mirror of
https://forgejo.xatacraft.ru/Sunshine/mkxp-sunshine.git
synced 2026-08-19 13:29:54 +00:00
477 lines
15 KiB
Ruby
477 lines
15 KiB
Ruby
class FastTravel
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MARGIN = 30
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TITLE_TOP_MARGIN = -16
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TITLE_MARGIN = 100
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ITEM_SPACING = 28
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ACTIVE_MARGIN = MARGIN * 2 + 20
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attr_accessor :legacy_ui
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def initialize
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@legacy_ui = false
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@scale_multiplier = Graphics.height > 600 ? 3.0 : 2.0
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@bg = Sprite.new(@viewport)
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@bg.bitmap = Bitmap.new(Graphics.width, Graphics.height)
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@bg.bitmap.fill_rect(0, 0, Graphics.width, Graphics.height, Color.new(0, 0, 0, 128))
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@title = Sprite.new(@viewport)
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Language.register_text_sprite(self.class.name + "_title", @title)
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@title.bitmap = Bitmap.new(Graphics.width / 2, TITLE_MARGIN)
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@title.bitmap.font.size = 20
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@title.y = TITLE_TOP_MARGIN
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@title.x = MARGIN
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@title.zoom_x = @title.zoom_y = 2
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# WME Location name
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@location_name_text = Sprite.new(@viewport)
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@location_name_text.bitmap = Bitmap.new(Graphics.width, 30)
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@location_name_text.y = Graphics.height - 64
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@location_name_text.bitmap.font.size = 20
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@location_name_text.opacity = 0
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# WME Niko Icon
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@niko_icon = Sprite.new(@viewport)
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@niko_icon.bitmap = RPG::Cache.load_bitmap("Graphics/Menus/Minimap/", "niko_icon")
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@niko_icon.zoom_x = @niko_icon.zoom_y = @scale_multiplier
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@niko_icon.z = 10
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@niko_icon.opacity = 0
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@niko_icon.shader = Shader::WorldMachine
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@niko_pos_x = 0.0
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@niko_pos_y = 0.0
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@niko_target_pos_x = 0.0
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@niko_target_pos_y = 0.0
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# WME Niko arrows
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arrows_bitmap = RPG::Cache.load_bitmap("Graphics/Menus/Minimap/", "small_arrows")
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@arrow_top = Sprite.new(@viewport)
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@arrow_top.bitmap = Bitmap.new(16, 16)
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@arrow_top.bitmap.stretch_blt(Rect.new(0, 0, 16, 16), arrows_bitmap, Rect.new(0, 0, 16, 16))
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@arrow_bottom = Sprite.new(@viewport)
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@arrow_bottom.bitmap = Bitmap.new(16, 16)
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@arrow_bottom.bitmap.stretch_blt(Rect.new(0, 0, 16, 16), arrows_bitmap, Rect.new(16, 0, 16, 16))
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@arrow_left = Sprite.new(@viewport)
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@arrow_left.bitmap = Bitmap.new(16, 16)
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@arrow_left.bitmap.stretch_blt(Rect.new(0, 0, 16, 16), arrows_bitmap, Rect.new(32, 0, 16, 16))
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@arrow_right = Sprite.new(@viewport)
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@arrow_right.bitmap = Bitmap.new(16, 16)
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@arrow_right.bitmap.stretch_blt(Rect.new(0, 0, 16, 16), arrows_bitmap, Rect.new(48, 0, 16, 16))
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@arrow_top.zoom_x = @arrow_top.zoom_y =
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@arrow_bottom.zoom_x = @arrow_bottom.zoom_y =
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@arrow_left.zoom_x = @arrow_left.zoom_y =
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@arrow_right.zoom_x = @arrow_right.zoom_y = @scale_multiplier
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@arrow_top.opacity = @arrow_bottom.opacity =
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@arrow_left.opacity = @arrow_right.opacity = 0
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@arrow_top.shader = @arrow_bottom.shader =
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@arrow_left.shader = @arrow_right.shader = Shader::WorldMachine
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@arrow_top.z = @arrow_bottom.z =
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@arrow_left.z = @arrow_right.z = 11
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@arrows_timer = 0
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@arrows_offset = 0
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# WME data
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@data_locations = {}
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@selected_location = nil
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# legacy
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@data_sprites = []
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#other
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@viewport.z = 9998
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self.visible = false
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@index = 0
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@fade_in = false
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@fade_out = false
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@transfer_player = nil
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RPG::Mod.exec_hooks("hooks/FastTravel/init", binding)
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end
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#WME
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def update_location_name_text
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if ZONES[$game_fasttravel.zone].locations == nil || ZONES[$game_fasttravel.zone].maps[@selected_location] == nil || @legacy_ui
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return
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end
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@location_name_text.bitmap.clear
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@location_name_text.bitmap.draw_text(0, 0, Graphics.width, 30, ZONES[$game_fasttravel.zone].maps[@selected_location], 1)
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end
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def set_color(location_name)
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if @selected_location == location_name
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@data_locations[location_name].modulate.set(255, 255, 255)
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return
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end
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case $game_fasttravel.zone
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when :blue
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@data_locations[location_name].modulate.set(84, 76, 209)
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when :green
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@data_locations[location_name].modulate.set(63, 213, 100)
