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.") pbMessage("Keep in mind that the game will take longer to load until these sprites are imported/removed.") 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 clearTempFolder() folder_path = Settings::DOWNLOADED_SPRITES_FOLDER Dir.foreach(folder_path) do |file| next if file == '.' or file == '..' file_path = File.join(folder_path, file) File.delete(file_path) if File.file?(file_path) end 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 newDir = Settings::CUSTOM_BATTLERS_FOLDER_INDEXED + headNum.to_s newPath = newDir + "/" + filename begin if File.file?(newPath) alreadyExists[oldPath] = newPath echo "\nFile " + newPath + " already exists... Skipping." else Dir.mkdir(newDir) if !Dir.exist?(newDir) 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 #clearTempFolder() createCustomSpriteFolders() begin sortCustomBattlers() rescue echo "failed to sort custom battlers" end $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