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https://github.com/infinitefusion/infinitefusion-e18.git
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Updated to mkxp-z v2.2.3 (removed mp3 support)
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60
mkxp.json
60
mkxp.json
@@ -174,20 +174,6 @@
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// "enableReset": true,
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// Names of the input buttons in the F1 key bindings
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// window. This only affects the names displayed
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// there, and won't enable those names as Input
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// constants in the scripts.
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"bindingNames": {"c": "Use",
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"b": "Back",
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"a": "Action",
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"x": "JumpUp",
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"y": "JumpDown",
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"z": "Special",
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"l": "(unused)",
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"r": "(unused)"},
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// Allow symlinks for game assets to be followed
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// (default: disabled)
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//
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@@ -208,6 +194,7 @@
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// Set the game window icon to 'path/to/icon.png'
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// Only functions on Linux.
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// (default: none)
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//
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// "iconPath": "/path/to/icon.png",
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@@ -235,29 +222,6 @@
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//
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// "pathCache": true,
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// In some versions of Essentials, overworld code
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// requests the player's sprite texture from disk
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// at least once every frame. The damage this
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// causes is less perceptible in RPG Maker XP,
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// but MKXP's RGSSAD code is much slower and will
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// cause games to lag. Hard.
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//
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// I have no interest in fixing it, because:
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//
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// (A) I don't see any point in such frail encryption, and
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// (B) One can easily replicate load_data entirely in Ruby
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// (https://gist.github.com/inori-z/0800dbdc213b9936e0e81f64c9a98c4c)
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//
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// If you insist on using archives, you can use a
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// version of Essentials that isn't broken,
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// otherwise come up with your own solution
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// (there are many), or leave your Graphics files
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// loose and disable this option.
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// (default: false)
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//
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// "compressedGraphics": false,
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// Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
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// asset search path (multiple allowed)
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// (default: none)
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@@ -299,6 +263,7 @@
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// "rubyLoadpath": ["/usr/lib64/ruby/",
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// "/usr/local/share/ruby/site_ruby"],
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// Determines whether JIT is enabled. This probably
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// won't work unless you also have the header file
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// that it needs. Only works with Ruby 2.6 or higher.
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@@ -306,6 +271,7 @@
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//
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// "JITEnable": false,
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// Determines what level of verbosity to use when
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// logging JIT events. Starts at 0, which is next
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// to nothing. Set it higher to see more.
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@@ -313,12 +279,14 @@
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//
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// "JITVerboseLevel": 0,
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// Determines how many compiled methods that Ruby
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// will keep in its cache.
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// (default: 100)
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//
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// "JITMaxCache": 100,
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// Determines how many times a function has to be
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// called before it is compiled.
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// (default: 10000)
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@@ -362,4 +330,22 @@
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//
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// "execName": "Game"
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// You can define alternate terminology for the different
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// inputs recognized by RPG Maker. A, B, C, X, Y, Z, L, and R
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// can all be set using this dictionary, and will be displayed
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// on the F1 menu. This is only a cosmetic effect, so it will
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// have no effect on the game's scripts.
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//
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"bindingNames": {
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"c": "Use",
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"b": "Back",
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"a": "Action",
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"x": "JumpUp",
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"y": "JumpDown",
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"z": "Special",
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"l": "(unused)",
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"r": "(unused)"
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},
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}
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