Seen 10 Hours Ago
Posted 12 Hours Ago
95 posts
3.8 Years
Multiples Saves is very important but it is incompatible with v18, I really need it since I use alternative stories for the female and male character, I have one compatible with v17 here.

#===============================================================================
#
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
# Script : Multiples Saves 5.0
# por JessWishes - English Translation
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
# Creado para RPG Maker XP con base Essentials
# Compatible : versión 17
# No probado con 16 o menor.
#-------------------------------------------------------------------------------
#
#-------------------------------------------------------------------------------
# DevianArt :
# https://www.deviantart.com/jesswshs
#
# Twitter :
# https://twitter.com/JessWishes
#
# Pagina de Recursos
# https://jesswishesdev.weebly.com
#
#-------------------------------------------------------------------------------
#
#-------------------------------------------------------------------------------
# Esto ha tomado tiempo y esfuerzo en ser diseñado, aunque es de uso libre,
# se agradece que se den créditos.
#
#-------------------------------------------------------------------------------
#
#-------------------------------------------------------------------------------
# Modo de uso
#
# Copiar y pegar en un nuevo script arriba del llamado Main.
#
# 1.-Una vez guardada la primera Save, se creará la carpeta que contendrá
# los archivos
#
# 2.-Al iniciar una Save nueva, la primera vez que se guarde, se hará en un
# archivo nuevo y al guardar de nuevo, te preguntará si quieres que ese
# archivo se sobre escriba, de lo contrario se creará otro nuevo.
#
# 3.-Al llegar al número maximo de Saves, te saldrá el menseaje para
# avisar al jugador.
#
# 4.-Estando en la pantalla de carga, se podrá eliminar la Save seleccionada
# al oprimir la tecla Z (Input::A).
#
# 5.-Para evitar reducción de rendimiento, solo la Save seleccionada en la
# la pantalla de carga, mostrará la imagen del personaje y los iconos del
# equipo.
#
# 6.-Para forzar que la Save se guarde de manera automatica, se usa la
# siguiente función : pbJessAutoSave
# Está puede regresar el resultado; true si se ha guardado o false si no se
# pudo guardar.
#
#-------------------------------------------------------------------------------
# Variables Globales
#-------------------------------------------------------------------------------
# Nombre de los archivos a guardar.
SAVESLOT = "Pokémon Fallen Soul"

# Nombre de la carpeta que contendrá los archivos a guardar.
DIR_Save = "Saves"

# Número maximo de Saves
N_MX_Save = 10

# Al iniciar Save nueva te dejará seleccionar un lenguaje diferente.
LENG_JESS = false

# Lista de Lenguajes disponibles.
# la variable LANGUAGES en la sección Settings no se debe usar para evitar
# posibles errores con el complilador.
LANGUAGES = [
["Ingles","messages.dat"],
["Ingles","leng-2.dat"]
]
#-------------------------------------------------------------------------------
#
#-------------------------------------------------------------------------------
#
#-------------------------------------------------------------------------------
#
#-------------------------------------------------------------------------------
#
#-------------------------------------------------------------------------------
#
#-------------------------------------------------------------------------------
#
#-------------------------------------------------------------------------------
#
#-------------------------------------------------------------------------------
# Dirección donde se guardarán las Saves.
#-------------------------------------------------------------------------------
module RTP

def self.getSaveFileName(fileName)
Dir.mkdir(DIR_Save) unless File.exists?(DIR_Save)
return DIR_Save+"/"+fileName
end

end
#-------------------------------------------------------------------------------
# Variable temporal en la cual se guardará el nombre de la Save actual.
#-------------------------------------------------------------------------------
class Game_Temp
attr_accessor :archivoguardado
end
#-------------------------------------------------------------------------------
# Guardar Save(s).
#-------------------------------------------------------------------------------

