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[Release] Pokémon Essentials, version 14 - 28th September 2014

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IceGod64

In the Lost & Found bin!
624
Posts
15
Years
It's still there for me too, you might want to try again if you haven't already.

Also, great build Maruno, there are some long-needed fixes in the build, and so far in my testing it, everything is great!

Thought the following isn't really a bug, so I'll say my suggestion here: When throwing a Pokéball, the actual ball falling seems to be a little slow.
 

BadSamaritan

Gone Fishin'
148
Posts
14
Years
  • Seen Jun 8, 2023
Thought the following isn't really a bug, so I'll say my suggestion here: When throwing a Pokéball, the actual ball falling seems to be a little slow.

Assuming it hasn't been changed since the previous release, I just edited a new one for the game I work on. Here's the code if you want it-

Code:
# Shows the player's Poké Ball being thrown to capture a Pokémon.
def pokeballThrow(ball,shakes,targetBattler,scene,battler,burst=-1)
  [email protected](ball)
  oldvisible=@sprites["shadow#{targetBattler}"].visible
  @sprites["shadow#{targetBattler}"].visible=false
  ball=sprintf("Graphics/Pictures/ball%02d",balltype)
  ballopen=sprintf("Graphics/Pictures/ball%02d_open",balltype)
  # sprites
  spritePoke=@sprites["pokemon#{targetBattler}"]
  spriteBall=IconSprite.new(0,0,@viewport)
  spriteBall.visible=false
  # pictures
  pictureBall=PictureEx.new(spritePoke.z+1)
  picturePoke=PictureEx.new(spritePoke.z)
  dims=[spritePoke.x,spritePoke.y]
  center=getSpriteCenter(@sprites["pokemon#{targetBattler}"])
  if @battle.doublebattle
    ballendy=PokeBattle_SceneConstants::FOEBATTLERD1_Y-4 if targetBattler==1
    ballendy=PokeBattle_SceneConstants::FOEBATTLERD2_Y-4 if targetBattler==3
  else
    ballendy=PokeBattle_SceneConstants::FOEBATTLER_Y-4
  end
  # starting positions
  pictureBall.moveVisible(1,true)
  pictureBall.moveName(1,ball)
  pictureBall.moveOrigin(1,PictureOrigin::Center)
  pictureBall.moveXY(0,1,10,180)
  picturePoke.moveVisible(1,true)
  picturePoke.moveOrigin(1,PictureOrigin::Center)
  picturePoke.moveXY(0,1,center[0],center[1])
  # directives
  picturePoke.moveSE(1,"Audio/SE/throw")
  pictureBall.moveCurve(30,1,150,70,30+Graphics.width/2,10,center[0],ballendy-((ballendy-center[1])*1/3))
  pictureBall.moveAngle(30,1,-1080)
  pictureBall.moveAngle(0,pictureBall.totalDuration,0)
  delay=pictureBall.totalDuration+4
  picturePoke.moveTone(10,delay,Tone.new(0,-224,-224,0))
  delay=picturePoke.totalDuration
  picturePoke.moveSE(delay,"Audio/SE/recall")
  pictureBall.moveName(delay+4,ballopen)
  loop do
    pictureBall.update
    picturePoke.update
    setPictureIconSprite(spriteBall,pictureBall)
    setPictureSprite(spritePoke,picturePoke)
    pbGraphicsUpdate
    pbInputUpdate
    break if !pictureBall.running? && !picturePoke.running?
  end
  # Burst animation here
  if burst>=0
    scene.pbCommonAnimation("BallBurst#{burst}",battler,nil)
  end
  pictureBall.clearProcesses
  picturePoke.clearProcesses
  delay=0
  picturePoke.moveZoom(15,delay,0)
  picturePoke.moveXY(15,delay,center[0],ballendy-((ballendy-center[1])*1/3))
  picturePoke.moveSE(delay+10,"Audio/SE/jumptoball")
  picturePoke.moveVisible(delay+15,false)
  pictureBall.moveName(picturePoke.totalDuration+2,ball)
  delay=picturePoke.totalDuration+30
  pictureBall.moveXY(10,delay,center[0],ballendy)
