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Fixed replacement battler being invisible if its predecessor fainted and used the same sprite, refactoring
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@@ -452,7 +452,8 @@ def pbMessageDisplay(msgwindow, message, letterbyletter = true, commandProc = ni
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end
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isDarkSkin = isDarkWindowskin(msgwindow.windowskin)
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text.gsub!(/\\c\[([0-9]+)\]/i) do
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next getSkinColor(msgwindow.windowskin, $1.to_i, isDarkSkin)
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main_color, shadow_color = get_text_colors_for_windowskin(msgwindow.windowskin, $1.to_i, isDarkSkin)
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next shadowc3tag(main_color, shadow_color)
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end
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loop do
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last_text = text.clone
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@@ -469,9 +470,11 @@ def pbMessageDisplay(msgwindow, message, letterbyletter = true, commandProc = ni
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end
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colortag = ""
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if $game_system && $game_system.message_frame != 0
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colortag = getSkinColor(msgwindow.windowskin, 0, true)
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main_color, shadow_color = get_text_colors_for_windowskin(msgwindow.windowskin, 0, true)
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colortag = shadowc3tag(main_color, shadow_color)
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else
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colortag = getSkinColor(msgwindow.windowskin, 0, isDarkSkin)
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main_color, shadow_color = get_text_colors_for_windowskin(msgwindow.windowskin, 0, isDarkSkin)
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colortag = shadowc3tag(main_color, shadow_color)
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end
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text = colortag + text
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### Controls
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