class PokeBattle_Scene #============================================================================= # The player chooses a main command for a Pokémon # Return values: -1=Cancel, 0=Fight, 1=Bag, 2=Pokémon, 3=Run, 4=Call #============================================================================= def pbCommandMenu(idxBattler,firstAction) shadowTrainer = (GameData::Type.exists?(:SHADOW) && @battle.trainerBattle?) cmds = [ _INTL("What will\n{1} do?",@battle.battlers[idxBattler].name), _INTL("Fight"), _INTL("Bag"), _INTL("Pokémon"), (shadowTrainer) ? _INTL("Call") : (firstAction) ? _INTL("Run") : _INTL("Cancel") ] ret = pbCommandMenuEx(idxBattler,cmds,(shadowTrainer) ? 2 : (firstAction) ? 0 : 1) ret = 4 if ret==3 && shadowTrainer # Convert "Run" to "Call" ret = -1 if ret==3 && !firstAction # Convert "Run" to "Cancel" return ret end # Mode: 0 = regular battle with "Run" (first choosable action in the round only) # 1 = regular battle with "Cancel" # 2 = regular battle with "Call" (for Shadow Pokémon battles) # 3 = Safari Zone # 4 = Bug Catching Contest def pbCommandMenuEx(idxBattler,texts,mode=0) pbShowWindow(COMMAND_BOX) cw = @sprites["commandWindow"] cw.setTexts(texts) cw.setIndexAndMode(@lastCmd[idxBattler],mode) pbSelectBattler(idxBattler) ret = -1 loop do oldIndex = cw.index pbUpdate(cw) # Update selected command if Input.trigger?(Input::LEFT) cw.index -= 1 if (cw.index&1)==1 elsif Input.trigger?(Input::RIGHT) cw.index += 1 if (cw.index&1)==0 elsif Input.trigger?(Input::UP) cw.index -= 2 if (cw.index&2)==2 elsif Input.trigger?(Input::DOWN) cw.index += 2 if (cw.index&2)==0 end pbPlayCursorSE if cw.index!=oldIndex # Actions if Input.trigger?(Input::USE) # Confirm choice pbPlayDecisionSE ret = cw.index @lastCmd[idxBattler] = ret break elsif Input.trigger?(Input::BACK) && mode==1 # Cancel pbPlayCancelSE break elsif Input.trigger?(Input::F9) && $DEBUG # Debug menu pbPlayDecisionSE ret = -2 break end end return ret end #============================================================================= # The player chooses a move for a Pokémon to use #============================================================================= def pbFightMenu(idxBattler,megaEvoPossible=false) battler = @battle.battlers[idxBattler] cw = @sprites["fightWindow"] cw.battler = battler moveIndex = 0 if battler.moves[@lastMove[idxBattler]] && battler.moves[@lastMove[idxBattler]].id moveIndex = @lastMove[idxBattler] end cw.shiftMode = (@battle.pbCanShift?(idxBattler)) ? 1 : 0 cw.setIndexAndMode(moveIndex,(megaEvoPossible) ? 1 : 0) needFullRefresh = true needRefresh = false loop do # Refresh view if necessary if needFullRefresh pbShowWindow(FIGHT_BOX) pbSelectBattler(idxBattler) needFullRefresh = false end if needRefresh if megaEvoPossible newMode = (@battle.pbRegisteredMegaEvolution?(idxBattler)) ? 2 : 1 cw.mode = newMode if newMode!=cw.mode end needRefresh = false end oldIndex = cw.index # General update pbUpdate(cw) # Update selected command if Input.trigger?(Input::LEFT) cw.index -= 1 if (cw.index&1)==1 elsif Input.trigger?(Input::RIGHT) if battler.moves[cw.index+1] && battler.moves[cw.index+1].id cw.index += 1 if (cw.index&1)==0 end elsif Input.trigger?(Input::UP) cw.index -= 2 if (cw.index&2)==2 elsif Input.trigger?(Input::DOWN) if battler.moves[cw.index+2] && battler.moves[cw.index+2].id cw.index += 2 if (cw.index&2)==0 end end pbPlayCursorSE if cw.index!=oldIndex # Actions if Input.trigger?(Input::USE) # Confirm choice pbPlayDecisionSE break if yield cw.index needFullRefresh = true needRefresh = true elsif Input.trigger?(Input::BACK) || Input.trigger?(Input::ACTION) # Cancel fight menu pbPlayCancelSE break if yield -1 needRefresh = true elsif Input.trigger?(Input::ACTION) # Toggle Mega Evolution if megaEvoPossible pbPlayDecisionSE break if yield -2 needRefresh = true end elsif Input.trigger?