mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
resizes pokemon sprites in pokedex, trade & egg screens
This commit is contained in:
@@ -1,251 +1,251 @@
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# ▼▲▼ XRXS50. Action-Maps XC. ▼▲▼ built 033010
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# by 桜雅 在土
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#======================================================
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# □ Customization points
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#======================================================
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class XRXS50
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#
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# Action-Maps - ID maps actives
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#
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ENABLE_FULL_ACTY_MAPS = [404,547,548,549,550,217,614,615,656]
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#
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# Slide descent (diagonal drop)
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#
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ENABLE_SLIDE_DESCENT = true
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#
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# true: Jump in the direction facing orientation: Jump
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# false : Jump to the direction in which the key is pressed.
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#
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JUMP_AS_KEY = true
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end
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#======================================================
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# ■ Game_Player
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#======================================================
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class Game_Player < Game_Character
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#------------------------------------------------------
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# Public Variable
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#------------------------------------------------------
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# Existing
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attr_writer :direction_fix
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attr_accessor :walk_anime
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# New
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attr_accessor :now_jumps
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attr_writer :xrxs50_direction_sidefix
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#------------------------------------------------------
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# ○Maximum jump number
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#------------------------------------------------------
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def max_jumps
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return $game_switches[890] ? 5 : 2
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end
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#------------------------------------------------------
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# ● Vers la gauche
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#------------------------------------------------------
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alias xrxs50_turn_left turn_left
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def turn_left
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if @xrxs50_direction_sidefix
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@direction = 4
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else
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turn_generic(4)
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end
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end
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#------------------------------------------------------
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# ● Vers la droite
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#------------------------------------------------------
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alias xrxs50_turn_right turn_right
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def turn_right
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if @xrxs50_direction_sidefix
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@direction = 6
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else
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turn_generic(6)
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end
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end
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#------------------------------------------------------
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# ● Vers le haut et le bas
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#------------------------------------------------------
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alias xrxs50_turn_up turn_up
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def turn_up
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if @xrxs50_direction_sidefix and Input.press?(Input::UP)
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return if $game_switches[890]
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@direction = 8
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xrxs50_turn_up
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else
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turn_generic(8)
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end
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end
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alias xrxs50_turn_down turn_down
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def turn_down
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if @xrxs50_direction_sidefix and Input.press?(Input::DOWN)
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xrxs50_turn_right
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else
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turn_generic(2)
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end
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end
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end
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#======================================================
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# ■ Scene_Map
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#======================================================
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class Scene_Map
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#------------------------------------------------------
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# ● Main processing
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#------------------------------------------------------
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alias xrxs50_main main
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def main
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# Check
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xrxs50_enable_check
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# Recall
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xrxs50_main
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end
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#------------------------------------------------------
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# ● Frame update
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#------------------------------------------------------
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alias xrxs50_update update
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def update
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# Recall
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xrxs50_update
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# Frame update (coordinate system update)
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if @xrxs50_enable
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update_coordinates
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end
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end
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#------------------------------------------------------
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# ○ Frame update (coordinate system update)
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#------------------------------------------------------
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def update_coordinates
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if $game_player.passable?($game_player.x,$game_player.y,2) #2
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unless $game_player.moving?
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if XRXS50::ENABLE_SLIDE_DESCENT and
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Input.press?(Input::RIGHT) and
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$game_player.passable?($game_player.x,$game_player.y+1,6) #1,6
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$game_player.move_lower_right
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$game_player.turn_right
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elsif XRXS50::ENABLE_SLIDE_DESCENT and
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Input.press?(Input::LEFT) and
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$game_player.passable?($game_player.x,$game_player.y+1,4)
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$game_player.move_lower_left
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$game_player.turn_left
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else
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$game_player.move_down
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end
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end
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else
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if Input.trigger?(Input::UP) && !$game_switches[890]
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@direction =8 #8
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end
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$game_player.move_down
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$game_player.walk_anime = true unless $game_player.walk_anime
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$game_player.now_jumps = 0
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end
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input = $game_switches[890] ? Input::UP : Input::X
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if Input.trigger?(input) and $game_player.now_jumps < $game_player.max_jumps
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if XRXS50::JUMP_AS_KEY
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direction = $game_player.direction == 4 ? -1 : 1
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#si pas jump as key
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else
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if Input.press?(Input::RIGHT)
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direction = 1
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elsif Input.press?(Input::LEFT)
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direction = -1
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else
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direction = 0
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end
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end
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#if $game_switches[31] == true
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# @direction =8 #8# Jump Height
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#else
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$game_player.jump(direction, -2)# Jump Height
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pbSEPlay("Jump",100)
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#end
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$game_player.now_jumps += 1 #1
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$game_player.walk_anime = false
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end
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end
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#------------------------------------------------------
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# ● Location movement of player
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#------------------------------------------------------
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#alias xrxs50_transfer_player transfer_player
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#def transfer_player(cancelVehicles=false)
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# #Recall
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#xrxs50_transfer_player
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# #Check
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#xrxs50_enable_check
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#end
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def transfer_player(cancelVehicles=true)
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$game_temp.player_transferring = false
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if cancelVehicles
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Kernel.pbCancelVehicles($game_temp.player_new_map_id)
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end
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autofade($game_temp.player_new_map_id)
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pbBridgeOff
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if $game_map.map_id != $game_temp.player_new_map_id
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$MapFactory.setup($game_temp.player_new_map_id)
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end
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$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
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case $game_temp.player_new_direction
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when 2
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$game_player.turn_down
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when 4
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$game_player.turn_left
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when 6
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$game_player.turn_right
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when 8
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$game_player.turn_up
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end
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xrxs50_enable_check
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$game_player.straighten
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$game_map.update
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disposeSpritesets
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GC.start
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createSpritesets
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if $game_temp.transition_processing
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$game_temp.transition_processing = false
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Graphics.transition(20)
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end
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$game_map.autoplay
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Graphics.frame_reset
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Input.update
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end
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#------------------------------------------------------
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# ○ XRXS50 Decision whether to run
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#------------------------------------------------------
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def xrxs50_enable_check
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if XRXS50::ENABLE_FULL_ACTY_MAPS.include?($game_map.map_id)
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$game_player.now_jumps = 0 if $game_player.now_jumps.nil?
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@xrxs50_enable = true #Gravité
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$game_player.direction_fix =true
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$game_player.xrxs50_direction_sidefix = true
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else
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@xrxs50_enable = false
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$game_player.direction_fix = false
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$game_player.xrxs50_direction_sidefix = false
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end
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end
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end
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#
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# # ▼▲▼ XRXS50. Action-Maps XC. ▼▲▼ built 033010
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# # by 桜雅 在土
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#
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# #======================================================
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# # □ Customization points
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# #======================================================
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# class XRXS50
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# #
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# # Action-Maps - ID maps actives
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# #
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#
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# ENABLE_FULL_ACTY_MAPS = [404,547,548,549,550,217,614,615,656]
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#
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# #
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# # Slide descent (diagonal drop)
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# #
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# ENABLE_SLIDE_DESCENT = true
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# #
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# # true: Jump in the direction facing orientation: Jump
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# # false : Jump to the direction in which the key is pressed.
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# #
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# JUMP_AS_KEY = true
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# end
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# #======================================================
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# # ■ Game_Player
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# #======================================================
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# class Game_Player < Game_Character
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# #------------------------------------------------------
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# # Public Variable
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# #------------------------------------------------------
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# # Existing
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# attr_writer :direction_fix
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# attr_accessor :walk_anime
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# # New
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# attr_accessor :now_jumps
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# attr_writer :xrxs50_direction_sidefix
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# #------------------------------------------------------
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# # ○Maximum jump number
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# #------------------------------------------------------
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# def max_jumps
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# return $game_switches[890] ? 5 : 2
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# end
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# #------------------------------------------------------
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# # ● Vers la gauche
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# #------------------------------------------------------
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# alias xrxs50_turn_left turn_left
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# def turn_left
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# if @xrxs50_direction_sidefix
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# @direction = 4
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# else
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# turn_generic(4)
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#
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#
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# end
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# end
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#
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# #------------------------------------------------------
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# # ● Vers la droite
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# #------------------------------------------------------
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# alias xrxs50_turn_right turn_right
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# def turn_right
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# if @xrxs50_direction_sidefix
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# @direction = 6
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# else
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# turn_generic(6)
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# end
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# end
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# #------------------------------------------------------
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# # ● Vers le haut et le bas
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# #------------------------------------------------------
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# alias xrxs50_turn_up turn_up
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# def turn_up
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# if @xrxs50_direction_sidefix and Input.press?(Input::UP)
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# return if $game_switches[890]
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# @direction = 8
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# xrxs50_turn_up
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# else
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# turn_generic(8)
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# end
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# end
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#
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# alias xrxs50_turn_down turn_down
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# def turn_down
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# if @xrxs50_direction_sidefix and Input.press?(Input::DOWN)
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# xrxs50_turn_right
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# else
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# turn_generic(2)
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# end
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# end
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#
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# end
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#
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#
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#
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#
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# #======================================================
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# # ■ Scene_Map
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# #======================================================
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# class Scene_Map
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# #------------------------------------------------------
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# # ● Main processing
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# #------------------------------------------------------
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# alias xrxs50_main main
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# def main
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# # Check
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# xrxs50_enable_check
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# # Recall
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# xrxs50_main
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# end
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# #------------------------------------------------------
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# # ● Frame update
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# #------------------------------------------------------
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# alias xrxs50_update update
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# def update
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# # Recall
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# xrxs50_update
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# # Frame update (coordinate system update)
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# if @xrxs50_enable
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# update_coordinates
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# end
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# end
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# #------------------------------------------------------
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# # ○ Frame update (coordinate system update)
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# #------------------------------------------------------
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# def update_coordinates
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# if $game_player.passable?($game_player.x,$game_player.y,2) #2
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# unless $game_player.moving?
