mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Renamed some more global variables
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@@ -46,7 +46,7 @@ module Game
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$PokemonTemp.begunNewGame = true
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$scene = Scene_Map.new
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SaveData.load_new_game_values
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$MapFactory = PokemonMapFactory.new($data_system.start_map_id)
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$map_factory = PokemonMapFactory.new($data_system.start_map_id)
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$game_player.moveto($data_system.start_x, $data_system.start_y)
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$game_player.refresh
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$PokemonEncounters = PokemonEncounters.new
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@@ -70,20 +70,20 @@ module Game
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# Loads and validates the map. Called when loading a saved game.
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def self.load_map
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$game_map = $MapFactory.map
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$game_map = $map_factory.map
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magic_number_matches = ($game_system.magic_number == $data_system.magic_number)
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if !magic_number_matches || $PokemonGlobal.safesave
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if pbMapInterpreterRunning?
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pbMapInterpreter.setup(nil, 0)
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end
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begin
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$MapFactory.setup($game_map.map_id)
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$map_factory.setup($game_map.map_id)
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rescue Errno::ENOENT
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if $DEBUG
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pbMessage(_INTL('Map {1} was not found.', $game_map.map_id))
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map = pbWarpToMap
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exit unless map
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$MapFactory.setup(map[0])
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$map_factory.setup(map[0])
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$game_player.moveto(map[1], map[2])
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else
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raise _INTL('The map was not found. The game cannot continue.')
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@@ -91,7 +91,7 @@ module Game
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end
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$game_player.center($game_player.x, $game_player.y)
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else
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$MapFactory.setMapChanged($game_map.map_id)
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$map_factory.setMapChanged($game_map.map_id)
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end
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if $game_map.events.nil?
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raise _INTL('The map is corrupt. The game cannot continue.')
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@@ -19,18 +19,18 @@ class Scene_Map
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@map_renderer = TilemapRenderer.new(Spriteset_Map.viewport)
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@spritesetGlobal = Spriteset_Global.new
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@spritesets = {}
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for map in $MapFactory.maps
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for map in $map_factory.maps
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@spritesets[map.map_id] = Spriteset_Map.new(map)
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end
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$MapFactory.setSceneStarted(self)
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$map_factory.setSceneStarted(self)
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updateSpritesets
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end
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def createSingleSpriteset(map)
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temp = $scene.spriteset.getAnimations
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@spritesets[map] = Spriteset_Map.new($MapFactory.maps[map])
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@spritesets[map] = Spriteset_Map.new($map_factory.maps[map])
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$scene.spriteset.restoreAnimations(temp)
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$MapFactory.setSceneStarted(self)
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$map_factory.setSceneStarted(self)
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updateSpritesets
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end
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@@ -74,7 +74,7 @@ class Scene_Map
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pbBridgeOff
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@spritesetGlobal.playersprite.clearShadows
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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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$map_factory.setup($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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@@ -132,17 +132,17 @@ class Scene_Map
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end
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def updateMaps
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for map in $MapFactory.maps
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for map in $map_factory.maps
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map.update
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end
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$MapFactory.updateMaps(self)
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$map_factory.updateMaps(self)
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end
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def updateSpritesets
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@spritesets = {} if !@spritesets
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keys = @spritesets.keys.clone
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for i in keys
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if !$MapFactory.hasMap?(i)
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if !$map_factory.hasMap?(i)
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@spritesets[i].dispose if @spritesets[i]
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@spritesets[i] = nil
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@spritesets.delete(i)
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@@ -151,7 +151,7 @@ class Scene_Map
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end
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end
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@spritesetGlobal.update
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for map in $MapFactory.maps
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for map in $map_factory.maps
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@spritesets[map.map_id] = Spriteset_Map.new(map) if !@spritesets[map.map_id]
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end
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pbDayNightTint(@map_renderer)
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@@ -92,7 +92,7 @@ class Interpreter
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end
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# If this interpreter's map isn't the current map or connected to it,
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# forget this interpreter's event ID
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if $game_map.map_id != @map_id && !$MapFactory.areConnected?($game_map.map_id, @map_id)
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if $game_map.map_id != @map_id && !$map_factory.areConnected?($game_map.map_id, @map_id)
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@event_id = 0
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end
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# Update child interpreter if one exists
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@@ -312,8 +312,8 @@ class Interpreter
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mapid = @map_id if mapid < 0
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old_value = $game_self_switches[[mapid, eventid, switch_name]]
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$game_self_switches[[mapid, eventid, switch_name]] = value
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if value != old_value && $MapFactory.hasMap?(mapid)
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$MapFactory.getMap(mapid, false).need_refresh = true
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if value != old_value && $map_factory.hasMap?(mapid)
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$map_factory.getMap(mapid, false).need_refresh = true
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end
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end
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@@ -73,7 +73,7 @@ module Events
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# Parameters:
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# e[0] - Event that just left the tile.
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# e[1] - Map ID where the tile is located (not necessarily
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# the current map). Use "$MapFactory.getMap(e[1])" to
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# the current map). Use "$map_factory.getMap(e[1])" to
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# get the Game_Map object corresponding to that map.
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# e[2] - X-coordinate of the tile
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# e[3] - Y-coordinate of the tile
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