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Modular UI Scenes [v21.1]

Resource Modular UI Scenes [v21.1] v2.0.8

komeiji514

Elite Trainer
Member
Joined
Oct 28, 2023
Posts
267
Can you be more specific? I cant really visualize what you mean.
I am trying to make a MUI compatible version of advanced pokedex. Everything works fine except that ADV icon(and all other icons) disappear when viewing the adv page but they appear again when viewing other pages. Idk what mistakes I made in the codes.
ADV with MUI compatibility.:
Expand Collapse Copy
#===============================================================================
# * Advanced Pokédex - by FL (Credits will be apreciated)
# Modular UI Scenes version by Komeiji514.
#===============================================================================
#
# This script is for Pokémon Essentials. When a switch is ON, it displays at
# pokédex the pokémon PBS data for a caught pokémon like: base exp, egg steps
# to hatch, abilities, wild hold item, evolution, the moves that pokémon can
# learn by level/breeding/TM/TR/HM/tutors, among others.
#
#== INSTALLATION ===============================================================
#
# Put it above main, put a 512x384 background named  "advancedPokedex" for this
# screen in "Graphics/UI/Pokedex/". At same folder, put three 512x32
# images for the top pokédex selection named "advancedInfoBar",
# "advancedAreaBar" and "advancedFormsBar".
#
# In UI_Pokedex_Entry script section, change both lines (use Ctrl+F to find
# it) '@page = 3 if @page > 3' into '@page=@maxPage if @page>@maxPage'.
#
#== HOW TO USE =================================================================
#
# Turn the switch at 'SWITCH' field (by default switch 70) as ON.
#
#===============================================================================

UIHandlers.add(:pokedex, :page_adv, {
  "name"      => "ADVANCE",
  "suffix"    => "adv",
  "order"     => 40, # Change this to the number you want.
  "condition" => proc { next $game_switches[PokemonPokedexInfo_Scene::SWITCH] },
  "layout"    => proc { |species, scene| scene.drawPageAdvanced }
})

#Deleted some settings.
class PokemonPokedexInfo_Scene
  # Switch number that toggle this script ON/OFF
  SWITCH = 70
 
  # When true displays TMs/TRs/HMs/Tutors moves
  SHOW_MACHINE_TUTOR_MOVES = true
 
  # When false doesn't displays machine moves that aren't in any TM/TR/HM item
  SHOW_TUTOR_MOVES = true

  # When true displays TMs/TRs/HMs/Tutors without their subdivisions
  SHOW_ALL_MACHINE_TUTOR_TOGETHER = false
 
  # TMs/TRs/HMs digits to show on list. When 0, doesn't show number
  MACHINE_DIGITS = 3
 
  # Name of TM/TR usable only once
  TR_NAME = "TM"
 
  # When false doesn't show egg moves of a evolved pokémon
  EGG_MOVES_FIRST_STAGE = true

  # When true only display the last evolution method for a species that has more
  # than one evolution method (like Magneton evolving by item and location)
  SINGLE_EVOLUTION_METHOD = true

  BASE_COLOR = Color.new(88,88,80)
  SHADOW_COLOR = Color.new(168,184,184)
  BASE_X = 30
  EXTRA_X = 224
  BASE_Y = 66
  EXTRA_Y = 32
 
  alias pbStartSceneOldFL pbStartScene
  def pbStartScene(dexlist,index,region)
    @subPage = 1
    pbStartSceneOldFL(dexlist,index,region)
    @sprites["advancedicon"] = PokemonSpeciesIconSprite.new(nil,@viewport)
    @sprites["advancedicon"].setOffset(PictureOrigin::CENTER)
    @sprites["advancedicon"].x = 82
    @sprites["advancedicon"].y = 328
    @sprites["advancedicon"].visible = false
  end
 
  alias drawPageOldFL drawPage
  def drawPage(page)
    drawPageOldFL(page)
    return if @brief
    if @sprites["advancedicon"]
       @sprites["advancedicon"].visible = @page_id == :page_adv
    end
    if @sprites["advancedicon"] && @sprites["advancedicon"].visible
       @sprites["advancedicon"].pbSetParams(@species,@gender,@form)
    end
  end

  alias pbUpdateOldFL pbUpdate
  def pbUpdate
    pbUpdateOldFL
    if Input.trigger?(Input::ACTION)
      if @page_id == :page_adv
        @subPage-=1
        @subPage=@totalSubPages if @subPage<1
        displaySubPage
      end
    elsif Input.trigger?(Input::USE)
      if @page_id == :page_adv
        @subPage+=1
        @subPage=1 if @subPage>@totalSubPages
        displaySubPage
      end
    end
  end

  class PageGroup
    attr_accessor :label
    attr_accessor :pages
    attr_accessor :array
    attr_accessor :isMove

    def self.newInfoGroup(array)
      ret = self.new
      ret.array=array
      ret.setupInfoPageSize
      ret.isMove = false
      return ret
    end

    def self.newMoveGroup(label, moveArray)
      ret = self.new
      ret.label=label
      ret.array=moveArray
      ret.pages = 1+(moveArray.size-1)/10
      ret.isMove = true
      return ret
    end

    def setupInfoPageSize
      @pages = 0
      for i in 0...@array.size
        j = @array.size-i-1
        next if @array[j].empty?
        @pages = 1+j/2
        break
      end
    end
  end
 
  def drawPageAdvanced
    @totalSubPages = 0
    @data = GameData::Species.get_species_form(@species, @form)
    if $player.owned?(@species)
      @groupArray = []
      @groupArray.push(PageGroup.newInfoGroup(getInfo))
      @groupArray.push(PageGroup.newMoveGroup(
        _INTL("LEVEL UP MOVES:"), getLevelMoves
      ))
      @groupArray.push(PageGroup.newMoveGroup(_INTL("EGG MOVES:"), getEggMoves))
      if SHOW_MACHINE_TUTOR_MOVES
        machineMoves = getMachineMoves
        @groupArray.push(PageGroup.newMoveGroup(
          _INTL("TM MOVES:"), machineMoves[0])
        )
        @groupArray.push(PageGroup.newMoveGroup(
          _INTL("#{TR_NAME} MOVES:"), machineMoves[1])
        )
        @groupArray.push(PageGroup.newMoveGroup(
          _INTL("HM MOVES:"), machineMoves[2])
        )
        @groupArray.push(PageGroup.newMoveGroup(
          _INTL("TUTOR MOVES:"), machineMoves[3])
        )
      end
      @totalSubPages = @groupArray.sum{|group| group.pages}
      @subPage= [@totalSubPages, @subPage].min
    end
    displaySubPage
  end
 
  def displaySubPage
    overlay = @sprites["overlay"].bitmap
    overlay.clear
    line2Y = Graphics.height-54
    
    # Bottom text 
    textpos = [[
      @data.name,Graphics.width/2,Graphics.height-82,2,BASE_COLOR,SHADOW_COLOR
    ]]
    if $player.owned?(@species)
      textpos.push([
        _INTL("{1}/{2}",@subPage,@totalSubPages),
        Graphics.width-52,Graphics.height-52,1,BASE_COLOR,SHADOW_COLOR
      ])
    end
    pbDrawTextPositions(overlay, textpos)

    # Type icon
    type1rect = Rect.new(
      0,GameData::Type.get(@data.types[0]).icon_position*32,96,32
    )
    type2rect = @data.types.size>1 ? Rect.new(
      0,GameData::Type.get(@data.types[1]).icon_position*32,96,32
    ) : nil
    typeBaseX = (Graphics.width-type1rect.width)/2
    if type2rect
      overlay.blt(typeBaseX-54,line2Y,@typebitmap.bitmap,type1rect)
      overlay.blt(typeBaseX+54,line2Y,@typebitmap.bitmap,type2rect)
    else
      overlay.blt(typeBaseX,line2Y,@typebitmap.bitmap,type1rect)
    end
    
    return if !$player.owned?(@species)

    # Page content
    turnedPages=0
    for group in @groupArray
      if @subPage<=group.pages+turnedPages
        if group.isMove
          displaySubPageMoves(group, @subPage-turnedPages)
        else
          displaySubPageInfo(group, @subPage-turnedPages)
        end
        break
      end
      turnedPages+=group.pages
    end
  end
 
  def displaySubPageInfo(group, subPage)
    overlay = @sprites["overlay"].bitmap
    textpos = []
    for i in (12*(subPage-1))...(12*subPage)
      line = i%6
      column = i/6
      next if !group.array[column][line]
      x = BASE_X+EXTRA_X*(column%2)
      y = BASE_Y+EXTRA_Y*line
      textpos.push([
        group.array[column][line],x,y,false,BASE_COLOR,SHADOW_COLOR
      ])
    end
    pbDrawTextPositions(overlay, textpos)
  end 
    
  def displaySubPageMoves(group,subPage)
    overlay = @sprites["overlay"].bitmap
    textpos = [[group.label,BASE_X,BASE_Y,false,BASE_COLOR,SHADOW_COLOR]]
      for i in (10*(subPage-1))...(10*subPage)
      break if i>=group.array.size
      line = i%5
      column = i/5
      x = BASE_X+EXTRA_X*(column%2)
      y = BASE_Y+EXTRA_Y*(line+1)
      textpos.push([group.array[i],x,y,false,BASE_COLOR,SHADOW_COLOR])
    end
    pbDrawTextPositions(overlay,textpos)
  end 
 
  def getInfo
    # ret works like a table with two columns per page
    ret = Array.new(2*4){ [] }
    # Base Stats
    ret[0][0]=_ISPRINTF(
      "                             HP ATK DEF SPD SAT SDF TOT"
    )
    ret[0][1]=_ISPRINTF(
      "BASE STATS:       {1:03d} {2:03d} {3:03d} {4:03d} {5:03d} {6:03d} {7:03d}",
      @data.base_stats[:HP],@data.base_stats[:ATTACK],@data.base_stats[:DEFENSE],
      @data.base_stats[:SPEED],@data.base_stats[:SPECIAL_ATTACK],
      @data.base_stats[:SPECIAL_DEFENSE],@data.base_stats.values.sum
    )
    # Effort Points
    ret[0][2]=_ISPRINTF(
      "EFFORT POINTS: {1:03d} {2:03d} {3:03d} {4:03d} {5:03d} {6:03d} {7:03d}",
      @data.evs[:HP],@data.evs[:ATTACK],@data.evs[:DEFENSE],
      @data.evs[:SPEED],@data.evs[:SPECIAL_ATTACK],
      @data.evs[:SPECIAL_DEFENSE],@data.evs.values.sum
    )
    # Abilities
    if @data.abilities.size<2
      abilityString = GameData::Ability.get(@data.abilities[0]).name
    else
      abilityString = _INTL("{1}, {2}",
        GameData::Ability.get(@data.abilities[0]).name,
        GameData::Ability.get(@data.abilities[1]).name)
    end
    ret[0][3]=_INTL("ABILITIES: {1}",abilityString)
    # Hidden Abilities
    hiddenAbilityFirstString = case @data.hidden_abilities.size
      when 0
        _INTL("None")
      when 1
        GameData::Ability.get(@data.hidden_abilities[0]).name
      else
        _INTL("{1}, {2}",
          GameData::Ability.get(@data.hidden_abilities[0]).name,
          GameData::Ability.get(@data.hidden_abilities[1]).name)
    end
    ret[0][4]=_INTL("HIDDEN ABILITIES: {1}", hiddenAbilityFirstString)
    if @data.hidden_abilities.size == 3
      ret[0][5] = GameData::Ability.get(@data.hidden_abilities[2]).name
    elsif @data.hidden_abilities.size > 3
      ret[0][5] = _INTL("{1}, {2}",
        GameData::Ability.get(@data.hidden_abilities[2]).name,
        GameData::Ability.get(@data.hidden_abilities[3]).name)
    end
    # Base Exp
    ret[2][0]=_INTL("BASE EXP: {1}",@data.base_exp)
    # Catch Rate
    ret[2][1]=_INTL("CATCH RATE: {1}",@data.catch_rate)
    # Growth Rate
    growthRate = GameData::GrowthRate.get(@data.growth_rate)
    ret[2][2]=_INTL(
      "GROWTH RATE: {1} ({2})",growthRate.name,growthRate.maximum_exp
    )
    # Gender Rate
    genderRatio = GameData::GenderRatio.get(@data.gender_ratio)
    if genderRatio.female_chance
      genderString = _INTL("Male {1}%",100-100*genderRatio.female_chance/256)
    else
      genderString = genderRatio.name
    end
    ret[2][3]= _INTL("GENDER RATE: {1}", genderString)
    # Egg Steps to Hatch
    ret[2][4]= _INTL(
      "STEPS TO HATCH EGG: {1} ({2} cycles)",
      @data.hatch_steps,@data.hatch_steps/255
    )
    # Breed Group
    if @data.egg_groups.size==1
      eggGroups = GameData::EggGroup.get(@data.egg_groups[0]).name
    else
      eggGroups = _INTL("{1}, {2}",
        GameData::EggGroup.get(@data.egg_groups[0]).name,
        GameData::EggGroup.get(@data.egg_groups[1]).name)
    end
    ret[2][5]=_INTL("BREED GROUP: {1}",eggGroups)
    # Generation
    ret[4][0]=_INTL("GENERATION: {1}",@data.generation)
    # Happiness base
    ret[4][1]=_INTL("HAPPINESS BASE: {1}",@data.happiness)
    # Color
    ret[4][2]=_INTL("COLOR: {1}",GameData::BodyColor.get(@data.color).name)
    # Shape
    ret[4][3]=_INTL("SHAPE: {1}",GameData::BodyShape.get(@data.shape).name)
    # Habitat
    if @data.habitat!=:None
      ret[4][4]=_INTL("HABITAT: {1}",GameData::Habitat.get(@data.habitat).name)
    end
    # Wild hold item
    holdItemsStrings=[]
    hasAlwaysHoldItem = (
      @data.wild_item_common[0] &&
      @data.wild_item_common[0] == @data.wild_item_uncommon[0] &&
      @data.wild_item_common[0] == @data.wild_item_rare[0]
    )
    if hasAlwaysHoldItem
      holdItemsStrings.push(
        _INTL("{1} (always)",GameData::Item.get(@data.wild_item_common[0]).name)
      )
    else
      holdItemsStrings.push(_INTL("{1} (common)", GameData::Item.get(
        @data.wild_item_common[0]
      ).name)) if @data.wild_item_common[0]
      holdItemsStrings.push(_INTL("{1} (uncommon)", GameData::Item.get(
        @data.wild_item_uncommon[0]
      ).name)) if @data.wild_item_uncommon[0]
      holdItemsStrings.push(_INTL("{1} (rare)", GameData::Item.get(
        @data.wild_item_rare[0]
      ).name)) if @data.wild_item_rare[0]
    end
    ret[6][0] = _INTL(
      "WILD ITEMS: {1}",
      holdItemsStrings.empty? ? _INTL("None") : holdItemsStrings[0]
    )
    ret[6][1] = holdItemsStrings[1] if holdItemsStrings.size>1
    ret[6][2] = holdItemsStrings[2] if holdItemsStrings.size>2
    # Evolutions
    evolutionsStrings = []
    lastEvolutionSpecies = nil
    for evoData in @data.get_evolutions
      if SINGLE_EVOLUTION_METHOD && lastEvolutionSpecies==evoData[0]
        evolutionsStrings.pop
      end
      evolutionsStrings.push(getEvolutionMessage(
        evoData[0], evoData[1], evoData[2])
      )
      lastEvolutionSpecies=evoData[0]
    end
    line=3
    column=6
    ret[column][line] = _INTL(
      "EVO: {1}",
      evolutionsStrings.empty? ? _INTL("None") : evolutionsStrings[0]
    )
    evolutionsStrings.shift
    line+=1
    for string in evolutionsStrings
      if line>5  # For when the pokémon has more than 3 evolutions (AKA Eevee)
        line=0
        column+=2
        ret += Array.new(2){ [] }
      end
      ret[column][line] = string
      line+=1
    end
    # Incenses
    babySpecies=@data.get_baby_species
    if babySpecies!=@data.id
      babyData = GameData::Species.get(babySpecies)
      if babyData.incense
        ret[6][5]=_INTL(
          "Generates {1} holding {2}",
          babyData.name,GameData::Item.get(babyData.incense).name
        )
      end
    end
    return ret
  end
    
  # Gets the evolution array and return evolution message
  def getEvolutionMessage(evolution, method, parameter)
    evoName = GameData::Species.get(evolution).name
    ret = case method
      when :Level
        _INTL("{1} at level {2}", evoName,parameter)
      when :LevelMale
        _INTL("{1} at level {2} and it's male", evoName,parameter)
      when :LevelFemale
        _INTL("{1} at level {2} and it's female", evoName,parameter)
      when :LevelRain
        _INTL("{1} at level {2} when raining", evoName,parameter)
      when :DefenseGreater
        _INTL("{1} at level {2} and ATK > DEF",evoName,parameter)
      when :AtkDefEqual
        _INTL("{1} at level {2} and ATK = DEF",evoName,parameter)
      when :AttackGreater
        _INTL("{1} at level {2} and DEF < ATK",evoName,parameter)
      when :Silcoon,:Cascoon
        _INTL("{1} at level {2} with personalID", evoName,parameter)
      when :Ninjask
        _INTL("{1} at level {2}",evoName,parameter)
      when :Shedinja
        _INTL("{1} at level {2} with empty ball/space",evoName,parameter)
      when :Happiness
        _INTL("{1} when happy",evoName)
      when :HappinessDay
        _INTL("{1} when happy at day",evoName)
      when :HappinessNight
        _INTL("{1} when happy at night",evoName)
      when :Beauty
        _INTL("{1} when beauty is greater than {2}",evoName,parameter)
      when :DayHoldItem
        _INTL("{1} holding {2} at day",evoName,GameData::Item.get(parameter).name)
      when :NightHoldItem
        _INTL("{1} holding {2} at night",evoName,GameData::Item.get(parameter).name)
      when :HasMove
        _INTL("{1} when has move {2}",evoName,GameData::Move.get(parameter).name)
      when :HappinessMoveType
        _INTL("{1} when is happy with {2} move",evoName,GameData::Type.get(parameter).name)
      when :HasInParty
        _INTL("{1} when has {2} at party",evoName,GameData::Species.get(parameter).name)
      when :Location
        _INTL("{1} at {2}",evoName, pbGetMapNameFromId(parameter))
      when :LocationFlag
        _INTL("{1} at {2} zone",evoName, parameter)
      when :Item
        _INTL("{1} using {2}",evoName,GameData::Item.get(parameter).name)
      when :ItemMale
        _INTL("{1} using {2} and it's male",evoName,GameData::Item.get(parameter).name)
      when :ItemFemale
        _INTL("{1} using {2} and it's female",evoName,GameData::Item.get(parameter).name)
      when :Trade
        _INTL("{1} trading",evoName)
      when :TradeItem
        _INTL("{1} trading holding {2}",evoName,GameData::Item.get(parameter).name)
      when :TradeSpecies
        _INTL("{1} trading by {2}",evoName,GameData::Species.get(parameter).name)
      when :CollectItems
        _INTL("{1} with 999 {2}",evoName,GameData::Item.get(parameter).real_name_plural)
      when :LevelWithPartner
        _INTL("{1} at level {2} with a partner", evoName,parameter)
      when :LevelUseMoveCount
        _INTL("{1} using move {2} 20 times", evoName, GameData::Move.get(parameter))
      when :LevelDefeatItsKindWithItem
        _INTL("{1} defeating 3 equals w/{2}", evoName, GameData::Item.get(parameter))
      when :LevelRecoilDamage
        _INTL("{1} receiving {2} recoil damage", evoName, parameter)
      when :LevelWalk
        _INTL("{1} doing {2} steps", evoName, parameter)
      else
        evoName
    end
    return ret   
  end
 
  def getLevelMoves
    return @data.moves.map{|moveData|
      _ISPRINTF(
        "{1:02d} {2:s}",moveData[0],GameData::Move.get(moveData[1]).name
      )
    }
  end

  def getEggMoves
    if EGG_MOVES_FIRST_STAGE
      eggMoveSpecies = GameData::Species.get_species_form(
        @data.get_baby_species, @form
      )
    else
      eggMoveSpecies = @data.id
    end
    return GameData::Species.get(eggMoveSpecies).egg_moves.map{|move|
      GameData::Move.get(move).name
    }.sort
  end

  # Return a nested array with TMs, TRs, HMs and other tutors
  def getMachineMoves
    movesArray=@data.tutor_moves.dup
    tmArray = []
    trArray = []
    hmArray = []
    tutorArray = []
    if !SHOW_ALL_MACHINE_TUTOR_TOGETHER
      GameData::Item.each do |item|
        next if !item.is_machine? || !movesArray.include?(item.move)
        if MACHINE_DIGITS>0
          machineLabel = item.name[2,item.name.size].to_i
          machineLabel = "%0#{MACHINE_DIGITS}d" % (
            machineLabel % 10**MACHINE_DIGITS
          )
          moveLabel = _INTL(
            "{1} {2}",machineLabel,GameData::Move.get(item.move).name
          )
        else
          moveLabel = GameData::Move.get(item.move).name
        end
        movesArray.delete(item.move)
        if item.is_HM?
          hmArray.push(moveLabel)
        elsif item.is_TR?
          trArray.push(moveLabel)
        else
          tmArray.push(moveLabel)
        end
      end
    end
    if SHOW_TUTOR_MOVES
      tutorArray = movesArray.map{|move| GameData::Move.get(move).name}
    end
    return [tmArray.sort, trArray.sort, hmArray.sort, tutorArray.sort]
  end 
end
Missing ADV Icon
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,222
I am trying to make a MUI compatible version of advanced pokedex. Everything works fine except that ADV icon(and all other icons) disappear when viewing the adv page but they appear again when viewing other pages. Idk what mistakes I made in the codes.
ADV with MUI compatibility.:
Expand Collapse Copy
#===============================================================================
# * Advanced Pokédex - by FL (Credits will be apreciated)
# Modular UI Scenes version by Komeiji514.
#===============================================================================
#
# This script is for Pokémon Essentials. When a switch is ON, it displays at
# pokédex the pokémon PBS data for a caught pokémon like: base exp, egg steps
# to hatch, abilities, wild hold item, evolution, the moves that pokémon can
# learn by level/breeding/TM/TR/HM/tutors, among others.
#
#== INSTALLATION ===============================================================
#
# Put it above main, put a 512x384 background named  "advancedPokedex" for this
# screen in "Graphics/UI/Pokedex/". At same folder, put three 512x32
# images for the top pokédex selection named "advancedInfoBar",
# "advancedAreaBar" and "advancedFormsBar".
#
# In UI_Pokedex_Entry script section, change both lines (use Ctrl+F to find
# it) '@page = 3 if @page > 3' into '@page=@maxPage if @page>@maxPage'.
#
#== HOW TO USE =================================================================
#
# Turn the switch at 'SWITCH' field (by default switch 70) as ON.
#
#===============================================================================

