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https://github.com/infinitefusion/infinitefusion-e18.git
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Remove Scripts folder to convert to submodule
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@@ -1,374 +0,0 @@
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#==============================================================================
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# * Scene_Credits
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#------------------------------------------------------------------------------
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# Scrolls the credits you make below. Original Author unknown.
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#
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## Edited by MiDas Mike so it doesn't play over the Title, but runs by calling
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# the following:
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# $scene = Scene_Credits.new
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#
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## New Edit 3/6/2007 11:14 PM by AvatarMonkeyKirby.
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# Ok, what I've done is changed the part of the script that was supposed to make
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# the credits automatically end so that way they actually end! Yes, they will
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# actually end when the credits are finished! So, that will make the people you
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# should give credit to now is: Unknown, MiDas Mike, and AvatarMonkeyKirby.
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# -sincerly yours,
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# Your Beloved
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# Oh yea, and I also added a line of code that fades out the BGM so it fades
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# sooner and smoother.
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#
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## New Edit 24/1/2012 by Maruno.
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# Added the ability to split a line into two halves with <s>, with each half
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# aligned towards the centre. Please also credit me if used.
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#
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## New Edit 22/2/2012 by Maruno.
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# Credits now scroll properly when played with a zoom factor of 0.5. Music can
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# now be defined. Credits can't be skipped during their first play.
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#
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## New Edit 25/3/2020 by Maruno.
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# Scroll speed is now independent of frame rate. Now supports non-integer values
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# for SCROLL_SPEED.
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#
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## New Edit 21/8/2020 by Marin.
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# Now automatically inserts the credits from the plugins that have been
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# registered through the PluginManager module.
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#==============================================================================
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class Scene_Credits
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# Backgrounds to show in credits. Found in Graphics/Titles/ folder
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BACKGROUNDS_LIST = ["credits1", "credits2", "credits3", "credits4", "credits5"]
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BGM = "Credits"
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SCROLL_SPEED = 62 # Pixels per second , ajuster pour fitter avec la musique
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SECONDS_PER_BACKGROUND = 4
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TEXT_OUTLINE_COLOR = Color.new(0, 0, 128, 255)
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TEXT_BASE_COLOR = Color.new(255, 255, 255, 255)
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TEXT_SHADOW_COLOR = Color.new(0, 0, 0, 100)
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NB_SPRITES_TO_PRELOAD = 30
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TOTAL_NB_FRAMES = 4000 #set manually, depends on music length
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FUSION_SPRITES_MAX_OPACITY=200
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NB_FRAMES_AT_MAX_OPACITY=30
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# This next piece of code is the credits.
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# Start Editing
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CREDIT = <<_END_
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Pokémon Infinite Fusion
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By Chardub (Frogzilla)
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Programming / Game design:
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Chardub
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Fused Pokemon Sprites :
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Japeal - Pokefusion 2
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http://japeal.com/pkm
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Special thanks to Aegide and Reizod for
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helping to download the autogenerated sprites
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and to the owners of Japeal for accepting to
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share their sprites.
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Maps:
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Chardub
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Kiwikelly
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Some of the maps were based on work by:
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BenGames, Zeak6464
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Gameplay / Story :
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Chardub
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Kiwikelly
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Custom sprites collecting and handling
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Kiwikelly, Payapon, Thornsoflight
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Discord custom sprites coordination
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avianAnnihilator<s>Blaquaza
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BéBoutton<s>CaBiNE
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CoramSun<s>hero.drawing
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Howls<s>Ignus
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Kiwi<s>Maelmc
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Milchik the Miltank<s>Payapon
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Pix<s>Rosemagwin
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Thornsoflight
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All of the custom fused Pokémon sprites
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were made by various members of the
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Pokémon Infinite Fusion Discord
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Including significant contributions from:
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{SPRITER_CREDITS}
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Other custom graphics:
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Kiwikelly<s>Knuckles
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UnworthyPie<s>Doctor Miawoo
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Chardub<s>TCGrunler#4583
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The following free ressources were also used
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with their respective authors' consent:
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Public use tileset graphics:
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Alucus BoOmxBiG<s>chimcharsfireworkd
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EpicDay<s>EternalTakai
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Gallanty Heavy-Metal-Lover<s>Hek-el-grande
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DirtyWiggles<s>iametrine
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Jorginho<s>kizemaru-kurunosuke
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KKKaito<s>kyle-dove
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Minorthreat0987<s>Phyromatical
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Pokemon-Diamond<s>rayd12smitty
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Rossay<s>Shiney570
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Spacemotion<s>Speedialga
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ThatsSoWitty Thurpok<s>TyranitarDark
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UltimoSpriter<s>WesleyFG
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Public use music:
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Pokeli, TailDoll666100
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Kazune Sawatari, sentsinkantéun,
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Nanashima, CharizardTheMaster, The Zame Jack
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{INSERTS_PLUGIN_CREDITS_DO_NOT_REMOVE}
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"Pokémon Essentials" was created by:
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Flameguru
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Poccil (Peter O.)
