mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 21:24:59 +00:00
Minor script rearranging
This commit is contained in:
@@ -1,3 +1,6 @@
|
||||
#===============================================================================
|
||||
# Base class for all hardcoded battle animations.
|
||||
#===============================================================================
|
||||
class Battle::Scene::Animation
|
||||
def initialize(sprites, viewport)
|
||||
@sprites = sprites
|
||||
@@ -59,8 +62,9 @@ class Battle::Scene::Animation
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
#===============================================================================
|
||||
# Mixin module for certain hardcoded battle animations that involve Poké Balls.
|
||||
#===============================================================================
|
||||
module Battle::Scene::Animation::BallAnimationMixin
|
||||
# Returns the color that the Pokémon turns when it goes into or out of its
|
||||
# Poké Ball.
|
||||
@@ -85,30 +89,6 @@ module Battle::Scene::Animation::BallAnimationMixin
|
||||
return Color.new(255, 181, 247) # Poké Ball, Sport Ball, Apricorn Balls, others
|
||||
end
|
||||
|
||||
# There are three kinds of animations shown when a Poké Ball opens up: one for
|
||||
# when attempting to capture a Pokémon, one when recalling a Pokémon, and one
|
||||
# for all other cases (e.g. sending out). This is anim_type (one of :capture,
|
||||
# :recall and :main). The recall animation is the same for all Poké Balls, and
|
||||
# the other two animations are different for each Poké Ball.
|
||||
def getBallBurstAnimationName(poke_ball, anim_type = :main)
|
||||
animations = pbLoadBattleAnimations
|
||||
if anim_type == :recall
|
||||
anim_name = "BallBurstRecall"
|
||||
return anim_name if animations&.get_from_name("Common:" + anim_name)
|
||||
else
|
||||
name = poke_ball.to_s
|
||||
if anim_type == :capture
|
||||
anim = animations&.get_from_name("Common:BallBurstCapture" + name)
|
||||
return "BallBurstCapture" + name if anim
|
||||
anim = animations&.get_from_name("Common:BallBurstCapture")
|
||||
return "BallBurstCapture" if anim
|
||||
end
|
||||
anim = animations&.get_from_name("Common:BallBurst" + name)
|
||||
return "BallBurst" + name if anim
|
||||
end
|
||||
return "BallBurst"
|
||||
end
|
||||
|
||||
def addBallSprite(ballX, ballY, poke_ball)
|
||||
file_path = sprintf("Graphics/Battle animations/ball_%s", poke_ball)
|
||||
ball = addNewSprite(ballX, ballY, file_path, PictureOrigin::CENTER)
|
||||
@@ -364,7 +344,8 @@ module Battle::Scene::Animation::BallAnimationMixin
|
||||
"particle", Tone.new(0, 0, -96, -32), Tone.new(0, 0, -192, -64)] # Light yellow, yellow
|
||||
}
|
||||
|
||||
# The regular Poké Ball burst animation.
|
||||
# The regular Poké Ball burst animation, for when a Pokémon appears from a
|
||||
# Poké Ball.
|
||||
def ballBurst(delay, ball, ballX, ballY, poke_ball)
|
||||
num_particles = 15
|
||||
num_rays = 10
|
||||
@@ -572,11 +553,13 @@ module Battle::Scene::Animation::BallAnimationMixin
|
||||
ball.setDelta(delay + particle_duration + ring_duration, 0, 0)
|
||||
end
|
||||
|
||||
# The animation shown over a thrown Poké Ball when it has successfully caught
|
||||
# a Pokémon.
|
||||
def ballCaptureSuccess(ball, delay, ballX, ballY)
|
||||
ball.setSE(delay, "Battle catch click")
|
||||
ball.moveTone(delay, 4, Tone.new(-128, -128, -128, 0))
|
||||
ball.moveTone(delay, 4, Tone.new(-128, -128, -128, 0)) # Ball goes darker
|
||||
delay = ball.totalDuration
|
||||
star_duration = 12 # 20ths of a second
|
||||
star_duration = 12 # In 20ths of a second
|
||||
y_offsets = [[0, 74, 52], [0, 62, 28], [0, 74, 48]]
|
||||
3.times do |i| # Left, middle, right
|
||||
# Set up particle
|
||||
@@ -607,7 +590,9 @@ module Battle::Scene::Animation::BallAnimationMixin
|
||||
end
|
||||
end
|
||||
|
||||
# The Poké Ball burst animation used when recalling a Pokémon.
|
||||
# The Poké Ball burst animation used when recalling a Pokémon. In HGSS, this
|
||||
# is the same for all types of Poké Ball except for the color that the battler
|
||||
# turns - see def getBattlerColorFromPokeBall.
|
||||
def ballBurstRecall(delay, ball, ballX, ballY, poke_ball)
|
||||
color_duration = 10 # Change color of battler to a solid shade - see def battlerAbsorb
|
||||
shrink_duration = 5 # Shrink battler into Poké Ball - see def battlerAbsorb
|
||||
|
||||
Reference in New Issue
Block a user