So, you know that Emerald, DPPt and HGSS had those intro animations at the start of the battles, right?
You can implement them in Essentials!
For now, this tutorial only covers v17, But maybe v18 will get covered in a near future too.
A script for v19 that will probably work more efficiently is being made by other people, you can also use THIS ONE.
You can implement them in Essentials!
For now, this tutorial only covers v17, But maybe v18 will get covered in a near future too.
A script for v19 that will probably work more efficiently is being made by other people, you can also use THIS ONE.
1. Well, first you must download THIS FILE.
2. Copy the content in "Pokemon_Animations.txt" to a new Script section over Main.
3. Find the following script section with "ctrl+shift+f":
Add a # before "pbPlayCry(@battle.party2[0]) # Play cry for wild Pokémon" and add before this section:
The section now must look like this:
4. Put the contents of the "Anm files" folder in the root directory of your project, then import them via Animation editor, i recommend doing this process manually to avoid any possible problems.
5. Put the Animations folder inside the Graphics\Battlers folder. The animations are made for Gen 1-4 HGSS sprites, so i recommend using this resource to go with it.
6. A known limitation about this script is that it may take some seconds for certain animations to load, while this step may not actually be needed, it is strongly recommended to get rid of the likely lag.
To solve this you'll need to cache all the attack animations by following this tutorial (EBS and Reborn's animations are NOT needed for this).
then, in PScreen_Load, BEFORE:
Add:
And that's it, it should be working now :)
2. Copy the content in "Pokemon_Animations.txt" to a new Script section over Main.
3. Find the following script section with "ctrl+shift+f":
Ruby:
pbPlayCry(@battle.party2[0]) # Play cry for wild Pokémon
@sprites["battlebox1"].appear
@sprites["battlebox3"].appear if @battle.party2.length==2
appearing=true
Add a # before "pbPlayCry(@battle.party2[0]) # Play cry for wild Pokémon" and add before this section:
Ruby:
pbPokemonInBattleAnimation(@battle.party2[0],@battle.battlers[1])
The section now must look like this:
Ruby:
pbPokemonInBattleAnimation(@battle.party2[0],@battle.battlers[1])
#pbPlayCry(@battle.party2[0]) # Play cry for wild Pokémon
@sprites["battlebox1"].appear
@sprites["battlebox3"].appear if @battle.party2.length==2
appearing=true
4. Put the contents of the "Anm files" folder in the root directory of your project, then import them via Animation editor, i recommend doing this process manually to avoid any possible problems.
5. Put the Animations folder inside the Graphics\Battlers folder. The animations are made for Gen 1-4 HGSS sprites, so i recommend using this resource to go with it.
6. A known limitation about this script is that it may take some seconds for certain animations to load, while this step may not actually be needed, it is strongly recommended to get rid of the likely lag.
To solve this you'll need to cache all the attack animations by following this tutorial (EBS and Reborn's animations are NOT needed for this).
then, in PScreen_Load, BEFORE:
PScreen_Load:
def dispose
Add:
PScreen_Load:
pbLoadCachedAnimations
pbLoadCachedAnimations2
And that's it, it should be working now :)
- Credits
- Samukomimi - Original Script
Vendily - Helping making it actually work