Emerald Battle Engine V.2
Remember that one? As promised, I present you an even better, more polished and completed decomp version of an upgraded battle system.
Features:
* Physical / Special Split
Whether a move is physical or special is no longer decided by its type. Each move has individually assigned split.
* Updated Moves and Abilities effects
Be it move's pp, power or Growth increasing Atk and Sp.Atk by 2 stages in the sun, all effects were updated to the latest gens' standard.
* Fairy Type
Inserted and assigned to all Pokemon and moves for your convenience.
* New Moves, Abilities and Items
All moves, abilities and battle items up to gen7 have been inserted.
* Triple Pokemon Types in-battle
For Trick-Or-Treat and Forest's Curse effect, and made simple to create new moves or effects in the same fashion.
* Dual-type moves
As Flying Press is both flying-fighting. Just as the triple types feature, it was coded so creating new moves with the same effect is easy as pie for everyone.
* New Learnsets
As taken from gen 7 games.
* Double Wild Battles
Like in Gen 5 games, you can set-up special grassy areas for two vs two wild Pokemon battles.
* AI
Smarter than ever, with support for all the new added stuff.
* Ability pop-up
Whenever a Pokemon's ability activates, a pop-up window appears like in gen 6.
* Experience on catch
Catching a wild Pokemon grants experience points as well.
* Faster battle intro
Now the text can print at the same time as Pokemon animate.
Faster:
Regular:
* Config file
For turning on/off and configuring various features, and compatibility with item/pokemon expansion projects. See /include/constants/battle_config.h for more information.
* Mega Evolution
Supported in link and recorded battles with cool-looking assets.
* Mid-battle Trainer messages
Make your trainers interrupt a battle in key moments with a witty one-liner or an amazement message.
Read this post for how to set them up.
* Custom Multi battles
Remember the battle in Mossdeep City where you team up with Steven? Now you can create as many battles like this as you want. Team up with an AI partner to fight two wild Pokemon, two trainers or just one trainer.
Read this awesome post to learn how to script them.
Download:
The project is open-source and can be found here. All bugs and glitches are in the 'Issues' section. If you find one that's not there, please let me know so it can be quickly fixed!
https://github.com/rh-hideout/pokeemerald-expansion/tree/master
Credits:
This post will be constantly updated.
Remember that one? As promised, I present you an even better, more polished and completed decomp version of an upgraded battle system.
Features:
* Physical / Special Split
Whether a move is physical or special is no longer decided by its type. Each move has individually assigned split.
Spoiler:


* Updated Moves and Abilities effects
Be it move's pp, power or Growth increasing Atk and Sp.Atk by 2 stages in the sun, all effects were updated to the latest gens' standard.
Spoiler:

* Fairy Type
Inserted and assigned to all Pokemon and moves for your convenience.
Spoiler:


* New Moves, Abilities and Items
All moves, abilities and battle items up to gen7 have been inserted.
* Triple Pokemon Types in-battle
For Trick-Or-Treat and Forest's Curse effect, and made simple to create new moves or effects in the same fashion.
* Dual-type moves
As Flying Press is both flying-fighting. Just as the triple types feature, it was coded so creating new moves with the same effect is easy as pie for everyone.
* New Learnsets
As taken from gen 7 games.
* Double Wild Battles
Like in Gen 5 games, you can set-up special grassy areas for two vs two wild Pokemon battles.
Spoiler:

* AI
Smarter than ever, with support for all the new added stuff.
* Ability pop-up
Whenever a Pokemon's ability activates, a pop-up window appears like in gen 6.
Spoiler:



* Experience on catch
Catching a wild Pokemon grants experience points as well.
* Faster battle intro
Now the text can print at the same time as Pokemon animate.
Spoiler:
Faster:
Spoiler:

Regular:
Spoiler:

* Config file
For turning on/off and configuring various features, and compatibility with item/pokemon expansion projects. See /include/constants/battle_config.h for more information.
* Mega Evolution
Supported in link and recorded battles with cool-looking assets.
Spoiler:


* Mid-battle Trainer messages
Make your trainers interrupt a battle in key moments with a witty one-liner or an amazement message.
Spoiler:



Read this post for how to set them up.
* Custom Multi battles
Remember the battle in Mossdeep City where you team up with Steven? Now you can create as many battles like this as you want. Team up with an AI partner to fight two wild Pokemon, two trainers or just one trainer.
Read this awesome post to learn how to script them.
Spoiler:



Download:
The project is open-source and can be found here. All bugs and glitches are in the 'Issues' section. If you find one that's not there, please let me know so it can be quickly fixed!
https://github.com/rh-hideout/pokeemerald-expansion/tree/master
Credits:
Spoiler:
Lunos - battle strings, save file, item images and palettes
Shanty - move animations,
mvit - ability pop up and mega evo gfx
Avara - item descriptions,
Kurausukun - testing, small edits and fixes
TheLaw - move animations,
BreadCrumbs - code review
Tetra - assigning move effects
Ultima - new items data
Cancer Fairy - coding help, battle strings
Syreldar - testing, wrote an explanation post
UltimaSoul - moving the repo
...
Did I forget about you? Hit me up and I'll add you to the list.
Shanty - move animations,
mvit - ability pop up and mega evo gfx
Avara - item descriptions,
Kurausukun - testing, small edits and fixes
TheLaw - move animations,
BreadCrumbs - code review
Tetra - assigning move effects
Ultima - new items data
Cancer Fairy - coding help, battle strings
Syreldar - testing, wrote an explanation post
UltimaSoul - moving the repo
...
Did I forget about you? Hit me up and I'll add you to the list.
This post will be constantly updated.
Last edited: