resizes pokemon sprites in pokedex, trade & egg screens

This commit is contained in:
infinitefusion
2022-04-30 10:16:48 -04:00
parent b6c4569017
commit 56544412ca
11 changed files with 270 additions and 251 deletions

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@@ -32,6 +32,7 @@ module RPG
end
def self.need_clearing()
p @cache.size
return @cache.size >= 100
end

View File

@@ -86,6 +86,9 @@ class PokemonEggHatch_Scene
@sprites["pokemon"].setPokemonBitmap(@pokemon) # Pokémon sprite
@sprites["pokemon"].x = Graphics.width/2
@sprites["pokemon"].y = 264
@sprites["pokemon"].zoom_x=Settings::FRONTSPRITE_SCALE
@sprites["pokemon"].zoom_y=Settings::FRONTSPRITE_SCALE
@pokemon.species_data.apply_metrics_to_sprite(@sprites["pokemon"], 1)
@sprites["hatch"].visible=false
for i in 1..fadeTime

View File

@@ -44,6 +44,10 @@ class PokemonTrade_Scene
@sprites["rsprite1"].x = Graphics.width/2
@sprites["rsprite1"].y = 264
@sprites["rsprite1"].z = 10
@sprites["rsprite1"].zoom_x = Settings::FRONTSPRITE_SCALE
@sprites["rsprite1"].zoom_y = Settings::FRONTSPRITE_SCALE
@pokemon.species_data.apply_metrics_to_sprite(@sprites["rsprite1"], 1)
@sprites["rsprite2"] = PokemonSprite.new(@viewport)
@sprites["rsprite2"].setPokemonBitmap(@pokemon2,false)
@@ -51,6 +55,9 @@ class PokemonTrade_Scene
@sprites["rsprite2"].x = Graphics.width/2
@sprites["rsprite2"].y = 264
@sprites["rsprite2"].z = 10
@sprites["rsprite2"].zoom_x = Settings::FRONTSPRITE_SCALE
@sprites["rsprite2"].zoom_y = Settings::FRONTSPRITE_SCALE
@pokemon2.species_data.apply_metrics_to_sprite(@sprites["rsprite2"], 1)
@sprites["rsprite2"].visible = false
@sprites["msgwindow"] = pbCreateMessageWindow(@viewport)

View File

@@ -257,6 +257,8 @@ class PokemonPokedex_Scene
@sprites["icon"].setOffset(PictureOrigin::Center)
@sprites["icon"].x = 112
@sprites["icon"].y = 196
@sprites["icon"].zoom_y=Settings::FRONTSPRITE_SCALE
@sprites["icon"].zoom_x=Settings::FRONTSPRITE_SCALE
@sprites["overlay"] = BitmapSprite.new(Graphics.width,Graphics.height,@viewport)
pbSetSystemFont(@sprites["overlay"].bitmap)
@sprites["searchcursor"] = PokedexSearchSelectionSprite.new(@viewport)

View File

@@ -16,6 +16,9 @@ class PokemonPokedexInfo_Scene
@sprites["infosprite"].setOffset(PictureOrigin::Center)
@sprites["infosprite"].x = 104
@sprites["infosprite"].y = 136
@sprites["infosprite"].zoom_x = Settings::FRONTSPRITE_SCALE
@sprites["infosprite"].zoom_y = Settings::FRONTSPRITE_SCALE
@mapdata = pbLoadTownMapData
map_metadata = GameData::MapMetadata.try_get($game_map.map_id)
mappos = (map_metadata) ? map_metadata.town_map_position : nil
@@ -42,6 +45,9 @@ class PokemonPokedexInfo_Scene
@sprites["formfront"].setOffset(PictureOrigin::Center)
@sprites["formfront"].x = 130
@sprites["formfront"].y = 158
@sprites["formfront"].zoom_y = Settings::FRONTSPRITE_SCALE
@sprites["formfront"].zoom_x = Settings::FRONTSPRITE_SCALE
@sprites["formback"] = PokemonSprite.new(@viewport)
@sprites["formback"].setOffset(PictureOrigin::Bottom)
@sprites["formback"].x = 382 # y is set below as it depends on metrics

View File

@@ -1,251 +1,251 @@
# ▼▲▼ 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
#
# # ▼▲▼ 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
#
#
#

Binary file not shown.

Binary file not shown.