mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 21:24:59 +00:00
Remapped JumpUp/JumpDown controls, replaced and/or/not, fixed typo in previous commit
This commit is contained in:
@@ -1,5 +1,5 @@
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class BushBitmap
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def initialize(bitmap,isTile,depth)
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def initialize(bitmap, isTile, depth)
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@bitmaps = []
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@bitmap = bitmap
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@isTile = isTile
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@@ -8,9 +8,7 @@ class BushBitmap
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end
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def dispose
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for b in @bitmaps
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b.dispose if b
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end
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@bitmaps.each { |b| b.dispose if b }
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end
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def bitmap
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@@ -18,39 +16,39 @@ class BushBitmap
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current = (@isBitmap) ? 0 : @bitmap.currentIndex
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if !@bitmaps[current]
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if @isTile
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@bitmaps[current] = pbBushDepthTile(thisBitmap,@depth)
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@bitmaps[current] = pbBushDepthTile(thisBitmap, @depth)
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else
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@bitmaps[current] = pbBushDepthBitmap(thisBitmap,@depth)
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@bitmaps[current] = pbBushDepthBitmap(thisBitmap, @depth)
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end
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end
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return @bitmaps[current]
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end
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def pbBushDepthBitmap(bitmap,depth)
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ret = Bitmap.new(bitmap.width,bitmap.height)
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charheight = ret.height/4
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cy = charheight-depth-2
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def pbBushDepthBitmap(bitmap, depth)
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ret = Bitmap.new(bitmap.width, bitmap.height)
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charheight = ret.height / 4
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cy = charheight - depth - 2
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for i in 0...4
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y = i*charheight
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if cy>=0
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ret.blt(0,y,bitmap,Rect.new(0,y,ret.width,cy))
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ret.blt(0,y+cy,bitmap,Rect.new(0,y+cy,ret.width,2),170)
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y = i * charheight
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if cy >= 0
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ret.blt(0, y, bitmap, Rect.new(0, y, ret.width, cy))
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ret.blt(0, y + cy, bitmap, Rect.new(0, y + cy, ret.width, 2), 170)
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end
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ret.blt(0,y+cy+2,bitmap,Rect.new(0,y+cy+2,ret.width,2),85) if cy+2>=0
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ret.blt(0, y + cy + 2, bitmap, Rect.new(0, y + cy + 2, ret.width, 2), 85) if cy + 2 >= 0
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end
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return ret
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end
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def pbBushDepthTile(bitmap,depth)
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ret = Bitmap.new(bitmap.width,bitmap.height)
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def pbBushDepthTile(bitmap, depth)
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ret = Bitmap.new(bitmap.width, bitmap.height)
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charheight = ret.height
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cy = charheight-depth-2
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cy = charheight - depth - 2
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y = charheight
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if cy>=0
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ret.blt(0,y,bitmap,Rect.new(0,y,ret.width,cy))
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ret.blt(0,y+cy,bitmap,Rect.new(0,y+cy,ret.width,2),170)
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if cy >= 0
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ret.blt(0, y, bitmap, Rect.new(0, y, ret.width, cy))
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ret.blt(0, y + cy, bitmap, Rect.new(0, y + cy, ret.width, 2), 170)
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end
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ret.blt(0,y+cy+2,bitmap,Rect.new(0,y+cy+2,ret.width,2),85) if cy+2>=0
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ret.blt(0, y + cy + 2, bitmap, Rect.new(0, y + cy + 2, ret.width, 2), 85) if cy + 2 >= 0
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return ret
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end
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end
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@@ -65,10 +63,10 @@ class Sprite_Character < RPG::Sprite
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@character = character
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@oldbushdepth = 0
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@spriteoffset = false
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if !character || character==$game_player || (character.name[/reflection/i] rescue false)
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@reflection = Sprite_Reflection.new(self,character,viewport)
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if !character || character == $game_player || (character.name[/reflection/i] rescue false)
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@reflection = Sprite_Reflection.new(self, character, viewport)
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end
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@surfbase = Sprite_SurfBase.new(self,character,viewport) if character==$game_player
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@surfbase = Sprite_SurfBase.new(self, character, viewport) if character == $game_player
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update
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end
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@@ -96,15 +94,15 @@ class Sprite_Character < RPG::Sprite
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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 or
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@character_name!=@character.character_name or
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@character_hue!=@character.character_hue or
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@oldbushdepth!=@character.bush_depth
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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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@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 @tile_id>=384
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if @tile_id >= 384
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@charbitmap.dispose if @charbitmap
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@charbitmap = pbGetTileBitmap(@character.map.tileset_name, @tile_id,
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@character_hue, @character.width, @character.height)
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@@ -114,45 +112,45 @@ class Sprite_Character < RPG::Sprite
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@spriteoffset = false
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@cw = Game_Map::TILE_WIDTH * @character.width
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@ch = Game_Map::TILE_HEIGHT * @character.height
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self.src_rect.set(0,0,@cw,@ch)
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self.ox = @cw/2
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self.src_rect.set(0, 0, @cw, @ch)
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self.ox = @cw / 2
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self.oy = @ch
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@character.sprite_size = [@cw,@ch]
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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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'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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@bushbitmap.dispose if @bushbitmap
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@bushbitmap = nil
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@spriteoffset = @character_name[/offset/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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@character.sprite_size = [@cw,@ch]
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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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@character.sprite_size = [@cw, @ch]
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end
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end
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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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if bushdepth == 0
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self.bitmap = (@charbitmapAnimated) ? @charbitmap.bitmap : @charbitmap
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else
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@bushbitmap = BushBitmap.new(@charbitmap,(@tile_id>=384),bushdepth) if !@bushbitmap
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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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end
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self.visible = !@character.transparent
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if @tile_id==0
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sx = @character.pattern*@cw
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sy = ((@character.direction-2)/2)*@ch
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self.src_rect.set(sx,sy,@cw,@ch)
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self.oy = (@spriteoffset rescue false) ? @ch-16 : @ch
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if @tile_id == 0
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sx = @character.pattern * @cw
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sy = ((@character.direction - 2) / 2) * @ch
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self.src_rect.set(sx, sy, @cw, @ch)
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self.oy = (@spriteoffset rescue false) ? @ch - 16 : @ch
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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 $PokemonSystem.tilemap==0 ||
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if $PokemonSystem.tilemap == 0 ||
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(@character.is_a?(Game_Event) && @character.name[/regulartone/i])
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self.tone.set(0,0,0,0)
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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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@@ -160,14 +158,14 @@ class Sprite_Character < RPG::Sprite
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self.x = @character.screen_x
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self.y = @character.screen_y
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self.z = @character.screen_z(@ch)
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# self.zoom_x = Game_Map::TILE_WIDTH/32.0
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# self.zoom_y = Game_Map::TILE_HEIGHT/32.0
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# self.zoom_x = Game_Map::TILE_WIDTH / 32.0
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# self.zoom_y = Game_Map::TILE_HEIGHT / 32.0
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self.opacity = @character.opacity
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self.blend_type = @character.blend_type
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# self.bush_depth = @character.bush_depth
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if @character.animation_id!=0
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if @character.animation_id != 0
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animation = $data_animations[@character.animation_id]
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animation(animation,true)
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animation(animation, true)
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@character.animation_id = 0
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end
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@reflection.update if @reflection
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@@ -29,8 +29,8 @@ class Sprite_Shadow < RPG::Sprite
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return
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end
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super
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if @tile_id != @character.tile_id or
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@character_name != @character.character_name or
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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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@tile_id = @character.tile_id
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@character_name = @character.character_name
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@@ -47,7 +47,7 @@ class Sprite_Shadow < RPG::Sprite
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else
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@chbitmap.dispose if @chbitmap
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@chbitmap = AnimatedBitmap.new(
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"Graphics/Characters/"+@character.character_name,@character.character_hue)
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'Graphics/Characters/'+@character.character_name,@character.character_hue)
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@cw = @chbitmap.width / 4
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@ch = @chbitmap.height / 4
