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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-09 22:24:58 +00:00
Made multiple special battle animations easier to register
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@@ -1,3 +1,33 @@
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#===============================================================================
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#
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#===============================================================================
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module SpecialBattleIntroAnimations
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# [name, priority number, "trigger if" proc, animation proc]
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@@anims = []
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def self.register(name, priority, condition, hash)
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@@anims.push([name, priority, condition, hash])
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end
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def self.remove(name)
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@@anims.delete_if { |anim| anim[0] == name }
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end
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def self.each
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ret = @@anims.sort { |a, b| b[1] <=> a[1] }
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ret.each { |anim| yield anim[0], anim[1], anim[2], anim[3] }
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end
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def self.has?(name)
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return @@anims.any? { |anim| anim[0] == name }
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end
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def self.get(name)
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@@anims.each { |anim| return anim if anim[0] == name }
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return nil
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end
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end
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#===============================================================================
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# Battle intro animation
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#===============================================================================
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@@ -29,7 +59,12 @@ def pbBattleAnimation(bgm=nil,battletype=0,foe=nil)
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bgm = pbGetWildBattleBGM([]) if !bgm
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pbBGMPlay(bgm)
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# Check for custom battle intro animations
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handled = pbBattleAnimationOverride(viewport,battletype,foe)
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handled = false
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SpecialBattleIntroAnimations.each do |name, priority, condition, animation|
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next if !condition.call(battletype, foe)
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animation.call(viewport, battletype, foe)
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handled = true
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end
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# Default battle intro animation
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if !handled
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# Determine which animation is played
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@@ -129,25 +164,54 @@ end
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#===============================================================================
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# Vs. battle intro animation
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# If you want to add a custom battle intro animation, copy the code below for
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# the Vs. animation and adapt it to your own. The register call has 4 arguments:
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# 1) The name of the animation. Typically unused, but helps to identify an
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# animation.
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# 2) The animation's priority. If multiple special animations could trigger
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# for the same battle, the one with the highest priority number is used.
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# 3) A condition proc which decides whether the animation should trigger.
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# 4) The animation itself. Could be a bunch of code, or a call to, say,
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# pbCommonEvent(20) or something else. By the end of the animation, the
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# screen should be black.
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# Note that you can get an image of the current game screen with
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# Graphics.snap_to_bitmap.
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#===============================================================================
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def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
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##### VS. animation, by Luka S.J. #####
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##### Tweaked by Maruno #####
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if (battletype==1 || battletype==3) && foe.length==1 # Against single trainer
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SpecialBattleIntroAnimations.register("vs_animation", 50, # Priority 50
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Proc.new { |battle_type, foe| # Condition
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next false unless [1, 3].include?(battle_type) && foe.length == 1 # Only if a single trainer
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tr_type = foe[0].trainer_type
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if tr_type
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tbargraphic = sprintf("vsBar_%s", tr_type.to_s) rescue nil
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tgraphic = sprintf("vsTrainer_%s", tr_type.to_s) rescue nil
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if pbResolveBitmap("Graphics/Transitions/" + tbargraphic) && pbResolveBitmap("Graphics/Transitions/" + tgraphic)
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next false if !tr_type
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trainer_bar_graphic = sprintf("vsBar_%s", tr_type.to_s) rescue nil
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trainer_graphic = sprintf("vsTrainer_%s", tr_type.to_s) rescue nil
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next pbResolveBitmap("Graphics/Transitions/" + trainer_bar_graphic) &&
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pbResolveBitmap("Graphics/Transitions/" + trainer_graphic)
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},
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Proc.new { |viewport, battle_type, foe| # Animation
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# Determine filenames of graphics to be used
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tr_type = foe[0].trainer_type
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trainer_bar_graphic = sprintf("vsBar_%s", tr_type.to_s) rescue nil
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trainer_graphic = sprintf("vsTrainer_%s", tr_type.to_s) rescue nil
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player_tr_type = $Trainer.trainer_type
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outfit = $Trainer.outfit
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# Set up
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player_bar_graphic = sprintf("vsBar_%s_%d", player_tr_type.to_s, outfit) rescue nil
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if !pbResolveBitmap("Graphics/Transitions/" + player_bar_graphic)
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player_bar_graphic = sprintf("vsBar_%s", player_tr_type.to_s) rescue nil
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end
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player_graphic = sprintf("vsTrainer_%s_%d", player_tr_type.to_s, outfit) rescue nil
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if !pbResolveBitmap("Graphics/Transitions/" + player_graphic)
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player_graphic = sprintf("vsTrainer_%s", player_tr_type.to_s) rescue nil
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end
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# Set up viewports
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viewplayer = Viewport.new(0, Graphics.height / 3, Graphics.width / 2, 128)
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viewplayer.z = viewport.z
