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Data/Scripts/001_Settings.rb sprite folder paths and modified all references to these constants to match the new convention. These paths will now always contain the ending slash.
172 lines
4.8 KiB
Ruby
172 lines
4.8 KiB
Ruby
class Scene_DebugIntro
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def main
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Graphics.transition(0)
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sscene = PokemonLoad_Scene.new
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sscreen = PokemonLoadScreen.new(sscene)
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sscreen.pbStartLoadScreen
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Graphics.freeze
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end
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end
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def handleReplaceExistingSprites()
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spritesToReplaceList= $game_temp.unimportedSprites
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$game_temp.unimportedSprites=nil
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return if spritesToReplaceList.size==0
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commands = []
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#commands << "Pick which sprites to use as mains"
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commands << "Do not import the new sprites"
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commands << "Replace all the old sprites with the new ones"
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#commands << "Import all the new sprites as alts"
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messageSingular = "While importing custom sprites, the game has detected that {1} new custom sprite already has a version that exist in the game."
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messagePlural = "While importing custom sprites, the game has detected that {1} new custom sprites already have versions that exist in the game."
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messageText = spritesToReplaceList.size==1 ? messageSingular : messagePlural
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message = _INTL(messageText,spritesToReplaceList.length.to_s)
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pbMessage(message)
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command = pbMessage("What to do with the new sprites?",commands,commands.size-1)
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case command
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when 0 #Do not import
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pbMessage("You can manually sort the new sprites in the /indexed folder to choose which ones you want to keep.")
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pbMessage("You can also delete the ones you don't want to replace the main sprites and restart the game.")
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pbMessage("Keep in mind that the game will take longer to load until these sprites are imported/removed.")
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return
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when 1 #Replace olds
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spritesToReplaceList.each do |oldPath, newPath|
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File.rename(oldPath, newPath)
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$game_temp.nb_imported_sprites+=1
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echo "\nSorted " + oldPath + " into " + newPath
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end
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#when 2 #Keep olds (rename new as alts)
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end
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end
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def pbCallTitle
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#return Scene_DebugIntro.new if $DEBUG
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return Scene_Intro.new
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end
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def mainFunction
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if $DEBUG
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pbCriticalCode { mainFunctionDebug }
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else
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mainFunctionDebug
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end
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return 1
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end
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def clearTempFolder()
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folder_path = Settings::DOWNLOADED_SPRITES_FOLDER
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Dir.foreach(folder_path) do |file|
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next if file == '.' or file == '..'
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file_path = File.join(folder_path, file)
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File.delete(file_path) if File.file?(file_path)
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end
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end
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def sortCustomBattlers()
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$game_temp.nb_imported_sprites=0
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echo "Sorting CustomBattlers files..."
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alreadyExists = {}
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Dir.foreach(Settings::CUSTOM_BATTLERS_FOLDER) do |filename|
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next if filename == '.' or filename == '..'
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next if !filename.end_with?(".png")
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headNum = filename.split('.')[0]
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oldPath = Settings::CUSTOM_BATTLERS_FOLDER + filename
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newPath = Settings::CUSTOM_BATTLERS_FOLDER_INDEXED + headNum.to_s + "/" + filename
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begin
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if File.file?(newPath)
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alreadyExists[oldPath] = newPath
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echo "\nFile " + newPath + " already exists... Skipping."
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else
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File.rename(oldPath, newPath)
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$game_temp.nb_imported_sprites+=1
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echo "\nSorted " + filename + " into " + newPath
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end
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rescue
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echo "\nCould not sort "+ filename
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end
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end
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echo "\nFinished sorting"
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$game_temp.unimportedSprites=alreadyExists
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end
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# def playInViewPort(viewport)
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# @finished=false
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# @currentFrame = 1
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# @initialTime = Time.now
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# @timeElapsed = Time.now
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#
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# pbBGMPlay(@bgm)
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# while (@currentFrame <= @maxFrame)# && !(@canStopEarly && Input::ACTION))
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# break if Input.trigger?(Input::C) && @canStopEarly
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# frame = sprintf(@framesPath, @currentFrame)
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# picture = Sprite.new(viewport)
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# picture.bitmap = pbBitmap(frame)
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# picture.visible=true
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# pbWait(Graphics.frame_rate / 20)
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# picture.dispose
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# @currentFrame += 1
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# end
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# @finished=true
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# pbBGMStop
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# end
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def showLoadingScreen
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intro_frames_path = "Graphics\\titles\\loading_screen"
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picture = Sprite.new(@viewport)
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picture.bitmap = pbBitmap(intro_frames_path)
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picture.visible=true
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pbWait(Graphics.frame_rate / 20)
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picture.dispose
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end
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def showLoadMovie
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path = "Graphics\\Pictures\\introMarill"
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loading_screen = Sprite.new(@viewport)
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loading_screen.bitmap = pbBitmap(path)
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loading_screen.visible=true
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end
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def mainFunctionDebug
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begin
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showLoadingScreen
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MessageTypes.loadMessageFile("Data/messages.dat") if safeExists?("Data/messages.dat")
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PluginManager.runPlugins
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Compiler.main
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Game.initialize
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Game.set_up_system
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Graphics.update
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Graphics.freeze
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#clearTempFolder()
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begin
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sortCustomBattlers()
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rescue
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echo "failed to sort custom battlers"
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end
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$scene = pbCallTitle
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$scene.main until $scene.nil?
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Graphics.transition(20)
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rescue Hangup
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pbPrintException($!) if !$DEBUG
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pbEmergencySave
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raise
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end
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end
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loop do
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retval = mainFunction
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if retval == 0 # failed
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loop do
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Graphics.update
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end
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elsif retval == 1 # ended successfully
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break
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end
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end
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