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Resource No Auto Evolve 1.0.0

TimeAxis

Rookie
Member
Joined
Jan 4, 2023
Posts
1
TimeAxis submitted a new resource:

No Auto Evolve - Makes pokemon not evolve automatically upon level up.

This is a simple script that makes Pokemon not evolve automatically by level up, Instead, there will be a message that tells you they can evolve when they reach the right level. Doesn't affect other evolution methods besides Level Up.

It's meant to be used with something like IndianAnimator's P:LA Party Evolver. I can't guarantee compatibility with anything else, as this is my first script and it's not too extensively tested.

Read more about this resource...
 

Gardenette

Cooltrainer
Member
Joined
May 30, 2022
Posts
156
I spent some time on this one. So first of all you did a great job for your first script! I'm fairly new to coding in RGSS myself.
I did a few things here:
1. I cleaned up some of the script, taking out methods that were not changed compared to base essentials, so all that is in the script is pretty much just new stuff or stuff you and I modified.
2. I added a sound effect when the message pops up saying the Pokémon can evolve.
3. I made the text blue so it stands out.
4. I added other evolution methods so this message should occur when getting a Pokémon via trade and when a Pokémon would normally evolve after battle. I did not change the fact that a Pokémon will automatically evolve after using an evolution stone on it, since that's an intentional action by the player.

You might also notice I changed the name of one of the methods to pbChangeLevelNoAutoEvolve instead of pbChangeLevel. This is because the hotfixes for Essentials redefines pbChangeLevel, so if you had your script above the hotfixes, it would not work. Took me a while to find out why it wasn't working :(

No Auto Evolve - Modified:
Expand Collapse Copy
module GameData
  class Evolution
    attr_reader :id
    attr_reader :real_name
    attr_reader :parameter
    attr_reader :minimum_level   # 0 means parameter is the minimum level
    attr_reader :level_up_proc
    attr_reader :level_up_proc_first
    attr_reader :use_item_proc
    attr_reader :on_trade_proc
    attr_reader :after_battle_proc
    attr_reader :event_proc
    attr_reader :after_evolution_proc

    #DATA = {}

    extend ClassMethodsSymbols
    include InstanceMethods

    def self.load; end
    def self.save; end

    def initialize(hash)
      @id                   = hash[:id]
      @real_name            = hash[:id].to_s       || "Unnamed"
      @parameter            = hash[:parameter]
      @minimum_level        = hash[:minimum_level] || 0
      @level_up_proc        = hash[:level_up_proc]
      @level_up_proc_first    = hash[:level_up_proc_first]
      @use_item_proc        = hash[:use_item_proc]
      @on_trade_proc        = hash[:on_trade_proc]
      @after_battle_proc    = hash[:after_battle_proc]
      @event_proc           = hash[:event_proc]
      @after_evolution_proc = hash[:after_evolution_proc]
    end
   
    def call_level_up(*args)
      return (@level_up_proc) ? @level_up_proc.call(*args) : nil
    end
   
    def call_level_up_firsttime(*args)
      return (@level_up_proc_first) ? @level_up_proc_first.call(*args) : nil
    end

    def call_use_item(*args)
      return (@use_item_proc) ? @use_item_proc.call(*args) : nil
    end

    def call_on_trade(*args)
      return (@on_trade_proc) ? @on_trade_proc.call(*args) : nil
    end

    def call_after_battle(*args)
      return (@after_battle_proc) ? @after_battle_proc.call(*args) : nil
    end

    def call_event(*args)
      return (@event_proc) ? @event_proc.call(*args) : nil
    end

    def call_after_evolution(*args)
      @after_evolution_proc&.call(*args)
    end
   
   
   
  end
end

GameData::Evolution.register({
  :id            => :Level,
  :parameter     => Integer,
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter
  },
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter
  }
})

GameData::Evolution.register({
  :id            => :LevelMale,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && pkmn.male?
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && pkmn.male?
  }
})

GameData::Evolution.register({
  :id            => :LevelFemale,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && pkmn.female?
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && pkmn.female?
  }
})

GameData::Evolution.register({
  :id            => :LevelDay,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && PBDayNight.isDay?
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && PBDayNight.isDay?
  }
})

GameData::Evolution.register({
  :id            => :LevelNight,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && PBDayNight.isNight?
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && PBDayNight.isNight?
  }
})

