Difference between revisions of "Attack animations"
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− | {{DISPLAYTITLE:Attack | + | {{DISPLAYTITLE:Attack Animations}} |
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
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|- | |- | ||
|''leap forward'' | |''leap forward'' | ||
+ | |||
+ | The Pokemon hops forward a short distance and then hops back. | ||
|''effect'': An animation data object to play when they leap forward. By default, there is no effect. | |''effect'': An animation data object to play when they leap forward. By default, there is no effect. | ||
|- | |- | ||
|''stationary'' | |''stationary'' | ||
+ | |||
+ | The Pokemon stands still. | ||
|''effects'': A map of tick to animation data object that will occur at that tick. If you have an effect assigned to “0”, then it will start that effect instantly, while one at “40” will take 2 seconds before beginning the effect. By default this is empty. | |''effects'': A map of tick to animation data object that will occur at that tick. If you have an effect assigned to “0”, then it will start that effect instantly, while one at “40” will take 2 seconds before beginning the effect. By default this is empty. | ||
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|- | |- | ||
|''verticalStomp'' | |''verticalStomp'' | ||
+ | |||
+ | The Pokemon jumps up in the air and then, faster than it jumped, falls to the ground. | ||
|''jumpPower'': The power with which the user will be thrown into the air. By default this will be 0.1×√𝑝𝑜𝑤𝑒𝑟 | |''jumpPower'': The power with which the user will be thrown into the air. By default this will be 0.1×√𝑝𝑜𝑤𝑒𝑟 | ||
''landPower'': The power with which the user will be thrown back to the ground once they’ve reached the top of their jump. By default, this is −0.4×√𝑝𝑜𝑤𝑒𝑟 | ''landPower'': The power with which the user will be thrown back to the ground once they’ve reached the top of their jump. By default, this is −0.4×√𝑝𝑜𝑤𝑒𝑟 | ||
+ | |- | ||
+ | |''growthSpurt'' | ||
+ | |||
+ | The Pokemon suddenly increases or decreases in size. | ||
+ | |''growthIncrement'': The size of the increase or decrease in growth. -1 changes growth from Ordinary to Small during a tick. -2 changes growth from Ordinary to Runt during a tick. Min -8; Max 8; Can be negative or positive but not 0; | ||
+ | |||
+ | |||
+ | ''growthQuantity'': The amount of times size is adjusted during a tick. Useful so that you can see each individual size change. Ex: growthIncrement = -3, growthQuantity = 1. You see the pokemon shrink once by a lot. Ex: growthIncrement = -1, growthQuantity = 3. You see the pokemon shrink thrice by a little. Min 1; Max 5; Cannot be 0; | ||
+ | |||
+ | ''returnToOriginalSize'': Whether the Pokemon should return to the size it started at before the animation, once the animation is complete. | ||
+ | |- | ||
+ | |''run'' | ||
+ | |||
+ | The Pokemon moves toward its target, potentially knocking it back, and then both Pokemon return toward their initial position. | ||
+ | |''acceleration'': The rate of change of velocity of the Pokemon. Can be a negative or positive value. If not set, defaults to the move's power divided by 40. | ||
+ | |||
+ | |||
+ | ''initialVelocity'': The velocity the Pokemon starts their animation at. If not set, defaults to a value of 0. | ||
+ | |||
+ | ''knockback'': Whether the attacking Pokemon will knock back the defending Pokemon. The knockback speed & distance is based off of the speed of the pokemon and the starting distance between them, adjusted based on the percentage of health lost. Typically, any move that does <10% damage isn't going to move the opponent much. Defaults to true. | ||
+ | |||
+ | ''maxUserVelocity'': The maximum velocity the Pokemon can reach. Defaults to a value of 3. | ||
+ | |||
+ | ''returnToStart'': Value that determines whether the Pokemon return to the positions they were at before the animation happened. Defaults to true. | ||
|} | |} | ||
Existing particle textures (Case sensitive! Located at assets/pixelmon/textures/particles): | Existing particle textures (Case sensitive! Located at assets/pixelmon/textures/particles): | ||
+ | *BUBBLE (bubble.png) | ||
+ | *DOWN_ARROW (downarrow.png) | ||
+ | *FEATHER (feather.png) | ||
+ | *FLAME (flame.png) | ||
+ | *GOLD_NUGGET (gold_nugget.png) | ||
+ | *HEART_RED (heartred.png) | ||
+ | *LEAF (leaf.png) | ||
*NORMAL (attack.png) | *NORMAL (attack.png) | ||
− | * | + | *ORB (orb.png) |
*PETAL (petal.png) | *PETAL (petal.png) | ||
− | * | + | *SOLID (solid.png) |
− | * | + | *SPIRAL (spiral.png) |
− | |||
*WATER (water.png) | *WATER (water.png) | ||
− | |||
− | |||
− | |||
*UP_ARROW(uparrow.png) | *UP_ARROW(uparrow.png) | ||
− | |||
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!Variables | !Variables | ||
|- | |- | ||
− | |ball | + | |''ball'' |
+ | |||
+ | A cluster of particles moves towards the target, spreading out over time. | ||
|Only the standard particle variables, but with different defaults. | |Only the standard particle variables, but with different defaults. | ||
*''speed'' default: 0.8 | *''speed'' default: 0.8 | ||
*''power'' default: 10 if the move is also a status move | *''power'' default: 10 if the move is also a status move | ||
|- | |- | ||
− | |beam | + | |''beam'' |
+ | |||
+ | Many particles move one after the other, in a line, towards the target. | ||
