Remove Scripts folder to convert to submodule

This commit is contained in:
chardub
2025-04-19 15:43:57 -04:00
parent 0807a7ea79
commit 58da1023c1
429 changed files with 0 additions and 165507 deletions

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#===
#===============================================================================
# Metadata editor
#===============================================================================
def pbMetadataScreen(map_id = 0)
loop do
map_id = pbListScreen(_INTL("SET METADATA"), MapLister.new(map_id, true))
break if map_id < 0
pbEditMetadata(map_id)
end
end
def pbEditMetadata(map_id = 0)
mapinfos = pbLoadMapInfos
data = []
if map_id == 0 # Global metadata
map_name = _INTL("Global Metadata")
metadata = GameData::Metadata.get
properties = GameData::Metadata.editor_properties
else # Map metadata
map_name = mapinfos[map_id].name
metadata = GameData::MapMetadata.try_get(map_id)
metadata = GameData::Metadata.new({}) if !metadata
properties = GameData::MapMetadata.editor_properties
end
properties.each do |property|
data.push(metadata.property_from_string(property[0]))
end
if pbPropertyList(map_name, data, properties, true)
if map_id == 0 # Global metadata
# Construct metadata hash
metadata_hash = {
:id => map_id,
:home => data[0],
:wild_battle_BGM => data[1],
:trainer_battle_BGM => data[2],
:wild_victory_ME => data[3],
:trainer_victory_ME => data[4],
:wild_capture_ME => data[5],
:surf_BGM => data[6],
:bicycle_BGM => data[7],
:player_A => data[8],
:player_B => data[9],
:player_C => data[10],
:player_D => data[11],
:player_E => data[12],
:player_F => data[13],
:player_G => data[14],
:player_H => data[15]
}
# Add metadata's data to records
GameData::Metadata.register(metadata_hash)
GameData::Metadata.save
else # Map metadata
# Construct metadata hash
metadata_hash = {
:id => map_id,
:outdoor_map => data[0],
:announce_location => data[1],
:can_bicycle => data[2],
:always_bicycle => data[3],
:teleport_destination => data[4],
:weather => data[5],
:town_map_position => data[6],
:dive_map_id => data[7],
:dark_map => data[8],
:safari_map => data[9],
:snap_edges => data[10],
:random_dungeon => data[11],
:battle_background => data[12],
:wild_battle_BGM => data[13],
:trainer_battle_BGM => data[14],
:wild_victory_ME => data[15],
:trainer_victory_ME => data[16],
:wild_capture_ME => data[17],
:town_map_size => data[18],
:battle_environment => data[19]
}
# Add metadata's data to records
GameData::MapMetadata.register(metadata_hash)
GameData::MapMetadata.save
end
Compiler.write_metadata
end
end
#===============================================================================
# Regional Dexes editor
#===============================================================================
def pbRegionalDexEditor(dex)
viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
viewport.z = 99999
cmd_window = pbListWindow([])
info = Window_AdvancedTextPokemon.newWithSize(
_INTL("Z+Up/Down: Rearrange entries\nZ+Right: Insert new entry\nZ+Left: Delete entry\nD: Clear entry"),
Graphics.width / 2, 64, Graphics.width / 2, Graphics.height - 64, viewport)
info.z = 2
dex.compact!
ret = dex.clone
commands = []
refresh_list = true
cmd = [0, 0] # [action, index in list]
loop do
# Populate commands
if refresh_list
loop do
break if dex.length == 0 || dex[-1]
dex.slice!(-1)
end
commands = []
dex.each_with_index do |species, i|
text = (species) ? GameData::Species.get(species).real_name : "----------"
commands.push(sprintf("%03d: %s", i + 1, text))
end
commands.push(sprintf("%03d: ----------", commands.length + 1))
cmd[1] = [cmd[1], commands.length - 1].min
refresh_list = false
end
# Choose to do something
cmd = pbCommands3(cmd_window, commands, -1, cmd[1], true)
case cmd[0]
when 1 # Swap entry up
if cmd[1] < dex.length - 1
dex[cmd[1] + 1], dex[cmd[1]] = dex[cmd[1]], dex[cmd[1] + 1]
refresh_list = true
end
when 2 # Swap entry down
if cmd[1] > 0
dex[cmd[1] - 1], dex[cmd[1]] = dex[cmd[1]], dex[cmd[1] - 1]
refresh_list = true
end
when 3 # Delete spot
if cmd[1] < dex.length
dex.delete_at(cmd[1])
refresh_list = true
end
when 4 # Insert spot
if cmd[1] < dex.length
dex.insert(cmd[1], nil)
refresh_list = true
end
when 5 # Clear spot
if dex[cmd[1]]
dex[cmd[1]] = nil
refresh_list = true
end
when 0
if cmd[1] >= 0 # Edit entry
case pbMessage(_INTL("\\ts[]Do what with this entry?"),
[_INTL("Change species"), _INTL("Clear"), _INTL("Insert entry"), _INTL("Delete entry"), _INTL("Cancel")], 5)
when 0 # Change species
species = pbChooseSpeciesList(dex[cmd[1]])
if species
dex[cmd[1]] = species
dex.each_with_index { |s, i| dex[i] = nil if i != cmd[1] && s == species }
refresh_list = true
end
when 1 # Clear spot
if dex[cmd[1]]
dex[cmd[1]] = nil
refresh_list = true
end
when 2 # Insert spot
if cmd[1] < dex.length
dex.insert(cmd[1], nil)
refresh_list = true
end
when 3 # Delete spot
if cmd[1] < dex.length
dex.delete_at(cmd[1])
refresh_list = true
end
end
else # Cancel
case pbMessage(_INTL("Save changes?"),
[_INTL("Yes"),_INTL("No"),_INTL("Cancel")],3)
when 0 # Save all changes to Dex
dex.slice!(-1) while !dex[-1]
ret = dex
break
when 1 # Just quit
break
end
end
end
end
info.dispose
cmd_window.dispose
viewport.dispose
ret.compact!
