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#============================================================================== # ■ Scene_Save (Version Pokémon) # Pokemon Script Project - Krosk # 01/08/07 #------------------------------------------------------------------------------ # Scène à ne pas modifier de préférence #------------------------------------------------------------------------------ module POKEMON_S class Pokemon_Save def initialize Graphics.freeze number = 0 # Nombre de cadres de sauvegarde à générer for i in 0..2 if FileTest.exist?("Save#{i+1}.rxdata") number += 1 end end @number = number @save_game_window_list = [] for i in 1..@number window = Window_Base.new(30, 30 + 83*(i-1), 580, 80) window.contents = Bitmap.new(548, 48) @save_game_window_list.push(window) end # Cadre nouvelle sauvegarde @new_save_window = Window_Base.new(30, 30 + 83*@number, 580, 80) @new_save_window.contents = Bitmap.new(548, 48) set_window(@new_save_window) @new_save_window.contents.draw_text(9, 3, 548, 48, "NOUVEAU FICHIER") if SAVEBOUNDSLOT @new_save_window.y = 30 end captured = 0 for i in 1..$data_pokedex.length-1 if $data_pokedex[i][1] captured += 1 end end $read_data = [Player.name, Player.id, captured, $map_link] @index = 0 latest_time = Time.at(0) for i in 0..3 filename = "Save#{i + 1}.rxdata" if FileTest.exist?(filename) file = File.open(filename, "r") if file.mtime > latest_time latest_time = file.mtime @index = i end file.close end end if SAVEBOUNDSLOT @index = POKEMON_S::_SAVESLOT if @index != @number @new_save_window.visible = false end end end def main refresh_all if not SAVEBOUNDSLOT @background = Plane.new(Viewport.new(0,0,640,480)) @background.bitmap = RPG::Cache.picture("fondsaved.png") @background.z -= 10 else @background = Spriteset_Map.new end Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze for window in @save_game_window_list window.dispose end @new_save_window.dispose @background.dispose end def update if SAVEBOUNDSLOT @background.update end if Input.trigger?(Input::DOWN) and not SAVEBOUNDSLOT @index += @index == @number ? 0 : @index == 2 ? 0 : 1 refresh_all end if Input.trigger?(Input::UP) and not SAVEBOUNDSLOT @index -= @index == 0 ? 0 : 1 refresh_all end if Input.trigger?(Input::C) if @index == @number # Nouvelle sauvegarde $game_system.se_play($data_system.save_se) filename = "Save#{@number + 1}.rxdata" file = File.open(filename, "wb") write_save_data(file) file.close # イベントから呼び出されている場合 if $game_temp.save_calling # セーブ呼び出しフラグをクリア $game_temp.save_calling = false # マップ画面に切り替え $scene = Scene_Map.new return end # メニュー画面に切り替え $scene = POKEMON_S::Pokemon_Menu.new(4) else decision = draw_choice if decision $game_system.se_play($data_system.save_se) filename = "Save#{@index + 1}.rxdata" file = File.open(filename, "wb") write_save_data(file) file.close # イベントから呼び出されている場合 if $game_temp.save_calling # セーブ呼び出しフラグをクリア $game_temp.save_calling = false # マップ画面に切り替え $scene = Scene_Map.new return end # メニュー画面に切り替え $scene = POKEMON_S::Pokemon_Menu.new(4) else return end end end if Input.trigger?(Input::B) if $game_temp.save_calling $game_temp.save_calling = false end $scene = POKEMON_S::Pokemon_Menu.new(4) return end end def refresh_all for i in 0..