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464 lines
15 KiB
Ruby
464 lines
15 KiB
Ruby
#===============================================================================
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# Represents a planted berry. Stored in $PokemonGlobal.eventvars.
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#===============================================================================
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class BerryPlantData
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attr_accessor :new_mechanics # false for Gen 3, true for Gen 4
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attr_accessor :berry_id
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attr_accessor :mulch_id # Gen 4 mechanics
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attr_accessor :time_alive
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attr_accessor :time_last_updated
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attr_accessor :growth_stage
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attr_accessor :replant_count
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attr_accessor :watered_this_stage # Gen 3 mechanics
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attr_accessor :watering_count # Gen 3 mechanics
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attr_accessor :moisture_level # Gen 4 mechanics
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attr_accessor :yield_penalty # Gen 4 mechanics
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def initialize
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reset
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end
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def reset(planting = false)
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@new_mechanics = Settings::NEW_BERRY_PLANTS
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@berry_id = nil
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@mulch_id = nil if !planting
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@time_alive = 0
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@time_last_updated = 0
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@growth_stage = 0
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@replant_count = 0
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@watered_this_stage = false
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@watering_count = 0
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@moisture_level = 100
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@yield_penalty = 0
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end
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def plant(berry_id)
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reset(true)
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@berry_id = berry_id
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@growth_stage = 1
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@time_last_updated = pbGetTimeNow.to_i
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end
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def replant
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@time_alive = 0
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@growth_stage = 2
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@replant_count += 1
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@watered_this_stage = false
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@watering_count = 0
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@moisture_level = 100
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@yield_penalty = 0
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end
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def planted?
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return @growth_stage > 0
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end
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def growing?
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return @growth_stage > 0 && @growth_stage < 5
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end
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def grown?
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return @growth_stage >= 5
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end
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def replanted?
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return @replant_count > 0
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end
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def moisture_stage
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return 0 if !@new_mechanics
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return 2 if @moisture_level > 50
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return 1 if @moisture_level > 0
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return 0
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end
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def water
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@moisture_level = 100
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if !@watered_this_stage
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@watered_this_stage = true
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@watering_count += 1
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end
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end
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def berry_yield
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data = GameData::BerryPlant.get(@berry_id)
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if @new_mechanics
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return [data.maximum_yield * (5 - @yield_penalty) / 5, data.minimum_yield].max
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elsif @watering_count > 0
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ret = (data.maximum_yield - data.minimum_yield) * (@watering_count - 1)
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ret += rand(1 + data.maximum_yield - data.minimum_yield)
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return (ret / 4) + data.minimum_yield
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end
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return data.minimum_yield
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end
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# Old mechanics only update a plant when its map is loaded. New mechanics
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# update it every frame while its map is loaded.
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def update
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return if !planted?
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time_now = pbGetTimeNow
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time_delta = time_now.to_i - @time_last_updated
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return if time_delta <= 0
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new_time_alive = @time_alive + time_delta
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# Get all growth data
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plant_data = GameData::BerryPlant.get(@berry_id)
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time_per_stage = plant_data.hours_per_stage * 3600 # In seconds
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drying_per_hour = plant_data.drying_per_hour
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max_replants = GameData::BerryPlant::NUMBER_OF_REPLANTS
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stages_growing = GameData::BerryPlant::NUMBER_OF_GROWTH_STAGES
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stages_fully_grown = GameData::BerryPlant::NUMBER_OF_FULLY_GROWN_STAGES
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case @mulch_id
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when :GROWTHMULCH
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time_per_stage = (time_per_stage * 0.75).to_i
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drying_per_hour = (drying_per_hour * 1.5).ceil
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when :DAMPMULCH
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time_per_stage = (time_per_stage * 1.25).to_i
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drying_per_hour /= 2
