mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Added more characters to naming screen
This commit is contained in:
@@ -262,15 +262,17 @@ end
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#===============================================================================
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class PokemonEntryScene2
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@@Characters = [
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[("ABCDEFGHIJ ,."+"KLMNOPQRST '-"+"UVWXYZ ♂♀"+" "+"0123456789 ").scan(/./),_INTL("UPPER")],
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[("abcdefghij ,."+"klmnopqrst '-"+"uvwxyz ♂♀"+" "+"0123456789 ").scan(/./),_INTL("lower")],
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[(",.:;!? ♂♀ "+"\"'()<>[] "+"~@#%*&$ "+"+-=^_/\\| "+" ").scan(/./),_INTL("other")],
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[("ABCDEFGHIJ ,." + "KLMNOPQRST '-" + "UVWXYZ ♂♀" + " " + "0123456789 ").scan(/./), _INTL("UPPER")],
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[("abcdefghij ,." + "klmnopqrst '-" + "uvwxyz ♂♀" + " " + "0123456789 ").scan(/./), _INTL("lower")],
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[("ÀÁÂÄÃàáâäã Ææ" + "ÈÉÊË èéêë Çç" + "ÌÍÎÏ ìíîï Ññ" + "ÒÓÔÖÕòóôöõ Ýý" + "ÙÚÛÜ ùúûü ").scan(/./), _INTL("accents")],
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[(",.'\":;!?¡¿ ♂♀" + "~@#*&$µ¶§ " + "()[]{}<>«» " + "+-×÷=±%¹²³¼½¾" + "^_/\\| ").scan(/./), _INTL("other")]
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]
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ROWS = 13
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COLUMNS = 5
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MODE1 = -5
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MODE2 = -4
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MODE3 = -3
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MODE1 = -6
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MODE2 = -5
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MODE3 = -4
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MODE4 = -3
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BACK = -2
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OK = -1
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@@ -290,36 +292,43 @@ class PokemonEntryScene2
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end
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def updateCursorPos
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value=@cursorPos
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if value==PokemonEntryScene2::MODE1 # Upper case
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@sprite.x=48
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@sprite.y=120
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@cursortype=1
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elsif value==PokemonEntryScene2::MODE2 # Lower case
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@sprite.x=112
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@sprite.y=120
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@cursortype=1
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elsif value==PokemonEntryScene2::MODE3 # Other symbols
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@sprite.x=176
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@sprite.y=120
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@cursortype=1
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elsif value==PokemonEntryScene2::BACK # Back
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@sprite.x=312
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@sprite.y=120
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@cursortype=2
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elsif value==PokemonEntryScene2::OK # OK
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@sprite.x=392
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@sprite.y=120
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@cursortype=2
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elsif value>=0
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@sprite.x=52+32*(value%PokemonEntryScene2::ROWS)
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@sprite.y=180+38*(value/PokemonEntryScene2::ROWS)
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@cursortype=0
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value = @cursorPos
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case value
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when PokemonEntryScene2::MODE1 # Upper case
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@sprite.x = 44
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@sprite.y = 120
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@cursortype = 1
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when PokemonEntryScene2::MODE2 # Lower case
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@sprite.x = 106
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@sprite.y = 120
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@cursortype = 1
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when PokemonEntryScene2::MODE3 # Accents
