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Rollout's animation seems glitchy when in a double battle and an NPC uses it. The wrong pokemon move around. If you level up after rollout is used, the game freezes.
Doesn't occur in 1v1.
EDIT: I'm going to add these as issues on the repo, and anything else I find I'll make issues there...
I noticed there's more than one AI, how do I switch between them or implement my own scripts?
Using gen3tools there's an AI value here:
Is this what I'm looking for?
I notice there's only 5 AI scripts actually written, is that all that's used by default?
EDIT: And wild pokemon, do you...
Update3: Well I did it!
I have disabled all level based stat scaling from my emerald cart, now only EVs and IVs affect your pokemon's stats. Super friggin cool!
To do so is relatively simple, we're just hijacking the point in the code where it pulls the pokemons level, then replacing it with...
Update: I managed to get FBI's script for forcing a party to a certain level working on Emerald:
Here it is for anyone who needs it, but it's not really what I needed. As I suspected playing with level of the team messes up levelling beyond repair, so this approach isn't viable.
I'm not happy...
I'm completely hopeless with assembly so if anyone could lend me a hand I'd be super greatful.
The main feature I'm looking for is turning trainer battles into flat battles, IE levelling up has no effect on stats. (EVs and IVs are fine though)
1) Make the players party level 100 the whole...
Forcing all mons to level 50 (or some other arbitrary level) at the start of each battle, so stats are balanced across the board (like in PvP or battle tower)
I think a really interesting way to balance the game and prevent grind would be to force flat battles, and I'm interesting in trying out romhacking so I think it could be a neat place to start, but I kinda wanna know if it's even possible before I dedicate days to hacking it together, so...