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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
various fixes
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189
Data/Scripts/050_AddOns/MapExporter.rb
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189
Data/Scripts/050_AddOns/MapExporter.rb
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# #==============================================================================#
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# # Map Exporter #
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# # by Marin #
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# #==============================================================================#
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# # Manually export a map using `pbExportMap(id)`, or go into the Debug menu and #
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# # choose the `Export a Map` option that is now in there. #
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# # #
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# # `pbExportMap(id, options)`, where `options` is an array that can contain: #
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# # - :events -> This will alsoEXPORTED_FILENAME = "export/"
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# #
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# # def exportAllMaps
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# # options = [:events]
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# # for id in 1..768
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# # pbExportMap(id, options)
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# # end
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# # end export all events present on the map #
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# # - :player -> This will also export the player if they're on that map #
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# # `id` can be nil, which case it will use the current map the player is on. #
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# #==============================================================================#
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# # Please give credit when using this. #
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# #==============================================================================#
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#
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# # This is where the map will be exported to once it has been created.
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# # If this file already exists, it is overwritten.
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# ExportedMapFilename = "export/"
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#
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# def exportAllMaps
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# options = [:events]
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# for id in 1..768
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# begin
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# pbExportMap(id,options)
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# rescue
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# echo "error in " +(id.to_s) +"\n"
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# end
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# end
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# end
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#
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#
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# def pbExportMap(id = nil, options = [])
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# MarinMapExporter.new(id, options)
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# end
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#
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# def pbExportAMap
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# vp = Viewport.new(0, 0, Graphics.width, Graphics.height)
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# vp.z = 99999
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# s = Sprite.new(vp)
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# s.bitmap = Bitmap.new(Graphics.width, Graphics.height)
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# s.bitmap.fill_rect(0, 0, Graphics.width, Graphics.height, Color.new(0,0,0))
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# mapid = pbListScreen(_INTL("Export Map"),MapLister.new(pbDefaultMap))
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# if mapid > 0
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# player = $game_map.map_id == mapid
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# if player
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# cmds = ["Export", "[ ] Events", "[ ] Player", "Cancel"]
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# else
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# cmds = ["Export", "[ ] Events", "Cancel"]
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# end
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# cmd = 0
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# loop do
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# cmd = pbShowCommands(nil,cmds,-1,cmd)
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# if cmd == 0
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# Graphics.update
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# options = []
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# options << :events if cmds[1].split("")[1] == "X"
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# options << :player if player && cmds[2].split("")[1] == "X"
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# msgwindow = Window_AdvancedTextPokemon.newWithSize(
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# _INTL("Saving... Please be patient."),
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# 0, Graphics.height - 96, Graphics.width, 96, vp
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# )
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# msgwindow.setSkin(MessageConfig.pbGetSpeechFrame)
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# Graphics.update
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# pbExportMap(mapid, options)
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# msgwindow.setText(_INTL("Successfully exported the map."))
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# 60.times { Graphics.update; Input.update }
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# pbDisposeMessageWindow(msgwindow)
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# break
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# elsif cmd == 1
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# if cmds[1].split("")[1] == " "
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# cmds[1] = "[X] Events"
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# else
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# cmds[1] = "[ ] Events"
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# end
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# elsif cmd == 2 && player
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# if cmds[2].split("")[1] == " "
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# cmds[2] = "[X] Player"
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# else
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# cmds[2] = "[ ] Player"
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# end
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# elsif cmd == 3 || cmd == 2 && !player || cmd == -1
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# break
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# end
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# end
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# end
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# s.bitmap.dispose
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# s.dispose
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# vp.dispose
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# end
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#
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# DebugMenuCommands.register("exportmap", {
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# "parent" => "fieldmenu",
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# "name" => _INTL("Export a Map"),
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# "description" => _INTL("Choose a map to export it to a PNG."),
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# "effect" => proc { |sprites, viewport|
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# pbExportAMap
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# }
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# })
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#
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# class MarinMapExporter
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# def initialize(id = nil, options = [])
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# mapinfos = load_data("Data/MapInfos.rxdata")
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# filename = id.to_s + "_" + mapinfos[id].name
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#
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#
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#
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# @id = id || $game_map.map_id
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# @options = options
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# @data = load_data("Data/Map#{@id.to_digits}.rxdata")
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# @tiles = @data.data
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# @result = Bitmap.new(32 * @tiles.xsize, 32 * @tiles.ysize)
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# @tilesetdata = load_data("Data/Tilesets.rxdata")
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# tilesetname = @tilesetdata[@data.tileset_id].tileset_name
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# @tileset = Bitmap.new("Graphics/Tilesets/#{tilesetname}")
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# @autotiles = @tilesetdata[@data.tileset_id].autotile_names
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# .filter { |e| e && e.size > 0 }
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# .map { |e| Bitmap.new("Graphics/Autotiles/#{e}") }
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# for z in 0..2
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# for y in 0...@tiles.ysize
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# for x in 0...@tiles.xsize
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# id = @tiles[x, y, z]
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# next if id == 0
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# if id < 384 # Autotile
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# build_autotile(@result, x * 32, y * 32, id)
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# else # Normal tile
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# @result.blt(x * 32, y * 32, @tileset,
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# Rect.new(32 * ((id - 384) % 8),32 * ((id - 384) / 8).floor,32,32))
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# end
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# end
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# end
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# end
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# if @options.include?(:events)
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# keys = @data.events.keys.sort { |a, b| @data.events[a].y <=> @data.events[b].y }
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# keys.each do |id|
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# event = @data.events[id]
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# page = pbGetActiveEventPage(event, @id)
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# if page && page.graphic && page.graphic.character_name && page.graphic.character_name.size > 0
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# bmp = Bitmap.new("Graphics/Characters/#{page.graphic.character_name}")
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# if bmp
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# bmp = bmp.clone
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# bmp.hue_change(page.graphic.character_hue) unless page.graphic.character_hue == 0
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# ex = bmp.width / 4 * page.graphic.pattern
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# ey = bmp.height / 4 * (page.graphic.direction / 2 - 1)
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# @result.blt(event.x * 32 + 16 - bmp.width / 8, (event.y + 1) * 32 - bmp.height / 4, bmp,
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# Rect.new(ex, ey, bmp.width / 4, bmp.height / 4))
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# end
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# bmp = nil
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# end
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# end
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# end
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# if @options.include?(:player) && $game_map.map_id == @id && $game_player.character_name &&
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# $game_player.character_name.size > 0
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# bmp = Bitmap.new("Graphics/Characters/#{$game_player.character_name}")
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# dir = $game_player.direction
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# @result.blt($game_player.x * 32 + 16 - bmp.width / 8, ($game_player.y + 1) * 32 - bmp.height / 4,
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# bmp, Rect.new(0, bmp.height / 4 * (dir / 2 - 1), bmp.width / 4, bmp.height / 4))
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# end
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# @result.save_to_png(ExportedMapFilename + filename + ".png")
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# echo (id.to_s) +"\n"
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# Input.update
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# end
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#
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# def build_autotile(bitmap, x, y, id)
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# autotile = @autotiles[id / 48 - 1]
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# return unless autotile
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# if autotile.height == 32
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# bitmap.blt(x,y,autotile,Rect.new(0,0,32,32))
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# else
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# id %= 48
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# tiles = CustomTilemap::Autotiles[id >> 3][id & 7]
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# src = Rect.new(0,0,0,0)
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# halfTileWidth = halfTileHeight = halfTileSrcWidth = halfTileSrcHeight = 32 >> 1
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# for i in 0...4
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# tile_position = tiles[i] - 1
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# src.set((tile_position % 6) * halfTileSrcWidth,
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# (tile_position / 6) * halfTileSrcHeight, halfTileSrcWidth, halfTileSrcHeight)
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# bitmap.blt(i % 2 * halfTileWidth + x, i / 2 * halfTileHeight + y,
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# autotile, src)
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# end
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# end
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# end
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# end
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