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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@@ -0,0 +1,221 @@
#===============================================================================
# Location signpost
#===============================================================================
class LocationWindow
def initialize(name)
@window = Window_AdvancedTextPokemon.new(name)
@window.resizeToFit(name,Graphics.width)
@window.x = 0
@window.y = -@window.height
@window.viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
@window.viewport.z = 99999
@currentmap = $game_map.map_id
@frames = 0
end
def disposed?
@window.disposed?
end
def dispose
@window.dispose
end
def update
return if @window.disposed?
@window.update
if $game_temp.message_window_showing || @currentmap!=$game_map.map_id
@window.dispose
return
end
if @frames > Graphics.frame_rate * 2
@window.y -= 4
@window.dispose if @window.y+@window.height<0
else
@window.y += 4 if @window.y<0
@frames += 1
end
end
end
#===============================================================================
# Visibility circle in dark maps
#===============================================================================
class DarknessSprite < SpriteWrapper
attr_reader :radius
def initialize(viewport=nil)
super(viewport)
@darkness = BitmapWrapper.new(Graphics.width,Graphics.height)
@radius = radiusMin
self.bitmap = @darkness
self.z = 99998
refresh
end
def dispose
@darkness.dispose
super
end
def radiusMin; return 64; end # Before using Flash
def radiusMax; return 176; end # After using Flash
def radius=(value)
@radius = value
refresh
end
def refresh
@darkness.fill_rect(0,0,Graphics.width,Graphics.height,Color.new(0,0,0,255))
cx = Graphics.width/2
cy = Graphics.height/2
cradius = @radius
numfades = 5
for i in 1..numfades
for j in cx-cradius..cx+cradius
diff2 = (cradius * cradius) - ((j - cx) * (j - cx))
diff = Math.sqrt(diff2)
@darkness.fill_rect(j,cy-diff,1,diff*2,Color.new(0,0,0,255.0*(numfades-i)/numfades))
end
cradius = (cradius*0.9).floor
end
end
end
#===============================================================================
# Light effects
#===============================================================================
class LightEffect
def initialize(event,viewport=nil,map=nil,filename=nil)
@light = IconSprite.new(0,0,viewport)
if filename!=nil && filename!="" && pbResolveBitmap("Graphics/Pictures/"+filename)
@light.setBitmap("Graphics/Pictures/"+filename)
else
@light.setBitmap("Graphics/Pictures/LE")
end
@light.z = 1000
@event = event
@map = (map) ? map : $game_map
@disposed = false
end
def disposed?
return @disposed
end
def dispose
@light.dispose
@map = nil
@event = nil
@disposed = true
end
def update
@light.update
end
end
class LightEffect_Lamp < LightEffect
def initialize(event,viewport=nil,map=nil)
lamp = AnimatedBitmap.new("Graphics/Pictures/LE")
@light = Sprite.new(viewport)
@light.bitmap = Bitmap.new(128,64)
src_rect = Rect.new(0, 0, 64, 64)
@light.bitmap.blt(0, 0, lamp.bitmap, src_rect)
@light.bitmap.blt(20, 0, lamp.bitmap, src_rect)
@light.visible = true
@light.z = 1000
lamp.dispose
@map = (map) ? map : $game_map
@event = event
end
end
class LightEffect_Basic < LightEffect
def update
return if !@light || !@event
super
@light.opacity = 100
@light.ox = 32
@light.oy = 48
if (Object.const_defined?(:ScreenPosHelper) rescue false)
@light.x = ScreenPosHelper.pbScreenX(@event)
@light.y = ScreenPosHelper.pbScreenY(@event)
@light.zoom_x = ScreenPosHelper.pbScreenZoomX(@event)
else
@light.x = @event.screen_x
@light.y = @event.screen_y
@light.zoom_x = 1.0
end
@light.zoom_y = @light.zoom_x
@light.tone = $game_screen.tone
end
end
class LightEffect_DayNight < LightEffect
def update
return if !@light || !@event
super
shade = PBDayNight.getShade
if shade>=144 # If light enough, call it fully day
shade = 255
elsif shade<=64 # If dark enough, call it fully night
shade = 0
else
shade = 255-(255*(144-shade)/(144-64))
end
@light.opacity = 255-shade
if @light.opacity>0
@light.ox = 32
@light.oy = 48
if (Object.const_defined?(:ScreenPosHelper) rescue false)
@light.x = ScreenPosHelper.pbScreenX(@event)
@light.y = ScreenPosHelper.pbScreenY(@event)
@light.zoom_x = ScreenPosHelper.pbScreenZoomX(@event)
@light.zoom_y = ScreenPosHelper.pbScreenZoomY(@event)
else
@light.x = @event.screen_x
@light.y = @event.screen_y
@light.zoom_x = 1.0
@light.zoom_y = 1.0
end
@light.tone.set($game_screen.tone.red,
$game_screen.tone.green,
$game_screen.tone.blue,
$game_screen.tone.gray)
end
end
end
Events.onSpritesetCreate += proc { |_sender,e|
spriteset = e[0] # Spriteset being created
viewport = e[1] # Viewport used for tilemap and characters
map = spriteset.map # Map associated with the spriteset (not necessarily the current map)
for i in map.events.keys
if map.events[i].name[/^outdoorlight\((\w+)\)$/i]
filename = $~[1].to_s
spriteset.addUserSprite(LightEffect_DayNight.new(map.events[i],viewport,map,filename))
elsif map.events[i].name.downcase=="outdoorlight"
spriteset.addUserSprite(LightEffect_DayNight.new(map.events[i],viewport,map))
elsif map.events[i].name[/^light\((\w+)\)$/i]
filename = $~[1].to_s
spriteset.addUserSprite(LightEffect_Basic.new(map.events[i],viewport,map,filename))
elsif map.events[i].name.downcase=="light"
spriteset.addUserSprite(LightEffect_Basic.new(map.events[i],viewport,map))
end
end
spriteset.addUserSprite(Particle_Engine.new(viewport,map))
}

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@@ -0,0 +1,134 @@
#===============================================================================
# Entering/exiting cave animations
#===============================================================================
def pbCaveEntranceEx(exiting)
# Create bitmap
sprite = BitmapSprite.new(Graphics.width,Graphics.height)
sprite.z = 100000
# Define values used for the animation
totalFrames = (Graphics.frame_rate*0.4).floor
increment = (255.0/totalFrames).ceil
totalBands = 15
bandheight = ((Graphics.height/2.0)-10)/totalBands
bandwidth = ((Graphics.width/2.0)-12)/totalBands
# Create initial array of band colors (black if exiting, white if entering)
grays = Array.new(totalBands) { |i| (exiting) ? 0 : 255 }
# Animate bands changing color
totalFrames.times do |j|
x = 0
y = 0
# Calculate color of each band
for k in 0...totalBands
next if k>=totalBands*j/totalFrames
inc = increment
inc *= -1 if exiting
grays[k] -= inc
grays[k] = 0 if grays[k]<0
end
# Draw gray rectangles
rectwidth = Graphics.width
rectheight = Graphics.height
for i in 0...totalBands
currentGray = grays[i]
sprite.bitmap.fill_rect(Rect.new(x,y,rectwidth,rectheight),
Color.new(currentGray,currentGray,currentGray))
x += bandwidth
y += bandheight
rectwidth -= bandwidth*2
rectheight -= bandheight*2
end
Graphics.update
Input.update
end
# Set the tone at end of band animation
if exiting
pbToneChangeAll(Tone.new(255,255,255),0)
else
pbToneChangeAll(Tone.new(-255,-255,-255),0)
end
# Animate fade to white (if exiting) or black (if entering)
for j in 0...totalFrames
if exiting
sprite.color = Color.new(255,255,255,j*increment)
else
sprite.color = Color.new(0,0,0,j*increment)
end
Graphics.update
Input.update
end
# Set the tone at end of fading animation
pbToneChangeAll(Tone.new(0,0,0),8)
# Pause briefly
(Graphics.frame_rate/10).times do
Graphics.update
Input.update
end
sprite.dispose
end
def pbCaveEntrance
pbSetEscapePoint
pbCaveEntranceEx(false)
end
def pbCaveExit
pbEraseEscapePoint
pbCaveEntranceEx(true)
end
#===============================================================================
# Blacking out animation
#===============================================================================
def pbStartOver(gameover=false)
if pbInBugContest?
