• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Conquest protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Attack animations

  • 37
    Posts
    5
    Years
    • Seen Mar 11, 2025
    Does anyone know any sources that distribute attack animations that've been made free to use? I have 700+ moves and around 500 of them just use the standard Tackle animation
     
    Download Pokémon Reborn and copy their archives. Animation folder, SE Folder, move.dat, move2anim.dat and PkmnAnimation.dat.
    Remember to give credits to them.
     
    Last edited:
    Okay so I did that, and it works perfectly... except for one tiny, iny, meeny little detail... it takes at least 10 seconds for the Pokémon to actually use the move, and it takes further 10 seconds for the damage to go down. This is extremely painful to watch when you're fighting a Doduo with Fury Attack (or any Pokémon with an attack that hits more than once). So how do I stop this lag? I assume you would know how to work around it, since you came up with the idea to use Reborn's attack animations.
     
    So you want me to re-create 1200 battle animations by myself in order for me to get rid of the lag?
     
    Is it possible to somehow open Pokémon Reborn in RPG Maker, playtest it, and export all animations so they can be imported on my own game? Clearly just replacing the PkmnAnimation.dat, the Animation.dat, and the other things made it bug, so perhaps this method would prevent that?
     
    Is it possible to somehow open Pokémon Reborn in RPG Maker, playtest it, and export all animations so they can be imported on my own game? Clearly just replacing the PkmnAnimation.dat, the Animation.dat, and the other things made it bug, so perhaps this method would prevent that?

    One other thing to note if you're using reborn's animations is that you'll have to change how the game calls certain move animations in Pokebattle_MoveEffects to match how they're called in reborn. Off the top of my head, I'm thinking of ALL 2-turn moves (charging animation played on target), Explosion/Self-Destruct (target's sprite blacks out as well as user's), and Venom Drench (animation played on user) that you'll need to do this for. There are probably others, and if you see the animation playing weirdly in your game, then just check to see how they coded it for reborn and fix it in your game.
     
    Back
    Top