* Changed the DayTime enum name to DayTimes for consistency with other enums like Seasons
* Changing the EnvironmentType or WeatherType will now not reset back to the default when Reloading a map with the R key (Warping or loading a different map normally does reset those properties)
* @level.setdaytime(int) is now @environment.setdaytime(int), which sets the DayTime permanently across maps. Setting the daytime to any other value than 1 2 3 or 4 will reset the daytime to the default one
* Added command @player.setskin(name) which will permanently change the player's skin, unlike @player.wearskin(name) which only changes the skin temporarily.
* Skin genders in the new game intro now grab the correct localization string
* Badges rotate around the center of their texture's width and height, which fixes the bug where the badges would rotate off-center when the texture resolution was different.
* The selected button background color in the GameMode selection screen is now light and the unselected buttons are dark instead of the other way around.
The title box is now dynamic in width so the name of the contentpack can be larger.
The information box under that is now properly aligned and has a more pleasant size to match the new font.
* <entity.rotation(int)> returns the direction in which an entity is facing
* <level.environmenttype> returns the environmenttype of a level/map
* Added some missing constructs to the ScriptLibrary
* Fixed crash when trying to play an intro of a battle song that wasn't an ogg
* Fixed crash when trying to resume the music after using the command @music.stop
Fixed:
- Regular toxic animation (initial move) only has 1 bubble instead of 3
- Issue with Zoom in screen when status effect occurs (from opposing pokemon) instead focuses on player pokemon
* 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.
Fixed buggy throwing animation of the opponent trainer
Fixed a bug related to the trainer sprite in the vs trainer intro that made the trainer texture buggy if it wasn't 32x32
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
- Caves and water get a minimum value of 15
- Grass gets a minimum value of 25
- There's an encounter multiplier of 1 by default that gets modified by various abilities
If you run, the encounter multiplier is multiplied by 1.5
Then, a random number is generated from 0-255
If the random number is below the minimum value multiplied by the encounter multiplier, a wild pokémon appears
BUG: If you go to the contentpack options menu in the main menu, then exit out of it and start the a save file, the ingame options menu still displays the contentpack menu
* Confusion ducks are smaller and they should rotate slower now.
* Fixed the Stat Raise animation from using the wrong destination coordinates.
* Attempted to center the frozen animation more.
* Added the frozen animation to the other place where it was needed.
* Growl displays correctly now
* The sound played with stat change animations is now timed correctly
* Stat change particles now fall straight down as intended
* Fixed incorrect texture for Confusion
* Stat Down texture is now blue and Stat Up texture is now orange/yellow
* Improved timing BlockIn & BlockOut BattleIntro animations
* Removed player ball throw animations at the start of the battle for battles that are not pvp
* Fixed absorb animation
* Improved the faint animation and removed the unnecessary camera angle changes when a pokémon faints
Fixed:
* Spawned entities not appearing
* Animations getting removed too soon
* Incorrect relative positioning
* Ember textures being searched for in the wrong place
* Gave enabled Content Packs better feedback by making the text green if it's enabled
* Removed the "enabled" suffix from enabled Content Packs
* Changed the "enabled:no/yes" text in the Content Pack menu to "Enable" when the selected Pack is disabled and "Disable" when the selected Pack is enabled
* Fixed mouse clicks registering in a different location on the Content Packs menu
When clicking any button on the row above the options submenu while the options submenu is opened, I made it close the submenu and move to that button.
* Added visual keypress feedback when pressing a commandbutton. The key will revert back to it's regular look when the mouse/keyboard/controller button is released.
* Fixed the jump when moving the cursor in the options menu from a slider to a button and vice versa.
* added an "apply" button to the main menu's option menus
* Made the "back" buttons in the main menu's option menus not apply the changes.
* Made the language change when you scroll through the languages. Tokens in other languages need to be updated!
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
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
To show an image like with @screen.showpokemon but one that's not necessarily the texture of a Pokémon, like the fossils at Pewter City, which I've also added textures for. Arguments in the title of this commit between brackets are optional.
PressStartScreen:
* Fix for GameJolt Profile not loading automatically
* Hopefully fixed GameJolt Profile's description box having the wrong color sometimes
* Hopefully fixed GameJolt Profile gender buttons having the wrong position.
