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Easy Level Calculator

Luka S.J.

Jealous Croatian
1,270
Posts
15
Years
  • 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:
    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
      
      @averagelevel=@sum/($Trainer.party.length)
      
        if type=="max"
          level=@maxlevel*factor
        elsif type=="avg"
          level=@averagelevel
        end
      return level
    end
    The way you would use this is as follows: When creating a wild Pokemon Battle
    Code:
    pbWildBattle(species, pbLevelModifier([B]type[/B],[B]factor[/B]))
    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
    Code:
        level=poke[1]
    by
    Code:
    if $game_switches[[b]X[/b]]==true
        level=pbLevelModifier([B]type[/B],[B]factor[/B])
      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.
     
    1,224
    Posts
    10
    Years
  • 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
     
    1,224
    Posts
    10
    Years
  • Figured it out, it actually wasn't that difficult. Just added this in PokemonEncoutersModifiers section

    Spoiler:


    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?
     
    378
    Posts
    11
    Years
    • Seen Oct 18, 2017
    I can't locate "level=poke[1]". I did a search with ctrl+shift+f and I didn't find anything.
     

    venom12

    Pokemon Crystal Rain Relased
    476
    Posts
    17
    Years
    • Age 33
    • Seen Dec 28, 2023
    Because now it is "level=poke[TPLEVEL]"
     
    378
    Posts
    11
    Years
    • Seen Oct 18, 2017
    The fact that it's outdated might help.
    ._.

    Anyway, thanks, Venom12! It worked perfectly!
     
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