Files
infinitefusion-e18/Data/Scripts/019_Other battles/001_PBattle_Safari.rb
2020-09-06 19:10:25 +01:00

139 lines
3.7 KiB
Ruby

class SafariState
attr_accessor :ballcount
attr_accessor :decision
attr_accessor :steps
def initialize
@start = nil
@ballcount = 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 = SAFARI_STEPS
end
def pbEnd
@start = nil
@ballcount = 0
@inProgress = false
@steps = 0
@decision = 0
$game_map.need_refresh = true
end
end
Events.onMapChange += proc { |_sender,*args|
pbSafariState.pbEnd if !pbInSafari?
}
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 $game_map.map_id==reception
return true if pbGetMetadata($game_map.map_id,MetadataSafariMap)
end
return false
end
def pbSafariState
$PokemonGlobal.safariState = SafariState.new if !$PokemonGlobal.safariState
return $PokemonGlobal.safariState
end
Events.onStepTakenTransferPossible += proc { |_sender,e|
handled = e[0]
next if handled[0]
if pbInSafari? && pbSafariState.decision==0 && SAFARI_STEPS>0
pbSafariState.steps -= 1
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
end
end
}
Events.onWildBattleOverride += proc { |_sender,e|
species = e[0]
level = e[1]
handled = e[2]
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 = $Trainer
# Create the battle scene (the visual side of it)
scene = pbNewBattleScene
# Create the battle class (the mechanics side of it)
battle = PokeBattle_SafariZone.new(scene,playerTrainer,foeParty)
battle.ballCount = pbSafariState.ballcount
pbPrepareBattle(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
pbSet(1,decision)
# Used by the Poké Radar to update/break the chain
Events.onWildBattleEnd.trigger(nil,species,level,decision)
# Return the outcome of the battle
return decision
end