0.1 meter in blender is now equivalent to 1/16th of a P3D unit or 1 pixel on a 16 pixels wide/tall texture. Mt Silver will need to be updated to match this scale, making the ModelEntity obsolete.
Also added Snorlax battle model
Added @player.stopmovement before waterfall scripts to make sure the player doesn't move further than they should
Fixed spelling error in code: NotifcationTypes -> NotificationTypes
Added commands to ScriptLibrary that were missing
* Fixed camera angle not changing to the Pokémon when status effects are doing something
* Fixed softlock when opponent trainer switches Pokémon
* (Hopefully) fixed initial positioning errors with spawned BattleAnimation entities related to BattleFlip functionality
* Removed the now unneccessary BattleFlip checks in the move animation of Growl
* Improved Ember move animation (fireball speed & flame delay)
* Improved Poison Sting move animation by making the stinger smaller, increasing the speed of the stinger and making it use a flipped version of the texture when the opponent uses the move
* Improved Poisoned status effect animation by making it 1 bubble for regular poison and 3 bubbles for toxic
* Repositioned the flame of the Burned status effect animation
* Trainers now display a message when sending out their Pokémon (I removed that before)
* Fixed Party Screen not appearing immediately after the player's Pokémon fainted and also made the player unable to exit the Party Screen when that happens.
* Fixed the incorrectly scaled font sizes and text alignment in the selection menu that appears when selecting a Pokémon in the Party screen
* Replaced minifont in the Pokémon level up stats box with InGameFont and fixed the offsets
* Fixed the error I made in the ceiling map code of Violet City's gym
* Removed the file MoveAnimationQueryObject.vb because AnimationQueryObject.vb also includes Move Animations
* Fixed the textbox in battles where an empty rectangle would appear before the animation finished.
* When a trainer spots the player and an exclamation mark bubble pops up above their head, a sound is played (Emote_Exclamation)
* In trainer battles, the player's Pokémon now also plays their cry.
Pokémon textures with 3 and 4 frames work better now
When the player is running, the Pokémon animates faster
When a (network) player is standing still, the Pokémon animates slower (unless the Pokémon texture has 4 frames, then it stops at the first frame)
Cleaned up the code a little
Made it possible for Pokémon, NPCs and players to use textures that have 2 frames (1 - 2 - 1 - 2), 3 frames (1 - 2 - 1 - 3) or even 4 frames (1 - 2 - 3 - 4) with the numbers between the brackets being the order of the frames
- All default pokémon overworld sprites are now 2 frames wide
- Removed an error in the old NewGame intro
- Pokémon don't animate unless moving or when in battle
- You can now run up and down a slideblock.
- NPC movement type Straight is now less random and more smooth.
- When renaming the rival, the skin visible at the top changes to whatever skin is set as the rivalskin. This way, the rival is not stuck with one skin. This can be useful when the rival's skin changes based on the player's gender for example.
- Text messages that contain <token.tokenname>, where tokenname is a string from the localizations files, have the part between the <> replaced with that string now.
- Text messages that contain <button.buttonname>, where buttonname is one of the controls defined in "Saves\Keyboard.dat", will now have the part between the <> replaced with the key assigned to that control.
- Players can now be genderless instead of only either male or female in scripts.
- Which skins are available in the intro is now defined in the GameMode's definition file instead of being hard-coded
- Old New Game intro now uses the player skin data from the GameMode definition file
- The Pokémon in the old New Game now doesn't fall too far down anymore
- Scripts adjusted to match the new gender functionality
The Y Position of an NPC when moving is now a Single (instead of an integer), allowing for NPCs to climb on and off chairs without their Y Position being rounded down.
Fixed OverworldPokemon from continuing to walk infinitely when pausing the game, opening a chat window or while the current screen is any other screen than OverworldScreen