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Pokémon Island Creator
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This tutorial explains how show the enemy's Poke Balls before taking the next Pokémon. Note that this isn't identical to original games. Tested on v13 and v17.2.
In PokeBattle_ActualScene
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In PokeBattle_Battle
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In PokeBattle_ActualScene
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@sprites["partybarplayer"].x-=16
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@sprites["partybarplayer"].x-=16 if @sprites["partybarplayer"]
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@sprites["partybarplayer"].x=PokeBattle_SceneConstants::PLAYERPARTYBAR_X
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@sprites["partybarplayer"].x=PokeBattle_SceneConstants::PLAYERPARTYBAR_X if @sprites["partybarplayer"]
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@sprites["enemy#{i}"].z=41
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@sprites["enemy#{i}"].y-=72 if @doublePreviewTop
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@sprites["player#{i}"].x-=ballmovedist
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@sprites["player#{i}"].x-=ballmovedist if @sprites["partybarplayer"]
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def partyAnimationUpdate
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def partyAnimationRestart(doublePreviewTop)
@doublePreviewTop=doublePreviewTop
yvalue=114
yvalue-=72 if doublePreviewTop
pbAddSprite("partybarfoe",-400,yvalue,"Graphics/Pictures/battleLineup",@viewport)
@sprites["partybarfoe"].visible=true
@partyAnimPhase=0
end
def partyAnimationFade
frame=0
while(frame<24)
if @partyAnimPhase!=3
pbGraphicsUpdate
next
end
frame+=1
@sprites["partybarfoe"].x+=8
@sprites["partybarfoe"].opacity-=12
for i in 0...6
partyI = i
@sprites["enemy#{partyI}"].opacity-=12
@sprites["enemy#{partyI}"].x+=8 if frame >= i*4
end
pbGraphicsUpdate
end
for i in 0...6
partyI = i
pbDisposeSprite(@sprites,"player#{partyI}")
end
pbDisposeSprite(@sprites,"partybarfoe")
end
In PokeBattle_Battle
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opponent=pbGetOwner(index)
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@scene.partyAnimationRestart(index==1 && @doublebattle) if index != 2
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end
pbRecallAndReplace(index,newenemy,newenemyname,false,false)
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else
# You can change the time delay for double/Set Option here
timedelay=64 # Set Option
timedelay=96 if @doublebattle
for i in 0...timedelay
@scene.pbGraphicsUpdate
end
end
@scene.partyAnimationFade if index!=2
pbRecallAndReplace(index,newenemy,newenemyname,false,false)
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