GameData::Evolution.register({
  :id            => :LevelMorning,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && PBDayNight.isMorning?
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && PBDayNight.isMorning?
  }
})

GameData::Evolution.register({
  :id            => :LevelAfternoon,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && PBDayNight.isAfternoon?
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && PBDayNight.isAfternoon?
  }
})

GameData::Evolution.register({
  :id            => :LevelEvening,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && PBDayNight.isEvening?
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && PBDayNight.isEvening?
  }
})

GameData::Evolution.register({
  :id            => :LevelNoWeather,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && $game_screen && $game_screen.weather_type == :None
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && $game_screen && $game_screen.weather_type == :None
  }
})

GameData::Evolution.register({
  :id            => :LevelSun,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && $game_screen &&
         GameData::Weather.get($game_screen.weather_type).category == :Sun
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && $game_screen &&
         GameData::Weather.get($game_screen.weather_type).category == :Sun
  }
})

GameData::Evolution.register({
  :id            => :LevelRain,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && $game_screen &&
         [:Rain, :Fog].include?(GameData::Weather.get($game_screen.weather_type).category)
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && $game_screen &&
         [:Rain, :Fog].include?(GameData::Weather.get($game_screen.weather_type).category)
  }
})

GameData::Evolution.register({
  :id            => :LevelSnow,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && $game_screen &&
         GameData::Weather.get($game_screen.weather_type).category == :Hail
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && $game_screen &&
         GameData::Weather.get($game_screen.weather_type).category == :Hail
  }
})

GameData::Evolution.register({
  :id            => :LevelSandstorm,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && $game_screen &&
         GameData::Weather.get($game_screen.weather_type).category == :Sandstorm
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && $game_screen &&
         GameData::Weather.get($game_screen.weather_type).category == :Sandstorm
  }
})

GameData::Evolution.register({
  :id            => :LevelCycling,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && $PokemonGlobal && $PokemonGlobal.bicycle
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && $PokemonGlobal && $PokemonGlobal.bicycle
  }
})

GameData::Evolution.register({
  :id            => :LevelSurfing,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && $PokemonGlobal && $PokemonGlobal.surfing
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && $PokemonGlobal && $PokemonGlobal.surfing
  }
})

GameData::Evolution.register({
  :id            => :LevelDiving,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && $PokemonGlobal && $PokemonGlobal.diving
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && $PokemonGlobal && $PokemonGlobal.diving
  }
})

GameData::Evolution.register({
  :id            => :LevelDarkness,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && $game_map.metadata&.dark_map
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && $game_map.metadata&.dark_map
  }
})

GameData::Evolution.register({
  :id            => :LevelDarkInParty,
  :parameter     => Integer,
  :level_up_proc => proc { |pkmn, parameter|
    next pkmn.level >= parameter && $player.has_pokemon_of_type?(:DARK)
  },
  :level_up_proc_first => proc { |pkmn, parameter|
    next pkmn.level == parameter && $player.has_pokemon_of_type?(:DARK)
  }
})

#===============================================================================
# Instances of this class are individual Pokémon.
# The player's party Pokémon are stored in the array $player.party.
#===============================================================================
class Pokemon
 
  #=============================================================================
  # Evolution checks
  #=============================================================================

  # Checks whether this Pokemon can evolve because of levelling up.
  # @return [Symbol, nil] the ID of the species to evolve into
  def check_evolution_on_level_up
    return check_evolution_internal { |pkmn, new_species, method, parameter|
      success = GameData::Evolution.get(method).call_level_up_firsttime(pkmn, parameter)
      next (success) ? new_species : nil
    }
  end
 
  def check_evolution_on_level_up_first_time
    return check_evolution_internal { |pkmn, new_species, method, parameter|
      success = GameData::Evolution.get(method).call_level_up_firsttime(pkmn, parameter)
      next (success) ? new_species : nil
    }
  end

  def trigger_event_evolution(number)
    new_species = check_evolution_by_event(number)
    if new_species
      #pbFadeOutInWithMusic {
      #  evo = PokemonEvolutionScene.new
      #  evo.pbStartScreen(self, new_species)
      #  evo.pbEvolution
      #  evo.pbEndScreen
      #}
      #return true
      msgWindow = pbCreateMessageWindow
    pbSEPlay("Pkmn move learnt")
      pbMessageDisplay(msgWindow, _INTL("\\c[1]{1} can now evolve!", speciesName))
      pbDisposeMessageWindow(msgwindow)
    end
    return false
  end
end

