mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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495 lines
18 KiB
Ruby
495 lines
18 KiB
Ruby
#===============================================================================
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# * Hall of Fame - by FL (Credits will be apreciated)
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#===============================================================================
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#
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# This script is for Pokémon Essentials. It makes a recordable Hall of Fame
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# like the Gen 3 games.
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#
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#===============================================================================
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#
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# To this scripts works, put it above main, put a 512x384 picture in
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# hallfamebars and a 8x24 background picture in hallfamebg. To call this script,
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# use 'pbHallOfFameEntry'. After you recorder the first entry, you can access
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# the hall teams using a PC. You can also check the player Hall of Fame last
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# number using '$PokemonGlobal.hallOfFameLastNumber'.
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#
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#===============================================================================
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class HallOfFame_Scene
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# When true, all pokémon will be in one line.
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# When false, all pokémon will be in two lines.
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SINGLE_ROW_OF_POKEMON = false
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# Make the pokémon movement ON in hall entry.
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ANIMATION = true
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# Time in seconds for a Pokémon to slide to its position from off-screen.
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APPEAR_SPEED = 0.4
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# Entry wait time (in seconds) between showing each Pokémon (and trainer).
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ENTRY_WAIT_TIME = 3.0
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# Wait time (in seconds) when showing "Welcome to the Hall of Fame!".
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WELCOME_WAIT_TIME = 4.0
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# Maximum number limit of simultaneous hall entries saved.
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# 0 = Doesn't save any hall. -1 = no limit
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# Prefer to use larger numbers (like 500 and 1000) than don't put a limit.
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# If a player exceed this limit, the first one will be removed.
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HALL_ENTRIES_LIMIT = 50
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# The entry music name. Put "" to doesn't play anything.
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HALL_OF_FAME_BGM = "Hall of Fame"
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# Allow eggs to be show and saved in hall.
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ALLOW_EGGS = true
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# Remove the hallbars when the trainer sprite appears.
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REMOVE_BARS_WHEN_SHOWING_TRAINER = true
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# The final fade speed on entry.
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FINAL_FADE_DURATION = 1.0
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# Sprite's opacity value when it isn't selected.
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OPACITY = 64
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TEXT_BASE_COLOR = Color.new(248, 248, 248)
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TEXT_SHADOW_COLOR = Color.new(0, 0, 0)
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# Placement for pokemon icons
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def pbStartScene
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@sprites = {}
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport.z = 99999
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# Comment the below line to doesn't use a background
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addBackgroundPlane(@sprites, "bg", "Hall of Fame/bg", @viewport)
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@sprites["hallbars"] = IconSprite.new(@viewport)
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@sprites["hallbars"].setBitmap("Graphics/UI/Hall of Fame/bars")
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@sprites["overlay"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@sprites["overlay"].z = 10
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pbSetSystemFont(@sprites["overlay"].bitmap)
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@alreadyFadedInEnd = false
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@useMusic = false
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@battlerIndex = 0
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@hallEntry = []
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@nationalDexList = [:NONE]
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GameData::Species.each_species { |s| @nationalDexList.push(s.species) }
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end
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def pbStartSceneEntry
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pbStartScene
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@useMusic = (HALL_OF_FAME_BGM && HALL_OF_FAME_BGM != "")
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pbBGMPlay(HALL_OF_FAME_BGM) if @useMusic
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saveHallEntry
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@movements = []
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createBattlers
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pbFadeInAndShow(@sprites) { pbUpdate }
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end
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def pbStartScenePC
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pbStartScene
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@hallIndex = $PokemonGlobal.hallOfFame.size - 1
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@hallEntry = $PokemonGlobal.hallOfFame[-1]
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createBattlers(false)
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pbFadeInAndShow(@sprites) { pbUpdate }
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pbUpdatePC
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end
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def pbEndScene
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$game_map.autoplay if @useMusic
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pbDisposeMessageWindow(@sprites["msgwindow"]) if @sprites.include?("msgwindow")
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pbFadeOutAndHide(@sprites) { pbUpdate } if !@alreadyFadedInEnd
