Hi guys!
I'll create new animations and add them here when I finish.
THAT SCRIPTS ARE 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:
If you have custom animations and you want to share with us, feel free (and we would even appreciate it).
Counter (your move.txt will have that move in 115):
Force Palm (move.txt = 102) eb_109 in attachments
I will make new animations from what the system already has, and sharing with you here in this topic.
See you later!
I'll create new animations and add them here when I finish.
THAT SCRIPTS ARE 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:
Code:
end
[B][I][U][COLOR="Red"]PASTE HERE
[/COLOR][/U][/I][/B] #-----------------------------------------------------------------------------
# Bug Bite
#-----------------------------------------------------------------------------
If you have custom animations and you want to share with us, feel free (and we would even appreciate it).
Counter (your move.txt will have that move in 115):
Spoiler:
Code:
#-----------------------------------------------------------------------------
# Counter
#-----------------------------------------------------------------------------
def pbMoveAnimationSpecific115(userindex,targetindex,hitnum=0,multihit=false)
# inital configuration
usersprite = @sprites["pokemon#{userindex}"]
targetsprite = @sprites["pokemon#{targetindex}"]
player = (targetindex%2==0)
itself = (userindex==targetindex)
factor = (player ? 2 : 1.5)
defaultvector = @battle.doublebattle ? VECTOR2 : VECTOR1
# set up animation
fp = {}
fp["bg"] = Sprite.new(targetsprite.viewport)
fp["bg"].bitmap = Bitmap.new(targetsprite.viewport.rect.width,targetsprite.viewport.rect.height)
fp["bg"].bitmap.fill_rect(0,0,fp["bg"].bitmap.width,fp["bg"].bitmap.height,Color.new(217/6,189/6,52/6))
fp["bg"].opacity = 0
l = 0; m = 0; q = 0
for i in 0...12
fp["#{i}"] = Sprite.new(targetsprite.viewport)
fp["#{i}"].opacity = 0
fp["#{i}"].z = 51
end
fp["punch"] = Sprite.new(targetsprite.viewport)
fp["punch"].bitmap = pbBitmap("Graphics/Animations/eb108")
fp["punch"].ox = fp["punch"].bitmap.width/2
fp["punch"].oy = fp["punch"].bitmap.height/2
fp["punch"].opacity = 0
fp["punch"].z = 40
fp["punch"].angle = 180
fp["punch"].zoom_x = player ? 6 : 4
fp["punch"].zoom_y = player ? 6 : 4
fp["punch"].color = Color.new(217,189,52,50)
# start animation
@vector.set(getRealVector(targetindex,player))
pbSEPlay("#{SE_EXTRA_PATH}fog2",75)
for i in 0...72
cx, cy = getCenter(targetsprite,true)
fp["punch"].x = cx
fp["punch"].y = cy
fp["punch"].angle -= 45 if i < 40
fp["punch"].zoom_x -= player ? 0.2 : 0.15 if i < 40
fp["punch"].zoom_y -= player ? 0.2 : 0.15 if i < 40
fp["punch"].opacity += 8 if i < 40
if i >= 40
fp["punch"].tone = Tone.new(255,255,255) if i == 40
fp["punch"].toneAll(-25.5)
fp["punch"].opacity -= 25.5
end
pbSEPlay("#{SE_EXTRA_PATH}hit") if i==40
for n in 0...12
next if m>(i-40)/4
fp["#{n}"].opacity += 51 if fp["#{n}"].tone.gray == 0
fp["#{n}"].tone.gray = 1 if fp["#{n}"].opacity >= 255
q += 1 if fp["#{n}"].opacity >= 255
fp["#{n}"].opacity -= 10 if fp["#{n}"].tone.gray > 0 && q > 96
end
fp["bg"].opacity += 4 if i < 40
fp["bg"].opacity -= 10 if i >= 56
targetsprite.tone = Tone.new(100,80,60) if i == 40
if i >= 40
if (i-40)/3 > l
m += 1
m = 0 if m > 1
l = (i-40)/3
end
