Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Do not use Discord to host any images you post, these links expire quickly! You can learn how to add images to your posts here.
Apologies if you've had troubles connecting to the site, you may need a VPN to access it. Staff are also facing issues connecting, so if it's urgent please message Cat on-site or through Discord directly.
Hey Guest, staff applications are open! If you are interested in becoming a forum staff member and/or Discord staff member, please apply through this Google Formbefore April 2! You can also message Cat with any questions.
Benitex updated Automatic Level Scaling with a new update entry:
Fix evolution level bug for pokemon with non natural evolutions
Read the rest of this update entry...
Great! I'm glad I could help. An idea is to set the champion's party level to a game variable, alongside a switch to check if you defeated the champion, and use it as the parameter in the scale method call in the trainer EventHandlers, depending on how you implemented the code. You might also...
I just noticed you would also need to disable save_trainer_parties in an event before the rematch, and after calling this method (unless the rematch uses a different trainer version).
That's a very interesting idea. I'm not familiar with Essentials' rematch system, but I'll try to give you some direction from what this script offers you.
If you're using the new save_trainer_parties setting, you can have access to the parties used in the last battle, from which you can get...
I'll suggest you make an event that only changes the difficulty by changing both variables, without any choice command, then add a party of level 100 pokemon and enter a battle to see if the script activates. I think this will make it clear if everything is working or not. The common causes the...
I'd need a little bit more information to help you find the issue. Does the plugin show up in the terminal? Did you activate the event before entering a fight? Did you also copy the part of the event page where it changes the difficulty only for a single battle (it is only an example, and would...
Hello, welcome to the community! So, all the files in the Automatic Level Scaling folder are important to make the plugin work correctly. When you install a plugin, the general installation process includes extracting the zip file directly to the root folder of your project (the folder that...
You almost did it right. The correct syntax is AutomaticLevelScaling.setTemporarySetting("updateMoves", false) (don't forget the "" in the setting name). Also, although the method is based on the way setBattleRule works, settings from the plugin are not available in setBattleRule.
I hope this...
You can change the options menu in the file 015_UI_Options.rb, in the 016_UI folder. You could add this feature in some different ways. I'll tell you a simple one, but with the downside of not being able to change the difficulty if you're accessing the options menu from the load menu. A more...
Some extra details about the update and further explanation about the new settings:
- Add the save_trainer_parties setting
With this setting enabled, a scaled trainer party is saved after the first fight. I decided to add this setting because sometimes players get defeated by an opponent and...
Add the save_trainer_parties setting.
Add the use_map_level_for_wild_pokemon setting.
Add class overrides, moving methods to the Pokemon class.
Update documentation.
Benitex updated Automatic Level Scaling with a new update entry:
Add save_trainer_parties and use_map_level_for_wild_pokemon settings
Read the rest of this update entry...
This error usually happens when the Wild difficulty variable (number 100 by default) is not initiated properly, or its value is changed by some other method.
In this case, I believe this variable might be used in another place in your game since its value in the error message is an array. You...
You can add AutomaticLevelScaling.setNewLevel(pkmn) (before teaching the new moves and after creating the new pokemon) to scale it according to the current settings. You could also use AutomaticLevelScaling.getScaledLevel in the level parameter (like this: Pokemon.new(:SHAYMIN...
Hello, thank you for the appreciation. Unfortunately, there is no easy way to make a difficulty as you described in the 002_Settings.rb file because the highest level and the scaled party level are not constant values. However, I found a way to implement this feature in the :on_trainer_load...
Oh, yes, there's no global setting for update_moves, because you'll probably prefer to let the plugin define moves in at least some scenarios, like with wild pokemon, because you can't set their moves manually in the PBS and it could be weird seeing them using weaker moves when they are already...