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pbDisposeSpriteHash(@sprites)
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@viewport.dispose
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end
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def slowFadeOut(duration)
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col = Color.new(0, 0, 0, 0)
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timer_start = System.uptime
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loop do
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col.alpha = lerp(0, 255, duration, timer_start, System.uptime)
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@viewport.color = col
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Graphics.update
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Input.update
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pbUpdate
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break if col.alpha == 255
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end
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end
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# Dispose the sprite if the sprite exists and make it null
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def restartSpritePosition(sprites, spritename)
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sprites[spritename].dispose if sprites.include?(spritename) && sprites[spritename]
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sprites[spritename] = nil
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end
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# Change the pokémon sprites opacity except the index one
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def setPokemonSpritesOpacity(index, opacity = 255)
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@hallEntry.size.times do |n|
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@sprites["pokemon#{n}"].opacity = (n == index) ? 255 : opacity if @sprites["pokemon#{n}"]
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end
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end
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def saveHallEntry
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$player.party.each do |pkmn|
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# Clones every pokémon object
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@hallEntry.push(pkmn.clone) if !pkmn.egg? || ALLOW_EGGS
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end
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# Update the global variables
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$PokemonGlobal.hallOfFame.push(@hallEntry)
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$PokemonGlobal.hallOfFameLastNumber += 1
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if HALL_ENTRIES_LIMIT >= 0 && $PokemonGlobal.hallOfFame.size > HALL_ENTRIES_LIMIT
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$PokemonGlobal.hallOfFame.delete_at(0)
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end
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end
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# Return the x/y point position in screen for battler index number
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# Don't use odd numbers!
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def xpointformula(battlernumber)
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if SINGLE_ROW_OF_POKEMON
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ret = ((60 * (battlernumber / 2)) + 48) * (xpositionformula(battlernumber) - 1) # -48, 48, -108, 108, -168, 168
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return ret + (Graphics.width / 2) # 208, 304, 148, 364, 88, 424
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end
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return 96 + (160 * xpositionformula(battlernumber)) # 256, 96, 456, 256, 456, 96
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end
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def ypointformula(battlernumber)
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return 180 - (32 * (battlernumber / 2)) if SINGLE_ROW_OF_POKEMON # 180, 180, 148, 148, 116, 116
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return 96 + (64 * ypositionformula(battlernumber)) # 90, 90, 90, 160, 160, 160
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end
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# Returns 0, 1 or 2 as the x position value (left, middle, right column)
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def xpositionformula(battlernumber)
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return (battlernumber % 2) * 2 if SINGLE_ROW_OF_POKEMON # 0, 2, 0, 2, 0, 2
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return (1 - battlernumber) % 3 if (battlernumber / 3).even? # First 3 mons: 1, 0, 2
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return (1 + battlernumber) % 3 # Second 3 mons: 1, 2, 0
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end
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# Returns 0, 1 or 2 as the y position value (top, middle, bottom row)
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def ypositionformula(battlernumber)
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return 1 if SINGLE_ROW_OF_POKEMON # 1, 1, 1, 1, 1, 1
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return ((battlernumber / 3) % 2) * 2 # 0, 0, 0, 2, 2, 2
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end
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def moveSprite(i)
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spritename = (i > -1) ? "pokemon#{i}" : "trainer"
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if !ANIMATION # Skips animation, place directly in end position
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@sprites[spritename].x = @movements[i][1]
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@sprites[spritename].y = @movements[i][3]
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@movements[i][0] = @movements[i][1]
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@movements[i][2] = @movements[i][3]
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return
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end
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@movements[i][4] = System.uptime if !@movements[i][4]
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speed = (i > -1) ? APPEAR_SPEED : APPEAR_SPEED * 3
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@sprites[spritename].x = lerp(@movements[i][0], @movements[i][1], speed, @movements[i][4], System.uptime)
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@sprites[spritename].y = lerp(@movements[i][2], @movements[i][3], speed, @movements[i][4], System.uptime)
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@movements[i][0] = @movements[i][1] if @sprites[spritename].x == @movements[i][1]
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@movements[i][2] = @movements[i][3] if @sprites[spritename].y == @movements[i][3]
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end
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def createBattlers(hide = true)
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# Movement in animation
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Settings::MAX_PARTY_SIZE.times do |i|
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# Clear all pokémon sprites and dispose the ones that exists every time
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# that this method is call
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restartSpritePosition(@sprites, "pokemon#{i}")
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next if i >= @hallEntry.size
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end_x = xpointformula(i)
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end_y = ypointformula(i)
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@sprites["pokemon#{i}"] = PokemonSprite.new(@viewport)
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@sprites["pokemon#{i}"].setPokemonBitmap(@hallEntry[i])
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# This method doesn't put the exact coordinates
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@sprites["pokemon#{i}"].x = end_x
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@sprites["pokemon#{i}"].y = end_y
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@sprites["pokemon#{i}"].z = Settings::MAX_PARTY_SIZE - i if SINGLE_ROW_OF_POKEMON
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next if !hide
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# Animation distance calculation
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x_direction = xpositionformula(i) - 1
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y_direction = ypositionformula(i) - 1
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distance = 0
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if y_direction == 0
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distance = (x_direction > 0) ? end_x : Graphics.width - end_x
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distance += @sprites["pokemon#{i}"].bitmap.width / 2
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else
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distance = (y_direction > 0) ? end_y : Graphics.height - end_y
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distance += @sprites["pokemon#{i}"].bitmap.height / 2
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end
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start_x = end_x - x_direction * distance
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start_y = end_y - y_direction * distance
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@sprites["pokemon#{i}"].x = start_x
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@sprites["pokemon#{i}"].y = start_y
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@movements[i] = [start_x, end_x, start_y, end_y]
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end
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end
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def createTrainerBattler
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@sprites["trainer"] = IconSprite.new(@viewport)
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@sprites["trainer"].setBitmap(GameData::TrainerType.player_front_sprite_filename($player.trainer_type))
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if SINGLE_ROW_OF_POKEMON
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@sprites["trainer"].x = Graphics.width / 2
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@sprites["trainer"].y = 208
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else
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@sprites["trainer"].x = Graphics.width - 96
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@sprites["trainer"].y = 160
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end
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@movements.push([Graphics.width / 2, @sprites["trainer"].x, @sprites["trainer"].y, @sprites["trainer"].y])
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@sprites["trainer"].z = 9
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@sprites["trainer"].ox = @sprites["trainer"].bitmap.width / 2
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@sprites["trainer"].oy = @sprites["trainer"].bitmap.height / 2
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if REMOVE_BARS_WHEN_SHOWING_TRAINER
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@sprites["overlay"].bitmap.clear
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@sprites["hallbars"].visible = false
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end
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if ANIMATION && !SINGLE_ROW_OF_POKEMON # Trainer Animation
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@sprites["trainer"].x = @movements.last[0]
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else
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timer_start = System.uptime
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loop do
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Graphics.update
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Input.update
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pbUpdate
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break if System.uptime - timer_start >= ENTRY_WAIT_TIME
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end
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end
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end
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def writeTrainerData
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if $PokemonGlobal.hallOfFameLastNumber == 1
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totalsec = $stats.time_to_enter_hall_of_fame.to_i
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else
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totalsec = $stats.play_time.to_i
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end
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hour = totalsec / 60 / 60
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min = totalsec / 60 % 60
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pubid = sprintf("%05d", $player.public_ID)
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lefttext = _INTL("Name<r>{1}", $player.name) + "<br>"
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lefttext += _INTL("ID No.<r>{1}", pubid) + "<br>"
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if hour > 0
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lefttext += _INTL("Time<r>{1}h {2}m", hour, min) + "<br>"
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else
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lefttext += _INTL("Time<r>{1}m", min) + "<br>"
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end
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lefttext += _INTL("Pokédex<r>{1}/{2}",
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$player.pokedex.owned_count, $player.pokedex.seen_count) + "<br>"
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@sprites["messagebox"] = Window_AdvancedTextPokemon.new(lefttext)
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@sprites["messagebox"].viewport = @viewport
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@sprites["messagebox"].width = 192 if @sprites["messagebox"].width < 192
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@sprites["msgwindow"] = pbCreateMessageWindow(@viewport)
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pbMessageDisplay(@sprites["msgwindow"],
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_INTL("League champion!\nCongratulations!") + "\\^")
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end
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def writePokemonData(pokemon, hallNumber = -1)
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overlay = @sprites["overlay"].bitmap
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overlay.clear
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pokename = pokemon.name
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speciesname = pokemon.speciesName
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if pokemon.male?
