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  #1    
Old September 2nd, 2010 (10:27 AM).
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Ok, we have a year to get the battle sytem like Black and White Version or these fan games will be usless. I have some backrounds and HP Bars.
Also, I am trying to modify Luka's Animated Pokemon Scripts to have the Pokemon "move" Throughout the battle to appear "lifelike" such as Black and White. Anything that you can supply to help people upgrade there battle style one step closer to Black and White, please do.

Things to look for or to add to thread:
1. Battle Backrounds
2. Attack Animations
3. Scripting Help
4. Sprites

Here is just the few things I have found so far.
Attached Thumbnails
Gen_5_Battle_BG__Grass_by_spaceemotion.png‎   Gen_5_Battle_BG__Desert_by_spaceemotion.png‎   PKMN_B_and_W_Battle_Screen_by_spaceemotion.png‎   PKMN_Black_and_White_Sprites_by_spaceemotion.png‎  
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  #2    
Old September 2nd, 2010 (12:03 PM).
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Quote originally posted by ashthebest10:
Ok, we have a year to get the battle sytem like Black and White Version or these fan games will be usless. I have some backrounds and HP Bars.
Also, I am trying to modify Luka's Animated Pokemon Scripts to have the Pokemon "move" Throughout the battle to appear "lifelike" such as Black and White. Anything that you can supply to help people upgrade there battle style one step closer to Black and White, please do.

Things to look for or to add to thread:
1. Battle Backrounds
2. Attack Animations
3. Scripting Help
4. Sprites

Here is just the few things I have found so far.
Uh, we don't really have a year to get the fan games battle systems better and they wont be useless :L. The game comes out in just over two weeks over at Japan so why not just wait till it comes about before gathering graphics from it? But I may help out doing the put together of a few battle graphics, by the way you forgot to put credits in for spaceemotion.
  #3    
Old September 2nd, 2010 (12:33 PM).
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Your right, I was thinking about the US release. Sorry about the credit. Thats why I said I found them. If anybody knows who deserves credit for these, please let me know. If you have seen the videos for the battles on Black and White, you can see that some major scripting may be needed to get the same effects on RMXP. Thanks for the info Rai Rai. Here is some sprites. I dont know who deserves credit for these either. Sorry.
Attached Thumbnails
Zorua_Zoroark_Official_Sprites_by_Miralupa.png‎  
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Old September 4th, 2010 (05:14 AM).
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Major credit to Luka for this. Here is a possible way to simulate the "lifelike" animation's of the battlers.
[QUOTE=Luka S.J.]Hmm...I just took a look at the Battle script. If you search "((@frame/9).floor&1)==1 && @selected==1" in, it should appear in a def update. This is the place that sets player pokemon to move up and down. So now all you have to do is link the other sprites. For changing the player pokemon you could just do "self.bitmap=pbLoadPokemonBitmap2($pkmn,true)" but you'd have to put $pkmn=pkmn in def pbSendOut. And the enemy sprites you could link like $pokemon1=@sprites["pokemon1"] (where they are defined). Try to work it out that way.
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Old September 4th, 2010 (08:19 AM).
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And if you want animating sprites dont use pbWait(X)
And thanks luka.

Like
self.bitmap=pbLoadPokemonBitmap2($pkmn,true)
pbWait(11)
self.bitmap=pbLoadPokemonBitmap($pkmn,true)
pbWait(11)

Game will lag little because of pbWait(11).
  #6    
Old September 4th, 2010 (10:01 AM).
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Thanks Venom12. Much Appreciated.
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  #7    
Old September 4th, 2010 (10:20 AM). Edited September 4th, 2010 by Luka S.J..
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No. That's wrong. You don't want to be using the pbWait(X) command in there, because it will make your battle system wait. I think about every 9 or more frames, the sprite will loop on its own. It's the way the script is made. It loops automatically between "((@frame/9).floor&1)==1 && @selected==1" and the other one (when the pokemon is back at its original position), so if the pbWait function was to be introduced, every 9 frames, the game would wait X frames, making you unable to make any commands - in other words there would only be a timeframe of 9 frames where you could select "Fight" "Bag" and so on. Not to mention that it would look bad if you set a higher wait period within "((@frame/9).floor&1)==1 && @selected==1" then it normally is.
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Old September 4th, 2010 (10:23 AM).
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Well i had a crack at this, and did it :D
For anyone else who wants it, here it is:

Spoiler:
Code:
#===============================================================================
# * B/W Style Animated Pokemon In Battle
# * By Crazyninjaguy
# * Credit to Luka S.J for finding the right part :3 (Just felt it was right to
#   credit you)
#===============================================================================

class PokemonBattlerSprite < RPG::Sprite
  def initialize(doublebattle,index,viewport=nil)
  super(viewport)
  @selected=0
  @frame=0
  @index=index
  @updating=false
  @doublebattle=doublebattle
  @index=index
  @spriteX=0
  @spriteY=0
  @spriteXExtra=0
  @spriteYExtra=0
  @spriteVisible=false
  @frames = 0
  @_iconbitmap=nil
  self.visible=false
 end
  def update
  @frame+=1
  @updating=true
  if @frames == 0
    case @index
    when 0
       self.bitmap=pbLoadPokemonBitmap($playerpokemon,true)
    when 1
      self.bitmap=pbLoadPokemonBitmap($enemypokemon,false)
    end
  elsif @frames == 10
   case @index
    when 0
       self.bitmap=pbLoadPokemonBitmap2($playerpokemon,true)
    when 1
      self.bitmap=pbLoadPokemonBitmap2($enemypokemon,false)
    end
  elsif @frames == 20
    @frames = -1
  end
  @frames+=1
  if ((@frame/9).floor&1)==1 && @selected==1 # When choosing commands for this Pokémon
   self.x=@spriteX
   self.y=@spriteY
   self.visible=@spriteVisible
  elsif @selected==2 # When targeted or damaged
   self.x=@spriteX
   self.y=@spriteY
   self.visible=(@frame%10<7)
  elsif 
   self.x=@spriteX
   self.y=@spriteY
   self.visible=@spriteVisible
  end
  if @_iconbitmap
   @_iconbitmap.update
   self.bitmap=@_iconbitmap.bitmap
  end
  @updating=false
end
end

class PokeBattle_Scene
  alias pbSendOut_cng pbSendOut
  def pbSendOut(battlerindex,pkmn)
    $playerpokemon=pkmn
    pbSendOut_cng(battlerindex,pkmn)
  end
  alias pbTrainerSendOut_cng pbTrainerSendOut
  def pbTrainerSendOut(battlerindex,pkmn)
    $enemypokemon=pkmn
    pbSendOut_cng(battlerindex,pkmn)
  end
end


You MUST have already installed Luka S.J's animating pokemon script, and have the firstframe/secondframe folders inside Graphics/Battlers.
Works in single screen mode too, enjoy! :D

Note, this will continuously loop the animations, even when attacking, although that's what happens in Black/White anyway :3
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  #9    
Old September 4th, 2010 (10:30 AM). Edited September 4th, 2010 by ashthebest10.
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Your a god CNG. Thanks a million!
It works great! How do I get the same effect for the wild Pokemon?
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  #10    
Old September 4th, 2010 (10:32 AM).
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Yeah just by itself, but make sure you've already installed Luka's Animating pokemon script, or it'll just blast errors at you :D
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  #11    
Old September 4th, 2010 (10:40 AM). Edited September 4th, 2010 by ashthebest10.
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I have. It all works good, wild, player, and trainer pokemon move fine with Luka's animated scripts and the player and trainer pokemon move throughout the battle with your script but not the wild pokemon.
Also, how can I modifiy your script to get the graphics to loop between the folder firstframe and a folder called thirdframe?
What I mean is when the pokemon comes out or appears in battle I still want them to go from firstframe to secondframe just like Luka's script, but throught the battle I want it to loop between firstframe and thirdframe.

EDIT: Having a new problem with trainers pokemon. When it says "So and SO trainer set out Alakazam" it shows me sending their pokemon out and it shows there backsprite until I send out mine and the trainer remains in place. Check the screenshots below.
EDIT2: Now my touch screen in battle doesnt work. I can still move the mouse but the button don't work.
Attached Thumbnails
Untitled.jpg‎   Untitled2.jpg‎   Untitled3.jpg‎  
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  #12    
Old September 4th, 2010 (11:39 AM).
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This might be a stupid question, but where can you find
Luka's pokemon animating script?
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  #13    
Old September 4th, 2010 (11:50 AM).
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luka's Animated tutorial:
http://pokemonessentials.wikia.com/wiki/Pok%C3%A9mon_sprite_animations
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  #14    
Old September 4th, 2010 (05:23 PM).
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That helped a bunch. But when I tested it, it only animated the Pokemon on my side of the screen. It also forbade me to do anything (couldn't move the cursor or select attack, switch, etc.) Also, my frame rate dropped to about 7-8 fps instead of the usual 40. Any ideas?
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Old September 4th, 2010 (05:58 PM).
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Me too. The wild pokemon aren't animated at all. Also Having a problem with trainers pokemon. When it says "So and So trainer set out Alakazam" it shows me sending their pokemon out and it shows there backsprite until I send out mine and the trainer remains in place.
Now my touch screen in battle doesnt work. I can still move the mouse but the button don't work.

