Files
infinitefusion-e18/Data/Scripts/025-Randomizer/Random Pokemon.rb
infinitefusion 84d885d4b0 battles
2021-06-25 20:33:47 -04:00

198 lines
6.9 KiB
Ruby

################################################################################
# Randomized Pokemon Script
# By Umbreon
################################################################################
# Used for a randomized pokemon challenge mainly.
#
# By randomized, I mean EVERY pokemon will be random, even interacted pokemon
# like legendaries. (You may easily disable the randomizer for certain
# situations like legendary battles and starter selecting.)
#
# To use: simply activate Switch Number X
# (X = the number listed After "Switch = ", default is switch number 36.)
#
# If you want certain pokemon to NEVER appear, add them inside the black list.
# (This does not take into effect if the switch stated above is off.)
#
# If you want ONLY certain pokemon to appear, add them to the whitelist. This
# is only recommended when the amount of random pokemon available is around
# 32 or less.(This does not take into effect if the switch stated above is off.)
#
################################################################################
########################## You may edit any settings below this freely.
# module RandomizedChallenge
# Switch = 36 # switch ID to randomize a pokemon, if it's on then ALL
# # pokemon will be randomized. No exceptions.
#
# BlackListedPokemon = [] #[PBSpecies::MEW, PBSpecies::ARCEUS]
# # Pokemon to Black List. Any pokemon in here will NEVER appear.
#
# WhiteListedPokemon = []
# # Leave this empty if all pokemon are allowed, otherwise only pokemon listed
# # above will be selected.
# end
#
# ######################### Do not edit anything below here.
# class PokeBattle_Pokemon
#
# alias randomized_init initialize
#
# def initialize(species, level, player = nil, withMoves = true)
#
# if $game_switches && $game_switches[RandomizedChallenge::Switch]
# if $game_switches[991]
# species = rand(PBSpecies.maxValue - 1) + 1
# basestatsum = $pkmn_dex[species][5][0] # HP
# basestatsum += $pkmn_dex[species][5][1] # Attack
# basestatsum += $pkmn_dex[species][5][2] # Defense
# basestatsum += $pkmn_dex[species][5][3] # Speed
# basestatsum += $pkmn_dex[species][5][4] # Special Attack
# basestatsum += $pkmn_dex[species][5][5] # Special Defense
#
# while basestatsum > $game_variables[53] || basestatsum < $game_variables[87]
# species = rand(PBSpecies.maxValue - 1) + 1
# basestatsum = $pkmn_dex[species][5][0] # HP
# basestatsum += $pkmn_dex[species][5][1] # Attack
# basestatsum += $pkmn_dex[species][5][2] # Defense
# basestatsum += $pkmn_dex[species][5][3] # Speed
# basestatsum += $pkmn_dex[species][5][4] # Special Attack
# basestatsum += $pkmn_dex[species][5][5] # Special Defense
# end
# #Kernel.pbMessage(_INTL("total = {1}, {2}",basestatsum, PBSpecies.getName(species)))
# else
# if $game_switches[841]
# species = getRandomCustomSprite()
# else
# species = rand(PBSpecies.maxValue - 1) + 1
# end
# end
# end
#
# randomized_init(species, level, player, withMoves)
# end
# end
#
#
# def getRandomCustomSprite()
# filesList = Dir["./Graphics/CustomBattlers/*"]
# i = rand(filesList.length - 1)
# path = filesList[i]
# file = File.basename(path, ".*")
# splitPoke = file.split(".")
# head = splitPoke[0].to_i
# body = splitPoke[1].to_i
# return (body * NB_POKEMON) + head
# end
=begin
##########################
# Trainer house shit
#########################
#Battleformat : 0 = single
# 1 = double
def Kernel.pbTrainerHouse(bstMin,bstMax,level,battleformat)
return false if !validateLevel()
#activate random Pokemon
$game_switches[991] = true
#Set game variables
$game_variables[87]=bstMin
$game_variabes[53]=bstMax
#initialize variables
trainerHouse=true
currentStreak=0
backupTeamLevels()
doubleBattle = battleformat == 1 ? true : false
while trainerHouse
currentStreak += 1
TrainerHouseVictory(currentStreak) if TrainerHouseBattle(level)
end
end
def backupTeamLevels()
$game_variables[91] = $Trainer.pokemonParty[0].level
$game_variables[92] = $Trainer.pokemonParty[1].level
$game_variables[93] = $Trainer.pokemonParty[2].level
end
#choisir le trainer a combattre en fonction du level
def TrainerHouseBattle(level,battleformat)
victoryMessage = getVictoryMessage()
getTrainerHouseBattle(rand(1),level,battleformat)
return
end
#initialiser background & musique pour le combat
def setBattleConstants()
$PokemonGlobal.nextBattleBGM="SubwayTrainerBattle"
$PokemonGlobal.nextBattleBack="IndoorC"
end
#Ajouter les TP après un victoire
def TrainerHouseVictory(currentStreak)
tp_won = currentStreak + 1
$game_variables[49] = tp_won
end
#Valider si le niveau est un challenge possible
def validateLevel(level)
validLevels=[25,50,100]
return validLevels.include?(level)
end
def getVictoryMessage()
return "You're good!"
end
def getTrainerHouseBattle(IsMale,level,single=true)
victoryMessage = getVictoryMessage()
LV25MALE_SINGLE = pbTrainerBattle(PBTrainers::COOLTRAINER_M2,"Matthew",_I(victoryMessage),false,0,true)
LV25FEMALE_SINGLE = pbTrainerBattle(PBTrainers::COOLTRAINER_F2,"Jessica",_I(victoryMessage),false,0,true)
LV25MALE_DOUBLE = pbTrainerBattle(PBTrainers::COOLTRAINER_M2,"Alex",_I(victoryMessage),false,0,true)
LV25FEMALE_DOUBLE = pbTrainerBattle(PBTrainers::COOLTRAINER_F2,"Laurie",_I(victoryMessage),false,0,true)
LV50MALE_SINGLE = pbTrainerBattle(PBTrainers::COOLTRAINER_M2,"Alberto",_I(victoryMessage),false,0,true)
LV50FEMALE_SINGLE = pbTrainerBattle(PBTrainers::COOLTRAINER_F2,"Skyler",_I(victoryMessage),true,0,true)
LV50MALE_DOUBLE = pbTrainerBattle(PBTrainers::COOLTRAINER_M2,"Patrick",_I(victoryMessage),false,0,true)
LV50FEMALE_DOUBLE = pbTrainerBattle(PBTrainers::COOLTRAINER_F2,"Heather",_I(victoryMessage),true,0,true)
LV100MALE_SINGLE = pbTrainerBattle(PBTrainers::COOLTRAINER_M2,"Joe",_I(victoryMessage),false,0,true)
LV100FEMALE_SINGLE = pbTrainerBattle(PBTrainers::COOLTRAINER_F2,"Melissa",_I(victoryMessage),true,0,true)
LV100MALE_DOUBLE = pbTrainerBattle(PBTrainers::COOLTRAINER_M2,"Stephen",_I(victoryMessage),false,0,true)
LV100FEMALE_DOUBLE = pbTrainerBattle(PBTrainers::COOLTRAINER_F2,"Kim",_I(victoryMessage),true,0,true)
if single #SINGLE
if level == 25
return LV25MALE_SINGLE if IsMale == 1
return LV25FEMALE_SINGLE
elsif level == 50
return LV50MALE_SINGLE if IsMale == 1
return LV50FEMALE_SINGLE
else
return LV100MALE_SINGLE if IsMale == 1
return LV100FEMALE_SINGLE
end
else #DOUBLE
if level == 25
return LV25MALE_DOUBLE if IsMale == 1
return LV25FEMALE_DOUBLE
elsif level == 50
return LV50MALE_DOUBLE if IsMale == 1
return LV50FEMALE_DOUBLE
else
return LV100MALE_DOUBLE if IsMale == 1
return LV100FEMALE_DOUBLE
end
end
end
=end