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  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. 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
  3. 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. Note for Andoid users: Delete path cache after installing mods, not doing so may cause some mods not appearing, so if a mod is failing, try doing this first. Mod List: Rejuv V14 QoL Mod Compilation Pack Changelog: Rejuv V14 QoL Mod Compilation Pack Version 16.rarDownloads (You need to be logged in): August 20th Update (14.0.20). Version 16: Rejuv V14 QoL Mod Compilation Pack Version 16.rar You can also check my ShowMoveEffectiveness Mod for V14. Old Downloads:
    5 points
  4. 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
  5. 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 New Crest Effects - Johto Starters : no longer a held item it will just needed in the bag to take effect. nero_bagcrest.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(the no mega limit is also included on the mart evostone) 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~~) + Field interactions 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 + Field Interactions 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 + Field interactions 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 + Field interactions 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) +Field interactions 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 +Field interactions nero_houndoom.rb New - Mega Pidgeot Ability - Sky Sovereign : Summon a tailwind, 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 New: Mega Banette Ability - Eternal Grudge : Ghost type move damage is increased, all contact move will curse the target, heal banette if the target is cursed(leftover heal) Immune to trapping moves. Ghost type moves gain +1 priority When banette faints a target, Curse the next pokemon, When banette itself faints, Curse the attacker Signature Move - Shadow Claw -> Grudge Claw 80bp if the target is cursed heal equal to the damage. nero_banette.rb New - Mega Lucario Z Ability - Aura Mastery : passively gain 30% evasion, every evasion stat raise will randomly raise another stat +1, When successfully evades an attack the damage increase max 20%, When successfully evades an attack the next move has +2 priority Signature Move - Double team - Creates a clone of himself now every hit is a multihit depending on how many clones lucario has(max 6) nero_lucario.rb New - Mega Absol Ability - Sacred Omen : Gain Fairy type, all fairy and dark type damage is increased, Immune to dark type if hit by one heal hp for 25%, Dark type debuffs the highest stat -1 Fairy type moves Heal for 50% damage Reveal the ability and held item of the opposing pokemon, If recieve healing the next move is critical damage. Signature Move - Play Rough -> Sacred Oath : if it's super effective deal critical nero_absol.rb New : Mega Ampharos Ability - Tempest Dragon : ??? Signature move - Thunder -> Tempest Thunder : ??? nero_ampharos.rb New - Mega Manectric Ability - Thunder Crown : ??? Signature Move : Thunderbolt -> Crown Bolt : ??? nero_manectric.rb MORE COMING SOON Please also check out my other rejuvenation compatible mod:
    3 points
  6. [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
  7. It's both for new and some that just had placement or requirement changes.
    3 points
  8. 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
  9. 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):
    2 points
  10. 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
  11. 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
  12. 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?
    2 points
  13. 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
  14. Don't report bugs to the devs if you are using mods. If you have issues with this mod use this thread to report it or contact me by Discord. The rar comes with the proper folder structure, just throw the contents into the game folder. You don't need the old versions unless the current one is giving you issues that an old one didn't. V14 Just released, so you can expect updated to break this. I will try to fix any bugs as soon as I can. Ported the mod for rejuvenation V14, the old one won't work due to changes made in the code. This mod adds a QoL present in recent games (and champions specifically for x4 and 1/4), the one that shows the effectiveness of our moves. We can already check the types of the enemy, so this is saving us time from checking that if you don't know the types and have to check what works better. Some people love this, others hate it, which is why I am providing it separate from everything else. Of course, bonus effects from the fields are also shown but that’s already available in non-modded Rejuv. The graphics to show the bonus of the fields differ with this mod to being able to show everything while looking good though. There are five indicators: Ineffective, 1/4, 1/2, x2, and x4, which is shown with colors and symbols very similar to how buffs and debuffs fields were shown on vanilla. Now fields are shown with a big + or - of green or red color on the left side instead. There is also a big brown X when a field make a move ineffective since Update 7. On double battles you are shown both enemies, with the icons on left or right matching the opponent in question. If you think this mod can be improved further because something isn't being shown properly, please tell me. I know I can get more into specifics to get it better. I know some niche cases may need to be implemented, but I am not always active in the forum, so I may miss messages for quite a long. V14 has jsut released so I should be checking frequently though. Note for Andoid users: Delete path cache after installing mods, not doing so may cause some mods not appearing, so if the mod is failing, try doing this first. Download: ShowMoveEffectivenessV14_Update8.rar Old donwloads:
    1 point
  15. It's still the same issue—it causes crashes in several subsequent Ultra Evolution modules. It works fine on its own, but when combined with those modules, it triggers a crash. During battle, when an Ultra Evolution unit enters and uses a skill, this error pops up
    1 point
  16. "This error report pops up during combat. How can I fix it? How can I make it compatible with these mods? Could you please help resolve this?"
