mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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Merge branch 'main' of https://github.com/infinitefusion/infinitefusion-e18 into releases
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@@ -1,5 +1,8 @@
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#[FRAME1 [x,y]],[FRAME2 [x,y], etc.]
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#
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# exact number of pixels that the sprite needs to be moved for each frame
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# add 2 pixels on even frames
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module Outfit_Offsets
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BASE_OFFSET = [[0, 0], [0, 0], [0, 0], [0, 0]]
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@@ -24,4 +27,8 @@ module Outfit_Offsets
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BIKE_OFFSETS_RIGHT = [[4, -4], [2, -2], [4, -4], [6, -2]]
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BIKE_OFFSETS_UP = [[0, -2], [-2, 0], [0, -2], [2, 0]]
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FISH_OFFSETS_DOWN = [[0, -6], [0, -2], [0, -8], [2, -6]]
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FISH_OFFSETS_LEFT = [[0, -8], [-6, -6], [0, -8], [2, -8]]
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FISH_OFFSETS_RIGHT = [[0, -8], [6, -6], [0, -8], [-2, -8]]
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FISH_OFFSETS_UP = [[0, -6], [0, -6], [0, -6], [2, -4]]
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end
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@@ -72,6 +72,16 @@ class Sprite_Wearable < RPG::Sprite
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elsif direction == DIRECTION_UP
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apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_UP,current_frame)
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end
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when "fish"
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if direction == DIRECTION_DOWN
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apply_sprite_offset(Outfit_Offsets::FISH_OFFSETS_DOWN,current_frame)
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elsif direction == DIRECTION_LEFT
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apply_sprite_offset( Outfit_Offsets::FISH_OFFSETS_LEFT,current_frame)
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elsif direction == DIRECTION_RIGHT
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apply_sprite_offset( Outfit_Offsets::FISH_OFFSETS_RIGHT,current_frame)
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elsif direction == DIRECTION_UP
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apply_sprite_offset( Outfit_Offsets::FISH_OFFSETS_UP,current_frame)
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end
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else
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@sprite.x = @player_sprite.x - @player_sprite.ox
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@sprite.y = @player_sprite.y - @player_sprite.oy
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@@ -79,9 +89,10 @@ class Sprite_Wearable < RPG::Sprite
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@sprite.y -= 2 if current_frame % 2 == 1
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end
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def animate(action)
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def animate(action, frame=nil)
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@action = action
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current_frame = @player_sprite.character.pattern
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current_frame = @player_sprite.character.pattern if !frame
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direction = @player_sprite.character.direction
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crop_spritesheet(direction)
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set_sprite_position(@action, direction, current_frame)
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@@ -6,56 +6,56 @@ class Sprite_Hat < Sprite_Wearable
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end
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def set_sprite_position(action, direction, current_frame)
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@sprite.x = @player_sprite.x - @player_sprite.ox
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@sprite.y = @player_sprite.y - @player_sprite.oy
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case action
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when "run"
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if direction == DIRECTION_DOWN
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apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_DOWN, current_frame)
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elsif direction == DIRECTION_LEFT
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apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_LEFT, current_frame)
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elsif direction == DIRECTION_RIGHT
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apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_RIGHT, current_frame)
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elsif direction == DIRECTION_UP
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apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_UP, current_frame)
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end
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when "surf"
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if direction == DIRECTION_DOWN
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apply_sprite_offset(Outfit_Offsets::SURF_OFFSETS_DOWN,current_frame)
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elsif direction == DIRECTION_LEFT
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apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_LEFT,current_frame)
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elsif direction == DIRECTION_RIGHT
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apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_RIGHT,current_frame)
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elsif direction == DIRECTION_UP
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apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_UP,current_frame)
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end
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when "dive"
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if direction == DIRECTION_DOWN
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apply_sprite_offset(Outfit_Offsets::DIVE_OFFSETS_DOWN,current_frame)
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elsif direction == DIRECTION_LEFT
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apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_LEFT,current_frame)
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elsif direction == DIRECTION_RIGHT
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apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_RIGHT,current_frame)
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elsif direction == DIRECTION_UP
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apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_UP,current_frame)
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end
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when "bike"
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if direction == DIRECTION_DOWN
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apply_sprite_offset(Outfit_Offsets::BIKE_OFFSETS_DOWN,current_frame)
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elsif direction == DIRECTION_LEFT
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apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_LEFT,current_frame)
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elsif direction == DIRECTION_RIGHT
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apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_RIGHT,current_frame)
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elsif direction == DIRECTION_UP
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apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_UP,current_frame)
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end
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else
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@sprite.x = @player_sprite.x - @player_sprite.ox
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@sprite.y = @player_sprite.y - @player_sprite.oy
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end
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@sprite.y -= 2 if current_frame % 2 == 1
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end
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# def set_sprite_position(action, direction, current_frame)
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# @sprite.x = @player_sprite.x - @player_sprite.ox
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# @sprite.y = @player_sprite.y - @player_sprite.oy
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# case action
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# when "run"
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# if direction == DIRECTION_DOWN
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# apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_DOWN, current_frame)
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# elsif direction == DIRECTION_LEFT
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# apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_LEFT, current_frame)
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# elsif direction == DIRECTION_RIGHT
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# apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_RIGHT, current_frame)
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# elsif direction == DIRECTION_UP
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# apply_sprite_offset(Outfit_Offsets::RUN_OFFSETS_UP, current_frame)
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# end
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# when "surf"
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# if direction == DIRECTION_DOWN
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# apply_sprite_offset(Outfit_Offsets::SURF_OFFSETS_DOWN,current_frame)
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# elsif direction == DIRECTION_LEFT
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# apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_LEFT,current_frame)
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# elsif direction == DIRECTION_RIGHT
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# apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_RIGHT,current_frame)
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# elsif direction == DIRECTION_UP
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# apply_sprite_offset( Outfit_Offsets::SURF_OFFSETS_UP,current_frame)
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# end
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# when "dive"
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# if direction == DIRECTION_DOWN
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# apply_sprite_offset(Outfit_Offsets::DIVE_OFFSETS_DOWN,current_frame)
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# elsif direction == DIRECTION_LEFT
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# apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_LEFT,current_frame)
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# elsif direction == DIRECTION_RIGHT
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# apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_RIGHT,current_frame)
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# elsif direction == DIRECTION_UP
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# apply_sprite_offset( Outfit_Offsets::DIVE_OFFSETS_UP,current_frame)
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# end
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# when "bike"
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# if direction == DIRECTION_DOWN
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# apply_sprite_offset(Outfit_Offsets::BIKE_OFFSETS_DOWN,current_frame)
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# elsif direction == DIRECTION_LEFT
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# apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_LEFT,current_frame)
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# elsif direction == DIRECTION_RIGHT
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# apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_RIGHT,current_frame)
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# elsif direction == DIRECTION_UP
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# apply_sprite_offset( Outfit_Offsets::BIKE_OFFSETS_UP,current_frame)
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# end
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# else
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# @sprite.x = @player_sprite.x - @player_sprite.ox
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# @sprite.y = @player_sprite.y - @player_sprite.oy
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# end
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# @sprite.y -= 2 if current_frame % 2 == 1
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# end
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end
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@@ -1075,6 +1075,8 @@ ItemHandlers::UseOnPokemon.add(:ABILITYCAPSULE, proc { |item, pkmn, scene|
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if scene.pbConfirm(_INTL("Would you like to change {1}'s Ability to {2}?",
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pkmn.name, newabilname))
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pkmn.ability_index = newabil
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pkmn.ability = GameData::Ability.get((newabil == 0) ? abil1 : abil2).id
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#pkmn.ability = GameData::Ability.get((newabil == 0) ? abil1 : abil2).id
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scene.pbHardRefresh
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scene.pbDisplay(_INTL("{1}'s Ability changed to {2}!", pkmn.name, newabilname))
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