Extended Preview Settings

Overview

This sections offers a few Settings related to the Extended Location Preview.


Whether you want to use the Extended Location Preview.

USE_EXTENDED_PREVIEW = true

Possible values:

  • true = enabled: this Feature is enabled. (Only when USE_LOCATION_PREVIEW = true)

  • false = disabled: all Settings below will not be used.


Choose the button that needs to be pressed to show the Extended Location Preview, only when the Location Preview is active for the current Location.

SHOW_EXTENDED_BUTTON = Input::USE

Possible values:

  • Input::USE

  • Input::JUMPUP

  • Input::JUMPDOWN

  • Input::SPECIAL

  • Input::AUX1

  • Input::AUX2

Don't set this as the same button you've set for Chaning Mode and Changing Region. The easiest is to set it to the same button as for the Location Preview.


Choose the button that needs to be pressed to show the Encounter Type Tables of the Extended Location Preview. This is only available when there are Encounters defined for the current Location.

SHOW_EXTENDED_SUB_MENU = Input::USE

Possible values:

  • Input::USE

  • Input::JUMPUP

  • Input::JUMPDOWN

  • Input::SPECIAL

  • Input::AUX1

  • Input::AUX2

This time it doesn't matter which button of the ones listed above you set it to but the easiest one is setting it the same as the SHOW_EXTENDED_BUTTON.


Choose the button that needs to be pressed to reveal all Seen Species on the current Encounter Type that were seen on other Locations. Setting this to nil, will always reveal all Seen Species no matter where you've seen them.

REVEAL_ALL_SEEN_SPECIES_BUTTON = Input::SPECIAL

Possible values:

  • Input::USE

  • Input::JUMPUP

  • Input::JUMPDOWN

  • Input::SPECIAL

  • Input::AUX1

  • Input::AUX2

  • nil

This time as well it doesn't matter which button of the ones listed above you set it to.


Choose the button that needs to be pressed to select a Species from the current Encounter Type Table. This is only available when there was at least 1 Species seen on this Location.

SELECT_SPECIES_BUTTON = Input::USE

Possible values:

  • Input::USE

  • Input::JUMPUP

  • Input::JUMPDOWN

  • Input::SPECIAL

  • Input::AUX1

  • Input::AUX2

This time only, when you use the REVEAL_ALL_SEEN_SPECIES_BUTTON, don't set it the same as that one or you'll encounter issues.


Whether you want the (Wild, Trainer and Item) Counter Text shown on the First Page of the Extended Preview to be on a fixed Position. (This only works with the new Special Theme UI that came with v2.6.2)

EXTENDED_MAIN_INFO_FIXED = true

Possible values:

  • true = enabled: The Counter Text will be shown on a fixed position.

  • false = disabled.

For ex. When you disabled the Wild Progress Counter, the Counter Text for Wild Pokémon will not be shown and thus the Trainer and Item Counter Text will move upwards.


Add an offset to the X and Y position used for the Wild Counter Text.

EXTENDED_TEXT_MAIN_WILD_X = 0
EXTENDED_TEXT_MAIN_WILD_Y = 0

Possible value:

  • Any number (can be negative too).

When using the Special UI, by default the text is centered inside the Text box.


Add an offset to the X and Y position used for the Trainer Counter Text.

EXTENDED_TEXT_MAIN_TRAINER_X = 0
EXTENDED_TEXT_MAIN_TRAINER_Y = 0

Possible value:

  • Any number (can be negative too).


Add an offset to the X and Y position used for the Item Counter Text.

EXTENDED_TEXT_MAIN_ITEM_X = 0
EXTENDED_TEXT_MAIN_ITEM_Y = 0

Possible value:

  • Any number (can be negative too).


Change the Color used for the Wild, Trainer and Item Counter Text.

EXTENDED_TEXT_MAIN_BASE = Color.new(248, 248, 248)
EXTENDED_TEXT_MAIN_SHADOW = Color.new(0, 0, 0)

Possible value:

  • 3 numbers between 0 and 255.

Just like with the Text Color settings, you can use a tool like this to convert the Color you want to the correct RGB values.


Add an Array of other maps to a map so that the items on the maps in the array are counted toward the total items. (I know that sounds confusing but it'll be more clear with the example.)

COUNT_ITEMS_TO_MAIN_MAP = {
  2 => [3, 4, 8],
  3 => [2, 4, 8],
  4 => [2, 3, 8],
  8 => [2, 3, 4]
}
  • 2 = Map ID of the map that you want to link other maps with.

    • [3, 4, 8] = An Array of Map IDs that will be linked with the Main map (2).

  • 3 = Map ID of the map that you want to link other maps with.

    • [2, 4, 8] = An Array of Map IDs that will be linked with the Main map (3).

As you can see, you can link maps for each map in the Array that were linked to map 2. This will give as result that these 4 maps will show the same amount of items findable that include the ones that are linked to them as well. You don't have to do this, you can do this only for map 2. The amount of items that map 3, 4 and 8 will show are only the amount of items findable on this map only.


If you have created any custom Encounter Types, you should add them here so they can be used by the Extended Preview Script and as well for the mapExtBoxMain and mapEncBox changing depending on the current Encounter Type.