targetsprite.zoom_y -= 0.16*(m==0 ? 1 : -1)
targetsprite.zoom_x += 0.08*(m==0 ? 1 : -1)
targetsprite.tone.red -= 5 if targetsprite.tone.red > 0
targetsprite.tone.green -= 4 if targetsprite.tone.green > 0
targetsprite.tone.blue -= 3 if targetsprite.tone.blue > 0
targetsprite.still
end
wait(1,(i < 40))
end
@vector.set(defaultvector) if !multihit
pbDisposeSpriteHash(fp)
return true
end
Force Palm (move.txt = 102) eb_109 in attachments
Spoiler:
Code:
#-----------------------------------------------------------------------------
# Force Palm
#-----------------------------------------------------------------------------
def pbMoveAnimationSpecific102(userindex,targetindex,hitnum=0,multihit=false)
# inital configuration
usersprite = @sprites["pokemon#{userindex}"]
targetsprite = @sprites["pokemon#{targetindex}"]
player = (targetindex%2==0)
itself = (userindex==targetindex)
factor = (player ? 2 : 1.5)
defaultvector = @battle.doublebattle ? VECTOR2 : VECTOR1
# set up animation
fp = {}
fp["bg"] = Sprite.new(targetsprite.viewport)
fp["bg"].bitmap = Bitmap.new(targetsprite.viewport.rect.width,targetsprite.viewport.rect.height)
fp["bg"].bitmap.fill_rect(0,0,fp["bg"].bitmap.width,fp["bg"].bitmap.height,Color.new(217/6,189/6,52/6))
fp["bg"].opacity = 0
l = 0; m = 0; q = 0
for i in 0...12
fp["#{i}"] = Sprite.new(targetsprite.viewport)
fp["#{i}"].opacity = 0
fp["#{i}"].z = 51
end
fp["punch"] = Sprite.new(targetsprite.viewport)
fp["punch"].bitmap = pbBitmap("Graphics/Animations/eb109")
fp["punch"].ox = fp["punch"].bitmap.width/2
fp["punch"].oy = fp["punch"].bitmap.height/2
fp["punch"].opacity = 0
fp["punch"].z = 40
fp["punch"].angle = 180
fp["punch"].zoom_x = player ? 6 : 4
fp["punch"].zoom_y = player ? 6 : 4
#fp["punch"].color = Color.new(217,189,52,50)
fp["punch"].color = Color.new(180,53,2,0)
# start animation
@vector.set(getRealVector(targetindex,player))
pbSEPlay("#{SE_EXTRA_PATH}fog2",75)
for i in 0...72
cx, cy = getCenter(targetsprite,true)
fp["punch"].x = cx
fp["punch"].y = cy
fp["punch"].angle -= 45 if i < 40
fp["punch"].zoom_x -= player ? 0.2 : 0.15 if i < 40
fp["punch"].zoom_y -= player ? 0.2 : 0.15 if i < 40
fp["punch"].opacity += 8 if i < 40
if i >= 40
fp["punch"].tone = Tone.new(255,255,255) if i == 40
fp["punch"].toneAll(-25.5)
fp["punch"].opacity -= 25.5
end
pbSEPlay("#{SE_EXTRA_PATH}hit") if i==40
for n in 0...12
next if m>(i-40)/4
fp["#{n}"].opacity += 51 if fp["#{n}"].tone.gray == 0
fp["#{n}"].tone.gray = 1 if fp["#{n}"].opacity >= 255
q += 1 if fp["#{n}"].opacity >= 255
fp["#{n}"].opacity -= 10 if fp["#{n}"].tone.gray > 0 && q > 96
end
fp["bg"].opacity += 4 if i < 40
fp["bg"].opacity -= 10 if i >= 56
targetsprite.tone = Tone.new(100,80,60) if i == 40
if i >= 40
if (i-40)/3 > l
m += 1
m = 0 if m > 1
l = (i-40)/3
end
targetsprite.zoom_y -= 0.16*(m==0 ? 1 : -1)
targetsprite.zoom_x += 0.08*(m==0 ? 1 : -1)
targetsprite.tone.red -= 5 if targetsprite.tone.red > 0
targetsprite.tone.green -= 4 if targetsprite.tone.green > 0
targetsprite.tone.blue -= 3 if targetsprite.tone.blue > 0
targetsprite.still
end
wait(1,(i < 40))
end
@vector.set(defaultvector) if !multihit
pbDisposeSpriteHash(fp)
return true
end
I will make new animations from what the system already has, and sharing with you here in this topic.
See you later!
Attachments
Last edited: