- 428
- Posts
- 5
- Years
- Zekko
- Seen Nov 21, 2023
Step 1: Open your game, and open Script Editor.
Step 2: While holding CTRL and Shift, press F.
Step 3: Copypaste in "Returns this Pokémon's effective IVs, taking into account Hyper Training" without the quotation marks, and hit Start Search.
Step 4: Double-Click the one line of code displayed in the search results, and change it so that it looks like this:
MISSION COMPLETE!!! Now your Pokemon game, when calculating the stats of each Pokemon, will treat the Pokemon as if it has Perfect IVs. Resetting endlessly, grinding for and using expensive items, and using the Ditto method for better IVs, it's all a thing of the past! The Player's Pokemon will ALWAYS be the best they can be, and the same is true for all Pokemon the player faces!
No matter what your Pokemon's IVs are, stat calculation will pretend they are perfect, even if they have a specific IV combination for Hidden Power, it doesn't matter, stat calculation will pretend they are the highest possible. After all, there is literally never a reason not to have the best possible IVs. Unless you want to minimize Play Rough damage taken by a spectacularly minuscule amount so much, you're fine with trading away a workable Attack stat. But anything with an Attack stat low enough to not mind giving it up won't take much Play Rough damage anyway.
Now your players can spend more time playing the game, and less time trying to grind RNG. This makes life better for casual players who don't know what IVs are and don't want to care, and it speeds life up for hardcore players who want a game full of perfect-IV Pokemon, without stepping on anybody's toes! After all, there will always be shiny Pokemon for them to RNG grind for if they are so inclined.
Now that this method has been discovered, I would love to see it become the new standard in all future games, but it's up to you whether you want to include it in your game or not. You DO NOT have to give credit. Though it would be nice if you did. In fact, feel free to post this on other Pokemon fangame websites! I want this to spread. I want this to become the new normal.
It would be great if Pokemon Essentials' developers put this into the next Essentials version as another one of those TRUE/FALSE options. But that doesn't have to be done. Would be easy, though.
Update: It works BRILLIANTLY. Video to prove it: https://www.youtube.com/watch?v=X4c6m6NxF24
Step 2: While holding CTRL and Shift, press F.
Step 3: Copypaste in "Returns this Pokémon's effective IVs, taking into account Hyper Training" without the quotation marks, and hit Start Search.
Step 4: Double-Click the one line of code displayed in the search results, and change it so that it looks like this:
Code:
# Returns this Pokémon's effective IVs, taking into account Hyper Training.
# Only used for calculating stats.
# @return [Hash<Integer>] hash containing this Pokémon's effective IVs
def calcIV
this_ivs = self.iv
ret = {}
GameData::Stat.each_main do |s|
ret[s.id] = 31#or whatever the maximum IVs are in your game, I personally set it to 32
# ret[s.id] = (@ivMaxed[s.id]) ? IV_STAT_LIMIT : this_ivs[s.id]
end
#end
return ret
end
MISSION COMPLETE!!! Now your Pokemon game, when calculating the stats of each Pokemon, will treat the Pokemon as if it has Perfect IVs. Resetting endlessly, grinding for and using expensive items, and using the Ditto method for better IVs, it's all a thing of the past! The Player's Pokemon will ALWAYS be the best they can be, and the same is true for all Pokemon the player faces!
No matter what your Pokemon's IVs are, stat calculation will pretend they are perfect, even if they have a specific IV combination for Hidden Power, it doesn't matter, stat calculation will pretend they are the highest possible. After all, there is literally never a reason not to have the best possible IVs. Unless you want to minimize Play Rough damage taken by a spectacularly minuscule amount so much, you're fine with trading away a workable Attack stat. But anything with an Attack stat low enough to not mind giving it up won't take much Play Rough damage anyway.
Now your players can spend more time playing the game, and less time trying to grind RNG. This makes life better for casual players who don't know what IVs are and don't want to care, and it speeds life up for hardcore players who want a game full of perfect-IV Pokemon, without stepping on anybody's toes! After all, there will always be shiny Pokemon for them to RNG grind for if they are so inclined.
Now that this method has been discovered, I would love to see it become the new standard in all future games, but it's up to you whether you want to include it in your game or not. You DO NOT have to give credit. Though it would be nice if you did. In fact, feel free to post this on other Pokemon fangame websites! I want this to spread. I want this to become the new normal.
It would be great if Pokemon Essentials' developers put this into the next Essentials version as another one of those TRUE/FALSE options. But that doesn't have to be done. Would be easy, though.
Update: It works BRILLIANTLY. Video to prove it: https://www.youtube.com/watch?v=X4c6m6NxF24
Last edited: