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## Keep Party Menu Open During Field Medicine Use
Credit: ghoulslash
You can pull directly from their branch, here: https://github.com/ghoulslash/pokeemerald/tree/field-medicine
If you're using a lot of potions at once, it can be annoying to keep returning to the bag after use. This simple fix keeps the menu open unless you run out of potions. The user will have to select `Cancel` or press `B` to exit the party menu. But this is intuitive.
Let's start by opening [src/party_menu.c](../blob/master/src/party_menu.c)
### 1.
First, find the function `ItemUseCB_Medicine`. Replace the entire thing with:
```c
void ItemUseCB_Medicine(u8 taskId, TaskFunc task)
{
u16 hp = 0;
struct Pokemon *mon = &gPlayerParty[gPartyMenu.slotId];
u16 item = gSpecialVar_ItemId;
bool8 canHeal, cannotUse;
if (NotUsingHPEVItemOnShedinja(mon, item) == FALSE)
{
cannotUse = TRUE;
}
else
{
canHeal = IsHPRecoveryItem(item);
if (canHeal == TRUE)
{
hp = GetMonData(mon, MON_DATA_HP);
if (hp == GetMonData(mon, MON_DATA_MAX_HP))
canHeal = FALSE;
}
cannotUse = ExecuteTableBasedItemEffect_(gPartyMenu.slotId, item, 0);
}
if (cannotUse != FALSE)
{
gPartyMenuUseExitCallback = FALSE;
PlaySE(SE_SELECT);
DisplayPartyMenuMessage(gText_WontHaveEffect, TRUE);
ScheduleBgCopyTilemapToVram(2);
if (gPartyMenu.menuType == PARTY_MENU_TYPE_FIELD)
gTasks[taskId].func = Task_ReturnToChooseMonAfterText;
else
gTasks[taskId].func = task;
return;
}
else
{
gPartyMenuUseExitCallback = TRUE;
if (!IsItemFlute(item))
{
PlaySE(SE_USE_ITEM);
if (gPartyMenu.action != PARTY_ACTION_REUSABLE_ITEM)
RemoveBagItem(item, 1);
}
else
{
PlaySE(SE_GLASS_FLUTE);
}
SetPartyMonAilmentGfx(mon, &sPartyMenuBoxes[gPartyMenu.slotId]);
if (gSprites[sPartyMenuBoxes[gPartyMenu.slotId].statusSpriteId].invisible)
DisplayPartyPokemonLevelCheck(mon, &sPartyMenuBoxes[gPartyMenu.slotId], 1);
if (canHeal == TRUE)
{
if (hp == 0)
AnimatePartySlot(gPartyMenu.slotId, 1);
PartyMenuModifyHP(taskId, gPartyMenu.slotId, 1, GetMonData(mon, MON_DATA_HP) - hp, Task_DisplayHPRestoredMessage);
ResetHPTaskData(taskId, 0, hp);
return;
}
else
{
GetMonNickname(mon, gStringVar1);
GetMedicineItemEffectMessage(item);
DisplayPartyMenuMessage(gStringVar4, TRUE);
ScheduleBgCopyTilemapToVram(2);
if (gPartyMenu.menuType == PARTY_MENU_TYPE_FIELD && CheckBagHasItem(item, 1))
gTasks[taskId].func = Task_ReturnToChooseMonAfterText;
else
gTasks[taskId].func = task;
}
}
}
```
### 2.
Finally, find `Task_DisplayHPRestoredMessage`. Replace `gTasks[taskId].func = Task_ClosePartyMenuAfterText;` with:
```c
if (gPartyMenu.menuType == PARTY_MENU_TYPE_FIELD && CheckBagHasItem(gSpecialVar_ItemId, 1))
gTasks[taskId].func = Task_ReturnToChooseMonAfterText;
else
gTasks[taskId].func = Task_ClosePartyMenuAfterText;
```
## Addendum: Rare Candies
Credit: AsparagusEduardo, ghoulslash
You may also want to use this for Rare Candies, so all you have to do is find `PartyMenuTryEvolution` and replace it with:
```c
static void PartyMenuTryEvolution(u8 taskId)
{
struct Pokemon *mon = &gPlayerParty[gPartyMenu.slotId];
u16 targetSpecies = GetEvolutionTargetSpecies(mon, 0, 0);
if (targetSpecies != SPECIES_NONE)
{
FreePartyPointers();
if (gSpecialVar_ItemId == ITEM_RARE_CANDY && gPartyMenu.menuType == PARTY_MENU_TYPE_FIELD && CheckBagHasItem(gSpecialVar_ItemId, 1))
gCB2_AfterEvolution = CB2_ReturnToPartyMenuUsingRareCandy;
else
gCB2_AfterEvolution = gPartyMenu.exitCallback;
BeginEvolutionScene(mon, targetSpecies, 1, gPartyMenu.slotId);
DestroyTask(taskId);
}
else
{
if (gPartyMenu.menuType == PARTY_MENU_TYPE_FIELD && CheckBagHasItem(gSpecialVar_ItemId, 1))
gTasks[taskId].func = Task_ReturnToChooseMonAfterText;
else
gTasks[taskId].func = Task_ClosePartyMenuAfterText;
}
}
```
And add the function, `CB2_ReturnToPartyMenuUsingRareCandy`, somewhere in the file:
```c
static void CB2_ReturnToPartyMenuUsingRareCandy(void)
{
gItemUseCB = ItemUseCB_RareCandy;
SetMainCallback2(CB2_ShowPartyMenuForItemUse);
}
```
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