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- #In Battle_ExpAndMoveLearning, find this line:
- moveList.each { |m| pbLearnMove(idxParty,m[1]) if m[0]==curLevel }
- #Right after that (NOT after the ends!), paste this:
- newspecies=pkmn.check_evolution_on_level_up
- old_item=pkmn.item
- if newspecies
- pbFadeOutInWithMusic(99999){
- evo=PokemonEvolutionScene.new
- evo.pbStartScreen(pkmn,newspecies)
- evo.pbEvolution
- evo.pbEndScreen
- if battler
- @scene.pbChangePokemon(@battlers[battler.index],@battlers[battler.index].pokemon)
- battler.name=pkmn.name
- end
- }
- if battler
- pkmn.moves.each_with_index do |m,i|
- battler.moves[i] = Battle::Move.from_pokemon_move(self,m)
- end
- battler.pbCheckFormOnMovesetChange
- if pkmn.item!=old_item
- battler.item=pkmn.item
- battler.setInitialItem(pkmn.item)
- battler.setRecycleItem(pkmn.item)
- end
- end
- end
- #For versions prior to v20, change this line -
- battler.moves[i] = Battle::Move.from_pokemon_move(self,m)
- #to
- battler.moves[i] = PokeBattle_Move.from_pokemon_move(self,m)
- #If you're using v19, remember that v19 had a bug during evolution- make sure you've either downloaded the hotfixes or are working with a newer version.
- #If you're on v18/v18.1, then you'll need to change the first two lines from:
- newspecies=pkmn.check_evolution_on_level_up
- if newspecies
- #to
- newspecies=pbCheckEvolution(pkmn)
- if newspecies>0
- #Finally, to fix a map's BGM not resuming after battle, go to PokeBattle_Scene and find this section:
- def pbEndBattle(_result)
- @abortable = false
- pbShowWindow(BLANK)
- # Fade out all sprites
- pbBGMFade(1.0)
- pbFadeOutAndHide(@sprites)
- pbDisposeSprites
- end
- #Add $game_map.autoplay in, like so-
- def pbEndBattle(_result)
- @abortable = false
- pbShowWindow(BLANK)
- # Fade out all sprites
- pbBGMFade(1.0)
- pbFadeOutAndHide(@sprites)
- pbDisposeSprites
- $game_map.autoplay
- end
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