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- #===============================================================================
- # * Falcao Pearl ABS script shelf # 5
- #
- # This script handles all sprites of Pearl ABS engine
- #===============================================================================
- # Anime action enguine
- class Anime_Obj < Game_Character
- attr_accessor :draw_it, :destroy_it, :item, :user, :original_speed
- attr_reader :custom_graphic
- def initialize(user, item)
- super()
- PearlKernel.load_item(item)
- @draw_it = false
- @destroy_it = false
- @item = item
- @user = user
- @custom_graphic = false
- graphic = PearlKernel.user_graphic
- if graphic.split(" ").include?('custom')
- graphic = graphic.sub("custom ","")
- @custom_graphic = true
- user.transparent = true
- user.using_custom_g = true
- end
- @character_name = graphic
- moveto(@user.x, @user.y)
- set_direction(@user.direction)
- @original_speed = PearlKernel.user_animespeed
- #patch
- PearlKernel.check_iconset(@item, "User Iconset = ", self)
- @character_name = "" if @user_iconset != nil
- end
- end
- # Sprite character added battlers as enemies and the anime sprites fit
- class Sprite_Character < Sprite_Base
- alias falcaopearl_update_position update_position
- def update_position
- if [email protected]? and @character.battler.is_a?(
- Game_Enemy) and @character.battler.breath_enable
- apply_breath_effect(@character)
- end
- self.zoom_x = @character.zoomfx_x
- self.zoom_y = @character.zoomfx_y
- self.angle = @character.angle_fx
- falcaopearl_update_position
- update_anime_object_pos
- end
- # anime object position and action
- def update_anime_object_pos
- if @character.is_a?(Anime_Obj)
- if @character.custom_graphic
- add = 0
- else
- @ch == 128 ? add = 48 : add = (@ch / 2) / 2
- end
- self.x = @character.user.screen_x
- self.y = @character.user.screen_y + add
- self.z = @character.user.screen_z + 1
- @character.direction = @character.user.direction
- if @character.user.anime_speed == 0
- if @character.custom_graphic
- @character.user.transparent = false
- @character.user.using_custom_g = false
- end
- @character.destroy_it = true
- end
- if @character.user.making_spiral
- @character.direction == 8 ? @character.pattern=1 : @character.pattern=2
- return
- end
- a= @character.user.anime_speed.to_f/@character.original_speed.to_f * 100.0
- case a
- when 80..100 ; @character.pattern = 0
- when 60..80 ; @character.pattern = 1
- when 25..60 ; @character.pattern = 2
- end
- end
- end
- # Enemy battler graphics engine
- alias falcaopearl_battler_bitmap set_character_bitmap
- def set_character_bitmap
- if battler_graphic?
- self.bitmap= Cache.battler(@character_name,@character.battler.battler_hue)
- self.ox = self.bitmap.width / 2
- self.oy = self.bitmap.height
- return
- end
- falcaopearl_battler_bitmap
- end
- def battler_graphic?
- if [email protected]? and @character.battler.is_a?(
- Game_Enemy) and @character.battler.battler_graphic
- return false if @character.page.nil?
- @character_name = @character.battler.battler_name
- return true
- end
- return false
- end
- alias falcaopearl_battler_graphic update_src_rect
- def update_src_rect
- return if battler_graphic?
- falcaopearl_battler_graphic
- end
- # breath effect
- def apply_breath_effect(char)
- return if @character.is_a?(Game_Event) and @character.erased
- char.zoomfx_x -= 0.0023 if !char.zfx_bol
- char.zoomfx_y -= 0.0023 if !char.zfx_bol
- char.zoomfx_x += 0.0023 if char.zfx_bol
- char.zoomfx_y += 0.0023 if char.zfx_bol
- char.zfx_bol = true if char.zoomfx_x <= 0.93
- char.zfx_bol = false if char.zoomfx_x >= 1.0
- end
- end
- #sprite characters part 2 (icon graphics feature
- class Sprite_Character < Sprite_Base
- def iconset_graphic?
- [email protected]_iconset.nil? || [email protected]_iconset.nil?
- end
- alias falcao_fantastic_bit update_bitmap
- def update_bitmap
- if iconset_graphic?
- if @apply_iconset.nil?
- icon = @character.user_iconset[0] if [email protected]_iconset.nil? and
- @character.is_a?(Anime_Obj)
- icon = @character.pro_iconset[0] if [email protected]_iconset.nil? and
- @character.is_a?(Projectile)
- set_iconsetbitmap(icon)
- @apply_iconset = true
- end
- apply_breath_effect2(@character) if [email protected]_iconset.nil? and
- @character.is_a?(Projectile) and @character.pro_iconset[1] == :animated
- @enable_angle = @character.user_iconset[1] if
- [email protected]_iconset.nil? and @character.is_a?(Anime_Obj)
- return
- end
- falcao_fantastic_bit
- end
- alias falcao_fantastic_update_position update_position
- def update_position
- falcao_fantastic_update_position
- set_angle_changes(@enable_angle) if @enable_angle != nil
- end
- def apply_angle_pattern(x_plus, y_plus, angle)
- self.x = @character.user.screen_x + x_plus
- self.y = @character.user.screen_y + y_plus
- self.angle = angle
- end
- def set_angle_changes(type)
- ani= @character.user.anime_speed.to_f/@character.original_speed.to_f * 100.0
- case ani
- when 80..100
- perform_animated(0) if type == :animated
- when 60..80
- perform_animated(1) if type == :animated
- when 0..60
- perform_animated(2) if type == :animated
- end
- if type != :animated
- perform_static if type == :static
- perform_shielding if type == :shielding
- end
- end
- # animated
- def perform_animated(pattern)
- case pattern
- when 0
- apply_angle_pattern(10, -12, -166) if @character.user.direction == 2
- if @character.user.direction == 4 || @character.user.direction == 6
- apply_angle_pattern(-8, -26, -46)
- self.z = @character.user.screen_z - 1
- end
- apply_angle_pattern(-22, -10, 0) if @character.user.direction == 8
- when 1
- apply_angle_pattern(0, 0, -266) if @character.user.direction == 2
- apply_angle_pattern(-20, -10, 12) if @character.user.direction == 4
- apply_angle_pattern(7, -20, -78) if @character.user.direction == 6
- if @character.user.direction == 8
- apply_angle_pattern(-8, -26, -46)
- self.z = @character.user.screen_z - 1
- end
- when 2
- apply_angle_pattern(8, -5, -210) if @character.user.direction == 2
- apply_angle_pattern(-10, 2, 52) if @character.user.direction == 4
- apply_angle_pattern(8, -15, -126) if @character.user.direction == 6
- apply_angle_pattern(10, -16, - 100) if @character.user.direction == 8
- end
- end
- # static
- def perform_static
- apply_angle_pattern(8, -5, -210) if @character.user.direction == 2
- apply_angle_pattern(-10, 2, 52) if @character.user.direction == 4
- apply_angle_pattern(8, -15, -126) if @character.user.direction == 6
- if @character.user.direction == 8
- apply_angle_pattern(-8, -26, -46)
- self.z = @character.user.screen_z - 1
- end
- end
- # shielding
- def perform_shielding
- apply_angle_pattern(2, 4, 0) if @character.user.direction == 2
- apply_angle_pattern(-10, 0, 0) if @character.user.direction == 4
- if @character.user.direction == 6
- apply_angle_pattern(10, 0, 0)
- self.z = @character.user.screen_z - 1
- elsif @character.user.direction == 8
- apply_angle_pattern(11, -9, 0)
- self.z = @character.user.screen_z - 1
- end
- end
- def apply_breath_effect2(char)
- char.zoomfx_x -= 0.03 if !char.zfx_bol
- char.zoomfx_y -= 0.03 if !char.zfx_bol
- char.zoomfx_x += 0.03 if char.zfx_bol
- char.zoomfx_y += 0.03 if char.zfx_bol
- char.zfx_bol = true if char.zoomfx_x <= 0.84
- char.zfx_bol = false if char.zoomfx_x >= 1.0
- end
- alias falcao_fantastic_src update_src_rect
- def update_src_rect
- return if iconset_graphic?
- falcao_fantastic_src
- end
- def set_iconsetbitmap(icon_index, enabled = true)
- self.bitmap = Bitmap.new(24, 24)
- bit = Cache.system("Iconset")
- rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
- self.bitmap.blt(0, 0, bit, rect, enabled ? 255 : 150)
- @cw = self.ox = 12
- @ch = self.oy = 24
- end
- end
- #===============================================================================
- # Drop sprites
- class Sprite_EnemyDrop < Sprite
- attr_reader :event
- def initialize(viewport, event, item)
- super(viewport)
- @event = event
- @item = item
- @drop_quantity = @item.tool_data("Drop Quantity = ")
- @drop_quantity = 1 if @drop_quantity.nil?
- self.z = $game_player.screen_z - 1
- @object_zooming = 0
- set_bitmap
- update
- end
- def update
- super
- self.bush_depth = @event.bush_depth
- @object_zooming += 1
- case @object_zooming
- when 1..8 ; self.zoom_x -= 0.01 ; self.zoom_y -= 0.01
- when 9..16 ; self.zoom_x += 0.01 ; self.zoom_y += 0.01
- when 17..24 ; self.zoom_x = 1.0 ; self.zoom_y = 1.0; @object_zooming = 0
- end
- self.x = @event.screen_x - 12
- self.y = @event.screen_y - 24
- if @event.x == $game_player.x and @event.y == $game_player.y and
- !$game_player.moving?
- complete_action
- return
- end
- complete_action(false) if @event.respawn_count == 1
- end
- def complete_action(gaining=true)
- $game_party.gain_item(@item, @drop_quantity) if gaining
- dispose
- @event.dropped_items.delete(@item)
- $game_map.events_withtags.delete(@event)
- end
- def dispose
- self.bitmap.dispose
- super
- end
- def set_bitmap
- self.bitmap = Bitmap.new(26, 38)
- bitmap = Cache.system("Iconset")
- icon = @item.icon_index
- rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
- self.bitmap.blt(0, 0, bitmap, rect)
- ##num adds
- return if @drop_quantity == 0
- self.bitmap.font.size = 14
- self.bitmap.font.bold = true
- self.bitmap.draw_text(0, 8, 26, 32, @drop_quantity.to_s, 1)
- end
- end
- #===============================================================================
- # Dead icon sprites for player and followers
- class Sprite_DeadIcon < Sprite
- attr_reader :character
- def initialize(viewport, character)
- super(viewport)
- @character = character
- self.bitmap = Bitmap.new(24, 24)
- bitmap = Cache.system("Iconset")
- icon = 1
- rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
- self.bitmap.blt(0, 0, bitmap, rect)
- @knok = @character.actor.actor.tool_data("Knockdown Graphic = ",false)!= nil
- update
- end
- def update
- super
- self.x = @character.screen_x - 10
- self.y = @character.screen_y - 54
- self.z = @character.screen_z + 1
- self.opacity = @character.opacity
- self.visible = [email protected]
- if @knok
- @character.knockdown_data[0] = 10 if [email protected]?
- else
- @character.playdead
- @character.direction = 8
- self.x = @character.screen_x - 26
- end
- end
- def dispose
- self.bitmap.dispose
- @character.angle_fx = 0.0 unless @knok
- super
- end
- end
- #===============================================================================
- # State and buff icons sprites
- class StateBuffIcons < Sprite
- def initialize(viewport, mode)
- super(viewport)
- @mode = mode
- self.bitmap = Bitmap.new(36, 134)
- @picture = Cache.system("Iconset")
- if @mode == "States"
- self.x = 544 - 36
- self.y = 90
- else
- self.x = 544 - 36
- self.y = 230
- end
- @actor = $game_player.actor
- @old_status = []
- refresh_icons
- update
- end
- def icons
- return @actor.state_icons if @mode == 'States'
- return @actor.buff_icons if @mode == 'Buffs'
- end
- def update
- 5.times.each {|i|
- if @old_status[i] != icons[i]
- refresh_icons
- $game_player.actor.apply_usability
- end}
- if @actor != $game_player.actor
- @actor = $game_player.actor
- refresh_icons
- end
- end
- def dispose
- self.bitmap.dispose
- super
- end
- def refresh_icons
- self.bitmap.clear
- self.bitmap.font.size = 15
- self.bitmap.draw_text(-2, -8, self.bitmap.width + 6, 32, @mode, 1)
- y = 12; count = 0
- for i in icons
- draw_icon(6, y, i)
- y += 24; count += 1
- break if count == 5
- end
- 5.times.each {|i| @old_status[i] = icons[i]}
- end
- def draw_icon(x, y, index)
- icon = index
- rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
- self.bitmap.blt(x, y, @picture, rect)
- end
- end
- #===============================================================================
- # * Damage pop engine
- class DamagePop_Obj < Game_Character
- attr_accessor :draw_it, :destroy_it, :target, :dmgcustom, :timingg, :plus_time
- attr_accessor :plus_time
- def initialize(target, custom=nil)
- super()
- @draw_it = false
- @destroy_it = false
- @target = target
- @timingg = 70
- @plus_time = 0.0
- @dmgcustom = custom
- moveto(@target.x, @target.y)
- end
- end
- class Sprite_DamagePop < Sprite
- attr_reader :target
- def initialize(viewport, target)
- super(viewport)
- @target = target
- self.bitmap = Bitmap.new(200, 50)
- self.bitmap.font.size = 20
- case rand(4)
- when 0 then @resto_plus = 0.5
- when 1 then @resto_plus = 0.6
- when 2 then @resto_plus = 0.7
- when 3 then @resto_plus = 0.8
- end
- create_text_for_display
- set_text
- update
- end
- def create_text_for_display
- battler = @target.target.battler
- value = battler.result.hp_damage
- value2 = battler.result.mp_damage
- value3 = battler.result.tp_damage
- # hp damage texts
- if value > 0
- battler.result.critical ? @text = 'Critical ' + value.to_s :
- @text = value.to_s
- elsif value < 0
- self.bitmap.font.color = Color.new(10,220,45)
- @text = value.to_s.sub("-","")
- elsif battler.result.missed
- @text = 'Miss'
- elsif battler.result.evaded
- @text = 'Evaded'
- elsif battler.result.success # tanget take no damage but result succes
- @text = value.to_s
- end
- # mp damage text
- if value2 < 0
- self.bitmap.font.color = Color.new(20,160,225)
- @text = value2.to_s.sub("-","")
- elsif value2 > 0
- @text = 'Mp lose' + value2.to_s
- end
- # TP damage text
- if value3 < 0
- self.bitmap.font.color = Color.new(20,160,225)
- @text = value3.to_s.sub("-","")
- elsif value3 > 0
- @text = 'Tp lose' + value3.to_s
- end
- # states and buff display
- if battler.result.status_affected?
- display_changed_states(battler)
- display_changed_buffs(battler)
- end
- # Custom text (it has hightest priority
- if @target.dmgcustom == 1
- @text = 'Block ' + value.to_s
- elsif @target.dmgcustom == 2
- @text = 'Guard!'
- elsif @target.dmgcustom.is_a?(String)
- @text = @target.dmgcustom
- elsif @target.dmgcustom.is_a?(Array)
- self.bitmap.font.color = @target.dmgcustom[1]
- @text = @target.dmgcustom[0]
- end
- end
- battler.result.clear
- end
- # text set and position
- def set_text
- self.x = @target.screen_x - 98
- self.y = @target.screen_y - 54
- self.z = 3 * 100
- self.opacity = @target.opacity
- #self.bitmap.font.bold = true
- self.bitmap.font.shadow = true
- item = @target.target.battler.used_item
- if item != nil and !item.scope.between?(1, 6) and
- item.tool_data("User Graphic = ", false).nil?
- @text = item.name if @text.nil?
- end
- @target.target.battler.used_item = nil
- self.bitmap.draw_text(0, 0, 200, 32, @text, 1)
- end
- # Buffs display
- def display_changed_buffs(target)
- display_buffs(target, target.result.added_buffs, Vocab::BuffAdd)
- display_buffs(target, target.result.added_debuffs, Vocab::DebuffAdd)
- display_buffs(target, target.result.removed_buffs, Vocab::BuffRemove)
- end
- def display_buffs(target, buffs, fmt)
- buffs.each do |param_id|
- @text = sprintf(fmt,'', Vocab::param(param_id)).sub("'s","")
- end
- end
- # States display
- def display_changed_states(target)
- display_added_states(target)
- display_removed_states(target)
- end
- # Display added states
- def display_added_states(target)
- target.result.added_state_objects.each do |state|
- state_msg = target.actor? ? state.message1 : state.message2
- #target.perform_collapse_effect if state.id == target.death_state_id
- next if state_msg.empty?
- @text = state_msg
- end
- end
- # Display removed states
- def display_removed_states(target)
- target.result.removed_state_objects.each do |state|
- next if state.message4.empty?
- @text = state.message4
- end
- end
- def update
- @target.timingg -= 1 if @target.timingg > 0
- @target.plus_time += @resto_plus
- self.opacity -= 5 if @target.timingg <= 25
- @target.destroy_it = true if @target.timingg == 0
- self.x = @target.target.screen_x - 98
- self.y = @target.target.screen_y - 54 - @target.plus_time
- end
- def dispose
- self.bitmap.dispose
- super
- end
- end
- #===============================================================================
- # Sprite set map
- class Spriteset_Map
- alias falcaopearl_create_characters create_characters
- def create_characters
- create_pearl_abs_sprites
- falcaopearl_create_characters
- end
- def create_pearl_abs_sprites
- if $game_player.send_dispose_signal
- dispose_pearlabs_sprites
- $game_player.send_dispose_signal = false
- end
- @projectile_sprites = []
- $game_player.projectiles.each do |projectile|
- @projectile_sprites.push(Sprite_Character.new(@viewport1, projectile))
- end
- @damagepop_sprites = []
- $game_player.damage_pop.each do |target|
- @damagepop_sprites.push(Sprite_DamagePop.new(@viewport1, target))
- end
- @animeabs_sprites = []
- $game_player.anime_action.each do |anime|
- @animeabs_sprites.push(Sprite_Character.new(@viewport1, anime))
- end
- @enemy_drop_sprites = []
- $game_player.enemy_drops.each do |enemy|
- for i in enemy.dropped_items
- @enemy_drop_sprites.push(Sprite_EnemyDrop.new(@viewport1, enemy, i))
- end
- end
- @dead_iconsprites = []
- @dead_characters = []
- end
- # Drop sprites update
- def update_drop_sprites
- @enemy_drop_sprites.each {|sprite| sprite.update if !sprite.disposed?
- if sprite.disposed?
- @enemy_drop_sprites.delete(sprite)
- $game_player.enemy_drops.delete(sprite.event)
- end
- }
- $game_player.enemy_drops.each do |enemy|
- unless enemy.draw_drop
- for i in enemy.dropped_items
- @enemy_drop_sprites.push(Sprite_EnemyDrop.new(@viewport1, enemy, i))
- end
- enemy.draw_drop = true
- end
- end
- end
- alias falcaopearl_upsp_update update
- def update
- update_pearl_abs_main_sprites
- falcaopearl_upsp_update
- end
- # pearl abs main sprites update
- def update_pearl_abs_main_sprites
- if $game_player.pearl_menu_call[1] == 1
- dispose_tool_sprite
- dispose_state_icons
- dispose_buff_icons
- dispose_actorlifebars if $imported["Falcao Pearl ABS Life"]
- $game_player.pearl_menu_call[1] = 0
- case $game_player.pearl_menu_call[0]
- when :tools then SceneManager.call(Scene_QuickTool)
- when :character then SceneManager.call(Scene_CharacterSet)
- when :battler then SceneManager.call(Scene_BattlerSelection)
- end
- return
- end
- update_projectile_sprites
- update_damagepop_sprites
- update_absanime_sprites
- update_dead_characters
- update_drop_sprites
- $game_system.skillbar_enable.nil? ? create_tool_sprite : dispose_tool_sprite
- @pearl_tool_sprite.update unless @pearl_tool_sprite.nil?
- $game_player.actor.state_icons.empty? ? dispose_state_icons :
- create_state_icons
- $game_player.actor.buff_icons.empty? ? dispose_buff_icons :
- create_buff_icons
- @states_sprites.update unless @states_sprites.nil?
- @buff_sprites.update unless @buff_sprites.nil?
- end
- # create tool sprite
- def create_tool_sprite
- return if !@pearl_tool_sprite.nil?
- @pearl_tool_sprite = Sprite_PearlTool.new(@viewport2)
- end
- # dispose tool sprite
- def dispose_tool_sprite
- return if @pearl_tool_sprite.nil?
- @pearl_tool_sprite.dispose
- @pearl_tool_sprite = nil
- end
- # Create State icons
- def create_state_icons
- return if !@states_sprites.nil?
- @states_sprites = StateBuffIcons.new(@viewport2, 'States')
- end
- # dispose state icons
- def dispose_state_icons
- return if @states_sprites.nil?
- @states_sprites.dispose
- @states_sprites = nil
- end
- # Create Buff icons
- def create_buff_icons
- return if !@buff_sprites.nil?
- @buff_sprites = StateBuffIcons.new(@viewport2, 'Buffs')
- end
- # dispose buff icons
- def dispose_buff_icons
- return if @buff_sprites.nil?
- @buff_sprites.dispose
- @buff_sprites = nil
- end
- # Projectiles
- def update_projectile_sprites
- @projectile_sprites.each {|sprite| sprite.update if !sprite.disposed?}
- $game_player.projectiles.each do |projectile|
- unless projectile.draw_it
- @projectile_sprites.push(Sprite_Character.new(@viewport1, projectile))
- projectile.draw_it = true
- end
- if projectile.destroy_it
- @projectile_sprites.each {|i|
- if i.character.is_a?(Projectile) and i.character.destroy_it
- i.dispose
- @projectile_sprites.delete(i)
- end
- }
- if projectile.user.making_spiral
- projectile.user.making_spiral = false
- end
- if projectile.user.battler_guarding[0]
- projectile.user.battler_guarding = [false, nil]
- projectile.user.battler.remove_state(9)
- end
- $game_player.projectiles.delete(projectile)
- end
- end
- end
- # Damage pop
- def update_damagepop_sprites
- @damagepop_sprites.each {|sprite| sprite.update if !sprite.disposed?}
- $game_player.damage_pop.each do |target|
- unless target.draw_it
- @damagepop_sprites.push(Sprite_DamagePop.new(@viewport1, target))
- target.draw_it = true
- end
- if target.destroy_it
- @damagepop_sprites.each {|i|
- if i.target.destroy_it
- i.dispose
- @damagepop_sprites.delete(i)
- end
- }
- $game_player.damage_pop.delete(target)
- end
- end
- end
- #=================================
- # ANIME SPRITES
- def update_absanime_sprites
- @animeabs_sprites.each {|s| s.update if !s.disposed?
- unless $game_player.anime_action.include?(s.character)
- s.dispose
- @animeabs_sprites.delete(s)
- $game_player.anime_action.delete(s.character)
- end
- }
- $game_player.anime_action.each do |anime|
- unless anime.draw_it
- @animeabs_sprites.push(Sprite_Character.new(@viewport1, anime))
- anime.draw_it = true
- end
- if anime.destroy_it
- @animeabs_sprites.each {|i|
- if i.character.is_a?(Anime_Obj) and i.character.destroy_it
- i.dispose
- @animeabs_sprites.delete(i)
- end
- }
- $game_player.anime_action.delete(anime)
- end
- end
- end
- def update_dead_characters
- for follower in $game_player.followers
- next if follower.visible? == nil
- next unless follower.battler.dead?
- unless @dead_characters.include?(follower)
- sprite = Sprite_DeadIcon.new(@viewport1, follower)
- @dead_iconsprites.push(sprite)
- @dead_characters.push(follower)
- end
- end
- for sprite in @dead_iconsprites
- sprite.update if !sprite.disposed?
- if !sprite.character.battler.dead?
- @dead_iconsprites.delete(sprite)
- @dead_characters.delete(sprite.character)
- sprite.dispose
- end
- end
- end
- alias falcaopearl_spdispose dispose
- def dispose
- dispose_pearl_main_sprites
- falcaopearl_spdispose
- end
- # pearl abs disposing
- def dispose_pearl_main_sprites
- @dead_iconsprites.each {|icon| icon.dispose}
- dispose_tool_sprite
- dispose_state_icons
- dispose_buff_icons
- dispose_pearlabs_sprites
- end
- def dispose_pearlabs_sprites
- @projectile_sprites.each {|pro| pro.dispose}
- @projectile_sprites.clear
- @damagepop_sprites.each {|target| target.dispose}
- @damagepop_sprites.clear
- @animeabs_sprites.each {|anime| anime.dispose}
- @animeabs_sprites.clear
- @enemy_drop_sprites.each {|sprite| sprite.dispose}
- @enemy_drop_sprites.clear
- end
- end
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