#==============================================================================# # Pokémon Essentials # # Version 18 # #==============================================================================# #=============================================================================== # * The default screen width (at a zoom of 1.0; size is half this at zoom 0.5). # * The default screen height (at a zoom of 1.0). # * The default screen zoom. (1.0 means each tile is 32x32 pixels, 0.5 means # each tile is 16x16 pixels, 2.0 means each tile is 64x64 pixels.) # * Whether full-screen display lets the border graphic go outside the edges of # the screen (true), or forces the border graphic to always be fully shown # (false). # * The width of each of the left and right sides of the screen border. This is # added on to the screen width above, only if the border is turned on. # * The height of each of the top and bottom sides of the screen border. This is # added on to the screen height above, only if the border is turned on. # * Map view mode (0=original, 1=custom, 2=perspective). #=============================================================================== SCREEN_WIDTH = 512 SCREEN_HEIGHT = 384 SCREEN_ZOOM = 1.0 BORDER_FULLY_SHOWS = false BORDER_WIDTH = 78 BORDER_HEIGHT = 78 MAP_VIEW_MODE = 1 # To forbid the player from changing the screen size themselves, quote out or # delete the relevant bit of code in the PScreen_Options script section. #=============================================================================== # * The maximum level Pokémon can reach. # * The level of newly hatched Pokémon. # * The odds of a newly generated Pokémon being shiny (out of 65536). # * The odds of a wild Pokémon/bred egg having Pokérus (out of 65536). #=============================================================================== MAXIMUM_LEVEL = 100 EGG_LEVEL = 1 SHINY_POKEMON_CHANCE = 8 POKERUS_CHANCE = 3 #=============================================================================== # * Whether outdoor maps should be shaded according to the time of day. #=============================================================================== TIME_SHADING = true #=============================================================================== # * Whether poisoned Pokémon will lose HP while walking around in the field. # * Whether poisoned Pokémon will faint while walking around in the field # (true), or survive the poisoning with 1HP (false). # * Whether fishing automatically hooks the Pokémon (if false, there is a # reaction test first). # * Whether the player can surface from anywhere while diving (true), or only in # spots where they could dive down from above (false). # * Whether planted berries grow according to Gen 4 mechanics (true) or Gen 3 # mechanics (false). # * Whether TMs can be used infinitely as in Gen 5 (true), or are one-use-only # as in older Gens (false). #=============================================================================== POISON_IN_FIELD = true POISON_FAINT_IN_FIELD = false FISHING_AUTO_HOOK = false DIVING_SURFACE_ANYWHERE = false NEW_BERRY_PLANTS = true INFINITE_TMS = true #=============================================================================== # * The number of steps allowed before a Safari Zone game is over (0=infinite). # * The number of seconds a Bug Catching Contest lasts for (0=infinite). #=============================================================================== SAFARI_STEPS = 600 BUG_CONTEST_TIME = 1200 #=============================================================================== # * Pairs of map IDs, where the location signpost isn't shown when moving from # one of the maps in a pair to the other (and vice versa). Useful for # single long routes/towns that are spread over multiple maps. # e.g. [4,5,16,17,42,43] will be map pairs 4,5 and 16,17 and 42,43. # Moving between two maps that have the exact same name won't show the # location signpost anyway, so you don't need to list those maps here. #=============================================================================== NO_SIGNPOSTS = [] #=============================================================================== # * The amount of money the player starts the game with. # * The maximum amount of money the player can have. # * The maximum number of Game Corner coins the player can have. # * The maximum length, in characters, that the player's name can be. #=============================================================================== INITIAL_MONEY = 3000 MAX_MONEY = 999_999 MAX_COINS = 99_999 MAX_PLAYER_NAME_SIZE = 10 #=============================================================================== # * A set of arrays each containing a trainer type followed by a Global Variable # number. If the variable isn't set to 0, then all trainers with the # associated trainer type will be named as whatever is in that variable. #=============================================================================== RIVAL_NAMES = [ [:RIVAL1, 12], [:RIVAL2, 12], [:CHAMPION, 12] ] #=============================================================================== # * The minimum number of badges required to boost each stat of a player's # Pokémon by 1.1x, while using moves in battle only. # * Whether the badge restriction on using certain hidden moves is either owning # at least a certain number of badges (true), or owning a particular badge # (false). # * Depending on FIELD_MOVES_COUNT_BADGES, either the number of badges required # to use each hidden move, or the