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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-10 22:54:59 +00:00
Added support for large events, allowed field move-related event names to have other text in their names
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@@ -325,14 +325,17 @@ Events.onStepTakenFieldMovement += proc { |_sender,e|
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Events.onStepTakenFieldMovement += proc { |_sender, e|
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event = e[0] # Get the event affected by field movement
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if $scene.is_a?(Scene_Map)
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if pbGetTerrainTag(event, true).shows_grass_rustle # Won't show if under bridge
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$scene.spriteset.addUserAnimation(Settings::GRASS_ANIMATION_ID, event.x, event.y, true, 1)
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elsif event == $game_player
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currentTag = pbGetTerrainTag(event)
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event.each_occupied_tile do |x, y|
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if $MapFactory.getTerrainTag(event.map.map_id, x, y, true).shows_grass_rustle
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$scene.spriteset.addUserAnimation(Settings::GRASS_ANIMATION_ID, x, y, true, 1)
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end
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end
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if event == $game_player
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currentTag = $game_player.pbTerrainTag
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if currentTag.waterfall_crest
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pbDescendWaterfall(event)
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pbDescendWaterfall
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elsif currentTag.ice && !$PokemonGlobal.sliding
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pbSlideOnIce(event)
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pbSlideOnIce
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end
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end
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end
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@@ -483,129 +486,84 @@ Events.onMapSceneChange += proc { |_sender, e|
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#===============================================================================
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# Event locations, terrain tags
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#===============================================================================
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def pbEventFacesPlayer?(event,player,distance)
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return false if distance<=0
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# Event can't reach player if no coordinates coincide
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return false if event.x!=player.x && event.y!=player.y
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deltaX = (event.direction==6) ? 1 : (event.direction==4) ? -1 : 0
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deltaY = (event.direction==2) ? 1 : (event.direction==8) ? -1 : 0
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# Check for existence of player
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curx = event.x
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cury = event.y
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found = false
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distance.times do
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curx += deltaX
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cury += deltaY
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if player.x==curx && player.y==cury
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found = true
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break
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end
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end
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return found
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end
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def pbEventCanReachPlayer?(event,player,distance)
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return false if distance<=0
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# Event can't reach player if no coordinates coincide
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return false if event.x!=player.x && event.y!=player.y
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deltaX = (event.direction==6) ? 1 : (event.direction==4) ? -1 : 0
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deltaY = (event.direction==2) ? 1 : (event.direction==8) ? -1 : 0
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# Check for existence of player
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curx = event.x
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cury = event.y
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found = false
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realdist = 0
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distance.times do
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curx += deltaX
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cury += deltaY
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if player.x==curx && player.y==cury
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found = true
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break
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end
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realdist += 1
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end
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return false if !found
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# Check passibility
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curx = event.x
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cury = event.y
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realdist.times do
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return false if !event.passable?(curx,cury,event.direction)
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curx += deltaX
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cury += deltaY
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end
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return true
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end
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def pbFacingTileRegular(direction=nil,event=nil)
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event = $game_player if !event
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return [0,0,0] if !event
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x = event.x
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y = event.y
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direction = event.direction if !direction
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case direction
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when 1
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y += 1
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x -= 1
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when 2
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y += 1
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when 3
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y += 1
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x += 1
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when 4
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x -= 1
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when 6
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x += 1
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when 7
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y -= 1
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x -= 1
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when 8
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y -= 1
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when 9
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y -= 1
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x += 1
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end
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return [$game_map.map_id,x,y]
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end
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# NOTE: Assumes the event is 1x1 tile in size. Only returns one tile.
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def pbFacingTile(direction=nil,event=nil)
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return $MapFactory.getFacingTile(direction,event) if $MapFactory
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return pbFacingTileRegular(direction,event)
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end
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def pbFacingEachOther(event1,event2)
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return false if !event1 || !event2
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if $MapFactory
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tile1 = $MapFactory.getFacingTile(nil,event1)
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tile2 = $MapFactory.getFacingTile(nil,event2)
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return false if !tile1 || !tile2
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return tile1[0]==event2.map.map_id &&
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tile1[1]==event2.x && tile1[2]==event2.y &&
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tile2[0]==event1.map.map_id &&
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tile2[1]==event1.x && tile2[2]==event1.y
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# NOTE: Assumes the event is 1x1 tile in size. Only returns one tile.
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def pbFacingTileRegular(direction = nil, event = nil)
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event = $game_player if !event
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return [0, 0, 0] if !event
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x = event.x
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y = event.y
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direction = event.direction if !direction
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x_offset = [0, -1, 0, 1, -1, 0, 1, -1, 0, 1][direction]
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y_offset = [0, 1, 1, 1, 0, 0, 0, -1, -1, -1][direction]
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return [$game_map.map_id, x + x_offset, y + y_offset]
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end
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# Returns whether event is in line with the player, is facing the player and is
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# within distance tiles of the player.
