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Added water ripple animation, removed second error message when the Compiler crashes
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@@ -154,6 +154,18 @@ EventHandlers.add(:on_step_taken, :grass_rustling,
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}
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)
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# Show water ripple animation
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EventHandlers.add(:on_step_taken, :still_water_ripple,
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proc { |event|
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next if !$scene.is_a?(Scene_Map)
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event.each_occupied_tile do |x, y|
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next if !$map_factory.getTerrainTagFromCoords(event.map.map_id, x, y, true).shows_water_ripple
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spriteset = $scene.spriteset(event.map_id)
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spriteset&.addUserAnimation(Settings::WATER_RIPPLE_ANIMATION_ID, x, y, true, -1)
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end
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}
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)
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# Auto-move the player over waterfalls and ice
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EventHandlers.add(:on_step_taken, :auto_move_player,
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proc { |event|
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@@ -658,7 +658,7 @@ def pbDynamicItemList(*args)
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end
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# Common items to find via Pickup. Items from this list are added to the pool in
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# order, starting from a point dependng on the Pokémon's level. The number of
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# order, starting from a point depending on the Pokémon's level. The number of
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# items added is how many probabilities are in the PICKUP_COMMON_ITEM_CHANCES
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# array below.
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# There must be 9 + PICKUP_COMMON_ITEM_CHANCES.length number of items in this
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@@ -687,7 +687,7 @@ PICKUP_COMMON_ITEMS = [
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# Chances to get each item added to the pool from the array above.
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PICKUP_COMMON_ITEM_CHANCES = [30, 10, 10, 10, 10, 10, 10, 4, 4]
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# Rare items to find via Pickup. Items from this list are added to the pool in
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# order, starting from a point dependng on the Pokémon's level. The number of
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# order, starting from a point depending on the Pokémon's level. The number of
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# items added is how many probabilities are in the PICKUP_RARE_ITEM_CHANCES
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# array below.
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# There must be 9 + PICKUP_RARE_ITEM_CHANCES.length number of items in this
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