| | | | ||
*''segments'': The number of ‘waves’ in the beam. Defaults to 15. | *''segments'': The number of ‘waves’ in the beam. Defaults to 15. | ||
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When inverted is true, this variable works differently. It thenbecomes a measure of how slow it is to tighten into a thin beam. The percentage movementtowards the centerline is given by 100×(1−𝑣𝑎𝑟𝑖𝑎𝑡𝑖𝑜𝑛). 0.75 is a modest speed, 0.9 is very rapid. | When inverted is true, this variable works differently. It thenbecomes a measure of how slow it is to tighten into a thin beam. The percentage movementtowards the centerline is given by 100×(1−𝑣𝑎𝑟𝑖𝑎𝑡𝑖𝑜𝑛). 0.75 is a modest speed, 0.9 is very rapid. | ||
|- | |- | ||
− | |buff | + | |''buff'' |
+ | |||
+ | Particles spawn in a circle, from the ground, and move towards the Pokemon, while slowly rising. | ||
| | | | ||
*''speed'' default: 0.25 | *''speed'' default: 0.25 | ||
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*''arTarget'': Whether or not the effect will centre around the target. Defaults to true. | *''arTarget'': Whether or not the effect will centre around the target. Defaults to true. | ||
|- | |- | ||
− | |explosion | + | |''explosion'' |
+ | |||
+ | Many particles quickly burst out of the Pokemon and then fade away very quickly. | ||
| | | | ||
*''power'': For explosions, the power is used for how many particles to spawn in the explosion. | *''power'': For explosions, the power is used for how many particles to spawn in the explosion. | ||
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*''speed'' default: A number between 1.2 and 2.2 | *''speed'' default: A number between 1.2 and 2.2 | ||
|- | |- | ||
− | |radial | + | |''radial'' |
+ | |||
+ | Particles expand out of the Pokemon, moving along the horizontal axis, while maintaining the shape of a circle centered on the Pokemon. | ||
| | | | ||
*''totalPoints'': The number of particles to have in the pulse. Defaults to 36. | *''totalPoints'': The number of particles to have in the pulse. Defaults to 36. | ||
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*''radius'': The radius of the pulse before the particles start fading and vanishing. Defaults to √𝑝𝑜𝑤𝑒𝑟 | *''radius'': The radius of the pulse before the particles start fading and vanishing. Defaults to √𝑝𝑜𝑤𝑒𝑟 | ||
|- | |- | ||
− | |rain | + | |''rain'' |
+ | |||
+ | Particles spawn at a height above the Pokemon, and fall down towards the ground, potentially bouncing off the Pokemon. | ||
| | | | ||
*''durationTicks'': The number of ticks the effect should last. | *''durationTicks'': The number of ticks the effect should last. | ||
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*''power'': In the rain effect, the power is used to calculate how many particles will fall in each tick. The number of particles to fall in each tick is calculated as: 𝑟𝑜𝑢𝑛𝑑(𝑝𝑜𝑤𝑒𝑟:𝑑𝑢𝑟𝑎𝑡𝑖𝑜𝑛𝑇𝑖𝑐𝑘𝑠), meaning that roughly speaking the power variable isan estimate ofhow many particles will fall in total. Power CANNOT be less than half of durationTicks or no particles will fire. | *''power'': In the rain effect, the power is used to calculate how many particles will fall in each tick. The number of particles to fall in each tick is calculated as: 𝑟𝑜𝑢𝑛𝑑(𝑝𝑜𝑤𝑒𝑟:𝑑𝑢𝑟𝑎𝑡𝑖𝑜𝑛𝑇𝑖𝑐𝑘𝑠), meaning that roughly speaking the power variable isan estimate ofhow many particles will fall in total. Power CANNOT be less than half of durationTicks or no particles will fire. | ||
|- | |- | ||
− | |tube | + | |''rise'' |
+ | |||
+ | Particles spawn in a random and uniform distribution within a circle and then rise up. | ||
+ | | | ||
+ | *''acceleration'': The rate of change of velocity of the particles. Can be a negative or positive value. Defaults to 0.1. | ||
+ | |||
+ | *''durationTicks'': The number of ticks the effect should last. Defaults to 50. | ||
+ | |||
+ | *''particleAmount'': How many particles the animation should have in total. Defaults to 15. | ||
+ | |||
+ | *''radius'': The size of the circle the particles should spawn in. Defaults to 1. | ||
+ | |||
+ | *''startHeight'': The height above the ground the particles should start at. Defaults to 0. | ||
+ | |||
+ | *''endHeight'': The height above the ground the particles should end at. Defaults to 3. | ||
+ | |||
+ | *''sparkle'': Whether the particles should sparkle when they begin to fade away. Defaults to false. | ||
+ | |- | ||
+ | |''tube'' | ||
+ | |||
+ | Particles spawn around the Pokemon in a circle and rotate around the Pokemon while rising up, to create a corkscrew/helix shape. Optionally, the tube may narrow at the bottom to appear as a cone. | ||
| | | | ||
*''segments'': The number of ‘levels’ in the tube. Defaults to 13. | *''segments'': The number of ‘levels’ in the tube. Defaults to 13. |
Latest revision as of 18:23, 18 September 2021
Motion Archetype | Variables |
---|---|
leap forward
The Pokemon hops forward a short distance and then hops back. |
effect: An animation data object to play when they leap forward. By default, there is no effect. |
stationary
The Pokemon stands still. |
effects: A map of tick to animation data object that will occur at that tick. If you have an effect assigned to “0”, then it will start that effect instantly, while one at “40” will take 2 seconds before beginning the effect. By default this is empty.
