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More Rubocopping
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@@ -193,7 +193,7 @@ module Battle::CatchAndStoreMixin
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end
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# Calculate the number of shakes
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numShakes = 0
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for i in 0...4
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4.times do |i|
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break if numShakes < i
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numShakes += 1 if pbRandom(65536) < y
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end
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@@ -123,10 +123,10 @@ def pbConvertRPGAnimation(animation)
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pbAnim.position = animation.position
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yOffset = -64 if animation.position == 0
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yOffset = 64 if animation.position == 2
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for i in 0...animation.frames.length
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animation.frames.length.times do |i|
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frame = pbAnim.addFrame
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animFrame = animation.frames[i]
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for j in 0...animFrame.cell_max
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animFrame.cell_max.times do |j|
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data = animFrame.cell_data
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if data[j, 0] == -1
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frame.push(nil)
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@@ -152,8 +152,7 @@ def pbConvertRPGAnimation(animation)
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frame.push(cel)
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end
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end
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for i in 0...animation.timings.length
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timing = animation.timings[i]
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animation.timings.each do |timing|
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newTiming = PBAnimTiming.new
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newTiming.frame = timing.frame
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newTiming.name = timing.se.name
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@@ -193,18 +192,18 @@ class RPG::Animation
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def addAnimation(otherAnim, frame, x, y) # frame is zero-based
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if frame + otherAnim.frames.length >= self.frames.length
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totalframes = frame + otherAnim.frames.length + 1
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for i in self.frames.length...totalframes
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(totalframes - self.frames.length).times do
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self.frames.push(RPG::Animation::Frame.new)
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end
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end
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self.frame_max = self.frames.length
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for i in 0...otherAnim.frame_max
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otherAnim.frame_max.times do |i|
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thisframe = self.frames[frame + i]
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otherframe = otherAnim.frames[i]
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cellStart = thisframe.cell_max
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thisframe.cell_max += otherframe.cell_max
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thisframe.cell_data.resize(thisframe.cell_max, 8)
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for j in 0...otherframe.cell_max
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otherframe.cell_max.times do |j|
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thisframe.cell_data[cellStart + j, 0] = otherframe.cell_data[j, 0]
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thisframe.cell_data[cellStart + j, 1] = otherframe.cell_data[j, 1] + x
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thisframe.cell_data[cellStart + j, 2] = otherframe.cell_data[j, 2] + y
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@@ -215,9 +214,8 @@ class RPG::Animation
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thisframe.cell_data[cellStart + j, 7] = otherframe.cell_data[j, 7]
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end
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end
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for i in 0...otherAnim.timings.length
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otherAnim.timings.each do |othertiming|
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timing = RPG::Animation::Timing.new
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othertiming = otherAnim.timings[i]
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timing.frame = frame + othertiming.frame
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timing.se = RPG::AudioFile.new(othertiming.se.name.clone,
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othertiming.se.volume,
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@@ -398,13 +396,9 @@ class PBAnimations < Array
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idxStart = @array.length
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idxEnd = len
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if idxStart > idxEnd
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for i in idxEnd...idxStart
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@array.pop
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end
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(idxStart - idxEnd).times { @array.pop }
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else
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for i in idxStart...idxEnd
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@array.push(PBAnimation.new)
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end
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(idxEnd - idxStart).times { @array.push(PBAnimation.new) }
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end
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self.selected = len if self.selected >= len
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end
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@@ -494,7 +488,7 @@ class PBAnimation < Array
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end
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def playTiming(frame, bgGraphic, bgColor, foGraphic, foColor, oldbg = [], oldfo = [], user = nil)
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for i in @timing
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@timing.each do |i|
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next if i.frame != frame
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case i.timingType
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when 0 # Play SE
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@@ -562,7 +556,7 @@ class PBAnimation < Array
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end
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end
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end
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for i in @timing
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@timing.each do |i|
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case i.timingType
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when 2
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next if !i.duration || i.duration <= 0
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@@ -729,7 +723,7 @@ class PBAnimationPlayerX
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@animsprites = []
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@animsprites[0] = @usersprite
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@animsprites[1] = @targetsprite
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for i in 2...MAX_SPRITES
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(2...MAX_SPRITES).each do |i|
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@animsprites[i] = Sprite.new(@viewport)
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@animsprites[i].bitmap = nil
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@animsprites[i].visible = false
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@@ -768,7 +762,7 @@ class PBAnimationPlayerX
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def dispose
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@animbitmap.dispose if @animbitmap
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for i in 2...MAX_SPRITES
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(2...MAX_SPRITES).each do |i|
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@animsprites[i].dispose if @animsprites[i]
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end
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@bgGraphic.dispose
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@@ -807,7 +801,7 @@ class PBAnimationPlayerX
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if !@animbitmap || @animbitmap.disposed?
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@animbitmap = AnimatedBitmap.new("Graphics/Animations/" + @animation.graphic,
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@animation.hue).deanimate
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for i in 0...MAX_SPRITES
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MAX_SPRITES.times do |i|
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@animsprites[i].bitmap = @animbitmap if @animsprites[i]
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end
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end
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@@ -821,11 +815,11 @@ class PBAnimationPlayerX
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if @framesPerTick == 1 || (@frame % @framesPerTick) == 0
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thisframe = @animation[animFrame]
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# Make all cel sprites invisible
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for i in 0...MAX_SPRITES
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MAX_SPRITES.times do |i|
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@animsprites[i].visible = false if @animsprites[i]
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end
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# Set each cel sprite acoordingly
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for i in 0...thisframe.length
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thisframe.length.times do |i|
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cel = thisframe[i]
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next if !cel
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sprite = @animsprites[i]
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