# Autosave
def pbJessAutoSave
Kernel.pbMessage(_INTL("Saving Game...\\wtnp[10]"))
mx=false
for i in 1..N_MX_Save
sv = "#{SAVESLOT}#{i}"; sv2 = sv+".rxdata"
break if !safeExists?(RTP.getSaveFileName(sv2))
mx=true if i==N_MX_Save && !$game_temp.archivoguardado
end
$game_temp.archivoguardado = sv if !$game_temp.archivoguardado && mx==false
if mx==true
Kernel.pbMessage(_INTL("Você atingiu o limite de jogos salvos \ nNão é possível salvar um novo jogo"))
return false
else
pbSave(false,$game_temp.archivoguardado)
Kernel.pbMessage(_INTL("\\me[GUI save game]O jogo atual foi salvo.."))
return true
end
end


def pbSave(safesave=false,archivo=SAVESLOT)
$Trainer.metaID=$PokemonGlobal.playerID
begin
File.open(RTP.getSaveFileName("#{archivo}.rxdata"),"wb"){|f|
Marshal.dump($Trainer,f)
Marshal.dump(Graphics.frame_count,f)
if $data_system.respond_to?("magic_number")
$game_system.magic_number = $data_system.magic_number
else
$game_system.magic_number = $data_system.version_id
end
$game_system.save_count+=1
Marshal.dump($game_system,f)
Marshal.dump($PokemonSystem,f)
Marshal.dump($game_map.map_id,f)
Marshal.dump($game_switches,f)
Marshal.dump($game_variables,f)
Marshal.dump($game_self_switches,f)
Marshal.dump($game_screen,f)
Marshal.dump($MapFactory,f)
Marshal.dump($game_player,f)
$PokemonGlobal.safesave=safesave
Marshal.dump($PokemonGlobal,f)
Marshal.dump($PokemonMap,f)
Marshal.dump($PokemonBag,f)
Marshal.dump($PokemonStorage,f)
}
Graphics.frame_reset
rescue
return false
end
return true
end

#-------------------------------------------------------------------------------
# En caso de error guardará la Save actual en el archivo Repaldo.rxdata
#-------------------------------------------------------------------------------
def pbEmergencySave
oldscene=$scene
$scene=nil
Kernel.pbMessage(_INTL("O script está demorando muito, o jogo será reiniciado."))
return if !$Trainer
if safeExists?(RTP.getSaveFileName("Backup.rxdata"))
File.open(RTP.getSaveFileName("Backup.rxdata"), 'rb') {|r|
File.open(RTP.getSaveFileName("Backup.rxdata.bak"), 'wb') {|w|
while s = r.read(4096)
w.write s
end
}
}
end
if pbSave(false,"Backup")
Kernel.pbMessage(_INTL("The game has been saved as Backup.rxdata.\\me[GUI save game]\\wtnp[30]"))
else
Kernel.pbMessage(_INTL("\\se[]Ocorreu um erro ao salvar o arquivo...\\wtnp[30]"))
end
$scene=oldscene
end

#-------------------------------------------------------------------------------
# Pantalla de guardar
#-------------------------------------------------------------------------------
class PokemonSaveScreen

def pbSaveScreen
ret=false
resul=0 #Save Nueva
archivos=[]
n=0
for i in 1..N_MX_Save
archivos.push("#{SAVESLOT}#{i}") if safeExists?(RTP.getSaveFileName("#{SAVESLOT}#{i}.rxdata"))
next if n>0
n=i if !safeExists?(RTP.getSaveFileName("#{SAVESLOT}#{i}.rxdata"))
end
@scene.pbStartScreen
if Kernel.pbConfirmMessage(_INTL("Você gostaria de salvar o jogo?"))
#Ver si hay una Save guardada

if archivos.size>0 && !$PokemonTemp.begunNewGame
resul=1 #No es Save Nueva
Kernel.pbMessage(_INTL("Já existe um save neste slot!"))
if Kernel.pbConfirmMessage(_INTL("Quer sobrescrever o salvamento atual?"))
resul=2 #Sobre escribir
end
end
$PokemonTemp.begunNewGame=false
if archivos.size==N_MX_Save && resul!=2
Kernel.pbMessage(_INTL("Você atingiu o número máximo de jogos salvos!"))
Kernel.pbMessage(_INTL("\\se[]Couldn't save the game.\\wtnp[30]"))
else
guardar="#{SAVESLOT}#{n}" #Archivo nuevo
guardar=$game_temp.archivoguardado if resul==2 #Archivo actual
if pbSave(false,guardar)
Kernel.pbMessage(_INTL("O jogo foi salvo.\\me[GUI save game]\\wtnp[30]")) if resul==0
Kernel.pbMessage(_INTL("O jogo foi salvo em um novo slot.\\me[GUI save game]\\wtnp[30]")) if resul==1
Kernel.pbMessage(_INTL("O jogo foi sobrescrito.\\me[GUI save game]\\wtnp[30]")) if resul==2
if archivos.size==N_MX_Save && resul!=2
Kernel.pbMessage(_INTL("Você atingiu a quantidade máxima de jogos salvos. Você pode sobrescrever os existentes, mas você não pode salvar os novos até que apague os anteriores."))
end
ret=true
$game_temp.archivoguardado= guardar #Definir archivo actual
else
Kernel.pbMessage(_INTL("\\se[]Couldn't save.\\wtnp[30]"))
ret=false
end
end
end
@scene.pbEndScreen
return ret
end

end

#-------------------------------------------------------------------------------
# Cargar Save(s)
#-------------------------------------------------------------------------------
class PokemonLoadScreen

#Eliminando el método de Essentials para eliminar Saves.
def pbStartDeleteScreen; end


def pbLeerinfoguardar(savefile)
trainer = nil
framecount = 0
mapid = 0
@haveBackup = false
begin
trainer, framecount, $game_system, $PokemonSystem, mapid = pbTryLoadFile(savefile)
rescue
if safeExists?(savefile+".bak")
begin
trainer, framecount, $game_system, $PokemonSystem, mapid = pbTryLoadFile(savefile+".bak")
@haveBackup = true
rescue
end
end
if @haveBackup
Kernel.pbMessage(_INTL("The save file is corrupt. The previous save file will be loaded."))
else
Kernel.pbMessage(_INTL("The save file is corrupt, or is incompatible with this game."))
if !Kernel.pbConfirmMessageSerious(_INTL("Do you want to delete the save file and start anew?"))
$scene = nil
return
end
begin; File.delete(savefile); rescue; end
begin; File.delete(savefile+".bak"); rescue; end
$game_system = Game_System.new
$PokemonSystem = PokemonSystem.new if !$PokemonSystem
Kernel.pbMessage(_INTL("The save file was deleted."))
end
end
return [trainer,framecount,$game_system,$PokemonSystem,mapid]
end

def pbcarga()
archivos=[]
savefile=[]
for i in 1..N_MX_Save
archivos.push("#{SAVESLOT}#{i}") if safeExists?(RTP.getSaveFileName("#{SAVESLOT}#{i}.rxdata"))
savefile.push(RTP.getSaveFileName("#{SAVESLOT}#{i}.rxdata")) if safeExists?(RTP.getSaveFileName("#{SAVESLOT}#{i}.rxdata"))
end
return [archivos,savefile]
end

def pbStartLoadScreen
$PokemonTemp = PokemonTemp.new
$game_temp = Game_Temp.new
$game_system = Game_System.new
$PokemonSystem = PokemonSystem.new if !$PokemonSystem

datos=pbcarga
archivos=datos[0]
savefile=datos[1]

