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Migration - more progress
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@@ -0,0 +1,176 @@
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# frozen_string_literal: true
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class Sprite_Character
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attr_accessor :pending_bitmap
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attr_accessor :bitmap_override
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attr_accessor :charbitmap
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alias pokemonEssentials_spriteCharacter_initialize initialize
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def initialize(viewport, character = nil)
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pokemonEssentials_spriteCharacter_initialize(viewport, character)
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checkModifySpriteGraphics(@character) if @character
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end
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def setSpriteToAppearance(trainerAppearance)
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#return if !@charbitmap || !@charbitmap.bitmap
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begin
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new_bitmap = AnimatedBitmap.new(getBaseOverworldSpriteFilename()) #@charbitmap
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new_bitmap.bitmap = generateNPCClothedBitmapStatic(trainerAppearance)
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@bitmap_override = new_bitmap
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updateBitmap
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rescue
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end
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end
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def clearBitmapOverride()
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@bitmap_override = nil
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updateBitmap
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end
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def setSurfingPokemon(pokemonSpecies)
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@surfingPokemon = pokemonSpecies
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@surfbase.setPokemon(pokemonSpecies) if @surfbase
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end
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def updateBitmap
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@manual_refresh = true
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end
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def pbLoadOutfitBitmap(outfitFileName)
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# Construct the file path for the outfit bitmap based on the given value
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#outfitFileName = sprintf("Graphics/Outfits/%s", value)
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# Attempt to load the outfit bitmap
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begin
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outfitBitmap = RPG::Cache.load_bitmap("", outfitFileName)
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return outfitBitmap
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rescue
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return nil
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end
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end
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def generateClothedBitmap()
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return
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end
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def applyDayNightTone()
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if @character.is_a?(Game_Event) && @character.name[/regulartone/i]
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self.tone.set(0, 0, 0, 0)
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else
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pbDayNightTint(self)
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end
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end
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def updateCharacterBitmap
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AnimatedBitmap.new('Graphics/Characters/' + @character_name, @character_hue)
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end
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def should_update?
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return @tile_id != @character.tile_id ||
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@character_name != @character.character_name ||
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@character_hue != @character.character_hue ||
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@oldbushdepth != @character.bush_depth ||
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@manual_refresh
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end
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def refreshOutfit()
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self.pending_bitmap = getClothedPlayerSprite(true)
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end
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def checkModifySpriteGraphics(character)
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return if character == $game_player || !character.name
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if TYPE_EXPERTS_APPEARANCES.keys.include?(character.name.to_sym)
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typeExpert = character.name.to_sym
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setSpriteToAppearance(TYPE_EXPERTS_APPEARANCES[typeExpert])
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end
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end
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# def update
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# if self.pending_bitmap
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# self.bitmap = self.pending_bitmap
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# self.pending_bitmap = nil
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# end
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# return if @character.is_a?(Game_Event) && !@character.should_update?
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# super
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# if should_update?
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# @manual_refresh = false
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# @tile_id = @character.tile_id
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# @character_name = @character.character_name
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# @character_hue = @character.character_hue
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# @oldbushdepth = @character.bush_depth
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# if @tile_id >= 384
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# @charbitmap.dispose if @charbitmap
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# @charbitmap = pbGetTileBitmap(@character.map.tileset_name, @tile_id,
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# @character_hue, @character.width, @character.height)
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# @charbitmapAnimated = false
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# @bushbitmap.dispose if @bushbitmap
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# @bushbitmap = nil
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# @spriteoffset = false
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# @cw = Game_Map::TILE_WIDTH * @character.width
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# @ch = Game_Map::TILE_HEIGHT * @character.height
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# self.src_rect.set(0, 0, @cw, @ch)
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# self.ox = @cw / 2
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# self.oy = @ch
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# @character.sprite_size = [@cw, @ch]
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# else
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# @charbitmap.dispose if @charbitmap
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#
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# @charbitmap = updateCharacterBitmap()
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# @charbitmap = @bitmap_override.clone if @bitmap_override
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#
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# RPG::Cache.retain('Graphics/Characters/', @character_name, @character_hue) if @charbitmapAnimated = true
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# @bushbitmap.dispose if @bushbitmap
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# @bushbitmap = nil
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# #@spriteoffset = @character_name[/offset/i]
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# @spriteoffset = @character_name[/fish/i] || @character_name[/dive/i] || @character_name[/surf/i]
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# @cw = @charbitmap.width / 4
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# @ch = @charbitmap.height / 4
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# self.ox = @cw / 2
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# @character.sprite_size = [@cw, @ch]
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# end
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# end
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# @charbitmap.update if @charbitmapAnimated
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# bushdepth = @character.bush_depth
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# if bushdepth == 0
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# if @character == $game_player
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# self.bitmap = getClothedPlayerSprite() #generateClothedBitmap()
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# else
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# self.bitmap = (@charbitmapAnimated) ? @charbitmap.bitmap : @charbitmap
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# end
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# else
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# @bushbitmap = BushBitmap.new(@charbitmap, (@tile_id >= 384), bushdepth) if !@bushbitmap
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# self.bitmap = @bushbitmap.bitmap
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# end
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# self.visible = !@character.transparent
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# if @tile_id == 0
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# sx = @character.pattern * @cw
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# sy = ((@character.direction - 2) / 2) * @ch
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# self.src_rect.set(sx, sy, @cw, @ch)
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# self.oy = (@spriteoffset rescue false) ? @ch - 16 : @ch
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# self.oy -= @character.bob_height
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# end
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# if self.visible
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# applyDayNightTone()
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# end
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# self.x = @character.screen_x
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# self.y = @character.screen_y
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# self.z = @character.screen_z(@ch)
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# # self.zoom_x = Game_Map::TILE_WIDTH / 32.0
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# # self.zoom_y = Game_Map::TILE_HEIGHT / 32.0
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# self.opacity = @character.opacity
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# self.blend_type = @character.blend_type
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# # self.bush_depth = @character.bush_depth
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# if @character.animation_id != 0
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# animation = $data_animations[@character.animation_id]
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# animation(animation, true)
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# @character.animation_id = 0
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# end
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# @reflection.update if @reflection
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# @surfbase.update if @surfbase
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# end
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end
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