mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
261 lines
9.1 KiB
Ruby
261 lines
9.1 KiB
Ruby
class PokemonPokedexInfo_Scene
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#todo add indicator to show which one is the main sprite -
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# also maybe add an indicator in main list for when a sprite has available alts
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Y_POSITION_SMALL = 40#90
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Y_POSITION_BIG = 60
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X_POSITION_PREVIOUS = -30#20
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X_POSITION_SELECTED = 105
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X_POSITION_NEXT = 340#380
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Y_POSITION_BG_SMALL = 70
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Y_POSITION_BG_BIG = 93
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X_POSITION_BG_PREVIOUS = -1
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X_POSITION_BG_SELECTED = 145
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X_POSITION_BG_NEXT = 363
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def drawPageForms
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#@selected_index=0
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@sprites["background"].setBitmap(_INTL("Graphics/Pictures/Pokedex/bg_forms"))
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overlay = @sprites["overlay"].bitmap
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base = Color.new(88, 88, 80)
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shadow = Color.new(168, 184, 184)
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#alts_list= pbGetAvailableAlts
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@selected_index = 0
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update_displayed
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end
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def init_selected_bg
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@sprites["bgSelected_previous"] = IconSprite.new(0, 0, @viewport)
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@sprites["bgSelected_previous"].x = X_POSITION_BG_PREVIOUS
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@sprites["bgSelected_previous"].y = Y_POSITION_BG_SMALL
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@sprites["bgSelected_previous"].setBitmap(_INTL("Graphics/Pictures/Pokedex/bg_forms_selected_small"))
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@sprites["bgSelected_previous"].visible = false
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@sprites["bgSelected_center"] = IconSprite.new(0, 0, @viewport)
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@sprites["bgSelected_center"].x = X_POSITION_BG_SELECTED
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@sprites["bgSelected_center"].y = Y_POSITION_BG_BIG
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@sprites["bgSelected_center"].setBitmap(_INTL("Graphics/Pictures/Pokedex/bg_forms_selected_large"))
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@sprites["bgSelected_center"].visible = false
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@sprites["bgSelected_next"] = IconSprite.new(0, 0, @viewport)
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@sprites["bgSelected_next"].x = X_POSITION_BG_NEXT
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@sprites["bgSelected_next"].y = Y_POSITION_BG_SMALL
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@sprites["bgSelected_next"].setBitmap(_INTL("Graphics/Pictures/Pokedex/bg_forms_selected_small"))
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@sprites["bgSelected_next"].visible = false
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end
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def initializeSpritesPage(altsList)
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init_selected_bg
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@speciesData = getSpecies(@species)
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@selected_index = 0
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@sprites["selectedSprite"] = IconSprite.new(0, 0, @viewport)
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@sprites["selectedSprite"].x = X_POSITION_SELECTED
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@sprites["selectedSprite"].y = Y_POSITION_BIG
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@sprites["selectedSprite"].z = 999999
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@sprites["selectedSprite"].visible = false
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@sprites["selectedSprite"].zoom_x = 1
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@sprites["selectedSprite"].zoom_y = 1
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@sprites["previousSprite"] = IconSprite.new(0, 0, @viewport)
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@sprites["previousSprite"].x = X_POSITION_PREVIOUS
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@sprites["previousSprite"].y = Y_POSITION_SMALL
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@sprites["previousSprite"].visible = false
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@sprites["previousSprite"].zoom_x = Settings::FRONTSPRITE_SCALE#/2
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@sprites["previousSprite"].zoom_y = Settings::FRONTSPRITE_SCALE#/2
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@sprites["nextSprite"] = IconSprite.new(0, 0, @viewport)
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@sprites["nextSprite"].x = X_POSITION_NEXT
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@sprites["nextSprite"].y = Y_POSITION_SMALL
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@sprites["nextSprite"].visible = false
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@sprites["nextSprite"].zoom_x = Settings::FRONTSPRITE_SCALE#/2
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@sprites["nextSprite"].zoom_y = Settings::FRONTSPRITE_SCALE#/2
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@sprites["selectedSprite"].z = 9999999
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@sprites["previousSprite"].z = 9999999
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@sprites["nextSprite"].z = 9999999
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@sprites["selectedSprite"].setBitmap(altsList[@selected_index])
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if altsList.size >= 2
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@sprites["nextSprite"].setBitmap(altsList[@selected_index + 1])
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@sprites["nextSprite"].visible = true
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end
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if altsList.size >= 3
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@sprites["previousSprite"].setBitmap(altsList[-1])
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@sprites["previousSprite"].visible = true
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end
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end
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POSSIBLE_ALTS = %w[a b c d e f g h i j k x]
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def pbGetAvailableForms
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return pbGetAvailableAlts
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end
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def hide_all_selected_windows
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@sprites["bgSelected_previous"].visible = false if @sprites["bgSelected_previous"]
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@sprites["bgSelected_center"].visible = false if @sprites["bgSelected_center"]
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@sprites["bgSelected_next"].visible = false if @sprites["bgSelected_next"]
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end
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def update_selected
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hide_all_selected_windows
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previous_index = @selected_index == 0 ? @available.size - 1 : @selected_index - 1
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next_index = @selected_index == @available.size - 1 ? 0 : @selected_index + 1
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@sprites["bgSelected_previous"].visible = true if is_main_sprite(previous_index) && @available.size > 2
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@sprites["bgSelected_center"].visible = true if is_main_sprite(@selected_index)
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@sprites["bgSelected_next"].visible = true if is_main_sprite(next_index) && @available.size > 1
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end
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def update_displayed
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@sprites["selectedSprite"].setBitmap(@available[@selected_index])
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nextIndex = @selected_index + 1
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previousIndex = @selected_index - 1
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if nextIndex > @available.size - 1
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nextIndex = 0
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end
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if previousIndex < 0
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previousIndex = @available.size - 1
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end
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@sprites["previousSprite"].visible = false if @available.size <= 2
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@sprites["nextSprite"].visible = false if @available.size <= 1
