Files
infinitefusion-e18/Data/Scripts/020_Debug/001_Editor_Utilities.rb
infinitefusion 162dac0e0e rematch evolution fix
mist stone fix
evolution scene resize
2021-12-21 11:02:17 -05:00

406 lines
12 KiB
Ruby

def pbGetLegalMoves(species)
species_data = GameData::Species.get(species)
moves = []
return moves if !species_data
species_data.moves.each { |m| moves.push(m[1]) }
species_data.tutor_moves.each { |m| moves.push(m) }
babyspecies = species_data.get_baby_species
GameData::Species.get(babyspecies).egg_moves.each { |m| moves.push(m) }
moves |= [] # Remove duplicates
return moves
end
def pbSafeCopyFile(x,y,z=nil)
if safeExists?(x)
safetocopy = true
filedata = nil
if safeExists?(y)
different = false
if FileTest.size(x)!=FileTest.size(y)
different = true
else
filedata2 = ""
File.open(x,"rb") { |f| filedata = f.read }
File.open(y,"rb") { |f| filedata2 = f.read }
different = true if filedata!=filedata2
end
if different
safetocopy=pbConfirmMessage(_INTL("A different file named '{1}' already exists. Overwrite it?",y))
else
# No need to copy
return
end
end
if safetocopy
if !filedata
File.open(x,"rb") { |f| filedata = f.read }
end
File.open((z) ? z : y,"wb") { |f| f.write(filedata) }
end
end
end
def pbAllocateAnimation(animations,name)
for i in 1...animations.length
anim = animations[i]
return i if !anim
# if name && name!="" && anim.name==name
# # use animation with same name
# return i
# end
if anim.length==1 && anim[0].length==2 && anim.name==""
# assume empty
return i
end
end
oldlength = animations.length
animations.resize(10)
return oldlength
end
def pbMapTree
mapinfos = pbLoadMapInfos
maplevels = []
retarray = []
for i in mapinfos.keys
info = mapinfos[i]
level = -1
while info
info = mapinfos[info.parent_id]
level += 1
end
if level>=0
info = mapinfos[i]
maplevels.push([i,level,info.parent_id,info.order])
end
end
maplevels.sort! { |a,b|
next a[1]<=>b[1] if a[1]!=b[1] # level
next a[2]<=>b[2] if a[2]!=b[2] # parent ID
next a[3]<=>b[3] # order
}
stack = []
stack.push(0,0)
while stack.length>0
parent = stack[stack.length-1]
index = stack[stack.length-2]
if index>=maplevels.length
stack.pop
stack.pop
next
end
maplevel = maplevels[index]
stack[stack.length-2] += 1
if maplevel[2]!=parent
stack.pop
stack.pop
next
end
retarray.push([maplevel[0],mapinfos[maplevel[0]].name,maplevel[1]])
for i in index+1...maplevels.length
if maplevels[i][2]==maplevel[0]
stack.push(i)
stack.push(maplevel[0])
break
end
end
end
return retarray
end
#===============================================================================
# List all members of a class
#===============================================================================
# Displays a list of all Pokémon species, and returns the ID of the species
# selected (or nil if the selection was canceled). "default", if specified, is
# the ID of the species to initially select. Pressing Input::ACTION will toggle
# the list sorting between numerical and alphabetical.
def pbChooseSpeciesList(default = nil)
# commands = []
# GameData::Species.each { |s| commands.push([s.id_number, s.real_name, s.id]) if s.form == 0 }
# return pbChooseList(commands, default, nil, -1)
#
defaultNumber = default == nil ? 1 : getDexNumberForSpecies(default)
params = ChooseNumberParams.new
params.setRange(1,PBSpecies.maxValue)
params.setInitialValue(defaultNumber)
dexNum = pbMessageChooseNumber("dex number?",params)
return GameData::Species.get(dexNum)
end
def pbChooseSpeciesFormList(default = nil)
commands = []
GameData::Species.each do |s|
name = (s.form == 0) ? s.real_name : sprintf("%s_%d", s.real_name, s.form)
commands.push([s.id_number, name, s.id])
end
return pbChooseList(commands, default, nil, -1)