return ret
end
def pbAppendEvoToFamilyArray(species, array, seenarray)
return if seenarray[species]
array.push(species)
seenarray[species] = true
evos = GameData::Species.get(species).get_evolutions
if evos.length > 0
evos.sort! { |a, b| GameData::Species.get(a[0]).id_number <=> GameData::Species.get(b[0]).id_number }
subarray = []
for i in evos
pbAppendEvoToFamilyArray(i[0], subarray, seenarray)
end
array.push(subarray) if subarray.length > 0
end
end
def pbGetEvoFamilies
seen = []
ret = []
GameData::Species.each do |sp|
next if sp.form > 0
species = sp.get_baby_species
next if seen[species]
subret = []
pbAppendEvoToFamilyArray(species, subret, seen)
ret.push(subret.flatten) if subret.length > 0
end
return ret
end
def pbEvoFamiliesToStrings
ret = []
families = pbGetEvoFamilies
for fam in 0...families.length
string = ""
for p in 0...families[fam].length
if p>=3
string += " + #{families[fam].length - 3} more"
break
end
string += "/" if p > 0
string += GameData::Species.get(families[fam][p]).name
end
ret[fam] = string
end
return ret
end
#===============================================================================
# Battle animations rearranger
#===============================================================================
def pbAnimationsOrganiser
list = pbLoadBattleAnimations
if !list || !list[0]
pbMessage(_INTL("No animations exist."))
return
end
viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
viewport.z = 99999
cmdwin = pbListWindow([])
cmdwin.viewport = viewport
cmdwin.z = 2
title = Window_UnformattedTextPokemon.newWithSize(_INTL("Animations Organiser"),
Graphics.width / 2, 0, Graphics.width / 2, 64, viewport)
title.z = 2
info = Window_AdvancedTextPokemon.newWithSize(_INTL("Z+Up/Down: Swap\nZ+Left: Delete\nZ+Right: Insert"),
Graphics.width / 2, 64, Graphics.width / 2, Graphics.height - 64, viewport)
info.z = 2
commands = []
refreshlist = true; oldsel = -1
cmd = [0,0]
loop do
if refreshlist
commands = []
for i in 0...list.length
commands.push(sprintf("%d: %s",i,(list[i]) ? list[i].name : "???"))
end
end
refreshlist = false; oldsel = -1
cmd = pbCommands3(cmdwin,commands,-1,cmd[1],true)
if cmd[0]==1 # Swap animation up
if cmd[1]>=0 && cmd[1]<commands.length-1
list[cmd[1]+1],list[cmd[1]] = list[cmd[1]],list[cmd[1]+1]
refreshlist = true
end
elsif cmd[0]==2 # Swap animation down
if cmd[1]>0
list[cmd[1]-1],list[cmd[1]] = list[cmd[1]],list[cmd[1]-1]
refreshlist = true
end
elsif cmd[0]==3 # Delete spot
list.delete_at(cmd[1])
cmd[1] = [cmd[1],list.length-1].min
refreshlist = true
pbWait(Graphics.frame_rate*2/10)
elsif cmd[0]==4 # Insert spot
list.insert(cmd[1],PBAnimation.new)
refreshlist = true
pbWait(Graphics.frame_rate*2/10)
elsif cmd[0]==0
cmd2 = pbMessage(_INTL("Save changes?"),
[_INTL("Yes"),_INTL("No"),_INTL("Cancel")],3)
if cmd2==0 || cmd2==1
if cmd2==0
# Save animations here
save_data(list,"Data/PkmnAnimations.rxdata")
$PokemonTemp.battleAnims = nil
pbMessage(_INTL("Data saved."))
end
break
end
end
end
title.dispose
info.dispose
cmdwin.dispose
viewport.dispose
end

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#===============================================================================
# Edits the terrain tags of tiles in tilesets.
#===============================================================================
class PokemonTilesetScene
TILE_SIZE = 32 # in pixels
TILES_PER_ROW = 8
TILESET_WIDTH = TILES_PER_ROW * TILE_SIZE
TILES_PER_AUTOTILE = 48
TILESET_START_ID = TILES_PER_ROW * TILES_PER_AUTOTILE
CURSOR_COLOR = Color.new(255, 0, 0)
TEXT_COLOR = Color.new(80, 80, 80)
TEXT_SHADOW_COLOR = Color.new(192, 192, 192)
def initialize
@tilesets_data = load_data("Data/Tilesets.rxdata")
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
@sprites = {}
@sprites["title"] = Window_UnformattedTextPokemon.newWithSize(
_INTL("Tileset Editor\r\nA/S: SCROLL\r\nZ: MENU"),
TILESET_WIDTH, 0, Graphics.width - TILESET_WIDTH, 128, @viewport)
@sprites["tileset"] = BitmapSprite.new(TILESET_WIDTH, Graphics.height, @viewport)
@sprites["overlay"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
pbSetSystemFont(@sprites["overlay"].bitmap)
@visible_height = @sprites["tileset"].bitmap.height / TILE_SIZE
load_tileset(1)
end
def open_screen
pbFadeInAndShow(@sprites)
end
def close_screen
pbFadeOutAndHide(@sprites)
pbDisposeSpriteHash(@sprites)
@viewport.dispose
@tilehelper.dispose
if $game_map && $map_factory
$map_factory.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
if $scene.is_a?(Scene_Map)
$scene.dispose
$scene.createSpritesets
end
end
end
def load_tileset(id)
@tileset = @tilesets_data[id]
@tilehelper.dispose if @tilehelper
@tilehelper = TileDrawingHelper.fromTileset(@tileset)
@x = 0
@y = 0
@top_y = 0
@height = (@tileset.terrain_tags.xsize - TILESET_START_ID) / TILES_PER_ROW + 1
draw_tiles
draw_overlay
end
def choose_tileset
commands = []
for i in 1...@tilesets_data.length