#put here by Gardenette - for evolving after battle
def pbEvolutionCheck
  $player.party.each_with_index do |pkmn, i|
    next if !pkmn || pkmn.egg?
    next if pkmn.fainted? && !Settings::CHECK_EVOLUTION_FOR_FAINTED_POKEMON
    # Find an evolution
    new_species = nil
    if new_species.nil? && $game_temp.party_levels_before_battle &&
       $game_temp.party_levels_before_battle[i] &&
       $game_temp.party_levels_before_battle[i] < pkmn.level
      new_species = pkmn.check_evolution_on_level_up
    end
    new_species = pkmn.check_evolution_after_battle(i) if new_species.nil?
    next if new_species.nil?
    # Evolve Pokémon if possible
    #evo = PokemonEvolutionScene.new
    #evo.pbStartScreen(pkmn, new_species)
    #evo.pbEvolution
    #evo.pbEndScreen
    pbSEPlay("Pkmn move learnt")
    pbMessage(_INTL("\\c[1]{1} can now evolve!", pkmn.name))
  end
end

#put here by Gardenette
def pbChangeExp(pkmn, new_exp, scene)
  new_exp = new_exp.clamp(0, pkmn.growth_rate.maximum_exp)
  if pkmn.exp == new_exp
    if scene.is_a?(PokemonPartyScreen)
      scene.pbDisplay(_INTL("{1}'s Exp. Points remained unchanged.", pkmn.name))
    else
      pbMessage(_INTL("{1}'s Exp. Points remained unchanged.", pkmn.name))
    end
    return
  end
  old_level           = pkmn.level
  old_total_hp        = pkmn.totalhp
  old_attack          = pkmn.attack
  old_defense         = pkmn.defense
  old_special_attack  = pkmn.spatk
  old_special_defense = pkmn.spdef
  old_speed           = pkmn.speed
  if pkmn.exp > new_exp   # Loses Exp
    difference = pkmn.exp - new_exp
    if scene.is_a?(PokemonPartyScreen)
      scene.pbDisplay(_INTL("{1} lost {2} Exp. Points!", pkmn.name, difference))
    else
      pbMessage(_INTL("{1} lost {2} Exp. Points!", pkmn.name, difference))
    end
    pkmn.exp = new_exp
    pkmn.calc_stats
    scene.pbRefresh
    return if pkmn.level == old_level
    # Level changed
    if scene.is_a?(PokemonPartyScreen)
      scene.pbDisplay(_INTL("{1} dropped to Lv. {2}!", pkmn.name, pkmn.level))
    else
      pbMessage(_INTL("{1} dropped to Lv. {2}!", pkmn.name, pkmn.level))
    end
    total_hp_diff        = pkmn.totalhp - old_total_hp
    attack_diff          = pkmn.attack - old_attack
    defense_diff         = pkmn.defense - old_defense
    special_attack_diff  = pkmn.spatk - old_special_attack
    special_defense_diff = pkmn.spdef - old_special_defense
    speed_diff           = pkmn.speed - old_speed
    pbTopRightWindow(_INTL("Max. HP<r>{1}\r\nAttack<r>{2}\r\nDefense<r>{3}\r\nSp. Atk<r>{4}\r\nSp. Def<r>{5}\r\nSpeed<r>{6}",
                           total_hp_diff, attack_diff, defense_diff, special_attack_diff, special_defense_diff, speed_diff), scene)
    pbTopRightWindow(_INTL("Max. HP<r>{1}\r\nAttack<r>{2}\r\nDefense<r>{3}\r\nSp. Atk<r>{4}\r\nSp. Def<r>{5}\r\nSpeed<r>{6}",
                           pkmn.totalhp, pkmn.attack, pkmn.defense, pkmn.spatk, pkmn.spdef, pkmn.speed), scene)
  else   # Gains Exp
    difference = new_exp - pkmn.exp
    if scene.is_a?(PokemonPartyScreen)
      scene.pbDisplay(_INTL("{1} gained {2} Exp. Points!", pkmn.name, difference))
    else
      pbMessage(_INTL("{1} gained {2} Exp. Points!", pkmn.name, difference))
    end
    pkmn.exp = new_exp
    pkmn.changeHappiness("vitamin")
    pkmn.calc_stats
    scene.pbRefresh
    return if pkmn.level == old_level
    # Level changed
    if scene.is_a?(PokemonPartyScreen)
      scene.pbDisplay(_INTL("{1} grew to Lv. {2}!", pkmn.name, pkmn.level))
    else
      pbMessage(_INTL("{1} grew to Lv. {2}!", pkmn.name, pkmn.level))
    end
    total_hp_diff        = pkmn.totalhp - old_total_hp
    attack_diff          = pkmn.attack - old_attack
    defense_diff         = pkmn.defense - old_defense
    special_attack_diff  = pkmn.spatk - old_special_attack
    special_defense_diff = pkmn.spdef - old_special_defense
    speed_diff           = pkmn.speed - old_speed
    pbTopRightWindow(_INTL("Max. HP<r>+{1}\r\nAttack<r>+{2}\r\nDefense<r>+{3}\r\nSp. Atk<r>+{4}\r\nSp. Def<r>+{5}\r\nSpeed<r>+{6}",
                           total_hp_diff, attack_diff, defense_diff, special_attack_diff, special_defense_diff, speed_diff), scene)
    pbTopRightWindow(_INTL("Max. HP<r>{1}\r\nAttack<r>{2}\r\nDefense<r>{3}\r\nSp. Atk<r>{4}\r\nSp. Def<r>{5}\r\nSpeed<r>{6}",
                           pkmn.totalhp, pkmn.attack, pkmn.defense, pkmn.spatk, pkmn.spdef, pkmn.speed), scene)
    # Learn new moves upon level up
    movelist = pkmn.getMoveList
    movelist.each do |i|
      next if i[0] <= old_level || i[0] > pkmn.level
      pbLearnMove(pkmn, i[1], true) { scene.pbUpdate }
    end
    # Check for evolution
    new_species = pkmn.check_evolution_on_level_up
    if new_species
      #pbFadeOutInWithMusic {
      #  evo = PokemonEvolutionScene.new
      #  evo.pbStartScreen(pkmn, new_species)
      #  evo.pbEvolution
      #  evo.pbEndScreen
      #  scene.pbRefresh if scene.is_a?(PokemonPartyScreen)
      #}
      pbSEPlay("Pkmn move learnt")
      pbMessage(_INTL("\\c[1]{1} can now evolve!", pkmn.name))
    end
  end
end

