Combined overwriting code from the new animation editor files

This commit is contained in:
Maruno17
2025-01-17 00:18:27 +00:00
parent 0c0c826e82
commit db2df5c8b4
17 changed files with 381 additions and 1259 deletions

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@@ -2,6 +2,28 @@
#
#===============================================================================
class Battle::Scene
ANIMATION_DEFAULTS = [:TACKLE, :DEFENSECURL] # With target, without target
ANIMATION_DEFAULTS_FOR_TYPE_CATEGORY = {
:NORMAL => [:TACKLE, :SONICBOOM, :DEFENSECURL, :BODYSLAM, nil, :TAILWHIP],
:FIGHTING => [:MACHPUNCH, :AURASPHERE, :BULKUP, nil, nil, nil],
:FLYING => [:WINGATTACK, :GUST, :ROOST, nil, :AIRCUTTER, :FEATHERDANCE],
:POISON => [:POISONSTING, :SLUDGE, :ACIDARMOR, nil, :ACID, :POISONPOWDER],
:GROUND => [:SANDTOMB, :MUDSLAP, :MUDSPORT, :EARTHQUAKE, :EARTHPOWER, :SANDATTACK],
:ROCK => [:ROCKTHROW, :POWERGEM, :ROCKPOLISH, :ROCKSLIDE, nil, :SANDSTORM],
:BUG => [:TWINEEDLE, :BUGBUZZ, :QUIVERDANCE, nil, :STRUGGLEBUG, :STRINGSHOT],
:GHOST => [:ASTONISH, :SHADOWBALL, :GRUDGE, nil, nil, :CONFUSERAY],
:STEEL => [:IRONHEAD, :MIRRORSHOT, :IRONDEFENSE, nil, nil, :METALSOUND],
:FIRE => [:FIREPUNCH, :EMBER, :SUNNYDAY, nil, :INCINERATE, :WILLOWISP],
:WATER => [:CRABHAMMER, :WATERGUN, :AQUARING, nil, :SURF, :WATERSPORT],
:GRASS => [:VINEWHIP, :RAZORLEAF, :COTTONGUARD, nil, nil, :SPORE],
:ELECTRIC => [:THUNDERPUNCH, :THUNDERSHOCK, :CHARGE, nil, :DISCHARGE, :THUNDERWAVE],
:PSYCHIC => [:ZENHEADBUTT, :CONFUSION, :CALMMIND, nil, :SYNCHRONOISE, :MIRACLEEYE],
:ICE => [:ICEPUNCH, :ICEBEAM, :MIST, :AVALANCHE, :POWDERSNOW, :HAIL],
:DRAGON => [:DRAGONCLAW, :DRAGONRAGE, :DRAGONDANCE, nil, :TWISTER, nil],
:DARK => [:KNOCKOFF, :DARKPULSE, :HONECLAWS, nil, :SNARL, :EMBARGO],
:FAIRY => [:TACKLE, :FAIRYWIND, :MOONLIGHT, nil, :DAZZLINGGLEAM, :SWEETKISS]
}
# Animates the battle intro.
def pbBattleIntroAnimation
# Make everything appear
@@ -377,7 +399,7 @@ class Battle::Scene
throwAnim.dispose
end
#=============================================================================
#-----------------------------------------------------------------------------
# Hides all battler shadows before yielding to a move animation, and then
# restores the shadows afterwards.
@@ -399,119 +421,241 @@ class Battle::Scene
end
#-----------------------------------------------------------------------------
# Loads a move/common animation.
# Loads a move animation.
#-----------------------------------------------------------------------------
# Returns the animation ID to use for a given move/user. Returns nil if that
# move has no animations defined for it.
def pbFindMoveAnimDetails(move2anim, moveID, idxUser, hitNum = 0)
real_move_id = GameData::Move.try_get(moveID)&.id || moveID
noFlip = false
if (idxUser & 1) == 0 # On player's side
anim = move2anim[0][real_move_id]
else # On opposing side
anim = move2anim[1][real_move_id]
noFlip = true if anim
anim = move2anim[0][real_move_id] if !anim
# Returns an array of GameData::Animation if a new animation(s) is found.
# Return [animation index, shouldn't be flipped] if an old animation is found.
def find_move_animation(move_id, version, user_index)
# Get animation
anims = find_move_animation_for_move(move_id, version, user_index)
return anims if anims
# Get information to decide which default animation to try
move_data = GameData::Move.get(move_id)
target_data = GameData::Target.get(move_data.target)
move_type = move_data.type
default_idx = move_data.category
default_idx += 3 if target_data.num_targets > 1 ||
(target_data.num_targets > 0 && move_data.status?)
