At level 100, Pokémon can't usefully gain experience. But until Gen 5, they did so anyway, taking a share from other battle participants who would actually benefit (and wasting time with messages about their gains). This tutorial shows how to disable experience gain at level 100. It does *not* affect stat experience (the Gen 1 and 2 precursor to EVs), so you can still use the [box trick](https://bulbapedia.bulbagarden.net/wiki/Box_trick) to raise stats at level 100. Anyway, just edit one file, [engine/battle/core.asm](../blob/master/engine/battle/core.asm): ```diff GiveExperiencePoints: ; Give experience. ; Don't give experience if linked or in the Battle Tower. ld a, [wLinkMode] and a ret nz ld a, [wInBattleTowerBattle] bit 0, a ret nz call .EvenlyDivideExpAmongParticipants xor a ld [wCurPartyMon], a ld bc, wPartyMon1Species .loop ld hl, MON_HP add hl, bc ld a, [hli] or [hl] jp z, .skip_stats ; fainted ... .stat_exp_awarded inc de inc de dec c jr nz, .stat_exp_loop + pop bc + ld hl, MON_LEVEL + add hl, bc + ld a, [hl] + cp MAX_LEVEL + jp nc, .next_mon + push bc xor a ldh [hMultiplicand + 0], a ldh [hMultiplicand + 1], a ld a, [wEnemyMonBaseExp] ldh [hMultiplicand + 2], a ld a, [wEnemyMonLevel] ldh [hMultiplier], a call Multiply ld a, 7 ldh [hDivisor], a ld b, 4 call Divide ... .next_mon ld a, [wPartyCount] ld b, a ld a, [wCurPartyMon] inc a cp b jr z, .done ld [wCurPartyMon], a ld a, MON_SPECIES call GetPartyParamLocation ld b, h ld c, l jp .loop .done jp ResetBattleParticipants .EvenlyDivideExpAmongParticipants: ; count number of battle participants ld a, [wBattleParticipantsNotFainted] ld b, a ld c, PARTY_LENGTH ld d, 0 .count_loop + push bc + push de + ld a, [wPartyCount] + cp c + jr c, .no_mon + ld a, c + dec a + ld hl, wPartyMon1Level + call GetPartyLocation + ld a, [hl] +.no_mon + cp MAX_LEVEL + pop de + pop bc + jr nz, .gains_exp + srl b + ld a, d + jr .no_exp +.gains_exp xor a srl b adc d ld d, a +.no_exp dec c jr nz, .count_loop cp 2 ret c ``` The first edit there skips experience gain for level 100 Pokémon. The second edit skips counting those Pokémon toward the divisor, just as if they were fainted, so all the experience points will be evenly divided among participants that can actually benefit. (If you're studying how it works, notice that the logic around `jr c, .no_mon` relies on `PARTY_LENGTH` < `MAX_LEVEL`, i.e. 6 < 100. This is a safe assumption that allows for more efficient code.)