Okay, actually I'm just an executive hired programmer. I was hired to work with your job. She's amazing in many places.
I was able to figure out how to do so to sort out all the monsters and much more .However, how could I do a batch-wide evolution check? I tried two ways, but it didn't work.
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To evolve monsters, you need to take the following steps:
1) Store the player's current position (not necessary, but if you want them to be exactly where they were when you come back after the evolution, you should do this)
with(obj_player){ global.load_x = x global.load_y = y global.load_room = room global.load_direction = drawdir }
2) Put the monster in the evolution queue:
ds_queue_enqueue(global.pending_evolutions_queue,[monamp,species]);
monamp = AMP index of monster to evolve - when you do a batch operation, you should loop over the AMP indexes you want to affect (e.g. entire player's party is from 0 to PARTYSIZE_ACTIVE; party + boxes is from 0 to PARTYSIZE_ACTIVE + PARTYSIZE_BOXED)
species = monster species to evolve into (the global array global.monster_evolution_mon has all the defined evolutions, but you can force a monster to evolve into any other species if you want)
3) Finally, go to the evolution room:
room_goto_fade_dontdestroy(rm_evolution,60);