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Making a specific event encounter more difficult

  • 23
    Posts
    8
    Years
    • Seen Apr 20, 2017
    I'll keep it brief.

    At a certain point of my game I want the player to face off against a powerful wild Pokémon (event encounter), but this encounter is too easy to deal with.

    I'd like to do some "behind the scenes" editing to this wild Pokémon without simply raising its level.
    What would be the best way to do this?

    Creating a new Pokémon that uses the exact same sprites and call it "Corrupted XXX" would kinda work I suppose, but then the Pokédex registers this new Pokémon instead of the original one.

    I tried giving it a normally unobtainable item to hold that boosts its stats by a godly 50% but then I'm worried moves like THIEF and COVET will allow the player to obtain the item and break the game.

    Would adding a global switch work? I'm not sure how I would go about increasing wild Pokémon stats by 50% while this switch is on, but would it really be an effective method?
     
    Last edited:
    I'd go with the first option and directly edit the pbSetseen method to not register a certain Pkm when a switch is on.
     
    In the EncountorModifier if you add this to the bottom you can make custom encountors, useing the variable 67 (you can set this to any game variable or switch you like.)
    Code:
    #Tman's Custom wilds based on the variables
    Events.onWildPokemonCreate+=proc {|sender,e|
       pokemon=e[0]
    #Rebecc amphoros
       if $game_variables[67] == 1
         pokemon.name="Aries"
         pokemon.makeFemale
         pokemon.ev[0]=132
         pokemon.ev[4]=252
         pokemon.ev[3]=124
         pokemon.pbLearnMove(:THUNDERBOLT)
         pokemon.pbLearnMove(:DRAGONPULSE)
         pokemon.pbLearnMove(:FOCUSBLAST)
         pokemon.pbLearnMove(:VOLTSWITCH)
         pokemon.setNature(:MODEST)
    #Shadow Excadrill   
       elsif $game_variables[67] == 2
         pokemon.ev[0]=252
         pokemon.pbLearnMove(:SHADOWBREAK)
         pokemon.pbLearnMove(:SHADOWRAVE)
         pokemon.pbLearnMove(:METALCLAW)
         pokemon.pbLearnMove(:DIG)
         pokemon.makeShadow
       end
    }
     
    Thanks for the replies. I'll try both options out to see which one is easier to implement.
     
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