Check the screen shots in post 11?????????
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  #16    
Old September 4th, 2010 (06:03 PM).
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Quote originally posted by ashthebest10:
Me too. The wild pokemon aren't animated at all. Also Having a problem with trainers pokemon. When it says "So and So trainer set out Alakazam" it shows me sending their pokemon out and it shows there backsprite until I send out mine and the trainer remains in place.
Now my touch screen in battle doesnt work. I can still move the mouse but the button don't work.

Check the screen shots in post 11?????????

The difference between yours and mine were that my pokemon we're still in the right place.
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  #17    
Old September 5th, 2010 (01:31 AM).
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Fixed, although they won't animate throughout the battle now, just when you're choosing commands. It does fix the not being able to select anything problem.

Code:
#===============================================================================
# * B/W Style Animated Pokemon In Battle
# * By Crazyninjaguy
# * Credit to Luka S.J for finding the right part :3 (Just felt it was right to
#   credit you)
#===============================================================================

class PokemonBattlerSprite < RPG::Sprite
  def initialize(doublebattle,index,viewport=nil)
  super(viewport)
  @selected=0
  @frame=0
  @index=index
  @updating=false
  @doublebattle=doublebattle
  @index=index
  @spriteX=0
  @spriteY=0
  @spriteXExtra=0
  @spriteYExtra=0
  @spriteVisible=false
  @frames = 0
  @_iconbitmap=nil
  self.visible=false
 end
  def update
  @frame+=1
  @updating=true
  if @frames == 0 && @selected==1
    case @index
    when 0
       self.bitmap=pbLoadPokemonBitmap($playerpokemon,true)
    when 1
      self.bitmap=pbLoadPokemonBitmap($enemypokemon,false)
    end
  elsif @frames == 10 && @selected==1
   case @index
    when 0
       self.bitmap=pbLoadPokemonBitmap2($playerpokemon,true)
    when 1
      self.bitmap=pbLoadPokemonBitmap2($enemypokemon,false)
    end
  elsif @frames == 20 && @selected==1
    @frames = -1
  end
  @frames+=1
  if ((@frame/9).floor&1)==1 && @selected==1 # When choosing commands for this Pokémon
   self.x=@spriteX
   self.y=@spriteY
   self.visible=@spriteVisible
  elsif @selected==2 # When targeted or damaged
   self.x=@spriteX
   self.y=@spriteY
   self.visible=(@frame%10<7)
  elsif 
   self.x=@spriteX
   self.y=@spriteY
   self.visible=@spriteVisible
  end
  if @_iconbitmap
   @_iconbitmap.update
   self.bitmap=@_iconbitmap.bitmap
  end
  @updating=false
end
end

class PokeBattle_Scene
  alias pbSendOut_cng pbSendOut
  def pbSendOut(battlerindex,pkmn)
    $playerpokemon=pkmn
    pbSendOut_cng(battlerindex,pkmn)
  end
  alias pbTrainerSendOut_cng pbTrainerSendOut
  def pbTrainerSendOut(battlerindex,pkmn)
    $enemypokemon=pkmn
    pbSendOut_cng(battlerindex,pkmn)
  end
end
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Old September 5th, 2010 (01:46 AM).
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Quote originally posted by Crazyninjaguy:
Fixed, although they won't animate throughout the battle now, just when you're choosing commands. It does fix the not being able to select anything problem.

Code:
#===============================================================================
# * B/W Style Animated Pokemon In Battle
# * By Crazyninjaguy
# * Credit to Luka S.J for finding the right part :3 (Just felt it was right to
#   credit you)
#===============================================================================

