Files
infinitefusion-e18/Data/Scripts/018_Alternate battle modes/001_SafariZone.rb

198 lines
6.2 KiB
Ruby

#===============================================================================
#
#===============================================================================
class SafariState
attr_accessor :ballcount
attr_accessor :captures
attr_accessor :decision
attr_accessor :steps
def initialize
@start = nil
@ballcount = 0
@captures = 0
@inProgress = false
@steps = 0
@decision = 0
end
def pbReceptionMap
return @inProgress ? @start[0] : 0
end
def inProgress?
return @inProgress
end
def pbGoToStart
if $scene.is_a?(Scene_Map)
pbFadeOutIn {
$game_temp.player_transferring = true
$game_temp.transition_processing = true
$game_temp.player_new_map_id = @start[0]
$game_temp.player_new_x = @start[1]
$game_temp.player_new_y = @start[2]
$game_temp.player_new_direction = 2
$scene.transfer_player
}
end
end
def pbStart(ballcount)
@start = [$game_map.map_id, $game_player.x, $game_player.y, $game_player.direction]
@ballcount = ballcount
@inProgress = true
@steps = Settings::SAFARI_STEPS
end
def pbEnd
@start = nil
@ballcount = 0
@captures = 0
@inProgress = false
@steps = 0
@decision = 0
$game_map.need_refresh = true
end
end
#===============================================================================
#
#===============================================================================
def pbInSafari?
if pbSafariState.inProgress?
# Reception map is handled separately from safari map since the reception
# map can be outdoors, with its own grassy patches.
reception = pbSafariState.pbReceptionMap
return true if $game_map.map_id == reception
return true if $game_map.metadata&.safari_map
end
return false
end
def pbSafariState
$PokemonGlobal.safariState = SafariState.new if !$PokemonGlobal.safariState
return $PokemonGlobal.safariState
end
#===============================================================================
#
#===============================================================================
EventHandlers.add(:on_enter_map, :end_safari_game,
proc { |_old_map_id|
pbSafariState.pbEnd if !pbInSafari?
}
)
EventHandlers.add(:on_player_step_taken_can_transfer, :safari_game_counter,
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::SAFARI_STEPS == 0 || !pbInSafari? || pbSafariState.decision != 0
pbSafariState.steps -= 1
next if pbSafariState.steps > 0
pbMessage(_INTL("PA: Ding-dong!\1"))
pbMessage(_INTL("PA: Your safari game is over!"))
pbSafariState.decision = 1
pbSafariState.pbGoToStart
handled[0] = true
}
)
#===============================================================================
#
#===============================================================================
EventHandlers.add(:on_calling_wild_battle, :safari_battle,
proc { |species, level, handled|
# handled is an array: [nil]. If [true] or [false], the battle has already
# been overridden (the boolean is its outcome), so don't do anything that
# would override it again
next if !handled[0].nil?
next if !pbInSafari?
handled[0] = pbSafariBattle(species, level)
}
)
def pbSafariBattle(species, level)
# Generate a wild Pokémon based on the species and level
pkmn = pbGenerateWildPokemon(species, level)
foeParty = [pkmn]
# Calculate who the trainer is
playerTrainer = $player
# Create the battle scene (the visual side of it)
scene = BattleCreationHelperMethods.create_battle_scene
# Create the battle class (the mechanics side of it)
battle = SafariBattle.new(scene, playerTrainer, foeParty)
battle.ballCount = pbSafariState.ballcount
BattleCreationHelperMethods.prepare_battle(battle)
# Perform the battle itself
decision = 0
pbBattleAnimation(pbGetWildBattleBGM(foeParty), 0, foeParty) {
pbSceneStandby {
decision = battle.pbStartBattle
}
}
Input.update
# Update Safari game data based on result of battle
pbSafariState.ballcount = battle.ballCount
if pbSafariState.ballcount <= 0
if decision != 2 # Last Safari Ball was used to catch the wild Pokémon
pbMessage(_INTL("Announcer: You're out of Safari Balls! Game over!"))
end
pbSafariState.decision = 1
pbSafariState.pbGoToStart
end
# Save the result of the battle in Game Variable 1
# 0 - Undecided or aborted
# 2 - Player ran out of Safari Balls
# 3 - Player or wild Pokémon ran from battle, or player forfeited the match
# 4 - Wild Pokémon was caught
if decision == 4
$stats.safari_pokemon_caught += 1
pbSafariState.captures += 1
$stats.most_captures_per_safari_game = [$stats.most_captures_per_safari_game, pbSafariState.captures].max
end
pbSet(1, decision)
# Used by the Poké Radar to update/break the chain
EventHandlers.trigger(:on_wild_battle_end, species, level, decision)
# Return the outcome of the battle
return decision
end
#===============================================================================
#
#===============================================================================
class PokemonPauseMenu
alias __safari_pbShowInfo pbShowInfo unless method_defined?(:__safari_pbShowInfo)
def pbShowInfo
__safari_pbShowInfo
return if !pbInSafari?
if Settings::SAFARI_STEPS <= 0
@scene.pbShowInfo(_INTL("Balls: {1}", pbSafariState.ballcount))
else
@scene.pbShowInfo(_INTL("Steps: {1}/{2}\nBalls: {3}",
pbSafariState.steps, Settings::SAFARI_STEPS, pbSafariState.ballcount))
end
end
end
MenuHandlers.add(:pause_menu, :quit_safari_game, {
"name" => _INTL("Quit"),
"order" => 60,
"condition" => proc { next pbInSafari? },
"effect" => proc { |menu|
menu.pbHideMenu
if pbConfirmMessage(_INTL("Would you like to leave the Safari Game right now?"))
menu.pbEndScene
pbSafariState.decision = 1
pbSafariState.pbGoToStart
next true
end
menu.pbRefresh
menu.pbShowMenu
next false
}
})