Revert "fixes mélangés..."

This reverts commit cd16986e30.
This commit is contained in:
infinitefusion
2022-07-21 19:57:56 -04:00
parent 6663246710
commit 1e17cbe453
5 changed files with 498 additions and 554 deletions

View File

@@ -1006,7 +1006,6 @@ class Interpreter
# * Return to Title Screen # * Return to Title Screen
#----------------------------------------------------------------------------- #-----------------------------------------------------------------------------
def command_354 def command_354
resetPlayerPosition
$game_temp.to_title = true $game_temp.to_title = true
return false return false
end end

View File

@@ -45,7 +45,6 @@ class Spriteset_Map
end end
def initialize(map=nil) def initialize(map=nil)
return if $scene.is_a?(Scene_Intro) || $scene.is_a?(Scene_DebugIntro)
@map = (map) ? map : $game_map @map = (map) ? map : $game_map
$scene.map_renderer.add_tileset(@map.tileset_name) $scene.map_renderer.add_tileset(@map.tileset_name)
@map.autotile_names.each { |filename| $scene.map_renderer.add_autotile(filename) } @map.autotile_names.each { |filename| $scene.map_renderer.add_autotile(filename) }

View File

@@ -1,245 +1,225 @@
# #=============================================================================== #===============================================================================
# # Klein Footprints / WolfPP for Pokémon Essentials # Klein Footprints / WolfPP for Pokémon Essentials
# # Give credits if you're using this! # Give credits if you're using this!
# # http://kleinstudio.deviantart.com # http://kleinstudio.deviantart.com
# #
# # bo4p5687 update (v.19)
# #===============================================================================
# #
# # Fix event comment # bo4p5687 update (v.19)
# def pbEventCommentInput(*args) #===============================================================================
# parameters = []
# list = *args[0].list # Event or event page # Fix event comment
# elements = *args[1] # Number of elements def pbEventCommentInput(*args)
# trigger = *args[2] # Trigger parameters = []
# return nil if list == nil list = *args[0].list # Event or event page
# return nil unless list.is_a?(Array) elements = *args[1] # Number of elements
# for item in list trigger = *args[2] # Trigger
# next unless item.code == 108 || item.code == 408 return nil if list == nil
# if item.parameters[0] == trigger[0] return nil unless list.is_a?(Array)
# start = list.index(item) + 1 for item in list
# finish = start + elements[0] next unless item.code == 108 || item.code == 408
# for id in start...finish if item.parameters[0] == trigger[0]
# next if !list[id] start = list.index(item) + 1
# parameters.push(list[id].parameters[0]) finish = start + elements[0]
# end for id in start...finish
# return parameters next if !list[id]
# end parameters.push(list[id].parameters[0])
# end end
# return nil return parameters
# end end
# end
# module FootprintVariables return nil
# # If you set pokemon here, they doesn't have footprints end
# FOLLOWING_DONT_WALK = [
# # Example: module FootprintVariables
# # 12,15,17 # If you set pokemon here, they doesn't have footprints
# ] FOLLOWING_DONT_WALK = [
# # Example:
# # Set here the terrain tag for footprints, 3 is sand # 12,15,17
# TERRAIN_FOOT = 3 ]
#
# # Initial opacity for footprints # Set here the terrain tag for footprints, 3 is sand
# FOOT_OPACITY = 62 TERRAIN_FOOT = 3
#
# # Delay velocity # Initial opacity for footprints
# FOOT_DELAY = 1.1 FOOT_OPACITY = 62
#
# def self.get_new_id # Delay velocity
# newId = 1 FOOT_DELAY = 1.1
# while !$game_map.events[newId].nil? do
# break if $game_map.events[newId].erased def self.get_new_id
# newId += 1 newId = 1
# end while !$game_map.events[newId].nil? do
# return newId break if $game_map.events[newId].erased
# end newId += 1
# end
# def self.show(event, position) return newId
# if event != $game_player end
# return if event.character_name == "" || event.character_name == "nil" || event.name.include?("/nofoot/")
# return if pbEventCommentInput(event, 0, "NoFoot") def self.show(event, position)
# if $Trainer.party.length > 0 if event != $game_player
# return if (!($game_map.events[event] && $game_map.events[event].name == "Dependent") && return if event.character_name == "" || event.character_name == "nil" || event.name.include?