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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-13 07:54:59 +00:00
update 6.7
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@@ -0,0 +1,83 @@
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def turnEventTowardsEvent(turning, turnedTowards)
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event_x = turnedTowards.x
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event_y = turnedTowards.y
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if turning.x < event_x
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turning.turn_right # Event is to the right of the player
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elsif turning.x > event_x
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turning.turn_left # Event is to the left of the player
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elsif turning.y < event_y
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turning.turn_down # Event is below the player
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elsif turning.y > event_y
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turning.turn_up # Event is above the player
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end
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end
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def turnPlayerTowardsEvent(event)
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if event.is_a?(Integer)
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event = $game_map.events[event]
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end
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event_x = event.x
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event_y = event.y
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if $game_player.x < event_x
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$game_player.turn_right # Event is to the right of the player
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elsif $game_player.x > event_x
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$game_player.turn_left # Event is to the left of the player
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elsif $game_player.y < event_y
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$game_player.turn_down # Event is below the player
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elsif $game_player.y > event_y
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$game_player.turn_up # Event is above the player
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end
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end
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def giveJigglypuffScribbles(possible_versions = [1, 2, 3, 4])
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selected_scribbles_version = possible_versions.sample
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case selected_scribbles_version
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when 1
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scribbles_id = HAT_SCRIBBLES1
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when 2
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scribbles_id = HAT_SCRIBBLES2
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when 3
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scribbles_id = HAT_SCRIBBLES3
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when 4
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scribbles_id = HAT_SCRIBBLES4
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end
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return if !scribbles_id
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if !hasHat?(scribbles_id)
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$Trainer.unlocked_hats << scribbles_id
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end
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putOnHat(scribbles_id, true, true)
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end
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# type:
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# 0: default
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# 1: wood
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def sign(message, type = 0)
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signId = "sign_#{type}"
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formatted_message = "\\sign[#{signId}]#{message}"
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pbMessage(formatted_message)
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end
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def setEventGraphicsToPokemon(species, eventId)
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event = $game_map.events[eventId]
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return if !event
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event.character_name = "Followers/#{species.to_s}"
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event.refresh
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end
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# time in seconds
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def idleHatEvent(hatId, time, switchToActivate = nil)
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map = $game_map.map_id
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i = 0
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while i < (time / 5) do
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# /5 because we update 5 times per second
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return if $game_map.map_id != map
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i += 1
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pbWait(4)
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i = 0 if $game_player.moving?
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echoln i
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end
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$game_switches[switchToActivate] = true if switchToActivate
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obtainHat(hatId)
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end
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@@ -0,0 +1,161 @@
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class PokemonTemp
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# def pbClearAllTempEvents()
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# echoln @tempEvents
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# @tempEvents.keys.each {|map_id|
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# map = $MapFactory.getMap(map_id,false)
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# @tempEvents[map_id].each { |event|
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# map.events[event.id] = nil
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# }
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# }
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# @tempEvents={}
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# @silhouetteDirection=nil
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# end
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def pbClearSilhouetteTempEvents()
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echoln @tempEvents
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@tempEvents.keys.each {|map_id|
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map = $MapFactory.getMap(map_id,false)
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@tempEvents[map_id].each { |event|
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#this deletes the event after a small fadeout
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$game_self_switches[[map_id, event.id, "B"]] = true if map.events[event.id]
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}
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}
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@tempEvents={}
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@silhouetteDirection=nil
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end
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end
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def isNightmareEffect()
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return $game_switches[SWITCH_NIGHTMARE_EFFECT] && PBDayNight.isNight?