# Check for a default animation
wanted_move = ANIMATION_DEFAULTS_FOR_TYPE_CATEGORY[move_type][default_idx]
anims = find_move_animation_for_move(wanted_move, 0, user_index)
return anims if anims
if default_idx >= 3
wanted_move = ANIMATION_DEFAULTS_FOR_TYPE_CATEGORY[move_type][default_idx - 3]
anims = find_move_animation_for_move(wanted_move, 0, user_index)
return anims if anims
return nil if ANIMATION_DEFAULTS.include?(wanted_move) # No need to check for these animations twice
end
return [anim + hitNum, noFlip] if anim
# Use Tackle or Defense Curl's animation
if target_data.num_targets == 0 && target.data.id != :None
return find_move_animation_for_move(ANIMATION_DEFAULTS[1], 0, user_index)
end
return find_move_animation_for_move(ANIMATION_DEFAULTS[0], 0, user_index)
end
# Find an animation(s) for the given move_id.
def find_move_animation_for_move(move_id, version, user_index)
# Find new animation
anims = try_get_better_move_animation(move_id, version, user_index)
return anims if anims
if version > 0
anims = try_get_better_move_animation(move_id, 0, user_index)
return anims if anims
end
# Find old animation
anim = pbFindMoveAnimDetails(move_id, user_index, version)
return anim
end
# Finds a new animation for the given move_id and version. Prefers opposing
# animations if the user is opposing. Can return multiple animations.
def try_get_better_move_animation(move_id, version, user_index)
ret = []
backup_ret = []
GameData::Animation.each do |anim|
next if !anim.move_animation? || anim.ignore
next if anim.move != move_id.to_s
next if anim.version != version
if !user_index
ret.push(anim)
next
end
if user_index.even? # User is on player's side
ret.push(anim) if !anim.opposing_animation?
else # User is on opposing side
(anim.opposing_animation?) ? ret.push(anim) : backup_ret.push(anim)
end
end
return ret if !ret.empty?
return backup_ret if !backup_ret.empty?
return nil
end
# Returns the animation ID to use for a given move. If the move has no
# animations, tries to use a default move animation depending on the move's
# type. If that default move animation doesn't exist, trues to use Tackle's
# move animation. Returns nil if it can't find any of these animations to use.
def pbFindMoveAnimation(moveID, idxUser, hitNum)
begin
move2anim = pbLoadMoveToAnim
# Find actual animation requested (an opponent using the animation first
# looks for an OppMove version then a Move version)
anim = pbFindMoveAnimDetails(move2anim, moveID, idxUser, hitNum)
return anim if anim
# Actual animation not found, get the default animation for the move's type
moveData = GameData::Move.get(moveID)
target_data = GameData::Target.get(moveData.target)
moveType = moveData.type
moveKind = moveData.category
moveKind += 3 if target_data.num_targets > 1 || target_data.affects_foe_side
moveKind += 3 if moveData.status? && target_data.num_targets > 0
# [one target physical, one target special, user status,
# multiple targets physical, multiple targets special, non-user status]
typeDefaultAnim = {
:NORMAL => [:TACKLE, :SONICBOOM, :DEFENSECURL, :EXPLOSION, :SWIFT, :TAILWHIP],
:FIGHTING => [:MACHPUNCH, :AURASPHERE, :DETECT, nil, nil, nil],
:FLYING => [:WINGATTACK, :GUST, :ROOST, nil, :AIRCUTTER, :FEATHERDANCE],
:POISON => [:POISONSTING, :SLUDGE, :ACIDARMOR, nil, :ACID, :POISONPOWDER],
