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fixes water currents + recompile for trainer teams
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@@ -159,6 +159,8 @@ Events.onStepTakenFieldMovement += proc { |_sender, e|
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pbDescendWaterfall
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elsif currentTag.ice && !$PokemonGlobal.sliding
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pbSlideOnIce
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elsif currentTag.waterCurrent && !$PokemonGlobal.sliding
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pbSlideOnWater
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end
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end
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end
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@@ -569,6 +571,37 @@ def pbSlideOnIce
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$PokemonGlobal.sliding = false
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end
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def pbSlideOnWater
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return if !$game_player.pbTerrainTag.waterCurrent
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$PokemonGlobal.sliding = true
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direction = $game_player.direction
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oldwalkanime = $game_player.walk_anime
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$game_player.straighten
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$game_player.walk_anime = false
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loop do
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break if !$game_player.can_move_in_direction?(direction)
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break if !$game_player.pbTerrainTag.waterCurrent
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if $game_map.passable?($game_player.x,$game_player.y,8)
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$game_player.move_up
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elsif $game_map.passable?($game_player.x,$game_player.y,4)
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$game_player.move_left
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elsif $game_map.passable?($game_player.x,$game_player.y,6)
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$game_player.move_right
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elsif $game_map.passable?($game_player.x,$game_player.y,2)
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$game_player.move_down
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end
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while $game_player.moving?
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pbUpdateSceneMap
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Graphics.update
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Input.update
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end
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end
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$game_player.center($game_player.x, $game_player.y)
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$game_player.straighten
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$game_player.walk_anime = oldwalkanime
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$PokemonGlobal.sliding = false
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end
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def pbTurnTowardEvent(event,otherEvent)
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sx = 0
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sy = 0
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