Files
infinitefusion-e18/Data/Scripts/012_Overworld/001_Overworld.rb

823 lines
27 KiB
Ruby

#===============================================================================
# Constant checks
#===============================================================================
# Pokérus check
EventHandlers.add(:on_frame_update, :pokerus_counter,
proc {
next if !$player
last = $PokemonGlobal.pokerusTime
next if !last
now = pbGetTimeNow
if last.year != now.year || last.month != now.month || last.day != now.day
$player.pokemon_party.each { |pkmn| pkmn.lowerPokerusCount }
$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]
$player.party.each do |i|
return true if i.pokerusStage == 1
end
return false
end
class Game_Temp
attr_accessor :warned_low_battery
attr_accessor :cue_bgm
attr_accessor :cue_bgm_frame_delay
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
EventHandlers.add(:on_frame_update, :low_battery_warning,
proc {
next if $game_temp.warned_low_battery || !pbBatteryLow?
next if $game_temp.in_menu || $game_temp.in_battle || $game_player.move_route_forcing ||
$game_temp.message_window_showing || pbMapInterpreterRunning?
next if pbGetTimeNow.sec != 0
$game_temp.warned_low_battery = true
pbMessage(_INTL("The game has detected that the battery is low. You should save soon to avoid losing your progress."))
}
)
EventHandlers.add(:on_frame_update, :cue_bgm_after_delay,
proc {
next if $game_temp.cue_bgm_frame_delay.nil?
$game_temp.cue_bgm_frame_delay -= 1
next if $game_temp.cue_bgm_frame_delay > 0
$game_temp.cue_bgm_frame_delay = nil
pbBGMPlay($game_temp.cue_bgm) if $game_system.getPlayingBGM.nil?
}
)
#===============================================================================
# Checks per step
#===============================================================================
# Party Pokémon gain happiness from walking
EventHandlers.add(:on_player_step_taken, :gain_happiness,
proc {
$PokemonGlobal.happinessSteps = 0 if !$PokemonGlobal.happinessSteps
$PokemonGlobal.happinessSteps += 1
next if $PokemonGlobal.happinessSteps < 128
$player.able_party.each do |pkmn|
pkmn.changeHappiness("walking") if rand(2) == 0
end
$PokemonGlobal.happinessSteps = 0
}
)
# Poison party Pokémon
EventHandlers.add(:on_player_step_taken_can_transfer, :poison_party,
proc { |handled|
# handled is an array: [nil]. If [true], a transfer has happened because of
# this event, so don't do anything that might cause another one
next if handled[0]
next if !Settings::POISON_IN_FIELD || $PokemonGlobal.stepcount % 4 != 0
flashed = false
$player.able_party.each do |pkmn|
next if pkmn.status != :POISON || pkmn.hasAbility?(:IMMUNITY)
if !flashed
pbFlash(Color.new(255, 0, 0, 128), 8)
flashed = true
end
pkmn.hp -= 1 if pkmn.hp > 1 || Settings::POISON_FAINT_IN_FIELD
if pkmn.hp == 1 && !Settings::POISON_FAINT_IN_FIELD
pkmn.status = :NONE
pbMessage(_INTL("{1} survived the poisoning.\\nThe poison faded away!\1", pkmn.name))
next
elsif pkmn.hp == 0
pkmn.changeHappiness("faint")
pkmn.status = :NONE
pbMessage(_INTL("{1} fainted...", pkmn.name))
end
if $player.able_pokemon_count == 0
handled[0] = true
pbCheckAllFainted
end
end
}
)
def pbCheckAllFainted
if $player.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
EventHandlers.add(:on_step_taken, :pick_up_soot,
proc { |event|
thistile = $map_factory.getRealTilePos(event.map.map_id, event.x, event.y)
map = $map_factory.getMap(thistile[0])
[2, 1, 0].each do |i|
tile_id = map.data[thistile[1], thistile[2], i]
next if tile_id.nil?
next if GameData::TerrainTag.try_get(map.terrain_tags[tile_id]).id != :SootGrass
if event == $game_player && $bag.has?(:SOOTSACK)
old_soot = $player.soot
$player.soot += 1
$stats.soot_collected += $player.soot - old_soot if $player.soot > old_soot
end
map.erase_tile(thistile[1], thistile[2], i)
break
end
}
)
# Show grass rustle animation
EventHandlers.add(:on_step_taken, :grass_rustling,
proc { |event|
next if !$scene.is_a?(Scene_Map)
event.each_occupied_tile do |x, y|
next if !$map_factory.getTerrainTagFromCoords(event.map.map_id, x, y, true).shows_grass_rustle
spriteset = $scene.spriteset(event.map_id)
spriteset&.addUserAnimation(Settings::GRASS_ANIMATION_ID, x, y, true, 1)
end
}
)
# Auto-move the player over waterfalls and ice
EventHandlers.add(:on_step_taken, :auto_move_player,
proc { |event|
next if !$scene.is_a?(Scene_Map)
next if event != $game_player
currentTag = $game_player.pbTerrainTag
if currentTag.waterfall_crest
pbDescendWaterfall
elsif currentTag.ice && !$PokemonGlobal.sliding
pbSlideOnIce
end
}
)
def pbOnStepTaken(eventTriggered)
if $game_player.move_route_forcing || pbMapInterpreterRunning?
