Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 08/10/26 in all areas

  1. It’s summer time and you know what that calls for? A well deserved holiday… I’m british, I’m not calling it a vacation. In today’s development blog we’ll be highlighting updates to Redcliff and Keneph Resort, a project that I was initially working on before I took on the mantle. Let’s get into it shall we? Redcliff Makeover With all development cycles for games like Desolation, updates to older parts of the game will happen, and Redcliff was one that needed a bit of a makeover. TL;DR Ruby was like “yeah I’m gonna update Redcliff” and I said “bet”. Redcliff being one of the first towns in the game, we wanted to spruce it up a bit, especially since this is where the research lab is located. It’s a town located in the midst of cliffs… given its name, and right by Keneph Jungle, so we wanted to give off a woodland-esque vibe with a sense of tranquillity, here’s how Redcliff will be looking in EP7! The starter room just got a little fancier Once Ruby is set on updating something, there’s no changing her mind, she’s already been doing some makeovers for other areas which you would have seen across previous development blogs, nothing is safe from her pen. --------------------------------------------------------------------------------------------------------------------------- Outside of Redcliff, we have been working on several new areas of the game, such as Keneph Resort! For this next section, I’ll be passing over to twoslashes to talk through his thought process for tackling the map design for the area. Take a break at the Resort Greetings, Deso fans! I’m twoslashes, I joined the Deso team back in February as a spriter and mapper. My main project for the past few months has been the mapping of Keneph Resort, which I recently finished. Further on I'll be talking about my mapping process - how I go from nothing to a full map with a custom tileset, but first, let’s start with some screenshots! Yeah, I definitely went a bit overboard with some of these. Overall, I’m happy with how they turned out though! I’m especially glad to be done with all the indoor maps, I was really struggling to come up with more indoor layouts by the end. Anyway, for those of you that are interested, I’ll describe my mapping process. I’ll mostly be using the antique shop (Keneph Antiques) as an example, but most of what I have to share is applicable to any kind of map, even outdoor ones. Firstly - the design. I was provided with a lot of design details for the various areas of the resort, so the general idea was already there and I just had to fill in the gaps. For the most part, the details were not rigid, so I could change them if I didn’t like them or couldn’t make them work, but I stuck to them for the most part. In the case of Keneph Antiques, there wasn’t anything unexpected for an antique shop - wood floor, display cabinets, shelves, a counter for paying. Notably though, it was supposed to have “unique treasures”, and given the nature of the shop, it made sense for them to relate to the history of Ayrith. Those paintings on the walls may or may not be references to historical areas within the game. Generally, I wanted to give it a bright and approachable atmosphere, packed with stuff to buy. Despite being a new building, I wanted it to have a bit of wear so it could stand out a bit from the other resort buildings. From my observations, I find that antique shops in real life tend to be cluttered, but organized for the most part. Keneph Antiques, however, is a complete disaster when it comes to organization. This is due to sprite size limitations. I found it challenging to display both of these qualities, so I focused more on the clutter since that is more unique to antique shops. Regardless of whether the tiles are custom-made or not, a map should take into account both level design and visuals. These two aspects aren’t completely independent from each other - you can have a nice looking layout, just as you can use visuals to guide a player around the map, but I think that level design is more foundational. Granted, level design is not as relevant in a small indoor map like this, but it’s still good to do the layout first at least, even when spriting tiles from scratch. It’s quick to do, and is a much greater step towards understanding how the final map will feel than, say, spriting a nice floor tile. My first drafts usually look something like this: Not an actual progress screenshot of Keneph Antiques, but it probably looked something like this at one point. Extremely simple, as you can see. It only takes about 20 minutes of experimenting, and it gives a good idea of how the map will feel to run around in even without any proper tiles. Next I’ll add some mostly undetailed blocks for some of the larger items in the map, and determine the general color scheme: Compared to the final version, the colors are less polished, and obviously it’s lacking in detail, but it’s very recognizable at this stage. Now, all that’s left is adding all the additional assets and details, which is by far the most time-consuming part of the process. I’m not going to give a full guide on how I made all of the details, but I can give some insight into my workflow and some general advice. One workflow trick I use frequently is to