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Randomized Starters

psn4eva

Pokemon Revolution Designer
  • 14
    Posts
    7
    Years
    Hey all. I'm newer here and had a question regarding a game im developing. i was wondering if it was possible to code a randomization into the starters of the game. So everytime someone starts a new game it will be different starts. Im not speaking of using every pokemon but like all the starts exclusively. So you go and choose its a random grass fire and water type from the starter selections so instead of say squirtle bulbasaur and charmander it could be like chikorita mudkip and tepig
     
  • 178
    Posts
    10
    Years
    Well, If it was just general randomizing, you could use variables and set it to be random between 1~6 for each type: Fire, Grass, Water (Gen 1~6), and in another page, where it says conditional mark variable and whatever number of your choice.
    Here is a example for fire starters:


    Pg1:
    @Control Variables: [XXXX: Random Fire] = Random No. (1...3)

    Pg2:
    -Conditions
    Variable Random Fire: 1 or above
    @Text: Would you like to choose Charmander?
    @Show Choices: Yes, No
    : When [Yes]
    @Text: Here you are:
    @Script: pbAddPokemon[:CHARMANDER,5]
    @Control Self Switch: A = ON

    : When [No]
    @Text: Choose other.
    Branch End

    Pg3:
    -Conditions
    Variable Random Fire: 2 or above
    @Text: Would you like to choose Cyndaquil?
    @Show Choices: Yes, No
    : When [Yes]
    @Text: Here you are:
    @Script: pbAddPokemon[:Cyndaquil,5]
    @Control Self Switch: A = ON

    : When [No]
    @Text: Choose other.
    Branch End

    Pg4:
    -Conditions
    Variable Random Fire: 3 or above
    @Text: Would you like to choose Torchic?
    @Show Choices: Yes, No
    : When [Yes]
    @Text: Here you are:
    @Script: pbAddPokemon[:TORCHIC,5]
    @Control Self Switch: A = ON

    : When [No]
    @Text: Choose other.
    Branch End

    Pg5:
    -Conditions
    Self Switch A is ON
    Blank Page


    I made it in few minutes. This worked for me. Be sure to use the Choosing Starter switch to prevent the player geting more then 1 starter, and the Starter Choice variable if you need those.
     

    psn4eva

    Pokemon Revolution Designer
  • 14
    Posts
    7
    Years
    Well, If it was just general randomizing, you could use variables and set it to be random between 1~6 for each type: Fire, Grass, Water (Gen 1~6), and in another page, where it says conditional mark variable and whatever number of your choice.
    Here is a example for fire starters:


    Pg1:
    @Control Variables: [XXXX: Random Fire] = Random No. (1...3)

    Pg2:
    -Conditions
    Variable Random Fire: 1 or above
    @Text: Would you like to choose Charmander?
    @Show Choices: Yes, No
    : When [Yes]
    @Text: Here you are:
    @Script: pbAddPokemon[:CHARMANDER,5]
    @Control Self Switch: A = ON

    : When [No]
    @Text: Choose other.
    Branch End

    Pg3:
    -Conditions
    Variable Random Fire: 2 or above
    @Text: Would you like to choose Cyndaquil?
    @Show Choices: Yes, No
    : When [Yes]
    @Text: Here you are:
    @Script: pbAddPokemon[:Cyndaquil,5]
    @Control Self Switch: A = ON

    : When [No]
    @Text: Choose other.
    Branch End

    Pg4:
    -Conditions
    Variable Random Fire: 3 or above
    @Text: Would you like to choose Torchic?
    @Show Choices: Yes, No
    : When [Yes]
    @Text: Here you are:
    @Script: pbAddPokemon[:TORCHIC,5]
    @Control Self Switch: A = ON

    : When [No]
    @Text: Choose other.
    Branch End

    Pg5:
    -Conditions
    Self Switch A is ON
    Blank Page


    I made it in few minutes. This worked for me. Be sure to use the Choosing Starter switch to prevent the player geting more then 1 starter, and the Starter Choice variable if you need those.

    so if they choose no when they go back is it gunna be the same poke or a new one? i havent had a chance to try it yet so maybe ill try it first
     
  • 178
    Posts
    10
    Years
    so if they choose no when they go back is it gunna be the same poke or a new one? i havent had a chance to try it yet so maybe ill try it first

    If they choose "No" it will be the same pokémon, this is to prevent the player for freely chosing the pokémon. Well, you could try the "label" in event command, but I'm still learning how RMXP works, so I didn't use those.
    The way I made it is pretty forward.

    1 page: Set the variable
    2,3,4 page: check the variable and "overwrite" the first page, so whatever the player interact with the pokéball again, it won't be able to set a new variable.
    5 page: clear the event.

    I hope it help!
     
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