#=============================================================================== # This module stores encounter-modifying events that can happen during the game. # A procedure can subscribe to an event by adding itself to the event. It will # then be called whenever the event occurs. #=============================================================================== module EncounterModifier @@procs = [] @@procsEnd = [] def self.register(p) @@procs.push(p) end def self.registerEncounterEnd(p) @@procsEnd.push(p) end def self.trigger(encounter) for prc in @@procs encounter = prc.call(encounter) end return encounter end def self.triggerEncounterEnd() for prc in @@procsEnd prc.call() end end end #=============================================================================== # This module stores events that can happen during the game. A procedure can # subscribe to an event by adding itself to the event. It will then be called # whenever the event occurs. #=============================================================================== module Events @@OnMapCreate = Event.new @@OnMapUpdate = Event.new @@OnMapChange = Event.new @@OnMapChanging = Event.new @@OnMapSceneChange = Event.new @@OnSpritesetCreate = Event.new @@OnAction = Event.new @@OnStepTaken = Event.new @@OnLeaveTile = Event.new @@OnStepTakenFieldMovement = Event.new @@OnStepTakenTransferPossible = Event.new @@OnStartBattle = Event.new @@OnEndBattle = Event.new @@OnWildPokemonCreate = Event.new @@OnWildBattleOverride = Event.new @@OnWildBattleEnd = Event.new @@OnTrainerPartyLoad = Event.new @@OnChangeDirection = Event.new # Fires whenever a map is created. Event handler receives two parameters: the # map (RPG::Map) and the tileset (RPG::Tileset) def self.onMapCreate; @@OnMapCreate; end def self.onMapCreate=(v); @@OnMapCreate = v; end # Fires each frame during a map update. def self.onMapUpdate; @@OnMapUpdate; end def self.onMapUpdate=(v); @@OnMapUpdate = v; end # Fires whenever one map is about to change to a different one. Event handler # receives the new map ID and the Game_Map object representing the new map. # When the event handler is called, $game_map still refers to the old map. def self.onMapChanging; @@OnMapChanging; end def self.onMapChanging=(v); @@OnMapChanging = v; end # Fires whenever the player moves to a new map. Event handler receives the old # map ID or 0 if none. Also fires when the first map of the game is loaded def self.onMapChange; @@OnMapChange; end def self.onMapChange=(v); @@OnMapChange = v; end # Fires whenever the map scene is regenerated and soon after the player moves # to a new map. # Parameters: # e[0] - Scene_Map object. # e[1] - Whether the player just moved to a new map (either true or false). If # false, some other code had called $scene.createSpritesets to # regenerate the map scene without transferring the player elsewhere def self.onMapSceneChange; @@OnMapSceneChange; end def self.onMapSceneChange=(v); @@OnMapSceneChange = v; end # Fires whenever a spriteset is created. # Parameters: # e[0] - Spriteset being created. e[0].map is the map associated with the # spriteset (not necessarily the current map). # e[1] - Viewport used for tilemap and characters def self.onSpritesetCreate; @@OnSpritesetCreate; end def self.onSpritesetCreate=(v); @@OnSpritesetCreate = v; end # Triggers when the player presses the Action button on the map. def self.onAction; @@OnAction; end def self.onAction=(v); @@OnAction = v; end # Fires whenever the player takes a step. def self.onStepTaken; @@OnStepTaken; end def self.onStepTaken=(v); @@OnStepTaken = v; end # Fires whenever the player or another event leaves a tile. # Parameters: # e[0] - Event that just left the tile. # e[1] - Map ID where the tile is located (not necessarily # the current map). Use "$MapFactory.getMap(e[1])" to # get the Game_Map object corresponding to that map. # e[2] - X-coordinate of the tile # e[3] - Y-coordinate of the tile def self.onLeaveTile; @@OnLeaveTile; end def self.onLeaveTile=(v); @@OnLeaveTile = v; end # Fires whenever the player or another event enters a tile. # Parameters: # e[0] - Event that just entered a tile. def self.onStepTakenFieldMovement; @@OnStepTakenFieldMovement; end def self.onStepTakenFieldMovement=(v); @@OnStepTakenFieldMovement = v; end # Fires whenever the player takes a step. The event handler may possibly move # the player elsewhere. # Parameters: # e[0] - Array that contains a single boolean value. If an event handler moves # the player to a new map, it should set this value to true. Other # event handlers should check this parameter's value. def self.onStepTakenTransferPossible; @@OnStepTakenTransferPossible; end def self.onStepTakenTransferPossible=(v); @@OnStepTakenTransferPossible = v; end def self.onStartBattle; @@OnStartBattle; end def self.onStartBattle=(v); @@OnStartBattle = v; end def self.onEndBattle; @@OnEndBattle; end def self.onEndBattle=(v); @@OnEndBattle = v; end # Triggers whenever a wild Pokémon is created # Parameters: # e[0] - Pokémon being created def self.onWildPokemonCreate; @@OnWildPokemonCreate; end def self.onWildPokemonCreate=(v); @@OnWildPokemonCreate = v; end # Triggers at the start of a wild battle. Event handlers can provide their # own wild battle routines to override the default behavior. def self.onWildBattleOverride; @@OnWildBattleOverride; end def self.onWildBattleOverride=(v); @@OnWildBattleOverride = v; end # Triggers whenever a wild Pokémon battle ends # Parameters: # e[0] - Pokémon species # e[1] - Pokémon level # e[2] - Battle result (1-win, 2-loss, 3-escaped, 4-caught, 5-draw) def self.onWildBattleEnd; @@OnWildBattleEnd; end def self.onWildBattleEnd=(v); @@OnWildBattleEnd = v; end # Triggers whenever an NPC trainer's Pokémon party is loaded # Parameters: # e[0] - Trainer # e[1] - Items possessed by the trainer # e[2] - Party def self.onTrainerPartyLoad; @@OnTrainerPartyLoad; end def self.onTrainerPartyLoad=(v); @@OnTrainerPartyLoad = v; end # Fires whenever the player changes direction. def self.onChangeDirection; @@OnChangeDirection; end def self.onChangeDirection=(v); @@OnChangeDirection = v; end end def pbOnSpritesetCreate(spriteset,viewport) Events.onSpritesetCreate.trigger(nil,spriteset,viewport) end #=============================================================================== # Constant checks #=============================================================================== # Pokérus check Events.onMapUpdate += proc { |_sender,_e| next if !$Trainer last = $PokemonGlobal.pokerusTime now = pbGetTimeNow if !last || last.year!=now.year || last.month!=now.month || last.day!=now.day for i in $Trainer.pokemon_party i.lowerPokerusCount end $PokemonGlobal.pokerusTime = now end } # Returns whether the Poké Center should explain Pokérus to the player, if a # healed Pokémon has it. def pbPokerus? return false if $game_switches[Settings::SEEN_POKERUS_SWITCH] for i in $Trainer.party return true if i.pokerusStage==1 end return false end class PokemonTemp attr_accessor :batterywarning attr_accessor :cueBGM attr_accessor :cueFrames end def pbBatteryLow? pstate = System.power_state # If it's not discharging, it doesn't matter if it's low return false if !pstate[:discharging] # Check for less than 10m, priority over the percentage # Some laptops (Chromebooks, Macbooks) have very long lifetimes return true if pstate[:seconds] && pstate[:seconds] <= 600 # Check for <=15% return true if pstate[:percent] && pstate[:percent] <= 15 return false end Events.onMapUpdate += proc { |_sender,_e| if !$PokemonTemp.batterywarning && pbBatteryLow? if !$game_temp.in_menu && !$game_temp.in_battle && !$game_player.move_route_forcing && !$game_temp.message_window_showing && !pbMapInterpreterRunning? if pbGetTimeNow.sec==0 pbMessage(_INTL("The game has detected that the battery is low. You should save soon to avoid losing your progress.")) $PokemonTemp.batterywarning = true end end end if $PokemonTemp.cueFrames $PokemonTemp.cueFrames -= 1 if $PokemonTemp.cueFrames<=0 $PokemonTemp.cueFrames = nil if $game_system.getPlayingBGM==nil pbBGMPlay($PokemonTemp.cueBGM) end end end } #=============================================================================== # Checks per step #=============================================================================== # Party Pokémon gain happiness from walking Events.onStepTaken += proc { $PokemonGlobal.happinessSteps = 0 if !$PokemonGlobal.happinessSteps $PokemonGlobal.happinessSteps += 1 if $PokemonGlobal.happinessSteps>=128 for pkmn in $Trainer.able_party pkmn.changeHappiness("walking") if rand(2)==0 end $PokemonGlobal.happinessSteps = 0 end } # Poison party Pokémon Events.onStepTakenTransferPossible += proc { |_sender,e| handled = e[0] next if handled[0] if $PokemonGlobal.stepcount%4==0 && Settings::POISON_IN_FIELD flashed = false for i in $Trainer.able_party if i.status == :POISON && !i.hasAbility?(:IMMUNITY) if !flashed $game_screen.start_flash(Color.new(255,0,0,128), 4) flashed = true end i.hp -= 1 if i.hp>1 || Settings::POISON_FAINT_IN_FIELD if i.hp==1 && !Settings::POISON_FAINT_IN_FIELD i.status = :NONE pbMessage(_INTL("{1} survived the poisoning.\\nThe poison faded away!\1",i.name)) next elsif i.hp==0 i.changeHappiness("faint") i.status = :NONE pbMessage(_INTL("{1} fainted...",i.name)) end if $Trainer.able_pokemon_count == 0 handled[0] = true pbCheckAllFainted end end end end } def pbCheckAllFainted if $Trainer.able_pokemon_count == 0 pbMessage(_INTL("You have no more Pokémon that can fight!\1")) pbMessage(_INTL("You blacked out!")) pbBGMFade(1.0) pbBGSFade(1.0) pbFadeOutIn { pbStartOver } end end # Gather soot from soot grass Events.onStepTakenFieldMovement += proc { |_sender,e| event = e[0] # Get the event affected by field movement thistile = $MapFactory.getRealTilePos(event.map.map_id,event.x,event.y) map = $MapFactory.getMap(thistile[0]) sootlevel = -1 for i in [2, 1, 0] tile_id = map.data[thistile[1],thistile[2],i] next if tile_id==nil if map.terrain_tags[tile_id]==PBTerrain::SootGrass sootlevel = i break end end if sootlevel>=0 && GameData::Item.exists?(:SOOTSACK) $PokemonGlobal.sootsack = 0 if !$PokemonGlobal.sootsack # map.data[thistile[1],thistile[2],sootlevel]=0 if event==$game_player && $PokemonBag.pbHasItem?(:SOOTSACK) $PokemonGlobal.sootsack += 1 end # $scene.createSingleSpriteset(map.map_id) end } # Show grass rustle animation, and auto-move the player over waterfalls and ice Events.onStepTakenFieldMovement += proc { |_sender,e| event = e[0] # Get the event affected by field movement if $scene.is_a?(Scene_Map) currentTag = pbGetTerrainTag(event) if PBTerrain.isJustGrass?(pbGetTerrainTag(event,true)) # Won't show if under bridge $scene.spriteset.addUserAnimation(Settings::GRASS_ANIMATION_ID,event.x,event.y,true,1) elsif event==$game_player if currentTag==PBTerrain::WaterfallCrest # Descend waterfall, but only if this event is the player pbDescendWaterfall(event) elsif PBTerrain.isIce?(currentTag) && !$PokemonGlobal.sliding pbSlideOnIce(event) end end end } def pbOnStepTaken(eventTriggered) if $game_player.move_route_forcing || pbMapInterpreterRunning? Events.onStepTakenFieldMovement.trigger(nil,$game_player) return end $PokemonGlobal.stepcount = 0 if !$PokemonGlobal.stepcount $PokemonGlobal.stepcount += 1 $PokemonGlobal.stepcount &= 0x7FFFFFFF repel_active = ($PokemonGlobal.repel > 0) Events.onStepTaken.trigger(nil) # Events.onStepTakenFieldMovement.trigger(nil,$game_player) handled = [nil] Events.onStepTakenTransferPossible.trigger(nil,handled) return if handled[0] pbBattleOnStepTaken(repel_active) if !eventTriggered && !$game_temp.in_menu $PokemonTemp.encounterTriggered = false # This info isn't needed here end # Start wild encounters while turning on the spot Events.onChangeDirection += proc { repel_active = ($PokemonGlobal.repel > 0) pbBattleOnStepTaken(repel_active) if !$game_temp.in_menu } def pbBattleOnStepTaken(repel_active) return if $Trainer.able_pokemon_count == 0 return if !$PokemonEncounters.encounter_possible_here? encounter_type = $PokemonEncounters.encounter_type return if !encounter_type return if !$PokemonEncounters.encounter_triggered?(encounter_type, repel_active) $PokemonTemp.encounterType = encounter_type encounter = $PokemonEncounters.choose_wild_pokemon(encounter_type) encounter = EncounterModifier.trigger(encounter) if $PokemonEncounters.allow_encounter?(encounter, repel_active) if $PokemonEncounters.have_double_wild_battle? encounter2 = $PokemonEncounters.choose_wild_pokemon(encounter_type) encounter2 = EncounterModifier.trigger(encounter2) pbDoubleWildBattle(encounter[0], encounter[1], encounter2[0], encounter2[1]) else pbWildBattle(encounter[0], encounter[1]) end $PokemonTemp.encounterType = nil $PokemonTemp.encounterTriggered = true end $PokemonTemp.forceSingleBattle = false EncounterModifier.triggerEncounterEnd end #=============================================================================== # Checks when moving between maps #=============================================================================== # Clears the weather of the old map, if the old map has defined weather and the # new map either has the same name as the old map or doesn't have defined # weather. Events.onMapChanging += proc { |_sender, e| new_map_ID = e[0] next if new_map_ID == 0 old_map_metadata = GameData::MapMetadata.try_get($game_map.map_id) next if !old_map_metadata || !old_map_metadata.weather map_infos = pbLoadMapInfos if $game_map.name == map_infos[new_map_ID].name new_map_metadata = GameData::MapMetadata.try_get(new_map_ID) next if new_map_metadata && new_map_metadata.weather end $game_screen.weather(PBFieldWeather::None, 0, 0) } # Set up various data related to the new map Events.onMapChange += proc { |_sender, e| old_map_ID = e[0] # previous map ID, is 0 if no map ID new_map_metadata = GameData::MapMetadata.try_get($game_map.map_id) if new_map_metadata && new_map_metadata.teleport_destination $PokemonGlobal.healingSpot = new_map_metadata.teleport_destination end $PokemonMap.clear if $PokemonMap $PokemonEncounters.setup($game_map.map_id) if $PokemonEncounters $PokemonGlobal.visitedMaps[$game_map.map_id] = true next if old_map_ID == 0 || old_map_ID == $game_map.map_id next if !new_map_metadata || !new_map_metadata.weather map_infos = pbLoadMapInfos if $game_map.name == map_infos[old_map_ID].name old_map_metadata = GameData::MapMetadata.try_get(old_map_ID) next if old_map_metadata && old_map_metadata.weather end new_weather = new_map_metadata.weather $game_screen.weather(new_weather[0], 9, 0) if rand(100) < new_weather[1] } Events.onMapSceneChange += proc { |_sender, e| scene = e[0] mapChanged = e[1] next if !scene || !scene.spriteset # Update map trail if $game_map $PokemonGlobal.mapTrail = [] if !$PokemonGlobal.mapTrail if $PokemonGlobal.mapTrail[0] != $game_map.map_id $PokemonGlobal.mapTrail.pop if $PokemonGlobal.mapTrail.length >= 4 end $PokemonGlobal.mapTrail = [$game_map.map_id] + $PokemonGlobal.mapTrail end # Display darkness circle on dark maps map_metadata = GameData::MapMetadata.try_get($game_map.map_id) if map_metadata && map_metadata.dark_map $PokemonTemp.darknessSprite = DarknessSprite.new scene.spriteset.addUserSprite($PokemonTemp.darknessSprite) if $PokemonGlobal.flashUsed $PokemonTemp.darknessSprite.radius = $PokemonTemp.darknessSprite.radiusMax end else $PokemonGlobal.flashUsed = false $PokemonTemp.darknessSprite.dispose if $PokemonTemp.darknessSprite $PokemonTemp.darknessSprite = nil end # Show location signpost if mapChanged && map_metadata && map_metadata.announce_location nosignpost = false if $PokemonGlobal.mapTrail[1] for i in 0...Settings::NO_SIGNPOSTS.length / 2 nosignpost = true if Settings::NO_SIGNPOSTS[2 * i] == $PokemonGlobal.mapTrail[1] && Settings::NO_SIGNPOSTS[2 * i + 1] == $game_map.map_id nosignpost = true if Settings::NO_SIGNPOSTS[2 * i + 1] == $PokemonGlobal.mapTrail[1] && Settings::NO_SIGNPOSTS[2 * i] == $game_map.map_id break if nosignpost end mapinfos = pbLoadMapInfos oldmapname = mapinfos[$PokemonGlobal.mapTrail[1]].name nosignpost = true if $game_map.name == oldmapname end scene.spriteset.addUserSprite(LocationWindow.new($game_map.name)) if !nosignpost end # Force cycling/walking if map_metadata && map_metadata.always_bicycle pbMountBike elsif !pbCanUseBike?($game_map.map_id) pbDismountBike end } #=============================================================================== # Event locations, terrain tags #=============================================================================== def pbEventFacesPlayer?(event,player,distance) return false if distance<=0 # Event can't reach player if no coordinates coincide return false if event.x!=player.x && event.y!=player.y deltaX = (event.direction==6) ? 1 : (event.direction==4) ? -1 : 0 deltaY = (event.direction==2) ? 1 : (event.direction==8) ? -1 : 0 # Check for existence of player curx = event.x cury = event.y found = false distance.times do curx += deltaX cury += deltaY if player.x==curx && player.y==cury found = true break end end return found end def pbEventCanReachPlayer?(event,player,distance) return false if distance<=0 # Event can't reach player if no coordinates coincide return false if event.x!=player.x && event.y!=player.y deltaX = (event.direction==6) ? 1 : (event.direction==4) ? -1 : 0 deltaY = (event.direction==2) ? 1 : (event.direction==8) ? -1 : 0 # Check for existence of player curx = event.x cury = event.y found = false realdist = 0 distance.times do curx += deltaX cury += deltaY if player.x==curx && player.y==cury found = true break end realdist += 1 end return false if !found # Check passibility curx = event.x cury = event.y realdist.times do return false if !event.passable?(curx,cury,event.direction) curx += deltaX cury += deltaY end return true end def pbFacingTileRegular(direction=nil,event=nil) event = $game_player if !event return [0,0,0] if !event x = event.x y = event.y direction = event.direction if !direction case direction when 1 y += 1 x -= 1 when 2 y += 1 when 3 y += 1 x += 1 when 4 x -= 1 when 6 x += 1 when 7 y -= 1 x -= 1 when 8 y -= 1 when 9 y -= 1 x += 1 end return [$game_map.map_id,x,y] end def pbFacingTile(direction=nil,event=nil) return $MapFactory.getFacingTile(direction,event) if $MapFactory return pbFacingTileRegular(direction,event) end def pbFacingEachOther(event1,event2) return false if !event1 || !event2 if $MapFactory tile1 = $MapFactory.getFacingTile(nil,event1) tile2 = $MapFactory.getFacingTile(nil,event2) return false if !tile1 || !tile2 return tile1[0]==event2.map.map_id && tile1[1]==event2.x && tile1[2]==event2.y && tile2[0]==event1.map.map_id && tile2[1]==event1.x && tile2[2]==event1.y else tile1 = pbFacingTile(nil,event1) tile2 = pbFacingTile(nil,event2) return