update 6.7

This commit is contained in:
chardub
2025-09-28 15:53:01 -04:00
parent ef5e023ae0
commit 318ff90d8d
696 changed files with 111759 additions and 198230 deletions

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def turnEventTowardsEvent(turning, turnedTowards)
event_x = turnedTowards.x
event_y = turnedTowards.y
if turning.x < event_x
turning.turn_right # Event is to the right of the player
elsif turning.x > event_x
turning.turn_left # Event is to the left of the player
elsif turning.y < event_y
turning.turn_down # Event is below the player
elsif turning.y > event_y
turning.turn_up # Event is above the player
end
end
def turnPlayerTowardsEvent(event)
if event.is_a?(Integer)
event = $game_map.events[event]
end
event_x = event.x
event_y = event.y
if $game_player.x < event_x
$game_player.turn_right # Event is to the right of the player
elsif $game_player.x > event_x
$game_player.turn_left # Event is to the left of the player
elsif $game_player.y < event_y
$game_player.turn_down # Event is below the player
elsif $game_player.y > event_y
$game_player.turn_up # Event is above the player
end
end
def giveJigglypuffScribbles(possible_versions = [1, 2, 3, 4])
selected_scribbles_version = possible_versions.sample
case selected_scribbles_version
when 1
scribbles_id = HAT_SCRIBBLES1
when 2
scribbles_id = HAT_SCRIBBLES2
when 3
scribbles_id = HAT_SCRIBBLES3
when 4
scribbles_id = HAT_SCRIBBLES4
end
return if !scribbles_id
if !hasHat?(scribbles_id)
$Trainer.unlocked_hats << scribbles_id
end
putOnHat(scribbles_id, true, true)
end
# type:
# 0: default
# 1: wood
def sign(message, type = 0)
signId = "sign_#{type}"
formatted_message = "\\sign[#{signId}]#{message}"
pbMessage(formatted_message)
end
def setEventGraphicsToPokemon(species, eventId)
event = $game_map.events[eventId]
return if !event
event.character_name = "Followers/#{species.to_s}"
event.refresh
end
# time in seconds
def idleHatEvent(hatId, time, switchToActivate = nil)
map = $game_map.map_id
i = 0
while i < (time / 5) do
# /5 because we update 5 times per second
return if $game_map.map_id != map
i += 1
pbWait(4)
i = 0 if $game_player.moving?
echoln i
end
$game_switches[switchToActivate] = true if switchToActivate
obtainHat(hatId)
end

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class PokemonTemp
# def pbClearAllTempEvents()
# echoln @tempEvents
# @tempEvents.keys.each {|map_id|
# map = $MapFactory.getMap(map_id,false)
# @tempEvents[map_id].each { |event|
# map.events[event.id] = nil
# }
# }
# @tempEvents={}
# @silhouetteDirection=nil
# end
def pbClearSilhouetteTempEvents()
echoln @tempEvents
@tempEvents.keys.each {|map_id|
map = $MapFactory.getMap(map_id,false)
@tempEvents[map_id].each { |event|
#this deletes the event after a small fadeout
$game_self_switches[[map_id, event.id, "B"]] = true if map.events[event.id]
}
}
@tempEvents={}
@silhouetteDirection=nil
end
end
def isNightmareEffect()
return $game_switches[SWITCH_NIGHTMARE_EFFECT] && PBDayNight.isNight?
