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No, you just need to add the same two lines and leave the rest as is, like this:
# Set map level when player enters a map
EventHandlers.add(:on_enter_map, :define_map_level,
proc { |old_map_id|
next if !AutomaticLevelScaling.settings[:use_map_level_for_wild_pokemon]
next if...
Yes! The easiest way to implement this feature is by modifying the first EventHandlers in 004_Event_Handlers.rb, like this:
EventHandlers.add(:on_wild_pokemon_created, :automatic_level_scaling,
proc { |pokemon|
id = pbGet(LevelScalingSettings::WILD_VARIABLE)
next if id == 0...
I tested this setting, and it seems to be working as expected. Your setup seems to be correct, though. Since you made some custom changes to the script, there might be something unexpected that's causing this bug. I suggest debugging and printing every step to see what might be happening. Also...
One problem I see is that you enabled both ONLY_SCALE_IF_HIGHER and ONLY_SCALE_IF_LOWER. The idea behind ONLY_SCALE_IF_HIGHER is to only activate level scaling if the player level is higher than the opponents, so, the PBS level is the minimum level possible. And ONLY_SCALE_IF_LOWER is the...
I think you should consider using both this plugin and a level caps plugin, because some other rom hacks and fan games do it this way (usually those that are more battle-focused), so players are already familiar with the system. But if you only want to lock the opponents' levels, I'll give you...
Previously, if the difficulty level was set and no battle happened before the player entered the first map with wild encounters, the default difficulty setting would be applied to scale the map level, instead of the selected one.
Oh, this is the argument formatting for AutomaticLevelScaling.setTemporarySetting, try using AutomaticLevelScaling.setTemporarySetting("updateMoves", false) (on camelCase) or AutomaticLevelScaling.setSettings(update_moves: false).
If you set the variables that control the difficulty back to 0, you'll disable level scaling. Just make sure to save these values to another variable beforehand so that you can set them back whenever you want. In trainer battles, you'll usually do this in the same event, with the battle command...
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).