Updated to mkxp-z v2.1.1, renamed and rearranged some script files

This commit is contained in:
Maruno17
2021-04-04 16:24:46 +01:00
parent afd76503b2
commit 5b0960337a
92 changed files with 916 additions and 927 deletions

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class IntroEventScene < EventScene
TICKS_PER_PIC = 40 # 20 ticks per second, so 2 seconds
TICKS_PER_ENTER_FLASH = 40
FADE_TICKS = 8
def initialize(pics,splash,_viewport=nil)
super(nil)
@pics = pics
@splash = splash
@pic = addImage(0,0,"")
@pic.setOpacity(0,0) # set opacity to 0 after waiting 0 frames
@pic2 = addImage(0,0,"") # flashing "Press Enter" picture
@pic2.setOpacity(0,0)
@index = 0
pbBGMPlay($data_system.title_bgm)
openPic(self,nil)
end
def openPic(_scene,*args)
onCTrigger.clear
@pic.name = "Graphics/Titles/"+@pics[@index]
# fade to opacity 255 in FADE_TICKS ticks after waiting 0 frames
@pic.moveOpacity(0,FADE_TICKS,255)
pictureWait
@timer = 0 # reset the timer
onUpdate.set(method(:picUpdate)) # call picUpdate every frame
onCTrigger.set(method(:closePic)) # call closePic when C key is pressed
end
def closePic(scene,args)
onUpdate.clear
onCTrigger.clear
@pic.moveOpacity(0,FADE_TICKS,0)
pictureWait
@index += 1 # Move to the next picture
if @index>=@pics.length
openSplash(scene,args)
else
openPic(scene,args)
end
end
def picUpdate(scene,args)
@timer += 1
if @timer>TICKS_PER_PIC*Graphics.frame_rate/20
@timer = 0
closePic(scene,args) # Close the picture
end
end
def openSplash(_scene,*args)
onUpdate.clear
onCTrigger.clear
@pic.name = "Graphics/Titles/"+@splash
@pic.moveOpacity(0,FADE_TICKS,255)
@pic2.name = "Graphics/Titles/start"
@pic2.setXY(0,0,322)
@pic2.setVisible(0,true)
@pic2.moveOpacity(0,FADE_TICKS,255)
pictureWait
onUpdate.set(method(:splashUpdate)) # call splashUpdate every frame
onCTrigger.set(method(:closeSplash)) # call closeSplash when C key is pressed
end
def closeSplash(scene,*args)
onUpdate.clear
onCTrigger.clear
# Play random cry
species_keys = GameData::Species::DATA.keys
species_data = GameData::Species.get(species_keys[rand(species_keys.length)])
GameData::Species.play_cry_from_species(species_data.species, species_data.form)
@pic.moveXY(0,20,0,0)
pictureWait
# Fade out
@pic.moveOpacity(0,FADE_TICKS,0)
@pic2.clearProcesses
@pic2.moveOpacity(0,FADE_TICKS,0)
pbBGMStop(1.0)
pictureWait
scene.dispose # Close the scene
sscene = PokemonLoad_Scene.new
sscreen = PokemonLoadScreen.new(sscene)
sscreen.pbStartLoadScreen
end
def closeSplashDelete(scene,*args)
onUpdate.clear
onCTrigger.clear
# Play random cry
species_keys = GameData::Species::DATA.keys
species_data = GameData::Species.get(species_keys[rand(species_keys.length)])
GameData::Species.play_cry_from_species(species_data.species, species_data.form)
@pic.moveXY(0,20,0,0)
pictureWait
# Fade out
@pic.moveOpacity(0,FADE_TICKS,0)
@pic2.clearProcesses
@pic2.moveOpacity(0,FADE_TICKS,0)
pbBGMStop(1.0)
pictureWait
scene.dispose # Close the scene
sscene = PokemonLoad_Scene.new
sscreen = PokemonLoadScreen.new(sscene)
sscreen.pbStartDeleteScreen
end
def splashUpdate(scene,args)
# Flashing of "Press Enter" picture
if !@pic2.running?
@pic2.moveOpacity(TICKS_PER_ENTER_FLASH*2/10,TICKS_PER_ENTER_FLASH*4/10,0)
@pic2.moveOpacity(TICKS_PER_ENTER_FLASH*6/10,TICKS_PER_ENTER_FLASH*4/10,255)
end
if Input.press?(Input::DOWN) &&
Input.press?(Input::BACK) &&
Input.press?(Input::CTRL)
closeSplashDelete(scene,args)
end
end
end
class Scene_Intro
def initialize(pics, splash = nil)
@pics = pics
@splash = splash
end
def main
Graphics.transition(0)
@eventscene = IntroEventScene.new(@pics,@splash)
@eventscene.main
Graphics.freeze
end
end

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#==============================================================================
