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https://github.com/infinitefusion/infinitefusion-e18.git
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Renamed $Trainer to $player
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@@ -269,7 +269,7 @@ class SlotMachineScene
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@sprites["window1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/insert"))
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@sprites["window1"].src_rect.set(0,0,152,208)
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@sprites["window2"]=IconSprite.new(358,96,@viewport)
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@sprites["credit"]=SlotMachineScore.new(360,66,$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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