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Somersault's Utilities Script

v19 Somersault's Utilities Script 5.3.0

This resource pertains to version 19 of Pokémon Essentials.
This version fixes most of the problems that v5.1 came with, including all the mess up with viewports and so on.
Some function names were also modified, (such as initBlackScreens, which now is simply called "initScreens", for example).
Yes! Exactly! It's happening! Now coming with a "multi screen" system, the ultimate utilities script! You just need to go here and follow the instructions.
Bugfixes made on SMSprite class
-Bugfix for some of the SMSprite methods was applied
-Polished SMSprite methods
Cleaned up the class SMSprite.
Refactored the methods from SMSprite class so that they are more legible.

Current Problem(s):
-Zoom_x and Zoom_y from SMSprite class don't work properly.
The new version includes the following features and changes:

NEW FEATURES:

  • U.A.R.M. functions for sprites! You can now handle simple physics with sprites by usingeither of thefollowing functions, for respectively calculate just the next position (in case you wanted your scripts to do more things in parallel), or the next n positions:
pbNext_mrua_Pos(sprite,speed=[0,0],deltaTime=1,g=1)
where:
  • sprite is the sprite itself
  • speed is a 2d-vector array with the corresponding speed vectors
  • deltaTime is the delta time, aka the time passed between the current step and the one to be calculated
  • g is the gravity acceleration (yes, it is 1 by default)
pbMrua(sprite,speed=[0,0],frames=1,deltaTime=1,g=1)
where:
  • frames is a numerical value that contains the number of steps to be executed

  • Button animation method: An easy function to handle pressed button animations.
pbBtnAnimation(sprite,frames,se="",delay=2)
where:
  • sprite is the sprite to play the animation
  • frames is the number of frames the graphic has
  • se is the sound to be played when clicked
  • delay is de time between each frame

  • SCREEN MODULES! From now on you will be able to control "top screen" and "bottom screen" positions so that with just changing the corresponding constants (described below) you change the position of all my script sprites that are respectively in the first one or in the second one (note: there will be an update for each of them soon, so this feature may not be working for a short while).
  • SM_SCREEN_SYSTEM_WIDTH
  • SM_SCREEN_SYSTEM_HEIGHT


  • TOP_SCREEN_X
  • TOP_SCREEN_Y


  • BTM_SCREEN_X
  • BTM_SCREEN_Y



CHANGES:

  • Added SMObject, SMSprite and SMScreen classes for handling scripts. You don't have to know how these works but in case you want, they basically implement the Composite design pattern for handling sprites in a much easier way. (some polishment might be applied to them in a near future, though)
  • IMPORTANT!: From now on SUSc will be placed not below but on top of all my scripts.
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