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self.ox = @cw / 2
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@@ -60,11 +60,11 @@ class Sprite_Shadow < RPG::Sprite
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else
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self.bitmap = @chbitmap
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end
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self.visible = (not @character.transparent)
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self.visible = !@character.transparent
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if @tile_id == 0
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sx = @character.pattern * @cw
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sy = (@character.direction - 2) / 2 * @ch
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if self.angle > 90 or angle < -90
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if self.angle > 90 || angle < -90
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case @character.direction
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when 2 then sy = (8- 2) / 2 * @ch
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when 4 then sy = (6- 2) / 2 * @ch
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@@ -94,12 +94,12 @@ class Sprite_Shadow < RPG::Sprite
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self.angle = 57.3 * Math.atan2(@deltax, @deltay)
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@angle_trigo = self.angle+90
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@angle_trigo += 360 if @angle_trigo < 0
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if @anglemin != 0 or @anglemax != 0
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if (@angle_trigo < @anglemin or @angle_trigo > @anglemax) and @anglemin < @anglemax
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if @anglemin != 0 || @anglemax != 0
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if (@angle_trigo < @anglemin || @angle_trigo > @anglemax) && @anglemin < @anglemax
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self.opacity = 0
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return
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end
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if (@angle_trigo < @anglemin and @angle_trigo > @anglemax) and @anglemin > @anglemax
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if @angle_trigo < @anglemin && @angle_trigo > @anglemax && @anglemin > @anglemax
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self.opacity = 0
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return
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end
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@@ -133,7 +133,7 @@ class Sprite_Character < RPG::Sprite
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end
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def setShadows(map,shadows)
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if character.is_a?(Game_Event) and shadows.length > 0
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if character.is_a?(Game_Event) && shadows.length > 0
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params = XPML_read(map,"Shadow",@character,4)
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if params != nil
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for i in 0...shadows.size
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@@ -141,7 +141,7 @@ class Sprite_Character < RPG::Sprite
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end
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end
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end
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if character.is_a?(Game_Player) and shadows.length > 0
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if character.is_a?(Game_Player) && shadows.length > 0
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for i in 0...shadows.size
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@ombrelist.push(Sprite_Shadow.new(viewport, $game_player, shadows[i]))
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end
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@@ -185,9 +185,9 @@ class Spriteset_Map
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map = $game_map if !map
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for k in map.events.keys.sort
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ev = map.events[k]
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warn = true if (ev.list != nil and ev.list.length > 0 and
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ev.list[0].code == 108 and
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(ev.list[0].parameters == ["s"] or ev.list[0].parameters == ["o"]))
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warn = true if (ev.list != nil && ev.list.length > 0 &&
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ev.list[0].code == 108 &&
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(ev.list[0].parameters == ["s"] || ev.list[0].parameters == ["o"]))
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params = XPML_read(map,"Shadow Source", ev, 4)
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@shadows.push([ev] + params) if params != nil
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end
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@@ -227,14 +227,14 @@ def XPML_read(map,markup,event,max_param_number=0)
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parameter_list = nil
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return nil if !event || event.list == nil
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for i in 0...event.list.size
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if event.list[i].code == 108 and
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if event.list[i].code == 108 &&
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event.list[i].parameters[0].downcase == "begin " + markup.downcase
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parameter_list = [] if parameter_list == nil
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for j in i+1...event.list.size
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if event.list[j].code == 108
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parts = event.list[j].parameters[0].split
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if parts.size != 1 and parts[0].downcase != "begin"
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if parts[1].to_i != 0 or parts[1] == "0"
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if parts.size != 1 && parts[0].downcase != "begin"
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if parts[1].to_i != 0 || parts[1] == "0"
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parameter_list.push(parts[1].to_i)
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else
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parameter_list.push(parts[1])
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@@ -245,7 +245,7 @@ def XPML_read(map,markup,event,max_param_number=0)
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else
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return parameter_list
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end
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return parameter_list if max_param_number != 0 and j == i + max_param_number
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return parameter_list if max_param_number != 0 && j == i + max_param_number
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end
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end
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end
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