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https://forgejo.xatacraft.ru/Sunshine/mkxp-sunshine.git
synced 2026-08-19 13:29:54 +00:00
freeware title music fix
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parent
53b5f90f0a
commit
3104ae20d3
2 changed files with 78 additions and 79 deletions
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@ -126,8 +126,7 @@ class Scene_Title
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# Play title BGM
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if File.exist?("badend.lock")
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#TODO: fix audio values
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Audio.bgm_play("Audio/BGM/MyBurdenIsDead.ogg", bgm_volume, 100)
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Audio.bgm_play("Audio/BGM/MyBurdenIsDead.ogg", Audio.bgm_volume, 100)
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else
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$game_system.bgm_play($data_system.title_bgm)
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end
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@ -54,19 +54,19 @@ class Window_Settings
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self.opacity = 0
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@fade_in = true
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@data = [
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tr('BGM Volume'),
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tr('SFX Volume'),
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tr('Fullscreen'),
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tr('Default movement'),
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tr('Colorblind mode'),
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tr('Configure controls(Press F1)'),
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tr('Skip Text (R)'),
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tr('Frameskip'),
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tr('In-Game Timer'),
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tr('Language'),
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tr('Debug mode(!)'),
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tr('Freeware Mode(!)'),
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]
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tr('BGM Volume'),
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tr('SFX Volume'),
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tr('Fullscreen'),
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tr('Default movement'),
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tr('Colorblind mode'),
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tr('Configure controls(Press F1)'),
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tr('Skip Text (R)'),
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tr('Frameskip'),
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tr('In-Game Timer'),
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tr('Language'),
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tr('Debug mode(!)'),
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tr('Freeware Mode(!)'),
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]
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@index = 0
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# Load our language settings from persistent, stored differently
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@ -98,76 +98,76 @@ class Window_Settings
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end
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def redraw_setting(spr, i)
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if @visible == false
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return
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end
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spr.bitmap.clear
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spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
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spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
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case i
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when 0
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.bgm_volume.to_s)
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when 1
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.sfx_volume.to_s)
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when 2 #fullscreen
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if(Graphics.fullscreen == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 3 #default movement
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if($game_switches[251] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("RUN"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("WALK"))
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end
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when 4 #colorblind mode
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if($game_switches[252] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 6 #automash
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if($game_switches[253] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 7 #frameskip
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if(Graphics.frameskip == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 8 # In-game timer
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text = tr($game_temp.igt_timer_visible ? "ON" : "OFF")
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, text)
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when 9 # Language
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l = Language::LANGUAGES[@lang_index] rescue Language::LANGUAGES[0]
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr(l))
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when 10
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if(Settings[:debug] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 11
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if(Settings[:oneshot_mode] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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if @visible == false
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return
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end
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spr.bitmap.clear
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spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
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spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
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case i
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when 0
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.bgm_volume.to_s)
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when 1
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.sfx_volume.to_s)
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when 2 #fullscreen
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if(Graphics.fullscreen == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 3 #default movement
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if($game_switches[251] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("RUN"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("WALK"))
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end
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when 4 #colorblind mode
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if($game_switches[252] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 6 #automash
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if($game_switches[253] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 7 #frameskip
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if(Graphics.frameskip == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 8 # In-game timer
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text = tr($game_temp.igt_timer_visible ? "ON" : "OFF")
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, text)
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when 9 # Language
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l = Language::LANGUAGES[@lang_index] rescue Language::LANGUAGES[0]
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr(l))
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when 10
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if(Settings[:debug] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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when 11
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if(Settings[:oneshot_mode] == true)
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
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else
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spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
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end
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end
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end
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def redraw_setting_index(i)
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if !@data_sprites.kind_of?(Array)
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return
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end
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if @data_sprites.length - 1 < i
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return
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end
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return
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end
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if @data_sprites.length - 1 < i
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return
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end
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redraw_setting(@data_sprites[i], i)
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end
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