UIHandlers.add(:pokedex, :page_adv, {
  "name"      => "ADVANCE",
  "suffix"    => "adv",
  "order"     => 40, # Change this to the number you want.
  "condition" => proc { next $game_switches[PokemonPokedexInfo_Scene::SWITCH] },
  "layout"    => proc { |species, scene| scene.drawPageAdvanced }
})

#Deleted some settings.
class PokemonPokedexInfo_Scene
  # Switch number that toggle this script ON/OFF
  SWITCH = 70
 
  # When true displays TMs/TRs/HMs/Tutors moves
  SHOW_MACHINE_TUTOR_MOVES = true
 
  # When false doesn't displays machine moves that aren't in any TM/TR/HM item
  SHOW_TUTOR_MOVES = true

  # When true displays TMs/TRs/HMs/Tutors without their subdivisions
  SHOW_ALL_MACHINE_TUTOR_TOGETHER = false
 
  # TMs/TRs/HMs digits to show on list. When 0, doesn't show number
  MACHINE_DIGITS = 3
 
  # Name of TM/TR usable only once
  TR_NAME = "TM"
 
  # When false doesn't show egg moves of a evolved pokémon
  EGG_MOVES_FIRST_STAGE = true

  # When true only display the last evolution method for a species that has more
  # than one evolution method (like Magneton evolving by item and location)
  SINGLE_EVOLUTION_METHOD = true

  BASE_COLOR = Color.new(88,88,80)
  SHADOW_COLOR = Color.new(168,184,184)
  BASE_X = 30
  EXTRA_X = 224
  BASE_Y = 66
  EXTRA_Y = 32
 
  alias pbStartSceneOldFL pbStartScene
  def pbStartScene(dexlist,index,region)
    @subPage = 1
    pbStartSceneOldFL(dexlist,index,region)
    @sprites["advancedicon"] = PokemonSpeciesIconSprite.new(nil,@viewport)
    @sprites["advancedicon"].setOffset(PictureOrigin::CENTER)
    @sprites["advancedicon"].x = 82
    @sprites["advancedicon"].y = 328
    @sprites["advancedicon"].visible = false
  end
 
  alias drawPageOldFL drawPage
  def drawPage(page)
    drawPageOldFL(page)
    return if @brief
    if @sprites["advancedicon"]
       @sprites["advancedicon"].visible = @page_id == :page_adv
    end
    if @sprites["advancedicon"] && @sprites["advancedicon"].visible
       @sprites["advancedicon"].pbSetParams(@species,@gender,@form)
    end
  end

  alias pbUpdateOldFL pbUpdate
  def pbUpdate
    pbUpdateOldFL
    if Input.trigger?(Input::ACTION)
      if @page_id == :page_adv
        @subPage-=1
        @subPage=@totalSubPages if @subPage<1
        displaySubPage
      end
    elsif Input.trigger?(Input::USE)
      if @page_id == :page_adv
        @subPage+=1
        @subPage=1 if @subPage>@totalSubPages
        displaySubPage
      end
    end
  end

  class PageGroup
    attr_accessor :label
    attr_accessor :pages
    attr_accessor :array
    attr_accessor :isMove

    def self.newInfoGroup(array)
      ret = self.new
      ret.array=array
      ret.setupInfoPageSize
      ret.isMove = false
      return ret
    end

    def self.newMoveGroup(label, moveArray)
      ret = self.new
      ret.label=label
      ret.array=moveArray
      ret.pages = 1+(moveArray.size-1)/10
      ret.isMove = true
      return ret
    end

    def setupInfoPageSize
      @pages = 0
      for i in 0...@array.size
        j = @array.size-i-1
        next if @array[j].empty?
        @pages = 1+j/2
        break
      end
    end
  end
 
  def drawPageAdvanced
    @totalSubPages = 0
    @data = GameData::Species.get_species_form(@species, @form)
    if $player.owned?(@species)
      @groupArray = []
      @groupArray.push(PageGroup.newInfoGroup(getInfo))
      @groupArray.push(PageGroup.newMoveGroup(
        _INTL("LEVEL UP MOVES:"), getLevelMoves
      ))
      @groupArray.push(PageGroup.newMoveGroup(_INTL("EGG MOVES:"), getEggMoves))
      if SHOW_MACHINE_TUTOR_MOVES
        machineMoves = getMachineMoves
        @groupArray.push(PageGroup.newMoveGroup(
          _INTL("TM MOVES:"), machineMoves[0])
        )
        @groupArray.push(PageGroup.newMoveGroup(
          _INTL("#{TR_NAME} MOVES:"), machineMoves[1])
        )
        @groupArray.push(PageGroup.newMoveGroup(
          _INTL("HM MOVES:"), machineMoves[2])
        )
        @groupArray.push(PageGroup.newMoveGroup(
          _INTL("TUTOR MOVES:"), machineMoves[3])
        )
      end
      @totalSubPages = @groupArray.sum{|group| group.pages}
      @subPage= [@totalSubPages, @subPage].min
    end
    displaySubPage
  end
 
  def displaySubPage
    overlay = @sprites["overlay"].bitmap
    overlay.clear
    line2Y = Graphics.height-54
   
    # Bottom text
    textpos = [[
      @data.name,Graphics.width/2,Graphics.height-82,2,BASE_COLOR,SHADOW_COLOR
    ]]
    if $player.owned?(@species)
      textpos.push([
        _INTL("{1}/{2}",@subPage,@totalSubPages),
        Graphics.width-52,Graphics.height-52,1,BASE_COLOR,SHADOW_COLOR
      ])
    end
    pbDrawTextPositions(overlay, textpos)

