mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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480 lines
18 KiB
Ruby
480 lines
18 KiB
Ruby
#===============================================================================
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#
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#===============================================================================
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class Battle::Scene
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#-----------------------------------------------------------------------------
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# The player chooses a main command for a Pokémon.
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# Return values: -1=Cancel, 0=Fight, 1=Bag, 2=Pokémon, 3=Run, 4=Call
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#-----------------------------------------------------------------------------
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def pbCommandMenu(idxBattler, firstAction)
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shadowTrainer = (GameData::Type.exists?(:SHADOW) && @battle.trainerBattle?)
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cmds = [
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_INTL("What will\n{1} do?", @battle.battlers[idxBattler].name),
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_INTL("Fight"),
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_INTL("Bag"),
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_INTL("Pokémon"),
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(shadowTrainer) ? _INTL("Call") : (firstAction) ? _INTL("Run") : _INTL("Cancel")
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]
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ret = pbCommandMenuEx(idxBattler, cmds, (shadowTrainer) ? 2 : (firstAction) ? 0 : 1)
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ret = 4 if ret == 3 && shadowTrainer # Convert "Run" to "Call"
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ret = -1 if ret == 3 && !firstAction # Convert "Run" to "Cancel"
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return ret
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end
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# Mode: 0 = regular battle with "Run" (first choosable action in the round only)
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# 1 = regular battle with "Cancel"
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# 2 = regular battle with "Call" (for Shadow Pokémon battles)
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# 3 = Safari Zone
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# 4 = Bug-Catching Contest
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def pbCommandMenuEx(idxBattler, texts, mode = 0)
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pbShowWindow(COMMAND_BOX)
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cw = @sprites["commandWindow"]
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cw.setTexts(texts)
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cw.setIndexAndMode(@lastCmd[idxBattler], mode)
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pbSelectBattler(idxBattler)
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ret = -1
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loop do
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oldIndex = cw.index
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pbUpdate(cw)
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# Update selected command
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if Input.trigger?(Input::LEFT)
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cw.index -= 1 if (cw.index & 1) == 1
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elsif Input.trigger?(Input::RIGHT)
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cw.index += 1 if (cw.index & 1) == 0
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elsif Input.trigger?(Input::UP)
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cw.index -= 2 if (cw.index & 2) == 2
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elsif Input.trigger?(Input::DOWN)
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cw.index += 2 if (cw.index & 2) == 0
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end
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pbPlayCursorSE if cw.index != oldIndex
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# Actions
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if Input.trigger?(Input::USE) # Confirm choice
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pbPlayDecisionSE
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ret = cw.index
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@lastCmd[idxBattler] = ret
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break
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elsif Input.trigger?(Input::BACK) && mode == 1 # Cancel
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pbPlayCancelSE
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break
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elsif Input.trigger?(Input::F9) && $DEBUG # Debug menu
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pbPlayDecisionSE
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ret = -2
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break
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end
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end
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return ret
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end
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#-----------------------------------------------------------------------------
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# The player chooses a move for a Pokémon to use.
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#-----------------------------------------------------------------------------
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def pbFightMenu(idxBattler, megaEvoPossible = false)
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battler = @battle.battlers[idxBattler]
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cw = @sprites["fightWindow"]
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cw.battler = battler
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moveIndex = 0
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if battler.moves[@lastMove[idxBattler]]&.id
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moveIndex = @lastMove[idxBattler]
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end
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cw.shiftMode = (@battle.pbCanShift?(idxBattler)) ? 1 : 0
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cw.setIndexAndMode(moveIndex, (megaEvoPossible) ? 1 : 0)
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needFullRefresh = true
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needRefresh = false
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loop do
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# Refresh view if necessary
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if needFullRefresh
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pbShowWindow(FIGHT_BOX)
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pbSelectBattler(idxBattler)
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needFullRefresh = false
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end
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if needRefresh
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if megaEvoPossible
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newMode = (@battle.pbRegisteredMegaEvolution?(idxBattler)) ? 2 : 1
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cw.mode = newMode if newMode != cw.mode
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end
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needRefresh = false
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end
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oldIndex = cw.index
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# General update
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pbUpdate(cw)
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# Update selected command
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if Input.trigger?(Input::LEFT)
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cw.index -= 1 if (cw.index & 1) == 1
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elsif Input.trigger?(Input::RIGHT)
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cw.index += 1 if battler.moves[cw.index + 1]&.id && (cw.index & 1) == 0
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elsif Input.trigger?(Input::UP)
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cw.index -= 2 if (cw.index & 2) == 2
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elsif Input.trigger?(Input::DOWN)
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cw.index += 2 if battler.moves[cw.index + 2]&.id && (cw.index & 2) == 0
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end
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pbPlayCursorSE if cw.index != oldIndex
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# Actions
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if Input.trigger?(Input::USE) # Confirm choice
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pbPlayDecisionSE
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break if yield cw.index
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needFullRefresh = true
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needRefresh = true
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elsif Input.trigger?(Input::BACK) # Cancel fight menu
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pbPlayCancelSE
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break if yield -1
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needRefresh = true
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elsif Input.trigger?(Input::ACTION) # Toggle Mega Evolution
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if megaEvoPossible
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pbPlayDecisionSE
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break if yield -2
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needRefresh = true
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end
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elsif Input.trigger?(Input::SPECIAL) # Shift
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if cw.shiftMode > 0
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pbPlayDecisionSE
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break if yield -3
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needRefresh = true
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end
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end
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end
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@lastMove[idxBattler] = cw.index
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end
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#-----------------------------------------------------------------------------
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# Opens the party screen to choose a Pokémon to switch in (or just view its
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# summary screens).
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# mode: 0=Pokémon command, 1=choose a Pokémon to send to the Boxes, 2=view
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# summaries only
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#-----------------------------------------------------------------------------
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def pbPartyScreen(idxBattler, canCancel = false, mode = 0)
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# Fade out and hide all sprites
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visibleSprites = pbFadeOutAndHide(@sprites)
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# Get player's party
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partyPos = @battle.pbPartyOrder(idxBattler)
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partyStart, _partyEnd = @battle.pbTeamIndexRangeFromBattlerIndex(idxBattler)
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modParty = @battle.pbPlayerDisplayParty(idxBattler)
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# Start party screen
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party_mode = (mode == 1) ? :battle_choose_to_box : :battle_choose_pokemon
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screen = UI::Party.new(modParty, mode: party_mode)
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screen.choose_pokemon do |pkmn, party_index|
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next canCancel if party_index < 0
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# Choose a command for the selected Pokémon
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commands = {}
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commands[:switch_in] = _INTL("Switch In") if mode == 0 && pkmn.able? &&
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(@battle.canSwitch || !canCancel)
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commands[:send_to_boxes] = _INTL("Send to Boxes") if mode == 1
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commands[:summary] = _INTL("Summary")
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commands[:cancel] = _INTL("Cancel")
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choice = screen.show_menu(_INTL("Do what with {1}?", pkmn.name), commands)
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next canCancel if choice.nil?
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case choice
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when :switch_in, :send_to_boxes
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real_party_index = -1
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partyPos.each_with_index do |pos, i|
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next if pos != party_index + partyStart
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real_party_index = i
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break
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end
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next true if yield real_party_index, screen
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when :summary
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screen.perform_action(:summary)
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end
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next false
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end
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# Fade back into battle screen
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pbFadeInAndShow(@sprites, visibleSprites)
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end
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#-----------------------------------------------------------------------------
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# Opens the Bag screen and chooses an item to use.
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#-----------------------------------------------------------------------------
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def pbItemMenu(idxBattler, _firstAction)
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# Fade out and hide all sprites
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visibleSprites = pbFadeOutAndHide(@sprites)
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# Set Bag starting positions
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oldLastPocket = $bag.last_viewed_pocket
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oldChoices = $bag.last_pocket_selections.clone
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if @bagLastPocket
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$bag.last_viewed_pocket = @bagLastPocket
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$bag.last_pocket_selections = @bagChoices
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else
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$bag.reset_last_selections
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end
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wasTargeting = false
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# Start Bag screen
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bag_screen = UI::Bag.new($bag, mode: :choose_item_in_battle)
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bag_screen.set_filter_proc(proc { |itm|
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use_type = GameData::Item.get(itm).battle_use
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next use_type && use_type > 0
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})
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bag_screen.show_and_hide do
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# Loop while in Bag screen
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loop do
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# Select an item
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item = bag_screen.choose_item_core
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break if !item
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# Choose a command for the selected item
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item = GameData::Item.get(item)
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itemName = item.name
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useType = item.battle_use
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cmdUse = -1
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commands = []
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commands[cmdUse = commands.length] = _INTL("Use") if useType && useType != 0
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commands[commands.length] = _INTL("Cancel")
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command = bag_screen.show_menu(_INTL("{1} is selected.", itemName), commands)
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next unless cmdUse >= 0 && command == cmdUse # Use
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# Use types:
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# 0 = not usable in battle
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# 1 = use on Pokémon (lots of items, Blue Flute)
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# 2 = use on Pokémon's move (Ethers)
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# 3 = use on battler (X items, Persim Berry, Red/Yellow Flutes)
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# 4 = use on opposing battler (Poké Balls)
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# 5 = use no target (Poké Doll, Guard Spec., Poké Flute, Launcher items)
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case useType
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when 1, 2, 3 # Use on Pokémon/Pokémon's move/battler
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# Auto-choose the Pokémon/battler whose action is being decided if they
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# are the only available Pokémon/battler to use the item on
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case useType
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when 1 # Use on Pokémon
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if @battle.pbTeamLengthFromBattlerIndex(idxBattler) == 1
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if yield item.id, useType, @battle.battlers[idxBattler].pokemonIndex, -1, bag_screen
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break
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else
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next
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end
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end
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when 3 # Use on battler
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if @battle.pbPlayerBattlerCount == 1
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if yield item.id, useType, @battle.battlers[idxBattler].pokemonIndex, -1, bag_screen
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break
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else
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next
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end
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end
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end
