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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-10 14:44:58 +00:00
update 6.7
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@@ -79,12 +79,12 @@ class TriadCard
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def self.createBack(type = nil, noback = false)
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bitmap = BitmapWrapper.new(80, 96)
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if !noback
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cardbitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/triad_card_opponent"))
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cardbitmap = AnimatedBitmap.new("Graphics/Pictures/triad_card_opponent")
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bitmap.blt(0, 0, cardbitmap.bitmap, Rect.new(0, 0, cardbitmap.width, cardbitmap.height))
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cardbitmap.dispose
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end
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if type
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typebitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/types"))
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typebitmap = AnimatedBitmap.new("Graphics/Pictures/types")
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type_number = GameData::Type.get(type).id_number
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typerect = Rect.new(0, type_number * 28, 64, 28)
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bitmap.blt(8, 50, typebitmap.bitmap, typerect, 192)
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@@ -97,13 +97,13 @@ class TriadCard
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return TriadCard.createBack if owner == 0
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bitmap = BitmapWrapper.new(80, 96)
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if owner == 2 # Opponent
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cardbitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/triad_card_opponent"))
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cardbitmap = AnimatedBitmap.new("Graphics/Pictures/triad_card_opponent")
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else # Player
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cardbitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/triad_card_player"))
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cardbitmap = AnimatedBitmap.new("Graphics/Pictures/triad_card_player")
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end
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typebitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/types"))
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typebitmap = AnimatedBitmap.new("Graphics/Pictures/types")
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iconbitmap = AnimatedBitmap.new(GameData::Species.icon_filename(@species, @form))
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numbersbitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/triad_numbers"))
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numbersbitmap = AnimatedBitmap.new("Graphics/Pictures/triad_numbers")
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# Draw card background
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bitmap.blt(0, 0, cardbitmap.bitmap, Rect.new(0, 0, cardbitmap.width, cardbitmap.height))
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# Draw type icon
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@@ -32,8 +32,8 @@ class SlotMachineReel < BitmapSprite
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@stopping=false
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@slipping=0
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@index=rand(@reel.length)
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@images=AnimatedBitmap.new(_INTL("Graphics/Pictures/Slot Machine/images"))
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@shading=AnimatedBitmap.new(_INTL("Graphics/Pictures/Slot Machine/ReelOverlay"))
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@images=AnimatedBitmap.new("Graphics/Pictures/Slot Machine/images")
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@shading=AnimatedBitmap.new("Graphics/Pictures/Slot Machine/ReelOverlay")
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update
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end
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@@ -88,7 +88,7 @@ class SlotMachineScore < BitmapSprite
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@viewport=Viewport.new(x,y,70,22)
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@viewport.z=99999
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super(70,22,@viewport)
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@numbers=AnimatedBitmap.new(_INTL("Graphics/Pictures/Slot Machine/numbers"))
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@numbers=AnimatedBitmap.new("Graphics/Pictures/Slot Machine/numbers")
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self.score=score
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end
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@@ -112,7 +112,7 @@ class VoltorbFlip
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pbMessage(_INTL("You've gathered {1} Coins. You cannot gather any more.", Settings::MAX_COINS.to_s_formatted))
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$Trainer.coins = Settings::MAX_COINS # As a precaution
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@quit=true
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# elsif !pbConfirmMessage(_INTL("Play Voltorb Flip Lv. {1}?",@level)) && $Trainer.coins<Settings::MAX_COINS
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# elsif !pbConfirmMessage("Play Voltorb Flip Lv. {1}?",@level) && $Trainer.coins<Settings::MAX_COINS
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# @quit=true
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else
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@sprites["curtain"].opacity=0
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@@ -364,8 +364,8 @@ class VoltorbFlip
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if count==0
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@sprites["curtain"].opacity=100
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pbMessage(_INTL("\\me[Voltorb Flip Win]Game clear!\\wtnp[40]"))
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# pbMessage(_INTL("You've found all of the hidden x2 and x3 cards."))