    # Type icon
    type1rect = Rect.new(
      0,GameData::Type.get(@data.types[0]).icon_position*32,96,32
    )
    type2rect = @data.types.size>1 ? Rect.new(
      0,GameData::Type.get(@data.types[1]).icon_position*32,96,32
    ) : nil
    typeBaseX = (Graphics.width-type1rect.width)/2
    if type2rect
      overlay.blt(typeBaseX-54,line2Y,@typebitmap.bitmap,type1rect)
      overlay.blt(typeBaseX+54,line2Y,@typebitmap.bitmap,type2rect)
    else
      overlay.blt(typeBaseX,line2Y,@typebitmap.bitmap,type1rect)
    end
   
    return if !$player.owned?(@species)

    # Page content
    turnedPages=0
    for group in @groupArray
      if @subPage<=group.pages+turnedPages
        if group.isMove
          displaySubPageMoves(group, @subPage-turnedPages)
        else
          displaySubPageInfo(group, @subPage-turnedPages)
        end
        break
      end
      turnedPages+=group.pages
    end
  end
 
  def displaySubPageInfo(group, subPage)
    overlay = @sprites["overlay"].bitmap
    textpos = []
    for i in (12*(subPage-1))...(12*subPage)
      line = i%6
      column = i/6
      next if !group.array[column][line]
      x = BASE_X+EXTRA_X*(column%2)
      y = BASE_Y+EXTRA_Y*line
      textpos.push([
        group.array[column][line],x,y,false,BASE_COLOR,SHADOW_COLOR
      ])
    end
    pbDrawTextPositions(overlay, textpos)
  end
   
  def displaySubPageMoves(group,subPage)
    overlay = @sprites["overlay"].bitmap
    textpos = [[group.label,BASE_X,BASE_Y,false,BASE_COLOR,SHADOW_COLOR]]
      for i in (10*(subPage-1))...(10*subPage)
      break if i>=group.array.size
      line = i%5
      column = i/5
      x = BASE_X+EXTRA_X*(column%2)
      y = BASE_Y+EXTRA_Y*(line+1)
      textpos.push([group.array[i],x,y,false,BASE_COLOR,SHADOW_COLOR])
    end
    pbDrawTextPositions(overlay,textpos)
  end
 
  def getInfo
    # ret works like a table with two columns per page
    ret = Array.new(2*4){ [] }
    # Base Stats
    ret[0][0]=_ISPRINTF(
      "                             HP ATK DEF SPD SAT SDF TOT"
    )
    ret[0][1]=_ISPRINTF(
      "BASE STATS:       {1:03d} {2:03d} {3:03d} {4:03d} {5:03d} {6:03d} {7:03d}",
      @data.base_stats[:HP],@data.base_stats[:ATTACK],@data.base_stats[:DEFENSE],
      @data.base_stats[:SPEED],@data.base_stats[:SPECIAL_ATTACK],
      @data.base_stats[:SPECIAL_DEFENSE],@data.base_stats.values.sum
    )
    # Effort Points
    ret[0][2]=_ISPRINTF(
      "EFFORT POINTS: {1:03d} {2:03d} {3:03d} {4:03d} {5:03d} {6:03d} {7:03d}",
      @data.evs[:HP],@data.evs[:ATTACK],@data.evs[:DEFENSE],
      @data.evs[:SPEED],@data.evs[:SPECIAL_ATTACK],
      @data.evs[:SPECIAL_DEFENSE],@data.evs.values.sum
    )
    # Abilities
    if @data.abilities.size<2
      abilityString = GameData::Ability.get(@data.abilities[0]).name
    else
      abilityString = _INTL("{1}, {2}",
        GameData::Ability.get(@data.abilities[0]).name,
        GameData::Ability.get(@data.abilities[1]).name)
    end
    ret[0][3]=_INTL("ABILITIES: {1}",abilityString)
    # Hidden Abilities
    hiddenAbilityFirstString = case @data.hidden_abilities.size
      when 0
        _INTL("None")
      when 1
        GameData::Ability.get(@data.hidden_abilities[0]).name
      else
        _INTL("{1}, {2}",
          GameData::Ability.get(@data.hidden_abilities[0]).name,
          GameData::Ability.get(@data.hidden_abilities[1]).name)
    end
    ret[0][4]=_INTL("HIDDEN ABILITIES: {1}", hiddenAbilityFirstString)
    if @data.hidden_abilities.size == 3
      ret[0][5] = GameData::Ability.get(@data.hidden_abilities[2]).name
    elsif @data.hidden_abilities.size > 3
      ret[0][5] = _INTL("{1}, {2}",
        GameData::Ability.get(@data.hidden_abilities[2]).name,
        GameData::Ability.get(@data.hidden_abilities[3]).name)
    end
    # Base Exp
    ret[2][0]=_INTL("BASE EXP: {1}",@data.base_exp)
    # Catch Rate
    ret[2][1]=_INTL("CATCH RATE: {1}",@data.catch_rate)
    # Growth Rate
    growthRate = GameData::GrowthRate.get(@data.growth_rate)
    ret[2][2]=_INTL(
      "GROWTH RATE: {1} ({2})",growthRate.name,growthRate.maximum_exp
    )
    # Gender Rate
    genderRatio = GameData::GenderRatio.get(@data.gender_ratio)
    if genderRatio.female_chance
      genderString = _INTL("Male {1}%",100-100*genderRatio.female_chance/256)
    else
      genderString = genderRatio.name
    end
    ret[2][3]= _INTL("GENDER RATE: {1}", genderString)
    # Egg Steps to Hatch
    ret[2][4]= _INTL(
      "STEPS TO HATCH EGG: {1} ({2} cycles)",
      @data.hatch_steps,@data.hatch_steps/255
    )
    # Breed Group
    if @data.egg_groups.size==1
      eggGroups = GameData::EggGroup.get(@data.egg_groups[0]).name
    else
      eggGroups = _INTL("{1}, {2}",
        GameData::EggGroup.get(@data.egg_groups[0]).name,
        GameData::EggGroup.get(@data.egg_groups[1]).name)
    end
    ret[2][5]=_INTL("BREED GROUP: {1}",eggGroups)
    # Generation
    ret[4][0]=_INTL("GENERATION: {1}",@data.generation)
    # Happiness base
    ret[4][1]=_INTL("HAPPINESS BASE: {1}",@data.happiness)
    # Color
    ret[4][2]=_INTL("COLOR: {1}",GameData::BodyColor.get(@data.color).name)
    # Shape
    ret[4][3]=_INTL("SHAPE: {1}",GameData::BodyShape.get(@data.shape).name)
    # Habitat
    if @data.habitat!=:None
      ret[4][4]=_INTL("HABITAT: {1}",GameData::Habitat.get(@data.habitat).name)
    end
    # Wild hold item
    holdItemsStrings=[]
    hasAlwaysHoldItem = (
      @data.wild_item_common[0] &&
      @data.wild_item_common[0] == @data.wild_item_uncommon[0] &&
      @data.wild_item_common[0] == @data.wild_item_rare[0]
    )
    if hasAlwaysHoldItem
      holdItemsStrings.push(
        _INTL("{1} (always)",GameData::Item.get(@data.wild_item_common[0]).name)
      )
    else
      holdItemsStrings.push(_INTL("{1} (common)", GameData::Item.get(
        @data.wild_item_common[0]
      ).name)) if @data.wild_item_common[0]
      holdItemsStrings.push(_INTL("{1} (uncommon)", GameData::Item.get(
        @data.wild_item_uncommon[0]
      ).name)) if @data.wild_item_uncommon[0]
      holdItemsStrings.push(_INTL("{1} (rare)", GameData::Item.get(
        @data.wild_item_rare[0]
      ).name)) if @data.wild_item_rare[0]
    end
    ret[6][0] = _INTL(
      "WILD ITEMS: {1}",
      holdItemsStrings.empty? ? _INTL("None") : holdItemsStrings[0]
    )
    ret[6][1] = holdItemsStrings[1] if holdItemsStrings.size>1
    ret[6][2] = holdItemsStrings[2] if holdItemsStrings.size>2
    # Evolutions
    evolutionsStrings = []
    lastEvolutionSpecies = nil
    for evoData in @data.get_evolutions
      if SINGLE_EVOLUTION_METHOD && lastEvolutionSpecies==evoData[0]
        evolutionsStrings.pop
      end
      evolutionsStrings.push(getEvolutionMessage(
        evoData[0], evoData[1], evoData[2])
      )
      lastEvolutionSpecies=evoData[0]
    end
    line=3
    column=6
    ret[column][line] = _INTL(
      "EVO: {1}",
      evolutionsStrings.empty? ? _INTL("None") : evolutionsStrings[0]
    )
    evolutionsStrings.shift
    line+=1
    for string in evolutionsStrings
      if line>5  # For when the pokémon has more than 3 evolutions (AKA Eevee)
        line=0
        column+=2
        ret += Array.new(2){ [] }
      end
      ret[column][line] = string
      line+=1
    end
    # Incenses
    babySpecies=@data.get_baby_species
    if babySpecies!=@data.id
      babyData = GameData::Species.get(babySpecies)
      if babyData.incense
        ret[6][5]=_INTL(
          "Generates {1} holding {2}",
          babyData.name,GameData::Item.get(babyData.incense).name
        )
      end
    end
    return ret
  end
   