FontInstaller.install

data_system = pbLoadRxData("Data/System")
mapfile = ($RPGVX) ? sprintf("Data/Map%03d.rvdata",data_system.start_map_id) :
sprintf("Data/Map%03d.rxdata",data_system.start_map_id)
if data_system.start_map_id==0 || !pbRgssExists?(mapfile)
Kernel.pbMessage(_INTL("No starting position was set in the map editor.\1"))
Kernel.pbMessage(_INTL("The game cannot continue."))
@scene.pbEndScene
$scene = nil
return
end

commands = []
cmdContinuar=[]
comando=[]

for i in 0..savefile.size-1
cmdContinuar[i] = -1
comando.push("cmdContinuar#{i}")
end

cmdNewGame = -1
cmdOption = -1
cmdMysteryGift = -1
cmdDebug = -1
cmdQuit = -1

showContinue = []
showContinue.push(false)

for i in 1..N_MX_Save
showContinue.push(true) if safeExists?(RTP.getSaveFileName("#{SAVESLOT}#{i}.rxdata"))
end

if savefile.size>0
data=pbLeerinfoguardar(savefile[0])
trainer=data[0]; framecount=data[1]; $game_system=data[2]; $PokemonSystem=data[3]; mapid=data[4]
showContinue[0]=true if trainer
if showContinue[0]==true
if [email protected]
begin; File.delete(savefile[0]+".bak"); rescue; end
end
end
for i in 0..cmdContinuar.size-1
commands[comando[i] = commands.length]= _INTL("Save #{i+1}") if showContinue[i]==true
end
end
commands[cmdNewGame = commands.length] = _INTL("New Game")
commands[cmdMysteryGift = commands.length] = _INTL("Mystery Gift") if (trainer.mysterygiftaccess rescue false)
commands[cmdOption = commands.length] = _INTL("Options")
commands[cmdDebug = commands.length] = _INTL("Debug") if $DEBUG
commands[cmdQuit = commands.length] = _INTL("Quit Game")

trainerlist=[]
framelist=[]
maplist=[]
for k in 0...archivos.size
datatt=pbLeerinfoguardar(savefile[k])
trainerlist.push(datatt[0])
framelist.push(datatt[1])
maplist.push(datatt[4])
end

@scene.pbStartScene(commands,showContinue[0],trainer,framecount,mapid,cmdContinuar.size,trainerlist,framelist,maplist)
@scene.pbSetParty(trainer) if showContinue[0]
@scene.pbStartScene2
$ItemData = readItemList("Data/items.dat")
loop do
command2 = @scene.pbChoose(commands)
command=command2[0]

if (command2[1]=="upd" || command2[1]=="dwd")
@scene.pbSetParty(trainer,false)
if command<archivos.size
data=pbLeerinfoguardar(savefile[command])
trainer=data[0]; framecount=data[1]; $game_system=data[2]; $PokemonSystem=data[3]; mapid=data[4]
@scene.pbSetParty(trainer) if showContinue[command]

end

elsif command2[1]=="Delete"
if command<archivos.size
if safeExists?(savefile[command]) && comando.include?(command)
if Kernel.pbConfirmMessage(_INTL("Delete save?"))
Kernel.pbMessage(_INTL("If you delete the save, all data will be lost."))
if Kernel.pbConfirmMessage(_INTL("Delete Anyway?"))
begin; File.delete(savefile[command]); rescue; end
begin; File.delete(savefile[command]+".bak"); rescue; end
Kernel.pbMessage(_INTL("The save has been deleted."))
archivos.delete_at(command)
comando.delete_at(command)
@scene.pbEndScene
sscene=PokemonLoad_Scene.new
sscreen=PokemonLoadScreen.new(sscene)
sscreen.pbStartLoadScreen
break
end
end
end
end
elsif comando.include?(command)
for i in 0..savefile.size-1
savefile2=savefile[i] if command==comando[i]
n=i+1 if command==comando[i]
end

# Determinar el nombre de esta Save
nmb_j = (archivos[n-1] == SAVESLOT) ? "#{SAVESLOT}#{n}" : archivos[n-1]
$game_temp.archivoguardado = nmb_j
#
unless safeExists?(savefile2)
pbPlayBuzzerSE
next
end
@scene.pbEndScene
metadata = nil
File.open(savefile2){|f|
$Trainer = Marshal.load(f) # Trainer already loaded
Graphics.frame_count = Marshal.load(f)
$game_system = Marshal.load(f)
$PokemonSystem = Marshal.load(f)
Marshal.load(f) # Current map id no longer needed
$game_switches = Marshal.load(f)
$game_variables = Marshal.load(f)
$game_self_switches = Marshal.load(f)
$game_screen = Marshal.load(f)
$MapFactory = Marshal.load(f)
$game_map = $MapFactory.map
$game_player = Marshal.load(f)
$PokemonGlobal = Marshal.load(f)
metadata = Marshal.load(f)
$PokemonBag = Marshal.load(f)
$PokemonStorage = Marshal.load(f)
magicNumberMatches = false
if $data_system.respond_to?("magic_number")
magicNumberMatches = ($game_system.magic_number==$data_system.magic_number)
else
magicNumberMatches = ($game_system.magic_number==$data_system.version_id)
end
if !magicNumberMatches || $PokemonGlobal.safesave
if pbMapInterpreterRunning?
pbMapInterpreter.setup(nil,0)
end
begin
$MapFactory.setup($game_map.map_id) # calls setMapChanged
rescue Errno::ENOENT
if $DEBUG
Kernel.pbMessage(_INTL("Map {1} was not found.",$game_map.map_id))
map = pbWarpToMap
if map
$MapFactory.setup(map[0])
$game_player.moveto(map[1],map[2])
else
$game_map = nil
$scene = nil
return
end
else
$game_map = nil
$scene = nil
Kernel.pbMessage(_INTL("The map was not found. The game cannot continue."))
end
end
$game_player.center($game_player.x, $game_player.y)
else
$MapFactory.setMapChanged($game_map.map_id)
end
}
if !$game_map.events # Map wasn't set up
$game_map = nil
$scene = nil
Kernel.pbMessage(_INTL("The map is corrupt. The game cannot continue."))
return
end
$PokemonMap = metadata
$PokemonEncounters = PokemonEncounters.new
$PokemonEncounters.setup($game_map.map_id)
pbAutoplayOnSave
$game_map.update
$PokemonMap.updateMap
$scene = Scene_Map.new

$PokemonSystem.language=0 if $PokemonSystem.language>LANGUAGES.size-1

pbLoadMessages("Data/"+LANGUAGES[$PokemonSystem.language][1]) if LENG_JESS

return
elsif cmdNewGame>=0 && command==cmdNewGame
@scene.pbEndScene

if LENG_JESS
$PokemonSystem.language = pbChooseLanguage
pbLoadMessages("Data/"+LANGUAGES[$PokemonSystem.language][1])
end

if $game_map && $game_map.events
for event in $game_map.events.values
event.clear_starting
end
end
$game_temp.common_event_id = 0 if $game_temp
$scene = Scene_Map.new
Graphics.frame_count = 0
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_player = Game_Player.new
$PokemonMap = PokemonMapMetadata.new
$PokemonGlobal = PokemonGlobalMetadata.new
$PokemonStorage = PokemonStorage.new
$PokemonEncounters = PokemonEncounters.new
$PokemonTemp.begunNewGame = true
$data_system = pbLoadRxData("Data/System")
$MapFactory = PokemonMapFactory.new($data_system.start_map_id) # calls setMapChanged
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$game_map.autoplay
$game_map.update
return
elsif cmdMysteryGift>=0 && command==cmdMysteryGift
pbFadeOutIn(99999){
trainer = pbDownloadMysteryGift(trainer)
}
elsif cmdOption>=0 && command==cmdOption
pbFadeOutIn(99999){
scene = PokemonOption_Scene.new
screen = PokemonOptionScreen.new(scene)
screen.pbStartScreen(true)
}
elsif cmdDebug>=0 && command==cmdDebug
pbFadeOutIn(99999){ pbDebugMenu(false) }
elsif cmdQuit>=0 && command==cmdQuit
@scene.pbEndScene
$scene = nil
return
end
end
@scene.pbEndScene
return
end
end