    1 point
  17. Pokémon AllGen Reborn! (19.5 ready) Hi Everyone!~ This is the Forum Thread from the previously named "Eeveelution mod"! This is a mod that implements (almost) all the Gen 8 / 9 / Hisui content, as well as a lot of optional custom features! The story is almost entirely unaltered, so you get the usual Reborn experience story-wise with the opportunity to encounter new Pokemon. Note for Self-Modders: Modding a mod became a bit more complex with 19.5. If anyone wants to mod the mod, ideally contact me (or our mod community in general) via Discord! If the demand is high, I might decide to make a short guide on this page later. Features: All Pokémon up to Generation 9 (including Hisui and Z-A Megas) Gigantamax forms introduced as Mega forms G-Max moves for their respective Gigantamax Pokémon A separate save folder to easier distinguish between your saves New Abilitiy distributions to suitable Pokemon from older Generations Custom Pokemon and Forms! Special Feature: Sunkern Switches! - Replaced by a toggle option in the menu! You will find Sunkern sitting around certain place all across Reborn City! - You can talk to a Sunkern and choose the mode you want to play with: You can now toggle the difficulty in the ingame options: Reborn: You will experience the typical Reborn experience without any changes to Trainers, events, etc. AllGen: Battles against Trainers are updated to include Gen 8 / 9 content. AnyGo: A different approach of "Casual Difficulty": Trainer teams will include Custom content, Legendaries, and Gym Leaders are not restricted to only one type! Also difficulty is ramped up a tad bit. Additionally, you cannot overlay field effects with Surge Abilities when a field already existed (e.g. on julia's gym battle grassy surge wouldn't work) Optional Custom features: Custom Megas: Currently over 70 new Custom Megas are added (ever-increasing) Custom Mega Stones are added which can be accessed in "Marble Maniacs" in Calcenon City after beating Adrienn. It's the house left to the Poké Center. Many of them also get signature Abilities (can be checked with the Guide) 2. Ability Changes: A handful of Abilities got buffed or changed, mainly he ones that are heavily underused/underperforming Changes can be activated by talking to an NPC in Grand Hall OR in Agate Circus (Green-clothed NPC) A book is added for all recorded changes (also in the docs) 3. Eeveelutions: Eevee has now custom Eeveelutions for all types (see at the end of this post) They are not considered necessary for Pokedex completion or similar achievements You may encounter these when evolving eevee under very specific circumstances (evolution methods are listed below and in the docs 4. Custom Forms: Several Custom forms have been added Custom Fusions have been added These may be encountered independent of the game mode chosen, they are completely optional though (except for AnyGo mode) All custom forms are documented in the Guide that comes withinh the patch folder download Some examples: Special Notes: Terastalization will not be added - mainly due to balancing issues The Protean change (that it only activates once per battle) is not included Movesets may still be missing some move compatibilities (reports are welcome!) Check out the Important Notes below for a specific issue NOT compatible with these mods: Pokemon Nightmare Mod Pokemon Memeborn Reborn Sandbox mode Pokemon Reborn Yang / Reatomized / other full-overhaul mods Other mods that change ingame scripts Randomizer is not working and is a WIP Compatible mods (ONLY IF they are updated to 19.5): Aironfaar's Mod Box SWM Modular Modpack Pyrolusitium's UI Overhaul Ash-Greninja Mod -> This mod has been incorporated and fused with the Battle Bond Password! Pristine Accuracy mod Battle Music Pack -> This mod as been integrated as well (see a bit below) Important Note: Save file location For anyone wondering why the game cannot find you save file, AllGen uses its own save file directory! The New directory is usually in savedgames/AllGen Reborn, just copy contents of the original directory over there! Side Note: People from earlier versions than 0.8.0 need to transfer their save files from the previous /savedgames/Pokemon AllGen