# * Scene_Controls
#------------------------------------------------------------------------------
# Shows a help screen listing the keyboard controls.
# Display with:
# pbEventScreen(ButtonEventScene)
#==============================================================================
class ButtonEventScene < EventScene
def initialize(viewport = nil)
super
Graphics.freeze
addImage(0, 0, "Graphics/Pictures/helpbg")
@labels = [
addLabel(52 * 2, 13 * 2, Graphics.width * 3 / 4, _INTL("Moves the main character. Also used to scroll through list entries.")),
addLabel(52 * 2, 53 * 2, Graphics.width * 3 / 4, _INTL("Used to confirm a choice, check things, and talk to people.")),
addLabel(52 * 2, 93 * 2, Graphics.width * 3 / 4, _INTL("Used to exit, cancel a choice or mode, and open the pause menu.")),
addLabel(52 * 2, 133 * 2, Graphics.width * 3 / 4, _INTL("Hold down while walking to run.")),
addLabel(52 * 2, 157 * 2, Graphics.width * 3 / 4, _INTL("Press to use a registered Key Item."))
]
@keys = [
addImage(26 * 2, 18 * 2, "Graphics/Pictures/helpArrowKeys"),
addImage(26 * 2, 59 * 2, "Graphics/Pictures/helpCkey"),
addImage(26 * 2, 99 * 2, "Graphics/Pictures/helpXkey"),
addImage(26 * 2, 130 * 2, "Graphics/Pictures/helpZkey"),
addImage(26 * 2, 154 * 2, "Graphics/Pictures/helpFkey")
]
for key in @keys
key.origin = PictureOrigin::Top
end
for i in 0...5 # Make everything show (almost) immediately
@keys[i].setOrigin(0, PictureOrigin::Top)
@keys[i].setOpacity(0, 255)
end
pictureWait # Update event scene with the changes
Graphics.transition(20)
# Go to next screen when user presses C
onCTrigger.set(method(:pbOnScreen1))
end
def pbOnScreen1(scene,*args)
# End scene
Graphics.freeze
scene.dispose
Graphics.transition(20)
end
end

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@@ -1,231 +0,0 @@
#==============================================================================
# * Scene_Credits
#------------------------------------------------------------------------------
# Scrolls the credits you make below. Original Author unknown.
#
## Edited by MiDas Mike so it doesn't play over the Title, but runs by calling
# the following:
# $scene = Scene_Credits.new
#
## New Edit 3/6/2007 11:14 PM by AvatarMonkeyKirby.
# Ok, what I've done is changed the part of the script that was supposed to make
# the credits automatically end so that way they actually end! Yes, they will
# actually end when the credits are finished! So, that will make the people you
# should give credit to now is: Unknown, MiDas Mike, and AvatarMonkeyKirby.
# -sincerly yours,
# Your Beloved
# Oh yea, and I also added a line of code that fades out the BGM so it fades
# sooner and smoother.
#
## New Edit 24/1/2012 by Maruno.
# Added the ability to split a line into two halves with <s>, with each half
# aligned towards the centre. Please also credit me if used.
#
## New Edit 22/2/2012 by Maruno.
# Credits now scroll properly when played with a zoom factor of 0.5. Music can
# now be defined. Credits can't be skipped during their first play.
#
## New Edit 25/3/2020 by Maruno.
# Scroll speed is now independent of frame rate. Now supports non-integer values
# for SCROLL_SPEED.
#
## New Edit 21/8/2020 by Marin.
# Now automatically inserts the credits from the plugins that have been
# registered through the PluginManager module.
#==============================================================================
class Scene_Credits
# Backgrounds to show in credits. Found in Graphics/Titles/ folder
BACKGROUNDS_LIST = ["credits1", "credits2", "credits3", "credits4", "credits5"]
BGM = "Credits"
SCROLL_SPEED = 2
SECONDS_PER_BACKGROUND = 9
TEXT_OUTLINE_COLOR = Color.new(0, 0, 128, 255)
TEXT_BASE_COLOR = Color.new(255, 255, 255, 255)
TEXT_SHADOW_COLOR = Color.new(0, 0, 0, 100)
# This next piece of code is the credits.
# Start Editing
CREDIT = <<_END_
Your credits go here.
Your credits go here.
Your credits go here.
Your credits go here.
Your credits go here.
{INSERTS_PLUGIN_CREDITS_DO_NOT_REMOVE}
"Pokémon Essentials" was created by:
Flameguru
Poccil (Peter O.)
Maruno
With contributions from:
AvatarMonkeyKirby<s>Marin
Boushy<s>MiDas Mike
Brother1440<s>Near Fantastica
FL.<s>PinkMan
Genzai Kawakami<s>Popper
help-14<s>Rataime
IceGod64<s>SoundSpawn
Jacob O. Wobbrock<s>the__end
KitsuneKouta<s>Venom12
Lisa Anthony<s>Wachunga
Luka S.J.<s>
and everyone else who helped out
"mkxp-z" by:
Roza
Based on MKXP by Ancurio et al.
