mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-08 13:44:59 +00:00
Added more characters to naming screen
This commit is contained in:
@@ -264,13 +264,15 @@ 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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[("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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@@ -291,32 +293,39 @@ class PokemonEntryScene2
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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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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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elsif value==PokemonEntryScene2::MODE2 # Lower case
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@sprite.x=112
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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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elsif value==PokemonEntryScene2::MODE3 # Other symbols
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@sprite.x=176
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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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elsif value==PokemonEntryScene2::BACK # Back
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@sprite.x=312
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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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elsif value==PokemonEntryScene2::OK # OK
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@sprite.x=392
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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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elsif value>=0
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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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@@ -365,35 +374,33 @@ 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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# 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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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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pos+=1
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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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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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@@ -402,21 +409,21 @@ class PokemonEntryScene2
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if meta
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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["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 = 44*2 - charwidth/8
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@sprites["subject"].y = 38*2 - charheight/4
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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"].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["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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@@ -437,21 +444,21 @@ class PokemonEntryScene2
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when 3 # NPC
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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["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 = 44*2 - charwidth/8
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@sprites["subject"].y = 38*2 - charheight/4
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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"].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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pbDoUpdateOverlay
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@@ -461,22 +468,22 @@ class PokemonEntryScene2
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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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@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["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[1+3]
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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"].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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@sprites["controls"].setBitmap(_INTL("Graphics/Pictures/Naming/overlay_controls"))
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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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@@ -494,7 +501,7 @@ class PokemonEntryScene2
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def pbDoUpdateOverlay2
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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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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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@@ -519,7 +526,7 @@ class PokemonEntryScene2
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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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@@ -546,9 +553,9 @@ class PokemonEntryScene2
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Input.update
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pbUpdate
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# Set the current mode
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@mode = (newtab)%3
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@mode = newtab % @@Characters.length
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# Set the top tab up to be the next tab
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newtab = @bitmaps[((@mode+1)%3)+3]
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newtab = @bitmaps[((@mode + 1) % @@Characters.length) + @@Characters.length]
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@sprites["cursor"].visible = true
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@sprites["toptab"].bitmap = newtab
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@sprites["toptab"].x = 22 - 504
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@@ -558,7 +565,7 @@ class PokemonEntryScene2
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end
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def pbUpdate
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for i in 0...3
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for i in 0...@@Characters.length
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@bitmaps[i].update
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end
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if @init || Graphics.frame_count % 5 == 0
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@@ -578,12 +585,10 @@ class PokemonEntryScene2
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def pbColumnEmpty?(m)
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return false if m >= ROWS - 1
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chset = @@Characters[@mode][0]
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return (
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chset[m]==" " &&
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chset[m+((ROWS-1))]==" " &&
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chset[m+((ROWS-1)*2)]==" " &&
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chset[m+((ROWS-1)*3)]==" "
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)
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COLUMNS.times do |i|
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return false if chset[i * ROWS + m] != " "
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end
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return true
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end
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def wrapmod(x, y)
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@@ -594,8 +599,8 @@ class PokemonEntryScene2
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def pbMoveCursor
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oldcursor = @cursorpos
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cursordiv=@cursorpos/ROWS
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cursormod=@cursorpos%ROWS
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cursordiv = @cursorpos / ROWS # The row the cursor is in
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cursormod = @cursorpos % ROWS # The column the cursor is in
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cursororigin = @cursorpos - cursormod
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if Input.repeat?(Input::LEFT)
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if @cursorpos < 0 # Controls
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@@ -603,7 +608,7 @@ class PokemonEntryScene2
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@cursorpos = OK if @cursorpos < MODE1
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else
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begin
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cursormod=wrapmod((cursormod-1),ROWS)
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cursormod = wrapmod(cursormod - 1, ROWS)
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@cursorpos = cursororigin + cursormod
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end while pbColumnEmpty?(cursormod)
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end
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@@ -613,7 +618,7 @@ class PokemonEntryScene2