  pictureBall.moveSE(pictureBall.totalDuration,"Audio/SE/balldrop")
  pictureBall.moveXY(6,pictureBall.totalDuration+2,center[0],ballendy-((ballendy-center[1])*1/6))
  pictureBall.moveXY(6,pictureBall.totalDuration+2,center[0],ballendy)
  pictureBall.moveSE(pictureBall.totalDuration,"Audio/SE/balldrop")
  pictureBall.moveXY(3,pictureBall.totalDuration+2,center[0],ballendy-((ballendy-center[1])*1/9))
  pictureBall.moveXY(3,pictureBall.totalDuration+2,center[0],ballendy)
  pictureBall.moveSE(pictureBall.totalDuration,"Audio/SE/balldrop")
  picturePoke.moveXY(0,pictureBall.totalDuration,center[0],ballendy)
  delay=pictureBall.totalDuration+18# if shakes==0
  [shakes,3].min.times do
    pictureBall.moveSE(delay,"Audio/SE/ballshake")
    pictureBall.moveXY(9,delay,center[0]-8,ballendy)
    pictureBall.moveAngle(9,delay,30) # positive means counterclockwise
    delay=pictureBall.totalDuration
    pictureBall.moveXY(9,delay,center[0]+8,ballendy)
    pictureBall.moveAngle(9,delay,-30) # negative means clockwise
    delay=pictureBall.totalDuration
    pictureBall.moveXY(9,delay,center[0],ballendy)
    pictureBall.moveAngle(9,delay,0)
    delay=pictureBall.totalDuration+29
  end
  if shakes<4
    picturePoke.moveSE(delay,"Audio/SE/recall")
    pictureBall.moveName(delay,ballopen)
    pictureBall.moveVisible(delay+10,false)
    picturePoke.moveVisible(delay,true)
    picturePoke.moveZoom(15,delay,100)
    picturePoke.moveXY(15,delay,center[0],center[1])
    picturePoke.moveTone(0,delay,Tone.new(248,248,248,248))
    picturePoke.moveTone(24,delay,Tone.new(0,0,0,0))
    delay=picturePoke.totalDuration
  end
  pictureBall.moveXY(0,delay,center[0],ballendy)
  picturePoke.moveOrigin(picturePoke.totalDuration,PictureOrigin::TopLeft)
  picturePoke.moveXY(0,picturePoke.totalDuration,dims[0],dims[1])
  loop do
    pictureBall.update
    picturePoke.update
    setPictureIconSprite(spriteBall,pictureBall)
    setPictureSprite(spritePoke,picturePoke)
    pbGraphicsUpdate
    pbInputUpdate
    break if !pictureBall.running? && !picturePoke.running?
  end
  if shakes<4
    @sprites["shadow#{targetBattler}"].visible=oldvisible
    spriteBall.dispose
  else
    spriteBall.tone=Tone.new(-64,-64,-64,128)
    pbSEPlay("balldrop",100,150)
    @sprites["capture"]=spriteBall
    spritePoke.visible=false
  end
end

(I also slowed down the ball wiggles, because I felt they were abnormally fast before)

On another note, might anyone know the specific changes to the form's page framerate fix? I have a heavily edited essentials and am not really interested in any of the new releases features(though they are nice!), but that's one thing that's been bugging me(pun intended).
 
664
Posts
15
Years
Hey, this looks like it's come on a long way from when I left!
Great job Maruno, I never had any doubts that Essentials was in the right hands.
 

IceGod64

In the Lost & Found bin!
624
Posts
15
Years
If I'm not mistaken, you left before even the new maps were in place, right CNG?

You're also absolutely right, Essentials is just getting better and better!
 
14
Posts
9
Years
  • Age 33
  • Seen Sep 25, 2023
Woot, the first post didn't mention it (but the wiki did): the animation for walking through tall grass has been fixed! That's always been my biggest gripe, so needless to say, this is glorious. Many of the other changes will prove useful as well, and I'm sure not only to me.

So, thanks for that.~
 
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