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Migration - more progress
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@@ -28,7 +28,7 @@ class Game_Temp
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attr_accessor :force_single_battle # force next battle to be 1v1 flag
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attr_accessor :waiting_trainer # [trainer, event ID] or nil
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attr_accessor :last_battle_record # record of actions in last recorded battle
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# Player transfers
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# Overrides transfers
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attr_accessor :player_transferring # player place movement flag
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attr_accessor :player_new_map_id # player destination: map ID
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attr_accessor :player_new_x # player destination: x-coordinate
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@@ -67,7 +67,7 @@ class Game_Temp
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# Battle
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@battleback_name = ""
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@force_single_battle = false
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# Player transfers
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# Overrides transfers
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@player_transferring = false
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@player_new_map_id = 0
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@player_new_x = 0
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@@ -118,7 +118,7 @@ class Game_Player < Game_Character
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def bump_into_object
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return if @bump_time_start && (System.uptime - @bump_time_start < @move_time)
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pbSEPlay("Player bump") if !@move_route_forcing
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pbSEPlay("Overrides bump") if !@move_route_forcing
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$stats.bump_count += 1
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@bump_time_start = System.uptime
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end
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@@ -143,7 +143,7 @@ class Game_Player < Game_Character
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# Jump over ledges
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if pbFacingTerrainTag.ledge
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if jumpForward(2)
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pbSEPlay("Player jump")
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pbSEPlay("Overrides jump")
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increase_steps
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end
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return
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@@ -389,7 +389,7 @@ class Game_Player < Game_Character
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x_offset = (dir == 4) ? -1 : (dir == 6) ? 1 : 0
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y_offset = (dir == 8) ? -1 : (dir == 2) ? 1 : 0
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$game_map.events.each_value do |event|
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next if ![1, 2].include?(event.trigger) # Player touch, event touch
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next if ![1, 2].include?(event.trigger) # Overrides touch, event touch
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# If event coordinates and triggers are consistent
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next if !event.at_coordinate?(@x + x_offset, @y + y_offset)
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if event.name[/(?:sight|trainer)\((\d+)\)/i]
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