Cheat Mod Ren'Py Pokemon Academy Life Forever Cheat Injector [v1.43] [Sleepingkirby]

Muuffin

New Member
Jan 17, 2025
6
1
Ah. I gotcha.

Not too much of a loss, was just wondering if possible to lessen the grind to level up.

I've used save editor to increase the PP of the pokemon's abilities so they can be used more, but still takes a long time to level up each individually.
you get xp for certain types when you talk to someone and that scales with your relationship with them. why not increase the relationship for some people and then hang out to increase the xp? best done on a free weekend though so you can reset it to morning as needed.
 

Joker619

Newbie
Nov 4, 2020
82
84
Again, I'm not opposed to doing it. The question is how. It's always easy to say "I want X." But people never think about what it means to have X. Like let's say someone wants to give you a free car. Cool, right? Let's say they want to give you 2. Double cool since you can sell the second one. Let's say they want to give you 500 cars. How are you going to get them? Where are you going to park them? Do you personally need to transfer 500 car deeds? What about insurance? How are you going to find time to sell 500 cars? How are you going to find the people to sell it to? What are the tax implication of selling 500 cars?

The what is usually pretty easy. The how is usually not.

If there was a slider bar for pokemon EXP this would actually be pretty easy since you can control how much to give. With money it makes sense. Having more is better. With exp, not so much.

So yeah, think about it and get back to me.
Wondering if instead of looking at it as "increase to next level" rather maybe the option of increasing the EXP gained?

For example lets say standard is 10 XP per battle, then rather have the option to increase the amount gained by X amount?
 

Joker619

Newbie
Nov 4, 2020
82
84
you get xp for certain types when you talk to someone and that scales with your relationship with them. why not increase the relationship for some people and then hang out to increase the xp? best done on a free weekend though so you can reset it to morning as needed.
.... Gonna be completely honest and say I have not used this once yet. :ROFLMAO:

Will give it a gander and see how much gains can come with it. Thanks!
 

sleepingkirby

Active Member
Aug 8, 2017
902
1,406
Wondering if instead of looking at it as "increase to next level" rather maybe the option of increasing the EXP gained?

For example lets say standard is 10 XP per battle, then rather have the option to increase the amount gained by X amount?
That's actually a lot of code that can be broken later. Basically, it means that I'd have to look for every instance of a pokemon fight that gives EXP, search for not only the pokemon that's fought in the fight, but also which pokemon have previously fought in the battle, look up what their next level is, calculate that, then give that EXP to them. This would also prevent a pokemon from leveling multiple times in a fight. Like say if you have a level 2 pokemon in a level 40 fight.

The cheat injector is designed to do simple things. Simple code replacements like replacing a text with a textbutton. Replacing/rewriting mechanics will inevitably break if that code is ever changed/adjusted/etc. by the game makers.
 

Mayrun

Active Member
Feb 12, 2019
524
450
That's actually a lot of code that can be broken later. Basically, it means that I'd have to look for every instance of a pokemon fight that gives EXP, search for not only the pokemon that's fought in the fight, but also which pokemon have previously fought in the battle, look up what their next level is, calculate that, then give that EXP to them. This would also prevent a pokemon from leveling multiple times in a fight. Like say if you have a level 2 pokemon in a level 40 fight.

The cheat injector is designed to do simple things. Simple code replacements like replacing a text with a textbutton. Replacing/rewriting mechanics will inevitably break if that code is ever changed/adjusted/etc. by the game makers.
There's a mechanic in the game that gives extra xp when exiting an area with a win streak of up to 20, maybe something can be done with that, uncapping the streak perhaps?
 

sleepingkirby

Active Member
Aug 8, 2017
902
1,406
There's a mechanic in the game that gives extra xp when exiting an area with a win streak of up to 20, maybe something can be done with that, uncapping the streak perhaps?
I'm having trouble finding that line of code. Can you give me a message or a screen shot or something to where it happens so I can find it easier? (Remember, I don't play this game)
Nevermind. I think I found it:
game/misc/wildarea.rpy:114
Code:
                $ exptotal = math.floor(pow(expvalue, 3) / 25 * min(3, (1 + wildcount / 10)))
                narrator "You have won [wildcount] consecutive battles, so your party will gain [exptotal] experience each. (There are no bonuses after 20 consecutive battles.)"
The min() function will pick whichever number is smaller. So a min(3,5) will return 3. min(3,1) will return 1.
So if I replace that line with:
Code:
                $ exptotal = math.floor(pow(expvalue, 3) / 25 * (1 + wildcount / 10))
It would do what you're thinking of. That should be an easy thing to do.

