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[Frame 2 Project] Gen 4 Battle Entry Animations

v21.1 [Frame 2 Project] Gen 4 Battle Entry Animations 1.0.1

This resource pertains to version 21.1 of Pokémon Essentials.
Pokémon Essentials Version
v21.1 ✅
Also compatible with
  1. v21
  2. v20.1
  3. v20
[Frame 2 Project]
Gen 4 Battle Entry Animations
by 🦆 PikachuMazzinga & 🐊 Brawligator

Last year we brought you Tower of Ashes with a snippet of this feature.
Today we bring you the full thing as a standalone plugin for Essentials v21+!
(I'd say this is still in beta really as we want to squash some bugs and improve user experience in the future)


What does this Plugin do?
Adds animations like those seen in NDS gen 4 games to your essentials game.
(the animation data has been recreated by hand and may not be 100% accurate to the source material)


anim01.gif.gif
anim02.gif.gif
anim04.gif.gif
anim03.gif.gif



Which animations do what?
The plugin contains most animations found in HGSS such as:

StretchVertical.gif
StretchVertical
Stretches and vibrates the sprite vertically​
StretchHorizontal.gif
StretchHorizontal
Stretches and vibrates the sprite horizontally​
FlyVertical.gif
FlyVertical
Moves up and down while rotating the sprite slightly​
FlyHorizontal.gif
FlyHorizontal
Moves left and right while rotating the sprite slightly​
SlideVertical.gif
SlideVertical
Slides the sprite up and down​
SlideHorizontal.gif
SlideHorizontal
Slides the sprite left and right​
StompSmall.gif
StompSmall
Does one vertical stomp with a small vertical shake​
StompBig.gif
StompBig
Does one vertical stomp with a strong vertical shake​
StompDouble.gif
StompDouble
Does two vertical stomps with a small vertical shake​
ShakeSmall.gif
ShakeSmall
Moves horizontally with a small shake​
ShakeBig.gif
ShakeBig
Moves horizontally with a strong shake​
HopSmall.gif
HopSmall
The sprite hops in place​
HopAround.gif
HopAround
The sprite hops left and right​
HopBig.gif
HopBig
The sprite hops left and right while squashing and stretching a lot​
RotateBottom.gif
RotateBottom
Rotates the sprite left and right using the bottom center edge point as a pivot​
RotateTop.gif
RotateTop
Rotates the sprite left and right using the top center edge point as a pivot​
RotateJump.gif
RotateJump
The sprite jumps left and right while slightly rotating​
Explosion.gif
Explosion
The sprite zooms in and out very fast​
Bounce.gif
Bounce
The sprite squashes and stretches, simulating a small hop in place​
Boing.gif
Boing
The sprite squashes and stretches very slowly, like Bounce but smoother​
Fluid.gif
Fluid
The sprite squashes and stretches in all directions​
ZoomDouble.gif
ZoomDouble
The sprite zooms in and out twice at a moderate speed​
BlinkYellow.gif
BlinkYellow
ShakeSmall but also blinks yellow​

and more!






And more custom ones!


Download where??
You can find the latest version of the plugin (v1.0.1) here:
STAND-ALONE VERSION
or
BUNDLED WITH HGSS PACK
or
Nightly builds from the official GitHub
(may be unstable but the most updated)

And the optional sprites packs here:
(pick one, more to come)
DIAMOND/PEARL SPRITE PACK
PLATINUM SPRITE PACK
HEARTGOLD/SOULSILVER SPRITE PACK



What about Pokémon from generations 5 onwards?
The plugin does contain animation data for gen 5+ Pokémon as well (made up of course).
These sprites are coming and you can find a lot of them ready on GitHub and Discord for updates!

Full Sprite Reference Sheet + Credits

Gen1 -> 100%
Gen2 -> 100%
Gen3 -> 100%
Gen4 -> 100%
Gen5 -> 100%
Gen6 -> 100%

Gen7 -> 70%
Gen8 -> 66%
Gen9 -> 53%
Hisui -> 86%

Mega -> 40%
GMax -> 100%
-----------------
Total -> 85%


Other questions and FAQs

Do I need a second frame for all my Pokémon/Fakemon?
Not necessarily, the plugin just uses Frame A all the time if Frame B does not exist.

How do I define an animation for my Fakemon / change one for an existing Pokémon?
In the AnimationData.rb file, define or change a line that looks like
ANIMATION_DATA[:PIKACHU] = ["Bounce, "BA"]
for the species you are looking for.
(when defining a new one put your new lines under the existing ones)

Can I define a different behavior for front-sprite and back-sprite?
Sure, following the previous example you can do something like
ANIMATION_DATA[:PIKACHU] = ["Bounce, "BA", "BlinkYellow", "ABBA"]

ABABABAB?
BABABBB

How do I define a new animation type?
Inside the main script there's a big case statement, you know what to do :^)


Installation Guide
The plugin itself features in-battle animations from the get-go and we included example files for the other UIs where these animations play in the official games: Summary, Evolution and Egg Hatching.
If you have not modified these UIs, you can just drag and drop the corresponding file for your essentials version into the plugin folder.

Otherwise if you have made your own of one of these UIs, you will need to add the animation call yourself.
Always check the provided files as reference, but the bottom line is you'll need to call the .pbPlayIntroAnimation method on the target sprite (which can be either a BattlerSprite or a PokemonSprite).

If you're having trouble with the animation not playing, check if the .update method is being called during the scene update call, or if the sprite has been overridden.
If you're still having trouble, feel free to reach out on the discord.


Planned Features
  • Add animation playing before evolution on the evolving Pokémon
  • Move AnimationData in a PBS format maybe (pokemon_metrics or its own thing)
  • Add a color-corrected version of the HGSS Sprite Pack (the superior option clearly 😎)
  • Make sprites packs for all gen 5+ Pokémon
  • Have someone join the project because I am NOT animating all those missing sprites alone
  • Add support for different forms of the same species having different animation patterns



⚠️
This Plugin may not be fully compatible with others that do similar things like gen 5 animations or battle scene overhauls, visit the discord or reach out for troubleshooting.​
Credits
PikachuMazzinga
Brawligator
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Author
PikachuMazzinga
Downloads
549
Views
3,910
First release
Last update

Ratings

5.00 star(s) 2 ratings

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Latest reviews

It was perfect... perfect, everything, down to the last... minute details.
I'm surprised this wasn't made before, but this is an excellent plugin that does exactly what it says on the tin, is easy to implement and is simple to use as well. honestly just the right amount of flourish needed for your fakemon and what have you!
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