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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-09 22:24:58 +00:00
More tweaks from the Rubocop overlord
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@@ -23,10 +23,10 @@ class TriadCard
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speed = baseStats[:SPEED]
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@type = species_data.types[0]
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@type = species_data.types[1] if @type == :NORMAL && species_data.types[1]
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@west = baseStatToValue(attack + speed / 3)
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@east = baseStatToValue(defense + hp / 3)
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@north = baseStatToValue(spAtk + speed / 3)
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@south = baseStatToValue(spDef + hp / 3)
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@west = baseStatToValue(attack + (speed / 3))
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@east = baseStatToValue(defense + (hp / 3))
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@north = baseStatToValue(spAtk + (speed / 3))
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@south = baseStatToValue(spDef + (hp / 3))
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end
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def baseStatToValue(stat)
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@@ -61,22 +61,22 @@ class TriadCard
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def price
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maxValue = [@north, @east, @south, @west].max
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ret = @north * @north + @east * @east + @south * @south + @west * @west
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ret = (@north * @north) + (@east * @east) + (@south * @south) + (@west * @west)
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ret += maxValue * maxValue * 2
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ret *= maxValue
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ret *= (@north + @east + @south + @west)
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ret /= 10 # Ranges from 2 to 24,000
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# Quantize prices to the next highest "unit"
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if ret > 10000
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ret = (1 + ret / 1000) * 1000
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ret = (1 + (ret / 1000)) * 1000
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elsif ret > 5000
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ret = (1 + ret / 500) * 500
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ret = (1 + (ret / 500)) * 500
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elsif ret > 1000
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ret = (1 + ret / 100) * 100
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ret = (1 + (ret / 100)) * 100
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elsif ret > 500
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ret = (1 + ret / 50) * 50
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ret = (1 + (ret / 50)) * 50
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else
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ret = (1 + ret / 10) * 10
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ret = (1 + (ret / 10)) * 10
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end
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return ret
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end
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@@ -174,8 +174,8 @@ class TriadScene
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)
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for i in 0...@battle.width * @battle.height
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@sprites["sprite#{i}"] = SpriteWrapper.new(@viewport)
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@sprites["sprite#{i}"].x = Graphics.width / 2 - 118 + (i % 3) * 78
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@sprites["sprite#{i}"].y = 36 + (i / 3) * 94
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@sprites["sprite#{i}"].x = (Graphics.width / 2) - 118 + ((i % 3) * 78)
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@sprites["sprite#{i}"].y = 36 + ((i / 3) * 94)
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@sprites["sprite#{i}"].z = 2
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bm = TriadCard.createBack(@battle.board[i].type, true)
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@bitmaps.push(bm)
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@@ -190,17 +190,18 @@ class TriadScene
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for i in 0...@battle.maxCards
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@sprites["player#{i}"] = Sprite.new(@viewport)
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@sprites["player#{i}"].x = Graphics.width - 92
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@sprites["player#{i}"].y = 44 + 44 * i
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@sprites["player#{i}"].y = 44 + (44 * i)
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@sprites["player#{i}"].z = 2
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@cardIndexes.push(i)
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end
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@sprites["overlay"] = Sprite.new(@viewport)
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@sprites["overlay"].bitmap = BitmapWrapper.new(Graphics.width, Graphics.height)
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pbSetSystemFont(@sprites["overlay"].bitmap)
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pbDrawTextPositions(@sprites["overlay"].bitmap, [
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[@battle.opponentName, 52, -2, 2, Color.new(248, 248, 248), Color.new(96, 96, 96)],
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[@battle.playerName, Graphics.width - 52, -2, 2, Color.new(248, 248, 248), Color.new(96, 96, 96)]
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])
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pbDrawTextPositions(
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@sprites["overlay"].bitmap,
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[[@battle.opponentName, 52, -2, 2, Color.new(248, 248, 248), Color.new(96, 96, 96)],
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[@battle.playerName, Graphics.width - 52, -2, 2, Color.new(248, 248, 248), Color.new(96, 96, 96)]]
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)
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@sprites["score"] = Sprite.new(@viewport)
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@sprites["score"].bitmap = BitmapWrapper.new(Graphics.width, Graphics.height)
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pbSetSystemFont(@sprites["score"].bitmap)
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@@ -263,14 +264,14 @@ class TriadScene
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command = Window_CommandPokemonEx.newWithSize(commands, 0, 0, Graphics.width / 2, Graphics.height - 64, @viewport)
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@sprites["helpwindow"].text = _INTL("Choose {1} cards to use for this duel.", @battle.maxCards)
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preview = Sprite.new(@viewport)
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preview.x = Graphics.width / 2 + 20
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preview.x = (Graphics.width / 2) + 20
