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Script: Animated Pokemon System [DBK Add-On] [v21.1]

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    Animated Pokemon System for v21.1
    Upgrades your game with animated Pokemon sprites for Gens 1-9 and other animation flourishes.
    [PokeCommunity.com] Animated Pokemon System [DBK Add-On] [v21.1]
    [PokeCommunity.com] Animated Pokemon System [DBK Add-On] [v21.1]

    Overview
    This plugin builds upon the Deluxe Battle Kit to implement fully animated Pokemon sprites for all species up to Gen 9 DLC. This isn't merely a sprite pack however, as it implements a variety of features and animations that utilize several functions of the Deluxe Battle Kit and other supported plugins. This plugin builds off of the code that was formerly part of the Generation 8 Pack by Golisopod User, which itself was built off of EBDX by Luka S.J.

    In addition to providing the actual sprites for every species, (including shiny sprites, icons, shiny icons, and footprints), this plugin also implements several key features that I'll briefly outline below. More details for each feature may be found in the plugin tutorial linked below.
    • Sprite scaling.
    • Animation speed settings.
    • Animated battler shadows.
    • Differently-colored Super shiny sprites (settable hues).
    • Mosaic-style form change animations.
    • Substitute doll sprites and animations.
    • Status conditions place a colored overlay on Pokemon sprites.
    • Animations for sprites can be changed or affected by certain conditions.
    • Moves that put the user in a semi-invulnerable state (Fly, Dig, etc.) properly hides the user's sprite.
    • Improved metrics options.
    • An overhauled and improved Sprite Editor.
    • Midbattle Scripting features.

    -DOWNLOAD LINK-

    Installation
    • First, please install the latest version of the Deluxe Battle Kit. This plugin functions as an add-on to that kit.
    • Next, download this plugin using the link marked with [PLUGIN] and extract its contents to your root Essentials folder so that the Graphics, PBS and Plugins folders in the download merge with their equivalent folders in your project.
    • If this is your first time installing the plugin, you must also follow the link marked with [SPRITES] and extract its contents to your root Essentials folder as well. This download contains only the actual Pokemon sprites. These are kept separate from the core plugin download so that you don't have to redownload all of the sprites each and every time the plugin requires updating, since there are a LOT of sprites.
    • Start your game in debug mode and make sure you recompile by holding down the CTRL key while the game is booting up. If the console says "Game data was not compiled", then you didn't hold down the key long enough, or don't have the game window in focus.

    Changelog (v1.0.8)
    Spoiler:


    Plugin Tutorial
    Please refer to the add-on page for this plugin in the Deluxe Battle Kit Tutorial.
     
    Last edited:
    Minor Update (v1.0.1)
    • Fixed an error that would cause a crash when attempting to display a Pokedex with empty slots.
    • Split the plugin into two separate downloads - one for the plugin itself, and another just for the Pokemon sprites. This should hopefully make updating the plugin easier for people in the future, as you won't need to redownload all 9,000+ sprites each time an update is released that just fixes a few lines of code.
     
    Minor Update (v1.0.2)
    • Removed the sprite bobbing for the player's Pokemon during command selection in battle, as this doesn't look as natural for animated sprites.
    • Fixed an issue that could cause sprites to animate at different speeds depending on the machine the game is running on. Sprites should now animate at universally consistent rates regardless of your computer/monitor specs.
     
    Minor Update (v1.0.3)
    • Fixed an error that would cause a crash when the move Ally Switch was used, or when the Shift command was used by the player in a triple battle.
    • Fixed the substitute doll sprite persisting through switch out, even when the incoming Pokemon doesn't have a substitute.
    • Fixed several visual bugs related to shadow sprites not displaying correctly when switching out.
     
