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[Script✓] [FR] Making a shiny starter more likely

476
Posts
6
Years
  • Age 23
  • Seen Feb 26, 2020
In my hack, one of the things I'm doing is editing a lot of the shinies (and I mean A LOT - Sentret/Furret/Charizard/Crobat/Sunkern/Sunflora/Mewtwo/Gyarados/Alakazam are just a FEW examples) as well as having shinies for all of my custom species. I have already edited the shiny rate to be 1/256, but I want the Shiny chance for the Starter of the game (Furret) to be higher, so anyone who wants to hunt it doesn't have to spend forever SR-ing for it. Essentially, what I want to know if if it's possible to reroll shinyness (in a manner like LGPE Catch Combo) with a script without a whole lot of ASM (not using any ASM would be optimal but I know the chances of this are slim). I am pretty sure it's possible to use Shinyzer to aid in this yes I know Shinyzer uses an ASM routine you don't have to call me out for being a noob or something but I'm not certain if it allows for a method to imitate a higher shiny rate. Optimally, I would want the Starter to have a shiny rate of about 1/32. If this is not reasonably possible (ie would require an unreasonably complex script, or just simply isn't possible), then what would be necessary to just force a shiny?
 
Last edited:

DrFuji

[I]Heiki Hecchara‌‌[/I]
1,691
Posts
14
Years
You can just structure your script to have a 1-in-32 chance of activating the shinyizer like this:

Code:
...
random 0x20 // Generates a number between 0 and 31
compare 0x800D 0x0 // Checks if the number is 0
if 0x1 call @Shiny // Only has a 1/32 chance of branching and returning
givepokemon 0x1 0xA2 0x0 0x0 0x0 0x0
...

#org @Shiny
setvar 0x8003 0x1
return

Technically, the Furret you recieve will have a 9/256 chance of being shiny (due to the non-shinyzed version having a 1/256 of being naturally shiny) but other than that small detail, this should work as intended. If you really want it to be to be 1/32 just change the script to this:

Code:
random 0x100
compare 0x800D 0x6
if 0x3 call @Shiny
 
476
Posts
6
Years
  • Age 23
  • Seen Feb 26, 2020
You can just structure your script to have a 1-in-32 chance of activating the shinyizer like this:

Code:
...
random 0x20 // Generates a number between 0 and 31
compare 0x800D 0x0 // Checks if the number is 0
if 0x1 call @Shiny // Only has a 1/32 chance of branching and returning
givepokemon 0x1 0xA2 0x0 0x0 0x0 0x0
...

#org @Shiny
setvar 0x8003 0x1
return

Technically, the Furret you recieve will have a 9/256 chance of being shiny (due to the non-shinyzed version having a 1/256 of being naturally shiny) but other than that small detail, this should work as intended. If you really want it to be to be 1/32 just change the script to this:

Code:
random 0x100
compare 0x800D 0x6
if 0x3 call @Shiny

Dr. Fuji saves the day again! Thanks a ton! :D <3
 
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