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https://github.com/infinitefusion/infinitefusion-e18.git
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Initial commit
This commit is contained in:
407
Data/Scripts/018_Minigames/001_PMinigame_Duel.rb
Normal file
407
Data/Scripts/018_Minigames/001_PMinigame_Duel.rb
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################################################################################
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# "Duel" mini-game
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# Based on the Duel minigame by Alael
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################################################################################
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begin
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class DuelWindow < Window_AdvancedTextPokemon
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attr_accessor :hp
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attr_accessor :name
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attr_accessor :isEnemy
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def initialize(name,isEnemy)
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@hp = 10
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@name = name
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@isEnemy = isEnemy
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super("")
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self.width = 160
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self.height = 96
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duelRefresh
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end
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def hp=(value)
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@hp = value
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duelRefresh
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end
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def name=(value)
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@name = value
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duelRefresh
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end
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def isEnemy=(value)
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@isEnemy = value
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duelRefresh
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end
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def duelRefresh
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nameColor = @isEnemy ? "<ar><c3=E00808,F8B870>" : "<c3=3050C8,A0C0F0>"
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hpColor = "<c3=209808,90F090>"
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self.text = _INTL("{1}{2}\r\n{3}HP: {4}",nameColor,fmtescape(@name),hpColor,@hp)
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end
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end
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class PokemonDuel
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def pbStartDuel(opponent,event)
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@viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
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@viewport.z = 99999
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@sprites = {}
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@event = event
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@sprites["player"] = IconSprite.new(-128-32,96,@viewport)
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@sprites["player"].setBitmap(pbTrainerSpriteFile($Trainer.trainertype))
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@sprites["opponent"] = IconSprite.new(Graphics.width+32,96,@viewport)
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@sprites["opponent"].setBitmap(pbTrainerSpriteFile(opponent.trainertype))
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@sprites["playerwindow"] = DuelWindow.new($Trainer.name,false)
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@sprites["playerwindow"].x = -@sprites["playerwindow"].width
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@sprites["playerwindow"].viewport = @viewport
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@sprites["opponentwindow"] = DuelWindow.new(opponent.name,true)
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@sprites["opponentwindow"].x = Graphics.width
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@sprites["opponentwindow"].viewport = @viewport
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pbWait(Graphics.frame_rate/2)
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distancePerFrame = 8*20/Graphics.frame_rate
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while @sprites["player"].x<0
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@sprites["player"].x += distancePerFrame
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@sprites["playerwindow"].x += distancePerFrame
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@sprites["opponent"].x -= distancePerFrame
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@sprites["opponentwindow"].x -= distancePerFrame
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Graphics.update
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Input.update
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pbUpdateSceneMap
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end
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@oldmovespeed = $game_player.move_speed
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@oldeventspeed = event.move_speed
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,2,
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PBMoveRoute::DirectionFixOn])
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pbMoveRoute(event,[
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PBMoveRoute::ChangeSpeed,2,
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PBMoveRoute::DirectionFixOn])
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pbWait(Graphics.frame_rate*3/4)
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end
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def pbDuel(opponent,event,speeches)
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pbStartDuel(opponent,event)
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@hp = [10,10]
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@special = [false,false]
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decision = nil
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loop do
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@hp[0] = 0 if @hp[0]<0
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@hp[1] = 0 if @hp[1]<0
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pbRefresh
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if @hp[0]<=0
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decision = false
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break
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elsif @hp[1]<=0
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decision = true
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break
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end
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action = 0
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scores = [3,4,4,2]
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choices = (@special[1]) ? 3 : 4
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scores[3] = 0 if @special[1]
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total = scores[0]+scores[1]+scores[2]+scores[3]
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if total<=0
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action = rand(choices)
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else
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num = rand(total)
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cumtotal = 0
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for i in 0...4
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cumtotal += scores[i]
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if num<cumtotal
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action = i
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break
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end
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end
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end
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@special[1] = true if action==3
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pbMessage(_INTL("{1}: {2}",opponent.name,speeches[action*3+rand(3)]))
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command = rand(4)
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list = [
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_INTL("DEFEND"),
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_INTL("PRECISE ATTACK"),
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_INTL("FIERCE ATTACK")
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]
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if !@special[0]
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list.push(_INTL("SPECIAL ATTACK"))
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end
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command = pbMessage(_INTL("Choose a command."),list,0)
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if command==3
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@special[0] = true
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end
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if action==0 && command==0
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pbMoveRoute($game_player,[
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PBMoveRoute::ScriptAsync,"moveRight90",
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PBMoveRoute::ScriptAsync,"moveLeft90",
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PBMoveRoute::ScriptAsync,"moveLeft90",
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PBMoveRoute::ScriptAsync,"moveRight90"])
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pbMoveRoute(event,[
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PBMoveRoute::ScriptAsync,"moveLeft90",
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PBMoveRoute::ScriptAsync,"moveRight90",
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PBMoveRoute::ScriptAsync,"moveRight90",
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PBMoveRoute::ScriptAsync,"moveLeft90"])
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pbWait(Graphics.frame_rate/2)
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pbMessage(_INTL("You study each other's movements..."))