ENCOUNTER_TYPES = {
  :Land => "Grass",
  :LandMorning => "Grass (Morning)",
  :LandDay => "Grass (Day)",
  :LandAfternoon => "Grass (Afternoon)",
  :LandEvening => "Grass (Evening)",
  :LandNight => "Grass (Night)",
  :PokeRadar => "Poké Radar",
  :Cave => "Cave",
  :CaveMorning => "Cave (Morning)",
  :CaveDay => "Cave (Day)",
  :CaveAfternoon => "Cave (Afternoon)",
  :CaveEvening => "Cave (Evening)",
  :CaveNight => "Cave (Night)",
  :Water => "Surfing",
  :WaterMorning => "Surfing (Morning)",
  :WaterDay => "Surfing (Day)",
  :WaterAfternoon => "Surfing (Afternoon)",
  :WaterEvening => "Surfing (Evening)",
  :WaterNight => "Surfing (Night)",
  :OldRod => "Fishing (Old Rod)",
  :GoodRod => "Fishing (Good Rod)",
  :SuperRod => "Fishing (Super Rod)",
  :RockSmash => "Rock Smash",
  :HeadbuttLow => "Headbutt (Rare)",
  :HeadbuttHigh => "Headbutt (Common)",
  :BugContest => "Bug Contest"
}
  • :Land = Encounter Type hash (the one you mention as well in the Encounter.txt PBS file).

    • "Grass" = The displayed Encounter Type Text on the Extended Preview.

If you would have made a custom Encounter Type and it wasn't add here, it will not be shown on the Extended Preview.


Whether you want the mapExtBoxMain.png Graphic change based on the Encounter Type.

CHANGE_EXT_BOX_ON_ENCOUNTER_TYPE = true

Possible values:

  • true = enabled: The script will replace the mapExtBoxMain.png Graphic based on the Encounter Type when the respective Graphic is present.

  • false = disabled: the mapExtBoxMain.png Graphic will remain unchanged.

The rules for making the Graphic being replaced are simple. Let's say you want the Graphic to be replaced for the Land Encounter Type, all you need to do is name the Graphic "mapExtBoxLand.png". If the Graphic would be named wrong or would be missing, you'll see the console messages mentioning the expected Graphic's name.

This Feature can be used for the Special UI and the Default/PokeGear Theme(s).


Whether you want the mapEncBox.png Graphic change based on the Encounter Type.

CHANGE_ENC_BOX_ON_ENCOUNTER_TYPE = true

Possible values:

  • true = enabled: The script will replace the mapEncBox.png Graphic based on the Encounter Type when the respective Graphic is present.

  • false = disabled: The mapEncBox.png Graphic will remain unchanged.

The rules for making the Graphic being replaced are similar and just as simple as for the mapExtBoxMain from above. Let's say you want the Graphic to be replaced for the Water Encounter Type, all you need to do is name the Graphic "mapEncBoxWater.png". If the Graphic would be named wrong or would be missing, you'll see the console messages mentioning the expect Graphic's name.

This Feature can be used for the Special UI and the Default/PokeGear Theme(s).

As you look at the ENCOUNTER_TYPES Setting above, this shows all the possible Encounter Types (and your custom ones) that may have a Custom Graphic and will be used for the Encounter Type.

If you have an Encounter Type LandNight defined for Route 1 but you don't have a "mapExtBoxLandNight.png" Graphic (or "mapEncBoxLandNight.png" Graphic), the script will first try to find if you have a "mapExtBoxLand.png" Graphic (or "mapEncBoxLand.png" Graphic). If still not it'll use the default "mapExtBoxMain.png" Graphic (or "mapEncBox.png" Graphic) and give you a message in the console. I've provided 2 examples in the Special UI folder to makes this more clear eventually. This is an optional thing so if you prefer not to use this then you should set the Settings above to false.


Add an offset to the X and Y position used for the Species Info Text on the First Page (the one showing the Species' Type, Catch Rate and Encounter Rate(s)).

EXTENDED_TEXT_SUB_X = 0
EXTENDED_TEXT_SUB_Y = 0

Possible value:

  • Any number (can be negative too)


Change the Color used for the Species Info Text on the First and Second Pages.

EXTENDED_TEXT_SUB_BASE = Color.new(248, 248, 248)
EXTENDED_TEXT_SUB_SHADOW = Color.new(0, 0, 0)

Possible value:

  • 3 numbers between 0 and 255.

Just like with the Text Color settings, you can use a tool like this to convert the Color you want to the correct RGB values.


Whether you want the Icons for Unseen Species have a black overlay.

USE_SPRITES_FOR_UNSEEN_SPECIES = false

Possible values:

  • true = enabled: The Icons of Unseen Species will have a Black Overlay.

  • false = disabled: The Icons of Unseen Species will be shown with a ? Icon (default).


Change the Color of the overlay, the Icons of Unseen Species have. (This setting has no effect if USE_SPRITES_FOR_UNSEEN_SPECIES is set to false)

UNSEEN_SPECIES_COLOR = Color.new(0, 0, 0)

Possible values:

  • 3 numbers between 0 and 255.


Change the Tone of the Icons of Uncaught Species.

UNCAUGHT_SPECIES_TONE = Tone.new(0, 0, 0, 255)

Possible values:

  • 4 numbers between 0 and 255.

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