pbBugContestStartOver
return
end
$Trainer.heal_party
if $PokemonGlobal.pokecenterMapId && $PokemonGlobal.pokecenterMapId>=0
if gameover
pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]After the unfortunate defeat, you scurry back to a Pokémon Center."))
else
pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]You scurry back to a Pokémon Center, protecting your exhausted Pokémon from any further harm..."))
end
pbCancelVehicles
pbRemoveDependencies
$game_switches[Settings::STARTING_OVER_SWITCH] = true
$game_temp.player_new_map_id = $PokemonGlobal.pokecenterMapId
$game_temp.player_new_x = $PokemonGlobal.pokecenterX
$game_temp.player_new_y = $PokemonGlobal.pokecenterY
$game_temp.player_new_direction = $PokemonGlobal.pokecenterDirection
$scene.transfer_player if $scene.is_a?(Scene_Map)
$game_map.refresh
else
homedata = GameData::Metadata.get.home
if homedata && !pbRgssExists?(sprintf("Data/Map%03d.rxdata",homedata[0]))
if $DEBUG
pbMessage(_ISPRINTF("Can't find the map 'Map{1:03d}' in the Data folder. The game will resume at the player's position.",homedata[0]))
end
$Trainer.heal_party
return
end
if gameover
pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]After the unfortunate defeat, you scurry back home."))
else
pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]You scurry back home, protecting your exhausted Pokémon from any further harm..."))
end
if homedata
pbCancelVehicles
pbRemoveDependencies
$game_switches[Settings::STARTING_OVER_SWITCH] = true
$game_temp.player_new_map_id = homedata[0]
$game_temp.player_new_x = homedata[1]
$game_temp.player_new_y = homedata[2]
$game_temp.player_new_direction = homedata[3]
$scene.transfer_player if $scene.is_a?(Scene_Map)
$game_map.refresh
else
$Trainer.heal_party
end
end
pbEraseEscapePoint
end

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@@ -1,179 +1,3 @@
#===============================================================================
# This module stores encounter-modifying events that can happen during the game.
# A procedure can subscribe to an event by adding itself to the event. It will
# then be called whenever the event occurs.
#===============================================================================
module EncounterModifier
@@procs = []
@@procsEnd = []
def self.register(p)
@@procs.push(p)
end
def self.registerEncounterEnd(p)
@@procsEnd.push(p)
end
def self.trigger(encounter)
for prc in @@procs
encounter = prc.call(encounter)
end
return encounter
end
def self.triggerEncounterEnd()
for prc in @@procsEnd
prc.call()
end
end
end
#===============================================================================
# This module stores events that can happen during the game. A procedure can
# subscribe to an event by adding itself to the event. It will then be called
# whenever the event occurs.
#===============================================================================
module Events
@@OnMapCreate = Event.new
@@OnMapUpdate = Event.new
@@OnMapChange = Event.new
@@OnMapChanging = Event.new
@@OnMapSceneChange = Event.new
@@OnSpritesetCreate = Event.new
@@OnAction = Event.new
@@OnStepTaken = Event.new
@@OnLeaveTile = Event.new
@@OnStepTakenFieldMovement = Event.new
@@OnStepTakenTransferPossible = Event.new
@@OnStartBattle = Event.new
@@OnEndBattle = Event.new
@@OnWildPokemonCreate = Event.new
@@OnWildBattleOverride = Event.new
@@OnWildBattleEnd = Event.new
@@OnTrainerPartyLoad = Event.new
@@OnChangeDirection = Event.new
# Fires whenever a map is created. Event handler receives two parameters: the
# map (RPG::Map) and the tileset (RPG::Tileset)
def self.onMapCreate; @@OnMapCreate; end
def self.onMapCreate=(v); @@OnMapCreate = v; end
# Fires each frame during a map update.
def self.onMapUpdate; @@OnMapUpdate; end
def self.onMapUpdate=(v); @@OnMapUpdate = v; end
# Fires whenever one map is about to change to a different one. Event handler
# receives the new map ID and the Game_Map object representing the new map.
# When the event handler is called, $game_map still refers to the old map.
def self.onMapChanging; @@OnMapChanging; end
def self.onMapChanging=(v); @@OnMapChanging = v; end
# Fires whenever the player moves to a new map. Event handler receives the old
# map ID or 0 if none. Also fires when the first map of the game is loaded
def self.onMapChange; @@OnMapChange; end
def self.onMapChange=(v); @@OnMapChange = v; end
# Fires whenever the map scene is regenerated and soon after the player moves
# to a new map.
# Parameters:
# e[0] - Scene_Map object.
# e[1] - Whether the player just moved to a new map (either true or false). If
# false, some other code had called $scene.createSpritesets to
# regenerate the map scene without transferring the player elsewhere
def self.onMapSceneChange; @@OnMapSceneChange; end
def self.onMapSceneChange=(v); @@OnMapSceneChange = v; end
# Fires whenever a spriteset is created.
# Parameters:
# e[0] - Spriteset being created. e[0].map is the map associated with the
# spriteset (not necessarily the current map).
# e[1] - Viewport used for tilemap and characters
def self.onSpritesetCreate; @@OnSpritesetCreate; end
def self.onSpritesetCreate=(v); @@OnSpritesetCreate = v; end
# Triggers when the player presses the Action button on the map.
def self.onAction; @@OnAction; end
def self.onAction=(v); @@OnAction = v; end
# Fires whenever the player takes a step.
def self.onStepTaken; @@OnStepTaken; end
def self.onStepTaken=(v); @@OnStepTaken = v; end
# Fires whenever the player or another event leaves a tile.
# Parameters:
# e[0] - Event that just left the tile.
# e[1] - Map ID where the tile is located (not necessarily
# the current map). Use "$MapFactory.getMap(e[1])" to
# get the Game_Map object corresponding to that map.
# e[2] - X-coordinate of the tile
# e[3] - Y-coordinate of the tile
def self.onLeaveTile; @@OnLeaveTile; end
def self.onLeaveTile=(v); @@OnLeaveTile = v; end
# Fires whenever the player or another event enters a tile.
# Parameters:
# e[0] - Event that just entered a tile.
def self.onStepTakenFieldMovement; @@OnStepTakenFieldMovement; end
def self.onStepTakenFieldMovement=(v); @@OnStepTakenFieldMovement = v; end
# Fires whenever the player takes a step. The event handler may possibly move
# the player elsewhere.
# Parameters:
# e[0] - Array that contains a single boolean value. If an event handler moves
# the player to a new map, it should set this value to true. Other
# event handlers should check this parameter's value.
def self.onStepTakenTransferPossible; @@OnStepTakenTransferPossible; end
def self.onStepTakenTransferPossible=(v); @@OnStepTakenTransferPossible = v; end
def self.onStartBattle; @@OnStartBattle; end
def self.onStartBattle=(v); @@OnStartBattle = v; end
def self.onEndBattle; @@OnEndBattle; end
def self.onEndBattle=(v); @@OnEndBattle = v; end
# Triggers whenever a wild Pokémon is created
# Parameters:
# e[0] - Pokémon being created
def self.onWildPokemonCreate; @@OnWildPokemonCreate; end
def self.onWildPokemonCreate=(v); @@OnWildPokemonCreate = v; end
# Triggers at the start of a wild battle. Event handlers can provide their
# own wild battle routines to override the default behavior.
def self.onWildBattleOverride; @@OnWildBattleOverride; end
def self.onWildBattleOverride=(v); @@OnWildBattleOverride = v; end
# Triggers whenever a wild Pokémon battle ends
# Parameters:
# e[0] - Pokémon species
# e[1] - Pokémon level
# e[2] - Battle result (1-win, 2-loss, 3-escaped, 4-caught, 5-draw)
def self.onWildBattleEnd; @@OnWildBattleEnd; end
def self.onWildBattleEnd=(v); @@OnWildBattleEnd = v; end
# Triggers whenever an NPC trainer's Pokémon party is loaded
# Parameters:
# e[0] - Trainer
# e[1] - Items possessed by the trainer
# e[2] - Party
def self.onTrainerPartyLoad; @@OnTrainerPartyLoad; end
def self.onTrainerPartyLoad=(v); @@OnTrainerPartyLoad = v; end
# Fires whenever the player changes direction.
def self.onChangeDirection; @@OnChangeDirection; end
def self.onChangeDirection=(v); @@OnChangeDirection = v; end
end
def pbOnSpritesetCreate(spriteset,viewport)
Events.onSpritesetCreate.trigger(nil,spriteset,viewport)
end
#===============================================================================
# Constant checks
#===============================================================================
@@ -809,147 +633,6 @@ end
#===============================================================================
# Fishing
#===============================================================================
def pbFishingBegin
$PokemonGlobal.fishing = true
if !pbCommonEvent(Settings::FISHING_BEGIN_COMMON_EVENT)
patternb = 2*$game_player.direction - 1
meta = GameData::Metadata.get_player($PokemonGlobal.playerID)
num = ($PokemonGlobal.surfing) ? 7 : 6
if meta && meta[num] && meta[num]!=""
charset = pbGetPlayerCharset(meta,num)
4.times do |pattern|
$game_player.setDefaultCharName(charset,patternb-pattern,true)
(Graphics.frame_rate/20).times do
Graphics.update
Input.update
pbUpdateSceneMap
end
end
end
end
end
def pbFishingEnd
if !pbCommonEvent(Settings::FISHING_END_COMMON_EVENT)
patternb = 2*($game_player.direction - 2)
meta = GameData::Metadata.get_player($PokemonGlobal.playerID)
num = ($PokemonGlobal.surfing) ? 7 : 6
if meta && meta[num] && meta[num]!=""
charset = pbGetPlayerCharset(meta,num)
4.times do |pattern|
$game_player.setDefaultCharName(charset,patternb+pattern,true)
(Graphics.frame_rate/20).times do
Graphics.update
Input.update
pbUpdateSceneMap
end
end
end
end
$PokemonGlobal.fishing = false
end
def pbFishing(hasEncounter,rodType=1)
speedup = ($Trainer.first_pokemon && [:STICKYHOLD, :SUCTIONCUPS].include?($Trainer.first_pokemon.ability_id))
biteChance = 20+(25*rodType) # 45, 70, 95
biteChance *= 1.5 if speedup # 67.5, 100, 100
hookChance = 100
oldpattern = $game_player.fullPattern
pbFishingBegin
msgWindow = pbCreateMessageWindow
ret = false
loop do
time = 5+rand(6)
time = [time,5+rand(6)].min if speedup
message = ""
time.times { message += ". " }
if pbWaitMessage(msgWindow,time)
pbFishingEnd
$game_player.setDefaultCharName(nil,oldpattern)
pbMessageDisplay(msgWindow,_INTL("Not even a nibble..."))
break
end
if hasEncounter && rand(100)<biteChance
$scene.spriteset.addUserAnimation(Settings::EXCLAMATION_ANIMATION_ID,$game_player.x,$game_player.y,true,3)
frames = Graphics.frame_rate - rand(Graphics.frame_rate/2) # 0.5-1 second
if !pbWaitForInput(msgWindow,message+_INTL("\r\nOh! A bite!"),frames)
pbFishingEnd
$game_player.setDefaultCharName(nil,oldpattern)
pbMessageDisplay(msgWindow,_INTL("The Pokémon got away..."))
break
end
if Settings::FISHING_AUTO_HOOK || rand(100) < hookChance
pbFishingEnd
pbMessageDisplay(msgWindow,_INTL("Landed a Pokémon!")) if !Settings::FISHING_AUTO_HOOK
$game_player.setDefaultCharName(nil,oldpattern)
ret = true
break
end
# biteChance += 15
# hookChance += 15
else
pbFishingEnd
$game_player.setDefaultCharName(nil,oldpattern)
pbMessageDisplay(msgWindow,_INTL("Not even a nibble..."))
