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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-12 15:44:57 +00:00
update 6.7
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@@ -93,9 +93,9 @@ class PokemonDataBox < SpriteWrapper
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def initializeOtherGraphics(viewport)
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# Create other bitmaps
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@numbersBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/icon_numbers"))
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@hpBarBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/overlay_hp"))
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@expBarBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/overlay_exp"))
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@numbersBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/icon_numbers")
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@hpBarBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/overlay_hp")
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@expBarBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/overlay_exp")
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# Create sprite to draw HP numbers on
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@hpNumbers = BitmapSprite.new(124,16,viewport)
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pbSetSmallFont(@hpNumbers.bitmap)
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@@ -235,9 +235,9 @@ class PokemonDataBox < SpriteWrapper
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# Draw Pokémon's gender symbol
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case @battler.displayGender
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when 0 # Male
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textPos.push([_INTL("♂"),@spriteBaseX+126,0,false,MALE_BASE_COLOR,MALE_SHADOW_COLOR])
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textPos.push(["♂",@spriteBaseX+126,0,false,MALE_BASE_COLOR,MALE_SHADOW_COLOR])
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when 1 # Female
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textPos.push([_INTL("♀"),@spriteBaseX+126,0,false,FEMALE_BASE_COLOR,FEMALE_SHADOW_COLOR])
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textPos.push(["♀",@spriteBaseX+126,0,false,FEMALE_BASE_COLOR,FEMALE_SHADOW_COLOR])
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end
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pbDrawTextPositions(self.bitmap,textPos)
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# Draw Pokémon's level
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@@ -450,7 +450,7 @@ class AbilitySplashBar < SpriteWrapper
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@side = side
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@battler = nil
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# Create sprite wrapper that displays background graphic
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@bgBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/ability_bar"))
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@bgBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/ability_bar")
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@bgSprite = SpriteWrapper.new(viewport)
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@bgSprite.bitmap = @bgBitmap.bitmap
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@bgSprite.src_rect.y = (side==0) ? 0 : @bgBitmap.height/2
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@@ -129,7 +129,7 @@ class CommandMenuDisplay < BattleMenuBase
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background.setBitmap("Graphics/Pictures/Battle/overlay_command")
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addSprite("background",background)
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# Create bitmaps
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@buttonBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/cursor_command"))
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@buttonBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/cursor_command")
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# Create action buttons
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@buttons = Array.new(4) do |i| # 4 command options, therefore 4 buttons
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button = SpriteWrapper.new(viewport)
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@@ -229,10 +229,10 @@ class FightMenuDisplay < BattleMenuBase
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# 0=don't show, 1=show unpressed, 2=show pressed
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if USE_GRAPHICS
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# Create bitmaps
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@buttonBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/cursor_fight"))
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@typeBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/types"))
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@megaEvoBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/cursor_mega"))
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@shiftBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/cursor_shift"))
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@buttonBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/cursor_fight")
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@typeBitmap = AnimatedBitmap.new("Graphics/Pictures/types")
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@megaEvoBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/cursor_mega")
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@shiftBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/cursor_shift")
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# Create background graphic
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background = IconSprite.new(0,Graphics.height-96,viewport)
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background.setBitmap("Graphics/Pictures/Battle/overlay_fight")
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@@ -468,7 +468,7 @@ class TargetMenuDisplay < BattleMenuBase
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# NOTE: @mode is for which buttons are shown as selected.
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# 0=select 1 button (@index), 1=select all buttons with text
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# Create bitmaps
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@buttonBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/cursor_target"))
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@buttonBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/cursor_target")
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# Create target buttons
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@buttons = Array.new(maxIndex+1) do |i|
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numButtons = @sideSizes[i%2]
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@@ -124,7 +124,7 @@ class PokeBattle_Scene
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time = getBackdropTimeSuffix()
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base_path = getBackdropBasePath(backdrop_type)
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default_name = base_path + filename
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time_adjusted_name = _INTL("{1}{2}_{3}",base_path,filename,time)
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time_adjusted_name = "#{base_path}#{filename}_#{time}"
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if pbResolveBitmap(time_adjusted_name)
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return time_adjusted_name
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end
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