Compare commits

..
3 Commits
17 changed files with 42 additions and 24 deletions
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
View File
Binary file not shown.
Binary file not shown.
Binary file not shown.
+2 -2
View File
@@ -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
@@ -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
@@ -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
+5
View File
@@ -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.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.