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https://github.com/infinitefusion/infinitefusion-e18.git
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392 lines
14 KiB
Ruby
392 lines
14 KiB
Ruby
#===============================================================================
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# "Duel" mini-game
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# Based on the Duel minigame by Alael
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#===============================================================================
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class DuelWindow < Window_AdvancedTextPokemon
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attr_reader :hp
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attr_reader :name
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attr_reader :is_enemy
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def initialize(name, is_enemy)
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@hp = 10
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@name = name
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@is_enemy = is_enemy
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super()
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self.width = 160
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self.height = 96
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duel_refresh
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end
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def hp=(value)
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@hp = value
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duel_refresh
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end
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def name=(value)
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@name = value
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duel_refresh
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end
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def is_enemy=(value)
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@is_enemy = value
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duel_refresh
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end
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def duel_refresh
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name_color = @is_enemy ? "<ar><c3=E00808,F8B870>" : "<c3=3050C8,A0C0F0>"
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hp_color = "<c3=209808,90F090>"
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self.text = _INTL("{1}{2}\r\n{3}HP: {4}", name_color, fmtescape(@name), hp_color, @hp)
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class PokemonDuel
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def pbStartDuel(opponent, event)
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@event = event
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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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($Trainer.trainer_type))
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@sprites["opponent"] = IconSprite.new(Graphics.width + 32, 96, @viewport)
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@sprites["opponent"].setBitmap(GameData::TrainerType.front_sprite_filename(opponent.trainer_type))
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@sprites["playerwindow"] = DuelWindow.new($Trainer.name, false)
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@sprites["playerwindow"].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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@sprites["opponentwindow"].x = Graphics.width
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@sprites["opponentwindow"].viewport = @viewport
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pbWait(Graphics.frame_rate / 2)
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distance_per_frame = 8 * 20 / Graphics.frame_rate
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while @sprites["player"].x < 0
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@sprites["player"].x += distance_per_frame
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@sprites["playerwindow"].x += distance_per_frame
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@sprites["opponent"].x -= distance_per_frame
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@sprites["opponentwindow"].x -= distance_per_frame
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Graphics.update
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Input.update
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pbUpdateSceneMap
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end
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@oldmovespeed = $game_player.move_speed
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@oldeventspeed = event.move_speed
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 2,
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PBMoveRoute::DirectionFixOn])
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pbMoveRoute(event, [
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PBMoveRoute::ChangeSpeed, 2,
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PBMoveRoute::DirectionFixOn])
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pbWait(Graphics.frame_rate * 3 / 4)
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end
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def pbDuel(opponent, event, speeches)
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pbStartDuel(opponent, event)
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@hp = [10, 10]
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@special = [false, false]
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decision = nil
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loop do
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@hp[0] = 0 if @hp[0] < 0
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@hp[1] = 0 if @hp[1] < 0
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pbRefresh
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if @hp[0] <= 0
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decision = false
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break
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elsif @hp[1] <= 0
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decision = true
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break
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end
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action = 0
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scores = [3, 4, 4, 2]
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choices = (@special[1]) ? 3 : 4
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scores[3] = 0 if @special[1]
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total = scores[0] + scores[1] + scores[2] + scores[3]
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if total <= 0
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action = rand(choices)
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else
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num = rand(total)
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cumtotal = 0
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for i in 0...4
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cumtotal += scores[i]
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if num < cumtotal
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action = i
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break
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end
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end
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end
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@special[1] = true if action == 3
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pbMessage(_INTL("{1}: {2}", opponent.name, speeches[action * 3 + rand(3)]))
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list = [
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_INTL("DEFEND"),
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_INTL("PRECISE ATTACK"),
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_INTL("FIERCE ATTACK")
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]
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list.push(_INTL("SPECIAL ATTACK")) if !@special[0]
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command = pbMessage(_INTL("Choose a command."), list, 0)
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@special[0] = true if command == 3
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if action == 0 && command == 0
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pbMoveRoute($game_player, [
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PBMoveRoute::ScriptAsync, "moveRight90",
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PBMoveRoute::ScriptAsync, "moveLeft90",
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PBMoveRoute::ScriptAsync, "moveLeft90",
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PBMoveRoute::ScriptAsync, "moveRight90"])
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pbMoveRoute(event, [
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PBMoveRoute::ScriptAsync, "moveLeft90",
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PBMoveRoute::ScriptAsync, "moveRight90",
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PBMoveRoute::ScriptAsync, "moveRight90",
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PBMoveRoute::ScriptAsync, "moveLeft90"])
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pbWait(Graphics.frame_rate / 2)
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pbMessage(_INTL("You study each other's movements..."))
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elsif action == 0 && command == 1
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 4,
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PBMoveRoute::Forward])
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pbWait(Graphics.frame_rate * 4 / 10)
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pbShake(9, 9, 8)
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pbFlashScreens(false, true)
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 2,
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PBMoveRoute::Backward])
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@hp[1] -= 1
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pbMessage(_INTL("Your attack was not blocked!"))
