mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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Merge remote-tracking branch 'upstream/master' into handlerhash-block
This commit is contained in:
1469
Data/Scripts/006_Game processing/001_Interpreter.rb
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1469
Data/Scripts/006_Game processing/001_Interpreter.rb
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File diff suppressed because it is too large
Load Diff
239
Data/Scripts/006_Game processing/002_Scene_Map.rb
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239
Data/Scripts/006_Game processing/002_Scene_Map.rb
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#===============================================================================
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# ** Modified Scene_Map class for Pokémon.
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#-------------------------------------------------------------------------------
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#
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#===============================================================================
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class Scene_Map
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attr_reader :spritesetGlobal
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def spriteset
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for i in @spritesets.values
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return i if i.map==$game_map
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end
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return @spritesets.values[0]
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end
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def createSpritesets
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@spritesetGlobal = Spriteset_Global.new
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@spritesets = {}
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for map in $MapFactory.maps
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@spritesets[map.map_id] = Spriteset_Map.new(map)
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end
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$MapFactory.setSceneStarted(self)
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updateSpritesets
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end
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def createSingleSpriteset(map)
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temp = $scene.spriteset.getAnimations
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@spritesets[map] = Spriteset_Map.new($MapFactory.maps[map])
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$scene.spriteset.restoreAnimations(temp)
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$MapFactory.setSceneStarted(self)
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updateSpritesets
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end
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def disposeSpritesets
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return if !@spritesets
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for i in @spritesets.keys
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next if !@spritesets[i]
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@spritesets[i].dispose
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@spritesets[i] = nil
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end
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@spritesets.clear
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@spritesets = {}
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@spritesetGlobal.dispose
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@spritesetGlobal = nil
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end
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def autofade(mapid)
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playingBGM = $game_system.playing_bgm
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playingBGS = $game_system.playing_bgs
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return if !playingBGM && !playingBGS
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map = pbLoadRxData(sprintf("Data/Map%03d",mapid))
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if playingBGM && map.autoplay_bgm
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if (PBDayNight.isNight? rescue false)
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pbBGMFade(0.8) if playingBGM.name!=map.bgm.name && playingBGM.name!=map.bgm.name+"_n"
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else
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pbBGMFade(0.8) if playingBGM.name!=map.bgm.name
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end
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end
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if playingBGS && map.autoplay_bgs
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pbBGMFade(0.8) if playingBGS.name!=map.bgs.name
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end
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Graphics.frame_reset
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end
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def transfer_player(cancelVehicles=true)
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$game_temp.player_transferring = false
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pbCancelVehicles($game_temp.player_new_map_id) if cancelVehicles
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autofade($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; $game_player.turn_down
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when 4; $game_player.turn_left
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when 6; $game_player.turn_right
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when 8; $game_player.turn_up
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end
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$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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$game_map.autoplay
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Graphics.frame_reset
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Input.update
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end
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def call_name
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$game_temp.name_calling = false
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$game_player.straighten
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$game_map.update
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end
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def call_menu
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$game_temp.menu_calling = false
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$game_temp.in_menu = true
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$game_player.straighten
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$game_map.update
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sscene = PokemonPauseMenu_Scene.new
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sscreen = PokemonPauseMenu.new(sscene)
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sscreen.pbStartPokemonMenu
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$game_temp.in_menu = false
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end
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def call_debug
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$game_temp.debug_calling = false
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pbPlayDecisionSE
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$game_player.straighten
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pbFadeOutIn { pbDebugMenu }
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end
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def miniupdate
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$PokemonTemp.miniupdate = true
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loop do
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updateMaps
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$game_player.update
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$game_system.update
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$game_screen.update
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break unless $game_temp.player_transferring
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transfer_player
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break if $game_temp.transition_processing
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end
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updateSpritesets
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$PokemonTemp.miniupdate = false
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end
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def updateMaps
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for map in $MapFactory.maps
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map.update
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end
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$MapFactory.updateMaps(self)
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end
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def updateSpritesets
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@spritesets = {} if !@spritesets
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keys = @spritesets.keys.clone
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for i in keys
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if !$MapFactory.hasMap?(i)
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@spritesets[i].dispose if @spritesets[i]
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@spritesets[i] = nil
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@spritesets.delete(i)
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else
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@spritesets[i].update
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end
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end
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@spritesetGlobal.update
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for map in $MapFactory.maps
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@spritesets[map.map_id] = Spriteset_Map.new(map) if !@spritesets[map.map_id]
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end
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Events.onMapUpdate.trigger(self)
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end
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def update
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loop do
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updateMaps
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pbMapInterpreter.update
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$game_player.update
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$game_system.update
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$game_screen.update
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break unless $game_temp.player_transferring
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transfer_player
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break if $game_temp.transition_processing
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end
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updateSpritesets
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if $game_temp.to_title
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$scene = pbCallTitle
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return
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end
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if $game_temp.transition_processing
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$game_temp.transition_processing = false
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if $game_temp.transition_name == ""
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Graphics.transition(20)
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else
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Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name)
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end
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end
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return if $game_temp.message_window_showing
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if !pbMapInterpreterRunning?
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if Input.trigger?(Input::C)
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$PokemonTemp.hiddenMoveEventCalling = true
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elsif Input.trigger?(Input::B)
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unless $game_system.menu_disabled or $game_player.moving?
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$game_temp.menu_calling = true
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$game_temp.menu_beep = true
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end
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elsif Input.trigger?(Input::F5)
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unless $game_player.moving?
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$PokemonTemp.keyItemCalling = true
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end
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elsif Input.trigger?(Input::A)
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if $PokemonSystem.runstyle==1
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$PokemonGlobal.runtoggle = !$PokemonGlobal.runtoggle
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end
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elsif Input.press?(Input::F9)
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$game_temp.debug_calling = true if $DEBUG
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end
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end
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unless $game_player.moving?
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if $game_temp.name_calling; call_name
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elsif $game_temp.menu_calling; call_menu
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elsif $game_temp.debug_calling; call_debug
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# elsif $game_temp.battle_calling; call_battle
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# elsif $game_temp.shop_calling; call_shop
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# elsif $game_temp.save_calling; call_save
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elsif $PokemonTemp.keyItemCalling
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$PokemonTemp.keyItemCalling = false
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$game_player.straighten
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pbUseKeyItem
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elsif $PokemonTemp.hiddenMoveEventCalling
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$PokemonTemp.hiddenMoveEventCalling = false
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$game_player.straighten
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Events.onAction.trigger(self)
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end
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end
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end
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def main
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createSpritesets
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Graphics.transition(20)
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loop do
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Graphics.update
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Input.update
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update
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break if $scene != self
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end
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Graphics.freeze
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disposeSpritesets
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if $game_temp.to_title
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Graphics.transition(20)
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Graphics.freeze
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end
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end
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end
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178
Data/Scripts/006_Game processing/003_Event_Handlers.rb
Normal file
178
Data/Scripts/006_Game processing/003_Event_Handlers.rb
Normal file
@@ -0,0 +1,178 @@
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# Defines an event that procedures can subscribe to.
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class Event
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def initialize
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@callbacks = []
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end
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# Sets an event handler for this event and removes all other event handlers.
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def set(method)
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@callbacks.clear
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@callbacks.push(method)
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end
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# Removes an event handler procedure from the event.
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def -(method)
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for i in 0...@callbacks.length
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next if @callbacks[i]!=method
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@callbacks.delete_at(i)
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break
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end
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return self
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end
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# Adds an event handler procedure from the event.
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def +(method)
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for i in 0...@callbacks.length
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return self if @callbacks[i]==method
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end
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@callbacks.push(method)
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return self
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end
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# Clears the event of event handlers.