commands.push(sprintf("%03d %s", i, @tilesets_data[i].name))
end
ret = pbShowCommands(nil, commands, -1)
load_tileset(ret + 1) if ret >= 0
end
def draw_tiles
@sprites["tileset"].bitmap.clear
for yy in 0...@visible_height
autotile_row = (@top_y == 0 && yy == 0) # Autotiles
id_y_offset = (autotile_row) ? 0 : TILESET_START_ID + (@top_y + yy - 1) * TILES_PER_ROW
for xx in 0...TILES_PER_ROW
id_x_offset = (autotile_row) ? xx * TILES_PER_AUTOTILE : xx
@tilehelper.bltTile(@sprites["tileset"].bitmap, xx * TILE_SIZE, yy * TILE_SIZE,
id_y_offset + id_x_offset)
end
end
end
def draw_overlay
@sprites["overlay"].bitmap.clear
# Draw all text over tiles (terrain tag numbers)
textpos = []
for yy in 0...@visible_height
for xx in 0...TILES_PER_ROW
tile_id = tile_ID_from_coordinates(xx, @top_y + yy)
terr = @tileset.terrain_tags[tile_id]
textpos.push(["#{terr}", xx * TILE_SIZE + TILE_SIZE / 2, yy * TILE_SIZE - 6, 2, TEXT_COLOR, TEXT_SHADOW_COLOR])
end
end
pbDrawTextPositions(@sprites["overlay"].bitmap, textpos)
# Draw cursor
cursor_x = @x * TILE_SIZE
cursor_y = (@y - @top_y) * TILE_SIZE
@sprites["overlay"].bitmap.fill_rect(cursor_x, cursor_y, TILE_SIZE, 4, CURSOR_COLOR)
@sprites["overlay"].bitmap.fill_rect(cursor_x, cursor_y, 4, TILE_SIZE, CURSOR_COLOR)
@sprites["overlay"].bitmap.fill_rect(cursor_x, cursor_y + TILE_SIZE - 4, TILE_SIZE, 4, CURSOR_COLOR)
@sprites["overlay"].bitmap.fill_rect(cursor_x + TILE_SIZE - 4, cursor_y, 4, TILE_SIZE, CURSOR_COLOR)
# Draw information about selected tile on right side
draw_tile_details
end
def draw_tile_details
overlay = @sprites["overlay"].bitmap
tile_x = Graphics.width * 3 / 4 - TILE_SIZE
tile_y = Graphics.height / 2 - TILE_SIZE
tile_id = tile_ID_from_coordinates(@x, @y) || 0
# Draw tile (at 200% size)
@tilehelper.bltSmallTile(overlay, tile_x, tile_y, TILE_SIZE * 2, TILE_SIZE * 2, tile_id)
# Draw box around tile image
overlay.fill_rect(tile_x - 1, tile_y - 1, TILE_SIZE * 2 + 2, 1, Color.new(255, 255, 255))
overlay.fill_rect(tile_x - 1, tile_y - 1, 1, TILE_SIZE * 2 + 2, Color.new(255, 255, 255))
overlay.fill_rect(tile_x - 1, tile_y + TILE_SIZE * 2, TILE_SIZE * 2 + 2, 1, Color.new(255, 255, 255))
overlay.fill_rect(tile_x + TILE_SIZE * 2, tile_y - 1, 1, TILE_SIZE * 2 + 2, Color.new(255, 255, 255))
# Write terrain tag info about selected tile
terrain_tag = @tileset.terrain_tags[tile_id] || 0
if GameData::TerrainTag.exists?(terrain_tag)
terrain_tag_name = sprintf("%d: %s", terrain_tag, GameData::TerrainTag.get(terrain_tag).real_name)
else
terrain_tag_name = terrain_tag.to_s
end
textpos = [
[_INTL("Terrain Tag:"), tile_x + TILE_SIZE, tile_y + TILE_SIZE * 2 + 10, 2, Color.new(248, 248, 248), Color.new(40, 40, 40)],
[terrain_tag_name, tile_x + TILE_SIZE, tile_y + TILE_SIZE * 2 + 42, 2, Color.new(248, 248, 248), Color.new(40, 40, 40)]
]
# Draw all text
pbDrawTextPositions(overlay, textpos)
end
def tile_ID_from_coordinates(x, y)
return x * TILES_PER_AUTOTILE if y == 0 # Autotile
return TILESET_START_ID + (y - 1) * TILES_PER_ROW + x
end
def set_terrain_tag_for_tile_ID(i, value)
if i < TILESET_START_ID
for j in 0...TILES_PER_AUTOTILE
@tileset.terrain_tags[i + j] = value
end
else
@tileset.terrain_tags[i] = value
end
end
def update_cursor_position(x_offset, y_offset)
old_x = @x
old_y = @y
old_top_y = @top_y
if x_offset != 0
@x += x_offset
@x = @x.clamp(0, TILES_PER_ROW - 1)
end
if y_offset != 0
@y += y_offset
@y = @y.clamp(0, @height - 1)
@top_y = @y if @y < @top_y
@top_y = @y - @visible_height + 1 if @y >= @top_y + @visible_height
@top_y = 0 if @top_y < 0
end
draw_tiles if @top_y != old_top_y
draw_overlay if @x != old_x || @y != old_y
end
def pbStartScene
open_screen
loop do
Graphics.update
Input.update
if Input.repeat?(Input::UP)
update_cursor_position(0, -1)
elsif Input.repeat?(Input::DOWN)
update_cursor_position(0, 1)
elsif Input.repeat?(Input::LEFT)
update_cursor_position(-1, 0)
elsif Input.repeat?(Input::RIGHT)
update_cursor_position(1, 0)
elsif Input.repeat?(Input::JUMPUP)
update_cursor_position(0, -@visible_height)
elsif Input.repeat?(Input::JUMPDOWN)
update_cursor_position(0, @visible_height)
elsif Input.trigger?(Input::ACTION)
commands = [
_INTL("Go to bottom"),
_INTL("Go to top"),
_INTL("Change tileset"),
_INTL("Cancel")
]
case pbShowCommands(nil, commands, -1)
when 0
update_cursor_position(0, 99999)
when 1
update_cursor_position(0, -99999)
when 2
choose_tileset
end
elsif Input.trigger?(Input::BACK)
if pbConfirmMessage(_INTL("Save changes?"))
save_data(@tilesets_data, "Data/Tilesets.rxdata")
$data_tilesets = @tilesets_data
if $game_map && $MapFactory
$MapFactory.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
if $scene.is_a?(Scene_Map)
$scene.disposeSpritesets
$scene.createSpritesets
end
end
pbMessage(_INTL("To ensure that the changes remain, close and reopen RPG Maker XP."))
end
break if pbConfirmMessage(_INTL("Exit from the editor?"))