specific badge number required to use # each move. Remember that badge 0 is the first badge, badge 1 is the # second badge, etc. # e.g. To require the second badge, put false and 1. # To require at least 2 badges, put true and 2. #=============================================================================== NUM_BADGES_BOOST_ATTACK = 1 NUM_BADGES_BOOST_DEFENSE = 5 NUM_BADGES_BOOST_SPATK = 7 NUM_BADGES_BOOST_SPDEF = 7 NUM_BADGES_BOOST_SPEED = 3 FIELD_MOVES_COUNT_BADGES = true BADGE_FOR_CUT = 1 BADGE_FOR_FLASH = 2 BADGE_FOR_ROCKSMASH = 3 BADGE_FOR_SURF = 4 BADGE_FOR_FLY = 5 BADGE_FOR_STRENGTH = 6 BADGE_FOR_DIVE = 7 BADGE_FOR_WATERFALL = 8 #=============================================================================== # * Whether a move's physical/special category depends on the move itself as in # newer Gens (true), or on its type as in older Gens (false). # * Whether the battle mechanics mimic Gen 5 (false) or Gen 7 (true). # * Whether the Exp gained from beating a Pokémon should be scaled depending on # the gainer's level as in Gens 5/7 (true) or not as in other Gens (false). # * Whether the Exp gained from beating a Pokémon should be divided equally # between each participant (true), or whether each participant should gain # that much Exp (false). This also applies to Exp gained via the Exp Share # (held item version) being distributed to all Exp Share holders. This is # true in Gen 6 and false otherwise. # * Whether the critical capture mechanic applies (true) or not (false). Note # that it is based on a total of 600+ species (i.e. that many species need # to be caught to provide the greatest critical capture chance of 2.5x), # and there may be fewer species in your game. # * Whether Pokémon gain Exp for capturing a Pokémon (true) or not (false). # * An array of items which act as Mega Rings for the player (NPCs don't need a # Mega Ring item, just a Mega Stone held by their Pokémon). #=============================================================================== MOVE_CATEGORY_PER_MOVE = true NEWEST_BATTLE_MECHANICS = true SCALED_EXP_FORMULA = true SPLIT_EXP_BETWEEN_GAINERS = false ENABLE_CRITICAL_CAPTURES = false GAIN_EXP_FOR_CAPTURE = true MEGA_RINGS = [:MEGARING, :MEGABRACELET, :MEGACUFF, :MEGACHARM] #=============================================================================== # * The names of each pocket of the Bag. Leave the first entry blank. # * The maximum number of slots per pocket (-1 means infinite number). Ignore # the first number (0). # * The maximum number of items each slot in the Bag can hold. # * Whether each pocket in turn auto-sorts itself by item ID number. Ignore the # first entry (the 0). #=============================================================================== def pbPocketNames; return ["", _INTL("Items"), _INTL("Medicine"), _INTL("Poké Balls"), _INTL("TMs & HMs"), _INTL("Berries"), _INTL("Mail"), _INTL("Battle Items"), _INTL("Key Items") ]; end BAG_MAX_POCKET_SIZE = [0, -1, -1, -1, -1, -1, -1, -1, -1] BAG_MAX_PER_SLOT = 999 BAG_POCKET_AUTO_SORT = [0, false, false, false, true, true, false, false, false] #=============================================================================== # * A set of arrays each containing details of a graphic to be shown on the # region map if appropriate. The values for each array are as follows: # - Region number. # - Global Switch; the graphic is shown if this is ON (non-wall maps only). # - X coordinate of the graphic on the map, in squares. # - Y coordinate of the graphic on the map, in squares. # - Name of the graphic, found in the Graphics/Pictures folder. # - The graphic will always (true) or never (false) be shown on a wall map. #=============================================================================== REGION_MAP_EXTRAS = [ [0, 51, 16, 15, "mapHiddenBerth", false], [0, 52, 20, 14, "mapHiddenFaraday", false] ] #=============================================================================== # * The name of the person who created the Pokémon storage system. # * The number of boxes in Pokémon storage. #=============================================================================== def pbStorageCreator return _INTL("Bill") end NUM_STORAGE_BOXES = 30 #=============================================================================== # * Whether the Pokédex list shown is the one for the player's current region # (true), or whether a menu pops up for the player to manually choose which # Dex list to view if more than one is available (false). # * The names of each Dex list in the game, in order and with National Dex at # the end. This is also the order that $PokemonGlobal.pokedexUnlocked is # in, which records which Dexes have been unlocked (first is unlocked by # default). # You can define which region a particular Dex list is linked to. This # means the area map shown while viewing that Dex list will ALWAYS be that # of the defined region, rather than whichever region the player is # currently in. To define this, put the Dex name and the region number in # an array, like the Kanto and Johto Dexes are. The National Dex isn't in # an array with a region number, therefore its area map is whichever region # the player is currently in. # * Whether all forms of a given species will be immediately available to view # in the Pokédex so long as that species has been seen at all (true), or # whether each form needs to be seen specifically before that form appears # in the Pokédex (false). # * An array of numbers, where each number is that of a Dex list (National