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So, does anyone know whether it is still being worked on?
It is being worked on, and will come out soon. But it's not been released just yet.
So, does anyone know whether it is still being worked on?
WolfPP, I can't find Water Shuriken, Photon Geyser in moves.txt. Where can I find that move?
Dive (move 541)Hi guys!
I'll create new animations FOR THE EBS - ELITE BATTLE SYSTEM (by Luka S.J.).
You just need to paste the script into 'MoveAnimations Script', under 'def pbAnimation (moveid, user, target, hitnum = 0)' between last 'end' and bug bite script Like this:
If you have custom animations and you want to share with us, feel free (and we would even appreciate it).Code:end PASTE HERE #----------------------------------------------------------------------------- # Bug Bite #-----------------------------------------------------------------------------
#-----------------------------------------------------------------------------
# Dive
#-----------------------------------------------------------------------------
def pbMoveAnimationSpecific541(userindex,targetindex,hitnum=0,multihit=false)
if hitnum == 1
return moveAnimationDiveDown(userindex,targetindex)
elsif hitnum == 0
return moveAnimationDiveUp(userindex,targetindex)
end
end
def moveAnimationDiveDown(userindex,targetindex)
# inital configuration
usersprite = @sprites["pokemon#{userindex}"]
targetsprite = @sprites["pokemon#{targetindex}"]
player = (userindex%2==0)
defaultvector = @battle.doublebattle ? VECTOR2 : VECTOR1
vector = getRealVector(userindex,player)
factor = player ? 2 : 1.5
# set up animation
fp = {}
randx = []
randy = []
speed = []
angle = []
for m in 0...4
randx.push([]); randy.push([]); speed.push([]); angle.push([])
targetsprite = @sprites["pokemon#{m}"]
next if !usersprite || usersprite.disposed? || usersprite.fainted || !usersprite.visible
next if m == userindex
for j in 0...32
fp["#{j}#{m}"] = Sprite.new(usersprite.viewport)
fp["#{j}#{m}"].bitmap = pbBitmap("Graphics/Animations/eb541")
fp["#{j}#{m}"].ox = fp["#{j}#{m}"].bitmap.width/2
fp["#{j}#{m}"].oy = fp["#{j}#{m}"].bitmap.height/2
fp["#{j}#{m}"].z = 50
z = [0.5,0.4,0.3,0.7][rand(4)]
fp["#{j}#{m}"].zoom_x = z
fp["#{j}#{m}"].zoom_y = z
fp["#{j}#{m}"].visible = false
randx[m].push(rand(82)+(rand(2)==0 ? 82 : 0))
randy[m].push(rand(32)+32)
speed[m].push(4)
angle[m].push((rand(8)+1)*(rand(2)==0 ? -1 : 1))
end
end
# start animation
@vector.set(vector)
wait(20,true)
factor = usersprite.zoom_x
k = -1
#
pbSEPlay("#{SE_EXTRA_PATH}Water1")
for i in 0...92
for m in 0...4
targetsprite = @sprites["pokemon#{m}"]
next if !usersprite || usersprite.disposed? || usersprite.fainted || !usersprite.visible
next if m == userindex
cx, cy = getCenter(usersprite,true)
for j in 0...32
next if j>(i/2)
if !fp["#{j}#{m}"].visible
fp["#{j}#{m}"].visible = true
fp["#{j}#{m}"].x = cx - 82*usersprite.zoom_x + randx[m][j]*usersprite.zoom_x
fp["#{j}#{m}"].y = usersprite.y
fp["#{j}#{m}"].zoom_x *= usersprite.zoom_x
fp["#{j}#{m}"].zoom_y *= usersprite.zoom_y
end
fp["#{j}#{m}"].y -= speed[m][j]*2*usersprite.zoom_y
speed[m][j] *= -1 if (fp["#{j}#{m}"].y <= usersprite.y - randy[m][j]*usersprite.zoom_y) || (fp["#{j}#{m}"].y >= usersprite.y)