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@cursorpos = MODE1 if @cursorpos > OK
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else
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begin
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cursormod=wrapmod((cursormod+1),ROWS)
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cursormod = wrapmod(cursormod + 1, ROWS)
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@cursorpos = cursororigin + cursormod
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end while pbColumnEmpty?(cursormod)
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end
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@@ -623,20 +628,22 @@ class PokemonEntryScene2
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when MODE1 then @cursorpos = ROWS * (COLUMNS - 1)
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when MODE2 then @cursorpos = ROWS * (COLUMNS - 1) + 2
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when MODE3 then @cursorpos = ROWS * (COLUMNS - 1) + 4
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when BACK then @cursorpos = ROWS*(COLUMNS-1)+8
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when MODE4 then @cursorpos = ROWS * (COLUMNS - 1) + 6
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when BACK then @cursorpos = ROWS * (COLUMNS - 1) + 9
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when OK then @cursorpos = ROWS * (COLUMNS - 1) + 11
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end
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elsif @cursorpos < ROWS # Top row of letters
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case @cursorpos
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when 0, 1 then @cursorpos = MODE1
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when 2, 3 then @cursorpos = MODE2
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when 4, 5, 6 then @cursorpos = MODE3
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when 7, 8, 9, 10 then @cursorpos = BACK
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when 4, 5 then @cursorpos = MODE3
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when 6, 7 then @cursorpos = MODE4
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when 8, 9, 10 then @cursorpos = BACK
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when 11, 12 then @cursorpos = OK
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end
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else
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cursordiv=wrapmod((cursordiv-1),COLUMNS)
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@cursorpos=(cursordiv*ROWS)+cursormod
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cursordiv = wrapmod(cursordiv - 1, COLUMNS)
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@cursorpos = cursordiv * ROWS + cursormod
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end
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elsif Input.repeat?(Input::DOWN)
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if @cursorpos < 0 # Controls
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@@ -644,34 +651,30 @@ class PokemonEntryScene2
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when MODE1 then @cursorpos = 0
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when MODE2 then @cursorpos = 2
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when MODE3 then @cursorpos = 4
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when BACK then @cursorpos = 8
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when MODE4 then @cursorpos = 6
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when BACK then @cursorpos = 9
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when OK then @cursorpos = 11
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end
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elsif @cursorpos >= ROWS * (COLUMNS - 1) # Bottom row of letters
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case @cursorpos
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when ROWS*(COLUMNS-1),ROWS*(COLUMNS-1)+1
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@cursorpos = MODE1
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when ROWS*(COLUMNS-1)+2,ROWS*(COLUMNS-1)+3
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@cursorpos = MODE2
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when ROWS*(COLUMNS-1)+4,ROWS*(COLUMNS-1)+5,ROWS*(COLUMNS-1)+6
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@cursorpos = MODE3
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when ROWS*(COLUMNS-1)+7,ROWS*(COLUMNS-1)+8,ROWS*(COLUMNS-1)+9,ROWS*(COLUMNS-1)+10
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@cursorpos = BACK
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when ROWS*(COLUMNS-1)+11,ROWS*(COLUMNS-1)+12
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@cursorpos = OK
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case cursormod
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when 0, 1 then @cursorpos = MODE1
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when 2, 3 then @cursorpos = MODE2
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when 4, 5 then @cursorpos = MODE3
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when 6, 7 then @cursorpos = MODE4
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when 8, 9, 10 then @cursorpos = BACK
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else @cursorpos = OK
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end
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else
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cursordiv=wrapmod((cursordiv+1),COLUMNS)
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@cursorpos=(cursordiv*ROWS)+cursormod
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cursordiv = wrapmod(cursordiv + 1, COLUMNS)
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@cursorpos = cursordiv * ROWS + cursormod
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end
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end
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if @cursorpos != oldcursor # Cursor position changed
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@sprites["cursor"].setCursorPos(@cursorpos)
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pbPlayCursorSE()
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pbPlayCursorSE
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return true
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else
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return false
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end
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return false
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end
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def pbEntry
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@@ -688,13 +691,13 @@ class PokemonEntryScene2
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@sprites["cursor"].setCursorPos(@cursorpos)
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elsif Input.trigger?(Input::BACK)
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@helper.delete
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pbPlayCancelSE()
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pbPlayCancelSE
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pbUpdateOverlay
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elsif Input.trigger?(Input::USE)
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case @cursorpos
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when BACK # Backspace
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@helper.delete
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pbPlayCancelSE()
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pbPlayCancelSE
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pbUpdateOverlay
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when OK # Done
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pbSEPlay("GUI naming confirm")
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@@ -708,16 +711,18 @@ class PokemonEntryScene2
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pbChangeTab(1) if @mode != 1
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when MODE3
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pbChangeTab(2) if @mode != 2
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when MODE4
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pbChangeTab(3) if @mode != 3
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else
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cursormod = @cursorpos % ROWS
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cursordiv = @cursorpos / ROWS
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charpos=cursordiv*(ROWS)+cursormod
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charpos = cursordiv * ROWS + cursormod
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chset = @@Characters[@mode][0]
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if @helper.length >= @maxlength
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@helper.delete
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end
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@helper.insert(chset[charpos])
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pbPlayCursorSE()
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pbPlayCursorSE
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if @helper.length >= @maxlength
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@cursorpos = OK
|
||||
@sprites["cursor"].setCursorPos(@cursorpos)
|
||||
|
||||
Reference in New Issue
Block a user