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Resource Elite Battle DX (EBDX) - Unofficial port for Pokémon Essentials 21.1 1.4.7.1

Manurocker95

Predoctoral Researcher & Game Dev
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Feb 9, 2020
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Manurocker95 submitted a new resource:

Elite Battle DX (EBDX) - Unofficial port for Pokémon Essentials 21.1 - Unofficial port of Elite Battle DX (EBDX) for Pokémon Essentials 21.1

It is commonly known that Elite Battle DX, aka EBDX, the battle system originally made by Luka SJ has not yet be updated for Pokémon Essentials 21 nor 21.1, making people to stay at 19.1 in order to use it. As I already made a port for v20.1 I decided to port that port to the new version. Take into account that this port is NOT meant to replace at all the official releases. In fact, it is known that an official version is in development. Whenever that version for v21.1 ever...

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Last edited:

DarrylBD99

A YouTuber that really REALLY loves making games
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Manurocker95 submitted a new resource:

Elite Battle DX (EBDX) - Unnofficial port for Pokémon Essentials 21.1 - Unnofficial port of Elite Battle DX (EBDX) for Pokémon Essentials 21.1



Read more about this resource...
This seems like a good resource to use till the official EBDX Launches. Just one thing I found funny. Because v21 now runs depending on how many seconds passed instead of the fps, I am able to run it at 144fps without it look like I sped the game up. However, the battle animations still operate under the frame system. So, the animations were basically the pure definition of "I am Speed".

Dunno what would happen if someone manages to achieve 300+ fps, but the ball throw was already hilariously fast so I'd imagine it to be instant. Great for speed running, not so great for devs who want the animations to look good.
 

MrRetro

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This seems like a good resource to use till the official EBDX Launches. Just one thing I found funny. Because v21 now runs depending on how many seconds passed instead of the fps, I am able to run it at 144fps without it look like I sped the game up. However, the battle animations still operate under the frame system. So, the animations were basically the pure definition of "I am Speed".

Dunno what would happen if someone manages to achieve 300+ fps, but the ball throw was already hilariously fast so I'd imagine it to be instant. Great for speed running, not so great for devs who want the animations to look good.
You gotta wait until the official update for 21.1. I'm sure the issues will be fixed.

You could use EBDX on v19 and change the FPS from 40 to 60.
 

DarrylBD99

A YouTuber that really REALLY loves making games
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You gotta wait until the official update for 21.1. I'm sure the issues will be fixed.

You could use EBDX on v19 and change the FPS from 40 to 60.
Well, I kinda already made a temporary fix myself by changing the frame aystem to the tick system used in v21.
 

DarrylBD99

A YouTuber that really REALLY loves making games
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Does that not make the animations play spedup?
No, not exactly. In v21, they've made it so that way the game speed isn't dependent on the framerate like it use to be. However, EBDX still uses frame-by-frame animation for their move animations, battle entry, etc (since it was before v21). So when you play the game at like 150 fps, it becomes ridiculously fast.

So, I essentially just copy and paste the code for the tick system from the wait function already in essentials v21, did a few slight adjustments and well, it's now going at the normal speed even at such high fps.

Luka will probably come up with a different method cause it was a little not-so-great, but that's my temporary fix.
 
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Heliumpai

By the way, your work is amazing! keep it up buddy
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Oct 6, 2019
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5
More of a funny bug than anything, Struggle isn't in the moves PBS so you can't battle if you have to struggle.

I added it back in between Snore and Terrain Pulse and it worked hunky dory!
[STRUGGLE]
Name = Struggle
Type = NORMAL
Category = Physical
Power = 50
Accuracy = 0
TotalPP = 1
Target = RandomNearFoe
FunctionCode = Struggle
Flags = Contact,CanProtect
Description = An attack that is used in desperation only if the user has no PP. It also hurts the user slightly.
#-------------------------------
 

NO3B

Rookie
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Apr 16, 2023
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8
is there way to resize sprite? i use spritesheet 160x160 but its to big in battle scene, pls help me
 

