mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-08 05:34:58 +00:00
Updated to mkxp-z v2.1.1, renamed and rearranged some script files
This commit is contained in:
@@ -1,135 +0,0 @@
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class IntroEventScene < EventScene
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TICKS_PER_PIC = 40 # 20 ticks per second, so 2 seconds
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TICKS_PER_ENTER_FLASH = 40
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FADE_TICKS = 8
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def initialize(pics,splash,_viewport=nil)
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super(nil)
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@pics = pics
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@splash = splash
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@pic = addImage(0,0,"")
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@pic.setOpacity(0,0) # set opacity to 0 after waiting 0 frames
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@pic2 = addImage(0,0,"") # flashing "Press Enter" picture
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@pic2.setOpacity(0,0)
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@index = 0
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pbBGMPlay($data_system.title_bgm)
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openPic(self,nil)
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end
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def openPic(_scene,*args)
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onCTrigger.clear
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@pic.name = "Graphics/Titles/"+@pics[@index]
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# fade to opacity 255 in FADE_TICKS ticks after waiting 0 frames
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@pic.moveOpacity(0,FADE_TICKS,255)
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pictureWait
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@timer = 0 # reset the timer
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onUpdate.set(method(:picUpdate)) # call picUpdate every frame
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onCTrigger.set(method(:closePic)) # call closePic when C key is pressed
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end
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def closePic(scene,args)
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onUpdate.clear
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onCTrigger.clear
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@pic.moveOpacity(0,FADE_TICKS,0)
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pictureWait
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@index += 1 # Move to the next picture
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if @index>=@pics.length
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openSplash(scene,args)
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else
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openPic(scene,args)
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end
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end
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def picUpdate(scene,args)
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@timer += 1
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if @timer>TICKS_PER_PIC*Graphics.frame_rate/20
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@timer = 0
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closePic(scene,args) # Close the picture
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end
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end
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def openSplash(_scene,*args)
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onUpdate.clear
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onCTrigger.clear
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@pic.name = "Graphics/Titles/"+@splash
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@pic.moveOpacity(0,FADE_TICKS,255)
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@pic2.name = "Graphics/Titles/start"
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@pic2.setXY(0,0,322)
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@pic2.setVisible(0,true)
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@pic2.moveOpacity(0,FADE_TICKS,255)
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pictureWait
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onUpdate.set(method(:splashUpdate)) # call splashUpdate every frame
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onCTrigger.set(method(:closeSplash)) # call closeSplash when C key is pressed
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end
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def closeSplash(scene,*args)
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onUpdate.clear
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onCTrigger.clear
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# Play random cry
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species_keys = GameData::Species::DATA.keys
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species_data = GameData::Species.get(species_keys[rand(species_keys.length)])
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GameData::Species.play_cry_from_species(species_data.species, species_data.form)
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@pic.moveXY(0,20,0,0)
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pictureWait
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# Fade out
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@pic.moveOpacity(0,FADE_TICKS,0)
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@pic2.clearProcesses
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@pic2.moveOpacity(0,FADE_TICKS,0)
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pbBGMStop(1.0)
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pictureWait
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scene.dispose # Close the scene
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sscene = PokemonLoad_Scene.new
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sscreen = PokemonLoadScreen.new(sscene)
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sscreen.pbStartLoadScreen
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end
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def closeSplashDelete(scene,*args)
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onUpdate.clear
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onCTrigger.clear
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# Play random cry
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species_keys = GameData::Species::DATA.keys
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species_data = GameData::Species.get(species_keys[rand(species_keys.length)])
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GameData::Species.play_cry_from_species(species_data.species, species_data.form)
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@pic.moveXY(0,20,0,0)
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pictureWait
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# Fade out
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@pic.moveOpacity(0,FADE_TICKS,0)
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@pic2.clearProcesses
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@pic2.moveOpacity(0,FADE_TICKS,0)
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pbBGMStop(1.0)
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pictureWait
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scene.dispose # Close the scene
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sscene = PokemonLoad_Scene.new
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sscreen = PokemonLoadScreen.new(sscene)
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sscreen.pbStartDeleteScreen
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end
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def splashUpdate(scene,args)
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# Flashing of "Press Enter" picture
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if !@pic2.running?
