update 6.7

This commit is contained in:
chardub
2025-09-28 15:53:01 -04:00
parent ef5e023ae0
commit 318ff90d8d
696 changed files with 111759 additions and 198230 deletions

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AUTOSAVE_ENABLED_SWITCH = 48
AUTOSAVE_HEALING_VAR = 24
AUTOSAVE_CATCH_SWITCH = 782
AUTOSAVE_WIN_SWITCH = 783
AUTOSAVE_STEPS_SWITCH = 784
AUTOSAVE_STEPS_VAR = 236
DEFAULT_AUTOSAVE_STEPS = 500
def pbSetPokemonCenter
$PokemonGlobal.pokecenterMapId = $game_map.map_id
$PokemonGlobal.pokecenterX = $game_player.x
$PokemonGlobal.pokecenterY = $game_player.y
$PokemonGlobal.pokecenterDirection = $game_player.direction
if $game_variables[AUTOSAVE_HEALING_VAR]==0 && Settings::GAME_ID == :IF_KANTO
pbSEPlay("save",100,100)
Kernel.tryAutosave()
end
end
def Kernel.Autosave
#Game.auto_save
#showSaveIcon()
pbSave(false)
# #hideSaveIcon()
end
def Kernel.tryAutosave()
return if !$Trainer.save_slot
Kernel.Autosave if $game_switches[AUTOSAVE_ENABLED_SWITCH]
end
Events.onMapUpdate += proc { |sender, e|
next if !$game_switches
next if !$game_switches[AUTOSAVE_STEPS_SWITCH]
stepsNum = pbGet(AUTOSAVE_STEPS_VAR)
if stepsNum > 0 && !$PokemonGlobal.sliding
next if $PokemonGlobal.stepcount < 100
if $PokemonGlobal.stepcount % stepsNum == 0
$PokemonGlobal.stepcount += 1
Kernel.tryAutosave()
end
end
}
class AutosaveOptionsScene < PokemonOption_Scene
def initialize
@changedColor = false
end
def pbStartScene(inloadscreen = false)
super
@sprites["option"].nameBaseColor = Color.new(35, 130, 200)
@sprites["option"].nameShadowColor = Color.new(20, 75, 115)
@changedColor = true
for i in 0...@PokemonOptions.length
@sprites["option"][i] = (@PokemonOptions[i].get || 0)
end
@sprites["title"]=Window_UnformattedTextPokemon.newWithSize(
_INTL("Autosave settings"),0,0,Graphics.width,64,@viewport)
@sprites["textbox"].text=_INTL("Customize the autosave settings")
pbFadeInAndShow(@sprites) { pbUpdate }
end
def pbFadeInAndShow(sprites, visiblesprites = nil)
return if !@changedColor
super
end
def pbGetOptions(inloadscreen = false)
options = [
EnumOption.new(_INTL("When healing"), [_INTL("On"), _INTL("Off")],
proc { $game_variables[AUTOSAVE_HEALING_VAR]},
proc { |value|
$game_variables[AUTOSAVE_HEALING_VAR]=value
},
_INTL("Autosave when healing at a Pokémon Center")
),
EnumOption.new(_INTL("When catching Pokémon"), [_INTL("On"), _INTL("Off")],
proc { $game_switches[AUTOSAVE_CATCH_SWITCH] ? 0 : 1 },
proc { |value|
$game_switches[AUTOSAVE_CATCH_SWITCH] = value == 0
},
_INTL("Autosave everytime a new Pokémon is caught")
),
EnumOption.new(_INTL("After trainer battles"), [_INTL("On"), _INTL("Off")],
proc { $game_switches[AUTOSAVE_WIN_SWITCH] ? 0 : 1 },
proc { |value|
$game_switches[AUTOSAVE_WIN_SWITCH] = value == 0
},
_INTL("Autosave after each trainer battle")
),
EnumOption.new(_INTL("Every x steps"), [_INTL("On"), _INTL("Off")],
proc { $game_switches[AUTOSAVE_STEPS_SWITCH] ? 0 : 1 },
proc { |value|
if !$game_switches[AUTOSAVE_STEPS_SWITCH] && value == 0
@set_steps = true
selectAutosaveSteps()
end
$game_switches[AUTOSAVE_STEPS_SWITCH] = value == 0
}, _INTL("Autosave after a defined amount of steps")
)
]
return options
end
def selectAutosaveSteps()
if pbGet(AUTOSAVE_STEPS_VAR) == 0
pbSet(AUTOSAVE_STEPS_VAR,DEFAULT_AUTOSAVE_STEPS)
end
params=ChooseNumberParams.new
params.setRange(20,999999)
params.setInitialValue(pbGet(AUTOSAVE_STEPS_VAR))
params.setCancelValue(0)
val = Kernel.pbMessageChooseNumber(_INTL("Autosave every how many steps?"),params)
if val < 200
Kernel.pbMessage(_INTL("Warning: Choosing a low number of steps may decrease performance."))
end
if val == 0
val = 1
end
pbSet(AUTOSAVE_STEPS_VAR,val)
end
end

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def Kernel.pbDisplayText(message,xposition,yposition,z=nil, baseColor=nil, shadowColor=nil)
if @hud==nil
@hud = []
end
# Draw the text
baseColor= baseColor ? baseColor : Color.new(72,72,72)
shadowColor= shadowColor ? shadowColor : Color.new(160,160,160)
sprite = BitmapSprite.new(Graphics.width,Graphics.height,@viewport1)
if z != nil
sprite.z=z
end
@hud.push(sprite)
text1=_INTL(message)
textPosition=[
[text1,xposition,yposition,2,baseColor,shadowColor],
]
pbSetSystemFont(@hud[-1].bitmap)
pbDrawTextPositions(@hud[0].bitmap,textPosition)
end
def Kernel.pbDisplayNumber(number,xposition,yposition)
@numT = []
# Draw the text
baseColor=Color.new(72,72,72)
shadowColor=Color.new(160,160,160)
@numT.push(BitmapSprite.new(Graphics.width,Graphics.height,@viewport1))
text1=_INTL(number.to_s)
textPosition=[
[text1,xposition,yposition,2,baseColor,shadowColor],
]
pbSetSystemFont(@numT[-1].bitmap)
pbDrawTextPositions(@numT[0].bitmap,textPosition)
end
def Kernel.pbClearNumber()
if @numT != nil then
for sprite in @numT
sprite.dispose
end
@numT.clear
end
end
def Kernel.pbClearText()
if @hud != nil then
for sprite in @hud
sprite.dispose
end
@hud.clear
end
end

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def setDifficulty(index)
$Trainer.selected_difficulty = index
case index
when 0 # EASY
$game_switches[SWITCH_GAME_DIFFICULTY_EASY] = true
$game_switches[SWITCH_GAME_DIFFICULTY_HARD] = false
when 1 # NORMAL
$game_switches[SWITCH_GAME_DIFFICULTY_EASY] = false
$game_switches[SWITCH_GAME_DIFFICULTY_HARD] = false
when 2 # HARD
$game_switches[SWITCH_GAME_DIFFICULTY_EASY] = false
$game_switches[SWITCH_GAME_DIFFICULTY_HARD] = true
end
end
# Old menu for changing difficulty - unused
def change_game_difficulty(down_only = false)
message = _INTL("The game is currently on {1} difficulty.",get_difficulty_text())
pbMessage(message)
choice_easy = _INTL("Easy")
choice_normal = _INTL("Normal")
choice_hard = _INTL("Hard")
choice_cancel = _INTL("Cancel")
available_difficulties = []
currentDifficulty = get_current_game_difficulty
if down_only
if currentDifficulty == :HARD
available_difficulties << choice_hard
available_difficulties << choice_normal
available_difficulties << choice_easy
elsif currentDifficulty == :NORMAL
available_difficulties << choice_normal
available_difficulties << choice_easy
elsif currentDifficulty == :EASY
available_difficulties << choice_easy
end
else
available_difficulties << choice_easy
available_difficulties << choice_normal
available_difficulties << choice_hard
end
available_difficulties << choice_cancel
index = pbMessage(_INTL("Select a new difficulty"), available_difficulties, available_difficulties[-1])
choice = available_difficulties[index]
case choice
when choice_easy
$game_switches[SWITCH_GAME_DIFFICULTY_EASY] = true
$game_switches[SWITCH_GAME_DIFFICULTY_HARD] = false
when choice_normal
$game_switches[SWITCH_GAME_DIFFICULTY_EASY] = false
$game_switches[SWITCH_GAME_DIFFICULTY_HARD] = false
when choice_hard
$game_switches[SWITCH_GAME_DIFFICULTY_EASY] = false
$game_switches[SWITCH_GAME_DIFFICULTY_HARD] = true
when choice_cancel
return
end
message = _INTL("The game is currently on {1} difficulty.",get_difficulty_text())
pbMessage(message)
end
# Get difficulty for displaying in-game
def getDisplayDifficulty
if $game_switches[SWITCH_GAME_DIFFICULTY_EASY] || $Trainer.lowest_difficulty <= 0
return getDisplayDifficultyFromIndex(0)
elsif $Trainer.lowest_difficulty <= 1
return getDisplayDifficultyFromIndex(1)
elsif $game_switches[SWITCH_GAME_DIFFICULTY_HARD]
return getDisplayDifficultyFromIndex(2)
else
return getDisplayDifficultyFromIndex(1)
end
end
def getDisplayDifficultyFromIndex(difficultyIndex)
return _INTL("Easy") if difficultyIndex == 0
return _INTL("Normal") if difficultyIndex == 1
return _INTL("Hard") if difficultyIndex == 2
return "???"
end

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def getGameModeFromIndex(index)
return _INTL("Classic") if index == 0
return _INTL("Random") if index == 1
return _INTL("Remix") if index == 2
return _INTL("Expert") if index == 3
return _INTL("Species") if index == 4
return _INTL("Debug") if index == 5
return ""
end
def getCurrentGameModeSymbol()
gameMode = :CLASSIC
if $game_switches[SWITCH_MODERN_MODE]
gameMode = :REMIX
end
if $game_switches[SWITCH_EXPERT_MODE]
gameMode = :EXPERT
end
if $game_switches[SWITCH_SINGLE_POKEMON_MODE]
pokemon_number = pbGet(VAR_SINGLE_POKEMON_MODE)
if pokemon_number.is_a?(Integer) && pokemon_number > 0
gameMode = :SINGLE_SPECIES
else
gameMode = :DEBUG
end
end
if $game_switches[SWITCH_RANDOMIZED_AT_LEAST_ONCE]
gameMode = :RANDOMIZED
end
if $game_switches[SWITCH_LEGENDARY_MODE]
gameMode = :LEGENDARY
end
return gameMode
end

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# frozen_string_literal: true
GYM_TRAINERS = []
GYM_LEADER_MAX_RETRIES = 20
# def generate_legendaries_mode_trainers()
# echoln "Converting trainers to legendary mode..."
# trainers_list = getTrainersDataMode.list_all
# for trainer_array in trainers_list
# trainer = trainer_array[1]
# echoln "------"
# echoln "Processing [#{trainer.id}#] {trainer.traiàner_type} ##{trainer.real_name}"
# new_party=[]
# old_party = trainer.pokemon
# for pokemon in old_party
# species = pokemon[:species]
# new_species = convert_species_to_legendary(species)
# #echoln "#{get_readable_fusion_name(species)} -> #{get_readable_fusion_name(new_species)}"
# end
#
# end
# end
def initializeLegendaryMode()
$game_variables[VAR_CURRENT_GYM_TYPE] = -1
$game_switches[SWITCH_RANDOM_TRAINERS] = true
$game_switches[SWITCH_RANDOMIZE_GYMS_SEPARATELY] = true
$game_switches[SWITCH_GYM_RANDOM_EACH_BATTLE] = false
$game_switches[SWITCH_RANDOM_GYM_PERSIST_TEAMS] = true
$game_switches[SWITCH_LEGENDARY_MODE] = true
addLegendaryEggsToPC
$PokemonSystem.hide_custom_eggs = true
$PokemonSystem.type_icons = true
end
def convert_species_to_legendary(dex_number)
species = GameData::Species.get(dex_number).species
dex_number = getDexNumberForSpecies(species)
return species if isTripleFusion?(dex_number)
isFusion = isFusion(dex_number)
new_species = isFusion ? convert_fusion_to_legendary(species) : convert_unfused_to_legendary(species)
echoln "#{get_readable_fusion_name(species)} -> #{get_readable_fusion_name(new_species)}"
return new_species
end
# Takes an unfused Pokemon and fuses it with a random legendary
def convert_unfused_to_legendary(unfused_species)
legendary_species = LEGENDARIES_LIST.sample
pokemon_to_fuse = [unfused_species, legendary_species].shuffle
head_species = pokemon_to_fuse[0]
body_species = pokemon_to_fuse[1]
fusion_species = getFusionSpecies(body_species, head_species)
if customSpriteExists(body_species, head_species) # && pokemonHasCorrectType(fusion_species)
return fusion_species.species
else
# Try again
return convert_unfused_to_legendary(unfused_species)
end
end
def convert_fusion_to_legendary(species, nb_retries = 0)
permissive_type_validation = nb_retries >= GYM_LEADER_MAX_RETRIES
if isInGym? && !permissive_type_validation
getNewLegendaryFusionForGymType(species, nb_retries)
else
getNewLegendaryFusion(species, nb_retries)
end
end
def getNewLegendaryFusion(original_species, nb_retries = 0)
head_species = get_head_id_from_symbol(original_species)
body_species = get_body_id_from_symbol(original_species)
if rand(2) == 0
head_species = LEGENDARIES_LIST.sample
else
body_species = LEGENDARIES_LIST.sample
end
if customSpriteExists(body_species, head_species)
return getFusionSpecies(body_species, head_species).species
else
# Try again
return getNewLegendaryFusion(original_species, nb_retries + 1)
end
end
# In gyms, the game tries to figure out which of the head and body is of the
# gym's type and replaces the other one with a legendary.
# If there isn't one, it will eventually go in permissive mode and
# replace either one
def getNewLegendaryFusionForGymType(original_species, nb_retries = 0)
return getNewLegendaryFusion(original_species, nb_retries) if nb_retries > GYM_LEADER_MAX_RETRIES
head_species_id = get_head_id_from_symbol(original_species)
body_species_id = get_body_id_from_symbol(original_species)
head_species = GameData::Species.get(head_species_id)
body_species = GameData::Species.get(body_species_id)
gym_type = getLeaderType()
base_pokemon_with_gym_type = [head_species, body_species].select do |species|
GameData::Species.get(species).hasType?(gym_type)
end
return getNewLegendaryFusion(original_species, nb_retries) if base_pokemon_with_gym_type.empty?
if base_pokemon_with_gym_type.length == 2
pokemon_to_be_kept = base_pokemon_with_gym_type.sample
pokemon_to_be_replaced = (base_pokemon_with_gym_type - [pokemon_to_be_kept]).first
elsif base_pokemon_with_gym_type.length == 1
# Only one has the gym type — keep it
pokemon_to_be_kept = base_pokemon_with_gym_type.first
pokemon_to_be_replaced = (pokemon_to_be_kept == head_species) ? body_species : head_species
else #Neither have the type, just pick at random
pokemon_to_be_kept = base_pokemon_with_gym_type.sample
pokemon_to_be_replaced = (base_pokemon_with_gym_type - [pokemon_to_be_kept]).first
end
echoln "gymType: #{gym_type} - body_species: #{body_species.species} head_species: #{head_species.species}, kept: #{pokemon_to_be_kept.species}"
legendary_species = LEGENDARIES_LIST.sample
if pokemon_to_be_replaced.species == head_species.species
head_species_id = legendary_species
else
body_species_id = legendary_species
end
echoln "picked #{head_species_id}/#{body_species_id}"
echoln "custom sprite exists: #{customSpriteExists(body_species_id, head_species_id)}"
if customSpriteExists(body_species_id, head_species_id)
return getFusionSpecies(body_species_id, head_species_id).species
else
return getNewLegendaryFusionForGymType(original_species, nb_retries + 1)
end
end
def isInGym?()
return $game_variables[VAR_CURRENT_GYM_TYPE] != -1 && $game_variables[VAR_CURRENT_GYM_TYPE]<= GYM_TYPES_ARRAY.length
end
def pokemonHasCorrectType(species)
return true if !isInGym? # not in a gym
leaderType = getLeaderType()
if leaderType == nil
return true
else
return species.hasType?(leaderType)
end
end
def addLegendaryEggsToPC()
legendaries_species = LEGENDARIES_LIST.shuffle
legendaries_species.each do |species|
pokemon = Pokemon.new(species, Settings::EGG_LEVEL)
pokemon.steps_to_hatch = pokemon.species_data.hatch_steps
pokemon.name = "Egg"
$PokemonStorage.pbStoreCaught(pokemon)
end
end
def generate_legendary_mode_starters
grass_option = getFusionSpecies(Settings::GRASS_STARTERS.sample,LEGENDARIES_LIST.sample)
fire_option = getFusionSpecies(Settings::FIRE_STARTERS.sample,LEGENDARIES_LIST.sample)
water_option = getFusionSpecies(Settings::WATER_STARTERS.sample,LEGENDARIES_LIST.sample)
return [grass_option, fire_option, water_option]
end

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class PokemonGameOption_Scene < PokemonOption_Scene
def pbGetOptions(inloadscreen = false)
@current_game_mode = getTrainersDataMode
options = []
options << SliderOption.new(_INTL("Music Volume"), 0, 100, 5,
proc { $PokemonSystem.bgmvolume },
proc { |value|
if $PokemonSystem.bgmvolume != value
$PokemonSystem.bgmvolume = value
if $game_system.playing_bgm != nil && !inloadscreen
playingBGM = $game_system.getPlayingBGM
$game_system.bgm_pause
$game_system.bgm_resume(playingBGM)
end
end
}, _INTL("Sets the volume for background music")
)
options << SliderOption.new(_INTL("SE Volume"), 0, 100, 5,
proc { $PokemonSystem.sevolume },
proc { |value|
if $PokemonSystem.sevolume != value
$PokemonSystem.sevolume = value
if $game_system.playing_bgs != nil
$game_system.playing_bgs.volume = value
playingBGS = $game_system.getPlayingBGS
$game_system.bgs_pause
$game_system.bgs_resume(playingBGS)
end
pbPlayCursorSE
end
}, _INTL("Sets the volume for sound effects")
)
options << EnumOption.new(_INTL("Default Movement"), [_INTL("Walking"), _INTL("Running")],
proc { $PokemonSystem.runstyle },
proc { |value| $PokemonSystem.runstyle = value },
[_INTL("Default to walking when not holding the Run key"),
_INTL("Default to running when not holding the Run key")]
)
options << EnumOption.new(_INTL("Text Speed"), [_INTL("Normal"), _INTL("Fast")],
proc { $PokemonSystem.textspeed },
proc { |value|
$PokemonSystem.textspeed = value
MessageConfig.pbSetTextSpeed(MessageConfig.pbSettingToTextSpeed(value))
}, _INTL("Sets the speed at which the text is displayed")
)
if $game_switches
options << EnumOption.new(_INTL("Difficulty"), [_INTL("Easy"), _INTL("Normal"), _INTL("Hard")],
proc { $Trainer.selected_difficulty },
proc { |value|
setDifficulty(value)
@manually_changed_difficulty = true
}, [_INTL("All Pokémon in the team gain experience. Otherwise the same as Normal difficulty."),
_INTL("The default experience. Levels are similar to the official games."),
_INTL("Higher levels and smarter AI. All trainers have access to healing items.")]
)
end
if $game_switches
options <<
EnumOption.new(_INTL("Autosave"), [_INTL("On"), _INTL("Off")],
proc { $game_switches[AUTOSAVE_ENABLED_SWITCH] ? 0 : 1 },
proc { |value|
if !$game_switches[AUTOSAVE_ENABLED_SWITCH] && value == 0
@autosave_menu = true
openAutosaveMenu()
end
$game_switches[AUTOSAVE_ENABLED_SWITCH] = value == 0
},
_INTL("Automatically saves when healing at Pokémon centers")
)
end
options << EnumOption.new(_INTL("Speed-up type"), [_INTL("Hold"), _INTL("Toggle")],
proc { $PokemonSystem.speedup },
proc { |value|
$PokemonSystem.speedup = value
}, _INTL("Pick how you want speed-up to be enabled")
)
options << SliderOption.new(_INTL("Speed-up speed"), 1, 10, 1,
proc { $PokemonSystem.speedup_speed },
proc { |value|
$PokemonSystem.speedup_speed = value
}, _INTL("Sets by how much to speed up the game when holding the speed up button (Default: 3x)")
)
# if $game_switches && ($game_switches[SWITCH_NEW_GAME_PLUS] || $game_switches[SWITCH_BEAT_THE_LEAGUE]) #beat the league
# options << EnumOption.new("Text Speed", ["Normal", "Fast", "Instant"],
# proc { $PokemonSystem.textspeed },
# proc { |value|
# $PokemonSystem.textspeed = value
# MessageConfig.pbSetTextSpeed(MessageConfig.pbSettingToTextSpeed(value))
# }, "Sets the speed at which the text is displayed"
# )
# else
# options << EnumOption.new("Text Speed", ["Normal", "Fast"],
# proc { $PokemonSystem.textspeed },
# proc { |value|
# $PokemonSystem.textspeed = value
# MessageConfig.pbSetTextSpeed(MessageConfig.pbSettingToTextSpeed(value))
# }, "Sets the speed at which the text is displayed"
# )
# end
options <<
EnumOption.new(_INTL("Download data"), [_INTL("On"), _INTL("Off")],
proc { $PokemonSystem.download_sprites },
proc { |value|
$PokemonSystem.download_sprites = value
},
_INTL("Automatically download missing custom sprites and Pokédex entries from the internet")
)
#
generated_entries_option_selected = $PokemonSystem.use_generated_dex_entries ? 1 : 0
options << EnumOption.new(_INTL("Autogen dex entries"), [_INTL("Off"), _INTL("On")],
proc { generated_entries_option_selected },
proc { |value|
$PokemonSystem.use_generated_dex_entries = value == 1
},
[
_INTL("Fusions without a custom Pokédex entry display nothing."),
_INTL("Fusions without a custom Pokédex entry display an auto-generated placeholder.")
]
)
generated_entries_option_selected = $PokemonSystem.include_alt_sprites_in_random ? 1 : 0
options << EnumOption.new(_INTL("Sprite categories"), [_INTL("Normal"), _INTL("Anything")],
proc { generated_entries_option_selected },
proc { |value|
$PokemonSystem.include_alt_sprites_in_random = value == 1
},
[
_INTL("Auto-selected sprites follow standard Pokémon sprites rules."),
_INTL("Auto-selected sprites can be anything, including references, memes, jokes, etc.")
]
) ? 1 : 0
custom_eggs_option_selected = $PokemonSystem.hide_custom_eggs ? 1 : 0
options << EnumOption.new(_INTL("Custom Eggs"), [_INTL("On"), _INTL("Off")],
proc { custom_eggs_option_selected },
proc { |value|
$PokemonSystem.hide_custom_eggs = value == 1
},
[_INTL("Eggs have different sprites for each Pokémon."),
_INTL("Eggs all use the same sprite.")]
)
if $game_switches && ($game_switches[SWITCH_NEW_GAME_PLUS] || $game_switches[SWITCH_BEAT_THE_LEAGUE]) # beat the league
options <<
EnumOption.new(_INTL("Battle type"), [_INTL("1v1"), _INTL("2v2"), _INTL("3v3")],
proc { $PokemonSystem.battle_type },
proc { |value|
if value == 0
$game_variables[VAR_DEFAULT_BATTLE_TYPE] = [1, 1]
elsif value == 1
$game_variables[VAR_DEFAULT_BATTLE_TYPE] = [2, 2]
elsif value == 2
$game_variables[VAR_DEFAULT_BATTLE_TYPE] = [3, 3]
else
$game_variables[VAR_DEFAULT_BATTLE_TYPE] = [1, 1]
end
$PokemonSystem.battle_type = value
}, _INTL("Sets the number of Pokémon sent out in battles (when possible)")
)
end
options << EnumOption.new(_INTL("Battle Effects"), [_INTL("On"), _INTL("Off")],
proc { $PokemonSystem.battlescene },
proc { |value| $PokemonSystem.battlescene = value },
_INTL("Display move animations in battles")
)
options << EnumOption.new(_INTL("Battle Style"), [_INTL("Switch"), _INTL("Set")],
proc { $PokemonSystem.battlestyle },
proc { |value| $PokemonSystem.battlestyle = value },
[_INTL("Prompts to switch Pokémon before the opponent sends out the next one"),
_INTL("No prompt to switch Pokémon before the opponent sends the next one")]
)
options << NumberOption.new(_INTL("Speech Frame"), 1, Settings::SPEECH_WINDOWSKINS.length,
proc { $PokemonSystem.textskin },
proc { |value|
$PokemonSystem.textskin = value
MessageConfig.pbSetSpeechFrame("Graphics/Windowskins/" + Settings::SPEECH_WINDOWSKINS[value])
}
)
# NumberOption.new("Menu Frame",1,Settings::MENU_WINDOWSKINS.length,
# proc { $PokemonSystem.frame },
# proc { |value|
# $PokemonSystem.frame = value
# MessageConfig.pbSetSystemFrame("Graphics/Windowskins/" + Settings::MENU_WINDOWSKINS[value])
# }
# ),
options << EnumOption.new(_INTL("Text Entry"), [_INTL("Cursor"), _INTL("Keyboard")],
proc { $PokemonSystem.textinput },
proc { |value| $PokemonSystem.textinput = value },
[_INTL("Enter text by selecting letters on the screen"),
_INTL("Enter text by typing on the keyboard")]
)
if $game_variables
options << EnumOption.new(_INTL("Fusion Icons"), [_INTL("Combined"), _INTL("DNA")],
proc { $game_variables[VAR_FUSION_ICON_STYLE] },
proc { |value| $game_variables[VAR_FUSION_ICON_STYLE] = value },
[_INTL("Combines both Pokémon's party icons"),
_INTL("Uses the same party icon for all fusions")]
)
battle_type_icon_option_selected = $PokemonSystem.type_icons ? 1 : 0
options << EnumOption.new(_INTL("Battle Type Icons"), [_INTL("Off"), _INTL("On")],
proc { battle_type_icon_option_selected },
proc { |value| $PokemonSystem.type_icons = value == 1 },
_INTL("Display the enemy Pokémon type in battles.")
)
end
options << EnumOption.new(_INTL("Screen Size"), [_INTL("S"), _INTL("M"), _INTL("L"), _INTL("XL"), _INTL("Full")],
proc { [$PokemonSystem.screensize, 4].min },
proc { |value|
if $PokemonSystem.screensize != value
$PokemonSystem.screensize = value
pbSetResizeFactor($PokemonSystem.screensize)
echoln $PokemonSystem.screensize
end
}, _INTL("Sets the size of the screen")
)
options << EnumOption.new(_INTL("Quick Surf"), [_INTL("Off"), _INTL("On")],
proc { $PokemonSystem.quicksurf },
proc { |value| $PokemonSystem.quicksurf = value },
_INTL("Start surfing automatically when interacting with water")
)
options << EnumOption.new(_INTL("Level caps"), [_INTL("Off"), _INTL("On")],
proc { $PokemonSystem.level_caps },
proc { |value| $PokemonSystem.level_caps = value },
_INTL("Prevents leveling above the next gym leader's highest leveled Pokemon")
)
device_option_selected = $PokemonSystem.on_mobile ? 1 : 0
options << EnumOption.new(_INTL("Device"), [_INTL("PC"), _INTL("Mobile")],
proc { device_option_selected },
proc { |value| $PokemonSystem.on_mobile = value == 1 },
["The intended device on which to play the game.",
_INTL("Disables some options that aren't supported when playing on mobile.")]
)
if $game_switches && $game_switches[SWITCH_LEGENDARY_MODE]
selected_game_mode = $game_switches[SWITCH_MODERN_MODE] ? 1 : 0
options << EnumOption.new(_INTL("Trainers"), [_INTL("Classic"), _INTL("Remix")],
proc { selected_game_mode },
proc { |value|
$game_switches[SWITCH_MODERN_MODE] = value == 1
@manually_changed_gamemode = true
},
[_INTL("Use trainers from Classic Mode for Legendary Mode"),
_INTL("Use trainers from Remix Mode for Legendary Mode")]
)
end
return options
end
def pbEndScene
echoln "Selected Difficulty: #{$Trainer.selected_difficulty}, lowest difficutly: #{$Trainer.lowest_difficulty}" if $Trainer
if $Trainer && $Trainer.selected_difficulty < $Trainer.lowest_difficulty
$Trainer.lowest_difficulty = $Trainer.selected_difficulty
echoln "lowered difficulty (#{$Trainer.selected_difficulty})"
if @manually_changed_difficulty
pbMessage(_INTL("The savefile's lowest selected difficulty was changed to #{getDisplayDifficulty()}."))
@manually_changed_difficulty = false
end
end
if getTrainersDataMode != @current_game_mode
pbMessage(_INTL("The game was mode changed - Reshuffling trainers."))
Kernel.pbShuffleTrainers
@manually_changed_gamemode = false
end
super
end
end

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@@ -0,0 +1,440 @@
def test_http_get
url = "http://localhost:8080"
response = HTTPLite.get(url)
if response[:status] == 200
p response[:body]
end
end
def updateHttpSettingsFile
return if !downloadAllowed?()
echoln "UPDATING SETTINGS"
download_file(Settings::HTTP_CONFIGS_FILE_URL, Settings::HTTP_CONFIGS_FILE_PATH,)
end
def updateCreditsFile
return if !downloadAllowed?()
download_file(Settings::CREDITS_FILE_URL, Settings::CREDITS_FILE_PATH,)
end
def updateCustomDexFile
return if !downloadAllowed?()
download_file(Settings::CUSTOM_DEX_FILE_URL, Settings::CUSTOM_DEX_ENTRIES_PATH,)
end
def createCustomSpriteFolders()
if !Dir.exist?(Settings::CUSTOM_BATTLERS_FOLDER)
Dir.mkdir(Settings::CUSTOM_BATTLERS_FOLDER)
end
if !Dir.exist?(Settings::CUSTOM_BATTLERS_FOLDER_INDEXED)
Dir.mkdir(Settings::CUSTOM_BATTLERS_FOLDER_INDEXED)
end
end
def download_file(url, saveLocation)
echoln url
begin
response = HTTPLite.get(url)
if response[:status] == 200
File.open(saveLocation, "wb") do |file|
file.write(response[:body])
end
echoln _INTL("\nDownloaded file {1} to {2}", url, saveLocation)
return saveLocation
else
echoln _INTL("Failed to download file {1}", url)
end
return nil
rescue MKXPError, Errno::ENOENT => error
echo error
return nil
end
end
#Returns:
# A file was downloaded ->true
# A file was not downloaded -> false
# #
#TODO:
# This method bypasses the client-side rate limiting
# MAKE SURE TO ALWAYS CHECK requestRateExceeded? BEFORE CALLING THIS METHOD
# #
def fetch_sprite_from_web(url, destinationPath)
return false if !downloadAllowed?()
begin
response = HTTPLite.get(url)
if response[:status] == 200
File.open(destinationPath, "wb") do |file|
file.write(response[:body])
end
echoln "Downloaded #{url} to #{destinationPath}"
return true
end
echoln "Failed to download #{url}"
return false
rescue MKXPError => e
echoln "MKXPError: #{e.message}"
return false
rescue Errno::ENOENT => e
echoln "File Error: #{e.message}"
return false
rescue Exception => e
echoln "Error: #{e.message}"
end
end
def download_spritesheet(pif_sprite, dest)
return nil if requestRateExceeded?(Settings::CUSTOMSPRITES_RATE_LOG_FILE,Settings::CUSTOMSPRITES_ENTRIES_RATE_TIME_WINDOW,Settings::CUSTOMSPRITES_RATE_MAX_NB_REQUESTS)
case pif_sprite.type
when :AUTOGEN
return
when :CUSTOM
url = Settings::
CUSTOM_FUSIONS_SPRITESHEET_TRUE_SIZE_URL + "#{pif_sprite.head_id}/#{pif_sprite.head_id}#{pif_sprite.alt_letter}.png"
when :BASE
url = Settings::BASE_POKEMON_SPRITESHEET_TRUE_SIZE_URL + "#{pif_sprite.head_id}.png"
end
folder = File.dirname(dest)
ensure_folder_exists(folder)
fetchedFromWeb = fetch_sprite_from_web(url, dest)
return fetchedFromWeb
end
def ensure_folder_exists(folder)
# Recursively create directories if they don't exist
unless Dir.exist?(folder)
parent = File.dirname(folder)
ensure_folder_exists(parent) unless Dir.exist?(parent)
Dir.mkdir(folder)
end
end
#Returns: The local path of the downloaded sprite
# def download_sprite(base_path, head_id, body_id, saveLocation = "Graphics/temp", alt_letter = "")
# return nil if requestRateExceeded?(Settings::CUSTOMSPRITES_RATE_LOG_FILE,Settings::CUSTOMSPRITES_ENTRIES_RATE_TIME_WINDOW,Settings::CUSTOMSPRITES_RATE_MAX_NB_REQUESTS)
# filename = "#{head_id}.#{body_id}#{alt_letter}.png"
# filename = "#{head_id}#{alt_letter}.png" if !body_id #unfused
#
# #check if it's in the Custom sprites list if it's a fusion
# if head_id && body_id
# return nil if !custom_exists(filename)
# end
#
# begin
# head_id = head_id.to_s
# body_id = body_id.to_s
#
# downloaded_file_name = "{1}/{2}.{3}{4}.png", saveLocation, head_id, body_id, alt_letter
# if !body_id || body_id == ""
# downloaded_file_name = "{1}{2}{3}.png", saveLocation, head_id, alt_letter
# end
#
# return downloaded_file_name if pbResolveBitmap(downloaded_file_name)
#
# url = base_path, head_id, body_id
# if !body_id
# url = base_path, head_id
# end
# if fetch_sprite_from_web(url,downloaded_file_name)
# return downloaded_file_name
# end
# return nil
# rescue MKXPError => e
# echoln "MKXPError: #{e.message}"
# return nil
# rescue Errno::ENOENT => e
# echoln "File Error: #{e.message}"
# return nil
# end
# end
def custom_exists(target_file)
file_path = Settings::CUSTOM_SPRITES_FILE_PATH
# Read the file and store its lines in an array, removing newlines
file_list = File.readlines(file_path, chomp: true)
# Perform binary search
low = 0
high = file_list.length - 1
while low <= high
mid = (low + high) / 2
case file_list[mid] <=> target_file
when 0
return true # Found the target file
when -1
low = mid + 1 # Target is in the upper half
when 1
high = mid - 1 # Target is in the lower half
end
end
return false # Target file not found
end
#
# Autogens are no longer downloaded from the web. Instead, the game comes with spritesheets, from which
# it extracts the sprites and puts them in individual files (for faster loading)
#
def download_autogen_sprite(head_id, body_id)
#return nil if !downloadAllowed?()
#template_url = Settings::AUTOGEN_SPRITES_REPO_URL + "{1}/{1}.{2}.png"
destPath = "#{Settings::BATTLERS_FOLDER}#{head_id}"
autogenExtracter = AutogenExtracter.new
return autogenExtracter.extract_bitmap_to_file(PIFSprite.new(:AUTOGEN, head_id, body_id), destPath)
# url = template_url, head_id, body_id
# sprite = download_sprite(url, head_id, body_id, destPath)
# return sprite if sprite
# return nil
end
def download_custom_sprite(head_id, body_id, alt_letter = "")
return nil unless downloadAllowed?()
#url = getDownloadableCustomSpritesUrl() + "{1}.{2}{3}.png"
destPath = "#{Settings::CUSTOM_BATTLERS_FOLDER_INDEXED}#{head_id}"
spriteExtracter = CustomSpriteExtracter.new
sprite_path = spriteExtracter.extract_bitmap_to_file(head_id, body_id, alt_letter, destPath)
echoln sprite_path
return sprite_path
# if !Dir.exist?(destPath)
# Dir.mkdir(destPath)
# end
# sprite = download_sprite(url, head_id, body_id,alt_letter), head_id, body_id, destPath, alt_letter
# return sprite if sprite
# return nil
end
# def download_custom_sprite(head_id, body_id, spriteformBody_suffix = "", spriteformHead_suffix = "", alt_letter="")
# head_id = (head_id.to_s) + spriteformHead_suffix.to_s
# body_id = (body_id.to_s) + spriteformBody_suffix.to_s
# return nil if !downloadAllowed?()
# url = getDownloadableCustomSpritesUrl() + "{1}.{2}{3}.png"
# destPath = "{1}{2}", Settings::CUSTOM_BATTLERS_FOLDER_INDEXED, head_id
# if !Dir.exist?(destPath)
# Dir.mkdir(destPath)
# end
# sprite = download_sprite(url, head_id, body_id,alt_letter), head_id, body_id, destPath, alt_letter
# return sprite if sprite
# return nil
# end
# def download_custom_sprite_filename(filename)
# head_id = (head_id.to_s) + spriteformHead_suffix.to_s
# body_id = (body_id.to_s) + spriteformBody_suffix.to_s
# return nil if !downloadAllowed?()
# url = getDownloadableCustomSpritesUrl() + "{1}.{2}{3}.png"
# destPath = "{1}{2}", Settings::CUSTOM_BATTLERS_FOLDER_INDEXED, head_id
# if !Dir.exist?(destPath)
# Dir.mkdir(destPath)
# end
# sprite = download_sprite(url, head_id, body_id,alt_letter), head_id, body_id, destPath, alt_letter
# return sprite if sprite
# return nil
# end
# #todo refactor & put custom base sprites in same folder as fusion sprites
# def download_unfused_main_sprite(dex_num, alt_letter="")
# base_url = alt_letter == "" ? Settings::BASE_POKEMON_SPRITES_REPO_URL : getDownloadableBaseSpritesUrl()
# filename = "{1}{2}.png",dex_num,alt_letter
# url = base_url + filename
#
# echoln url
# destPath = Settings::CUSTOM_BASE_SPRITES_FOLDER
# sprite = download_sprite(url, dex_num, nil, destPath,alt_letter)
#
# return sprite if sprite
# return nil
# end
# def download_all_unfused_alt_sprites(dex_num)
# base_url = getDownloadableBaseSpritesUrl() + "{1}"
# extension = ".png"
# destPath = "{1}", Settings::CUSTOM_BASE_SPRITES_FOLDER
# if !Dir.exist?(destPath)
# Dir.mkdir(destPath)
# end
# alt_url = base_url, dex_num + extension
# download_sprite(alt_url, dex_num, nil, destPath)
# alphabet = ('a'..'z').to_a + ('aa'..'az').to_a
# alphabet.each do |letter|
# alt_url = base_url, dex_num + letter + extension
# sprite = download_sprite(alt_url, dex_num, nil, destPath, letter)
# return if !sprite
# end
# end
# def download_all_unfused_alt_sprites(dex_num)
# template_url = getDownloadableBaseSpritesUrl()
# baseUrl = template_url,dex_num
# destDirectory = "{1}", Settings::CUSTOM_BASE_SPRITES_FOLDER
# if !Dir.exist?(destDirectory)
# Dir.mkdir(destDirectory)
# end
# sprites_alt_map = map_alt_sprite_letters_for_pokemon(dex_num.to_s)
# # Sorting the sprite keys by their status in order of priority: "main", "temp", "alt"
# sprite_letters_to_download = sprites_alt_map.keys.sort_by do |key|
# case sprites_alt_map[key]
# when "main" then 0
# when "temp" then 1
# when "alt" then 2
# else 3 # Catch-all for any undefined statuses, if any
# end
# end
#
# nb_sprites_downloaded = 0
# sprites_processed=0
#
# sprite_letters_to_download.each do |letter|
# sprites_processed+=1
# echoln sprites_processed
# echoln nb_sprites_downloaded
#
# break if nb_sprites_downloaded > Settings::MAX_NB_SPRITES_TO_DOWNLOAD_AT_ONCE
#
# filename = "#{dex_num}#{letter}.png"
# url = baseUrl + filename
# destPath = destDirectory + "/" + filename
# next if pbResolveBitmap(destPath)
# downloaded_new_sprite= fetch_sprite_from_web(url,destPath)
# if downloaded_new_sprite
# nb_sprites_downloaded += 1
# break if requestRateExceeded?(Settings::CUSTOMSPRITES_RATE_LOG_FILE,Settings::CUSTOMSPRITES_ENTRIES_RATE_TIME_WINDOW,Settings::CUSTOMSPRITES_RATE_MAX_NB_REQUESTS)
# end
#
# end
# end
# def download_all_alt_sprites(head_id, body_id)
# base_url = "#{getDownloadableCustomSpritesUrl()}{1}.{2}"
# extension = ".png"
# destPath = "{1}{2}", Settings::CUSTOM_BATTLERS_FOLDER_INDEXED, head_id
# if !Dir.exist?(destPath)
# Dir.mkdir(destPath)
# end
# sprite_letters_to_download = list_all_sprites_letters_head_body(head_id,body_id)
# sprite_letters_to_download.each do |letter|
# alt_url = base_url + letter + extension
# download_sprite(alt_url, head_id, body_id, destPath, letter)
# end
# end
#format: [1.1.png, 1.2.png, etc.]
# https://api.github.com/repos/infinitefusion/contents/sprites/CustomBattlers
# repo = "Aegide/custom-fusion-sprites"
# folder = "CustomBattlers"
#
# def fetch_online_custom_sprites
# page_start =1
# page_end =2
#
# repo = "infinitefusion/sprites"
# folder = "CustomBattlers"
# api_url = "https://api.github.com/repos/#{repo}/contents/#{folder}"
#
# files = []
# page = page_start
#
# File.open(Settings::CUSTOM_SPRITES_FILE_PATH, "wb") do |csv|
# loop do
# break if page > page_end
# response = HTTPLite.get(api_url, {'page' => page.to_s})
# response_files = HTTPLite::JSON.parse(response[:body])
# break if response_files.empty?
# response_files.each do |file|
# csv << [file['name']].to_s
# csv << "\n"
# end
# page += 1
# end
# end
#
#
# write_custom_sprites_csv(files)
# end
# Too many file to get everything without getting
# rate limited by github, so instead we're getting the
# files list from a csv file that will be manually updated
# with each new spritepack
def updateOnlineCustomSpritesFile
return if !downloadAllowed?()
echoln "UPDATING CUSTOM SPRITE LISTS"
download_file(Settings::SPRITES_FILE_URL, Settings::CUSTOM_SPRITES_FILE_PATH)
download_file(Settings::BASE_SPRITES_FILE_URL, Settings::BASE_SPRITES_FILE_PATH)
end
def list_online_custom_sprites(updateList = false)
sprites_list = []
File.foreach(Settings::CUSTOM_SPRITES_FILE_PATH) do |line|
sprites_list << line
end
return sprites_list
end
GAME_VERSION_FORMAT_REGEX = /\A\d+(\.\d+)*\z/
def fetch_latest_game_version
begin
# download_file(Settings::VERSION_FILE_URL, Settings::VERSION_FILE_PATH)
# version_file = File.open(Settings::VERSION_FILE_PATH, "r")
# version = version_file.first
# version_file.close
version = Settings::LATEST_GAME_RELEASE
version_format_valid = version.match(GAME_VERSION_FORMAT_REGEX)
return version if version_format_valid
return nil
rescue MKXPError, Errno::ENOENT => error
echo error
return nil
end
end
# update_log_file: keep to true when trying to make an actual request
# set to false if just checking
def requestRateExceeded?(logFile, timeWindow, maxRequests, update_log_file = true)
# Read or initialize the request log
if File.exist?(logFile)
log_data = File.read(logFile).split("\n")
request_timestamps = log_data.map(&:to_i)
else
request_timestamps = []
end
current_time = Time.now.to_i
# Remove old timestamps that are outside the time window
request_timestamps.reject! { |timestamp| (current_time - timestamp) > timeWindow }
# Update the log with the current request
request_timestamps << current_time
# Write the updated log back to the file
if update_log_file
File.write(logFile, request_timestamps.join("\n"))
end
echoln "Rate limiting: Current: #{request_timestamps.size}, Max: #{maxRequests}"
rateLimitExceeded = request_timestamps.size > maxRequests
return rateLimitExceeded
end
# def getDownloadableCustomSpritesUrl()
# if Settings::USE_NEW_URL_FOR_CUSTOM_SPRITES
# return Settings::CUSTOM_SPRITES_NEW_URL
# end
# return Settings::CUSTOM_SPRITES_REPO_URL
# end
# def getDownloadableBaseSpritesUrl()
# if Settings::USE_NEW_URL_FOR_BASE_SPRITES
# return Settings::BASE_POKEMON_ALT_SPRITES_NEW_URL
# end
# return Settings::BASE_POKEMON_ALT_SPRITES_REPO_URL
# end