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speciesname += "♂"
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elsif pokemon.female?
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speciesname += "♀"
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end
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pokename += "/" + speciesname
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pokename = _INTL("Egg") + "/" + _INTL("Egg") if pokemon.egg?
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idno = (pokemon.owner.name.empty? || pokemon.egg?) ? "?????" : sprintf("%05d", pokemon.owner.public_id)
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dexnumber = _INTL("No. ???")
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if !pokemon.egg?
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number = @nationalDexList.index(pokemon.species) || 0
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dexnumber = _ISPRINTF("No. {1:03d}", number)
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end
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textPositions = [
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[dexnumber, 32, Graphics.height - 74, :left, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR],
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[pokename, Graphics.width - 192, Graphics.height - 74, :center, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR],
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[_INTL("Lv. {1}", pokemon.egg? ? "?" : pokemon.level),
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64, Graphics.height - 42, :left, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR],
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[_INTL("ID No. {1}", pokemon.egg? ? "?????" : idno),
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Graphics.width - 192, Graphics.height - 42, :center, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR]
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]
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if hallNumber > -1
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textPositions.push([_INTL("Hall of Fame No."), (Graphics.width / 2) - 104, 6, :left, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR])
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textPositions.push([hallNumber.to_s, (Graphics.width / 2) + 104, 6, :right, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR])
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end
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pbDrawTextPositions(overlay, textPositions)
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end
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def writeWelcome
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overlay = @sprites["overlay"].bitmap
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overlay.clear
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pbDrawTextPositions(overlay, [[_INTL("Welcome to the Hall of Fame!"),
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Graphics.width / 2, Graphics.height - 68, :center, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR]])
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end
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def pbAnimationLoop
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loop do
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Graphics.update
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Input.update
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pbUpdate
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pbUpdateAnimation
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break if @battlerIndex == @hallEntry.size + 2
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end
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end
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def pbPCSelection
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loop do
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Graphics.update
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Input.update
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pbUpdate
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continueScene = true
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break if Input.trigger?(Input::BACK) # Exits
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if Input.trigger?(Input::USE) # Moves the selection one entry backward
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@battlerIndex += 10
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continueScene = pbUpdatePC
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end
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if Input.trigger?(Input::LEFT) # Moves the selection one pokémon forward
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@battlerIndex -= 1
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continueScene = pbUpdatePC
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end
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if Input.trigger?(Input::RIGHT) # Moves the selection one pokémon backward
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@battlerIndex += 1
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continueScene = pbUpdatePC
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end
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break if !continueScene
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end
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end
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def pbUpdate
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pbUpdateSpriteHash(@sprites)
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end
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def pbUpdateAnimation
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if @battlerIndex <= @hallEntry.size
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if @movements[@battlerIndex] &&
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(@movements[@battlerIndex][0] != @movements[@battlerIndex][1] ||
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@movements[@battlerIndex][2] != @movements[@battlerIndex][3])
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spriteIndex = (@battlerIndex < @hallEntry.size) ? @battlerIndex : -1
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moveSprite(spriteIndex)
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else
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@battlerIndex += 1
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if @battlerIndex <= @hallEntry.size
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# If it is a pokémon, write the pokémon text, wait the
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# ENTRY_WAIT_TIME and goes to the next battler
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@hallEntry[@battlerIndex - 1].play_cry
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writePokemonData(@hallEntry[@battlerIndex - 1])