end
# def playNightmareEffect()
# frame=1
# while true
# frame +=1
# frame = 1 if frame >4
# filename = "nightmare"+frame.to_s
# picture = Game_Picture.new(40)
# picture.show(filename, 0, 0, 0, 200, 200, 255, 0)
# pbWait(3)
# picture.erase
# end
#
# end
Events.onStepTaken += proc { |sender, e|
next if !$PokemonTemp.silhouetteDirection
if $PokemonTemp.silhouetteDirection && $PokemonTemp.silhouetteDirection == $game_player.direction
$PokemonTemp.pbClearSilhouetteTempEvents
$PokemonTemp.silhouetteDirection = nil
end
}
Events.onStepTaken += proc { |sender, e|
next if !$scene.is_a?(Scene_Map)
next if !isNightmareEffect()
steps_constant_offset = 40
steps_chance=100
minimum_steps=10
steps_nb = rand(steps_chance)+pbGet(VAR_KARMA)+steps_constant_offset
steps_nb = minimum_steps if steps_nb<minimum_steps
next if $PokemonGlobal.stepcount % steps_nb != 0
next if !isOutdoor()
$PokemonTemp.pbClearSilhouetteTempEvents
spawnSilhouette()
}
Events.onMapChange += proc { |sender, e|
next if $PokemonTemp.tempEvents.empty?
$PokemonTemp.pbClearTempEvents()
}
def getRandomPositionOnPerimeter(width, height, center_x, center_y, variance=0,edge=nil)
half_width = width / 2.0
half_height = height / 2.0
# Randomly select one of the four edges of the rectangle
edge = rand(4) if !edge
case edge
when 0 # Top edge
random_x = center_x + rand(-half_width..half_width)
random_y = center_y - half_height
when 1 # Bottom edge
random_x = center_x + rand(-half_width..half_width)
random_y = center_y + half_height
when 2 # Left edge
random_x = center_x - half_width
random_y = center_y + rand(-half_height..half_height)
when 3 # Right edge
random_x = center_x + half_width
random_y = center_y + rand(-half_height..half_height)
end
return random_x.round, random_y.round
end
# def launchSilhouetteCommonEvent(event)
# $scene.spriteset.addUserAnimation(VIRUS_ANIMATION_ID, event.x, event.y, true)
# $PokemonTemp.pbClearTempEvents
# $PokemonTemp.silhouetteDirection = nil
# pbCommonEvent(COMMON_EVENT_SILHOUETTE)
# end
#
# Faces the same way as player
# Disappears as soon as player takes a step in same direction as event
# -> when talk to it:
# ghost animation
# Message:
# A voice echoed from somewhere...
# [NEXT HINT] (ex: The house in Vermillion City...)
#
def generate_silhouette_event(id)
$game_self_switches[[MAP_TEMPLATE_EVENTS, TEMPLATE_EVENT_SILHOUETTE, "A"]] = false
$game_self_switches[[MAP_TEMPLATE_EVENTS, TEMPLATE_EVENT_SILHOUETTE, "B"]] = false
template_event = $MapFactory.getMap(MAP_TEMPLATE_EVENTS,false).events[TEMPLATE_EVENT_SILHOUETTE]
new_event= template_event.event.dup
new_event.name = "temp_silhouette"
new_event.id = id
return new_event
end
def spawnSilhouette()
found_available_position = false
max_tries = 10
current_try = 0
while !found_available_position
x, y = getRandomPositionOnPerimeter(15, 11, $game_player.x, $game_player.y, 2)
found_available_position = true if $game_map.passable?(x, y, $game_player.direction)
current_try += 1
return if current_try > max_tries
end
key_id = ($game_map.events.keys.max || -1) + 1
rpgEvent = generate_silhouette_event(key_id)
#rpgEvent = RPG::Event.new(x,y)
gameEvent = Game_Event.new($game_map.map_id, rpgEvent, $game_map)
direction = $game_player.direction #[2,4,6,8].sample
gameEvent.direction = direction
$PokemonTemp.silhouetteDirection = direction
$game_map.events[key_id] = gameEvent
gameEvent.moveto(x, y)
#-------------------------------------------------------------------------
#updating the sprites
sprite = Sprite_Character.new(Spriteset_Map.viewport, $game_map.events[key_id])
$scene.spritesets[$game_map.map_id] = Spriteset_Map.new($game_map) if $scene.spritesets[$game_map.map_id] == nil
$scene.spritesets[$game_map.map_id].character_sprites.push(sprite)
#$PokemonTemp.addTempEvent($game_map.map_id, gameEvent)
end

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def displayPicture(image, x, y, z = 0)
pictureWindow = PictureWindow.new(image)
pictureWindow.z = z
pictureWindow.x = x
pictureWindow.y = y
pictureWindow.opacity = 0
return pictureWindow
end
def showPokemonInPokeballWithMessage(pif_sprite, message, x_position = nil, y_position = nil)
x_position = Graphics.width / 4 if !x_position
y_position = 10 if !y_position
background_sprite = displayPicture("Graphics/Pictures/Trades/trade_pokeball_open_back", x_position, y_position, 1)
foreground_sprite = displayPicture("Graphics/Pictures/Trades/trade_pokeball_open_front", x_position, y_position, 9999)
displaySpriteWindowWithMessage(pif_sprite, message, 90, -10, 201)
background_sprite.dispose
foreground_sprite.dispose
end

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class Game_Temp
attr_accessor :temp_waterfall
attr_accessor :waterfall_sprites
attr_accessor :splash_sprites
attr_accessor :splash_coords
end
def generate_dynamic_waterfall(starting_x_position, waterfall_top_y, thickness=1)
map_height = $game_map.height - 8
echoln map_height
boulder_positions = []
CIANWOOD_BOULDER_IDS.each do |event_id|
event = $game_map.events[event_id]
boulder_positions << [event.x, event.y]
end
# Add columns from starting_x_position to the right
active_columns = []
(starting_x_position...(starting_x_position + thickness)).each do |x|
break if x >= $game_map.width # Don't go past map edge
active_columns << { x: x, y: waterfall_top_y }
end
visited = []
final_coords = []
splash_coords = []
while !active_columns.empty?
new_columns = []
active_columns.each do |segment|
x = segment[:x]
y = segment[:y]
next if visited.include?([x, y])
visited << [x, y]
while y < map_height
pos = [x, y]
final_coords << pos
if boulder_positions.include?(pos)
splash_coords << [x - 1, y] if x > 0
splash_coords << [x + 1, y] if x < $game_map.width - 1
splash_coords << [x, y]
new_y = y
new_columns << { x: x - 1, y: new_y } if x > 0 && !visited.include?([x - 1, new_y])
new_columns << { x: x + 1, y: new_y } if x < $game_map.width - 1 && !visited.include?([x + 1, new_y])
break
end
#currents section
if y > CIANWOOD_WATERFALL_EDGE+10
if !$game_map.passable?(x, y + 1, DIRECTION_DOWN)
splash_coords << [x, y + 1] if y + 1 < $game_map.height
break
end
end
if y == CIANWOOD_WATERFALL_EDGE
splash_coords << [x, y]
end
if y == map_height
splash_coords << [x, y]
end
y += 1
end
end
active_columns = new_columns
end
$game_temp.temp_waterfall = final_coords.uniq
$game_temp.splash_coords = splash_coords.uniq
echoln $game_temp.temp_waterfall
draw_waterfall_layer
end
def draw_waterfall_layer
return if !$game_temp.temp_waterfall || $game_temp.temp_waterfall.empty?
