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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-10 14:44:58 +00:00
Renamed $Trainer to $player
This commit is contained in:
@@ -49,10 +49,10 @@ class PokemonDuel
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@viewport.z = 99999
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@sprites = {}
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@sprites["player"] = IconSprite.new(-128 - 32, 96, @viewport)
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@sprites["player"].setBitmap(GameData::TrainerType.front_sprite_filename($Trainer.trainer_type))
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@sprites["player"].setBitmap(GameData::TrainerType.front_sprite_filename($player.trainer_type))
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@sprites["opponent"] = IconSprite.new(Graphics.width + 32, 96, @viewport)
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@sprites["opponent"].setBitmap(GameData::TrainerType.front_sprite_filename(opponent.trainer_type))
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@sprites["playerwindow"] = DuelWindow.new($Trainer.name, false)
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@sprites["playerwindow"] = DuelWindow.new($player.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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@@ -723,7 +723,7 @@ class TriadScreen
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count += item[1] # Add item count to total count
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end
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@board = []
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@playerName = $Trainer ? $Trainer.name : "Trainer"
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@playerName = $player ? $player.name : "Trainer"
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@opponentName = opponentName
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type_keys = GameData::Type.keys
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for i in 0...@width*@height
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@@ -781,7 +781,7 @@ class TriadScreen
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total = triad.north + triad.south + triad.east + triad.west
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# Add random species and its total point count
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candidates.push([card, total])
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if candidates.length < 200 && $Trainer.owned?(card_data.species)
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if candidates.length < 200 && $player.owned?(card_data.species)
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# Add again if player owns the species
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candidates.push([card, total])
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end
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@@ -1059,7 +1059,7 @@ def pbBuyTriads
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commands = []
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realcommands = []
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GameData::Species.each_species do |s|
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next if !$Trainer.owned?(s.species)
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next if !$player.owned?(s.species)
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price = TriadCard.new(s.id).price
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commands.push([price, s.name, _INTL("{1} - ${2}", s.name, price.to_s_formatted), s.id])
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end
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@@ -1107,11 +1107,11 @@ def pbBuyTriads
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itemname = commands[cmdwindow.index][1]
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cmdwindow.active = false
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cmdwindow.update
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if $Trainer.money<price
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if $player.money<price
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pbMessage(_INTL("You don't have enough money."))
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next
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end
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maxafford = (price<=0) ? 99 : $Trainer.money/price
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maxafford = (price<=0) ? 99 : $player.money/price
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maxafford = 99 if maxafford>99
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params = ChooseNumberParams.new
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params.setRange(1,maxafford)
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@@ -1122,7 +1122,7 @@ def pbBuyTriads
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next if quantity<=0
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price *= quantity
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next if !pbConfirmMessage(_INTL("{1}, and you want {2}. That will be ${3}. OK?",itemname,quantity,price.to_s_formatted))
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if $Trainer.money<price
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if $player.money<price
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pbMessage(_INTL("You don't have enough money."))
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next
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end
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@@ -1131,7 +1131,7 @@ def pbBuyTriads
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next
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end
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$PokemonGlobal.triads.add(item, quantity)
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$Trainer.money -= price
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$player.money -= price
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goldwindow.text = _INTL("Money:\r\n{1}",pbGetGoldString)
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pbMessage(_INTL("Here you are! Thank you!\\se[Mart buy item]"))
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end
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@@ -1222,7 +1222,7 @@ def pbSellTriads
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price /= 4
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price *= quantity
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if pbConfirmMessage(_INTL("I can pay ${1}. Would that be OK?",price.to_s_formatted))
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$Trainer.money += price
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$player.money += price
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goldwindow.text = _INTL("Money:\r\n{1}",pbGetGoldString)
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$PokemonGlobal.triads.remove(item,quantity)
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pbMessage(_INTL("Turned over the {1} card and received ${2}.\\se[Mart buy item]",itemname,price.to_s_formatted))
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@@ -269,7 +269,7 @@ class SlotMachineScene
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@sprites["window1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/insert"))
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@sprites["window1"].src_rect.set(0,0,152,208)
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@sprites["window2"]=IconSprite.new(358,96,@viewport)
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@sprites["credit"]=SlotMachineScore.new(360,66,$Trainer.coins)
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@sprites["credit"]=SlotMachineScore.new(360,66,$player.coins)
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@sprites["payout"]=SlotMachineScore.new(438,66,0)
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@wager=0
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update
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@@ -289,7 +289,7 @@ class SlotMachineScene
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if @sprites["credit"].score == Settings::MAX_COINS
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pbMessage(_INTL("You've got {1} Coins.", Settings::MAX_COINS.to_s_formatted))
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break
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elsif $Trainer.coins==0
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elsif $player.coins==0
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pbMessage(_INTL("You've run out of Coins.\nGame over!"))
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break
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elsif @gameRunning # Reels are spinning
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@@ -361,7 +361,7 @@ class SlotMachineScene
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end
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frame = (frame+1)%(Graphics.frame_rate*4)
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end
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$Trainer.coins = @sprites["credit"].score
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$player.coins = @sprites["credit"].score
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end
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def pbEndScene
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@@ -390,9 +390,9 @@ end
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def pbSlotMachine(difficulty=1)
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if !$bag.has?(:COINCASE)
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pbMessage(_INTL("It's a Slot Machine."))
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elsif $Trainer.coins == 0
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elsif $player.coins == 0
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pbMessage(_INTL("You don't have any Coins to play!"))
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elsif $Trainer.coins == Settings::MAX_COINS
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elsif $player.coins == Settings::MAX_COINS
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pbMessage(_INTL("Your Coin Case is full!"))
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else
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pbFadeOutIn {
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@@ -108,11 +108,11 @@ class VoltorbFlip
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@sprites["curtainL"].visible=false
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@sprites["curtainR"].visible=false
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@sprites["curtain"].opacity=100
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if $Trainer.coins >= Settings::MAX_COINS
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if $player.coins >= Settings::MAX_COINS
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pbMessage(_INTL("You've gathered {1} Coins. You cannot gather any more.", Settings::MAX_COINS.to_s_formatted))
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$Trainer.coins = Settings::MAX_COINS # As a precaution
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$player.coins = Settings::MAX_COINS # As a precaution
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@quit=true
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# elsif !pbConfirmMessage(_INTL("Play Voltorb Flip Lv. {1}?",@level)) && $Trainer.coins<Settings::MAX_COINS
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# elsif !pbConfirmMessage(_INTL("Play Voltorb Flip Lv. {1}?",@level)) && $player.coins<Settings::MAX_COINS
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# @quit=true
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else
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@sprites["curtain"].opacity=0
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@@ -366,11 +366,11 @@ class VoltorbFlip
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pbMessage(_INTL("\\me[Voltorb Flip win]Game clear!\\wtnp[40]"))
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# pbMessage(_INTL("You've found all of the hidden x2 and x3 cards."))
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# pbMessage(_INTL("This means you've found all the Coins in this game, so the game is now over."))
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pbMessage(_INTL("\\se[Voltorb Flip gain coins]{1} received {2} Coins!",$Trainer.name,@points.to_s_formatted))
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pbMessage(_INTL("\\se[Voltorb Flip gain coins]{1} received {2} Coins!",$player.name,@points.to_s_formatted))
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# Update level text
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@sprites["level"].bitmap.clear
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pbDrawShadowText(@sprites["level"].bitmap,8,150,118,28,_INTL("Level {1}",@level.to_s),Color.new(60,60,60),Color.new(150,190,170),1)
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$Trainer.coins+=@points
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$player.coins+=@points
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@points=0
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pbUpdateCoins
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@sprites["curtain"].opacity=0
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@@ -413,8 +413,8 @@ class VoltorbFlip
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@quit=true
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end
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elsif pbConfirmMessage(_INTL("If you quit now, you will recieve {1} Coin(s). Will you quit?",@points.to_s_formatted))
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pbMessage(_INTL("{1} received {2} Coin(s)!",$Trainer.name,@points.to_s_formatted))
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$Trainer.coins+=@points
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pbMessage(_INTL("{1} received {2} Coin(s)!",$player.name,@points.to_s_formatted))
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$player.coins+=@points
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@points=0
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pbUpdateCoins
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@sprites["curtain"].opacity=0
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@@ -479,7 +479,7 @@ class VoltorbFlip
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def pbUpdateCoins
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# Update coins display
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@sprites["totalCoins"].bitmap.clear
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pbCreateCoins($Trainer.coins,44)
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pbCreateCoins($player.coins,44)
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pbDrawImagePositions(@sprites["totalCoins"].bitmap,@coins)
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# Update points display
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@sprites["currentCoins"].bitmap.clear
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@@ -616,7 +616,7 @@ end
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def pbVoltorbFlip
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if !$bag.has?(:COINCASE)
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pbMessage(_INTL("You can't play unless you have a Coin Case."))
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elsif $Trainer.coins == Settings::MAX_COINS
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elsif $player.coins == Settings::MAX_COINS
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pbMessage(_INTL("Your Coin Case is full!"))
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else
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scene=VoltorbFlip.new
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@@ -16,7 +16,7 @@ def pbLottery(winnum,nameVar=2,positionVar=3,matchedVar=4)
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winpoke=nil
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winpos=0
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winmatched=0
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for i in $Trainer.party
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for i in $player.party
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thismatched=0
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id=i.owner.public_id
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for j in 0...5
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