Simple UV scrolling nodes in place. Simple approach will probably remain since the only interaction will be with image textures nodes
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		@@ -126,11 +126,14 @@ to provide an exact emulation"""
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            bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled")
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					            bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled")
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            texImage = material.node_tree.nodes.new('ShaderNodeTexImage')
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					            texImage = material.node_tree.nodes.new('ShaderNodeTexImage')
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            texImage.image = bpy.data.images.load(diffuse_texture_path)
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					            texImage.image = bpy.data.images.load(diffuse_texture_path)
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            texImage.image.alpha_mode = 'CHANNEL_PACKED'
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					            texImage.image.alpha_mode = 'CHANNEL_PACKED'
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            material.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color']) 
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					            material.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color']) 
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					            texture_input_nodes.append(texImage)
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            bsdf.inputs["Roughness"].default_value = 1.0
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					            bsdf.inputs["Roughness"].default_value = 1.0
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            bsdf.inputs["Specular"].default_value = 0.0
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					            bsdf.inputs["Specular"].default_value = 0.0
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@@ -174,6 +177,20 @@ to provide an exact emulation"""
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        material.node_tree.links.new(output.inputs['Surface'], surfaces_output.outputs[0]) 
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					        material.node_tree.links.new(output.inputs['Surface'], surfaces_output.outputs[0]) 
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					        if "SCROLL" in mat_props.rendertype:
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					            uv_input = material.node_tree.nodes.new("ShaderNodeUVMap")
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					            vector_add = material.node_tree.nodes.new("ShaderNodeVectorMath")
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					            material.node_tree.links.new(vector_add.inputs[0], uv_input.outputs[0])
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					            for texture_node in texture_input_nodes:
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					                material.node_tree.links.new(texture_node.inputs["Vector"], vector_add.outputs[0])
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        '''
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					        '''
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        else:
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					        else:
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