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loop do Graphics.update Input.update update if $scene != self break end end |
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$game_map.need_refresh = true |
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while ((c = text.slice!(/./m)) != nil) # \C[n] ??? if c == "\001" text.sub!(/\[([0-9]+)\]/, "") color = $1.to_i if color >= 0 and color <= 7 self.contents.font.color = text_color(color) end next end if c == "\002" if @gold_window == nil @gold_window = Window_Gold.new @gold_window.x = 560 - @gold_window.width @gold_window.y = self.y >= 128 ? 32 : 384 @gold_window.opacity = self.opacity @gold_window.back_opacity = self.back_opacity end next end [...] end |
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if roulette.size == 0 return nil end |
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@active_battler != nil |
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[size=16][color=#ffffff]def iterate_battler(parameter1, parameter2) if parameter1 == 0 iterate_enemy(parameter2) do |enemy| yield enemy end else if parameter2 == -1 for actor in $game_party.actors yield actor end else actor = $game_party.actors[parameter2] yield actor if actor != nil end end end end[/color][/size] [size=16][color=#ffffff]def command_337 iterate_battler(@parameters[0], @parameters[1]) do |battler| if battler.exist? battler.animation_id = @parameters[2] end end return true end[/color][/size] |
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def phase3_next_actor begin if @active_battler != nil @active_battler.blink = false end if @actor_index == $game_party.actors.size-1 start_phase4 return end @actor_index += 1 @active_battler = $game_party.actors[@actor_index] @active_battler.blink = true end until @active_battler.inputable? phase3_setup_command_window end |
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def passable?(x, y, d) new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0) new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0) unless $game_map.valid?(new_x, new_y) return false end if $DEBUG and Input.press?(Input::CTRL) return true end super end |
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def update super if $game_temp.battle_main_phase self.contents_opacity -= 4 if self.contents_opacity > 191 else self.contents_opacity += 4 if self.contents_opacity < 255 end end end |
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def skill_effect(user, skill) self.critical = false if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1) return false end effective = false effective |= skill.common_event_id > 0 hit = skill.hit if skill.atk_f > 0 hit *= user.hit / 100 end hit_result = (rand(100) < hit) effective |= hit < 100 if hit_result == true power = skill.power + user.atk * skill.atk_f / 100 if power > 0 power -= self.pdef * skill.pdef_f / 200 power -= self.mdef * skill.mdef_f / 200 power = [power, 0].max end rate = 20 rate += (user.str * skill.str_f / 100) rate += (user.dex * skill.dex_f / 100) rate += (user.agi * skill.agi_f / 100) rate += (user.int * skill.int_f / 100) self.damage = power * rate / 20 self.damage *= elements_correct(skill.element_set) self.damage /= 100 if self.damage > 0 if self.guarding? self.damage /= 2 end end if self.damage.abs > 0 amp = [self.damage.abs * skill.variance / 100, 1].max self.damage += rand(amp+1) + rand(amp+1) - amp end eva = 8 * self.agi / user.dex + self.eva hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100 hit = self.cant_evade? ? 100 : hit hit_result = (rand(100) < hit) effective |= hit < 100 end if hit_result == true if skill.power != 0 and skill.atk_f > 0 remove_states_shock effective = true end last_hp = self.hp self.hp -= self.damage effective |= self.hp != last_hp @state_changed = false effective |= states_plus(skill.plus_state_set) effective |= states_minus(skill.minus_state_set) if skill.power == 0 self.damage = "" unless @state_changed self.damage = "Miss" end end |
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[size=16][color=#ffffff]else self.damage = "Miss" end unless $game_temp.in_battle self.damage = nil end return effective end[/color][/size] |
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def get_exp_list_from_file(filename) begin if @exp_file_error return end f = File.open(filename) list = f.readlines list = correct_malformed_input(list) if @exp_file_error return end for i in 0..list.size - 1 list[i] = list[i].to_i end list = correct_erroneous_data(list) for i in list.size..100 list[i] = 0 end list.unshift(0) @exp_list = list rescue StandardError s1 = "Unrecoverable error while reading " + @name + "'s EXP list.\n" s2 = "Experience curve declared in the database will be used instead." print(s1 + s2) @exp_file_error = true retry ensure if f != nil f.close end end end |
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def over_trigger? if @character_name != "" and not @through return false end unless $game_map.passable?(@x, @y, 0) return false end return true end |