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@pic2.moveOpacity(TICKS_PER_ENTER_FLASH*2/10,TICKS_PER_ENTER_FLASH*4/10,0)
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@pic2.moveOpacity(TICKS_PER_ENTER_FLASH*6/10,TICKS_PER_ENTER_FLASH*4/10,255)
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end
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if Input.press?(Input::DOWN) &&
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Input.press?(Input::BACK) &&
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Input.press?(Input::CTRL)
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closeSplashDelete(scene,args)
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end
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end
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end
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class Scene_Intro
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def initialize(pics, splash = nil)
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@pics = pics
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@splash = splash
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end
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def main
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Graphics.transition(0)
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@eventscene = IntroEventScene.new(@pics,@splash)
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@eventscene.main
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Graphics.freeze
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end
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end
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@@ -1,46 +0,0 @@
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#==============================================================================
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# * Scene_Controls
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#------------------------------------------------------------------------------
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# Shows a help screen listing the keyboard controls.
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# Display with:
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# pbEventScreen(ButtonEventScene)
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#==============================================================================
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class ButtonEventScene < EventScene
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def initialize(viewport = nil)
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super
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Graphics.freeze
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addImage(0, 0, "Graphics/Pictures/helpbg")
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@labels = [
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addLabel(52 * 2, 13 * 2, Graphics.width * 3 / 4, _INTL("Moves the main character. Also used to scroll through list entries.")),
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addLabel(52 * 2, 53 * 2, Graphics.width * 3 / 4, _INTL("Used to confirm a choice, check things, and talk to people.")),
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addLabel(52 * 2, 93 * 2, Graphics.width * 3 / 4, _INTL("Used to exit, cancel a choice or mode, and open the pause menu.")),
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addLabel(52 * 2, 133 * 2, Graphics.width * 3 / 4, _INTL("Hold down while walking to run.")),
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addLabel(52 * 2, 157 * 2, Graphics.width * 3 / 4, _INTL("Press to use a registered Key Item."))
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]
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@keys = [
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addImage(26 * 2, 18 * 2, "Graphics/Pictures/helpArrowKeys"),
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addImage(26 * 2, 59 * 2, "Graphics/Pictures/helpCkey"),
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addImage(26 * 2, 99 * 2, "Graphics/Pictures/helpXkey"),
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addImage(26 * 2, 130 * 2, "Graphics/Pictures/helpZkey"),
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addImage(26 * 2, 154 * 2, "Graphics/Pictures/helpFkey")
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]
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for key in @keys
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key.origin = PictureOrigin::Top
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end
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for i in 0...5 # Make everything show (almost) immediately
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@keys[i].setOrigin(0, PictureOrigin::Top)
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@keys[i].setOpacity(0, 255)
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end
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pictureWait # Update event scene with the changes
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Graphics.transition(20)
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# Go to next screen when user presses C
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onCTrigger.set(method(:pbOnScreen1))
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end
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def pbOnScreen1(scene,*args)
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# End scene
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Graphics.freeze
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scene.dispose
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Graphics.transition(20)
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end
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end
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@@ -1,231 +0,0 @@
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#==============================================================================
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# * Scene_Credits
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#------------------------------------------------------------------------------
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# Scrolls the credits you make below. Original Author unknown.
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#
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## Edited by MiDas Mike so it doesn't play over the Title, but runs by calling
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# the following:
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# $scene = Scene_Credits.new
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#
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## New Edit 3/6/2007 11:14 PM by AvatarMonkeyKirby.
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# Ok, what I've done is changed the part of the script that was supposed to make
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# the credits automatically end so that way they actually end! Yes, they will
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# actually end when the credits are finished! So, that will make the people you
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# should give credit to now is: Unknown, MiDas Mike, and AvatarMonkeyKirby.
