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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 21:24:59 +00:00
Added decent spacing to all scripts thanks to Rubocop
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@@ -199,16 +199,16 @@ class SpriteAnimation
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sprite.visible = false if sprite != nil
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next
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end
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sprite.x = sprite_x + cell_data[i, 1]
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sprite.y = sprite_y + cell_data[i, 2]
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sprite.x = sprite_x + cell_data[i, 1]
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sprite.y = sprite_y + cell_data[i, 2]
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next if quick_update
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sprite.visible = true
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sprite.visible = true
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sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
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case @_animation_height
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when 0 then sprite.z = 1
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when 1 then sprite.z = sprite.y+32+15
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when 2 then sprite.z = sprite.y+32+32+17
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else sprite.z = 2000
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when 0 then sprite.z = 1
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when 1 then sprite.z = sprite.y + 32 + 15
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when 2 then sprite.z = sprite.y + 32 + 32 + 17
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else sprite.z = 2000
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end
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sprite.ox = 96
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sprite.oy = 96
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@@ -299,9 +299,9 @@ module RPG
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end
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def whiten
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self.blend_type = 0
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self.blend_type = 0
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self.color.set(255, 255, 255, 128)
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self.opacity = 255
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self.opacity = 255
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@_whiten_duration = 16
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@_appear_duration = 0
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@_escape_duration = 0
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@@ -345,10 +345,10 @@ module RPG
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bitmap.font.name = "Arial Black"
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bitmap.font.size = 32
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bitmap.font.color.set(0, 0, 0)
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bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
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bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
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bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
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bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
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bitmap.draw_text(-1, 12 - 1, 160, 36, damage_string, 1)
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bitmap.draw_text(+1, 12 - 1, 160, 36, damage_string, 1)
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bitmap.draw_text(-1, 12 + 1, 160, 36, damage_string, 1)
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bitmap.draw_text(+1, 12 + 1, 160, 36, damage_string, 1)
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if value.is_a?(Numeric) && value < 0
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bitmap.font.color.set(176, 255, 144)
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else
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@@ -386,14 +386,14 @@ module RPG
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def animation(animation, hit, height = 3)
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anim = SpriteAnimation.new(self)
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anim.animation(animation,hit,height)
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pushAnimation(@animations,anim)
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anim.animation(animation, hit, height)
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pushAnimation(@animations, anim)
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end
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def loop_animation(animation)
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anim = SpriteAnimation.new(self)
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anim.loop_animation(animation)
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pushAnimation(@loopAnimations,anim)
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pushAnimation(@loopAnimations, anim)
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end
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def dispose_damage
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