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Luka S.J.
March 16th, 2011, 10:41 AM
Are you making your game with RMXP? Do you have loads of rebattles with the same trainer, where the trainer might have the same Pokemon, but they'd just be a different level? Or do you want to be able to rebattle a trainer, and have their Pokemon become stronger or weaker without creating a new PBS entry? There is a very simple solution for you, and it goes like this. Go to PokemonUtilities script and anywhere (outside a def of course) place the following code:
def pbLevelModifier(type,factor=nil)
@levels=[]
i=0
(\$Trainer.party.length).times do
@levels.push(\$Trainer.party[i].level)
i+=1
end

@[email protected]
@sum=\$Trainer.party[0].level

i=1
(\$Trainer.party.length-1).times do
@sum+=\$Trainer.party[i].level
i+=1
end

@[email protected]/(\$Trainer.party.length)

if type=="max"
[email protected]*factor
elsif type=="avg"
[email protected]
end
return level
end
The way you would use this is as follows: When creating a wild Pokemon Battle
pbWildBattle(species, pbLevelModifier(type,factor))
Where type should either be "max" (to find the highest party level) or "avg" (to find the average party level). Quotation marks around the types are needed! The factor value has to be filled in if wanting to find the maximum level, whereby the max level would be multiplied by the factor percentage (where 0.01 is 1% and 1.00 is 100%)
If you'd like to place it within trainer battles, you'll have to go into PokemonTrainers, and replace

level=poke[1]

by

if \$game_switches[X]==true
level=pbLevelModifier(type,factor)
else
level=poke[1]
end
Where the switch X would be your trigger for level calculations. You can play around with the scripts to adjust it any way you want, but this is just a very basic method to return either the maximum level, or the average level.

Cilerba
October 27th, 2012, 7:23 AM
Going to bump this because it's my fault this was never approved.

mej71
March 16th, 2014, 12:17 AM
Could you use this or something similar as a global modifier for all wild battles? I'm working on creating a pokemon game without a traditional storyline, so I'd really like to figure that out

PinkCatDragon
March 16th, 2014, 1:57 AM
hmm looking at the script it should be easy to add on to wild encounters its just finding the script its under is awkward

mej71
March 16th, 2014, 11:54 AM
Figured it out, it actually wasn't that difficult. Just added this in PokemonEncoutersModifiers section

Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if \$game_switches[100]
pokemon.level=pbLevelModifier("max",1)
pokemon.calcStats
pokemon.resetMoves
else
level=poke[1]
end
}

The only problem I'm having is that I can't put any number that isn't an integer in the (type,factor) section. Is that something that is fixable?

joeyhugg
March 18th, 2014, 2:43 PM
I can't locate "level=poke[1]". I did a search with ctrl+shift+f and I didn't find anything.

Luka S.J.
March 19th, 2014, 4:00 AM
I can't locate "level=poke[1]". I did a search with ctrl+shift+f and I didn't find anything.

You do realize I've posted this in 2011. It may not correspond with today's Essentials.

venom12
March 19th, 2014, 4:17 AM
Because now it is "level=poke[TPLEVEL]"

joeyhugg
March 19th, 2014, 4:03 PM
The fact that it's outdated might help.
._.

Anyway, thanks, Venom12! It worked perfectly!