:GROUND => [:SANDTOMB, :MUDSLAP, nil, :EARTHQUAKE, :EARTHPOWER, :MUDSPORT],
:ROCK => [:ROCKTHROW, :POWERGEM, :ROCKPOLISH, :ROCKSLIDE, nil, :SANDSTORM],
:BUG => [:TWINEEDLE, :BUGBUZZ, :QUIVERDANCE, nil, :STRUGGLEBUG, :STRINGSHOT],
:GHOST => [:LICK, :SHADOWBALL, :GRUDGE, nil, nil, :CONFUSERAY],
:STEEL => [:IRONHEAD, :MIRRORSHOT, :IRONDEFENSE, nil, nil, :METALSOUND],
:FIRE => [:FIREPUNCH, :EMBER, :SUNNYDAY, nil, :INCINERATE, :WILLOWISP],
:WATER => [:CRABHAMMER, :WATERGUN, :AQUARING, nil, :SURF, :WATERSPORT],
:GRASS => [:VINEWHIP, :MEGADRAIN, :COTTONGUARD, :RAZORLEAF, nil, :SPORE],
:ELECTRIC => [:THUNDERPUNCH, :THUNDERSHOCK, :CHARGE, nil, :DISCHARGE, :THUNDERWAVE],
:PSYCHIC => [:ZENHEADBUTT, :CONFUSION, :CALMMIND, nil, :SYNCHRONOISE, :MIRACLEEYE],
:ICE => [:ICEPUNCH, :ICEBEAM, :MIST, nil, :POWDERSNOW, :HAIL],
:DRAGON => [:DRAGONCLAW, :DRAGONRAGE, :DRAGONDANCE, nil, :TWISTER, nil],
:DARK => [:PURSUIT, :DARKPULSE, :HONECLAWS, nil, :SNARL, :EMBARGO],
:FAIRY => [:TACKLE, :FAIRYWIND, :MOONLIGHT, nil, :SWIFT, :SWEETKISS]
}
if typeDefaultAnim[moveType]
anims = typeDefaultAnim[moveType]
if GameData::Move.exists?(anims[moveKind])
anim = pbFindMoveAnimDetails(move2anim, anims[moveKind], idxUser)
# Returns the animation ID to use for a given move/user. Returns nil if that
# move has no animations defined for it.
def pbFindMoveAnimDetails(moveID, idxUser, hitNum = 0)
real_move_id = GameData::Move.try_get(moveID)&.id || moveID
anims = pbLoadBattleAnimations
return nil if !anims
anim_id = -1
foe_anim_id = -1
no_flip = false
anims.length.times do |i|
next if !anims[i]
if anims[i].name[/^OppMove\:\s*(.*)$/]
if GameData::Move.exists?($~[1])
moveid = GameData::Move.get($~[1]).id
foe_anim_id = i if moveid == real_move_id
end
if !anim && moveKind >= 3 && GameData::Move.exists?(anims[moveKind - 3])
anim = pbFindMoveAnimDetails(move2anim, anims[moveKind - 3], idxUser)
end
if !anim && GameData::Move.exists?(anims[2])
anim = pbFindMoveAnimDetails(move2anim, anims[2], idxUser)
elsif anims[i].name[/^Move\:\s*(.*)$/]
if GameData::Move.exists?($~[1])
moveid = GameData::Move.get($~[1]).id
anim_id = i if moveid == real_move_id
end
end
return anim if anim
# Default animation for the move's type not found, use Tackle's animation
if GameData::Move.exists?(:TACKLE)
return pbFindMoveAnimDetails(move2anim, :TACKLE, idxUser)
end
rescue
end
if (idxUser & 1) == 0 # On player's side
anim = anim_id
else # On opposing side
anim = foe_anim_id
no_flip = true if anim >= 0
anim = anim_id if anim < 0
end
return [anim + hitNum, no_flip] if anim >= 0
return nil
end
#-----------------------------------------------------------------------------
# Loads a common animation.
#-----------------------------------------------------------------------------
def try_get_better_common_animation(anim_name, user_index)
# Find a new format common animation to play
ret = []
backup_ret = []
GameData::Animation.each do |anim|
next if !anim.common_animation? || anim.ignore
next if anim.move != anim_name
if !user_index
ret.push(anim)
next
end
if user_index.even? # User is on player's side
ret.push(anim) if !anim.opposing_animation?
else # User is on opposing side
(anim.opposing_animation?) ? ret.push(anim) : backup_ret.push(anim)
end
end
return ret if !ret.empty?
return backup_ret if !backup_ret.empty?