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when :red, :red_ground
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@data_locations[location_name].modulate.set(213, 33, 106)
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end
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end
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def update_arrows_positions
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@arrow_left.y = @arrow_right.y = @niko_icon.y
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@arrow_top.x = @arrow_bottom.x = @niko_icon.x + 4 * @scale_multiplier
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@arrow_top.y = @niko_icon.y - (12 + @arrows_offset) * @scale_multiplier
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@arrow_bottom.y = @niko_icon.y + @niko_icon.bitmap.height * @scale_multiplier / 3 + (6 + @arrows_offset) * @scale_multiplier
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@arrow_left.x = @niko_icon.x - (8 + @arrows_offset) * @scale_multiplier
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@arrow_right.x = @niko_icon.x + @niko_icon.bitmap.width * @scale_multiplier / 3 + (7 + @arrows_offset) * @scale_multiplier
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end
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#Not WME
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def dispose
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@bg.dispose
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@title.dispose
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@data_sprites.each do |spr|
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spr.dispose
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end
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#WME
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@data_locations.each do |name, spr|
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spr.dispose
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end
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@location_name_text.dispose
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@niko_icon.dispose
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@arrow_top.dispose
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@arrow_bottom.dispose
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@arrow_left.dispose
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@arrow_right.dispose
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#Not WME
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@viewport.dispose
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end
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def open
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self.visible = true
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self.opacity = 0
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#WME
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if !@legacy_ui
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@niko_icon.opacity = @location_name_text.opacity =
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@arrow_top.opacity = @arrow_bottom.opacity =
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@arrow_left.opacity = @arrow_right.opacity = 0
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end
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#Not WME
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@fade_in = true
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@data = $game_fasttravel.unlocked_maps.keys.sort
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zone = ZONES[$game_fasttravel.zone]
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# Set cursor to current map
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@data.each_with_index do |map, i|
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if $game_fasttravel.unlocked_maps[map].id == $game_map.map_id
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@index = i
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@selected_location = map
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break
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end
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end
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# Create title
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@title.bitmap.clear
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@title.bitmap.draw_text(0, 0, @title.bitmap.width, @title.bitmap.height, zone.name)
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# Create menu options
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@data.each_with_index do |item, i|
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if zone.locations != nil && !@legacy_ui
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#WME
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spr = Sprite.new(@viewport)
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spr.bitmap = RPG::Cache.load_bitmap("Graphics/Menus/Minimap/", "#{$game_fasttravel.zone}_#{item}")
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spr.zoom_x = spr.zoom_y = @scale_multiplier
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spr.x = Graphics.width / 2 + zone.locations[item].x * @scale_multiplier
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spr.y = Graphics.height / 2 + zone.locations[item].y * @scale_multiplier
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spr.opacity = 0
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spr.shader = Shader::WorldMachine
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@data_locations[item] = spr
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set_color(item)
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else
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#Legacy
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spr = Sprite.new(@viewport)
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spr.bitmap = Bitmap.new(320, ITEM_SPACING)
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spr.x = MARGIN
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spr.y = TITLE_MARGIN + TITLE_TOP_MARGIN + ITEM_SPACING * i + 32
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spr.opacity = 0
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spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, zone.maps[item])
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@data_sprites << spr
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end
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end
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if @legacy_ui
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return
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end
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#WME
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if @data_locations.has_key?(@selected_location)
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@niko_pos_x = (zone.locations[@selected_location].x.to_f + zone.locations[@selected_location].niko_x.to_f)
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@niko_pos_y = (zone.locations[@selected_location].y.to_f + zone.locations[@selected_location].niko_y.to_f)
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@niko_icon.x = @niko_pos_x.to_i * @scale_multiplier + Graphics.width / 2
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@niko_icon.y = @niko_pos_y.to_i * @scale_multiplier + Graphics.height / 2
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end
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update_location_name_text
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update_arrows_positions
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end
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def update
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zone = ZONES[$game_fasttravel.zone]
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zone = zone == nil ? Zone.new("", {}, {}) : zone
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if zone.locations != nil && !@legacy_ui
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@arrows_timer += 1
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if @arrows_timer >= 30
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@arrows_timer = 0
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@arrows_offset = @arrows_offset == 1 ? 0 : 1
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end
