fc200281(Implements Stance Change ability)

2c73bbf9(Fix for tiles being invisible after a map transfer if they were on screen before it)
dc01031a(prevent unknown_items from being obtained in randomizer)
ee906fb3(previous commit also included new attack animations)
4dba7c02(Fixes unreal time and footprint scripts being accidentally disabled)
This commit is contained in:
infinitefusion
2022-06-05 15:36:21 -04:00
parent 64bcefa3f7
commit dd68c56c79
25 changed files with 499 additions and 460 deletions

View File

@@ -6,13 +6,14 @@
module Settings
# The version of your game. It has to adhere to the MAJOR.MINOR.PATCH format.
GAME_VERSION = '5.0.0'
GAME_VERSION_NUMBER = "5.0.24.1 - beta"
GAME_VERSION_NUMBER = "5.0.25.1 - beta"
POKERADAR_LIGHT_ANIMATION_RED_ID = 17
POKERADAR_LIGHT_ANIMATION_GREEN_ID = 18
POKERADAR_HIDDEN_ABILITY_POKE_CHANCE = 32
POKERADAR_BATTERY_STEPS = 0
#
FUSION_ICON_SPRITE_OFFSET = 10
@@ -374,7 +375,7 @@ module Settings
[670, 30, :WEAVILE,50,50], #Ice mountains
[528, 30, :PYUKUMUKU,20,20], #Treasure Beach
[690, 30, :OCTILLERY,32,45], #Deep Ocean
[561, 30, :MAGMAR,32,45], #Mt. Ember
[561, 30, :FLETCHINDER,32,45], #Mt. Ember
[562, 30, :NINJASK,45,50], #Boon Island
[603, 30, :KECLEON,45,50], #Chrono Island
[654, 30, :WHIMSICOTT,32,45] #Brine Road

View File

@@ -22,7 +22,7 @@ class Scene_Map
@spritesets[map.map_id] = Spriteset_Map.new(map)
end
$MapFactory.setSceneStarted(self)
updateSpritesets
updateSpritesets(true)
end
def createSingleSpriteset(map)
@@ -30,7 +30,7 @@ class Scene_Map
@spritesets[map] = Spriteset_Map.new($MapFactory.maps[map])
$scene.spriteset.restoreAnimations(temp)
$MapFactory.setSceneStarted(self)
updateSpritesets
updateSpritesets(true)
end
def disposeSpritesets
@@ -145,7 +145,7 @@ class Scene_Map
$MapFactory.updateMaps(self)
end
def updateSpritesets
def updateSpritesets(refresh = false)
@spritesets = {} if !@spritesets
keys = @spritesets.keys.clone
for i in keys
@@ -162,6 +162,7 @@ class Scene_Map
@spritesets[map.map_id] = Spriteset_Map.new(map) if !@spritesets[map.map_id]
end
pbDayNightTint(@map_renderer)
@map_renderer.refresh if refresh
@map_renderer.update
Events.onMapUpdate.trigger(self)
end

View File

@@ -271,6 +271,7 @@ class TilemapRenderer
@ox = 0
@oy = 0
@visible = true
@need_refresh = true
@disposed = false
end
@@ -312,7 +313,9 @@ class TilemapRenderer
#=============================================================================
def refresh; end
def refresh
@need_refresh = true
end
def refresh_tile_bitmap(tile, map, tile_id)
if tile_id < TILES_PER_AUTOTILE
@@ -484,7 +487,7 @@ class TilemapRenderer
# Recalculate autotile frames
@tilesets.update
@autotiles.update
do_full_refresh = false
do_full_refresh = @need_refresh
if @viewport.ox != @old_viewport_ox || @viewport.oy != @old_viewport_oy
@old_viewport_ox = @viewport.ox
@old_viewport_oy = @viewport.oy
@@ -546,6 +549,7 @@ class TilemapRenderer
end
end
end
@need_refresh = false
@autotiles.changed = false
end
end

View File

@@ -218,11 +218,13 @@ class PokeBattle_Battler
end
end
# Stance Change
if isSpecies?(:AEGISLASH) && self.ability == :STANCECHANGE
if self.ability == :STANCECHANGE
if move.damagingMove?
pbChangeForm(1,_INTL("{1} changed to Blade Forme!",pbThis))
user = pbFindUser(choice,move)
stanceChangeEffect(user,true)
elsif move.id == :KINGSSHIELD
pbChangeForm(0,_INTL("{1} changed to Shield Forme!",pbThis))
user = pbFindUser(choice,move)
stanceChangeEffect(user,false)
end
end
# Calculate the move's type during this usage
@@ -570,6 +572,20 @@ class PokeBattle_Battler
end
end
def stanceChangeEffect(user,attacking=false)
inSwordForm = user.effects[PBEffects::PowerTrick]
if !inSwordForm && attacking
user.effects[PBEffects::PowerTrick] = true
user.attack,user.defense = user.defense,user.attack
@battle.pbDisplay(_INTL("{1} changed to Sword Mode!",pbThis))
elsif inSwordForm && !attacking
user.effects[PBEffects::PowerTrick] = false
user.attack,user.defense = user.defense,user.attack
@battle.pbDisplay(_INTL("{1} changed to Shield Mode!",pbThis))
end
end
#=============================================================================
# Attack a single target
#=============================================================================

View File

@@ -2,7 +2,11 @@
# Battle intro animation
#===============================================================================
def pbSceneStandby
$scene.disposeSpritesets if $scene.is_a?(Scene_Map)
RPG::Cache.clear
Graphics.frame_reset
yield
$scene.createSpritesets if $scene.is_a?(Scene_Map)
end
def pbBattleAnimation(bgm=nil,battletype=0,foe=nil)

View File

@@ -572,7 +572,7 @@ def pbLoadRpgxpScene(scene)
oldscene = $scene
$scene = scene
Graphics.freeze
#oldscene.disposeSpritesets
oldscene.disposeSpritesets
visibleObjects = pbHideVisibleObjects
Graphics.transition(20)
Graphics.freeze
@@ -582,7 +582,7 @@ def pbLoadRpgxpScene(scene)
Graphics.transition(20)
Graphics.freeze
$scene = oldscene
#$scene.createSpritesets
$scene.createSpritesets
pbShowObjects(visibleObjects)
Graphics.transition(20)
end

View File

@@ -20,6 +20,8 @@ HELD_ITEMS = [:AIRBALLOON, :BRIGHTPOWDER, :EVIOLITE, :FLOATSTONE, :DESTINYKNOT,
:PETAYABERRY, :APICOTBERRY, :LANSATBERRY, :STARFBERRY, :ENIGMABERRY, :MICLEBERRY, :CUSTAPBERRY,
:JABOCABERRY, :ROWAPBERRY, :FAIRYGEM]
REMOVED_ITEMS=[:COVERFOSSIL,:PLUMEFOSSIL,:DAMAGEUP,:ACCURACYUP,:ANCIENTSTONE,:ODDKEYSTONE_FULL]
def pbGetRandomItem(item_id)
return nil if item_id == nil
item = GameData::Item.get(item_id)
@@ -41,7 +43,7 @@ def pbGetRandomItem(item_id)
items_list = GameData::Item.list_all
newItem_id = items_list.keys.sample
newItem = GameData::Item.get(newItem_id)
while (newItem.is_machine? || newItem.is_key_item?)
while (newItem.is_machine? || newItem.is_key_item? || REMOVED_ITEMS.include?(item))
newItem_id = items_list.keys.sample
newItem = GameData::Item.get(newItem_id)
end

View File

@@ -1,225 +1,225 @@
# #===============================================================================
# # Klein Footprints / WolfPP for Pokémon Essentials
# # Give credits if you're using this!
# # http://kleinstudio.deviantart.com
# #
# # bo4p5687 update (v.19)
# #===============================================================================
#===============================================================================
# Klein Footprints / WolfPP for Pokémon Essentials
# Give credits if you're using this!
# http://kleinstudio.deviantart.com
#
# # Fix event comment
# def pbEventCommentInput(*args)
# parameters = []
# list = *args[0].list # Event or event page
# elements = *args[1] # Number of elements
# trigger = *args[2] # Trigger
# return nil if list == nil
# return nil unless list.is_a?(Array)
# for item in list
# next unless item.code == 108 || item.code == 408
# if item.parameters[0] == trigger[0]
# start = list.index(item) + 1
# finish = start + elements[0]
# for id in start...finish
# next if !list[id]
# parameters.push(list[id].parameters[0])
# end
# return parameters
# end
# end
# return nil
# end
#
# module FootprintVariables
# # If you set pokemon here, they doesn't have footprints
# FOLLOWING_DONT_WALK = [
# # Example:
# # 12,15,17
# ]
#
# # Set here the terrain tag for footprints, 3 is sand
# TERRAIN_FOOT = 3
#
# # Initial opacity for footprints
# FOOT_OPACITY = 62
#
# # Delay velocity
# FOOT_DELAY = 1.1
#
# def self.get_new_id
# newId = 1
# while !$game_map.events[newId].nil? do
# break if $game_map.events[newId].erased
# newId += 1
# end
# return newId
# end
#
# def self.show(event, position)
# if event != $game_player
# return if event.character_name == "" || event.character_name == "nil" || event.name.include?("/nofoot/")
# return if pbEventCommentInput(event, 0, "NoFoot")
# if $Trainer.party.length > 0
# return if (!($game_map.events[event] && $game_map.events[event].name == "Dependent") &&
# (FOLLOWING_DONT_WALK.include?($Trainer.party[0].species) || $PokemonGlobal.bicycle))
# end
# end
# character_sprites = $scene.spriteset.character_sprites
# viewport = $scene.spriteset.viewport1
# footsprites = $scene.spriteset.footsprites
# nid = self.get_new_id
# rpgEvent = RPG::Event.new(position[0], position[1])
# rpgEvent.id = nid
# fev = Game_Event.new($game_map.map_id, rpgEvent, $game_map)
# eventsprite = Sprite_Character.new(viewport, fev)
# character_sprites.push(eventsprite)
# footsprites.push(Footsprite.new(eventsprite, fev, viewport, $game_map, position[2], nid, character_sprites, (event==$game_player)))
# end
#
# end
#
# class Game_Event < Game_Character
# attr_reader :erased
# end
#
# class Sprite_Character
# alias old_initialize_foot initialize
# def initialize(viewport, character=nil)
# old_initialize_foot(viewport, character)
# @disposed = false
# end
#
# alias old_update_foot update
# def update
# return if @disposed
# old_update_foot
# end
#
# alias old_dispose_foot dispose
# def dispose
# old_dispose_foot
# @disposed = true
# end
# end
#
# class Spriteset_Map
# attr_accessor :character_sprites
# attr_accessor :footsprites
#
# alias old_initialize initialize
# def initialize(map=nil)
# old_initialize(map)
# @footsprites = []
# end
#
# def viewport1
# return @@viewport1
# end
#
# def putFootprint(event, pos)
# return FootprintVariables.show(event, pos)
# end
#
# alias old_dispose dispose
# def dispose
# old_dispose
# @footsprites.each { |sprite| sprite.dispose } if !@footsprites.nil?
# @footsprites.clear
# end
#
# alias old_update update
# def update
# old_update
# return if @footsprites.nil?
# @footsprites.each { |sprite| sprite.update }
# end
# end
#
# class Scene_Map
# def spriteset?
# return !@spritesets.nil?
# end
# end
#
# class Game_Character
#
# def get_last_pos
# case direction
# when 2 then return [@x, @y-1, direction] # Move down
# when 4 then return [@x+1, @y, direction] # Move left
# when 6 then return [@x-1, @y, direction] # Move right
# when 8 then return [@x, @y+1, direction] # Move up
# end
# return false
# end
#
# def foot_prints?
# return $game_map.terrain_tag(get_last_pos[0], get_last_pos[1]) == FootprintVariables::TERRAIN_FOOT && $scene.is_a?(Scene_Map) && $scene.spriteset?
# end
#
# alias leave_tile_footprints triggerLeaveTile
# def triggerLeaveTile
# leave_tile_footprints
# $scene.spriteset.putFootprint(self, get_last_pos) if foot_prints?
# end
#
# end
#
# class Footsprite
# def initialize(sprite,event,viewport,map,direction,nid,chardata,player)
# @rsprite = sprite
# # Sprite
# @sprite = Sprite.new(viewport)
# file = player && $PokemonGlobal.bicycle ? "footsetbike.png" : "footset.png"
# @sprite.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/", file)
# # Set position
# @realwidth = @sprite.bitmap.width/4
# @sprite.src_rect.width = @realwidth
# @opacity = FootprintVariables::FOOT_OPACITY
# setFootset(direction)
# # Values
# @map = map
# @event = event
# @disposed = false
# @eventid = nid
# @viewport = viewport
# @chardata = chardata
# update
# end
#
# def setFootset(direction)
# @sprite.src_rect.x =
# case direction
# when 2 then 0 # Move down
# when 4 then @realwidth * 3 # Move left
# when 6 then @realwidth * 2 # Move right
# when 8 then @realwidth # Move up
# end
# @sprite.opacity = @opacity
# end
#
# def dispose
# return if @disposed
# @disposed = true
# @event.erase
# (0...@chardata.length).each { |i| @chardata.delete_at(i) if @chardata[i] == @rsprite }
# @rsprite.dispose
# @sprite.dispose
# @sprite = nil
# end
#
# def update
# return if @disposed
# x = @rsprite.x - @rsprite.ox
# y = @rsprite.y - @rsprite.oy
# width = @rsprite.src_rect.width
# height = @rsprite.src_rect.height
# @sprite.x = x + width / 2
# @sprite.y = y + height
# @sprite.ox = @realwidth / 2
# @sprite.oy = @sprite.bitmap.height
# @sprite.z = @rsprite.z - 2
# @opacity -= FootprintVariables::FOOT_DELAY
# @sprite.opacity = @opacity
# dispose if @sprite.opacity <= 0
# end
# end
# bo4p5687 update (v.19)
#===============================================================================
# Fix event comment
def pbEventCommentInput(*args)
parameters = []
list = *args[0].list # Event or event page
elements = *args[1] # Number of elements
trigger = *args[2] # Trigger
return nil if list == nil
return nil unless list.is_a?(Array)
for item in list
next unless item.code == 108 || item.code == 408
if item.parameters[0] == trigger[0]
start = list.index(item) + 1
finish = start + elements[0]
for id in start...finish
next if !list[id]
parameters.push(list[id].parameters[0])
end
return parameters
end
end
return nil
end
module FootprintVariables
# If you set pokemon here, they doesn't have footprints
FOLLOWING_DONT_WALK = [
# Example:
# 12,15,17
]
# Set here the terrain tag for footprints, 3 is sand
TERRAIN_FOOT = 3
# Initial opacity for footprints
FOOT_OPACITY = 62
# Delay velocity
FOOT_DELAY = 1.1
def self.get_new_id
newId = 1
while !$game_map.events[newId].nil? do
break if $game_map.events[newId].erased
newId += 1
end
return newId
end
def self.show(event, position)
if event != $game_player
return if event.character_name == "" || event.character_name == "nil" || event.name.include?("/nofoot/")
return if pbEventCommentInput(event, 0, "NoFoot")
if $Trainer.party.length > 0
return if (!($game_map.events[event] && $game_map.events[event].name == "Dependent") &&
(FOLLOWING_DONT_WALK.include?($Trainer.party[0].species) || $PokemonGlobal.bicycle))
end
end
character_sprites = $scene.spriteset.character_sprites
viewport = $scene.spriteset.viewport1
footsprites = $scene.spriteset.footsprites
nid = self.get_new_id
rpgEvent = RPG::Event.new(position[0], position[1])
rpgEvent.id = nid
fev = Game_Event.new($game_map.map_id, rpgEvent, $game_map)
eventsprite = Sprite_Character.new(viewport, fev)
character_sprites.push(eventsprite)
footsprites.push(Footsprite.new(eventsprite, fev, viewport, $game_map, position[2], nid, character_sprites, (event==$game_player)))
end
end
class Game_Event < Game_Character
attr_reader :erased
end
class Sprite_Character
alias old_initialize_foot initialize
def initialize(viewport, character=nil)
old_initialize_foot(viewport, character)
@disposed = false
end
alias old_update_foot update
def update
return if @disposed
old_update_foot
end
alias old_dispose_foot dispose
def dispose
old_dispose_foot
@disposed = true
end
end
class Spriteset_Map
attr_accessor :character_sprites
attr_accessor :footsprites
alias old_initialize initialize
def initialize(map=nil)
old_initialize(map)
@footsprites = []
end
def viewport1
return @@viewport1
end
def putFootprint(event, pos)
return FootprintVariables.show(event, pos)
end
alias old_dispose dispose
def dispose
old_dispose
@footsprites.each { |sprite| sprite.dispose } if !@footsprites.nil?
@footsprites.clear
end
alias old_update update
def update
old_update
return if @footsprites.nil?
@footsprites.each { |sprite| sprite.update }
end
end
class Scene_Map
def spriteset?
return !@spritesets.nil?
end
end
class Game_Character
def get_last_pos
case direction
when 2 then return [@x, @y-1, direction] # Move down
when 4 then return [@x+1, @y, direction] # Move left
when 6 then return [@x-1, @y, direction] # Move right
when 8 then return [@x, @y+1, direction] # Move up
end
return false
end
def foot_prints?
return $game_map.terrain_tag(get_last_pos[0], get_last_pos[1]) == FootprintVariables::TERRAIN_FOOT && $scene.is_a?(Scene_Map) && $scene.spriteset?
end
alias leave_tile_footprints triggerLeaveTile
def triggerLeaveTile
leave_tile_footprints
$scene.spriteset.putFootprint(self, get_last_pos) if foot_prints?
end
end
class Footsprite
def initialize(sprite,event,viewport,map,direction,nid,chardata,player)
@rsprite = sprite
# Sprite
@sprite = Sprite.new(viewport)
file = player && $PokemonGlobal.bicycle ? "footsetbike.png" : "footset.png"
@sprite.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/", file)
# Set position
@realwidth = @sprite.bitmap.width/4
@sprite.src_rect.width = @realwidth
@opacity = FootprintVariables::FOOT_OPACITY
setFootset(direction)
# Values
@map = map
@event = event
@disposed = false
@eventid = nid
@viewport = viewport
@chardata = chardata
update
end
def setFootset(direction)
@sprite.src_rect.x =
case direction
when 2 then 0 # Move down
when 4 then @realwidth * 3 # Move left
when 6 then @realwidth * 2 # Move right
when 8 then @realwidth # Move up
end
@sprite.opacity = @opacity
end
def dispose
return if @disposed
@disposed = true
@event.erase
(0...@chardata.length).each { |i| @chardata.delete_at(i) if @chardata[i] == @rsprite }
@rsprite.dispose
@sprite.dispose
@sprite = nil
end
def update
return if @disposed
x = @rsprite.x - @rsprite.ox
y = @rsprite.y - @rsprite.oy
width = @rsprite.src_rect.width
height = @rsprite.src_rect.height
@sprite.x = x + width / 2
@sprite.y = y + height
@sprite.ox = @realwidth / 2
@sprite.oy = @sprite.bitmap.height
@sprite.z = @rsprite.z - 2
@opacity -= FootprintVariables::FOOT_DELAY
@sprite.opacity = @opacity
dispose if @sprite.opacity <= 0
end
end

View File

@@ -55,224 +55,224 @@
# })
# end
#
# module UnrealTime
# # Set false to disable this system (returns Time.now)
# ENABLED=true
#
# # Time proportion here.
# # So if it is 100, one second in real time will be 100 seconds in game.
# # If it is 60, one second in real time will be one minute in game.
# PROPORTION=60
#
# # Starting on Essentials v17, the map tone only try to refresh tone each 30
# # real time seconds.
# # If this variable number isn't -1, the game use this number instead of 30.
# # When time is changed with advance_to or add_seconds, the tone refreshes.
# TONE_CHECK_INTERVAL = 10.0
#
# # Make this true to time only pass at field (Scene_Map)
# # A note to scripters: To make time pass on other scenes, put line
# # '$PokemonGlobal.addNewFrameCount' near to line 'Graphics.update'
# TIME_STOPS=true
#
# # Make this true to time pass in battle, during turns and command selection.
# # This won't affect the Pokémon and Bag submenus.
# # Only works if TIME_STOPS=true.
# BATTLE_PASS=true
#
# # Make this true to time pass when the Dialog box or the main menu are open.
# # This won't affect the submenus like Pokémon and Bag.
# # Only works if TIME_STOPS=true.
# TALK_PASS=true
#
# # Choose switch number that when true the time won't pass (or -1 to cancel).
# # Only works if TIME_STOPS=true.
# SWITCH_STOPS=-1
#
# # Choose variable(s) number(s) that can hold time passage (or -1 to cancel).
# # Look at description for more details.
# EXTRA_SECONDS=79
# EXTRA_DAYS=-1
#
# # Initial date. In sequence: Year, month, day, hour and minutes.
# # Method UnrealTime.reset resets time back to this time.
# def self.initial_date
# return Time.local(2000,1,1, 12,0)
# end
#
# # Advance to next time. If time already passed, advance
# # into the time on the next day.
# # Hour is 0..23
# def self.advance_to(hour,min=0,sec=0)
# if hour < 0 || hour > 23
# raise RangeError, "hour is #{hour}, should be 0..23"
# end
# day_seconds = 60*60*24
# seconds_now = pbGetTimeNow.hour*60*60+pbGetTimeNow.min*60+pbGetTimeNow.sec
# target_seconds = hour*60*60+min*60+sec
# seconds_added = target_seconds-seconds_now
# seconds_added += day_seconds if seconds_added<0
# $PokemonGlobal.newFrameCount+=seconds_added
# PBDayNight.sheduleToneRefresh
# end
#
# # Resets time to initial_date.
# def self.reset
# raise "Method doesn't work when TIME_STOPS is false!" if !TIME_STOPS
# $game_variables[EXTRA_SECONDS]=0 if EXTRA_DAYS>0
# $game_variables[EXTRA_DAYS]=0 if EXTRA_DAYS>0
# $PokemonGlobal.newFrameCount=0
# $PokemonGlobal.extraYears=0
# PBDayNight.sheduleToneRefresh
# end
#
# # Does the same thing as EXTRA_SECONDS variable.
# def self.add_seconds(seconds)
# raise "Method doesn't work when TIME_STOPS is false!" if !TIME_STOPS
# $PokemonGlobal.newFrameCount+=(seconds*Graphics.frame_rate)/PROPORTION.to_f
# PBDayNight.sheduleToneRefresh
# end
#
# def self.add_days(days)
# add_seconds(60*60*24*days)
# end
#
# NEED_32_BIT_FIX = [''].pack('p').size <= 4
# end
#
# # Essentials V18 and lower compatibility
# module Settings
# TIME_SHADING = defined?(ENABLESHADING) ? ENABLESHADING : ::TIME_SHADING
# end if defined?(TIME_SHADING) || defined?(ENABLESHADING)
#
# module PBDayNight
# class << self
# if method_defined?(:getTone) && UnrealTime::TONE_CHECK_INTERVAL > 0
# def getTone
# @cachedTone = Tone.new(0,0,0) if !@cachedTone
# return @cachedTone if !Settings::TIME_SHADING
# toneNeedUpdate = (!@dayNightToneLastUpdate ||
# Graphics.frame_count-@dayNightToneLastUpdate >=
# Graphics.frame_rate*UnrealTime::TONE_CHECK_INTERVAL
# )
# if toneNeedUpdate
# getToneInternal
# @dayNightToneLastUpdate = Graphics.frame_count
# end
# return @cachedTone
# end
# end
#
# # Shedule a tone refresh on the next try (probably next frame)
# def sheduleToneRefresh
# @dayNightToneLastUpdate = nil
# end
# end
# end
#
# def pbGetTimeNow
# return Time.now if !$PokemonGlobal || !UnrealTime::ENABLED
# day_seconds = 60*60*24
# if UnrealTime::TIME_STOPS
# # Sum the extra values to newFrameCount
# if UnrealTime::EXTRA_SECONDS>0
# UnrealTime.add_seconds(pbGet(UnrealTime::EXTRA_SECONDS))
# $game_variables[UnrealTime::EXTRA_SECONDS]=0
# end
# if UnrealTime::EXTRA_DAYS>0
# UnrealTime.add_seconds(day_seconds*pbGet(UnrealTime::EXTRA_DAYS))
# $game_variables[UnrealTime::EXTRA_DAYS]=0
# end
# elsif UnrealTime::EXTRA_SECONDS>0 && UnrealTime::EXTRA_DAYS>0
# # Checks to regulate the max/min values at UnrealTime::EXTRA_SECONDS
# while pbGet(UnrealTime::EXTRA_SECONDS)>=day_seconds
# $game_variables[UnrealTime::EXTRA_SECONDS]-=day_seconds
# $game_variables[UnrealTime::EXTRA_DAYS]+=1
# end
# while pbGet(UnrealTime::EXTRA_SECONDS)<=-day_seconds
# $game_variables[UnrealTime::EXTRA_SECONDS]+=day_seconds
# $game_variables[UnrealTime::EXTRA_DAYS]-=1
# end
# end
# start_time=UnrealTime.initial_date
# if UnrealTime::TIME_STOPS
# time_played=$PokemonGlobal.newFrameCount
# else
# time_played=Graphics.frame_count
# end
# time_played=(time_played*UnrealTime::PROPORTION)/Graphics.frame_rate
# time_jumped=0
# if UnrealTime::EXTRA_SECONDS>-1
# time_jumped+=pbGet(UnrealTime::EXTRA_SECONDS)
# end
# if UnrealTime::EXTRA_DAYS>-1
# time_jumped+=pbGet(UnrealTime::EXTRA_DAYS)*day_seconds
# end
# time_ret = 0
# # Before Essentials V19, there is a year limit. To prevent crashes due to this
# # limit, every time that you reach in year 2036 the system will subtract 6
# # years (to works with leap year) from your date and sum in
# # $PokemonGlobal.extraYears. You can sum your actual year with this extraYears
# # when displaying years.
# loop do
# time_fix=0
# if $PokemonGlobal.extraYears!=0
# time_fix = $PokemonGlobal.extraYears*day_seconds*(365*6+1)/6
# end
# time_ret=start_time+(time_played+time_jumped-time_fix)
# break if !UnrealTime::NEED_32_BIT_FIX || time_ret.year<2036
# $PokemonGlobal.extraYears+=6
# end
# return time_ret
# end
#
# if UnrealTime::ENABLED
# class PokemonGlobalMetadata
# attr_accessor :newFrameCount # Became float when using extra values
# attr_accessor :extraYears
#
# def addNewFrameCount
# return if (UnrealTime::SWITCH_STOPS>0 &&
# $game_switches[UnrealTime::SWITCH_STOPS])
# self.newFrameCount+=1
# end
#
# def newFrameCount
# @newFrameCount=0 if !@newFrameCount
# return @newFrameCount
# end
#
# def extraYears
# @extraYears=0 if !@extraYears
# return @extraYears
# end
# end
#
# if UnrealTime::TIME_STOPS
# class Scene_Map
# alias :updateold :update
# def update
# $PokemonGlobal.addNewFrameCount
# updateold
# end
#
# if UnrealTime::TALK_PASS
# alias :miniupdateold :miniupdate
# def miniupdate
# $PokemonGlobal.addNewFrameCount
# miniupdateold
# end
# end
# end
#
# if UnrealTime::BATTLE_PASS
# class PokeBattle_Scene
# alias :pbGraphicsUpdateold :pbGraphicsUpdate
# def pbGraphicsUpdate
# $PokemonGlobal.addNewFrameCount
# pbGraphicsUpdateold
# end
# end
# end
# end
# end
module UnrealTime
# Set false to disable this system (returns Time.now)
ENABLED=true
# Time proportion here.
# So if it is 100, one second in real time will be 100 seconds in game.
# If it is 60, one second in real time will be one minute in game.
PROPORTION=60
# Starting on Essentials v17, the map tone only try to refresh tone each 30
# real time seconds.
# If this variable number isn't -1, the game use this number instead of 30.
# When time is changed with advance_to or add_seconds, the tone refreshes.
TONE_CHECK_INTERVAL = 10.0
# Make this true to time only pass at field (Scene_Map)
# A note to scripters: To make time pass on other scenes, put line
# '$PokemonGlobal.addNewFrameCount' near to line 'Graphics.update'
TIME_STOPS=true
# Make this true to time pass in battle, during turns and command selection.
# This won't affect the Pokémon and Bag submenus.
# Only works if TIME_STOPS=true.
BATTLE_PASS=true
# Make this true to time pass when the Dialog box or the main menu are open.
# This won't affect the submenus like Pokémon and Bag.
# Only works if TIME_STOPS=true.
TALK_PASS=true
# Choose switch number that when true the time won't pass (or -1 to cancel).
# Only works if TIME_STOPS=true.
SWITCH_STOPS=-1
# Choose variable(s) number(s) that can hold time passage (or -1 to cancel).
# Look at description for more details.
EXTRA_SECONDS=79
EXTRA_DAYS=-1
# Initial date. In sequence: Year, month, day, hour and minutes.
# Method UnrealTime.reset resets time back to this time.
def self.initial_date
return Time.local(2000,1,1, 12,0)
end
# Advance to next time. If time already passed, advance
# into the time on the next day.
# Hour is 0..23
def self.advance_to(hour,min=0,sec=0)
if hour < 0 || hour > 23
raise RangeError, "hour is #{hour}, should be 0..23"
end
day_seconds = 60*60*24
seconds_now = pbGetTimeNow.hour*60*60+pbGetTimeNow.min*60+pbGetTimeNow.sec
target_seconds = hour*60*60+min*60+sec
seconds_added = target_seconds-seconds_now
seconds_added += day_seconds if seconds_added<0
$PokemonGlobal.newFrameCount+=seconds_added
PBDayNight.sheduleToneRefresh
end
# Resets time to initial_date.
def self.reset
raise "Method doesn't work when TIME_STOPS is false!" if !TIME_STOPS
$game_variables[EXTRA_SECONDS]=0 if EXTRA_DAYS>0
$game_variables[EXTRA_DAYS]=0 if EXTRA_DAYS>0
$PokemonGlobal.newFrameCount=0
$PokemonGlobal.extraYears=0
PBDayNight.sheduleToneRefresh
end
# Does the same thing as EXTRA_SECONDS variable.
def self.add_seconds(seconds)
raise "Method doesn't work when TIME_STOPS is false!" if !TIME_STOPS
$PokemonGlobal.newFrameCount+=(seconds*Graphics.frame_rate)/PROPORTION.to_f
PBDayNight.sheduleToneRefresh
end
def self.add_days(days)
add_seconds(60*60*24*days)
end
NEED_32_BIT_FIX = [''].pack('p').size <= 4
end
# Essentials V18 and lower compatibility
module Settings
TIME_SHADING = defined?(ENABLESHADING) ? ENABLESHADING : ::TIME_SHADING
end if defined?(TIME_SHADING) || defined?(ENABLESHADING)
module PBDayNight
class << self
if method_defined?(:getTone) && UnrealTime::TONE_CHECK_INTERVAL > 0
def getTone
@cachedTone = Tone.new(0,0,0) if !@cachedTone
return @cachedTone if !Settings::TIME_SHADING
toneNeedUpdate = (!@dayNightToneLastUpdate ||
Graphics.frame_count-@dayNightToneLastUpdate >=
Graphics.frame_rate*UnrealTime::TONE_CHECK_INTERVAL
)
if toneNeedUpdate
getToneInternal
@dayNightToneLastUpdate = Graphics.frame_count
end
return @cachedTone
end
end
# Shedule a tone refresh on the next try (probably next frame)
def sheduleToneRefresh
@dayNightToneLastUpdate = nil
end
end
end
def pbGetTimeNow
return Time.now if !$PokemonGlobal || !UnrealTime::ENABLED
day_seconds = 60*60*24
if UnrealTime::TIME_STOPS
# Sum the extra values to newFrameCount
if UnrealTime::EXTRA_SECONDS>0
UnrealTime.add_seconds(pbGet(UnrealTime::EXTRA_SECONDS))
$game_variables[UnrealTime::EXTRA_SECONDS]=0
end
if UnrealTime::EXTRA_DAYS>0
UnrealTime.add_seconds(day_seconds*pbGet(UnrealTime::EXTRA_DAYS))
$game_variables[UnrealTime::EXTRA_DAYS]=0
end
elsif UnrealTime::EXTRA_SECONDS>0 && UnrealTime::EXTRA_DAYS>0
# Checks to regulate the max/min values at UnrealTime::EXTRA_SECONDS
while pbGet(UnrealTime::EXTRA_SECONDS)>=day_seconds
$game_variables[UnrealTime::EXTRA_SECONDS]-=day_seconds
$game_variables[UnrealTime::EXTRA_DAYS]+=1
end
while pbGet(UnrealTime::EXTRA_SECONDS)<=-day_seconds
$game_variables[UnrealTime::EXTRA_SECONDS]+=day_seconds
$game_variables[UnrealTime::EXTRA_DAYS]-=1
end
end
start_time=UnrealTime.initial_date
if UnrealTime::TIME_STOPS
time_played=$PokemonGlobal.newFrameCount
else
time_played=Graphics.frame_count
end
time_played=(time_played*UnrealTime::PROPORTION)/Graphics.frame_rate
time_jumped=0
if UnrealTime::EXTRA_SECONDS>-1
time_jumped+=pbGet(UnrealTime::EXTRA_SECONDS)
end
if UnrealTime::EXTRA_DAYS>-1
time_jumped+=pbGet(UnrealTime::EXTRA_DAYS)*day_seconds
end
time_ret = 0
# Before Essentials V19, there is a year limit. To prevent crashes due to this
# limit, every time that you reach in year 2036 the system will subtract 6
# years (to works with leap year) from your date and sum in
# $PokemonGlobal.extraYears. You can sum your actual year with this extraYears
# when displaying years.
loop do
time_fix=0
if $PokemonGlobal.extraYears!=0
time_fix = $PokemonGlobal.extraYears*day_seconds*(365*6+1)/6
end
time_ret=start_time+(time_played+time_jumped-time_fix)
break if !UnrealTime::NEED_32_BIT_FIX || time_ret.year<2036
$PokemonGlobal.extraYears+=6
end
return time_ret
end
if UnrealTime::ENABLED
class PokemonGlobalMetadata
attr_accessor :newFrameCount # Became float when using extra values
attr_accessor :extraYears
def addNewFrameCount
return if (UnrealTime::SWITCH_STOPS>0 &&
$game_switches[UnrealTime::SWITCH_STOPS])
self.newFrameCount+=1
end
def newFrameCount
@newFrameCount=0 if !@newFrameCount
return @newFrameCount
end
def extraYears
@extraYears=0 if !@extraYears
return @extraYears
end
end
if UnrealTime::TIME_STOPS
class Scene_Map
alias :updateold :update
def update
$PokemonGlobal.addNewFrameCount
updateold
end
if UnrealTime::TALK_PASS
alias :miniupdateold :miniupdate
def miniupdate
$PokemonGlobal.addNewFrameCount
miniupdateold
end
end
end
if UnrealTime::BATTLE_PASS
class PokeBattle_Scene
alias :pbGraphicsUpdateold :pbGraphicsUpdate
def pbGraphicsUpdate
$PokemonGlobal.addNewFrameCount
pbGraphicsUpdateold
end
end
end
end
end