Motion Archetype
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Variables
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leap forward
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effect: An animation data object to play when they leap forward. By default, there is no effect.
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stationary
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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.
durationTicks: The amount of time the animation should wait before signalling itself as completeso the battle can proceed. Defaults to 0, and only waits until the last of the effects isstarted.
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verticalStomp
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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
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Existing particle textures (Case sensitive! Located at assets/pixelmon/textures/particles):
- NORMAL (attack.png)
- LEAF (leaf.png)
- PETAL (petal.png)
- HEART_RED (heartred.png)
- FLAME (flame.png)
- BUBBLE (bubble.png)
- WATER (water.png)
- SPIRAL (spiral.png)
- DUST (dust.png)
- SOLID (solid.png)
- UP_ARROW(uparrow.png)
- DOWN_ARROW (downarrow.png)
Variables for all effects with particles
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texture
The texture of the particle from the list. This defaults to NORMAL, unless it’s a water, fire, or grass type move.
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scale
The size of the particle. Defaults to [(0.03×𝑝𝑜𝑤𝑒𝑟):5]+0.15
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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.
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lifetimeTicks
How long (in ticks) after the particle reaches its destination that it will remain alive.
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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.
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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.
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Effect
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Variables
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ball
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Only the standard particle variables, but with different defaults.
- speed default: 0.8
- power default: 10 if the move is also a status move
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beam
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- segments: The number of ‘waves’ in the beam. Defaults to 15.
- power: For beams, the power is used for how many particles in each‘wave’ of the beam. The number of particles in each wave is given as (𝑝𝑜𝑤𝑒𝑟:10)+5
- inverted: True if the effect should play in reverse, with the particles starting at the target and being absorbed by the user. When this is true, variation is interpreted differently.
- variation: How broad the beam should be. A smaller value is a narrower beam. Defaults to 0.25.
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.
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buff
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- arTarget: Whether or not the effect will centre around the target. Defaults to true.
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explosion
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- power: For explosions, the power is used for how many particles to spawn in the explosion.
- atTarget: Whether or not the explosion will occur at the target of the move instead of at the user. Defaults to false
- speed default: A number between 1.2 and 2.2
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radial
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- totalPoints: The number of particles to have in the pulse. Defaults to 36.
- power: Used to calculate a default radius, seen below.
- radius: The radius of the pulse before the particles start fading and vanishing. Defaults to √𝑝𝑜𝑤𝑒𝑟
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rain
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- durationTicks: The number of ticks the effect should last.
- maxHorizontalDisplacement: How much horizontal movement the particle can make as it falls. 0 makes the particle fall directly down.
- heightAboveTarget: How high above the target the particles will begin falling from
- 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.
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tube
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- segments: The number of ‘levels’ in the tube. Defaults to 13.
- power: For tubes, the power is used for how many particles in each ‘level’ of the tube. It also has a new default of 6.
- radius: The radius of the tube at the top. Defaults to 2
- conical: Whether or not this will be in the shape of a cone (in other words, whether the tube will be narrower at the bottom). If this is true, then the options below are usable.
- narrowness: How tight the cone should be.A smaller value is a more slowly widening cone. Defaults to 0.25.
- apexRadius: The radius of the circle at the bottom of the cone. Defaults to zero, meaning the cone comes to a point.
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