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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-09 06:04:59 +00:00
moonlight & morning sun field moves + fishing items
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@@ -116,6 +116,7 @@ begin
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WaterSport = 110
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WeightChange = 111
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Yawn = 112
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FusionSwap = 113
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#===========================================================================
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# These effects apply to a battler position
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@@ -2712,3 +2712,39 @@ class PokeBattle_Move_07F < PokeBattle_Move
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return baseDmg
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end
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end
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#################
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# Fusion Swap
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# ###############
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class PokeBattle_Move_080 < PokeBattle_Move
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def pbMoveFailed?(user,targets)
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if targets[0].effects[PBEffects::Transform]
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@battle.pbDisplay(_INTL("But it failed!"))
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return true
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end
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return false
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end
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def pbFailsAgainstTarget?(user,target)
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if target.effects[PBEffects::Transform] ||
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target.effects[PBEffects::Illusion] ||
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!target.pokemon.isFusion?
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@battle.pbDisplay(_INTL("But it failed!"))
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return true
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end
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return false
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end
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def pbEffectAgainstTarget(user,target)
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body = getBasePokemonID(target.pokemon.species, true)
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head = getBasePokemonID(target.pokemon.species, false)
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newspecies = (head) * Settings::NB_POKEMON + body
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target.pbTransform(newspecies)
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end
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def pbShowAnimation(id,user,targets,hitNum=0,showAnimation=true)
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super
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@battle.scene.pbChangePokemon(user,targets[0].pokemon)
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end
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end
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@@ -48,14 +48,14 @@ class Scene_Credits
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CREDIT = <<_END_
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Pokémon Infinite Fusion
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By Chardub
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By Frogman
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General graphics / Music / Intellectual property
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Nintendo
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GameFreak
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Programming / Eventing:
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Chardub
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Frogman
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Fused Pokemon Sprites :
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Japeal - Pokefusion 2
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@@ -72,12 +72,12 @@ Compiler optimization
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andracass (Pokémon Reborn)
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Maps:
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Chardub
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Frogman
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Some of the maps were based on work by:
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BenGames, Zeak6464
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Gameplay planning / Story:
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Chardub
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Frogman
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The story and dialogues were based
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off Pokémon Red and Blue, as well as
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Pokémon Gold and Silver.
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@@ -121,7 +121,7 @@ WesleyFG, BoOmxBiG,
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EternalTakai, Hek-el-grande
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Other tiles:
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Chardub, chimcharsfireworkd,
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Frogman, chimcharsfireworkd,
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Rossay, Shiney570,
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Phyromatical, Gallanty
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@@ -175,7 +175,7 @@ Lisa Anthony<s>
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and everyone else who helped out
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"Pokémon Infinite Fusion" was made by:
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Chardub
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Frogman
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Playtesting and Custom Sprites were made by
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various members of the Discord channel.
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@@ -130,7 +130,6 @@ HiddenMoveHandlers::UseMove.add(:MOONLIGHT,proc{|move,pokemon|
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def pbSkipTime(newTime)
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currentTime = pbGetTimeNow.hour
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#hoursToAdd = (24-currentTime + newTime)-24
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hoursToAdd = newTime - currentTime
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$game_variables[UnrealTime::EXTRA_SECONDS] += hoursToAdd*3600
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end
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251
Data/Scripts/050_AddOns/platform.rb
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251
Data/Scripts/050_AddOns/platform.rb
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@@ -0,0 +1,251 @@
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# ▼▲▼ XRXS50. Action-Maps XC. ▼▲▼ built 033010
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# by 桜雅 在土
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#======================================================
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# □ Customization points
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#======================================================
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class XRXS50
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#
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# Action-Maps - ID maps actives
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#
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ENABLE_FULL_ACTY_MAPS = [404,547,548,549,550,217,614,615,656]
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#
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# Slide descent (diagonal drop)
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#
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ENABLE_SLIDE_DESCENT = true
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#
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# true: Jump in the direction facing orientation: Jump
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# false : Jump to the direction in which the key is pressed.
