This commit is contained in:
DepressedTWM 2026-06-24 16:49:55 +04:00
parent 37321e7bc8
commit 6606bb2b4c
5 changed files with 83 additions and 90 deletions

View file

@ -34,8 +34,34 @@ module RPG
self.load_bitmap("Graphics/Battlers/", filename, hue) self.load_bitmap("Graphics/Battlers/", filename, hue)
end end
def self.character(filename, hue) def self.character(filename, hue)
filename = filename.downcase
if $game_switches[160] && filename.start_with?("niko")
filename.gsub!(/niko/, "en")
end
self.load_bitmap("Graphics/Characters/", filename, hue) self.load_bitmap("Graphics/Characters/", filename, hue)
end end
def self.face(filename)
filename = filename.downcase
if (CTime.month == 4 && CTime.day == 1 && filename.start_with?("niko")) or Settings[:enforce_april_fools]
filename = "af"
end
if $game_switches[160] && filename.start_with?("niko")
filename.gsub!(/niko/, "en")
end
self.load_bitmap("Graphics/Faces/", filename)
end
def self.menu(filename)
self.load_bitmap("Graphics/Menus/", filename)
end
def self.lightmap(filename)
self.load_bitmap("Graphics/Lightmaps/", filename)
end
def self.light(filename)
self.load_bitmap("Graphics/Lights/", filename)
end
def self.misc(filename)
self.load_bitmap("Graphics/Misc/", filename)
end
def self.fog(filename, hue) def self.fog(filename, hue)
self.load_bitmap("Graphics/Fogs/", filename, hue) self.load_bitmap("Graphics/Fogs/", filename, hue)
end end

View file

@ -9,7 +9,8 @@ module Settings
# Video # Video
:fullscreen => false, :fullscreen => false,
:colorblind => false, :colorblind => false,
:graphics_lvl => 2, :frameskip => true,
:twm_shader => true,
# UI # UI
:in_game_timer => false, :in_game_timer => false,
@ -24,10 +25,14 @@ module Settings
:enforce_april_fools => false, :enforce_april_fools => false,
:true_memory_mode => false, :true_memory_mode => false,
:pre_solstice_update_content => false, :pre_solstice_update_content => false,
:dejavu_mode => false,
:demo => false,
:oneshot_mode => false,
# Advanced # Advanced
:frameskip => false,
:oneshot_mode => false, #controls
:gamepad_led => true,
# Debug # Debug
:debug => false, :debug => false,
@ -69,10 +74,14 @@ class Window_Settings
:parameter => :colorblind :parameter => :colorblind
}, },
{ {
:type => :enum, :type => :bool,
:name => tr('Graphics Level(WIP)'), :name => tr('Frameskip'),
:parameter => :graphics_lvl, :parameter => :frameskip
:values => [tr("Low"), tr("Normal"), tr("High")] },
{
:type => :bool,
:name => tr('World machine shader'),
:parameter => :twm_shader
}, },
], ],
tr("UI") => [ tr("UI") => [
@ -131,6 +140,21 @@ class Window_Settings
:name => tr('Enable Pre-Solstice update content(WIP)'), :name => tr('Enable Pre-Solstice update content(WIP)'),
:parameter => :pre_solstice_update_content :parameter => :pre_solstice_update_content
}, },
{
:type => :bool,
:name => tr('Dejavu mode(WIP)'),
:parameter => :dejavu_mode
},
{
:type => :bool,
:name => tr('Demo mode(WIP)'),
:parameter => :demo
},
{
:type => :bool,
:name => tr('Freeware Mode(!)'),
:parameter => :oneshot_mode
},
], ],
tr("Controls") => [ tr("Controls") => [
{ {
@ -138,18 +162,18 @@ class Window_Settings
:name => tr('Configure controls'), :name => tr('Configure controls'),
:default => tr("Press F1") :default => tr("Press F1")
}, },
{
:type => :bool,
:name => tr('Control LED lighting on gamepads'),
:parameter => :gamepad_led
},
], ],
tr("Advanced") => [ tr("Advanced") => [
{ {
:type => :bool, :type => :bool,
:name => tr('Frameskip'), :name => tr('useless option:3'),
:parameter => :frameskip :parameter => :erfsdgvfdgfgf
}, },
{
:type => :bool,
:name => tr('Freeware Mode(!)'),
:parameter => :oneshot_mode
},
], ],
tr("Debug") => [ tr("Debug") => [
{ {

View file

@ -1,43 +1,3 @@
# Put any overrides/extensions to RGSS modules here
module RPG
module Cache
def self.character(filename, hue)
filename = filename.downcase
if $game_switches[160] && filename.start_with?("niko")
filename.gsub!(/niko/, "en")
end
self.load_bitmap("Graphics/Characters/", filename, hue)
end
def self.face(filename)
#lowercasing facepic name to be more case insensitive
#to catch the few instances where we use "Niko" instead of "niko"
filename = filename.downcase
#april fools!
if CTime.month == 4 && CTime.day == 1 && filename.start_with?("niko")
filename = "af"
end
if $game_switches[160] && filename.start_with?("niko")
filename.gsub!(/niko/, "en")
end
self.load_bitmap("Graphics/Faces/", filename)
end
def self.menu(filename)
self.load_bitmap("Graphics/Menus/", filename)
end
def self.lightmap(filename)
self.load_bitmap("Graphics/Lightmaps/", filename)
end
def self.light(filename)
self.load_bitmap("Graphics/Lights/", filename)
end
def self.misc(filename)
self.load_bitmap("Graphics/Misc/", filename)
end
end
end
class Tone class Tone
def +(o) def +(o)
Tone.new(self.red + o.red, self.green + o.green, self.blue + o.blue, self.gray + o.gray) Tone.new(self.red + o.red, self.green + o.green, self.blue + o.blue, self.gray + o.gray)

