Instead of putting all water textures next to each other, you can also put sequences of 3 textures below each other if you add a 1 to the end of the definition of the water texture in additional value.
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
Fixed the following bug:
If the player runs up or down a slideblock, and then walk up or down another slideblock right after the movement script is finished, then the player will walk at regular speed.
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
The following commands has been replaced by @overworldpokemon.hide:
* @pokemon.hide
* @player.hidepokemonfollow
The following command has been replaced by @overworldpokemon.show:
* @player.showpokemonfollow
and the following unused command is now replaced by @overworldpokemon.toggle:
* @player.togglepokemonfollow
* 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
I've updated Poison Sting, through which I realized I hadn't taken some usage cases into consideration, so the system should be more robust and useful now
I've also updated the animation for Switching In your own Pokémon
and I've added an animation for when the Pokémon breaks out of the ball when you're trying to catch it
Fixed music playing errors
[Added Songs]
Mom (as there wasn't any music for when the mom gives you the pokégear)
PVP_Intro (PVP music didn't have an intro before and I also replaced PVP with a better sounding version)
[Added Sounds]
Emote_Exclamation (can be used when using the ! emote for NPCs)
Receive_HM (the game checks if the name of the item that was received contains "HM", if so, this sound is played instead of the regular item receive sound)
Renamed all of the songs with properly capitalized names to improve recognizability and readability.
I also changed some song names and added some sounds & I edited the maps and songs accordingly
[Changed Songs]
alph = RuinsOfAlph
barktown = NewBark
frontier = BattleFrontier
indigo = IndigoPlateau
mtmoonsq = MtMoonSquare
rHideout = Rocket_Hideout
safari = SafariZone
safarigate = SafariZone_Gate
kVictoryroad = VictoryRoad
--
[Added Songs]
Mom (as there wasn't any music for when the mom gives you the pokégear)
PVP_Intro (PVP music didn't have an intro before and I also replaced PVP with a better sounding version)
[Added Sounds]
Emote_Exclamation (can be used when using the ! emote for NPCs)
Receive_HM (the game checks if the name of the item that was received contains "HM", if so, this sound is played instead of the regular item receive sound)
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.
Ported Battle Animation Code
Ported Battle Animations for Tackle, Pound, Growl, Ember and Poison Sting
Normalized all SFX by Perceived Loudness (-11.0 LUFS)
Renamed and moved a bunch of the SFX so they make more sense
Added a jingle when you register a Phone Number
Added a soundeffect for when an elevator reaches its destination
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