screenshot the map from RMXP and open it up in my pixel art editor (I use Aseprite for anything tileset-related, but this should work with most programs). The screenshot will likely be at a higher resolution, so I scale it down such that the pixel sizes line up properly. Then you can create the asset directly on top of the map, which immediately gives you full context as to how it’ll look in game without having to add it to the tileset. If you do the layout first, then you can do this for all your assets, which will save a lot of time throughout the process. I almost always start with the silhouette when making assets. I can take a blob and throw it on top of the map and get a pretty good idea of how it’ll look when it’s actually detailed, which I find more difficult to do with an outline. I also prefer to work in grayscale and color the asset as one of the final steps, mostly because I find the process more straightforward when I can focus solely on one thing at a time. Colors can be swapped cleanly and easily in pixel art, so I don’t find any downside to this workflow. Anyway, the silhouette shouldn’t take long. It just needs to vaguely resemble the object’s shape. For large objects with more organic shapes (e.g. the Milotic statue in the reception, as well as the leaves around it), adjusting single pixels trying to make it look perfect is taking it too far for this stage, because it’s likely that further adjustments will be needed once more detail is present. Next, I’ll add shading and highlights, still in grayscale. With indoor maps, the light typically comes from straight above, but sometimes I like to put shadows on the side to show the form of the object better (ideally on the side closer to the wall, but for objects used repeatedly it doesn’t matter too much). With small objects, I don’t bother with any cast shadows, since they interfere too much with the form. For larger objects, I start pretty rough, then I refine the shape of the silhouette and the shadows at the same time. Some antique shop assets, still in grayscale Finally, it’s time to add color. Working in grayscale encourages having appropriate value contrast between the local color and the shadow color, so I try to keep the contrast consistent between the gray and colored versions. Keeping the grayscale version on the side to reference while adding color to a separate copy can help avoid reducing or overdoing the contrast. Colors are relative - the same color can look different based on context, so I also recommend placing your object on a screenshot of your map when adding color if you haven’t already, mostly to make sure it doesn’t look out of place. That said, I don’t stress too much about having perfect colors yet because they’re easily fixable later on. Now, that’s where my process ends when it comes to individual assets. However, once I have all assets made (or sometimes a bit earlier if I get bored), I’ll do a phase of color adjustment on the map as a whole. The easiest way I’ve found of doing this is to take a screenshot of the map, edit the screenshot to make it look better, then apply the same edits to the tileset. Lastly, I manually adjust any individual colors that look out of place. Well there you go, a summary of my entire mapping process. I apologize for not having many examples for the details part, unfortunately I didn’t take many process screenshots while in the middle of making assets. Despite that, hopefully some of you find this helpful, and I hope you’re looking forward to experiencing the resort in-game! --------------------------------------------------------------------------------------------------------------------------- A massive shoutout to twoslashes for all the work he’s put into what was essentially my baby when we started EP7 development. For those unaware, while Caz was meant to be working on main story, this was going to be my focus on the Episode as it was my idea to build something to bring new life to Amaria as we continue our journey across Ayrith and have an area for players utilise in their playthroughs, from move tutors to the new Fight Club. With Caz’ departure and myself taking over the project, I reviewed the scoop of what we need and decided to delegate this to other members of the team. Seeing how it has now come to life truly brings me so much joy, and I really can’t wait for you all to experience it for yourselves. In other news before I close out this blog, last month our friends over on the Rejuvenation team have finally dropped their V14 update not too long ago, I would imagine a lot of you might have already played or are in the midst of playing. If you haven’t yet then I highly recommend you checking it out! Jan and his team have put so much effort into it, truly pushing the limits of what was known for Fangames and has honestly given me a lot more inspiration for Deso. So go play this, it’s your homework. :) https://rejuvenationgame.com/download That’s all for now folks, til next time! Posty
    29 points
