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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-12 07:35:00 +00:00
More revamping and rearranging
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@@ -421,12 +421,9 @@ class PokeballPlayerSendOutAnimation < PokeBattle_Animation
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shaSprite = @sprites["shadow_#{@battler.index}"]
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traSprite = @sprites["player_#{@idxTrainer}"]
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# Calculate the Poké Ball graphic to use
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ballType = 0
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if !batSprite.pkmn.nil?
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ballType = batSprite.pkmn.ballused || 0
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end
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poke_ball = (batSprite.pkmn) ? batSprite.pkmn.poke_ball : nil
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# Calculate the color to turn the battler sprite
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col = getBattlerColorFromBallType(ballType)
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col = getBattlerColorFromPokeBall(poke_ball)
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col.alpha = 255
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# Calculate start and end coordinates for battler sprite movement
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ballPos = PokeBattle_SceneConstants.pbBattlerPosition(@battler.index,batSprite.sideSize)
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@@ -440,7 +437,7 @@ class PokeballPlayerSendOutAnimation < PokeBattle_Animation
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ballMidX = 0 # Unused in trajectory calculation
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ballMidY = battlerStartY-144
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# Set up Poké Ball sprite
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ball = addBallSprite(ballStartX,ballStartY,ballType)
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ball = addBallSprite(ballStartX,ballStartY,poke_ball)
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ball.setZ(0,25)
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ball.setVisible(0,false)
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# Poké Ball tracking the player's hand animation (if trainer is visible)
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@@ -455,8 +452,8 @@ class PokeballPlayerSendOutAnimation < PokeBattle_Animation
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ball.setZ(9,batSprite.z-1)
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delay = ball.totalDuration+4
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delay += 10*@idxOrder # Stagger appearances if multiple Pokémon are sent out at once
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ballOpenUp(ball,delay-2,ballType)
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ballBurst(delay,battlerStartX,battlerStartY-18,ballType)
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ballOpenUp(ball,delay-2,poke_ball)
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ballBurst(delay,battlerStartX,battlerStartY-18,poke_ball)
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ball.moveOpacity(delay+2,2,0)
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# Set up battler sprite
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battler = addSprite(batSprite,PictureOrigin::Bottom)
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@@ -501,12 +498,9 @@ class PokeballTrainerSendOutAnimation < PokeBattle_Animation
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batSprite = @sprites["pokemon_#{@battler.index}"]
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shaSprite = @sprites["shadow_#{@battler.index}"]
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# Calculate the Poké Ball graphic to use
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ballType = 0
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if !batSprite.pkmn.nil?
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ballType = batSprite.pkmn.ballused || 0
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end
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poke_ball = (batSprite.pkmn) ? batSprite.pkmn.poke_ball : nil
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# Calculate the color to turn the battler sprite
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col = getBattlerColorFromBallType(ballType)
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col = getBattlerColorFromPokeBall(poke_ball)
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col.alpha = 255
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# Calculate start and end coordinates for battler sprite movement
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ballPos = PokeBattle_SceneConstants.pbBattlerPosition(@battler.index,batSprite.sideSize)
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@@ -515,15 +509,15 @@ class PokeballTrainerSendOutAnimation < PokeBattle_Animation
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battlerEndX = batSprite.x
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battlerEndY = batSprite.y
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# Set up Poké Ball sprite
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ball = addBallSprite(0,0,ballType)
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ball = addBallSprite(0,0,poke_ball)
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ball.setZ(0,batSprite.z-1)
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# Poké Ball animation
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createBallTrajectory(ball,battlerStartX,battlerStartY)
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delay = ball.totalDuration+6
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delay += 10 if @showingTrainer # Give time for trainer to slide off screen
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delay += 10*@idxOrder # Stagger appearances if multiple Pokémon are sent out at once
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ballOpenUp(ball,delay-2,ballType)
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ballBurst(delay,battlerStartX,battlerStartY-18,ballType)
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ballOpenUp(ball,delay-2,poke_ball)
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ballBurst(delay,battlerStartX,battlerStartY-18,poke_ball)
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ball.moveOpacity(delay+2,2,0)
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# Set up battler sprite
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battler = addSprite(batSprite,PictureOrigin::Bottom)
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@@ -567,12 +561,9 @@ class BattlerRecallAnimation < PokeBattle_Animation
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batSprite = @sprites["pokemon_#{@idxBattler}"]
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shaSprite = @sprites["shadow_#{@idxBattler}"]
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# Calculate the Poké Ball graphic to use
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ballType = 0
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if !batSprite.pkmn.nil?
