#============================================================================== # ■ 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 def cry_pokemon(id_data) if id_data.type == String id = id_conversion(id_data) elsif id_data.type == Fixnum id = id_data end ida = sprintf("%03d", id) filename = "Audio/SE/Cries/" + ida + "Cry.wav" if FileTest.exist?(filename) Audio.se_play(filename) end return true 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 background = Sprite.new background.bitmap = RPG::Cache.title("Opening1.png") background.x = 13 background.y = 13 background.z = 0 background2 = Sprite.new background2.bitmap = RPG::Cache.title("Opening2_1.png") background2.x = 13 background2.y = 227 background2.z = 0 start = Sprite.new start.bitmap = RPG::Cache.title("Opening3.png") start.x = 50 start.y = 167 start.z = 30 start.visible = false Graphics.transition(5) $game_system.bgm_play($data_system.title_bgm) Audio.me_stop Audio.bgs_stop timer = 0 frame = 0 loop do Graphics.update Input.update timer += 1 frame += 1 if timer > 20 and timer%35 == 0 start.visible = !start.visible end if frame == 0 background2.bitmap = RPG::Cache.title("Opening2_1.png") end if frame == 5 background2.bitmap = RPG::Cache.title("Opening2_2.png") end if frame == 10 background2.bitmap = RPG::Cache.title("Opening2_3.png") end if frame == 15 background2.bitmap = RPG::Cache.title("Opening2_4.png") end if frame == 20 background2.bitmap = RPG::Cache.title("Opening2_5.png") end if frame == 25 background2.bitmap = RPG::Cache.title("Opening2_6.png") end if frame == 30 background2.bitmap = RPG::Cache.title("Opening2_7.png") end if frame == 35 background2.bitmap = RPG::Cache.title("Opening2_8.png") end if frame == 40 background2.bitmap = RPG::Cache.title("Opening2_9.png") end if frame == 45 background2.bitmap = RPG::Cache.title("Opening2_10.png") end if frame == 50 background2.bitmap = RPG::Cache.title("Opening2_11.png") end if frame == 55 background2.bitmap = RPG::Cache.title("Opening2_12.png") end if frame == 60 background2.bitmap = RPG::Cache.title("Opening2_13.png") end if frame == 65 background2.bitmap = RPG::Cache.title("Opening2_14.png") end if frame == 70 background2.bitmap = RPG::Cache.title("Opening2_15.png") end if frame == 75 background2.bitmap = RPG::Cache.title("Opening2_16.png") end if frame == 80 background2.bitmap = RPG::Cache.title("Opening2_15.png") end if frame == 85 background2.bitmap = RPG::Cache.title("Opening2_14.png") end if frame == 90 background2.bitmap = RPG::Cache.title("Opening2_13.png") end if frame == 95 background2.bitmap = RPG::Cache.title("Opening2_12.png") end if frame == 100 background2.bitmap = RPG::Cache.title("Opening2_11.png") end if frame == 105 background2.bitmap = RPG::Cache.title("Opening2_10.png") end if frame == 110 background2.bitmap = RPG::Cache.title("Opening2_9.png") end if frame == 115 background2.bitmap = RPG::Cache.title("Opening2_8.png") end if frame == 120 background2.bitmap = RPG::Cache.title("Opening2_7.png") end if frame == 125 background2.bitmap = RPG::Cache.title("Opening2_6.png") end if frame == 130 background2.bitmap = RPG::Cache.title("Opening2_5.png") end if frame == 135 background2.bitmap = RPG::Cache.title("Opening2_4.png") end if frame == 140 background2.bitmap = RPG::Cache.title("Opening2_3.png") end if frame == 145 background2.bitmap = RPG::Cache.title("Opening2_2.png") end if frame == 150 background2.bitmap = RPG::Cache.title("Opening2_1.png") frame = -5 end if timer > 20 if Input.trigger?(Input::C) or TACTILE.det_clique(14,270,228,420) cry_pokemon(249) break end end end Graphics.freeze background.dispose background2.dispose start.dispose Audio.bgm_stop =begin #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 =end
# ----------------------------------------------------------------- # 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..1 if FileTest.exist?("Save#{i+1}.rxdata") number += 1 end end @number = number @new_game_window = Window_Base.new(33, (16 + 48*@number), 216, 45) @new_game_window.contents = Bitmap.new(216, 48) set_window(@new_game_window) @new_game_window.contents.font.color = Color.new(140,140,140,255) @new_game_window.contents.draw_text(1,-16,216,48,"NOUVELLE PARTIE") @new_game_window.contents.draw_text(0,-15,216,48,"NOUVELLE PARTIE") @new_game_window.contents.draw_text(1,-15,216,48,"NOUVELLE PARTIE") @new_game_window.contents.font.color = Color.new(239,239,239,255) @new_game_window.contents.draw_text(0,-16,216,48,"NOUVELLE PARTIE") @save_game_window_list = [] for i in 1.. @number window = Window_Base.new(33, 10 + (83-20)*(i-1), 216, 45) window.contents = Bitmap.new(548, 48) @save_game_window_list.push(window) end @index = 0 @background = Sprite.new @background.bitmap = RPG::Cache.picture("fondsaved.png") @background.x = 13 @background.y = 13 @background.z -= 10 @background2 = Sprite.new @background2.bitmap = RPG::Cache.title("Opening1.png") @background2.x = 13 @background2.y = 227 @background2.z = 1000 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 @background2.dispose for window in @save_game_window_list window.dispose end end def update if Input.trigger?(Input::DOWN) $game_system.se_play($data_system.decision_se) @index += @index == @number ? 0 : 1 if @erase and @index > 2 @index = 2 end refresh_all end if Input.trigger?(Input::UP) $game_system.se_play($data_system.decision_se) @index -= @index == 0 ? 0 : 1 refresh_all end if Input.trigger?(Input::C) case @index when @number # Nouveau jeu if SAVEBOUNDSLOT and @number == 2 $game_system.se_play($data_system.decision_se) @erase = true @index = 0 @new_game_window.contents.clear @new_game_window.contents.font.color = Color.new(140,140,140,255) @new_game_window.contents.draw_text(1,-16,548,48,"RECOMMENCER QUELLE PARTIE?") @new_game_window.contents.draw_text(0,-15,548,48,"RECOMMENCER QUELLE PARTIE?") @new_game_window.contents.draw_text(1,-15,548,48,"RECOMMENCER QUELLE PARTIE?") @new_game_window.contents.font.color = Color.new(239,239,239,255) @new_game_window.contents.draw_text(0,-16,548,48,"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 = 2 @new_game_window.contents.clear @new_game_window.contents.font.color = Color.new(140,140,140,255) @new_game_window.contents.draw_text(1,-16,548,48,"NOUVELLE PARTIE") @new_game_window.contents.draw_text(0,-15,548,48,"NOUVELLE PARTIE") @new_game_window.contents.draw_text(1,-15,548,48,"NOUVELLE PARTIE") @new_game_window.contents.font.color = Color.new(239,239,239,255) @new_game_window.contents.draw_text(0,-16,548,48,"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 = 15 + 48*i @save_game_window_list[i].height = 48 @save_game_window_list[i].contents = Bitmap.new(548, 48) set_window(@save_game_window_list[i]) @save_game_window_list[i].contents.font.color = Color.new(140,140,140,255) @save_game_window_list[i].contents.draw_text(1,-16, 530, 48, "CONTINUER PARTIE "+(i+1).to_s) @save_game_window_list[i].contents.draw_text(0,-15, 530, 48, "CONTINUER PARTIE "+(i+1).to_s) @save_game_window_list[i].contents.draw_text(1,-15, 530, 48, "CONTINUER PARTIE "+(i+1).to_s) @save_game_window_list[i].contents.font.color = Color.new(239,239,239,255) @save_game_window_list[i].contents.draw_text(0,-16, 530, 48, "CONTINUER PARTIE "+(i+1).to_s) elsif i == @index @save_game_window_list[i].opacity = 255 @save_game_window_list[i].y = 15 + 48*i @save_game_window_list[i].height = 97 @save_game_window_list[i].contents = Bitmap.new(548, 131) set_window(@save_game_window_list[i]) @save_game_window_list[i].contents.font.color = Color.new(140,140,140,255) @save_game_window_list[i].contents.draw_text(1,-16, 530, 48, "CONTINUER PARTIE "+(i+1).to_s) @save_game_window_list[i].contents.draw_text(0,-15, 530, 48, "CONTINUER PARTIE "+(i+1).to_s) @save_game_window_list[i].contents.draw_text(1,-15, 530, 48, "CONTINUER PARTIE "+(i+1).to_s) @save_game_window_list[i].contents.font.color = Color.new(239,239,239,255) @save_game_window_list[i].contents.draw_text(0,-16, 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_i captured = data[2].to_s badge = 0.to_s #chargement des données file = File.open("Save#{i + 1}.rxdata", "r") read_save_data(file) file.close #Couleur de la police si votre heros est un garcon @save_game_window_list[i].contents.font.color = Color.new(57, 107, 173, 255) @save_game_window_list[i].contents.draw_text(49+1, 0, 252, 48, name) @save_game_window_list[i].contents.draw_text(49, 0+1, 252, 48, name) @save_game_window_list[i].contents.draw_text(49+1, 0+1, 252, 