# Clear previous sprites
if $game_temp.waterfall_sprites
$game_temp.waterfall_sprites.each(&:dispose)
end
if $game_temp.splash_sprites
$game_temp.splash_sprites.each(&:dispose)
end
$game_temp.waterfall_sprites = []
$game_temp.splash_sprites = []
tile_size = 32
waterfall_tile_id = 0 # Waterfall
splash_tile_id = 4 # Splash impact tile, assuming we have this in the tileset
tileset = RPG::Cache.tileset($game_map.tileset_name)
# Draw waterfall tiles
$game_temp.temp_waterfall.each do |x, y|
sprite = Sprite.new(Spriteset_Map.viewport)
sprite.z = 10
sprite.x = x * tile_size
sprite.y = y * tile_size
sprite.bitmap = Bitmap.new(tile_size, tile_size)
source_rect = Rect.new(waterfall_tile_id * tile_size,0, tile_size, tile_size) # Frame 0
sprite.bitmap.blt(0, 0, tileset, source_rect)
# Store metadata for animation
sprite.instance_variable_set(:@frame_offset, rand(3)) # Optional: make them start at different frames
sprite.instance_variable_set(:@tile_x, x)
sprite.instance_variable_set(:@tile_y, y)
$game_temp.waterfall_sprites << sprite
end
# Draw splash impact tiles
$game_temp.splash_coords.each do |x, y|
sprite = Sprite.new(Spriteset_Map.viewport)
sprite.z = 300 # Draw splash above the waterfall
sprite.x = x * tile_size
sprite.y = y * tile_size
sprite.bitmap = Bitmap.new(tile_size, tile_size)
source_rect = Rect.new(splash_tile_id * tile_size,1, tile_size, tile_size) # Splash frame 0
sprite.bitmap.blt(0, 0, tileset, source_rect)
# Store metadata for splash animation
sprite.instance_variable_set(:@frame_offset, rand(3)) # Optional: make them start at different frames
sprite.instance_variable_set(:@tile_x, x)
sprite.instance_variable_set(:@tile_y, y)
$game_temp.splash_sprites << sprite
end
end
CIANWOOD_BOULDER_IDS = [2,3,5,6,
4 ]#chuck head
CIANWOOD_WATERFALL_EDGE =19
def player_on_temp_waterfall?
return false if !$game_temp.temp_waterfall
boulder_positions = []
CIANWOOD_BOULDER_IDS.each do |event_id|
event = $game_map.events[event_id]
boulder_positions << [event.x, event.y]
end
# Return false if a boulder is directly below the player
return false if boulder_positions.include?([$game_player.x, $game_player.y + 1])
return $game_temp.temp_waterfall.any? { |x, y, _| x == $game_player.x && y == $game_player.y }
end
class Spriteset_Map
alias_method :cianwood_waterfall_update, :update
def update
cianwood_waterfall_update
waterfall_edge = CIANWOOD_WATERFALL_EDGE
if $game_temp.waterfall_sprites
frame_count = Graphics.frame_count
tile_size = 32
autotile_id = 0
tileset = RPG::Cache.tileset($game_map.tileset_name)
# Animate waterfall sprites
$game_temp.waterfall_sprites.each do |sprite|
tile_y = sprite.instance_variable_get(:@tile_y)
frame_offset = sprite.instance_variable_get(:@frame_offset)
# Animate every 15 frames (change for speed control)
animation_frame = (frame_count / 15 + tile_y - frame_offset) % 4
tileset_x = (autotile_id * 4 + animation_frame) * tile_size
tileset_y = tile_y >= waterfall_edge ? tile_size : 0
source_rect = Rect.new(tileset_x,tileset_y, tile_size, tile_size)
sprite.bitmap.clear
sprite.bitmap.blt(0, 0, tileset, source_rect)
# Scroll with map
sprite.ox = $game_map.display_x / 4
sprite.oy = $game_map.display_y / 4
end
# Animate splash sprites
$game_temp.splash_sprites.each do |sprite|
tile_y = sprite.instance_variable_get(:@tile_y)
frame_offset = sprite.instance_variable_get(:@frame_offset)
# Animate every 10 frames for splash (you can adjust this speed)
offset = (autotile_id * 4 + 4) * tile_size
animation_frame = (frame_count / 10 + tile_y + frame_offset) % 4
source_rect = Rect.new((autotile_id * 4 + animation_frame) * tile_size + offset, 0, tile_size, tile_size)
sprite.bitmap.clear
sprite.bitmap.blt(0, 0, tileset, source_rect)
# Scroll with map
sprite.ox = $game_map.display_x / 4
sprite.oy = $game_map.display_y / 4
end
end
end
end

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# todo: make the flower disappear from the tileset somehow?
def oricorioEventPickFlower(flower_color)
quest_progression = pbGet(VAR_ORICORIO_FLOWERS)
if flower_color == :PINK
if !$game_switches[SWITCH_ORICORIO_QUEST_PINK]
pbMessage(_INTL("Woah! A Pokémon jumped out of the flower!"))