EventHandlers.trigger(:on_step_taken, $game_player)
return
end
$PokemonGlobal.stepcount = 0 if !$PokemonGlobal.stepcount
$PokemonGlobal.stepcount += 1
$PokemonGlobal.stepcount &= 0x7FFFFFFF
repel_active = ($PokemonGlobal.repel > 0)
EventHandlers.trigger(:on_player_step_taken)
handled = [nil]
EventHandlers.trigger(:on_player_step_taken_can_transfer, handled)
return if handled[0]
pbBattleOnStepTaken(repel_active) if !eventTriggered && !$game_temp.in_menu
$game_temp.encounter_triggered = false # This info isn't needed here
end
# Start wild encounters while turning on the spot
EventHandlers.add(:on_player_change_direction, :trigger_encounter,
proc {
repel_active = ($PokemonGlobal.repel > 0)
pbBattleOnStepTaken(repel_active) if !$game_temp.in_menu
}
)
def pbBattleOnStepTaken(repel_active)
return if $player.able_pokemon_count == 0
return if !$PokemonEncounters.encounter_possible_here?
encounter_type = $PokemonEncounters.encounter_type
return if !encounter_type
return if !$PokemonEncounters.encounter_triggered?(encounter_type, repel_active)
$game_temp.encounter_type = encounter_type
encounter = $PokemonEncounters.choose_wild_pokemon(encounter_type)
EventHandlers.trigger(:on_wild_species_chosen, encounter)
if $PokemonEncounters.allow_encounter?(encounter, repel_active)
if $PokemonEncounters.have_double_wild_battle?
encounter2 = $PokemonEncounters.choose_wild_pokemon(encounter_type)
EventHandlers.trigger(:on_wild_species_chosen, encounter2)
pbDoubleWildBattle(encounter[0], encounter[1], encounter2[0], encounter2[1])
else
pbWildBattle(encounter[0], encounter[1])
end
$game_temp.encounter_type = nil
$game_temp.encounter_triggered = true
end
$game_temp.force_single_battle = false
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.
EventHandlers.add(:on_leave_map, :end_weather,
proc { |new_map_id, new_map|
next if new_map_id == 0
old_map_metadata = $game_map.metadata
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&.weather
end
$game_screen.weather(:None, 0, 0)
}
)
# Set up various data related to the new map
EventHandlers.add(:on_enter_map, :setup_new_map,
proc { |old_map_id| # previous map ID, is 0 if no map ID
# Record new Teleport destination
new_map_metadata = $game_map.metadata
if new_map_metadata&.teleport_destination
$PokemonGlobal.healingSpot = new_map_metadata.teleport_destination
end
# End effects that apply only while on the map they were used
$PokemonMap&.clear
# Setup new wild encounter tables
$PokemonEncounters&.setup($game_map.map_id)
# Record the new map as having been visited
$PokemonGlobal.visitedMaps[$game_map.map_id] = true
# Set weather if new map has weather
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&.weather
end
new_weather = new_map_metadata.weather
$game_screen.weather(new_weather[0], 9, 0) if rand(100) < new_weather[1]
}
)
# Update trail of which maps the player has most recently visited.
EventHandlers.add(:on_enter_map, :add_to_trail,
proc { |_old_map_id|
next if !$game_map
$PokemonGlobal.mapTrail = [] if !$PokemonGlobal.mapTrail
if $PokemonGlobal.mapTrail[0] != $game_map.map_id && $PokemonGlobal.mapTrail.length >= 4
$PokemonGlobal.mapTrail.pop
end
$PokemonGlobal.mapTrail = [$game_map.map_id] + $PokemonGlobal.mapTrail
}
)
# Force cycling/walking.
EventHandlers.add(:on_enter_map, :force_cycling,
proc { |_old_map_id|
if $game_map.metadata&.always_bicycle
pbMountBike
elsif !pbCanUseBike?($game_map.map_id)
pbDismountBike
end
}
)
