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

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

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

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

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

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

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@@ -1,251 +1,251 @@
#
# ▼▲▼ XRXS50. Action-Maps XC. ▼▲▼ built 033010 # # ▼▲▼ XRXS50. Action-Maps XC. ▼▲▼ built 033010
# by 桜雅 在土 # # by 桜雅 在土
#
#====================================================== # #======================================================
# □ Customization points # # □ Customization points
#====================================================== # #======================================================
class XRXS50 # class XRXS50
# # #
# Action-Maps - ID maps actives # # Action-Maps - ID maps actives
# # #
#
ENABLE_FULL_ACTY_MAPS = [404,547,548,549,550,217,614,615,656] # ENABLE_FULL_ACTY_MAPS = [404,547,548,549,550,217,614,615,656]
#
# # #
# Slide descent (diagonal drop) # # Slide descent (diagonal drop)
# # #
ENABLE_SLIDE_DESCENT = true # ENABLE_SLIDE_DESCENT = true
# # #
# true: Jump in the direction facing orientation: Jump # # true: Jump in the direction facing orientation: Jump
# false : Jump to the direction in which the key is pressed. # # false : Jump to the direction in which the key is pressed.
# # #
JUMP_AS_KEY = true # JUMP_AS_KEY = true
end # end
#====================================================== # #======================================================
# ■ Game_Player # # ■ Game_Player
#====================================================== # #======================================================
class Game_Player < Game_Character # class Game_Player < Game_Character
#------------------------------------------------------ # #------------------------------------------------------
# Public Variable # # Public Variable
#------------------------------------------------------ # #------------------------------------------------------
# Existing # # Existing
attr_writer :direction_fix # attr_writer :direction_fix
attr_accessor :walk_anime # attr_accessor :walk_anime
# New # # New
attr_accessor :now_jumps # attr_accessor :now_jumps
attr_writer :xrxs50_direction_sidefix # attr_writer :xrxs50_direction_sidefix
#------------------------------------------------------ # #------------------------------------------------------
# ○Maximum jump number # # ○Maximum jump number
#------------------------------------------------------ # #------------------------------------------------------
def max_jumps # def max_jumps
return $game_switches[890] ? 5 : 2 # return $game_switches[890] ? 5 : 2
end # end
#------------------------------------------------------ # #------------------------------------------------------
# ● Vers la gauche # # ● Vers la gauche
#------------------------------------------------------ # #------------------------------------------------------
alias xrxs50_turn_left turn_left # alias xrxs50_turn_left turn_left
def turn_left # def turn_left
if @xrxs50_direction_sidefix # if @xrxs50_direction_sidefix
@direction = 4 # @direction = 4
else # else
turn_generic(4) # turn_generic(4)
#
#
end # end
end # end
#
#------------------------------------------------------ # #------------------------------------------------------
# ● Vers la droite # # ● Vers la droite
#------------------------------------------------------ # #------------------------------------------------------
alias xrxs50_turn_right turn_right # alias xrxs50_turn_right turn_right
def turn_right # def turn_right
if @xrxs50_direction_sidefix # if @xrxs50_direction_sidefix
@direction = 6 # @direction = 6
else # else
turn_generic(6) # turn_generic(6)
end # end
end # end
#------------------------------------------------------ # #------------------------------------------------------
# ● Vers le haut et le bas # # ● Vers le haut et le bas
#------------------------------------------------------ # #------------------------------------------------------
alias xrxs50_turn_up turn_up # alias xrxs50_turn_up turn_up
def turn_up # def turn_up