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end
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if @fade_in
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self.opacity += 20
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if zone.locations != nil && !@legacy_ui
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#WME
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@niko_icon.opacity += 20
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@location_name_text.opacity += 20
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location = zone.locations[@selected_location]
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@arrow_top.opacity += @data.include?(location.next_top) ? 20 : 0
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@arrow_bottom.opacity += @data.include?(location.next_bottom) ? 20 : 0
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@arrow_left.opacity += @data.include?(location.next_left) ? 20 : 0
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@arrow_right.opacity += @data.include?(location.next_right) ? 20 : 0
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end
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active_spr = nil
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@data_sprites.each do |spr|
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spr.opacity += 10
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spr.opacity = 128 if spr.opacity > 128
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active_spr = spr if !active_spr && spr.x < MARGIN * 2
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end
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#WME
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if !@legacy_ui
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@data_locations.each do |name, spr|
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spr.opacity += 20
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spr.opacity = 255 if spr.opacity > 255
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end
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end
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#Not WME
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if active_spr
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active_spr.x += 6
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active_spr.x = MARGIN * 2 if active_spr.x > MARGIN * 2
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elsif self.opacity == 255
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@fade_in = false
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end
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return
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end
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if @fade_out
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self.opacity -= 20
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if zone.locations != nil && !@legacy_ui
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#WME
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@niko_icon.opacity -= 20
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@location_name_text.opacity -= 20
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location = zone.locations[@selected_location]
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@arrow_top.opacity -= @data.include?(location.next_top) ? 20 : 0
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@arrow_bottom.opacity -= @data.include?(location.next_bottom) ? 20 : 0
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@arrow_left.opacity -= @data.include?(location.next_left) ? 20 : 0
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@arrow_right.opacity -= @data.include?(location.next_right) ? 20 : 0
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end
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@data_sprites.each do |spr|
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spr.opacity -= 10
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end
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#WME
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if !@legacy_ui
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@data_locations.each do |name, spr|
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spr.opacity -= 20
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end
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end
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#Not WME
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if self.opacity == 0
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@fade_out = false
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self.visible = false
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@data_sprites.each do |spr|
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spr.dispose
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end
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#WME
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if !@legacy_ui
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@data_locations.each do |name, spr|
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spr.dispose
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end
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@data_locations = {}
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end
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#Not WME
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@data_sprites = []
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if @transfer_player
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$game_temp.player_transferring = true
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$game_temp.player_new_map_id = @transfer_player.id
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$game_temp.player_new_x = @transfer_player.x
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$game_temp.player_new_y = @transfer_player.y
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$game_temp.player_new_direction = @transfer_player.dir
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Graphics.freeze
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$game_temp.transition_processing = true
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$game_temp.transition_name = "black"
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@transfer_player = nil
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end
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end
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return
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end
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return if !self.visible
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#WME noik
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if zone.locations != nil && !@legacy_ui
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@niko_target_pos_x = (zone.locations[@selected_location].x.to_f + zone.locations[@selected_location].niko_x.to_f)
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@niko_target_pos_y = (zone.locations[@selected_location].y.to_f + zone.locations[@selected_location].niko_y.to_f)
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if @data_locations.has_key?(@selected_location)
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@niko_pos_x = (@niko_target_pos_x * 0.25 + @niko_pos_x * 0.75)
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@niko_pos_y = (@niko_target_pos_y * 0.25 + @niko_pos_y * 0.75)
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end
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@niko_pos_x = (@niko_pos_x - @niko_target_pos_x).abs < 0.5 ? @niko_target_pos_x : @niko_pos_x
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@niko_pos_y = (@niko_pos_y - @niko_target_pos_y).abs < 0.5 ? @niko_target_pos_y : @niko_pos_y
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@niko_icon.x = @niko_pos_x.to_i * @scale_multiplier + Graphics.width / 2
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@niko_icon.y = @niko_pos_y.to_i * @scale_multiplier + Graphics.height / 2
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update_arrows_positions
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location = zone.locations[@selected_location]
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@arrow_top.opacity += @data.include?(location.next_top) ? 40 : -40
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@arrow_bottom.opacity += @data.include?(location.next_bottom) ? 40 : -40
