Battle Animations & Timing
CommunityPerfect battle animations with timing precision.
Authorgabathanasiou
Version1.0.0
Installs0
System Documentation
What problem does it solve?
This guide helps developers maintain authentic Game Boy Color-era battle visuals by enforcing precise sequencing for Entry, Hit, and Faint animations, while leveraging a data-driven Animation Framework to keep changes modular.
Core Features & Use Cases
- Data-driven framework: The system uses AnimFramework with a registry-driven approach (AnimFramework, registry/core.js, elemental.js, physical.js, nature.js, steel.js, mystic.js) and a high-level BattleAnims API to orchestrate animations.
- Deterministic sequencing: Defines timing rules for Entry, Attack hits, and Faint transitions, with data-driven definitions and deterministic playback.
- Workflow & safety: Outlines the standard pipeline (resolveSingleHit → applyDamage → triggerHitAnim) and supports patterns like the skipAnim flag for moves that supply their own visuals.
- Developer guidance: Instructions to consult docs/ANIMATION_DIRECTORY.json before adding new animations, and how to add a new move animation using AnimFramework.register with an 8-bit style.
Quick Start
Register a new move animation with AnimFramework and verify its timing in a test battle.
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: Battle Animations & Timing Download link: https://github.com/gabathanasiou/Pokemon-battle-modular/archive/main.zip#battle-animations-timing Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
Agent Skills Search Helper
Install a tiny helper to your Agent, search and equip skill from 471,000+ vetted skills library on demand.