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https://github.com/infinitefusion/infinitefusion-e18.git
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Remapped JumpUp/JumpDown controls, replaced and/or/not, fixed typo in previous commit
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@@ -109,9 +109,9 @@ class Game_Player < Game_Character
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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) and triggers.include?(event.trigger)
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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 not event.jumping? and not event.over_trigger?
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result.push(event) if !event.jumping? && !event.over_trigger?
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end
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end
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return result
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@@ -126,9 +126,9 @@ class Game_Player < Game_Character
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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) and triggers.include?(event.trigger)
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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 not event.jumping? and not event.over_trigger?
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result.push(event) if !event.jumping? && !event.over_trigger?
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end
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end
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return result
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@@ -200,7 +200,7 @@ class Game_Player < Game_Character
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return $MapFactory.isPassableFromEdge?(new_x, new_y)
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end
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# If debug mode is ON and Ctrl key was pressed
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return true if $DEBUG and Input.press?(Input::CTRL)
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return true if $DEBUG && Input.press?(Input::CTRL)
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return super
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end
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