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# pbMessage(_INTL("This means you've found all the Coins in this game, so the game is now over."))
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# pbMessage("You've found all of the hidden x2 and x3 cards.")
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# pbMessage("This means you've found all the Coins in this game, so the game is now over.")
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pbMessage(_INTL("\\se[Voltorb Flip Gain Coins]{1} received {2} Coins!",$Trainer.name,@points.to_s_formatted))
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# Update level text
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@sprites["level"].bitmap.clear
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@@ -386,8 +386,8 @@ class VoltorbFlip
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@level+=1
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pbMessage(_INTL("\\se[Voltorb Flip Level Up]Advanced to Game Lv. {1}!",@level.to_s))
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# if @firstRound
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# pbMessage(_INTL("Congratulations!"))
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# pbMessage(_INTL("You can receive even more Coins in the next game!"))
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# pbMessage("Congratulations!")
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# pbMessage("You can receive even more Coins in the next game!")
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@firstRound=false
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#
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end
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@@ -407,7 +407,7 @@ class VoltorbFlip
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elsif Input.trigger?(Input::BACK)
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@sprites["curtain"].opacity=100
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if @points==0
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if pbConfirmMessage("You haven't found any Coins! Are you sure you want to quit?")
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if pbConfirmMessage(_INTL("You haven't found any Coins! Are you sure you want to quit?"))
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@sprites["curtain"].opacity=0
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pbShowAndDispose
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@quit=true
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@@ -12,7 +12,7 @@ class MiningGameCounter < BitmapSprite
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@viewport.z=99999
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super(416,60,@viewport)
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@hits=0
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@image=AnimatedBitmap.new(_INTL("Graphics/Pictures/Mining/cracks"))
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@image=AnimatedBitmap.new("Graphics/Pictures/Mining/cracks")
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update
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end
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@@ -48,7 +48,7 @@ class MiningGameTile < BitmapSprite
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elsif r<85; @layer = 5 # 25%
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else; @layer = 6 # 15%
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end
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@image=AnimatedBitmap.new(_INTL("Graphics/Pictures/Mining/tiles"))
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@image=AnimatedBitmap.new("Graphics/Pictures/Mining/tiles")
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update
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end
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@@ -83,9 +83,9 @@ class MiningGameCursor < BitmapSprite
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@mode = mode
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@hit = 0 # 0=regular, 1=hit item, 2=hit iron
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@counter = 0
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@cursorbitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Mining/cursor"))
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@toolbitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Mining/tools"))
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@hitsbitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Mining/hits"))
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@cursorbitmap = AnimatedBitmap.new("Graphics/Pictures/Mining/cursor")
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@toolbitmap = AnimatedBitmap.new("Graphics/Pictures/Mining/tools")
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@hitsbitmap = AnimatedBitmap.new("Graphics/Pictures/Mining/hits")
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update
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end
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@@ -223,8 +223,8 @@ class MiningGameScene
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@viewport.z=99999
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addBackgroundPlane(@sprites,"bg","Mining/miningbg",@viewport)
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@sprites["itemlayer"]=BitmapSprite.new(Graphics.width,Graphics.height,@viewport)
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@itembitmap=AnimatedBitmap.new(_INTL("Graphics/Pictures/Mining/items"))
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@ironbitmap=AnimatedBitmap.new(_INTL("Graphics/Pictures/Mining/irons"))
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@itembitmap=AnimatedBitmap.new("Graphics/Pictures/Mining/items")
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@ironbitmap=AnimatedBitmap.new("Graphics/Pictures/Mining/irons")
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@items=[]
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@itemswon=[]
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@iron=[]
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@@ -35,7 +35,7 @@ class TilePuzzleCursor < BitmapSprite
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@arrows=[]
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@selected=false
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@holding=false
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@cursorbitmap=AnimatedBitmap.new(_INTL("Graphics/Pictures/Tile Puzzle/cursor"))
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@cursorbitmap=AnimatedBitmap.new("Graphics/Pictures/Tile Puzzle/cursor")
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update
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end
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