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https://github.com/infinitefusion/infinitefusion-e18.git
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Release 6.9.0
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@@ -10,6 +10,8 @@ class Game_Event < Game_Character
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attr_reader :page
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attr_reader :on_bridge
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attr_accessor :refresh_hue
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attr_accessor :is_rival_following
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attr_accessor :forced_bush_depth
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def initialize(map_id, event, map=nil)
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super(map)
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@@ -38,6 +40,9 @@ class Game_Event < Game_Character
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if @event.name[/forced_z\s*=\s*(-?\d+)/i]
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@forced_z = $1.to_i
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end
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if @event.name.include?("under_player")
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@under_player = true
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end
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if @event.name.include?("on_bridge")
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@on_bridge = true
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end
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@@ -45,6 +50,11 @@ class Game_Event < Game_Character
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refresh
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end
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# def forced_bush_depth=(value)
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# @bush_depth = value
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# update
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# end
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def through
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return true if @on_bridge && $PokemonGlobal.bridge <= 0
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return @through
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@@ -65,11 +75,23 @@ class Game_Event < Game_Character
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@starting = true if @list.size > 1
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end
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def name=(value)
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@event.name = value
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end
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def erase
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@erased = true
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refresh
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end
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def despawn #Should only ever be called on dynamically created events
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erase
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$game_map.events.delete(@id)
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$PokemonTemp.tempEvents&.each { |_, events| events.delete(self) }
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$PokemonTemp.tempEvents&.delete_if { |_, v| v.empty? }
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end
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def erase_route
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@route_erased = true
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refresh
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@@ -236,6 +258,9 @@ class Game_Event < Game_Character
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@interpreter = nil
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return
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end
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if @forced_bush_depth && @page&.graphic&.character_name == "shadow_event" #hardcoded hack for ninjakids that hide in the water...
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@forced_bush_depth = false
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end
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@tile_id = @page.graphic.tile_id
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@character_name = @page.graphic.character_name
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@character_hue = @page.graphic.character_hue if @refresh_hue
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@@ -315,4 +340,8 @@ class Game_Event < Game_Character
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end
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def is_on_water
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return self.terrain_tag.can_surf
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end
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end
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