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6.6 update
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259
Data/Scripts/003_Game processing/001_StartGame.rb
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259
Data/Scripts/003_Game processing/001_StartGame.rb
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# The Game module contains methods for saving and loading the game.
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module Game
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# Initializes various global variables and loads the game data.
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def self.initialize
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$PokemonTemp = PokemonTemp.new
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$game_temp = Game_Temp.new
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$game_system = Game_System.new
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$data_animations = load_data('Data/Animations.rxdata')
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$data_tilesets = load_data('Data/Tilesets.rxdata')
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$data_common_events = load_data('Data/CommonEvents.rxdata')
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$data_system = load_data('Data/System.rxdata')
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pbLoadBattleAnimations
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load_sprites_list_caches()
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$updated_spritesheets = load_updated_spritesheets()
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GameData.load_all
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map_file = format('Data/Map%03d.rxdata', $data_system.start_map_id)
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if $data_system.start_map_id == 0 || !pbRgssExists?(map_file)
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raise _INTL('No starting position was set in the map editor.')
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end
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end
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def self.load_updated_spritesheets
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updated_spritesheets_file = Settings::UPDATED_SPRITESHEETS_CACHE
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updated_spritesheets = []
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if File.exist?(updated_spritesheets_file)
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File.open(updated_spritesheets_file, "r") do |file|
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file.each_line { |line| updated_spritesheets << line.chomp }
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end
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end
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return updated_spritesheets
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end
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def self.load_sprites_list_caches()
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self.load_custom_sprites_list_cache() if File.exists?(Settings::CUSTOM_SPRITES_FILE_PATH)
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self.load_base_sprites_list_cache() if File.exists?(Settings::BASE_SPRITES_FILE_PATH)
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end
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def self.load_custom_sprites_list_cache()
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return if !$game_temp.custom_sprites_list.keys.empty? #only load once at loadup
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echoln "loading custom sprites cache"
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sprite_index = {}
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File.foreach(Settings::CUSTOM_SPRITES_FILE_PATH) do |line|
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filename = line.strip
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next unless filename =~ /^(\d+)\.(\d+)([a-zA-Z]*)\.png$/ # Regex: Captures the numbers and any trailing letters
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# Match groups
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head_number = $1.to_i # Head (e.g., "1" in "1.2.png")
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body_number = $2.to_i # Body (e.g., "2" in "1.2.png")
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letters = $3 # Letters after the second number (e.g., "a", "b", etc.)
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key = "B#{body_number}H#{head_number}".to_sym
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sprite_index[key] ||= []
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if letters.empty?
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sprite_index[key] << ""
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else
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sprite_index[key] << letters
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end
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end
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$game_temp.custom_sprites_list = sprite_index
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echoln "custom sprites loaded"
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end
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#
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# {1 => ["","a","b"]
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#etc.
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#
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def self.load_base_sprites_list_cache()
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return if !$game_temp.base_sprites_list.keys.empty? #only load once at loadup
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echoln "loading base sprites cache"
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sprite_index = {}
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File.foreach(Settings::BASE_SPRITES_FILE_PATH) do |line|
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filename = line.strip
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next unless filename =~ /^(\d+)([a-zA-Z]*)\.png$/ # Regex: Captures the numbers and any trailing letters
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# Match groups
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dex_number = $1.to_i # Head (e.g., "1" in "1.2.png")
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letters = $2 # Letters after the second number (e.g., "a", "b", etc.)
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key = dex_number
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sprite_index[key] ||= []
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if letters.empty?
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sprite_index[key] << ""
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else
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sprite_index[key] << letters
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end
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end
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$game_temp.base_sprites_list = sprite_index
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echoln "custom sprites loaded"
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end
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#
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# {:B10H10 => ["","a","b"]
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#etc.
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#
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def self.set_up_system
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SaveData.move_old_windows_save if System.platform[/Windows/]
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save_data = (SaveData.exists?) ? SaveData.read_from_file(SaveData::FILE_PATH) : {}
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if save_data.empty?
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SaveData.initialize_bootup_values
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else
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SaveData.load_bootup_values(save_data)
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end
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# Set resize factor
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pbSetResizeFactor([$PokemonSystem.screensize, 4].min)
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# Set language (and choose language if there is no save file)
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if Settings::LANGUAGES.length >= 2
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$PokemonSystem.language = pbChooseLanguage if save_data.empty?