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@@ -0,0 +1,913 @@
# Auto Multi Save by http404error
# For Pokemon Essentials v19.1
# Description:
# Adds multiple save slots and the abliity to auto-save.
# Included is code to autosave every 30 overworld steps. Feel free to edit or delete it (it's right at the top).
# On the Load screen you can use the left and right buttons while "Continue" is selected to cycle through files.
# When saving, you can quickly save to the same slot you loaded from, or pick another slot.
# Battle Challenges are NOT supported.
# Customization:
# I recommend altering your pause menu to quit to the title screen or load screen instead of exiting entirely.
# -> For instance, just change the menu text to "Quit to Title" and change `$scene = nil` to `$scene = pbCallTitle`.
# Call Game.auto_save whenever you want.
# -> Autosaving during an event script will correctly resume event execution when you load the game.
# -> I haven't investigated if it might be possible to autosave on closing the window with the X or Alt-F4 yet.
# You can rename the slots to your liking, or change how many there are.
# In some cases, you might want to remove the option to save to a different slot than the one you loaded from.
# Notes:
# On the first Load, the old Game.rxdata will be copied to the first slot in MANUAL_SLOTS. It won't have a known save time though.
# The interface to `Game.save` has been changed.
# Due to the slots, alters the save backup system in the case of save corruption/crashes - backups will be named Backup000.rxdata and so on.
# Heavily modifies the SaveData module and Save and Load screens. This may cause incompatibility with some other plugins or custom game code.
# Not everything here has been tested extensively, only what applies to normal usage of my game. Please let me know if you run into any problems.
# Future development ideas:
# There isn't currently support for unlimited slots but it wouldn't be too hard.
# Letting the user name their slots seems cool.
# It would be nice if there was a sliding animation for switching files on that load screen. :)
# It would be nice if the file select arrows used nicer animated graphics, kind of like the Bag.
# Maybe auto-save slots should act like a queue instead of cycling around.
# Autosave every 30 steps
# Events.onStepTaken += proc {
# $Trainer.autosave_steps = 0 if !$Trainer.autosave_steps
# $Trainer.autosave_steps += 1
# if $Trainer.autosave_steps >= 30
# echo("Autosaving...")
# $Trainer.autosave_steps = 0
# Game.auto_save
# echoln("done.")
# end
# }
def onLoadExistingGame()
migrateOldSavesToCharacterCustomization()
clear_all_images()
loadDateSpecificChanges()
end
def loadDateSpecificChanges()
current_date = Time.new
if (current_date.day == 1 && current_date.month == 4)
$Trainer.hat2=HAT_CLOWN if $Trainer.unlocked_hats.include?(HAT_CLOWN)
end
end
def onStartingNewGame() end
def migrateOldSavesToCharacterCustomization()
if !$Trainer.unlocked_clothes
$Trainer.unlocked_clothes = [DEFAULT_OUTFIT_MALE,
DEFAULT_OUTFIT_FEMALE,
STARTING_OUTFIT]
end
if !$Trainer.unlocked_hats
$Trainer.unlocked_hats = [DEFAULT_OUTFIT_MALE, DEFAULT_OUTFIT_FEMALE]
end
if !$Trainer.unlocked_hairstyles
$Trainer.unlocked_hairstyles = [DEFAULT_OUTFIT_MALE, DEFAULT_OUTFIT_FEMALE]
end
if !$Trainer.clothes || !$Trainer.hair #|| !$Trainer.hat
setupStartingOutfit()
end
end
#===============================================================================
#
#===============================================================================
module SaveData
# You can rename these slots or change the amount of them
# They change the actual save file names though, so it would take some extra work to use the translation system on them.
AUTO_SLOTS = [
'Auto 1',
'Auto 2'
]
MANUAL_SLOTS = [
'File A',
'File B',
'File C',
'File D',
'File E',
'File F',
'File G',
'File H'
]
# For compatibility with games saved without this plugin
OLD_SAVE_SLOT = 'Game'
SAVE_DIR = if File.directory?(System.data_directory)
System.data_directory
else
'.'
end
def self.each_slot
(AUTO_SLOTS + MANUAL_SLOTS).each { |f| yield f }
end
def self.get_full_path(file)
return "#{SAVE_DIR}/#{file}.rxdata"
end
def self.get_backup_file_path
backup_file = "Backup000"
while File.file?(self.get_full_path(backup_file))
backup_file.next!
end
return self.get_full_path(backup_file)
end
# Given a list of save file names and a file name in it, return the next file after it which exists
# If no other file exists, will just return the same file again
def self.get_next_slot(file_list, file)
old_index = file_list.find_index(file)
ordered_list = file_list.rotate(old_index + 1)
ordered_list.each do |f|
return f if File.file?(self.get_full_path(f))
end
# should never reach here since the original file should always exist
return file
end
# See self.get_next_slot
def self.get_prev_slot(file_list, file)
return self.get_next_slot(file_list.reverse, file)
end
# Returns nil if there are no saves
# Returns the first save if there's a tie for newest
# Old saves from previous version don't store their saved time, so are treated as very old
def self.get_newest_save_slot
newest_time = Time.at(0) # the Epoch
newest_slot = nil
self.each_slot do |file_slot|
full_path = self.get_full_path(file_slot)
next if !File.file?(full_path)
begin
temp_save_data = self.read_from_file(full_path)
rescue
next
end
save_time = temp_save_data[:player].last_time_saved || Time.at(1)
if save_time > newest_time
newest_time = save_time
newest_slot = file_slot
end
end
# Port old save
if newest_slot.nil? && File.file?(self.get_full_path(OLD_SAVE_SLOT))
file_copy(self.get_full_path(OLD_SAVE_SLOT), self.get_full_path(MANUAL_SLOTS[0]))
return MANUAL_SLOTS[0]
end
return newest_slot
end
# @return [Boolean] whether any save file exists
def self.exists?
self.each_slot do |slot|
full_path = SaveData.get_full_path(slot)
return true if File.file?(full_path)
end
return false
end
# This is used in a hidden function (ctrl+down+cancel on title screen) or if the save file is corrupt
# Pass nil to delete everything, or a file path to just delete that one
# @raise [Error::ENOENT]
def self.delete_file(file_path = nil)
if file_path
File.delete(file_path) if File.file?(file_path)
else
self.each_slot do |slot|
full_path = self.get_full_path(slot)
File.delete(full_path) if File.file?(full_path)
end
end
end
# Moves a save file from the old Saved Games folder to the new
# location specified by {MANUAL_SLOTS[0]}. Does nothing if a save file
# already exists in {MANUAL_SLOTS[0]}.
def self.move_old_windows_save
return if self.exists?
game_title = System.game_title.gsub(/[^\w ]/, '_')
home = ENV['HOME'] || ENV['HOMEPATH']
return if home.nil?
old_location = File.join(home, 'Saved Games', game_title)
return unless File.directory?(old_location)
old_file = File.join(old_location, 'Game.rxdata')
return unless File.file?(old_file)
File.move(old_file, MANUAL_SLOTS[0])
end
# Runs all possible conversions on the given save data.
# Saves a backup before running conversions.
# @param save_data [Hash] save data to run conversions on
# @return [Boolean] whether conversions were run
def self.run_conversions(save_data)
validate save_data => Hash
conversions_to_run = self.get_conversions(save_data)
return false if conversions_to_run.none?
File.open(SaveData.get_backup_file_path, 'wb') { |f| Marshal.dump(save_data, f) }
echoln "Backed up save to #{SaveData.get_backup_file_path}"
echoln "Running #{conversions_to_run.length} conversions..."
conversions_to_run.each do |conversion|
echo "#{conversion.title}..."
conversion.run(save_data)
echoln ' done.'
end
echoln '' if conversions_to_run.length > 0
save_data[:essentials_version] = Essentials::VERSION
save_data[:game_version] = Settings::GAME_VERSION
return true
end
end
#===============================================================================
#
#===============================================================================
class PokemonLoad_Scene
def pbChoose(commands, continue_idx)
@sprites["cmdwindow"].commands = commands
loop do
Graphics.update
Input.update
pbUpdate
if Input.trigger?(Input::USE)
return @sprites["cmdwindow"].index
elsif @sprites["cmdwindow"].index == continue_idx
@sprites["leftarrow"].visible = true
@sprites["rightarrow"].visible = true
if Input.trigger?(Input::LEFT)
return -3
elsif Input.trigger?(Input::RIGHT)
return -2
end
else
@sprites["leftarrow"].visible = false
@sprites["rightarrow"].visible = false
end
end
end
def pbStartScene(commands, show_continue, trainer, frame_count, map_id)
@commands = commands
@sprites = {}
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99998
addBackgroundOrColoredPlane(@sprites, "background", "loadbg", Color.new(248, 248, 248), @viewport)
@sprites["leftarrow"] = AnimatedSprite.new("Graphics/Pictures/leftarrow", 8, 40, 28, 2, @viewport)
@sprites["leftarrow"].x = 10
@sprites["leftarrow"].y = 140
@sprites["leftarrow"].play
#@sprites["leftarrow"].visible=true
@sprites["rightarrow"] = AnimatedSprite.new("Graphics/Pictures/rightarrow", 8, 40, 28, 2, @viewport)
@sprites["rightarrow"].x = 460
@sprites["rightarrow"].y = 140
@sprites["rightarrow"].play
#@sprites["rightarrow"].visible=true
y = 16 * 2
for i in 0...commands.length
@sprites["panel#{i}"] = PokemonLoadPanel.new(i, commands[i],
(show_continue) ? (i == 0) : false, trainer, frame_count, map_id, @viewport)
@sprites["panel#{i}"].x = 24 * 2
@sprites["panel#{i}"].y = y
@sprites["panel#{i}"].pbRefresh
y += (show_continue && i == 0) ? 112 * 2 : 24 * 2
end
@sprites["cmdwindow"] = Window_CommandPokemon.new([])
@sprites["cmdwindow"].viewport = @viewport
@sprites["cmdwindow"].visible = false
end
end
#===============================================================================
#
#===============================================================================
class PokemonLoadScreen
def initialize(scene)
@scene = scene
@selected_file = SaveData.get_newest_save_slot
end
# @param file_path [String] file to load save data from
# @return [Hash] save data
def load_save_file(file_path)
begin
save_data = SaveData.read_from_file(file_path)
rescue
save_data = try_load_backup(file_path)
end
unless SaveData.valid?(save_data)
save_data = try_load_backup(file_path)
end
return save_data
end
def try_load_backup(file_path)
file_name = File.basename(file_path, ".rxdata") # e.g. "File A"
save_folder = File.dirname(file_path)
backup_dir = File.join(save_folder, "backups", file_name)
echoln file_path
unless Dir.exist?(backup_dir)
self.prompt_save_deletion(file_path)
return {}
end
backups = Dir.children(backup_dir).select { |f|
f.start_with?(file_name + "_") && f.end_with?(".rxdata")
}
echoln backups
echoln file_name + "_"
if backups.empty?
self.prompt_save_deletion(file_path)
return {}
end
# Sort by numeric timestamp
backups.sort_by! do |fname|
timestamp = fname.sub(/^#{Regexp.escape(file_name)}_/, "").sub(/\.rxdata$/, "")
timestamp.to_i
end
latest = backups.last
timestamp_str = latest.sub(/^#{Regexp.escape(file_name)}_/, "").sub(/\.rxdata$/, "")
# Convert numeric timestamp to readable date (custom formatting)
if timestamp_str.length >= 12
year = timestamp_str[0,4]
month = timestamp_str[4,2]
day = timestamp_str[6,2]
hour = timestamp_str[8,2]
minute = timestamp_str[10,2]
formatted_time = "#{year}-#{month}-#{day} #{hour}:#{minute}"
else
formatted_time = timestamp_str
end
pbMessage(_INTL(
"The save file is corrupt. The most recent backup will be loaded instead.\n" +
"\\C[2]{1}\\C[0]\nBackup date: \\C[3]{2}",
latest, formatted_time
))
latest_backup = File.join(backup_dir, latest)
return load_save_file(latest_backup)
end
def formatSaveDate(str)
year = str[0,4]
month = str[4,2]
day = str[6,2]
hour = str[8,2]
minute = str[10,2]
return "#{year}-#{month}-#{day} #{hour}:#{minute}"
end
# Called if save file is invalid.
# Prompts the player to delete the save files.
def prompt_save_deletion(file_path)
pbMessage(_INTL("A save file is corrupt, or is incompatible with this game."))
self.delete_save_data(file_path) if pbConfirmMessageSerious(
_INTL("No backup was found. Do you want to delete that save file? The game will exit afterwards either way.")
)
exit
end
# nil deletes all, otherwise just the given file
def delete_save_data(file_path = nil)
begin
SaveData.delete_file(file_path)
pbMessage(_INTL("The save data was deleted."))
rescue SystemCallError
pbMessage(_INTL("The save data could not be deleted."))
end
end
#So that the options menu is set on the correct difficulty on older saves
def ensureCorrectDifficulty()
$Trainer.selected_difficulty = 1 #normal
$Trainer.selected_difficulty = 0 if $game_switches[SWITCH_GAME_DIFFICULTY_EASY]
$Trainer.selected_difficulty = 2 if $game_switches[SWITCH_GAME_DIFFICULTY_HARD]
$Trainer.lowest_difficulty = $Trainer.selected_difficulty if !$Trainer.lowest_difficulty
end
def setGameMode()
$Trainer.game_mode = 0 #classic
$Trainer.game_mode = 2 if $game_switches[SWITCH_MODERN_MODE]
$Trainer.game_mode = 3 if $game_switches[SWITCH_EXPERT_MODE]
$Trainer.game_mode = 4 if $game_switches[SWITCH_SINGLE_POKEMON_MODE]
$Trainer.game_mode = 1 if $game_switches[SWITCH_RANDOMIZED_AT_LEAST_ONCE]
$Trainer.game_mode = 5 if $game_switches[ENABLED_DEBUG_MODE_AT_LEAST_ONCE]
end
def pbStartLoadScreen
updateHttpSettingsFile
updateCustomDexFile
newer_version = find_newer_available_version
if newer_version
pbMessage(_INTL("Version {1} is now available! Please use the game's installer to download the newest version. Check the Discord for more information.", newer_version))
end
if Settings::STARTUP_MESSAGES != ""
pbMessage(_INTL(Settings::STARTUP_MESSAGES))
end
if ($game_temp.unimportedSprites && $game_temp.unimportedSprites.size > 0)
handleReplaceExistingSprites()
end
if ($game_temp.nb_imported_sprites && $game_temp.nb_imported_sprites > 0)
pbMessage(_INTL("{1} new custom sprites were imported into the game", $game_temp.nb_imported_sprites.to_s))
end
checkEnableSpritesDownload
$game_temp.nb_imported_sprites = nil
copyKeybindings()
save_file_list = SaveData::AUTO_SLOTS + SaveData::MANUAL_SLOTS
first_time = true
loop do
# Outer loop is used for switching save files
if @selected_file
@save_data = load_save_file(SaveData.get_full_path(@selected_file))
else
@save_data = {}
end
commands = []
cmd_continue = -1
cmd_new_game = -1
cmd_options = -1
cmd_language = -1
cmd_mystery_gift = -1
cmd_debug = -1
cmd_quit = -1
show_continue = !@save_data.empty?
new_game_plus = show_continue && (@save_data[:player].new_game_plus_unlocked || $DEBUG)
if show_continue
commands[cmd_continue = commands.length] = "#{@selected_file}"
if @save_data[:player].mystery_gift_unlocked
commands[cmd_mystery_gift = commands.length] = _INTL('Mystery Gift') # Honestly I have no idea how to make Mystery Gift work well with this.
end
end
commands[cmd_new_game = commands.length] = _INTL('New Game')
if new_game_plus
commands[cmd_new_game_plus = commands.length] = _INTL('New Game +')
end
commands[cmd_options = commands.length] = _INTL('Options')
commands[cmd_language = commands.length] = _INTL('Language') if Settings::LANGUAGES.length >= 2
commands[cmd_discord = commands.length] = _INTL('Discord')
commands[cmd_wiki = commands.length] = _INTL('Wiki')
commands[cmd_debug = commands.length] = _INTL('Debug') if $DEBUG
commands[cmd_quit = commands.length] = _INTL('Quit Game')
cmd_left = -3
cmd_right = -2
map_id = show_continue ? @save_data[:map_factory].map.map_id : 0
@scene.pbStartScene(commands, show_continue, @save_data[:player],
@save_data[:frame_count] || 0, map_id)
@scene.pbSetParty(@save_data[:player]) if show_continue
if first_time
@scene.pbStartScene2
first_time = false
else
@scene.pbUpdate
end
loop do
# Inner loop is used for going to other menus and back and stuff (vanilla)
command = @scene.pbChoose(commands, cmd_continue)
pbPlayDecisionSE if command != cmd_quit
case command
when cmd_continue
@scene.pbEndScene
Game.load(@save_data)
$game_switches[SWITCH_V5_1] = true
check_for_spritepack_update()
ensureCorrectDifficulty()
setGameMode()
initialize_alt_sprite_substitutions()
$PokemonGlobal.autogen_sprites_cache = {}
preload_party(@save_data[:player])
return
when cmd_new_game
@scene.pbEndScene
Game.start_new(new_game_plus)
initialize_alt_sprite_substitutions()
@save_data[:player].new_game_plus_unlocked=new_game_plus if @save_data[:player]
return
when cmd_new_game_plus
@scene.pbEndScene
Game.start_new(true,@save_data[:bag], @save_data[:storage_system], @save_data[:player])
initialize_alt_sprite_substitutions()
@save_data[:player].new_game_plus_unlocked = true
return
when cmd_discord
openUrlInBrowser(Settings::DISCORD_URL)
when cmd_wiki
openUrlInBrowser(Settings::WIKI_URL)
when cmd_mystery_gift
pbFadeOutIn { pbDownloadMysteryGift(@save_data[:player]) }
when cmd_options
pbFadeOutIn do
scene = PokemonGameOption_Scene.new
screen = PokemonOptionScreen.new(scene)
screen.pbStartScreen(true)
end
when cmd_language
@scene.pbEndScene
$PokemonSystem.language = pbChooseLanguage
pbLoadMessages('Data/' + Settings::LANGUAGES[$PokemonSystem.language][1])
if show_continue
@save_data[:pokemon_system] = $PokemonSystem
File.open(SaveData.get_full_path(@selected_file), 'wb') { |file| Marshal.dump(@save_data, file) }
end
$scene = pbCallTitle
return
when cmd_debug
pbFadeOutIn { pbDebugMenu(false) }
when cmd_quit
pbPlayCloseMenuSE
@scene.pbEndScene
$scene = nil
return
when cmd_left
@scene.pbCloseScene
@selected_file = SaveData.get_prev_slot(save_file_list, @selected_file)
break # to outer loop
when cmd_right
@scene.pbCloseScene
@selected_file = SaveData.get_next_slot(save_file_list, @selected_file)
break # to outer loop
else
pbPlayBuzzerSE
end
end
end
end
end
#===============================================================================
#
#===============================================================================
class PokemonSave_Scene
def pbUpdateSlotInfo(slottext)
pbDisposeSprite(@sprites, "slotinfo")
@sprites["slotinfo"] = Window_AdvancedTextPokemon.new(slottext)
@sprites["slotinfo"].viewport = @viewport
@sprites["slotinfo"].x = 0
@sprites["slotinfo"].y = 160
@sprites["slotinfo"].width = 228 if @sprites["slotinfo"].width < 228
@sprites["slotinfo"].visible = true
end
end
#===============================================================================
#
#===============================================================================
class PokemonSaveScreen
def doSave(slot)
if Game.save(slot)
pbMessage(_INTL("\\se[]{1} saved the game.\\me[GUI save game]\\wtnp[30]", $Trainer.name))
return true
else
pbMessage(_INTL("\\se[]Save failed.\\wtnp[30]"))
return false
end
end
# Return true if pause menu should close after this is done (if the game was saved successfully)
def pbSaveScreen
ret = false
@scene.pbStartScreen
if !$Trainer.save_slot
# New Game - must select slot
ret = slotSelect
else
choices = [
_INTL("Save to #{$Trainer.save_slot}"),
_INTL("Save to another slot"),
_INTL("Don't save")
]
opt = pbMessage(_INTL('Would you like to save the game?'), choices, 3)
if opt == 0
pbSEPlay('GUI save choice')
ret = doSave($Trainer.save_slot)
elsif opt == 1
pbPlayDecisionSE
ret = slotSelect
else
pbPlayCancelSE
end
end
@scene.pbEndScreen
return ret
end
# Call this to open the slot select screen
# Returns true if the game was saved, otherwise false
def slotSelect
ret = false
choices = SaveData::MANUAL_SLOTS
choice_info = SaveData::MANUAL_SLOTS.map { |s| getSaveInfoBoxContents(s) }
index = slotSelectCommands(choices, choice_info)
if index >= 0
slot = SaveData::MANUAL_SLOTS[index]
# Confirm if slot not empty
if !File.file?(SaveData.get_full_path(slot)) ||
pbConfirmMessageSerious(_INTL("Are you sure you want to overwrite the save in {1}?",slot)) # If the slot names were changed this grammar might need adjustment.
pbSEPlay('GUI save choice')
ret = doSave(slot)
end
end
pbPlayCloseMenuSE if !ret
return ret
end
# Handles the UI for the save slot select screen. Returns the index of the chosen slot, or -1.
# Based on pbShowCommands
def slotSelectCommands(choices, choice_info, defaultCmd = 0)
msgwindow = Window_AdvancedTextPokemon.new(_INTL("Which slot to save in?"))
msgwindow.z = 99999
msgwindow.visible = true
msgwindow.letterbyletter = true
msgwindow.back_opacity = MessageConfig::WINDOW_OPACITY
pbBottomLeftLines(msgwindow, 2)
$game_temp.message_window_showing = true if $game_temp
msgwindow.setSkin(MessageConfig.pbGetSpeechFrame)
cmdwindow = Window_CommandPokemonEx.new(choices)
cmdwindow.z = 99999
cmdwindow.visible = true
cmdwindow.resizeToFit(cmdwindow.commands)
pbPositionNearMsgWindow(cmdwindow, msgwindow, :right)
cmdwindow.index = defaultCmd
command = 0
loop do
@scene.pbUpdateSlotInfo(choice_info[cmdwindow.index])
Graphics.update
Input.update
cmdwindow.update
msgwindow.update if msgwindow
if Input.trigger?(Input::BACK)
command = -1
break
end
if Input.trigger?(Input::USE)
command = cmdwindow.index
break
end
pbUpdateSceneMap
end
ret = command
cmdwindow.dispose
msgwindow.dispose
$game_temp.message_window_showing = false if $game_temp
Input.update
return ret
end
# Show the player some data about their currently selected save slot for quick identification
# This doesn't use player gender for coloring, unlike the default save window
def getSaveInfoBoxContents(slot)
full_path = SaveData.get_full_path(slot)
if !File.file?(full_path)
return _INTL("<ac><c3=3050C8,D0D0C8>(empty)</c3></ac>")
end
temp_save_data = SaveData.read_from_file(full_path)
# Last save time
time = temp_save_data[:player].last_time_saved
if time
date_str = time.strftime(_INTL("%x"))
time_str = time.strftime(_INTL("%I:%M%p"))
datetime_str = "#{date_str}<r>#{time_str}<br>"
else
datetime_str = _INTL("<ac>(old save)</ac>")
end
# Map name
map_str = pbGetMapNameFromId(temp_save_data[:map_factory].map.map_id)
# Elapsed time
totalsec = (temp_save_data[:frame_count] || 0) / Graphics.frame_rate
hour = totalsec / 60 / 60
min = totalsec / 60 % 60
if hour > 0
elapsed_str = _INTL("Time<r>{1}h {2}m<br>", hour, min)
else
elapsed_str = _INTL("Time<r>{1}m<br>", min)
end
return "<c3=3050C8,D0D0C8>#{datetime_str}</c3>" + # blue
"<ac><c3=209808,90F090>#{map_str}</c3></ac>" + # green
"#{elapsed_str}"
end
end
#===============================================================================
#
#===============================================================================
module Game
# Fix New Game bug (if you saved during an event script)
# This fix is from Essentials v20.1 Hotfixes 1.0.5
def self.start_new(ngp_unlocked=false,ngp_bag = nil, ngp_storage = nil, ngp_trainer = nil)
if $game_map && $game_map.events
$game_map.events.each_value { |event| event.clear_starting }
end
$game_temp.common_event_id = 0 if $game_temp
$PokemonTemp.begunNewGame = true
pbMapInterpreter&.clear
pbMapInterpreter&.setup(nil, 0, 0)
$scene = Scene_Map.new
SaveData.load_new_game_values
$MapFactory = PokemonMapFactory.new($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$PokemonEncounters = PokemonEncounters.new
$PokemonEncounters.setup($game_map.map_id)
$game_map.autoplay
$game_map.update
#
# if ngp_bag != nil
# $PokemonBag = ngp_clean_item_data(ngp_bag)
# end
if ngp_storage != nil
$PokemonStorage = ngp_clean_pc_data(ngp_storage, ngp_trainer.party)
end
if ngp_trainer
$Trainer.unlocked_hats = ngp_trainer.unlocked_hats
$Trainer.unlocked_clothes = ngp_trainer.unlocked_clothes
end
$Trainer.new_game_plus_unlocked = ngp_unlocked
end
# Loads bootup data from save file (if it exists) or creates bootup data (if
# it doesn't).
def self.set_up_system
SaveData.move_old_windows_save if System.platform[/Windows/]
save_slot = SaveData.get_newest_save_slot
if save_slot
save_data = SaveData.read_from_file(SaveData.get_full_path(save_slot))
else
save_data = {}
end
if save_data.empty?
SaveData.initialize_bootup_values
else
SaveData.load_bootup_values(save_data)
end
# Set resize factor
pbSetResizeFactor([$PokemonSystem.screensize, 4].min)
# Set language (and choose language if there is no save file)
if Settings::LANGUAGES.length >= 2
$PokemonSystem.language = pbChooseLanguage if save_data.empty?
pbLoadMessages('Data/' + Settings::LANGUAGES[$PokemonSystem.language][1])
end
end
def self.backup_savefile(save_path, slot)
begin
backup_dir = File.join(File.dirname(save_path), "backups")
Dir.mkdir(backup_dir) if !Dir.exist?(backup_dir)
backup_slot_dir = File.join(File.dirname(save_path), "backups/#{slot}")
Dir.mkdir(backup_slot_dir) if !Dir.exist?(backup_slot_dir)
# Manage rolling backups
if File.exist?(save_path)
# Generate a timestamped backup name
timestamp = Time.now.strftime(_INTL("%Y%m%d%H%M%S"))
backup_file = File.join(backup_slot_dir, "#{slot}_#{timestamp}.rxdata")
# Copy the save file manually
File.open(save_path, 'rb') do |source|
File.open(backup_file, 'wb') do |dest|
dest.write(source.read)
end
end
# Clean up old backups
backups = Dir.get(backup_slot_dir, "*.rxdata")
# Keep only the latest N backups
if backups.length > Settings::SAVEFILE_NB_BACKUPS
excess_backups = backups[0...(backups.length - Settings::SAVEFILE_NB_BACKUPS)]
echoln excess_backups
excess_backups.each { |old_backup| File.delete(old_backup) }
end
end
rescue => e
echoln ("There was an error while creating a backup savefile.")
echoln("Error: #{e.message}")
end
end
# Saves the game. Returns whether the operation was successful.
# @param save_file [String] the save file path
# @param safe [Boolean] whether $PokemonGlobal.safesave should be set to true
# @return [Boolean] whether the operation was successful
# @raise [SaveData::InvalidValueError] if an invalid value is being saved
def self.save(slot = nil, auto = false, safe: false)
slot = $Trainer.save_slot if slot.nil?
return false if slot.nil?
file_path = SaveData.get_full_path(slot)
self.backup_savefile(file_path, slot)
$PokemonGlobal.safesave = safe
$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number
$Trainer.save_slot = slot unless auto
$Trainer.last_time_saved = Time.now
begin
SaveData.save_to_file(file_path)
Graphics.frame_reset
rescue IOError, SystemCallError
$game_system.save_count -= 1
return false
end
return true
end
# Overwrites the first empty autosave slot, otherwise the oldest existing autosave
def self.auto_save
oldest_time = nil
oldest_slot = nil
SaveData::AUTO_SLOTS.each do |slot|
full_path = SaveData.get_full_path(slot)
if !File.file?(full_path)
oldest_slot = slot
break
end
temp_save_data = SaveData.read_from_file(full_path)
save_time = temp_save_data[:player].last_time_saved || Time.at(1)
if oldest_time.nil? || save_time < oldest_time
oldest_time = save_time
oldest_slot = slot
end
end
self.save(oldest_slot, true)
end
end
#===============================================================================
#
#===============================================================================
# Lol who needs the FileUtils gem?
# This is the implementation from the original pbEmergencySave.
def file_copy(src, dst)
File.open(src, 'rb') do |r|
File.open(dst, 'wb') do |w|
while s = r.read(4096)
w.write s
end
end
end
end
# When I needed extra data fields in the save file I put them in Player because it seemed easier than figuring out
# how to make a save file conversion, and I prefer to maintain backwards compatibility.
class Player
attr_accessor :last_time_saved
attr_accessor :save_slot
attr_accessor :autosave_steps
end
def pbEmergencySave
oldscene = $scene
$scene = nil
pbMessage(_INTL("The script is taking too long. The game will restart."))
return if !$Trainer
return if !$Trainer.save_slot
current_file = SaveData.get_full_path($Trainer.save_slot)
backup_file = SaveData.get_backup_file_path
file_copy(current_file, backup_file)
if Game.save
pbMessage(_INTL("\\se[]The game was saved.\\me[GUI save game] The previous save file has been backed up.\\wtnp[30]"))
else
pbMessage(_INTL("\\se[]Save failed.\\wtnp[30]"))
end
$scene = oldscene
end

