Maruno
Lead Dev of Pokémon Essentials
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- Seen May 3, 2024
It's possible, yes, if a little involved. There's a part of the scripts that loads a trainer's Pokémon and sets their levels - all you'd have to do would be to insert a formula in there rather than the line "set level equal to whatever it is in the trainers.txt file".I have a bit of an odd question, and it likely won't have a simple solution. When defining trainers to set up trainer battles, you select their pokemon and their levels. Would it be possible to make the levels more dynamic, where they would be adjusted to, say, the average level of your party? If that much is possible, then it would be a small step to something like your party's average + 5 levels, and so on. This would help keep the difficulty consistent, and could punish players who over-level a single pokemon.
You'd have to come up with a decent formula, though. To take the average level of the player's party seems a good start, but what if the player just levels up one Pokémon and fills up their party with Level 2 Pidgey? The average of one Level 100 Pokémon and the rest filler is about Level 18 - the one Pokémon they've been training can wipe anything out.
How about taking the average of the three highest Level Pokémon in the party? How about adding a random number to that level, for variety? How about doing all that, and then taking whichever is the greater of that calculated number and whatever number is in pokemon.txt (so the trainer's Pokémon don't end up being really weak)?
It'd be tough to come up with a decent formula that wouldn't make things unfair or too easy. And then you might have a problem with the species being used, e.g. a way overleveled Rattata or an impossibly weak Rhydon. A fix that changes the species used would be very complicated indeed.
Remember that once you can do this to enemy trainers' Pokémon, though, it's almost trivial to do it to wild Pokémon as well.