break
end
end
pbDisposeMessageWindow(msgWindow)
return ret
end
# Show waiting dots before a Pokémon bites
def pbWaitMessage(msgWindow,time)
message = ""
periodTime = Graphics.frame_rate*4/10 # 0.4 seconds, 16 frames per dot
(time+1).times do |i|
message += ". " if i>0
pbMessageDisplay(msgWindow,message,false)
periodTime.times do
Graphics.update
Input.update
pbUpdateSceneMap
if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
return true
end
end
end
return false
end
# A Pokémon is biting, reflex test to reel it in
def pbWaitForInput(msgWindow,message,frames)
pbMessageDisplay(msgWindow,message,false)
numFrame = 0
twitchFrame = 0
twitchFrameTime = Graphics.frame_rate/10 # 0.1 seconds, 4 frames
loop do
Graphics.update
Input.update
pbUpdateSceneMap
# Twitch cycle: 1,0,1,0,0,0,0,0
twitchFrame = (twitchFrame+1)%(twitchFrameTime*8)
case twitchFrame%twitchFrameTime
when 0, 2
$game_player.pattern = 1
else
$game_player.pattern = 0
end
if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
$game_player.pattern = 0
return true
end
break if !Settings::FISHING_AUTO_HOOK && numFrame > frames
numFrame += 1
end
return false
end
#===============================================================================
# Bridges, cave escape points, and setting the heal point
#===============================================================================
@@ -1005,7 +688,7 @@ def pbRegisterPartner(tr_type, tr_name, tr_id = 0)
Events.onTrainerPartyLoad.trigger(nil, trainer)
for i in trainer.party
i.owner = Pokemon::Owner.new_from_trainer(trainer)
i.calcStats
i.calc_stats
end
$PokemonGlobal.partner = [tr_type, tr_name, trainer.id, trainer.party]
end

View File

@@ -1,5 +1,5 @@
#===============================================================================
# Battle start animation
# Battle intro animation
#===============================================================================
def pbSceneStandby
$scene.disposeSpritesets if $scene && $scene.is_a?(Scene_Map)
@@ -125,6 +125,9 @@ def pbBattleAnimation(bgm=nil,battletype=0,foe=nil)
$game_temp.in_battle = false
end
#===============================================================================
# Vs. battle intro animation
#===============================================================================
def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
##### VS. animation, by Luka S.J. #####
##### Tweaked by Maruno #####
@@ -278,6 +281,9 @@ def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
return false
end
#===============================================================================
# Override battle intro animation
#===============================================================================
# If you want to add a custom battle intro animation, copy the following alias
# line and method into a new script section. Change the name of the alias part
# ("__over1__") in your copied code in both places. Then add in your custom
@@ -302,412 +308,3 @@ def pbBattleAnimationOverride(viewport,battletype=0,foe=nil)
# animation was NOT shown.
return __over1__pbBattleAnimationOverride(viewport,battletype,foe)
end
#===============================================================================
# Location signpost
#===============================================================================
class LocationWindow
def initialize(name)
@window = Window_AdvancedTextPokemon.new(name)
@window.resizeToFit(name,Graphics.width)
@window.x = 0
@window.y = -@window.height
@window.viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
@window.viewport.z = 99999
@currentmap = $game_map.map_id
@frames = 0
end
def disposed?
@window.disposed?
end
def dispose
@window.dispose
end
def update
return if @window.disposed?
@window.update
if $game_temp.message_window_showing || @currentmap!=$game_map.map_id
@window.dispose
return
end
if @frames > Graphics.frame_rate * 2
@window.y -= 4
@window.dispose if @window.y+@window.height<0
else
@window.y += 4 if @window.y<0
@frames += 1
end
end
end
#===============================================================================
# Visibility circle in dark maps
#===============================================================================
class DarknessSprite < SpriteWrapper
attr_reader :radius
def initialize(viewport=nil)
super(viewport)
@darkness = BitmapWrapper.new(Graphics.width,Graphics.height)
@radius = radiusMin
self.bitmap = @darkness
self.z = 99998
refresh
end
def dispose
@darkness.dispose
super
end
def radiusMin; return 64; end # Before using Flash
def radiusMax; return 176; end # After using Flash
def radius=(value)
@radius = value
refresh
end
def refresh
@darkness.fill_rect(0,0,Graphics.width,Graphics.height,Color.new(0,0,0,255))
cx = Graphics.width/2
cy = Graphics.height/2
cradius = @radius
numfades = 5
for i in 1..numfades
for j in cx-cradius..cx+cradius
diff2 = (cradius * cradius) - ((j - cx) * (j - cx))
diff = Math.sqrt(diff2)
@darkness.fill_rect(j,cy-diff,1,diff*2,Color.new(0,0,0,255.0*(numfades-i)/numfades))
end
cradius = (cradius*0.9).floor
end
end
end
#===============================================================================
# Lights
#===============================================================================
class LightEffect
def initialize(event,viewport=nil,map=nil,filename=nil)
@light = IconSprite.new(0,0,viewport)
if filename!=nil && filename!="" && pbResolveBitmap("Graphics/Pictures/"+filename)
@light.setBitmap("Graphics/Pictures/"+filename)
else
@light.setBitmap("Graphics/Pictures/LE")
end
@light.z = 1000
@event = event
@map = (map) ? map : $game_map
@disposed = false
end
def disposed?
return @disposed
end
def dispose
@light.dispose
@map = nil
@event = nil
@disposed = true
end
def update
@light.update
end
end
class LightEffect_Lamp < LightEffect
def initialize(event,viewport=nil,map=nil)
lamp = AnimatedBitmap.new("Graphics/Pictures/LE")
@light = Sprite.new(viewport)
@light.bitmap = Bitmap.new(128,64)
src_rect = Rect.new(0, 0, 64, 64)
@light.bitmap.blt(0, 0, lamp.bitmap, src_rect)
@light.bitmap.blt(20, 0, lamp.bitmap, src_rect)
@light.visible = true
@light.z = 1000
lamp.dispose
@map = (map) ? map : $game_map
@event = event
end
end
class LightEffect_Basic < LightEffect
def update
return if !@light || !@event
super
@light.opacity = 100
@light.ox = 32
@light.oy = 48
if (Object.const_defined?(:ScreenPosHelper) rescue false)
@light.x = ScreenPosHelper.pbScreenX(@event)
@light.y = ScreenPosHelper.pbScreenY(@event)
@light.zoom_x = ScreenPosHelper.pbScreenZoomX(@event)
else
@light.x = @event.screen_x
@light.y = @event.screen_y
@light.zoom_x = 1.0
end
@light.zoom_y = @light.zoom_x
@light.tone = $game_screen.tone
end
end
class LightEffect_DayNight < LightEffect
def update
return if !@light || !@event
super
shade = PBDayNight.getShade
if shade>=144 # If light enough, call it fully day
shade = 255
elsif shade<=64 # If dark enough, call it fully night
shade = 0
else
shade = 255-(255*(144-shade)/(144-64))
end
@light.opacity = 255-shade
if @light.opacity>0
@light.ox = 32
@light.oy = 48
if (Object.const_defined?(:ScreenPosHelper) rescue false)
@light.x = ScreenPosHelper.pbScreenX(@event)
@light.y = ScreenPosHelper.pbScreenY(@event)
@light.zoom_x = ScreenPosHelper.pbScreenZoomX(@event)
@light.zoom_y = ScreenPosHelper.pbScreenZoomY(@event)
else
@light.x = @event.screen_x
@light.y = @event.screen_y
@light.zoom_x = 1.0
@light.zoom_y = 1.0
end
@light.tone.set($game_screen.tone.red,
$game_screen.tone.green,
$game_screen.tone.blue,
$game_screen.tone.gray)
end
end
end
Events.onSpritesetCreate += proc { |_sender,e|
spriteset = e[0] # Spriteset being created
viewport = e[1] # Viewport used for tilemap and characters
map = spriteset.map # Map associated with the spriteset (not necessarily the current map)
for i in map.events.keys
if map.events[i].name[/^outdoorlight\((\w+)\)$/i]
filename = $~[1].to_s
spriteset.addUserSprite(LightEffect_DayNight.new(map.events[i],viewport,map,filename))
elsif map.events[i].name.downcase=="outdoorlight"
spriteset.addUserSprite(LightEffect_DayNight.new(map.events[i],viewport,map))
elsif map.events[i].name[/^light\((\w+)\)$/i]
filename = $~[1].to_s
spriteset.addUserSprite(LightEffect_Basic.new(map.events[i],viewport,map,filename))
elsif map.events[i].name.downcase=="light"
spriteset.addUserSprite(LightEffect_Basic.new(map.events[i],viewport,map))
end
end
spriteset.addUserSprite(Particle_Engine.new(viewport,map))
}
#===============================================================================
# Entering/exiting cave animations
#===============================================================================
def pbCaveEntranceEx(exiting)
# Create bitmap
sprite = BitmapSprite.new(Graphics.width,Graphics.height)
sprite.z = 100000
# Define values used for the animation
totalFrames = (Graphics.frame_rate*0.4).floor
increment = (255.0/totalFrames).ceil
totalBands = 15
bandheight = ((Graphics.height/2.0)-10)/totalBands
bandwidth = ((Graphics.width/2.0)-12)/totalBands
# Create initial array of band colors (black if exiting, white if entering)
grays = Array.new(totalBands) { |i| (exiting) ? 0 : 255 }
# Animate bands changing color
totalFrames.times do |j|
x = 0
y = 0
# Calculate color of each band
for k in 0...totalBands
next if k>=totalBands*j/totalFrames
inc = increment
inc *= -1 if exiting
grays[k] -= inc
grays[k] = 0 if grays[k]<0
end
# Draw gray rectangles
rectwidth = Graphics.width
rectheight = Graphics.height
for i in 0...totalBands
currentGray = grays[i]
sprite.bitmap.fill_rect(Rect.new(x,y,rectwidth,rectheight),
Color.new(currentGray,currentGray,currentGray))
x += bandwidth
y += bandheight
rectwidth -= bandwidth*2
rectheight -= bandheight*2
end
Graphics.update
Input.update
end
# Set the tone at end of band animation
if exiting
pbToneChangeAll(Tone.new(255,255,255),0)
else
pbToneChangeAll(Tone.new(-255,-255,-255),0)
end
# Animate fade to white (if exiting) or black (if entering)
for j in 0...totalFrames
if exiting
sprite.color = Color.new(255,255,255,j*increment)
else
sprite.color = Color.new(0,0,0,j*increment)
end
Graphics.update
Input.update
end
# Set the tone at end of fading animation
pbToneChangeAll(Tone.new(0,0,0),8)
# Pause briefly
(Graphics.frame_rate/10).times do
Graphics.update
Input.update
end
sprite.dispose
end
def pbCaveEntrance
pbSetEscapePoint
pbCaveEntranceEx(false)
end
def pbCaveExit
pbEraseEscapePoint
pbCaveEntranceEx(true)
end
#===============================================================================
# Blacking out animation
#===============================================================================
def pbRxdataExists?(file)
return pbRgssExists?(file+".rxdata")
end
def pbStartOver(gameover=false)
if pbInBugContest?
pbBugContestStartOver
return
end
$Trainer.heal_party
if $PokemonGlobal.pokecenterMapId && $PokemonGlobal.pokecenterMapId>=0
if gameover
pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]After the unfortunate defeat, you scurry back to a Pokémon Center."))
else
pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]You scurry back to a Pokémon Center, protecting your exhausted Pokémon from any further harm..."))
end
pbCancelVehicles
pbRemoveDependencies
$game_switches[Settings::STARTING_OVER_SWITCH] = true
$game_temp.player_new_map_id = $PokemonGlobal.pokecenterMapId
$game_temp.player_new_x = $PokemonGlobal.pokecenterX
$game_temp.player_new_y = $PokemonGlobal.pokecenterY
$game_temp.player_new_direction = $PokemonGlobal.pokecenterDirection
$scene.transfer_player if $scene.is_a?(Scene_Map)
$game_map.refresh
else
homedata = GameData::Metadata.get.home
if homedata && !pbRxdataExists?(sprintf("Data/Map%03d",homedata[0]))
if $DEBUG
pbMessage(_ISPRINTF("Can't find the map 'Map{1:03d}' in the Data folder. The game will resume at the player's position.",homedata[0]))
end
$Trainer.heal_party
return
end
if gameover
pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]After the unfortunate defeat, you scurry back home."))
else
pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]You scurry back home, protecting your exhausted Pokémon from any further harm..."))
end
if homedata
pbCancelVehicles
pbRemoveDependencies
$game_switches[Settings::STARTING_OVER_SWITCH] = true
$game_temp.player_new_map_id = homedata[0]
$game_temp.player_new_x = homedata[1]
$game_temp.player_new_y = homedata[2]
$game_temp.player_new_direction = homedata[3]
$scene.transfer_player if $scene.is_a?(Scene_Map)
$game_map.refresh
else
$Trainer.heal_party
end
end
pbEraseEscapePoint
end
#===============================================================================
# Various other screen effects
#===============================================================================
def pbToneChangeAll(tone,duration)
$game_screen.start_tone_change(tone,duration*Graphics.frame_rate/20)
for picture in $game_screen.pictures
picture.start_tone_change(tone,duration*Graphics.frame_rate/20) if picture
end
end
def pbShake(power,speed,frames)
$game_screen.start_shake(power,speed,frames*Graphics.frame_rate/20)
end
def pbFlash(color,frames)
$game_screen.start_flash(color,frames*Graphics.frame_rate/20)
end
def pbScrollMap(direction,distance,speed)
if speed==0
case direction
when 2 then $game_map.scroll_down(distance * Game_Map::REAL_RES_Y)
when 4 then $game_map.scroll_left(distance * Game_Map::REAL_RES_X)
when 6 then $game_map.scroll_right(distance * Game_Map::REAL_RES_X)
when 8 then $game_map.scroll_up(distance * Game_Map::REAL_RES_Y)
end
else
$game_map.start_scroll(direction, distance, speed)
oldx = $game_map.display_x
oldy = $game_map.display_y
loop do
Graphics.update
Input.update
break if !$game_map.scrolling?
