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synced 2025-12-10 06:34:59 +00:00
update 6.7
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@@ -25,11 +25,6 @@ class Game_Temp
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attr_accessor :fadestate # for sprite hashes
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attr_accessor :background_bitmap
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attr_accessor :mart_prices
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attr_accessor :unimportedSprites
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attr_accessor :nb_imported_sprites
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attr_accessor :loading_screen
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attr_accessor :custom_sprites_list
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attr_accessor :base_sprites_list
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#-----------------------------------------------------------------------------
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# * Object Initialization
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@@ -57,9 +52,6 @@ class Game_Temp
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@message_window_showing = false
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@transition_processing = false
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@mart_prices = {}
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@custom_sprites_list ={}
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@base_sprites_list ={}
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end
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def clear_mart_prices
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@@ -12,8 +12,8 @@ class Game_Picture
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attr_reader :number # picture number
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attr_accessor :name # file name
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attr_reader :origin # starting point
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attr_reader :x # x-coordinate
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attr_reader :y # y-coordinate
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attr_accessor :x # x-coordinate
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attr_accessor :y # y-coordinate
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attr_accessor :zoom_x # x directional zoom rate
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attr_accessor :zoom_y # y directional zoom rate
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attr_accessor :opacity # opacity level
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@@ -25,7 +25,10 @@ class Game_Character
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attr_reader :move_speed
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attr_accessor :walk_anime
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attr_writer :bob_height
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attr_accessor :under_everything
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attr_accessor :under_everything #under even grass
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attr_accessor :under_player #always under the player, but over grass, etc.
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attr_accessor :direction_fix
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attr_accessor :always_on_top
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def initialize(map = nil)
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@map = map
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@@ -77,6 +80,7 @@ class Game_Character
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@locked = false
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@prelock_direction = 0
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@under_everything=false
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@under_player = false
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@forced_z=nil
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end
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@@ -339,6 +343,7 @@ class Game_Character
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def screen_z(height = 0)
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return -1 if @under_everything
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return 0 if @under_player
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return 999 if @always_on_top
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return @forced_z if @forced_z
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z = screen_y_ground
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@@ -354,6 +359,17 @@ class Game_Character
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return z + ((height > Game_Map::TILE_HEIGHT) ? Game_Map::TILE_HEIGHT - 1 : 0)
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end
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def opposite_direction
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case @direction
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when DIRECTION_LEFT; return DIRECTION_RIGHT
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when DIRECTION_RIGHT; return DIRECTION_LEFT
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when DIRECTION_UP; return DIRECTION_DOWN
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when DIRECTION_DOWN; return DIRECTION_UP
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else
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return DIRECTION_ALL
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end
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end
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#=============================================================================
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# Movement
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#=============================================================================
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@@ -899,6 +915,27 @@ class Game_Character
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@direction_fix = last_direction_fix
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end
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def jump_forward
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case $game_player.direction
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when DIRECTION_DOWN
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x_direction = 0
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y_direction = 1
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when DIRECTION_UP
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x_direction = 0
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y_direction = -1
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when DIRECTION_LEFT
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x_direction = -1
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y_direction = 0
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when DIRECTION_RIGHT
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x_direction = 1
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y_direction = 0
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else
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x_direction = 0
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y_direction = 0
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end
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jump(x_direction, y_direction)
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end
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def jump(x_plus, y_plus)
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if x_plus != 0 || y_plus != 0
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if x_plus.abs > y_plus.abs
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@@ -1,10 +1,13 @@
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class Game_Event < Game_Character
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attr_reader :map_id
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attr_reader :trigger
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attr_accessor :trigger
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attr_reader :list
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attr_reader :starting
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attr_reader :tempSwitches # Temporary self-switches
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attr_reader :character_name
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attr_accessor :need_refresh
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attr_accessor :opacity
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attr_accessor :through
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def initialize(map_id, event, map=nil)
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super(map)
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@@ -33,40 +33,34 @@ class Game_Player < Game_Character
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return moving? && !@move_route_forcing && pbCanRun?
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end
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#Override the player's graphics
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# Path from Graphics/Characters/player/
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def setPlayerGraphicsOverride(path)
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@defaultCharacterName=path
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end
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def removeGraphicsOverride
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@defaultCharacterName = ""
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end
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def hasGraphicsOverride?
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return @defaultCharacterName!=""
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end
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def character_name
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@defaultCharacterName = "" if !@defaultCharacterName
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return @defaultCharacterName if @defaultCharacterName!=""
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return @defaultCharacterName if hasGraphicsOverride?
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if !@move_route_forcing && $Trainer.character_ID>=0
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meta = GameData::Metadata.get_player($Trainer.character_ID)
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if meta && !$PokemonGlobal.bicycle && !$PokemonGlobal.diving && !$PokemonGlobal.surfing
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charset = 1 # Display normal character sprite
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player_is_moving = moving?
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if pbCanRun? && (player_is_moving || @wasmoving) && Input.dir4!=0 && meta[4] && meta[4]!=""
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charset = 4 # Display running character sprite
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end
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newCharName = pbGetPlayerCharset(meta,charset)
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if newCharName
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# echoln caller
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# echoln newCharName
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# echoln "moving: " + moving?.to_s
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# echoln "was moving: " + @wasmoving.to_s
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#
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# echoln "can run: " + pbCanRun?.to_s
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# echoln "Input.dir4 " + Input.dir4.to_s
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#
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#
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# echoln (moving? || @wasmoving)
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# echoln charset
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# echoln ""
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end
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@character_name = newCharName if newCharName
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@wasmoving = player_is_moving
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end
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