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viewopp = Viewport.new(Graphics.width / 2, Graphics.height / 3, Graphics.width / 2, 128)
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viewopp.z = viewport.z
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viewvs = Viewport.new(0, 0, Graphics.width, Graphics.height)
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viewvs.z = viewport.z
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# Set up sprites
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fade = Sprite.new(viewport)
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fade.bitmap = RPG::Cache.transition("vsFlash")
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fade.tone = Tone.new(-255, -255, -255)
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@@ -155,16 +219,12 @@ def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
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overlay = Sprite.new(viewport)
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overlay.bitmap = Bitmap.new(Graphics.width, Graphics.height)
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pbSetSystemFont(overlay.bitmap)
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pbargraphic = sprintf("vsBar_%s_%d", player_tr_type.to_s, outfit) rescue nil
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if !pbResolveBitmap("Graphics/Transitions/" + pbargraphic)
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pbargraphic = sprintf("vsBar_%s", player_tr_type.to_s) rescue nil
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end
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xoffset = ((Graphics.width / 2) / 10) * 10
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bar1 = Sprite.new(viewplayer)
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bar1.bitmap = RPG::Cache.transition(pbargraphic)
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bar1.bitmap = RPG::Cache.transition(player_bar_graphic)
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bar1.x = -xoffset
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bar2 = Sprite.new(viewopp)
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bar2.bitmap = RPG::Cache.transition(tbargraphic)
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bar2.bitmap = RPG::Cache.transition(trainer_bar_graphic)
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bar2.x = xoffset
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vs = Sprite.new(viewvs)
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vs.bitmap = RPG::Cache.transition("vs")
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@@ -191,18 +251,14 @@ def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
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flash.opacity = 255
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# Replace bar sprites with AnimatedPlanes, set up trainer sprites
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bar1 = AnimatedPlane.new(viewplayer)
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bar1.bitmap = RPG::Cache.transition(pbargraphic)
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bar1.bitmap = RPG::Cache.transition(player_bar_graphic)
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bar2 = AnimatedPlane.new(viewopp)
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bar2.bitmap = RPG::Cache.transition(tbargraphic)
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pgraphic = sprintf("vsTrainer_%s_%d", player_tr_type.to_s, outfit) rescue nil
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if !pbResolveBitmap("Graphics/Transitions/" + pgraphic)
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pgraphic = sprintf("vsTrainer_%s", player_tr_type.to_s) rescue nil
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end
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bar2.bitmap = RPG::Cache.transition(trainer_bar_graphic)
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player = Sprite.new(viewplayer)
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player.bitmap = RPG::Cache.transition(pgraphic)
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player.bitmap = RPG::Cache.transition(player_graphic)
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player.x = -xoffset
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trainer = Sprite.new(viewopp)
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trainer.bitmap = RPG::Cache.transition(tgraphic)
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trainer.bitmap = RPG::Cache.transition(trainer_graphic)
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trainer.x = xoffset
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trainer.tone = Tone.new(-255, -255, -255)
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# Dim the flash and make the trainer sprites appear, while animating bars
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@@ -228,9 +284,9 @@ def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
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trainername = foe[0].name
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textpos = [
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[$Trainer.name, Graphics.width / 4, (Graphics.height / 1.5) + 4, 2,
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Color.new(248,248,248),Color.new(12*6,12*6,12*6)],
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Color.new(248, 248, 248), Color.new(72, 72, 72)],
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[trainername, (Graphics.width / 4) + (Graphics.width / 2), (Graphics.height / 1.5) + 4, 2,
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Color.new(248,248,248),Color.new(12*6,12*6,12*6)]
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Color.new(248, 248, 248), Color.new(72, 72, 72)]
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]
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pbDrawTextPositions(overlay.bitmap, textpos)
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# Fade out flash, shudder Vs logo and expand it, and then fade to black
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@@ -276,37 +332,5 @@ def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
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viewopp.dispose
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viewplayer.dispose
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viewport.color = Color.new(0, 0, 0, 255)
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return true
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end
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end
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end
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return false
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end
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#===============================================================================
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# Override battle intro animation
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#===============================================================================
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# If you want to add a custom battle intro animation, copy the following alias
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# line and method into a new script section. Change the name of the alias part
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# ("__over1__") in your copied code in both places. Then add in your custom
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# transition code in the place shown.
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# Note that you can get an image of the current game screen with
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# Graphics.snap_to_bitmap.
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# When the custom animation has finished, the screen should have faded to black
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# somehow.
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alias __over1__pbBattleAnimationOverride pbBattleAnimationOverride
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def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
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# The following example runs a common event that ought to do a custom
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# animation if some condition is true:
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#
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# if $game_map.map_id==20 # If on map 20
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# pbCommonEvent(20)
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# return true # Note that the battle animation is done
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# end
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#
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# The following line needs to call the aliased method if the custom transition
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# animation was NOT shown.
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return __over1__pbBattleAnimationOverride(viewport,battletype,foe)
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end
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}
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)
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