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when :GOOEYMULCH
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max_replants = (max_replants * 1.5).ceil
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when :STABLEMULCH
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stages_fully_grown = (stages_fully_grown * 1.5).ceil
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end
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# Do replants
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done_replant = false
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loop do
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stages_this_life = stages_growing + stages_fully_grown - (replanted? ? 1 : 0)
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break if new_time_alive < stages_this_life * time_per_stage
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if @replant_count >= max_replants
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reset
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return
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end
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replant
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done_replant = true
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new_time_alive -= stages_this_life * time_per_stage
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end
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# Update how long plant has been alive for
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old_growth_stage = @growth_stage
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@time_alive = new_time_alive
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@growth_stage = 1 + (@time_alive / time_per_stage)
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@growth_stage += 1 if replanted? # Replants start at stage 2
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@time_last_updated = time_now.to_i
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# Record watering (old mechanics), and apply drying out per hour (new mechanics)
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if @new_mechanics
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old_growth_hour = (done_replant) ? 0 : (@time_alive - time_delta) / 3600
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new_growth_hour = @time_alive / 3600
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if new_growth_hour > old_growth_hour
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(new_growth_hour - old_growth_hour).times do
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if @moisture_level > 0
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@moisture_level -= drying_per_hour
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else
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@yield_penalty += 1
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end
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end
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end
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else
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old_growth_stage = 0 if done_replant
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new_growth_stage = [@growth_stage, stages_growing + 1].min
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@watered_this_stage = false if new_growth_stage > old_growth_stage
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water if $game_screen && GameData::Weather.get($game_screen.weather_type).category == :Rain
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end
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class BerryPlantMoistureSprite
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def initialize(event, map, viewport = nil)
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@event = event
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@map = map
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@sprite = IconSprite.new(0, 0, viewport)
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@sprite.ox = 16
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@sprite.oy = 24
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@moisture_stage = -1 # -1 = none, 0 = dry, 1 = damp, 2 = wet
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@disposed = false
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update_graphic
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end
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def dispose
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@sprite.dispose
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@map = nil
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@event = nil
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@disposed = true
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end
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def disposed?
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return @disposed
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end
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def update_graphic
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case @moisture_stage
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when -1 then @sprite.setBitmap("")
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when 0 then @sprite.setBitmap("Graphics/Characters/berrytreedry")
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when 1 then @sprite.setBitmap("Graphics/Characters/berrytreedamp")
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when 2 then @sprite.setBitmap("Graphics/Characters/berrytreewet")
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end
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end
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def update
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return if !@sprite || !@event
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new_moisture = -1
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berry_plant = @event.variable
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if berry_plant.is_a?(BerryPlantData) && berry_plant.planted?
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new_moisture = berry_plant.moisture_stage
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end
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if new_moisture != @moisture_stage
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@moisture_stage = new_moisture
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update_graphic
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end
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@sprite.update
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@sprite.x = ScreenPosHelper.pbScreenX(@event)
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@sprite.y = ScreenPosHelper.pbScreenY(@event)
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@sprite.zoom_x = ScreenPosHelper.pbScreenZoomX(@event)
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@sprite.zoom_y = @sprite.zoom_x
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pbDayNightTint(@sprite)
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class BerryPlantSprite
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def initialize(event, map, _viewport)
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@event = event
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@map = map
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@old_stage = 0
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@disposed = false
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berry_plant = event.variable
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return if !berry_plant
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@old_stage = berry_plant.growth_stage
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@event.character_name = ""
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update_plant(berry_plant)
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set_event_graphic(berry_plant, true) # Set the event's graphic
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end
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def dispose
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@event = nil
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@map = nil
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@disposed = true
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end
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def disposed?