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def pbEventFacesPlayer?(event, player, distance)
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return false if !event || !player || distance <= 0
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x_min = x_max = y_min = y_max = -1
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case direction
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when 2 # Down
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x_min = event.x
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x_max = event.x + event.width - 1
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y_min = event.y + 1
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y_max = event.y + distance
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when 4 # Left
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x_min = event.x - distance
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x_max = event.x - 1
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y_min = event.y - event.height + 1
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y_max = event.y
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when 6 # Right
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x_min = event.x + event.width
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x_max = event.x + event.width - 1 + distance
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y_min = event.y - event.height + 1
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y_max = event.y
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when 8 # Up
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x_min = event.x
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x_max = event.x + event.width - 1
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y_min = event.y - event.height + 1 - distance
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y_max = event.y - event.height
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else
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tile1 = pbFacingTile(nil,event1)
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tile2 = pbFacingTile(nil,event2)
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return false if !tile1 || !tile2
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return tile1[1]==event2.x && tile1[2]==event2.y &&
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tile2[1]==event1.x && tile2[2]==event1.y
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return false
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end
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return player.x >= x_min && player.x <= x_max &&
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player.y >= y_min && player.y <= y_max
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end
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def pbGetTerrainTag(event=nil,countBridge=false)
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event = $game_player if !event
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return GameData::TerrainTag.get(:None) if !event
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if $MapFactory
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return $MapFactory.getTerrainTag(event.map.map_id,event.x,event.y,countBridge)
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# Returns whether event is able to walk up to the player.
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def pbEventCanReachPlayer?(event, player, distance)
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return false if !pbEventFacesPlayer?(event, player, distance)
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delta_x = (event.direction == 6) ? 1 : (event.direction == 4) ? -1 : 0
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delta_y = (event.direction == 2) ? 1 : (event.direction == 8) ? -1 : 0
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case event.direction
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when 2 # Down
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real_distance = player.y - event.y - 1
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when 4 # Left
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real_distance = event.x - player.x + 1
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when 6 # Right
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real_distance = player.x - event.x - event.width
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when 8 # Up
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real_distance = event.y - event.height - player.y
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end
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return $game_map.terrain_tag(event.x,event.y,countBridge)
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if real_distance > 0
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real_distance.times do |i|
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return false if !event.can_move_from_coordinate?(event.x + i * delta_x, event.y + i * delta_y, event.direction)
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end
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end
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return true
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end
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def pbFacingTerrainTag(event=nil,dir=nil)
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return $MapFactory.getFacingTerrainTag(dir,event) if $MapFactory
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event = $game_player if !event
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return GameData::TerrainTag.get(:None) if !event
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facing = pbFacingTile(dir,event)
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return $game_map.terrain_tag(facing[1],facing[2])
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# Returns whether the two events are standing next to each other and facing each
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# other.
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def pbFacingEachOther(event1, event2)
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return pbEventFacesPlayer?(event1, event2, 1) && pbEventFacesPlayer?(event2, event1, 1)
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end
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@@ -754,7 +712,7 @@ end
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# Player/event movement in the field
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#===============================================================================
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def pbLedge(_xOffset,_yOffset)
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if pbFacingTerrainTag.ledge
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if $game_player.pbFacingTerrainTag.ledge
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if pbJumpToward(2,true)
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$scene.spriteset.addUserAnimation(Settings::DUST_ANIMATION_ID,$game_player.x,$game_player.y,true,1)
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$game_player.increase_steps
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@@ -765,33 +723,32 @@ def pbLedge(_xOffset,_yOffset)
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return false
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end
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def pbSlideOnIce(event=nil)
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event = $game_player if !event
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return if !event
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return if !pbGetTerrainTag(event).ice
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def pbSlideOnIce
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return if !$game_player.pbTerrainTag.ice
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$PokemonGlobal.sliding = true
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direction = event.direction
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oldwalkanime = event.walk_anime
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event.straighten
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event.walk_anime = false
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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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$game_player.walk_anime = false
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loop do
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break if !event.passable?(event.x,event.y,direction)
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break if !pbGetTerrainTag(event).ice
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event.move_forward
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while event.moving?
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break if !$game_player.can_move_in_direction?(direction)
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break if !$game_player.pbTerrainTag.ice
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$game_player.move_forward
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while $game_player.moving?
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pbUpdateSceneMap
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Graphics.update
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Input.update
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end
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end
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event.center(event.x,event.y)
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event.straighten
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event.walk_anime = oldwalkanime
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$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; sy = 0
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sx = 0
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sy = 0
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if $MapFactory
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relativePos = $MapFactory.getThisAndOtherEventRelativePos(otherEvent,event)
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sx = relativePos[0]
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@@ -800,6 +757,8 @@ def pbTurnTowardEvent(event,otherEvent)
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sx = event.x - otherEvent.x
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sy = event.y - otherEvent.y
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end
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sx += (event.width - otherEvent.width) / 2.0
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sy -= (event.height - otherEvent.height) / 2.0
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return if sx == 0 and sy == 0
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if sx.abs > sy.abs
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(sx > 0) ? event.turn_left : event.turn_right
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@@ -809,13 +768,13 @@ def pbTurnTowardEvent(event,otherEvent)
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end
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def pbMoveTowardPlayer(event)
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maxsize = [$game_map.width,$game_map.height].max
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return if !pbEventCanReachPlayer?(event,$game_player,maxsize)
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maxsize = [$game_map.width, $game_map.height].max
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return if !pbEventCanReachPlayer?(event, $game_player, maxsize)
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loop do
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x = event.x
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y = event.y
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event.move_toward_player
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break if event.x==x && event.y==y
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break if event.x == x && event.y == y
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while event.moving?
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Graphics.update
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Input.update
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