Added a configuration to keep the old frame system with SceoFlash13 hotfix based on adding multiplier for extra frames and duration being frames/current framerate. EBDX intros should work now as well as the rest of the animations.
Will this unofficial port be updated to fix the issues with pbwait and stuff like that
Oh actually, Luka took down the site around a week ago.hey I think the link to luka-sj.com is broken because its not letting me into the website. just letting you know.
hey I think the link to luka-sj.com is broken because its not letting me into the website. just letting you know.
Can you try disabling the delta time in config and see if there are changes. I will take a look at it :)I've given this a quick test - so far, the delta timing works like a charm! It's nice to see the moves animated at normal speeds again.
Note that upon immediate use, some move animations fail to have Pokémon move along with the camera; I tried using Tackle against a Bulbasaur, for instance, and the camera/scene moved to the right but the user (a Bewear, not that that should matter?) did not move; it just popped out of view instantly once the camera focused on Bulbasaur as it was being hit.
Battle intros from the original game are also outright not working correctly, but that might have been intentional on your end as you got the EBDX ones working.
Just gave it a shot and it did not change, interestingly.Can you try disabling the delta time in config and see if there are changes. I will take a look at it :)
obviously the "big" sprites and position depends on the sprites themselves so if you use static sprites they should be located inside the image and size of the animated but with one frame instead of multiple frames. Regarding why it doesn't properly resolve the bitmap in EBDX folder, I would have to take a look more in depth because it always checks in EBDX folder before checking the regular path.Just gave it a shot and it did not change, interestingly.
I also got a rather entertaining bug where some (not all) wild Pokémon did not prioritize the animated sprite and ended up as this giant, floating static sprite in a different position from where animated ones would spawn in. Wasn't able to recreate it, unfortunately, but it might happen again later. If it does I'll grab a screenshot for you!
Regarding regular intros, they were working already but dunno why 1/60 returns 0 instead of 0.01. I clamped the values and now they work as expected. I added a constant to skip EBDX intros completely so you can use default essentials battle intros (they are slightly different) instead of EBDX ones :)I've given this a quick test - so far, the delta timing works like a charm! It's nice to see the moves animated at normal speeds again.
Note that upon immediate use, some move animations fail to have Pokémon move along with the camera; I tried using Tackle against a Bulbasaur, for instance, and the camera/scene moved to the right but the user (a Bewear, not that that should matter?) did not move; it just popped out of view instantly once the camera focused on Bulbasaur as it was being hit.
Battle intros from the original game are also outright not working correctly, but that might have been intentional on your end as you got the EBDX ones working.
The issue was that 1 / 60 was returning 0 instead of 0.01 so I clamped the values and now the animations should be triggering correctly :)
Now it checks by number as well if prioritizing animated sprites in Graphics/Pokemon folder
Everything was in the original documentation and I don't have a backup, so you would need to check the code. If anyone sends me a backup of the original documentation I will bundle it in the repository.is there a list of defined BattleVS, BattleIntro ect i can look at so i know what i can use?
in general i may need a list of command, scripts and how to use more than the intros since the original website is gone.