- Pokémon Essentials Version
- v19.1 ➖
Overview
You know in the Mainline games, Pikachu and Eevee have their Anime Cries, and that when they faint, they have a unique cry for that. This simple little addition will allow you to add a Faint Cry for any Pokémon!
Installation
EBDX Installation
Debug File Renamer Edit
How to use
Name your cry Audio File "SPECIES_F" with whatever File Extension you are using.
Put your cry in Audio\SE\Cries, no need to create any new folders.
Pikachu and Eevee Cries
You should also check this Resource out, it supplies you with LGPE Cries for Pikachu and Eevee!
You know in the Mainline games, Pikachu and Eevee have their Anime Cries, and that when they faint, they have a unique cry for that. This simple little addition will allow you to add a Faint Cry for any Pokémon!
Installation
Go to PokeBattle_SceneAnimations and find the section labeled "# Shows a Pokémon fainting" and within that section, find the part labeled "# Play cry" and replace it with this:
It should look like this once you've pasted it:
Go to Species_Files and find the section starting with "def self.cry_filename_from_pokemon(pkmn)"
Underneat that section, paste this section of code.
It should look like this once you've pasted it:
And that is the Installation Process complete.
Code:
# Play cry
delay = 10
cry = GameData::Species.cry_filename_from_pokemon(batSprite.pkmn)
faint_cry = GameData::Species.faint_cry_filename_from_pokemon(batSprite.pkmn)
if faint_cry
battler.setSE(0, faint_cry, nil, 100) # 100 is pitch
delay = GameData::Species.cry_length(batSprite.pkmn) * 20 / Graphics.frame_rate
elsif cry
battler.setSE(0, cry, nil, 70)
delay = GameData::Species.cry_length(batSprite.pkmn) * 20 / Graphics.frame_rate
end
It should look like this once you've pasted it:
Go to Species_Files and find the section starting with "def self.cry_filename_from_pokemon(pkmn)"
Underneat that section, paste this section of code.
Code:
# Faint Cry Filenames
def self.check_faint_cry_file(species, form)
species_data = self.get_species_form(species, form)
return nil if species_data.nil?
if form > 0
ret = sprintf("Cries/%s_%d_F", species_data.species, form)
return ret if pbResolveAudioSE(ret)
end
ret = sprintf("Cries/%s_F", species_data.species)
return (pbResolveAudioSE(ret)) ? ret : nil
end
def self.faint_cry_filename(species, form = 0)
return self.check_faint_cry_file(species, form)
end
def self.faint_cry_filename_from_pokemon(pkmn)
return self.check_faint_cry_file(pkmn.species, pkmn.form)
end
It should look like this once you've pasted it:
And that is the Installation Process complete.
EBDX Installation
Perform the previous Installation and then start in your Project's Root Folder and go to the directory: "\Plugins\Elite Battle DX\[000] Scripts\Battle Scene Animations\" and open Animation Core.rb in a Text Editor like Notepad or Notepad++
Find "# play cry" and the line underneath, "playBattlerCry(@battlers[pkmn.index])", replace them with this:
And that is the EBDX Installation Process complete.
Find "# play cry" and the line underneath, "playBattlerCry(@battlers[pkmn.index])", replace them with this:
Code:
# play cry
faint_cry = GameData::Species.faint_cry_filename_from_pokemon(pkmn)
if faint_cry
pbSEPlay(faint_cry)
else
playBattlerCry(@battlers[pkmn.index])
end
And that is the EBDX Installation Process complete.
Debug File Renamer Edit
In "Debug_MenuSpriteRenamer", find the section of code that begins with "Debug_MenuSpriteRenamer" and replace it with the following code:
And now you should be able to rename v18 Faint Cry Files using the Debug Menu.
Code:
def convert_pokemon_cries(src_dir)
return if !FileTest.directory?(src_dir)
# generates a list of all audio files
files = readDirectoryFiles(src_dir, ["*.wav", "*.mp3", "*.ogg"])
# starts automatic renaming
files.each_with_index do |file, i|
Graphics.update if i % 100 == 0
pbSetWindowText(_INTL("Converting Pokémon cries {1}/{2}...", i, files.length)) if i % 50 == 0
#Faint Cries
if file[/^(\d+)FCry[^\.]*\.([^\.]*)$/]
species_number = $~[1].to_i
extension = $~[2]
form = (file[/FCry_(\d+)\./]) ? sprintf("_%s", $~[1]) : ""
species_data = GameData::Species.try_get(species_number)
raise _INTL("Species {1} is not defined (trying to rename species cry {2}).", species_number, file) if !species_data
species = species_data.id.to_s
File.move(src_dir + file, src_dir + species + form + "_F." + extension)
#Normal Cries
elsif file[/^(\d+)Cry[^\.]*\.([^\.]*)$/]
species_number = $~[1].to_i
extension = $~[2]
form = (file[/Cry_(\d+)\./]) ? sprintf("_%s", $~[1]) : ""
species_data = GameData::Species.try_get(species_number)
raise _INTL("Species {1} is not defined (trying to rename species cry {2}).", species_number, file) if !species_data
species = species_data.id.to_s
File.move(src_dir + file, src_dir + species + form + "." + extension)
end
end
end
And now you should be able to rename v18 Faint Cry Files using the Debug Menu.
How to use
Name your cry Audio File "SPECIES_F" with whatever File Extension you are using.
Put your cry in Audio\SE\Cries, no need to create any new folders.
Pikachu and Eevee Cries
You should also check this Resource out, it supplies you with LGPE Cries for Pikachu and Eevee!
- Credits
- Vena Cava
Golisopod User - Allowing for Normal Cries if no Faint Cry File and EBDX Compatibility