Dex # is -1). All Dex lists included here have the species numbers in them # reduced by 1, thus making the first listed species have a species number # of 0 (e.g. Victini in Unova's Dex). #=============================================================================== USE_CURRENT_REGION_DEX = false def pbDexNames; return [ [_INTL("Kanto Pokédex"), 0], [_INTL("Johto Pokédex"), 1], _INTL("National Pokédex") ]; end DEX_SHOWS_ALL_FORMS = false DEXES_WITH_OFFSETS = [] #=============================================================================== # * A list of maps used by roaming Pokémon. Each map has an array of other maps # it can lead to. # * A set of arrays each containing the details of a roaming Pokémon. The # information within is as follows: # - Species. # - Level. # - Global Switch; the Pokémon roams while this is ON. # - Encounter type (0=any, 1=grass/walking in cave, 2=surfing, 3=fishing, # 4=surfing/fishing). See bottom of PField_RoamingPokemon for lists. # - Name of BGM to play for that encounter (optional). # - Roaming areas specifically for this Pokémon (optional). #=============================================================================== ROAMING_AREAS = { 5 => [ 21, 28, 31, 39, 41, 44, 47, 66, 69], 21 => [5, 28, 31, 39, 41, 44, 47, 66, 69], 28 => [5, 21, 31, 39, 41, 44, 47, 66, 69], 31 => [5, 21, 28, 39, 41, 44, 47, 66, 69], 39 => [5, 21, 28, 31, 41, 44, 47, 66, 69], 41 => [5, 21, 28, 31, 39, 44, 47, 66, 69], 44 => [5, 21, 28, 31, 39, 41, 47, 66, 69], 47 => [5, 21, 28, 31, 39, 41, 44, 66, 69], 66 => [5, 21, 28, 31, 39, 41, 44, 47, 69], 69 => [5, 21, 28, 31, 39, 41, 44, 47, 66 ] } ROAMING_SPECIES = [ [:LATIAS, 30, 53, 0, "Battle roaming"], [:LATIOS, 30, 53, 0, "Battle roaming"], [:KYOGRE, 40, 54, 2, nil, { 2 => [ 21, 31 ], 21 => [2, 31, 69], 31 => [2, 21, 69], 69 => [ 21, 31 ] }], [:ENTEI, 40, 55, 1, nil] ] #=============================================================================== # * A set of arrays each containing details of a wild encounter that can only # occur via using the Poké Radar. The information within is as follows: # - Map ID on which this encounter can occur. # - Probability that this encounter will occur (as a percentage). # - Species. # - Minimum possible level. # - Maximum possible level (optional). #=============================================================================== POKE_RADAR_ENCOUNTERS = [ [5, 20, :STARLY, 12, 15], [21, 10, :STANTLER, 14], [28, 20, :BUTTERFREE, 15, 18], [28, 20, :BEEDRILL, 15, 18] ] #=============================================================================== # * The Global Switch that is set to ON when the player whites out. # * The Global Switch that is set to ON when the player has seen Pokérus in the # Poké Center, and doesn't need to be told about it again. # * The Global Switch which, while ON, makes all wild Pokémon created be # shiny. # * The Global Switch which, while ON, makes all Pokémon created considered to # be met via a fateful encounter. # * The Global Switch which determines whether the player will lose money if # they lose a battle (they can still gain money from trainers for winning). # * The Global Switch which, while ON, prevents all Pokémon in battle from Mega # Evolving even if they otherwise could. #=============================================================================== STARTING_OVER_SWITCH = 1 SEEN_POKERUS_SWITCH = 2 SHINY_WILD_POKEMON_SWITCH = 31 FATEFUL_ENCOUNTER_SWITCH = 32 NO_MONEY_LOSS = 33 NO_MEGA_EVOLUTION = 34 #=============================================================================== # * The ID of the common event that runs when the player starts fishing (runs # instead of showing the casting animation). # * The ID of the common event that runs when the player stops fishing (runs # instead of showing the reeling in animation). #=============================================================================== FISHING_BEGIN_COMMON_EVENT = -1 FISHING_END_COMMON_EVENT = -1 #=============================================================================== # * The ID of the animation played when the player steps on grass (shows grass # rustling). # * The ID of the animation played when the player lands on the ground after # hopping over a ledge (shows a dust impact). # * The ID of the animation played when a trainer notices the player (an # exclamation bubble). # * The ID of the animation played when a patch of grass rustles due to using # the Poké Radar. # * The ID of the animation played when a patch of grass rustles vigorously due # to using the Poké Radar. (Rarer species) # * The ID of the animation played when a patch of grass rustles and shines due # to using the Poké Radar. (Shiny encounter) # * The ID of the animation played when a berry tree grows a stage while the # player is on the map (for new plant growth mechanics only). #=============================================================================== GRASS_ANIMATION_ID = 1 DUST_ANIMATION_ID = 2 EXCLAMATION_ANIMATION_ID = 3 RUSTLE_NORMAL_ANIMATION_ID = 1 RUSTLE_VIGOROUS_ANIMATION_ID = 5 RUSTLE_SHINY_ANIMATION_ID = 6 PLANT_SPARKLE_ANIMATION_ID = 7 #=============================================================================== # * An array of available languages in the game, and their corresponding # message file in the Data folder. Edit only if you have 2 or more # languages to choose from. #=============================================================================== LANGUAGES = [ # ["English", "english.dat"], # ["Deutsch", "deutsch.dat"] ]