📒
Deluxe Battle Kit Tutorial
  • Deluxe Battle Kit for v21.1
    • Deluxe Animations
      • Animation: Databoxes
      • Animation: Item Usage
      • Animation: Fleeing Pokemon
      • Animation: Mega Evolution
      • Animation: Primal Reversion
      • Animation: Shadow Pokemon
    • Deluxe Battle Rules
      • Rules: Battle Modes
      • Rules: Battle Visuals
      • Rules: Battle Audio
      • Rules: Editing the Player
      • Rules: Mega Evolution
      • Rules: Capturing Pokemon
      • Rules: Editing Wild Pokemon
    • Wild Boss Attributes
      • Attribute: Boosted HP
      • Attribute: Immunities
    • Mid-Battle Scripting
      • Trigger Keys
        • Triggers: Round Phases
        • Triggers: Battler Turns
        • Triggers: Item Usage
        • Triggers: Wild Capture
        • Triggers: Switching
        • Triggers: Megas & Primals
        • Triggers: Move Usage
        • Triggers: Damage Results
        • Triggers: Battler Condition
        • Triggers: End of Effects
        • Triggers: End of Battle
        • Triggers: Variable
        • Triggers: Choices
        • Triggers: Extensions
          • Extensions: User
          • Extensions: Frequency
      • Command Keys
        • Commands: Text & Speech
        • Commands: Audio & Animation
        • Commands: Utilities
        • Commands: Battle Mechanics
        • Commands: Battler Attributes
        • Commands: Battlefield Conditions
        • Commands: Extensions
      • Advanced Scripting
        • Advanced: Speech Utilities
          • Speech: General
          • Speech: Choices
          • Speech: Speakers
        • Advanced: Variable Utilities
        • Advanced: Storing Scripts
        • Advanced: Hardcoding
        • Advanced: Global Scripts
    • Example Battles
      • Examples: Wild Battles
      • Examples: Trainer Battles
    • Miscellaneous Utilities
    • Add-On Tutorials
      • Enhanced Battle UI
        • UI: Battler Info
        • UI: Poke Ball Shortcut
        • UI: Move Info
      • SOS Battles
        • SOS: Plugin Overview
        • SOS: PBS Data
        • SOS: Battle Rules
        • SOS: Mid-Battle Scripting
      • Raid Battles
      • Z-Power
        • Z-Power: Z-Moves
        • Z-Power: Ultra Burst
        • Z-Power: Animations
        • Z-Power: Battle Rules
        • Z-Power: Mid-Battle Scripting
      • Dynamax
        • Dynamax: Properties
        • Dynamax: Move Data
        • Dynamax: Form Data
        • Dynamax: Animations
        • Dynamax: Battle Rules
        • Dynamax: Mid-Battle Scripting
      • Terastallization
        • Terastal: Tera Types
        • Terastal: Tera Forms
        • Terastal: Animations
        • Terastal: Battle Rules
        • Terastal: Mid-Battle Scripting
      • Improved Item AI
        • Item AI: Handlers
      • Wonder Launcher
        • Launcher: Plugin Overview
        • Launcher: PBS Data
        • Launcher: Battle Rules
        • Launcher: Mid-Battle Scripting
      • Animated Pokemon System
        • Animated: Pokemon Sprites
        • Animated: Dynamic Sprite Effects
        • Animated: UI Sprites
        • Animated: Sprite Editor
        • Animated: Mid-Battle Scripting
      • Animated Trainer Intros
        • Intros: Trainer Sprites
        • Intros: Sprite Editor
        • Intros: UI Sprites
        • Intros: Battle Transitions
        • Intos: Mid-Battle Scripting
Powered by GitBook
On this page

Was this helpful?

  1. Deluxe Battle Kit for v21.1
  2. Add-On Tutorials
  3. Animated Trainer Intros

Intros: UI Sprites

Section 7.J.3

PreviousIntros: Sprite EditorNextIntros: Battle Transitions

Last updated 21 days ago

Was this helpful?

Trainer sprites may also be set to animate in various UI's that are displayed out of battle. There are only a few places where trainer sprites are displayed during gameplay, though there are a few that are exclusive to debug mode editors.


Trainer Card

When viewing the player's Trainer Card, the trainer sprite used for the player will animate. Note that Gen 4 & 5 trainer sprites are slightly taller than the Gen 3 sprites, so they may not perfectly fit within the bounds of the Gen 3-style UI.

By default, the only player sprite characters that have animations are Red, Hilbert/Hilda, and Nate/Rosa. Any other player characters will only have still sprites.


Hall of Fame

Whenever the player defeats the Champion as inducted into the Hall of Fame, the player's trainer sprite will slide on screen during the congratulations message. While this is happening, the trainer's sprite will play its animation.

By default, the only player sprite characters that have animations are Red, Hilbert/Hilda, and Nate/Rosa. Any other player characters will only have still sprites.


Trainer Editors

While playing in debug mode, you can scroll through lists of various trainers when editing the trainers.txt or trainer_types.txt PBS files. On the right side of the screen, the sprites used for each trainer will be displayed. The intro animations of each trainer can be viewed while scrolling through these lists.

Note that some trainer sprites are very large or have awkward orientations, so the trainer may not always appear exactly centered. This issue should never occur during actual battles, however.

The player's animated sprite on the Trainer Card UI.
The player's sprite animated during Hall of Fame induction.
Animated trainer sprits in the debug editors.