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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Created folder Graphics/UI, renamed some UI graphics
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@@ -28,7 +28,7 @@ class Battle::Scene
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pbCreateBackdropSprites
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# Create message box graphic
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messageBox = pbAddSprite("messageBox", 0, Graphics.height - 96,
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"Graphics/Pictures/Battle/overlay_message", @viewport)
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"Graphics/UI/Battle/overlay_message", @viewport)
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messageBox.z = 195
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# Create message window (displays the message)
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msgWindow = Window_AdvancedTextPokemon.newWithSize(
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@@ -50,7 +50,7 @@ class Battle::Scene
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# The party lineup graphics (bar and balls) for both sides
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2.times do |side|
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partyBar = pbAddSprite("partyBar_#{side}", 0, 0,
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"Graphics/Pictures/Battle/overlay_lineup", @viewport)
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"Graphics/UI/Battle/overlay_lineup", @viewport)
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partyBar.z = 120
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partyBar.mirror = true if side == 0 # Player's lineup bar only
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partyBar.visible = false
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@@ -97,10 +97,10 @@ end
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# Command menu (Fight/Pokémon/Bag/Run)
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#===============================================================================
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class Battle::Scene::CommandMenu < Battle::Scene::MenuBase
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# If true, displays graphics from Graphics/Pictures/Battle/overlay_command.png
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# and Graphics/Pictures/Battle/cursor_command.png.
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# If true, displays graphics from Graphics/UI/Battle/overlay_command.png
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# and Graphics/UI/Battle/cursor_command.png.
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# If false, just displays text and the command window over the graphic
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# Graphics/Pictures/Battle/overlay_message.png. You will need to edit def
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# Graphics/UI/Battle/overlay_message.png. You will need to edit def
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# pbShowWindow to make the graphic appear while the command menu is being
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# displayed.
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USE_GRAPHICS = true
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@@ -128,10 +128,10 @@ class Battle::Scene::CommandMenu < Battle::Scene::MenuBase
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if USE_GRAPHICS
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# Create background graphic
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background = IconSprite.new(self.x, self.y, viewport)
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background.setBitmap("Graphics/Pictures/Battle/overlay_command")
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background.setBitmap("Graphics/UI/Battle/overlay_command")
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addSprite("background", background)
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# Create bitmaps
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@buttonBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/cursor_command"))
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@buttonBitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Battle/cursor_command"))
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# Create action buttons
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@buttons = Array.new(4) do |i| # 4 command options, therefore 4 buttons
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button = Sprite.new(viewport)
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@@ -205,10 +205,10 @@ class Battle::Scene::FightMenu < Battle::Scene::MenuBase
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GET_MOVE_TEXT_COLOR_FROM_MOVE_BUTTON = true
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# If true, displays graphics from Graphics/Pictures/Battle/overlay_fight.png
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# and Graphics/Pictures/Battle/cursor_fight.png.
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# If true, displays graphics from Graphics/UI/Battle/overlay_fight.png
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# and Graphics/UI/Battle/cursor_fight.png.
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# If false, just displays text and the command window over the graphic
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# Graphics/Pictures/Battle/overlay_message.png. You will need to edit def
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# Graphics/UI/Battle/overlay_message.png. You will need to edit def
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# pbShowWindow to make the graphic appear while the command menu is being
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# displayed.
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USE_GRAPHICS = true
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@@ -231,13 +231,13 @@ class Battle::Scene::FightMenu < Battle::Scene::MenuBase
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# 0=don't show, 1=show unpressed, 2=show pressed
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if USE_GRAPHICS
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# Create bitmaps
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@buttonBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/cursor_fight"))
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@typeBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/types"))
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@megaEvoBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/cursor_mega"))
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@shiftBitmap = AnimatedBitmap.new(_INTL("Graphics/Pictures/Battle/cursor_shift"))
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@buttonBitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Battle/cursor_fight"))
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@typeBitmap = AnimatedBitmap.new(_INTL("Graphics/UI/types"))
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@megaEvoBitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Battle/cursor_mega"))
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@shiftBitmap = AnimatedBitmap.new(_INTL("Graphics/UI/Battle/cursor_shift"))
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# Create background graphic
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background = IconSprite.new(0, Graphics.height - 96, viewport)
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background.setBitmap("Graphics/Pictures/Battle/overlay_fight")
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background.setBitmap("Graphics/UI/Battle/overlay_fight")
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addSprite("background", background)
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# Create move buttons
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@buttons = Array.new(Pokemon::MAX_MOVES) do |i|
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@@ -472,7 +472,7 @@ class Battle::Scene::TargetMenu < Battle::Scene::MenuBase
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# NOTE: @mode is for which buttons are shown as selected.
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# 0=select 1 button (@index), 1=select all buttons with text
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# Create bitmaps
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@buttonBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/cursor_target")
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@buttonBitmap = AnimatedBitmap.new("Graphics/UI/Battle/cursor_target")
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# Create target buttons
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@buttons = Array.new(maxIndex + 1) do |i|
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numButtons = @sideSizes[i % 2]
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@@ -42,15 +42,15 @@ class Battle::Scene::PokemonDataBox < Sprite
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onPlayerSide = @battler.index.even?
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# Get the data box graphic and set whether the HP numbers/Exp bar are shown
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if sideSize == 1 # One Pokémon on side, use the regular dara box BG
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bgFilename = ["Graphics/Pictures/Battle/databox_normal",
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"Graphics/Pictures/Battle/databox_normal_foe"][@battler.index % 2]
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bgFilename = ["Graphics/UI/Battle/databox_normal",
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"Graphics/UI/Battle/databox_normal_foe"][@battler.index % 2]
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if onPlayerSide
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@showHP = true
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@showExp = true
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end
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else # Multiple Pokémon on side, use the thin dara box BG
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bgFilename = ["Graphics/Pictures/Battle/databox_thin",
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"Graphics/Pictures/Battle/databox_thin_foe"][@battler.index % 2]
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bgFilename = ["Graphics/UI/Battle/databox_thin",
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"Graphics/UI/Battle/databox_thin_foe"][@battler.index % 2]
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end
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@databoxBitmap&.dispose
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@databoxBitmap = AnimatedBitmap.new(bgFilename)
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@@ -76,9 +76,9 @@ class Battle::Scene::PokemonDataBox < Sprite
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def initializeOtherGraphics(viewport)
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# Create other bitmaps
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@numbersBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/icon_numbers")
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@hpBarBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/overlay_hp")
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@expBarBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/overlay_exp")
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@numbersBitmap = AnimatedBitmap.new("Graphics/UI/Battle/icon_numbers")
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@hpBarBitmap = AnimatedBitmap.new("Graphics/UI/Battle/overlay_hp")
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@expBarBitmap = AnimatedBitmap.new("Graphics/UI/Battle/overlay_exp")
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# Create sprite to draw HP numbers on
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@hpNumbers = BitmapSprite.new(124, 16, viewport)
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# pbSetSmallFont(@hpNumbers.bitmap)
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@@ -221,7 +221,7 @@ class Battle::Scene::PokemonDataBox < Sprite
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def draw_level
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# "Lv" graphic
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pbDrawImagePositions(self.bitmap,
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[["Graphics/Pictures/Battle/overlay_lv", @spriteBaseX + 140, 16]]
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[["Graphics/UI/Battle/overlay_lv", @spriteBaseX + 140, 16]]
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)
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# Level number
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pbDrawNumber(@battler.level, self.bitmap, @spriteBaseX + 162, 16)
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@@ -244,26 +244,26 @@ class Battle::Scene::PokemonDataBox < Sprite
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s = GameData::Status.get(@battler.status).icon_position
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end
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return if s < 0
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pbDrawImagePositions(self.bitmap, [["Graphics/Pictures/Battle/icon_statuses", @spriteBaseX + 24, 36,
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pbDrawImagePositions(self.bitmap, [["Graphics/UI/Battle/icon_statuses", @spriteBaseX + 24, 36,
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0, s * STATUS_ICON_HEIGHT, -1, STATUS_ICON_HEIGHT]])
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end
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def draw_shiny_icon
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return if !@battler.shiny?
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shiny_x = (@battler.opposes?(0)) ? 206 : -6 # Foe's/player's
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pbDrawImagePositions(self.bitmap, [["Graphics/Pictures/shiny", @spriteBaseX + shiny_x, 36]])
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pbDrawImagePositions(self.bitmap, [["Graphics/UI/shiny", @spriteBaseX + shiny_x, 36]])
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end
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def draw_special_form_icon
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# Mega Evolution/Primal Reversion icon
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if @battler.mega?
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pbDrawImagePositions(self.bitmap, [["Graphics/Pictures/Battle/icon_mega", @spriteBaseX + 8, 34]])
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pbDrawImagePositions(self.bitmap, [["Graphics/UI/Battle/icon_mega", @spriteBaseX + 8, 34]])
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elsif @battler.primal?
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filename = nil
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if @battler.isSpecies?(:GROUDON)
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filename = "Graphics/Pictures/Battle/icon_primal_Groudon"
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filename = "Graphics/UI/Battle/icon_primal_Groudon"
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elsif @battler.isSpecies?(:KYOGRE)
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filename = "Graphics/Pictures/Battle/icon_primal_Kyogre"
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filename = "Graphics/UI/Battle/icon_primal_Kyogre"
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end
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primalX = (@battler.opposes?) ? 208 : -28 # Foe's/player's
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pbDrawImagePositions(self.bitmap, [[filename, @spriteBaseX + primalX, 4]]) if filename
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@@ -272,7 +272,7 @@ class Battle::Scene::PokemonDataBox < Sprite
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def draw_owned_icon
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return if !@battler.owned? || !@battler.opposes?(0) # Draw for foe Pokémon only
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pbDrawImagePositions(self.bitmap, [["Graphics/Pictures/Battle/icon_own", @spriteBaseX + 8, 36]])
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pbDrawImagePositions(self.bitmap, [["Graphics/UI/Battle/icon_own", @spriteBaseX + 8, 36]])
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end
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def refresh
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@@ -418,7 +418,7 @@ class Battle::Scene::AbilitySplashBar < Sprite
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@side = side
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@battler = nil
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# Create sprite wrapper that displays background graphic
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@bgBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/ability_bar")
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@bgBitmap = AnimatedBitmap.new("Graphics/UI/Battle/ability_bar")
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@bgSprite = Sprite.new(viewport)
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@bgSprite.bitmap = @bgBitmap.bitmap
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@bgSprite.src_rect.y = (side == 0) ? 0 : @bgBitmap.height / 2
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@@ -162,14 +162,14 @@ class Battle::Scene::Animation::LineupAppear < Battle::Scene::Animation
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def createBall(idxBall, delay, dir)
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# Choose ball's graphic
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idxParty = getPartyIndexFromBallIndex(idxBall)
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graphicFilename = "Graphics/Pictures/Battle/icon_ball_empty"
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graphicFilename = "Graphics/UI/Battle/icon_ball_empty"
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if idxParty >= 0 && idxParty < @party.length && @party[idxParty]
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if !@party[idxParty].able?
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graphicFilename = "Graphics/Pictures/Battle/icon_ball_faint"
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graphicFilename = "Graphics/UI/Battle/icon_ball_faint"
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elsif @party[idxParty].status != :NONE
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graphicFilename = "Graphics/Pictures/Battle/icon_ball_status"
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graphicFilename = "Graphics/UI/Battle/icon_ball_status"
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else
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graphicFilename = "Graphics/Pictures/Battle/icon_ball"
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graphicFilename = "Graphics/UI/Battle/icon_ball"
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end
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end
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# Set up ball sprite
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