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# -sincerly yours,
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# Your Beloved
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# Oh yea, and I also added a line of code that fades out the BGM so it fades
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# sooner and smoother.
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#
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## New Edit 24/1/2012 by Maruno.
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# Added the ability to split a line into two halves with <s>, with each half
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# aligned towards the centre. Please also credit me if used.
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#
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## New Edit 22/2/2012 by Maruno.
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# Credits now scroll properly when played with a zoom factor of 0.5. Music can
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# now be defined. Credits can't be skipped during their first play.
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#
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## New Edit 25/3/2020 by Maruno.
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# Scroll speed is now independent of frame rate. Now supports non-integer values
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# for SCROLL_SPEED.
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#
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## New Edit 21/8/2020 by Marin.
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# Now automatically inserts the credits from the plugins that have been
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# registered through the PluginManager module.
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#==============================================================================
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class Scene_Credits
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# Backgrounds to show in credits. Found in Graphics/Titles/ folder
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BACKGROUNDS_LIST = ["credits1", "credits2", "credits3", "credits4", "credits5"]
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BGM = "Credits"
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SCROLL_SPEED = 2
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SECONDS_PER_BACKGROUND = 9
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TEXT_OUTLINE_COLOR = Color.new(0, 0, 128, 255)
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TEXT_BASE_COLOR = Color.new(255, 255, 255, 255)
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TEXT_SHADOW_COLOR = Color.new(0, 0, 0, 100)
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# This next piece of code is the credits.
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# Start Editing
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CREDIT = <<_END_
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Your credits go here.
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Your credits go here.
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Your credits go here.
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Your credits go here.
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Your credits go here.
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{INSERTS_PLUGIN_CREDITS_DO_NOT_REMOVE}
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"Pokémon Essentials" was created by:
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Flameguru
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Poccil (Peter O.)
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Maruno
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With contributions from:
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AvatarMonkeyKirby<s>Marin
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Boushy<s>MiDas Mike
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Brother1440<s>Near Fantastica
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FL.<s>PinkMan
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Genzai Kawakami<s>Popper
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help-14<s>Rataime
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IceGod64<s>SoundSpawn
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Jacob O. Wobbrock<s>the__end
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KitsuneKouta<s>Venom12
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Lisa Anthony<s>Wachunga
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Luka S.J.<s>
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and everyone else who helped out
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"mkxp-z" by:
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Roza
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Based on MKXP by Ancurio et al.
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"RPG Maker XP" by:
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Enterbrain
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Pokémon is owned by:
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The Pokémon Company
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Nintendo
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Affiliated with Game Freak
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This is a non-profit fan-made game.
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No copyright infringements intended.
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Please support the official games!
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_END_
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# Stop Editing
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def main
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#-------------------------------
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# Animated Background Setup
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#-------------------------------
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@sprite = IconSprite.new(0,0)
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@backgroundList = BACKGROUNDS_LIST
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@frameCounter = 0
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# Number of game frames per background frame
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@framesPerBackground = SECONDS_PER_BACKGROUND * Graphics.frame_rate
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@sprite.setBitmap("Graphics/Titles/"+@backgroundList[0])
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#------------------
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# Credits text Setup
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#------------------
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plugin_credits = ""
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PluginManager.plugins.each do |plugin|
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pcred = PluginManager.credits(plugin)
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plugin_credits << "\"#{plugin}\" version #{PluginManager.version(plugin)}\n"
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if pcred.size >= 5
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plugin_credits << pcred[0] + "\n"
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i = 1
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until i >= pcred.size
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plugin_credits << pcred[i] + "<s>" + (pcred[i + 1] || "") + "\n"
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i += 2
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end
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else
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pcred.each do |name|
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plugin_credits << name + "\n"
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end
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end
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plugin_credits << "\n"