("/nofoot/")
# (FOLLOWING_DONT_WALK.include?($Trainer.party[0].species) || $PokemonGlobal.bicycle)) return if pbEventCommentInput(event, 0, "NoFoot")
# end if $Trainer.party.length > 0
# end return if (!($game_map.events[event] && $game_map.events[event].name == "Dependent") &&
# character_sprites = $scene.spriteset.character_sprites (FOLLOWING_DONT_WALK.include?($Trainer.party[0].species) || $PokemonGlobal.bicycle))
# viewport = $scene.spriteset.viewport1 end
# footsprites = $scene.spriteset.footsprites end
# nid = self.get_new_id character_sprites = $scene.spriteset.character_sprites
# rpgEvent = RPG::Event.new(position[0], position[1]) viewport = $scene.spriteset.viewport1
# rpgEvent.id = nid footsprites = $scene.spriteset.footsprites
# fev = Game_Event.new($game_map.map_id, rpgEvent, $game_map) nid = self.get_new_id
# eventsprite = Sprite_Character.new(viewport, fev) rpgEvent = RPG::Event.new(position[0], position[1])
# character_sprites.push(eventsprite) rpgEvent.id = nid
# footsprites.push(Footsprite.new(eventsprite, fev, viewport, $game_map, position[2], nid, character_sprites, (event == $game_player))) fev = Game_Event.new($game_map.map_id, rpgEvent, $game_map)
# end eventsprite = Sprite_Character.new(viewport, fev)
# character_sprites.push(eventsprite)
# end footsprites.push(Footsprite.new(eventsprite, fev, viewport, $game_map, position[2], nid, character_sprites, (event==$game_player)))
# end
# class Game_Event < Game_Character
# attr_reader :erased end
# end
# class Game_Event < Game_Character
# class Sprite_Character attr_reader :erased
# alias old_initialize_foot initialize end
#
# def initialize(viewport, character = nil) class Sprite_Character
# old_initialize_foot(viewport, character) alias old_initialize_foot initialize
# @disposed = false def initialize(viewport, character=nil)
# end old_initialize_foot(viewport, character)
# @disposed = false
# alias old_update_foot update end
#
# def update alias old_update_foot update
# return if @disposed def update
# old_update_foot return if @disposed
# end old_update_foot
# end
# alias old_dispose_foot dispose
# alias old_dispose_foot dispose
# def dispose def dispose
# old_dispose_foot old_dispose_foot
# @disposed = true @disposed = true
# end end
# end end
#
# class Spriteset_Map class Spriteset_Map
# attr_accessor :character_sprites attr_accessor :character_sprites
# attr_accessor :footsprites attr_accessor :footsprites
#
# alias old_initialize initialize alias old_initialize initialize
# def initialize(map=nil)
# def initialize(map = nil) old_initialize(map)
# begin @footsprites = []
# old_initialize(map) if map != nil end
# @footsprites = []
# rescue def viewport1
# return return @@viewport1
# end end
# end
# def putFootprint(event, pos)
# def viewport1 return FootprintVariables.show(event, pos)
# return @@viewport1 end
# end
# alias old_dispose dispose
# def putFootprint(event, pos) def dispose
# return FootprintVariables.show(event, pos) old_dispose
# end @footsprites.each { |sprite| sprite.dispose } if !@footsprites.nil?
# @footsprites.clear
# alias old_dispose dispose end
#
# def dispose alias old_update update
# old_dispose def update
# @footsprites.each { |sprite| sprite.dispose } if !@footsprites.nil? old_update
# @footsprites.clear return if @footsprites.nil?
# end @footsprites.each { |sprite| sprite.update }
# end
# alias old_update update end
#
# def update class Scene_Map
# old_update def spriteset?
# return if @footsprites.nil? return !@spritesets.nil?
# @footsprites.each { |sprite| sprite.update } end
# end end
# end
# class Game_Character
# class Scene_Map
# def spriteset? def get_last_pos
# return !@spritesets.nil? case direction
# end when 2 then return [@x, @y-1, direction] # Move down
# end when 4 then return [@x+1, @y, direction] # Move left
# when 6 then return [@x-1, @y, direction] # Move right
# class Game_Character when 8 then return [@x, @y+1, direction] # Move up
# end
# def get_last_pos return false
# case direction end
# when 2 then
# return [@x, @y - 1, direction] # Move down def foot_prints?
# when 4 then return $game_map.terrain_tag(get_last_pos[0], get_last_pos[1]) == FootprintVariables::TERRAIN_FOOT && $scene.is_a?(Scene_Map) && $scene.spriteset?
