prologue got some big changes if you weren't aware. It has an extended story if you have a completed v14 save. NG+ Is actually quite extensive this time around. So once you're done playing v14, there's more adventures to be had if you so wish to experience them! Some of them are very... very interesting. And I reward you handsomely for taking the time to play again :). I'll leave it at that. CHAPTER PASSWORDS: V13.5 brought in a Terajuma Password that allowed you to skip directly to Terajuma. v14 Brings in a new password that skips you directly to Act 2, Chapter 9. I really wanted to get a Karma Files password ready for release, but this password is already very experimental. I expect there to be some unforeseen issues with this one. Tread carefully with this one, but it should work okay. In the future I hope to have the Karma Files password skip ready as well, but ACT 2 is so extensive that it takes a lot of time and testing. I hope you all understand! RANDOMIZER SUPPORT: Unfortunately due to all the major systems changes we've had, having this in time for release was not feasible, but we are working on support later down the line! HOW TO START CHAPTER 16: But first, I have to mention something. I know a lot of you Renegade fans are itching to jump into Renegade first. I highly, highly do not recommend that you do this. Renegade acts without regard to spoilers in Paragon. And some things in Renegade will flat out NOT MAKE SENSE without context from Paragon. I HIGHLY recommend that you play and complete Chapter 16 in Paragon FIRST.
    3 points
  9. It's both for new and some that just had placement or requirement changes.
    3 points
  10. Some new visitors here! Welcome! I’ll cut to it: I will be releasing updates to the Rejuvenation Walkthrough for V14 incrementally. I’m thinking of respecting the main server spoiler policy and not publishing until that window is up - this will allow me time to work, catch up with month 1 patches, and allow everyone to play the game. Of course if going no-walkthrough is an issue for you please wait until then. Cheers From bigJ himself
    3 points
  11. Hi this is my official port of my pokemon reborn mod that grants Gardevoir a battlebond like ability and transform into celestial form (that i called) + enhancement on moonblast(effective against fire and steel type) To get the ability just give gardevoir blue moon ice cream. Original mod link: patch.zip thanks to: Katstifer(Discord) for the front sprite and Fervis. I have also created a mod for Silvally (my favorite pokemon) Changes : more bst across stats + shift gear as a relearn-able move + more crest feature(dynamic resistance) nero_silvally.rb *To note you can mega multiple pokemon in Pokemon Rejuvenation All my custom mega ability evolution stone will be available on ordinary mart or shop for 150k nero_martevostone.rb New: Mega Froslass Eternal winter ability Eternal winter: permanent hail + snowcloack and boost for freeze chance(~~even if it doesn't have freeze it will~~) nero_froslass.rb New: Mega Delphox Ability : Arcane Mastery - Levitate +Serene Grace + Prankster(without it's weakness) 20% chance to lower sp.def. Signature Move: Mystical Fire lowering Attack+SpAtk nero_delphox.rb New: Mega Chesnaught Ability: Bastion Shell - Filter + Stamina, Immune to critical hit above 50% hp. Signature move : Spiky Shield increasing def+spdef +1 nero_chesnaught.rb New: Mega Drampa Ability - Draconic Dominion - Turns the field to Dragon Den, immunity to dragon type if hit by a dragon type move raise +2 sp.atk Signature Move: Dragon Breath - Buffed to 90 base power sp.atk nero_drampa.rb New - Mega Barbanacle Ability : Divine Mockery - Retains Water stab, Scrappy + Hits dark and ghost type super effective if the move is a water type, increase damage 5 to 15% max per hit(6times to achieve the max) On 40% less hp gain +1atk and speed but losing health in the end of the turn Signature Move - Cross chop -> Mocking Mudra(water/rock/fighting) 40bp physical attack nero_barbanacle.rb New - Mega Malamar Ability - Inversion Dominion : Turns field to inverted, Retain Contrary, 10% to sleep chance when damaging the target Signature Move - Tipsy Turvy - same effect gains +1 priority and lowering pokemon highest stat by one stage nero_malamar.rb New - Mega Sceptile Ability - Verdant Blitz : physical attack move is calculated by sp attack stat, Special attack type move both factor spatk and speed stats, Immune to speed drops and +1 priority to grass and dragon type moves when full hp. Signature Move - Dragon Pulse -> Verdant Pulse both hits for Dragon and Grass OR it can hit twice with each seperate typing pulse(Dragon,Grass) (It should handle the immunities as well if dragon can't hit then grass, if grass can't hit then dragon) nero_sceptile.rb New - Mega Garchomp Ability - Sand Tyrant : Summons Dessert field and Sandstorm for 3 turns, all flying and levitating foes are grounded. Signature Move - Dragon Rush -> Apex Ambush : Ground type move 100 accuracy 110bp physical, raise speed +1 nero_garchomp.rb New - Mega Houndoom - Doom Bringer : Fire and Dark type damage is increased, Fire and Dark type burns the target, Burn status deal twice the damage, Pokemon that has burn cannot heal while mega hounddoom is in the field Signature Move - Inferno -> Doom Inferno 120bp 100acc deals 50% more if the target has burn status nero_houndoom.rb New - Mega Pidgeot Ability - Sky Sovereign : Increase damage for flying type move, All flying type move never misses,speed is contributes on damage by 20%, All physical attack type move recieved is half, Immune to Hazards, raise +1 speed everytime it hits a damage type move. Signature Move : Hurricane -> Sovereign Tempest - 110x1.3 bp nero_pidgeot.rb MORE COMING SOON Please also check out my other rejuvenation compatible mod:
    2 points
  12. https://docs.google.com/document/d/1QMk1M_4W-CoOn_69vWH5kljjyiX4j6AHauW_UlmS_6o/preview?pru=AAABn5pwCHM*A_qCcHCf3n3pNcbf_XRkIQ&tab=t.f95paryw1wly This is the google doc with all documented changes and additions
    2 points
  13. Reuploaded: -new custom shiny Crawdaunt made by me -Dylan's Crawdaunt is now shiny -Apple Acid updated to 90 power -changed Poke Ball in Sushi's Trainer sprite to Dream Ball -changed Poke Ball in Belinda's Trainer sprite to Dusk Ball
    2 points
  14. Version 9: Added Z.1.3.7.Cheat_PC_AddGemPack, Z.3.2.Cheat_PC_Get100000RedEssence, and Z.6.0.Cheat_PC_GimmighoulCoinFarm.