pbWildBattle(:FOMANTIS, 10)
end
$game_switches[SWITCH_ORICORIO_QUEST_PINK] = true
pbMessage(_INTL("It's a flower with pink nectar."))
pbSEPlay("MiningAllFound")
pbMessage(_INTL("{1} picked some of the pink flowers.", $Trainer.name))
elsif flower_color == :RED && quest_progression == 1
$game_switches[SWITCH_ORICORIO_QUEST_RED] = true
pbMessage(_INTL("It's a flower with red nectar."))
pbSEPlay("MiningAllFound")
pbMessage(_INTL("{1} picked some of the red flowers.", $Trainer.name))
elsif flower_color == :BLUE && quest_progression == 2
$game_switches[SWITCH_ORICORIO_QUEST_BLUE] = true
pbMessage(_INTL("It's a flower with blue nectar."))
pbSEPlay("MiningAllFound")
pbMessage(_INTL("{1} picked some of the blue flowers.", $Trainer.name))
end
end
def hasOricorioInParty()
return $Trainer.has_species_or_fusion?(:ORICORIO_1) || $Trainer.has_species_or_fusion?(:ORICORIO_2) || $Trainer.has_species_or_fusion?(:ORICORIO_3) || $Trainer.has_species_or_fusion?(:ORICORIO_4)
end
def changeOricorioFlower(form = 1)
if $PokemonGlobal.stepcount % 25 == 0
if !hatUnlocked?(HAT_FLOWER) && rand(2) == 0
obtainHat(HAT_FLOWER)
$PokemonGlobal.stepcount += 1
else
pbMessage(_INTL("Woah! A Pokémon jumped out of the flower!"))
pbWildBattle(:FOMANTIS, 10)
$PokemonGlobal.stepcount += 1
end
end
return unless hasOricorioInParty
message = ""
form_name = ""
if form == 1
message = _INTL("It's a flower with red nectar. ")
form_name = "Baile"
elsif form == 2
message = _INTL("It's a flower with yellow nectar. ")
form_name = "Pom-pom"
elsif form == 3
message = _INTL("It's a flower with pink nectar. ")
form_name = "Pa'u"
elsif form == 4
message = _INTL("It's a flower with blue nectar. ")
form_name = "Sensu"
end
message = message + _INTL("Show it to a Pokémon?")
if pbConfirmMessage(message)
pbChoosePokemon(1, 2,
proc { |poke|
!poke.egg? &&
(Kernel.isPartPokemon(poke, :ORICORIO_1) ||
Kernel.isPartPokemon(poke, :ORICORIO_2) ||
Kernel.isPartPokemon(poke, :ORICORIO_3) ||
Kernel.isPartPokemon(poke, :ORICORIO_4))
})
if (pbGet(1) != -1)
poke = $Trainer.party[pbGet(1)]
if changeOricorioForm(poke, form)
pbMessage(_INTL("{1} switched to the {2} style", poke.name, form_name))
pbSet(1, poke.name)
else
pbMessage(_INTL("{1} remained the same...", poke.name, form_name))
end
end
end
end
def changeOricorioForm(pokemon, form = nil)
oricorio_forms = [:ORICORIO_1, :ORICORIO_2, :ORICORIO_3, :ORICORIO_4]
body_id = pokemon.isFusion? ? get_body_species_from_symbol(pokemon.species) : pokemon.species
head_id = pokemon.isFusion? ? get_head_species_from_symbol(pokemon.species) : pokemon.species
oricorio_body = oricorio_forms.include?(body_id)
oricorio_head = oricorio_forms.include?(head_id)
target_form = case form
when 1 then :ORICORIO_1
when 2 then :ORICORIO_2
when 3 then :ORICORIO_3
when 4 then :ORICORIO_4
else return false
end
if oricorio_body && oricorio_head && body_id == target_form && head_id == target_form
return false
end