class PokemonBattlerSprite < RPG::Sprite
  def initialize(doublebattle,index,viewport=nil)
  super(viewport)
  @selected=0
  @frame=0
  @index=index
  @updating=false
  @doublebattle=doublebattle
  @index=index
  @spriteX=0
  @spriteY=0
  @spriteXExtra=0
  @spriteYExtra=0
  @spriteVisible=false
  @frames = 0
  @_iconbitmap=nil
  self.visible=false
 end
  def update
  @frame+=1
  @updating=true
  if @frames == 0 && @selected==1
    case @index
    when 0
       self.bitmap=pbLoadPokemonBitmap($playerpokemon,true)
    when 1
      self.bitmap=pbLoadPokemonBitmap($enemypokemon,false)
    end
  elsif @frames == 10 && @selected==1
   case @index
    when 0
       self.bitmap=pbLoadPokemonBitmap2($playerpokemon,true)
    when 1
      self.bitmap=pbLoadPokemonBitmap2($enemypokemon,false)
    end
  elsif @frames == 20 && @selected==1
    @frames = -1
  end
  @frames+=1
  if ((@frame/9).floor&1)==1 && @selected==1 # When choosing commands for this Pokémon
   self.x=@spriteX
   self.y=@spriteY
   self.visible=@spriteVisible
  elsif @selected==2 # When targeted or damaged
   self.x=@spriteX
   self.y=@spriteY
   self.visible=(@frame%10<7)
  elsif 
   self.x=@spriteX
   self.y=@spriteY
   self.visible=@spriteVisible
  end
  if @_iconbitmap
   @_iconbitmap.update
   self.bitmap=@_iconbitmap.bitmap
  end
  @updating=false
end
end

class PokeBattle_Scene
  alias pbSendOut_cng pbSendOut
  def pbSendOut(battlerindex,pkmn)
    $playerpokemon=pkmn
    pbSendOut_cng(battlerindex,pkmn)
  end
  alias pbTrainerSendOut_cng pbTrainerSendOut
  def pbTrainerSendOut(battlerindex,pkmn)
    $enemypokemon=pkmn
    pbSendOut_cng(battlerindex,pkmn)
  end
end
Nice job, but you shouldn't say fixed when you even said yourself it wasn't. Can't wait for the frozen command fix. Still great job, CNG, can't wait for another epic release from ya.
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  #19    
Old September 5th, 2010 (12:14 PM). Edited September 5th, 2010 by ashthebest10.
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Thanks for your time CNG. But there is major problems with it. Only the players pokemon are animated and when you face a trainer, it shows me sending out the trainers pokemon and it doesent move. Don't know why this happens but maybe you can figure it out.
Check out these screenshots.

EDIT: Also the trainer remains in battle and the opponents pokemon is shows as backsprite above mine as you can see. The only changes to my scripts that I have made are Luka's animated pokemon and the D/P battle style. Don''t know if maybe that has something to do with it, I don't think so though. Have you tested the script against a trainer?
Attached Thumbnails
me sending out opponents pokemon.jpg‎   Durring Battle.jpg‎  
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Old September 6th, 2010 (01:23 AM).
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Okay the commands aren't frozen anymore, but the trainer battles are still pretty bugged. The opponent just says there and the pokemon that they own are sent onto my side, overlapping my own. Other than that, I like it. I hope that this gets fixed, and maybe the speed at which they animate to slow down a bit. I can figure that much on my own I bet.

Can't wait for your next script CNG. You're awesome.

EDIT: Also, can you make it so that the pokemon go back to moving up and down 1 pixel when your selecting an action? It seems like the sprite would appear less static that way.
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  #21    
Old September 6th, 2010 (02:33 AM).
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Global variable abuse ITT.

Using global variables willy-nilly is bad practise in an object-oriented language like RGSS. Just thought I'd let you guys know. You could, for example, add a @battler instance variable, which is set when the PokemonBattlerSprite is created or the current Pokémon is switched.
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Old September 6th, 2010 (11:54 AM).
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Quote originally posted by thepsynergist:
Okay the commands aren't frozen anymore, but the trainer battles are still pretty bugged. The opponent just says there and the pokemon that they own are sent onto my side, overlapping my own. Other than that, I like it. I hope that this gets fixed, and maybe the speed at which they animate to slow down a bit. I can figure that much on my own I bet.

Can't wait for your next script CNG. You're awesome.

EDIT: Also, can you make it so that the pokemon go back to moving up and down 1 pixel when your selecting an action? It seems like the sprite would appear less static that way.
Also the wild pokemon aren't animated.
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  #23    
Old September 6th, 2010 (12:15 PM).
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You could just use Benton gif animator

http://gmc.yoyogames.com/?showtopic=229334
it can loop the sprite for the whole battle.

Lol, I'm bored so you can just send me sprites and I'll make them animated if you want! EX

Also, I'll try and rip some sprites too. They already released a bunch of comercials for
it on youtube so I'll rip sprites from those videos.
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  #24    
Old September 6th, 2010 (12:49 PM).
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Can you animate the HG/SS sprites for me?
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Old September 6th, 2010 (04:13 PM).
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I'd rather use this script. I don't want to have to change every single sprite when I can just use this script to achieve the same thing. (In theory.)
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