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# Fade out and hide Bag screen
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bag_sprites_status = pbFadeOutAndHide(bag_screen.sprites)
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# Get player's party
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party = @battle.pbParty(idxBattler)
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partyPos = @battle.pbPartyOrder(idxBattler)
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partyStart, _partyEnd = @battle.pbTeamIndexRangeFromBattlerIndex(idxBattler)
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modParty = @battle.pbPlayerDisplayParty(idxBattler)
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# Start party screen
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party_idx = -1
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party_screen = UI::Party.new(modParty, mode: :battle_use_item)
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party_screen.choose_pokemon do |pkmn, party_index|
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party_idx = party_index
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next true if party_index < 0
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# Use the item on the selected Pokémon
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real_party_index = -1
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partyPos.each_with_index do |pos, i|
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next if pos != party_index + partyStart
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real_party_index = i
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break
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end
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next false if real_party_index < 0
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next false if !pkmn || pkmn.egg?
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move_index = -1
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if useType == 2 # Use on Pokémon's move
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move_index = party_screen.choose_move(pkmn, _INTL("Restore which move?"))
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next false if move_index < 0
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end
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if yield item.id, useType, real_party_index, move_index, party_screen
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bag_screen.silent_end_screen
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next true
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end
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party_idx = -1
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next false
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end
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break if party_idx >= 0 # Item was used; close the Bag screen
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# Cancelled choosing a Pokémon; show the Bag screen again
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pbFadeInAndShow(bag_screen.sprites, bag_sprites_status)
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when 4 # Use on opposing battler (Poké Balls)
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idxTarget = -1
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if @battle.pbOpposingBattlerCount(idxBattler) == 1
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@battle.allOtherSideBattlers(idxBattler).each { |b| idxTarget = b.index }
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break if yield item.id, useType, idxTarget, -1, bag_screen
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else
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wasTargeting = true
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# Fade out and hide Bag screen
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bag_sprites_status = pbFadeOutAndHide(bag_screen.sprites)
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# Fade in and show the battle screen, choosing a target
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tempVisibleSprites = visibleSprites.clone
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tempVisibleSprites["commandWindow"] = false
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tempVisibleSprites["targetWindow"] = true
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idxTarget = pbChooseTarget(idxBattler, GameData::Target.get(:Foe), tempVisibleSprites)
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if idxTarget >= 0
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break if yield item.id, useType, idxTarget, -1, self
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end
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# Target invalid/cancelled choosing a target; show the Bag screen again
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wasTargeting = false
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pbFadeOutAndHide(@sprites)
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pbFadeInAndShow(bag_screen.sprites, bag_sprites_status)
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end
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when 5 # Use with no target
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break if yield item.id, useType, idxBattler, -1, bag_screen
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end
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end
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next true
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end
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@bagLastPocket = $bag.last_viewed_pocket
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@bagChoices = $bag.last_pocket_selections.clone
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$bag.last_viewed_pocket = oldLastPocket
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$bag.last_pocket_selections = oldChoices
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# Fade back into battle screen (if not already showing it)
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pbFadeInAndShow(@sprites, visibleSprites) if !wasTargeting
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end
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#-----------------------------------------------------------------------------
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# The player chooses a target battler for a move/item (non-single battles
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# only).
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#-----------------------------------------------------------------------------
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# Returns an array containing battler names to display when choosing a move's
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# target.
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# nil means can't select that position, "" means can select that position but
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# there is no battler there, otherwise is a battler's name.
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def pbCreateTargetTexts(idxBattler, target_data)
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texts = Array.new(@battle.battlers.length) do |i|
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next nil if !@battle.battlers[i]
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showName = false
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# NOTE: Targets listed here are ones with num_targets of 0, plus
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# RandomNearFoe which should look like it targets the user. All
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# other targets are handled by the "else" part.
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case target_data.id
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when :None, :User, :RandomNearFoe
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showName = (i == idxBattler)
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when :UserSide
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showName = !@battle.opposes?(i, idxBattler)
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when :FoeSide
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showName = @battle.opposes?(i, idxBattler)
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when :BothSides
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showName = true
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else
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showName = @battle.pbMoveCanTarget?(idxBattler, i, target_data)
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end
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next nil if !showName
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next (@battle.battlers[i].fainted?) ? "" : @battle.battlers[i].name
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end
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return texts
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end
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# Returns the initial position of the cursor when choosing a target for a move
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# in a non-single battle.
