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https://github.com/infinitefusion/infinitefusion-e18.git
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6.4 update (minus sprites)
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130
Data/Scripts/052_AddOns/DoubleAbilities_UI.rb
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130
Data/Scripts/052_AddOns/DoubleAbilities_UI.rb
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#
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# class AbilitySplashBar < SpriteWrapper
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# def refresh
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# self.bitmap.clear
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# return if !@battler
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# textPos = []
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# textX = (@side==0) ? 10 : self.bitmap.width-8
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# # Draw Pokémon's name
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# textPos.push([_INTL("{1}'s",@battler.name),textX,-4,@side==1,
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# TEXT_BASE_COLOR,TEXT_SHADOW_COLOR,true])
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# # Draw Pokémon's ability
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# textPos.push([@battler.abilityName,textX,26,@side==1,
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# TEXT_BASE_COLOR,TEXT_SHADOW_COLOR,true])
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# pbDrawTextPositions(self.bitmap,textPos)
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#
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# #2nd ability
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# if $game_switches[SWITCH_DOUBLE_ABILITIES]
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# textPos.push([@battler.ability2Name,textX,26,@side==1,
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# TEXT_BASE_COLOR,TEXT_SHADOW_COLOR,true])
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# pbDrawTextPositions(self.bitmap,textPos)
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# end
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# end
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# end
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class AbilitySplashDisappearAnimation < PokeBattle_Animation
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def initialize(sprites,viewport,side)
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@side = side
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super(sprites,viewport)
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end
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def createProcesses
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return if !@sprites["abilityBar_#{@side}"]
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bar = addSprite(@sprites["abilityBar_#{@side}"])
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bar2 = addSprite(@sprites["ability2Bar_#{@side}"]) if @sprites["ability2Bar_#{@side}"]
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dir = (@side==0) ? -1 : 1
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bar.moveDelta(0,8,dir*Graphics.width/2,0)
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bar2.moveDelta(0,8,dir*Graphics.width/2,0) if bar2
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bar.setVisible(8,false)
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bar2.setVisible(8,false) if bar2
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end
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end
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class PokeBattle_Scene
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def pbShowAbilitySplash(battler,secondAbility=false, abilityName=nil)
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return if !PokeBattle_SceneConstants::USE_ABILITY_SPLASH
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side = battler.index%2
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if secondAbility
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pbHideAbilitySplash(battler) if @sprites["ability2Bar_#{side}"].visible
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else
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pbHideAbilitySplash(battler) if @sprites["abilityBar_#{side}"].visible
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end
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if abilityName
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@sprites["abilityBar_#{side}"].ability_name = abilityName if !secondAbility
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@sprites["ability2Bar_#{side}"].ability_name = abilityName if secondAbility
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end
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@sprites["abilityBar_#{side}"].battler = battler
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@sprites["ability2Bar_#{side}"].battler = battler if @sprites["ability2Bar_#{side}"]
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abilitySplashAnim = AbilitySplashAppearAnimation.new(@sprites,@viewport,side,secondAbility)
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loop do
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abilitySplashAnim.update
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pbUpdate
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break if abilitySplashAnim.animDone?
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end
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abilitySplashAnim.dispose
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end
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end
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class PokeBattle_Battle
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def pbShowSecondaryAbilitySplash(battler,delay=false,logTrigger=true)
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return if !PokeBattle_SceneConstants::USE_ABILITY_SPLASH
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@scene.pbShowAbilitySplash(battler,true)
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if delay
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Graphics.frame_rate.times { @scene.pbUpdate } # 1 second
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end
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end
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def pbShowPrimaryAbilitySplash(battler,delay=false,logTrigger=true)
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return if !PokeBattle_SceneConstants::USE_ABILITY_SPLASH
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@scene.pbShowAbilitySplash(battler,false)
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if delay
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Graphics.frame_rate.times { @scene.pbUpdate } # 1 second
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end
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end
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end
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class FusionSelectOptionsScene < PokemonOption_Scene
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def pbGetOptions(inloadscreen = false)
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options = []
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if shouldSelectNickname
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options << EnumOption.new(_INTL("Nickname"), [_INTL(@pokemon1.name), _INTL(@pokemon2.name)],
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proc { 0 },
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proc { |value|
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if value ==0
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@nickname = @pokemon1.name
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else
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@nickname = @pokemon2.name
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end
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}, "Select the Pokémon's nickname")
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end
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if @abilityList != nil
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options << EnumOption.new(_INTL("Ability"), [_INTL(getAbilityName(@abilityList[0])), _INTL(getAbilityName(@abilityList[1]))],
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proc { 0 },
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proc { |value|
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@selectedAbility=@abilityList[value]
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}, [getAbilityDescription(@abilityList[0]), getAbilityDescription(@abilityList[1])]
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)
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end
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options << EnumOption.new(_INTL("Nature"), [_INTL(getNatureName(@natureList[0])), _INTL(getNatureName(@natureList[1]))],
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proc { 0 },
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proc { |value|
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@selectedNature=@natureList[value]
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}, [getNatureDescription(@natureList[0]), getNatureDescription(@natureList[1])]
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)
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return options
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end
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end
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