There's probably a cleaner way of doing this, but here's how I'd do it, since AFAIK, pokemon.level is just a function that calculates itself based on pokemon.exp:
In Pokemon_MultipleForms, around line 152 (in my game, though I think I added some stuff so it should be higher for you), do this
Code:
alias __mf_baseStats baseStats
alias __mf_ability ability
alias __mf_type1 type1
alias __mf_type2 type2
alias __mf_weight weight
alias __mf_getMoveList getMoveList
alias __mf_wildHoldItems wildHoldItems
alias __mf_baseExp baseExp
alias __mf_evYield evYield
alias __mf_initialize initialize
[COLOR="Red"]alias __mf_level level
def level
if $game_switches[98]
return 100
else
return __mf_level
end
end[/COLOR]
Put the information shown in the picture attached, in the event data for the door that leads into the room where you want all Pokemon to be level 100. For the door that leads
out, add something similar, but turn switch 98 OFF.
Note, however, that this method affects Pokemon in both your party and opponents' parties, meaning if you wanted to do a room where the Devine Power Of Arceus is flowing through you and you show this by making your Pokemon level 100 and enemies' Pokemon level 1, this method wouldn't work. But I'm working under the assumption you just want to make something like the Battle Maison, where levels are equalized across the board.