    2 points
  15. Greetings, you probably don’t know who I am. I’m Falirion, one of the Programmers for Rejuvenation. So if I work on Rejuvenation what am I doing on Reborn’s devblog? Well since Reborn, Rejuvenation and Desolation all share our primary codebase I was asked (yes, asked, please ignore the banging on the barricaded door in the background) to talk a bit about one of the more major code reworks that have been done during 19.6’s development, the rework of the move resolution in battle, a part of the Code that was essentially rewritten from scratch. I will give the warning right now, this is going to get technical. So let’s start with the obvious first question. Why? Why fully rewrite a section of the code that was already working fine? Well, because while in the grand scheme of things it was working correctly, about 95% of cases or so, there were several existing bugs that were ultimately deeply rooted in how we actually handle the resolution of moves. We had a collection of bugs that all ultimately boil down to a certain older bug that has plagued the codebase since before I was even part of this community and probably even since the start of Reborn’s development. Our older Players may remember the so-called “spread damage bug”, a bug in which, when using a damaging move that affected multiple opponents, the second affected target would take more damage than it should, if the first affected target fainted to the attack. This was due to the double battle spread damage reduction not applying to the second target because, due to the first target fainting, the game didn’t recognize anymore that it should reduce this damage for being spread damage. Now of course this bug has been fixed for a while so why is this relevant? The fix to this bug is what a programmer colloquially refers to as “duct tape”, a more or less sloppy fix that resolves the issue but doesn’t really address the root cause, like using duct tape to try and keep your headphones from falling apart instead of replacing them. In the earlier mentioned bug collection almost all of them were a variation of this: something happened when dealing damage to target 1, and this would then affect how the move interacts on target 2 (typically the damage) when it in fact shouldn’t do this. Some examples are Moxie, Beast Boost, Soul-Heart and Water Spout or Eruption vs Rowap Berry. And the root cause is the same we were for all these years doing move resolution wrong, simple as that. The issues can be boiled down to 3 key points: Timing, Referentiality and Structure. Before explaining these, a quick aside. When explaining these I am going to refer to 2 Moves in particular Stomping Tantrum and Dragon Darts. This is because the functionality of these 2 moves taught me a fair bit about how the move execution needs to be to work correctly. And while I assume that most people reading this are familiar with Pokémon mechanics, for clarity a quick rundown: Stomping Tantrum is a damaging ground type move which doubles in power if the previous move the attacker used has failed… for most reasons, hitting protect for example does not activate this power boost. Dragon Darts in single battles is just a 2 hit attack, kinda like dragon type double hit. In double battles however this move has a quality we will call smart targeting, it will attempt to hit both opponents once each, if however the move would fail against one of the targets, it will ignore that target and instead hit the remaining target twice. So since we are now on the same page... Of the primary issues Structure is by far the most important one, but I will keep it for last so let’s start with Timing. Now, in the old move execution the general order of things isn’t inherently wrong; first check that the move doesn’t fail, then calculate and apply the damage and then handle the effects. It’s just the logical order of things. However the failure check was happening way too late, in particular for dragon darts, by the time the failure check was happening we had already determined which targets we are hitting and how often. Which is a problem for Dragon Darts because it needs to know whether it would fail or not to determine who to hit and how often in the first place. As such we had to move failure checks a lot earlier and while doing so we noticed, a lot of specific failure conditions were checking at the wrong time entirely, in fact type immunities and primal weathers were part of the damage calculation which is just wrong on so many levels. So let’s talk real quick about failure conditions, in Reborn 19.5 code they are generally in 2 places, at the start of move execution in a method called “pbTryUseMove”, which covers things like being asleep, paralyzed and other things that prevent the move from happening and as such not using PP, and “pbSuccessCheck” which covers just about all the rest just before the move would deal damage. If only it was so easy… After the rework we categorize them into 4 categories (numbered 0 to 3 because we are programmers so we start counting at 0). category 0 is “pbTryUseMove” and is largely the same as before so moving right along. category 1 is new entirely, timing wise it happens after subtracting PP, but before the activation of protean for example. This includes things like primal weathers and queenly majesty, the move is canceled in its entirety, usually irrespective of the explicit target (queenly majesty is a side effect ability, who actually has the ability is irrelevant). Only exceptions here are sucker punch and poltergeist, which directly check for the target here. category 2 and category 3 are both equivalent to “pbSuccessCheck” and are still in this method. Why are these categories separate if they are in the same place? Well I personally also call Category 3 "the group of random move specific failure conditions that exists because Pokémon code always has to be weird and wacky" but that’s a mouthful. The difference between Category 2 and 3 is that Category 2 conditions are checked before checking Accuracy while Category 3 conditions are checked afterwards. To be frank I was tempted to ignore this but there is a quirk about this that is relevant to Stomping Tantrum. Which leads us to Referentiality, an issue largely specific to Stomping Tantrum, as mentioned