# Display darkness circle on dark maps.
EventHandlers.add(:on_map_or_spriteset_change, :show_darkness,
proc { |scene, _map_changed|
next if !scene || !scene.spriteset
map_metadata = $game_map.metadata
if map_metadata&.dark_map
$game_temp.darkness_sprite = DarknessSprite.new
scene.spriteset.addUserSprite($game_temp.darkness_sprite)
if $PokemonGlobal.flashUsed
$game_temp.darkness_sprite.radius = $game_temp.darkness_sprite.radiusMax
end
else
$PokemonGlobal.flashUsed = false
$game_temp.darkness_sprite&.dispose
$game_temp.darkness_sprite = nil
end
}
)
# Show location signpost.
EventHandlers.add(:on_map_or_spriteset_change, :show_location_window,
proc { |scene, map_changed|
next if !scene || !scene.spriteset
next if !map_changed || !$game_map.metadata&.announce_location
nosignpost = false
if $PokemonGlobal.mapTrail[1]
(Settings::NO_SIGNPOSTS.length / 2).times do |i|
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
}
)
#===============================================================================
# Event locations, terrain tags
#===============================================================================
# NOTE: Assumes the event is 1x1 tile in size. Only returns one tile.
def pbFacingTile(direction = nil, event = nil)
return $map_factory.getFacingTile(direction, event) if $map_factory
return pbFacingTileRegular(direction, event)
end
# NOTE: Assumes the event is 1x1 tile in size. Only returns one tile.
def pbFacingTileRegular(direction = nil, event = nil)
event = $game_player if !event
return [0, 0, 0] if !event
x = event.x
y = event.y
direction = event.direction if !direction
x_offset = [0, -1, 0, 1, -1, 0, 1, -1, 0, 1][direction]
y_offset = [0, 1, 1, 1, 0, 0, 0, -1, -1, -1][direction]
return [$game_map.map_id, x + x_offset, y + y_offset]
end
# Returns whether event is in line with the player, is facing the player and is
# within distance tiles of the player.
def pbEventFacesPlayer?(event, player, distance)
return false if !event || !player || distance <= 0
x_min = x_max = y_min = y_max = -1
case event.direction
when 2 # Down
x_min = event.x
x_max = event.x + event.width - 1
y_min = event.y + 1
y_max = event.y + distance
when 4 # Left
x_min = event.x - distance
x_max = event.x - 1
y_min = event.y - event.height + 1
y_max = event.y
when 6 # Right
x_min = event.x + event.width
x_max = event.x + event.width - 1 + distance
y_min = event.y - event.height + 1
y_max = event.y
when 8 # Up
x_min = event.x
x_max = event.x + event.width - 1
y_min = event.y - event.height + 1 - distance
y_max = event.y - event.height
else
return false
end
return player.x >= x_min && player.x <= x_max &&
player.y >= y_min && player.y <= y_max
end
# Returns whether event is able to walk up to the player.
def pbEventCanReachPlayer?(event, player, distance)
return false if !pbEventFacesPlayer?(event, player, distance)
delta_x = (event.direction == 6) ? 1 : (event.direction == 4) ? -1 : 0
delta_y = (event.direction == 2) ? 1 : (event.direction == 8) ? -1 : 0
case event.direction
when 2 # Down
real_distance = player.y - event.y - 1
when 4 # Left
real_distance = event.x - player.x - 1
when 6 # Right
real_distance = player.x - event.x - event.width
when 8 # Up
real_distance = event.y - event.height - player.y
end
if real_distance > 0
real_distance.times do |i|
return false if !event.can_move_from_coordinate?(event.x + (i * delta_x), event.y + (i * delta_y), event.direction)
