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Remove Scripts folder to convert to submodule
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@@ -1,84 +0,0 @@
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=begin
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A sprite whose sole purpose is to display an animation. This sprite
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can be displayed anywhere on the map and is disposed
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automatically when its animation is finished.
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Used for grass rustling and so forth.
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=end
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class AnimationSprite < RPG::Sprite
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def initialize(animID,map,tileX,tileY,viewport=nil,tinting=false,height=3)
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super(viewport)
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@tileX = tileX
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@tileY = tileY
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self.bitmap = Bitmap.new(1, 1)
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self.bitmap.clear
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@map = map
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setCoords
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pbDayNightTint(self) if tinting
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self.animation($data_animations[animID],true,height)
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end
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def setCoords
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self.x = ((@tileX * Game_Map::REAL_RES_X - @map.display_x) / Game_Map::X_SUBPIXELS).ceil
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self.x += Game_Map::TILE_WIDTH / 2
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self.y = ((@tileY * Game_Map::REAL_RES_Y - @map.display_y) / Game_Map::Y_SUBPIXELS).ceil
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self.y += Game_Map::TILE_HEIGHT
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end
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def dispose
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self.bitmap.dispose
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super
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end
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def update
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if !self.disposed?
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setCoords
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super
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self.dispose if !self.effect?
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end
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end
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end
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class Spriteset_Map
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alias _animationSprite_initialize initialize unless method_defined?(:_animationSprite_initialize)
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alias _animationSprite_update update unless method_defined?(:_animationSprite_update)
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alias _animationSprite_dispose dispose unless method_defined?(:_animationSprite_dispose)
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def initialize(map=nil)
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@usersprites=[]
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_animationSprite_initialize(map)
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end
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def addUserAnimation(animID,x,y,tinting=false,height=3)
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sprite=AnimationSprite.new(animID,$game_map,x,y,@@viewport1,tinting,height)
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addUserSprite(sprite)
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return sprite
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end
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def addUserSprite(sprite)
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for i in 0...@usersprites.length
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if @usersprites[i]==nil || @usersprites[i].disposed?
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@usersprites[i]=sprite
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return
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end
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end
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@usersprites.push(sprite)
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end
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def dispose
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_animationSprite_dispose
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for i in 0...@usersprites.length
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@usersprites[i].dispose
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end
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@usersprites.clear
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end
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def update
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@@viewport3.tone.set(0,0,0,0)
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_animationSprite_update
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for i in 0...@usersprites.length
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@usersprites[i].update if !@usersprites[i].disposed?
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end
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end
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end
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