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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

Trainer/Species Modifiers

Using the EliteBattle module, you're able to progressively configure a lot of different elements associated with Trainers or Species.

EliteBattle.add_data(type, property, nextvalue)
# The following is a list of "property" options as well as the datatype for "nextvalue" used to assign configurations to Trainer Types or Species
# These apply only for [Pokemon] data:
# - :EX => (Integer)             | adjust in-battle X position offset (enemy)
# - :EY => (Integer)             | adjust in-battle Y position offset (enemy)
# - :PX => (Integer)             | adjust in-battle X position offset (player)
# - :PY => (Integer)             | adjust in-battle Y position offset (player)
# - :GROUNDED => (Boolean)       | determine if the sendout animation pops from the ground (Diglett)
# - :BACKSCALE => (Numeric)      | adjust the scaling of the back sprite
# - :ANCHOR => [x, y]            | adjust the anchor point for move animations (enemy)
# - :BACKANCHOR => [x, y]        | adjust the anchor point for move animations (player)
# - :DATABOX_METRICS => (Hash)   | adjust Databox UI
# - :DEX_CAPTURE => { options }  | customize the visual elements of the Dex Entry scene
#   - :BACKGROUND => (String)    | found in Graphics/EBDX/Pictures/UI/Pokedex/
#   - :OVERLAY => (String)       | found in Graphics/EBDX/Pictures/UI/Pokedex/
#   - :HIGHLIGH => (String)      | found in Graphics/EBDX/Pictures/UI/Pokedex/
#   - :END_SCREEN => (String)    | found in Graphics/EBDX/Pictures/UI/Pokedex/
#   - :ELEMENTS => (String)      | found in Graphics/EBDX/Pictures/UI/Pokedex/
# - :EVOBG => (String)           | adjust evolution bg in Graphics/EBDX/Pictures/Evolution/
# - :HATCHBG => (String)         | adjust hatching bg in Graphics/EBDX/Pictures/Hatching/
# - :HIDENAME => (Boolean)       | display "???" instead of battler name untill caught
# - :CAPTUREME => (String)       | set capture jingle for species
# - :CAPTUREBGM => (String)      | set capture theme for species
#
# These apply only for [Trainer] data:
# - :X => (Integer)              | adjust in-battle X position offset
# - :Y => (Integer)              | adjust in-battle Y position offset
# - :ACE => (Integer)            | set specific battler position as the Ace
#                                  Ace battlers are sent out last
#                                  numbers go from 1 to 6 for the positions
#
# These apply for [all] data:
# - :ALTITUDE => (Integer)       | adjust in-battle Y altitude offset
# - :BGM => (String)             | assign battle BGM
# - :VICTORYTHEME => (String)    | assign battle victory BGM
# - :TRANSITION => (String)      | adjust battle transition
# - :BACKDROP => (Hash)          | adjust Battle Environment
# - :BATTLESCRIPT => (Hash)      | assign battle script
# - :SCALE => (Numeric)          | adjust the scaling of the front sprite
# - :SPRITESPEED => (Numeric)    | adjust the animation speed of the sprite
# - :LOWHPBGM => (String)        | set BGM for when the player HP is low
EliteBattle.add_data(:LEADER_Brock, :X, -8, :BACKDROP, {
  "backdrop" => "IndoorB", "spinLights" => true, "lightsA" => true,
  "img001" => {
    :scrolling => true, :speed => 1,
    :bitmap => "decor001",
    :oy => 0, :z => 1, :flat => true
  }, "img002" => {
    :scrolling => true, :speed => 1, :direction => -1,
    :bitmap => "decor002",
    :oy => 0, :z => 1, :flat => true
  },
})