- For giving, taking, counting and choosing Pokémon, see Manipulating Pokémon.
This page describes how to edit the attributes of a Pokémon, such as its gender, owner or ribbons.
Deciding which Pokémon to edit
The first step is to find the Pokémon to edit. This can be done a variety of different ways depending on the circumstances. For example:
pkmn = $Trainer.party pkmn = $Trainer.first_able_pokemon pkmn = $Trainer.last_pokemon pkmn = pbGetPokemon(1)
These will all return a Pokémon (if possible) and call it "
pkmn". This page assumes that the Pokémon being edited is referred to as "
Attributes that can be edited
||To set the Pokémon's ability to one that is defined as available to its species, set its ability index to the appropriate number. 0 is the first regular ability, 1 is the second regular ability, and 2+ are hidden abilities. Use |
To set the Pokémon's ability to any existing ability at all, simply set its ability. Note that this only applies until the Pokémon's species or form changes, so this usually shouldn't be used. Set the ability to
||Sets the Pokémon's contest stats. Each stat should be a number between 0 and 255 inclusive.
Note that these properties are currently unused (except beauty for Feebas' evolution).
||Sets the Pokémon's EVs for a given stat. Each stat should be a number between 0 and 252 inclusive. The possible stats (as mentioned in the square brackets) are as follows:
||Sets the Pokémon's Experience Points. You will usually want to add/subtract amounts from this, rather than setting it to a specific new value.|
||Registers a move as being a first-known move for the Pokémon (which it can relearn via the Move Relearner). The second option takes all moves currently known by the Pokémon and registers those as its first-known moves (all other first-known moves are cleared). The last option will clear a particular move from the Pokémon's list of first-known moves (it does nothing if it wasn't a first-known move).|
||Sets the Pokémon's form. 0 is the default form as defined in the PBS file "pokemon.txt".
Some Pokémon species determine their form automatically depending on various factors. Their form cannot be manually changed this way, as they will immediately change back. You can alter the code responsible for this to not recalculate if the form is currently a particular number(s), allowing you to set the Pokémon's form to that number(s) this way.
Setting a Pokémon's form will also recalculate its stats and mark it as seen in the Pokédex. It will also trigger any changes that happen when the Pokémon changes form, such as try to learn a form-specific move for Rotom.
||Sets the Pokémon which is fused with this Pokémon. |
||Sets the Pokémon's gender to male or female. This cannot make a Pokémon a gender it cannot be. Use |
You will also need to record the new gender as seen, so that it will show up in the Pokédex. To do this, use
||Sets the Pokémon's happiness. This should be a number between 0 and 255 inclusive.
The second line of code will change the Pokémon's happiness as it would change if triggered by a particular event. This takes into account modifiers such as the Soothe Bell and Luxury Ball. The possible events are:
||Sets the map in which the Pokémon hatched from an egg. Is used only if the Pokémon's obtain method is "egg received".|
||Sets the time at which the Pokémon hatched from an egg. Can only be set if the Pokémon's obtain method is "egg received", and is only used in that case.|
||Sets the Pokémon's held item. Use |
If the item is a mail item, then
If the item is a mail item which shows Pokémon on it, then this should instead be:
||Sets the Pokémon's current HP. The second option fully restores the Pokémon's HP. The last option will fully restore the Pokémon's HP, cure its status problem, and restore all its moves' PP to full.|
||Sets the Pokémon's IVs for a given stat. Each stat should be a number between 0 and 31 inclusive. The possible stats (as mentioned in the square brackets) are as follows:
||Sets the Pokémon's current level.
What it actually does is change the Pokémon's "
||Sets which markings the Pokémon has. Each marking has a value, and the Pokémon will have the markings whose values add up to the number set. The six markings are in order:
For example, if this number is 5, the values that make 5 are 1 (circle) and 4 (square), so the Pokémon will have those two markings.
||The first option teaches a move to the Pokémon. This can teach any move, and will do so without informing the player. If the Pokémon already knows a full set of moves, the first move will be forgotten, the others bumped up and the new move added to the end.
The second option deletes a move from the Pokémon, if it knows it. Again, this will happen without informing the player. Note that this is able to make a Pokémon forget its last move.
The third option resets the Pokémon's moveset to what a wild Pokémon of that species/level/form would know. This can be useful when changing a Pokémon's level/form.
||Sets the Pokémon's nature. Use |
||Sets the Pokémon's nickname to a given phrase. Use |
To let the player choose their own name, simply call
||Sets which Level the Pokémon was at when it was obtained.|
||Sets the map in which the Pokémon was obtained.|
||Sets the method by which the Pokémon was obtained. The number is either |
||Sets the phrase to use, instead of the obtain map's name, as the place where the Pokémon was obtained. Use |
||Sets the gender of the Pokémon's original owner. The number is either |
|Owner's ID number||
||Sets the ID number of the Pokémon's original owner. The first option sets it to the player's ID number, and the second option sets it to a random other ID number.
This and the original owner's name determine whether the Pokémon originally belonged to the player or not.
||Sets the language of the Pokémon's original owner. Is one of the following:
||Sets the name of the Pokémon's original owner.
This and the original owner's ID number determine whether the Pokémon originally belonged to the player or not.
||Sets the Pokémon's personal ID. The example will randomise the Pokémon's personal ID, although it can also be set to any value between 0 and 4,294,967,295 inclusive.
Note that the Pokémon's gender, nature, ability and shininess all depend on the value of the personal ID by default. Spinda's spot locations and the evolution methods "Silcoon" and "Cascoon" also depend on it.
||Sets the type of Poké Ball the Pokémon is contained in. This is the ID of a Poké Ball item.|
||Gives the Pokémon Pokérus. The parameter is optional, and is the strain of Pokérus to give (between 1 and 15 inclusive; the strain is randomly chosen if not given). The strain number determines how many days the Pokémon will be infected for before becoming immune.
||Gives the Pokémon the specified ribbon (or removes it).
There are a few other methods dealing with ribbons:
||Makes the Pokémon a Shadow Pokémon. It is not so easy to turn a Shadow Pokémon into a regular Pokémon, though.
||Makes the Pokémon shiny, or not. Use |
||Sets the Pokémon's species. This will also recalculate the Pokémon's level, ability and stats.|
||Sets the Pokémon's status. The possible statuses are:
If putting the Pokémon to sleep, then
|Steps to hatch||
||Sets the number of steps required for the Pokémon egg to hatch. If this is 0, |
||Sets the time when the Pokémon was obtained.|
What can't be changed
There are some attributes of a Pokémon that cannot be changed directly. These are:
- Type 1
- Type 2
- Maximum HP
- Special Attack
- Special Defense
- EV yield
The last part of editing a Pokémon
Once a Pokémon's attributes have been edited, its stats may need to be recalculated. This is done by the following line of code:
To be safe, you should always include this line after all other edits.