@number-1 if i < @index @save_game_window_list[i].opacity = 128 @save_game_window_list[i].y = 30 + 83*i @save_game_window_list[i].height = 80 @save_game_window_list[i].contents = Bitmap.new(548, 48) set_window(@save_game_window_list[i]) @save_game_window_list[i].contents.draw_text(9, 3, 530, 48, "SAUVEGARDER PARTIE "+(i+1).to_s) if SAVEBOUNDSLOT @save_game_window_list[i].visible = false end elsif i == @index @save_game_window_list[i].opacity = 255 @save_game_window_list[i].y = 30 + 83*i @save_game_window_list[i].height = 163 @save_game_window_list[i].contents = Bitmap.new(548, 131) set_window(@save_game_window_list[i]) if SAVEBOUNDSLOT @save_game_window_list[i].contents.draw_text(9, 3, 530, 48, "SAUVEGARDER PARTIE") @save_game_window_list[i].y = 30 else @save_game_window_list[i].contents.draw_text(9, 3, 530, 48, "SAUVEGARDER PARTIE "+(i+1).to_s) end @filename = "Save#{i + 1}.rxdata" list = read_preview(@filename) data = list[0] time_sec = list[1] hour = (time_sec / 3600).to_s minute = "00" minute += ((time_sec%3600)/60).to_s minute = minute[minute.size-2, 2] time = hour + ":" + minute name = data[0].to_s id = data[1].to_s captured = data[2].to_s @save_game_window_list[i].contents.draw_text(9, 42, 252, 48, "NOM:") @save_game_window_list[i].contents.draw_text(9, 42, 252, 48, name, 2) @save_game_window_list[i].contents.draw_text(285, 42, 252, 48, "ID:") @save_game_window_list[i].contents.draw_text(285, 42, 252, 48, id , 2) @save_game_window_list[i].contents.draw_text(9, 81, 252, 48, "POKéDEX:") @save_game_window_list[i].contents.draw_text(9, 81, 252, 48, captured, 2) @save_game_window_list[i].contents.draw_text(285, 81, 252, 48, "DUREE:") @save_game_window_list[i].contents.draw_text(285, 81, 252, 48, time, 2) elsif i > @index @save_game_window_list[i].opacity = 128 @save_game_window_list[i].y = 30 + 83*i + 83 @save_game_window_list[i].height = 80 @save_game_window_list[i].contents = Bitmap.new(548, 48) set_window(@save_game_window_list[i]) @save_game_window_list[i].contents.draw_text(9, 3, 548, 48, "SAUVEGARDER PARTIE "+(i+1).to_s) if SAVEBOUNDSLOT @save_game_window_list[i].visible = false end end end if @index == @number and @number < 3 @new_save_window.opacity = 255 @new_save_window.y = 30 + 83*@number elsif @number < 3 @new_save_window.opacity = 128 @new_save_window.y = 30 + 83*(@number+1) else @new_save_window.visible = false end end def set_window(window) window.contents.font.name = $fontface window.contents.font.size = $fontsizebig window.contents.font.color = window.normal_color end def read_preview(filename) file = File.open(filename, "r") time_stamp = file.mtime characters = Marshal.load(file) frame_count = Marshal.load(file) game_system = Marshal.load(file) game_switches = Marshal.load(file) game_variables = Marshal.load(file) total_sec = frame_count / Graphics.frame_rate # Non utilisé game_self_switches = Marshal.load(file) game_screen = Marshal.load(file) game_actors = Marshal.load(file) game_party = Marshal.load(file) game_troop = Marshal.load(file) game_map = Marshal.load(file) game_player = Marshal.load(file) # ------------ read_data = Marshal.load(file) file.close return [read_data, total_sec] end #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def write_save_data(file) characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) Marshal.dump($read_data, file) #Marshal.dump(Player.code, file) #Marshal.dump(Player.id, file) #Marshal.dump(Player.name, file) #Marshal.dump(Player.battler , file) Marshal.dump($pokemon_party, file) Marshal.dump($random_encounter, file) Marshal.dump($data_pokedex, file) Marshal.dump($data_storage, file) Marshal.dump($battle_var, file) Marshal.dump($existing_pokemon, file) Marshal.dump($string, file) end def draw_choice @command = Window_Command.new(120, ["OUI", "NON"], $fontsizebig) @command.x = 517 @command.y = 359 loop do Graphics.update Input.update @command.update if Input.trigger?(Input::C) and @command.index == 0 @command.dispose @command = nil Input.update return true end if Input.trigger?(Input::C) and @command.index == 1 @command.dispose @command = nil Input.update return false end end end end end class Interpreter def forcer_sauvegarde if not SAVEBOUNDSLOT return end captured = 0 for i in 1..$data_pokedex.length-1 if $data_pokedex[i][1] captured += 1 end end $read_data = [Player.name, Player.id, captured, $map_link] filename = "Save#{POKEMON_S::_SAVESLOT + 1}.rxdata" file = File.open(filename, "wb") characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number game_system = $game_system.clone game_system.reset_interpreter Marshal.dump(game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) Marshal.dump($read_data, file) Marshal.dump($pokemon_party, file) Marshal.dump($random_encounter, file) Marshal.dump($data_pokedex, file) Marshal.dump($data_storage, file) Marshal.dump($battle_var, file) Marshal.dump($existing_pokemon, file) Marshal.dump($string, file) file.close end end |
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#============================================================================== # ■ Scene_Title (Version Pokémon) # Pokemon Script Project - Krosk # 01/08/07 #------------------------------------------------------------------------------ # Scène modifiable #------------------------------------------------------------------------------ # Intègre le menu de chargement #------------------------------------------------------------------------------ class Scene_Title include POKEMON_S def main if $BTEST battle_test return end if FileTest.exist?("SaveAuto.rxdata") print("Sauvegarde de secours détectée.\n\nAppuyez sur Entrée, puis sur Echap pour charger, ou Entrée pour continuer.") loop do Input.update if Input.trigger?(Input::C) File.delete("SaveAuto.rxdata") break end if Input.trigger?(Input::B) @auto_load = true break end end end if $game_system == nil $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") $picture_data = load_data("Data/Library.rxdata") $game_system = Game_System.new end if not @auto_load and not MAPINTRO # ----------------------------------------------------------------- # La scène d'intro commence ici (non MAPINTRO) # ----------------------------------------------------------------- # Elle est bien sûr modifiable à votre goût. # ----------------------------------------------------------------- view = Viewport.new(0,0,640,480) view.z = -5 #view = Viewport.new(0,25,640,430) #view.z = 0 background = Plane.new(view) background.bitmap = RPG::Cache.title("Opening2.jpg") #background.oy += 25 background.z = 0 background.tone = Tone.new(0,0,0,255) #view = Viewport.new(0,0,640,480) #view.z = -5 #background_bis = Plane.new(view) #background_bis.bitmap = RPG::Cache.title("Opening2.jpg") #background_bis.z = -5 band_top = Sprite.new band_top.bitmap = RPG::Cache.title("Opening3.png") band_top.z = 5 band_bottom = Sprite.new band_bottom.bitmap = RPG::Cache.title("Opening3.png") band_bottom.z = 5 band_bottom.y = 450 band_mid = Plane.new(Viewport.new(0,0,640,480)) band_mid.bitmap = RPG::Cache.title("Opening4.png") band_mid.z = 5 middle = Sprite.new middle.bitmap = RPG::Cache.title("Opening1.png") middle.z = 2 title1 = Sprite.new title1.bitmap = RPG::Cache.title("Opening6.png") title1.z = 3 title1.opacity = 0 title1.color = Color.new(255,255,255,255) title2 = Sprite.new title2.bitmap = RPG::Cache.title("Opening7.png") title2.z = 4 title2.opacity = 0 title2.color = Color.new(255,255,255,255) flash = Sprite.new flash.bitmap = RPG::Cache.title("Opening8.png") flash.z = 10 flash.opacity = 0 mid = Sprite.new mid.bitmap = RPG::Cache.title("Opening5.png") mid.z = 5 mid.visible = false screen = Sprite.new screen.bitmap = RPG::Cache.title("Opening10.png") screen.z = 2 screen.visible = false start = Sprite.new start.bitmap = RPG::Cache.title("Opening11.png") start.z = 5 start.visible = false Graphics.transition(5) $game_system.bgm_play($data_system.title_bgm) Audio.me_stop Audio.bgs_stop timer = 0 loop do Graphics.update Input.update timer += 1 background.ox -= 12 #background_bis.ox += 6 if timer == 210 background.tone.gray = 0 end if timer > 210 and background.tone.red > 0 background.tone.red -= 25 background.tone.green -= 25 end if timer > 210 and timer % (150 + rand(50)) == 0 background.tone.red = background.tone.green = 250 end if flash.opacity > 0 flash.opacity -= 15 end if timer > 5 and not band_top.disposed? band_top.x += 13 if band_top.x > 640 band_top.dispose end end if timer > 73 and not band_bottom.disposed? band_bottom.x -= 13 if band_bottom.x < -640 band_bottom.dispose end end if timer > 150 and not band_mid.disposed? band_mid.ox -= 20 if timer > 210 band_mid.dispose mid.visible = true end end if timer > 210 and not title1.disposed? and title1.opacity < 255 title1.opacity += 15 title1.color.alpha -= 15 end if timer > 240 and not title1.disposed? and title1.opacity == 255 title1.color.alpha += 15 end if timer == 270 flash.opacity = 255 title1.dispose mid.dispose middle.dispose screen.visible = true end if timer > 270 and not title2.disposed? and title2.opacity < 255 title2.opacity += 15 title2.color.alpha -= 15 if title2.opacity >= 255 title2.dispose end end if timer > 290 and timer%20 == 0 start.visible = !start.visible end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) break end if timer > 3750 Audio.bgm_fade(1000*5) end end Graphics.freeze background.dispose if not background.disposed? #background_bis.dispose if not background_bis.disposed? band_top.dispose if not band_top.disposed? band_bottom.dispose if not band_bottom.disposed? band_mid.dispose if not band_mid.disposed? mid.dispose if not mid.disposed? middle.dispose if not middle.disposed? title1.dispose if not title1.disposed? title2.dispose if not title2.disposed? flash.dispose if not flash.disposed? start.dispose if not start.disposed? screen.dispose if not screen.disposed? Graphics.transition Graphics.freeze Audio.bgm_stop # ----------------------------------------------------------------- # Fin de la scène d'intro # ----------------------------------------------------------------- elsif MAPINTRO.type == Array and $_temp_map_intro == nil $_temp_map_intro = true $map_link = {} Audio.bgm_stop Graphics.frame_count = 0 $game_temp = Game_Temp.new $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_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # ---- Pas forcément nécessaire $pokemon_party = POKEMON_S::Pokemon_Party.new $data_storage = [[0]] $pokemon_party.create_box Player.set_trainer_code(rand(2**32)) $random_encounter = Array.new(7) $random_encounter[0] = 0 $battle_var = POKEMON_S::Pokemon_Battle_Variable.new $existing_pokemon = [] $string = [] POKEMON_S::set_SAVESLOT = @index Player.trainer_trade_code # ---- Pas forcément nécessaire $game_party.setup_starting_members $game_map.setup(MAPINTRO[0]) $game_player.moveto(MAPINTRO[1], MAPINTRO[2]) $game_player.refresh $game_map.autoplay $game_map.update $scene = Scene_Map.new return end Audio.bgm_stop $_temp_map_intro = nil @sprite = Sprite.new @sprite.bitmap = RPG::Cache.title($data_system.title_name) number = 0 # Nombre de cadres de sauvegarde à générer for i in 0..2 if FileTest.exist?