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  #1    
Old March 18th, 2011 (3:44 AM).
Luka S.J.'s Avatar
Luka S.J. Luka S.J. is offline
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    Are you making your Pokemon game with RMXP and P.Essentials? 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=1)
      @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]*factor
        end
      return level
    end
    The way you would use this is as follows: When creating a wild Pokemon Battle
    Code:
    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 is optional if wanting to multiply the returned level 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[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.
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      #2    
    Old March 18th, 2011 (12:24 PM).
    IceGod64's Avatar
    IceGod64 IceGod64 is offline
    In the Lost & Found bin!
       
      Join Date: Oct 2008
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      Posts: 623
      Wow, this will be incredibly handy! I'm going to add it to my game, with well deserved credit of course.
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        #3    
      Old March 20th, 2011 (7:16 AM).
      zingzags's Avatar
      zingzags zingzags is offline
      PokemonGDX creator
         
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        Location: Boston
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        Posts: 562
        Simple easy, and requires less work to do re-battles, good work Luka.
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        Check out the Pokemon Game Engine I am working on:
        https://github.com/sjosegarcia/Pokemon
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          #4    
        Old March 20th, 2011 (9:25 AM).
        Luka S.J.'s Avatar
        Luka S.J. Luka S.J. is offline
        Jealous Croatian
           
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          Location: Croatia
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          Another thing would be random ranges for NPC wild battles and/or trainers
          Code:
          def pbLevelRange(min,max)
            difference=max-min
            level=rand(difference+1)
            level+=min
            return level
          end
          min would be the lowest possible level, and max would be the highest possible level that the Pokemon could reach. Where it falls between that line, is completely random.
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            #5    
          Old May 27th, 2016 (4:34 PM).
          UchihaBruno123's Avatar
          UchihaBruno123 UchihaBruno123 is offline
          Creator of Pokémon Revelations
             
            Join Date: Apr 2016
            Location: Brazil
            Gender: Male
            Posts: 11
            the script works fine,thank you
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