fp["#{j}#{m}"].opacity -= 35 if speed[m][j] < 0
fp["#{j}#{m}"].angle += angle[m][j]
end
end
usersprite.zoom_x -= 0.2/6 if usersprite.zoom_x > factor
usersprite.zoom_y += 0.2/6 if usersprite.zoom_y < factor
k *= -1 if i%3==0
if i%32==0
pbSEPlay("#{SE_EXTRA_PATH}Water2",60)
usersprite.zoom_x = factor*1.2
usersprite.zoom_y = factor*0.8
end
wait(1,false)
end
usersprite.visible = false
usersprite.hidden = true
pbDisposeSpriteHash(fp)
@vector.set(defaultvector)
wait(20,true)
return true
end
def moveAnimationDiveUp(userindex,targetindex)
# inital configuration
usersprite = @sprites["pokemon#{userindex}"]
targetsprite = @sprites["pokemon#{targetindex}"]
player = (targetindex%2==0)
itself = (userindex==targetindex)
defaultvector = @battle.doublebattle ? VECTOR2 : VECTOR1
vector = getRealVector(targetindex,player)
factor = targetsprite.zoom_x
#factor = player ? 2 : 1.5
@vector.set(getRealVector(targetindex,player))
wait(16,true)
# set up animation
fp = {}
rndx = []
rndy = []
for i in 0...16
fp["#{i}"] = Sprite.new(targetsprite.viewport)
fp["#{i}"].bitmap = pbBitmap("Graphics/Animations/eb541_2")
fp["#{i}"].ox = 6
fp["#{i}"].oy = 6
fp["#{i}"].opacity = 0
fp["#{i}"].z = 50
r = rand(3)
fp["#{i}"].zoom_x = (targetsprite.zoom_x)*(r==0 ? 1 : 0.5)
fp["#{i}"].zoom_y = (targetsprite.zoom_y)*(r==0 ? 1 : 0.5)
fp["#{i}"].tone = Tone.new(60,60,60)
rndx.push(rand(128))
rndy.push(rand(128))
end
factor = 1
frame = Sprite.new(targetsprite.viewport)
frame.z = 50
frame.bitmap = pbBitmap("Graphics/Animations/eb520")
frame.src_rect.set(0,0,114,114)
frame.ox = 57
frame.oy = 57
frame.zoom_x = 0.5*factor
frame.zoom_y = 0.5*factor
frame.x, frame.y = getCenter(targetsprite,true)
frame.opacity = 0
frame.tone = Tone.new(255,255,255)
# start animation
for i in 1..30
if i == 6
pbSEPlay("#{SE_EXTRA_PATH}Water3",90)
pbSEPlay("#{SE_EXTRA_PATH}Water3",80)
end
if i.between?(1,5)
targetsprite.still
targetsprite.zoom_y-=0.05*factor
targetsprite.toneAll(-12.8)
frame.zoom_x += 0.1*factor
frame.zoom_y += 0.1*factor
frame.opacity += 51
end
frame.tone = Tone.new(0,0,0) if i == 6
if i.between?(6,10)
targetsprite.still
targetsprite.zoom_y+=0.05*factor
targetsprite.toneAll(+12.8)
frame.angle += 2
end
frame.src_rect.x = 114 if i == 10
if i >= 10
frame.opacity -= 25.5
frame.zoom_x += 0.1*factor
frame.zoom_y += 0.1*factor
frame.angle += 2
end
for j in 0...16
next if i < 6
cx = frame.x; cy = frame.y
if fp["#{j}"].opacity == 0 && fp["#{j}"].visible
fp["#{j}"].x = cx
fp["#{j}"].y = cy
end
x2 = cx - 64*targetsprite.zoom_x + rndx[j]*targetsprite.zoom_x
y2 = cy - 64*targetsprite.zoom_y + rndy[j]*targetsprite.zoom_y
x0 = fp["#{j}"].x
y0 = fp["#{j}"].y
fp["#{j}"].x += (x2 - x0)*0.2
fp["#{j}"].y += (y2 - y0)*0.2
fp["#{j}"].zoom_x += 0.01
fp["#{j}"].zoom_y += 0.01
fp["#{j}"].angle += 2
if i < 20
fp["#{j}"].tone.red -= 6; fp["#{j}"].tone.blue -= 6; fp["#{j}"].tone.green -= 6
end
if (x2 - x0)*0.2 < 1 && (y2 - y0)*0.2 < 1
fp["#{j}"].opacity -= 51
else
fp["#{j}"].opacity += 51
end
fp["#{j}"].visible = false if fp["#{j}"].opacity <= 0
end
wait(1)
end
usersprite.hidden = false
usersprite.visible = true
frame.dispose
pbDisposeSpriteHash(fp)
@vector.set(defaultvector)
return true
end
Water Pulse (move 548)Hi guys!
