################################################################################ # This section was created solely for you to put various bits of code that # modify various wild Pokémon and trainers immediately prior to battling them. # Be sure that any code you use here ONLY applies to the Pokémon/trainers you # want it to apply to! ################################################################################ # Make all wild Pokémon shiny while a certain Switch is ON (see Settings). Events.onWildPokemonCreate += proc { |_sender, e| pokemon = e[0] if $game_switches[SHINY_WILD_POKEMON_SWITCH] pokemon.makeShiny end } # Used in the random dungeon map. Makes the levels of all wild Pokémon in that # map depend on the levels of Pokémon in the player's party. # This is a simple method, and can/should be modified to account for evolutions # and other such details. Of course, you don't HAVE to use this code. Events.onWildPokemonCreate += proc { |_sender, e| pokemon = e[0] if $game_map.map_id == 51 max_level = PBExperience.maxLevel new_level = pbBalancedLevel($Trainer.party) - 4 + rand(5) # For variety new_level = 1 if new_level < 1 new_level = max_level if new_level > max_level pokemon.level = new_level pokemon.calcStats pokemon.resetMoves end } # This is the basis of a trainer modifier. It works both for trainers loaded # when you battle them, and for partner trainers when they are registered. # Note that you can only modify a partner trainer's Pokémon, and not the trainer # themselves nor their items this way, as those are generated from scratch # before each battle. #Events.onTrainerPartyLoad += proc { |_sender, e| # if e[0] # Trainer data should exist to be loaded, but may not exist somehow # trainer = e[0][0] # A PokeBattle_Trainer object of the loaded trainer # items = e[0][1] # An array of the trainer's items they can use # party = e[0][2] # An array of the trainer's Pokémon # YOUR CODE HERE # end #}