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def getDirection(x_incr,y_incr)
return DIRECTION_RIGHT if x_incr>0
return DIRECTION_LEFT if x_incr<0
return DIRECTION_DOWN if y_incr>0
return DIRECTION_UP if y_incr<0
return 0
end
def get_direction_forward_x(directionId)
return 1 if directionId == DIRECTION_RIGHT
return -1 if directionId == DIRECTION_LEFT
return 0
end
def get_direction_forward_y(directionId)
return 1 if directionId == DIRECTION_DOWN
return -1 if directionId == DIRECTION_UP
return 0
end
#Basic pathfinding to move an event towards a certain general direction while avoiding obstacles
def pathFindingGetDirection(current_x,current_y,goal_direction,pathfindingRange=4)
goal_direction_is_horizontal = goal_direction == DIRECTION_RIGHT || goal_direction == DIRECTION_LEFT
direction_forward_x = get_direction_forward_x(goal_direction)
direction_forward_y = get_direction_forward_y(goal_direction)
#echoln "Goal direction :#{goal_direction}. ForwardX: #{direction_forward_x}. ForwardY: #{direction_forward_y}"
if(eventCanPassThrough(current_x+direction_forward_x,current_y+direction_forward_y,goal_direction))
return goal_direction
else
if goal_direction_is_horizontal
alternate_direction_x=direction_forward_x
alternate_direction_y=1
else
alternate_direction_x=1
alternate_direction_y=direction_forward_y
end
echoln "########### CURRENT_POSITION: #{current_x},#{current_y}"
direction_polarities = [1,-1]
for i in 1..pathfindingRange
for polarity in direction_polarities
new_x = goal_direction_is_horizontal ? current_x+ direction_forward_x : current_x+((i*alternate_direction_x)*polarity)
new_y = !goal_direction_is_horizontal ? current_y + direction_forward_y : current_y+((i*alternate_direction_y)*polarity)
echoln "Checking for #{new_x}, #{new_y}"
if eventCanPassThrough(new_x,new_y,goal_direction)
if goal_direction_is_horizontal
new_direction = getDirection(0,(i*alternate_direction_y)*polarity)
echoln "found a gap! new direction x: #{0}, new direction y: #{(i*alternate_direction_y)*polarity}"
if eventCanPassThrough(current_x,current_y+polarity,goal_direction)
return new_direction
else
echoln "...but cannot go in that direction (#{current_x},#{current_y+new_direction} blocked)"
end
else
new_direction = getDirection((i*alternate_direction_x)*polarity,0)
if eventCanPassThrough(current_x+polarity,current_y,goal_direction)
return new_direction
else
echoln "...but cannot go in that direction"
end
end
end
end
end
end
return 0
end
def eventCanPassThrough(x, y, direction)
if x == $game_player.x && y == $game_player.y
echoln "cannot pass because of player"
return false
end
$PokemonTemp.dependentEvents.realEvents.each { |dependantEvent|
if x == dependantEvent.x && y == dependantEvent.y
echoln "cannot pass because of dependant event #{dependantEvent.name}(#{dependantEvent.x},#{dependantEvent.y})"
return false
end
}
return $game_player.passable?(x, y, direction)
end