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def pbFirstTarget(idxBattler, target_data)
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case target_data.id
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when :NearAlly
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@battle.allSameSideBattlers(idxBattler).each do |b|
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next if b.index == idxBattler || !@battle.nearBattlers?(b, idxBattler)
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next if b.fainted?
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return b.index
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end
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@battle.allSameSideBattlers(idxBattler).each do |b|
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next if b.index == idxBattler || !@battle.nearBattlers?(b, idxBattler)
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return b.index
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end
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when :NearFoe, :NearOther
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indices = @battle.pbGetOpposingIndicesInOrder(idxBattler)
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indices.each { |i| return i if @battle.nearBattlers?(i, idxBattler) && !@battle.battlers[i].fainted? }
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indices.each { |i| return i if @battle.nearBattlers?(i, idxBattler) }
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when :Foe, :Other
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indices = @battle.pbGetOpposingIndicesInOrder(idxBattler)
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indices.each { |i| return i if !@battle.battlers[i].fainted? }
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return indices.first if !indices.empty?
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end
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return idxBattler # Target the user initially
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end
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def pbChooseTarget(idxBattler, target_data, visibleSprites = nil)
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pbShowWindow(TARGET_BOX)
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cw = @sprites["targetWindow"]
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# Create an array of battler names (only valid targets are named)
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texts = pbCreateTargetTexts(idxBattler, target_data)
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# Determine mode based on target_data
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mode = (target_data.num_targets == 1) ? 0 : 1
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cw.setDetails(texts, mode)
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cw.index = pbFirstTarget(idxBattler, target_data)
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pbSelectBattler((mode == 0) ? cw.index : texts, 2) # Select initial battler/data box
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pbFadeInAndShow(@sprites, visibleSprites) if visibleSprites
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ret = -1
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loop do
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oldIndex = cw.index
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pbUpdate(cw)
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# Update selected command
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if mode == 0 # Choosing just one target, can change index
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if Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
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inc = (cw.index.even?) ? -2 : 2
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inc *= -1 if Input.trigger?(Input::RIGHT)
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indexLength = @battle.sideSizes[cw.index % 2] * 2
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newIndex = cw.index
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loop do
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newIndex += inc
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break if newIndex < 0 || newIndex >= indexLength
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next if texts[newIndex].nil?
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cw.index = newIndex
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break
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end
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elsif (Input.trigger?(Input::UP) && cw.index.even?) ||
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(Input.trigger?(Input::DOWN) && cw.index.odd?)
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tryIndex = @battle.pbGetOpposingIndicesInOrder(cw.index)
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tryIndex.each do |idxBattlerTry|
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next if texts[idxBattlerTry].nil?
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cw.index = idxBattlerTry
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break
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end
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end
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if cw.index != oldIndex
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pbPlayCursorSE
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pbSelectBattler(cw.index, 2) # Select the new battler/data box
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end
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end
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if Input.trigger?(Input::USE) # Confirm
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ret = cw.index
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pbPlayDecisionSE
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break
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elsif Input.trigger?(Input::BACK) # Cancel
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ret = -1
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pbPlayCancelSE
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break
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end
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end
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pbSelectBattler(-1) # Deselect all battlers/data boxes
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return ret
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end
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#-----------------------------------------------------------------------------
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# Opens a Pokémon's summary screen to try to learn a new move.
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#-----------------------------------------------------------------------------
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# Called whenever a Pokémon should forget a move. It should return -1 if the
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# selection is canceled, or 0 to 3 to indicate the move to forget. It should
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# not allow HM moves to be forgotten.
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def pbForgetMove(pkmn, moveToLearn)
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ret = -1
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pbFadeOutIn do
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screen = UI::PokemonSummary.new([pkmn], 0, mode: :choose_move, new_move: moveToLearn)
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ret = screen.choose_move
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end
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return ret
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end
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#-----------------------------------------------------------------------------
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# Opens the nicknaming screen for a newly caught Pokémon.
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#-----------------------------------------------------------------------------
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def pbNameEntry(helpText, pkmn)
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return pbEnterPokemonName(helpText, 0, Pokemon::MAX_NAME_SIZE, "", pkmn)
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end
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|
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#-----------------------------------------------------------------------------
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# Shows the Pokédex entry screen for a newly caught Pokémon.
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#-----------------------------------------------------------------------------
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|
|
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def pbShowPokedex(species)
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pbFadeOutIn do
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scene = PokemonPokedexInfo_Scene.new
|
|
screen = PokemonPokedexInfoScreen.new(scene)
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|
screen.pbDexEntry(species)
|
|
end
|
|
end
|
|
end
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