#put here by Gardenette - for evolving after trade
class PokemonTrade_Scene
  def pbEndScreen(need_fade_out = true)
    pbDisposeMessageWindow(@sprites["msgwindow"]) if @sprites["msgwindow"]
    pbFadeOutAndHide(@sprites) if need_fade_out
    pbDisposeSpriteHash(@sprites)
    @viewport.dispose
    newspecies = @pokemon2.check_evolution_on_trade(@pokemon)
    if newspecies
      #evo = PokemonEvolutionScene.new
      #evo.pbStartScreen(@pokemon2, newspecies)
      #evo.pbEvolution(false)
      #evo.pbEndScreen
      pbSEPlay("Pkmn move learnt")
      pbMessage(_INTL("\\c[1]{1} can now evolve!", @pokemon2.name))
    end
  end
end

ItemHandlers::UseOnPokemon.add(:RARECANDY, proc { |item, qty, pkmn, scene|
  if pkmn.shadowPokemon?
    scene.pbDisplay(_INTL("It won't have any effect."))
    next false
  end
  if pkmn.level >= GameData::GrowthRate.max_level
    new_species = pkmn.check_evolution_on_level_up_first_time
    if !Settings::RARE_CANDY_USABLE_AT_MAX_LEVEL || !new_species
      scene.pbDisplay(_INTL("It won't have any effect."))
      next false
    end
    # Check for evolution
    pbSEPlay("Pkmn move learnt")
    pbMessage(_INTL("\\c[1]{1} can now evolve!", pkmn.name))
    next true
  end
  # Level up
  pbChangeLevelNoAutoEvolve(pkmn, pkmn.level + qty, scene)
  scene.pbHardRefresh
  next true
})

