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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
Downloads paused for maintenance

Coded Animations

Elite Battle: DX takes a different approach to handling both move and common animations that are played all throughout the system. EBDX animations are coded for the system, meaning that they do not take the usual animation editor approach.
This makes the animations be less limited as all the battle scene components are directly exposed to the animation code; enabling high-quality and detailed animations. Of course, the system does come with full support for legacy animations
made within the animation editor. To improve the process of making and sharing EBDX animations, the animations are open source Ruby files which can be found in your
project's Plugins/Elite Battle DX folder. These animation scripts get compiled during Debug runtime. Meaning that you can code or download additional
move/common animations in a very plug and play (modular) manner. All it would take is to find the right resources and just copy & paste them into your project folder. More information below.

Common Animations

All common animation scripts are stored in the Plugins/Elite Battle DX/[002] Animation Code/Common Animations directory. To define a new common animation, create a new .rb script file in this directory, with whatever descriptive name you chose.
Scripted common animations are defined in the following way:

EliteBattle.defineCommonAnimation(:ANIMNAME) do 
# Animation code goes here
# The system automatically exposes certain key variables for you to plug into
# and access important scene elements.
# Additionally, you may define an additional `|args|` parameter for the code block
# from which you can extract `param1, param2 = *args`, should you wish to
# invoke the Common Animation manually elsewhere.
#
# Otherwise the system defaults to exposing the following variables for your use:
#   @scene          => Main `PokeBattle_Scene` object
#   @battle         => Main `PokeBattle_Battle` object
#   @battlers       => Array of all `PokeBattle_Battler` objects
#   @opponent       => Array of all opposing trainers
#   @userIndex      => User index of animation
#   @targetIndex    => Target index of animation
#   @userIsPlayer   => Boolean if the user is on Player side
#   @targetIsPlayer => Boolean if the target is on Player side
#   @itself         => Boolean if target is user
#   @hitNum         => Hitnum of the animation
#   @viewport       => Main viewport of the entire scene
#   @vector         => Main vector of the scene (camera motion)
#   @sprites        => Main sprite hash of the entire scene
#   @userSprite     => Sprite of the userindex triggering the animation
#   @targetSprite   => Sprite of the targetindex triggering the animation
end

You can also bulk-copy an already existing common animation to be associated with other internal animation names with the following:

EliteBattle.copyCommonAnimation(:TARGET, :DESTINATION [, ...])

Move Animations

All move animation scripts are stored in the Plugins/Elite Battle DX/[002] Animation Code/Move Animations directory. To define a new common animation, create a new .rb script file in this directory, with whatever descriptive name you chose.
Scripted move animations are defined in the following way:

EliteBattle.defineMoveAnimation(:MOVENAME) do
# Animation code goes here
# The system automatically exposes certain key variables for you to plug into
# and access important scene elements.
# Additionally, you may define an additional `|args|` parameter for the code block
# from which you can extract `param1, param2 = *args`, should you wish to
# invoke the Move Animation manually elsewhere.
#
# Otherwise the system defaults to exposing the following variables for your use:
#   @scene          => Main `PokeBattle_Scene` object
#   @battle         => Main `PokeBattle_Battle` object
#   @battlers       => Array of all `PokeBattle_Battler` objects
#   @opponent       => Array of all opposing trainers
#   @userIndex      => User index of animation
#   @targetIndex    => Target index of animation
#   @userIsPlayer   => Boolean if the user is on Player side
#   @targetIsPlayer => Boolean if the target is on Player side
#   @itself         => Boolean if target is user
#   @hitNum         => Hitnum of the animation
#   @multiHit       => Boolean if move is a multi hit move
#   @viewport       => Main viewport of the entire scene
#   @vector         => Main vector of the scene (camera motion)
#   @sprites        => Main sprite hash of the entire scene
#   @userSprite     => Sprite of the userindex triggering the animation
#   @targetSprite   => Sprite of the targetindex triggering the animation
end

You can also bulk-copy an already existing move animation to be associated with other internal move names with the following:

EliteBattle.copyMoveAnimation(:TARGET, :DESTINATION [, ...])