mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2026-01-23 06:46:00 +00:00
Added decent spacing to all scripts thanks to Rubocop
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@@ -96,7 +96,7 @@ class Game_Character
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end
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def move_speed=(val)
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return if val==@move_speed
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return if val == @move_speed
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@move_speed = val
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# @move_speed_real is the number of quarter-pixels to move each frame. There
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# are 128 quarter-pixels per tile. By default, it is calculated from
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@@ -107,7 +107,7 @@ class Game_Character
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# 4 => 25.6 # 5 frames per tile - running speed (2x walking speed)
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# 5 => 32 # 4 frames per tile - cycling speed (1.25x running speed)
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# 6 => 64 # 2 frames per tile
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self.move_speed_real = (val == 6) ? 64 : (val == 5) ? 32 : (2 ** (val + 1)) * 0.8
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self.move_speed_real = (val == 6) ? 64 : (val == 5) ? 32 : (2**(val + 1)) * 0.8
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end
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def move_speed_real
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@@ -120,7 +120,7 @@ class Game_Character
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end
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def jump_speed_real
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self.jump_speed_real = (2 ** (3 + 1)) * 0.8 if !@jump_speed_real # 3 is walking speed
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self.jump_speed_real = (2**(3 + 1)) * 0.8 if !@jump_speed_real # 3 is walking speed
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return @jump_speed_real
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end
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@@ -129,7 +129,7 @@ class Game_Character
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end
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def move_frequency=(val)
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return if val==@move_frequency
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return if val == @move_frequency
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@move_frequency = val
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# @move_frequency_real is the number of frames to wait between each action
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# in a move route (not forced). Specifically, this is the number of frames
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@@ -381,8 +381,8 @@ class Game_Character
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def triggerLeaveTile
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if @oldX && @oldY && @oldMap &&
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(@oldX!=self.x || @oldY!=self.y || @oldMap!=self.map.map_id)
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Events.onLeaveTile.trigger(self,self,@oldMap,@oldX,@oldY)
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(@oldX != self.x || @oldY != self.y || @oldMap != self.map.map_id)
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Events.onLeaveTile.trigger(self, self, @oldMap, @oldX, @oldY)
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end
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@oldX = self.x
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@oldY = self.y
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@@ -629,23 +629,23 @@ class Game_Character
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end
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end
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def move_random_range(xrange = -1,yrange = -1)
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def move_random_range(xrange = -1, yrange = -1)
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dirs = [] # 0=down, 1=left, 2=right, 3=up
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if xrange<0
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if xrange < 0
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dirs.push(1)
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dirs.push(2)
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elsif xrange>0
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elsif xrange > 0
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dirs.push(1) if @x > @original_x - xrange
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dirs.push(2) if @x < @original_x + xrange
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end
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if yrange<0
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if yrange < 0
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dirs.push(0)
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dirs.push(3)
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elsif yrange>0
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elsif yrange > 0
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dirs.push(0) if @y < @original_y + yrange
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dirs.push(3) if @y > @original_y - yrange
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end
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return if dirs.length==0
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return if dirs.length == 0
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case dirs[rand(dirs.length)]
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when 0 then move_down(false)
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when 1 then move_left(false)
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@@ -655,11 +655,11 @@ class Game_Character
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end
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def move_random_UD(range = -1)
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move_random_range(0,range)
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move_random_range(0, range)
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end
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def move_random_LR(range = -1)
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move_random_range(range,0)
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move_random_range(range, 0)
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end
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def move_toward_player
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@@ -755,19 +755,19 @@ class Game_Character
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def jumpForward
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case self.direction
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when 2 then jump(0,1) # down
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when 4 then jump(-1,0) # left
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when 6 then jump(1,0) # right
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when 8 then jump(0,-1) # up
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when 2 then jump(0, 1) # down
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when 4 then jump(-1, 0) # left
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when 6 then jump(1, 0) # right
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when 8 then jump(0, -1) # up
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end
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end
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def jumpBackward
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case self.direction
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when 2 then jump(0,-1) # down
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when 4 then jump(1,0) # left
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when 6 then jump(-1,0) # right
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when 8 then jump(0,1) # up
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when 2 then jump(0, -1) # down
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when 4 then jump(1, 0) # left
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when 6 then jump(-1, 0) # right
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when 8 then jump(0, 1) # up
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end
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end
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