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@arrow_left.opacity += @data.include?(location.next_left) ? 40 : -40
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@arrow_right.opacity += @data.include?(location.next_right) ? 40 : -40
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elsif !@legacy_ui
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@niko_icon.opacity =
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@arrow_top.opacity = @arrow_bottom.opacity =
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@arrow_left.opacity = @arrow_right.opacity = 0
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end
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# Adjust position and visibility
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@data_sprites.each_with_index do |spr, i|
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if i == @index
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if spr.x < ACTIVE_MARGIN
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spr.x += 6
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spr.x = ACTIVE_MARGIN if spr.x > ACTIVE_MARGIN
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end
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spr.opacity += 10 if spr.opacity < 255
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else
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if spr.x > MARGIN * 2
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spr.x -= 6
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spr.x = MARGIN * 2 if spr.x < MARGIN * 2
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end
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spr.opacity -= 10 if spr.opacity > 128
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spr.opacity = 128 if spr.opacity < 128
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end
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end
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if !@legacy_ui
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#WME
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@data_locations.each do |name, spr|
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set_color(name)
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end
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end
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if Input.trigger?(Input::UP)
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if zone.locations != nil && !@legacy_ui
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next_location = zone.locations[@selected_location].next_top
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if @data_locations.has_key?(next_location)
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@selected_location = next_location
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$game_system.se_play($data_system.cursor_se)
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update_location_name_text
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end
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else
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@index = (@index - 1) % @data.size
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$game_system.se_play($data_system.cursor_se)
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end
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end
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if Input.trigger?(Input::DOWN)
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if zone.locations != nil && !@legacy_ui
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next_location = zone.locations[@selected_location].next_bottom
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if @data_locations.has_key?(next_location)
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@selected_location = next_location
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$game_system.se_play($data_system.cursor_se)
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update_location_name_text
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end
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else
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@index = (@index + 1) % @data.size
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$game_system.se_play($data_system.cursor_se)
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end
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end
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if Input.trigger?(Input::LEFT)
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if zone.locations != nil && !@legacy_ui
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next_location = zone.locations[@selected_location].next_left
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if @data_locations.has_key?(next_location)
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@selected_location = next_location
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$game_system.se_play($data_system.cursor_se)
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update_location_name_text
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end
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end
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end
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if Input.trigger?(Input::RIGHT)
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if zone.locations != nil && !@legacy_ui
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next_location = zone.locations[@selected_location].next_right
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if @data_locations.has_key?(next_location)
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@selected_location = next_location
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$game_system.se_play($data_system.cursor_se)
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update_location_name_text
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end
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end
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end
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if Input.trigger?(Input::ACTION)
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$game_system.se_play($data_system.decision_se)
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choice = $game_fasttravel.unlocked_maps[@selected_location]
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if zone.locations == nil || @legacy_ui
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choice = $game_fasttravel.unlocked_maps[@data[@index]]
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end
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if choice.id != $game_map.map_id
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@transfer_player = choice
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end
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@fade_out = true
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return
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end
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if Input.trigger?(Input::CANCEL)
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$game_system.se_play($data_system.cancel_se)
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@fade_out = true
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end
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end
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# Attributes
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def visible
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@viewport.visible
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end
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def visible=(val)
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@viewport.visible = val
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end
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def opacity=(val)
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@bg.opacity = val
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@title.opacity = val
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end
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def opacity
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@bg.opacity
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end
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end
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