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Elite Battle: DX

Elite Battle: DX

by Luka S.J.

Take your battles to the next level with the ultimate Battle System skin!

Assigning VS Sequences

Elite Battle: DX comes with a whole slew of animated VS sequences and transitions which you are able to assign to both Trainers and Species alike:

EliteBattle.assignTransition(animation, species/trainer_class)
# The following is a list of of available animation types for VS Sequences
#  battle intro transitions
#   - "rainbowIntro"
#   - "evilTeam"
#   - "teamSkull"
#   - "minorLegendary"
#   - "bwLegendary"
#   - "bwLegendary2"
#  Classic VS Sequences
#       make sure you have your 'classicXXX.png' or 'TRAINERTYPE.png' in the 'Graphics/EBDX/Transitions/' folder (where XXX is the 3 digit ID of the trainer class)
#   - "classicVS"
#  integrated VS sequences:
#   - "minorTrainer"
#   - "integratedVS"
#  Sun/Moon VS backgrounds
#       make sure you have your 'trainerXXX.png' or 'TRAINERTYPE.png' in the 'Graphics/EBDX/Transitions/' folder (where XXX is the 3 digit ID of the trainer class)
#   - "trainerSM"
#   - "specialSM"
#   - "eliteSM"
#   - "crazySM"
#   - "ultraSM"
#   - "spaceSM"
#   - "crystalSM"
#   - "digitalSM"
#   - "goldSM"
#   - "forestSM"
#   - "plasmaSM"
#   - "wavesSM"
#   - "flamesSM"

EliteBattle.assign_transition("trainerSM", :TEAMROCKET_M, :TEAMROCKET_F, :RIVAL1)
Make sure that when assigning a Sun/Moon styled VS sequence, you have a trainerXXX.png or TRAINERTYPE.png (for Trainers); or speciesXXX.png or SPECIES.png (for Species) in your Graphics/EBDX/Transitions folder where the XXX correspond to the 3-digit ID of the Trainer Type/Species that you're assigning the VS sequence to.
VS Sequences can also be assigned individually on a specific data basis
EliteBattle.add_data(:GROUDON, :TRANSITION, "crystalSM")
The graphics for the various Sun/Moon styled VS sequences can be found in Graphics/EBDX/Transitions. If you append the 3-digit, or symbolic ID of the Trainer Type and/or Pokemon Species for which you're triggering the VS sequence to the image filenames, you'll be able to customize the graphics that get displayed even further (allowing for things like trainer specific color schemes, etc.)

This is also applicable for both the EvilTeam and Skull graphics, though the value to append is slightly different. To customize the graphics of the transition based on the Trainer Type, append _XXX to the name of the graphical assets, where XXX corresponds to the 3-digit ID of the Trainer Type you're assigning the battle intro to, or _TRAINERTYPE/SPECIES if you're using symbolic IDs.