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View IV/EV on Pokemon Summary
This tutorial was written by Obito at RHR. Please give credit.
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D

This is a screen from Obito! Don't use!

I mean i'm, MAK1N0 created this Tutorial with the Code from Obito.

However, this Tutorial will show how you can view the IV/EVs on the Summary.

PokemonSummary Script

Now open your Project in RPG Maker and press F11 or click on the Script Editor Icon.

Go to the Script "PokemonSummary" and copy (this is now Under the "tab" "PScreen_Summary" in what im assuming is newer pokemon Essentials*)

    def drawPageThree(pokemon)
    overlay=@sprites["overlay"].bitmap
    overlay.clear
    @sprites["background"].setBitmap("Graphics/Pictures/summary3")
    imagepos=[]
    if pbPokerus(pokemon)==1 || pokemon.hp==0 || @pokemon.status>0
      status=6 if pbPokerus(pokemon)==1
      status=@pokemon.status-1 if @pokemon.status>0
      status=5 if pokemon.hp==0
      imagepos.push(["Graphics/Pictures/statuses",124,100,0,16*status,44,16])
    end
    if pokemon.isShiny?
      imagepos.push([sprintf("Graphics/Pictures/shiny"),2,134,0,0,-1,-1])
    end
    if pbPokerus(pokemon)==2
      imagepos.push([sprintf("Graphics/Pictures/summaryPokerus"),176,100,0,0,-1,-1])
    end
    ballused=@pokemon.ballused ? @pokemon.ballused : 0
    ballimage=sprintf("Graphics/Pictures/summaryball%02d",@pokemon.ballused)
    imagepos.push([ballimage,14,60,0,0,-1,-1])
    pbDrawImagePositions(overlay,imagepos)
    base=Color.new(248,248,248)
    shadow=Color.new(104,104,104)
    statshadows=[]
    for i in 0...5; statshadows[i]=shadow; end
    if !(pokemon.isShadow? rescue false) || pokemon.heartStage<=3
      natup=(pokemon.nature/5).floor
      natdn=(pokemon.nature%5).floor
      statshadows[natup]=Color.new(136,96,72) if natup!=natdn
      statshadows[natdn]=Color.new(64,120,152) if natup!=natdn
    end
    pbSetSystemFont(overlay)
    abilityname=PBAbilities.getName(pokemon.ability)
    abilitydesc=pbGetMessage(MessageTypes::AbilityDescs,pokemon.ability)
    itemname=pokemon.item==0 ? _INTL("None") : PBItems.getName(pokemon.item)
    pokename=@pokemon.name
    if @pokemon.name.split().last=="♂" || @pokemon.name.split().last=="♀"
      pokename=@pokemon.name[0..-2]
    end
    textpos=[
       [_INTL("SKILLS"),26,16,0,base,shadow],
       [pokename,46,62,0,base,shadow],
       [_INTL("{1}",pokemon.level),46,92,0,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("Item"),16,320,0,base,shadow],
       [itemname,16,352,0,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("HP"),292,76,2,base,shadow],
       [_ISPRINTF("{1:3d}/{2:3d}",pokemon.hp,pokemon.totalhp),462,76,1,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("Attack"),248,120,0,base,statshadows[0]],
       [_ISPRINTF("{1:d}",pokemon.attack),456,120,1,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("Defense"),248,152,0,base,statshadows[1]],
       [_ISPRINTF("{1:d}",pokemon.defense),456,152,1,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("Sp. Atk"),248,184,0,base,statshadows[3]],
       [_ISPRINTF("{1:d}",pokemon.spatk),456,184,1,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("Sp. Def"),248,216,0,base,statshadows[4]],
       [_ISPRINTF("{1:d}",pokemon.spdef),456,216,1,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("Speed"),248,248,0,base,statshadows[2]],
       [_ISPRINTF("{1:d}",pokemon.speed),456,248,1,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("Ability"),224,284,0,base,shadow],
       [abilityname,362,284,0,Color.new(64,64,64),Color.new(176,176,176)],
    ]
    if pokemon.gender==0
      textpos.push([_INTL("♂"),178,62,0,Color.new(24,112,216),Color.new(136,168,208)])
    elsif pokemon.gender==1
      textpos.push([_INTL("♀"),178,62,0,Color.new(248,56,32),Color.new(224,152,144)])
    end
    pbDrawTextPositions(overlay,textpos)
    drawTextEx(overlay,224,316,282,2,abilitydesc,Color.new(64,64,64),Color.new(176,176,176))
    drawMarkings(overlay,15,291,72,20,pokemon.markings)
    if pokemon.hp>0
      hpcolors=[
         Color.new(24,192,32),Color.new(0,144,0),     # Green
         Color.new(248,184,0),Color.new(184,112,0),   # Orange
         Color.new(240,80,32),Color.new(168,48,56)    # Red
      ]
      hpzone=0
      hpzone=1 if pokemon.hp<=(@pokemon.totalhp/2).floor
      hpzone=2 if pokemon.hp<=(@pokemon.totalhp/4).floor
      overlay.fill_rect(360,110,pokemon.hp*96/pokemon.totalhp,2,hpcolors[hpzone*2+1])
      overlay.fill_rect(360,112,pokemon.hp*96/pokemon.totalhp,4,hpcolors[hpzone*2])
    end
  end

Then paste it under it (Sry for my english, im from Germany. I mean, paste this code under the line 531)

Then change text between the brackets

textpos=[

...

]

to

[_INTL("EV & IV"),84,4,0,base,shadow],
       [pokename,68,72,0,base,shadow],
       [_INTL("Lv. {1}",pokemon.level),42,104,0,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("Item"),6,417,0,base,shadow],
       [itemname,130,417,0,base,shadow],
       [_INTL("HP"),398,92,2,base,shadow],
       [_ISPRINTF("{1:3d}/{2:3d}",pokemon.ev[0],pokemon.iv[0]),562,90,1,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("Attack"),358,140,0,base,statshadows[0]],
       [_ISPRINTF("{1:3d}/{2:3d}",pokemon.ev[1],pokemon.iv[1]),560,140,1,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("Defense"),358,172,0,base,statshadows[1]],
       [_ISPRINTF("{1:3d}/{2:3d}",pokemon.ev[2],pokemon.iv[2]),560,172,1,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("Sp. Atk."),358,204,0,base,statshadows[3]],
       [_ISPRINTF("{1:3d}/{2:3d}",pokemon.ev[4],pokemon.iv[4]),560,204,1,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("Sp. Def."),358,236,0,base,statshadows[4]],
       [_ISPRINTF("{1:3d}/{2:3d}",pokemon.ev[5],pokemon.iv[5]),560,236,1,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("Speed"),358,268,0,base,statshadows[2]],
       [_ISPRINTF("{1:3d}/{2:3d}",pokemon.ev[3],pokemon.iv[3]),560,268,1,Color.new(64,64,64),Color.new(176,176,176)],
       [_INTL("Ability"),312,314,0,base,shadow],
       [abilityname,418,314,0,Color.new(64,64,64),Color.new(176,176,176)],

(you can change the colors if you like it)

Now change

def drawPageThree(pokemon)

of the Script you inserted to

def drawPageFour (pokemon)


Rename

def drawPageFour (pokemon)

(NOT this you are inserted)

to

def drawPageFive (pokemon)


and rename

def drawPageFive (pokemon)

to

def drawPageSix (pokemon)


Now search for (possibly around 918 )

elsif @page==3
          pbMoveSelection
          dorefresh=true
          drawPageFour(@pokemon)

and change the 3 to 4 and "drawPageFour" to "drawPageFive".


Now search for (line 970)

case @page


and write under

when 4

  drawPageFive (@pokemon)

this:

when 5

  drawPageSix (@pokemon)


Finally, search for 948-968

@page=0 if @page<0
        @page=4 if @page>4

This Code exists 2 Times in the Script.