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end
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# def playNightmareEffect()
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# frame=1
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# while true
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# frame +=1
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# frame = 1 if frame >4
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# filename = "nightmare"+frame.to_s
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# picture = Game_Picture.new(40)
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# picture.show(filename, 0, 0, 0, 200, 200, 255, 0)
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# pbWait(3)
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# picture.erase
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# end
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#
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# end
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Events.onStepTaken += proc { |sender, e|
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next if !$PokemonTemp.silhouetteDirection
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if $PokemonTemp.silhouetteDirection && $PokemonTemp.silhouetteDirection == $game_player.direction
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$PokemonTemp.pbClearSilhouetteTempEvents
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$PokemonTemp.silhouetteDirection = nil
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end
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}
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Events.onStepTaken += proc { |sender, e|
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next if !$scene.is_a?(Scene_Map)
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next if !isNightmareEffect()
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steps_constant_offset = 40
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steps_chance=100
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minimum_steps=10
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steps_nb = rand(steps_chance)+pbGet(VAR_KARMA)+steps_constant_offset
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steps_nb = minimum_steps if steps_nb<minimum_steps
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next if $PokemonGlobal.stepcount % steps_nb != 0
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next if !isOutdoor()
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$PokemonTemp.pbClearSilhouetteTempEvents
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spawnSilhouette()
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}
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Events.onMapChange += proc { |sender, e|
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next if $PokemonTemp.tempEvents.empty?
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$PokemonTemp.pbClearTempEvents()
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}
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def getRandomPositionOnPerimeter(width, height, center_x, center_y, variance=0,edge=nil)
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half_width = width / 2.0
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half_height = height / 2.0
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# Randomly select one of the four edges of the rectangle
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edge = rand(4) if !edge
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case edge
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when 0 # Top edge
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random_x = center_x + rand(-half_width..half_width)
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random_y = center_y - half_height
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when 1 # Bottom edge
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random_x = center_x + rand(-half_width..half_width)
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random_y = center_y + half_height
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when 2 # Left edge
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random_x = center_x - half_width
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random_y = center_y + rand(-half_height..half_height)
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when 3 # Right edge
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random_x = center_x + half_width
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random_y = center_y + rand(-half_height..half_height)
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end
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return random_x.round, random_y.round
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end
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# def launchSilhouetteCommonEvent(event)
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# $scene.spriteset.addUserAnimation(VIRUS_ANIMATION_ID, event.x, event.y, true)
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# $PokemonTemp.pbClearTempEvents
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# $PokemonTemp.silhouetteDirection = nil
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# pbCommonEvent(COMMON_EVENT_SILHOUETTE)
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# end
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#
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# Faces the same way as player
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# Disappears as soon as player takes a step in same direction as event
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# -> when talk to it:
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# ghost animation
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# Message:
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# A voice echoed from somewhere...
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# [NEXT HINT] (ex: The house in Vermillion City...)
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#
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def generate_silhouette_event(id)
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$game_self_switches[[MAP_TEMPLATE_EVENTS, TEMPLATE_EVENT_SILHOUETTE, "A"]] = false
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$game_self_switches[[MAP_TEMPLATE_EVENTS, TEMPLATE_EVENT_SILHOUETTE, "B"]] = false
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template_event = $MapFactory.getMap(MAP_TEMPLATE_EVENTS,false).events[TEMPLATE_EVENT_SILHOUETTE]
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new_event= template_event.event.dup
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new_event.name = "temp_silhouette"
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new_event.id = id
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return new_event
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end
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def spawnSilhouette()
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found_available_position = false
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max_tries = 10
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current_try = 0
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while !found_available_position
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x, y = getRandomPositionOnPerimeter(15, 11, $game_player.x, $game_player.y, 2)
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found_available_position = true if $game_map.passable?(x, y, $game_player.direction)
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current_try += 1
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return if current_try > max_tries
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end
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key_id = ($game_map.events.keys.max || -1) + 1
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rpgEvent = generate_silhouette_event(key_id)
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#rpgEvent = RPG::Event.new(x,y)
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gameEvent = Game_Event.new($game_map.map_id, rpgEvent, $game_map)
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direction = $game_player.direction #[2,4,6,8].sample
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gameEvent.direction = direction
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$PokemonTemp.silhouetteDirection = direction
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$game_map.events[key_id] = gameEvent
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gameEvent.moveto(x, y)
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#-------------------------------------------------------------------------
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#updating the sprites
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sprite = Sprite_Character.new(Spriteset_Map.viewport, $game_map.events[key_id])
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$scene.spritesets[$game_map.map_id] = Spriteset_Map.new($game_map) if $scene.spritesets[$game_map.map_id] == nil
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$scene.spritesets[$game_map.map_id].character_sprites.push(sprite)
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#$PokemonTemp.addTempEvent($game_map.map_id, gameEvent)
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end
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