to the new savedgames/AllGen Reborn directory! The renaming happened due to conflicts between legacy AllGen version causing corruptions and errors. (The new name is also just better) How to Download / Installation Even though 19.5 AllGen is technically in a beta, it is already more stable than the legacy version! This still means, if any inconsistencies were found, please do report it here or on our Reborn Discord! In contrast to the legacy version, 19.5 mods only work via patches. Download a clean 19.5 Reborn game, OR download the specific Joiplay version for your Phone Update the main game vie the ingame updater (on the save file choosing screen) Download the patch.zip from the Link below Unzip the folder For Joiplay - empty the game's patch folder before adding the mod drop the whole folder into the main directory of your 19.5 Reborn game If you update between patches, remove the previous folder and put the new one in the folder! Profit Do NOT apply the patches' content to the folder, you do not overwrite any files. If you get asked to overwrite any, you did something wrong! Here is a small Gif for demonstration: AllGen Reborn patch 0.9.6 (Last updated 17/08/26) https://mega.nz/file/34IUhA7S#qwOXA8OQE8sPuifLYib9AZp1bjJG-VuyJ5voGOkoDYo Google spreadsheet https://docs.google.com/spreadsheets/d/1JFgeB3OJEadA2E0nC4t0ISUQeNYmRIpq/edit?usp=sharing&ouid=117014621059890777493&rtpof=true&sd=true Battle Music Pack Compatibility patch The compatiblity patch has been removed due to the integration of a custom music pack! Thanks to all contributors, especially @Ashzure, @Karvanha and @Dreamy for their inspiration and parts of their Music Packs! https://mega.nz/file/zw4jBDrJ#y-oCW1ISSsMxJ1mKfpWg1fGsHHJY15abeeCMqoRU-a4 You can toggle the Music Pack ingame in the options menu. Note: The AllGen Reborn 19.5 Guide (Excel) comes directly with the patch download as well! Changelog: Bug Report: Please report all bugs you can find related to abilities, incompatibilities, crashes etc. in the comment section or by contacting me in the Reborn Discord in the #Reborn-Mods or #Pokemon AllGen Reborn Channel For the Eeveelutions: Sneak peeks for the eeveelutions! More details can be found in the docs! Eeveon - Normal Type Credits to Starwolff Braveon- Fighting Type Credits to Starwolff Nimbeon - Flying Type Credits to Starwolff Hawkeon - Alternative Flying Type Credits to Eleanor Brick (Design), Me and Baraayas (Sprite and polish, Discord) Dusteon - Ground Type Credits to Starwolff Basaleon - Rock Type Credits to Starwolff Titaneon - Steel Type There were no names associated with this design, if anyone may know from where please tell me! Front Sprite Credit goes to Badman#6291 form our Reborn Community (Back by me) Ephemeon - Bug Type Also no associated name for credit, however I found it here Toxeon - Poison Type Credits: Dazed Flame Sprite Credits go to The archived Eeveelution Thread Kitsuneon - Ghost Type Awesome Design Credited to OnyxBlock Sprite Credits: Kriyanceldt Drekeon - Dragon Type Design by Mykel Ryan (Sprites by me) 2 NEW additions to the Eeveelution Family! Eevee Deities~ Published under the Creative Commons Attribution-ShareAlike 3.0 License https://creativecommons.org/licenses/by-sa/3.0/ Found on Deviant Art Abysseon - Underworld Deity Sprite: Dracoyan Artwork: Eysselia Concept: Eysselia Divineon - Heavenly Deity Sprite: Dracoyan Artwork: Eysselia Concept: Eysselia Credits go to their respective creators/artists/designers. Legacy Version (19.0.16) and Doublebattle mod With the advancement of 19.5 AllGen, I took down the legacy version. If anyone still needs/wants a link for it you can contact me. Credits (contact me for missing names, they are all appreciated):
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  18. Updated both sceptile and barbanacle to make sure they won't throwing a random errors Improved the sceptile verdant pulse logic
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  19. Fixed the bug on drampa reported by @RandoTrainer Fixed the typo reported by @Constances
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  20. I won't say there's a Male combee crest, but there is a specific item that will make mons like Combee better.
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  21. 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!
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  22. Reuploaded: -Ashley's Rapidash is now shiny (the pink one) -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 third skin tone to Team Portal Agents
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  23. Oh sorry for not answering earlier , I didn't go on the forum for a while and I missed your reply. It's still nice to see someone interested in discussing balance changes for the weaker pokemon. A game that does that very well is Pokemon Tektonik imo, if you wanted to try it. It requires an open mind but is quite balanced and fun, I think. Here is the link to its pokedex if you just want to enjoy the read: https://tectonic.alphakretin.com/pokedex
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  24. how do i update to latest patch have v14.0 cnt find the updater in game folder
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  25. 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
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  26. Made an account just to confirm, the sprite I submitted through the form seems to automatically be formatted/named the wrong way (including extra information that would mess up how it's read ingame). It should be named 663s, yet it includes my username and such alongside the filename lol. Thank you for the work that's been put into this by the way, this mod makes the game that much more enjoyable to play through!
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  27. the mod is supposed to be a safe alternative to adding debug yourself. So, no. Pretty sure walk through walls isn't apart of it. not exactly safe.
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  28. Hi! I found a lot of your changes interesting and fun and even if the mod doesnt manifest for v14 I enjoyed looking through all the changes you made. Unfortunately Im brand new to Rejuvenation and modding pokemon games at large so there would have to be a whole learning process (not that Im not interested) before I could compile the data for myself. So I wouldnt be able to make use of those changes for a while. Despite that Im still very interested in this mod!
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  29. Hi, thank you for the feedback. I didn't think anyone would be interested in this mod anymore since I didn't find how to make it work with the Rejuvenation modding folders. It's been a while, so I don't remember why I didn't use grass/fairy (I prefer this one too) or grass/dragon on Serperior. It might have been to avoid repeating the typing (Sceptile and Meganium) or to not have an additional grass starter with a 4-times weakness. I haven't finished updating this for V14 (not even close), but if you know how to compile the data for yourself or how to correctly use the modding folder (for the montext file), I can send you the specific changes you requested, if you want ?
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  30. Sorry for the late response! The upload link is in the latest post.
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  31. Part of the Whistleblower part. You get the key following the quest.
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  32. Game.rxdata This is right at the end, before the true end cutscene with clear
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  33. Thanks. I am way past it already, but I thought mentioning it anyway would be good o-o
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  34. 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
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  35. One of my favorite Aevian forms juuuuust before V14 releases!!! First time watercoloring a Pokemon and this was tough hehehe
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  36. So, I’d like to start by saying that it should be obvious I don’t intend to play the game with any online features. I just really enjoy using Debug because it lets me have my whole team in a specific type of ball (Reborn Ball, for anyone wondering). While experimenting with Debug in my latest run, I noticed the “Form” option for Pokémon and saw that their forms could be changed into their Mega Evolutions! Naturally, I got excited about the idea of trying an all-Mega run with basically every difficulty-altering password enabled. However, I noticed that after leaving battle, the Pokémon always reverted back to their base forms, along with a pop-up message. I’m not sure if anyone knows a way to disable this, or if there’s a mod that allows permanent Megas? This is just for fun, guys, so please don’t eat my soul. <3
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  37. gosh, it's dusty here, isn't it? well... i suppose that's the nature of a finished game. most of my efforts in recent times have gone to things that are not reborn... but most is not at all. in our last post, orsan teased the following about finally updating the protagonist OW (OverWorld) sprites for 19.6: today, we're going to show and talk about these in a bit more detail. (a note for our blind players-- this is a purely visual update most and so this is probably not for you. with apologies, i will be sparing myself the task of IDing each image). OW updates were something that, in an ideal world, i would have done with e19. only, i was soooooo tired by the end of it, and we did a lot of shampoo-ing of VS and battle sprites, i truly did not have the stamina. however... these sprites appear in virtually every screenshot of the game ever, and so the mistakes of my past continued to haunt me until i was cow-prodded into doing something about them. fortunately, there was a lot that i wanted to fix, and my skill in spriting had grown over time, so it was quite rewarding to do. to see them in action, let's post a dizzying array of gifs: above includes both walking and running variants. our old sprites were made with very, very minimal effort to make the run sprites; i only moved the head forward and down a little bit, which is what sometimes resulted in the ability to spam the run button and appear to dance in place. i don't know if that's still possible these days, but i think that having a more dynamic running pose will feel nice anyway. truthfully, i want to develop my skills to push such poses to even more exaggerated animations than this. but alas, that is not for this little update project. when updating our protagonists, i wanted to choose a 'style' of animation and stick with it for consistency between them. this consistency was a flaw in the previous set of sprites. they were made at various times and levels of skill, and so they are not always consistent in their dimensions and animation. this is also why the shape and size of some of them will appear to have slightly changed. this was also an opportunity to fix some of the issues that had nagged me with our previous style of sprites. compare these frames. new vero (left) vs old (right): old decibel (left) vs new (right): the issue is clearer on decibel's-- the way the feet are positioned ends up making a solid black line across the bottom of the sprite. on vero's, there is a one pixel notch, which i would consider better but still visually awkward. i'm not going to claim that the updated sprites are perfect, but i think we succeeded in refining the walk and run cycles to help silhouette the feet better in all frames of animation. here is another example, demonstrating a change in the animation style i mentioned before. in the above screen, pay attention to the relative placement of the sprites' hands. in each step frame, i wanted to increase the action of the movement by making the hands appear to move more widely. i think this helps 'running' vs 'walking' come across much clearer. for aspiring spriters: I find that starting with the positions of the hands is a great way to tackle these little bodies. it'll help you refine the silhouette early on. also look how much better alice looks! i haven't liked her very much in the past-- and with her OW sprite previously looking so different from her other graphics, it's no wonder! it looks like she had buns or something. i hope everyone enjoys the new hair-floof. i think i'll be using her more in the future myself. perhaps the most notable new detail of the animation overall is the hair animation. in the current set of sprites, most character's hair hardly animates at all. much as we love lucia, hers in particular has been very awkward in the past. bouncy hair is a nice way to add a lot of life to sprites, and it's also one of my favorite things to do in sprites now. it's fun to make it go swoowsh-swoosh-swoosh! here's some frames, and how i think of animating them: frames 1 and 3 are always identical in these sprites, the work is on 2 and 4. in either case, i choose a direction, either clockwise or counter clockwise to think of each 'tuft' of hair as moving. then it's just a matter of moving the pixels as little as possible while finding a shape for the points that looks nice in pixel form, and doesn't create awkward movement when applied to the height change (frames 2 and 4 bend at the knees, and thus the head sinks 1 pixel lower, which can make some animations look awkward. testing is important!) on a different note, did you notice from the first gifs that kuro is looking different? in my view, he's kind of been the least popular protagonist. originally, i imagined him having kind of a deliberately shaggy hair style, but i don't really like that as much these days, and more importantly it doesn't really seem to be a hit with players either. so i took the opportunity to kind of shore his hair up to a nicer shape in general. here's his updated VS sprite: we wouldn't want to change him tooooo much for the players that are used to him as he is, but i felt this would generally be received as an improvement. and hey, we finally got his sunglasses into his OW too! because of how many variations and alterations player OW sprites have, this ended up being a significant undertaking! there are many little pieces-- walking, running, biking, fishing, surfing, tauros-riding, minecart-riding, etcetcetc... i would not have had the stamina to do all of the animations over myself-- in the end, i just made the base walking and running sprites, and then others