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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 13:15:01 +00:00
Rewrote and refactored follower code, fixed follower glitchiness actoss connected maps, fixed follower glitchiness around bridges
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@@ -27,8 +27,13 @@ class Game_Player < Game_Character
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return $game_map
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end
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def pbHasDependentEvents?
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return $PokemonGlobal.dependentEvents.length>0
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def screen_z(height = 0)
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ret = super
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return ret + 1
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end
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def has_follower?
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return $PokemonGlobal.followers.length > 0
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end
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def can_run?
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@@ -90,7 +95,6 @@ class Game_Player < Game_Character
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if !$PokemonTemp.encounterTriggered
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@x += x_offset
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@y += y_offset
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$PokemonTemp.dependentEvents.pbMoveDependentEvents
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increase_steps
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end
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elsif !check_event_trigger_touch(dir)
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@@ -353,7 +357,11 @@ class Game_Player < Game_Character
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super
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update_screen_position(last_real_x, last_real_y)
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# Update dependent events
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$PokemonTemp.dependentEvents.updateDependentEvents
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if (!@moved_last_frame || @stopped_last_frame ||
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(@stopped_this_frame && $PokemonGlobal.sliding)) && (moving? || jumping?)
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$PokemonTemp.followers.move_followers
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end
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$PokemonTemp.followers.update
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# Count down the time between allowed bump sounds
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@bump_se -= 1 if @bump_se && @bump_se>0
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# Finish up dismounting from surfing
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@@ -461,7 +469,7 @@ class Game_Player < Game_Character
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return if moving?
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# Try triggering events upon walking into them/in front of them
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if @moved_this_frame
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$PokemonTemp.dependentEvents.pbTurnDependentEvents
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$PokemonTemp.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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