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end
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CREDIT.gsub!(/\{INSERTS_PLUGIN_CREDITS_DO_NOT_REMOVE\}/, plugin_credits)
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credit_lines = CREDIT.split(/\n/)
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credit_bitmap = Bitmap.new(Graphics.width,32 * credit_lines.size)
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credit_lines.each_index do |i|
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line = credit_lines[i]
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line = line.split("<s>")
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# LINE ADDED: If you use in your own game, you should remove this line
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pbSetSystemFont(credit_bitmap) # <--- This line was added
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xpos = 0
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align = 1 # Centre align
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linewidth = Graphics.width
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for j in 0...line.length
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if line.length>1
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xpos = (j==0) ? 0 : 20 + Graphics.width/2
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align = (j==0) ? 2 : 0 # Right align : left align
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linewidth = Graphics.width/2 - 20
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end
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credit_bitmap.font.color = TEXT_SHADOW_COLOR
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credit_bitmap.draw_text(xpos,i * 32 + 8,linewidth,32,line[j],align)
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credit_bitmap.font.color = TEXT_OUTLINE_COLOR
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credit_bitmap.draw_text(xpos + 2,i * 32 - 2,linewidth,32,line[j],align)
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credit_bitmap.draw_text(xpos,i * 32 - 2,linewidth,32,line[j],align)
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credit_bitmap.draw_text(xpos - 2,i * 32 - 2,linewidth,32,line[j],align)
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credit_bitmap.draw_text(xpos + 2,i * 32,linewidth,32,line[j],align)
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credit_bitmap.draw_text(xpos - 2,i * 32,linewidth,32,line[j],align)
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credit_bitmap.draw_text(xpos + 2,i * 32 + 2,linewidth,32,line[j],align)
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credit_bitmap.draw_text(xpos,i * 32 + 2,linewidth,32,line[j],align)
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credit_bitmap.draw_text(xpos - 2,i * 32 + 2,linewidth,32,line[j],align)
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credit_bitmap.font.color = TEXT_BASE_COLOR
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credit_bitmap.draw_text(xpos,i * 32,linewidth,32,line[j],align)
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end
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end
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@trim = Graphics.height/10
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@realOY = -(Graphics.height-@trim) # -430
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@oyChangePerFrame = SCROLL_SPEED*20.0/Graphics.frame_rate
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@credit_sprite = Sprite.new(Viewport.new(0,@trim,Graphics.width,Graphics.height-(@trim*2)))
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@credit_sprite.bitmap = credit_bitmap
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@credit_sprite.z = 9998
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@credit_sprite.oy = @realOY
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@bg_index = 0
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@last_flag = false
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#--------
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# Setup
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#--------
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# Stops all audio but background music
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previousBGM = $game_system.getPlayingBGM
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pbMEStop
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pbBGSStop
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pbSEStop
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pbBGMFade(2.0)
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pbBGMPlay(BGM)
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Graphics.transition(20)
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loop do
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Graphics.update
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Input.update
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update
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break if $scene != self
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end
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Graphics.freeze
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@sprite.dispose
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@credit_sprite.dispose
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$PokemonGlobal.creditsPlayed = true
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pbBGMPlay(previousBGM)
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end
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# Check if the credits should be cancelled
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def cancel?
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if Input.trigger?(Input::USE) && $PokemonGlobal.creditsPlayed
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$scene = Scene_Map.new
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pbBGMFade(1.0)
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return true
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end
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return false
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end
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# Checks if credits bitmap has reached its ending point
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def last?
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if @realOY > @credit_sprite.bitmap.height + @trim
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$scene = ($game_map) ? Scene_Map.new : nil
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pbBGMFade(2.0)
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return true
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end
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return false
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end
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def update
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@frameCounter += 1
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# Go to next slide
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if @frameCounter >= @framesPerBackground
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@frameCounter -= @framesPerBackground
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@bg_index += 1
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@bg_index = 0 if @bg_index >= @backgroundList.length
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@sprite.setBitmap("Graphics/Titles/"+@backgroundList[@bg_index])
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end
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return if cancel?
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return if last?
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@realOY += @oyChangePerFrame
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@credit_sprite.oy = @realOY
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end
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end
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