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In gens 1-3, using an item in battle consumes it and applies its effects immediately, and isn't undoable in doubles. In gens 4+, using an item in battle is queued like move selection and run at a similar (needs testing) priority to switching out. A barebones implementation could play the same sound with no animation (as is done for AI item use), but a more robust version would involve...
Item use animation
This is a clusterfuck. Gen 4 added a "used item" animation for the player's side only, involving (in Emerald terms) the ThinRingExpandingSprite part of held items (with its new SE), followed by HealingEffect overlaid on a silent StatusClearedEffect. Gens 5+ apply this animation to the enemy side as well, and move the second half into its own "HP restored" animation that plays whenever a mon heals. This also led to HealingEffect and StatusClearedEffect being removed from any move animations that used them. The most flexible solution here is to use per-gen constants, but that'd still create tons of breaking changes on move anims.
The text was updated successfully, but these errors were encountered:
Explanation
In gens 1-3, using an item in battle consumes it and applies its effects immediately, and isn't undoable in doubles. In gens 4+, using an item in battle is queued like move selection and run at a similar (needs testing) priority to switching out. A barebones implementation could play the same sound with no animation (as is done for AI item use), but a more robust version would involve...
Item use animation
This is a clusterfuck. Gen 4 added a "used item" animation for the player's side only, involving (in Emerald terms) the
ThinRingExpandingSprite
part of held items (with its new SE), followed byHealingEffect
overlaid on a silentStatusClearedEffect
. Gens 5+ apply this animation to the enemy side as well, and move the second half into its own "HP restored" animation that plays whenever a mon heals. This also led toHealingEffect
andStatusClearedEffect
being removed from any move animations that used them. The most flexible solution here is to use per-gen constants, but that'd still create tons of breaking changes on move anims.The text was updated successfully, but these errors were encountered: