3 Commits

Author SHA1 Message Date
chardub
46f0c898e0 increments version number 2025-03-17 10:41:09 -04:00
chardub
65d0bcc7c9 Handles exception when failing to create savefil backups 2025-03-17 10:37:22 -04:00
chardub
455bebbd1b Improves npc appearance generation algorithm 2025-03-17 10:36:36 -04:00
17 changed files with 42 additions and 24 deletions

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@@ -5,8 +5,8 @@
#==============================================================================#
module Settings
# The version of your game. It has to adhere to the MAJOR.MINOR.PATCH format.
GAME_VERSION = '6.5'
GAME_VERSION_NUMBER = "6.5.0"
GAME_VERSION = '6.5.1'
GAME_VERSION_NUMBER = "6.5.1"
LATEST_GAME_RELEASE = "6.5"
POKERADAR_LIGHT_ANIMATION_RED_ID = 17

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@@ -87,6 +87,7 @@ end
def shiftHairColor(incr)
$Trainer.hair_color = 0 if !$Trainer.hair_color
$Trainer.hair_color += incr
echoln "Hair color: #{$Trainer.hair_color}"
refreshPlayerOutfit()
end
@@ -248,20 +249,6 @@ def generateNPCClothedBitmapStatic(trainerAppearance,action = "walk")
hatBitmapWrapper = AnimatedBitmap.new(hatFilename, hat_color_shift) if pbResolveBitmap(hatFilename)
hat2BitmapWrapper = AnimatedBitmap.new(hat2Filename, hat2_color_shift) if pbResolveBitmap(hat2Filename)
if hatBitmapWrapper
frame_count = 4 # Assuming 4 frames for hair animation; adjust as needed
hat_frame_bitmap = duplicateHatForFrames(hatBitmapWrapper.bitmap, frame_count)
frame_width = baseSprite.bitmap.width / frame_count # Calculate frame width
frame_count.times do |i|
# Calculate offset for each frame
frame_offset = [i * frame_width, 0]
# Adjust Y offset if frame index is odd
frame_offset[1] -= 2 if i.odd?
positionHat(baseBitmap, hat_frame_bitmap, frame_offset, i, frame_width)
end
end
if hat2BitmapWrapper
frame_count = 4 # Assuming 4 frames for hair animation; adjust as needed
@@ -278,6 +265,21 @@ def generateNPCClothedBitmapStatic(trainerAppearance,action = "walk")
end
end
if hatBitmapWrapper
frame_count = 4 # Assuming 4 frames for hair animation; adjust as needed
hat_frame_bitmap = duplicateHatForFrames(hatBitmapWrapper.bitmap, frame_count)
frame_width = baseSprite.bitmap.width / frame_count # Calculate frame width
frame_count.times do |i|
# Calculate offset for each frame
frame_offset = [i * frame_width, 0]
# Adjust Y offset if frame index is odd
frame_offset[1] -= 2 if i.odd?
positionHat(baseBitmap, hat_frame_bitmap, frame_offset, i, frame_width)
end
end
return baseBitmap
end

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@@ -315,13 +315,16 @@ def randomizePlayerOutfitUnlocked()
end
def convert_letter_to_number(letter, max_number = nil)
return 0 if !letter
return letter.ord if !max_number
return letter.ord % max_number
return 0 unless letter
base_value = (letter.ord * 31) & 0xFFFFFFFF # Use a prime multiplier to spread values
return base_value unless max_number
return base_value % max_number
end
def generate_appearance_from_name(name)
name_seed_length = 11
name_seed_length = 13
max_dye_color=360
seed = name[0, name_seed_length] # Truncate if longer than 8
seed += seed[0, name_seed_length - seed.length] while seed.length < name_seed_length # Repeat first characters if shorter
@@ -333,17 +336,24 @@ def generate_appearance_from_name(name)
hairstyles_list = $PokemonGlobal.hairstyles_data.keys
hat = hats_list[convert_letter_to_number(seed[0],hats_list.length)]
hat_color = convert_letter_to_number(seed[1],200)
hat_color = convert_letter_to_number(seed[1],max_dye_color)
hat2_color = convert_letter_to_number(seed[2],max_dye_color)
hat_color = 0 if convert_letter_to_number(seed[2]) % 2 == 0 #1/2 chance of no dyed hat
hat2 = hats_list[convert_letter_to_number(seed[10],hats_list.length)]
hat2_color = 0 if convert_letter_to_number(seed[11]) % 2 == 0 #1/2 chance of no dyed ha
hat2 = "" if convert_letter_to_number(seed[12]) % 2 == 0 #1/2 chance of no 2nd hat
clothes = clothes_list[convert_letter_to_number(seed[3],clothes_list.length)]
clothes_color = convert_letter_to_number(seed[4],200)
clothes_color = convert_letter_to_number(seed[4],max_dye_color)
clothes_color = 0 if convert_letter_to_number(seed[5]) % 2 == 0 #1/2 chance of no dyed clothes
hair_base = hairstyles_list[convert_letter_to_number(seed[6],hairstyles_list.length)]
hair_number = [1,2,3,4][convert_letter_to_number(seed[7],3)]
echoln "hair_number: #{hair_number}"
hair=getFullHairId(hair_base,hair_number)
hair_color = convert_letter_to_number(seed[8],200)
hair_color = convert_letter_to_number(seed[8],max_dye_color)
hair_color = 0 if convert_letter_to_number(seed[9]) % 2 == 0 #1/2 chance of no dyed hair
echoln hair_color
@@ -352,7 +362,8 @@ def generate_appearance_from_name(name)
skin_tone = [1,2,3,4,5,6][convert_letter_to_number(seed[10],5)]
return TrainerAppearance.new(skin_tone,hat,clothes, hair,
hair_color, clothes_color, hat_color)
hair_color, clothes_color, hat_color,
hat2,hat2_color)
end

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@@ -810,6 +810,7 @@ module Game
end
def self.backup_savefile(save_path, slot)
begin
backup_dir = File.join(File.dirname(save_path), "backups")
Dir.mkdir(backup_dir) if !Dir.exist?(backup_dir)
@@ -838,6 +839,10 @@ module Game
excess_backups.each { |old_backup| File.delete(old_backup) }
end
end
rescue => e
echoln ("There was an error while creating a backup savefile.")
echoln("Error: #{e.message}")
end
end
# Saves the game. Returns whether the operation was successful.

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