# return [@x + 1, @y, direction] # Move left end
# when 6 then
# return [@x - 1, @y, direction] # Move right alias leave_tile_footprints triggerLeaveTile
# when 8 then def triggerLeaveTile
# return [@x, @y + 1, direction] # Move up leave_tile_footprints
# end $scene.spriteset.putFootprint(self, get_last_pos) if foot_prints?
# return false end
# end
# end
# def foot_prints?
# return $game_map.terrain_tag(get_last_pos[0], get_last_pos[1]) == FootprintVariables::TERRAIN_FOOT && $scene.is_a?(Scene_Map) && $scene.spriteset? class Footsprite
# end def initialize(sprite,event,viewport,map,direction,nid,chardata,player)
# @rsprite = sprite
# alias leave_tile_footprints triggerLeaveTile # Sprite
# @sprite = Sprite.new(viewport)
# def triggerLeaveTile file = player && $PokemonGlobal.bicycle ? "footsetbike.png" : "footset.png"
# leave_tile_footprints @sprite.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/", file)
# $scene.spriteset.putFootprint(self, get_last_pos) if foot_prints? # Set position
# end @realwidth = @sprite.bitmap.width/4
# @sprite.src_rect.width = @realwidth
# end @opacity = FootprintVariables::FOOT_OPACITY
# setFootset(direction)
# class Footsprite # Values
# def initialize(sprite, event, viewport, map, direction, nid, chardata, player) @map = map
# return if $scene.is_a?(PokemonLoad_Scene) || $scene.is_a?(PokemonLoadScreen) @event = event
# @rsprite = sprite @disposed = false
# # Sprite @eventid = nid
# @sprite = Sprite.new(viewport) @viewport = viewport
# file = player && $PokemonGlobal.bicycle ? "footsetbike.png" : "footset.png" @chardata = chardata
# @sprite.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/", file) update
# # Set position end
# @realwidth = @sprite.bitmap.width / 4
# @sprite.src_rect.width = @realwidth def setFootset(direction)
# @opacity = FootprintVariables::FOOT_OPACITY @sprite.src_rect.x =
# setFootset(direction) case direction
# # Values when 2 then 0 # Move down
# @map = map when 4 then @realwidth * 3 # Move left
# @event = event when 6 then @realwidth * 2 # Move right
# @disposed = false when 8 then @realwidth # Move up
# @eventid = nid end
# @viewport = viewport @sprite.opacity = @opacity
# @chardata = chardata end
# update
# end def dispose
# return if @disposed
# def setFootset(direction) @disposed = true
# @sprite.src_rect.x = @event.erase
# case direction (0...@chardata.length).each { |i| @chardata.delete_at(i) if @chardata[i] == @rsprite }
# when 2 then @rsprite.dispose
# 0 # Move down @sprite.dispose
# when 4 then @sprite = nil
# @realwidth * 3 # Move left end
# when 6 then
# @realwidth * 2 # Move right def update
# when 8 then return if @disposed
# @realwidth # Move up x = @rsprite.x - @rsprite.ox
# end y = @rsprite.y - @rsprite.oy
# @sprite.opacity = @opacity width = @rsprite.src_rect.width
# end height = @rsprite.src_rect.height
# @sprite.x = x + width / 2
# def dispose @sprite.y = y + height
# return if @disposed @sprite.ox = @realwidth / 2
# @disposed = true @sprite.oy = @sprite.bitmap.height
# @event.erase @sprite.z = @rsprite.z - 2
# (0...@chardata.length).each { |i| @chardata.delete_at(i) if @chardata[i] == @rsprite } @opacity -= FootprintVariables::FOOT_DELAY
# @rsprite.dispose @sprite.opacity = @opacity
# @sprite.dispose dispose if @sprite.opacity <= 0
# @sprite = nil end
# end end
#
# def update
# return if @disposed
# x = @rsprite.x - @rsprite.ox
# y = @rsprite.y - @rsprite.oy
# width = @rsprite.src_rect.width
# height = @rsprite.src_rect.height
# @sprite.x = x + width / 2
# @sprite.y = y + height
# @sprite.ox = @realwidth / 2
# @sprite.oy = @sprite.bitmap.height
# @sprite.z = @rsprite.z - 2
# @opacity -= FootprintVariables::FOOT_DELAY
# @sprite.opacity = @opacity
# dispose if @sprite.opacity <= 0
# end
# end

View File

@@ -1,278 +1,278 @@
# # #=============================================================================== # #===============================================================================
# # # * Unreal Time System - by FL (Credits will be apreciated) # # * Unreal Time System - by FL (Credits will be apreciated)
# # #=============================================================================== # #===============================================================================
