From 20a1eaf4baafccba2edc462c83406b0e4bc1c7ec Mon Sep 17 00:00:00 2001 From: Ridaz Date: Fri, 27 May 2016 17:47:34 +0100 Subject: [PATCH] Update Future Sight & Doom Desire move animations And make Body Slam use the Heavy Slam move animation --- data/graphics.js | 113 +++++++++++++++++++++++++++++++++++++++++------ js/battle.js | 6 +++ 2 files changed, 105 insertions(+), 14 deletions(-) diff --git a/data/graphics.js b/data/graphics.js index 6e4427a6e..f38de8666 100644 --- a/data/graphics.js +++ b/data/graphics.js @@ -1385,6 +1385,91 @@ var BattleOtherAnims = { }); } }, + futuresighthit: { + anim: function (battle, args) { + var defender = args[0]; + battle.backgroundEffect('#AA44BB', 250, 0.6); + battle.backgroundEffect('#AA44FF', 250, 0.6, 400); + defender.anim({ + scale: 1.2, + time: 100 + }); + defender.anim({ + scale: 1, + time: 100 + }); + defender.anim({ + scale: 1.4, + time: 150 + }); + defender.anim({ + scale: 1, + time: 150 + }); + battle.activityWait(700); + } + }, + doomdesirehit: { + anim: function (battle, args) { + var defender = args[0]; + + battle.backgroundEffect('#ffffff', 600, 0.6); + battle.showEffect('fireball', { + x: defender.x + 40, + y: defender.y, + z: defender.z, + scale: 0, + opacity: .6 + }, { + scale: 6, + opacity: 0 + }, 'linear'); + battle.showEffect('fireball', { + x: defender.x - 40, + y: defender.y - 20, + z: defender.z, + scale: 0, + opacity: .6, + time: 150 + }, { + scale: 6, + opacity: 0 + }, 'linear'); + battle.showEffect('fireball', { + x: defender.x + 10, + y: defender.y + 20, + z: defender.z, + scale: 0, + opacity: .6, + time: 300 + }, { + scale: 6, + opacity: 0 + }, 'linear'); + + defender.delay(100); + defender.anim({ + x: defender.x - 30, + time: 75 + }); + defender.anim({ + x: defender.x + 30, + time: 100 + }); + defender.anim({ + x: defender.x - 30, + time: 100 + }); + defender.anim({ + x: defender.x + 30, + time: 100 + }); + defender.anim({ + x: defender.x, + time: 100 + }); + } + }, itemoff: { anim: function (battle, args) { var defender = args[0]; @@ -3805,10 +3890,11 @@ var BattleMoveAnims = { anim: BattleOtherAnims.selfstatus.anim }, doomdesire: { - anim: BattleOtherAnims.selfstatus.anim - }, - futuresight: { - anim: BattleOtherAnims.selfstatus.anim + anim: function (battle, args) { + + battle.backgroundEffect('#000000', 300, 0.2); + battle.backgroundEffect('#000000', 300, 0.3, 200); + } }, teleport: { anim: BattleOtherAnims.selfstatus.anim @@ -5617,9 +5703,6 @@ var BattleMoveAnims = { slam: { anim: BattleOtherAnims.contactattack.anim }, - bodyslam: { - anim: BattleOtherAnims.contactattack.anim - }, dragontail: { anim: BattleOtherAnims.contactattack.anim }, @@ -19264,15 +19347,16 @@ BattleMoveAnims['vitalthrow'] = {anim:BattleMoveAnims['circlethrow'].anim}; BattleMoveAnims['doubleslap'] = {anim:BattleMoveAnims['wakeupslap'].anim}; BattleMoveAnims['crushgrip'] = {anim:BattleMoveAnims['quash'].anim}; -BattleMoveAnims['counter'] = {anim:BattleMoveAnims['bodyslam'].anim}; -BattleMoveAnims['payback'] = {anim:BattleMoveAnims['bodyslam'].anim}; -BattleMoveAnims['revenge'] = {anim:BattleMoveAnims['bodyslam'].anim}; -BattleMoveAnims['rockclimb'] = {anim:BattleMoveAnims['bodyslam'].anim}; -BattleMoveAnims['retaliate'] = {anim:BattleMoveAnims['bodyslam'].anim}; +BattleMoveAnims['counter'] = {anim:BattleMoveAnims['slam'].anim}; +BattleMoveAnims['payback'] = {anim:BattleMoveAnims['slam'].anim}; +BattleMoveAnims['revenge'] = {anim:BattleMoveAnims['slam'].anim}; +BattleMoveAnims['rockclimb'] = {anim:BattleMoveAnims['slam'].anim}; +BattleMoveAnims['retaliate'] = {anim:BattleMoveAnims['slam'].anim}; BattleMoveAnims['superpower'] = {anim:BattleMoveAnims['closecombat'].anim}; BattleMoveAnims['bonerush'] = {anim:BattleMoveAnims['boneclub'].anim, multihit:true}; -BattleMoveAnims['tackle'] = {anim:BattleMoveAnims['bodyslam'].anim}; -BattleMoveAnims['beatup'] = {anim:BattleMoveAnims['bodyslam'].anim}; +BattleMoveAnims['tackle'] = {anim:BattleMoveAnims['slam'].anim}; +BattleMoveAnims['beatup'] = {anim:BattleMoveAnims['slam'].anim}; +BattleMoveAnims['bodyslam'] = {anim:BattleMoveAnims['heavyslam'].anim}; BattleMoveAnims['dragonrage'] = {anim:BattleMoveAnims['dragonbreath'].anim}; BattleMoveAnims['silverwind'] = {anim:BattleMoveAnims['whirlwind'].anim}; @@ -19312,6 +19396,7 @@ BattleMoveAnims['psywave'] = {anim:BattleMoveAnims['psyshock'].anim}; BattleMoveAnims['extrasensory'] = {anim:BattleMoveAnims['psychic'].anim}; BattleMoveAnims['confusion'] = {anim:BattleMoveAnims['psychic'].anim}; BattleMoveAnims['miracleeye'] = {anim:BattleMoveAnims['mindreader'].anim}; +BattleMoveAnims['futuresight'] = {anim:BattleMoveAnims['doomdesire'].anim}; BattleMoveAnims['glare'] = {anim:BattleMoveAnims['meanlook'].anim}; BattleMoveAnims['grudge'] = {anim:BattleMoveAnims['meanlook'].anim}; diff --git a/js/battle.js b/js/battle.js index bdc879d0a..e3494fb30 100644 --- a/js/battle.js +++ b/js/battle.js @@ -4931,6 +4931,12 @@ var Battle = (function () { break; default: if (effect.effectType === 'Move') { + if (effect.name === 'Doom Desire') { + BattleOtherAnims.doomdesirehit.anim(this, [poke.sprite]); + } + if (effect.name === 'Future Sight') { + BattleOtherAnims.futuresighthit.anim(this, [poke.sprite]); + } actions += '' + poke.getName() + " took the " + effect.name + " attack!"; } else { actions += "" + poke.getName() + "'s " + effect.name + " ended!";