false if !tile1 || !tile2 return tile1[1]==event2.x && tile1[2]==event2.y && tile2[1]==event1.x && tile2[2]==event1.y end end def pbGetTerrainTag(event=nil,countBridge=false) event = $game_player if !event return 0 if !event if $MapFactory return $MapFactory.getTerrainTag(event.map.map_id,event.x,event.y,countBridge) end $game_map.terrain_tag(event.x,event.y,countBridge) end def pbFacingTerrainTag(event=nil,dir=nil) if $MapFactory return $MapFactory.getFacingTerrainTag(dir,event) end event = $game_player if !event return 0 if !event facing = pbFacingTile(dir,event) return $game_map.terrain_tag(facing[1],facing[2]) end #=============================================================================== # Audio playing #=============================================================================== def pbCueBGM(bgm,seconds,volume=nil,pitch=nil) return if !bgm bgm = pbResolveAudioFile(bgm,volume,pitch) playingBGM = $game_system.playing_bgm if !playingBGM || playingBGM.name!=bgm.name || playingBGM.pitch!=bgm.pitch pbBGMFade(seconds) if !$PokemonTemp.cueFrames $PokemonTemp.cueFrames = (seconds*Graphics.frame_rate)*3/5 end $PokemonTemp.cueBGM=bgm elsif playingBGM pbBGMPlay(bgm) end end def pbAutoplayOnTransition surfbgm = GameData::Metadata.get.surf_BGM if $PokemonGlobal.surfing && surfbgm pbBGMPlay(surfbgm) else $game_map.autoplayAsCue end end def pbAutoplayOnSave surfbgm = GameData::Metadata.get.surf_BGM if $PokemonGlobal.surfing && surfbgm pbBGMPlay(surfbgm) else $game_map.autoplay end end #=============================================================================== # Event movement #=============================================================================== module PBMoveRoute Down = 1 Left = 2 Right = 3 Up = 4 LowerLeft = 5 LowerRight = 6 UpperLeft = 7 UpperRight = 8 Random = 9 TowardPlayer = 10 AwayFromPlayer = 11 Forward = 12 Backward = 13 Jump = 14 # xoffset, yoffset Wait = 15 # frames TurnDown = 16 TurnLeft = 17 TurnRight = 18 TurnUp = 19 TurnRight90 = 20 TurnLeft90 = 21 Turn180 = 22 TurnRightOrLeft90 = 23 TurnRandom = 24 TurnTowardPlayer = 25 TurnAwayFromPlayer = 26 SwitchOn = 27 # 1 param SwitchOff = 28 # 1 param ChangeSpeed = 29 # 1 param ChangeFreq = 30 # 1 param WalkAnimeOn = 31 WalkAnimeOff = 32 StepAnimeOn = 33 StepAnimeOff = 34 DirectionFixOn = 35 DirectionFixOff = 36 ThroughOn = 37 ThroughOff = 38 AlwaysOnTopOn = 39 AlwaysOnTopOff = 40 Graphic = 41 # Name, hue, direction, pattern Opacity = 42 # 1 param Blending = 43 # 1 param PlaySE = 44 # 1 param Script = 45 # 1 param ScriptAsync = 101 # 1 param end def pbMoveRoute(event,commands,waitComplete=false) route = RPG::MoveRoute.new route.repeat = false route.skippable = true route.list.clear route.list.push(RPG::MoveCommand.new(PBMoveRoute::ThroughOn)) i=0 while i sy.abs (sx > 0) ? event.turn_left : event.turn_right else (sy > 0) ? event.turn_up : event.turn_down end end def pbMoveTowardPlayer(event) maxsize = [$game_map.width,$game_map.height].max return if !pbEventCanReachPlayer?(event,$game_player,maxsize) loop do x = event.x y = event.y event.move_toward_player break if event.x==x && event.y==y while event.moving? Graphics.update Input.update pbUpdateSceneMap end end $PokemonMap.addMovedEvent(event.id) if $PokemonMap end def pbJumpToward(dist=1,playSound=false,cancelSurf=false) x = $game_player.x y = $game_player.y case $game_player.direction when 2 then $game_player.jump(0, dist) # down when 4 then $game_player.jump(-dist, 0) # left when 6 then $game_player.jump(dist, 0) # right when 8 then $game_player.jump(0, -dist) # up end if $game_player.x!=x || $game_player.y!