(Input::SPECIAL) # Shift if cw.shiftMode>0 pbPlayDecisionSE break if yield -3 needRefresh = true end end end @lastMove[idxBattler] = cw.index end #============================================================================= # Opens the party screen to choose a Pokémon to switch in (or just view its # summary screens) #============================================================================= def pbPartyScreen(idxBattler,canCancel=false) # Fade out and hide all sprites visibleSprites = pbFadeOutAndHide(@sprites) # Get player's party partyPos = @battle.pbPartyOrder(idxBattler) partyStart, _partyEnd = @battle.pbTeamIndexRangeFromBattlerIndex(idxBattler) modParty = @battle.pbPlayerDisplayParty(idxBattler) # Start party screen scene = PokemonParty_Scene.new switchScreen = PokemonPartyScreen.new(scene,modParty) switchScreen.pbStartScene(_INTL("Choose a Pokémon."),@battle.pbNumPositions(0,0)) # Loop while in party screen loop do # Select a Pokémon scene.pbSetHelpText(_INTL("Choose a Pokémon.")) idxParty = switchScreen.pbChoosePokemon if idxParty<0 next if !canCancel break end # Choose a command for the selected Pokémon cmdSwitch = -1 cmdSummary = -1 commands = [] commands[cmdSwitch = commands.length] = _INTL("Switch In") if modParty[idxParty].able? commands[cmdSummary = commands.length] = _INTL("Summary") commands[commands.length] = _INTL("Cancel") command = scene.pbShowCommands(_INTL("Do what with {1}?",modParty[idxParty].name),commands) if cmdSwitch>=0 && command==cmdSwitch # Switch In idxPartyRet = -1 partyPos.each_with_index do |pos,i| next if pos!=idxParty+partyStart idxPartyRet = i break end break if yield idxPartyRet, switchScreen elsif cmdSummary>=0 && command==cmdSummary # Summary scene.pbSummary(idxParty,true) end end # Close party screen switchScreen.pbEndScene # Fade back into battle screen pbFadeInAndShow(@sprites,visibleSprites) end #============================================================================= # Opens the Bag screen and chooses an item to use #============================================================================= def pbItemMenu(idxBattler,_firstAction) # Fade out and hide all sprites visibleSprites = pbFadeOutAndHide(@sprites) # Set Bag starting positions oldLastPocket = $PokemonBag.lastpocket oldChoices = $PokemonBag.getAllChoices $PokemonBag.lastpocket = @bagLastPocket if @bagLastPocket!=nil $PokemonBag.setAllChoices(@bagChoices) if @bagChoices!=nil # Start Bag screen itemScene = PokemonBag_Scene.new itemScene.pbStartScene($PokemonBag,true,Proc.new { |item| useType = GameData::Item.get(item).battle_use next useType && useType>0 },false) # Loop while in Bag screen wasTargeting = false loop do # Select an item item = itemScene.pbChooseItem break if !item # Choose a command for the selected item item = GameData::Item.get(item) itemName = item.name useType = item.battle_use cmdUse = -1 commands = [] commands[cmdUse = commands.length] = _INTL("Use") if useType && useType!=0 commands[commands.length] = _INTL("Cancel") command = itemScene.pbShowCommands(_INTL("{1} is selected.",itemName),commands) next unless cmdUse>=0 && command==cmdUse # Use # Use types: # 0 = not usable in battle # 1 = use on Pokémon (lots of items), consumed # 2 = use on Pokémon's move (Ethers), consumed # 3 = use on battler (X items, Persim Berry), consumed # 4 = use on opposing battler (Poké Balls), consumed # 5 = use no target (Poké Doll, Guard Spec., Launcher items), consumed # 6 = use on Pokémon (Blue Flute), not consumed # 7 = use on Pokémon's move, not consumed # 8 = use on battler (Red/Yellow Flutes), not consumed # 9 = use on opposing battler, not consumed # 10 = use no target (Poké Flute), not consumed case useType when 1, 2, 3, 6, 7, 8 # Use on Pokémon/Pokémon's move/battler # Auto-choose the Pokémon/battler whose action is being decided if they # are the only available Pokémon/battler to use the item on case useType when 1, 6 # Use on Pokémon if @battle.pbTeamLengthFromBattlerIndex(idxBattler)==1 break if yield item.id, useType, @battle.battlers[idxBattler].pokemonIndex, -1, itemScene end when 3, 8 # Use on battler if @battle.pbPlayerBattlerCount==1 break if yield item.id, useType, @battle.battlers[idxBattler].pokemonIndex, -1, itemScene end end # Fade out and hide Bag screen itemScene.pbFadeOutScene # Get player's party party = @battle.pbParty(idxBattler) partyPos = @battle.pbPartyOrder(idxBattler) partyStart, _partyEnd = @battle.pbTeamIndexRangeFromBattlerIndex(idxBattler) modParty = @battle.pbPlayerDisplayParty(idxBattler) # Start party screen pkmnScene = PokemonParty_Scene.new pkmnScreen = PokemonPartyScreen.new(pkmnScene,modParty) pkmnScreen.pbStartScene(_INTL("Use on which Pokémon?"),@battle.pbNumPositions(0,0)) idxParty = -1 # Loop while in party screen loop do # Select a Pokémon pkmnScene.pbSetHelpText(_INTL("Use on which Pokémon?")) idxParty = pkmnScreen.pbChoosePokemon break if idxParty<0 idxPartyRet = -1 partyPos.each_with_index do |pos,i| next if pos!=idxParty+partyStart idxPartyRet = i break end next if idxPartyRet<0 pkmn = party[idxPartyRet] next if !pkmn || pkmn.egg? idxMove = -1 if useType==2 || useType==7 # Use on Pokémon's move idxMove = pkmnScreen.pbChooseMove(pkmn,_INTL("Restore which move?")) next if idxMove<0 end break if yield item.id, useType, idxPartyRet, idxMove, pkmnScene end pkmnScene.pbEndScene break if idxParty>=0 # Cancelled choosing a Pokémon; show the Bag screen again itemScene.pbFadeInScene when 4, 9 # Use on opposing battler (Poké Balls) idxTarget = -1 if @battle.pbOpposingBattlerCount(idxBattler)==1 @battle.eachOtherSideBattler(idxBattler) { |b| idxTarget = b.index } break if yield item.id, useType, idxTarget, -1, itemScene else wasTargeting = true # Fade out and hide Bag screen itemScene.pbFadeOutScene # Fade in and show the battle screen, choosing a target tempVisibleSprites = visibleSprites.clone tempVisibleSprites["commandWindow"] = false tempVisibleSprites["targetWindow"] = true idxTarget = pbChooseTarget(idxBattler,GameData::Target.get(:Foe),tempVisibleSprites) if idxTarget>=0 break if yield item.id, useType, idxTarget, -1, self end # Target invalid/cancelled choosing a target; show the Bag screen again wasTargeting = false pbFadeOutAndHide(@sprites) itemScene.pbFadeInScene end when 5, 10 # Use with no target break if yield item.id, useType, idxBattler, -1, itemScene end end @bagLastPocket = $PokemonBag.lastpocket @bagChoices = $PokemonBag.getAllChoices $PokemonBag.lastpocket = oldLastPocket $PokemonBag.setAllChoices(oldChoices) # Close Bag screen itemScene.pbEndScene # Fade back into battle screen (if not already showing it) pbFadeInAndShow(@sprites,visibleSprites) if !wasTargeting end #============================================================================= # The player chooses a target battler for a move/item (non-single battles only) #============================================================================= # Returns an array containing battler names to display when choosing a move's # target. # nil means can't select that position, "" means can select that position but # there is no battler there, otherwise is a battler's name. def pbCreateTargetTexts(idxBattler,target_data) texts = Array.new(@battle.battlers.length) do |i| next nil if !@battle.battlers[i] showName = false # NOTE: Targets listed here are ones with num_targets of 0, plus # RandomNearFoe which should look like it targets the user. All # other targets are handled by the "else" part. case target_data.id when :None, :User, :RandomNearFoe showName = (i==idxBattler) when :UserSide showName = !@battle.opposes?(i,idxBattler) when :FoeSide showName = @battle.opposes?(i,idxBattler) when :BothSides showName = true else showName = @battle.pbMoveCanTarget?