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elsif action == 0 && command == 2
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 4,
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PBMoveRoute::ScriptAsync, "jumpForward"])
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pbMoveRoute(event, [
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PBMoveRoute::ChangeSpeed, 4,
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PBMoveRoute::Backward])
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pbWait(Graphics.frame_rate)
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 2,
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PBMoveRoute::Backward])
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pbMoveRoute(event, [
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PBMoveRoute::ChangeSpeed, 2,
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PBMoveRoute::Forward])
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pbMessage(_INTL("Your attack was evaded!"))
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elsif (action == 0 || action == 1 || action == 2) && command == 3
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 4,
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PBMoveRoute::ScriptAsync, "jumpForward"])
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pbWait(Graphics.frame_rate * 4 / 10)
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pbMoveRoute(event, [
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PBMoveRoute::ChangeSpeed, 5,
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PBMoveRoute::Backward,
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PBMoveRoute::ChangeSpeed, 2])
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pbWait(Graphics.frame_rate / 2)
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pbShake(9, 9, 8)
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pbFlashScreens(false, true)
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 2,
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PBMoveRoute::Backward])
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pbMoveRoute(event, [
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PBMoveRoute::ChangeSpeed, 2,
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PBMoveRoute::Forward])
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@hp[1] -= 3
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pbMessage(_INTL("You pierce through the opponent's defenses!"))
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elsif action == 1 && command == 0
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pbMoveRoute(event, [
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PBMoveRoute::ChangeSpeed, 4,
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PBMoveRoute::Forward])
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pbWait(Graphics.frame_rate * 4 / 10)
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pbShake(9, 9, 8)
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pbFlashScreens(true, false)
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pbMoveRoute(event, [
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PBMoveRoute::ChangeSpeed, 2,
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PBMoveRoute::Backward])
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@hp[0] -= 1
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pbMessage(_INTL("You fail to block the opponent's attack!"))
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elsif action == 1 && command == 1
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 4,
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PBMoveRoute::Forward])
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pbWait(Graphics.frame_rate * 6 / 10)
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 2,
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PBMoveRoute::Backward])
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pbMoveRoute(event, [
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PBMoveRoute::ChangeSpeed, 2,
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PBMoveRoute::Forward])
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pbWait(Graphics.frame_rate * 6 / 10)
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pbMoveRoute(event, [PBMoveRoute::Backward])
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pbMoveRoute($game_player, [PBMoveRoute::Forward])
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pbWait(Graphics.frame_rate * 6 / 10)
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pbMoveRoute($game_player, [PBMoveRoute::Backward])
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pbMessage(_INTL("You cross blades with the opponent!"))
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elsif (action == 1 && command == 2) ||
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(action == 2 && command == 1) ||
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(action == 2 && command == 2)
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pbMoveRoute($game_player, [
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PBMoveRoute::Backward,
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PBMoveRoute::ChangeSpeed, 4,
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PBMoveRoute::ScriptAsync, "jumpForward"])
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pbWait(Graphics.frame_rate * 8 / 10)
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pbMoveRoute(event, [
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PBMoveRoute::ChangeSpeed, 4,
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PBMoveRoute::Forward])
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pbWait(Graphics.frame_rate * 9 / 10)
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pbShake(9, 9, 8)
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pbFlashScreens(true, true)
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pbMoveRoute($game_player, [
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PBMoveRoute::Backward,
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PBMoveRoute::ChangeSpeed, 2])
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pbMoveRoute(event, [
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PBMoveRoute::Backward,
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PBMoveRoute::Backward,
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PBMoveRoute::ChangeSpeed, 2])
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pbWait(Graphics.frame_rate)
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pbMoveRoute(event, [PBMoveRoute::Forward])
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pbMoveRoute($game_player, [PBMoveRoute::Forward])
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@hp[0] -= action # Enemy action
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@hp[1] -= command # Player command
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pbMessage(_INTL("You hit each other!"))
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elsif action == 2 && command == 0
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pbMoveRoute(event, [
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PBMoveRoute::ChangeSpeed, 4,
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PBMoveRoute::Forward])
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 4,
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PBMoveRoute::ScriptAsync, "jumpBackward"])
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pbWait(Graphics.frame_rate)
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 2,
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PBMoveRoute::Forward])
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pbMoveRoute(event, [
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PBMoveRoute::ChangeSpeed, 2,
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PBMoveRoute::Backward])
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pbMessage(_INTL("You evade the opponent's attack!"))
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elsif action == 3 && (command == 0 || command == 1 || command == 2)
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pbMoveRoute(event, [
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PBMoveRoute::ChangeSpeed, 4,
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PBMoveRoute::ScriptAsync, "jumpForward"])
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pbWait(Graphics.frame_rate * 4 / 10)
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 5,
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PBMoveRoute::Backward,
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PBMoveRoute::ChangeSpeed, 2])
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pbWait(Graphics.frame_rate / 2)
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pbShake(9, 9, 8)
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pbFlashScreens(true, false)
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 2,
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PBMoveRoute::Forward])
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pbMoveRoute(event, [
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PBMoveRoute::ChangeSpeed, 2,
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PBMoveRoute::Backward])
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@hp[0] -= 3
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pbMessage(_INTL("The opponent pierces through your defenses!"))
