Pokemon Generation
Pokemon are complex creatures. There are dozens of ways in which they can be customised and configured for battling or spawning.
Pokemon can be generated through the use of generation strings, which are a series of options separated by semicolons.
For instance,
00bxxu0w,level 25;male would generate a Male, Level 25, Pikachu belonging to the the region, Nintendo. If given to the &battle trigger, a battle with this wild Pokemon would be initiated. If given to the &mon trigger, the Pokemon would be given directly to the player.
Pokemon Identification The first option in the generation string should be an identification string. This string identifies the exact Pokemon, stored in one/multiple dexes on Pokengine.
Unique Identifier
Set the Pokemon’s unique identifier. This is found on their dex page.
Dynamic Levelling
Allows the Pokemon's level to scale using dynamic levelling.
Level
Set the Pokemon’s level. Can be a single number, multiple comma-separated values, or a range of values. Use same if initiating a trade and you want the new Pokemon to be the same level as the traded Pokemon.
Nickname
Set the Pokemon’s nickname.
Genders
Set the Pokemon's gender to Male.
Set the Pokemon's gender to Female.
Status Effects
Set the Pokemon’s status. A Pokemon's status is determined by stating the affliction, after the word 'status'.
status asleep
q asleep
status poisoned
q poisoned
status burned
q burned
status badly poisoned
q badly poisoned
status paralysed
q paralyzed
Frozen, Asleep, Poisoned, Burned, Badly Poisoned, Paralyzed.
Current HP
Set the Pokemon's current HP value. This is not Max HP or the HP stat.
Pokemon Ability
Set the Pokemon's Ability Slot. Omit code, for a random ability from the Pokemon's dex page.
Available Options-
Omitted | A non-hidden ability will be assigned randomly based on the Pokemon's dex information.
-
1 | This will Pokemon will have the ability designated on their dex page as Ability 1.
-
2 | This will Pokemon will have the ability designated on their dex page as Ability 2.
-
HA | This will Pokemon will have the ability designated on their dex page as Hidden Ability.
Pokemon Nature
Set the Pokemon's Nature to one of twenty four possible options. Omit the code, for a random nature.
Available Options| Nature | ID | Stat Increase | Stat Decrease |
|---|---|---|---|
| Random | 0 | N/A | N/A |
| Hardy | 1 | Atk | Atk |
| Lonely | 2 | Atk | Def |
| Brave | 3 | Atk | Spd |
| Adamant | 4 | Atk | Sp.Atk |
| Naughty | 5 | Atk | Sp.Def |
| Bold | 6 | Def | Atk |
| Docile | 7 | Def | Def |
| Relaxed | 8 | Def | Spd |
| Impish | 9 | Def | Sp.Atk |
| Lax | 10 | Def | Sp.Def |
| Timid | 11 | Spd | Atk |
| Hasty | 12 | Spd | Def |
| Serious | 13 | Spd | Spd |
| Jolly | 14 | Spd | Sp.Atk |
| Naive | 15 | Spd | Sp.Def |
| Modest | 16 | Sp.Atk | Atk |
| Mild | 17 | Sp.Def | Def |
| Quiet | 18 | Spd | Spd |
| Bashful | 19 | Sp.Atk | Sp.Atk |
| Rash | 20 | Sp.Def | Sp.Def |
| Calm | 21 | Sp.Def | Atk |
| Gentle | 22 | Sp.Def | Def |
| Sassy | 23 | Sp.Def | Spd |
| Careful | 24 | Sp.Def | Sp.Atk |
| Quirky | 25 | Sp.Def | Sp.Def |
Pokemon Moves
Set the Pokemon's moveset by referencing the move id.
moves 077lfqoy (This would place Absorb in Move Slot 1)
o 077lfqoy (This would place Absorb in Move Slot 1)
Pokemon Held Item
Set the Pokemon’s held item, through referencing the Item Id.
item 06a1u97i (This would give the Pokemon a potion.)
b 06a1u97i (This would give the Pokemon a potion.)
Pokemon Happiness/Friendship Value
Set the Pokemon’s happiness/friendship value. Should be between 0 and 255, inclusive.
happiness 120 (This would set the happiness/friendship value at 120)
friendship 120 (This would set the happiness/friendship value at 120)
w 120 (This would set the happiness/friendship value at 120)
Pokemon Eggs
Set the Pokemon as an egg with the given number of steps required to hatch. Each egg cycle, corresponds to 255 steps.
egg 255 (This Pokemon will be generated as an egg and require 255 steps to hatch.)
y 255 (This Pokemon will be generated as an egg and require 255 steps to hatch.)
Pokemon Individual Values (IVs)
Set the Pokemon’s IV Values, for each one of its six stats.
ivs 31,0,31,31,31,31 (This would give the Pokemon, 31 IVs in its HP, Def, Sp.Atk, Sp.Def and Spd stats.)
i 31,0,31,31,31,31 (This would give the Pokemon, 31 IVs in its HP, Def, Sp.Atk, Sp.Def and Spd stats.)
Pokemon Effort Values (EVs)
Set the Pokemon’s EV Values. Each Pokemon is limited to 508 effort points in total. 252 are required to maximise a stat.
evs 252,0,0,0,4,252 (This would give the Pokemon, 252 EVs in its HP and Spd stats, as well as the four remaning in Sp.Def)
e 252,0,0,0,4,252 (This would give the Pokemon, 252 EVs in its HP and Spd stats, as well as the four remaning in Sp.Def)
Shiny Pokemon
Set the Pokemon as shiny or not. Use ? for a random chance of shiny. Use no or 0 for shiny locked.
Available Options| Value | Function |
|---|---|
| 0/No | The Pokemon is Shiny Locked. |
| 1 | The Pokemon is now a Shiny Pokemon. |
| 2 | The Pokemon is now a Golden Shiny Pokemon. |
| ? | The Pokemon has a random chance of being a Shiny Pokemon. |
Pokemon Caught Data
Set the Pokemon's caught data. Caught strings are a comma-separated format with key-value pairs.
Syntax
Format
The caught string is a comma-separated list of key-value pairs in the format key:value. Multiple fields are joined with commas.
Example:
Code Limiters
@:time - Set the timestamp when caught (Unix timestamp)
p:player_id - Set the player ID who caught/owns the Pokemon (OT - Original Trainer)
i:item_id - Set the Poke Ball the Pokemon was caught in
m:map_id - Set the map where the Pokemon was caught
l:level - Set what level the Pokemon was caught at
t:type - Set the catch type (0 = caught, 1 = hatched, etc.)
Notes
- Fields are optional and only included if they have a value
- Fields are comma-separated (
,) - Order doesn't matter, but typically appears as: time, player, ball, map, level, type
Can Mega Evolve
Sets whether or not the Pokemon has ever Mega Evolved. Mega Evolution normally requires a happiness of at least 200 (in addition to the trainer having a Key Stone and the Pokemon holding a Mega Stone). If the Pokemon has this flag set, they will bypass the happiness check. This is useful if the Pokemon's happiness ever drops below 200 after it has Mega Evolved once. This flag is reset on trade since the new Trainer will need to bond with the Pokemon to Mega Evolve it.
Syntax
wherevalue is 0 (does not bypass happiness check) or 1 (bypasses happiness check).
Sketch Used
Sets the slot of a Sketched move. This will block Sketch from being relearned unless it is the only move the Pokemon can learn (like Smeargle).
Syntax
whereslot is the slot of the Sketched move or -1 if Sketch has never been used.