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#
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# if XRXS50::ENABLE_SLIDE_DESCENT and
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# Input.press?(Input::RIGHT) and
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# $game_player.passable?($game_player.x,$game_player.y+1,6) #1,6
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# $game_player.move_lower_right
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# $game_player.turn_right
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# elsif XRXS50::ENABLE_SLIDE_DESCENT and
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# Input.press?(Input::LEFT) and
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# $game_player.passable?($game_player.x,$game_player.y+1,4)
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# $game_player.move_lower_left
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# $game_player.turn_left
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# else
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# $game_player.move_down
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# end
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# end
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# else
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# if Input.trigger?(Input::UP) && !$game_switches[890]
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# @direction =8 #8
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# end
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# $game_player.move_down
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# $game_player.walk_anime = true unless $game_player.walk_anime
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# $game_player.now_jumps = 0
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#
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#
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# end
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#
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# input = $game_switches[890] ? Input::UP : Input::X
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# if Input.trigger?(input) and $game_player.now_jumps < $game_player.max_jumps
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# if XRXS50::JUMP_AS_KEY
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# direction = $game_player.direction == 4 ? -1 : 1
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# #si pas jump as key
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# else
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# if Input.press?(Input::RIGHT)
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# direction = 1
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# elsif Input.press?(Input::LEFT)
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# direction = -1
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# else
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# direction = 0
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# end
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# end
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#
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# #if $game_switches[31] == true
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# # @direction =8 #8# Jump Height
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# #else
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# $game_player.jump(direction, -2)# Jump Height
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# pbSEPlay("Jump",100)
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# #end
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# $game_player.now_jumps += 1 #1
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# $game_player.walk_anime = false
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# end
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# end
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#
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# #------------------------------------------------------
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# # ● Location movement of player
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# #------------------------------------------------------
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# #alias xrxs50_transfer_player transfer_player
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# #def transfer_player(cancelVehicles=false)
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# # #Recall
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# #xrxs50_transfer_player
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# # #Check
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# #xrxs50_enable_check
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# #end
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#
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# def transfer_player(cancelVehicles=true)
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# $game_temp.player_transferring = false
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# if cancelVehicles
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# Kernel.pbCancelVehicles($game_temp.player_new_map_id)
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# end
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# autofade($game_temp.player_new_map_id)
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# pbBridgeOff
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# if $game_map.map_id != $game_temp.player_new_map_id
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# $MapFactory.setup($game_temp.player_new_map_id)
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# end
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# $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
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# case $game_temp.player_new_direction
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# when 2
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# $game_player.turn_down
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# when 4
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# $game_player.turn_left
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# when 6
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# $game_player.turn_right
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# when 8
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# $game_player.turn_up
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# end
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#
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# xrxs50_enable_check
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# $game_player.straighten
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# $game_map.update
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# disposeSpritesets
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# GC.start
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# createSpritesets
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# if $game_temp.transition_processing
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# $game_temp.transition_processing = false
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# Graphics.transition(20)
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# end
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# $game_map.autoplay
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# Graphics.frame_reset
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# Input.update
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# end
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#
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#
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#
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# #------------------------------------------------------
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# # ○ XRXS50 Decision whether to run
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# #------------------------------------------------------
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# def xrxs50_enable_check
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# if XRXS50::ENABLE_FULL_ACTY_MAPS.include?($game_map.map_id)
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#
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# $game_player.now_jumps = 0 if $game_player.now_jumps.nil?
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# @xrxs50_enable = true #Gravité
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# $game_player.direction_fix =true
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# $game_player.xrxs50_direction_sidefix = true
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#
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# else
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# @xrxs50_enable = false
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# $game_player.direction_fix = false
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# $game_player.xrxs50_direction_sidefix = false
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# end
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# end
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# end
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#
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#
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#
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