  2. This will probably be the last site news post I make. ... Scary, isn't it?! But don't worry, I'm just being dramatic. The statement is true because probably, at some future point, I'm going to retire this news section. The posts are infrequent, game announcements are better served elsewhere, urgent things have better notification systems... This is a vestige. Time to let this go. But the forums? The site? Nah, they not goin' anywhere. Information is hard to come by right now. Platforms are enshittifying left and right. Search Engines are worse because the internet is worse, genAI is inflating everything like a circus balloon, and there are one million ads on every site. Hell, even we've had ads! And you know what, I'm sick of it. The income has been helpful-- even necessary. But by jove, at least one site on this godforsaken internet will be ad-free. I've just yeeted them from the site. Fuck 'em! I think a lot of people are tired of the current state of the internet. And I can't help most of that, but I can help here. Forums are a bit antiquated-- all the cool kids use Discord, right? Discord is great, but not eternal, and many exchanges there stay there and in our memories only. So that's my goal for the site now: Longevity of information and community. Maybe it's a bit lofty, but at least we can have one tiny island of peace amidst all the tumult of the modern internet. But it would be nice if it would load faster, wouldn't it? Believe me, I've been trying. I'll keep trying. I'm pretty sure it's better now?? Not perfect, or even always good... But at least better. It'll be work in progress. Other changes: Shuffled some forums around. New banner. Trying a post widget on the side. Whatever, you can see for yourselves. Actually, this was going to be a more major forum upgrade, but there was some bullshit, so that's not happening. Frankly, I have a lot to say about some of the stuff behind this extended maintenance. I've compiled a lot of stray thoughts into a free post on my patreon, A Postmortem of the Modern Internet. If you want to read in depth, you can there. It's half an essay. But if you, heartful reader, feel so inclined to help us keep this place afloat, it would be most certainly welcome, and helpful. The patreon above directly supports both my development and the (rising, grumble grumble) server/hosting costs. I've been running this forum for twenty years and I intend to run it for twenty more. Let's see what we can do to make it feel like home.
    9 points
  3. 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!
    6 points
  4. Hey guys! Thanks for supporting my mods Due to limited forums upload size limit i am forced to downsized and make it a modpack. For anyone or new wondering what are the mods include to my mod pack there is a txt file of all the mods in the zip file inside the patch folder. These also include(not mentioned on txt file) Silvally Crest mod(updated) Bag crest mod(updated) patch.zip For an active support for the mod/Things you want to talk about it, Please visit the discord server threads in rejuvenation section, mods of rebornrevo server with the same name as this forum name.
    5 points
  5. Great that so many people are having fun! Addressing some things mentioned above: - the excel doc is gonna be updated for missing stuff (i did some overhaul with the next upcoming patch so it's gonna be restructured a bit) - yes! the randomizer is working (for now). Most likely, it's gonna be released with the next patch. It might still need some testing, as i don't really have time to do a thorough testrun myself though (i did test it up to gym 4, excluding side stories). - aevian forms will be an option with 19.6 when the codebase of all rebornverse games have been unified -the additional custom abilities are currently not woroking because of a misshap on my side regarding one of the randomzer files (a bit of overwriting stuff) - this will be fixed with the next patch as well i probably plan to release the next patch quite early this time, estimating around next week!
    4 points
  6. 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!
    3 points
  7. 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's resistances, 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
    3 points
  8. 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: Downloads (You need to be logged in): August 26th Update (14.0.20). Version 18: Rejuv V14 QoL Mod Compilation Pack Version 18.rar You can also check my ShowMoveEffectiveness Mod for V14. Old Downloads:
    2 points
  9. 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 out for testing! (Version 0.9.7) 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 0.9.7 (Last updated 30/08/26) https://mega.nz/file/v8ZC2BpY#GNSQodCCWcoqb7eNPnW9gwfQcbyZr97O7ajkEO7jI_k 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):
    2 points
  10. Great to see that this Forum will stay; I personally prefer Forums to Discord, because here, Information can be gathered and immortalized for any, who will search the internet for solutions in the future
    2 points
  11. Mega electivire...? Mega Magmortar...?
    2 points
  12. Is there a way to make it so when you have one follower and it dies, the next pokemon doesn't come out (or the next pokemon doesn't get put in the first slot in your pokemon order) ? Currently when it dies, the next one starts following and gets put in the front slot in your pokemon order. And when you go heal, the newest follower stays in the first slot instead of the fainted one going back to the first slot. So if I'm leveling a first slot pokemon, I always have to reorder it after every pokecenter heal.