pbUpdateSceneMap
break if $game_map.display_x==oldx && $game_map.display_y==oldy
oldx = $game_map.display_x
oldy = $game_map.display_y
end
end
end

View File

@@ -23,8 +23,8 @@ Events.onWildPokemonCreate += proc { |_sender, e|
new_level = pbBalancedLevel($Trainer.party) - 4 + rand(5) # For variety
new_level = new_level.clamp(1, GameData::GrowthRate.max_level)
pokemon.level = new_level
pokemon.calcStats
pokemon.resetMoves
pokemon.calc_stats
pokemon.reset_moves
end
}

View File

@@ -0,0 +1,138 @@
#===============================================================================
# Fishing
#===============================================================================
def pbFishingBegin
$PokemonGlobal.fishing = true
if !pbCommonEvent(Settings::FISHING_BEGIN_COMMON_EVENT)
patternb = 2*$game_player.direction - 1
meta = GameData::Metadata.get_player($PokemonGlobal.playerID)
num = ($PokemonGlobal.surfing) ? 7 : 6
if meta && meta[num] && meta[num]!=""
charset = pbGetPlayerCharset(meta,num)
4.times do |pattern|
$game_player.setDefaultCharName(charset,patternb-pattern,true)
(Graphics.frame_rate/20).times do
Graphics.update
Input.update
pbUpdateSceneMap
end
end
end
end
end
def pbFishingEnd
if !pbCommonEvent(Settings::FISHING_END_COMMON_EVENT)
patternb = 2*($game_player.direction - 2)
meta = GameData::Metadata.get_player($PokemonGlobal.playerID)
num = ($PokemonGlobal.surfing) ? 7 : 6
if meta && meta[num] && meta[num]!=""
charset = pbGetPlayerCharset(meta,num)
4.times do |pattern|
$game_player.setDefaultCharName(charset,patternb+pattern,true)
(Graphics.frame_rate/20).times do
Graphics.update
Input.update
pbUpdateSceneMap
end
end
end
end
$PokemonGlobal.fishing = false
end
def pbFishing(hasEncounter,rodType=1)
speedup = ($Trainer.first_pokemon && [:STICKYHOLD, :SUCTIONCUPS].include?($Trainer.first_pokemon.ability_id))
biteChance = 20+(25*rodType) # 45, 70, 95
biteChance *= 1.5 if speedup # 67.5, 100, 100
hookChance = 100
oldpattern = $game_player.fullPattern
pbFishingBegin
msgWindow = pbCreateMessageWindow
ret = false
loop do
time = 5+rand(6)
time = [time,5+rand(6)].min if speedup
message = ""
time.times { message += ". " }
if pbWaitMessage(msgWindow,time)
pbFishingEnd
$game_player.setDefaultCharName(nil,oldpattern)
pbMessageDisplay(msgWindow,_INTL("Not even a nibble..."))
break
end
if hasEncounter && rand(100)<biteChance
$scene.spriteset.addUserAnimation(Settings::EXCLAMATION_ANIMATION_ID,$game_player.x,$game_player.y,true,3)
frames = Graphics.frame_rate - rand(Graphics.frame_rate/2) # 0.5-1 second
if !pbWaitForInput(msgWindow,message+_INTL("\r\nOh! A bite!"),frames)
pbFishingEnd
$game_player.setDefaultCharName(nil,oldpattern)
pbMessageDisplay(msgWindow,_INTL("The Pokémon got away..."))
break
end
if Settings::FISHING_AUTO_HOOK || rand(100) < hookChance
pbFishingEnd
pbMessageDisplay(msgWindow,_INTL("Landed a Pokémon!")) if !Settings::FISHING_AUTO_HOOK
$game_player.setDefaultCharName(nil,oldpattern)
ret = true
break
end
# biteChance += 15
# hookChance += 15
else
pbFishingEnd
$game_player.setDefaultCharName(nil,oldpattern)
pbMessageDisplay(msgWindow,_INTL("Not even a nibble..."))
break
end
end
pbDisposeMessageWindow(msgWindow)
return ret
end
# Show waiting dots before a Pokémon bites
def pbWaitMessage(msgWindow,time)
message = ""
periodTime = Graphics.frame_rate*4/10 # 0.4 seconds, 16 frames per dot
(time+1).times do |i|
message += ". " if i>0
pbMessageDisplay(msgWindow,message,false)
periodTime.times do
Graphics.update
Input.update
pbUpdateSceneMap
if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
return true
end
end
end
return false
end
# A Pokémon is biting, reflex test to reel it in
def pbWaitForInput(msgWindow,message,frames)
pbMessageDisplay(msgWindow,message,false)
numFrame = 0
twitchFrame = 0
twitchFrameTime = Graphics.frame_rate/10 # 0.1 seconds, 4 frames
loop do
Graphics.update
Input.update
pbUpdateSceneMap
# Twitch cycle: 1,0,1,0,0,0,0,0
twitchFrame = (twitchFrame+1)%(twitchFrameTime*8)
case twitchFrame%twitchFrameTime
when 0, 2
$game_player.pattern = 1
else
$game_player.pattern = 0
end
if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
$game_player.pattern = 0
return true
end
break if !Settings::FISHING_AUTO_HOOK && numFrame > frames
numFrame += 1
end
return false
end

View File

@@ -356,7 +356,7 @@ def pbDayCareGenerateEgg
egg.happiness = 120
egg.iv = ivs
egg.moves = finalmoves
egg.calcStats
egg.calc_stats
egg.obtain_text = _INTL("Day-Care Couple")
egg.name = _INTL("Egg")
egg.steps_to_hatch = egg.species_data.hatch_steps
@@ -394,7 +394,7 @@ Events.onStepTaken += proc { |_sender,_e|
oldlevel = pkmn.level
pkmn.exp += 1 # Gain Exp
next if pkmn.level==oldlevel
pkmn.calcStats
pkmn.calc_stats
movelist = pkmn.getMoveList
for i in movelist
pkmn.learn_move(i[1]) if i[0]==pkmn.level # Learned a new move

View File

@@ -1,573 +0,0 @@
class PokemonTemp
attr_writer :dependentEvents
def dependentEvents
@dependentEvents = DependentEvents.new if !@dependentEvents
return @dependentEvents
end
end
def pbRemoveDependencies()
$PokemonTemp.dependentEvents.removeAllEvents()
pbDeregisterPartner() rescue nil
end
def pbAddDependency(event)
$PokemonTemp.dependentEvents.addEvent(event)
end
def pbRemoveDependency(event)
$PokemonTemp.dependentEvents.removeEvent(event)
end
def pbAddDependency2(eventID, eventName, commonEvent)
$PokemonTemp.dependentEvents.addEvent($game_map.events[eventID],eventName,commonEvent)
end
# Gets the Game_Character object associated with a dependent event.
def pbGetDependency(eventName)
return $PokemonTemp.dependentEvents.getEventByName(eventName)
end
def pbRemoveDependency2(eventName)
$PokemonTemp.dependentEvents.removeEventByName(eventName)
end
class PokemonGlobalMetadata
attr_writer :dependentEvents
def dependentEvents
@dependentEvents = [] if !@dependentEvents
return @dependentEvents
end
end
class Game_Event
def set_starting
@starting=true
end
end
def pbTestPass(follower,x,y,_direction=nil)
return $MapFactory.isPassableStrict?(follower.map.map_id,x,y,follower)
end
# Same map only
def moveThrough(follower,direction)
oldThrough=follower.through
follower.through=true
case direction
when 2 then follower.move_down
when 4 then follower.move_left
when 6 then follower.move_right
when 8 then follower.move_up
end
follower.through=oldThrough
end
# Same map only
def moveFancy(follower,direction)
deltaX=(direction == 6 ? 1 : (direction == 4 ? -1 : 0))
deltaY=(direction == 2 ? 1 : (direction == 8 ? -1 : 0))
newX = follower.x + deltaX
newY = follower.y + deltaY
# Move if new position is the player's, or the new position is passable,
# or the current position is not passable
if ($game_player.x==newX && $game_player.y==newY) ||
pbTestPass(follower,newX,newY,0) ||
!pbTestPass(follower,follower.x,follower.y,0)
oldThrough=follower.through
follower.through=true
case direction
when 2 then follower.move_down
when 4 then follower.move_left
when 6 then follower.move_right
when 8 then follower.move_up
end
follower.through=oldThrough
end
end
# Same map only
def jumpFancy(follower,direction,leader)
deltaX=(direction == 6 ? 2 : (direction == 4 ? -2 : 0))
deltaY=(direction == 2 ? 2 : (direction == 8 ? -2 : 0))
halfDeltaX=(direction == 6 ? 1 : (direction == 4 ? -1 : 0))
halfDeltaY=(direction == 2 ? 1 : (direction == 8 ? -1 : 0))
middle=pbTestPass(follower,follower.x+halfDeltaX,follower.y+halfDeltaY,0)
ending=pbTestPass(follower,follower.x+deltaX, follower.y+deltaY, 0)
if middle
moveFancy(follower,direction)
moveFancy(follower,direction)
elsif ending
if pbTestPass(follower,follower.x,follower.y,0)
if leader.jumping?
