#=============================================================================== # #=============================================================================== class Battle::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]]&.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) cw.index += 1 if battler.moves[cw.index + 1]&.id && (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 battler.moves[cw.index + 2]&.id && (cw.index & 2) == 0 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) # 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). # mode: 0=Pokémon command, 1=choose a Pokémon to send to the Boxes, 2=view # summaries only #----------------------------------------------------------------------------- def pbPartyScreen(idxBattler, canCancel = false, mode = 0) # 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 party_mode = (mode == 1) ? :battle_choose_to_box : :battle_choose_pokemon screen = UI::Party.new(modParty, mode: party_mode) screen.choose_pokemon do |pkmn, party_index| next canCancel if party_index < 0 # Choose a command for the selected Pokémon commands = {} commands[:switch_in] = _INTL("Switch In") if mode == 0 && pkmn.able? && (@battle.canSwitch || !canCancel) commands[:send_to_boxes] = _INTL("Send to Boxes") if mode == 1 commands[:summary] = _INTL("Summary") commands[:cancel] = _INTL("Cancel") choice = screen.show_menu(_INTL("Do what with {1}?", pkmn.name), commands) next canCancel if choice.nil? case choice when :switch_in, :send_to_boxes real_party_index = -1 partyPos.each_with_index do |pos, i| next if pos != party_index + partyStart real_party_index = i break end next true if yield real_party_index, screen when :summary screen.perform_action(:summary) end next false end # 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 = $bag.last_viewed_pocket oldChoices = $bag.last_pocket_selections.clone if @bagLastPocket $bag.last_viewed_pocket = @bagLastPocket $bag.last_pocket_selections = @bagChoices else $bag.reset_last_selections end wasTargeting = false # Start Bag screen bag_screen = UI::Bag.new($bag, mode: :choose_item_in_battle) bag_screen.set_filter_proc(proc { |itm| use_type = GameData::Item.get(itm).battle_use next use_type && use_type > 0 }) bag_screen.show_and_hide do # Loop while in Bag screen loop do # Select an item item = bag_screen.choose_item_core 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 = bag_screen.show_menu(_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, Blue Flute) # 2 = use on Pokémon's move (Ethers) # 3 = use on battler (X items, Persim Berry, Red/Yellow Flutes) # 4 = use on opposing battler (Poké Balls) # 5 = use no target (Poké Doll, Guard Spec., Poké Flute, Launcher items) case useType when 1, 2, 3 # 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 # Use on Pokémon if @battle.pbTeamLengthFromBattlerIndex(idxBattler) == 1 if yield item.id, useType, @battle.battlers[idxBattler].pokemonIndex, -1, bag_screen break else next end end when 3 # Use on battler if @battle.pbPlayerBattlerCount == 1 if yield item.id, useType, @battle.battlers[idxBattler].pokemonIndex, -1, bag_screen break else next end end end # Fade out and hide Bag screen bag_sprites_status = pbFadeOutAndHide(bag_screen.sprites) # Get player's party party = @battle.pbParty(idxBattler) partyPos = @battle.pbPartyOrder(idxBattler) partyStart, _partyEnd = @battle.pbTeamIndexRangeFromBattlerIndex(idxBattler) modParty = @battle.pbPlayerDisplayParty(idxBattler) # Start party screen party_idx = -1 party_screen = UI::Party.new(modParty, mode: :battle_use_item) party_screen.choose_pokemon do |pkmn, party_index| party_idx = party_index next true if party_index < 0 # Use the item on the selected Pokémon real_party_index = -1 partyPos.each_with_index do |pos, i| next if pos != party_index + partyStart real_party_index = i break end next false if real_party_index < 0 next false if !pkmn || pkmn.egg? move_index = -1 if useType == 2 # Use on Pokémon's move move_index = party_screen.choose_move(pkmn, _INTL("Restore which move?")) next false if move_index < 0 end if yield item.id, useType, real_party_index, move_index, party_screen bag_screen.silent_end_screen next true end party_idx = -1 next false end break if party_idx >= 0 # Item was used; close the Bag screen # Cancelled choosing a Pokémon; show the Bag screen again pbFadeInAndShow(bag_screen.sprites, bag_sprites_status) when 4 # Use on opposing battler (Poké Balls) idxTarget = -1 if @battle.pbOpposingBattlerCount(idxBattler) == 1 @battle.allOtherSideBattlers(idxBattler).each { |b| idxTarget = b.index } break if yield item.id, useType, idxTarget, -1, bag_screen else wasTargeting = true # Fade out and hide Bag screen bag_sprites_status = pbFadeOutAndHide(bag_screen.sprites) # 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) pbFadeInAndShow(bag_screen.sprites, bag_sprites_status) end when 5 # Use with no target break if yield item.id, useType, idxBattler, -1, bag_screen end end next true end @bagLastPocket = $bag.last_viewed_pocket @bagChoices = $bag.last_pocket_selections.clone $bag.last_viewed_pocket = oldLastPocket $bag.last_pocket_selections = oldChoices # 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?(idxBattler, i, 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.allSameSideBattlers(idxBattler).each do |b| next if b.index == idxBattler || !@battle.nearBattlers?(b, idxBattler) next if b.fainted? return b.index end @battle.allSameSideBattlers(idxBattler).each 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? } return indices.first if !indices.empty? 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.even?) ? -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.even?) || (Input.trigger?(Input::DOWN) && cw.index.odd?) 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 do screen = UI::PokemonSummary.new([pkmn], 0, mode: :choose_move, new_move: moveToLearn) ret = screen.choose_move end 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 do scene = PokemonPokedexInfo_Scene.new screen = PokemonPokedexInfoScreen.new(scene) screen.pbDexEntry(species) end end end