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Resource Automatic Level Scaling 1.6.3

Just a suggestion... Might want to think about ignoring too low leveled Pokemon. I added it on my end because without it, I could break the game. (I.E. at level 30-40, hatching a level 5 egg drop the average level significantly. Get a couple eggs and you can steamroll the game) Think I changed it to ignore eggs and ignore Pokemon that are outside 4 levels of the average range. That way the Pokemon are always close to the players level.
Awesome plugin, though. Definitely seems necessary for "open world" type games where there's not a set route.
 
Hello, love the Plugin i just have a question. Is it possible to disable the automatic evolutions for wild pokemon only? i want their level to be scaled but i dont want them to evolve automatic, i want it on trainers enabled tho. thank you
 
In the plugin there is a script that activates on wild battles to update the level (and thus also the evolution). You can add a line there that sets the temporary rule to disable automatic evolution.
 
Thanks for the Reply, its my first time using Pokemon Essentials and i sadly have no idea where i would have to add that and what to add exactly.
 
In 004_Event_Handlers (inside the plugin folder), it should look something like this:

Ruby:
Expand Collapse Copy
# Activates script when a wild pokemon is created
EventHandlers.add(:on_wild_pokemon_created, :automatic_level_scaling,
  proc { |pokemon|
    id = pbGet(LevelScalingSettings::WILD_VARIABLE)
    next if id == 0
    AutomaticLevelScaling.setTemporarySetting("automaticEvolutions", false)
    AutomaticLevelScaling.difficulty = id
    AutomaticLevelScaling.setNewLevel(pokemon)
  }
)

I only added the "AutomaticLevelScaling.setTemporarySetting("automaticEvolutions", false)" line on an unmodified version of the v1.5.1 file (an outdated one), so check for the rest to see where you have to add it if you happen to have more things added in it. It should be the first bit of code in the file if you didn't add anything.
 
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