#-------------------------------------------------------------------------------
# Pantalla de carga (visual)
#-------------------------------------------------------------------------------
class PokemonLoad_Scene

def pbUpdate
oldi = @sprites["cmdwindow"].index rescue 0
pbUpdateSpriteHash(@sprites)
newi = @sprites["cmdwindow"].index rescue 0
if oldi!=newi
@sprites["panel#{oldi}"].selected = false
@sprites["panel#{oldi}"].pbRefresh
@sprites["panel#{newi}"].selected = true
@sprites["panel#{newi}"].pbRefresh

[email protected]["panel#{newi}"].bitmap.height+2
mov=(newi>oldi)
fv=(@mxpartidas*sy)

for i in [email protected]
if newi==0
@sprites["panel#{i}"][email protected][i]
elsif newi>oldi && newi!=oldi+1
@sprites["panel#{i}"].y-=fv
else
@sprites["panel#{i}"].y-=sy if mov && newi<@mxpartidas+1
@sprites["panel#{i}"].y+=sy if !mov && newi<@mxpartidas
end
end
end
end

def pbSetParty(trainer,val=true)
@sprites["player"].dispose if @sprites["player"]
for i in 0..6; @sprites["party#{i}"].dispose if @sprites["party#{i}"]; end
return if !trainer || !trainer.party || val==false
meta = pbGetMetadata(0,MetadataPlayerA+trainer.metaID)
if meta
filename = pbGetPlayerCharset(meta,1,trainer)
@sprites["player"] = TrainerWalkingCharSprite.new(filename,@viewport)
charwidth = @sprites["player"].bitmap.width
charheight = @sprites["player"].bitmap.height
@sprites["player"].x = 56*2-charwidth/8
@sprites["player"].y = 56*2-charheight/8
@sprites["player"].src_rect = Rect.new(0,0,charwidth/4,charheight/4)
end
for i in 0...trainer.party.length
@sprites["party#{i}"] = PokemonIconSprite.new(trainer.party[i],@viewport)
@sprites["party#{i}"].x = 151*2+33*2*(i&1)
@sprites["party#{i}"].y = 36*2+25*2*(i/2)
@sprites["party#{i}"].z = 99999
end
end

def pbStartScene(commands,showContinue,trainer,framecount,mapid,mxpartidas,trainerlist,framelist,maplist)
@trainerlist=trainerlist
@mxpartidas=mxpartidas
@commands = commands
@sprites = {}
@viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
@viewport.z = 99998
addBackgroundOrColoredPlane(@sprites,"background","loadbg",Color.new(248,248,248),@viewport)
y = 16*2
@bsy=[]
for i in 0...commands.length
@sprites["panel#{i}"] = PokemonLoadPanel.new(i,commands[i],
(showContinue && i<@mxpartidas) ? true : false,trainerlist[i],framelist[i],maplist[i],@viewport)
@sprites["panel#{i}"].x = 24*2
@sprites["panel#{i}"].y = y
@sprites["panel#{i}"].pbRefresh
@bsy.push(y)
y += (showContinue && i<@mxpartidas) ? 111*2+1*2 : 23*2+1*2
end
@sprites["cmdwindow"] = Window_CommandPokemon.new([])
@sprites["cmdwindow"].viewport = @viewport
@sprites["cmdwindow"].visible = false
end

def pbactu(commands,trainer,framecount,mapid)

for i in 0...commands.length
@sprites["panel#{i}"].pbactu(trainer[i],framecount,mapid)
end
end

def pbChoose(commands)
@sprites["cmdwindow"].commands = commands
loop do
Graphics.update
Input.update
pbUpdate
if Input.trigger?(Input::C)
return [@sprites["cmdwindow"].index,"sel"]
elsif Input.trigger?(Input::A)
return [@sprites["cmdwindow"].index,"Delete"]
elsif Input.trigger?(Input::UP)
return [@sprites["cmdwindow"].index,"upd"]
elsif Input.trigger?(Input::DOWN)
return [@sprites["cmdwindow"].index,"dwd"]
end
end
end