elsif Input.trigger?(Input::USE)
selected = tile_ID_from_coordinates(@x, @y)
params = ChooseNumberParams.new
params.setRange(0, 99)
params.setDefaultValue(@tileset.terrain_tags[selected])
set_terrain_tag_for_tile_ID(selected, pbMessageChooseNumber(_INTL("Set the terrain tag."), params))
draw_overlay
end
end
close_screen
end
end
#===============================================================================
#
#===============================================================================
def pbTilesetScreen
pbFadeOutIn {
scene = PokemonTilesetScene.new
scene.pbStartScene
}
end

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#===============================================================================
# Miniature game map drawing
#===============================================================================
class MapSprite
def initialize(map,viewport=nil)
@sprite=Sprite.new(viewport)
@sprite.bitmap=createMinimap(map)
@sprite.x=(Graphics.width/2)-(@sprite.bitmap.width/2)
@sprite.y=(Graphics.height/2)-(@sprite.bitmap.height/2)
end
def dispose
@sprite.bitmap.dispose
@sprite.dispose
end
def z=(value)
@sprite.z=value
end
def getXY
return nil if !Input.trigger?(Input::MOUSELEFT)
mouse = Mouse::getMousePos(true)
return nil if !mouse
if mouse[0]<@sprite.x || mouse[0]>=@sprite.x+@sprite.bitmap.width
return nil
end
if mouse[1]<@sprite.y || mouse[1]>=@sprite.y+@sprite.bitmap.height
return nil
end
x = mouse[0]-@sprite.x
y = mouse[1]-@sprite.y
return [x/4,y/4]
end
end
#===============================================================================
#
#===============================================================================
class SelectionSprite < Sprite
def initialize(viewport=nil)
@sprite=Sprite.new(viewport)
@sprite.bitmap=nil
@sprite.z=2
@othersprite=nil
end
def disposed?
return @sprite.disposed?
end
def dispose
@sprite.bitmap.dispose if @sprite.bitmap
@othersprite=nil
@sprite.dispose
end
def othersprite=(value)
@othersprite=value
if @othersprite && !@othersprite.disposed? &&
@othersprite.bitmap && !@othersprite.bitmap.disposed?
@sprite.bitmap=pbDoEnsureBitmap(
@sprite.bitmap,@othersprite.bitmap.width,@othersprite.bitmap.height)
red=Color.new(255,0,0)
@sprite.bitmap.clear
@sprite.bitmap.fill_rect(0,0,@othersprite.bitmap.width,2,red)
@sprite.bitmap.fill_rect(0,@othersprite.bitmap.height-2,
@othersprite.bitmap.width,2,red)
@sprite.bitmap.fill_rect(0,0,2,@othersprite.bitmap.height,red)
@sprite.bitmap.fill_rect(@othersprite.bitmap.width-2,0,2,
@othersprite.bitmap.height,red)
end
end
def update
if @othersprite && !@othersprite.disposed?
@sprite.visible=@othersprite.visible
@sprite.x=@othersprite.x
@sprite.y=@othersprite.y
else
@sprite.visible=false
end
end
end
#===============================================================================
#
#===============================================================================
class RegionMapSprite
def initialize(map,viewport=nil)
@sprite=Sprite.new(viewport)
@sprite.bitmap=createRegionMap(map)
@sprite.x=(Graphics.width/2)-(@sprite.bitmap.width/2)
@sprite.y=(Graphics.height/2)-(@sprite.bitmap.height/2)
end
def dispose
@sprite.bitmap.dispose
@sprite.dispose
end
def z=(value)
@sprite.z=value
end
def createRegionMap(map)
@mapdata = pbLoadTownMapData
@map=@mapdata[map]
bitmap=AnimatedBitmap.new("Graphics/Pictures/#{@map[1]}").deanimate
retbitmap=BitmapWrapper.new(bitmap.width/2,bitmap.height/2)
retbitmap.stretch_blt(
Rect.new(0,0,bitmap.width/2,bitmap.height/2),
bitmap,
Rect.new(0,0,bitmap.width,bitmap.height)
)
bitmap.dispose
return retbitmap
end
def getXY
return nil if !Input.trigger?(Input::MOUSELEFT)
mouse=Mouse::getMousePos(true)
return nil if !mouse
if mouse[0]<@sprite.x||mouse[0]>=@sprite.x+@sprite.bitmap.width
return nil
end
if mouse[1]<@sprite.y||mouse[1]>=@sprite.y+@sprite.bitmap.height
return nil
end
x=mouse[0]-@sprite.x
y=mouse[1]-@sprite.y
return [x/8,y/8]
end
end
#===============================================================================
# Visual Editor (map connections)
#===============================================================================
class MapScreenScene
def getMapSprite(id)
if !@mapsprites[id]
@mapsprites[id]=Sprite.new(@viewport)
@mapsprites[id].z=0
@mapsprites[id].bitmap=nil
end
if !@mapsprites[id].bitmap || @mapsprites[id].bitmap.disposed?
@mapsprites[id].bitmap=createMinimap(id)
end
return @mapsprites[id]
end
def close
pbDisposeSpriteHash(@sprites)
pbDisposeSpriteHash(@mapsprites)
@viewport.dispose
end
def setMapSpritePos(id,x,y)
sprite=getMapSprite(id)
sprite.x=x
sprite.y=y
sprite.visible=true
end
def putNeighbors(id,sprites)
conns=@mapconns
mapsprite=getMapSprite(id)
dispx=mapsprite.x
dispy=mapsprite.y
for conn in conns
if conn[0]==id
b=sprites.any? { |i| i==conn[3] }
if !b
x=(conn[1]-conn[4])*4+dispx
y=(conn[2]-conn[5])*4+dispy
setMapSpritePos(conn[3],x,y)
sprites.push(conn[3])
putNeighbors(conn[3],sprites)
end
elsif conn[3]==id
b=sprites.any? { |i| i==conn[0] }
if !b
x=(conn[4]-conn[1])*4+dispx
y=(conn[5]-conn[2])*4+dispy
setMapSpritePos(conn[0],x,y)
sprites.push(conn[3])
putNeighbors(conn[0],sprites)
end
end
end
end
def hasConnections?(conns,id)
for conn in conns
return true if conn[0]==id || conn[3]==id
end
return false
end
def connectionsSymmetric?(conn1,conn2)
if conn1[0]==conn2[0]
# Equality
return false if conn1[1]!=conn2[1]
return false if conn1[2]!=conn2[2]
return false if conn1[3]!=conn2[3]
return false if conn1[4]!=conn2[4]
return false if conn1[5]!=conn2[5]
return true
elsif conn1[0]==conn2[3]
# Symmetry
return false if conn1[1]!=-conn2[1]
return false if conn1[2]!=-conn2[2]
return false if conn1[3]!=conn2[0]
return false if conn1[4]!=-conn2[4]
return false if conn1[5]!=-conn2[5]
return true
end
return false
end
def removeOldConnections(ret,mapid)
for i in 0...ret.length
ret[i]=nil if ret[i][0]==mapid || ret[i][3]==mapid
end
ret.compact!
