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Repeated Field Medicine Use

Eduardo Quezada D'Ottone edited this page Aug 9, 2022 · 12 revisions

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

1.

First, find the function ItemUseCB_Medicine. Replace the entire thing with:

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:

    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

Credits: AsparagusEduardo, ghoulslash, Alex N

You may also want to use this for Rare Candies, so what you have to do is find PartyMenuTryEvolution and replace it with:

static void PartyMenuTryEvolution(u8 taskId)
{
    struct Pokemon *mon = &gPlayerParty[gPartyMenu.slotId];
#ifdef POKEMON_EXPANSION 
    u16 targetSpecies = GetEvolutionTargetSpecies(mon, EVO_MODE_NORMAL, ITEM_NONE, NULL);
#else
    u16 targetSpecies = GetEvolutionTargetSpecies(mon, EVO_MODE_NORMAL, ITEM_NONE);
#endif

    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, TRUE, 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;
    }
}

Then add the function, CB2_ReturnToPartyMenuUsingRareCandy, somewhere in the file above PartyMenuTryEvolution:

static void CB2_ReturnToPartyMenuUsingRareCandy(void)
{
    gItemUseCB = ItemUseCB_RareCandy;
    SetMainCallback2(CB2_ShowPartyMenuForItemUse);
}

This last section is for letting the player keep using Rare Candies after learning a new move. (credit to Alex N)

Look for CB2_ReturnToPartyMenuWhileLearningMove and replace it with the following:

static void CB2_ReturnToPartyMenuWhileLearningMove(void)
{
    if (gSpecialVar_ItemId == ITEM_RARE_CANDY && gPartyMenu.menuType == PARTY_MENU_TYPE_FIELD && CheckBagHasItem(gSpecialVar_ItemId, 1))
        InitPartyMenu(PARTY_MENU_TYPE_FIELD, PARTY_LAYOUT_SINGLE, PARTY_ACTION_USE_ITEM, TRUE, PARTY_MSG_NONE, Task_ReturnToPartyMenuWhileLearningMove, gPartyMenu.exitCallback);
    else
        InitPartyMenu(PARTY_MENU_TYPE_FIELD, PARTY_LAYOUT_SINGLE, PARTY_ACTION_CHOOSE_MON, TRUE, PARTY_MSG_NONE, Task_ReturnToPartyMenuWhileLearningMove, gPartyMenu.exitCallback);
}
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