if form == 1
body_id = :ORICORIO_1 if oricorio_body
head_id = :ORICORIO_1 if oricorio_head
elsif form == 2
body_id = :ORICORIO_2 if oricorio_body
head_id = :ORICORIO_2 if oricorio_head
elsif form == 3
body_id = :ORICORIO_3 if oricorio_body
head_id = :ORICORIO_3 if oricorio_head
elsif form == 4
body_id = :ORICORIO_4 if oricorio_body
head_id = :ORICORIO_4 if oricorio_head
else
return false
end
head_number = getDexNumberForSpecies(head_id)
body_number = getDexNumberForSpecies(body_id)
newForm = pokemon.isFusion? ? getSpeciesIdForFusion(head_number, body_number) : head_id
$Trainer.pokedex.set_seen(newForm)
$Trainer.pokedex.set_owned(newForm)
pokemon.species = newForm
return true
end
# chance: out of 100
def lilypadEncounter(pokemon, minLevel, maxLevel, chance = 10)
minLevel, maxLevel = [minLevel, maxLevel].minmax
level = rand(minLevel..maxLevel)
event = $game_map.events[@event_id]
return if !event
if rand(0..100) <= chance
pbWildBattle(pokemon, level)
else
playAnimation(Settings::GRASS_ANIMATION_ID, event.x, event.y)
end
event.erase
end

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def isOutdoor()
current_map = $game_map.map_id
map_metadata = GameData::MapMetadata.try_get(current_map)
return map_metadata && map_metadata.outdoor_map
end

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# Necessary dor setting the various events within the pokemart map, uses the numbers as wondertrade
def get_city_numerical_id(city_sym)
return get_city_numerical_id_hoenn(city_sym) if Settings::GAME_ID == :IF_HOENN
current_city_numerical = {
:PEWTER => 1,
:CERULEAN => 2,
:VERMILLION => 3,
:LAVENDER => 4,
:CELADON => 5,
:FUCHSIA => 6,
:SAFFRON => 7,
:CINNABAR => 8,
:LEAGUE => 9,
:VIOLET => 10,
:AZALEA => 11,
:GOLDENROD => 12,
:ECRUTEAK => 13,
:MAHOGANY => 14,
:BLACKTHORN => 15,
:OLIVINE => 16,
:CIANWOOD => 17,
:KNOTISLAND => 18,
:BOONISLAND => 19,
:KINISLAND => 20,
:CHRONOISLAND => 21,
:CRIMSON => 22,
}
return current_city_numerical[city_sym]
end
POKEMART_MAP_ID = 357
POKEMART_DOOR_POS = [12, 12]
# city -> Symbol
def enter_pokemart(city)
pbSet(VAR_CURRENT_MART, city)
pbSet(VAR_CURRENT_CITY_NUMERICAL_ID, get_city_numerical_id(city))
echoln get_city_numerical_id(city)
pbFadeOutIn {
$game_temp.player_new_map_id = POKEMART_MAP_ID
$game_temp.player_new_x = POKEMART_DOOR_POS[0]
$game_temp.player_new_y = POKEMART_DOOR_POS[1]
$scene.transfer_player(true)
$game_map.autoplay
$game_map.refresh
}
end
def exit_pokemart()
return exit_pokemart_hoenn() if Settings::GAME_ID == :IF_HOENN
pokemart_entrances = {
:PEWTER => [380, 43, 24],
:CERULEAN => [1, 24, 22],
:VERMILLION => [19, 32, 13],
:LAVENDER => [50, 20, 23],
:CELADON => [95, 18, 15], # not a real pokemart
:FUCHSIA => [472, 7, 17],
:SAFFRON => [108, 53, 24],
:CINNABAR => [98, 30, 30],
:CRIMSON => [167, 21, 36],
:GOLDENROD => [237, 36, 33], # not a real pokemart
:AZALEA => [278, 34, 17],
:AZALEA_FLOODED => [338, 34, 17],