end
# Returns the maps within _keys_ that are directly connected to this map, _map_.
def getDirectConnections(keys,map)
thissprite=getMapSprite(map)
thisdims=MapFactoryHelper.getMapDims(map)
ret=[]
for i in keys
next if i==map
othersprite=getMapSprite(i)
otherdims=MapFactoryHelper.getMapDims(i)
x1=(thissprite.x-othersprite.x)/4
y1=(thissprite.y-othersprite.y)/4
if (x1==otherdims[0] || x1==-thisdims[0] ||
y1==otherdims[1] || y1==-thisdims[1])
ret.push(i)
end
end
# If no direct connections, add an indirect connection
if ret.length==0
key=(map==keys[0]) ? keys[1] : keys[0]
ret.push(key)
end
return ret
end
def generateConnectionData
ret=[]
# Create a clone of current map connection
for conn in @mapconns
ret.push(conn.clone)
end
keys=@mapsprites.keys
return ret if keys.length<2
# Remove all connections containing any sprites on the canvas from the array
for i in keys
removeOldConnections(ret,i)
end
# Rebuild connections
for i in keys
refs=getDirectConnections(keys,i)
for refmap in refs
othersprite=getMapSprite(i)
refsprite=getMapSprite(refmap)
c1=(refsprite.x-othersprite.x)/4
c2=(refsprite.y-othersprite.y)/4
conn=[refmap,0,0,i,c1,c2]
j=0
while j<ret.length && !connectionsSymmetric?(ret[j],conn)
j+=1
end
if j==ret.length
ret.push(conn)
end
end
end
return ret
end
def serializeConnectionData
conndata=generateConnectionData()
save_data(conndata, "Data/map_connections.dat")
Compiler.write_connections
@mapconns=conndata
end
def putSprite(id)
addSprite(id)
putNeighbors(id,[])
end
def addSprite(id)
mapsprite=getMapSprite(id)
x=(Graphics.width-mapsprite.bitmap.width)/2
y=(Graphics.height-mapsprite.bitmap.height)/2
mapsprite.x=x.to_i&~3
mapsprite.y=y.to_i&~3
end
def saveMapSpritePos
@mapspritepos.clear
for i in @mapsprites.keys
s=@mapsprites[i]
@mapspritepos[i]=[s.x,s.y] if s && !s.disposed?
end
end
def mapScreen
@sprites={}
@mapsprites={}
@mapspritepos={}
@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
@viewport.z=99999
@lasthitmap=-1
@lastclick=-1
@oldmousex=nil
@oldmousey=nil
@dragging=false
@dragmapid=-1
@dragOffsetX=0
@dragOffsetY=0
@selmapid=-1
@sprites["background"] = ColoredPlane.new(Color.new(160, 208, 240), @viewport)
@sprites["selsprite"]=SelectionSprite.new(@viewport)
@sprites["title"] = Window_UnformattedTextPokemon.newWithSize(_INTL("D: Help"),
0, Graphics.height - 64, Graphics.width, 64, @viewport)
@sprites["title"].z = 2
@mapinfos=pbLoadMapInfos
conns=MapFactoryHelper.getMapConnections
@mapconns=[]
for map_conns in conns
next if !map_conns
map_conns.each do |c|
@mapconns.push(c.clone) if !@mapconns.any? { |x| x[0] == c[0] && x[3] == c[3] }
end
end
if $game_map
@currentmap=$game_map.map_id
else
@currentmap=($data_system) ? $data_system.edit_map_id : 1
end
putSprite(@currentmap)
end
def setTopSprite(id)
for i in @mapsprites.keys
@mapsprites[i].z = (i == id) ? 1 : 0
end
end
def helpWindow
helptext=_INTL("A: Add map to canvas\r\n")
helptext+=_INTL("DEL: Delete map from canvas\r\n")
helptext+=_INTL("S: Go to another map\r\n")
helptext+=_INTL("Click to select a map\r\n")
helptext+=_INTL("Double-click: Edit map's metadata\r\n")
helptext+=_INTL("Drag map to move it\r\n")
helptext+=_INTL("Arrow keys/drag canvas: Move around canvas")
title = Window_UnformattedTextPokemon.newWithSize(helptext,
0, 0, Graphics.width * 8 / 10, Graphics.height, @viewport)
title.z = 2
loop do
Graphics.update
Input.update
break if Input.trigger?(Input::BACK) || Input.trigger?(Input::USE)
end
Input.update
title.dispose
end
def getMapRect(mapid)
sprite=getMapSprite(mapid)
if sprite
return [
sprite.x,
sprite.y,
sprite.x+sprite.bitmap.width,
sprite.y+sprite.bitmap.height
]
else
return nil
end
end
def onDoubleClick(map_id)
pbEditMetadata(map_id) if map_id > 0
end
def onClick(mapid,x,y)
if @lastclick>0 && Graphics.frame_count - @lastclick < Graphics.frame_rate * 0.5
onDoubleClick(mapid)
@lastclick=-1
else
@lastclick=Graphics.frame_count
if mapid>=0
@dragging=true
@dragmapid=mapid
sprite=getMapSprite(mapid)
@sprites["selsprite"].othersprite=sprite
@selmapid=mapid
@dragOffsetX=sprite.x-x
@dragOffsetY=sprite.y-y
setTopSprite(mapid)
else
@sprites["selsprite"].othersprite=nil
@dragging=true
@dragmapid=mapid
@selmapid=-1
@dragOffsetX=x
@dragOffsetY=y
saveMapSpritePos
end
end
end
def onRightClick(mapid,x,y)
# echoln("rightclick (#{mapid})")
end
def onMouseUp(mapid)
# echoln("mouseup (#{mapid})")
@dragging=false if @dragging
end
def onRightMouseUp(mapid)
# echoln("rightmouseup (#{mapid})")
end
def onMouseOver(mapid,x,y)
# echoln("mouseover (#{mapid},#{x},#{y})")
end
def onMouseMove(mapid,x,y)
# echoln("mousemove (#{mapid},#{x},#{y})")
if @dragging
if @dragmapid>=0
sprite=getMapSprite(@dragmapid)
x=x+@dragOffsetX
y=y+@dragOffsetY
sprite.x=x&~3
sprite.y=y&~3
@sprites["title"].text=_ISPRINTF("D: Help [{1:03d}: {2:s}]",mapid,@mapinfos[@dragmapid].name)
