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 its ShadowSize metrics set to 0, or if back is true and the SHOW_PLAYER_SIDE_SHADOW_SPRITES plugin setting is disabled.

GameData::SpeciesMetrics
  • back_sprite_scale Returns the scaling applied to a species' back sprite.

  • front_sprite_scale Returns the scaling applied to a species' front sprite.

  • back_sprite_speed Returns the animation speed applied to a species' back sprite.

  • front_sprite_speed Returns the animation speed applied to a species' front sprite.

  • sprite_super_hue Returns the Super Shiny hue applied to a species' sprites.

  • get_random_hue Re-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 its ShadowSize metrics set to 0, or if back is true and the SHOW_PLAYER_SIDE_SHADOW_SPRITES plugin 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 index idxBattler. 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 index idxBattler, but without playing any animations. The mode argument functions the same way as it does for the pbAnimateSubstitute method.

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. If ignoreAirborne is 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
  • speed Sets the animation speed of a battler's sprite, overriding its natural speed. This can be a value ranging from 0-4.

  • reversed Toggles whether the battler's sprite should animate in reverse or not. This is set to false by default.

  • hue Sets 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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