"RPG Maker XP" by:
Enterbrain
Pokémon is owned by:
The Pokémon Company
Nintendo
Affiliated with Game Freak
This is a non-profit fan-made game.
No copyright infringements intended.
Please support the official games!
_END_
# Stop Editing
def main
#-------------------------------
# Animated Background Setup
#-------------------------------
@sprite = IconSprite.new(0,0)
@backgroundList = BACKGROUNDS_LIST
@frameCounter = 0
# Number of game frames per background frame
@framesPerBackground = SECONDS_PER_BACKGROUND * Graphics.frame_rate
@sprite.setBitmap("Graphics/Titles/"+@backgroundList[0])
#------------------
# Credits text Setup
#------------------
plugin_credits = ""
PluginManager.plugins.each do |plugin|
pcred = PluginManager.credits(plugin)
plugin_credits << "\"#{plugin}\" version #{PluginManager.version(plugin)}\n"
if pcred.size >= 5
plugin_credits << pcred[0] + "\n"
i = 1
until i >= pcred.size
plugin_credits << pcred[i] + "<s>" + (pcred[i + 1] || "") + "\n"
i += 2
end
else
pcred.each do |name|
plugin_credits << name + "\n"
end
end
plugin_credits << "\n"
end
CREDIT.gsub!(/\{INSERTS_PLUGIN_CREDITS_DO_NOT_REMOVE\}/, plugin_credits)
credit_lines = CREDIT.split(/\n/)
credit_bitmap = Bitmap.new(Graphics.width,32 * credit_lines.size)
credit_lines.each_index do |i|
line = credit_lines[i]
line = line.split("<s>")
# LINE ADDED: If you use in your own game, you should remove this line
pbSetSystemFont(credit_bitmap) # <--- This line was added
xpos = 0
align = 1 # Centre align
linewidth = Graphics.width
for j in 0...line.length
if line.length>1
xpos = (j==0) ? 0 : 20 + Graphics.width/2
align = (j==0) ? 2 : 0 # Right align : left align
linewidth = Graphics.width/2 - 20
end
credit_bitmap.font.color = TEXT_SHADOW_COLOR
credit_bitmap.draw_text(xpos,i * 32 + 8,linewidth,32,line[j],align)
credit_bitmap.font.color = TEXT_OUTLINE_COLOR
credit_bitmap.draw_text(xpos + 2,i * 32 - 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos,i * 32 - 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos - 2,i * 32 - 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos + 2,i * 32,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos - 2,i * 32,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos + 2,i * 32 + 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos,i * 32 + 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos - 2,i * 32 + 2,linewidth,32,line[j],align)
credit_bitmap.font.color = TEXT_BASE_COLOR
credit_bitmap.draw_text(xpos,i * 32,linewidth,32,line[j],align)
end
end
@trim = Graphics.height/10
@realOY = -(Graphics.height-@trim) # -430
@oyChangePerFrame = SCROLL_SPEED*20.0/Graphics.frame_rate
@credit_sprite = Sprite.new(Viewport.new(0,@trim,Graphics.width,Graphics.height-(@trim*2)))
@credit_sprite.bitmap = credit_bitmap
@credit_sprite.z = 9998
@credit_sprite.oy = @realOY
@bg_index = 0
@last_flag = false
#--------
# Setup
#--------
# Stops all audio but background music
previousBGM = $game_system.getPlayingBGM
pbMEStop
pbBGSStop
pbSEStop
pbBGMFade(2.0)
pbBGMPlay(BGM)
Graphics.transition(20)
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
@sprite.dispose
@credit_sprite.dispose
$PokemonGlobal.creditsPlayed = true
pbBGMPlay(previousBGM)
end
# Check if the credits should be cancelled
def cancel?
if Input.trigger?(Input::USE) && $PokemonGlobal.creditsPlayed
$scene = Scene_Map.new
pbBGMFade(1.0)
return true
end
return false
end
# Checks if credits bitmap has reached its ending point
def last?
if @realOY > @credit_sprite.bitmap.height + @trim
$scene = ($game_map) ? Scene_Map.new : nil
pbBGMFade(2.0)
return true
end
return false
end
def update
@frameCounter += 1
# Go to next slide
if @frameCounter >= @framesPerBackground
@frameCounter -= @framesPerBackground
@bg_index += 1
@bg_index = 0 if @bg_index >= @backgroundList.length
@sprite.setBitmap("Graphics/Titles/"+@backgroundList[@bg_index])
end
return if cancel?
return if last?
@realOY += @oyChangePerFrame
@credit_sprite.oy = @realOY
end
end