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#
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JUMP_AS_KEY = true
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end
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#======================================================
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# ■ Game_Player
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#======================================================
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class Game_Player < Game_Character
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#------------------------------------------------------
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# Public Variable
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#------------------------------------------------------
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# Existing
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attr_writer :direction_fix
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attr_accessor :walk_anime
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# New
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attr_accessor :now_jumps
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attr_writer :xrxs50_direction_sidefix
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#------------------------------------------------------
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# ○Maximum jump number
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#------------------------------------------------------
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def max_jumps
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return $game_switches[890] ? 5 : 2
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end
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#------------------------------------------------------
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# ● Vers la gauche
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#------------------------------------------------------
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alias xrxs50_turn_left turn_left
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def turn_left
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if @xrxs50_direction_sidefix
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@direction = 4
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else
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turn_generic(4)
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end
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end
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#------------------------------------------------------
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# ● Vers la droite
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#------------------------------------------------------
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alias xrxs50_turn_right turn_right
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def turn_right
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if @xrxs50_direction_sidefix
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@direction = 6
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else
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turn_generic(6)
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end
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end
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#------------------------------------------------------
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# ● Vers le haut et le bas
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#------------------------------------------------------
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alias xrxs50_turn_up turn_up
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def turn_up
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if @xrxs50_direction_sidefix and Input.press?(Input::UP)
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return if $game_switches[890]
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@direction = 8
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xrxs50_turn_up
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else
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turn_generic(8)
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end
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end
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alias xrxs50_turn_down turn_down
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def turn_down
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if @xrxs50_direction_sidefix and Input.press?(Input::DOWN)
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xrxs50_turn_right
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else
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turn_generic(2)
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end
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end
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end
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#======================================================
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# ■ Scene_Map
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#======================================================
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class Scene_Map
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#------------------------------------------------------
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# ● Main processing
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#------------------------------------------------------
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alias xrxs50_main main
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def main
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# Check
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xrxs50_enable_check
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# Recall
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xrxs50_main
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end
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#------------------------------------------------------
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# ● Frame update
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#------------------------------------------------------
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alias xrxs50_update update
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def update
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# Recall
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xrxs50_update
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# Frame update (coordinate system update)
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if @xrxs50_enable
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update_coordinates
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end
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end
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#------------------------------------------------------
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# ○ Frame update (coordinate system update)
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#------------------------------------------------------
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def update_coordinates
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if $game_player.passable?($game_player.x,$game_player.y,2) #2
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unless $game_player.moving?
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if XRXS50::ENABLE_SLIDE_DESCENT and
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Input.press?(Input::RIGHT) and
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$game_player.passable?($game_player.x,$game_player.y+1,6) #1,6
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$game_player.move_lower_right
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$game_player.turn_right
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elsif XRXS50::ENABLE_SLIDE_DESCENT and
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Input.press?(Input::LEFT) and
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$game_player.passable?($game_player.x,$game_player.y+1,4)
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$game_player.move_lower_left
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$game_player.turn_left
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else
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$game_player.move_down
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end
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end
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else
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if Input.trigger?(Input::UP) && !$game_switches[890]
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@direction =8 #8
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end
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$game_player.move_down
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$game_player.walk_anime = true unless $game_player.walk_anime
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$game_player.now_jumps = 0
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end
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input = $game_switches[890] ? Input::UP : Input::X
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if Input.trigger?(input) and $game_player.now_jumps < $game_player.max_jumps
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if XRXS50::JUMP_AS_KEY
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direction = $game_player.direction == 4 ? -1 : 1
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#si pas jump as key
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else
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if Input.press?(Input::RIGHT)
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direction = 1
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elsif Input.press?(Input::LEFT)
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direction = -1
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else
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direction = 0
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end
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end
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#if $game_switches[31] == true
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# @direction =8 #8# Jump Height
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#else
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$game_player.jump(direction, -2)# Jump Height
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pbSEPlay("Jump",100)
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#end
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$game_player.now_jumps += 1 #1
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$game_player.walk_anime = false
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end
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end
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#------------------------------------------------------
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# ● Location movement of player
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#------------------------------------------------------
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#alias xrxs50_transfer_player transfer_player
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#def transfer_player(cancelVehicles=false)
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# #Recall
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#xrxs50_transfer_player
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# #Check
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#xrxs50_enable_check
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#end
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def transfer_player(cancelVehicles=true)
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$game_temp.player_transferring = false
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if cancelVehicles
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Kernel.pbCancelVehicles($game_temp.player_new_map_id)
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end
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autofade($game_temp.player_new_map_id)
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pbBridgeOff
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if $game_map.map_id != $game_temp.player_new_map_id
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$MapFactory.setup($game_temp.player_new_map_id)
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end
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$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
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case $game_temp.player_new_direction
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when 2
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$game_player.turn_down
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when 4
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$game_player.turn_left
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when 6
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$game_player.turn_right
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when 8
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$game_player.turn_up
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end
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xrxs50_enable_check
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$game_player.straighten
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$game_map.update
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disposeSpritesets
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GC.start
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createSpritesets
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if $game_temp.transition_processing
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$game_temp.transition_processing = false
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Graphics.transition(20)
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end
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$game_map.autoplay
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Graphics.frame_reset
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Input.update
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end
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#------------------------------------------------------
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# ○ XRXS50 Decision whether to run
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#------------------------------------------------------
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def xrxs50_enable_check
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if XRXS50::ENABLE_FULL_ACTY_MAPS.include?($game_map.map_id)
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$game_player.now_jumps = 0 if $game_player.now_jumps.nil?
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@xrxs50_enable = true #Gravité
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$game_player.direction_fix =true
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$game_player.xrxs50_direction_sidefix = true
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else
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@xrxs50_enable = false
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$game_player.direction_fix = false
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$game_player.xrxs50_direction_sidefix = false
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end
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end
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end
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