NoNoNever

Dev from Pokémon Illusion, Pokémon Arcadia
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Joined
Dec 11, 2018
Posts
80
i don't know if only i have this problem, when a pokemon is evolving i have a blackscreen after level up and before the evolution for about 5 seconds
 

hostman

Trainer
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Aug 24, 2023
Posts
70
Thanks for the contribution, a question, is there a way to animate the static pokemon? (from 6 gen)
 

tammyclaydon

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Mar 21, 2022
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35
[Pokémon Essentials version 21.1]
[EBDX v1.4.1 (E21)]

Exception: NoMethodError
Message: undefined method `[]' for nil:NilClass

Backtrace:
UI_Pokedex_Entry:331:in `block in pbGetEncounterPoints'
Encounter:55:in `block in each_of_version'
Encounter:47:in `block in each'
Encounter:47:in `each'
Encounter:47:in `each'
Encounter:54:in `each_of_version'
UI_Pokedex_Entry:325:in `pbGetEncounterPoints'
UI_Pokedex_Entry:361:in `drawPageArea'
UI_Pokedex_Entry:216:in `drawPage'
UI_Pokedex_Entry:552:in `block in pbScene'
 
Last edited:

NoNoNever

Dev from Pokémon Illusion, Pokémon Arcadia
Member
Joined
Dec 11, 2018
Posts
80
[Pokémon Essentials version 21.1]
[EBDX v1.4.1 (E21)]

Exception: NoMethodError
Message: undefined method `[]' for nil:NilClass

Backtrace:
UI_Pokedex_Entry:331:in `block in pbGetEncounterPoints'
Encounter:55:in `block in each_of_version'
Encounter:47:in `block in each'
Encounter:47:in `each'
Encounter:47:in `each'
Encounter:54:in `each_of_version'
UI_Pokedex_Entry:325:in `pbGetEncounterPoints'
UI_Pokedex_Entry:361:in `drawPageArea'
UI_Pokedex_Entry:216:in `drawPage'
UI_Pokedex_Entry:552:in `block in pbScene'
Not EBDX related, set a map Position for every map
 
Last edited:

tammyclaydon

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Mar 21, 2022
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ive managed to fix it but not sure how to be honest but its all sortted now anyway. thanks for the response tho
 

J_Does...Something

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Aug 31, 2023
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EssyTico

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Jun 11, 2023
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No, not exactly. In v21, they've made it so that way the game speed isn't dependent on the framerate like it use to be. However, EBDX still uses frame-by-frame animation for their move animations, battle entry, etc (since it was before v21). So when you play the game at like 150 fps, it becomes ridiculously fast.

So, I essentially just copy and paste the code for the tick system from the wait function already in essentials v21, did a few slight adjustments and well, it's now going at the normal speed even at such high fps.

Luka will probably come up with a different method cause it was a little not-so-great, but that's my temporary fix.
Is it possible to get some more detailed instructions on how to do this? Kindly appreciated.
 

Youiten

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Oct 5, 2023
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3
The Assigning VS Sequences function seems to have no effect, is this normal?
 

CloverForleve

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Joined
Oct 10, 2023
Posts
2
Hello! I'm getting an error that reads "uninitialized constant EliteBattle::SKIP_CACHED_DATA:: would anyone happen to know how to fix this?

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.3]
[EBDX v1.4.1 (E21)]

Exception: NameError
Message: uninitialized constant EliteBattle::SKIP_CACHED_DATA

Backtrace:
[Elite Battle: DX] EBDX Compiler.rb:73:in `addFromCached'
[Elite Battle: DX] EBDX Setup.rb:103:in `initialize'
Overworld_encounter:30:in `mainFunctionDebug'
Overworld_encounter:18:in `block in mainFunction'
Errors:80:in `pbCriticalCode'
Overworld_encounter:18:in `mainFunction'
Overworld_encounter:45:in `block in <main>'
Overworld_encounter:44:in `loop'
Overworld_encounter:44:in `<main>'
-e:in `eval'
 
Last edited:

Thunderbird games

Novice
Member
Joined
Jan 1, 2022
Posts
47
Hello, I'm currently experiencing an error with ebdx when enabling custom animations that make the Pokémon move it makes the pokemon suddenly double in size, the same thing also happens when the shiny Pokémon animation plays, any idea how to fix
 
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