- Pokémon Essentials Version
- v17.2 ➖
In Essentials, as in the original Pokemon games, you will never battle an opponent who uses a Revive. Even if you give a trainer a revival item, they'll never use it. That's because the AI hasn't been programmed to know how to revive. I found that, in my game, I had some story reasons for wanting a few NPC's to be able to use Revives in battle. So, I wrote a script to make that possible:
This is a fairly simple plug & play script, but I do want to at least give a word of caution to those who use it. Because NPC's have never used revives in the official games, it might really blindside your players if they are used without warning in your game. And it can seem really unfair if NPC's spam revives (even if the player is allowed to do that themselves).
So while you can certainly use this script to add a high degree of difficulty to your game, I recommend handing out the revival items to your NPC's sparingly - perhaps just to Gym Leaders and the Elite Four or to Evil Team Admins. And find a way to prepare the player for the possibility beforehand so that the game still feels fair.
And now, with that out of the way, here's the script to insert into a script section above Main:
After that, all you have to do is give a revival item to a trainer in trainers.txt (and make sure that trainer has more than one pokémon in its party), and you're good to go.
This is a fairly simple plug & play script, but I do want to at least give a word of caution to those who use it. Because NPC's have never used revives in the official games, it might really blindside your players if they are used without warning in your game. And it can seem really unfair if NPC's spam revives (even if the player is allowed to do that themselves).
So while you can certainly use this script to add a high degree of difficulty to your game, I recommend handing out the revival items to your NPC's sparingly - perhaps just to Gym Leaders and the Elite Four or to Evil Team Admins. And find a way to prepare the player for the possibility beforehand so that the game still feels fair.
And now, with that out of the way, here's the script to insert into a script section above Main:
Ruby:
class PokeBattle_Battle
alias oldEnemyItem pbEnemyUseItem
def pbEnemyUseItem(item,battler)
oldEnemyItem(item,battler)
if isConst?(item,PBItems,:REVIVE) ||
isConst?(item,PBItems,:MAXREVIVE) ||
isConst?(item,PBItems,:REVIVALHERB)
pbDisplay(_INTL("{1} revived a fainted Pokémon!",opponent.fullname))
elsif isConst?(item,PBItems,:SACREDASH)
pbDisplay(_INTL("{1} revived all fainted Pokémon!",opponent.fullname))
end
end
alias oldEnemyItemAI pbEnemyItemToUse
def pbEnemyItemToUse(index)
return 0 if !@internalbattle
items=pbGetOwnerItems(index)
return 0 if !items
party=pbParty(index)
for i in items
next if pbEnemyItemAlreadyUsed?(index,i,items)
if isConst?(i,PBItems,:REVIVE) ||
isConst?(i,PBItems,:MAXREVIVE) ||
isConst?(i,PBItems,:REVIVALHERB)
skill=pbGetOwner(index).skill || 0
fainters=[]
rpkmn = -1
for j in 0...party.length
fainters.push(j) if party[j].fainted?
end
if skill>=PBTrainerAI.highSkill
if fainters.length==party.length-1
o1=@battlers[index].pbOpposing1
o2=@battlers[index].pbOpposing2
o1=nil if o1 && o1.fainted?
o2=nil if o2 && o2.fainted?
best=-1
bestSum=0
bestStat=0
for e in fainters
pkmn=party[e]
sum=0
statTotal=0
for move in pkmn.moves
next if move.id==0
md=PBMoveData.new(move.id)
next if md.basedamage==0
if o1
sum+=PBTypes.getCombinedEffectiveness(md.type,o1.type1,o1.type2,o1.effects[PBEffects::Type3])
statTotal+=party[e].totalhp
statTotal+=party[e].attack
statTotal+=party[e].defense
statTotal+=party[e].speed
statTotal+=party[e].spatk
statTotal+=party[e].spdef
end
if o2
sum+=PBTypes.getCombinedEffectiveness(md.type,o2.type1,o2.type2,o2.effects[PBEffects::Type3])
statTotal+=party[e].totalhp
statTotal+=party[e].attack
statTotal+=party[e].defense
statTotal+=party[e].speed
statTotal+=party[e].spatk
statTotal+=party[e].spdef
end
end
if best==-1 || sum>bestSum
best=e
bestSum=sum
bestStat=statTotal
elsif sum == bestSum
if statTotal>bestStat
best=e
bestStat=statTotal
end
end
end
rpkmn=party[best]
end
elsif skill>=PBTrainerAI.mediumSkill
if (fainters.length * 2) >= party.length
currentstatTotal=0
for j in fainters
statTotal=0
statTotal+=party[j].totalhp
statTotal+=party[j].attack
statTotal+=party[j].defense
statTotal+=party[j].speed
statTotal+=party[j].spatk
statTotal+=party[j].spdef
if statTotal>currentstatTotal
currentstatTotal=statTotal
rpkmn=party[j]
end
end
end
elsif fainters.length>0
faintindex=fainters[rand(fainters.length)]
rpkmn=party[faintindex]
end
if rpkmn != -1
if isConst?(i,PBItems,:REVIVE)
rpkmn.hp=(rpkmn.totalhp/2).floor
return i
elsif isConst?(i,PBItems,:MAXREVIVE)|| isConst?(i,PBItems,:REVIVALHERB)
rpkmn.hp=rpkmn.totalhp
return i
end
end
end
end
regularItem=oldEnemyItemAI(index)
return regularItem if regularItem>0
for i in items
if isConst?(i,PBItems,:SACREDASH)
numFainted=0
for j in 0...party.length
if party[j].fainted?
numFainted+=1
end
end
if numFainted>0
for j in 0...party.length
party[j].hp=party[j].totalhp if party[j].fainted?
end
return i
end
end
end
return 0
end
end
After that, all you have to do is give a revival item to a trainer in trainers.txt (and make sure that trainer has more than one pokémon in its party), and you're good to go.
- High Skill Trainer - waits until they are down to one Pokémon, then revives the fainted Pokémon with the best type advantage and highest stats.
- Medium Skill Trainer - waits until half the party is fainted, then revives the fainted Pokémon with the highest stats.
- Low Skill Trainers - revive the first Pokémon that faints.
- Credits
- Poq