Thank you.
I'm wondering if someone would know a way to randomize the pokemon level...
# 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 $game_map.map_id==51
newlevel=pbBalancedLevel($Trainer.party) - 4 + rand(5) # For variety
newlevel=1 if newlevel<1
newlevel=PBExperience::MAXLEVEL if newlevel>PBExperience::MAXLEVEL
pokemon.level=newlevel
pokemon.calcStats
pokemon.resetMoves
end
}
# Pokemon Species
$game_variables[80]=rand(PBSpecies.maxValue)+1
# Map event that changes into Graphic of Pokemon
pbMoveRoute($game_map.events[3],[PBMoveRoute::Graphic,pbGet(80).to_s,0,2,0])
# Level of Pokemon
level = rand(20)
# Battle
pbWildBattle(PBSpecies::pbGet(80).to_i,level)
I want to do a pokemon event following me, after being defeated captured he will not appear on the map anymore, but if he is defeated or I leave the battle he will fly, can it be done?
Can this be based off the encounters.txt at all? Like generating a few overworld Pokemon based from the text file randomly? Or would I have to make some kind of string of possibilities within the event?
Kernel.pbNoticePlayer.(get_character(
^
(eval):2: syntax error
***Full script:
Kernel.pbNoticePlayer.(get_character(
0))
WildBattle:PBSpecies::PIDGEY,1,1,True
,False)
You have a period right before the bracket there.
Kernel.pbNoticePlayer.(get_character(