end
end
return true
end
# Returns whether the two events are standing next to each other and facing each
# other.
def pbFacingEachOther(event1, event2)
return pbEventFacesPlayer?(event1, event2, 1) && pbEventFacesPlayer?(event2, event1, 1)
end
#===============================================================================
# Audio playing
#===============================================================================
def pbCueBGM(bgm, seconds, volume = nil, pitch = nil)
return if !bgm
bgm = pbResolveAudioFile(bgm, volume, pitch)
playingBGM = $game_system.playing_bgm
if !playingBGM || playingBGM.name != bgm.name || playingBGM.pitch != bgm.pitch
pbBGMFade(seconds)
if !$game_temp.cue_bgm_frame_delay
$game_temp.cue_bgm_frame_delay = (seconds * Graphics.frame_rate) * 3 / 5
end
$game_temp.cue_bgm = 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 < commands.length
case commands[i]
when PBMoveRoute::Wait, PBMoveRoute::SwitchOn, PBMoveRoute::SwitchOff,
PBMoveRoute::ChangeSpeed, PBMoveRoute::ChangeFreq, PBMoveRoute::Opacity,
PBMoveRoute::Blending, PBMoveRoute::PlaySE, PBMoveRoute::Script
route.list.push(RPG::MoveCommand.new(commands[i], [commands[i + 1]]))
i += 1
when PBMoveRoute::ScriptAsync
route.list.push(RPG::MoveCommand.new(PBMoveRoute::Script, [commands[i + 1]]))
route.list.push(RPG::MoveCommand.new(PBMoveRoute::Wait, [0]))
i += 1
when PBMoveRoute::Jump
route.list.push(RPG::MoveCommand.new(commands[i], [commands[i + 1], commands[i + 2]]))
i += 2
when PBMoveRoute::Graphic
route.list.push(RPG::MoveCommand.new(commands[i],
[commands[i + 1], commands[i + 2],
commands[i + 3], commands[i + 4]]))
i += 4
else
route.list.push(RPG::MoveCommand.new(commands[i]))
end
i += 1
end
route.list.push(RPG::MoveCommand.new(PBMoveRoute::ThroughOff))
route.list.push(RPG::MoveCommand.new(0))
event&.force_move_route(route)
return route
end
def pbWait(numFrames)
numFrames.times do
Graphics.update
Input.update
pbUpdateSceneMap
end
end
#===============================================================================
# Player/event movement in the field
#===============================================================================
def pbLedge(_xOffset, _yOffset)
if $game_player.pbFacingTerrainTag.ledge
if pbJumpToward(2, true)
$scene.spriteset.addUserAnimation(Settings::DUST_ANIMATION_ID, $game_player.x, $game_player.y, true, 1)
$game_player.increase_steps
$game_player.check_event_trigger_here([1, 2])
end
return true
end
return false
end
def pbSlideOnIce
return if !$game_player.pbTerrainTag.ice
$game_temp.followers.update
$PokemonGlobal.sliding = true
direction = $game_player.direction
oldwalkanime = $game_player.walk_anime
$game_player.straighten
$game_player.walk_anime = false
first_loop = true
loop do
break if !$game_player.can_move_in_direction?(direction)
break if !$game_player.pbTerrainTag.ice
$game_player.move_forward
$game_temp.followers.move_followers if first_loop
while $game_player.moving?
pbUpdateSceneMap
Graphics.update
Input.update
end
first_loop = false
end
$game_player.center($game_player.x, $game_player.y)
$game_player.straighten
$game_player.walk_anime = oldwalkanime
$PokemonGlobal.sliding = false
end
def pbTurnTowardEvent(event, otherEvent)
sx = 0
sy = 0
if $map_factory
relativePos = $map_factory.getThisAndOtherEventRelativePos(otherEvent, event)
sx = relativePos[0]
sy = relativePos[1]
else
sx = event.x - otherEvent.x
sy = event.y - otherEvent.y
end
sx += (event.width - otherEvent.width) / 2.0
sy -= (event.height - otherEvent.height) / 2.0
return if sx == 0 && sy == 0
if sx.abs > sy.abs
(sx > 0) ? event.turn_left : event.turn_right
else
(sy > 0) ? event.turn_up : event.turn_down
end
end
def pbMoveTowardPlayer(event)
maxsize = [$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)
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
$game_temp.ending_surf = true if cancelSurf
while $game_player.jumping?
Graphics.update
Input.update
pbUpdateSceneMap
end
return true
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)
EventHandlers.trigger(:on_trainer_load, trainer)
trainer.party.each do |i|
i.owner = Pokemon::Owner.new_from_trainer(trainer)
i.calc_stats
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 $bag.add(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 == :DNASPLICERS
pbMessage(_INTL("\\me[{1}]You found \\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} in\\nyour Bag's <icon=bagPocket{2}>\\c[1]{3}\\c[0] pocket.",
itemname, pocket, PokemonBag.pocket_names[pocket - 1]))
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 == :DNASPLICERS
pbMessage(_INTL("\\me[{1}]You obtained \\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 $bag.add(item, quantity) # If item can be added
pbMessage(_INTL("You put the {1} in\\nyour Bag's <icon=bagPocket{2}>\\c[1]{3}\\c[0] pocket.",
itemname, pocket, PokemonBag.pocket_names[pocket - 1]))
return true
end
return false # Can't add the item
end
#===============================================================================
# Buying a prize item from the Game Corner
#===============================================================================
def pbBuyPrize(item, quantity = 1)
item = GameData::Item.get(item)
return false if !item || quantity < 1
item_name = (quantity > 1) ? item.name_plural : item.name
pocket = item.pocket
return false if !$bag.add(item, quantity)
pbMessage(_INTL("\\CNYou put the {1} in\\nyour Bag's <icon=bagPocket{2}>\\c[1]{3}\\c[0] pocket.",
item_name, pocket, PokemonBag.pocket_names[pocket - 1]))
return true
end