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https://github.com/infinitefusion/infinitefusion-e18.git
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Yet more Rubocopping
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@@ -185,13 +185,12 @@ class Game_Player < Game_Character
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return result if checkIfRunning && $game_system.map_interpreter.running?
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# All event loops
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$game_map.events.values.each do |event|
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next if !triggers.include?(event.trigger)
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next if !event.name[/trainer\((\d+)\)/i]
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distance = $~[1].to_i
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# If event coordinates and triggers are consistent
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if pbEventCanReachPlayer?(event, self, distance) && triggers.include?(event.trigger)
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# If starting determinant is front event (other than jumping)
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result.push(event) if !event.jumping? && !event.over_trigger?
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end
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next if !pbEventCanReachPlayer?(event, self, distance)
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next if event.jumping? || event.over_trigger?
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result.push(event)
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end
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return result
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end
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@@ -202,13 +201,12 @@ class Game_Player < Game_Character
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return result if checkIfRunning && $game_system.map_interpreter.running?
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# All event loops
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$game_map.events.values.each do |event|
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next if !triggers.include?(event.trigger)
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next if !event.name[/counter\((\d+)\)/i]
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distance = $~[1].to_i
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# If event coordinates and triggers are consistent
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if pbEventFacesPlayer?(event, self, distance) && triggers.include?(event.trigger)
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# If starting determinant is front event (other than jumping)
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result.push(event) if !event.jumping? && !event.over_trigger?
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end
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next if !pbEventFacesPlayer?(event, self, distance)
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next if event.jumping? || event.over_trigger?
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result.push(event)
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end
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return result
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end
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@@ -355,32 +353,29 @@ class Game_Player < Game_Character
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return false if !$game_map.valid?(new_x, new_y)
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# All event loops
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$game_map.events.values.each do |event|
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next if !triggers.include?(event.trigger)
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# If event coordinates and triggers are consistent
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next if !event.at_coordinate?(new_x, new_y)
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next if !triggers.include?(event.trigger)
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# If starting determinant is front event (other than jumping)
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next if event.jumping? || event.over_trigger?
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event.start
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result = true
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end
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# If fitting event is not found
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if result == false
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# If front tile is a counter
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if $game_map.counter?(new_x, new_y)
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# Calculate coordinates of 1 tile further away
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new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
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new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
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return false if !$game_map.valid?(new_x, new_y)
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# All event loops
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$game_map.events.values.each do |event|
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# If event coordinates and triggers are consistent
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next if !event.at_coordinate?(new_x, new_y)
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next if !triggers.include?(event.trigger)
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# If starting determinant is front event (other than jumping)
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next if event.jumping? || event.over_trigger?
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event.start
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result = true
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end
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if result == false && $game_map.counter?(new_x, new_y)
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# Calculate coordinates of 1 tile further away
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new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
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new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
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return false if !$game_map.valid?(new_x, new_y)
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# All event loops
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$game_map.events.values.each do |event|
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next if !triggers.include?(event.trigger)
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# If event coordinates and triggers are consistent
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next if !event.at_coordinate?(new_x, new_y)
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# If starting determinant is front event (other than jumping)
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next if event.jumping? || event.over_trigger?
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event.start
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result = true
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end
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end
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return result
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@@ -559,11 +554,10 @@ end
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def pbGetPlayerCharset(charset, trainer = nil, force = false)
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trainer = $player if !trainer
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outfit = (trainer) ? trainer.outfit : 0
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if $game_player && $game_player.charsetData && !force
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return nil if $game_player.charsetData[0] == trainer.character_ID &&
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$game_player.charsetData[1] == charset &&
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$game_player.charsetData[2] == outfit
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end
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return nil if !force && $game_player&.charsetData &&
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$game_player.charsetData[0] == trainer.character_ID &&
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$game_player.charsetData[1] == charset &&
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$game_player.charsetData[2] == outfit
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$game_player.charsetData = [trainer.character_ID, charset, outfit] if $game_player
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ret = charset
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if pbResolveBitmap("Graphics/Characters/" + ret + "_" + outfit.to_s)
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