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@disposed
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end
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def set_event_graphic(berry_plant, full_check = false)
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return if !berry_plant || (berry_plant.growth_stage == @old_stage && !full_check)
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case berry_plant.growth_stage
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when 0
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@event.character_name = ""
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else
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if berry_plant.growth_stage == 1
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@event.character_name = "berrytreeplanted" # Common to all berries
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@event.turn_down
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else
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filename = sprintf("berrytree_%s", GameData::Item.get(berry_plant.berry_id).id.to_s)
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if pbResolveBitmap("Graphics/Characters/" + filename)
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@event.character_name = filename
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case berry_plant.growth_stage
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when 2 then @event.turn_down # X sprouted
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when 3 then @event.turn_left # X taller
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when 4 then @event.turn_right # X flowering
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when 5 then @event.turn_up # X berries
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end
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else
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@event.character_name = "Object ball"
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end
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end
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if berry_plant.new_mechanics && @old_stage != berry_plant.growth_stage &&
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@old_stage > 0 && berry_plant.growth_stage <= GameData::BerryPlant::NUMBER_OF_GROWTH_STAGES + 1
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spriteset = $scene.spriteset(@map.map_id)
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spriteset&.addUserAnimation(Settings::PLANT_SPARKLE_ANIMATION_ID,
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@event.x, @event.y, false, 1)
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end
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end
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@old_stage = berry_plant.growth_stage
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end
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def update_plant(berry_plant, initial = false)
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berry_plant.update if berry_plant.planted? && (initial || berry_plant.new_mechanics)
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end
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def update
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berry_plant = @event.variable
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return if !berry_plant
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update_plant(berry_plant)
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set_event_graphic(berry_plant)
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end
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end
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#===============================================================================
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#
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#===============================================================================
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EventHandlers.add(:on_new_spriteset_map, :add_berry_plant_graphics,
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proc { |spriteset, viewport|
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map = spriteset.map
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map.events.each do |event|
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next if !event[1].name[/berryplant/i]
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spriteset.addUserSprite(BerryPlantMoistureSprite.new(event[1], map, viewport))
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spriteset.addUserSprite(BerryPlantSprite.new(event[1], map, viewport))
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end
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}
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)
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#===============================================================================
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#
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#===============================================================================
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def pbBerryPlant
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interp = pbMapInterpreter
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this_event = interp.get_self
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berry_plant = interp.getVariable
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if !berry_plant
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berry_plant = BerryPlantData.new
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interp.setVariable(berry_plant)
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end
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berry = berry_plant.berry_id
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# Interact with the event based on its growth
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if berry_plant.grown?
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this_event.turn_up # Stop the event turning towards the player
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berry_plant.reset if pbPickBerry(berry, berry_plant.berry_yield)
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return
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elsif berry_plant.growing?
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berry_name = GameData::Item.get(berry).name
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case berry_plant.growth_stage
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when 1 # X planted
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this_event.turn_down # Stop the event turning towards the player
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pbMessage(_INTL("A {1} was planted here.", berry_name))
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when 2 # X sprouted
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this_event.turn_down # Stop the event turning towards the player
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pbMessage(_INTL("The {1} has sprouted.", berry_name))
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when 3 # X taller
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this_event.turn_left # Stop the event turning towards the player
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pbMessage(_INTL("The {1} plant is growing bigger.", berry_name))
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else # X flowering
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this_event.turn_right # Stop the event turning towards the player
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if Settings::NEW_BERRY_PLANTS
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pbMessage(_INTL("This {1} plant is in bloom!", berry_name))
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else
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case berry_plant.watering_count
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when 4
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pbMessage(_INTL("This {1} plant is in fabulous bloom!", berry_name))
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when 3
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pbMessage(_INTL("This {1} plant is blooming very beautifully!", berry_name))
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when 2
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pbMessage(_INTL("This {1} plant is blooming prettily!", berry_name))
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when 1
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pbMessage(_INTL("This {1} plant is blooming cutely!", berry_name))
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else
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pbMessage(_INTL("This {1} plant is in bloom!", berry_name))
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end
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end
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end
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# Water the growing plant
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GameData::BerryPlant::WATERING_CANS.each do |item|
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next if !$bag.has?(item)
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break if !pbConfirmMessage(_INTL("Want to sprinkle some water with the {1}?",
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GameData::Item.get(item).name))
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berry_plant.water
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pbMessage(_INTL("{1} watered the plant.\\wtnp[40]", $player.name))
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if Settings::NEW_BERRY_PLANTS
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pbMessage(_INTL("There! All happy!"))
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else
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pbMessage(_INTL("The plant seemed to be delighted."))