# # #
# # # This script is for Pokémon Essentials. It makes the time in game uses its
# # # own clock that only pass when you are in game instead of using real time
# # # (like Minecraft and Zelda: Ocarina of Time).
# # #
# # #== INSTALLATION ===============================================================
# # #
# # # To this script works, put it above main OR convert into a plugin.
# # #
# # #== HOW TO USE =================================================================
# # #
# # # This script automatic works after installed.
# # #
# # # If you wish to add/reduce time, there are 3 ways:
# # #
# # # 1. EXTRA_SECONDS/EXTRA_DAYS are variables numbers that hold time passage;
# # # The time in these variable isn't affected by PROPORTION.
# # # Example: When the player sleeps you wish to the time in game advance
# # # 8 hours, so put in EXTRA_SECONDS a game variable number and sum
# # # 28800 (60*60*8) in this variable every time that the players sleeps.
# # #
# # # 2. 'UnrealTime.add_seconds(seconds)' and 'UnrealTime.add_days(days)' does the
# # # same thing, in fact, EXTRA_SECONDS/EXTRA_DAYS call these methods.
# # #
# # # 3. 'UnrealTime.advance_to(16,17,18)' advance the time to a fixed time of day,
# # # 16:17:18 on this example.
# # #
# # #== NOTES ======================================================================
# # #
# # # If you wish to some parts still use real time like the Trainer Card start time
# # # and Pokémon Trainer Memo, just change 'pbGetTimeNow' to 'Time.now' in their
# # # scripts.
# # #
# # # This script uses the Ruby Time class. Before Essentials version 19 (who came
# # # with 64-bit ruby) it can only have 1901-2038 range.
# # #
# # # Some time methods:
# # # 'pbGetTimeNow.year', 'pbGetTimeNow.mon' (the numbers from 1-12),
# # # 'pbGetTimeNow.day','pbGetTimeNow.hour', 'pbGetTimeNow.min',
# # # 'pbGetTimeNow.sec', 'pbGetAbbrevMonthName(pbGetTimeNow.mon)',
# # # 'pbGetTimeNow.strftime("%A")' (displays weekday name),
# # # 'pbGetTimeNow.strftime("%I:%M %p")' (displays Hours:Minutes pm/am)
# # #
# # #===============================================================================
# # # #
# # if defined?(PluginManager) && !PluginManager.installed?("Unreal Time System") # # This script is for Pokémon Essentials. It makes the time in game uses its
