bitKoder
completely unreasonable
- 36
- Posts
- 8
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- Seen Apr 14, 2025
I'm trying to implement a feature where there is an "effective level" cap, meaning you can continue to level your pokemon up past that number, but when you're in a battle your pokemon are locked to that level (meaning their stats are also calculated for that level). Anyone know how I might go about doing this?
What I'm hoping is that somewhere there's a function that loads the player's party into a temporary variable, and I can just force those values before the battle itself starts referencing them, but at this point I'm starting to suspect that middle step doesn't exist.
What I'm hoping is that somewhere there's a function that loads the player's party into a temporary variable, and I can just force those values before the battle itself starts referencing them, but at this point I'm starting to suspect that middle step doesn't exist.