Left this a few days just in case I found anything else in the meantime. Gyro ball seems to be pretty wonky. I mean, it works, but it seems to make the enemy sprites go all dodgy. Sometimes it makes the sprite disappear, sometimes it just makes it look funny.
https://www.youtube.com/watch?v=YCwhZ2B1Ngc
I think I'll put back the old animation. Because it looked more cooler.
Can I apply this to a modified Theta Emerald game?
Of course, if you have free space.
I just checked out your code and thought its truly amazing. I also copied some of your structures and tried to implement your features into my own hack (Working on FR though otherwise I would just contribute to your engine :T) - Hope you don't mind that, making sure to give you the respective credit once my hack is finally released... (
https://github.com/SBird1337/source_of_the_sovereign/tree/master/src/battle_engine for sake of reference)
I am unsure about one thing: On your initiative calc routine you don't seem to take weather conditions into account, when looking at the original routine I saw that it does (of course) - as far as I understand your hooking scripts you just override the whole routine with your own there so no normal code is executed and therefore weather is ignored completely. Am I missing something or is this just a thing not yet implemented.
~SBird
Edit: Another thing I don't quite get is why you need a hook for the animation of power trick etc. Is there anything special I don't get about those types of moves, sure you need to hardcoded the effect but the animation?
No problem. I actually, will be more than happy if someone decides to port this to FR. Not sure about how Dizzy will feel xD.
Also, what do you mean by the initial calc routine? Loading weather in a battle if the overworld has a weather condition or weather ball or anything else.
The hook is for pallet swap of a particle during the animation. I don't know too much about it. MrDollsteak made it so maybe he can elaborate it further.
So what do i do to Enable mega evolution? pardon me for being noob
Sorry, I was just expanding on the second part. Probably should have made it a little clearer. BluRose was right about megas. It's a planned feature.
Mega Evolution system isn't done in this engine yet.
You can try to implement it yourself though.
http://www.pokecommunity.com/showthread.php?t=348182
Megas are nearly fully functional now, except for
2-3 graphical handlers,
Rayquaza's mega evolution,
knock off, trick handling for mega stone and a
multi battle check.
Actually, the part except the mega icons and triggers on the HUD was already implemented a week ago. It took a week to understand Touched's code and then port it in Emerald with some variations, additions, adjustments and tweaking.
To enable Megas:
1. Before building the code, open the defines.h files in the src folder. In line 35, change the keystone index to the item index of your liking. After that build it.
2. In G3T, open the 'pokemon editor.ini' file in the Customization folder.
3. Paste this:
Code:
FB=Mega Evolution
FF=Revert Megas
in the evolution conditions section.
4. Now, open the items editor. Choose an item of your choice to be used as a mega stone. Set its Special Value 1/2 (or Held Item Effect) to 139 (in decimal) or 0x8B (in hex).
5. In the extra section of item, put the index of the target Mega Pokemon (e.g index of Mega Scizor if want your item to behave like Scizorite).
6. Now, open the pokemon editor, chose the mon you want to mega evolve. Then go to the evolution tab and add an entry there by setting 'Condition To Evolve' as 'Mega evolution' and
'Evolve To' to the Mega Species (e.g Mega Scizor in case of Scizor).
7. Make sure to set back the original species as Revert Megas evolution of mega species.
(e.g Scizor as Revert Megas evolution of Mega Scizor).
To activate it. Press the start button while choosing a move, you will hear a sound.