(i,idxBattler,target_data) end next nil if !showName next (@battle.battlers[i].fainted?) ? "" : @battle.battlers[i].name end return texts end # Returns the initial position of the cursor when choosing a target for a move # in a non-single battle. def pbFirstTarget(idxBattler,target_data) case target_data.id when :NearAlly @battle.eachSameSideBattler(idxBattler) do |b| next if b.index==idxBattler || !@battle.nearBattlers?(b,idxBattler) next if b.fainted? return b.index end @battle.eachSameSideBattler(idxBattler) do |b| next if b.index==idxBattler || !@battle.nearBattlers?(b,idxBattler) return b.index end when :NearFoe, :NearOther indices = @battle.pbGetOpposingIndicesInOrder(idxBattler) indices.each { |i| return i if @battle.nearBattlers?(i,idxBattler) && !@battle.battlers[i].fainted? } indices.each { |i| return i if @battle.nearBattlers?(i,idxBattler) } when :Foe, :Other indices = @battle.pbGetOpposingIndicesInOrder(idxBattler) indices.each { |i| return i if !@battle.battlers[i].fainted? } indices.each { |i| return i } end return idxBattler # Target the user initially end def pbChooseTarget(idxBattler,target_data,visibleSprites=nil) pbShowWindow(TARGET_BOX) cw = @sprites["targetWindow"] # Create an array of battler names (only valid targets are named) texts = pbCreateTargetTexts(idxBattler,target_data) # Determine mode based on target_data mode = (target_data.num_targets == 1) ? 0 : 1 cw.setDetails(texts,mode) cw.index = pbFirstTarget(idxBattler,target_data) pbSelectBattler((mode==0) ? cw.index : texts,2) # Select initial battler/data box pbFadeInAndShow(@sprites,visibleSprites) if visibleSprites ret = -1 loop do oldIndex = cw.index pbUpdate(cw) # Update selected command if mode==0 # Choosing just one target, can change index if Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT) inc = ((cw.index%2)==0) ? -2 : 2 inc *= -1 if Input.trigger?(Input::RIGHT) indexLength = @battle.sideSizes[cw.index%2]*2 newIndex = cw.index loop do newIndex += inc break if newIndex<0 || newIndex>=indexLength next if texts[newIndex].nil? cw.index = newIndex break end elsif (Input.trigger?(Input::UP) && (cw.index%2)==0) || (Input.trigger?(Input::DOWN) && (cw.index%2)==1) tryIndex = @battle.pbGetOpposingIndicesInOrder(cw.index) tryIndex.each do |idxBattlerTry| next if texts[idxBattlerTry].nil? cw.index = idxBattlerTry break end end if cw.index!=oldIndex pbPlayCursorSE pbSelectBattler(cw.index,2) # Select the new battler/data box end end if Input.trigger?(Input::USE) # Confirm ret = cw.index pbPlayDecisionSE break elsif Input.trigger?(Input::BACK) # Cancel ret = -1 pbPlayCancelSE break end end pbSelectBattler(-1) # Deselect all battlers/data boxes return ret end #============================================================================= # Opens a Pokémon's summary screen to try to learn a new move #============================================================================= # Called whenever a Pokémon should forget a move. It should return -1 if the # selection is canceled, or 0 to 3 to indicate the move to forget. It should # not allow HM moves to be forgotten. def pbForgetMove(pkmn,moveToLearn) ret = -1 pbFadeOutIn { scene = PokemonSummary_Scene.new screen = PokemonSummaryScreen.new(scene) ret = screen.pbStartForgetScreen([pkmn],0,moveToLearn) } return ret end #============================================================================= # Opens the nicknaming screen for a newly caught Pokémon #============================================================================= def pbNameEntry(helpText,pkmn) return pbEnterPokemonName(helpText, 0, Pokemon::MAX_NAME_SIZE, "", pkmn) end #============================================================================= # Shows the Pokédex entry screen for a newly caught Pokémon #============================================================================= def pbShowPokedex(species) pbFadeOutIn { scene = PokemonPokedexInfo_Scene.new screen = PokemonPokedexInfoScreen.new(scene) screen.pbDexEntry(species) } end end