What does everyone else think?
 
Last edited:
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sleepingkirby

Active Member
Aug 8, 2017
902
1,406
There's a mechanic in the game that gives extra xp when exiting an area with a win streak of up to 20, maybe something can be done with that, uncapping the streak perhaps?
Version 1.43 has been uploaded. Wild area consecutive exp limit has been removed. Make sure to reapply the cheat to a fresh copy of the game.
Screenshot_2025-01-22_20-40-16.png Screenshot_2025-01-22_20-40-53.png
 

Joker619

Newbie
Nov 4, 2020
82
84
I'm having trouble finding that line of code. Can you give me a message or a screen shot or something to where it happens so I can find it easier? (Remember, I don't play this game)
Nevermind. I think I found it:
game/misc/wildarea.rpy:114
Code:
                $ exptotal = math.floor(pow(expvalue, 3) / 25 * min(3, (1 + wildcount / 10)))
                narrator "You have won [wildcount] consecutive battles, so your party will gain [exptotal] experience each. (There are no bonuses after 20 consecutive battles.)"
The min() function will pick whichever number is smaller. So a min(3,5) will return 3. min(3,1) will return 1.
So if I replace that line with:
Code:
                $ exptotal = math.floor(pow(expvalue, 3) / 25 * (1 + wildcount / 10))
It would do what you're thinking of. That should be an easy thing to do.

What does everyone else think?
Sounds good
 

Mayrun

Active Member
Feb 12, 2019
524
450
Version 1.43 has been uploaded. Wild area consecutive exp limit has been removed. Make sure to reapply the cheat to a fresh copy of the game.
I've only tried it once, but I don't think its working, it said it was going to give 30 xp to all pokemon but it ended only giving 10, I'll give it another try later on the day and report back.
 

Muuffin

New Member
Jan 17, 2025
6
1
I've only tried it once, but I don't think its working, it said it was going to give 30 xp to all pokemon but it ended only giving 10, I'll give it another try later on the day and report back.
If im remembering right, XP gets lowered for mons higher than the recommended level for the area.
 

sleepingkirby

Active Member
Aug 8, 2017
902
1,406
I've only tried it once, but I don't think its working, it said it was going to give 30 xp to all pokemon but it ended only giving 10, I'll give it another try later on the day and report back.
Here's the code:
Code:
            if (wildcount != 0):
                $ expvalue = 5
                if (location == "alley"):
                    $ expvalue = 9
                elif (location == "seaport"):
                    $ expvalue = 12
                elif (location == "mountain"):
                    $ expvalue = 17
                $ exptotal = math.floor(pow(expvalue, 3) / 25 * (1 + wildcount / 10))
                narrator "You have won [wildcount] consecutive battles, so your party will gain [exptotal] experience each."
                if (GetHighestLevel() > AimLevel() + 3):
                    narrator "{color=#f00}Note:{/color} Pokémon that have significantly more experience than is expected right now may receive less."
 
            menu:
                "Yes, I'm sure.":
                    call clearscreens from _call_clearscreens_64
                    python:
                        activetreat = None
                        continualencounters = 0
                        if (wildcount != 0):
                            for mon in playerparty:
                                mon.GainExperience(exptotal)
Keep in mind, this is a modification to the consecutive battle bonus exp only. Not exp after defeating a pokemon. There are other factors too like exp scaling and level caps.
 