in the community initiative helped out with the finishing details. big shoutouts to moonpaw, nephilinite, meteors, not_aza, and inserobite102. in addition to the extra animations, they also helped refine some of the cross-sprite details... enu oversaw it and contributed some scripting to avoid having to make redundant graphics (surfing, fishing while surfing, diving were all very similar...) too! thank you all! speaking of diving... i think, but i'm not sure? that the main games are doing this these days too... but we also took the opportunity to answer the question of "how does the player breathe underwater when diving?" let's close out with some before-and-after references. for fun, i also included the original versions of Alice and Vero, back in the earliest episodes when they were the only protags. if you are looking to improve your spriting from others' example, i suggest studying the differences in these images and seeing how they changed over time. softer colors, flatter hair shading, brighter outlines... what else do you notice? this kind of analytic exercise is a good way to improve your own skills. by the way, for anyone still interested in the eventual postgame continuation of our dev let's play-- it is not forgotten. only life has been getting very in the way for a long time now, and at this point i would at least wait until 19.6 anyway. thank you all, as ever, for caring about the game at all stages of its lifecycle, and i hope you can look forward to the update
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  38. Hey everybody Pyro gave me permission to update the lite version of the mod to work with 19.5.x as in the texture pack. As a result I'm proud to present Pyrolusitium Z2 e19 v3 lite edition You can download it here on google drive: https://drive.google.com/file/d/1DGdvWG0wdDvt3eZ1j6_iva-ln2uY56hc/view?usp=sharing Additionally for those of you who are using the using the Show Move Effectiveness Mod I've made a Texture pack for that mod that fits with the style of pyrolusitiumz2 You'll be able to grab it here: https://drive.google.com/file/d/1EKZPHvceXibsya668QPvIZddNev7PQNf/view?usp=sharing I hope you all enjoy. i know its not the full experience but at least its something. if you notice anything misaligned or something that looks off send me a dm or hit me up on discord. (if it looks off i probably left a beta texture in (it should be good though)) (With SWM now being updated to 19.5 you can use the compatibility textures in the main post if you want those too.) (credit to PHantomHP for the move tutor pokegear texture)
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  39. It kinda just hit me but is Allen a reference to the Evillious Chronicles? Blonde twin and servant to a tyranical queen and being the one to kill the ones displeasing his sister (in the beginning) sharing the same name as the Servant of Evil. Alice herself kinda makes me think of a mix between the one from Alice in Wonderland and Riliane. Riliane was also possessed by a demon, leading to her becoming evil. Alice became evil because of Vitus influence and was in fact possessed at one point like Angie was. Could be a coincidence but it'd be cool if that was the case. Although... I hope this Allen won't share the same fate as the one from the Evillious Chronicles. Considering the Renegade route I wouldn't be surprised if he died to protect Alice.
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  40. AHH!!! I return with a final update on this, that ACTUALLY has to do with the translation I posted originally!!! thanks to the help of someone lovely on twitter, I got the rest of the letters, a n d punctuation!! so now, for EVERYONE'S full convenience!! the FULL Garufan Language Translation sheet!!
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  41. I do not own any of these sprites, I only edited them. Now, have you ever been through a situation where, your playing Reborn(Rejuv or Deso), and you have all your pokémon in your favorite type of ball, but you have to heal them. Then, Nurse Joy takes your balls and heals them, to your horror, she displayed regular poke balls! Outrageous! I cheated in my game so that my Greninja would have a Luxury ball and I demand that those balls be shown and displayed! So on that note, take file (.rar), extract in characters folder, overwrite everything, and you should be good to go. DON`T SCREW WITH THE FILES! If you do, the alignment of said balls would be screwed up and I would have to fix it again. I tested them all so they should work, and yes I did play around with your would be balls for about a hour. Ask what Balls you would like next. All pokeballs that appear in game are done. Compatible with Reborn and Rejuvenation, but not with Desolation. (if any issues prop up, please leave a reply) Reborn ball.rarPoke ball.rarGreat ball.rarUltra ball.rarLuxury ball.rarCherish ball.rarPremier ball.rarFriend ball.rarGlitter ball.rarQuick ball.rarLevel ball.rarHeal ball.rarRepeat ball.rarDusk ball.rarBeast ball.rarTimer ball.rarDive ball.rarNet ball.rarLure ball.rarSport ball.rarDream ball.rarSafari ball.rarMoon ball.rarHeavy ball.rarFast ball.rar
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