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elsif action==0 && command==1
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,4,
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PBMoveRoute::Forward])
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pbWait(Graphics.frame_rate*4/10)
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pbShake(9,9,8)
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pbFlashScreens(false,true)
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,2,
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PBMoveRoute::Backward])
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@hp[1] -= 1
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pbMessage(_INTL("Your attack was not blocked!"))
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elsif action==0 && command==2
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,4,
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PBMoveRoute::ScriptAsync,"jumpForward"])
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pbMoveRoute(event,[
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PBMoveRoute::ChangeSpeed,4,
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PBMoveRoute::Backward])
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pbWait(Graphics.frame_rate)
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,2,
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PBMoveRoute::Backward])
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pbMoveRoute(event,[
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PBMoveRoute::ChangeSpeed,2,
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PBMoveRoute::Forward])
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pbMessage(_INTL("Your attack was evaded!"))
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elsif (action==0 || action==1 || action==2) && command==3
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,4,
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PBMoveRoute::ScriptAsync,"jumpForward"])
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pbWait(Graphics.frame_rate*4/10)
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pbMoveRoute(event,[
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PBMoveRoute::ChangeSpeed,5,
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PBMoveRoute::Backward,
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PBMoveRoute::ChangeSpeed,2])
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pbWait(Graphics.frame_rate/2)
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pbShake(9,9,8)
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pbFlashScreens(false,true)
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,2,
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PBMoveRoute::Backward])
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pbMoveRoute(event,[
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PBMoveRoute::ChangeSpeed,2,
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PBMoveRoute::Forward])
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@hp[1] -= 3
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pbMessage(_INTL("You pierce through the opponent's defenses!"))
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elsif action==1 && command==0
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pbMoveRoute(event,[
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PBMoveRoute::ChangeSpeed,4,
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PBMoveRoute::Forward])
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pbWait(Graphics.frame_rate*4/10)
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pbShake(9,9,8)
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pbFlashScreens(true,false)
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pbMoveRoute(event,[
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PBMoveRoute::ChangeSpeed,2,
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PBMoveRoute::Backward])
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@hp[0] -= 1
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pbMessage(_INTL("You fail to block the opponent's attack!"))
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elsif action==1 && command==1
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,4,
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PBMoveRoute::Forward])
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pbWait(Graphics.frame_rate*6/10)
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,2,
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PBMoveRoute::Backward])
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pbMoveRoute(event,[
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PBMoveRoute::ChangeSpeed,2,
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PBMoveRoute::Forward])
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pbWait(Graphics.frame_rate*6/10)
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pbMoveRoute(event,[PBMoveRoute::Backward])
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pbMoveRoute($game_player,[PBMoveRoute::Forward])
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pbWait(Graphics.frame_rate*6/10)
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pbMoveRoute($game_player,[PBMoveRoute::Backward])
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pbMessage(_INTL("You cross blades with the opponent!"))
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elsif (action==1 && command==2) ||
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(action==2 && command==1) ||
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(action==2 && command==2)
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pbMoveRoute($game_player,[
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PBMoveRoute::Backward,
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PBMoveRoute::ChangeSpeed,4,
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PBMoveRoute::ScriptAsync,"jumpForward"])
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pbWait(Graphics.frame_rate*8/10)
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pbMoveRoute(event,[
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PBMoveRoute::ChangeSpeed,4,
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PBMoveRoute::Forward])
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pbWait(Graphics.frame_rate*9/10)
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pbShake(9,9,8)
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pbFlashScreens(true,true)
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pbMoveRoute($game_player,[
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PBMoveRoute::Backward,
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PBMoveRoute::ChangeSpeed,2])
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pbMoveRoute(event,[
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PBMoveRoute::Backward,
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PBMoveRoute::Backward,
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PBMoveRoute::ChangeSpeed,2])
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pbWait(Graphics.frame_rate)
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pbMoveRoute(event,[PBMoveRoute::Forward])
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pbMoveRoute($game_player,[PBMoveRoute::Forward])
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@hp[0] -= action # Enemy action
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@hp[1] -= command # Player command
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pbMessage(_INTL("You hit each other!"))
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elsif action==2 && command==0
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pbMoveRoute(event,[
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PBMoveRoute::ChangeSpeed,4,
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PBMoveRoute::Forward])
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,4,
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PBMoveRoute::ScriptAsync,"jumpBackward"])
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pbWait(Graphics.frame_rate)
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,2,
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PBMoveRoute::Forward])
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pbMoveRoute(event,[
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PBMoveRoute::ChangeSpeed,2,
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PBMoveRoute::Backward])
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pbMessage(_INTL("You evade the opponent's attack!"))
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elsif action==3 && (command==0 || command==1 || command==2)
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pbMoveRoute(event,[
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PBMoveRoute::ChangeSpeed,4,
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PBMoveRoute::ScriptAsync,"jumpForward"])
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pbWait(Graphics.frame_rate*4/10)
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,5,
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PBMoveRoute::Backward,
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PBMoveRoute::ChangeSpeed,2])
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pbWait(Graphics.frame_rate/2)
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pbShake(9,9,8)
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pbFlashScreens(true,false)
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,2,
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PBMoveRoute::Forward])
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pbMoveRoute(event,[
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PBMoveRoute::ChangeSpeed,2,
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PBMoveRoute::Backward])
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@hp[0] -= 3
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pbMessage(_INTL("The opponent pierces through your defenses!"))
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elsif action==3 && command==3
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pbMoveRoute($game_player,[PBMoveRoute::Backward])
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,4,
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PBMoveRoute::ScriptAsync,"jumpForward"])
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pbMoveRoute(event,[
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PBMoveRoute::Wait,15,
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PBMoveRoute::ChangeSpeed,4,
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PBMoveRoute::ScriptAsync,"jumpForward"])
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pbWait(Graphics.frame_rate)
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pbMoveRoute(event,[
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PBMoveRoute::ChangeSpeed,5,
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PBMoveRoute::Backward,
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PBMoveRoute::ChangeSpeed,2])
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pbMoveRoute($game_player,[
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PBMoveRoute::ChangeSpeed,5,
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PBMoveRoute::Backward,
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PBMoveRoute::ChangeSpeed,2])
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pbShake(9,9,8)
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pbFlash(Color.new(255,255,255,255),20)
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pbFlashScreens(true,true)
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pbMoveRoute($game_player,[PBMoveRoute::Forward])
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@hp[0] -= 4
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@hp[1] -= 4
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pbMessage(_INTL("Your special attacks collide!"))
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end
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end
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pbEndDuel
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return decision
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end
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def pbEndDuel
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pbWait(Graphics.frame_rate*3/4)
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pbMoveRoute($game_player,[
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PBMoveRoute::DirectionFixOff,
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PBMoveRoute::ChangeSpeed,@oldmovespeed])
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pbMoveRoute(@event,[
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PBMoveRoute::DirectionFixOff,
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PBMoveRoute::ChangeSpeed,@oldeventspeed])
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fadeTime = Graphics.frame_rate*4/10
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alphaDiff = (255.0/fadeTime).ceil
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fadeTime.times do
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@sprites["player"].opacity -= alphaDiff
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@sprites["opponent"].opacity -= alphaDiff
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@sprites["playerwindow"].contents_opacity -= alphaDiff
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@sprites["opponentwindow"].contents_opacity -= alphaDiff
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@sprites["playerwindow"].opacity -= alphaDiff
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@sprites["opponentwindow"].opacity -= alphaDiff
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Graphics.update
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Input.update
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pbUpdateSceneMap
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end
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pbDisposeSpriteHash(@sprites)
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@viewport.dispose
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end
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def pbFlashScreens(player,opponent)
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i = 0
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flashTime = Graphics.frame_rate*2/10
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alphaDiff = (2*255.0/flashTime).ceil
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flashTime.times do
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i += 1
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if player
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@sprites["player"].color = Color.new(255,255,255,i*alphaDiff)
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@sprites["playerwindow"].color = Color.new(255,255,255,i*alphaDiff)
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end
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if opponent
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@sprites["opponent"].color = Color.new(255,255,255,i*alphaDiff)
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@sprites["opponentwindow"].color = Color.new(255,255,255,i*alphaDiff)
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end
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Graphics.update
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Input.update
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pbUpdateSceneMap
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end
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flashTime.times do
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i -= 1
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if player
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@sprites["player"].color = Color.new(255,255,255,i*alphaDiff)
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@sprites["playerwindow"].color = Color.new(255,255,255,i*alphaDiff)
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end
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if opponent
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@sprites["opponent"].color = Color.new(255,255,255,i*alphaDiff)
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@sprites["opponentwindow"].color = Color.new(255,255,255,i*alphaDiff)
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end
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Graphics.update
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Input.update
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pbUpdateSceneMap
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end
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pbWait(Graphics.frame_rate*4/10) if !player || !opponent
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end
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def pbRefresh
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@sprites["playerwindow"].hp = @hp[0]
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@sprites["opponentwindow"].hp = @hp[1]
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pbWait(Graphics.frame_rate/4)
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end
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end
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# Starts a duel.
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# trainerid - ID or symbol of the opponent's trainer type.
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# trainername - Name of the opponent
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# event - Game_Event object for the character's event
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# speeches - Array of 12 speeches
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def pbDuel(trainerID,trainerName,event,speeches)
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trainerID = getID(PBTrainers,trainerID)
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duel = PokemonDuel.new
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opponent = PokeBattle_Trainer.new(
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pbGetMessageFromHash(MessageTypes::TrainerNames,trainerName),trainerID)
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speechTexts = []
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for i in 0...12
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speechTexts.push(_I(speeches[i]))
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end
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duel.pbDuel(opponent,event,speechTexts)
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end
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rescue Exception
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if $!.is_a?(SystemExit) || "#{$!.class}"=="Reset"
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raise $!
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end
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end
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