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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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Next Battle Data

Alongside configuring persistant options for your battles, you are able to invoke options that are only going to apply for the next battle you engage in. This is useful for defining static encounters in random encounter areas (like tall grass) or for when you want to adjust the parameters of your next trainer battle.

EliteBattle.set(:nextBattleData, { options })
# Where `options` include the following:
# - :SHINY_RATE => (Numeric)        | sets the Shiny chance
# - :SUPER_SHINY_RATE => (Numeric)  | sets the Super Shiny chance
# - :CATCH_RATE => (Numeric)        | sets the catch rate percentage (-1 for uncatchable)
# - :BATTLE_TEXT => (String)        | overrides default battle start text
# - :WARN => (String)               | additional in-battle text for wild battles
# - :STAT_RAISE => (Array)          | raises stat of wild battles (Totem battles)
# - :PERFECT_IVS => (Numeric)       | specifies the number of perfect IVs the next encounter will have

# - :WILD_SPECIES => { options }    | configures the next encountered Species
#   - :species => (Symbol)          | sets species
#   - :level => (Numeric)           | sets level
#   - :form => (Numeric)            | sets form
#   - :basestats => (Symbolic Array)| sets base stats
#   - :ev => (Symbolic Array)       | sets effort values
#   - :iv => (Symbolic Array)       | sets individual values
#   - :shiny => (Boolean)           | sets shiny
#   - :superShiny => (Boolean)      | sets super shiny
#   - :ability => (Symbol)          | sets ability
#   - :gender => (Numeric)          | sets gender
#   - :nature => (Symbol)           | sets nature
#   - :item => (Symbol)             | sets item
#   - :moves => (Symbolic Array)    | sets moves
#   - :ribbons => (Symbolic Array)  | sets ribbons
#   - :pokerus => (Boolean)         | sets pokerus
EliteBattle.set(:nextBattleData, {
  :SHINY_RATE => 10,
  :SUPER_SHINY_RATE => 10,
  :CATCH_RATE => 100,
  :WILD_SPECIES => {
    :species => :GIRATINA,
    :level => 45,
    :form => 1,
  },
  :BATTLE_TEXT => "From the warped world,\n{1} emerges!",
  :STAT_RAISE => [:SPATK, 2],
  :WARN => "{1} looks at you menacingly ..."
})

Another method of instantiating battles with the :WILD_SPECIES configuration can be done using the following:

EliteBattle.wildBattle({ options }, canescape, canlose)
# Where `options` include the following:
#   - :species => (Symbol)          | sets species
#   - :level => (Numeric)           | sets level
#   - :form => (Numeric)            | sets form
#   - :basestats => (Symbolic Array)| sets base stats
#   - :ev => (Symbolic Array)       | sets effort values
#   - :iv => (Symbolic Array)       | sets individual values
#   - :shiny => (Boolean)           | sets shiny
#   - :superShiny => (Boolean)      | sets super shiny
#   - :ability => (Symbol)          | sets ability
#   - :gender => (Numeric)          | sets gender
#   - :nature => (Symbol)           | sets nature
#   - :item => (Symbol)             | sets item
#   - :moves => (Symbolic Array)    | sets moves
#   - :ribbons => (Symbolic Array)  | sets ribbons
#   - :pokerus => (Boolean)         | sets pokerus
EliteBattle.wildBattle({
  :species => :GIRATINA,
  :level => 45,
  :form => 1,
  :shiny => true
})