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@sprite.x = 168
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@sprite.y = 120
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@cursortype = 1
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when PokemonEntryScene2::MODE4 # Other symbols
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@sprite.x = 230
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@sprite.y = 120
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@cursortype = 1
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when PokemonEntryScene2::BACK # Back
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@sprite.x = 314
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@sprite.y = 120
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@cursortype = 2
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when PokemonEntryScene2::OK # OK
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@sprite.x = 394
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@sprite.y = 120
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@cursortype = 2
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else
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if value >= 0
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@sprite.x = 52 + 32 * (value % PokemonEntryScene2::ROWS)
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@sprite.y = 180 + 38 * (value / PokemonEntryScene2::ROWS)
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@cursortype = 0
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end
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end
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end
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def visible=(value)
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@sprite.visible=value
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@sprite.visible = value
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end
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def visible
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@@ -327,7 +336,7 @@ class PokemonEntryScene2
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end
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def color=(value)
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@sprite.color=value
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@sprite.color = value
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end
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def color
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@@ -344,9 +353,9 @@ class PokemonEntryScene2
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@cursor3.update
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updateCursorPos
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case @cursortype
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when 0 then @sprite.bitmap=@cursor1.bitmap
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when 1 then @sprite.bitmap=@cursor2.bitmap
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when 2 then @sprite.bitmap=@cursor3.bitmap
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when 0 then @sprite.bitmap = @cursor1.bitmap
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when 1 then @sprite.bitmap = @cursor2.bitmap
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when 2 then @sprite.bitmap = @cursor3.bitmap
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end
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end
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@@ -365,178 +374,176 @@ class PokemonEntryScene2
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def pbStartScene(helptext,minlength,maxlength,initialText,subject=0,pokemon=nil)
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@sprites={}
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@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
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@viewport.z=99999
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@helptext=helptext
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@helper=CharacterEntryHelper.new(initialText)
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@bitmaps=[
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AnimatedBitmap.new("Graphics/Pictures/Naming/overlay_tab_1"),
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AnimatedBitmap.new("Graphics/Pictures/Naming/overlay_tab_2"),
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AnimatedBitmap.new("Graphics/Pictures/Naming/overlay_tab_3")
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]
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@bitmaps[3]=@bitmaps[0].bitmap.clone
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@bitmaps[4]=@bitmaps[1].bitmap.clone
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@bitmaps[5]=@bitmaps[2].bitmap.clone
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for i in 0...3
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pos=0
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pbSetSystemFont(@bitmaps[i+3])
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textPos=[]
