Animated: Mid-Battle Scripting
Section 7.I.5
Command Keys
These are keys which trigger certain actions related to animated Pokemon sprites.
"spriteSpeed" => Integer
Forces a battler's sprite to animate at the entered speed. This must be set to an integer ranging from 0-4.
0: No animation (static sprite)
1: Fast animation
2: Normal animation
3: Slow animation
4: Very slow animation
"spriteReverse" => Boolean
Forces a battler's sprite to begin animating backwards. This must be set to either true to begin animating in reverse, or false to return to its original animation.
"spriteHue" => Integer
Forces a battler's sprite to change hue. This must be set to a number ranging from -255 to 255 to set the desired hue.
Hardcoding
Here's a list of methods and/or properties that you might want to reference when hardcoding a midbattle script, since this plugin adds a lot of new custom content which you may need to call on to make certain things happen:
GameData::Species
has_gendered_sprites?Returns true if the species has the"HasGenderedSprites"flag, which is automatically assigned if the species has female-exclusive sprites that aren't tied to a form.shows_shadow?(back = false)Returns true if the species' sprites should cast a viewable shadow. This will only return false when a species has itsShadowSizemetrics set to 0, or ifbackis true and theSHOW_PLAYER_SIDE_SHADOW_SPRITESplugin setting is disabled.
GameData::SpeciesMetrics
back_sprite_scaleReturns the scaling applied to a species' back sprite.front_sprite_scaleReturns the scaling applied to a species' front sprite.back_sprite_speedReturns the animation speed applied to a species' back sprite.front_sprite_speedReturns the animation speed applied to a species' front sprite.sprite_super_hueReturns the Super Shiny hue applied to a species' sprites.get_random_hueRe-randomizes the Super Shiny hue applied to a species' sprites if one has not been set.shows_shadow?(back = false)Returns true if the species' sprites should cast a viewable shadow. This will only return false when a species has itsShadowSizemetrics set to 0, or ifbackis true and theSHOW_PLAYER_SIDE_SHADOW_SPRITESplugin setting is disabled.
Battle::Scene class
pbGetBattlerSprites(idxBattler)Returns the sprite and shadow sprite objects of the bounder found at the index idxBattler.pbAnimateSubstitute(idxBattler, mode, delay = false)Animates the Substitute doll for the battler found at the indexidxBattler. Details on this method can be found in the "Dynamic Sprite Effects" subsection in the write-up related to the Substitute Doll.pbUpdateSubstituteSprite(battler, mode)Updates the state of the Substitute doll for the battler found at the indexidxBattler, but without playing any animations. The mode argument functions the same way as it does for thepbAnimateSubstitutemethod.
Battle::Battler class
airborneOffScreen?Returns true if the battler's sprite is currently hidden due to being in the middle of a two-turn attack that sends the user airborne (Fly, Bounce, Sky Drop).vanishedOffScreen?(ignoreAirborne = false)Returns true if the battler's sprite is currently hidden due to being in the middle of a two-turn attack that puts the user in a semi-invulnerable state. IfignoreAirborneis true, this will not return true if the battler's shadow is still visible due to being airborne during their semi-invulnerable phase.
Battle::Scene::BattlerSprite class
speedSets the animation speed of a battler's sprite, overriding its natural speed. This can be a value ranging from 0-4.reversedToggles whether the battler's sprite should animate in reverse or not. This is set to false by default.hueSets the hue of a battler's sprite. This can be a value ranging from -255 to 255. This cannot be overwritten if the battler's hue is already being altered due to being Super Shiny.
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