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pbLoadMessages('Data/' + Settings::LANGUAGES[$PokemonSystem.language][1])
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end
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end
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#For new game plus - resets everything in boxes/party to level 5 and 1st stage
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def self.ngp_clean_pc_data(old_storage, old_party)
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new_storage = old_storage
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for pokemon in old_party
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new_storage.pbStoreCaught(pokemon)
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end
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for box in new_storage.boxes
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for pokemon in box.pokemon
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if pokemon != nil
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if !pokemon.egg?
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pokemon.exp_when_fused_head=nil
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pokemon.exp_when_fused_body=nil
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pokemon.exp_gained_since_fused=nil
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pokemon.level = 5
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echoln pokemon.owner.id
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pokemon.owner.id = $Trainer.id
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pokemon.ot=$Trainer.name
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pokemon.obtain_method = 0
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pokemon.species = GameData::Species.get(pokemon.species).get_baby_species(false)
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$Trainer.pokedex.set_seen(pokemon.species)
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$Trainer.pokedex.set_owned(pokemon.species)
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pokemon.reset_moves
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pokemon.calc_stats
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end
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end
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end
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end
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return new_storage
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end
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#For new game plus - removes key items
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def self.ngp_clean_item_data(old_bag)
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new_storage = old_bag
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new_storage.clear
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for pocket in old_bag.pockets
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for bagElement in pocket
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item_id = bagElement[0]
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item_qt = bagElement[1]
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item = GameData::Item.get(item_id)
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if !item.is_key_item? && !item.is_HM?
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new_storage.pbStoreItem(item, 1)
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end
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end
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end
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return new_storage
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end
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# Called when starting a new game. Initializes global variables
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# and transfers the player into the map scene.
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def self.start_new(ngp_bag = nil, ngp_storage = nil, ngp_trainer = nil)
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if $game_map && $game_map.events
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$game_map.events.each_value { |event| event.clear_starting }
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end
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$game_temp.common_event_id = 0 if $game_temp
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$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($data_system.start_map_id)
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$game_player.moveto($data_system.start_x, $data_system.start_y)
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$game_player.refresh
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$PokemonEncounters = PokemonEncounters.new
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$PokemonEncounters.setup($game_map.map_id)
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$game_map.autoplay
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$game_map.update
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#
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# if ngp_bag != nil
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# $PokemonBag = ngp_clean_item_data(ngp_bag)
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# end
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if ngp_storage != nil
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$PokemonStorage = ngp_clean_pc_data(ngp_storage, ngp_trainer.party)
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end
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onStartingNewGame()
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end
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# Loads the game from the given save data and starts the map scene.
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# @param save_data [Hash] hash containing the save data
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# @raise [SaveData::InvalidValueError] if an invalid value is being loaded
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def self.load(save_data)
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validate save_data => Hash
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SaveData.load_all_values(save_data)
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self.load_map
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pbAutoplayOnSave
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$game_map.update
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$PokemonMap.updateMap
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$scene = Scene_Map.new
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onLoadExistingGame()
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end
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# Loads and validates the map. Called when loading a saved game.
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def self.load_map
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$game_map = $MapFactory.map
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magic_number_matches = ($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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rescue Errno::ENOENT
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if $DEBUG
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pbMessage(_INTL('Map {1} was not found.', $game_map.map_id))
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map = pbWarpToMapList
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exit unless map
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$MapFactory.setup(map[0])
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$game_player.moveto(map[1], map[2])
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else
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raise _INTL('The map was not found. The game cannot continue.')
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end
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end
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$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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end
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if $game_map.events.nil?
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raise _INTL('The map is corrupt. The game cannot continue.')
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end
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$PokemonEncounters = PokemonEncounters.new
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$PokemonEncounters.setup($game_map.map_id)
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pbUpdateVehicle
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end
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# Saves the game. Returns whether the operation was successful.
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# @param save_file [String] the save file path
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# @param safe [Boolean] whether $PokemonGlobal.safesave should be set to true
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# @return [Boolean] whether the operation was successful
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# @raise [SaveData::InvalidValueError] if an invalid value is being saved
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def self.save(save_file = SaveData::FILE_PATH, safe: false)
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validate save_file => String, safe => [TrueClass, FalseClass]
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$PokemonGlobal.safesave = safe
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$game_system.save_count += 1
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$game_system.magic_number = $data_system.magic_number
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begin
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SaveData.save_to_file(save_file)
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Graphics.frame_reset
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rescue IOError, SystemCallError
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$game_system.save_count -= 1
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return false
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end
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return true
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end
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end
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