>>44714912Second post just to go down to some specifics
-Visible item shit: When a mon gets choice locked into a move, an animation plays that show which item it is.
-When a physical attack has imperfect accuracy, the opposing mon could do a dodging animation to graze the move when it misses or get hit when it lands as they're dodging, or when special attacks like Focus Blast can miss, the projectile would just go aside of them, same for Stone edge and Thunder, just have them strike somewhere that isn't the opposing mon. Or non-contact spread moves like Rock Slide would have the mons dodge the attacks while rocks fall.
-About damage animations, they would depend on effectiveness and each one of 4x resisting damage, 2x resisting damage, neutral damage, 2x weak damage and 4x weak damage would be an unique animation, and each animation would be expanded depending on the secondary effect like flinching, status, stat rise/drop, etc.
-Weather/Terrain idle animations would work like this, if the timer is running down to select a move, the pokemons would have an idle animation when the time to select a move is on and when the weather does its thing like Sand/Hail doing damage. And particles and other graphical effects would interact with the pokemon models like looking full of snowflakes under hail or dusty and sandy under Sandstorm or heated/sweating under Sun or Drenched and wet under Rain.
And status animations would be more than just particles surrounding the mons, release actual sleeping animations