    Minor Update (v1.0.4)
    • Set the default ANIMATION_FRAME_DELAY setting to 90 to slow down global animation speeds a tad. I feel like the overall speed was slightly too quick after the v1.0.2 update.
    • Added a new setting in the in-game Options menu that allows you to turn animated sprites on or off.
    • When sprite animations are turned off in the Options, in-battle sprite bobbing for the player's Pokemon during command selection will be automatically enabled. If animations are on, sprite bobbing will be automatically turned off.
    • Implemented code that will now auto-position Pokemon sprites when displayed in the Summary, Pokedex and PC Storage UI's. Previously, many sprites would be cut off awkwardly or not centered correctly due to how their sprites were made. This should be resolved in 99% of cases now.
    • Added a new plugin setting called POKEMON_UI_METRICS that allows you to fine-tune the display positions of specific species sprites in the UI's mentioned above. So you can tweak how sprites appear in the rare cases where the auto-positioner doesn't get it exactly right.
    • Spinda will no longer crash the game, and its sprite will now properly display spots while it's animating. This was a huge undertaking and a lot of work-arounds had to be implemented to get it to work. The way spot patterns are generated had to be completely reworked, so they won't display exactly how they would normally. Spots should no longer generate on Spinda's ears, nor will they appear at all on its back sprite, unfortunately.
    • Fixed a compatibility issue that would display the incorrect Super Shiny hue on some sprites during various DBK-related animations (Mega Evolution, Primal Reversion, etc.).
    • Tweaked various metrics for a handful of species.

    Our boy Spinda in action:
    [PokeCommunity.com] Animated Pokemon System [DBK Add-On] [v21.1]
     
    Last edited:
    Minor Update (v1.0.5)
    • Fixed issues with the Substitute doll animation in double or triple battles where the doll would be displayed on the wrong coordinates.
     
    Minor Update (v1.0.6)
    Plugin Updates:

    • Fixed several incompatibility issues with the Safari Zone.
    • The UI auto-positioner code will now function properly if a Pokemon's sprite is mirrored.
    • Updated the metric files for all newly-added sprites.
    • Updated the POKEMON_UI_METRICS in the plugin Settings file for all relevant sprites.
    Sprite Pack Updates:
    • Removed several sprites from the pack that were unintentionally included and did not belong in the pack.
    • Fixed a typo with Sandygast's Footprint file name.
    • All sprite filenames that ended in PNG have been converted appropriately to png. This may make a difference for some machines.
    • Replaced the following sprites that previously had errors or broken frames:
      • Kirlia (all)
      • Grovyle (all)
      • Glameow (all)
      • Turtwig (all)
      • Mudbray (front)
      • Espeon (front)
      • Slugma (front)
      • Zangoose (front)
      • Weavile (front)
      • Larvesta (front)
      • Cradily (back)
      • Scorbunny (back)
    • Replaced the following sprites with improved versions that either had better art or animations:
      • Alolan Rattata (all)
      • Alolan Raticate (all)
      • Alolan Raichu (all)
      • Alolan Sandshrew (all)
      • Alolan Sandslash (all)
      • Alolan Vulpix (all)
      • Alolan Ninetales (all)
      • Alolan Diglett (all)
      • Alolan Dugtrio (all)
      • Alolan Meowth (all)
      • Galarian Meowth (all)
      • G-Max Meowth (front)
      • Alolan Geodude (all)
      • Alolan Graveler (all)
      • Alolan Golem (all)
      • Alolan Grimer (all)
      • Alolan Muk (all)
      • Alolan Exeggutor (front)
      • G-Max Eevee (front)
      • Galarian Zapdos (all)
      • Cyndaquil (all)
      • Quilava (all)
      • Typhlosion (all)
      • Galarian Zigzagoon (back)
      • Mega Manectric (front)
      • Mega Latias (front)
      • Mega Latios (front)
      • Mega Garchomp (front)
      • G-Max Garbodor (all)
      • Tornadus Therian (all)
      • White Kyurem (all)
      • Braixen (all)
      • Talonflame (all)
      • Braixen (all)
      • Talonflame (all)
      • Scatterbug (all)
      • Vivillon (back)
      • Litleo (all)
      • Pyroar Male (all)
      • Pyroar Female (all)
      • Pancham (front)
      • Swirlix (all)
      • Binacle (all)
      • Clauncher (all)
      • Clawitzer (all)
      • Tyrunt (front)
      • Sylveon (all)
      • Hisuian Sliggo (front)
      • Hisuian Goodra (back)
      • Klefki (all)
      • Avalugg (all)
      • Noibat (all)
      • Xerneas (front)
      • Volcanion (front)
      • Rowlet (all)
      • Litten (front)
      • Popplio (all)
      • Yungoos (all)
      • Charjabug (front)
      • Vikavolt (all)
      • Crabrawler (all)
      • Crabominable (all)
      • Ribombee (front)
      • Rockruff (all)
      • Lycanroc Midnight Form (back)
      • Wishiwashi Schooling Form (all)
      • Toxapex (all)
      • Dewpider (front)
      • Morelull (all)
      • Comfey (all)
      • Palossand (all)
      • Minior Meteor Form (front)
      • Bruxish (all)
      • Nihilego (front)
      • Pheromosa (front)
      • Kartana (all)
      • Marshadow (front)
      • Naganadel (all)
      • Blacephalon (all)
      • Raboot (all)
      • Gigantamax Cinderace (all)
      • Gigantamax Orbeetle (front)
      • Eldegoss (all)
      • Gigantamax Drednaw (front)
      • Carkol (all)
      • Applin (back)
      • Sandaconda (all)
      • Cramorant (front)
      • Arrokuda (all)
      • Gigantamax Toxtricity (front)
      • Clobbopus (back)
      • Hatenna (back)
      • Gigantamax Hatterene (front)
      • Mr. Rime (all)
      • Milcery (back)
      • Stonjourner
      • Eiscue (all)
      • Eiscue Noice Face (all)
      • Arctovish (all)
      • Dreepy (all)
      • Drakloak (all)
      • Dragapult (all)
      • Eternatus (all)
      • Ursaluna Bloodmoon (front)
      • Basculegion Male (all)
      • Basculegion Female (all)
      • Tandemaus (front)
      • Maushold (front)
      • Tadbulb (front)
      • Iron Hands (front)
      • Iron Bundle (back)
      • Arctibax (front)
      • Wo-Chien (front)
      • Chien-Pao (front, back)
      • Chi-Yu (front, back)
      • Miraidon (all)
      • Hydrapple (front)
      • Gouging Fire (front)
      • Terapagos Stellar Form (front)
     
