Welcometo the wonderful world of Reborn: Nightmare Edition; where Dragonite is RU and Meganium belongs in Triple Ubers. This is ostensibly a balance overhaul, focusing primarily on bringing up several underperforming Pokemon up to the standards that this game demands. To do this, many Pokemon have had their typings, base stats, and abilities altered, and new moves and abilities have been added in and others have had their functionalities changed or added to.
New Mega Evolutions! Gigantamax forms for fully evolved Pokemon that didn't already have Megas have been implemented as entirely new Mega forms! Mega Stones for these new forms can be purchased from the ghost haunting the staff area of the Grand Hall.
Generation VIII! All of the Galarian forms and species introduced in Gen VIII have been implemented. Crown Tundra and Isle of Armor are not complete at the present time. New Mons from Galar and Hisui that evolve from a normal base form can be obtained by evolving the base form while it holds a plate corresponding to its new type (So Koffing evolves into G-Weezing with a Pixie Plate, Dartrix evolves into H-Decidueye with a Fist Plate, etc.)
Galarian Slowpoke uses the incorrect graphics. Put out a bandaid fix. Galar Slowpoke was originally form 2 to avoid weirdness with Mega Bro, but I can just have it so that it's form 1 and is forced to form 2 on evolution. This caused another bug though.
I've only touched some of the bosses for now. For example, Kiki uses Mega Machamp, and Corey has a Crest Seviper. Some of the trash mobs might accidentally take advantage of some changes, like the replaced abilities. If there's popular support I'll go through and change more trainers.
Welcome to the wonderful world of Reborn: Nightmare Edition; where Dragonite is RU and Meganium belongs in Triple Ubers. This is ostensibly a balance overhaul, focusing primarily on bringing up several underperforming Pokemon up to the standards that this game demands. To do this, many Pokemon have had their typings, base stats, and abilities altered, and new moves and abilities have been added in and others have had their functionalities changed or added to. To add to the chaos, Crests from Pokemon Rejuvenation have made their return! These powerful items are tied to specific species and grant their wielders a variety of effects. Most of them function just as they do there, but a few that were too strong or weak (or just difficult to code...) have been changed.
Crests! All of the crests from the V13 Rejuvenation appear here, more or less functional. They are scattered throughout the world, but if you're willing to wait an NPC on the upper floors of the Silph Department Store will sell them to you.
It's fully compatible with everything that doesn't touch the scripts governing Pokemon data and in battle behaviors. Graphics mods are perfectly fine. The SWM and AMB modpacks are also perfectly fine out of the box, except for the additional options pickup chance which interferes with the guaranteed item from here.
From testing it out, it seems like the Relearn Rework mod is responsible for this. It tries to look for previous evolutions to add their level up movelists to the relearn for the current. It's trying to call a species prior to Bulbasaur, which doesn't exist since it's the first pokemon that's coded. I'll look for a fix, but for now you'll just have to uninstall that mod until Bulbasaur evolves.
@Guift From looking into it, Galarian Darm is actually coded into base Reborn, it just isn't implemented since there's no normal way of getting it. And by using debug to force in a Galarian Darm and taking it into battle, the same thing happens. I think something strange is happening with some postbattle cleanup script for Darm specifically, since other new forms like Lapras don't have that issue. I'll try to find the offender when I get the time today.
Is there a possibility to have content such as Aevian mons, and crests (up to gen 7) separate, rather then having it all together in one mod? Understandable if that's no possible as it would probably mean changing a lot, figured I'd just toss that out there.
Good idea! I edited the main topic with an extra link for that version. I did it the lazy way, though. Everything is still there in the data, but every Crest was removed from the maps, the Crest vendor was removed, and every trainer that used one of those or an Aevian mon not named Mismagius had them replaced.
Loving your edition so far, thanks for making this; I understand that an ash-greninja mod already exists, but was wondering if you can perhaps please make another variation of ash-greninja in the game - where, any greninja can evolve into ash-greninja prior it reaches max happiness and perhaps even accomplish a certain amount of battle wins, just to "cement" that bond. The greninja will activate battle bond not after finishing a mon, but at the start of the battle, and it will still have access to Torrent and Protean, while being able to transform using Battle Bond.
The player controls the protagonist from an overhead perspective and navigates the fictional region of Kanto in a quest to master Pokmon battling. The goal is to become the champion of the Indigo League by defeating the eight Gym Leaders and the top Pokmon trainers in the land, the Elite Four. Another objective is to complete the Pokdex, an in-game encyclopedia, by obtaining all 151 Pokmon. Red and Blue use the Game Link Cable, which connects two Game Boy systems and allows Pokmon to be traded or battled between games. Both versions feature the same plot,[1] and while they can be played separately, players must trade between both games to obtain all of the original 151 Pokmon.
Red and Blue were well-received, with critics praising the multiplayer options, especially the concept of trading. They received an aggregated score of 89% on GameRankings and are considered among the greatest games ever made, perennially ranked on top game lists including at least four years on IGN's "Top 100 Games of All Time". The games marked the beginning of a multibillion-dollar franchise, jointly selling over 300 million copies worldwide. In 2009, IGN named them the bestselling RPGs on the Game Boy and the bestselling RPGs of all time.
Pokmon Red and Blue are played in a third-person view, overhead perspective and consist of three basic screens: an overworld, in which the player navigates the main character;[3] a side-view battle screen;[4] and a menu interface, in which the player may configure their Pokmon, items, or gameplay settings.[5]
The player can use their Pokmon to battle other Pokmon. When the player encounters a wild Pokmon or is challenged by a trainer, the screen switches to a turn-based battle screen that displays the two engaged Pokmon. During a battle, the player may choose to fight using one of four moves, use an item, switch the active Pokmon, or attempt to flee; however, fleeing is not possible in trainer battles. Pokmon have hit points (HP); when a Pokmon's HP is reduced to zero, it faints and can no longer battle until it is revived. Once an enemy Pokmon faints, the player's Pokmon that were involved in the battle receive a certain number of experience points (EXP). After accumulating enough EXP, a Pokmon will level up.[4] A Pokmon's level controls its physical properties, such as the battle statistics acquired, and the moves it has learned. Some Pokmon may also evolve at certain levels. These evolutions affect the statistics and the levels at which new moves are learned. Pokmon at higher stages of evolution gain more statistics each time they level up, although they may not learn new moves as early, if at all, compared with the lower stages of evolution.[6]
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