# # PluginManager.register({ # # own clock that only pass when you are in game instead of using real time
# # :name => "Unreal Time System", # # (like Minecraft and Zelda: Ocarina of Time).
# # :version => "1.1",
# # :link => "https://www.pokecommunity.com/showthread.php?t=285831",
# # :credits => "FL"
# # })
# # end
# # # #
# module UnrealTime # #== INSTALLATION ===============================================================
# # Set false to disable this system (returns Time.now) # #
# ENABLED=true # # To this script works, put it above main OR convert into a plugin.
# #
# #== HOW TO USE =================================================================
# #
# # This script automatic works after installed.
# #
# # If you wish to add/reduce time, there are 3 ways:
# #
# # 1. EXTRA_SECONDS/EXTRA_DAYS are variables numbers that hold time passage;
# # The time in these variable isn't affected by PROPORTION.
# # Example: When the player sleeps you wish to the time in game advance
# # 8 hours, so put in EXTRA_SECONDS a game variable number and sum
# # 28800 (60*60*8) in this variable every time that the players sleeps.
# #
# # 2. 'UnrealTime.add_seconds(seconds)' and 'UnrealTime.add_days(days)' does the
# # same thing, in fact, EXTRA_SECONDS/EXTRA_DAYS call these methods.
# #
# # 3. 'UnrealTime.advance_to(16,17,18)' advance the time to a fixed time of day,
# # 16:17:18 on this example.
# #
# #== NOTES ======================================================================
# #
# # If you wish to some parts still use real time like the Trainer Card start time
# # and Pokémon Trainer Memo, just change 'pbGetTimeNow' to 'Time.now' in their
# # scripts.
# #
# # This script uses the Ruby Time class. Before Essentials version 19 (who came
# # with 64-bit ruby) it can only have 1901-2038 range.
# #
# # Some time methods:
# # 'pbGetTimeNow.year', 'pbGetTimeNow.mon' (the numbers from 1-12),
# # 'pbGetTimeNow.day','pbGetTimeNow.hour', 'pbGetTimeNow.min',
# # 'pbGetTimeNow.sec', 'pbGetAbbrevMonthName(pbGetTimeNow.mon)',
# # 'pbGetTimeNow.strftime("%A")' (displays weekday name),
# # 'pbGetTimeNow.strftime("%I:%M %p")' (displays Hours:Minutes pm/am)
# #
# #===============================================================================
# #
# # Time proportion here. # if defined?(PluginManager) && !PluginManager.installed?("Unreal Time System")
# # So if it is 100, one second in real time will be 100 seconds in game. # PluginManager.register({
# # If it is 60, one second in real time will be one minute in game. # :name => "Unreal Time System",
# PROPORTION=60 # :version => "1.1",
# # :link => "https://www.pokecommunity.com/showthread.php?t=285831",
# # Starting on Essentials v17, the map tone only try to refresh tone each 30 # :credits => "FL"
# # real time seconds. # })
# # If this variable number isn't -1, the game use this number instead of 30.
# # When time is changed with advance_to or add_seconds, the tone refreshes.
# TONE_CHECK_INTERVAL = 10.0
#
# # Make this true to time only pass at field (Scene_Map)
# # A note to scripters: To make time pass on other scenes, put line
# # '$PokemonGlobal.addNewFrameCount' near to line 'Graphics.update'
# TIME_STOPS=true
#
# # Make this true to time pass in battle, during turns and command selection.
# # This won't affect the Pokémon and Bag submenus.
# # Only works if TIME_STOPS=true.
# BATTLE_PASS=true
#
# # Make this true to time pass when the Dialog box or the main menu are open.
# # This won't affect the submenus like Pokémon and Bag.
# # Only works if TIME_STOPS=true.
# TALK_PASS=true
#
# # Choose switch number that when true the time won't pass (or -1 to cancel).
# # Only works if TIME_STOPS=true.
# SWITCH_STOPS=-1
#
# # Choose variable(s) number(s) that can hold time passage (or -1 to cancel).
# # Look at description for more details.
# EXTRA_SECONDS=79
# EXTRA_DAYS=-1
#
# # Initial date. In sequence: Year, month, day, hour and minutes.
# # Method UnrealTime.reset resets time back to this time.
# def self.initial_date
# return Time.local(2000,1,1, 12,0)
# end
#
# # Advance to next time. If time already passed, advance
# # into the time on the next day.
# # Hour is 0..23
# def self.advance_to(hour,min=0,sec=0)
# if hour < 0 || hour > 23
# raise RangeError, "hour is #{hour}, should be 0..23"
# end
# day_seconds = 60*60*24
# seconds_now = pbGetTimeNow.hour*60*60+pbGetTimeNow.min*60+pbGetTimeNow.sec
# target_seconds = hour*60*60+min*60+sec
# seconds_added = target_seconds-seconds_now
# seconds_added += day_seconds if seconds_added<0
# $PokemonGlobal.newFrameCount+=seconds_added
# PBDayNight.sheduleToneRefresh
# end
#
# # Resets time to initial_date.
# def self.reset
# raise "Method doesn't work when TIME_STOPS is false!" if !TIME_STOPS
# $game_variables[EXTRA_SECONDS]=0 if EXTRA_DAYS>0
# $game_variables[EXTRA_DAYS]=0 if EXTRA_DAYS>0
# $PokemonGlobal.newFrameCount=0
# $PokemonGlobal.extraYears=0
# PBDayNight.sheduleToneRefresh
# end
#
# # Does the same thing as EXTRA_SECONDS variable.
# def self.add_seconds(seconds)
# raise "Method doesn't work when TIME_STOPS is false!" if !TIME_STOPS
# $PokemonGlobal.newFrameCount+=(seconds*Graphics.frame_rate)/PROPORTION.to_f
# PBDayNight.sheduleToneRefresh
# end
#
# def self.add_days(days)
# add_seconds(60*60*24*days)
# end
#
# NEED_32_BIT_FIX = [''].pack('p').size <= 4
# end # end
# #
# # Essentials V18 and lower compatibility module UnrealTime
# module Settings # Set false to disable this system (returns Time.now)
# TIME_SHADING = defined?(ENABLESHADING) ? ENABLESHADING : ::TIME_SHADING ENABLED=true
# end if defined?(TIME_SHADING) || defined?(ENABLESHADING)
# # Time proportion here.
# module PBDayNight # So if it is 100, one second in real time will be 100 seconds in game.
# class << self # If it is 60, one second in real time will be one minute in game.
# if method_defined?(:getTone) && UnrealTime::TONE_CHECK_INTERVAL > 0 PROPORTION=60
# def getTone
# @cachedTone = Tone.new(0,0,0) if !@cachedTone # Starting on Essentials v17, the map tone only try to refresh tone each 30
# return @cachedTone if !Settings::TIME_SHADING # real time seconds.
# toneNeedUpdate = (!@dayNightToneLastUpdate || # If this variable number isn't -1, the game use this number instead of 30.