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Maruno
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With contributions from:
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AvatarMonkeyKirby<s>MiDas Mike
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Boushy<s>Near Fantastica
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Brother1440<s>PinkMan
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FL.<s>Popper
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Genzai Kawakami<s>Rataime
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Harshboy<s>SoundSpawn
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help-14<s>the__end
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IceGod64<s>Venom12
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Jacob O. Wobbrock<s>Wachunga
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KitsuneKouta<s>xLeD
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Lisa Anthony<s>
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and everyone else who helped out
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"mkxp-z" by:
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Roza
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Based on MKXP by Ancurio et al.
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"RPG Maker XP" by:
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Enterbrain
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This game was inspired by the original
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fusion generator:
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alexonsager.alexonsager.net
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All generated fusion sprites in this game
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come from the Pokémon Fusion Generator:
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https://japeal.com/pkm/
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Pokémon is owned by:
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The Pokémon Company
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Nintendo
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Affiliated with Game Freak
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This is a non-profit fan-made game.
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No copyright infringements intended.
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_END_
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# Stop Editing
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def main
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endCredits() if $PokemonSystem.on_mobile
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#-------------------------------
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# Animated Background Setup
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#-------------------------------
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@counter = 0.0 # Counts time elapsed since the background image changed
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@bg_index = 0
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@bitmap_height = Graphics.height # For a single credits text bitmap
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@trim = Graphics.height / 10
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# Number of game frames per background frame
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@realOY = -(Graphics.height - @trim)
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@customSpritesList = getSpritesList()
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#-------------------------------
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# Credits text Setup
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#-------------------------------
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plugin_credits = ""
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PluginManager.plugins.each do |plugin|
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pcred = PluginManager.credits(plugin)
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plugin_credits << "\"#{plugin}\" v.#{PluginManager.version(plugin)} by:\n"
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if pcred.size >= 5
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plugin_credits << pcred[0] + "\n"
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i = 1
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until i >= pcred.size
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plugin_credits << pcred[i] + "<s>" + (pcred[i + 1] || "") + "\n"
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i += 2
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end
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else
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pcred.each { |name| plugin_credits << name + "\n" }
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end
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plugin_credits << "\n"
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end
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CREDIT.gsub!(/\{INSERTS_PLUGIN_CREDITS_DO_NOT_REMOVE\}/, plugin_credits)
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CREDIT.gsub!(/{SPRITER_CREDITS}/, format_names_for_game_credits())
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credit_lines = CREDIT.split(/\n/)
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#-------------------------------
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# Make background and text sprites
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#-------------------------------
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viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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viewport.z = 99999
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text_viewport = Viewport.new(0, @trim, Graphics.width, Graphics.height - (@trim * 2))
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text_viewport.z = 99999
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@background_sprite = IconSprite.new(0, 0)
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@background_sprite.setBitmap("Graphics/Titles/" + BACKGROUNDS_LIST[0])
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@credit_sprites = []
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@total_height = credit_lines.size * 32
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lines_per_bitmap = @bitmap_height / 32
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num_bitmaps = (credit_lines.size.to_f / lines_per_bitmap).ceil
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for i in 0...num_bitmaps
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credit_bitmap = Bitmap.new(Graphics.width, @bitmap_height)
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pbSetSystemFont(credit_bitmap)
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for j in 0...lines_per_bitmap
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line = credit_lines[i * lines_per_bitmap + j]
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next if !line
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line = line.split("<s>")
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xpos = 0
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align = 1 # Centre align
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linewidth = Graphics.width
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for k in 0...line.length
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if line.length > 1
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xpos = (k == 0) ? 0 : 20 + Graphics.width / 2
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align = (k == 0) ? 2 : 0 # Right align : left align
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linewidth = Graphics.width / 2 - 20
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end
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credit_bitmap.font.color = TEXT_SHADOW_COLOR
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credit_bitmap.draw_text(xpos, j * 32 + 8, linewidth, 32, line[k], align)
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credit_bitmap.font.color = TEXT_OUTLINE_COLOR
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credit_bitmap.draw_text(xpos + 2, j * 32 - 2, linewidth, 32, line[k], align)
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credit_bitmap.draw_text(xpos, j * 32 - 2, linewidth, 32, line[k], align)
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credit_bitmap.draw_text(xpos - 2, j * 32 - 2, linewidth, 32, line[k], align)
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credit_bitmap.draw_text(xpos + 2, j * 32, linewidth, 32, line[k], align)
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credit_bitmap.draw_text(xpos - 2, j * 32, linewidth, 32, line[k], align)
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credit_bitmap.draw_text(xpos + 2, j * 32 + 2, linewidth, 32, line[k], align)
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credit_bitmap.draw_text(xpos, j * 32 + 2, linewidth, 32, line[k], align)