else
xpos=x-@dragOffsetX
ypos=y-@dragOffsetY
for i in @mapspritepos.keys
sprite=getMapSprite(i)
sprite.x=(@mapspritepos[i][0]+xpos)&~3
sprite.y=(@mapspritepos[i][1]+ypos)&~3
end
@sprites["title"].text=_INTL("D: Help")
end
else
if mapid>=0
@sprites["title"].text=_ISPRINTF("D: Help [{1:03d}: {2:s}]",mapid,@mapinfos[mapid].name)
else
@sprites["title"].text=_INTL("D: Help")
end
end
end
def hittest(x,y)
for i in @mapsprites.keys
sx=@mapsprites[i].x
sy=@mapsprites[i].y
sr=sx+@mapsprites[i].bitmap.width
sb=sy+@mapsprites[i].bitmap.height
return i if x>=sx && x<sr && y>=sy && y<sb
end
return -1
end
def chooseMapScreen(title,currentmap)
return pbListScreen(title,MapLister.new(currentmap))
end
def update
mousepos=Mouse::getMousePos
if mousepos
hitmap=hittest(mousepos[0],mousepos[1])
if Input.trigger?(Input::MOUSELEFT)
onClick(hitmap,mousepos[0],mousepos[1])
elsif Input.trigger?(Input::MOUSERIGHT)
onRightClick(hitmap,mousepos[0],mousepos[1])
elsif Input.release?(Input::MOUSELEFT)
onMouseUp(hitmap)
elsif Input.release?(Input::MOUSERIGHT)
onRightMouseUp(hitmap)
else
if @lasthitmap!=hitmap
onMouseOver(hitmap,mousepos[0],mousepos[1])
@lasthitmap=hitmap
end
if @oldmousex!=mousepos[0] || @oldmousey!=mousepos[1]
onMouseMove(hitmap,mousepos[0],mousepos[1])
@oldmousex=mousepos[0]
@oldmousey=mousepos[1]
end
end
end
if Input.press?(Input::UP)
for i in @mapsprites
i[1].y += 4 if i
end
end
if Input.press?(Input::DOWN)
for i in @mapsprites
i[1].y -= 4 if i
end
end
if Input.press?(Input::LEFT)
for i in @mapsprites
i[1].x += 4 if i
end
end
if Input.press?(Input::RIGHT)
for i in @mapsprites
i[1].x -= 4 if i
end
end
if Input.triggerex?(:A)
id=chooseMapScreen(_INTL("Add Map"),@currentmap)
if id>0
addSprite(id)
setTopSprite(id)
@mapconns=generateConnectionData
end
elsif Input.triggerex?(:S)
id=chooseMapScreen(_INTL("Go to Map"),@currentmap)
if id>0
@mapconns=generateConnectionData
pbDisposeSpriteHash(@mapsprites)
@mapsprites.clear
@sprites["selsprite"].othersprite=nil
@selmapid=-1
putSprite(id)
@currentmap=id
end
elsif Input.triggerex?(:DELETE)
if @mapsprites.keys.length>1 && @selmapid>=0
@mapsprites[@selmapid].bitmap.dispose
@mapsprites[@selmapid].dispose
@mapsprites.delete(@selmapid)
@sprites["selsprite"].othersprite=nil
@selmapid=-1
end
elsif Input.triggerex?(:D)
helpWindow
end
pbUpdateSpriteHash(@sprites)
end
def pbMapScreenLoop
loop do
Graphics.update
Input.update
update
if Input.trigger?(Input::BACK)
if pbConfirmMessage(_INTL("Save changes?"))
serializeConnectionData
MapFactoryHelper.clear
else
GameData::Encounter.load
end
break if pbConfirmMessage(_INTL("Exit from the editor?"))
end
end
end
end
#===============================================================================
#
#===============================================================================
def pbConnectionsEditor
pbCriticalCode {
Graphics.resize_screen(Settings::SCREEN_WIDTH + 288, Settings::SCREEN_HEIGHT + 288)
pbSetResizeFactor(1)
mapscreen = MapScreenScene.new
mapscreen.mapScreen
mapscreen.pbMapScreenLoop
mapscreen.close
Graphics.resize_screen(Settings::SCREEN_WIDTH, Settings::SCREEN_HEIGHT)
pbSetResizeFactor($PokemonSystem.screensize)
}
end

View File

@@ -1,421 +0,0 @@
#===============================================================================
#
#===============================================================================
def findBottom(bitmap)
return 0 if !bitmap
for i in 1..bitmap.height
for j in 0..bitmap.width - 1
return bitmap.height - i if bitmap.get_pixel(j, bitmap.height - i).alpha > 0
end
end
return 0
end
def pbAutoPositionAll
GameData::Species.each do |sp|
Graphics.update if sp.id_number % 50 == 0
bitmap1 = GameData::Species.sprite_bitmap(sp.species, sp.form, nil, nil, nil, true)
bitmap2 = GameData::Species.sprite_bitmap(sp.species, sp.form)
if bitmap1 && bitmap1.bitmap # Player's y
sp.back_sprite_x = 0
sp.back_sprite_y = (bitmap1.height - (findBottom(bitmap1.bitmap) + 1)) / 2
end
if bitmap2 && bitmap2.bitmap # Foe's y
sp.front_sprite_x = 0
sp.front_sprite_y = (bitmap2.height - (findBottom(bitmap2.bitmap) + 1)) / 2
sp.front_sprite_y += 4 # Just because
end
sp.front_sprite_altitude = 0 # Shouldn't be used
sp.shadow_x = 0
sp.shadow_size = 2
bitmap1.dispose if bitmap1
bitmap2.dispose if bitmap2
end
GameData::Species.save
Compiler.write_pokemon
Compiler.write_pokemon_forms
end
#===============================================================================
#
#===============================================================================
class SpritePositioner
def pbOpen
@sprites = {}
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
battlebg = "Graphics/Battlebacks/battlebg/indoorc"
enemybase = "Graphics/Battlebacks/enemybase/indoorc"
playerbase = "Graphics/Battlebacks/playerbase/indoorc"