if @xrxs50_direction_sidefix and Input.press?(Input::UP) # if @xrxs50_direction_sidefix and Input.press?(Input::UP)
return if $game_switches[890] # return if $game_switches[890]
@direction = 8 # @direction = 8
xrxs50_turn_up # xrxs50_turn_up
else # else
turn_generic(8) # turn_generic(8)
end # end
end # end
#
alias xrxs50_turn_down turn_down # alias xrxs50_turn_down turn_down
def turn_down # def turn_down
if @xrxs50_direction_sidefix and Input.press?(Input::DOWN) # if @xrxs50_direction_sidefix and Input.press?(Input::DOWN)
xrxs50_turn_right # xrxs50_turn_right
else # else
turn_generic(2) # turn_generic(2)
end # end
end # end
#
end # end
#
#
#
#
#====================================================== # #======================================================
# ■ Scene_Map # # ■ Scene_Map
#====================================================== # #======================================================
class Scene_Map # class Scene_Map
#------------------------------------------------------ # #------------------------------------------------------
# ● Main processing # # ● Main processing
#------------------------------------------------------ # #------------------------------------------------------
alias xrxs50_main main # alias xrxs50_main main
def main # def main
# Check # # Check
xrxs50_enable_check # xrxs50_enable_check
# Recall # # Recall
xrxs50_main # xrxs50_main
end # end
#------------------------------------------------------ # #------------------------------------------------------
# ● Frame update # # ● Frame update
#------------------------------------------------------ # #------------------------------------------------------
alias xrxs50_update update # alias xrxs50_update update
def update # def update
# Recall # # Recall
xrxs50_update # xrxs50_update
# Frame update (coordinate system update) # # Frame update (coordinate system update)
if @xrxs50_enable # if @xrxs50_enable
update_coordinates # update_coordinates
end # end
end # end
#------------------------------------------------------ # #------------------------------------------------------
# ○ Frame update (coordinate system update) # # ○ Frame update (coordinate system update)
#------------------------------------------------------ # #------------------------------------------------------
def update_coordinates # def update_coordinates
if $game_player.passable?($game_player.x,$game_player.y,2) #2 # if $game_player.passable?($game_player.x,$game_player.y,2) #2
unless $game_player.moving? # unless $game_player.moving?
#
if XRXS50::ENABLE_SLIDE_DESCENT and # if XRXS50::ENABLE_SLIDE_DESCENT and
Input.press?(Input::RIGHT) and # Input.press?(Input::RIGHT) and
$game_player.passable?($game_player.x,$game_player.y+1,6) #1,6 # $game_player.passable?($game_player.x,$game_player.y+1,6) #1,6
$game_player.move_lower_right # $game_player.move_lower_right
$game_player.turn_right # $game_player.turn_right
elsif XRXS50::ENABLE_SLIDE_DESCENT and # elsif XRXS50::ENABLE_SLIDE_DESCENT and
Input.press?(Input::LEFT) and # Input.press?(Input::LEFT) and
$game_player.passable?($game_player.x,$game_player.y+1,4) # $game_player.passable?($game_player.x,$game_player.y+1,4)
$game_player.move_lower_left # $game_player.move_lower_left
$game_player.turn_left # $game_player.turn_left
else # else
$game_player.move_down # $game_player.move_down
end # end
end # end
else # else
if Input.trigger?(Input::UP) && !$game_switches[890] # if Input.trigger?(Input::UP) && !$game_switches[890]
@direction =8 #8 # @direction =8 #8
end # end
$game_player.move_down # $game_player.move_down
$game_player.walk_anime = true unless $game_player.walk_anime # $game_player.walk_anime = true unless $game_player.walk_anime
$game_player.now_jumps = 0 # $game_player.now_jumps = 0
#
#
end # end
#
input = $game_switches[890] ? Input::UP : Input::X # input = $game_switches[890] ? Input::UP : Input::X
if Input.trigger?(input) and $game_player.now_jumps < $game_player.max_jumps # if Input.trigger?(input) and $game_player.now_jumps < $game_player.max_jumps
if XRXS50::JUMP_AS_KEY # if XRXS50::JUMP_AS_KEY
direction = $game_player.direction == 4 ? -1 : 1 # direction = $game_player.direction == 4 ? -1 : 1
