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Berry Watering Animation 1.0

Berry Watering Animation
Current Version: 1.0

R56cdh9.gif

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I missed the little watering can animation that Ruby, Sapphire, and Emerald had, so I decided to make one for the FireRed/LeafGreen protagonist sprites.

To use this, place the sprite files into the "Graphics/Characters" folder, and follow the instructions below on how to implement the script portion of this resource:

Instructions:
Code:
In the script section "PField_BerryPlants", under "def pbBerryPlant", find the line "when 1, 2, 3, 4" and replace everything from that line to the end of the function with the following:

  when 1, 2, 3, 4
    for i in watering
      if i!=0 && $PokemonBag.pbQuantity(i)>0
        if Kernel.pbConfirmMessage(_INTL("Want to sprinkle some water with the {1}?",PBItems.getName(i)))
          if berryData.length>6
            # Gen 4 berry watering mechanics
            berryData[4]=100
          else
            # Gen 3 berry watering mechanics
            if berryData[2]==false
              berryData[4]+=1
              berryData[2]=true
            end
          end
          #=======#
          meta=pbGetMetadata(0,MetadataPlayerA+$PokemonGlobal.playerID)
          if meta
            trainer=$Trainer if !trainer
            outfit=trainer ? trainer.outfit : 0
            if outfit==0
              $game_player.setDefaultCharName(BerryWateringSprites::WateringSprites[$PokemonGlobal.playerID], $game_player.fullPattern)
            else
              $game_player.setDefaultCharName(BerryWateringSprites::WateringSprites[$PokemonGlobal.playerID]+"_"+outfit.to_s, $game_player.fullPattern)
            end
            $game_player.step_anime = true
          end
          #-------#
          interp.setVariable(berryData)
          Kernel.pbMessage(_INTL("{1} watered the plant.\\wtnp[40]",$Trainer.name))
          if NEWBERRYPLANTS
            Kernel.pbMessage(_INTL("There! All happy!"))
          else
            Kernel.pbMessage(_INTL("The plant seemed to be delighted."))
          end
          #=======#
          if meta
            $game_player.setDefaultCharName(pbGetPlayerCharset(meta,1), $game_player.fullPattern)
            $game_player.step_anime = false
          end
          #-------#
        end
        break
      end
    end
  end
end


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Inside the same function, after:

if NEWBERRYPLANTS
  Kernel.pbMessage(_INTL("There! All happy!"))
else
  Kernel.pbMessage(_INTL("The plant seemed to be delighted."))
end


...Paste the following code:

if meta
  $game_player.setDefaultCharName(pbGetPlayerCharset(meta,1), $game_player.fullPattern)
  $game_player.step_anime = false
end


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Lastly, somewhere in the same script section, paste the following code:

class Game_Player
  attr_accessor :step_anime
end

module BerryWateringSprites
  WateringSprites = [
    "boy_watering",   # Player A
    "girl_watering",  # Player B
  ]
end

*This can go anywhere as long as it's outside of any other functions or classes. I put it at the very bottom of the script section myself.
**If you have more than 2 playable characters, make sure to add them to the array!

Pastebin Mirror:
Credits
Ulithium_Dragon
  • boy_watering.png
    boy_watering.png
    3.2 KB · Views: 1,067
  • girl_watering.png
    girl_watering.png
    3.1 KB · Views: 893
  • girl2_watering.png
    girl2_watering.png
    3.3 KB · Views: 751
  • Watering Can Prev-01.gif
    Watering Can Prev-01.gif
    71 KB · Views: 712
  • berrytreeplanted.png
    berrytreeplanted.png
    1.1 KB · Views: 332
Author
Ulithium_Dragon
Downloads
639
Views
2,311
First release
Last update
Rating
5.00 star(s) 1 ratings

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This is awesome! Is it possible that you can make this with the HGSS boy trainer? If not then I'll try my hand at it, but I'm not very artsy lol
Ulithium_Dragon
Ulithium_Dragon
I don't really have the time or motivation to do this at the moment, sorry. However it's a pretty simple animation and you shouldn't have much trouble adapting it to other sprites with just a basic understanding of how to edit image files. Overlay the preset sprites I provided on top of the HGSS boy's sprites or whatever else you want to have holding the watering can, then manually delete all parts of my sprite that aren't the watering can. You may need to make a few small changes to the sprites you're trying to apply this to depending on how it lines up, such as moving the hand positions.
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