@sprites["battle_bg"] = AnimatedPlane.new(@viewport)
@sprites["battle_bg"].setBitmap(battlebg)
@sprites["battle_bg"].z = 0
baseX, baseY = PokeBattle_SceneConstants.pbBattlerPosition(0)
@sprites["base_0"] = IconSprite.new(baseX, baseY, @viewport)
@sprites["base_0"].setBitmap(playerbase)
@sprites["base_0"].x -= @sprites["base_0"].bitmap.width / 2 if @sprites["base_0"].bitmap
@sprites["base_0"].y -= @sprites["base_0"].bitmap.height if @sprites["base_0"].bitmap
@sprites["base_0"].z = 1
baseX, baseY = PokeBattle_SceneConstants.pbBattlerPosition(1)
@sprites["base_1"] = IconSprite.new(baseX, baseY, @viewport)
@sprites["base_1"].setBitmap(enemybase)
@sprites["base_1"].x -= @sprites["base_1"].bitmap.width / 2 if @sprites["base_1"].bitmap
@sprites["base_1"].y -= @sprites["base_1"].bitmap.height / 2 if @sprites["base_1"].bitmap
@sprites["base_1"].z = 1
@sprites["messageBox"] = IconSprite.new(0, Graphics.height - 96, @viewport)
@sprites["messageBox"].setBitmap("Graphics/Pictures/Battle/debug_message")
@sprites["messageBox"].z = 2
@sprites["shadow_1"] = IconSprite.new(0, 0, @viewport)
@sprites["shadow_1"].z = 3
@sprites["pokemon_0"] = PokemonSprite.new(@viewport)
@sprites["pokemon_0"].zoom_x = Settings::BACKRPSPRITE_SCALE
@sprites["pokemon_0"].zoom_y = Settings::BACKRPSPRITE_SCALE
@sprites["pokemon_0"].mirror = true
@sprites["pokemon_0"].setOffset(PictureOrigin::Bottom)
@sprites["pokemon_0"].z = 1
@sprites["pokemon_1"] = PokemonSprite.new(@viewport)
@sprites["pokemon_1"].setOffset(PictureOrigin::Bottom)
@sprites["pokemon_1"].z = 4
# @sprites["pokemon_1"] = PokemonSprite.new(@viewport)
@sprites["pokemon_1"].zoom_x = Settings::FRONTSPRITE_SCALE
@sprites["pokemon_1"].zoom_y = Settings::FRONTSPRITE_SCALE
@sprites["info"] = Window_UnformattedTextPokemon.new("")
@sprites["info"].viewport = @viewport
@sprites["info"].visible = false
@oldSpeciesIndex = 0
@species = nil # This can be a species_form
@metricsChanged = false
refresh
@starting = true
end
def pbClose
if @metricsChanged && pbConfirmMessage(_INTL("Some metrics have been edited. Save changes?"))
pbSaveMetrics
@metricsChanged = false
else
GameData::Species.load # Clear all changes to metrics
end
pbFadeOutAndHide(@sprites) { update }
pbDisposeSpriteHash(@sprites)
@viewport.dispose
end
def pbSaveMetrics
GameData::Species.save
Compiler.write_pokemon
Compiler.write_pokemon_forms
end
def update
pbUpdateSpriteHash(@sprites)
end
def refresh
if !@species
@sprites["pokemon_0"].visible = false
@sprites["pokemon_1"].visible = false
@sprites["shadow_1"].visible = false
return
end
species_data = GameData::Species.get(@species)
for i in 0...2
pos = PokeBattle_SceneConstants.pbBattlerPosition(i, 1)
@sprites["pokemon_#{i}"].x = pos[0]
@sprites["pokemon_#{i}"].y = pos[1]
species_data.apply_metrics_to_sprite(@sprites["pokemon_#{i}"], i)
@sprites["pokemon_#{i}"].visible = true
next if i != 1
@sprites["shadow_1"].x = pos[0]
@sprites["shadow_1"].y = pos[1]
if @sprites["shadow_1"].bitmap
@sprites["shadow_1"].x -= @sprites["shadow_1"].bitmap.width / 2
@sprites["shadow_1"].y -= @sprites["shadow_1"].bitmap.height / 2
end
species_data.apply_metrics_to_sprite(@sprites["shadow_1"], i, true)
@sprites["shadow_1"].visible = true
end
end
def pbAutoPosition
species_data = GameData::Species.get(@species)
old_back_y = species_data.back_sprite_y
old_front_y = species_data.front_sprite_y
old_front_altitude = species_data.front_sprite_altitude
bitmap1 = @sprites["pokemon_0"].bitmap
bitmap2 = @sprites["pokemon_1"].bitmap
new_back_y = (bitmap1.height - (findBottom(bitmap1) + 1)) / 2
new_front_y = (bitmap2.height - (findBottom(bitmap2) + 1)) / 2
new_front_y += 4 # Just because
if new_back_y != old_back_y || new_front_y != old_front_y || old_front_altitude != 0
species_data.back_sprite_y = new_back_y
species_data.front_sprite_y = new_front_y
species_data.front_sprite_altitude = 0
@metricsChanged = true
refresh
end
end
def pbChangeSpecies(species)
@species = species
species_data = GameData::Species.try_get(@species)
return if !species_data
spe = species_data.species
frm = species_data.form
# @sprites["pokemon_0"].setSpeciesBitmap(spe, 0, frm, false, false, true)
# @sprites["pokemon_1"].setSpeciesBitmap(spe, 0, frm)
@sprites["pokemon_0"].setPokemonBitmapFromId(spe, true)
@sprites["pokemon_1"].setPokemonBitmapFromId(spe)
@sprites["shadow_1"].setBitmap(GameData::Species.shadow_filename(spe, frm))
end
def pbShadowSize
pbChangeSpecies(@species)
refresh
species_data = GameData::Species.get(@species)
if pbResolveBitmap(sprintf("Graphics/Pokemon/Shadow/%s_%d", species_data.species, species_data.form)) ||
pbResolveBitmap(sprintf("Graphics/Pokemon/Shadow/%s", species_data.species))
pbMessage("This species has its own shadow sprite in Graphics/Pokemon/Shadow/. The shadow size metric cannot be edited.")