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@sprites["previousSprite"].setBitmap(@available[previousIndex]) if previousIndex != nextIndex
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@sprites["selectedSprite"].setBitmap(@available[@selected_index])
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@sprites["nextSprite"].setBitmap(@available[nextIndex])
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update_selected
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end
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def pbGetAvailableAlts
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ret = []
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return ret if !@species
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dexNum = getDexNumberForSpecies(@species)
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isFusion = dexNum > NB_POKEMON
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if !isFusion
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ret << Settings::BATTLERS_FOLDER + dexNum.to_s + "/" + dexNum.to_s + ".png"
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return ret
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end
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body_id = getBodyID(@species)
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head_id = getHeadID(@species, body_id)
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baseFilename = head_id.to_s + "." + body_id.to_s
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baseFilePath = Settings::CUSTOM_BATTLERS_FOLDER + "/" + head_id.to_s + "/" + baseFilename + ".png"
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if pbResolveBitmap(baseFilePath)
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ret << baseFilePath
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end
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POSSIBLE_ALTS.each { |alt_letter|
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altFilePath = Settings::CUSTOM_BATTLERS_FOLDER + "/" + head_id.to_s + "/" + baseFilename + alt_letter + ".png"
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if pbResolveBitmap(altFilePath)
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ret << altFilePath
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end
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}
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ret << Settings::BATTLERS_FOLDER + head_id.to_s + "/" + baseFilename + ".png"
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return ret
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end
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def pbChooseForm
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loop do
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@sprites["uparrow"].visible = true
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@sprites["downarrow"].visible = true
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Graphics.update
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Input.update
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pbUpdate
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if Input.trigger?(Input::RIGHT)
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pbPlayCursorSE
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@selected_index -= 1 #(index+@available.length-1)%@available.length
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if @selected_index < 0
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@selected_index = @available.size - 1
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end
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update_displayed
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elsif Input.trigger?(Input::LEFT)
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pbPlayCursorSE
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@selected_index += 1 #= (index+1)%@available.length
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if @selected_index > @available.size - 1
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@selected_index = 0
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end
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update_displayed
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elsif Input.trigger?(Input::BACK)
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pbPlayCancelSE
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break
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elsif Input.trigger?(Input::USE)
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pbPlayDecisionSE
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if select_sprite
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@endscene = true
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break
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end
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end
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end
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@sprites["uparrow"].visible = false
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@sprites["downarrow"].visible = false
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end
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def is_main_sprite(index = nil)
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return false if !@available
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if index == nil
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index = @selected_index
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end
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return true if @available.size <= 1
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if @speciesData.always_use_generated
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selected_sprite = @available[index]
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return selected_sprite.start_with?(Settings::BATTLERS_FOLDER)
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end
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return index == 0
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end
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def select_sprite
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if is_main_sprite
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pbMessage("This sprite is already the displayed sprite")
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else
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if pbConfirmMessage(_INTL('Would you like to use this sprite instead of the current sprite?'))
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swap_main_sprite()
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return true
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end
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end
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return false
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end
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def swap_main_sprite
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begin
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old_main_sprite = @available[0]
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new_main_sprite = @available[@selected_index]
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if main_sprite_is_non_custom()
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@speciesData.set_always_use_generated_sprite(false)
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return
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# new_name_without_ext = File.basename(old_main_sprite, ".png")
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# new_name_without_letter=new_name_without_ext.chop
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# File.rename(new_main_sprite, Settings::CUSTOM_BATTLERS_FOLDER+new_name_without_letter + ".png")
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end
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if new_main_sprite.start_with?(Settings::BATTLERS_FOLDER)
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@speciesData.set_always_use_generated_sprite(true)
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return
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# new_name_without_ext = File.basename(old_main_sprite, ".png")
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# File.rename(old_main_sprite, Settings::CUSTOM_BATTLERS_FOLDER+new_name_without_ext+"x" + ".png")x
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# return
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end
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File.rename(new_main_sprite, new_main_sprite + "temp")
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File.rename(old_main_sprite, new_main_sprite)
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File.rename(new_main_sprite + "temp", old_main_sprite)
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rescue
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pbMessage("There was an error while swapping the sprites. Please save and restart the game as soon as possible.")
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end
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end
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def main_sprite_is_non_custom()
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speciesData = getSpecies(@species)
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return speciesData.always_use_generated || @available.size <= 1
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#dégueu, je sais - si le 1er element de la liste finit par une lettre (le 1er element devrait etre considéré comme le main), ça veut dire que le main est non-custom
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# speciesData.set_always_use_generated_sprite(true)
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# return POSSIBLE_ALTS.include?(File.basename(old_main_sprite, ".png")[-1])
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end
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end |