  # Gets the evolution array and return evolution message
  def getEvolutionMessage(evolution, method, parameter)
    evoName = GameData::Species.get(evolution).name
    ret = case method
      when :Level
        _INTL("{1} at level {2}", evoName,parameter)
      when :LevelMale
        _INTL("{1} at level {2} and it's male", evoName,parameter)
      when :LevelFemale
        _INTL("{1} at level {2} and it's female", evoName,parameter)
      when :LevelRain
        _INTL("{1} at level {2} when raining", evoName,parameter)
      when :DefenseGreater
        _INTL("{1} at level {2} and ATK > DEF",evoName,parameter)
      when :AtkDefEqual
        _INTL("{1} at level {2} and ATK = DEF",evoName,parameter)
      when :AttackGreater
        _INTL("{1} at level {2} and DEF < ATK",evoName,parameter)
      when :Silcoon,:Cascoon
        _INTL("{1} at level {2} with personalID", evoName,parameter)
      when :Ninjask
        _INTL("{1} at level {2}",evoName,parameter)
      when :Shedinja
        _INTL("{1} at level {2} with empty ball/space",evoName,parameter)
      when :Happiness
        _INTL("{1} when happy",evoName)
      when :HappinessDay
        _INTL("{1} when happy at day",evoName)
      when :HappinessNight
        _INTL("{1} when happy at night",evoName)
      when :Beauty
        _INTL("{1} when beauty is greater than {2}",evoName,parameter)
      when :DayHoldItem
        _INTL("{1} holding {2} at day",evoName,GameData::Item.get(parameter).name)
      when :NightHoldItem
        _INTL("{1} holding {2} at night",evoName,GameData::Item.get(parameter).name)
      when :HasMove
        _INTL("{1} when has move {2}",evoName,GameData::Move.get(parameter).name)
      when :HappinessMoveType
        _INTL("{1} when is happy with {2} move",evoName,GameData::Type.get(parameter).name)
      when :HasInParty
        _INTL("{1} when has {2} at party",evoName,GameData::Species.get(parameter).name)
      when :Location
        _INTL("{1} at {2}",evoName, pbGetMapNameFromId(parameter))
      when :LocationFlag
        _INTL("{1} at {2} zone",evoName, parameter)
      when :Item
        _INTL("{1} using {2}",evoName,GameData::Item.get(parameter).name)
      when :ItemMale
        _INTL("{1} using {2} and it's male",evoName,GameData::Item.get(parameter).name)
      when :ItemFemale
        _INTL("{1} using {2} and it's female",evoName,GameData::Item.get(parameter).name)
      when :Trade
        _INTL("{1} trading",evoName)
      when :TradeItem
        _INTL("{1} trading holding {2}",evoName,GameData::Item.get(parameter).name)
      when :TradeSpecies
        _INTL("{1} trading by {2}",evoName,GameData::Species.get(parameter).name)
      when :CollectItems
        _INTL("{1} with 999 {2}",evoName,GameData::Item.get(parameter).real_name_plural)
      when :LevelWithPartner
        _INTL("{1} at level {2} with a partner", evoName,parameter)
      when :LevelUseMoveCount
        _INTL("{1} using move {2} 20 times", evoName, GameData::Move.get(parameter))
      when :LevelDefeatItsKindWithItem
        _INTL("{1} defeating 3 equals w/{2}", evoName, GameData::Item.get(parameter))
      when :LevelRecoilDamage
        _INTL("{1} receiving {2} recoil damage", evoName, parameter)
      when :LevelWalk
        _INTL("{1} doing {2} steps", evoName, parameter)
      else
        evoName
    end
    return ret  
  end
 