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport.z = 99999
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@helptext = helptext
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@helper = CharacterEntryHelper.new(initialText)
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# Create bitmaps
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@bitmaps = []
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for i in 0...@@Characters.length
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@bitmaps[i] = AnimatedBitmap.new(sprintf("Graphics/Pictures/Naming/overlay_tab_#{i + 1}"))
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b = @bitmaps[i].bitmap.clone
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pbSetSystemFont(b)
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textPos = []
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for y in 0...COLUMNS
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for x in 0...ROWS
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textPos.push([@@Characters[i][0][pos],44+x*32,12+y*38,2,
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Color.new(16,24,32), Color.new(160,160,160)])
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pos+=1
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pos = y * ROWS + x
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textPos.push([@@Characters[i][0][pos], 44 + x * 32, 12 + y * 38, 2,
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Color.new(16, 24, 32), Color.new(160, 160, 160)])
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end
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end
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pbDrawTextPositions(@bitmaps[i+3],textPos)
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pbDrawTextPositions(b, textPos)
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@bitmaps[@@Characters.length + i] = b
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end
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@bitmaps[6]=BitmapWrapper.new(24,6)
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@bitmaps[6].fill_rect(2,2,22,4,Color.new(168,184,184))
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@bitmaps[6].fill_rect(0,0,22,4,Color.new(16,24,32))
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@sprites["bg"]=IconSprite.new(0,0,@viewport)
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underline_bitmap = BitmapWrapper.new(24, 6)
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underline_bitmap.fill_rect(2, 2, 22, 4, Color.new(168, 184, 184))
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underline_bitmap.fill_rect(0, 0, 22, 4, Color.new(16, 24, 32))
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@bitmaps.push(underline_bitmap)
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# Create sprites
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@sprites = {}
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@sprites["bg"] = IconSprite.new(0, 0, @viewport)
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@sprites["bg"].setBitmap("Graphics/Pictures/Naming/bg")
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case subject
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when 1 # Player
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meta=GameData::Metadata.get_player($Trainer.character_ID)
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meta = GameData::Metadata.get_player($Trainer.character_ID)
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if meta
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@sprites["shadow"]=IconSprite.new(0,0,@viewport)
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@sprites["shadow"] = IconSprite.new(0, 0, @viewport)
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@sprites["shadow"].setBitmap("Graphics/Pictures/Naming/icon_shadow")
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@sprites["shadow"].x=33*2
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@sprites["shadow"].y=32*2
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filename=pbGetPlayerCharset(meta,1,nil,true)
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@sprites["subject"]=TrainerWalkingCharSprite.new(filename,@viewport)
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charwidth=@sprites["subject"].bitmap.width
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charheight=@sprites["subject"].bitmap.height
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@sprites["subject"].x = 44*2 - charwidth/8
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@sprites["subject"].y = 38*2 - charheight/4
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@sprites["shadow"].x = 66
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@sprites["shadow"].y = 64
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filename = pbGetPlayerCharset(meta, 1, nil, true)
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@sprites["subject"] = TrainerWalkingCharSprite.new(filename, @viewport)
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charwidth = @sprites["subject"].bitmap.width
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charheight = @sprites["subject"].bitmap.height
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@sprites["subject"].x = 88 - charwidth / 8
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@sprites["subject"].y = 76 - charheight / 4
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end
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when 2 # Pokémon
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if pokemon
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@sprites["shadow"]=IconSprite.new(0,0,@viewport)
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@sprites["shadow"] = IconSprite.new(0, 0, @viewport)
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@sprites["shadow"].setBitmap("Graphics/Pictures/Naming/icon_shadow")
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@sprites["shadow"].x=33*2
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@sprites["shadow"].y=32*2
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@sprites["subject"]=PokemonIconSprite.new(pokemon,@viewport)
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@sprites["shadow"].x = 66
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@sprites["shadow"].y = 64
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@sprites["subject"] = PokemonIconSprite.new(pokemon, @viewport)
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@sprites["subject"].setOffset(PictureOrigin::Center)
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@sprites["subject"].x=88
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@sprites["subject"].y=54
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@sprites["gender"]=BitmapSprite.new(32,32,@viewport)
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@sprites["gender"].x=430
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@sprites["gender"].y=54
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@sprites["subject"].x = 88
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@sprites["subject"].y = 54
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@sprites["gender"] = BitmapSprite.new(32, 32, @viewport)
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@sprites["gender"].x = 430
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@sprites["gender"].y = 54
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@sprites["gender"].bitmap.clear
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pbSetSystemFont(@sprites["gender"].bitmap)
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textpos=[]
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textpos = []
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if pokemon.male?
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textpos.push([_INTL("♂"),0,-6,false,Color.new(0,128,248),Color.new(168,184,184)])
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textpos.push([_INTL("♂"), 0, -6, false, Color.new(0, 128, 248), Color.new(168, 184, 184)])
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elsif pokemon.female?
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textpos.push([_INTL("♀"),0,-6,false,Color.new(248,24,24),Color.new(168,184,184)])
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textpos.push([_INTL("♀"), 0, -6, false, Color.new(248, 24, 24), Color.new(168, 184, 184)])
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end
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pbDrawTextPositions(@sprites["gender"].bitmap,textpos)
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pbDrawTextPositions(@sprites["gender"].bitmap, textpos)
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end
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when 3 # NPC
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@sprites["shadow"]=IconSprite.new(0,0,@viewport)
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@sprites["shadow"] = IconSprite.new(0, 0, @viewport)
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@sprites["shadow"].setBitmap("Graphics/Pictures/Naming/icon_shadow")
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@sprites["shadow"].x=33*2
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@sprites["shadow"].y=32*2
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@sprites["subject"]=TrainerWalkingCharSprite.new(pokemon.to_s,@viewport)
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charwidth=@sprites["subject"].bitmap.width
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charheight=@sprites["subject"].bitmap.height
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@sprites["subject"].x = 44*2 - charwidth/8
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@sprites["subject"].y = 38*2 - charheight/4
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@sprites["shadow"].x = 66
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@sprites["shadow"].y = 64
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@sprites["subject"] = TrainerWalkingCharSprite.new(pokemon.to_s, @viewport)
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charwidth = @sprites["subject"].bitmap.width
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charheight = @sprites["subject"].bitmap.height
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@sprites["subject"].x = 88 - charwidth / 8
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@sprites["subject"].y = 76 - charheight / 4
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when 4 # Storage box
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@sprites["subject"]=TrainerWalkingCharSprite.new(nil,@viewport)
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@sprites["subject"].altcharset="Graphics/Pictures/Naming/icon_storage"
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@sprites["subject"].animspeed=4
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charwidth=@sprites["subject"].bitmap.width
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charheight=@sprites["subject"].bitmap.height
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@sprites["subject"].x = 44*2 - charwidth/8
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@sprites["subject"].y = 26*2 - charheight/2
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@sprites["subject"] = TrainerWalkingCharSprite.new(nil, @viewport)
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@sprites["subject"].altcharset = "Graphics/Pictures/Naming/icon_storage"
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@sprites["subject"].animspeed = 4
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charwidth = @sprites["subject"].bitmap.width
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charheight = @sprites["subject"].bitmap.height
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@sprites["subject"].x = 88 - charwidth / 8
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@sprites["subject"].y = 52 - charheight / 2
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end
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@sprites["bgoverlay"]=BitmapSprite.new(Graphics.width,Graphics.height,@viewport)
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@sprites["bgoverlay"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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pbDoUpdateOverlay
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@blanks=[]
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@mode=0
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@minlength=minlength
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@maxlength=maxlength
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@blanks = []
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@mode = 0
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@minlength = minlength
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@maxlength = maxlength
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@maxlength.times { |i|
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@sprites["blank#{i}"]=SpriteWrapper.new(@viewport)
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@sprites["blank#{i}"].bitmap=@bitmaps[6]
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@sprites["blank#{i}"].x=160+24*i
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@blanks[i]=0
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@sprites["blank#{i}"] = SpriteWrapper.new(@viewport)
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@sprites["blank#{i}"].x = 160 + 24 * i
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@sprites["blank#{i}"].bitmap = @bitmaps[@bitmaps.length - 1]
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@blanks[i] = 0
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}
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@sprites["bottomtab"]=SpriteWrapper.new(@viewport) # Current tab
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@sprites["bottomtab"].x=22
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@sprites["bottomtab"].y=162
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@sprites["bottomtab"].bitmap=@bitmaps[0+3]
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@sprites["toptab"]=SpriteWrapper.new(@viewport) # Next tab
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@sprites["toptab"].x=22-504
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@sprites["toptab"].y=162
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@sprites["toptab"].bitmap=@bitmaps[1+3]
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@sprites["controls"]=IconSprite.new(0,0,@viewport)
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@sprites["bottomtab"] = SpriteWrapper.new(@viewport) # Current tab
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@sprites["bottomtab"].x = 22
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@sprites["bottomtab"].y = 162
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@sprites["bottomtab"].bitmap = @bitmaps[@@Characters.length]
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@sprites["toptab"]=SpriteWrapper.new(@viewport) # Next tab
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@sprites["toptab"].x = 22 - 504
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@sprites["toptab"].y = 162
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@sprites["toptab"].bitmap = @bitmaps[@@Characters.length + 1]
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@sprites["controls"] = IconSprite.new(0, 0, @viewport)
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@sprites["controls"].x = 16
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@sprites["controls"].y = 96
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@sprites["controls"].setBitmap(_INTL("Graphics/Pictures/Naming/overlay_controls"))
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@sprites["controls"].x=16
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@sprites["controls"].y=96
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@init=true
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@sprites["overlay"]=BitmapSprite.new(Graphics.width,Graphics.height,@viewport)
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@init = true
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@sprites["overlay"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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pbDoUpdateOverlay2
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@sprites["cursor"]=NameEntryCursor.new(@viewport)
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@cursorpos=0
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@refreshOverlay=true
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@sprites["cursor"] = NameEntryCursor.new(@viewport)
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@cursorpos = 0
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@refreshOverlay = true
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@sprites["cursor"].setCursorPos(@cursorpos)
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pbFadeInAndShow(@sprites) { pbUpdate }
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end
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def pbUpdateOverlay
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@refreshOverlay=true
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@refreshOverlay = true
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end
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def pbDoUpdateOverlay2
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overlay=@sprites["overlay"].bitmap
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overlay = @sprites["overlay"].bitmap
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overlay.clear
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modeIcon=[[_INTL("Graphics/Pictures/Naming/icon_mode"),48+@mode*64,120,@mode*60,0,60,44]]
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pbDrawImagePositions(overlay,modeIcon)
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modeIcon = [[_INTL("Graphics/Pictures/Naming/icon_mode"), 44 + @mode * 62, 120, @mode * 60, 0, 60, 44]]
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pbDrawImagePositions(overlay, modeIcon)
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end
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def pbDoUpdateOverlay
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return if !@refreshOverlay
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@refreshOverlay=false
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bgoverlay=@sprites["bgoverlay"].bitmap
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@refreshOverlay = false
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bgoverlay = @sprites["bgoverlay"].bitmap
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bgoverlay.clear
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pbSetSystemFont(bgoverlay)
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textPositions=[
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[@helptext,160,6,false,Color.new(16,24,32),Color.new(168,184,184)]
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textPositions = [
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[@helptext, 160, 6, false, Color.new(16, 24, 32), Color.new(168, 184, 184)]
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]
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chars=@helper.textChars
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x=166
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chars = @helper.textChars
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x = 166
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for ch in chars
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textPositions.push([ch,x,42,false,Color.new(16,24,32),Color.new(168,184,184)])
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x+=24
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textPositions.push([ch, x, 42, false, Color.new(16, 24, 32), Color.new(168, 184, 184)])
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x += 24
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end
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pbDrawTextPositions(bgoverlay,textPositions)
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pbDrawTextPositions(bgoverlay, textPositions)
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end
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def pbChangeTab(newtab=@mode+1)
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def pbChangeTab(newtab = @mode + 1)
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pbSEPlay("GUI naming tab swap start")
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@sprites["cursor"].visible = false
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@sprites["toptab"].bitmap = @bitmaps[(newtab%3)+3]
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@sprites["toptab"].bitmap = @bitmaps[(newtab % @@Characters.length) + @@Characters.length]
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# Move bottom (old) tab down off the screen, and move top (new) tab right
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# onto the screen
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deltaX = 48*20/Graphics.frame_rate
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deltaY = 24*20/Graphics.frame_rate
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deltaX = 48 * 20 / Graphics.frame_rate
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deltaY = 24 * 20 / Graphics.frame_rate
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loop do
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if @sprites["bottomtab"].y<414
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if @sprites["bottomtab"].y < 414
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@sprites["bottomtab"].y += deltaY
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@sprites["bottomtab"].y = 414 if @sprites["bottomtab"].y>414
|
||||
@sprites["bottomtab"].y = 414 if @sprites["bottomtab"].y > 414
|
||||
end
|
||||
if @sprites["toptab"].x<22
|
||||
if @sprites["toptab"].x < 22
|
||||
@sprites["toptab"].x += deltaX
|
||||
@sprites["toptab"].x = 22 if @sprites["toptab"].x>22
|
||||
@sprites["toptab"].x = 22 if @sprites["toptab"].x > 22
|
||||
end
|
||||
Graphics.update
|
||||
Input.update
|
||||
pbUpdate
|
||||
break if @sprites["toptab"].x>=22 && @sprites["bottomtab"].y>=414
|
||||
break if @sprites["toptab"].x >= 22 && @sprites["bottomtab"].y >= 414
|
||||
end
|
||||
# Swap top and bottom tab around
|
||||
@sprites["toptab"].x, @sprites["bottomtab"].x = @sprites["bottomtab"].x, @sprites["toptab"].x
|
||||
@@ -546,29 +553,29 @@ class PokemonEntryScene2
|
||||
Input.update
|
||||
pbUpdate
|
||||
# Set the current mode
|
||||
@mode = (newtab)%3
|
||||
@mode = newtab % @@Characters.length
|
||||
# Set the top tab up to be the next tab
|
||||
newtab = @bitmaps[((@mode+1)%3)+3]
|
||||
newtab = @bitmaps[((@mode + 1) % @@Characters.length) + @@Characters.length]
|
||||
@sprites["cursor"].visible = true
|
||||
@sprites["toptab"].bitmap = newtab
|
||||
@sprites["toptab"].x = 22-504
|
||||
@sprites["toptab"].x = 22 - 504
|
||||
@sprites["toptab"].y = 162
|
||||
pbSEPlay("GUI naming tab swap end")
|
||||
pbDoUpdateOverlay2
|
||||
end
|
||||
|
||||
def pbUpdate
|
||||
for i in 0...3
|
||||
for i in 0...@@Characters.length
|
||||
@bitmaps[i].update
|
||||
end
|
||||
if @init || Graphics.frame_count%5==0
|
||||
if @init || Graphics.frame_count % 5 == 0
|
||||
@init = false
|
||||
cursorpos = @helper.cursor
|
||||
cursorpos = @maxlength-1 if cursorpos>=@maxlength
|
||||
cursorpos = 0 if cursorpos<0
|
||||
cursorpos = @maxlength - 1 if cursorpos >= @maxlength
|
||||
cursorpos = 0 if cursorpos < 0
|
||||
@maxlength.times { |i|
|
||||
@blanks[i] = (i==cursorpos) ? 1 : 0
|
||||
@sprites["blank#{i}"].y = [78,82][@blanks[i]]
|
||||
@blanks[i] = (i == cursorpos) ? 1 : 0
|
||||
@sprites["blank#{i}"].y = [78, 82][@blanks[i]]
|
||||
}
|
||||
end
|
||||
pbDoUpdateOverlay
|
||||
@@ -576,106 +583,102 @@ class PokemonEntryScene2
|
||||
end
|
||||
|
||||
def pbColumnEmpty?(m)
|
||||
return false if m>=ROWS-1
|
||||
chset=@@Characters[@mode][0]
|
||||
return (
|
||||
chset[m]==" " &&
|
||||
chset[m+((ROWS-1))]==" " &&
|
||||
chset[m+((ROWS-1)*2)]==" " &&
|
||||
chset[m+((ROWS-1)*3)]==" "
|
||||
)
|
||||
return false if m >= ROWS - 1
|
||||
chset = @@Characters[@mode][0]
|
||||
COLUMNS.times do |i|
|
||||
return false if chset[i * ROWS + m] != " "
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
def wrapmod(x,y)
|
||||
result=x%y
|
||||
result+=y if result<0
|
||||
def wrapmod(x, y)
|
||||
result = x % y
|
||||
result += y if result < 0
|
||||
return result
|
||||
end
|
||||
|
||||
def pbMoveCursor
|
||||
oldcursor=@cursorpos
|
||||
cursordiv=@cursorpos/ROWS
|
||||
cursormod=@cursorpos%ROWS
|
||||
cursororigin=@cursorpos-cursormod
|
||||
oldcursor = @cursorpos
|
||||
cursordiv = @cursorpos / ROWS # The row the cursor is in
|
||||
cursormod = @cursorpos % ROWS # The column the cursor is in
|
||||
cursororigin = @cursorpos - cursormod
|
||||
if Input.repeat?(Input::LEFT)
|
||||
if @cursorpos<0 # Controls
|
||||
@cursorpos-=1
|
||||
@cursorpos=OK if @cursorpos<MODE1
|
||||
if @cursorpos < 0 # Controls
|
||||
@cursorpos -= 1
|
||||
@cursorpos = OK if @cursorpos < MODE1
|
||||
else
|
||||
begin
|
||||
cursormod=wrapmod((cursormod-1),ROWS)
|
||||
@cursorpos=cursororigin+cursormod
|
||||
cursormod = wrapmod(cursormod - 1, ROWS)
|
||||
@cursorpos = cursororigin + cursormod
|
||||
end while pbColumnEmpty?(cursormod)
|
||||
end
|
||||
elsif Input.repeat?(Input::RIGHT)
|
||||
if @cursorpos<0 # Controls
|
||||
@cursorpos+=1
|
||||
@cursorpos=MODE1 if @cursorpos>OK
|
||||
if @cursorpos < 0 # Controls
|
||||
@cursorpos += 1
|
||||
@cursorpos = MODE1 if @cursorpos > OK
|
||||
else
|
||||
begin
|
||||
cursormod=wrapmod((cursormod+1),ROWS)
|
||||
@cursorpos=cursororigin+cursormod
|
||||
cursormod = wrapmod(cursormod + 1, ROWS)
|
||||
@cursorpos = cursororigin + cursormod
|
||||
end while pbColumnEmpty?(cursormod)
|
||||
end
|
||||
elsif Input.repeat?(Input::UP)
|
||||
if @cursorpos<0 # Controls
|
||||
if @cursorpos < 0 # Controls
|
||||
case @cursorpos
|
||||
when MODE1 then @cursorpos = ROWS*(COLUMNS-1)
|
||||
when MODE2 then @cursorpos = ROWS*(COLUMNS-1)+2
|
||||
when MODE3 then @cursorpos = ROWS*(COLUMNS-1)+4
|
||||
when BACK then @cursorpos = ROWS*(COLUMNS-1)+8
|
||||
when OK then @cursorpos = ROWS*(COLUMNS-1)+11
|
||||
when MODE1 then @cursorpos = ROWS * (COLUMNS - 1)
|
||||
when MODE2 then @cursorpos = ROWS * (COLUMNS - 1) + 2
|
||||
when MODE3 then @cursorpos = ROWS * (COLUMNS - 1) + 4
|
||||
when MODE4 then @cursorpos = ROWS * (COLUMNS - 1) + 6
|
||||
when BACK then @cursorpos = ROWS * (COLUMNS - 1) + 9
|
||||
when OK then @cursorpos = ROWS * (COLUMNS - 1) + 11
|
||||
end
|
||||
elsif @cursorpos<ROWS # Top row of letters
|
||||
elsif @cursorpos < ROWS # Top row of letters
|
||||
case @cursorpos
|
||||
when 0, 1 then @cursorpos = MODE1
|
||||
when 2, 3 then @cursorpos = MODE2
|
||||
when 4, 5, 6 then @cursorpos = MODE3
|
||||
when 7, 8, 9, 10 then @cursorpos = BACK
|
||||
when 11, 12 then @cursorpos = OK
|
||||
when 0, 1 then @cursorpos = MODE1
|
||||
when 2, 3 then @cursorpos = MODE2
|
||||
when 4, 5 then @cursorpos = MODE3
|
||||
when 6, 7 then @cursorpos = MODE4
|
||||
when 8, 9, 10 then @cursorpos = BACK
|
||||
when 11, 12 then @cursorpos = OK
|
||||
end
|
||||
else
|
||||
cursordiv=wrapmod((cursordiv-1),COLUMNS)
|
||||
@cursorpos=(cursordiv*ROWS)+cursormod
|
||||
cursordiv = wrapmod(cursordiv - 1, COLUMNS)
|
||||
@cursorpos = cursordiv * ROWS + cursormod
|
||||
end
|
||||
elsif Input.repeat?(Input::DOWN)
|
||||
if @cursorpos<0 # Controls
|
||||
if @cursorpos < 0 # Controls
|
||||
case @cursorpos
|
||||
when MODE1 then @cursorpos = 0
|
||||
when MODE2 then @cursorpos = 2
|
||||
when MODE3 then @cursorpos = 4
|
||||
when BACK then @cursorpos = 8
|
||||
when MODE4 then @cursorpos = 6
|
||||
when BACK then @cursorpos = 9
|
||||
when OK then @cursorpos = 11
|
||||
end
|
||||
elsif @cursorpos>=ROWS*(COLUMNS-1) # Bottom row of letters
|
||||
case @cursorpos
|
||||
when ROWS*(COLUMNS-1),ROWS*(COLUMNS-1)+1
|
||||
@cursorpos = MODE1
|
||||
when ROWS*(COLUMNS-1)+2,ROWS*(COLUMNS-1)+3
|
||||
@cursorpos = MODE2
|
||||
when ROWS*(COLUMNS-1)+4,ROWS*(COLUMNS-1)+5,ROWS*(COLUMNS-1)+6
|
||||
@cursorpos = MODE3
|
||||
when ROWS*(COLUMNS-1)+7,ROWS*(COLUMNS-1)+8,ROWS*(COLUMNS-1)+9,ROWS*(COLUMNS-1)+10
|
||||
@cursorpos = BACK
|
||||
when ROWS*(COLUMNS-1)+11,ROWS*(COLUMNS-1)+12
|
||||
@cursorpos = OK
|
||||
elsif @cursorpos >= ROWS * (COLUMNS - 1) # Bottom row of letters
|
||||
case cursormod
|
||||
when 0, 1 then @cursorpos = MODE1
|
||||
when 2, 3 then @cursorpos = MODE2
|
||||
when 4, 5 then @cursorpos = MODE3
|
||||
when 6, 7 then @cursorpos = MODE4
|
||||
when 8, 9, 10 then @cursorpos = BACK
|
||||
else @cursorpos = OK
|
||||
end
|
||||
else
|
||||
cursordiv=wrapmod((cursordiv+1),COLUMNS)
|
||||
@cursorpos=(cursordiv*ROWS)+cursormod
|
||||
cursordiv = wrapmod(cursordiv + 1, COLUMNS)
|
||||
@cursorpos = cursordiv * ROWS + cursormod
|
||||
end
|
||||
end
|
||||
if @cursorpos!=oldcursor # Cursor position changed
|
||||
if @cursorpos != oldcursor # Cursor position changed
|
||||
@sprites["cursor"].setCursorPos(@cursorpos)
|
||||
pbPlayCursorSE()
|
||||
pbPlayCursorSE
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
def pbEntry
|
||||
ret=""
|
||||
ret = ""
|
||||
loop do
|
||||
Graphics.update
|
||||
Input.update
|
||||
@@ -688,38 +691,40 @@ class PokemonEntryScene2
|
||||
@sprites["cursor"].setCursorPos(@cursorpos)
|
||||
elsif Input.trigger?(Input::BACK)
|
||||
@helper.delete
|
||||
pbPlayCancelSE()
|
||||
pbPlayCancelSE
|
||||
pbUpdateOverlay
|
||||
elsif Input.trigger?(Input::USE)
|
||||
case @cursorpos
|
||||
when BACK # Backspace
|
||||
@helper.delete
|
||||
pbPlayCancelSE()
|
||||
pbPlayCancelSE
|
||||
pbUpdateOverlay
|
||||
when OK # Done
|
||||
pbSEPlay("GUI naming confirm")
|
||||
if @helper.length>=@minlength
|
||||
ret=@helper.text
|
||||
if @helper.length >= @minlength
|
||||
ret = @helper.text
|
||||
break
|
||||
end
|
||||
when MODE1
|
||||
pbChangeTab(0) if @mode!=0
|
||||
pbChangeTab(0) if @mode != 0
|
||||
when MODE2
|
||||
pbChangeTab(1) if @mode!=1
|
||||
pbChangeTab(1) if @mode != 1
|
||||
when MODE3
|
||||
pbChangeTab(2) if @mode!=2
|
||||
pbChangeTab(2) if @mode != 2
|
||||
when MODE4
|
||||
pbChangeTab(3) if @mode != 3
|
||||
else
|
||||
cursormod=@cursorpos%ROWS
|
||||
cursordiv=@cursorpos/ROWS
|
||||
charpos=cursordiv*(ROWS)+cursormod
|
||||
chset=@@Characters[@mode][0]
|
||||
if @helper.length>=@maxlength
|
||||
cursormod = @cursorpos % ROWS
|
||||
cursordiv = @cursorpos / ROWS
|
||||
charpos = cursordiv * ROWS + cursormod
|
||||
chset = @@Characters[@mode][0]
|
||||
if @helper.length >= @maxlength
|
||||
@helper.delete
|
||||
end
|
||||
@helper.insert(chset[charpos])
|
||||
pbPlayCursorSE()
|
||||
if @helper.length>=@maxlength
|
||||
@cursorpos=OK
|
||||
pbPlayCursorSE
|
||||
if @helper.length >= @maxlength
|
||||
@cursorpos = OK
|
||||
@sprites["cursor"].setCursorPos(@cursorpos)
|
||||
end
|
||||
pbUpdateOverlay
|
||||
|
||||
Reference in New Issue
Block a user