48, name) @save_game_window_list[i].contents.font.color = Color.new(140,140,140,255) @save_game_window_list[i].contents.draw_text(9+1, 36, 252, 48, "Durée de Jeu " + time) @save_game_window_list[i].contents.draw_text(49+1, 12, 167, 48, $mappan.to_s) @save_game_window_list[i].contents.draw_text(9+1, 24, 252, 48, "Badges " + badge) @save_game_window_list[i].contents.draw_text(9+1, 24, 167, 48, "Pokédex " + captured, 2) @save_game_window_list[i].contents.draw_text(9, 36+1, 252, 48, "Durée de Jeu " + time) @save_game_window_list[i].contents.draw_text(49, 12+1, 167, 48, $mappan.to_s) @save_game_window_list[i].contents.draw_text(9, 24+1, 252, 48, "Badges " + badge) @save_game_window_list[i].contents.draw_text(9, 24+1, 167, 48, "Pokédex " + captured, 2) @save_game_window_list[i].contents.draw_text(9+1, 36+1, 252, 48, "Durée de Jeu " + time) @save_game_window_list[i].contents.draw_text(49+1, 12+1, 167, 48, $mappan.to_s) @save_game_window_list[i].contents.draw_text(9+1, 24+1, 252, 48, "Badges " + badge) @save_game_window_list[i].contents.draw_text(9+1, 24+1, 167, 48, "Pokédex " + captured, 2) @save_game_window_list[i].contents.font.color = Color.new(57, 165, 255, 255) @save_game_window_list[i].contents.draw_text(49, 0, 252, 48, name) @save_game_window_list[i].contents.font.color = Color.new(239,239,239,255) @save_game_window_list[i].contents.draw_text(9, 36, 252, 48, "Durée de Jeu " + time) @save_game_window_list[i].contents.draw_text(49, 12, 167, 48, $mappan.to_s) @save_game_window_list[i].contents.draw_text(9, 24, 252, 48, "Badges " + badge) @save_game_window_list[i].contents.draw_text(9, 24, 167, 48, "Pokédex " + captured, 2) # XX est a remplacer par le numero de l'intérupteur qui détermine si vous # avez choisi un Garcon ou une fille if $game_variables[11] == 2 #Couleur de la police si votre heros est une fille @save_game_window_list[i].contents.font.color = Color.new(165, 66, 66, 255) @save_game_window_list[i].contents.draw_text(49+1, 0, 252, 48, name) @save_game_window_list[i].contents.draw_text(49, 0+1, 252, 48, name) @save_game_window_list[i].contents.draw_text(49+1, 0+1, 252, 48, name) @save_game_window_list[i].contents.font.color = Color.new(247, 74, 90, 255) @save_game_window_list[i].contents.draw_text(49, 0, 252, 48, name) end if $game_variables[11] == 2 bitmap = RPG::Cache.title("fille.png") else bitmap = RPG::Cache.title("gars.png") end @save_game_window_list[i].contents.blt(12, 16, bitmap, Rect.new(0, 0, 32, 32),255) elsif i > @index @save_game_window_list[i].opacity = 196 @save_game_window_list[i].y = 15 + 48*i + 48 @save_game_window_list[i].height = 48 @save_game_window_list[i].contents = Bitmap.new(548, 48) set_window(@save_game_window_list[i]) @save_game_window_list[i].contents.font.color = Color.new(140,140,140,255) @save_game_window_list[i].contents.draw_text(1,-16, 530, 48, "CONTINUER PARTIE "+(i+1).to_s) @save_game_window_list[i].contents.draw_text(0,-15, 530, 48, "CONTINUER PARTIE "+(i+1).to_s) @save_game_window_list[i].contents.draw_text(1,-15, 530, 48, "CONTINUER PARTIE "+(i+1).to_s) @save_game_window_list[i].contents.font.color = Color.new(239,239,239,255) @save_game_window_list[i].contents.draw_text(0,-16, 530, 48, "CONTINUER PARTIE "+(i+1).to_s) end end if @index == @number @new_game_window.opacity = 255 @new_game_window.y = 15 + 48*@number else @new_game_window.opacity = 196 @new_game_window.y = 15 + 48*(@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) $mappan = 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) $SPEED_MSG = Marshal.load(file) $color_menu = Marshal.load(file) $NB_MSG = Marshal.load(file) $MSG = Marshal.load(file) $voir_anim = Marshal.load(file) $choix_battle = 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_switches[15] = true # Système Jour/Nuit #----------------------------------------------------- # Valeurs par défaut #----------------------------------------------------- $SPEED_MSG = POKEMON_S::SPEED_MSG # Vitesse message $color_menu = POKEMON_S::COLOR_MENU # Couleur d'image du Menu Echap $NB_MSG = POKEMON_S::NB_MSG # Numéro de la fenêtre de dialogue $MSG = POKEMON_S::MSG # Nom complet de la fenêtre de dialogue $voir_anim = true # Animations d'attaques $choix_battle = true # Changement de Pokémon en combat end end |