* Made the description box in the GameMode selection menu expand vertically but not horizontally
NewOptionScreen:
* Removed the broken automatic position and scale adjustments at lower resolutions
Fixed ContentPacks menu layout
Fixed the cause of the Options Menu crashing
Replaced the MiniFont in the JoinServerScreen with the InGameFont
Adjusted positioning of text in AddServerScreen
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)
Fixed PlayerSkins displaying incorrectly in the new intro.
Fixed position of Pause Menu text.
Songs don't fade in by default now except with the @musicplayer.playfade(songname) command
You can now also close the Options row in the Main Menu with the "Up" or "Move Forward" keys
Improved the timing of the Battle intro screens
Renamed Badge_Aquired to Receive_Badge for consistency
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
whenever you scroll (or press up/down) on the buttons at the bottom, the select sound plays (with a delay so you can't spam it) so the player knows it does something
I also renamed Up and Down to Move Up and Move Down to avoid confusion
Fixed the issue where when you press a key to go to the main menu while the splash/logo screen was fading in, it would freeze halfway through the fade and you'd have a main menu with a darker background than it should be. Now when you press a key, it just skips the fade before switching the screen to the mainmenu
Fixed a crash when moving to the content pack button in the main menu options row while having no savegames.
Fixed the options pointer changing position when resizing the game window.
The options row buttons in the Main Menu now open their respective tab in the Options Menu when selected
The Content Pack Menu is positioned correctly
The Content Pack & Language Menus now fade in and out
When selecting the Options button at the Main Menu, the top row moves up, revealing the Options row beneath it
When selecting the Options button at the Main Menu, the options row fades in now
The Options row now has the right amount of selectable buttons (4, not 5)
When selecting the Options button at the Main Menu, the top row doesn't reset position now
The distance between Options buttons is now the same as the top row
It is now possible to move the camera in third person with the arrow keys when the savegame is in Sandbox Mode to make mapping easier for people who don't wanna build the source code
Maps:
- New Bark Town (barktown.dat)
-- Fixed glitching trees
-- Added windows to side of prof. elm's lab
-- Improved roof textures
- Elm's Lab (elmlab.dat)
-- Added window to the wall on the left for consistency
- Your Room (yourroom.dat)
-- Made the walls only show the texture when looking at them from the front
-- Improved bed and tables
Updated & Recolored Interior Textures:
- House
- Lab
Updated & Recolored Exterior Textures:
- Violet
- BarkTown
Walls updated (only visible when viewed from the front)
Mom is on a stool now (ideal NPC Y position for these stools = 0.115), updated the momdoor.dat script to make her get up and off the chair
Improved TV, Sink/Tap, Stove, Fridge and Kitchen wall textures & models
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.
For some reason ttf2bmp.exe was not added to the references, so I added that.
Added some variations of the Options and MainMenu button textures.
Added some english localization tokens and fixed the Indonesian language from displaying as "Indonesia"
Tweaked the colors of the main menu
Added an option main menu icon
Fixed a bug where the game would crash when loading a gamemode without a Moves folder.
Set offsetmap quality (update frequency) to max by default.
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
Recolored and improved House4 texture
Used the textures that I modified to improve the Olivine Cafe map.
Made Olivine Cafe's walls one-sided and added a chair under the Cafe Owner so he doesn't appear to be floating
Updated and Recolored the following:
Apricorn Trees
Gate textures with more readable text (Both Kanto & Johto)
One of the House textures
Cherrygrove City textures
Map Property "Lightning" renamed to "Lighting" (bulk replaced all occurences in the maps)
Map Property "EnviromentType" renamed to "EnvironmentType" (bulk replaced all occurences in the maps)
Replaced the skydomes, sun, moon and stars and updated the lighting to be less dark at times of day other than day itself.
If an item is swapped/removed/whatever in a battle
If it's a PvP battle or a Trainer battle
Every Pokémon that has its item removed gets its original item back
If it's a Wild battle
If a Pokémon that had its original item removed is holding
a different item (because of the attack Trick for example)
The Pokémon keeps the new item and the original item is added to
the inventory.
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