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https://github.com/infinitefusion/infinitefusion-e18.git
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Fixed incorrect layering of sprites in battle, unfixed RMXP transitions
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@@ -160,7 +160,7 @@ class PokeBattle_Scene
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trainer = pbAddSprite("player_#{idxTrainer+1}",spriteX,spriteY,trainerFile,@viewport)
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trainer = pbAddSprite("player_#{idxTrainer+1}",spriteX,spriteY,trainerFile,@viewport)
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return if !trainer.bitmap
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return if !trainer.bitmap
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# Alter position of sprite
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# Alter position of sprite
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trainer.z = 30+idxTrainer
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trainer.z = 80+idxTrainer
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if trainer.bitmap.width>trainer.bitmap.height*2
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if trainer.bitmap.width>trainer.bitmap.height*2
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trainer.src_rect.x = 0
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trainer.src_rect.x = 0
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trainer.src_rect.width = trainer.bitmap.width/5
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trainer.src_rect.width = trainer.bitmap.width/5
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@@ -88,8 +88,8 @@ def pbBattleAnimation(bgm=nil,battletype=0,foe=nil)
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end
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end
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# Play main animation
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# Play main animation
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Graphics.freeze
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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(Graphics.frame_rate*1.25,sprintf("Graphics/Transitions/%s",anim))
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Graphics.transition(Graphics.frame_rate*1.25,sprintf("Graphics/Transitions/%s",anim))
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viewport.color = Color.new(0,0,0,255) # Ensure screen is black
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# Slight pause after animation before starting up the battle scene
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# Slight pause after animation before starting up the battle scene
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(Graphics.frame_rate/10).times do
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(Graphics.frame_rate/10).times do
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Graphics.update
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Graphics.update
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