Fixing implies something was broken in the first place, which in this case wasn't. All of it is intended behaviour. If you can "fix" something by adjusting the settings, then you're not fixing anything since that is intended behaviour too.So basically theres something to fix
This is very vague. I need more information to go on. The default animations play out in the actual battle the same way they play out in the editor. Unfortunately, I don't have a crystal ball, so unless you tell me the specifics of what you're doing with your animation, I won't know.O btw i made a mega evolution and moonblast animation...
it shows nice in the editor
but looks not like in the editor when battle
My recommendation would be to get into the habit of using pbLoadPokemonBitmap to fetch the Pokemon's sprites, since that def gets automatically adjusted to work with my formatted PNGs, and is a pretty future-proof way of doing things (imo). For your code specifically, you'd need to create a dummy Pokemon object, and then use that to fetch the bitmap of your desired Pokemon. So something like this:I have been wanting to show a preview of several Pokemon ingame and I have been trying to configure the script from -FL- below
Code:
pokemon = PokeBattle_Pokemon.new(specie,5)
bitmap = pbLoadPokemonBitmap(pokemon).bitmap
EDIT: Update!
I've added a new Elite Four VS sequence, and new transitions for Trainer battles and surfing battles to the EntryAnimations script. Also updated the Resource Pack with the appropriate files. Just like the previous VS sequences, this one plays only if you have the appropriate files for the Trainer battle. The priority of the VS sequences are as follows:
Special > Elite Four > New > Default > None
Last edited: