How to have the game check whether a wild pokemon is shiny?

kelsey

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Apologies if this is in essentials wiki somewhere but I looked and couldn't find anything. Basically what I want is to have an event pokemon which is subject to the in-game set rate of shiny chance, and if it IS shiny, have the event overworld be a shiny pokemon, and if not, have it be of the regular form. So I think I need a conditional branch in the event to check whether the pokemon is shiny and then if so have it display the correct overworld, but I'm not sure what that script section of the conditional branch should look like. Can anyone help me out?

Also let me know if this isn't clear enough. I can try to rephrase the question if need be
 

Keileon

Sardonyx's Kyuubi
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Do you mean a static encounter with a Pokemon that can be shiny? Because if so, unfortunately I don't think it's possible to check, as whether it's shiny or not is set when the battle begins. This means that the game wouldn't have a chance to change the overworld, because it doesn't run shiny odds until you start the encounter.
 

chikorita

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If it is a static encounter.
As soon as the player enter the map, use the choose variable from random (whatever your shiny rate is) and generate the pokémon accordingly.
 

Mr. Gela

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Well, you'd have to FORCE the Pokémon to be shiny BEFORE you enter the map. What I'd do is the following:
* Randomize whether the encounters should be shiny before you enter the room (such as in the Warp command): You could do this very early, such as before naming the player character, even, but doing so RIGHT before you enter the map allows the player to "soft-reset", doesn't it?
* If the Pokémon is meant to be shiny, turn a switch on ("shiny_switch").
* In the actual map, run a parallel process, checking if the switch before (shiny_switch) is on, and if it is, change the Event graphics into the shiny version.
* In the actual event that starts the battle, check if shiny_switch is on, and if it is, turn Essentials' "force shiny" switch, which will make the encounter a shiny Pokémon.

Did this really quick as a quick example. Let me know if there's something you don't understand or how to fit into your own events: (is imgur down? dangit!) https://postimg.cc/gallery/2k85sd67i/
 

kelsey

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Do you mean a static encounter with a Pokemon that can be shiny? Because if so, unfortunately I don't think it's possible to check, as whether it's shiny or not is set when the battle begins. This means that the game wouldn't have a chance to change the overworld, because it doesn't run shiny odds until you start the encounter.
thanks- I think that's specifically what I wanted it to do... I'll have to figure out a work around then
 

kelsey

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Well, you'd have to FORCE the Pokémon to be shiny BEFORE you enter the map. What I'd do is the following:
* Randomize whether the encounters should be shiny before you enter the room (such as in the Warp command): You could do this very early, such as before naming the player character, even, but doing so RIGHT before you enter the map allows the player to "soft-reset", doesn't it?
* If the Pokémon is meant to be shiny, turn a switch on ("shiny_switch").
* In the actual map, run a parallel process, checking if the switch before (shiny_switch) is on, and if it is, change the Event graphics into the shiny version.
* In the actual event that starts the battle, check if shiny_switch is on, and if it is, turn Essentials' "force shiny" switch, which will make the encounter a shiny Pokémon.

Did this really quick as a quick example. Let me know if there's something you don't understand or how to fit into your own events: (is imgur down? dangit!) https://postimg.cc/gallery/2k85sd67i/
Thanks for the help- what I was actually getting at was addressed by Keileon- wherein I have several static events and which change each time you enter the map and which have overworld images which I wanted to reflect shininess if the pokemon in the event was going to randomly be shiny. I wanted it to be randomly set, rather than intentionally set beforehand. Sorry if the concept is confusing and I'm not explaining it clearly, but either way Keileon answered it for me by explaining that shiny odds don't run until after the encounter starts
 

kelsey

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If it is a static encounter.
As soon as the player enter the map, use the choose variable from random (whatever your shiny rate is) and generate the pokémon accordingly.
and for the record, in case anyone else wants to know how I resolved the issue---- this is basically what I did (suggestion by chikorita) as my work around, but since my maps are "open world" style, I had the choose variables in the specific static encounters themselves
 
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