# Graphics.frame_count-@dayNightToneLastUpdate >= # When time is changed with advance_to or add_seconds, the tone refreshes.
# Graphics.frame_rate*UnrealTime::TONE_CHECK_INTERVAL TONE_CHECK_INTERVAL = 10.0
# )
# if toneNeedUpdate # Make this true to time only pass at field (Scene_Map)
# getToneInternal # A note to scripters: To make time pass on other scenes, put line
# @dayNightToneLastUpdate = Graphics.frame_count # '$PokemonGlobal.addNewFrameCount' near to line 'Graphics.update'
# end TIME_STOPS=true
# return @cachedTone
# end # Make this true to time pass in battle, during turns and command selection.
# end # This won't affect the Pokémon and Bag submenus.
# # Only works if TIME_STOPS=true.
# # Shedule a tone refresh on the next try (probably next frame) BATTLE_PASS=true
# def sheduleToneRefresh
# @dayNightToneLastUpdate = nil # Make this true to time pass when the Dialog box or the main menu are open.
# end # This won't affect the submenus like Pokémon and Bag.
# end # Only works if TIME_STOPS=true.
# end TALK_PASS=true
#
# def pbGetTimeNow # Choose switch number that when true the time won't pass (or -1 to cancel).
# return Time.now if !$PokemonGlobal || !UnrealTime::ENABLED # Only works if TIME_STOPS=true.
# day_seconds = 60*60*24 SWITCH_STOPS=-1
# if UnrealTime::TIME_STOPS
# # Sum the extra values to newFrameCount # Choose variable(s) number(s) that can hold time passage (or -1 to cancel).
# if UnrealTime::EXTRA_SECONDS>0 # Look at description for more details.
# UnrealTime.add_seconds(pbGet(UnrealTime::EXTRA_SECONDS)) EXTRA_SECONDS=79
# $game_variables[UnrealTime::EXTRA_SECONDS]=0 EXTRA_DAYS=-1
# end
# if UnrealTime::EXTRA_DAYS>0 # Initial date. In sequence: Year, month, day, hour and minutes.
# UnrealTime.add_seconds(day_seconds*pbGet(UnrealTime::EXTRA_DAYS)) # Method UnrealTime.reset resets time back to this time.