return false
end
oldval = species_data.shadow_size
cmdvals = [0]
commands = [_INTL("None")]
defindex = 0
i = 0
loop do
i += 1
fn = sprintf("Graphics/Pokemon/Shadow/%d", i)
break if !pbResolveBitmap(fn)
cmdvals.push(i)
commands.push(i.to_s)
defindex = cmdvals.length - 1 if oldval == i
end
cw = Window_CommandPokemon.new(commands)
cw.index = defindex
cw.viewport = @viewport
ret = false
oldindex = cw.index
loop do
Graphics.update
Input.update
cw.update
self.update
if cw.index != oldindex
oldindex = cw.index
species_data.shadow_size = cmdvals[cw.index]
pbChangeSpecies(@species)
refresh
end
if Input.trigger?(Input::ACTION) # Cycle to next option
pbPlayDecisionSE
@metricsChanged = true if species_data.shadow_size != oldval
ret = true
break
elsif Input.trigger?(Input::BACK)
species_data.shadow_size = oldval
pbPlayCancelSE
break
elsif Input.trigger?(Input::USE)
pbPlayDecisionSE
@metricsChanged = true if species_data.shadow_size != oldval
break
end
end
cw.dispose
return ret
end
def pbSetParameter(param)
return if !@species
return pbShadowSize if param == 2
if param == 4
pbAutoPosition
return false
end
species_data = GameData::Species.get(@species)
case param
when 0
sprite = @sprites["pokemon_0"]
xpos = species_data.back_sprite_x
ypos = species_data.back_sprite_y
when 1
sprite = @sprites["pokemon_1"]
xpos = species_data.front_sprite_x
ypos = species_data.front_sprite_y
when 3
sprite = @sprites["shadow_1"]
xpos = species_data.shadow_x
ypos = 0
end
oldxpos = xpos
oldypos = ypos
@sprites["info"].visible = true
ret = false
loop do
sprite.visible = (Graphics.frame_count % 16) < 12 # Flash the selected sprite
Graphics.update
Input.update
self.update
case param
when 0 then @sprites["info"].setTextToFit("Ally Position = #{xpos},#{ypos}")
when 1 then @sprites["info"].setTextToFit("Enemy Position = #{xpos},#{ypos}")
when 3 then @sprites["info"].setTextToFit("Shadow Position = #{xpos}")
end
if (Input.repeat?(Input::UP) || Input.repeat?(Input::DOWN)) && param != 3
ypos += (Input.repeat?(Input::DOWN)) ? 1 : -1
case param
when 0 then species_data.back_sprite_y = ypos
when 1 then species_data.front_sprite_y = ypos
end
refresh
end
if Input.repeat?(Input::LEFT) || Input.repeat?(Input::RIGHT)
xpos += (Input.repeat?(Input::RIGHT)) ? 1 : -1
case param
when 0 then species_data.back_sprite_x = xpos
when 1 then species_data.front_sprite_x = xpos
when 3 then species_data.shadow_x = xpos
end
refresh
end
if Input.repeat?(Input::ACTION) && param != 3 # Cycle to next option
@metricsChanged = true if xpos != oldxpos || ypos != oldypos
ret = true
pbPlayDecisionSE
break
elsif Input.repeat?(Input::BACK)
case param
when 0
species_data.back_sprite_x = oldxpos
species_data.back_sprite_y = oldypos
when 1
species_data.front_sprite_x = oldxpos
species_data.front_sprite_y = oldypos
when 3
species_data.shadow_x = oldxpos
end
pbPlayCancelSE
refresh
break
elsif Input.repeat?(Input::USE)
@metricsChanged = true if xpos != oldxpos || (param != 3 && ypos != oldypos)
pbPlayDecisionSE
break
end
end
@sprites["info"].visible = false
sprite.visible = true
return ret
end
def pbMenu
# pbChangeSpecies(species)
refresh
cw = Window_CommandPokemon.new([
_INTL("Set Ally Position"),
_INTL("Set Enemy Position"),
_INTL("Set Shadow Size"),
_INTL("Set Shadow Position"),
_INTL("Auto-Position Sprites")
])
cw.x = Graphics.width - cw.width
cw.y = Graphics.height - cw.height
cw.viewport = @viewport
ret = -1
loop do
Graphics.update
Input.update
cw.update
self.update
if Input.trigger?(Input::USE)
pbPlayDecisionSE
ret = cw.index
break
elsif Input.trigger?(Input::BACK)
pbPlayCancelSE
break
end
end
cw.dispose
return ret
end
def pbChooseSpecies
if @starting
pbFadeInAndShow(@sprites) { update }
@starting = false
end
cw = Window_CommandPokemonEx.newEmpty(0, 0, 260, 32 + 24 * 6, @viewport)
cw.rowHeight = 24
pbSetSmallFont(cw.contents)
cw.x = Graphics.width - cw.width
cw.y = Graphics.height - cw.height
allspecies = []
GameData::Species.each do |sp|
name = (sp.form == 0) ? sp.name : _INTL("{1} (form {2})", sp.real_name, sp.form)
# allspecies.push([sp.id, sp.species, name]) if name && !name.empty?
allspecies.push([sp.id, sp.id_number, name]) if name && !name.empty? # Switched to descending order using the ID of the Pokemon
end
# allspecies.sort! { |a, b| a[2] <=> b[2] }
allspecies.sort! { |a, b| b[1] <=> a[1] } # Switched to descending order using the ID of the Pokemon
commands = []
allspecies.each { |sp| commands.push(sp[2]) }
cw.commands = commands
cw.index = @oldSpeciesIndex
ret = false
oldindex = -1
loop do
Graphics.update
Input.update
cw.update
if cw.index != oldindex
oldindex = cw.index
pbChangeSpecies(allspecies[cw.index][0])
refresh
end
self.update
if Input.trigger?(Input::BACK)
pbChangeSpecies(nil)
refresh
break
elsif Input.trigger?(Input::USE)
pbChangeSpecies(allspecies[cw.index][0])
ret = true
break
end
end
@oldSpeciesIndex = cw.index
cw.dispose
return ret
end
end
#===============================================================================
#
#===============================================================================
class SpritePositionerScreen
def initialize(scene)
@scene = scene
end
def pbStart
@scene.pbOpen
loop do
species = @scene.pbChooseSpecies
break if !species
loop do
command = @scene.pbMenu
break if command < 0
loop do
par = @scene.pbSetParameter(command)
break if !par
command = (command + 1) % 3
end
end
end
@scene.pbClose
end
end