|
verticalStomp
The Pokemon jumps up in the air and then, faster than it jumped, falls to the ground. |
jumpPower: The power with which the user will be thrown into the air. By default this will be 0.1×√𝑝𝑜𝑤𝑒𝑟
|
growthSpurt
The Pokemon suddenly increases or decreases in size. |
growthIncrement: The size of the increase or decrease in growth. -1 changes growth from Ordinary to Small during a tick. -2 changes growth from Ordinary to Runt during a tick. Min -8; Max 8; Can be negative or positive but not 0;
returnToOriginalSize: Whether the Pokemon should return to the size it started at before the animation, once the animation is complete. |
run
The Pokemon moves toward its target, potentially knocking it back, and then both Pokemon return toward their initial position. |
acceleration: The rate of change of velocity of the Pokemon. Can be a negative or positive value. If not set, defaults to the move's power divided by 40.
knockback: Whether the attacking Pokemon will knock back the defending Pokemon. The knockback speed & distance is based off of the speed of the pokemon and the starting distance between them, adjusted based on the percentage of health lost. Typically, any move that does <10% damage isn't going to move the opponent much. Defaults to true. maxUserVelocity: The maximum velocity the Pokemon can reach. Defaults to a value of 3. returnToStart: Value that determines whether the Pokemon return to the positions they were at before the animation happened. Defaults to true. |
Existing particle textures (Case sensitive! Located at assets/pixelmon/textures/particles):
- BUBBLE (bubble.png)
- DOWN_ARROW (downarrow.png)
- FEATHER (feather.png)
- FLAME (flame.png)
- GOLD_NUGGET (gold_nugget.png)
- HEART_RED (heartred.png)
- LEAF (leaf.png)
- NORMAL (attack.png)
- ORB (orb.png)
- PETAL (petal.png)
- SOLID (solid.png)
- SPIRAL (spiral.png)
- WATER (water.png)
- UP_ARROW(uparrow.png)
Variables for all effects with particles |
---|
texture
The texture of the particle from the list. This defaults to NORMAL, unless it’s a water, fire, or grass type move. |
scale
The size of the particle. Defaults to [(0.03×𝑝𝑜𝑤𝑒𝑟):5]+0.15 |
rgb
A list of three integers between 0-255 that represent the red, green, and blue tint to lay over the particle. For coloured particle textures this will have weird results. Defaults to whichever colour matches the type. |
lifetimeTicks
How long (in ticks) after the particle reaches its destination that it will remain alive. |
power
A whole number that defaults to the effective power of the move. This value is used differently in different effects, in some cases not being used at all. |
speed
A decimal number that usually controls the speed of the particles in an effect. This value is sometimes used differently by effects. Defaults to 1. |
Effect | Variables |
---|---|
ball
A cluster of particles moves towards the target, spreading out over time. |
Only the standard particle variables, but with different defaults.
|
beam
Many particles move one after the other, in a line, towards the target. |
When inverted is true, this variable works differently. It thenbecomes a measure of how slow it is to tighten into a thin beam. The percentage movementtowards the centerline is given by 100×(1−𝑣𝑎𝑟𝑖𝑎𝑡𝑖𝑜𝑛). 0.75 is a modest speed, 0.9 is very rapid. |
buff
Particles spawn in a circle, from the ground, and move towards the Pokemon, while slowly rising. |
|
explosion
Many particles quickly burst out of the Pokemon and then fade away very quickly. |
|
radial
Particles expand out of the Pokemon, moving along the horizontal axis, while maintaining the shape of a circle centered on the Pokemon. |
|
rain
Particles spawn at a height above the Pokemon, and fall down towards the ground, potentially bouncing off the Pokemon. |
|
rise
Particles spawn in a random and uniform distribution within a circle and then rise up. |
|
tube
Particles spawn around the Pokemon in a circle and rotate around the Pokemon while rising up, to create a corkscrew/helix shape. Optionally, the tube may narrow at the bottom to appear as a cone. |
|