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ballType = batSprite.pkmn.ballused || 0
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end
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poke_ball = (batSprite.pkmn) ? batSprite.pkmn.poke_ball : nil
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# Calculate the color to turn the battler sprite
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col = getBattlerColorFromBallType(ballType)
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col = getBattlerColorFromPokeBall(poke_ball)
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col.alpha = 0
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# Calculate end coordinates for battler sprite movement
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ballPos = PokeBattle_SceneConstants.pbBattlerPosition(@idxBattler,batSprite.sideSize)
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@@ -583,12 +574,12 @@ class BattlerRecallAnimation < PokeBattle_Animation
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battler.setVisible(0,true)
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battler.setColor(0,col)
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# Set up Poké Ball sprite
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ball = addBallSprite(battlerEndX,battlerEndY,ballType)
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ball = addBallSprite(battlerEndX,battlerEndY,poke_ball)
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ball.setZ(0,batSprite.z+1)
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# Poké Ball animation
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ballOpenUp(ball,0,ballType)
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ballOpenUp(ball,0,poke_ball)
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delay = ball.totalDuration
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ballBurstRecall(delay,battlerEndX,battlerEndY,ballType)
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ballBurstRecall(delay,battlerEndX,battlerEndY,poke_ball)
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ball.moveOpacity(10,2,0)
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# Battler animation
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battlerAbsorb(battler,delay,battlerEndX,battlerEndY,col)
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@@ -693,8 +684,8 @@ class PokeballThrowCaptureAnimation < PokeBattle_Animation
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include PokeBattle_BallAnimationMixin
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def initialize(sprites,viewport,
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ballType,numShakes,critCapture,battler,showingTrainer)
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@ballType = ballType
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poke_ball,numShakes,critCapture,battler,showingTrainer)
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@poke_ball = poke_ball
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@numShakes = (critCapture) ? 1 : numShakes
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@critCapture = critCapture
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@battler = battler
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@@ -720,7 +711,7 @@ class PokeballThrowCaptureAnimation < PokeBattle_Animation
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ballEndY = 112
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ballGroundY = ballPos[1]-4
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# Set up Poké Ball sprite
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ball = addBallSprite(ballStartX,ballStartY,@ballType)
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ball = addBallSprite(ballStartX,ballStartY,@poke_ball)
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ball.setZ(0,batSprite.z+1)
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@ballSpriteIndex = (@numShakes>=4 || @critCapture) ? @tempSprites.length-1 : -1
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# Set up trainer sprite (only visible in Safari Zone battles)
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@@ -740,12 +731,12 @@ class PokeballThrowCaptureAnimation < PokeBattle_Animation
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ball.setSE(delay+16,"Battle ball hit")
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# Poké Ball opens up
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delay = ball.totalDuration+6
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ballOpenUp(ball,delay,@ballType,true,false)
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ballOpenUp(ball,delay,@poke_ball,true,false)
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# Set up battler sprite
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battler = addSprite(batSprite,PictureOrigin::Bottom)
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# Poké Ball absorbs battler
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delay = ball.totalDuration
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ballBurstCapture(delay,ballEndX,ballEndY,@ballType)
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ballBurstCapture(delay,ballEndX,ballEndY,@poke_ball)
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delay = ball.totalDuration+4
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# NOTE: The Pokémon does not change color while being absorbed into a Poké
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# Ball during a capture attempt. This may be an oversight in HGSS.
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@@ -763,7 +754,7 @@ class PokeballThrowCaptureAnimation < PokeBattle_Animation
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end
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# Poké Ball closes
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delay = battler.totalDuration
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ballSetClosed(ball,delay,@ballType)
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ballSetClosed(ball,delay,@poke_ball)
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ball.moveTone(delay,3,Tone.new(96,64,-160,160))
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ball.moveTone(delay+5,3,Tone.new(0,0,0,0))
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# Poké Ball critical capture animation
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@@ -808,11 +799,11 @@ class PokeballThrowCaptureAnimation < PokeBattle_Animation
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if @numShakes==0 || (@numShakes<4 && !@critCapture)
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# Poké Ball opens
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ball.setZ(delay,batSprite.z-1)
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ballOpenUp(ball,delay,@ballType,false)
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ballBurst(delay,ballEndX,ballGroundY,@ballType)
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ballOpenUp(ball,delay,@poke_ball,false)
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ballBurst(delay,ballEndX,ballGroundY,@poke_ball)
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ball.moveOpacity(delay+2,2,0)
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# Battler emerges
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col = getBattlerColorFromBallType(@ballType)
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col = getBattlerColorFromPokeBall(@poke_ball)
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col.alpha = 255
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battler.setColor(delay,col)
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battlerAppear(battler,delay,battlerStartX,battlerStartY,batSprite,col)
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@@ -846,9 +837,9 @@ end
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class PokeballThrowDeflectAnimation < PokeBattle_Animation
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include PokeBattle_BallAnimationMixin
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def initialize(sprites,viewport,ballType,battler)
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@ballType = ballType
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@battler = battler
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def initialize(sprites,viewport,poke_ball,battler)
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@poke_ball = poke_ball
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@battler = battler
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super(sprites,viewport)
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end
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@@ -863,7 +854,7 @@ class PokeballThrowDeflectAnimation < PokeBattle_Animation
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ballEndX = ballPos[0]
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ballEndY = 112
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# Set up Poké Ball sprite
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ball = addBallSprite(ballStartX,ballStartY,@ballType)
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ball = addBallSprite(ballStartX,ballStartY,@poke_ball)
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ball.setZ(0,90)
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# Poké Ball arc animation
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ball.setSE(0,"Battle throw")
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