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https://github.com/infinitefusion/infinitefusion-e18.git
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Update 6.8
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@@ -112,15 +112,28 @@ class CommandMenuDisplay < BattleMenuBase
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[0,8,1,3] # 4 = Bug Catching Contest
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]
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def initialize(viewport,z)
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def initialize(viewport,z,baseColor=nil,shadowColor=nil)
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super(viewport)
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self.x = 0
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self.y = Graphics.height-96
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# Create message box (shows "What will X do?")
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@msgBox = Window_UnformattedTextPokemon.newWithSize("",
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self.x+16,self.y+2,220,Graphics.height-self.y,viewport)
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@msgBox.baseColor = TEXT_BASE_COLOR
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@msgBox.shadowColor = TEXT_SHADOW_COLOR
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@baseColor = baseColor || PokeBattle_SceneConstants::MESSAGE_BASE_COLOR
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@shadowColor = shadowColor || PokeBattle_SceneConstants::MESSAGE_SHADOW_COLOR
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if isDarkMode
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@baseColor, @shadowColor = @shadowColor, @baseColor
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end
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@msgBox.baseColor = @baseColor
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@msgBox.shadowColor = @shadowColor
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if isDarkMode
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@msgBox.baseColor, @msgBox.shadowColor = @msgBox.shadowColor, @msgBox.baseColor
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end
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@msgBox.windowskin = nil
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addSprite("msgBox",@msgBox)
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if USE_GRAPHICS
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@@ -128,8 +141,11 @@ class CommandMenuDisplay < BattleMenuBase
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background = IconSprite.new(self.x,self.y,viewport)
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background.setBitmap("Graphics/Pictures/Battle/overlay_command")
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addSprite("background",background)
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commands_img_path = "Graphics/Pictures/Battle/cursor_command"
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commands_img_path += "_dark" if isDarkMode
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# Create bitmaps
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@buttonBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/cursor_command")
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@buttonBitmap = AnimatedBitmap.new(commands_img_path)
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# Create action buttons
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@buttons = Array.new(4) do |i| # 4 command options, therefore 4 buttons
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button = SpriteWrapper.new(viewport)
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@@ -229,8 +245,14 @@ class FightMenuDisplay < BattleMenuBase
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# 0=don't show, 1=show unpressed, 2=show pressed
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if USE_GRAPHICS
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# Create bitmaps
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@buttonBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/cursor_fight")
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@typeBitmap = AnimatedBitmap.new("Graphics/Pictures/types")
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button_path = "Graphics/Pictures/Battle/cursor_fight"
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type_path = "Graphics/Pictures/types"
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if isDarkMode
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button_path += "_dark"
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end
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@buttonBitmap = AnimatedBitmap.new(button_path)
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@typeBitmap = AnimatedBitmap.new(type_path)
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@megaEvoBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/cursor_mega")
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@shiftBitmap = AnimatedBitmap.new("Graphics/Pictures/Battle/cursor_shift")
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# Create background graphic
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@@ -358,7 +380,11 @@ class FightMenuDisplay < BattleMenuBase
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# of code to ensure the font is an appropriate colour.
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moveNameBase = button.bitmap.get_pixel(10,button.src_rect.y+34)
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end
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textPos.push([moves[i].name,x,y,2,moveNameBase,TEXT_SHADOW_COLOR])
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if isDarkMode
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textPos.push([moves[i].name,x,y,2,TEXT_SHADOW_COLOR,moveNameBase])
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else
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textPos.push([moves[i].name,x,y,2,moveNameBase,TEXT_SHADOW_COLOR])
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end
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end
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pbDrawTextPositions(@pokemon_name_overlay.bitmap, textPos)
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end
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@@ -406,8 +432,15 @@ class FightMenuDisplay < BattleMenuBase
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if move.total_pp>0
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ppFraction = [(4.0*move.pp/move.total_pp).ceil,3].min
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textPos = []
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ppColorBase = PP_COLORS[ppFraction*2]
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ppColorShadow = PP_COLORS[ppFraction*2+1]
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if isDarkMode
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ppColorBase, ppColorShadow = ppColorShadow, ppColorBase
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end
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textPos.push([_INTL("PP: {1}/{2}",move.pp,move.total_pp),
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448,44,2,PP_COLORS[ppFraction*2],PP_COLORS[ppFraction*2+1]])
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448,44,2,ppColorBase,ppColorShadow])
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pbDrawTextPositions(@infoOverlay.bitmap,textPos)
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end
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end
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