class Scene_DebugIntro def main Graphics.transition(0) sscene = PokemonLoad_Scene.new sscreen = PokemonLoadScreen.new(sscene) sscreen.pbStartLoadScreen Graphics.freeze end end def handleReplaceExistingSprites() spritesToReplaceList= $game_temp.unimportedSprites $game_temp.unimportedSprites=nil return if spritesToReplaceList.size==0 commands = [] #commands << "Pick which sprites to use as mains" commands << "Do not import the new sprites" commands << "Replace all the old sprites with the new ones" #commands << "Import all the new sprites as alts" messageSingular = "While importing custom sprites, the game has detected that {1} new custom sprite already has a version that exist in the game." messagePlural = "While importing custom sprites, the game has detected that {1} new custom sprites already have versions that exist in the game." messageText = spritesToReplaceList.size==1 ? messageSingular : messagePlural message = _INTL(messageText,spritesToReplaceList.length.to_s) pbMessage(message) command = pbMessage("What to do with the new sprites?",commands,commands.size-1) case command when 0 #Do not import pbMessage("You can manually sort the new sprites in the /indexed folder to choose which ones you want to keep.") pbMessage("You can also delete the ones you don't want to replace the main sprites and restart the game.") return when 1 #Replace olds spritesToReplaceList.each do |oldPath, newPath| File.rename(oldPath, newPath) $game_temp.nb_imported_sprites+=1 echo "\nSorted " + oldPath + " into " + newPath end #when 2 #Keep olds (rename new as alts) end end def pbCallTitle return Scene_DebugIntro.new if $DEBUG return Scene_Intro.new end def mainFunction if $DEBUG pbCriticalCode { mainFunctionDebug } else mainFunctionDebug end return 1 end def sortCustomBattlers() $game_temp.nb_imported_sprites=0 echo "Sorting CustomBattlers files..." alreadyExists = {} Dir.foreach(Settings::CUSTOM_BATTLERS_FOLDER) do |filename| next if filename == '.' or filename == '..' next if !filename.end_with?(".png") headNum = filename.split('.')[0] oldPath = Settings::CUSTOM_BATTLERS_FOLDER + "/" + filename newPath = Settings::CUSTOM_BATTLERS_FOLDER_INDEXED + "/" + headNum.to_s + "/" +filename begin if File.file?(newPath) alreadyExists[oldPath] = newPath echo "\nFile " + newPath + " already exists... Skipping." else File.rename(oldPath, newPath) $game_temp.nb_imported_sprites+=1 echo "\nSorted " + filename + " into " + newPath end rescue echo "\nCould not sort "+ filename end end echo "\nFinished sorting" $game_temp.unimportedSprites=alreadyExists end # def playInViewPort(viewport) # @finished=false # @currentFrame = 1 # @initialTime = Time.now # @timeElapsed = Time.now # # pbBGMPlay(@bgm) # while (@currentFrame <= @maxFrame)# && !(@canStopEarly && Input::ACTION)) # break if Input.trigger?(Input::C) && @canStopEarly # frame = sprintf(@framesPath, @currentFrame) # picture = Sprite.new(viewport) # picture.bitmap = pbBitmap(frame) # picture.visible=true # pbWait(Graphics.frame_rate / 20) # picture.dispose # @currentFrame += 1 # end # @finished=true # pbBGMStop # end def showLoadingScreen intro_frames_path = "Graphics\\titles\\loading_screen" picture = Sprite.new(@viewport) picture.bitmap = pbBitmap(intro_frames_path) picture.visible=true pbWait(Graphics.frame_rate / 20) picture.dispose end def showLoadMovie path = "Graphics\\Pictures\\introMarill" loading_screen = Sprite.new(@viewport) loading_screen.bitmap = pbBitmap(path) loading_screen.visible=true end def mainFunctionDebug begin showLoadingScreen MessageTypes.loadMessageFile("Data/messages.dat") if safeExists?("Data/messages.dat") PluginManager.runPlugins Compiler.main Game.initialize Game.set_up_system Graphics.update Graphics.freeze sortCustomBattlers() $scene = pbCallTitle $scene.main until $scene.nil? Graphics.transition(20) rescue Hangup pbPrintException($!) if !$DEBUG pbEmergencySave raise end end loop do retval = mainFunction if retval == 0 # failed loop do Graphics.update end elsif retval == 1 # ended successfully break end end