:VIOLET => [230, 20, 31],
:BLACKTHORN => [329, 16, 36],
:MAHOGANY => [631, 19, 19], # not a real pokemart
:ECRUTEAK => [359, 46, 38],
:OLIVINE => [138, 33, 23],
:CIANWOOD => [709.8, 46],
}
current_city = pbGet(VAR_CURRENT_MART)
current_city = :PEWTER if !current_city.is_a?(Symbol)
entrance_map = pokemart_entrances[current_city][0]
entrance_x = pokemart_entrances[current_city][1]
entrance_y = pokemart_entrances[current_city][2]
reset_pokemart_variables
pbFadeOutIn {
$game_temp.player_new_map_id = entrance_map
$game_temp.player_new_x = entrance_x
$game_temp.player_new_y = entrance_y
$scene.transfer_player(true)
$game_map.autoplay
$game_map.refresh
}
end
def reset_pokemart_variables
pbSet(VAR_CURRENT_CITY_NUMERICAL_ID, 0)
pbSet(VAR_CURRENT_MART, 0)
end
def pokemart_clothes_shop(current_city = nil, include_defaults = true)
current_city = pbGet(VAR_CURRENT_MART) if !current_city
echoln current_city
current_city = :PEWTER if !current_city.is_a?(Symbol)
current_city_tag = current_city.to_s.downcase
selector = OutfitSelector.new
list = selector.generate_clothes_choice(
baseOptions = include_defaults,
additionalIds = [],
additionalTags = [current_city_tag],
filterOutTags = [])
clothesShop(list)
end
def pokemart_hat_shop(include_defaults = true)
current_city = pbGet(VAR_CURRENT_MART)
current_city = :PEWTER if !current_city.is_a?(Symbol)
current_city_tag = current_city.to_s.downcase
selector = OutfitSelector.new
list = selector.generate_hats_choice(
baseOptions = include_defaults,
additionalIds = [],
additionalTags = [current_city_tag],
filterOutTags = [])
hatShop(list)
end
def get_mart_exclusive_items(city)
return get_mart_exclusive_items_hoenn if Settings::GAME_ID == :IF_HOENN
items_list = []
case city
when :PEWTER;
items_list = [:ROCKGEM, :NESTBALL]
when :VIRIDIAN;
items_list = []
when :CERULEAN;
items_list = [:WATERGEM, :NETBALL, :PRETTYWING]
when :VERMILLION;
items_list = [:LOVEBALL, :ELECTRICGEM]
when :LAVENDER;
items_list = [:GHOSTGEM, :DARKGEM, :DUSKBALL]
when :CELADON;
items_list = [:GRASSGEM, :FLYINGGEM, :QUICKBALL, :TIMERBALL,]
when :FUCHSIA;
items_list = [:POISONGEM, :REPEATBALL]
when :SAFFRON;
items_list = [:PSYCHICGEM, :FIGHTINGGEM, :FRIENDBALL]
when :CINNABAR;
items_list = [:FIREGEM, :ICEGEM, :HEAVYBALL]
when :CRIMSON;
items_list = [:DRAGONGEM, :LEVELBALL]
when :GOLDENROD;
items_list = [:EVERSTONE, :MOONSTONE, :SUNSTONE, :DUSKSTONE, :DAWNSTONE, :SHINYSTONE]
when :AZALEA;
items_list = [:BUGGEM]
when :VIOLET;
items_list = [:FLYINGGEM, :STATUSBALL]
when :BLACKTHORN;
items_list = [:DRAGONGEM, :CANDYBALL]
when :CHERRYGROVE;
items_list = [:BUGGEM, :PUREBALL]
when :MAHOGANY;
items_list = []
when :ECRUTEAK;
items_list = [:GHOSTGEM, :DARKGEM]
when :OLIVINE;
items_list = []
when :CIANWOOD;
items_list = []
when :KNOTISLAND;
items_list = []
when :BOONISLAND;
items_list = []
when :KINISLAND;
items_list = []
when :CHRONOISLAND;
items_list = []
end
return items_list
end