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end
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break
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end
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return
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end
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# Nothing planted yet
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ask_to_plant = true
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if Settings::NEW_BERRY_PLANTS
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# New mechanics
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if berry_plant.mulch_id
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pbMessage(_INTL("{1} has been laid down.\1", GameData::Item.get(berry_plant.mulch_id).name))
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else
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case pbMessage(_INTL("It's soft, earthy soil."),
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[_INTL("Fertilize"), _INTL("Plant Berry"), _INTL("Exit")], -1)
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when 0 # Fertilize
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mulch = nil
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pbFadeOutIn {
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scene = PokemonBag_Scene.new
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screen = PokemonBagScreen.new(scene, $bag)
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mulch = screen.pbChooseItemScreen(proc { |item| GameData::Item.get(item).is_mulch? })
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}
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return if !mulch
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mulch_data = GameData::Item.get(mulch)
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if mulch_data.is_mulch?
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berry_plant.mulch_id = mulch
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$bag.remove(mulch)
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pbMessage(_INTL("The {1} was scattered on the soil.\1", mulch_data.name))
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else
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pbMessage(_INTL("That won't fertilize the soil!"))
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return
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end
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when 1 # Plant Berry
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ask_to_plant = false
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else # Exit/cancel
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return
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end
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end
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else
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# Old mechanics
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return if !pbConfirmMessage(_INTL("It's soft, loamy soil.\nPlant a berry?"))
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ask_to_plant = false
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end
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if !ask_to_plant || pbConfirmMessage(_INTL("Want to plant a Berry?"))
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pbFadeOutIn {
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scene = PokemonBag_Scene.new
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screen = PokemonBagScreen.new(scene, $bag)
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berry = screen.pbChooseItemScreen(proc { |item| GameData::Item.get(item).is_berry? })
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}
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if berry
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$stats.berries_planted += 1
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berry_plant.plant(berry)
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$bag.remove(berry)
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if Settings::NEW_BERRY_PLANTS
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pbMessage(_INTL("The {1} was planted in the soft, earthy soil.",
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GameData::Item.get(berry).name))
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else
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pbMessage(_INTL("{1} planted a {2} in the soft loamy soil.",
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$player.name, GameData::Item.get(berry).name))
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end
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end
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end
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end
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#===============================================================================
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#
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#===============================================================================
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def pbPickBerry(berry, qty = 1)
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berry = GameData::Item.get(berry)
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berry_name = (qty > 1) ? berry.name_plural : berry.name
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if qty > 1
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message = _INTL("There are {1} \\c[1]{2}\\c[0]!\nWant to pick them?", qty, berry_name)
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else
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message = _INTL("There is 1 \\c[1]{1}\\c[0]!\nWant to pick it?", berry_name)
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end
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return false if !pbConfirmMessage(message)
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if !$bag.can_add?(berry, qty)
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pbMessage(_INTL("Too bad...\nThe Bag is full..."))
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return false
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end
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$stats.berry_plants_picked += 1
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if qty >= GameData::BerryPlant.get(berry.id).maximum_yield
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$stats.max_yield_berry_plants += 1
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end
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$bag.add(berry, qty)
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if qty > 1
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pbMessage(_INTL("\\me[Berry get]You picked the {1} \\c[1]{2}\\c[0].\\wtnp[30]", qty, berry_name))
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else
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pbMessage(_INTL("\\me[Berry get]You picked the \\c[1]{1}\\c[0].\\wtnp[30]", berry_name))
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end
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pocket = berry.pocket
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pbMessage(_INTL("{1} put the \\c[1]{2}\\c[0] in the <icon=bagPocket{3}>\\c[1]{4}\\c[0] Pocket.\1",
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$player.name, berry_name, pocket, PokemonBag.pocket_names[pocket - 1]))
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if Settings::NEW_BERRY_PLANTS
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pbMessage(_INTL("The soil returned to its soft and earthy state."))
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else
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pbMessage(_INTL("The soil returned to its soft and loamy state."))
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end
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this_event = pbMapInterpreter.get_self
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pbSetSelfSwitch(this_event.id, "A", true)
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return true
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end
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