Initial import
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208
Scripts/RPG/Game_Troop.rb
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208
Scripts/RPG/Game_Troop.rb
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# -*- coding: utf-8 -*-
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# -*- coding: utf-8 -*-
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#==============================================================================
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# ** Game_Troop
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#------------------------------------------------------------------------------
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# This class handles enemy groups and battle-related data. Also performs
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# battle events. The instance of this class is referenced by $game_troop.
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#==============================================================================
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class Game_Troop < Game_Unit
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#--------------------------------------------------------------------------
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# * Characters to be added to the end of enemy names
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#--------------------------------------------------------------------------
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LETTER_TABLE_HALF = [' A',' B',' C',' D',' E',' F',' G',' H',' I',' J',
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' K',' L',' M',' N',' O',' P',' Q',' R',' S',' T',
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' U',' V',' W',' X',' Y',' Z']
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LETTER_TABLE_FULL = ['A','B','C','D','E','F','G','H','I','J',
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'K','L','M','N','O','P','Q','R','S','T',
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'U','V','W','X','Y','Z']
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#--------------------------------------------------------------------------
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# * Public Instance Variables
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#--------------------------------------------------------------------------
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attr_reader :screen # battle screen state
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attr_reader :interpreter # battle event interpreter
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attr_reader :event_flags # battle event executed flag
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attr_reader :turn_count # number of turns
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attr_reader :name_counts # hash for enemy name appearance
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#--------------------------------------------------------------------------
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# * Object Initialization
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#--------------------------------------------------------------------------
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def initialize
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super
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@screen = Game_Screen.new
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@interpreter = Game_Interpreter.new
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@event_flags = {}
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clear
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end
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#--------------------------------------------------------------------------
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# * Get Members
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#--------------------------------------------------------------------------
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def members
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@enemies
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end
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#--------------------------------------------------------------------------
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# * Clear
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#--------------------------------------------------------------------------
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def clear
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@screen.clear
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@interpreter.clear
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@event_flags.clear
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@enemies = []
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@turn_count = 0
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@names_count = {}
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end
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#--------------------------------------------------------------------------
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# * Get Troop Objects
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#--------------------------------------------------------------------------
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def troop
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$data_troops[@troop_id]
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end
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#--------------------------------------------------------------------------
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# * Setup
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#--------------------------------------------------------------------------
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def setup(troop_id)
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clear
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@troop_id = troop_id
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@enemies = []
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troop.members.each do |member|
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next unless $data_enemies[member.enemy_id]
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enemy = Game_Enemy.new(@enemies.size, member.enemy_id)
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enemy.hide if member.hidden
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enemy.screen_x = member.x
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enemy.screen_y = member.y
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@enemies.push(enemy)
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end
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init_screen_tone
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make_unique_names
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end
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#--------------------------------------------------------------------------
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# * Initialize Screen Tone
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#--------------------------------------------------------------------------
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def init_screen_tone
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@screen.start_tone_change($game_map.screen.tone, 0) if $game_map
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end
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#--------------------------------------------------------------------------
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# * Add letters (ABC, etc) to enemy characters with the same name
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#--------------------------------------------------------------------------
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def make_unique_names
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members.each do |enemy|
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next unless enemy.alive?
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next unless enemy.letter.empty?
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n = @names_count[enemy.original_name] || 0
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enemy.letter = letter_table[n % letter_table.size]
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@names_count[enemy.original_name] = n + 1
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end
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members.each do |enemy|
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n = @names_count[enemy.original_name] || 0
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enemy.plural = true if n >= 2
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end
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end
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#--------------------------------------------------------------------------
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# * Get Text Table to Place Behind Enemy Name
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#--------------------------------------------------------------------------
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def letter_table
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$game_system.japanese? ? LETTER_TABLE_FULL : LETTER_TABLE_HALF
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end
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#--------------------------------------------------------------------------
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# * Frame Update
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#--------------------------------------------------------------------------
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def update
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@screen.update
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end
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#--------------------------------------------------------------------------
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# * Get Enemy Name Array
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# For display at start of battle. Overlapping names are removed.
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#--------------------------------------------------------------------------
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def enemy_names
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names = []
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members.each do |enemy|
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next unless enemy.alive?
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next if names.include?(enemy.original_name)
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names.push(enemy.original_name)
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end
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names
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end
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#--------------------------------------------------------------------------
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# * Determine if Battle Event (Page) Conditions Are Met
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#--------------------------------------------------------------------------
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def conditions_met?(page)
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c = page.condition
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if !c.turn_ending && !c.turn_valid && !c.enemy_valid &&
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!c.actor_valid && !c.switch_valid
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return false # Conditions not set: not executed
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end
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if @event_flags[page]
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return false # Executed
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end
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if c.turn_ending # At turn end
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return false unless BattleManager.turn_end?
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end
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if c.turn_valid # Number of turns
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n = @turn_count
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a = c.turn_a
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b = c.turn_b
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return false if (b == 0 && n != a)
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return false if (b > 0 && (n < 1 || n < a || n % b != a % b))
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end
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if c.enemy_valid # Enemy
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enemy = $game_troop.members[c.enemy_index]
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return false if enemy == nil
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return false if enemy.hp_rate * 100 > c.enemy_hp
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end
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if c.actor_valid # Actor
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actor = $game_actors[c.actor_id]
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return false if actor == nil
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return false if actor.hp_rate * 100 > c.actor_hp
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end
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if c.switch_valid # Switch
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return false if !$game_switches[c.switch_id]
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end
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return true # Condition met
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end
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#--------------------------------------------------------------------------
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# * Battle Event Setup
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#--------------------------------------------------------------------------
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def setup_battle_event
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return if @interpreter.running?
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return if @interpreter.setup_reserved_common_event
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troop.pages.each do |page|
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next unless conditions_met?(page)
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@interpreter.setup(page.list)
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@event_flags[page] = true if page.span <= 1
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return
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end
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end
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#--------------------------------------------------------------------------
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# * Increase Turns
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#--------------------------------------------------------------------------
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def increase_turn
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troop.pages.each {|page| @event_flags[page] = false if page.span == 1 }
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@turn_count += 1
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end
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#--------------------------------------------------------------------------
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# * Calculate Total Experience
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#--------------------------------------------------------------------------
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def exp_total
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dead_members.inject(0) {|r, enemy| r += enemy.exp }
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end
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#--------------------------------------------------------------------------
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# * Calculate Total Gold
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#--------------------------------------------------------------------------
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def gold_total
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dead_members.inject(0) {|r, enemy| r += enemy.gold } * gold_rate
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end
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#--------------------------------------------------------------------------
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# * Get Multiplier for Gold
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#--------------------------------------------------------------------------
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def gold_rate
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$game_party.gold_double? ? 2 : 1
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end
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#--------------------------------------------------------------------------
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# * Create Array of Dropped Items
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#--------------------------------------------------------------------------
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def make_drop_items
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dead_members.inject([]) {|r, enemy| r += enemy.make_drop_items }
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end
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end
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