earlier not all failure conditions actually activate Stomping Tantrum’s power boost. Hitting into a target’s Protect (or equivalent) for example. Another group of failure conditions which don’t count for Stomping Tantrum are in fact all Category 3 failures. Any Failure condition that happens after the accuracy check will not activate the damage boost. Which brings us to the key problem, how do we even recognize why a move failed? Can we even? In the old move execution, we could not, the move failed and there was no reference as to why. Additionally in the Timing category I mentioned that we are checking move failure before determining who and how often we hit them. There is a problem with this, when we check whether a move fails against a certain target now, we are before the point where we handle anything, so we have to delay the effects and player feedback for these failures. Which means we need to know why a move failed after the check is finished. As such we are using what we call hit flags. In the above screenshot you see a bit of the failure handling, along with a lot of examples of these hit flags. They are kept for each target the move targets and make note of what happens to the move against that target. For Stomping Tantrum’s case we can check against these hit flags and make the effect not activate if any of the ones that shouldn’t trigger it are included. So lastly Structure. The primary problem was that when handling moves damaging multiple targets, we were handling targets sequentially, which is to say one after the other. We were checking failure conditions, calculating damage, applying damage, applying effects and so on for one target fully before moving on to the next. Which is the root cause for most of the bugs I mentioned at the start. So if that is wrong what is actually correct? The targets in canon are handled in parallel so we first check for move failure for all targets before then handling those failures for all relevant targets, before calculating damage on all targets, before applying… you get the idea. This approach prevents what happens to the first target affecting what happens to the second, because the damage you are dealing to the second target has already been calculated. This also lets us remove the Duct tape fixes and have overall cleaner code. So how do we actually know that canon works this way? Dragon Darts is a big hint. Not only do we need to know whether the move fails against all targets before calculating damage, we can also tell that failure checking works similarly in parallel based on how Dragon Darts acts when it fails against both targets. When Dragon Darts fails against both targets the player will only receive the feedback for one of those targets, the other target being ignored entirely. The feedback received relates to the target whose failure condition has the least priority when checking failure conditions Let’s look at the reworked pbSuccessCheck real quick. What we see here is that first it creates an Array of hit flags, one hit flag for every target the move targets. Initially the hit flag is on “:Success”, indicating a move that connects with the target. Then it checks each possible failure condition, in order for all targets before checking the next one, in order on this screenshot, whether the target is hidden via the effect of the ability Commander (gen 9 ability jumpscare!), whether the target is in a semi-invulnerability turn (like Fly or Phantom Force), whether a priority move is blocked by psychic terrain and whether the move is blocked by Wide Guard. Between each of these it runs a method called “successCheckFinished?” which ends the check when it detects that the move would fail against all targets at this point and also does some filtering for Dragon Darts to remove the first target that failed. The point here is that the failure condition check also runs in parallel and has a very specific order it checks these conditions for and this order matters. Structure was also significant in a different way, fixing this required a ton of work. Depicted here is the method "pbEffect" as it is in 19.5 Reborn the primary method of move handling, each move with an effect subclasses (overwrite it with their own modified version which can still call into this higher level version of the method) this method. The issue is this method bundles together, everything; damage calculation, damage application, move animation, move effects, literally everything. And to make the previously mentioned fixes to the structure we had to untangle this method, separate the components so we can do each step separately for all targets instead of doing it all for one target. Which due to the subclassing meant, we had to rewrite every single move, all the several hundred moves that exist in the game, we had to fully rewrite in a new structure. I have to give a shoutout to the Community Cooperation Initiative, modders that signed up to work directly on the codebase without being part of the dev teams, maybe even canonize their mods and such things. Without the help of all of them, rewriting all these moves in the new structure would have taken much longer than it did. Thank you for your help in this and everything else since. Now there is more I could talk about here, but I have probably already been rambling way too much. As a TLDR: we rewrote the entirety of the move execution because the rebornian games had some key things wrong here for several years if not more than a decade, which allowed us to fix some long standing bugs which were not fixable otherwise. So why should you, the player, care? Under the hood it changed completely but for gameplay it remained essentially the same except we fixed some bugs, right? Essentially yes, but all this also allowed us to streamline things, for example this: Nice, right? enu asked me to ensure when rewriting the move execution that we can implement simultaneous damage dealing and health bar movement. Doesn’t just look nice but also speeds up move execution a fair bit. Uhh… looks like the door barricade isn’t gonna hold much longer, so I gotta bounce, hope you found this interesting, I know I can get way too much into details, so excuse the long explanation. Have a nice day! Sounds of a door breaking open You will never take me alive!