end
# Displays a list of all moves, and returns the ID of the move selected (or nil
# if the selection was canceled). "default", if specified, is the ID of the move
# to initially select. Pressing Input::ACTION will toggle the list sorting
# between numerical and alphabetical.
def pbChooseMoveList(default = nil)
commands = []
GameData::Move.each { |i| commands.push([i.id_number, i.real_name, i.id]) }
return pbChooseList(commands, default, nil, -1)
end
def pbChooseMoveListForSpecies(species, defaultMoveID = nil)
cmdwin = pbListWindow([], 200)
commands = []
# Get all legal moves
legalMoves = pbGetLegalMoves(species)
legalMoves.each do |move|
move_data = GameData::Move.get(move)
commands.push([move_data.id_number, move_data.name, move_data.id])
end
commands.sort! { |a, b| a[1] <=> b[1] }
moveDefault = 0
if defaultMoveID
commands.each_with_index do |_item, i|
moveDefault = i if moveDefault == 0 && i[2] == defaultMoveID
end
end
# Get all moves
commands2 = []
GameData::Move.each do |move_data|
commands2.push([move_data.id_number, move_data.name, move_data.id])
end
commands2.sort! { |a, b| a[1] <=> b[1] }
if defaultMoveID
commands2.each_with_index do |_item, i|
moveDefault = i if moveDefault == 0 && i[2] == defaultMoveID
end
end
# Choose from all moves
commands.concat(commands2)
realcommands = []
commands.each { |cmd| realcommands.push(cmd[1]) }
ret = pbCommands2(cmdwin, realcommands, -1, moveDefault, true)
cmdwin.dispose
return (ret >= 0) ? commands[ret][2] : nil
end
# Displays a list of all types, and returns the ID of the type selected (or nil
# if the selection was canceled). "default", if specified, is the ID of the type
# to initially select. Pressing Input::ACTION will toggle the list sorting
# between numerical and alphabetical.
def pbChooseTypeList(default = nil)
commands = []
GameData::Type.each { |t| commands.push([t.id_number, t.name, t.id]) if !t.pseudo_type }
return pbChooseList(commands, default, nil, -1)
end
# Displays a list of all items, and returns the ID of the item selected (or nil
# if the selection was canceled). "default", if specified, is the ID of the item
# to initially select. Pressing Input::ACTION will toggle the list sorting
# between numerical and alphabetical.
def pbChooseItemList(default = nil)
commands = []
GameData::Item.each { |i| commands.push([i.id_number, i.name, i.id]) }
return pbChooseList(commands, default, nil, -1)
end
# Displays a list of all abilities, and returns the ID of the ability selected
# (or nil if the selection was canceled). "default", if specified, is the ID of
# the ability to initially select. Pressing Input::ACTION will toggle the list
# sorting between numerical and alphabetical.
def pbChooseAbilityList(default = nil)
commands = []
GameData::Ability.each { |a| commands.push([a.id_number, a.name, a.id]) }
return pbChooseList(commands, default, nil, -1)
end
def pbChooseBallList(defaultMoveID = nil)
cmdwin = pbListWindow([], 200)
commands = []
moveDefault = 0
for key in $BallTypes.keys
item = GameData::Item.try_get($BallTypes[key])
commands.push([$BallTypes[key], item.name]) if item
end
commands.sort! { |a, b| a[1] <=> b[1] }
if defaultMoveID
for i in 0...commands.length
moveDefault = i if commands[i][0] == defaultMoveID
end
end
realcommands = []
for i in commands
realcommands.push(i[1])
end
ret = pbCommands2(cmdwin, realcommands, -1, moveDefault, true)
cmdwin.dispose
return (ret >= 0) ? commands[ret][0] : defaultMoveID
end
#===============================================================================
# General list methods
#===============================================================================
def pbCommands2(cmdwindow,commands,cmdIfCancel,defaultindex=-1,noresize=false)