I'll create new animations FOR THE EBS - ELITE BATTLE SYSTEM (by Luka S.J.).
You just need to paste the script into 'MoveAnimations Script', under 'def pbAnimation (moveid, user, target, hitnum = 0)' between last 'end' and bug bite script like this:
Code:end PASTE HERE #----------------------------------------------------------------------------- # Bug Bite #-----------------------------------------------------------------------------
If you have custom animations and you want to share with us, feel free (and we would even appreciate it).
#-----------------------------------------------------------------------------
# Water Pulse
#-----------------------------------------------------------------------------
def pbMoveAnimationSpecific548(userindex,targetindex,hitnum=0,multihit=false)
# inital configuration
usersprite = @sprites["pokemon#{userindex}"]
targetsprite = @sprites["pokemon#{targetindex}"]
player = (targetindex%2==0)
player2 = (userindex%2==0)
defaultvector = @battle.doublebattle ? VECTOR2 : VECTOR1
vector = getRealVector(targetindex,player)
vector2 = getRealVector(userindex,player2)
# set up animation
fp = {}
rndx = []; prndx = []
rndy = []; prndy = []
rangl = []
dx = []
dy = []
fp["bg"] = ScrollingSprite.new(targetsprite.viewport)
fp["bg"].speed = 64
fp["bg"].setBitmap("Graphics/Animations/eb086_bg")
fp["bg"].color = Color.new(0,0,0,255)
fp["bg"].opacity = 0
fp["cir"] = Sprite.new(targetsprite.viewport)
fp["cir"].bitmap = pbBitmap("Graphics/Animations/eb093")
fp["cir"].ox = fp["cir"].bitmap.width/2
fp["cir"].oy = fp["cir"].bitmap.height/2
fp["cir"].z = usersprite.z + 1
fp["cir"].mirror = player2
fp["cir"].zoom_x = (player ? 0.75 : 1)
fp["cir"].zoom_y = (player ? 0.75 : 1)
fp["cir"].opacity = 0
shake = 4
k = 0
# start animation
for i in 0...40
if i < 8
fp["bg"].opacity += 32
else
fp["bg"].color.alpha -= 32
fp["cir"].x, fp["cir"].y = getCenter(usersprite)
fp["cir"].angle += 24*(player2 ? -1 : 1)
fp["cir"].opacity += 24
end
if i == 8
@vector.set(vector2)
pbSEPlay("#{SE_EXTRA_PATH}Wind8")
end
fp["bg"].update
wait(1,true)
end
cx, cy = getCenter(usersprite,true)
dx = []
dy = []
for i in 0...8
fp["#{i}s"] = Sprite.new(targetsprite.viewport)
fp["#{i}s"].bitmap = pbBitmap("Graphics/Animations/eb093_2")
fp["#{i}s"].src_rect.set(rand(3)*36,0,36,36)
fp["#{i}s"].ox = fp["#{i}s"].src_rect.width/2
fp["#{i}s"].oy = fp["#{i}s"].src_rect.height/2
r = 128*usersprite.zoom_x
z = [0.5,0.25,1,0.75][rand(4)]
x, y = randCircleCord(r)
x = cx - r + x
y = cy - r + y
fp["#{i}s"].x = cx
fp["#{i}s"].y = cy
fp["#{i}s"].zoom_x = z*usersprite.zoom_x
fp["#{i}s"].zoom_y = z*usersprite.zoom_x
fp["#{i}s"].visible = false
fp["#{i}s"].z = usersprite.z + 1