    2 points
  16. I posted this on Reddit a few months ago, but I thought I'd share it here as well. I've managed to find all versions of Rejuv and saved all of them to my own Google Drive to make sure they're archived. Thought some of you here might be interested in trying out old Rejuv and see how far the game has evolved. 1. https://drive.google.com/file/d/1FtbfenFuUL_ff-E3nAZ4Ceexbgm6bGGR/view?usp=sharing 2. https://drive.google.com/file/d/1wYLzGvjXk4gmNmwxk6aB66SdGbo375Et/view?usp=sharing 3. https://drive.google.com/file/d/1LDiW3cuhuPjcdkfJkXIdr4sHdm5f-heL/view?usp=sharing - (Credit goes to MoonPaw for digging this one up) 4. https://drive.google.com/file/d/19boRjZ0_PbRzL_pQS8Fwk8p0x44x6SqI/view?usp=sharing 5. https://drive.google.com/file/d/1HBdGbwg5IxOAsKT-OWwI-1j-IEn7IYxW/view?usp=sharing 6. https://drive.google.com/file/d/1S3x9ktKr3SR16byDlPK28ufHODo3Bjrd/view?usp=sharing 7. https://drive.google.com/file/d/1g9FmMfiXSaG3mPEk2H8089LU4Ln1kjUl/view?usp=sharing 8. https://drive.google.com/file/d/1r9HDCZEigPNfrFonGcsO_ZQBEy74a_Kt/view?usp=sharing 9. https://drive.google.com/file/d/13KYoKIvlTJFOMzm2mo-0GI_vOci-xIOg/view?usp=sharing 10. https://drive.google.com/file/d/1arnJn5IaIQXLAZ0WTQdepmiEG4MJfY5X/view?usp=sharing 11. https://drive.google.com/file/d/1pOwQQUUgjRFmvWow5DJbleAfz1FTn23s/view?usp=sharing 12. https://drive.google.com/file/d/1lfUV-qajIEYrNqN-tMNjZ6MrHjkg5a7o/view?usp=drive_link 13. https://drive.google.com/file/d/1O7f89eOvRHPoeZ2HjzuEIz4GRIWz2nTl/view?usp=sharing 13.5. https://drive.google.com/file/d/1SyWyQ7WCaIZX_PgUTMPHr3Sy_-JgVc-w/view?usp=sharing (patched to 13.5.7)
    2 points
  17. Reuploaded Spork UPDATES: -new custom shinies: two different custom shiny Vanillite lines made by me two different custom shiny Ponyta lines; one made by Punkeev and one made by me two different custom shiny G-Ponyta lines made by me custom shiny Swanna that matches canon shiny Ducklett + a different custom Ducklett line made by me custom shiny Dratini, Dragonair, and Mega Dragonite made by me that match Rainlove's shiny Dragonite -added third skin tone to Team Portal Agents -added Trainers to Molten Mountain and Hemola Swamp, as well as a few more in various other areas -the Shiny Stealing Scoundrel police case is now called "Got Your Nosepass" and the thief stole a Nosepass instead of a shiny Aerodactyl -team changes: Ashley's Ponyta/Rapidash is now shiny (the pink one) Uma: Delphox -> shiny Rapidash (the brown one; nickname Teio) the dentist's G-Rapidash is now shiny (the light one) Sushi's G-Rapidash is now shiny (the dark one) Quinn's Swanna is now shiny (the fully custom one) -added various overworld Pokemon interactions: Rick Gastly at Wonky Woods Crolea's Gothitelle and Nova's Gothitelle talking to each other at Crolea's birthday party all four shiny Hippopotas at Sea Star University for a hippo campus added the shiny Smoochum to Isaac's Secret Base both shiny Vanilluxe are now with the regular Vanilluxe at Crystal Castle Hope, Couragi's sister, gives you the Swampertite at Marvelous Marsh Belinda and Belladonna's Roserade talking to each other at their house -several Trainer classes now have naming themes: Hikers are named after mountains, Beauties are named after artists, Swimmers have water-related names, Fishermen have fish and fishing-related names, Hex Maniacs are named after witches, Aroma Ladies are named after flowers, Lasses are named after Eeveelutions, Maids have cleaning-related names, and Youngsters have names similar to Joey -Beauties' Pokemon are now sent out in Love Balls + Poke Ball on Trainer sprites updated by Punkeev to Love Ball -updated Dragonite's Pokedex pun since the previous one was about if Dragonite has a Mega Stone, which it does now -added text to more objects in Crystal Castle FIXES: -added missing music that was meant to play when you enter Mulder's arena -the Umbreon Sign now blocks Maid Charity at Crystal Caverns and Trickster Flora at Opaque Valley -if the player interacts with Eva from the left or right at Party City, they're now warped to in front of her to prevent the player being on the same tile as her Toxtricity or Scolipede when they're sent out during the concert -Martial Artist Honoka and Martial Artist Hina now have the correct Trainer sprite -some of the audience in Mulder's arena no longer look like they're standing over the railings instead of sitting behind them I hope you enjoyed being Rick Rolled! The new Pokemon interactions have been in and out of my mind for a while, some for up to a few months, so I decided to finally add them all. On the topic of Pokemon, here's some info about the new shinies: Vanillite lines: It's very surprising they didn't have custom shinies already, since I'm an ice cream sand witch. I made a chocolate one and a strawberry one, so together with the vanilla line, we have neapolitan ice cream! Ponyta lines: The regular Ponyta are based on Teio and Haru from Umamusume, and the Galarian Ponyta are based on Celestia and Luna from My Little Pony! Punkeev was the one who chose Teio! Ducklett lines: I noticed when scrolling through the Battlers folder that while the canon shiny Ducklett has vivid pink and purple colors, this for some reason doesn't carry over to the canon shiny Swanna, which barely looks different to regular Swanna. So I made a Swanna to match the canon shiny Ducklett, and also made another shiny line resembling Black Swan from HSR! Mega Dragonite: a forum member named Rainlove posted a shiny Dragonite in Creative Works a long time ago with permission for anyone to use, and I used it for Spork. I hope I did Rainlove's style justice with making a shiny Mega Dragonite with the same colors! I also made Dratini and Dragonair while I was at it. For Pokemon in Spork where an evolution has a custom shiny but the pre-evolution doesn't, I already had plans to eventually give the prevos shinies too, so Dragonite gets to be the first! Adding and changing Trainers the past few reuploads due to the third skin tone project, the new naming themes, and just wanting to add some to areas that didn't have many (or any) before, I learned how underused some Trainer classes were. The biggest surprises were Youngsters, Lasses, and Scientists. After the second Gym, I seem to have mostly forgotten about Youngsters and Lasses. And while there was an okay amount of male Scientists, there were only three female Scientists in the game, one for each skin tone. I hope with all the new adjustments I've done recently, it doesn't feel like any of them are underrepresented. While the third skin tone project is now complete as far as human Trainer classes go, there are still some non-Trainer NPCs to give them, and a different idea I had for Sea Stars: special effects to make them look more different from humans, like Ceolis does. We could try negative space, or seeing if there are any other cool techniques that could work, even if we can't find the one used for Ceolis. Unlike with Ceolis where the technique is on his entire sprite, I'd like to keep the other Sea Stars' outfits as they are now, as Palletite worked hard on them, so the effects would just cover areas like their faces, arms, etc. I'm not 100% sure on how it will turn out or how long it'll take, but I look forward to trying!
    1 point
  18. New Update: Version 14 Fixed Encounter UI (broke on some circumsmtances since v14.0.19) by DQL. Now has a Current possible togeable feature showing only what you can get at the moment.
    1 point
  19. Which file do you add/change this line in? Also thanks for adding this to Rejuv! I remember asking about that last year :D
    1 point
  20. Hello, I've been working on a mod for Rejuv for myself, because I wanted to use more diverse pokemon teams. All the changes can be found in the attached ods document (all changes in bold), but in summary, the mod buffs most weak pokemon to be more usable and a few more powerful pokemon to add diversity to their gameplay. Additionally to a lot of general stats buffs, in many cases, I buffed the weaker offensive stats of pokemon to allow a use of special or physical damage, some pokemon gain a double type when they kinda make sense, others also gain new abilities or new pokemon/trainer exclusive moves. Because I like them, I have also at least added an additional ability and a late game move to all eevee forms and starter lines. Most changes are rather small but some are pretty big. For example, Sceptile is now a physical attacker with "Sharpness", Mega Sceptile stays as a special attacker but gains Technician. Aggron can be used as a special attacker (if you want to) with a buffed SpAttk and Lightningrod. Meganium gains the fairy type and the Filter ability etc. Note1: Serperior gained the Psychic type (and a few attacks), this is because it annoyed me that it was the only one of the generation without a double type (Samurott gained Ice-type). If you have a suggestion for an alternative, I would be curious. All suggestions on other stuff are also welcome. Note2: I tried to not make any mistakes, but I'm only human, so the Excel file may not be completely exact. Installation: I normally replace the montext.rb document in Rejuvenation-13.5.0-windows\Scripts\Rejuv with the file attached and then use a compile all command in the game. Maybe this would work if you just added it to the mod folder, but I'm not sure. To more experienced modders, if there are modifications I have to do to the file to make it work in that way, please tell me and I will do it. Compatibility/Version update/Uninstall This mod only modifies 1 file, the pokemon data, so it should be compatible with everything that doesn't change this file. The mod will probably not be compatible with next version (until updated), but the moves learnt and (I think) the new abilities will remain even if you update. I'm pretty sure that there is no issue installing or uninstalling this mod at any time. Learnt moves and abilities will remain, but the stats will go back to normal after 1 level. I hope you enjoy ! Edit: I just realised that this is the wrong forum to post this... I'm sorry, would it be possible for a mod to move it to the correct place (Guides & Resources) or should I delete and repost? Rejuv Changes Summary.ods montext.rb
    1 point
  21. Wow, you work quick! Thank you so much, this is incredible! I genuinely appreciate you taking the time to do that. I love these games, and mods like yours make them even more enjoyable to play through
    1 point
  22. There is a bug when inspect enemy pokemon stats or my stats that skip my turn and the trainer start attacking me. (Clearly for the new update)