follower.jump_speed_real = leader.jump_speed_real * Graphics.frame_rate / 40.0
else
follower.jump_speed_real = leader.move_speed_real * Graphics.frame_rate / 20.0
end
follower.jump(deltaX,deltaY)
else
moveThrough(follower,direction)
moveThrough(follower,direction)
end
end
end
def pbFancyMoveTo(follower,newX,newY,leader)
if follower.x-newX==-1 && follower.y==newY
moveFancy(follower,6)
elsif follower.x-newX==1 && follower.y==newY
moveFancy(follower,4)
elsif follower.y-newY==-1 && follower.x==newX
moveFancy(follower,2)
elsif follower.y-newY==1 && follower.x==newX
moveFancy(follower,8)
elsif follower.x-newX==-2 && follower.y==newY
jumpFancy(follower,6,leader)
elsif follower.x-newX==2 && follower.y==newY
jumpFancy(follower,4,leader)
elsif follower.y-newY==-2 && follower.x==newX
jumpFancy(follower,2,leader)
elsif follower.y-newY==2 && follower.x==newX
jumpFancy(follower,8,leader)
elsif follower.x!=newX || follower.y!=newY
follower.moveto(newX,newY)
end
end
class DependentEvents
attr_reader :lastUpdate
def createEvent(eventData)
rpgEvent = RPG::Event.new(eventData[3],eventData[4])
rpgEvent.id = eventData[1]
if eventData[9]
# Must setup common event list here and now
commonEvent = Game_CommonEvent.new(eventData[9])
rpgEvent.pages[0].list = commonEvent.list
end
newEvent = Game_Event.new(eventData[0],rpgEvent,$MapFactory.getMap(eventData[2]))
newEvent.character_name = eventData[6]
newEvent.character_hue = eventData[7]
case eventData[5] # direction
when 2 then newEvent.turn_down
when 4 then newEvent.turn_left
when 6 then newEvent.turn_right
when 8 then newEvent.turn_up
end
return newEvent
end
def initialize
# Original map, Event ID, Current map, X, Y, Direction
events=$PokemonGlobal.dependentEvents
@realEvents=[]
@lastUpdate=-1
for event in events
@realEvents.push(createEvent(event))
end
end
def pbEnsureEvent(event, newMapID)
events=$PokemonGlobal.dependentEvents
for i in 0...events.length
# Check original map ID and original event ID
if events[i][0]==event.map_id && events[i][1]==event.id
# Change current map ID
events[i][2]=newMapID
newEvent=createEvent(events[i])
# Replace event
@realEvents[i]=newEvent
@lastUpdate+=1
return i
end
end
return -1
end
def pbFollowEventAcrossMaps(leader,follower,instant=false,leaderIsTrueLeader=true)
d=leader.direction
areConnected=$MapFactory.areConnected?(leader.map.map_id,follower.map.map_id)
# Get the rear facing tile of leader
facingDirection=10-d
if !leaderIsTrueLeader && areConnected
relativePos=$MapFactory.getThisAndOtherEventRelativePos(leader,follower)
# Assumes leader and follower are both 1x1 tile in size
if (relativePos[1]==0 && relativePos[0]==2) # 2 spaces to the right of leader
facingDirection=6
elsif (relativePos[1]==0 && relativePos[0]==-2) # 2 spaces to the left of leader
facingDirection=4
elsif relativePos[1]==-2 && relativePos[0]==0 # 2 spaces above leader
facingDirection=8
elsif relativePos[1]==2 && relativePos[0]==0 # 2 spaces below leader
facingDirection=2
end
end
facings=[facingDirection] # Get facing from behind
# facings.push([0,0,4,0,8,0,2,0,6][d]) # Get right facing
# facings.push([0,0,6,0,2,0,8,0,4][d]) # Get left facing
if !leaderIsTrueLeader
facings.push(d) # Get forward facing
end
mapTile=nil
if areConnected
bestRelativePos=-1
oldthrough=follower.through
follower.through=false
for i in 0...facings.length
facing=facings[i]
tile=$MapFactory.getFacingTile(facing,leader)
# Assumes leader is 1x1 tile in size
passable=tile && $MapFactory.isPassableStrict?(tile[0],tile[1],tile[2],follower)
if i==0 && !passable && tile &&
$MapFactory.getTerrainTag(tile[0],tile[1],tile[2]).ledge
# If the tile isn't passable and the tile is a ledge,
# get tile from further behind
tile=$MapFactory.getFacingTileFromPos(tile[0],tile[1],tile[2],facing)
passable=tile && $MapFactory.isPassableStrict?(tile[0],tile[1],tile[2],follower)
end
if passable
relativePos=$MapFactory.getThisAndOtherPosRelativePos(
follower,tile[0],tile[1],tile[2])
# Assumes follower is 1x1 tile in size
distance=Math.sqrt(relativePos[0]*relativePos[0]+relativePos[1]*relativePos[1])
if bestRelativePos==-1 || bestRelativePos>distance
bestRelativePos=distance
mapTile=tile
end
if i==0 && distance<=1 # Prefer behind if tile can move up to 1 space
break
end
end
end
follower.through=oldthrough
else
tile=$MapFactory.getFacingTile(facings[0],leader)
# Assumes leader is 1x1 tile in size
passable=tile && $MapFactory.isPassableStrict?(tile[0],tile[1],tile[2],follower)
mapTile=passable ? mapTile : nil
end
if mapTile && follower.map.map_id==mapTile[0]
# Follower is on same map
newX=mapTile[1]
newY=mapTile[2]
deltaX=(d == 6 ? -1 : d == 4 ? 1 : 0)
deltaY=(d == 2 ? -1 : d == 8 ? 1 : 0)
posX = newX + deltaX
posY = newY + deltaY
follower.move_speed=leader.move_speed # sync movespeed
if (follower.x-newX==-1 && follower.y==newY) ||
(follower.x-newX==1 && follower.y==newY) ||
(follower.y-newY==-1 && follower.x==newX) ||
(follower.y-newY==1 && follower.x==newX)
if instant
follower.moveto(newX,newY)
else
pbFancyMoveTo(follower,newX,newY,leader)
end
elsif (follower.x-newX==-2 && follower.y==newY) ||
(follower.x-newX==2 && follower.y==newY) ||
(follower.y-newY==-2 && follower.x==newX) ||
(follower.y-newY==2 && follower.x==newX)
if instant
follower.moveto(newX,newY)
else
pbFancyMoveTo(follower,newX,newY,leader)
end
elsif follower.x!=posX || follower.y!=posY
if instant
follower.moveto(newX,newY)
else
pbFancyMoveTo(follower,posX,posY,leader)
pbFancyMoveTo(follower,newX,newY,leader)
end
end
else
if !mapTile
# Make current position into leader's position
mapTile=[leader.map.map_id,leader.x,leader.y]
end
if follower.map.map_id==mapTile[0]
# Follower is on same map as leader
follower.moveto(leader.x,leader.y)
else
# Follower will move to different map
events=$PokemonGlobal.dependentEvents
eventIndex=pbEnsureEvent(follower,mapTile[0])
if eventIndex>=0
newFollower=@realEvents[eventIndex]
newEventData=events[eventIndex]
newFollower.moveto(mapTile[1],mapTile[2])
newEventData[3]=mapTile[1]
newEventData[4]=mapTile[2]
if mapTile[0]==leader.map.map_id
end
end
end
end
end
def debugEcho
self.eachEvent { |e,d|
echoln d
echoln [e.map_id,e.map.map_id,e.id]
}
end
def pbMapChangeMoveDependentEvents
events=$PokemonGlobal.dependentEvents
updateDependentEvents
leader=$game_player
for i in 0...events.length
event=@realEvents[i]
pbFollowEventAcrossMaps(leader,event,true,i==0)
# Update X and Y for this event
events[i][3]=event.x
events[i][4]=event.y
events[i][5]=event.direction
# Set leader to this event
leader=event
end
end
def pbMoveDependentEvents
events=$PokemonGlobal.dependentEvents
updateDependentEvents
leader=$game_player
for i in 0...events.length
event=@realEvents[i]
pbFollowEventAcrossMaps(leader,event,false,i==0)
# Update X and Y for this event
events[i][3]=event.x
events[i][4]=event.y
events[i][5]=event.direction
# Set leader to this event
leader=event
end
end
def pbTurnDependentEvents
events=$PokemonGlobal.dependentEvents
updateDependentEvents
leader=$game_player
for i in 0...events.length
event=@realEvents[i]
pbTurnTowardEvent(event,leader)
# Update direction for this event
events[i][5]=event.direction
# Set leader to this event
leader=event
end
end
def eachEvent
events=$PokemonGlobal.dependentEvents
for i in 0...events.length
yield @realEvents[i],events[i]
end
end
def updateDependentEvents
events=$PokemonGlobal.dependentEvents
return if events.length==0
for i in 0...events.length
event=@realEvents[i]
next if !@realEvents[i]
event.transparent=$game_player.transparent
if event.jumping? || event.moving? ||
!($game_player.jumping? || $game_player.moving?)
event.update
elsif !event.starting
event.set_starting
event.update
event.clear_starting
end
events[i][3]=event.x
events[i][4]=event.y
events[i][5]=event.direction
end
# Check event triggers
if Input.trigger?(Input::USE) && !$game_temp.in_menu && !$game_temp.in_battle &&
!$game_player.move_route_forcing && !$game_temp.message_window_showing &&
!pbMapInterpreterRunning?
# Get position of tile facing the player
facingTile=$MapFactory.getFacingTile()
# Assumes player is 1x1 tile in size
self.eachEvent { |e,d|
next if !d[9]
if e.at_coordinate?($game_player.x, $game_player.y)
# On same position
if not e.jumping? && (!e.respond_to?("over_trigger") || e.over_trigger?)
if e.list.size>1
# Start event
$game_map.refresh if $game_map.need_refresh
e.lock
pbMapInterpreter.setup(e.list,e.id,e.map.map_id)
end
end
elsif facingTile && e.map.map_id==facingTile[0] &&
e.at_coordinate?(facingTile[1], facingTile[2])
# On facing tile
if not e.jumping? && (!e.respond_to?("over_trigger") || !e.over_trigger?)
if e.list.size>1
# Start event
$game_map.refresh if $game_map.need_refresh
e.lock
pbMapInterpreter.setup(e.list,e.id,e.map.map_id)
end
end
end
}
end
end
def removeEvent(event)
events=$PokemonGlobal.dependentEvents
mapid=$game_map.map_id
for i in 0...events.length
if events[i][2]==mapid && # Refer to current map
events[i][0]==event.map_id && # Event's map ID is original ID
events[i][1]==event.id
events[i]=nil
@realEvents[i]=nil
@lastUpdate+=1
end
events.compact!
@realEvents.compact!
end
end
def getEventByName(name)
events=$PokemonGlobal.dependentEvents
for i in 0...events.length
if events[i] && events[i][8]==name # Arbitrary name given to dependent event
return @realEvents[i]
end
end
return nil
end
def removeAllEvents
events=$PokemonGlobal.dependentEvents
events.clear
@realEvents.clear
@lastUpdate+=1
end
def removeEventByName(name)
events=$PokemonGlobal.dependentEvents
for i in 0...events.length
if events[i] && events[i][8]==name # Arbitrary name given to dependent event
events[i]=nil
@realEvents[i]=nil
@lastUpdate+=1
end
events.compact!
@realEvents.compact!
end
end
def addEvent(event,eventName=nil,commonEvent=nil)
return if !event
events=$PokemonGlobal.dependentEvents
for i in 0...events.length
if events[i] && events[i][0]==$game_map.map_id && events[i][1]==event.id
# Already exists
return
end
end
# Original map ID, original event ID, current map ID,
# event X, event Y, event direction,
# event's filename,
# event's hue, event's name, common event ID
eventData=[
$game_map.map_id,event.id,$game_map.map_id,
event.x,event.y,event.direction,
event.character_name.clone,
event.character_hue,eventName,commonEvent
]
newEvent=createEvent(eventData)
events.push(eventData)
@realEvents.push(newEvent)
@lastUpdate+=1
event.erase
end
end
class DependentEventSprites
def initialize(viewport,map)
@disposed=false
@sprites=[]
@map=map
@viewport=viewport
refresh
@lastUpdate=nil
end
def refresh
for sprite in @sprites
sprite.dispose
end
@sprites.clear
$PokemonTemp.dependentEvents.eachEvent { |event,data|
if data[0]==@map.map_id # Check original map
@map.events[data[1]].erase
end
if data[2]==@map.map_id # Check current map
@sprites.push(Sprite_Character.new(@viewport,event))
end
}
end
def update
if $PokemonTemp.dependentEvents.lastUpdate!=@lastUpdate
refresh
@lastUpdate=$PokemonTemp.dependentEvents.lastUpdate
end
for sprite in @sprites
sprite.update
end
end
def dispose
return if @disposed
for sprite in @sprites
sprite.dispose
end
@sprites.clear
@disposed=true
end
def disposed?
@disposed
end
end
Events.onSpritesetCreate += proc { |_sender,e|
spriteset = e[0] # Spriteset being created
viewport = e[1] # Viewport used for tilemap and characters
map = spriteset.map # Map associated with the spriteset (not necessarily the current map)
spriteset.addUserSprite(DependentEventSprites.new(viewport,map))
}
Events.onMapSceneChange += proc { |_sender,e|
mapChanged = e[1]
if mapChanged
$PokemonTemp.dependentEvents.pbMapChangeMoveDependentEvents
end
}