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Old August 14th, 2012 (5:58 AM).
FL's Avatar
FL FL is offline
Pokémon Island Creator
     
    Join Date: Sep 2010
    Gender: Male
    Posts: 1,711
    Code:
    #===============================================================================
    # * Diploma - by FL (Credits will be apreciated)
    #===============================================================================
    #
    # This script is for Pokémon Essentials. It displays a game diploma like in
    # official games. This is a very simple scene that I made in a way with several
    # comments that can be used as a guide to make simple scenes in Essentials.
    #
    #===============================================================================
    #
    # To this script works, put it above main. To show the diploma use 
    # 'pbDiploma(maintext,imagepath)' where the maintext is the diploma maintext
    # and the imagepath is the path of the diploma picture (like 
    # "Graphics/Pictures/diploma"). If you call it without parameters (only
    # 'pbDiploma') then the default main text and image path are used. 
    # I suggest to call this script only when the condition 
    # '$Trainer.pokedexOwned==PBSpecies.maxValue' is true.
    # 
    #===============================================================================
    
    class DiplomaScene # The scene class
      def update
        # Updates all sprites in @sprites variable
        pbUpdateSpriteHash(@sprites)
      end
      
      def pbStartScene(maintext,imagepath)
        # Initialize the sprite hash where all sprites are. This is better for
        # calling methods for all sprites once like pbUpdateSpriteHash
        @sprites={} 
        # Creates a viewpoint with z=99999, so you can see all sprites with 
        # z below 99999. The higher z sprites are above the lower ones.
        @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
        @viewport.z=99999
        # Creates a new IconSprite object and sets its bitmap to imagepath
        @sprites["background"]=IconSprite.new(0,0,@viewport)
        @sprites["background"].setBitmap(imagepath)
        # A little trick to centralize if the background hasn't the screen size
        @sprites["background"].x=([email protected]["background"].bitmap.width)/2
        @sprites["background"].y=([email protected]["background"].bitmap.height)/2
        # Creates an overlay to write text over it
        @sprites["overlay"]=BitmapSprite.new(Graphics.width,Graphics.height,@viewport)
        # Set the font defined in "options" on overlay
        pbSetSystemFont(@sprites["overlay"].bitmap)
        # Calls the pbDrawText method
        pbDrawText(maintext)
        # After everything is set, show the sprites with "FadeIn" effect.
        pbFadeInAndShow(@sprites) { update }
      end
    
      def pbDrawText(maintext)
        [email protected]["overlay"].bitmap
        # Clear the overlay to write text over it. In this script the clear is
        # useless, but if you want to change the text without remake the overlay,
        # then this is necessary.
        overlay.clear 
        # I am using the _INTL for better others parameters (like $Trainer.name)
        # manipulation and to allow text translation (made in PBIntl script section) 
        playerName=_INTL("Player: {1}",$Trainer.name)
        # The margins sizes for each side
        marginLeft=112
        marginRight=96
        # Creates a new color for text baseColor and text shadowColor.
        # The three numbers are in RGB format.
        baseColor=Color.new(72,72,72)
        shadowColor=Color.new(160,160,160)
        # Creates an array with pbDrawTextPositions second parameter. Search for
        # 'def pbDrawTextPositions' to understand the second parameter.
        # 'Graphics.width-value' and 'Graphics.height-value' make the value counts
        # for the reverse side. This is also useful for different screen size 
        # graphics. Ex: Graphics.height-96 its the same than 288 if the 
        # graphics height is 384.
        # 'Graphics.width/2' and 'Graphics.height/2' returns the center point. 
        textPositions=[
           [playerName,Graphics.width/2,32,2,baseColor,shadowColor],
           [_INTL("Game Freak"),Graphics.width-marginRight,Graphics.height-64,1,baseColor,shadowColor]
        ]
        # Draw these text on overlay.
        pbDrawTextPositions(overlay,textPositions)
        # Using drawTextEx (search for 'def drawTextEx' to understand the
        # parameters) to make a line wrap text for main text.
        drawTextEx(overlay,marginLeft,96,Graphics.width-marginLeft-marginRight,8,maintext,baseColor,shadowColor)
      end
    
      def pbMain
        loop do
          # Updates the graphics
          Graphics.update
          # Updates the button input check
          Input.update
          # Calls the update method on this class (look at 'def update' in
          # this class)
          self.update
          # If button C or button B (trigger by keys C and X) is pressed, then
          # exits from loop and from pbMain, starts pbEndScene (look at 
          # 'def pbStartScreen')
          if Input.trigger?(Input::B) || Input.trigger?(Input::C)
            # To play the Decision SE (defined in database) when the diploma is
            # canceled, then uncomment the below line.
            #pbSEPlay($data_system.decision_se) 
            break
          end
          # If you wish to switch between two texts when the C button is 
          # pressed (with a method like pbDrawText2), then deletes the 
          # '|| Input.trigger?(Input::C)'. Before the 'loop do' put 'actualText=1',
          # then use something like:      
          #Input.trigger?(Input::C)
          #  if(actualText==1)
          #    actualText=2
          #    pbDrawText2
          #  elsif(actualText==2)
          #    actualText=1
          #    pbDrawText
          #  end  
          #end
        end 
      end
    
      def pbEndScene
        # Hide all sprites with "FadeOut" effect
        pbFadeOutAndHide(@sprites) { update }
        # Remove all sprites
        pbDisposeSpriteHash(@sprites)
        # Remove the viewpoint
        @viewport.dispose
      end
    end
    
    class Diploma # The screen class
      def initialize(scene)
        @scene=scene
      end
    
      def pbStartScreen(maintext,imagepath)
        # Put the method order in scene. The pbMain have the scene main loop 
        # that only closes the scene when the loop breaks.
        @scene.pbStartScene(maintext,imagepath)
        @scene.pbMain
        @scene.pbEndScene
      end
    end
    
    # Here a def for a quick script call. 
    # If you don't put some parameter, then it uses default values.
    def pbDiploma(maintext="",imagepath="")
      # Picks default text if maintext==""
      maintext=_INTL("This document is issued in recognition of your magnificent achievement - the completion of the National Pokédex.") if maintext==""
      # Picks default image path if imagepath==""
      imagepath="Graphics/Pictures/diploma" if imagepath==""
      scene=DiplomaScene.new
      screen=Diploma.new(scene)
      screen.pbStartScreen(maintext,imagepath)
    end
    Attached Thumbnails
    diplomascreen.png‎   diploma.png‎  
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      #2    
    Old August 27th, 2012 (3:45 PM).
    P0kemonMast P0kemonMast is offline
       
      Join Date: Jun 2012
      Gender: Male
      Posts: 23
      Great looking forward to using this in some way in my game thanks again ^.^
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        #3    
      Old December 3rd, 2013 (11:11 AM).
      G-Master's Avatar
      G-Master G-Master is offline
      Lead of Pokémon Roll
         
        Join Date: Dec 2013
        Location: AZ
        Gender: Male
        Nature: Docile
        Posts: 57
        Thanks for the detailed comments, really helped me understand scenes better.
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