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preview.y = 60
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preview.z = 4
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index = -1
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for i in 0...@battle.maxCards
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@sprites["player#{i}"] = Sprite.new(@viewport)
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@sprites["player#{i}"].x = Graphics.width - 92
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@sprites["player#{i}"].y = 44 + 44 * i
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@sprites["player#{i}"].y = 44 + (44 * i)
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@sprites["player#{i}"].z = 2
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end
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loop do
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@@ -348,7 +349,7 @@ class TriadScene
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for i in 0...@battle.maxCards
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@sprites["player#{i}"] = Sprite.new(@viewport)
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@sprites["player#{i}"].x = Graphics.width - 92
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@sprites["player#{i}"].y = 44 + 44 * i
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@sprites["player#{i}"].y = 44 + (44 * i)
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@sprites["player#{i}"].z = 2
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@sprites["player#{i}"].bitmap = TriadCard.new(cards[i]).createBitmap(1)
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@cardBitmaps.push(@sprites["player#{i}"].bitmap)
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@@ -359,7 +360,7 @@ class TriadScene
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for i in 0...@battle.maxCards
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@sprites["opponent#{i}"] = Sprite.new(@viewport)
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@sprites["opponent#{i}"].x = 12
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@sprites["opponent#{i}"].y = 44 + 44 * i
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@sprites["opponent#{i}"].y = 44 + (44 * i)
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@sprites["opponent#{i}"].z = 2
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@sprites["opponent#{i}"].bitmap = @battle.openHand ? TriadCard.new(cards[i]).createBitmap(2) : TriadCard.createBack
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@opponentCardBitmaps.push(@sprites["opponent#{i}"].bitmap)
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@@ -458,8 +459,8 @@ class TriadScene
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y = 44
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for i in 0...@cardIndexes.length
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if i == cardIndex # Card being placed
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@sprites["player#{@cardIndexes[i]}"].x = Graphics.width / 2 - 118 + boardX * 78
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@sprites["player#{@cardIndexes[i]}"].y = 36 + boardY * 94
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@sprites["player#{@cardIndexes[i]}"].x = (Graphics.width / 2) - 118 + (boardX * 78)
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@sprites["player#{@cardIndexes[i]}"].y = 36 + (boardY * 94)
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@sprites["player#{@cardIndexes[i]}"].z = 4
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else # Other cards in hand
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@sprites["player#{@cardIndexes[i]}"].x = Graphics.width - 92
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@@ -510,7 +511,7 @@ class TriadScene
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def pbEndPlaceCard(position, cardIndex)
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spriteIndex = @cardIndexes[cardIndex]
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boardIndex = position[1] * @battle.width + position[0]
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boardIndex = (position[1] * @battle.width) + position[0]
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@boardSprites[boardIndex] = @sprites["player#{spriteIndex}"]
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@boardCards[boardIndex] = TriadCard.new(@playerCards[spriteIndex])
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pbRefresh
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@@ -526,8 +527,8 @@ class TriadScene
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@opponentCardBitmaps[@opponentCardIndexes[i]] = triadCard.createBitmap(2)
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sprite.bitmap.dispose if sprite.bitmap
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sprite.bitmap = @opponentCardBitmaps[@opponentCardIndexes[i]]
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sprite.x = Graphics.width / 2 - 118 + position[0] * 78
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sprite.y = 36 + position[1] * 94
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sprite.x = (Graphics.width / 2) - 118 + (position[0] * 78)
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sprite.y = 36 + (position[1] * 94)
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sprite.z = 2
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else
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sprite.x = 12
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@@ -540,7 +541,7 @@ class TriadScene
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def pbEndOpponentPlaceCard(position, cardIndex)
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spriteIndex = @opponentCardIndexes[cardIndex]
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boardIndex = position[1] * @battle.width + position[0]
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boardIndex = (position[1] * @battle.width) + position[0]
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@boardSprites[boardIndex] = @sprites["opponent#{spriteIndex}"]
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@boardCards[boardIndex] = TriadCard.new(@opponentCards[spriteIndex])
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pbRefresh
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@@ -575,9 +576,10 @@ class TriadScene
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playerscore += @cardIndexes.length
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oppscore += @opponentCardIndexes.length
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end
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pbDrawTextPositions(bitmap, [
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[_INTL("{1}-{2}", oppscore, playerscore), Graphics.width / 2, -2, 2, Color.new(248, 248, 248), Color.new(96, 96, 96)]
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])
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pbDrawTextPositions(
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bitmap,
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[[_INTL("{1}-{2}", oppscore, playerscore), Graphics.width / 2, -2, 2, Color.new(248, 248, 248), Color.new(96, 96, 96)]]
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)
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end
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def pbUpdate
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@@ -613,7 +615,7 @@ class TriadScreen
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def maxCards
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numcards = @width * @height
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if numcards.odd?
