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https://github.com/infinitefusion/infinitefusion-e18.git
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clown nose
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@@ -61,6 +61,24 @@ Events.onMapChange += proc { |sender, e|
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}
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Events.onStepTaken += proc { |sender, e|
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next if !$scene.is_a?(Scene_Map)
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next if !$game_temp.corrupted_map
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steps_chance=255
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minimum_steps=14
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steps_nb = rand(steps_chance)
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steps_nb = minimum_steps if steps_nb<minimum_steps
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next if $PokemonGlobal.stepcount % steps_nb != 0
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$PokemonTemp.pbClearSilhouetteEvents
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spawnMissingno()
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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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@@ -115,6 +133,14 @@ def generate_silhouette_event(id)
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return new_event
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end
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def generate_missingno_event(id)
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template_event = $MapFactory.getMap(MAP_TEMPLATE_EVENTS,false).events[TEMPLATE_EVENT_MISSINGNO]
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new_event= template_event.event.dup
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new_event.name = "temp_missingno"
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new_event.id = id
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return new_event
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end
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def spawnSilhouette()
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found_available_position = false
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max_tries = 10
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@@ -144,4 +170,36 @@ def spawnSilhouette()
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$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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def spawnMissingno()
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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_missingno_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, $game_map)
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direction = DIRECTION_DOWN #[2,4,6,8].sample
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gameEvent.direction = direction
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$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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