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PluginManager.register({
:name => "Carmaniac's Speech Bubbles",
:version => "1.1",
:credits => ["Carmaniac","Avery","Boonzeet"],
:link => "https://reliccastle.com/resources/461/"
})
#-------------------------------------------------------------------------------
# Carmaniac's Speech Bubbles for v18
# Updated by Avery
#-------------------------------------------------------------------------------
# To use, call pbCallBub(type, eventID)
#
# Where type is either 1 or 2:
# 1 - floating bubble
# 2 - speech bubble with arrow
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
# Class modifiers
#-------------------------------------------------------------------------------
class PokemonTemp
attr_accessor :speechbubble_bubble
attr_accessor :speechbubble_vp
attr_accessor :speechbubble_arrow
attr_accessor :speechbubble_outofrange
attr_accessor :speechbubble_talking
attr_accessor :speechbubble_alwaysDown
attr_accessor :speechbubble_alwaysUp
end
module MessageConfig
BUBBLETEXTBASE = Color.new(22,22,22)
BUBBLETEXTSHADOW = Color.new(166,160,151)
WindowOpacity = 255
end
#-------------------------------------------------------------------------------
# Function modifiers
#-------------------------------------------------------------------------------
class Window_AdvancedTextPokemon
def text=(value)
if value != nil && value != "" && $PokemonTemp.speechbubble_bubble && $PokemonTemp.speechbubble_bubble > 0
if $PokemonTemp.speechbubble_bubble == 1
$PokemonTemp.speechbubble_bubble = 0
resizeToFit2(value,400,100)
@x = $game_map.events[$PokemonTemp.speechbubble_talking].screen_x
@y = $game_map.events[$PokemonTemp.speechbubble_talking].screen_y - (32 + @height)
if @y>(Graphics.height-@height-2)
@y = (Graphics.height-@height)
elsif @y<2
@y=2
end
if @x>(Graphics.width-@width-2)
@x = ($game_map.events[$PokemonTemp.speechbubble_talking].screen_x-@width)
elsif @x<2
@x=2
end
elsif $PokemonTemp.speechbubble_bubble == 3
@x=$game_player.x+32
@y=$game_player.y+36
else
$PokemonTemp.speechbubble_bubble = 0
end
end
setText(value)
end
end
def pbRepositionMessageWindow(msgwindow, linecount=2)
msgwindow.height=32*linecount+msgwindow.borderY
msgwindow.y=(Graphics.height)-(msgwindow.height)
if $game_temp && $game_temp.in_battle && !$scene.respond_to?("update_basic")
msgwindow.y=0
elsif $game_system && $game_system.respond_to?("message_position")
case $game_system.message_position
when 0 # up
msgwindow.y=0
when 1 # middle
msgwindow.y=(Graphics.height/2)-(msgwindow.height/2)
when 2
if $PokemonTemp.speechbubble_bubble == 1 || $PokemonTemp.speechbubble_bubble == 3
msgwindow.setSkin("Graphics/windowskins/frlgtextskin")
msgwindow.height = 100
msgwindow.width = 400
elsif $PokemonTemp.speechbubble_bubble==2
msgwindow.setSkin("Graphics/windowskins/frlgtextskin")
msgwindow.height = 102
msgwindow.width = Graphics.width
if ($game_player.direction==8 && !$PokemonTemp.speechbubble_alwaysDown) || $PokemonTemp.speechbubble_alwaysUp
$PokemonTemp.speechbubble_vp = Viewport.new(0, 0, Graphics.width, 280)
msgwindow.y = 6
else
$PokemonTemp.speechbubble_vp = Viewport.new(0, 6 + msgwindow.height, Graphics.width, 280)
msgwindow.y = (Graphics.height - msgwindow.height) - 6
if $PokemonTemp.speechbubble_outofrange==true
msgwindow.y = 6
end
end
else
msgwindow.height = 102
msgwindow.y = Graphics.height - msgwindow.height - 6
end
end
end
if $game_system && $game_system.respond_to?("message_frame")
if $game_system.message_frame != 0
msgwindow.opacity = 0
end
end
if $game_message
case $game_message.background
when 1 # dim
msgwindow.opacity=0
when 2 # transparent
msgwindow.opacity=0
end
end
end
def pbCreateMessageWindow(viewport=nil,skin=nil)
arrow = nil
if $PokemonTemp.speechbubble_bubble==2 && $game_map.events[$PokemonTemp.speechbubble_talking] != nil # Message window set to floating bubble.
if ($game_player.direction==DIRECTION_UP && (!$PokemonTemp.speechbubble_alwaysDown) || $PokemonTemp.speechbubble_alwaysUp)# Player facing up, message window top.
$PokemonTemp.speechbubble_vp = Viewport.new(0, 104, Graphics.width, 280)
$PokemonTemp.speechbubble_vp.z = 999999
arrow = Sprite.new($PokemonTemp.speechbubble_vp)
arrow.x = $game_map.events[$PokemonTemp.speechbubble_talking].screen_x - Graphics.width
arrow.y = ($game_map.events[$PokemonTemp.speechbubble_talking].screen_y - Graphics.height) - 136
arrow.z = 999999
arrow.bitmap = RPG::Cache.load_bitmap_path("Graphics/Pictures/Arrow4")
arrow.zoom_x = 2
arrow.zoom_y = 2
if arrow.x<-230
arrow.x = $game_map.events[$PokemonTemp.speechbubble_talking].screen_x
arrow.bitmap = RPG::Cache.load_bitmap_path("Graphics/Pictures/Arrow3")
end
else # Player facing left, down, right, message window bottom.
$PokemonTemp.speechbubble_vp = Viewport.new(0, 0, Graphics.width, 280)
$PokemonTemp.speechbubble_vp.z = 999999
arrow = Sprite.new($PokemonTemp.speechbubble_vp)
arrow.x = $game_map.events[$PokemonTemp.speechbubble_talking].screen_x
arrow.y = $game_map.events[$PokemonTemp.speechbubble_talking].screen_y
arrow.z = 999999
arrow.bitmap = RPG::Cache.load_bitmap_path("Graphics/Pictures/Arrow1")
if arrow.y>=Graphics.height-120 # Change arrow direction.
$PokemonTemp.speechbubble_outofrange=true
$PokemonTemp.speechbubble_vp.rect.y+=104
arrow.x = $game_map.events[$PokemonTemp.speechbubble_talking].screen_x - Graphics.width
arrow.bitmap = RPG::Cache.load_bitmap_path("Graphics/Pictures/Arrow4")
arrow.y = ($game_map.events[$PokemonTemp.speechbubble_talking].screen_y - Graphics.height) - 136
if arrow.x<-250
arrow.x = $game_map.events[$PokemonTemp.speechbubble_talking].screen_x
arrow.bitmap = RPG::Cache.load_bitmap_path("Graphics/Pictures/Arrow3")
end
if arrow.x>=256
arrow.x-=15# = $game_map.events[$PokemonTemp.speechbubble_talking].screen_x-Graphics.width
arrow.bitmap = RPG::Cache.load_bitmap_path("Graphics/Pictures/Arrow3")
end
else
$PokemonTemp.speechbubble_outofrange=false
end
arrow.zoom_x = 2
arrow.zoom_y = 2
end
end
$PokemonTemp.speechbubble_arrow = arrow
msgwindow=Window_AdvancedTextPokemon.new("")
if !viewport
msgwindow.z=99999
else
msgwindow.viewport=viewport
end
msgwindow.visible=true
msgwindow.letterbyletter=true
msgwindow.back_opacity=MessageConfig::WindowOpacity
pbBottomLeftLines(msgwindow,2)
$game_temp.message_window_showing=true if $game_temp
$game_message.visible=true if $game_message
skin=MessageConfig.pbGetSpeechFrame() if !skin
msgwindow.setSkin(skin)
return msgwindow
end
def pbDisposeMessageWindow(msgwindow)
$game_temp.message_window_showing=false if $game_temp
$game_message.visible=false if $game_message
msgwindow.dispose
$PokemonTemp.speechbubble_arrow.dispose if $PokemonTemp.speechbubble_arrow
$PokemonTemp.speechbubble_vp.dispose if $PokemonTemp.speechbubble_vp
$PokemonTemp.speechbubble_bubble=nil
end
def pbCallBubUp(status=0,value=0)
pbCallBub(status,value,false,true)
end
def pbCallBubDown(status=0,value=0)
pbCallBub(status,value,true,false)
end
#always_down, always_up is not ideal but used everywhere in game so too late to change
def pbCallBub(status=0,value=0,always_down=false, always_up=false)
begin
$PokemonTemp.speechbubble_talking=get_character(value).id if status<3
$PokemonTemp.speechbubble_bubble=status
$PokemonTemp.speechbubble_alwaysDown=always_down
$PokemonTemp.speechbubble_alwaysUp=always_up
rescue
return #Let's not crash the game if error
end
end