dx.push(x)
dy.push(y)
end
fp["shot"] = Sprite.new(targetsprite.viewport)
fp["shot"].bitmap = pbBitmap("Graphics/Animations/eb093_3")
fp["shot"].ox = fp["shot"].bitmap.width/2
fp["shot"].oy = fp["shot"].bitmap.height/2
fp["shot"].z = usersprite.z + 1
fp["shot"].zoom_x = usersprite.zoom_x
fp["shot"].zoom_y = usersprite.zoom_x
fp["shot"].opacity = 0
x = defaultvector[0]; y = defaultvector[1]
x2, y2 = @vector.spoof(defaultvector)
fp["shot"].x = cx
fp["shot"].y = cy
pbSEPlay("#{SE_EXTRA_PATH}Water5")
k = -1
for i in 0...20
cx, cy = getCenter(usersprite)
@vector.set(defaultvector) if i == 0
if i > 0
fp["shot"].angle = Math.atan(1.0*(@[email protected])/(@[email protected]))*(180.0/Math::PI) + (player ? 180 : 0)
fp["shot"].opacity += 32
fp["shot"].zoom_x -= (fp["shot"].zoom_x - targetsprite.zoom_x)*0.1
fp["shot"].zoom_y -= (fp["shot"].zoom_y - targetsprite.zoom_y)*0.1
fp["shot"].x += (player ? -1 : 1)*(x2 - x)/24
fp["shot"].y -= (player ? -1 : 1)*(y - y2)/24
for j in 0...8
fp["#{j}s"].visible = true
fp["#{j}s"].opacity -= 32
fp["#{j}s"].x -= (fp["#{j}s"].x - dx[j])*0.2
fp["#{j}s"].y -= (fp["#{j}s"].y - dy[j])*0.2
end
fp["cir"].angle += 24*(player2 ? -1 : 1)
fp["cir"].opacity -= 16
fp["cir"].x = cx
fp["cir"].y = cy
end
fp["bg"].update
factor = targetsprite.zoom_x if i == 12
if i >= 12
k *= -1 if i%4==0
targetsprite.zoom_x -= factor*0.01*k
targetsprite.zoom_y += factor*0.04*k
targetsprite.still
end
cx, cy = getCenter(targetsprite,true)
if !player
fp["shot"].z = targetsprite.z - 1 if fp["shot"].x > cx && fp["shot"].y < cy
else
fp["shot"].z = targetsprite.z + 1 if fp["shot"].x < cx && fp["shot"].y > cy
end
wait(1,i < 12)
end
shake = 2
16.times do
fp["shot"].angle = Math.atan(1.0*(@[email protected])/(@[email protected]))*(180.0/Math::PI) + (player ? 180 : 0)
fp["shot"].opacity += 32
fp["shot"].zoom_x -= (fp["shot"].zoom_x - targetsprite.zoom_x)*0.1
fp["shot"].zoom_y -= (fp["shot"].zoom_y - targetsprite.zoom_y)*0.1
fp["shot"].x += (player ? -1 : 1)*(x2 - x)/24
fp["shot"].y -= (player ? -1 : 1)*(y - y2)/24
fp["bg"].color.alpha += 16
fp["bg"].update
targetsprite.addOx(shake)
shake = -2 if targetsprite.ox > targetsprite.bitmap.width/2 + 4
shake = 2 if targetsprite.ox < targetsprite.bitmap.width/2 - 4
targetsprite.still
cx, cy = getCenter(targetsprite,true)
if !player
fp["shot"].z = targetsprite.z - 1 if fp["shot"].x > cx && fp["shot"].y < cy
else
fp["shot"].z = targetsprite.z + 1 if fp["shot"].x < cx && fp["shot"].y > cy
end
wait(1,true)
end
targetsprite.ox = targetsprite.bitmap.width/2
16.times do
targetsprite.still
wait(1,true)
end
16.times do
fp["bg"].opacity -= 16
wait(1,true)
end
pbDisposeSpriteHash(fp)
return true
end