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credit_bitmap.draw_text(xpos - 2, j * 32 + 2, linewidth, 32, line[k], align)
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credit_bitmap.font.color = TEXT_BASE_COLOR
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credit_bitmap.draw_text(xpos, j * 32, linewidth, 32, line[k], align)
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end
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end
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credit_sprite = Sprite.new(text_viewport)
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credit_sprite.bitmap = credit_bitmap
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credit_sprite.z = 9998
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credit_sprite.oy = @realOY - @bitmap_height * i
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@credit_sprites[i] = credit_sprite
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end
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#-------------------------------
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# Setup
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#-------------------------------
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# Stops all audio but background music
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previousBGM = $game_system.getPlayingBGM
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pbMEStop
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pbBGSStop
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pbSEStop
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pbBGMFade(2.0)
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pbBGMPlay(BGM)
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Graphics.transition(20)
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loop do
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Graphics.update
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Input.update
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update
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break if $scene != self
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end
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pbBGMFade(2.0)
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Graphics.freeze
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viewport.color = Color.new(0, 0, 0, 255) # Ensure screen is black
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Graphics.transition(20, "fadetoblack")
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@background_sprite.dispose
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@credit_sprites.each { |s| s.dispose if s }
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text_viewport.dispose
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viewport.dispose
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$PokemonGlobal.creditsPlayed = true
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pbBGMPlay(previousBGM)
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end
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def getSpritesList()
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spritesList = []
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$PokemonGlobal.alt_sprite_substitutions.each_value do |value|
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if value.is_a?(PIFSprite)
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spritesList << value
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end
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end
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selected_spritesList = spritesList.sample(NB_SPRITES_TO_PRELOAD)
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spriteLoader = BattleSpriteLoader.new
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for sprite in selected_spritesList
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spriteLoader.preload(sprite)
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end
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return selected_spritesList
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end
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# Check if the credits should be cancelled
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def cancel?
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if Input.trigger?(Input::USE) && $PokemonGlobal.creditsPlayed
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endCredits
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return true
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end
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return false
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end
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def endCredits
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$scene = Scene_Map.new
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pbBGMFade(1.0)
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end
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# Checks if credits bitmap has reached its ending point
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def last?
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if @realOY > @total_height + @trim
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$scene = ($game_map) ? Scene_Map.new : nil
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pbBGMFade(2.0)
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return true
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end
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return false
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end
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def update
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delta = Graphics.delta_s
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@counter += delta
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@sprites_counter = 0 if !@sprites_counter
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#@background_sprite.setBitmap("Graphics/Titles/" + BACKGROUNDS_LIST[@bg_index])
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# # Go to next slide
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@frames_counter = 0 if !@frames_counter
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@frames_counter+=1
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stopShowingSprites = @frames_counter >= (TOTAL_NB_FRAMES-300)
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pbBGSStop if @frames_counter > TOTAL_NB_FRAMES
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spriteLoader = BattleSpriteLoader.new
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if @counter >= SECONDS_PER_BACKGROUND && @customSpritesList.length > 0 && !stopShowingSprites
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@sprites_counter=0
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randomSprite = @customSpritesList.sample
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@customSpritesList.delete(randomSprite)
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@background_sprite.setBitmapDirectly(spriteLoader.load_pif_sprite(randomSprite))
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@background_sprite.x = rand(0..300)
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@background_sprite.y = rand(0..200)
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@counter -= SECONDS_PER_BACKGROUND
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@background_sprite.opacity = 50
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@fadingIn=true
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end
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if @fadingIn
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if @background_sprite.opacity < FUSION_SPRITES_MAX_OPACITY
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@background_sprite.opacity +=5
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else
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@fadingIn=false
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end
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else
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@sprites_counter += 1
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if @sprites_counter >= NB_FRAMES_AT_MAX_OPACITY
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@background_sprite.opacity-=3
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end
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end
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return if cancel?
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return if last?
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@realOY += SCROLL_SPEED * delta
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@credit_sprites.each_with_index { |s, i| s.oy = @realOY - @bitmap_height * i }
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end
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end
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