  def getLevelMoves
    return @data.moves.map{|moveData|
      _ISPRINTF(
        "{1:02d} {2:s}",moveData[0],GameData::Move.get(moveData[1]).name
      )
    }
  end

  def getEggMoves
    if EGG_MOVES_FIRST_STAGE
      eggMoveSpecies = GameData::Species.get_species_form(
        @data.get_baby_species, @form
      )
    else
      eggMoveSpecies = @data.id
    end
    return GameData::Species.get(eggMoveSpecies).egg_moves.map{|move|
      GameData::Move.get(move).name
    }.sort
  end

  # Return a nested array with TMs, TRs, HMs and other tutors
  def getMachineMoves
    movesArray=@data.tutor_moves.dup
    tmArray = []
    trArray = []
    hmArray = []
    tutorArray = []
    if !SHOW_ALL_MACHINE_TUTOR_TOGETHER
      GameData::Item.each do |item|
        next if !item.is_machine? || !movesArray.include?(item.move)
        if MACHINE_DIGITS>0
          machineLabel = item.name[2,item.name.size].to_i
          machineLabel = "%0#{MACHINE_DIGITS}d" % (
            machineLabel % 10**MACHINE_DIGITS
          )
          moveLabel = _INTL(
            "{1} {2}",machineLabel,GameData::Move.get(item.move).name
          )
        else
          moveLabel = GameData::Move.get(item.move).name
        end
        movesArray.delete(item.move)
        if item.is_HM?
          hmArray.push(moveLabel)
        elsif item.is_TR?
          trArray.push(moveLabel)
        else
          tmArray.push(moveLabel)
        end
      end
    end
    if SHOW_TUTOR_MOVES
      tutorArray = movesArray.map{|move| GameData::Move.get(move).name}
    end
    return [tmArray.sort, trArray.sort, hmArray.sort, tutorArray.sort]
  end
end
Missing ADV Icon
Is there a reason you're updating this instead of just using the Pokedex Data Page plugin? They provide the same function. Also, are you sure it isn't something as simple as one of the graphics used by that plugin being on a higher z layer and covering the top bar?
 

komeiji514

Elite Trainer
Member
Joined
Oct 28, 2023
Posts
267
Is there a reason you're updating this instead of just using the Pokedex Data Page plugin? They provide the same function. Also, are you sure it isn't something as simple as one of the graphics used by that plugin being on a higher z layer and covering the top bar?
Just because some guys want to use this with MUI.
 

komeiji514

Elite Trainer
Member
Joined
Oct 28, 2023
Posts
267
Is there a reason you're updating this instead of just using the Pokedex Data Page plugin? They provide the same function. Also, are you sure it isn't something as simple as one of the graphics used by that plugin being on a higher z layer and covering the top bar?
Finally found the problem. The adv texts and icons both use @sprites["overlay"] and that is the case.
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,222

Nut0066

Nut
Member
Joined
Aug 31, 2021
Posts
14
hi, I recently went through and updated all your plugins but I've had an issue with this one and after looking for a fix, I couldn't find one.


View: https://imgur.com/a/zaEsrPf



My issue is that all backsprites in the pokedex are really small and sitting at the bottom of their respective box. I do have the generation 8 scripts installed if this is of any importance. Thanks in advance for any help regarding this.
 
Last edited:

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,222
hi, I recently went through and updated all your plugins but I've had an issue with this one and after looking for a fix, I couldn't find one.


View: https://imgur.com/a/zaEsrPf



My issue is that all backsprites in the pokedex are really small and sitting at the bottom of their respective box. I do have the generation 8 scripts installed if this is of any importance. Thanks in advance for any help regarding this.

Yeah, its a Gen 8 plugin issue. My plugins arent designed with Gen 8 compatibility in mind anymore, now that the Gen 9 Pack and/or the Animated Pokemon System plugins already do whatever the Gen 8 Pack would otherwise do, but better.
 

Nut0066

Nut
Member
Joined
Aug 31, 2021
Posts
14
Yeah, its a Gen 8 plugin issue. My plugins arent designed with Gen 8 compatibility in mind anymore, now that the Gen 9 Pack and/or the Animated Pokemon System plugins already do whatever the Gen 8 Pack would otherwise do, but better.
alright thank you for your help
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,222

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,222

Blanco_9

Rookie
Member
Joined
Nov 7, 2024
Posts
1
I have a problem. I want to install the Deluxe Battle Kit, but it says that I need Modular UI Scenes v2.0.8 and that I currently have v2.0.4. I downloaded the latest version, but this keeps happening. Any solution
 

komeiji514

Elite Trainer
Member
Joined
Oct 28, 2023
Posts
267
I have a problem. I want to install the Deluxe Battle Kit, but it says that I need Modular UI Scenes v2.0.8 and that I currently have v2.0.4. I downloaded the latest version, but this keeps happening. Any solution
Hold Ctrl to recompile.
 
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