    1 point
  23. Sorry for the late response! The upload link is in the latest post.
    1 point
  24. UPDATE – 8/2/26 – v1.2.4 This update mainly focuses on Pokémon Rejuvenation V14 compatibility, smoother follower interactions, improved healing behavior, and general stability. Zip Link Pokémon Rejuvenation V14 Compatibility M44Followers is now compatible and working with Pokémon Rejuvenation V14. Follower graphics now load properly through V14’s patch folder structure. Generation 9 Pokémon are also supported, including alternate forms when the correctly named follower graphic is available. Installation Changes Make sure to delete any older versions of the follower script before installing this update. Having multiple versions installed at once can cause duplicate functions and “stack level too deep” errors. Follower Animation Improvements Follower interaction animations have been cleaned up and made smoother. Pokémon now face the player and react more naturally depending on where they are standing. The timing between the emote, movement, and dialogue has also been improved so interactions feel less stiff. Pokémon Center Healing Fix Followers should no longer briefly appear for a split second while your Pokémon are being healed. Followers now remain hidden throughout the full healing sequence and return normally afterward. Follower Recall Fix Returning a selected follower to its PokéBall should now only recalls that specific Pokémon. Previously, selecting certain followers could sometimes reduce the selected follower amount incorrectly. Pokémon Reborn Compatibility M44Followers is compatible and working with Pokémon Reborn. However, Pokémon Reborn does not have the same built-in emoticon animations used by Pokémon Rejuvenation. Without changing the emote values, unrelated animations may play when interacting with followers. Community Follower Graphics I have also made a public folder for community-made follower sprites. Feel free to submit missing forms, regional forms, Aevian forms, Mega and Gigantamax forms, custom shinies, or improvements to existing follower graphics. View and download community sprites: Folder Link Submit your own sprites: Submission Link Please include whatever name you want to be credited under. Only submit sprites you made yourself or have permission to share. Submitted sprites may be added to the public folder or included in a future update with credit to the original creator. Additional Improvements Improved follower sprite loading. Better follower visibility handling during healing, dialogue, cutscenes, and map transitions. General internal stability improvements and cleanup.
    1 point
  25. Fixed, thank you, You need the actual Item Finder in your bag for the mod to work, you get it on Mirage Woods. No, both can be used together, they are compatible. Move to the right, egg moves have their own tab. PreEvo adds them to normal relearned, but note that if you don't have the FullUnlockedRelearner, the only moves that appear until certain progression as the ones you forgot. Stupid mistakes on my part, I will add these fixes and publish an update later.
    1 point
  26. They certainly don't for me, this looks like your 0000.Init isn't on last version
    1 point
  27. Part of the Whistleblower part. You get the key following the quest.
    1 point
  28. If you completed that part on any save, it is considered NG+ for that content. It is tracked between saves on Unidata.
    1 point
  29. I'm running into a game-breaking crash in version 14.0.8 and wanted to see if there's a known workaround for this specific trigger. Whenever I try to load my current save file, the game crashes immediately during the loading screen with this error: Exception: NoMethodError Message: undefined method 'maxBoxes' for nil:NilClass this happen when i'm playing as melia in the pearl route
    1 point
  30. All A form and location From the google doc community madein spoiler above
    1 point
  31. Don't report bugs to the devs if you are using mods. If you have issues with the mods use this thread to report it or contact us by Discord. The rars all come with the proper folder structure, just throw their contents into the game folder. This is a compilation of mods working for 13.5 and should all work with 13.5.6. They are very modular and shouldn't break on small updates. Some are original for this version, some had ones with similar effects but aren't actually ported from those while others are ports of mods of other rebornlike games and versions. You can have them all or chose the ones you want. Some of them have dependencies on three scripts that don't do anything unless you have the others. They have code that can be called from other scripts. People who contibuted to this pack besides myself (detailed credits ont he specific mod): @Jarred B Dank aka Matt. Made some of the mods of the pack. He has been the main person who collaborated with me in Discord to make this QoL Mod Compilation Pack for Rejuv 13.5. @AsNKrysis aka AsN. Ported three of the mods available on the pack. He also has his own mod releases for 13.5, so please check them too. @EvGym aka Gym. Battle_SpeedUp is based on his mod for v13, and I also helped him on porting it to v13.5. That said, the version here is slightly different than Gym's. @Lillietea ported the SortPc made by @VeryBasic for Reborn. @Waynolt a lot of his modular pack has been ported to v13. @AiedailEclipsed the Mining Overhaul has been ported from him. @DemICE some of DemICE's mods have been ported or have been used as references when making new ones. @Anddy for the original mods used to create ItemReplaceRestore. You have to drop the folder in your game's folder. The Subfolder Data/Mods is already created with the correct structure. Mod List: Rejuv 13.5 QoL Mod Compilation Pack Changelog: Small Bug Fixes I found small bugs when playing that aren't a big deal and no priority for the mods to fix, but they irked me so I fixed them. The method to apply them is the same as with the mods, but you will have to accept replace the files. Note that fixes depend on the version. These have been updated for Rejuv 13.5.6. List of Small Bug Fixes: Small Bug Fixes Changelog: Downloads: August 12th Update: QoL Mod Compilation Pack Update 21.rar Alternative SystemScreenshootFix.rb by @CrystalStar (May 5th 2025). Save scrrenshot on dedicated folder with current time as file name and png format: System_ScreenshotFix.rb Downloads for fixes: Small Bug Fixes.rar Map119.rxdata You can also check my ShowMoveEffectiveness Mod. Old Downloads:
    1 point
  32. Reuploaded: -new custom shiny Emolga; collaboration between Punkeev and me -new custom shiny Cleffa line made by me -Natalie's Emolga is now shiny
    1 point
  33. This really needs the story difficulty finished because both of the other difficulties just feel unfair no matter what. Everything else about this mod seems interesting to me other than the difficulty; the added pokemon, new typings, ect. There doesn't seem to be any documentation either currently to see if I missed something. Unsure if the mod still gets updated, I hope it will be.