    2 points
  13. 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
    2 points
  14. 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:
    2 points
  15. Was able to get in here from between the small bush and yellow tree to my right.
    1 point
  16. So a lot of the new things is on discord such as: Mega Pinsir and Heracross Mega Golurk Mega Electivire Mega Glalie. If you guys want to check those out please go to discord rejuv mods channel(thread) the forums has a limited size for upload and i may not be able to upload for quite some time here because of that but I would compressed it all soon into a modpack but for now the active side would be on discord I'll just be here for the bug fixes for the existing implementations.
    1 point
  17. After spending several days searching double battle mod, Enduring the pain of not playing Version 14 since the first day it was released. without success, I had to take matters into my own hands and do some research from : 2v2 Mod: Rejuvenation 13.5 port by mog [19.16][Mod] 2v2 / Double battles everywhere (trainers/wild encounters) By vilrose file script from v14. [E19] Oops, ALL Doubles! [Full Battle Conversion / Challenge Mod] by Mister_ecks cant use, it buggy, Install ------- Copy: patch/Mods/DoubleBattlesEverywhereV14.rb into the root of your Pokemon Rejuvenation V14 installation. What it changes --------------- 1. Trainer battles are forced into double-battle mode. 2. Normal random encounters generate one wild Pokemon. 3. Existing scripted pbWildBattle(...) calls are NOT changed, which reduces the chance of breaking story/boss encounters. 4. It does not replace Rejuvenation's entire Scripts folder. Important --------- Back up your game folder/save before installing any script mod. Double_Battles_Everywhere_Rejuvenation_V14.rar
    1 point
  18. This is my bad honestly i change mine and not the uploaded files sorry
    1 point
  19. Damn wrong calls let me hotfix it
    1 point
  20. idk why they recommended it that way, but it works perfectly fine if installed by the patch folder method. that's how i installed it and it works perfectly fine.
    1 point
  21. This is a guide on how to add custom crests. We’ll be changing the game’s text files, so I recommend having a vanilla version of Rejuvenation and another where you do all your modding in case something bad happens. You’ll need to be able to read and understand Rejuv’s code (it’s not that difficult). https://www.rebornevo.com/forums/topic/65765-modding-tutorial-rejuv-v135deso-ep6/ is good to read as well. Adding The Crest Go to itemtext.rb through Rejuvenation > Contents > Game > Scripts > Rejuv > itemtext.rb (I'm on mac so idk what it's like for windows. It should be the same though). Scroll all the way down, and the last item should be :FURRCREST. Copy it and paste that below. Change the name, ID, and description to fit whatever Pokemon you want. In our case we’ll be making a crest for Crobat, so it should look something like Make sure there’s the } below your item. Then you can run compileItems and you should be able to get your item through Kernel.pbItemBall(:CROCREST). If it doesn’t work try quitting out and then rebooting the game. You’ll also need to go to PBStuff.rb in the Scripts folder. Control-F “crest” and you should see all the Pokemon with their crest. Make one for your Pokemon as well. This “links” Crobat to the Crobat crest, so now when you go into a battle, you can see the crest symbol next to the HP bar. Making the Crest Work Go to Battle_Move.rb in the Scripts folder. We’ll be spending most of our time here. First we’ll make it so that Crobat gets Dark STAB and resistances. Control-F “Resistance-changing Crests”. You should see a bunch of entries for existing Pokemon. Dark resists Ghost, Dark, and is immune to Psychic, so it should look something like Then Control-F “STAB-addition”. Add another one for your chosen Pokemon. It should look like If you also want to change the crit rate of your Pokemon, Control-F “RAZORCLAW”. You’ll see a bunch of “c+=1”s. Let’s increase Crobat’s crit rate by 3 when it uses a biting move. Samurott’s crest checks if the move is sharp, so if you Control-F “sharpmove” it’ll lead you to the code for the Sharpness ability. The code for Strong Jaw is also there, so copy paste that for Crobat Now let’s make it so that Crobat heals when using a contact move. If you Control-F “Shell Bell” in Battler.rb you’ll see the Shell Bell code. Copy it, change it a little, and add a check for contact. Restricting It to a Certain Form (optional) If you want to make your crest only for a certain form of your selected Pokemon, for example Alolan Marowak, you’ll need to go to Battler.rb in the Scripts folder. Control-F “hascrest”. You should see Copy paste that and change it. For Alolan Marowak, it should look like This makes it so that Marowak is only crested if it is Alolan. (form 0 is normal form, form 1 is alolan/hisuian/aevian) These are all just examples of commonly seen changes that Crests can give. If you want something more game-changing and in depth than simple STAB bonuses and stat increases then you’ll have to look for other items/abilities that produce a similar effect, or you’ll have to create it entirely from scratch (I tried to make it so that Crobat switched out when it used an attacking move, but U-Turn, Flip Turn, and Volt Switch were their own class of moves, and the switching out code was really weird and I couldn’t understand it, so that didn’t end up happening). You might also need to go through multiple other text files to find the effect you’re looking for, so be prepared for that. Obviously a lot of people have ideas for crests, and I haven’t seen a custom crest guide anywhere in the forums (i didn’t search very hard though), so I thought that this would be helpful in case anyone wants to implement their own into the game. If you want to share custom crests (downloading the changed files and replacing them), I don’t expect that it’ll work with multiple mods (as each file has something different), so I think it’ll be helpful to detail the changes when sharing them to avoid problems with using multiple mods. If there's any problems with this guide then please let me know.
    1 point
  22. I definitely had them, I could manually switch the form to the new one >.>''' Either way I redownloaded both the Aggron and the Gardevoir mod, put them in again (And there was a request to override all the files) and now it works. No idea why, but eh, it works so that's good!
    1 point
  23. Added a new forms for aggron, please take note it doesn't have a shiny version as it doesn't have one.. well yet but if you want to submit a shiny version feel free. Updated martevostone to include aggronite
    1 point
  24. Updated All except 3(drampa,garchomp,malamar) field interaction. Fix the bug reported by @RandoTrainer
    1 point
  25. Pretty sure at this point it's standard practice for both Desolation and Rejuvenation to just restart your playthrough every update :D
    1 point
  26. I’m so glad I’m restarting my playthrough of this game (for like the 3rd time.) these new areas need to be seen. This looks so awesome!
    1 point
  27. Hi, Found the same issue that occured with the Mega Pidgeot Mod on the Houndoom Mod
    1 point
  28. In a few days i may work into another forms of existing pokemons but idk where to start i will just borrow sprites and make something out of them like the celestial Gardevoir for example. But expect it would not complicate any other existing mods, I will make sure it's modular as possible.
    1 point
  29. I am now updating the existing mega abilities to have interactions expect them to be more interesting to play in the field that fits them. It could buff or it may have some interactions with But the first would be my first 3 mega abilities which is Froslass : Icy / Snowy Mountain,Frozen Dimension, Haunted / Dimensional / Bewitched, Volcanic / Burning / Infernal Underwater / Water Surface. Delphox : Psychic Terrain, Burning / Volcanic / Infernal / Volcanic Top,Fairytale / Bewitched / Misty / Holy. Icy / Snow / Frozen Dimension Chesnaught: Grassy / Forest / Flower Garden, Colosseum, Mountain / Rocky / Factory / Short Circuit, Burning / Volcanic / Infernal
    1 point
  30. Figured it wouldn't matter cause it has a crest, which is what you were working with there. Appreciate you adding it!
    1 point
  31. Ah yes because he has no mega stone xD but I will include him, and ohhhh it must be the mega evolution then the switch in activating all at once will fix it.. thanks for reporting
    1 point
  32. The first time I saw a Prism Aura Pokémon, I was taken aback. I thought, “Wow, the shiny effect in this game is really nice!” But after defeating it, I checked my own Pokémon and found that I didn’t have that aura. After looking up some guides, I learned that you need to hold a specific item to get it. The original version has a beautiful rainbow aura, but it occupies a held item slot. With this script, you can enable the colorful aura effect without needing the Black Prism. Just set the corresponding option to true in the script, and you can turn on the aura for the Pokémon in that party slot. Instructions.txt PrismAuraController.rb
    1 point
  33. 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
  34. Today I discovered that the game is capped at 40 FPS, and I wanted to see if I could increase the frame rate. After checking the game scripts, I found that higher frame rates are indeed supported. With this script, you can adjust the parameter to 60, 90, or even 180. For mobile devices, setting it to 60 FPS is recommended due to hardware limitations. Rejuvenation FPS Unlock Mod.zip
    1 point
  35. "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
  36. This wasn't in the Excel guide (unless I missed it), fyi. Also, thank you for the update-I'm really excited that the always on Mega Evolution thing is built in now. I love quality of life features like that.
    1 point
  37. Updated both sceptile and barbanacle to make sure they won't throwing a random errors Improved the sceptile verdant pulse logic
    1 point
  38. Fixed the bug on drampa reported by @RandoTrainer Fixed the typo reported by @Constances
    1 point
  39. thank you for making these mods! been enjoying using the new mega froslass and trying out the silvally changes. is there anywhere that specifies the specifics on what is changed regarding silvally? i saw that it can change typing when being attacked but i'm not entirely sure what triggers the form changes
    1 point
  40. I won't say there's a Male combee crest, but there is a specific item that will make mons like Combee better.
    1 point
  41. 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
    1 point
  42. 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
  43. hey! love the game! hope i'm not a dickhead for posting something like this didn't see anywhere I might be able to leave suggestions for the game's development. I don't know dick about game dev so take anything I ever say with a grain of stupid. but here's some things I feel would be cool or helpful if they were in the game, I hope someone involved with the game's development sees this at some point. 1: a "use last pokeball" button, like they had in sun/moon (i think it was that one?). it was super useful. more than once i've accidentally fainted something because i used a ball, it escaped, and then the ui defaulted back to the 'fight' tile and i ended up killing it because i was blasting through it on speed up. i imagine it would be like the A button being used for z moves or mega evolving, but on the "what will [pokemon] do?" screen 2: i feel like it would be really cool if you could have one of those robot lairons. i say lairon in specific over the other robots because i saw the robot aggron, and i feel like the aggron line would be the best available option for this. it would be really cool if you could find it in a garufan structure/settlement as an aron, level it up, and then have it, like, exchanged in some machine as a stand-in for evolving. maybe there's like a disc that holds its mind, and it gets swapped into a better body (lairon and then aggron). that would be cool right? 3: permanent mega evolution. that would be cool too, right? as of v14 your pokemon can get up to level 100, so idk where they're going to go from here vis a vis getting stronger, but i feel like permanent megas would work for that, because then they could hold items and be even stronger. okay going to post this as a test now. i'll probably think of other stuff to add and i don't know how to save this as a draft. i'm not a huge forum person so i'm just testing this to see if i can delete it after.
    1 point
  44. 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!
    1 point
  45. ! Thank you so much for the response!! Yes, I believe the last version I played was V12 (The one before Where Love Lies, I think?). That's basically what I needed to know. Yeah, I was asking if the main storyline was finished because I heard lots of people talking about "endings" and discussions around that (luckily have avoided spoilers so far!), so I thought maybe the main storyline had concluded. Thanks again for your response!
    1 point
  46. 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
  47. Yet another week... where does the time go
    1 point
  48. 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
    1 point
×
×
  • Create New...