# $game_variables[UnrealTime::EXTRA_DAYS]=0 def self.initial_date
# end return Time.local(2000,1,1, 12,0)
# elsif UnrealTime::EXTRA_SECONDS>0 && UnrealTime::EXTRA_DAYS>0 end
# # Checks to regulate the max/min values at UnrealTime::EXTRA_SECONDS
# while pbGet(UnrealTime::EXTRA_SECONDS)>=day_seconds # Advance to next time. If time already passed, advance
# $game_variables[UnrealTime::EXTRA_SECONDS]-=day_seconds # into the time on the next day.
# $game_variables[UnrealTime::EXTRA_DAYS]+=1 # Hour is 0..23
# end def self.advance_to(hour,min=0,sec=0)
# while pbGet(UnrealTime::EXTRA_SECONDS)<=-day_seconds if hour < 0 || hour > 23
# $game_variables[UnrealTime::EXTRA_SECONDS]+=day_seconds raise RangeError, "hour is #{hour}, should be 0..23"
# $game_variables[UnrealTime::EXTRA_DAYS]-=1 end
# end day_seconds = 60*60*24
# end seconds_now = pbGetTimeNow.hour*60*60+pbGetTimeNow.min*60+pbGetTimeNow.sec
# start_time=UnrealTime.initial_date target_seconds = hour*60*60+min*60+sec
# if UnrealTime::TIME_STOPS seconds_added = target_seconds-seconds_now
# time_played=$PokemonGlobal.newFrameCount seconds_added += day_seconds if seconds_added<0
# else $PokemonGlobal.newFrameCount+=seconds_added
# time_played=Graphics.frame_count PBDayNight.sheduleToneRefresh
# end end
# time_played=(time_played*UnrealTime::PROPORTION)/Graphics.frame_rate
# time_jumped=0 # Resets time to initial_date.
# if UnrealTime::EXTRA_SECONDS>-1 def self.reset
# time_jumped+=pbGet(UnrealTime::EXTRA_SECONDS) raise "Method doesn't work when TIME_STOPS is false!" if !TIME_STOPS
# end $game_variables[EXTRA_SECONDS]=0 if EXTRA_DAYS>0
# if UnrealTime::EXTRA_DAYS>-1 $game_variables[EXTRA_DAYS]=0 if EXTRA_DAYS>0
# time_jumped+=pbGet(UnrealTime::EXTRA_DAYS)*day_seconds $PokemonGlobal.newFrameCount=0
# end $PokemonGlobal.extraYears=0
# time_ret = 0 PBDayNight.sheduleToneRefresh
# # Before Essentials V19, there is a year limit. To prevent crashes due to this end
# # limit, every time that you reach in year 2036 the system will subtract 6
# # years (to works with leap year) from your date and sum in # Does the same thing as EXTRA_SECONDS variable.
# # $PokemonGlobal.extraYears. You can sum your actual year with this extraYears def self.add_seconds(seconds)
# # when displaying years. raise "Method doesn't work when TIME_STOPS is false!" if !TIME_STOPS
# loop do $PokemonGlobal.newFrameCount+=(seconds*Graphics.frame_rate)/PROPORTION.to_f
# time_fix=0 PBDayNight.sheduleToneRefresh
# if $PokemonGlobal.extraYears!=0 end
# time_fix = $PokemonGlobal.extraYears*day_seconds*(365*6+1)/6
# end def self.add_days(days)
# time_ret=start_time+(time_played+time_jumped-time_fix) add_seconds(60*60*24*days)
# break if !UnrealTime::NEED_32_BIT_FIX || time_ret.year<2036 end
# $PokemonGlobal.extraYears+=6
# end NEED_32_BIT_FIX = [''].pack('p').size <= 4
# return time_ret end
# end
# # Essentials V18 and lower compatibility
# if UnrealTime::ENABLED module Settings
# class PokemonGlobalMetadata TIME_SHADING = defined?(ENABLESHADING) ? ENABLESHADING : ::TIME_SHADING
# attr_accessor :newFrameCount # Became float when using extra values end if defined?(TIME_SHADING) || defined?(ENABLESHADING)
# attr_accessor :extraYears
# module PBDayNight
# def addNewFrameCount class << self
# return if (UnrealTime::SWITCH_STOPS>0 && if method_defined?(:getTone) && UnrealTime::TONE_CHECK_INTERVAL > 0
# $game_switches[UnrealTime::SWITCH_STOPS]) def getTone
# self.newFrameCount+=1 @cachedTone = Tone.new(0,0,0) if !@cachedTone
# end return @cachedTone if !Settings::TIME_SHADING
# toneNeedUpdate = (!@dayNightToneLastUpdate ||
# def newFrameCount Graphics.frame_count-@dayNightToneLastUpdate >=
# @newFrameCount=0 if !@newFrameCount Graphics.frame_rate*UnrealTime::TONE_CHECK_INTERVAL
# return @newFrameCount )
# end if toneNeedUpdate
# getToneInternal
# def extraYears @dayNightToneLastUpdate = Graphics.frame_count
# @extraYears=0 if !@extraYears end
# return @extraYears return @cachedTone
# end end
# end end
#
# if UnrealTime::TIME_STOPS # Shedule a tone refresh on the next try (probably next frame)
# class Scene_Map def sheduleToneRefresh
# alias :updateold :update @dayNightToneLastUpdate = nil
# def update end
# $PokemonGlobal.addNewFrameCount end
# updateold end
# end
# def pbGetTimeNow
# if UnrealTime::TALK_PASS return Time.now if !