cmdwindow.commands = commands
cmdwindow.index = defaultindex if defaultindex>=0
cmdwindow.x = 0
cmdwindow.y = 0
if noresize
cmdwindow.height = Graphics.height
else
cmdwindow.width = Graphics.width/2
end
cmdwindow.height = Graphics.height if cmdwindow.height>Graphics.height
cmdwindow.z = 99999
cmdwindow.visible = true
cmdwindow.active = true
command = 0
loop do
Graphics.update
Input.update
cmdwindow.update
if Input.trigger?(Input::BACK)
if cmdIfCancel>0
command = cmdIfCancel-1
break
elsif cmdIfCancel<0
command = cmdIfCancel
break
end
elsif Input.trigger?(Input::USE)
command = cmdwindow.index
break
end
end
ret = command
cmdwindow.active = false
return ret
end
def pbCommands3(cmdwindow,commands,cmdIfCancel,defaultindex=-1,noresize=false)
cmdwindow.commands = commands
cmdwindow.index = defaultindex if defaultindex>=0
cmdwindow.x = 0
cmdwindow.y = 0
if noresize
cmdwindow.height = Graphics.height
else
cmdwindow.width = Graphics.width/2
end
cmdwindow.height = Graphics.height if cmdwindow.height>Graphics.height
cmdwindow.z = 99999
cmdwindow.visible = true
cmdwindow.active = true
command = 0
loop do
Graphics.update
Input.update
cmdwindow.update
if Input.trigger?(Input::SPECIAL)
command = [5,cmdwindow.index]
break
elsif Input.press?(Input::ACTION)
if Input.repeat?(Input::UP)
command = [1,cmdwindow.index]
break
elsif Input.repeat?(Input::DOWN)
command = [2,cmdwindow.index]
break
elsif Input.trigger?(Input::LEFT)
command = [3,cmdwindow.index]
break
elsif Input.trigger?(Input::RIGHT)
command = [4,cmdwindow.index]
break
end
elsif Input.trigger?(Input::BACK)
if cmdIfCancel>0
command = [0,cmdIfCancel-1]
break
elsif cmdIfCancel<0
command = [0,cmdIfCancel]
break
end
elsif Input.trigger?(Input::USE)
command = [0,cmdwindow.index]
break
end
end
ret = command
cmdwindow.active = false
return ret
end
def pbChooseList(commands, default = 0, cancelValue = -1, sortType = 1)
cmdwin = pbListWindow([])
itemID = default
itemIndex = 0
sortMode = (sortType >= 0) ? sortType : 0 # 0=ID, 1=alphabetical
sorting = true
loop do
if sorting
if sortMode == 0
commands.sort! { |a, b| a[0] <=> b[0] }
elsif sortMode == 1
commands.sort! { |a, b| a[1] <=> b[1] }
end
if itemID.is_a?(Symbol)
commands.each_with_index { |command, i| itemIndex = i if command[2] == itemID }
elsif itemID && itemID > 0
commands.each_with_index { |command, i| itemIndex = i if command[0] == itemID }
end
realcommands = []
for command in commands
if sortType <= 0
realcommands.push(sprintf("%03d: %s", command[0], command[1]))
else
realcommands.push(command[1])
end
end
sorting = false
end
cmd = pbCommandsSortable(cmdwin, realcommands, -1, itemIndex, (sortType < 0))
if cmd[0] == 0 # Chose an option or cancelled
itemID = (cmd[1] < 0) ? cancelValue : (commands[cmd[1]][2] || commands[cmd[1]][0])
break
elsif cmd[0] == 1 # Toggle sorting
itemID = commands[cmd[1]][2] || commands[cmd[1]][0]
sortMode = (sortMode + 1) % 2
sorting = true
end
end
cmdwin.dispose
return itemID
end
def pbCommandsSortable(cmdwindow,commands,cmdIfCancel,defaultindex=-1,sortable=false)
cmdwindow.commands = commands
cmdwindow.index = defaultindex if defaultindex >= 0
cmdwindow.x = 0
cmdwindow.y = 0
cmdwindow.width = Graphics.width / 2 if cmdwindow.width < Graphics.width / 2
cmdwindow.height = Graphics.height
cmdwindow.z = 99999
cmdwindow.active = true
command = 0
loop do
Graphics.update
Input.update
cmdwindow.update
if Input.trigger?(Input::ACTION) && sortable
command = [1,cmdwindow.index]
break
elsif Input.trigger?(Input::BACK)
command = [0,(cmdIfCancel>0) ? cmdIfCancel-1 : cmdIfCancel]
break
elsif Input.trigger?(Input::USE)
command = [0,cmdwindow.index]
break
end
end
ret = command
cmdwindow.active = false
return ret
end