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timer_start = System.uptime
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loop do
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Graphics.update
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Input.update
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pbUpdate
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break if System.uptime - timer_start >= ENTRY_WAIT_TIME
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end
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if @battlerIndex < @hallEntry.size # Preparates the next battler
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setPokemonSpritesOpacity(@battlerIndex, OPACITY)
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@sprites["overlay"].bitmap.clear
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else # Show the welcome message and prepares the trainer
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setPokemonSpritesOpacity(-1)
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writeWelcome
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timer_start = System.uptime
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loop do
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Graphics.update
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Input.update
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pbUpdate
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break if System.uptime - timer_start >= WELCOME_WAIT_TIME
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end
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setPokemonSpritesOpacity(-1, OPACITY) if !SINGLE_ROW_OF_POKEMON
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createTrainerBattler
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end
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end
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end
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elsif @battlerIndex > @hallEntry.size
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# Write the trainer data and fade
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writeTrainerData
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timer_start = System.uptime
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loop do
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Graphics.update
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Input.update
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pbUpdate
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break if System.uptime - timer_start >= ENTRY_WAIT_TIME
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end
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pbBGMFade(FINAL_FADE_DURATION) if @useMusic
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slowFadeOut(FINAL_FADE_DURATION)
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@alreadyFadedInEnd = true
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@battlerIndex += 1
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end
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end
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def pbUpdatePC
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# Change the team
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if @battlerIndex >= @hallEntry.size
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@hallIndex -= 1
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return false if @hallIndex == -1
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@hallEntry = $PokemonGlobal.hallOfFame[@hallIndex]
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@battlerIndex = 0
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createBattlers(false)
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elsif @battlerIndex < 0
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@hallIndex += 1
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return false if @hallIndex >= $PokemonGlobal.hallOfFame.size
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@hallEntry = $PokemonGlobal.hallOfFame[@hallIndex]
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@battlerIndex = @hallEntry.size - 1
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createBattlers(false)
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end
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# Change the pokemon
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@hallEntry[@battlerIndex].play_cry
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setPokemonSpritesOpacity(@battlerIndex, OPACITY)
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hallNumber = $PokemonGlobal.hallOfFameLastNumber + @hallIndex -
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$PokemonGlobal.hallOfFame.size + 1
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writePokemonData(@hallEntry[@battlerIndex], hallNumber)
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return true
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class HallOfFameScreen
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def initialize(scene)
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@scene = scene
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end
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def pbStartScreenEntry
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@scene.pbStartSceneEntry
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@scene.pbAnimationLoop
|
|
@scene.pbEndScene
|
|
end
|
|
|
|
def pbStartScreenPC
|
|
@scene.pbStartScenePC
|
|
@scene.pbPCSelection
|
|
@scene.pbEndScene
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
#
|
|
#===============================================================================
|
|
MenuHandlers.add(:pc_menu, :hall_of_fame, {
|
|
"name" => _INTL("Hall of Fame"),
|
|
"order" => 40,
|
|
"condition" => proc { next $PokemonGlobal.hallOfFameLastNumber > 0 },
|
|
"effect" => proc { |menu|
|
|
pbMessage(_INTL("\\se[PC access]Accessed the Hall of Fame."))
|
|
pbHallOfFamePC
|
|
next false
|
|
}
|
|
})
|
|
|
|
#===============================================================================
|
|
#
|
|
#===============================================================================
|
|
class PokemonGlobalMetadata
|
|
attr_writer :hallOfFame
|
|
# Number necessary if hallOfFame array reach in its size limit
|
|
attr_writer :hallOfFameLastNumber
|
|
|
|
def hallOfFame
|
|
@hallOfFame = [] if !@hallOfFame
|
|
return @hallOfFame
|
|
end
|
|
|
|
def hallOfFameLastNumber
|
|
return @hallOfFameLastNumber || 0
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
#
|
|
#===============================================================================
|
|
def pbHallOfFameEntry
|
|
scene = HallOfFame_Scene.new
|
|
screen = HallOfFameScreen.new(scene)
|
|
screen.pbStartScreenEntry
|
|
end
|
|
|
|
def pbHallOfFamePC
|
|
scene = HallOfFame_Scene.new
|
|
screen = HallOfFameScreen.new(scene)
|
|
screen.pbStartScreenPC
|
|
end
|