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Clover flash
This gives the clover item a flashing effect if used. Should also add a check for a switch or something later so it only works in the maps necessary?
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1 changed files with 41 additions and 0 deletions
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@ -28,6 +28,16 @@ class Scene_Map
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@item_icon.zoom_x = 2.0
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@item_icon.zoom_y = 2.0
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@item_id = 0
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# Make item flash (for clover)
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@item_icon_flash = Sprite.new
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@item_icon_flash.x = 640 - 64
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@item_icon_flash.y = 480 - 64
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@item_icon_flash.z = 10000
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@item_icon_flash.zoom_x = 2.0
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@item_icon_flash.zoom_y = 2.0
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@item_icon_flash.opacity = 0
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@item_icon_flash_fadein = true
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@item_icon_flash_wait = 100
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# Make fast travel menu
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@fast_travel = FastTravel.new
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# Fade to black transition
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@ -66,6 +76,7 @@ class Scene_Map
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@fast_travel.dispose
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# Dispose of item icon
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@item_icon.dispose
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@item_icon_flash.dispose
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@blackfade.dispose
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# If switching to title screen
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if $scene.is_a?(Scene_Title)
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@ -134,12 +145,42 @@ class Scene_Map
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@item_id = $game_variables[1]
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if @item_id == 0
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@item_icon.bitmap = nil
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@item_icon_flash.bitmap = nil
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else
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@item_icon.bitmap = RPG::Cache.icon($data_items[@item_id].icon_name)
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if @item_id == 58 #clover
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@item_icon_flash.bitmap = RPG::Cache.icon($data_items[@item_id].icon_name + "2")
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@item_icon_flash.opacity = 0
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@item_icon_flash_fadein = true
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@item_icon_flash_wait = 80
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else
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@item_icon_flash.bitmap = nil
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end
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end
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end
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# Hide icon when item menu is visible
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@item_icon.visible = !@item_menu.visible
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@item_icon_flash.visible = @item_icon.visible
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if @item_icon_flash_wait > 0
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@item_icon_flash_wait -= 1
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else
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if @item_icon_flash_fadein
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@item_icon_flash.opacity += 6
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if @item_icon_flash.opacity >= 255
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@item_icon_flash.opacity = 255
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@item_icon_flash_fadein = false
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@item_icon_flash_wait = 40
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end
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else
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@item_icon_flash.opacity -= 6
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if @item_icon_flash.opacity <= 0
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@item_icon_flash.opacity = 0
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@item_icon_flash_fadein = true
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@item_icon_flash_wait = 160
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end
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end
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end
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# If game over
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if $game_temp.gameover
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# Switch to game over screen
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