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numcards = numcards / 2 + 1
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numcards = (numcards / 2) + 1
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else
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numcards = numcards / 2
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end
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@@ -621,15 +623,15 @@ class TriadScreen
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end
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def isOccupied?(x, y)
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return @board[y * @width + x].owner != 0
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return @board[(y * @width) + x].owner != 0
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end
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def getOwner(x, y)
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return @board[y * @width + x].owner
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return @board[(y * @width) + x].owner
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end
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def getPanel(x, y)
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return @board[y * @width + x]
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return @board[(y * @width) + x]
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end
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def quantity(items, item)
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@@ -651,14 +653,14 @@ class TriadScreen
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panels[2] = (@wrapAround ? 0 : @width - 1) if panels[2] > @width - 1 # right
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panels[5] = (@wrapAround ? @height - 1 : 0) if panels[5] < 0 # top
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panels[7] = (@wrapAround ? 0 : @height - 1) if panels[7] > @height - 1 # bottom
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attacker = attackerParam != nil ? attackerParam : @board[y * @width + x]
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attacker = attackerParam != nil ? attackerParam : @board[(y * @width) + x]
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flips = []
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return nil if attackerParam != nil && @board[y * @width + x].owner != 0
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return nil if attackerParam != nil && @board[(y * @width) + x].owner != 0
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return nil if !attacker.card || attacker.owner == 0
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for i in 0...4
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defenderX = panels[i * 2]
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defenderY = panels[i * 2 + 1]
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defender = @board[defenderY * @width + defenderX]
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defenderY = panels[(i * 2) + 1]
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defender = @board[(defenderY * @width) + defenderX]
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next if !defender.card
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if attacker.owner != defender.owner
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attack = attacker.attack(i)
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@@ -847,7 +849,7 @@ class TriadScreen
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position = [result[1], result[2]]
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@scene.pbOpponentPlaceCard(triadCard, position, cardIndex)
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end
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boardIndex = position[1] * @width + position[0]
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boardIndex = (position[1] * @width) + position[0]
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board[boardIndex].card = triadCard
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board[boardIndex].owner = playerTurn ? 1 : 2
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flipBoard(position[0], position[1])
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@@ -1084,8 +1086,8 @@ def pbBuyTriads
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goldwindow.y = 0
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goldwindow.z = 99999
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preview = Sprite.new
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preview.x = Graphics.width * 3 / 4 - 40
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preview.y = Graphics.height / 2 - 48
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preview.x = (Graphics.width * 3 / 4) - 40
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preview.y = (Graphics.height / 2) - 48
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preview.z = 4
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preview.bitmap = TriadCard.new(commands[cmdwindow.index][3]).createBitmap(1)
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olditem = commands[cmdwindow.index][3]
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@@ -1172,8 +1174,8 @@ def pbSellTriads
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goldwindow.y = 0
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goldwindow.z = 99999
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preview = Sprite.new
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preview.x = Graphics.width * 3 / 4 - 40
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preview.y = Graphics.height / 2 - 48
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preview.x = (Graphics.width * 3 / 4) - 40
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preview.y = (Graphics.height / 2) - 48
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preview.z = 4
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item = $PokemonGlobal.triads.get_item(cmdwindow.index)
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preview.bitmap = TriadCard.new(item).createBitmap(1)
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@@ -1269,7 +1271,7 @@ def pbTriadList
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cmdwindow = Window_CommandPokemonEx.newWithSize(commands, 0, 0, Graphics.width / 2, Graphics.height)
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cmdwindow.z = 99999
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sprite = Sprite.new
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sprite.x = Graphics.width / 2 + 40
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sprite.x = (Graphics.width / 2) + 40
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sprite.y = 48
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sprite.z = 99999
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done = false
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