    1 point
  34. here is the candy excess part of the mods that i ported to the newest version for myself in case anyone is interested EXP_CandyExcess.rb
    1 point
  35. So i Downloaded it but where do i put it in im just dumb ig
    1 point
  36. Please make it compatible with gen 9
    1 point
  37. Note: the green parts are new additions due to E19. Also E19 Spoilers! Recently i was doing the remaining Reborn sidequest, to prepare myself for E19. After making all the donations at the Grand Hall, i started talking with the NPC at the GH counter, until names the Orre-Reborn railnet project. As a soon as i saw it I immediately looked for informations about it, and then i remembered about that: The guy in the lost railcave was tryng to reach Orre. This means that east-Reborn borders with Orre. Soon after i decided to make this: a map of the Reborn-Orre borders. Then i started to make an Reborn-Orre map all with the same style of the Reborn's one(this one is still work in progress, probably forever) Other references to Reborn border with Orre being the one i showed are in the Postgame Then i said to myself: "Why not do a similiar thing with Pokemon Rejuvenation?" And so i made this: Aevium is several times stated to be close to Kalos, and in the new chapter there is an NPC who say that Aevium is close to Galar. Aevium-Reborn geographical relations For this one i will take in exam just Rejuv, considering that just this one as references to the other. Reborn-Rejuvenation timeline When is Pokemon Reborn set? A question i made my self from the first time i played Reborn is "where is Reborn in the Pokemon timeline?". From what i remember, in game we have just two "time reference" to the canons Pokemon games: Shelly. We know that she is Bugsy's little sister. Considering that Bugsy was probably 10 in HG/SS and that Shelly is 12 in Reborn, we can conclude that Reborn is set atleast 3 years after the HG/SS and D/P/Pt events and 6 after the FR/GL and R/S/E one. Type: Null sidequest. In the 7th street there are a group of scientists(probably are part of Team Meteor, because, if i'm not mistaken, we see Bennet leave the lab) working on the Type: Null project. This can only mean two things: 1) Someone leaked/sold Type: Null project informations to Team Meteor (8/15 years after Gen I events) 2) Team Meteor take informations of the Type: Null project after Gladion and the MC free them all, similiar to what Macro Cosmos did (11/15 years after the gen I events) I would exclude that Reborn is set 8/10 years after Gen I because Type: Null "evolution" is already called Silvally, and the name was given to him by Gladion. Now the field is restricted to 11/15. We also have this tumblr where a guy asks Ame where Reborn fits in canon timeline. And Ame replies so: She don't want to give us a more precise info, and this sucks, but she made the game and so she makes the rules. Anyway this still a really usefull information. As the anon said, XD takes place 2 years after HGSS/DPPt and consequently 5 years after Gen I/III. Doing some quick calculation we can say that Reborn is set around 13/15 years after Gen I/III. This also sorta confirm the fact that Shelly was already born during HGSS, confirming my previous affermation. I'll place Reborn 14 years after Gen I/III because it's the average between 13 and 15. 15 years after Gen I/III for 2 reasons: Being 15 a multiple of 5 is easyer to do the math. I will explain this in the part concerning Rejuv. Pokemon Rejuvenation If we take the Rejuv Type: Null sidequest as a reference, we can say that Rejuvenation is set 10/11 years after the SM/USUM events. I say this because we find the Type: Null ball under the Wispy Tower, and the Wispy Tower has been destroyed 10 years before the Rejuv events. We can also exclude the hypotesys of a leak antecedent to SM/USUM events, because Matthew explicitly says that the various Type: Null copies have been created after the SM/USUM events. In chapter 15 main story we have also a time reference to Reborn: So, second chaper 15, Rejuvenation takes place 7 years circa after the events of Reborn, which is set around 14 years after Gen I/III. So we can say that Rejuvenation takes place 21 years after the Gen I/III. In Reborn E19 is confirmed that Rejuv takes place 5 years after Reborn. Timeline If you note that i forgot/misunderstand/mistook something, please tell me in the comments. 20.000 years ago A meteorite containing Eternatus fell in Galar The first Claydoll was brought to life from a clay doll 10.000 years ago At some point, after the Iron Age, the Regis are sealed in various zone after years of human worshipping. 3.000 years ago (before Kalos war) The original Deity has been splitted in 3 parts by a meteorite. The one transported by the meteor end in a "far away region", the other two fell in Aevium. One of this two parts became the Archetype. (Rejuvenation) A meteorite hit Reborn. From that meteor Arceus came out. (maybe also Giratina) The Darkest Day happened in Galar. Between meteor event and the Kalos war Rejuvenation Reborn Giratina caused chaos in Reborn region(maybe also Orre) A warrior(probably a Solaris ancestor) defeated Giratina Mirage Tower is built This one is just a theory/headcanon i wanted to share. If you want you can skip this. 3.000 years ago Kalos war start Kalos war end thaks to the Ultimate Weapon built by AZ 2.500 years ago The Relic Castle is built. 2.000 years ago Hoenn is plagued by a meteor shower. During this meteor shower Groudon and Kyogre fought each other in their primal forms. Rayquaza calmed them. 2.000/1500 years ago The earliest known system for writing is developed and used at the Ruins of Alph, Tanoby Ruins, and Solaceon Ruins. Archaeologists are currently unsure whether the nearly identical Unown preceded or succeeded the writing system, but it is assumed they share some sort of connection. 