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v21.1 Elite Battle DX (EBDX) - Unofficial port for Pokémon Essentials 21.1 1.4.7.1

This resource pertains to version 21.1 of Pokémon Essentials.
UI Fight was not displaying the correct total PP as it was showing the base max PP making it not display the correct value when the user uses PP UP
Types.png was not properly loaded for some reason and if no languages were set, an exception appeared. Should be fixed by now.
Some texts were using "real_name" instead of "name", which leads into non using the INTL localization for those. In addition, now you can use the images that contains texts per language by adding _languageID to the name, so for example, if in SETTINGS language array you set it like ["Español","spanish"], you can add a "types_spanish.png" image to Graphics\EBDX\Pictures\UI\ to have a translated image.
Fixed a small oversight for onFailCatch event which was under BallHandlers and now Battle::PokeBallEffects
When the pokemon had a female form and the sprite was not found in EBDX > Front > female, the static sprite was used instead. Now it can use the regular sprite (activating a variable in config) or search for the static female sprite before using animated male sprite. Hatching egg sprite path was not correctly setup. Now the hatching scene shows up correctly. The camera in some attacks was not performing correctly. A temp hot fix was applied for that in the meantime.
Now it checks by number as well if prioritizing animated sprites in Graphics/Pokemon folder
The issue was that 1 / 60 was returning 0 instead of 0.01 so I clamped the values and now the animations should be triggering correctly :)
Added a configuration to keep the old frame system with SceoFlash13 hotfix based on adding multiplier for extra frames and duration being frames/current framerate. EBDX intros should work now as well as the rest of the animations.
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