# Find an old format common animation to play
target = target[0] if target.is_a?(Array)
animations = pbLoadBattleAnimations
return nil if !animations
animations.each do |anim|
next if !anim || anim.name != "Common:" + anim_name
ret = anim
break
end
return ret
end
#-----------------------------------------------------------------------------
# Plays a move/common animation.
#-----------------------------------------------------------------------------
# Plays a move animation.
def pbAnimation(moveID, user, targets, hitNum = 0)
animID = pbFindMoveAnimation(moveID, user.index, hitNum)
return if !animID
anim = animID[0]
target = (targets.is_a?(Array)) ? targets[0] : targets
animations = pbLoadBattleAnimations
return if !animations
pbSaveShadows do
if animID[1] # On opposing side and using OppMove animation
pbAnimationCore(animations[anim], target, user, true)
else # On player's side, and/or using Move animation
pbAnimationCore(animations[anim], user, target)
def pbAnimation(move_id, user, targets, version = 0)
anims = find_move_animation(move_id, version, user&.index)
return if !anims || anims.empty?
if anims[0].is_a?(GameData::Animation) # New format animation
pbSaveShadows do
# NOTE: anims.sample is a random valid animation.
play_better_animation(anims.sample, user, targets)
end
else # Old format animation
anim = anims[0]
target = (targets.is_a?(Array)) ? targets[0] : targets
animations = pbLoadBattleAnimations
return if !animations
pbSaveShadows do
if anims[1] # On opposing side and using OppMove animation
pbAnimationCore(animations[anim], target, user, true)
else # On player's side, and/or using Move animation
pbAnimationCore(animations[anim], user, target)
end
end
end
end
# Plays a common animation.
def pbCommonAnimation(animName, user = nil, target = nil)
return if nil_or_empty?(animName)
target = target[0] if target.is_a?(Array)
animations = pbLoadBattleAnimations
return if !animations
animations.each do |a|
next if !a || a.name != "Common:" + animName
pbAnimationCore(a, user, target || user)
def pbCommonAnimation(anim_name, user = nil, target = nil)
return if nil_or_empty?(anim_name)
# Find an animation to play (new format or old format)
anims = try_get_better_common_animation(anim_name, user.index)
return if !anims
# Play a new format animation
if anims.is_a?(Array)
# NOTE: anims.sample is a random valid animation.
play_better_animation(anims.sample, user, target)
return
end
# Play an old format animation
target = target[0] if target.is_a?(Array)
pbAnimationCore(anims, user, target || user)
end
# Ball burst common animations should have a focus of "Target" and a priority
# of "Front".
# TODO: This is unused. It also doesn't support the new animation format.
def pbBallBurstCommonAnimation(_picture_ex, anim_name, battler, target_x, target_y)
return if nil_or_empty?(anim_name)
animations = pbLoadBattleAnimations
anim = animations&.get_from_name("Common:" + anim_name)
return if !anim
animPlayer = PBAnimationPlayerX.new(anim, battler, nil, self)
animPlayer.discard_user_and_target_sprites # Don't involve user/target in animation
animPlayer.set_target_origin(target_x, target_y)
animPlayer.start
@animations.push(animPlayer)
end
#-----------------------------------------------------------------------------
def play_better_animation(anim_data, user, targets)
return if !anim_data
@briefMessage = false
# Memorize old battler coordinates, to be reset after the animation
old_battler_coords = []
if user
sprite = @sprites["pokemon_#{user.index}"]
old_battler_coords[user.index] = [sprite.x, sprite.y]
end
if targets
targets.each do |target|
sprite = @sprites["pokemon_#{target.index}"]
old_battler_coords[target.index] = [sprite.x, sprite.y]
end
end
# Create animation player
anim_player = AnimationPlayer.new(anim_data, user, targets, self)
anim_player.set_up
# Play animation
anim_player.start
loop do
pbUpdate
anim_player.update
break if anim_player.can_continue_battle?
end
anim_player.dispose
# Restore old battler coordinates
old_battler_coords.each_with_index do |values, i|
next if !values
sprite = @sprites["pokemon_#{i}"]
sprite.x = values[0]
sprite.y = values[1]
end
end
def pbAnimationCore(animation, user, target, oppMove = false)
@@ -558,18 +702,4 @@ class Battle::Scene
targetSprite.pbSetOrigin
end
end
# Ball burst common animations should have a focus of "Target" and a priority
# of "Front".
def pbBallBurstCommonAnimation(_picture_ex, anim_name, battler, target_x, target_y)
return if nil_or_empty?(anim_name)
animations = pbLoadBattleAnimations
anim = animations&.get_from_name("Common:" + anim_name)
return if !anim
animPlayer = PBAnimationPlayerX.new(anim, battler, nil, self)
animPlayer.discard_user_and_target_sprites # Don't involve user/target in animation
animPlayer.set_target_origin(target_x, target_y)
animPlayer.start
@animations.push(animPlayer)
end
end