Set 2 Times on "4" "5" Like this: (this may vary but some, guessing newer scripts come with different ".egg" i.e "isEgg" so be warey in this part and possibly only change the bits that need to be changed)

Old:

      if Input.trigger?(Input::LEFT) && !@pokemon.egg?
        oldpage=@page
        @page-=1
        @page=0 if @page<0
        @page=4 if @page>4
        dorefresh=true
        if @page!=oldpage # Move to next page
          pbPlayCursorSE()
          dorefresh=true
        end
      end
      if Input.trigger?(Input::RIGHT) && !@pokemon.egg?
        oldpage=@page
        @page+=1
        @page=0 if @page<0
        @page=4 if @page>4
        if @page!=oldpage # Move to next page
          pbPlayCursorSE()
          dorefresh=true
        end
      end


New:

      if Input.trigger?(Input::LEFT) && !@pokemon.egg?
        oldpage=@page
        @page-=1
        @page=0 if @page<0
        @page=5 if @page>5
        dorefresh=true
        if @page!=oldpage # Move to next page
          pbPlayCursorSE()
          dorefresh=true
        end
      end
      if Input.trigger?(Input::RIGHT) && !@pokemon.egg?
        oldpage=@page
        @page+=1
        @page=0 if @page<0
        @page=5 if @page>5
        if @page!=oldpage # Move to next page
          pbPlayCursorSE()
          dorefresh=true
        end
      end


And you are done.

PS:

You must put a Graphic for the IV/EV screen. Put the Path in the

@sprites["background"].setBitmap("Graphics/Pictures/xxx.png")

Line in the Code of the IV/EV Screen.

(i don't know why but im assuming its from his own projects cause the in game interface has all the text down the the right a little bit and since it took me a wile (smuggy69) to fix it all up to were the default says it should all be I decided I would just post the code with all the fixes here) ( sorry its all in separate boxes, if you know how to fix it feel free to do so)

[_INTL("EV & IV"),26,16,0,base,shadow],
[pokename,46,62,0,base,shadow],
[_INTL("{1}",pokemon.level),46,92,0,Color.new(64,64,64),Color.new(176,176,176)],
[_INTL("Item"),16,320,0,base,shadow],
[itemname,16,350,0,base,shadow],
[_INTL("HP"),292,76,2,base,shadow],
[_ISPRINTF("{1:3d}/{2:3d}",pokemon.ev[0],pokemon.iv[0]),462,76,1,Color.new(64,64,64),Color.new(176,176,176)],[_INTL("Attack"),248,120,0,base,statshadows[0]],
[_ISPRINTF("{1:3d}/{2:3d}",pokemon.ev[1],pokemon.iv[1]),456,120,1,Color.new(64,64,64),Color.new(176,176,176)],[_INTL("Defense"),248,152,0,base,statshadows[1]],
[_ISPRINTF("{1:3d}/{2:3d}",pokemon.ev[2],pokemon.iv[2]),456,152,1,Color.new(64,64,64),Color.new(176,176,176)],[_INTL("Sp. Atk."),248,184,0,base,statshadows[3]],
[_ISPRINTF("{1:3d}/{2:3d}",pokemon.ev[4],pokemon.iv[4]),456,184,1,Color.new(64,64,64),Color.new(176,176,176)],[_INTL("Sp. Def."),248,216,0,base,statshadows[4]],
[_ISPRINTF("{1:3d}/{2:3d}",pokemon.ev[5],pokemon.iv[5]),456,216,1,Color.new(64,64,64),Color.new(176,176,176)],[_INTL("Speed"),248,248,0,base,statshadows[2]],
[_ISPRINTF("{1:3d}/{2:3d}",pokemon.ev[3],pokemon.iv[3]),456,248,1,Color.new(64,64,64),Color.new(176,176,176)][_INTL("Ability"),224,284,0,base,shadow],
[abilityname,362,284,0,Color.new(64,64,64),Color.new(176,176,176)],

]


Give Credits to Obito!

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