mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Added decent spacing to all scripts thanks to Rubocop
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@@ -17,9 +17,9 @@ class Game_Player < Game_Character
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def initialize(*arg)
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super(*arg)
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@lastdir=0
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@lastdirframe=0
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@bump_se=0
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@lastdir = 0
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@lastdirframe = 0
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@bump_se = 0
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end
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def map
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@@ -103,9 +103,9 @@ class Game_Player < Game_Character
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end
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def bump_into_object
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return if @bump_se && @bump_se>0
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return if @bump_se && @bump_se > 0
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pbSEPlay("Player bump")
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@bump_se = Graphics.frame_rate/4
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@bump_se = Graphics.frame_rate / 4
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end
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def move_generic(dir, turn_enabled = true)
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@@ -179,7 +179,7 @@ class Game_Player < Game_Character
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triggerLeaveTile
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end
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def pbTriggeredTrainerEvents(triggers,checkIfRunning = true)
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def pbTriggeredTrainerEvents(triggers, checkIfRunning = true)
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result = []
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# If event is running
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return result if checkIfRunning && $game_system.map_interpreter.running?
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@@ -188,7 +188,7 @@ class Game_Player < Game_Character
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next if !event.name[/trainer\((\d+)\)/i]
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distance = $~[1].to_i
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# If event coordinates and triggers are consistent
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if pbEventCanReachPlayer?(event,self,distance) && triggers.include?(event.trigger)
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if pbEventCanReachPlayer?(event, self, distance) && triggers.include?(event.trigger)
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# If starting determinant is front event (other than jumping)
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result.push(event) if !event.jumping? && !event.over_trigger?
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end
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@@ -196,7 +196,7 @@ class Game_Player < Game_Character
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return result
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end
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def pbTriggeredCounterEvents(triggers,checkIfRunning = true)
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def pbTriggeredCounterEvents(triggers, checkIfRunning = true)
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result = []
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# If event is running
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return result if checkIfRunning && $game_system.map_interpreter.running?
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@@ -205,7 +205,7 @@ class Game_Player < Game_Character
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next if !event.name[/counter\((\d+)\)/i]
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distance = $~[1].to_i
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# If event coordinates and triggers are consistent
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if pbEventFacesPlayer?(event,self,distance) && triggers.include?(event.trigger)
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if pbEventFacesPlayer?(event, self, distance) && triggers.include?(event.trigger)
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# If starting determinant is front event (other than jumping)
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result.push(event) if !event.jumping? && !event.over_trigger?
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end
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@@ -218,7 +218,7 @@ class Game_Player < Game_Character
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def pbCheckEventTriggerFromDistance(triggers)
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ret = pbTriggeredTrainerEvents(triggers)
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ret.concat(pbTriggeredCounterEvents(triggers))
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return false if ret.length==0
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return false if ret.length == 0
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for event in ret
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event.start
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end
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@@ -401,10 +401,10 @@ class Game_Player < Game_Character
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next if !event.at_coordinate?(@x + x_offset, @y + y_offset)
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if event.name[/trainer\((\d+)\)/i]
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distance = $~[1].to_i
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next if !pbEventCanReachPlayer?(event,self,distance)
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next if !pbEventCanReachPlayer?(event, self, distance)
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elsif event.name[/counter\((\d+)\)/i]
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distance = $~[1].to_i
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next if !pbEventFacesPlayer?(event,self,distance)
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next if !pbEventFacesPlayer?(event, self, distance)
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end
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# If starting determinant is front event (other than jumping)
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next if event.jumping? || event.over_trigger?
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@@ -429,12 +429,12 @@ class Game_Player < Game_Character
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end
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$game_temp.followers.update
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# Count down the time between allowed bump sounds
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@bump_se -= 1 if @bump_se && @bump_se>0
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@bump_se -= 1 if @bump_se && @bump_se > 0
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# Finish up dismounting from surfing
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if $game_temp.ending_surf && !moving?
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pbCancelVehicles
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$game_temp.surf_base_coords = nil
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$game_temp.ending_surf = false
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$game_temp.ending_surf = false
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end
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update_event_triggering
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end
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@@ -538,7 +538,7 @@ class Game_Player < Game_Character
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$game_temp.followers.turn_followers
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result = pbCheckEventTriggerFromDistance([2])
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# Event determinant is via touch of same position event
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result |= check_event_trigger_here([1,2])
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result |= check_event_trigger_here([1, 2])
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# No events triggered, try other event triggers upon finishing a step
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pbOnStepTaken(result)
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end
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@@ -546,7 +546,7 @@ class Game_Player < Game_Character
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if Input.trigger?(Input::USE) && !$game_temp.in_mini_update
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# Same position and front event determinant
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check_event_trigger_here([0])
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check_event_trigger_there([0,2])
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check_event_trigger_there([0, 2])
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end
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end
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end
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@@ -566,8 +566,8 @@ def pbGetPlayerCharset(charset, trainer = nil, force = false)
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end
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$game_player.charsetData = [trainer.character_ID, charset, outfit] if $game_player
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ret = charset
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if pbResolveBitmap("Graphics/Characters/"+ret+"_"+outfit.to_s)
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ret = ret+"_"+outfit.to_s
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if pbResolveBitmap("Graphics/Characters/" + ret + "_" + outfit.to_s)
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ret = ret + "_" + outfit.to_s
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end
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return ret
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end
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