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https://github.com/infinitefusion/infinitefusion-e18.git
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87 lines
2.4 KiB
Ruby
87 lines
2.4 KiB
Ruby
# frozen_string_literal: true
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# Necessary dor setting the various events within the pokemart map, uses the numbers as wondertrade
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def get_city_numerical_id(city_sym)
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current_city_numerical = {
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:PEWTER => 1,
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:CERULEAN => 2,
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:VERMILLION => 3,
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:LAVENDER => 4,
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:CELADON => 5,
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:FUCHSIA => 6,
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:SAFFRON => 7,
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:CINNABAR => 8,
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:LEAGUE => 9,
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:VIOLET => 10,
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:AZALEA => 11,
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:GOLDENROD => 12,
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:ECRUTEAK => 13,
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:MAHOGANY => 14,
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:BLACKTHORN => 15,
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:OLIVINE => 16,
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:CIANWOOD => 17,
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:KNOTISLAND => 18,
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:BOONISLAND => 19,
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:KINISLAND => 20,
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:CHRONOISLAND => 21,
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:CRIMSON => 22,
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}
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return current_city_numerical[city_sym]
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end
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POKEMART_MAP_ID = 357
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POKEMART_DOOR_POS = [12, 12]
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# city -> Symbol
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def enter_pokemart(city)
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pbSet(VAR_CURRENT_MART, city)
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pbSet(VAR_CURRENT_CITY_NUMERICAL_ID, get_city_numerical_id(city))
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echoln get_city_numerical_id(city)
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pbFadeOutIn {
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$game_temp.player_new_map_id = POKEMART_MAP_ID
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$game_temp.player_new_x = POKEMART_DOOR_POS[0]
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$game_temp.player_new_y = POKEMART_DOOR_POS[1]
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$scene.transfer_player(true)
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$game_map.autoplay
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$game_map.refresh
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}
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end
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def exit_pokemart()
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pokemart_entrances = {
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:PEWTER => [380, 43, 24],
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:CERULEAN => [1, 24, 22],
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:VERMILLION => [19, 32, 13],
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:LAVENDER => [50, 20, 23],
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:CELADON => [95, 18, 15], # not a real pokemart
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:FUCHSIA => [472, 7, 17],
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:SAFFRON => [108, 53, 24],
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:CINNABAR => [98, 30, 30],
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:CRIMSON => [167, 21, 36],
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:GOLDENROD => [237, 36, 33], # not a real pokemart
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:AZALEA => [278, 34, 17],
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:AZALEA_FLOODED => [338, 34, 17],
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:VIOLET => [230, 20, 31],
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:BLACKTHORN => [329, 16, 36],
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:MAHOGANY => [631, 19, 19], # not a real pokemart
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:ECRUTEAK => [359, 46, 38],
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:OLIVINE => [138, 33, 23],
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:CIANWOOD => [709.8, 46],
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}
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current_city = pbGet(VAR_CURRENT_MART)
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current_city = :PEWTER if !current_city.is_a?(Symbol)
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entrance_map = pokemart_entrances[current_city][0]
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entrance_x = pokemart_entrances[current_city][1]
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entrance_y = pokemart_entrances[current_city][2]
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pbSet(VAR_CURRENT_CITY_NUMERICAL_ID, 0)
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pbSet(VAR_CURRENT_MART, 0)
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pbFadeOutIn {
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$game_temp.player_new_map_id = entrance_map
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$game_temp.player_new_x = entrance_x
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$game_temp.player_new_y = entrance_y
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$scene.transfer_player(true)
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$game_map.autoplay
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$game_map.refresh
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}
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end |