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https://github.com/infinitefusion/infinitefusion-e18.git
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More Rubocopping
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@@ -120,7 +120,7 @@ module RPG
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return if @max == value
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@max = value.clamp(0, MAX_SPRITES)
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ensureSprites
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for i in 0...MAX_SPRITES
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MAX_SPRITES.times do |i|
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@sprites[i].visible = (i < @max) if @sprites[i]
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end
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end
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@@ -149,7 +149,7 @@ module RPG
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weather_data = GameData::Weather.get(new_type)
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bitmap_names = weather_data.graphics
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@weatherTypes[new_type] = [weather_data, [], []]
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for i in 0...2 # 0=particles, 1=tiles
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2.times do |i| # 0=particles, 1=tiles
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next if !bitmap_names[i]
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bitmap_names[i].each do |name|
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bitmap = RPG::Cache.load_bitmap("Graphics/Weather/", name)
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@@ -160,7 +160,7 @@ module RPG
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def ensureSprites
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if @sprites.length < MAX_SPRITES && @weatherTypes[@type] && @weatherTypes[@type][1].length > 0
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for i in 0...MAX_SPRITES
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MAX_SPRITES.times do |i|
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if !@sprites[i]
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sprite = Sprite.new(@origViewport)
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sprite.z = 1000
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@@ -175,7 +175,7 @@ module RPG
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end
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if @fading && @new_sprites.length < MAX_SPRITES && @weatherTypes[@target_type] &&
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@weatherTypes[@target_type][1].length > 0
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for i in 0...MAX_SPRITES
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MAX_SPRITES.times do |i|
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if !@new_sprites[i]
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sprite = Sprite.new(@origViewport)
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sprite.z = 1000
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@@ -192,7 +192,7 @@ module RPG
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def ensureTiles
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return if @tiles.length >= @tiles_wide * @tiles_tall
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for i in 0...(@tiles_wide * @tiles_tall)
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(@tiles_wide * @tiles_tall).times do |i|
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if !@tiles[i]
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sprite = Sprite.new(@origViewport)
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sprite.z = 1000
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@@ -497,7 +497,7 @@ module RPG
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# Update weather particles (raindrops, snowflakes, etc.)
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if @weatherTypes[@type] && @weatherTypes[@type][1].length > 0
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ensureSprites
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for i in 0...MAX_SPRITES
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MAX_SPRITES.times do |i|
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update_sprite_position(@sprites[i], i, false)
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end
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elsif @sprites.length > 0
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@@ -507,7 +507,7 @@ module RPG
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# Update new weather particles (while fading in only)
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if @fading && @weatherTypes[@target_type] && @weatherTypes[@target_type][1].length > 0
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ensureSprites
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for i in 0...MAX_SPRITES
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MAX_SPRITES.times do |i|
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update_sprite_position(@new_sprites[i], i, true)
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end
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elsif @new_sprites.length > 0
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@@ -74,8 +74,8 @@ class DarknessSprite < SpriteWrapper
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cy = Graphics.height / 2
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cradius = @radius
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numfades = 5
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for i in 1..numfades
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for j in cx - cradius..cx + cradius
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(1..numfades).each do |i|
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(cx - cradius..cx + cradius).each do |j|
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diff2 = (cradius * cradius) - ((j - cx) * (j - cx))
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diff = Math.sqrt(diff2)
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@darkness.fill_rect(j, cy - diff, 1, diff * 2, Color.new(0, 0, 0, 255.0 * (numfades - i) / numfades))
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@@ -209,7 +209,7 @@ Events.onSpritesetCreate += proc { |_sender, e|
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spriteset = e[0] # Spriteset being created
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viewport = e[1] # Viewport used for tilemap and characters
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map = spriteset.map # Map associated with the spriteset (not necessarily the current map)
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for i in map.events.keys
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map.events.keys.each do |i|
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if map.events[i].name[/^outdoorlight\((\w+)\)$/i]
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filename = $~[1].to_s
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spriteset.addUserSprite(LightEffect_DayNight.new(map.events[i], viewport, map, filename))
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@@ -18,7 +18,7 @@ def pbCaveEntranceEx(exiting)
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x = 0
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y = 0
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# Calculate color of each band
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for k in 0...totalBands
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totalBands.times do |k|
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next if k >= totalBands * j / totalFrames
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inc = increment
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inc *= -1 if exiting
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@@ -28,7 +28,7 @@ def pbCaveEntranceEx(exiting)
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# Draw gray rectangles
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rectwidth = Graphics.width
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rectheight = Graphics.height
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for i in 0...totalBands
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totalBands.times do |i|
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currentGray = grays[i]
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sprite.bitmap.fill_rect(Rect.new(x, y, rectwidth, rectheight),
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Color.new(currentGray, currentGray, currentGray))
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@@ -47,7 +47,7 @@ def pbCaveEntranceEx(exiting)
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pbToneChangeAll(Tone.new(-255, -255, -255), 0)
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end
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# Animate fade to white (if exiting) or black (if entering)
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for j in 0...totalFrames
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totalFrames.times do |j|
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if exiting
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sprite.color = Color.new(255, 255, 255, j * increment)
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else
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