#=============================================================================== # ** Game_Temp #------------------------------------------------------------------------------- # This class handles temporary data that is not included with save data. # Refer to "$game_temp" for the instance of this class. #=============================================================================== class Game_Temp # Flags requesting something to happen attr_accessor :menu_calling # menu calling flag attr_accessor :ready_menu_calling # ready menu calling flag attr_accessor :debug_calling # debug calling flag attr_accessor :interact_calling # EventHandlers.trigger(:on_player_interact) flag attr_accessor :battle_abort # battle flag: interrupt (unused) attr_accessor :title_screen_calling # return to title screen flag attr_accessor :common_event_id # common event ID to start # Flags indicating something is happening attr_accessor :in_menu # menu is open attr_accessor :in_storage # in-Pokémon storage flag attr_accessor :in_battle # in-battle flag attr_accessor :message_window_showing # message window showing attr_accessor :ending_surf # jumping off surf base flag attr_accessor :surf_base_coords # [x, y] while jumping on/off, or nil attr_accessor :in_mini_update # performing mini update flag # Battle attr_accessor :battleback_name # battleback file name attr_accessor :force_single_battle # force next battle to be 1v1 flag attr_accessor :waiting_trainer # [trainer, event ID] or nil attr_accessor :last_battle_record # record of actions in last recorded battle # Player transfers attr_accessor :player_transferring # player place movement flag attr_accessor :player_new_map_id # player destination: map ID attr_accessor :player_new_x # player destination: x-coordinate attr_accessor :player_new_y # player destination: y-coordinate attr_accessor :player_new_direction # player destination: direction attr_accessor :fly_destination # [map ID, x, y] or nil # Transitions attr_accessor :transition_processing # transition processing flag attr_accessor :transition_name # transition file name attr_accessor :background_bitmap attr_accessor :fadestate # for sprite hashes # Other attr_accessor :begun_new_game # new game flag (true fron new game until saving) attr_accessor :menu_beep # menu: play sound effect flag attr_accessor :menu_last_choice # pause menu: index of last selection attr_accessor :memorized_bgm # set when trainer intro BGM is played attr_accessor :memorized_bgm_position # set when trainer intro BGM is played attr_accessor :darkness_sprite # DarknessSprite or nil attr_accessor :mart_prices #----------------------------------------------------------------------------- # * Object Initialization #----------------------------------------------------------------------------- def initialize # Flags requesting something to happen @menu_calling = false @ready_menu_calling = false @debug_calling = false @interact_calling = false @battle_abort = false @title_screen_calling = false @common_event_id = 0 # Flags indicating something is happening @in_menu = false @in_storage = false @in_battle = false @message_window_showing = false @ending_surf = false @in_mini_update = false # Battle @battleback_name = "" @force_single_battle = false # Player transfers @player_transferring = false @player_new_map_id = 0 @player_new_x = 0 @player_new_y = 0 @player_new_direction = 0 # Transitions @transition_processing = false @transition_name = "" @fadestate = 0 # Other @begun_new_game = false @menu_beep = false @memorized_bgm = nil @memorized_bgm_position = 0 @menu_last_choice = 0 @mart_prices = {} end def clear_mart_prices @mart_prices = {} end end