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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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Pokemon Configuration

Elite Battle: DX handles all species specific metric and non-metric configuration both via the scripted method or their own PBS properties. You can find this file at PBS/EBDX/pokemon.txt.
Here you'll be able to configure the regular metrics, such as the altitude and Y position for battlers; alongside all the new configurable aspects found within EBDX. Please note that EBDX does not read the data from the normal pokemon.txt and pokemonforms.txt to handle sprite positioning. This means that all the configurable elements of EBDX are plug and play, as well as being extremely modular.
An example of how to configure a species entry can be seen below. This applies for form entries as well (i.e. [SPECIES,1]). Note that the [SPECIES] parameter of the section has to be the actual internal name of the species and not its numeric value!

An example can be seen below (and in the actual PBS file):

#-------------------------------
[SPECIES]
SpriteScaleEnemy   = 2                             # per-species sprite scaling (Enemy)
SpriteAnchorEnemy  = 0,0                           # sprite anchor used in move animations (Enemy)
BattlerEnemyX      = 0                             # X position of battler (Enemy)
BattlerEnemyY      = 0                             # Y position of battler (Enemy)
SpriteScalePlayer  = 2                             # per-species sprite scaling (Player)
SpriteAnchorPlayer = 0,0                           # sprite anchor used in move animations (Player)
SpriteSpeed        = 2                             # speed of the sprite animation
BattlerPlayerX     = 0                             # X position of battler (Player)
BattlerPlayerY     = 0                             # Y position of battler (Player)
BattlerAltitude    = 0                             # additional altitude metric for both battlers
BattleBGM          = dpplegendary.ogg              # battle BGM to play on species encounter
VictoryTheme       = victory.ogg                   # battle BGM to play on battle victory
CaptureME          = EBDX/Capture Success.ogg      # define capture jingle for species
CaptureBGM         = EBDX/Victory Against Wild.ogg # define capture theme for species
BattleVS           = trainerSM                     # Sun/Moon VS sequence for species
BattleIntro        = minorLegendary                # battle intro transition for species
IsGrounded         = false                         # does the Pokemon appear from the ground (like Diglett)
BattleEnv          = DIMENSION                     # battle scene configuration as defined in `Plugins/Elite Battle DX/[003] Config/Environments.rb`
BattleScript       = DIALGA                        # script constant as defined in `Plugins/Elite Battle DX/[003] Config/Battle Scripts.rb`
PerfectIVs         = 4                             # specifies the number of perfect IVs each encounter of this species will have
# Graphic elements to be used when capturing species
# found in Graphics/Pictures/EBDX/UI/Pokedex
POKEDEXCAPTURESCREEN
  Background       = dexBg
  Overlay          = dexOverlay
  Highlight        = dexHighlight
  EndScreen        = dexEnd
  Elements         = dexElement
# Databox configuration for map
DATABOX
  ShowHP            = false
  ExpBarWidth       = 100
  HPBarWidth        = 168
  Bitmap            = dataBox
  HPColors          = barColors
  Container         = containers
# Command menu configuration for map
COMMANDMENU
  BarGraphic        = lightBar
  SelectorGraphic   = cmdSel
  ButtonGraphic     = btnCmd
# Fight menu configuration for map
FIGHTMENU
  BarGraphic        = lightBar
  SelectorGraphic   = cmdSel
  ButtonGraphic     = moveSelButtons
  MegaButtonGraphic = megaButton
  TypeGraphic       = types
  CategoryGraphic   = category
  ShowTypeAdvantage = false
# Target selection menu configuration for map
TARGETMENU
  SelectorGraphic   = cmdSel
  ButtonGraphic     = btnEmpty
# Bag menu configuration for map
BAGMENU
  PocketButtons     = itemContainer
  PocketIcons       = pocketIcons
  ItemFrame         = itemFrame
  LastItem          = last
  BackButton        = back
  PocketName        = itemName
  SelectorGraphic   = cmdSel
  ItemConfirm       = itemConfirm
  ItemCancel        = itemCancel
  Shade             = shade