Hey! So I can only replicate the initial battle transition BGM lag, while I can't replicate the other two.
The Pokeball in the starting map is a leftover from Manurocker95's port, I actually haven't looked at it yet but I recall having a similar issue. I'll look into this.
Hey @http404error ...
Nice work, thank you! Funnily enough, I also intended to use the Battle Dome tileset for my PWT, guess great minds think alike :)
How's Eternal Emerald coming along?
ChromeValiant submitted a new resource:
Open-Source EBDX Renovation Project - Various bugfixes and additions to Manurocker95's v21.1 port of Luka S.J.'s Elite Battle: DX
Read more about this resource...
Open-Source EBDX Renovation Project
This project aims to resolve bugs/lag and add small features to @Manurocker95 's v21.1 port of Luka S.J.'s Elite Battle: DX.
Major Additions:
Animated sprites from Gens 1 - 9, including all Legends Z-A Mega Evolutions (courtesy of @Lucidious89 's Animated...
Ty ty! Feel free to use anything from my v21.1 EBDX fork, it's open source for a reason. The credits are all in the README.md or the Excel spreadsheet, albeit a bit disorganized 😅.
Ironically, it's the opposite for me: these holidays have been like my first real opportunity to grind Essentials...
No problem, enjoy :)
You're more than welcome to use my fork of the EBDX v21.1 port! It includes various bugfixes and additions, along with positioned animated sprites up to and including Legends Z-A and its DLC. All the credits are listed in the README.md and the .xlsx spreadsheet (for Z-A...
Hey! This is Hydr3ig0n (new username), I ended up positioning all of the animated sprites for my fork of the EBDX v21.1 port. The metrics and sprites should still work for v20.1. Here's the link: https://github.com/ChromeValiant/Pokemon-Essentials-21-With-Unofficial-EBDX
It also includes...
Hey! This can be resolved by commenting out pbWait(1), because v21.1 makes it seconds instead of frames.
Location: Plugins/Elite Battle DX/[000] Scripts/Battle Modifiers/Message Windows.rb, line 219
My fork of the v21.1 EBDX port resolved this at this commit...
Hey @DeepBlue PacificWaves , would you be open to porting this script to v21.1, along with compatibility with @Lucidious89 's In-Depth Pokedex Data plugin?
Luka's Scripting Utilities still functions :)
If not, I'll look into it myself sometime based on NoNoNever's port.
Thanks for all your...
Hey @Caruban , I restored dexited/transfer-only moves for Generations 1 - 8 Pokemon by using Maruno's v22 dev branch PBS data.
Check out Pokemon.txt and Pokemon_forms.txt here: https://github.com/ChromeValiant/Pokemon-Essentials-21-With-Unofficial-EBDX/tree/main/PBS
ChromeValiant submitted a new resource:
HGSS style Multi-Save - Multi-Save backport from Maruno's v22 dev branch of Essentials
Read more about this resource...
This plug-in script backports Maruno's work from the Pokemon Essentials dev branch (where v22 is being developed) to function with v21.1.
credit: Maruno (from Dev Cafe discord)
credit: Maruno (from Dev Cafe discord)
I also tweaked the "Quit Game" option from the Pause Menu to return to the...
Hey! Nice work re-creating FRLG in Essentials v21.1. Some feedback for the next update:
You used new Game Switches for defeating each Gym Leader, but Essentials by default already includes Game Switches 4-12 for Gyms 1-8 and the Champion.
In-game trades are missing, as well as the Abra <-> Mr...
Hey! Nice work on this incredible resource :)
Suggestion: a USUM "addendum package" to Sun/Moon with the Team Rainbow Rocket OSTs, Ultra Necrozma theme, and the Ultra Beast dimension OSTs (such as Buzzwole's Ultra Jungle, or Guzzlord's eerie Ultra Ruin theme)
Haha yeah, I attempted porting it myself first, but it looked brutal and ik whatever duct tape solution I came up with would've been pretty inefficient
Hey @DerxwnaKapsyla and @Vendily , I'd like to request if you two could update this port to use the newer 4.0 version of Luka's Scripting Utilities, intended for v21.1.
For those using @Lucidious89 's Animated Trainer Intro script, you can align the sprite positioning better by opening this plugin script, then go to lines 148 and 149, which should look like this:
@sprites["trainer"].x += 140
@sprites["trainer"].y += 85
And modifying the values to this...
Yup, that was it - most of the animation issues have been resolved and now appear correctly.
There's two more constants that need to either be defined within "module Settings..end" or defined directly in each animation:
Settings::SHADOW_MOVES_RED_LIM in Shadow Fire and Shadow Chill...