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Animated Pokemon System [DBK Add-On] [v21.1]

Resource Animated Pokemon System [DBK Add-On] [v21.1] v1.0.8

chaoszero101

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Hello I recently installed this and so far it works beautifully. I was just wondering though some sprites are not animating for me specifically its sudowoodo and xerneas. Im not sure why there arent animating. Im using a fresh copy of pokemon esentials and no other plugins besides the ones that were listed for install. Thank you so much for your help in the matter.
 

Lucidious89

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Hello I recently installed this and so far it works beautifully. I was just wondering though some sprites are not animating for me specifically its sudowoodo and xerneas. Im not sure why there arent animating. Im using a fresh copy of pokemon esentials and no other plugins besides the ones that were listed for install. Thank you so much for your help in the matter.
The guide explains why Sudowoodo doesn't animate. Its on purpose.

Xerneas animates fine in battle. It only doesnt animate out of battle when its in its Neutral Mode form, because no animated sprites exist for Neutral Mode Xerneas. At least, none that ive found. If you have any youd like to contribute, then by all means do.
 

chaoszero101

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The guide explains why Sudowoodo doesn't animate. Its on purpose.

Xerneas animates fine in battle. It only doesnt animate out of battle when its in its Neutral Mode form, because no animated sprites exist for Neutral Mode Xerneas. At least, none that ive found. If you have any youd like to contribute, then by all means do.
Would it be possible if you could direct me to the guide your talking about? I'd like to see the reason for Curiosity sake.
 

Lucidious89

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Would it be possible if you could direct me to the guide your talking about? I'd like to see the reason for Curiosity sake.
The download link takes you directly to the guide.
 

JudexCypress

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Trying to figure out how to convert my game's battles to use the same Gen 5 visuals as EBDX, while keeping it compatible with the DBK and its add-ons. So far I've had no luck and I'm sure the two wouldn't be compatible with each other. Does anyone have any suggestions, or am I out of luck?
 

Lucidious89

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Trying to figure out how to convert my game's battles to use the same Gen 5 visuals as EBDX, while keeping it compatible with the DBK and its add-ons. So far I've had no luck and I'm sure the two wouldn't be compatible with each other. Does anyone have any suggestions, or am I out of luck?
I specifically went out of my to make DBK incompatible with EBDX.
 

夜白雪

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50549292571d00cb019436889cf356ac.png

The plugin [DBK_009] Animated Pokemon System prevents the plugin Pokemon Color Variants from changing the colors of Pokemon correctly. Currently, it only affects the ICON, and the Pokemon itself does not change color.
 

Lucidious89

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50549292571d00cb019436889cf356ac.png

The plugin [DBK_009] Animated Pokemon System prevents the plugin Pokemon Color Variants from changing the colors of Pokemon correctly. Currently, it only affects the ICON, and the Pokemon itself does not change color.
I'm not surprised, this plugin creates Pokemon bitmaps entirely differently than how Essentials does it normally, so it's not going to be compatible with most things that alter them. Besides, this plugin already changes a Pokemon's hue for Super Shiny sprites, while that plugin allows you to change any Pokemon's hue. Just based on design philosophy alone, these plugins are at odds with each other.
 

夜白雪

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我并不感到惊讶,这个插件创建 Pokemon 位图的方式与 Essentials 通常的做法完全不同,因此它与大多数改变位图的东西都不兼容。此外,这个插件已经改变了 Pokemon 的 Super Shiny 精灵的色调,而那个插件允许你改变任何 Pokemon 的色调。仅从设计理念来看,这些插件是相互矛盾的。
是的,我也想到了这一点。真可惜!
 

Lucidious89

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I'm getting this message whenever I try and view a Pokemon in any sort of way (battles, summary, etc.):

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

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

Backtrace:
[[DBK] Animated Pokémon System] [004] Game Data.rb:138:in `front_sprite_speed'
[[DBK] Animated Pokémon System] [008] Deluxe Bitmap.rb:30:in `initialize'
[[DBK] Animated Pokémon System] [004] Game Data.rb:228:in `new'
[[DBK] Animated Pokémon System] [004] Game Data.rb:228:in `front_sprite_bitmap'
[[DBK] Animated Pokémon System] [004] Game Data.rb:249:in `sprite_bitmap_from_pokemon'
Pokemon_Sprites:51:in `setPokemonBitmap'
[Deluxe Battle Kit] [007] Shadow Pokemon.rb:90:in `setPokemonBitmap'
[[DBK] Animated Pokémon System] [005] Pokemon Sprites.rb:36:in `setPokemonBitmap'
UI_Summary:133:in `pbStartScene'
UI_Summary:1349:in `pbStartScreen'

I only have DBK and v21.1 Hotfixes installed as plugins, I haven't tried putting in any other plugins yet. Does anyone know what's going on and if so is there a way to fix it?
Recompile
 

Ando

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Oct 28, 2024
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Hi there.

