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bryanthaboi
2026-07-17 20:30:02 -04:00
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-- PC storage: 12 boxes of 20 (engine/pokemon/bills_pc.asm semantics via
-- src/pokemon/Boxes.lua): withdraw from / deposit to the current box,
-- plus CHANGE BOX.
local Boxes = require("src.pokemon.Boxes")
local ListMenu = require("src.ui.ListMenu")
local Menu = require("src.ui.Menu")
local Party = require("src.pokemon.Party")
local BoxMenu = {}
local function monLabel(game, mon)
local def = game.data.pokemon[mon.species]
return ("%s :L%d"):format(mon.nickname or def.name, mon.level)
end
-- Per-mon submenu (bills_pc.asm DisplayDepositWithdrawMenu): the chosen
-- action + STATS + CANCEL. STATS shows the status screen and returns
-- here; CANCEL/B goes back to the list.
local function monSubmenu(game, action, mon, onAction)
game.stack:push(Menu.new(game, {
{ label = action, onSelect = onAction },
{
label = "STATS",
keepOpen = true,
onSelect = function()
local SummaryMenu = require("src.ui.SummaryMenu")
game.stack:push(SummaryMenu.new(game, mon))
end,
},
{ label = "CANCEL" },
}, { tx = 9, ty = 10, tw = 11, th = 8, noSound = true }))
end
local function withdraw(game)
local box = Boxes.active(game.save)
local items = {}
for i, mon in ipairs(box) do
table.insert(items, { label = monLabel(game, mon), value = i })
end
game.stack:push(ListMenu.new(game,
("BOX %d (WITHDRAW)"):format(game.save.currentBox), items, {
onChoose = function(item, list)
local mon = box[item.value]
if not mon then return end
monSubmenu(game, "WITHDRAW", mon, function()
if #game.save.party >= Party.MAX then
list.footer = "The party is full!"
return
end
table.remove(box, item.value)
table.insert(game.save.party, mon)
list:close()
end)
end,
}))
end
local function deposit(game)
local items = {}
for i, mon in ipairs(game.save.party) do
table.insert(items, { label = monLabel(game, mon), value = i })
end
game.stack:push(ListMenu.new(game, "PARTY (DEPOSIT)", items, {
onChoose = function(item, list)
local mon = game.save.party[item.value]
if not mon then return end
monSubmenu(game, "DEPOSIT", mon, function()
if #game.save.party <= 1 then
list.footer = "You need at least\none POKéMON!"
return
end
local box = Boxes.active(game.save)
if #box >= Boxes.CAPACITY then
list.footer = ("BOX %d is full!"):format(game.save.currentBox)
return
end
table.remove(game.save.party, item.value)
table.insert(box, mon)
list:close()
end)
end,
}))
end
-- RELEASE POKéMON (bills_pc.asm .release): confirm, then "Bye [MON]!"
local function release(game)
local box = Boxes.active(game.save)
local items = {}
for i, mon in ipairs(box) do
table.insert(items, { label = monLabel(game, mon), value = i })
end
game.stack:push(ListMenu.new(game,
("BOX %d (RELEASE)"):format(game.save.currentBox), items, {
onChoose = function(item, list)
local mon = box[item.value]
if not mon then return end
local def = game.data.pokemon[mon.species]
local name = mon.nickname or def.name
local ChoiceBox = require("src.ui.ChoiceBox")
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
"Once released,\n" .. name .. " is\ngone forever. OK?", function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then return end
table.remove(box, item.value)
require("src.core.Sound").playCry(game.data, mon.species)
game.stack:push(TextBox.new(game,
("%s was\nreleased outside.\fBye %s!"):format(name, name)))
list:removeCurrent()
end, { defaultNo = true, noSound = true }))
end))
end,
}))
end
local function changeBox(game)
local boxes = Boxes.ensure(game.save)
local items = {}
for i = 1, Boxes.COUNT do
local mark = i == game.save.currentBox and "*" or " "
table.insert(items, {
label = ("%sBOX %2d"):format(mark, i),
right = ("%d/%d"):format(#boxes[i], Boxes.CAPACITY),
value = i,
})
end
game.stack:push(ListMenu.new(game, "CHANGE BOX", items, {
onChoose = function(item, list)
-- the original asks BEFORE switching ("When you change a #MON
-- BOX, data will be saved. OK?"); declining aborts the change
local ChoiceBox = require("src.ui.ChoiceBox")
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
"When you change a\nPOKéMON BOX, data\nwill be saved. OK?", function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then return end
game.save.currentBox = item.value
if game.writeSave then game:writeSave() end
list:close()
end, { noSound = true }))
end))
end,
}))
end
function BoxMenu.new(game)
Boxes.ensure(game.save)
return Menu.new(game, {
{ label = "WITHDRAW", onSelect = function() withdraw(game) end },
{ label = "DEPOSIT", onSelect = function() deposit(game) end },
{ label = "RELEASE", onSelect = function() release(game) end },
{ label = "CHANGE BOX", onSelect = function() changeBox(game) end },
{ label = "SEE YA!" },
-- Bill's PC runs silent end to end (BIT_NO_MENU_BUTTON_SOUND,
-- engine/menus/pokemon_pc.asm)
}, { tx = 8, ty = 0, tw = 12, th = 12, noSound = true })
end
return BoxMenu