mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2026-07-22 15:47:00 +00:00
Update 6.8
This commit is contained in:
@@ -33,7 +33,6 @@
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# Please give credit when using this. #
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#==============================================================================#
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SHADOW_IMG_FOLDER = "Graphics/Characters/"
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SHADOW_IMG_NAME = "shadow"
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@@ -60,24 +59,20 @@ def pbShouldGetShadow?(event)
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return true if event.is_a?(Game_Player) # The player will always have a shadow
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page = pbGetActiveEventPage(event)
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return false unless page
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comments = page.list.select { |e| e.code == 108 || e.code == 408 }.map do |e|
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e.parameters.join
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end
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return false unless event.visible?
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return false if page.graphic.character_name == ""
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Always_Give_Shadow_If_Event_Name_Has.each do |e|
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name = event.name.clone
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unless Case_Sensitive
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e.downcase!
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name.downcase!
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end
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return true if name.include?(e) || comments.any? { |c| c.include?(e) }
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e.downcase
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name.downcase
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return true if name.include?(e)
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end
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No_Shadow_If_Event_Name_Has.each do |e|
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name = event.name.clone
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unless Case_Sensitive
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e.downcase!
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name.downcase!
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end
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return false if name.include?(e) || comments.any? { |c| c.include?(e) }
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e.downcase
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name.downcase
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return false if name.include?(e)
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end
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return true
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end
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@@ -140,7 +135,7 @@ class DependentEventSprites
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@sprites.clear
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$PokemonTemp.dependentEvents.eachEvent do |event, data|
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if data[2] == @map.map_id # Check current map
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spr = Sprite_Character.new(@viewport,event,true)
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spr = Sprite_Character.new(@viewport, event, true)
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@sprites.push(spr)
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end
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end
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@@ -149,12 +144,13 @@ end
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unless defined?(pbGetActiveEventPage)
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def pbGetActiveEventPage(event, mapid = nil)
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return nil unless event
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mapid ||= event.map.map_id if event.respond_to?(:map)
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pages = (event.is_a?(RPG::Event) ? event.pages : event.instance_eval { @event.pages })
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for i in 0...pages.size
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c = pages[pages.size - 1 - i].condition
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ss = !(c.self_switch_valid && !$game_self_switches[[mapid,
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event.id,c.self_switch_ch]])
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event.id, c.self_switch_ch]])
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sw1 = !(c.switch1_valid && !$game_switches[c.switch1_id])
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sw2 = !(c.switch2_valid && !$game_switches[c.switch2_id])
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var = true
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@@ -180,19 +176,13 @@ class Sprite_Character
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attr_accessor :shadow
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alias ow_shadow_init initialize
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def initialize(viewport, character = nil, is_follower = false)
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@viewport = viewport
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@is_follower = is_follower
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ow_shadow_init(@viewport, character)
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return unless pbShouldGetShadow?(character)
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return if @is_follower && defined?(Toggle_Following_Switch) &&
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!$game_switches[Toggle_Following_Switch]
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return if @is_follower && defined?(Following_Activated_Switch) &&
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!$game_switches[Following_Activated_Switch]
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@character = character
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if @character.is_a?(Game_Event)
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page = pbGetActiveEventPage(@character)
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@@ -205,7 +195,7 @@ class Sprite_Character
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@shadow.dispose if @shadow
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@shadow = nil
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@shadow = Sprite.new(@viewport)
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@shadow.bitmap = RPG::Cache.load_bitmap(SHADOW_IMG_FOLDER,SHADOW_IMG_NAME)
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@shadow.bitmap = RPG::Cache.load_bitmap(SHADOW_IMG_FOLDER, SHADOW_IMG_NAME)
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# Center the shadow by halving the origin points
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@shadow.ox = @shadow.bitmap.width / 2.0
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@shadow.oy = @shadow.bitmap.height / 2.0
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@@ -241,6 +231,9 @@ class Sprite_Character
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# end
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@shadow.x = x
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@shadow.y = y - 6
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@shadow.y += @character.shadow_offset if @character.shadow_offset
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@shadow.z = self.z - 1
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if @shadow
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@@ -252,12 +245,14 @@ class Sprite_Character
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end
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alias ow_shadow_visible visible=
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def visible=(value)
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ow_shadow_visible(value)
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@shadow.visible = value if @shadow
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end
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alias ow_shadow_dispose dispose
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def dispose
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ow_shadow_dispose
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@shadow.dispose if @shadow
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@@ -265,38 +260,40 @@ class Sprite_Character
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end
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alias ow_shadow_update update
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def update
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ow_shadow_update
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position_shadow
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if @character.is_a?(Game_Event)
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page = pbGetActiveEventPage(@character)
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if @old_page != page
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@shadow.dispose if @shadow
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@shadow = nil
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if page && page.graphic && page.graphic.character_name != "" &&
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pbShouldGetShadow?(@character)
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unless @is_follower && defined?(Toggle_Following_Switch) &&
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!$game_switches[Toggle_Following_Switch]
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unless @is_follower && defined?(Following_Activated_Switch) &&
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!$game_switches[Following_Activated_Switch]
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make_shadow
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end
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end
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return unless @character
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page_index = nil
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if @character.is_a?(Game_Event) # && should_update?
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page_index = @character.page
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if @old_page_index != page_index
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if pbShouldGetShadow?(@character)
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make_shadow
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else
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dispose_shadow
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end
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end
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end
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@old_page_index = page_index
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update_shadow_for_bushdepth
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end
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@old_page = (@character.is_a?(Game_Event) ? pbGetActiveEventPage(@character) : nil)
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bushdepth = @character.bush_depth
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if @shadow
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@shadow.opacity = self.opacity
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@shadow.visible = (bushdepth == 0)
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def update_shadow_for_bushdepth
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bushdepth = @character&.bush_depth
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if @shadow && bushdepth
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@shadow&.opacity = self.opacity
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@shadow&.visible = (bushdepth == 0)
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if !self.visible || (@is_follower || @character == $game_player) &&
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($PokemonGlobal.surfing || $PokemonGlobal.diving)
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@shadow.visible = false
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($PokemonGlobal.surfing || $PokemonGlobal.diving || $PokemonGlobal.boat || $PokemonGlobal.acroBike)
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@shadow&.visible = false
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end
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end
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end
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def dispose_shadow
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@shadow.dispose if @shadow && !@shadow.disposed?
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@shadow = nil
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end
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end
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