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#==============================================================================#
# Better Fast-forward Mode #
# v1.0 #
# #
# by Marin #
#==============================================================================#
# Usage #
# #
# SPEEDUP_STAGES are the speed stages the game will pick from. If you click F, #
# it'll choose the next number in that array. It goes back to the first number #
# afterward. #
# #
# $GameSpeed is the current index in the speed up array. #
# Should you want to change that manually, you can do, say, $GameSpeed = 0 #
# #
# If you don't want the user to be able to speed up at certain points, you can #
# use "pbDisallowSpeedup" and "pbAllowSpeedup". #
#==============================================================================#
# Please give credit when using this. #
#==============================================================================#
PluginManager.register({
:name => "Better Fast-forward Mode",
:version => "1.1",
:credits => "Marin",
:link => "https://reliccastle.com/resources/151/"
})
# When the user clicks F, it'll pick the next number in this array.
SPEEDUP_STAGES = [1,2,3]
def pbAllowSpeedup
$CanToggle = true
end
def pbDisallowSpeedup
$CanToggle = false
end
# Default game speed.
$GameSpeed = 0
$frame = 0
$CanToggle = true
module Graphics
class << Graphics
alias fast_forward_update update
end
def self.update
if $CanToggle && Input.trigger?(Input::AUX1)
$GameSpeed += 1
$GameSpeed = 0 if $GameSpeed >= SPEEDUP_STAGES.size
end
$frame += 1
if $PokemonSystem && $PokemonSystem.speedup == 1
speedStage = SPEEDUP_STAGES[$GameSpeed]
else
speedStage = 1
if Input.press?(Input::AUX1) && $CanToggle
$PokemonSystem.speedup_speed = Settings::DEFAULT_SPEED_UP_SPEED if !$PokemonSystem.speedup_speed || $PokemonSystem.speedup_speed==0
speedStage=$PokemonSystem.speedup_speed+1
end
end
return unless $frame % speedStage == 0
fast_forward_update
$frame = 0
end
end

