Well sense today is my birthday, I decided to share my first script for my pokemon game, Enjoy and give credits.
Code:
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# CREATED BY ZINGZAGS OF POKECOMMUNITY AND PLANETDEV
# Starter Pokemon Option Screen
# THIS IS TO MAKE A CUSTOM STARTER CHOOSING SCENE LIKE IN ACUTAL POKEMON GAMES
# VERSION TWO OF THE SCRIPT (FINAL)
################################################################################
class SceneTable
def pbUpdate
pbUpdateSpriteHash(@sprites)
end
def pbEndScene
pbDisposeSpriteHash(@sprites)
@viewport.dispose
end
def pbStartScene
@sprites={}
@viewport=Viewport.new(0,0,$Graphics_widthx2, $Graphics_heightx2)
@viewport.z=99999
@sprites["bg"]=Sprite.new(@viewport)
@sprites["bg"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/bottombger")
@sprites["bg"].x=0
@sprites["bg"].y=400
@sprites["bg"].z=0
@sprites["bgt"]=Sprite.new(@viewport)
@sprites["bgt"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/touch up.png")
@sprites["bgt"].x=0
@sprites["bgt"].y=289
@sprites["bgt"].z=0
@sprites["1"]=Sprite.new(@viewport)
@sprites["1"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/pokeballC")
@sprites["1"].x=124
@sprites["1"].y=500
@sprites["1"].z=1
@sprites["2"]=Sprite.new(@viewport)
@sprites["2"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/pokeballC")
@sprites["2"].x=198
@sprites["2"].y=500
@sprites["2"].z=1
@sprites["2"]=Sprite.new(@viewport)
@sprites["2"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/pokeballC")
@sprites["2"].x=272
@sprites["2"].y=500
@sprites["2"].z=1
@sprites["overlay"]=BitmapSprite.new($Graphics_widthx2,784,@viewport)
@sprites["overlay"].z=1
overlay=@sprites["overlay"].bitmap
overlay.clear
baseColor=Color.new(12*8,12*8,12*8)#(255,255,240)
shadowColor=Color.new(255,255,240)#(12*8,12*8,12*8)
pbSetSystemFont(@sprites["overlay"].bitmap)
textPositions=[
["Please click on one of the pokeballs ",420,306,true,baseColor,shadowColor],
# ["POKEBALL's ",423,146,true,baseColor,shadowColor],
["to choose your starting pokemon. ",428,333,true,baseColor,shadowColor],
]
pbDrawTextPositions(overlay,textPositions)
end
def pbScene
loop do
Graphics.update
Input.update
pbUpdate
# Kernel.pbMessage(_INTL("There are three pokemon here, each one of these red ball, or PokeBall contains one Pokemon."))
# Kernel.pbMessage(_INTL("Please choose your starting pokemon that you will journey out with."))
if pbMouseInAreaLeft?(124, 500, 74, 74)
pbPlayDecisionSE()
Kernel.pbMessage(_INTL("The pokemon that is inside this pokeball is TURTWIG"))
if !Kernel.pbConfirmMessageSerious(
_INTL("Are you sure you want to have TURTWIG as your starter pokemon?"))
Kernel.pbMessage(_INTL("Please make a decision before you act next time."))
else
Kernel.pbAddPokemon(PBSpecies::TURTWIG,05)
break
end
end
if pbMouseInAreaLeft?(198, 500, 74, 74)
pbPlayDecisionSE()
Kernel.pbMessage(_INTL("The pokemon that is inside this pokeball is CHARMANDER"))
if !Kernel.pbConfirmMessageSerious(
_INTL("Are you sure you want to have CHARMANDER as your starter pokemon?"))
Kernel.pbMessage(_INTL("Please make a decision before you act next time."))
else
Kernel.pbAddPokemon(PBSpecies::CHARMANDER,05)
break
end
end
if pbMouseInAreaLeft?(272, 500, 74, 74)
pbPlayDecisionSE()
Kernel.pbMessage(_INTL("The pokemon that is inside this pokeball is PIPLUP"))
if !Kernel.pbConfirmMessageSerious(
_INTL("Are you sure you want to have PIPLUP as your starter pokemon?"))
Kernel.pbMessage(_INTL("Please make a decision before you act next time."))
else
Kernel.pbAddPokemon(PBSpecies::PIPLUP,05)
break
end
end
end
end
end
class TableScreen
def initialize(scene)
@scene = scene
end
def pbStartScreen
@scene.pbStartScene
@scene.pbScene
@scene.pbEndScene
end
end
#
#
# Here is how a script would initialize SceneMine:
#
# pbFadeOutIn(99999){
# scene=SceneTable.new
# screen=TableScreen.new(scene)
# screen.pbStartScreen
# }
# def pbEndScene
# pbFadeOutAndHide(@sprites) { pbUpdate }
#pbDisposeSpriteHash(@sprites)
#@viewport.dispose
# end
# Kernel.pbAddPokemon(PBSpecies::MEW,20)