View file

@ -144,25 +144,24 @@ module Script
end end
def self.countdown_over def self.countdown_over
equinox = 0 #Time.new(2017, 03, 27) if Settings[:pre_solstice_update_content]
diff = equinox - 0 #Time.now return false
if(diff <= 0)
return true
end end
return false return true
end end
def self.countdown_extend_over def self.countdown_extend_over
if(Settings[:pre_solstice_update_content]) if Settings[:pre_solstice_update_content]
return false return false
end end
return true return true
end end
def self.cdown_update(equinox) def self.cdown_update(equinox)
diff = equinox - 0 #Time.now if Settings[:pre_solstice_update_content]
if(diff < 0) diff = 10000
diff = 0 else
diff = 0
end end
seconds = diff % 60 seconds = diff % 60
minutes = ((diff - seconds)/ 60) % 60 minutes = ((diff - seconds)/ 60) % 60
@ -224,18 +223,15 @@ module Script
end end
def self.countdown_update def self.countdown_update
return cdown_update(0) #(Time.new(2017, 03, 27)) return cdown_update(0)
end end
def self.countdown_extend_update def self.countdown_extend_update
return cdown_update(0) #(Time.new(2017, 03, 27)) return cdown_update(0)
end end
def self.countdown_update_rue def self.countdown_update_rue
if @rue_equinox == nil return cdown_update(0)
@rue_equinox = 6 #Time.now + 6
end
return cdown_update(@rue_equinox)
end end
def self.niko_reflection_update def self.niko_reflection_update
@ -647,7 +643,7 @@ def loadQASave(fname)
$game_followers = Marshal.load(file) $game_followers = Marshal.load(file)
$game_oneshot = Marshal.load(file) $game_oneshot = Marshal.load(file)
$game_fasttravel = Marshal.load(file) $game_fasttravel = Marshal.load(file)
$game_temp.footstep_sfx = Marshal.load(file) $game_temp.footstep_sfx = Marshal.load(file)
# If magic number is different from when saving # If magic number is different from when saving
# (if editing was added with editor) # (if editing was added with editor)
@ -700,18 +696,6 @@ def clear_ambient
$game_map.ambient.set(0, 0, 0, 0) $game_map.ambient.set(0, 0, 0, 0)
end end
def add_light(id, file, intensity, x, y)
#$scene.add_light(id, file, intensity, x, y)
end
def del_light(id)
#$scene.del_light(id)
end
def clear_lights
#$scene.clear_lights
end
def wrap_map def wrap_map
$game_map.wrapping = true $game_map.wrapping = true
end end

View file

@ -34,10 +34,10 @@ class Sprite_Character
def update def update
# Choose the appropriate light sprite # Choose the appropriate light sprite
@light_sprite.viewport = ($game_screen.tone.blank?) ? @viewport : @light_viewport @light_sprite.viewport = ($game_screen.tone.blank?) ? @viewport : @light_viewport
@light_sprite.shader = @sprite.shader = @character.character_name.start_with?("en") || (@character.character_name.start_with?("niko") && $game_switches[160]) ? Shader::WorldMachine : Shader::Sprite @light_sprite.shader = @sprite.shader = @character.character_name.start_with?("en") || (Settings[:twm_shader] && @character.character_name.start_with?("niko") && $game_switches[160]) ? Shader::WorldMachine : Shader::Sprite
dir = (@character.direction - 2) / 2 dir = (@character.direction - 2) / 2
if Settings[:debug] && (@last_char_name != character.character_name || dir != @old_dir) if Settings[:debug_text] && (@last_char_name != character.character_name || dir != @old_dir)
@text_sprite.bitmap.clear @text_sprite.bitmap.clear
@text_sprite.bitmap.draw_text(0, 0, 256, 12, "#{dir == 0 ? "" : dir == 1 ? "" : dir == 2 ? "" : ""} #{@character.character_name}") @text_sprite.bitmap.draw_text(0, 0, 256, 12, "#{dir == 0 ? "" : dir == 1 ? "" : dir == 2 ? "" : ""} #{@character.character_name}")
@last_char_name = character.character_name @last_char_name = character.character_name
@ -64,8 +64,7 @@ class Sprite_Character
@character_hue = @character.character_hue @character_hue = @character.character_hue
# If tile ID value is valid # If tile ID value is valid
if @tile_id >= 384 if @tile_id >= 384
@sprite.bitmap = RPG::Cache.tile($game_map.tileset_name, @sprite.bitmap = RPG::Cache.tile($game_map.tileset_name, @tile_id, @character.character_hue)
@tile_id, @character.character_hue)
@light_sprite.visible = false @light_sprite.visible = false
@sprite.src_rect.set(0, 0, 32, 32) @sprite.src_rect.set(0, 0, 32, 32)
@light_sprite.src_rect.set(0, 0, 32, 32) @light_sprite.src_rect.set(0, 0, 32, 32)