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Adding Move Animations?

  • 4
    Posts
    3
    Years
    • Seen Nov 23, 2023
    I'm getting into editing the decomp for some qol/update changes, and I wanted to make some extra moves too
    I made the power, pp, description, etc. Everything transfers perfectly to the game.

    ...but I can't for the life of me find a way to give it an animation in battle.

    And I don't mean add an animation. Just frankenstein-ing existing moves.
    But not even copy-pasting already existing animations worked.

    Is there something I'm missing? What is the "formula" for a move animation? What files do I have to edit?
     
    I'm getting into editing the decomp for some qol/update changes, and I wanted to make some extra moves too
    I made the power, pp, description, etc. Everything transfers perfectly to the game.

    ...but I can't for the life of me find a way to give it an animation in battle.

    And I don't mean add an animation. Just frankenstein-ing existing moves.
    But not even copy-pasting already existing animations worked.

    Is there something I'm missing? What is the "formula" for a move animation? What files do I have to edit?
    The only file you have to edit is data/battle_anim_scripts.s.
    You just add an entry for your new move to gBattleAnims_Moves before Move_COUNT, making sure that the order of the table matches the same order in which your moves are defined at include/constants/moves.h, then write an animation script somewhere below gBattleAnims_Special following the lead of any animation script in the file, and that's basically it.
     
    The only file you have to edit is data/battle_anim_scripts.s.
    You just add an entry for your new move to gBattleAnims_Moves before Move_COUNT, making sure that the order of the table matches the same order in which your moves are defined at include/constants/moves.h, then write an animation script somewhere below gBattleAnims_Special following the lead of any animation script in the file, and that's basically it.

    YESS! That finally worked! ^v^
    I had put my moves on top for ease of access lol. Had no idea the order mattered when I was already calling the move anyways...

    Thank you so much!

    Also, in some animations, ie Wrap, there are 5 numbers. What do these mean?
    Code:
    createvisualtask AnimTask_ScaleMonAndRestore, 5, 10, -5, 5, ANIM_TARGET, 0
     
    Last edited:
    YESS! That finally worked! ^v^
    I had put my moves on top for ease of access lol. Had no idea the order mattered when I was already calling the move anyways...

    Thank you so much!

    Also, in some animations, ie Wrap, there are 5 numbers. What do these mean?
    Code:
    createvisualtask AnimTask_ScaleMonAndRestore, 5, 10, -5, 5, ANIM_TARGET, 0
    They're parameters read by the AnimTask_ScaleMonAndRestore function that createvisualtask is executing.
    See: https://github.com/pret/pokeemerald/blob/master/src/battle_anim_mon_movement.c#L818-L822
     
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