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Elite Battle: DX

Elite Battle: DX

by Luka S.J.

Take your battles to the next level with the ultimate Battle System skin!

v1.2.629,129
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Data Assignment

Most of the configuration in Elite Battle: DX is handled with a simplified function of EliteBattle.add_data. The function accepts a large amount of different properties that can be assigned to Trainer, Battler, Map and Mechanics. This part of the documentation is here to explain the back-end workings of the system. If you want to add persistent data for your game; it is best practice to configure all that via the PBS files that are documented on this page. The simple use is the following

EliteBattle.add_data(type, property, { options })
  # Where "type" can be the internal symbolic name of a Trainer Type or Pokemon Species, numeric value of a Map ID
  # "property" is the symbolic name of a configurable property that we are assigning data to
  # { options } can be any properly structured piece of data (Numeric, String, Hash) that is accepted by the target property

Some configurations require to be set directly as a means of caching them for use the next time the Battle System processing is triggered. This is done using

EliteBattle.set(type, property, { options })

The various settings for Elite Battle: DX can also be configured in their respective PBS data. You can find these text files in your PBS/EBDX directory.

Please note that all the PBS data must be compiled first in order to use it in the system. To compile any changes to those, simply run your game in Debug mode to have the system automatically detect and apply the changes.