1.000 years ago A thousand years after the events at Meteor Falls, a meteor struck Hoenn, creating Sootopolis City. Groudon and Kyogre reawakened to fight over the wellspring of primal energy which came from it. The people of Hoenn wished on Rayquaza to save them, and using the meteor, Rayquaza performed the world's first Mega Evolution and calmed the two. Sky Pillar was built in Rayquaza's honour, and the Draconid people promised to pass down the prophecy that in 1,000 years the meteor would return - causing the events of the Delta Episode. 800 years ago Xerneas released life energy throughout the Kalos region and fled to a forest, where it went to sleep in the form of a tree. Yveltal absorbed life energy throughout the Kalos region and fled to the mountains, where it went to sleep in the form of a cocoon. 100 years ago circa Aevium has been discovered. 45 years before Gen I Elgyem is seen for the first time when it appeared from far in the desert. 40 years before Gen I Lunatone is seen for the first time in a crater. 40 years before Gen I circa Elias (El) is born 30 years before Gen I circa Rejuvenation Solaris is born Reborn 26/25 years before Gen I Anastasia is born Sandra is born Narcissa is born Maria is born(?) 23 years before Gen I Keta is born 23 years before Gen I Rejuvenation 21 years before Gen I Kreiss is born El meets Solaris 20 years before Gen I An NPC describes Reborn City as a big and beautyfull city, similiar to Hyoshi City. Storm-9 20/15 years before Gen I Around this period Solaris's parents are killed by a thief. Around this period (after Solaris's parents death) Reborn's Legue is founded. The temple at the top of Charous Mountain is replaced by the Pokemon League. 14 years before Gen I N is born Around this period Monty Belrose became the dragon gym leader of Labradorra. Caroline, fire gym leader of Calcenon, try to beat him in a battle for about a month. At the end she beat him. The two end up together, and after a couple of years they get married. 10 years before Gen I circa Saphira is born. 5 years before Gen I WLL starts 3 years before Gen I Laura is born. Reborn: 2 years before Gen I Reborn postgame 1 years before Gen I Charlotte is born. Year 0 Emerald/ORAS and FRLG events Mewtwo has been created Year 1 Noel and Anna are born Reborn Year 2 Pokemon Colosseum events Year 3 HGSS events Platinum events (Are Sinnoh games canon in Reborn and Rejuv?) Shelly is born Saki, Amber and Veronica(Venam) are born. Reborn Year 4 Start the Decline of Reborn City Adrienn get lost in Citae Astrae Reborn Year 5 Pokemon XD events Belrose Mansion fire Year 6 BW events Reborn Solaris gave the Emerald key to El and the next morning he aquires the sight(?) Year 8 B2W2 and XY events Grand Dream City opening(?) Year 10 SM/USUM events Second part of WLL Wispy Tower and Gearen City fire Neo Team Xen foundation(?) Rejuvenation Year 12/13 Celine is attacked by Madame X Reborn Year 15 Reborn events. The main game probably takes place over 3 months. Start Reborn Postgame. It probably takes place in approxametely 1/2 weeks. Reborn Rejuvenation Some times after the postgame, Celine go to Reborn for take information about its league. Beetween Reborn and Rejuvenation Year 20 Rejuvenations events. They probably starts around February. After more than 2 month starts the Terajuma Arc (around May/early June), that lasts about a month(June/August). Start the GDC Arc and the Bladestar Arc. The latter end in the firsts of November. Rejuvenation alt timeline: Around this period Adrienn is called to Aevium for restore East Gearen City. He goes with Aya. Venam is missing from her position, so Aya temporally replaces her. Chapter 15 spoilers Year 22 Reborn Ending: Year 25 Reborn Ending: Thanks for reading and sorry if i made some grammar mistake. Remember, if you see some error, tell me!
    1 point
  38. after trying to do some research on mirage woods, i found out that after the update no one has actually written up a guide to either the broken bell quest (for zorua) or actually getting to the place, so here. i may be stupid and experiencing Skill Issue. after entering mirage woods: meanwhile for the broken bell quest (zorua): move relearner: hopefully some people get use out of this
    1 point
  39. whoops forgot my weekly posting yesterday
    1 point
  40. Crests are powerful items which provide large and unique buffs to certain Pokemon. Here are my recommended movesets for each crest Pokemon. Shoutouts to Falirion for compiling the Crest effect guide and all of the Rejuvenation devs for the great game! Check out the Item Location Guide to see where to get each Crest (you can't get them until near the end of V12). The intention of this is not to replace the Crest effect guide, but rather to explore the viability and uses of Crest Pokemon. One thing to consider is the concept of opportunity cost. By holding a Crest, you cannot hold another item. Therefore, you should consider the benefits of a Crest not in a vacuum, but compared to another item you might want to hold. Also, we do have data on some Crests that are currently unobtainable by the player as of V12 (e.g. Silvally), but I will not be including those for now. This post can be updated as more Crests are released. Anyway, here are all of the Crests available for the player to use in Rejuvenation. Ariados Bastiodon Beheeyem Castform Cherrim Claydol Cofagrigus Darmanitan Dedenne Dusknoir Empoleon Fearow Feraligatr Glaceon Hypno Infernape Leafeon Ledian Magcargo Meganium Oricorio Rampardos Relicanth Seviper Skuntank Spiritomb Stantler Torterra Typhlosion Whiscash Zangoose
    1 point
  41. 1 point
  42. anyways since i don't know where else to post this, (imo) hands down the best interaction in V11 and you can't change my mind (doodled by yours truly)
    1 point
×
×
  • Create New...