$PokemonGlobal || !UnrealTime::ENABLED
# alias :miniupdateold :miniupdate day_seconds = 60*60*24
# def miniupdate if UnrealTime::TIME_STOPS
# $PokemonGlobal.addNewFrameCount # Sum the extra values to newFrameCount
# miniupdateold if UnrealTime::EXTRA_SECONDS>0
# end UnrealTime.add_seconds(pbGet(UnrealTime::EXTRA_SECONDS))
# end $game_variables[UnrealTime::EXTRA_SECONDS]=0
# end end
# if UnrealTime::EXTRA_DAYS>0
# if UnrealTime::BATTLE_PASS UnrealTime.add_seconds(day_seconds*pbGet(UnrealTime::EXTRA_DAYS))
# class PokeBattle_Scene $game_variables[UnrealTime::EXTRA_DAYS]=0
# alias :pbGraphicsUpdateold :pbGraphicsUpdate end
# def pbGraphicsUpdate elsif UnrealTime::EXTRA_SECONDS>0 && UnrealTime::EXTRA_DAYS>0
# $PokemonGlobal.addNewFrameCount # Checks to regulate the max/min values at UnrealTime::EXTRA_SECONDS
# pbGraphicsUpdateold while pbGet(UnrealTime::EXTRA_SECONDS)>=day_seconds
# end $game_variables[UnrealTime::EXTRA_SECONDS]-=day_seconds
# end $game_variables[UnrealTime::EXTRA_DAYS]+=1
# end end
# end while pbGet(UnrealTime::EXTRA_SECONDS)<=-day_seconds
# end $game_variables[UnrealTime::EXTRA_SECONDS]+=day_seconds
$game_variables[UnrealTime::EXTRA_DAYS]-=1
end
end
start_time=UnrealTime.initial_date
if UnrealTime::TIME_STOPS
time_played=$PokemonGlobal.newFrameCount
else
time_played=Graphics.frame_count
end
time_played=(time_played*UnrealTime::PROPORTION)/Graphics.frame_rate
time_jumped=0
if UnrealTime::EXTRA_SECONDS>-1
time_jumped+=pbGet(UnrealTime::EXTRA_SECONDS)
end
if UnrealTime::EXTRA_DAYS>-1
time_jumped+=pbGet(UnrealTime::EXTRA_DAYS)*day_seconds
end
time_ret = 0
# Before Essentials V19, there is a year limit. To prevent crashes due to this
# limit, every time that you reach in year 2036 the system will subtract 6
# years (to works with leap year) from your date and sum in
# $PokemonGlobal.extraYears. You can sum your actual year with this extraYears
# when displaying years.
loop do
time_fix=0
if $PokemonGlobal.extraYears!=0
time_fix = $PokemonGlobal.extraYears*day_seconds*(365*6+1)/6
end
time_ret=start_time+(time_played+time_jumped-time_fix)
break if !UnrealTime::NEED_32_BIT_FIX || time_ret.year<2036
$PokemonGlobal.extraYears+=6
end
return time_ret
end
if UnrealTime::ENABLED
class PokemonGlobalMetadata
attr_accessor :newFrameCount # Became float when using extra values
attr_accessor :extraYears
def addNewFrameCount
return if (UnrealTime::SWITCH_STOPS>0 &&
$game_switches[UnrealTime::SWITCH_STOPS])
self.newFrameCount+=1
end
def newFrameCount
@newFrameCount=0 if !@newFrameCount
return @newFrameCount
end
def extraYears
@extraYears=0 if !@extraYears
return @extraYears
end
end
if UnrealTime::TIME_STOPS
class Scene_Map
alias :updateold :update
def update
$PokemonGlobal.addNewFrameCount
updateold
end
if UnrealTime::TALK_PASS
alias :miniupdateold :miniupdate
def miniupdate
$PokemonGlobal.addNewFrameCount
miniupdateold
end
end
end
if UnrealTime::BATTLE_PASS
class PokeBattle_Scene
alias :pbGraphicsUpdateold :pbGraphicsUpdate
def pbGraphicsUpdate
$PokemonGlobal.addNewFrameCount
pbGraphicsUpdateold
end
end
end
end
end

View File

@@ -1,5 +1,4 @@
class Scene_DebugIntro class Scene_DebugIntro
attr_accessor :map_renderer
def main def main
Graphics.transition(0) Graphics.transition(0)
sscene = PokemonLoad_Scene.new sscene = PokemonLoad_Scene.new
@@ -9,41 +8,8 @@ class Scene_DebugIntro
end end
end end
def resetPlayerPosition
save_data = load_save_file(SaveData::FILE_PATH)
map = save_data[:map_factory].map.map_id
x = save_data[:game_player].x
y = save_data[:game_player].y
dir = save_data[:game_player].direction
$MapFactory.setup(map)
$game_player.moveto(x,y)
$game_player.direction = dir
end
def load_save_file(file_path)
save_data = SaveData.read_from_file(file_path)
unless SaveData.valid?(save_data)
if File.file?(file_path + '.bak')
pbMessage(_INTL('The save file is corrupt. A backup will be loaded.'))
save_data = load_save_file(file_path + '.bak')
else
self.prompt_save_deletion
return {}
end
end
return save_data
end
def returnToTitle()
resetPlayerPosition
pbMapInterpreter.command_end
$game_temp.to_title = true
end
def pbCallTitle def pbCallTitle
$game_temp.to_title = false return Scene_DebugIntro.new if $DEBUG
#return Scene_DebugIntro.new if $DEBUG
return Scene_Intro.new return Scene_Intro.new
end end