    Last edited:
    Ok, thanks for the response. I'll have another go tomorrow (getting a bit late here), I think it may be something to do with me trying to compile it under linux (WINE).
     
    You either haven't installed the plugin scripts, or you aren't properly compiling the game on start up.
    Got it sorted, thanks again for the help. Setting a window rule to force the window when opened to always be in focus worked.
     
    Minor Update (v1.0.7)
    Plugin Updates:

    • Updated the metric files for all newly-added sprites.
    • Updated the POKEMON_UI_METRICS in the plugin Settings file for all relevant sprites.
    Sprite Pack Updates:
    • Replaced the following sprites with improved versions that either had better art or animations:
      • Mega Charizard X (front)
      • Mega Beedrill (front)
      • Capped Pikachu forms (all)
      • Mega Scizor (front)
      • Mega Tyranitar (all)
      • Mega Blaziken (front)
      • Galarian Linoone (all)
      • Mega Medicham (front)
      • Mega Salamence (front)
      • Hisuian Samurott (all)
      • White-Striped Basculin (all)
      • Fletchinder (all)
      • Dragalge (front)
      • Helioptile (all)
      • Sliggoo (all)
      • Phantump (all)
      • Zygarde 50% (all)
      • Zygarde 10% (all)
      • Incineroar (all)
      • Brionne (all)
      • Primarina (all)
      • Toucannon (all)
      • Gumshoos (all)
      • Oricorio Pom-Pom Style (all)
      • Oricorio Pa'u Style (all)
      • Oricorio Sensu Style (all)
      • Lycanroc Midday form (all)
      • Lycanroc Midnight form (all)
      • Mudbray (all)
      • Mudsdale (all)
      • Hakamo-o (all)
      • Kommo-o (all)
      • Tapu Bulu (all)
      • Cosmog (all)
      • Solgaleo (all)
      • Lunala (all)
      • Pheromosa (back)
      • Xurkitree (all)
      • Necrozma Dusk Mane (all)
      • Necrozma Dawn Wings (all)
      • Ultra Necrozma (all)
      • Drizzile (all)
      • Inteleon (all)
      • Dubwool (all)
      • Coalossal (all)
      • Gigantamax Coalossal (all)
      • Silicobra (all)
      • Frosmoth (all)
      • Indeedee male (all)
      • Indeedee female (all)
      • Cufant (all)
      • Zacian Crowned Sword (all)
      • Zamazenta Crowned Shield (all)
      • Glastrier (all)
      • Calyrex (all)
      • Calyrex Ice Rider (all)
      • Overqwil (all)
      • Frigibax (front)
      • Terastal Form Terapagos (front)
     
    By default, this Super Shiny hue is completely randomized for every species and form, and will re-randomize every time you recompile the game. If I wish to keep the hue constant even when recompiling, is it possible to achieve this?
     
    By default, this Super Shiny hue is completely randomized for every species and form, and will re-randomize every time you recompile the game. If I wish to keep the hue constant even when recompiling, is it possible to achieve this?
    Of course. This is covered in the guide.
     
    Of course. This is covered in the guide.
    I can modify the Super Shiny hue parameters, but I want to maintain its randomness during wild encounters. I want to ensure the color stays consistent after recompiling. This allows players to collect various Super Shiny color variations by repeatedly encountering Pokémon. How can this be done?
     
    I can modify the Super Shiny hue parameters, but I want to maintain its randomness during wild encounters. I want to ensure the color stays consistent after recompiling. This allows players to collect various Super Shiny color variations by repeatedly encountering Pokémon. How can this be done?
    Each species/form can only have one super shiny hue. This hue is randomly determined for each species when you compile the game unless you have manually saved a specific hue that will not reset.
     
    Minor Update (v1.0.8)
    • Fixed a bug that would could cause a battler's sprite to freeze and stop animating entirely if the user's Speed stat was increased. Increases to the user's Speed will now correctly increase the sprite's animation speed.
     
    I encountered this when an Aegislash transformed to the Blade form and caused my Toxtricity to suddenly move up significantly but the battle resumed as normal.
    Code:
    =================
    
    [2024-12-09 00:42:49 -0500]
    [Pokémon Essentials version 21.1]
    [v21.1 Hotfixes 1.0.9]
    
    Exception: RGSSError
    Message: disposed bitmap
    
    Backtrace:
    [[DBK] Animated Pokémon System] [006] Battler Sprites.rb:276:in `width'
    [[DBK] Animated Pokémon System] [006] Battler Sprites.rb:276:in `mosaicRefresh'
    [[DBK] Animated Pokémon System] [006] Battler Sprites.rb:236:in `bitmap='
    BattleAnimationPlayer:812:in `block in update'
    BattleAnimationPlayer:802:in `times'
    BattleAnimationPlayer:802:in `update'
    Scene_PlayAnimations:548:in `block in pbAnimationCore'
    Scene_PlayAnimations:547:in `loop'
    Scene_PlayAnimations:547:in `pbAnimationCore'
    [[DBK] Animated Pokémon System] [006] Battler Sprites.rb:373:in `pbAnimationCore'
     
    I encountered this when an Aegislash transformed to the Blade form and caused my Toxtricity to suddenly move up significantly but the battle resumed as normal.
    Code:
    =================
    
    [2024-12-09 00:42:49 -0500]
    [Pokémon Essentials version 21.1]
    [v21.1 Hotfixes 1.0.9]
    
    Exception: RGSSError
    Message: disposed bitmap
    
    Backtrace:
    [[DBK] Animated Pokémon System] [006] Battler Sprites.rb:276:in `width'
    [[DBK] Animated Pokémon System] [006] Battler Sprites.rb:276:in `mosaicRefresh'
    [[DBK] Animated Pokémon System] [006] Battler Sprites.rb:236:in `bitmap='
    BattleAnimationPlayer:812:in `block in update'
    BattleAnimationPlayer:802:in `times'
    BattleAnimationPlayer:802:in `update'
    Scene_PlayAnimations:548:in `block in pbAnimationCore'
    Scene_PlayAnimations:547:in `loop'
    Scene_PlayAnimations:547:in `pbAnimationCore'
    [[DBK] Animated Pokémon System] [006] Battler Sprites.rb:373:in `pbAnimationCore'
    Works fine for me. This doesn't even seem like its a plugin error, it seems like it might be an animation error. Do you have a move animation pack or something like that installed?
     
    I do actually. I installed the move animations when I downloaded the Gen 9 pack. I wasn't able to replicate this error but I just found it strange. It didn't break the game or anything at all. The battle continued as normal the Aegislash did its intended move. Forgot what move but when I get it again, I see what move it attempted.
     
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