Have you ever wanted an outline effect for your Pokemon?
Have you ever wished that you could have some easily identifiable way to show that a Pokemon is unique?
Well now you can, with this rainbow aura outline plugin you can easily define an outline for a Pokemon.
Within this plugin you are able to change pretty much anything, the colours, the thickness of the lines, the time it takes to cycle through the colours, I've tried to add comments to most lines so you know what does what and where things can change!
Have you ever wished that you could have some easily identifiable way to show that a Pokemon is unique?
Well now you can, with this rainbow aura outline plugin you can easily define an outline for a Pokemon.
Within this plugin you are able to change pretty much anything, the colours, the thickness of the lines, the time it takes to cycle through the colours, I've tried to add comments to most lines so you know what does what and where things can change!
#################################################
# HOW TO USE
#################################################
#
# 1. PER-POKÉMON COSMETIC FLAG (works exactly like shininess)
# Set the flag on any Pokémon object. It is saved with the Pokémon.
#
# pokemon.rainbow_outline = true # give it the outline
# pokemon.rainbow_outline = false # remove it
# pokemon.rainbow_outline? # check if it has one (returns bool)
#
# Example — give the player's lead Pokémon a rainbow outline:
# $player.party[0].rainbow_outline = true
#
# Example — give a freshly encountered wild Pokémon a rainbow outline:
# (place in a PBS/event script before starting the battle)
# pkmn = Pokemon.new(:CHARIZARD, 50)
# pkmn.rainbow_outline = true
#
# 2. GLOBAL SWITCH OVERRIDE (works for all Pokémon in battle)
# Flip Game Switch #RAINBOW_OUTLINE_SWITCH_ID (default: 100) to ON.
# While the switch is ON, EVERY Pokémon in battle shows the outline,
# regardless of whether their individual flag is set.
#
# Turn it on via an event command or a script call:
# $game_switches[RAINBOW_OUTLINE_SWITCH_ID] = true
# $game_switches[RAINBOW_OUTLINE_SWITCH_ID] = false
#
# 3. BATTLE RULE (per-battle override)
# Call setBattleRule before starting any battle to force the outline
# on for that battle only — regardless of the global switch.
#
# setBattleRule("rainbowOutline")
#
# This mirrors how vanilla Essentials rules like "noexp" work.
#
# HOW TO USE
#################################################
#
# 1. PER-POKÉMON COSMETIC FLAG (works exactly like shininess)
# Set the flag on any Pokémon object. It is saved with the Pokémon.
#
# pokemon.rainbow_outline = true # give it the outline
# pokemon.rainbow_outline = false # remove it
# pokemon.rainbow_outline? # check if it has one (returns bool)
#
# Example — give the player's lead Pokémon a rainbow outline:
# $player.party[0].rainbow_outline = true
#
# Example — give a freshly encountered wild Pokémon a rainbow outline:
# (place in a PBS/event script before starting the battle)
# pkmn = Pokemon.new(:CHARIZARD, 50)
# pkmn.rainbow_outline = true
#
# 2. GLOBAL SWITCH OVERRIDE (works for all Pokémon in battle)
# Flip Game Switch #RAINBOW_OUTLINE_SWITCH_ID (default: 100) to ON.
# While the switch is ON, EVERY Pokémon in battle shows the outline,
# regardless of whether their individual flag is set.
#
# Turn it on via an event command or a script call:
# $game_switches[RAINBOW_OUTLINE_SWITCH_ID] = true
# $game_switches[RAINBOW_OUTLINE_SWITCH_ID] = false
#
# 3. BATTLE RULE (per-battle override)
# Call setBattleRule before starting any battle to force the outline
# on for that battle only — regardless of the global switch.
#
# setBattleRule("rainbowOutline")
#
# This mirrors how vanilla Essentials rules like "noexp" work.
#
- Credits
- TheOnlyFelicity