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Changing stats and appearance rate for shiny Pokémon

  • 5
    Posts
    9
    Years
    • Seen Jun 10, 2016
    i would actually need the main stat adjustion. and i need some information if it is possible to set the shiny rate of a pokemon to 0% on map nr A and to 100% to map nr B.

    i planned something special having areas with shinys but that would mean that they are exclusive for some maps and never appear on others. if that would be possible it would be just awesome.

    for the stat adjustion... do i just change the basic stats in the pokemon textfile by factor x? for example if i want to have a certain shiny be double as strong as the normal version would that mean i only double the value? and do i need to make a second text file for the shinys then?
     
    Last edited by a moderator:
    i would actually need the main stat adjustion. and i need some information if it is possible to set the shiny rate of a pokemon to 0% on map nr A and to 100% to map nr B.

    i planned something special having areas with shinys but that would mean that they are exclusive for some maps and never appear on others. if that would be possible it would be just awesome.

    for the stat adjustion... do i just change the basic stats in the pokemon textfile by factor x? for example if i want to have a certain shiny be double as strong as the normal version would that mean i only double the value? and do i need to make a second text file for the shinys then?

    Open the scripts, and the first page it takes you to should be called "Settings". Near the top of that, there should be a line that reads something like "SHINYPOKEMONCHANCE = 8" (the number might be different). Change that to 0. This prevents Pokemon from randomly becoming Shiny.

    On the event that warps the player to the areas where you want all Pokemon to be Shiny (i.e., a door or something), include a line of code that turns Global Switch 31 on. Be sure to turn it off in the event that warps you out. This will make all Pokemon in that area Shiny - Essentials already includes code to make any encountered Pokemon Shiny if switch #31 is on, for use in making events like the Lake of Rage Gyarados. An example of turning the switch on (and later, off) can be found in the example maps in the Faraday Island Mew event.

    now, as for the altered stats of shinies, what exactly do you want? Do you want to make all shinies 6iv? Do you literally want them to have double the base stats of their nonshiny counterparts? Or do you only want to alter the base stats of certain species' Shinies? (Reason I ask is because all three cases have different solutions.)
     
    Last edited:
    In PField_EncounterModifiers, add:
    Code:
    # Make all wild Pokémon shiny while a certain Switch is ON (see Settings).
    # Make all wild Pokémon non shiny on specific map.
    Events.onWildPokemonCreate+=proc {|sender,e|
       pokemon=e[0]
       if $game_map.map_id==1 # 1 is the map ID you DO NOT want shinies on.
         if pokemon.isShiny?
           pokemon.makeNotShiny
         end
       if $game_switches[SHINY_WILD_POKEMON_SWITCH] || $game_map.map_id==2 # 2 is your map ID you want shinies on.
         pokemon.makeShiny
       end
    }
    As for the stats thing, if you're using Essentials unmodified or you have no idea how to edit stats, it is impossible to set a stat change specifically, I'm pretty sure... But if you just change EV's like this:
    Code:
    # Make all wild Pokémon shiny while a certain Switch is ON (see Settings).
    # Make all wild Pokémon non shiny on specific map.
    Events.onWildPokemonCreate+=proc {|sender,e|
       pokemon=e[0]
       if $game_map.map_id==1 # 1 is the map ID you DO NOT want shinies on.
         if pokemon.isShiny?
           pokemon.makeNotShiny
         end
       if $game_switches[SHINY_WILD_POKEMON_SWITCH] || $game_map.map_id==2 # 2 is your map ID.
         x=5 # This would be the number to add to the Pokémon.
             # ATTENTION; This will ruin a Pokémon...  You're going to have to figure
             # out a way to be more effective...  There is lot's of ways to do it.
             # To make it IV's instead, change 'ev' to 'iv'.
         pokemon.makeShiny
         pokemon.ev[0]=x
         pokemon.ev[1]=x
         pokemon.ev[2]=x
         pokemon.ev[3]=x
         pokemon.ev[4]=x
         pokemon.ev[5]=x
         pokemon.calcStats
       end
    }
    They should be stronger at least
     
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