mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Fixes real shinies being considered fake when fused as the head of a fusion
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@@ -14,9 +14,9 @@ def handleReplaceExistingSprites()
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return if spritesToReplaceList.size==0
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commands = []
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#commands << "Pick which sprites to use as mains"
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commands << "Do not import the new sprites"
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commands << "Replace all the old sprites with the new ones"
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#commands << "Import all the new sprites as alts"
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commands << "Do not import the new sprites"
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messageSingular = "While importing custom sprites, the game has detected that {1} new custom sprite already has a version that exist in the game."
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messagePlural = "While importing custom sprites, the game has detected that {1} new custom sprites already have versions that exist in the game."
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@@ -27,15 +27,17 @@ def handleReplaceExistingSprites()
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command = pbMessage("What to do with the new sprites?",commands,commands.size-1)
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case command
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when 0 #Replace olds
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when 0 #Do not import
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pbMessage("You can manually sort the new sprites in the /indexed folder to choose which ones you want to keep.")
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pbMessage("You can also delete the ones you don't want to replace the main sprites and restart the game.")
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return
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when 1 #Replace olds
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spritesToReplaceList.each do |oldPath, newPath|
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File.rename(oldPath, newPath)
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$game_temp.nb_imported_sprites+=1
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echo "\nSorted " + oldPath + " into " + newPath
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end
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#when 1 #Keep olds (rename new as alts)
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when 1 #Do not import
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pbMessage("You can manually sort the new sprites in the /indexed folder to choose which ones you want to keep.")
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return
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#when 2 #Keep olds (rename new as alts)
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end
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end
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@@ -56,6 +58,7 @@ end
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def sortCustomBattlers()
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$game_temp.nb_imported_sprites=0
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echo "Sorting CustomBattlers files..."
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alreadyExists = {}
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Dir.foreach(Settings::CUSTOM_BATTLERS_FOLDER) do |filename|
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@@ -71,6 +74,7 @@ def sortCustomBattlers()
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else
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File.rename(oldPath, newPath)
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$game_temp.nb_imported_sprites+=1
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echo "\nSorted " + filename + " into " + newPath
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end
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rescue
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@@ -81,9 +85,48 @@ def sortCustomBattlers()
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$game_temp.unimportedSprites=alreadyExists
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end
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# def playInViewPort(viewport)
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# @finished=false
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# @currentFrame = 1
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# @initialTime = Time.now
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# @timeElapsed = Time.now
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#
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# pbBGMPlay(@bgm)
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# while (@currentFrame <= @maxFrame)# && !(@canStopEarly && Input::ACTION))
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# break if Input.trigger?(Input::C) && @canStopEarly
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# frame = sprintf(@framesPath, @currentFrame)
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# picture = Sprite.new(viewport)
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# picture.bitmap = pbBitmap(frame)
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# picture.visible=true
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# pbWait(Graphics.frame_rate / 20)
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# picture.dispose
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# @currentFrame += 1
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# end
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# @finished=true
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# pbBGMStop
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# end
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def showLoadingScreen
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intro_frames_path = "Graphics\\titles\\loading_screen"
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picture = Sprite.new(@viewport)
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picture.bitmap = pbBitmap(intro_frames_path)
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picture.visible=true
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pbWait(Graphics.frame_rate / 20)
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picture.dispose
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end
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def showLoadMovie
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path = "Graphics\\Pictures\\introMarill"
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loading_screen = Sprite.new(@viewport)
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loading_screen.bitmap = pbBitmap(path)
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loading_screen.visible=true
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end
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def mainFunctionDebug
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begin
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showLoadingScreen
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MessageTypes.loadMessageFile("Data/messages.dat") if safeExists?("Data/messages.dat")
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PluginManager.runPlugins
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Compiler.main
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@@ -92,7 +135,6 @@ def mainFunctionDebug
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Graphics.update
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Graphics.freeze
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sortCustomBattlers()
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$scene = pbCallTitle
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$scene.main until $scene.nil?
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Graphics.transition(20)
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