#renamed by Gardenette so it does not conflict with Misc Bug Fixes from Hotfixes
def pbChangeLevelNoAutoEvolve(pkmn, new_level, scene)
  new_level = new_level.clamp(1, GameData::GrowthRate.max_level)
  if pkmn.level == new_level
    if scene.is_a?(PokemonPartyScreen)
      scene.pbDisplay(_INTL("{1}'s level remained unchanged.", pkmn.name))
    else
      pbMessage(_INTL("{1}'s level remained unchanged.", pkmn.name))
    end
    return
  end
  old_level           = pkmn.level
  old_total_hp        = pkmn.totalhp
  old_attack          = pkmn.attack
  old_defense         = pkmn.defense
  old_special_attack  = pkmn.spatk
  old_special_defense = pkmn.spdef
  old_speed           = pkmn.speed
  pkmn.level = new_level
  pkmn.calc_stats
  scene.pbRefresh
  if old_level > new_level
    if scene.is_a?(PokemonPartyScreen)
      scene.pbDisplay(_INTL("{1} dropped to Lv. {2}!", pkmn.name, pkmn.level))
    else
      pbMessage(_INTL("{1} dropped to Lv. {2}!", pkmn.name, pkmn.level))
    end
    total_hp_diff        = pkmn.totalhp - old_total_hp
    attack_diff          = pkmn.attack - old_attack
    defense_diff         = pkmn.defense - old_defense
    special_attack_diff  = pkmn.spatk - old_special_attack
    special_defense_diff = pkmn.spdef - old_special_defense
    speed_diff           = pkmn.speed - old_speed
    pbTopRightWindow(_INTL("Max. HP<r>{1}\r\nAttack<r>{2}\r\nDefense<r>{3}\r\nSp. Atk<r>{4}\r\nSp. Def<r>{5}\r\nSpeed<r>{6}",
                           total_hp_diff, attack_diff, defense_diff, special_attack_diff, special_defense_diff, speed_diff), scene)
    pbTopRightWindow(_INTL("Max. HP<r>{1}\r\nAttack<r>{2}\r\nDefense<r>{3}\r\nSp. Atk<r>{4}\r\nSp. Def<r>{5}\r\nSpeed<r>{6}",
                           pkmn.totalhp, pkmn.attack, pkmn.defense, pkmn.spatk, pkmn.spdef, pkmn.speed), scene)
  else
    pkmn.changeHappiness("vitamin")
    if scene.is_a?(PokemonPartyScreen)
      scene.pbDisplay(_INTL("{1} grew to Lv. {2}!", pkmn.name, pkmn.level))
    else
      pbMessage(_INTL("{1} grew to Lv. {2}!", pkmn.name, pkmn.level))
    end
    total_hp_diff        = pkmn.totalhp - old_total_hp
    attack_diff          = pkmn.attack - old_attack
    defense_diff         = pkmn.defense - old_defense
    special_attack_diff  = pkmn.spatk - old_special_attack
    special_defense_diff = pkmn.spdef - old_special_defense
    speed_diff           = pkmn.speed - old_speed
    pbTopRightWindow(_INTL("Max. HP<r>+{1}\r\nAttack<r>+{2}\r\nDefense<r>+{3}\r\nSp. Atk<r>+{4}\r\nSp. Def<r>+{5}\r\nSpeed<r>+{6}",
                           total_hp_diff, attack_diff, defense_diff, special_attack_diff, special_defense_diff, speed_diff), scene)
    pbTopRightWindow(_INTL("Max. HP<r>{1}\r\nAttack<r>{2}\r\nDefense<r>{3}\r\nSp. Atk<r>{4}\r\nSp. Def<r>{5}\r\nSpeed<r>{6}",
                           pkmn.totalhp, pkmn.attack, pkmn.defense, pkmn.spatk, pkmn.spdef, pkmn.speed), scene)
    # Learn new moves upon level up
    movelist = pkmn.getMoveList
    movelist.each do |i|
      next if i[0] <= old_level || i[0] > pkmn.level
      pbLearnMove(pkmn, i[1], true) { scene.pbUpdate }
    end
    # Check for evolution
    new_species = pkmn.check_evolution_on_level_up_first_time
    if new_species
      #msgWindow = pbCreateMessageWindow
    pbSEPlay("Pkmn move learnt")
      pbMessage(_INTL("\\c[1]{1} can now evolve!", pkmn.name))
      #pbDisposeMessageWindow(msgwindow)
      scene.pbRefresh if scene.is_a?(PokemonPartyScreen)
    end
  end
end
 
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