=y pbSEPlay("Player jump") if playSound $PokemonEncounters.reset_step_count if cancelSurf $PokemonTemp.endSurf = true if cancelSurf while $game_player.jumping? Graphics.update Input.update pbUpdateSceneMap end return true end return false end #=============================================================================== # Fishing #=============================================================================== def pbFishingBegin $PokemonGlobal.fishing = true if !pbCommonEvent(Settings::FISHING_BEGIN_COMMON_EVENT) patternb = 2*$game_player.direction - 1 meta = GameData::Metadata.get_player($PokemonGlobal.playerID) num = ($PokemonGlobal.surfing) ? 7 : 6 if meta && meta[num] && meta[num]!="" charset = pbGetPlayerCharset(meta,num) 4.times do |pattern| $game_player.setDefaultCharName(charset,patternb-pattern,true) (Graphics.frame_rate/20).times do Graphics.update Input.update pbUpdateSceneMap end end end end end def pbFishingEnd if !pbCommonEvent(Settings::FISHING_END_COMMON_EVENT) patternb = 2*($game_player.direction - 2) meta = GameData::Metadata.get_player($PokemonGlobal.playerID) num = ($PokemonGlobal.surfing) ? 7 : 6 if meta && meta[num] && meta[num]!="" charset = pbGetPlayerCharset(meta,num) 4.times do |pattern| $game_player.setDefaultCharName(charset,patternb+pattern,true) (Graphics.frame_rate/20).times do Graphics.update Input.update pbUpdateSceneMap end end end end $PokemonGlobal.fishing = false end def pbFishing(hasEncounter,rodType=1) speedup = ($Trainer.first_pokemon && [:STICKYHOLD, :SUCTIONCUPS].include?($Trainer.first_pokemon.ability_id)) biteChance = 20+(25*rodType) # 45, 70, 95 biteChance *= 1.5 if speedup # 67.5, 100, 100 hookChance = 100 oldpattern = $game_player.fullPattern pbFishingBegin msgWindow = pbCreateMessageWindow ret = false loop do time = 5+rand(6) time = [time,5+rand(6)].min if speedup message = "" time.times { message += ". " } if pbWaitMessage(msgWindow,time) pbFishingEnd $game_player.setDefaultCharName(nil,oldpattern) pbMessageDisplay(msgWindow,_INTL("Not even a nibble...")) break end if hasEncounter && rand(100)0 pbMessageDisplay(msgWindow,message,false) periodTime.times do Graphics.update Input.update pbUpdateSceneMap if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK) return true end end end return false end # A Pokémon is biting, reflex test to reel it in def pbWaitForInput(msgWindow,message,frames) pbMessageDisplay(msgWindow,message,false) numFrame = 0 twitchFrame = 0 twitchFrameTime = Graphics.frame_rate/10 # 0.1 seconds, 4 frames loop do Graphics.update Input.update pbUpdateSceneMap # Twitch cycle: 1,0,1,0,0,0,0,0 twitchFrame = (twitchFrame+1)%(twitchFrameTime*8) case twitchFrame%twitchFrameTime when 0, 2 $game_player.pattern = 1 else $game_player.pattern = 0 end if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK) $game_player.pattern = 0 return true end break if !Settings::FISHING_AUTO_HOOK && numFrame > frames numFrame += 1 end return false end #=============================================================================== # Bridges, cave escape points, and setting the heal point #=============================================================================== def pbBridgeOn(height=2) $PokemonGlobal.bridge = height end def pbBridgeOff $PokemonGlobal.bridge = 0 end def pbSetEscapePoint $PokemonGlobal.escapePoint = [] if !