#si pas jump as key # #si pas jump as key
else # else
if Input.press?(Input::RIGHT) # if Input.press?(Input::RIGHT)
direction = 1 # direction = 1
elsif Input.press?(Input::LEFT) # elsif Input.press?(Input::LEFT)
direction = -1 # direction = -1
else # else
direction = 0 # direction = 0
end # end
end # end
#
#if $game_switches[31] == true # #if $game_switches[31] == true
# @direction =8 #8# Jump Height # # @direction =8 #8# Jump Height
#else # #else
$game_player.jump(direction, -2)# Jump Height # $game_player.jump(direction, -2)# Jump Height
pbSEPlay("Jump",100) # pbSEPlay("Jump",100)
#end # #end
$game_player.now_jumps += 1 #1 # $game_player.now_jumps += 1 #1
$game_player.walk_anime = false # $game_player.walk_anime = false
end # end
end # end
#
#------------------------------------------------------ # #------------------------------------------------------
# ● Location movement of player # # ● Location movement of player
#------------------------------------------------------ # #------------------------------------------------------
#alias xrxs50_transfer_player transfer_player # #alias xrxs50_transfer_player transfer_player
#def transfer_player(cancelVehicles=false) # #def transfer_player(cancelVehicles=false)
# #Recall # # #Recall
#xrxs50_transfer_player # #xrxs50_transfer_player
# #Check # # #Check
#xrxs50_enable_check # #xrxs50_enable_check
#end # #end
#
def transfer_player(cancelVehicles=true) # def transfer_player(cancelVehicles=true)
$game_temp.player_transferring = false # $game_temp.player_transferring = false
if cancelVehicles # if cancelVehicles
Kernel.pbCancelVehicles($game_temp.player_new_map_id) # Kernel.pbCancelVehicles($game_temp.player_new_map_id)
end # end
autofade($game_temp.player_new_map_id) # autofade($game_temp.player_new_map_id)
pbBridgeOff # pbBridgeOff
if $game_map.map_id != $game_temp.player_new_map_id # if $game_map.map_id != $game_temp.player_new_map_id
$MapFactory.setup($game_temp.player_new_map_id) # $MapFactory.setup($game_temp.player_new_map_id)
end # end
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y) # $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
case $game_temp.player_new_direction # case $game_temp.player_new_direction
when 2 # when 2
$game_player.turn_down # $game_player.turn_down
when 4 # when 4
$game_player.turn_left # $game_player.turn_left
when 6 # when 6
$game_player.turn_right # $game_player.turn_right
when 8 # when 8
$game_player.turn_up # $game_player.turn_up
end # end
#
xrxs50_enable_check # xrxs50_enable_check
$game_player.straighten # $game_player.straighten
$game_map.update # $game_map.update
disposeSpritesets # disposeSpritesets
GC.start # GC.start
createSpritesets # createSpritesets
if $game_temp.transition_processing # if $game_temp.transition_processing
$game_temp.transition_processing = false # $game_temp.transition_processing = false
Graphics.transition(20) # Graphics.transition(20)
end # end
$game_map.autoplay # $game_map.autoplay
Graphics.frame_reset # Graphics.frame_reset
Input.update # Input.update
end # end
#
#
#
#------------------------------------------------------ # #------------------------------------------------------
# ○ XRXS50 Decision whether to run # # ○ XRXS50 Decision whether to run
#------------------------------------------------------ # #------------------------------------------------------
def xrxs50_enable_check # def xrxs50_enable_check
if XRXS50::ENABLE_FULL_ACTY_MAPS.include?($game_map.map_id) # if XRXS50::ENABLE_FULL_ACTY_MAPS.include?($game_map.map_id)
#
$game_player.now_jumps = 0 if $game_player.now_jumps.nil? # $game_player.now_jumps = 0 if $game_player.now_jumps.nil?
@xrxs50_enable = true #Gravité # @xrxs50_enable = true #Gravité
$game_player.direction_fix =true # $game_player.direction_fix =true
$game_player.xrxs50_direction_sidefix = true # $game_player.xrxs50_direction_sidefix = true
#
else # else
@xrxs50_enable = false # @xrxs50_enable = false
$game_player.direction_fix = false # $game_player.direction_fix = false
$game_player.xrxs50_direction_sidefix = false # $game_player.xrxs50_direction_sidefix = false
end # end
end # end
end # end
#
#
#

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