end
#-------------------------------------------------------------------------------
# Paneles
#-------------------------------------------------------------------------------
class PokemonLoadPanel < SpriteWrapper
attr_reader :selected

def initialize(index,title,isContinue,trainer,framecount,mapid,viewport=nil)
super(viewport)
@viewport=viewport
@trainer=trainer
@index = index
@title = title
@isContinue = isContinue
@trainer = trainer
@totalsec = (framecount || 0)/Graphics.frame_rate
@mapid = mapid
@selected = (index==0)
@bgbitmap = AnimatedBitmap.new("Graphics/Pictures/loadPanels")
@refreshBitmap = true
@refreshing = false
refresh
end

def dispose
@bgbitmap.dispose
self.bitmap.dispose
super
end

def selected=(value)
if @selected!=value
@selected = value
@refreshBitmap = true
refresh
end
end

def pbactu(trainer,framecount,mapid)
@trainer=trainer
@mapid=mapid
@totalsec = (framecount || 0)/Graphics.frame_rate
refresh
end

def pbRefresh
@refreshBitmap = true
refresh
end

def refresh
return if @refreshing
return if disposed?
@refreshing = true
if !self.bitmap || self.bitmap.disposed?
self.bitmap = BitmapWrapper.new(@bgbitmap.width,111*2)
pbSetSystemFont(self.bitmap)
end
if @refreshBitmap
@refreshBitmap = false
self.bitmap.clear if self.bitmap

if @isContinue
self.bitmap.blt(0,0,@bgbitmap.bitmap,Rect.new(0,(@selected) ? 111*2 : 0,@bgbitmap.width,111*2))
else
self.bitmap.blt(0,0,@bgbitmap.bitmap,Rect.new(0,111*2*2+((@selected) ? 23*2 : 0),@bgbitmap.width,23*2))
end
textpos = []
if @isContinue
textpos.push([@title,16*2,5*2,0,Color.new(232,232,232),Color.new(136,136,136)])
textpos.push([_INTL("Badges:"),16*2,56*2,0,Color.new(232,232,232),Color.new(136,136,136)])
textpos.push([@trainer.numbadges.to_s,103*2,56*2,1,Color.new(232,232,232),Color.new(136,136,136)])
textpos.push([_INTL("Pokédex :"),16*2,72*2,0,Color.new(232,232,232),Color.new(136,136,136)])
textpos.push([@trainer.pokedexSeen.to_s,103*2,72*2,1,Color.new(232,232,232),Color.new(136,136,136)])
textpos.push([_INTL("Time:"),16*2,88*2,0,Color.new(232,232,232),Color.new(136,136,136)])
hour = @totalsec / 60 / 60
min = @totalsec / 60 % 60
if hour>0
textpos.push([_INTL("{1}h {2}m",hour,min),103*2,88*2,1,Color.new(232,232,232),Color.new(136,136,136)])
else
textpos.push([_INTL("{1}m",min),103*2,88*2,1,Color.new(232,232,232),Color.new(136,136,136)])
end
if @trainer.isMale?
textpos.push([@trainer.name,56*2,32*2,0,Color.new(56,160,248),Color.new(56,104,168)])
else
textpos.push([@trainer.name,56*2,32*2,0,Color.new(240,72,88),Color.new(160,64,64)])
end
mapname = pbGetMapNameFromId(@mapid)
mapname.gsub!(/\\PN/,@trainer.name)
textpos.push([mapname,193*2,5*2,1,Color.new(232,232,232),Color.new(136,136,136)])
else
textpos.push([@title,16*2,4*2,0,Color.new(232,232,232),Color.new(136,136,136)])
end
pbDrawTextPositions(self.bitmap,textpos)
end
@refreshing = false
end
end
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Male
Alola Reigon
Seen 13 Hours Ago
Posted 1 Day Ago
534 posts
4 Years
Have you tried out the script as is? If yes, then what error do you get?

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