- Pokémon Essentials Version
- v20.1 ➖
Here are some other utilities I made for my game. The goal of these scripts is to generate and fully customize your Pokémon team, by using only a few NPCs. I don't really see any use for it in traditional games but it could be useful for Game Jam Games.
Here is how I did it.
To install it, simply download the plugin and paste the GaP folder into the plugin folder of your game.
Generate a Pokémon
Change Nature
Change eVs
Change Ability
Other situational scripts
Note that this script is using variable 33 to store data.
Here is how I did it.
To install it, simply download the plugin and paste the GaP folder into the plugin folder of your game.
Generate a Pokémon
- By alphabetical order
this script shows a list of pokemon you can select from.
Here is how it is called:
where 100 is the level. If you don't want any banlist just use gap2(100)
It triggers the list with every Pokémon existing in your national dex.
Setup a banlist
As this function is used by the debug menu, the excluded Pokémons won't appear in the debug list if you try to generate a Pokémon (you can trigger the exclusion only if a switch is ON for example to avoid this problem).
To remove the perfect iVs, just go to line 88 to 93 and remove those lines.
Here is how it is called:
where 100 is the level. If you don't want any banlist just use gap2(100)
It triggers the list with every Pokémon existing in your national dex.
Setup a banlist
- You can specify a banlist in the script command, as in the screenshot above.
- If you don't want the banned Pokémons to appear in the list, you can modify directly the specieslister function at the bottom of the script (where the comment is). By default, pokemon whit dex number higher than 898 won't appear.
As this function is used by the debug menu, the excluded Pokémons won't appear in the debug list if you try to generate a Pokémon (you can trigger the exclusion only if a switch is ON for example to avoid this problem).
- Third option, let the player generate what they want but don't let them leave the area without being controlled. The Pokémon selection script by FL is perfect for this task if you want to use this solution.
To remove the perfect iVs, just go to line 88 to 93 and remove those lines.
Change Nature
This is an exact copy of the debug menu function. Check the test map to see how to implement it.
You can trigger it by calling changeNature(pkmn).
You can trigger it by calling changeNature(pkmn).
Change eVs
I made a selection of eV repartition that you can call with changeeV(pkmn).
The Mew NPC on the test map is a way to let the player make a custom repartition.
If you are implementing this method, I highly suggest you to add a script to show eV/iV in summary.
The Mew NPC on the test map is a way to let the player make a custom repartition.
If you are implementing this method, I highly suggest you to add a script to show eV/iV in summary.
Another script I stole from the debug menu:
Check the example map to see how to call it.
Check the example map to see how to call it.
Other situational scripts
Note that this script is using variable 33 to store data.
saveitem allows you to save the held item of your Pokémons, deleteitems just remove them and restoreitem restore them.
(for example, you can call saveitem before a battle and restoreitem after the battle to restore the held items consumed during the battle).
fillbag was just a way for me to give every single useful items to the player during the preparation phase.
$PokemonBag.clear removes everything from the bag. This way, I can control when the player has items or not.
(for example, you can call saveitem before a battle and restoreitem after the battle to restore the held items consumed during the battle).
fillbag was just a way for me to give every single useful items to the player during the preparation phase.
$PokemonBag.clear removes everything from the bag. This way, I can control when the player has items or not.
- Credits
- Grogro
Heavily inspired from Debug Mode