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class PokemonTemp
attr_accessor :tempEvents
attr_accessor :silhouetteDirection
def tempEvents
@tempEvents = {} if !@tempEvents
return @tempEvents
end
def pbClearTempEvents()
return if !@tempEvents || @tempEvents.empty?
@tempEvents.keys.each { |map_id|
map = $MapFactory.getMapNoAdd(map_id)
@tempEvents[map_id].each { |event|
$game_self_switches[[map_id, event.id, "A"]] = false
$game_self_switches[[map_id, event.id, "B"]] = false
$game_self_switches[[map_id, event.id, "C"]] = false
$game_self_switches[[map_id, event.id, "D"]] = false
map.events[event.id].erase if map.events[event.id]
}
}
@tempEvents = {}
@silhouetteDirection = nil
end
def createTempEvent(eventTemplateID, map_id, position = [0, 0],direction=nil)
template_event = $MapFactory.getMap(MAP_TEMPLATE_EVENTS,false).events[eventTemplateID]
key_id = ($game_map.events.keys.max || -1) + 1
rpgEvent= template_event.event.dup
rpgEvent.id = key_id
gameEvent = Game_Event.new($game_map.map_id, rpgEvent, $game_map)
gameEvent.moveto(position[0], position[1])
gameEvent.direction = direction if direction
registerTempEvent(map_id, gameEvent)
$game_map.events[key_id] = gameEvent
sprite = Sprite_Character.new(Spriteset_Map.viewport, $game_map.events[key_id])
$scene.spritesets[$game_map.map_id] = Spriteset_Map.new($game_map) if $scene.spritesets[$game_map.map_id] == nil
$scene.spritesets[$game_map.map_id].character_sprites.push(sprite)
return gameEvent
end
def registerTempEvent(map, event)
@tempEvents = {} if !@tempEvents
mapEvents = @tempEvents.has_key?(map) ? @tempEvents[map] : []
mapEvents.push(event)
@tempEvents[map] = mapEvents
end
end

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# #===============================================================================
# # * 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")
# PluginManager.register({
# :name => "Unreal Time System",
# :version => "1.1",
# :link => "https://www.pokecommunity.com/showthread.php?t=285831",
# :credits => "FL"
# })
# end
#
module UnrealTime
# Set false to disable this system (returns Time.now)
ENABLED = true
# Time proportion here.
# So if it is 100, one second in real time will be 100 seconds in game.
# If it is 60, one second in real time will be one minute in game.
PROPORTION = 60
# Starting on Essentials v17, the map tone only try to refresh tone each 30
# 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
WEEK_DAY_VARIABLE = 280
WEEK_DAYS = [:MONDAY,:TUESDAY,:WEDNESDAY,:THURSDAY,:FRIDAY,:SATURDAY,:SUNDAY]
# 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, 4, 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
$PokemonGlobal.newFrameCount += (seconds * Graphics.frame_rate) / PROPORTION.to_f
PBDayNight.sheduleToneRefresh
end
def self.add_days(days)
add_seconds(60 * 60 * 24 * days)
end
NEED_32_BIT_FIX = [''].pack('p').size <= 4
end
# Essentials V18 and lower compatibility
module Settings
TIME_SHADING = defined?(ENABLESHADING) ? ENABLESHADING : ::TIME_SHADING
end if defined?(TIME_SHADING) || defined?(ENABLESHADING)
module PBDayNight
class << self
if method_defined?(:getTone) && UnrealTime::TONE_CHECK_INTERVAL > 0
def getTone
@cachedTone = Tone.new(0, 0, 0) if !@cachedTone
return @cachedTone if !Settings::TIME_SHADING
toneNeedUpdate = (!@dayNightToneLastUpdate ||
Graphics.frame_count - @dayNightToneLastUpdate >=
Graphics.frame_rate * UnrealTime::TONE_CHECK_INTERVAL
)
if toneNeedUpdate
getToneInternal
@dayNightToneLastUpdate = Graphics.frame_count
end
return @cachedTone
end
end
# Shedule a tone refresh on the next try (probably next frame)
def sheduleToneRefresh
@dayNightToneLastUpdate = nil
end
end
end
def getDayOfTheWeek()
day_of_week = (pbGetTimeNow.day % UnrealTime::WEEK_DAYS.length).to_i
return UnrealTime::WEEK_DAYS[day_of_week]
end
def isDayOfTheWeek(day)
return day == getDayOfTheWeek()
end
def pbGetTimeNow
return Time.now if !$PokemonGlobal || !UnrealTime::ENABLED
day_seconds = 60 * 60 * 24
if UnrealTime::TIME_STOPS
# Sum the extra values to newFrameCount
if UnrealTime::EXTRA_SECONDS > 0
UnrealTime.add_seconds(pbGet(UnrealTime::EXTRA_SECONDS))
$game_variables[UnrealTime::EXTRA_SECONDS] = 0
end
if UnrealTime::EXTRA_DAYS > 0
UnrealTime.add_seconds(day_seconds * pbGet(UnrealTime::EXTRA_DAYS))
$game_variables[UnrealTime::EXTRA_DAYS] = 0
end
elsif UnrealTime::EXTRA_SECONDS > 0 && UnrealTime::EXTRA_DAYS > 0
# Checks to regulate the max/min values at UnrealTime::EXTRA_SECONDS
while pbGet(UnrealTime::EXTRA_SECONDS) >= day_seconds
$game_variables[UnrealTime::EXTRA_SECONDS] -= day_seconds
$game_variables[UnrealTime::EXTRA_DAYS] += 1
end
while pbGet(UnrealTime::EXTRA_SECONDS) <= -day_seconds
$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

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#
# # ▼▲▼ XRXS50. Action-Maps XC. ▼▲▼ built 033010
# # by 桜雅 在土
#
# #======================================================
# # □ Customization points
# #======================================================
# class XRXS50
# #
# # Action-Maps - ID maps actives
# #
#
# ENABLE_FULL_ACTY_MAPS = [404,547,548,549,550,217,614,615,656]
#
# #
# # Slide descent (diagonal drop)
# #
# ENABLE_SLIDE_DESCENT = true
# #
# # true: Jump in the direction facing orientation: Jump
# # false : Jump to the direction in which the key is pressed.
# #
# JUMP_AS_KEY = true
# end
# #======================================================
# # ■ Game_Player
# #======================================================
# class Game_Player < Game_Character
# #------------------------------------------------------
# # Public Variable
# #------------------------------------------------------
# # Existing
# attr_writer :direction_fix
# attr_accessor :walk_anime
# # New
# attr_accessor :now_jumps
# attr_writer :xrxs50_direction_sidefix
# #------------------------------------------------------
# # ○Maximum jump number
# #------------------------------------------------------
# def max_jumps
# return $game_switches[890] ? 5 : 2
# end
# #------------------------------------------------------
# # ● Vers la gauche
# #------------------------------------------------------
# alias xrxs50_turn_left turn_left
# def turn_left
# if @xrxs50_direction_sidefix
# @direction = 4
# else
# turn_generic(4)
#
#
# end
# end
#
# #------------------------------------------------------
# # ● Vers la droite
# #------------------------------------------------------
# alias xrxs50_turn_right turn_right
# def turn_right
# if @xrxs50_direction_sidefix
# @direction = 6
# else
# turn_generic(6)
# end
# end
# #------------------------------------------------------
# # ● Vers le haut et le bas
# #------------------------------------------------------
# alias xrxs50_turn_up turn_up
# def turn_up
# if @xrxs50_direction_sidefix and Input.press?(Input::UP)
# return if $game_switches[890]
# @direction = 8
# xrxs50_turn_up
# else
# turn_generic(8)
# end
# end
#
# alias xrxs50_turn_down turn_down
# def turn_down
# if @xrxs50_direction_sidefix and Input.press?(Input::DOWN)
# xrxs50_turn_right
# else
# turn_generic(2)
# end
# end
#
# end
#
#
#
#
# #======================================================
# # ■ Scene_Map
# #======================================================
# class Scene_Map
# #------------------------------------------------------
# # ● Main processing
# #------------------------------------------------------
# alias xrxs50_main main
# def main
# # Check
# xrxs50_enable_check
# # Recall
# xrxs50_main
# end
# #------------------------------------------------------
# # ● Frame update
# #------------------------------------------------------
# alias xrxs50_update update
# def update
# # Recall
# xrxs50_update
# # Frame update (coordinate system update)
# if @xrxs50_enable
# update_coordinates
# end
# end
# #------------------------------------------------------
# # ○ Frame update (coordinate system update)
# #------------------------------------------------------
# def update_coordinates
# if $game_player.passable?($game_player.x,$game_player.y,2) #2
# unless $game_player.moving?
#
# if XRXS50::ENABLE_SLIDE_DESCENT and
# Input.press?(Input::RIGHT) and
# $game_player.passable?($game_player.x,$game_player.y+1,6) #1,6
# $game_player.move_lower_right
# $game_player.turn_right
# elsif XRXS50::ENABLE_SLIDE_DESCENT and
# Input.press?(Input::LEFT) and
# $game_player.passable?($game_player.x,$game_player.y+1,4)
# $game_player.move_lower_left
# $game_player.turn_left
# else
# $game_player.move_down
# end
# end
# else
# if Input.trigger?(Input::UP) && !$game_switches[890]
# @direction =8 #8
# end
# $game_player.move_down
# $game_player.walk_anime = true unless $game_player.walk_anime
# $game_player.now_jumps = 0
#
#
# end
#
# input = $game_switches[890] ? Input::UP : Input::X
# if Input.trigger?(input) and $game_player.now_jumps < $game_player.max_jumps
# if XRXS50::JUMP_AS_KEY
# direction = $game_player.direction == 4 ? -1 : 1
# #si pas jump as key
# else
# if Input.press?(Input::RIGHT)
# direction = 1
# elsif Input.press?(Input::LEFT)
# direction = -1
# else
# direction = 0
# end
# end
#
# #if $game_switches[31] == true
# # @direction =8 #8# Jump Height
# #else
# $game_player.jump(direction, -2)# Jump Height
# pbSEPlay("Jump",100)
# #end
# $game_player.now_jumps += 1 #1
# $game_player.walk_anime = false
# end
# end
#
# #------------------------------------------------------
# # ● Location movement of player
# #------------------------------------------------------
# #alias xrxs50_transfer_player transfer_player
# #def transfer_player(cancelVehicles=false)
# # #Recall
# #xrxs50_transfer_player
# # #Check
# #xrxs50_enable_check
# #end
#
# def transfer_player(cancelVehicles=true)
# $game_temp.player_transferring = false
# if cancelVehicles
# Kernel.pbCancelVehicles($game_temp.player_new_map_id)
# end
# autofade($game_temp.player_new_map_id)
# pbBridgeOff
# if $game_map.map_id != $game_temp.player_new_map_id
# $MapFactory.setup($game_temp.player_new_map_id)
# end
# $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
# case $game_temp.player_new_direction
# when 2
# $game_player.turn_down
# when 4
# $game_player.turn_left
# when 6
# $game_player.turn_right
# when 8
# $game_player.turn_up
# end
#
# xrxs50_enable_check
# $game_player.straighten
# $game_map.update
# disposeSpritesets
# GC.start
# createSpritesets
# if $game_temp.transition_processing
# $game_temp.transition_processing = false
# Graphics.transition(20)
# end
# $game_map.autoplay
# Graphics.frame_reset
# Input.update
# end
#
#
#
# #------------------------------------------------------
# # ○ XRXS50 Decision whether to run
# #------------------------------------------------------
# def xrxs50_enable_check
# if XRXS50::ENABLE_FULL_ACTY_MAPS.include?($game_map.map_id)
#
# $game_player.now_jumps = 0 if $game_player.now_jumps.nil?
# @xrxs50_enable = true #Gravité
# $game_player.direction_fix =true
# $game_player.xrxs50_direction_sidefix = true
#
# else
# @xrxs50_enable = false
# $game_player.direction_fix = false
# $game_player.xrxs50_direction_sidefix = false
# end
# end
# end
#
#
#