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elsif action == 3 && command == 3
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pbMoveRoute($game_player, [PBMoveRoute::Backward])
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 4,
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PBMoveRoute::ScriptAsync, "jumpForward"])
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pbMoveRoute(event, [
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PBMoveRoute::Wait, 15,
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PBMoveRoute::ChangeSpeed, 4,
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PBMoveRoute::ScriptAsync, "jumpForward"])
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pbWait(Graphics.frame_rate)
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pbMoveRoute(event, [
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PBMoveRoute::ChangeSpeed, 5,
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PBMoveRoute::Backward,
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PBMoveRoute::ChangeSpeed, 2])
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pbMoveRoute($game_player, [
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PBMoveRoute::ChangeSpeed, 5,
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PBMoveRoute::Backward,
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PBMoveRoute::ChangeSpeed, 2])
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pbShake(9, 9, 8)
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pbFlash(Color.new(255, 255, 255, 255), 20)
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pbFlashScreens(true, true)
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pbMoveRoute($game_player, [PBMoveRoute::Forward])
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@hp[0] -= 4
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@hp[1] -= 4
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pbMessage(_INTL("Your special attacks collide!"))
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end
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end
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pbEndDuel
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return decision
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end
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def pbEndDuel
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pbWait(Graphics.frame_rate * 3 / 4)
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pbMoveRoute($game_player, [
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PBMoveRoute::DirectionFixOff,
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PBMoveRoute::ChangeSpeed, @oldmovespeed])
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pbMoveRoute(@event, [
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PBMoveRoute::DirectionFixOff,
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PBMoveRoute::ChangeSpeed, @oldeventspeed])
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fade_time = Graphics.frame_rate * 4 / 10
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alpha_diff = (255.0 / fade_time).ceil
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fade_time.times do
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@sprites["player"].opacity -= alpha_diff
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@sprites["opponent"].opacity -= alpha_diff
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@sprites["playerwindow"].contents_opacity -= alpha_diff
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@sprites["opponentwindow"].contents_opacity -= alpha_diff
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@sprites["playerwindow"].opacity -= alpha_diff
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@sprites["opponentwindow"].opacity -= alpha_diff
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Graphics.update
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Input.update
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pbUpdateSceneMap
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end
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pbDisposeSpriteHash(@sprites)
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@viewport.dispose
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end
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def pbFlashScreens(player, opponent)
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i = 0
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flash_time = Graphics.frame_rate * 2 / 10
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alpha_diff = (2 * 255.0 / flash_time).ceil
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flash_time.times do
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i += 1
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if player
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@sprites["player"].color = Color.new(255, 255, 255, i * alpha_diff)
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@sprites["playerwindow"].color = Color.new(255, 255, 255, i * alpha_diff)
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end
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if opponent
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@sprites["opponent"].color = Color.new(255, 255, 255, i * alpha_diff)
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@sprites["opponentwindow"].color = Color.new(255, 255, 255, i * alpha_diff)
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end
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Graphics.update
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Input.update
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pbUpdateSceneMap
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end
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flash_time.times do
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i -= 1
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if player
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@sprites["player"].color = Color.new(255, 255, 255, i * alpha_diff)
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@sprites["playerwindow"].color = Color.new(255, 255, 255, i * alpha_diff)
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end
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if opponent
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@sprites["opponent"].color = Color.new(255, 255, 255, i * alpha_diff)
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@sprites["opponentwindow"].color = Color.new(255, 255, 255, i * alpha_diff)
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end
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Graphics.update
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Input.update
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pbUpdateSceneMap
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end
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pbWait(Graphics.frame_rate * 4 / 10) if !player || !opponent
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end
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def pbRefresh
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@sprites["playerwindow"].hp = @hp[0]
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@sprites["opponentwindow"].hp = @hp[1]
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pbWait(Graphics.frame_rate / 4)
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end
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end
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# Starts a duel.
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# trainer_id - ID or symbol of the opponent's trainer type.
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# trainer_name - Name of the opponent
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# event - Game_Event object for the character's event
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# speeches - Array of 12 speeches
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def pbDuel(trainer_id, trainer_name, event, speeches)
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trainer_id = GameData::TrainerType.get(trainer_id).id
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duel = PokemonDuel.new
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opponent = NPCTrainer.new(
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pbGetMessageFromHash(MessageTypes::TrainerNames,trainer_name), trainer_id)
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speech_texts = []
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for i in 0...12
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speech_texts.push(_I(speeches[i]))
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end
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duel.pbDuel(opponent, event, speech_texts)
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end
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