Adding functions for language QA testing
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@ -19,3 +19,6 @@ rpgscript.bat
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oneshot_JA_2_merge.pot
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oneshot_JA_2_merge.pot
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rpgscript - mklang.bat
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rpgscript - mklang.bat
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oneshot_JA_2_merge-jpn.pot
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oneshot_JA_2_merge-jpn.pot
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oneshot_JA_2_ver4.pot
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oneshot_JA_2_fixed_ver3.pot
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oneshot_JA_2_ver3_checked.pot
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@ -558,6 +558,77 @@ def check_exit(min, max, x: -1, y: -1)
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Script.tmp_s1 = $game_switches[11] ? false : result
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Script.tmp_s1 = $game_switches[11] ? false : result
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end
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end
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def loadQASave(fname)
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filename = "testing_saves/" + fname + ".rxdata"
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# If file doesn't exist
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unless FileTest.exist?(filename)
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filename = "testing_saves_postgame/" + fname + ".rxdata"
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unless FileTest.exist?(filename)
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# Play buzzer SE
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$game_system.se_play($data_system.buzzer_se)
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return
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end
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end
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# Play load SE
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$game_system.se_play($data_system.load_se)
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# Read save data
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file = File.open(filename, "rb")
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# Read character data for drawing save file
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characters = Marshal.load(file)
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# Read frame count for measuring play time
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Graphics.frame_count = Marshal.load(file)
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# Read each type of game object
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$game_system = Marshal.load(file)
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$game_switches = Marshal.load(file)
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$game_variables = Marshal.load(file)
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$game_self_switches = Marshal.load(file)
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$game_screen = Marshal.load(file)
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$game_actors = Marshal.load(file)
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$game_party = Marshal.load(file)
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$game_troop = Marshal.load(file)
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$game_map = Marshal.load(file)
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$game_player = Marshal.load(file)
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$game_followers = Marshal.load(file)
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$game_oneshot = Marshal.load(file)
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$game_fasttravel = Marshal.load(file)
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$game_temp.footstep_sfx = Marshal.load(file)
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# If magic number is different from when saving
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# (if editing was added with editor)
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if $game_system.magic_number != $data_system.magic_number
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# Load map
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$game_map.setup($game_map.map_id)
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$game_player.center($game_player.x, $game_player.y)
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end
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# Refresh party members
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$game_party.refresh
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f_prev = $game_player
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for f in $game_followers
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f.leader = f_prev
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f.moveto($game_player.x, $game_player.y)
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f_prev = f
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end
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file.close
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# Restore BGM and BGS
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$game_system.bgm_play($game_system.playing_bgm)
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$game_system.bgs_play($game_system.playing_bgs)
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# Update map (run parallel process event)
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$game_map.update
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# Switch to map screen
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$scene = Scene_Map.new
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end
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def kill_perma_flags
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for i in 151..175
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$game_switches[i] = false
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end
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for i in 76..100
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$game_variables[i] = 0
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end
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end
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def bg(name)
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def bg(name)
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$game_map.bg_name = name
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$game_map.bg_name = name
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end
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end
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