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Fix for tiles being invisible after battle until they leave the edge
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@@ -49,11 +49,11 @@ class Game_Temp
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end
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end
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def pbSceneStandby
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def pbSceneStandby
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$scene.disposeSpritesets if $scene.is_a?(Scene_Map)
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# $scene.disposeSpritesets if $scene.is_a?(Scene_Map)
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RPG::Cache.clear
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# RPG::Cache.clear
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Graphics.frame_reset
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# Graphics.frame_reset
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yield
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yield
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$scene.createSpritesets if $scene.is_a?(Scene_Map)
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# $scene.createSpritesets if $scene.is_a?(Scene_Map)
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end
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end
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def pbBattleAnimation(bgm = nil, battletype = 0, foe = nil)
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def pbBattleAnimation(bgm = nil, battletype = 0, foe = nil)
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@@ -556,7 +556,6 @@ def pbLoadRpgxpScene(scene)
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oldscene = $scene
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oldscene = $scene
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$scene = scene
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$scene = scene
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Graphics.freeze
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Graphics.freeze
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oldscene.disposeSpritesets
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visibleObjects = pbHideVisibleObjects
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visibleObjects = pbHideVisibleObjects
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Graphics.transition
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Graphics.transition
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Graphics.freeze
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Graphics.freeze
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@@ -566,7 +565,6 @@ def pbLoadRpgxpScene(scene)
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Graphics.transition
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Graphics.transition
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Graphics.freeze
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Graphics.freeze
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$scene = oldscene
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$scene = oldscene
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$scene.createSpritesets
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pbShowObjects(visibleObjects)
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pbShowObjects(visibleObjects)
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Graphics.transition
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Graphics.transition
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end
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end
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