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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
added limit threshold before clearing cache
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@@ -8,7 +8,7 @@ class Scene_Map
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def spriteset
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def spriteset
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for i in @spritesets.values
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for i in @spritesets.values
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return i if i.map==$game_map
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return i if i.map == $game_map
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end
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end
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return @spritesets.values[0]
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return @spritesets.values[0]
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end
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end
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@@ -51,43 +51,48 @@ class Scene_Map
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map = load_data(sprintf("Data/Map%03d.rxdata", mapid))
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map = load_data(sprintf("Data/Map%03d.rxdata", mapid))
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if playingBGM && map.autoplay_bgm
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if playingBGM && map.autoplay_bgm
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if (PBDayNight.isNight? rescue false)
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if (PBDayNight.isNight? rescue false)
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pbBGMFade(0.8) if playingBGM.name!=map.bgm.name && playingBGM.name!=map.bgm.name+"_n"
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pbBGMFade(0.8) if playingBGM.name != map.bgm.name && playingBGM.name != map.bgm.name + "_n"
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else
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else
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pbBGMFade(0.8) if playingBGM.name!=map.bgm.name
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pbBGMFade(0.8) if playingBGM.name != map.bgm.name
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end
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end
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end
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end
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if playingBGS && map.autoplay_bgs
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if playingBGS && map.autoplay_bgs
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pbBGMFade(0.8) if playingBGS.name!=map.bgs.name
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pbBGMFade(0.8) if playingBGS.name != map.bgs.name
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end
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end
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Graphics.frame_reset
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Graphics.frame_reset
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end
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end
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#todo
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#todo
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def cacheNeedsClearing
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def cacheNeedsClearing
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return false
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p RPG::Cache.size
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return RPG::Cache.size >= 100
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end
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end
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def transfer_player(cancelVehicles=true)
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def transfer_player(cancelVehicles = true)
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$game_temp.player_transferring = false
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$game_temp.player_transferring = false
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pbCancelVehicles($game_temp.player_new_map_id) if cancelVehicles
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pbCancelVehicles($game_temp.player_new_map_id) if cancelVehicles
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autofade($game_temp.player_new_map_id)
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autofade($game_temp.player_new_map_id)
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pbBridgeOff
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pbBridgeOff
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@spritesetGlobal.playersprite.clearShadows
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@spritesetGlobal.playersprite.clearShadows
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if $game_map.map_id!=$game_temp.player_new_map_id
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if $game_map.map_id != $game_temp.player_new_map_id
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$MapFactory.setup($game_temp.player_new_map_id)
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$MapFactory.setup($game_temp.player_new_map_id)
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end
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end
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$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
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$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
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case $game_temp.player_new_direction
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case $game_temp.player_new_direction
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when 2 then $game_player.turn_down
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when 2 then
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when 4 then $game_player.turn_left
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$game_player.turn_down
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when 6 then $game_player.turn_right
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when 4 then
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when 8 then $game_player.turn_up
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$game_player.turn_left
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when 6 then
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$game_player.turn_right
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when 8 then
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$game_player.turn_up
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end
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end
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$game_player.straighten
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$game_player.straighten
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$game_map.update
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$game_map.update
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disposeSpritesets
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disposeSpritesets
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if cacheNeedsClearing()
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if RPG::Cache.need_clearing
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RPG::Cache.clear
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RPG::Cache.clear
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end
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end
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createSpritesets
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createSpritesets
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@@ -217,7 +222,7 @@ class Scene_Map
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end
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end
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end
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end
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def reset_map(fadeout=false)
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def reset_map(fadeout = false)
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$MapFactory.setup($game_map.map_id)
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$MapFactory.setup($game_map.map_id)
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$game_player.moveto($game_player.x, $game_player.y)
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$game_player.moveto($game_player.x, $game_player.y)
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$game_player.straighten
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$game_player.straighten
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@@ -31,6 +31,9 @@ module RPG
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return obj
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return obj
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end
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end
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def self.need_clearing()
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return @cache.size >= 100
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end
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def self.load_bitmap(folder_name, filename, hue = 0)
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def self.load_bitmap(folder_name, filename, hue = 0)
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@@ -3,7 +3,9 @@
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#===============================================================================
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#===============================================================================
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def pbSceneStandby
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def pbSceneStandby
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$scene.disposeSpritesets if $scene && $scene.is_a?(Scene_Map)
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$scene.disposeSpritesets if $scene && $scene.is_a?(Scene_Map)
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RPG::Cache.clear
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if RPG::Cache.need_clearing
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RPG::Cache.clear
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end
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Graphics.frame_reset
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Graphics.frame_reset
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yield
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yield
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$scene.createSpritesets if $scene && $scene.is_a?(Scene_Map)
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$scene.createSpritesets if $scene && $scene.is_a?(Scene_Map)
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