Last edited:

tacosnap123

Active Member
Mar 3, 2018
629
179
if anything i have no clue if the code does have evoultion implimented or not as with urm i can cheat alot of thigns already but the one thing i cant to well is mess with my starter and wild mons stats. pikachu and frenzy mons i can find which i can messs with some of there stats there levels and hp remain static but can be changed to heal in a fight. is possible i would like to buff there exp greatly so there about level 40 or so and can evo my classes are all at 50 min so its not a level cap issue but a grind issue
 

sleepingkirby

Active Member
Aug 8, 2017
902
1,406
if anything i have no clue if the code does have evoultion implimented or not as with urm i can cheat alot of thigns already but the one thing i cant to well is mess with my starter and wild mons stats. pikachu and frenzy mons i can find which i can messs with some of there stats there levels and hp remain static but can be changed to heal in a fight. is possible i would like to buff there exp greatly so there about level 40 or so and can evo my classes are all at 50 min so its not a level cap issue but a grind issue
I'm reading this as best I can. But between misspellings and grammar mistakes, I may not be correctly getting your meaning/intention. Feel free to correct me if I'm wrong.

There's really 2 things going on there. The first is
one thing i cant to well is mess with my starter and wild mons stats.
To mess with the pokemon's stats (and its EV's and IV's)
, that already exists in this cheat injector. Just keep in mind that stats are calculated from EV and IV values at level up. In other words, if you set attack on a pokemon to 9999, it'll stick until the next time it levels ups.

The second:
is possible i would like to buff there exp greatly so there about level 40 or so
Are you looking to ease the grind or straight up set the EXP value? If you're talking about easing the grind, please tell me how do you envision that. Remember that I prefer to set cheats so that it's a choice. I.E. if someone doesn't want to activate the cheat, the game plays as normal.

If you want to artificially set the exp value, how do you want to do that? There's a logistical problem (not a programming problem, not a game problem, but literally logistical problem) with the idea. I previously wrote about this here:

... it's hard to make sense in game. So I can change the text "EXP: #, To Next Level: X" to a button that you click on, but how useful is that? Does 1 click mean 5 exp? Does that mean at higher levels you'll need to click it 200 times? If I set it to 200 exp per click, does that mean the first 3~5 levels are skipped? Since that text is one long text, does that mean that if I set it to add exp, I can't set it to add levels?

Anyways, I'm not opposed to adding this, but I need to make sure it make sense. If you want it, please tell me what your ideas are for making it work with the game GUI.
Tell me what you're looking for for how to increase the EXP.


I should also note that there's been a rash of people (not with this cheat injector) that just goes "I want it." and I go "Okay. How?" And they just repeat themselves. If that the response I get, I literally won't do anything. Because if someone wants a cheat but won't even take the smallest responsibility for thinking about how to get it, there's no helping people like that.

With great power comes great responsibility.
 
Last edited:

tacosnap123

Active Member
Mar 3, 2018
629
179
I'm reading this as best I can. But between misspellings and grammar mistakes, I may not be correctly getting your meaning/intention. Feel free to correct me if I'm wrong.

There's really 2 things going on there. The first is

To mess with the pokemon's stats (and its EV's and IV's)
, that already exists in this cheat injector. Just keep in mind that stats are calculated from EV and IV values at level up. In other words, if you set attack on a pokemon to 9999, it'll stick until the next time it levels ups.

The second:

Are you looking to ease the grind or straight up set the EXP value? If you're talking about easing the grind, please tell me how do you envision that. Remember that I prefer to set cheats so that it's a choice. I.E. if someone doesn't want to activate the cheat, the game plays as normal.

If you want to artificially set the exp value, how do you want to do that? There's a logistical problem (not a programming problem, not a game problem, but literally logistical problem) with the idea. I previously wrote about this here:


Tell me what you're looking for for how to increase the EXP.


I should also note that there's been a rash of people (not with this cheat injector) that just goes "I want it." and I go "Okay. How?" And they just repeat themselves. If that the response I get, I literally won't do anything. Because if someone wants a cheat but won't even take the smallest responsibility for thinking about how to get it, there's no helping people like that.

