- Pokémon Essentials Version
- v20.1 ➖
This is just an update of Vendily's script for current Essentials! (with permission!) If a Pokémon meets the conditions for evolution during battle, they'll evolve right after levelling up instead of after the battle!
In Battle_ExpAndMoveLearning, find this line:
Right after that (NOT after the
For versions prior to v20, change this line -
to
If you're using v19, remember that v19 had a bug during evolution- make sure you've either downloaded the hotfixes or are working with a newer version.
If you're on v18/v18.1, then you'll need to change the first two lines from:
to:
Finally, to fix a map's BGM not resuming after battle, go to PokeBattle_Scene and find this section:
Add
In Battle_ExpAndMoveLearning, find this line:
Ruby:
moveList.each { |m| pbLearnMove(idxParty,m[1]) if m[0]==curLevel }
Right after that (NOT after the
end
s!), paste this:
Ruby:
newspecies=pkmn.check_evolution_on_level_up
old_item=pkmn.item
if newspecies
pbFadeOutInWithMusic(99999){
evo=PokemonEvolutionScene.new
evo.pbStartScreen(pkmn,newspecies)
evo.pbEvolution
evo.pbEndScreen
if battler
@scene.pbChangePokemon(@battlers[battler.index],@battlers[battler.index].pokemon)
battler.name=pkmn.name
end
}
if battler
pkmn.moves.each_with_index do |m,i|
battler.moves[i] = Battle::Move.from_pokemon_move(self,m)
end
battler.pbCheckFormOnMovesetChange
if pkmn.item!=old_item
battler.item=pkmn.item
battler.setInitialItem(pkmn.item)
battler.setRecycleItem(pkmn.item)
end
end
end
For versions prior to v20, change this line -
Ruby:
battler.moves[i] = Battle::Move.from_pokemon_move(self,m)
Ruby:
battler.moves[i] = PokeBattle_Move.from_pokemon_move(self,m)
If you're using v19, remember that v19 had a bug during evolution- make sure you've either downloaded the hotfixes or are working with a newer version.
If you're on v18/v18.1, then you'll need to change the first two lines from:
Ruby:
newspecies=pkmn.check_evolution_on_level_up
if newspecies
to:
Ruby:
newspecies=pbCheckEvolution(pkmn)#edit
if newspecies>0
Finally, to fix a map's BGM not resuming after battle, go to PokeBattle_Scene and find this section:
Ruby:
def pbEndBattle(_result)
@abortable = false
pbShowWindow(BLANK)
# Fade out all sprites
pbBGMFade(1.0)
pbFadeOutAndHide(@sprites)
pbDisposeSprites
end
Add
$game_map.autoplay
in, like so-
Ruby:
def pbEndBattle(_result)
@abortable = false
pbShowWindow(BLANK)
# Fade out all sprites
pbBGMFade(1.0)
pbFadeOutAndHide(@sprites)
pbDisposeSprites
$game_map.autoplay
end
- Credits
- Credit goes to Vendily! You can credit me if you want, but I literally just updated the method so it was not a lot of work lol