$PokemonGlobal.escapePoint xco = $game_player.x yco = $game_player.y case $game_player.direction when 2 # Down yco -= 1 dir = 8 when 4 # Left xco += 1 dir = 6 when 6 # Right xco -= 1 dir = 4 when 8 # Up yco += 1 dir = 2 end $PokemonGlobal.escapePoint = [$game_map.map_id,xco,yco,dir] end def pbEraseEscapePoint $PokemonGlobal.escapePoint = [] end def pbSetPokemonCenter $PokemonGlobal.pokecenterMapId = $game_map.map_id $PokemonGlobal.pokecenterX = $game_player.x $PokemonGlobal.pokecenterY = $game_player.y $PokemonGlobal.pokecenterDirection = $game_player.direction end #=============================================================================== # Partner trainer #=============================================================================== def pbRegisterPartner(tr_type, tr_name, tr_id = 0) tr_type = GameData::TrainerType.get(tr_type).id pbCancelVehicles trainer = pbLoadTrainer(tr_type, tr_name, tr_id) Events.onTrainerPartyLoad.trigger(nil, trainer) for i in trainer.party i.owner = Pokemon::Owner.new_from_trainer(trainer) i.calcStats end $PokemonGlobal.partner = [tr_type, tr_name, trainer.id, trainer.party] end def pbDeregisterPartner $PokemonGlobal.partner = nil end #=============================================================================== # Picking up an item found on the ground #=============================================================================== def pbItemBall(item,quantity=1) item = GameData::Item.get(item) return false if !item || quantity<1 itemname = (quantity>1) ? item.name_plural : item.name pocket = item.pocket move = item.move if $PokemonBag.pbStoreItem(item,quantity) # If item can be picked up meName = (item.is_key_item?) ? "Key item get" : "Item get" if item == :LEFTOVERS pbMessage(_INTL("\\me[{1}]You found some \\c[1]{2}\\c[0]!\\wtnp[30]",meName,itemname)) elsif item.is_machine? # TM or HM pbMessage(_INTL("\\me[{1}]You found \\c[1]{2} {3}\\c[0]!\\wtnp[30]",meName,itemname,GameData::Move.get(move).name)) elsif quantity>1 pbMessage(_INTL("\\me[{1}]You found {2} \\c[1]{3}\\c[0]!\\wtnp[30]",meName,quantity,itemname)) elsif itemname.starts_with_vowel? pbMessage(_INTL("\\me[{1}]You found an \\c[1]{2}\\c[0]!\\wtnp[30]",meName,itemname)) else pbMessage(_INTL("\\me[{1}]You found a \\c[1]{2}\\c[0]!\\wtnp[30]",meName,itemname)) end pbMessage(_INTL("You put the {1} away\\nin the \\c[1]{3} Pocket\\c[0].", itemname,pocket,PokemonBag.pocketNames()[pocket])) return true end # Can't add the item if item == :LEFTOVERS pbMessage(_INTL("You found some \\c[1]{1}\\c[0]!\\wtnp[30]",itemname)) elsif item.is_machine? # TM or HM pbMessage(_INTL("You found \\c[1]{1} {2}\\c[0]!\\wtnp[30]",itemname,GameData::Move.get(move).name)) elsif quantity>1 pbMessage(_INTL("You found {1} \\c[1]{2}\\c[0]!\\wtnp[30]",quantity,itemname)) elsif itemname.starts_with_vowel? pbMessage(_INTL("You found an \\c[1]{1}\\c[0]!\\wtnp[30]",itemname)) else pbMessage(_INTL("You found a \\c[1]{1}\\c[0]!\\wtnp[30]",itemname)) end pbMessage(_INTL("But your Bag is full...")) return false end #=============================================================================== # Being given an item #=============================================================================== def pbReceiveItem(item,quantity=1) item = GameData::Item.get(item) return false if !item || quantity<1 itemname = (quantity>1) ? item.name_plural : item.name pocket = item.pocket move = item.move meName = (item.is_key_item?) ? "Key item get" : "Item get" if item == :LEFTOVERS pbMessage(_INTL("\\me[{1}]You obtained some \\c[1]{2}\\c[0]!\\wtnp[30]",meName,itemname)) elsif item.is_machine? # TM or HM pbMessage(_INTL("\\me[{1}]You obtained \\c[1]{2} {3}\\c[0]!\\wtnp[30]",meName,itemname,GameData::Move.get(move).name)) elsif quantity>1 pbMessage(_INTL("\\me[{1}]You obtained {2} \\c[1]{3}\\c[0]!\\wtnp[30]",meName,quantity,itemname)) elsif itemname.starts_with_vowel? pbMessage(_INTL("\\me[{1}]You obtained an \\c[1]{2}\\c[0]!\\wtnp[30]",meName,itemname)) else pbMessage(_INTL("\\me[{1}]You obtained a \\c[1]{2}\\c[0]!\\wtnp[30]",meName,itemname)) end if $PokemonBag.pbStoreItem(item,quantity) # If item can be added pbMessage(_INTL("You put the {1} away\\nin the \\c[1]{3} Pocket\\c[0].", itemname,pocket,PokemonBag.pocketNames()[pocket])) return true end return false # Can't add the item end