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def clear
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@callbacks.clear
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end
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# Triggers the event and calls all its event handlers. Normally called only
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# by the code where the event occurred.
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# The first argument is the sender of the event, the second argument contains
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# the event's parameters. If three or more arguments are given, this method
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# supports the following callbacks:
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# proc{ |sender,params| } where params is an array of the other parameters, and
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# proc{ |sender,arg0,arg1,...| }
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def trigger(*arg)
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arglist = arg[1,arg.length]
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for callback in @callbacks
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if callback.arity>2 && arg.length==callback.arity
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# Retrofitted for callbacks that take three or more arguments
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callback.call(*arg)
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else
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callback.call(arg[0],arglist)
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end
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end
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end
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# Triggers the event and calls all its event handlers. Normally called only
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# by the code where the event occurred. The first argument is the sender of
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# the event, the other arguments are the event's parameters.
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def trigger2(*arg)
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for callback in @callbacks
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callback.call(*arg)
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end
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end
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end
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class HandlerHash
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def initialize(mod)
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@mod = mod
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@hash = {}
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@addIfs = []
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@symbolCache = {}
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end
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def fromSymbol(sym)
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return sym unless sym.is_a?(Symbol) || sym.is_a?(String)
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mod = Object.const_get(@mod) rescue nil
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return nil if !mod
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return mod.const_get(sym.to_sym) rescue nil
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end
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def toSymbol(sym)
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return sym.to_sym if sym.is_a?(Symbol) || sym.is_a?(String)
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ret = @symbolCache[sym]
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return ret if ret
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mod = Object.const_get(@mod) rescue nil
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return nil if !mod
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for key in mod.constants
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next if mod.const_get(key)!=sym
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ret = key.to_sym
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@symbolCache[sym] = ret
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break
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end
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return ret
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end
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def addIf(conditionProc,handler=nil,&handlerBlock)
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if ![Proc,Hash].include?(handler.class) && !block_given?
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raise ArgumentError, "addIf call for #{self.class.name} has no valid handler (#{handler.inspect} was given)"
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end
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@addIfs.push([conditionProc,handler || handlerBlock])
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end
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def add(sym,handler=nil,&handlerBlock) # 'sym' can be an ID or symbol
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if ![Proc,Hash].include?(handler.class) && !block_given?
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raise ArgumentError, "#{self.class.name} for #{sym.inspect} has no valid handler (#{handler.inspect} was given)"
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end
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id = fromSymbol(sym)
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@hash[id] = handler || handlerBlock if id
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symbol = toSymbol(sym)
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@hash[symbol] = handler || handlerBlock if symbol
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end
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def copy(src,*dests)
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handler = self[src]
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if handler
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for dest in dests
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self.add(dest,handler)
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end
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end
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end
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def [](sym) # 'sym' can be an ID or symbol
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id = fromSymbol(sym)
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ret = nil
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ret = @hash[id] if id && @hash[id] # Real ID from the item
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symbol = toSymbol(sym)
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ret = @hash[symbol] if symbol && @hash[symbol] # Symbol or string
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unless ret
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for addif in @addIfs
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return addif[1] if addif[0].call(id)
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end
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end
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return ret
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end
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def trigger(sym,*args)
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handler = self[sym]
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return (handler) ? handler.call(fromSymbol(sym),*args) : nil
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end
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def clear
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@hash.clear
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end
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end
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class SpeciesHandlerHash < HandlerHash
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def initialize
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super(:PBSpecies)
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end
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end
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class AbilityHandlerHash < HandlerHash
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def initialize
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super(:PBAbilities)
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end
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end
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class ItemHandlerHash < HandlerHash
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def initialize
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super(:PBItems)
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end
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end
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class MoveHandlerHash < HandlerHash
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def initialize
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super(:PBMoves)
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end
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end
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Reference in New Issue
Block a user