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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2026-01-23 23:06:00 +00:00
release 6.2
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@@ -5,6 +5,7 @@ class BushBitmap
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@isTile = isTile
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@isBitmap = @bitmap.is_a?(Bitmap)
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@depth = depth
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@manual_refresh=false
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end
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def dispose
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@@ -63,9 +64,8 @@ class Sprite_Character < RPG::Sprite
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def initialize(viewport, character = nil)
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super(viewport)
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@character = character
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if darknessEffectOnCurrentMap()
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if @character.is_a?(Game_Event)
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if @character.is_a?(Game_Event)
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$game_map.events[@character.id].erase if event_is_trainer(@character)
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end
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end
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@@ -79,6 +79,11 @@ class Sprite_Character < RPG::Sprite
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update
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end
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def setSurfingPokemon(pokemonSpecies)
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@surfingPokemon = pokemonSpecies
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@surfbase.setPokemon(pokemonSpecies) if @surfbase
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end
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def groundY
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return @character.screen_y_ground
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end
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@@ -100,13 +105,57 @@ class Sprite_Character < RPG::Sprite
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super
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end
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def updateBitmap
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@manual_refresh=true
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end
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def pbLoadOutfitBitmap(outfitFileName)
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# Construct the file path for the outfit bitmap based on the given value
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#outfitFileName = sprintf("Graphics/Outfits/%s", value)
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# Attempt to load the outfit bitmap
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begin
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outfitBitmap = RPG::Cache.load_bitmap("", outfitFileName)
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return outfitBitmap
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rescue
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return nil
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end
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end
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def generateClothedBitmap()
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return
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end
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def applyDayNightTone()
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if @character.is_a?(Game_Event) && @character.name[/regulartone/i]
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self.tone.set(0, 0, 0, 0)
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else
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pbDayNightTint(self)
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end
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end
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def updateCharacterBitmap
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AnimatedBitmap.new('Graphics/Characters/' + @character_name, @character_hue)
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end
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def should_update?
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return @tile_id != @character.tile_id ||
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@character_name != @character.character_name ||
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@character_hue != @character.character_hue ||
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@oldbushdepth != @character.bush_depth ||
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@manual_refresh
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end
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def refreshOutfit()
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self.bitmap = getClothedPlayerSprite(true)
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end
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def update
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return if @character.is_a?(Game_Event) && !@character.should_update?
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super
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if @tile_id != @character.tile_id ||
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@character_name != @character.character_name ||
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@character_hue != @character.character_hue ||
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@oldbushdepth != @character.bush_depth
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if should_update?
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@manual_refresh=false
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@tile_id = @character.tile_id
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@character_name = @character.character_name
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@character_hue = @character.character_hue
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@@ -127,13 +176,14 @@ class Sprite_Character < RPG::Sprite
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@character.sprite_size = [@cw, @ch]
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else
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@charbitmap.dispose if @charbitmap
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@charbitmap = AnimatedBitmap.new(
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'Graphics/Characters/' + @character_name, @character_hue)
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RPG::Cache.retain('Graphics/Characters/', @character_name, @character_hue) if @character == $game_player
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@charbitmapAnimated = true
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@charbitmap = updateCharacterBitmap()
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RPG::Cache.retain('Graphics/Characters/', @character_name, @character_hue) if @charbitmapAnimated = true
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@bushbitmap.dispose if @bushbitmap
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@bushbitmap = nil
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@spriteoffset = @character_name[/offset/i]
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#@spriteoffset = @character_name[/offset/i]
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@spriteoffset = @character_name[/fish/i] || @character_name[/dive/i] || @character_name[/surf/i]
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@cw = @charbitmap.width / 4
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@ch = @charbitmap.height / 4
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self.ox = @cw / 2
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@@ -143,7 +193,11 @@ class Sprite_Character < RPG::Sprite
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@charbitmap.update if @charbitmapAnimated
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bushdepth = @character.bush_depth
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if bushdepth == 0
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self.bitmap = (@charbitmapAnimated) ? @charbitmap.bitmap : @charbitmap
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if @character == $game_player
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self.bitmap = getClothedPlayerSprite()#generateClothedBitmap()
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else
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self.bitmap = (@charbitmapAnimated) ? @charbitmap.bitmap : @charbitmap
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end
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else
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@bushbitmap = BushBitmap.new(@charbitmap, (@tile_id >= 384), bushdepth) if !@bushbitmap
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self.bitmap = @bushbitmap.bitmap
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@@ -157,11 +211,7 @@ class Sprite_Character < RPG::Sprite
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self.oy -= @character.bob_height
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end
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if self.visible
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if @character.is_a?(Game_Event) && @character.name[/regulartone/i]
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self.tone.set(0, 0, 0, 0)
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else
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pbDayNightTint(self)
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end
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applyDayNightTone()
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end
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self.x = @character.screen_x
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self.y = @character.screen_y
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