- Pokémon Essentials Version
- v20.1 ➖
Required to have the latest Hotfixes for v20.1
I don't know if this works for v21
1. All Random
2. Throughout Evolution
3. Ability Swap (This one is a bit buggy)
(All explained in more detail in the resource)
How to Activate (Recommended to have these as optional)
The Switches are currently assigned to 59, 60, and 61 in the order listed above.
1. To turn this on activate Switch 59 (All Random)
2. To activate Throughout Evolution or Ability Swap Switch 59 must be on and either 60 or 61 must also be turned on
3. That's it, enjoy randomized Abilities!
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Recommended to replace Ability Capsule and Ability Patch with these to tell the player what the changed Ability will be
If you have the Gen 9 Project go to Updated Moves and Abilities and replace the Ability Patch code with this
Note: I don't know if this works for v21
I don't know if this works for v21
Originally meant to be released with Pokémon Dungeon Exploration's Update, I decided to release this earlier.
Do you enjoy randomizing Abilities? I bet you do, because you clicked this!
This randomizer comes with 3 different ways to randomize Abilities, and you can exclude Abilities to your liking!Do you enjoy randomizing Abilities? I bet you do, because you clicked this!
1. All Random
2. Throughout Evolution
3. Ability Swap (This one is a bit buggy)
(All explained in more detail in the resource)
How to Activate (Recommended to have these as optional)
The Switches are currently assigned to 59, 60, and 61 in the order listed above.
1. To turn this on activate Switch 59 (All Random)
2. To activate Throughout Evolution or Ability Swap Switch 59 must be on and either 60 or 61 must also be turned on
3. That's it, enjoy randomized Abilities!
------------------------------------------------------------------------------
Recommended to replace Ability Capsule and Ability Patch with these to tell the player what the changed Ability will be
Ability Capsule + Patch Changes:
ItemHandlers::UseOnPokemon.add(:ABILITYCAPSULE, proc { |item, qty, pkmn, scene|
abils = pkmn.getAbilityList
abil1 = nil
abil2 = nil
abils.each do |i|
abil1 = i[0] if i[1] == 0
abil2 = i[0] if i[1] == 1
end
newabil = (pkmn.ability_index + 1) % 2
newabilname = GameData::Ability.get((newabil == 0) ? abil1 : abil2).name
if scene.pbConfirm(_INTL("Do you want to change {1}'s Ability to {2}?", pkmn.name, newabilname))
if abil1.nil? || abil2.nil? || pkmn.hasHiddenAbility? || pkmn.isSpecies?(:ZYGARDE)
scene.pbDisplay(_INTL("It won't have any effect."))
next false
end
pkmn.ability_index = newabil
pkmn.ability = nil
scene.pbRefresh
scene.pbDisplay(_INTL("{1}'s Ability changed! Its Ability is now {2}!", pkmn.name, newabilname))
next true
end
next false
})
ItemHandlers::UseOnPokemon.add(:ABILITYPATCH, proc { |item, qty, pkmn, scene|
abils = pkmn.getAbilityList
new_ability_id = nil
abils.each { |a| new_ability_id = a[0] if a[1] == 2 }
new_ability_name = GameData::Ability.get(new_ability_id).name
if scene.pbConfirm(_INTL("Do you want to change {1}'s Ability to {2}?", pkmn.name, new_ability_name))
if !new_ability_id || pkmn.hasHiddenAbility? || pkmn.isSpecies?(:ZYGARDE)
scene.pbDisplay(_INTL("It won't have any effect."))
next false
end
pkmn.ability_index = 2
pkmn.ability = nil
scene.pbRefresh
scene.pbDisplay(_INTL("{1}'s Ability changed! Its Ability is now {2}!",
pkmn.name, new_ability_name))
next true
end
next false
})
If you have the Gen 9 Project go to Updated Moves and Abilities and replace the Ability Patch code with this
Gen 9 Ability Patch:
ItemHandlers::UseOnPokemon.add(:ABILITYPATCH, proc { |item, qty, pkmn, scene|
current_abi = pkmn.ability_index
abils = pkmn.getAbilityList
new_ability_id = nil
abils.each { |a| new_ability_id = a[0] if (current_abi < 2 && a[1] == 2) || (current_abi == 2 && a[1] == 0) }
new_ability_name = GameData::Ability.get(new_ability_id).name
if scene.pbConfirm(_INTL("Do you want to change {1}'s Ability to {2}?", pkmn.name, new_ability_name))
if !new_ability_id || pkmn.isSpecies?(:ZYGARDE)
scene.pbDisplay(_INTL("It won't have any effect."))
next false
end
pkmn.ability_index = current_abi < 2 ? 2 : 0
pkmn.ability = nil
scene.pbRefresh
scene.pbDisplay(_INTL("{1}'s Ability changed! Its Ability is now {2}!",
pkmn.name, new_ability_name))
next true
end
next false
})
Note: I don't know if this works for v21
- Credits
- Golisopod User, CrimsonTy, and Luka SJ