Attempting to look at a Gyarados in my party during playtest results in this error. Any help would be much appreciated!

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Exception: NoMethodError
Message: undefined method `back_sprite' for nil:NilClass

Backtrace:
[[DBK] Animated Pokémon System] [004] Game Data.rb:80:in `get_species_form'
[[DBK] Animated Pokémon System] [004] Game Data.rb:227:in `front_sprite_bitmap'
[[DBK] Animated Pokémon System] [004] Game Data.rb:249:in `sprite_bitmap_from_pokemon'
Pokemon_Sprites:51:in `setPokemonBitmap'
[Deluxe Battle Kit] [007] Shadow Pokemon.rb:90:in `setPokemonBitmap'
[[DBK] Animated Pokémon System] [005] Pokemon Sprites.rb:36:in `setPokemonBitmap'
UI_Summary:133:in `pbStartScene'
UI_Summary:1349:in `pbStartScreen'
UI_Party:709:in `pbSummary'
UI_Party:1325:in `block in <main>'
 

Lucidious89

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Nov 12, 2020
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Hi there.

Attempting to look at a Gyarados in my party during playtest results in this error. Any help would be much appreciated!

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Exception: NoMethodError
Message: undefined method `back_sprite' for nil:NilClass

Backtrace:
[[DBK] Animated Pokémon System] [004] Game Data.rb:80:in `get_species_form'
[[DBK] Animated Pokémon System] [004] Game Data.rb:227:in `front_sprite_bitmap'
[[DBK] Animated Pokémon System] [004] Game Data.rb:249:in `sprite_bitmap_from_pokemon'
Pokemon_Sprites:51:in `setPokemonBitmap'
[Deluxe Battle Kit] [007] Shadow Pokemon.rb:90:in `setPokemonBitmap'
[[DBK] Animated Pokémon System] [005] Pokemon Sprites.rb:36:in `setPokemonBitmap'
UI_Summary:133:in `pbStartScene'
UI_Summary:1349:in `pbStartScreen'
UI_Party:709:in `pbSummary'
UI_Party:1325:in `block in <main>'
Recompile.
 

A_Gamer

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Hi. I was wondering how small you are able to scale down the pokemon animations. I'm trying to animate pokemon sprites similar to the ones in gen 5 that have different layers moving independently and being able to rotate around freely without being limited to a 96x96 grid. In order to do that, I made the sprite much larger and was hoping i would be able to scale it down but I did not realize that 1. the scale value is limited to one through ten and 2. the Animated Pokemon System has the default scale set to two. Is there is a way to either have the scale go below one or is there a way to change the default scaling to be higher but keeping the existing pokemon sprites at the same scale so that the lower scale numbers make the custom sprite smaller so it fits with existing pokemon sprites? Sorry if this is a stupid question.
 
Last edited:

Lucidious89

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Hi. I was wondering how small you are able to scale down the pokemon animations. I'm trying to animate pokemon sprites similar to the ones in gen 5 that have different layers moving independently and being able to rotate around freely without being limited to a 96x96 grid. In order to do that, I made the sprite much larger and was hoping i would be able to scale it down but I did not realize that 1. the scale value is limited to one through ten and 2. the Animated Pokemon System has the default scale set to two. Is there is a way to either have the scale go below one or is there a way to change the default scaling to be higher but keeping the existing pokemon sprites at the same scale so that the lower scale numbers make the custom sprite smaller so it fits with existing pokemon sprites? Sorry if this is a stupid question.
I guess I would just make the default scale value 5 or something, and resize all of the sprites accordingly.
 

A_Gamer

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Sorry just double checking that im understandibg what you're saying so were on the same page. When you say "resize all sprites accordingly", you mean changing the existing sprites so that they look normal when scaled up at 5 instead of 2 right? Doing that wouldn't change what the new pokemons sprite scale would be so it would still be too big at its current size even when scalded down to 1. Is it possible to have one of the integers for scaling be used in the opposite way so instead of scaling a sprite up in size it scales it down? Or is that not possible in the code. If its not possible, then its ok i can change the sprites to be 96x96 but i was interested in doing it this way. Also, thank you for a quick response on this and sorry for bothering you with my question.
 

Lucidious89

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Sorry just double checking that im understandibg what you're saying so were on the same page. When you say "resize all sprites accordingly", you mean changing the existing sprites so that they look normal when scaled up at 5 instead of 2 right? Doing that wouldn't change what the new pokemons sprite scale would be so it would still be too big at its current size even when scalded down to 1. Is it possible to have one of the integers for scaling be used in the opposite way so instead of scaling a sprite up in size it scales it down? Or is that not possible in the code. If its not possible, then its ok i can change the sprites to be 96x96 but i was interested in doing it this way. Also, thank you for a quick response on this and sorry for bothering you with my question.
Tbh, I don't even really understand what it is you're trying to do. I was kinda just hoping what I said would be good enough to help you.
 

A_Gamer

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Sorry for not being able to fully describe what im asking you about. I can send you a picture of the sprite editor when i get home in a few hours and hopefully that can help show what i am asking about. Sorry for asking a weird question.
 

A_Gamer

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Ok so in gen 5, the pokemon sprites are divided into different layers and are each moved around and rotated without being limited to a 96x96 sprite size. I sent this image to my friend when i remembered it recently
View: https://imgur.com/a/rD7YoTO
the pic on the left is from a yt video and the pic on the right is the same frame of animation but downloaded from Pokencyclopedia. (When viewing the downloaded sprite up close yea it looks pretty bad but Im assuming thats bc they just took the frames as if they were limited to 96x96)
Since I wanted to try to have a similar type of animation but Essentials doesnt have anything like this (that I know of), I decided to try animating it in a different program and exporting it into Essentials as a sprite sheet and have it animate that way. In order to have enough space for the sprite to move around and look decent, I made the animation 960x960 (alot of the space is empty bc I just took the size limit for all sprites and multiplied it even though the sprite Im working on rn doesnt need all of the space) but I did not know everything about what the Animated Pokemon System cam and cant do so a custom sprite that is supposed to be pretty small is massive even when its as small as the animated system would allow
View: https://imgur.com/a/5nULioV

If theres no other way to scale sprites down, then its ok. I can just animate the sprites on a 96x96 size grid like normal. Just wanted to see if this was something that was possible to do. Thank you for responding. (also if the imgur links dont work for some reason let me know its my first time using imgur)
 

Lucidious89

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Nov 12, 2020
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Ok so in gen 5, the pokemon sprites are divided into different layers and are each moved around and rotated without being limited to a 96x96 sprite size. I sent this image to my friend when i remembered it recently
View: https://imgur.com/a/rD7YoTO
the pic on the left is from a yt video and the pic on the right is the same frame of animation but downloaded from Pokencyclopedia. (When viewing the downloaded sprite up close yea it looks pretty bad but Im assuming thats bc they just took the frames as if they were limited to 96x96)
Since I wanted to try to have a similar type of animation but Essentials doesnt have anything like this (that I know of), I decided to try animating it in a different program and exporting it into Essentials as a sprite sheet and have it animate that way. In order to have enough space for the sprite to move around and look decent, I made the animation 960x960 (alot of the space is empty bc I just took the size limit for all sprites and multiplied it even though the sprite Im working on rn doesnt need all of the space) but I did not know everything about what the Animated Pokemon System cam and cant do so a custom sprite that is supposed to be pretty small is massive even when its as small as the animated system would allow
View: https://imgur.com/a/5nULioV

If theres no other way to scale sprites down, then its ok. I can just animate the sprites on a 96x96 size grid like normal. Just wanted to see if this was something that was possible to do. Thank you for responding. (also if the imgur links dont work for some reason let me know its my first time using imgur)

Yeah, just rescale the sprites to a normal size. 960×960 is absurdly large for a single frame, I cant imagine how large an entire strip would be. Even if you could scale them down with code, I would still say you should be manually scaling down the sprites themselves. I would have to imagine having a folder full of sprites that large would significantly increase the file size of your project, and would probably make things laggy after a certain point.
 
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