With great power comes great responsibility.
for the first one i wanna set my starter and possible wild mon i catch to have perfect iv and evs in all stats/

for the second i think ease the grind and if anything a toggle able cheat item then when used can bost all exp gain by a set ammount untill turned off/
 

sleepingkirby

Active Member
Aug 8, 2017
902
1,406
for the first one i wanna set my starter and possible wild mon i catch to have perfect iv and evs in all stats/
Again, I write cheat injectors so that people have a choice. This would force everyone that applies to cheat injector to always have perfect EV and IV's all the time. Also, the cheat injector already can let you set a pokemon's EV/IV to perfect and beyond.


for the second i think ease the grind and if anything a toggle able cheat item then when used can bost all exp gain by a set ammount untill turned off/
That would require me to:
  1. Write a whole new item into the game
  2. Write a whole new mechanic into the game/rewrite how exp is handled in the game
  3. Write a way for the player to obtain such an item such as writing this brand new item into the shop
  4. A whole new global variable and hope it doesn't collide with future iterations of the game.
  5. A whole new interface to set that exp boost amount
    1. On that topic. We talking 2x? 3x? 500? 2x at the beginning will level a pokemon a every fight. At high levels, it'll barely be noticeable. A regular pokemon player, myself included, would know that from exp. share.
So yeah, you're essentially asking me to rewrite the game to suit your needs and hope it doesn't collide/break with future updates. Basically:

That's actually a lot of code that can be broken later. Basically, it means that I'd have to look for every instance of a pokemon fight that gives EXP...
The cheat injector is designed to do simple things. Simple code replacements like replacing a text with a textbutton. Replacing/rewriting mechanics will inevitably break if that code is ever changed/adjusted/etc. by the game makers.
This is why I posted quotes of conversations earlier in the post. Things like these were already talked about and rejected with good reasoning. You're not the only one that wanted this/had this idea and this is why the limiter on consecutive wild battles was removed. Please read the conversation starting here and on to catch up.
 

DumDum69420

Formerly 'DDD96024'
Jan 24, 2025
3
0
Again, I write cheat injectors so that people have a choice. This would force everyone that applies to cheat injector to always have perfect EV and IV's all the time. Also, the cheat injector already can let you set a pokemon's EV/IV to perfect and beyond.



That would require me to:
  1. Write a whole new item into the game
  2. Write a whole new mechanic into the game/rewrite how exp is handled in the game
  3. Write a way for the player to obtain such an item such as writing this brand new item into the shop
  4. A whole new global variable and hope it doesn't collide with future iterations of the game.
  5. A whole new interface to set that exp boost amount
    1. On that topic. We talking 2x? 3x? 500? 2x at the beginning will level a pokemon a every fight. At high levels, it'll barely be noticeable. A regular pokemon player, myself included, would know that from exp. share.
So yeah, you're essentially asking me to rewrite the game to suit your needs and hope it doesn't collide/break with future updates. Basically:




This is why I posted quotes of conversations earlier in the post. Things like these were already talked about and rejected with good reasoning. You're not the only one that wanted this/had this idea and this is why the limiter on consecutive wild battles was removed. Please read the conversation starting here and on to catch up.
Actually there is a item in the game called rare candy, i think you know what it is, although its not obtainable in the latest version of the game you can perhaps mod it to give the player whatever amount they want?
 

sleepingkirby

Active Member
Aug 8, 2017
902
1,406
Actually there is a item in the game called rare candy, i think you know what it is, although its not obtainable in the latest version of the game you can perhaps mod it to give the player whatever amount they want?
At that point, I might as well just make it so that you're able to change the pokemon's level. I wouldn't have to make a new menu. I wouldn't have to run a check on if the player has the item as not give them a duplicate. And the code I inject won't possibly collide with future games additions that reintroduces rare candies back in.
But people aren't asking for that.. They're looking for an exp boost.
 

DumDum69420

Formerly 'DDD96024'
Jan 24, 2025
3
0
At that point, I might as well just make it so that you're able to change the pokemon's level. I wouldn't have to make a new menu. I wouldn't have to run a check on if the player has the item as not give them a duplicate. And the code I inject won't possibly collide with future games additions that reintroduces rare candies back in.
But people aren't asking for that.. They're looking for an exp boost.
yea tbh it can be easily done by urm if people wanna do it. There is one thing i would like to request its not super importent or anything but do you think you can manipulate the shiny values in the game? maybe a 1/100 or smth?