Fixes real shinies being considered fake when fused as the head of a fusion
@@ -26,6 +26,9 @@ class Game_Temp
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attr_accessor :background_bitmap
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attr_accessor :mart_prices
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attr_accessor :unimportedSprites
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attr_accessor :nb_imported_sprites
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attr_accessor :loading_screen
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#-----------------------------------------------------------------------------
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# * Object Initialization
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#-----------------------------------------------------------------------------
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@@ -601,7 +601,7 @@ class PokemonEvolutionScene
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@sprites["msgwindow"].text = ""
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# Check for consumed item and check if Pokémon should be duplicated
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pbEvolutionMethodAfterEvolution
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pbEvolutionMethodAfterEvolution if !reversing
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oldAbility = @pokemon.ability.id
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newSpecies = GameData::Species.get(@newspecies)
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@@ -756,6 +756,9 @@ class PokemonFusionScene
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removeItem = false
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if @pokemon2.isShiny? || @pokemon1.isShiny?
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@pokemon1.makeShiny
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if !(@pokemon1.debug_shiny ||@pokemon2.debug_shiny)
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@pokemon1.natural_shiny = true if @pokemon2.natural_shiny
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end
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end
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#make it untraded, pour qu'on puisse le unfused après, même si un des 2 était traded
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@@ -299,9 +299,14 @@ class PokemonLoadScreen
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end
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def pbStartLoadScreen
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if($game_temp.unimportedSprites.size >0)
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if($game_temp.unimportedSprites && $game_temp.unimportedSprites.size >0)
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handleReplaceExistingSprites()
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end
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if ($game_temp.nb_imported_sprites && $game_temp.nb_imported_sprites > 0)
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pbMessage(_INTL("{1} new custom sprites were imported into the game",$game_temp.nb_imported_sprites.to_s))
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end
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$game_temp.nb_imported_sprites=nil
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copyKeybindings()
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save_file_list = SaveData::AUTO_SLOTS + SaveData::MANUAL_SLOTS
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first_time = true
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@@ -1411,7 +1411,6 @@ def pbFuse(pokemon, poke2, supersplicers = false)
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end
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def pbUnfuse(pokemon, scene, supersplicers, pcPosition = nil)
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bodyPoke = getBasePokemonID(pokemon.species_data.id_number, true)
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headPoke = getBasePokemonID(pokemon.species_data.id_number, false)
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@@ -1468,12 +1467,16 @@ def pbUnfuse(pokemon, scene, supersplicers, pcPosition = nil)
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if pokemon.bodyShiny? && pokemon.headShiny?
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pokemon.shiny = true
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poke2.shiny = true
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pokemon.natural_shiny = true if pokemon.natural_shiny && !pokemon.debug_shiny
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poke2.natural_shiny = true if pokemon.natural_shiny && !pokemon.debug_shiny
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elsif pokemon.bodyShiny?
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pokemon.shiny = true
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poke2.shiny = false
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pokemon.natural_shiny = true if pokemon.natural_shiny && !pokemon.debug_shiny
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elsif pokemon.headShiny?
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poke2.shiny = true
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pokemon.shiny = false
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poke2.natural_shiny = true if pokemon.natural_shiny && !pokemon.debug_shiny
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else #shiny was obtained already fused
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if rand(2) == 0
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pokemon.shiny = true
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@@ -1485,6 +1488,7 @@ def pbUnfuse(pokemon, scene, supersplicers, pcPosition = nil)
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pokemon.debug_shiny=true if pokemon.debug_shiny && pokemon.body_shiny
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poke2.debug_shiny=true if pokemon.debug_shiny && poke2.head_shiny
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pokemon.body_shiny=false
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pokemon.head_shiny=false
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@@ -14,9 +14,9 @@ def handleReplaceExistingSprites()
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return if spritesToReplaceList.size==0
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commands = []
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#commands << "Pick which sprites to use as mains"
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commands << "Do not import the new sprites"
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commands << "Replace all the old sprites with the new ones"
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#commands << "Import all the new sprites as alts"
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commands << "Do not import the new sprites"
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messageSingular = "While importing custom sprites, the game has detected that {1} new custom sprite already has a version that exist in the game."
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messagePlural = "While importing custom sprites, the game has detected that {1} new custom sprites already have versions that exist in the game."
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@@ -27,15 +27,17 @@ def handleReplaceExistingSprites()
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command = pbMessage("What to do with the new sprites?",commands,commands.size-1)
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case command
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when 0 #Replace olds
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when 0 #Do not import
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pbMessage("You can manually sort the new sprites in the /indexed folder to choose which ones you want to keep.")
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pbMessage("You can also delete the ones you don't want to replace the main sprites and restart the game.")
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return
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when 1 #Replace olds
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spritesToReplaceList.each do |oldPath, newPath|
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File.rename(oldPath, newPath)
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$game_temp.nb_imported_sprites+=1
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echo "\nSorted " + oldPath + " into " + newPath
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end
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#when 1 #Keep olds (rename new as alts)
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when 1 #Do not import
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pbMessage("You can manually sort the new sprites in the /indexed folder to choose which ones you want to keep.")
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return
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#when 2 #Keep olds (rename new as alts)
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end
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end
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@@ -56,6 +58,7 @@ end
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def sortCustomBattlers()
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$game_temp.nb_imported_sprites=0
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echo "Sorting CustomBattlers files..."
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alreadyExists = {}
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Dir.foreach(Settings::CUSTOM_BATTLERS_FOLDER) do |filename|
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@@ -71,6 +74,7 @@ def sortCustomBattlers()
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else
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File.rename(oldPath, newPath)
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$game_temp.nb_imported_sprites+=1
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echo "\nSorted " + filename + " into " + newPath
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end
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rescue
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@@ -81,9 +85,48 @@ def sortCustomBattlers()
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$game_temp.unimportedSprites=alreadyExists
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end
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# def playInViewPort(viewport)
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# @finished=false
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# @currentFrame = 1
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# @initialTime = Time.now
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# @timeElapsed = Time.now
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#
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# pbBGMPlay(@bgm)
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# while (@currentFrame <= @maxFrame)# && !(@canStopEarly && Input::ACTION))
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# break if Input.trigger?(Input::C) && @canStopEarly
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# frame = sprintf(@framesPath, @currentFrame)
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# picture = Sprite.new(viewport)
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# picture.bitmap = pbBitmap(frame)
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# picture.visible=true
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# pbWait(Graphics.frame_rate / 20)
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# picture.dispose
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# @currentFrame += 1
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# end
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# @finished=true
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# pbBGMStop
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# end
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def showLoadingScreen
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intro_frames_path = "Graphics\\titles\\loading_screen"
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picture = Sprite.new(@viewport)
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picture.bitmap = pbBitmap(intro_frames_path)
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picture.visible=true
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pbWait(Graphics.frame_rate / 20)
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picture.dispose
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end
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def showLoadMovie
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path = "Graphics\\Pictures\\introMarill"
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loading_screen = Sprite.new(@viewport)
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loading_screen.bitmap = pbBitmap(path)
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loading_screen.visible=true
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end
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def mainFunctionDebug
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begin
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showLoadingScreen
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MessageTypes.loadMessageFile("Data/messages.dat") if safeExists?("Data/messages.dat")
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PluginManager.runPlugins
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Compiler.main
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@@ -92,7 +135,6 @@ def mainFunctionDebug
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Graphics.update
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Graphics.freeze
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sortCustomBattlers()
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$scene = pbCallTitle
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$scene.main until $scene.nil?
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Graphics.transition(20)
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