("Save#{i+1}.rxdata") number += 1 end end @number = number @new_game_window = Window_Base.new(30, 30 + 83*@number, 580, 80) @new_game_window.contents = Bitmap.new(548, 48) set_window(@new_game_window) @new_game_window.contents.draw_text(9,3,548,48,"NOUVELLE PARTIE") @save_game_window_list = [] for i in 1..@number window = Window_Base.new(30, 30 + 83*(i-1), 580, 80) window.contents = Bitmap.new(548, 48) @save_game_window_list.push(window) end @index = 0 @background = Plane.new(Viewport.new(0,0,640,480)) @background.bitmap = RPG::Cache.picture("fondsaved.png") @background.z -= 10 refresh_all Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @new_game_window.dispose @background.dispose for window in @save_game_window_list window.dispose end end def update if Input.trigger?(Input::DOWN) @index += @index == @number ? 0 : 1 if @erase and @index > 2 @index = 2 end refresh_all end if Input.trigger?(Input::UP) @index -= @index == 0 ? 0 : 1 refresh_all end if Input.trigger?(Input::C) case @index when @number # Nouveau jeu if SAVEBOUNDSLOT and @number == 3 $game_system.se_play($data_system.decision_se) @erase = true @index = 0 @new_game_window.contents.clear @new_game_window.contents.draw_text(9,3,548,48,"RECOMMENCER QUELLE PARTIE?") refresh_all else command_new_game end else # Chargement if @erase command_new_game else $game_temp = Game_Temp.new on_decision("Save#{@index + 1}.rxdata") end end end if Input.trigger?(Input::B) and @erase $game_system.se_play($data_system.cancel_se) @erase = false @index = 3 @new_game_window.contents.clear @new_game_window.contents.draw_text(9,3,548,48,"NOUVELLE PARTIE") refresh_all end if @auto_load != nil $game_temp = Game_Temp.new on_decision("SaveAuto.rxdata") File.delete("SaveAuto.rxdata") end end def refresh_all for i in 0..@number-1 if i < @index @save_game_window_list[i].opacity = 128 @save_game_window_list[i].y = 30 + 83*i @save_game_window_list[i].height = 80 @save_game_window_list[i].contents = Bitmap.new(548, 48) set_window(@save_game_window_list[i]) @save_game_window_list[i].contents.draw_text(9, 3, 530, 48, "CONTINUER PARTIE "+(i+1).to_s) elsif i == @index @save_game_window_list[i].opacity = 255 @save_game_window_list[i].y = 30 + 83*i @save_game_window_list[i].height = 163 @save_game_window_list[i].contents = Bitmap.new(548, 131) set_window(@save_game_window_list[i]) @save_game_window_list[i].contents.draw_text(9, 3, 530, 48, "CONTINUER PARTIE "+(i+1).to_s) @filename = "Save#{i + 1}.rxdata" list = read_preview(@filename) data = list[0] time_sec = list[1] hour = (time_sec / 3600).to_s minute = "00" minute += ((time_sec%3600)/60).to_s minute = minute[minute.size-2, 2] time = hour + ":" + minute name = data[0].to_s id = data[1].to_s captured = data[2].to_s @save_game_window_list[i].contents.draw_text(9, 42, 252, 48, "NOM:") @save_game_window_list[i].contents.draw_text(9, 42, 252, 48, name, 2) @save_game_window_list[i].contents.draw_text(285, 42, 252, 48, "ID:") @save_game_window_list[i].contents.draw_text(285, 42, 252, 48, id , 2) @save_game_window_list[i].contents.draw_text(9, 81, 252, 48, "POKéDEX:") @save_game_window_list[i].contents.draw_text(9, 81, 252, 48, captured, 2) @save_game_window_list[i].contents.draw_text(285, 81, 252, 48, "DUREE:") @save_game_window_list[i].contents.draw_text(285, 81, 252, 48, time, 2) elsif i > @index @save_game_window_list[i].opacity = 128 @save_game_window_list[i].y = 30 + 83*i + 83 @save_game_window_list[i].height = 80 @save_game_window_list[i].contents = Bitmap.new(548, 48) set_window(@save_game_window_list[i]) @save_game_window_list[i].contents.draw_text(9, 3, 548, 48, "CONTINUER PARTIE "+(i+1).to_s) end end if @index == @number @new_game_window.opacity = 255 @new_game_window.y = 30 + 83*@number else @new_game_window.opacity = 128 @new_game_window.y = 30 + 83*(@number+1) end end def set_window(window) window.contents.font.name = $fontface window.contents.font.size = $fontsizebig window.contents.font.color = window.normal_color end # -------------------------------------------------------- # Chargement # -------------------------------------------------------- def read_preview(filename) file = File.open(filename, "r") time_stamp = file.mtime characters = Marshal.load(file) frame_count = Marshal.load(file) game_system = Marshal.load(file) game_switches = Marshal.load(file) game_variables = Marshal.load(file) total_sec = frame_count / Graphics.frame_rate # Non utilisé game_self_switches = Marshal.load(file) game_screen = Marshal.load(file) game_actors = Marshal.load(file) game_party = Marshal.load(file) game_troop = Marshal.load(file) game_map = Marshal.load(file) game_player = Marshal.load(file) # ------------ read_data = Marshal.load(file) file.close return [read_data, total_sec] end def read_save_data(file) characters = Marshal.load(file) Graphics.frame_count = Marshal.load(file) $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) $read_data = Marshal.load(file) if SAVE_CONVERT # Conversion des sauvegardes pre-v0.7 à v0.7+ Player.set_trainer_code(Marshal.load(file)) # Variable trainer_code trainer_id = Marshal.load(file) # Variable $game_party.actors[0].name = Marshal.load(file) # Game_Actor $game_party.actors[0].set_graphic($game_party.actors[0].character_name, $game_party.actors[0].character_hue, Marshal.load(file), $game_party.actors[0].battler_hue )# Game_Actor end $pokemon_party = Marshal.load(file) $random_encounter = Marshal.load(file) $data_pokedex = Marshal.load(file) $data_storage = Marshal.load(file) $battle_var = Marshal.load(file) $existing_pokemon = Marshal.load(file) $string = Marshal.load(file) $map_link = ($read_data != nil and $read_data[3] != nil) ? $read_data[3] : {} if $game_system.magic_number != $data_system.magic_number $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) end $game_party.refresh POKEMON_S::set_SAVESLOT = @index Player.trainer_trade_code end def on_decision(filename) unless FileTest.exist?(filename) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.load_se) file = File.open(filename, "rb") read_save_data(file) file.close $game_system.bgm_play($game_system.playing_bgm) $game_system.bgs_play($game_system.playing_bgs) $game_map.update $scene = Scene_Map.new $scene.update_encounter Player.pokedex_update end alias alias_command_new_game command_new_game def command_new_game $map_link = {} alias_command_new_game #----------------------------------------------------- # Variables créées automatiquement au début du jeu # Elles sont absolument nécessaires #----------------------------------------------------- $pokemon_party = POKEMON_S::Pokemon_Party.new $data_storage = [[0]] $pokemon_party.create_box Player.set_trainer_code(rand(2**32)) $random_encounter = Array.new(7) $random_encounter[0] = 0 $battle_var = POKEMON_S::Pokemon_Battle_Variable.new $existing_pokemon = [] $string = [] POKEMON_S::set_SAVESLOT = @index Player.trainer_trade_code $data_pokedex = Array.new($data_pokemon.length-1) $data_pokedex[0] = false # Possède ou non for i in 1..$data_pokemon.length-1 $data_pokedex[i] = [false, false] # Vu, Capturé end $game_variables[5000] = {"menu_dp" => POKEMON_S::MENU_DP,"banque" => [BANQUE::Banque.new],"list_img" => [],"quete" => Data_Quete.new,"radio" => Radio.new,"version" => "PSP4G+"} end end |