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Fix: Made the "Battle flee" sound effect play before the "Fled from b… (#51)
* Fix: Made the "Battle flee" sound effect play before the "Fled from battle" messages
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@@ -52,7 +52,8 @@ class PokeBattle_Battle
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elsif @internalBattle
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pbDisplayPaused(_INTL("No! There's no running from a Trainer battle!"))
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elsif pbDisplayConfirm(_INTL("Would you like to forfeit the match and quit now?"))
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pbDisplay(_INTL("{1} forfeited the match!",self.pbPlayer.name)) { pbSEPlay("Battle flee") }
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pbSEPlay("Battle flee")
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pbDisplay(_INTL("{1} forfeited the match!",self.pbPlayer.name))
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@decision = 3
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return 1
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end
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@@ -60,7 +61,8 @@ class PokeBattle_Battle
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end
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# Fleeing from wild battles
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if $DEBUG && Input.press?(Input::CTRL)
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pbDisplayPaused(_INTL("You got away safely!")) { pbSEPlay("Battle flee") }
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pbSEPlay("Battle flee")
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pbDisplayPaused(_INTL("You got away safely!"))
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@decision = 3
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return 1
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end
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@@ -70,7 +72,8 @@ class PokeBattle_Battle
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end
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if !duringBattle
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if battler.pbHasType?(:GHOST) && NEWEST_BATTLE_MECHANICS
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pbDisplayPaused(_INTL("You got away safely!")) { pbSEPlay("Battle flee") }
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pbSEPlay("Battle flee")
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pbDisplayPaused(_INTL("You got away safely!"))
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@decision = 3
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return 1
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end
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@@ -79,7 +82,8 @@ class PokeBattle_Battle
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if BattleHandlers.triggerRunFromBattleAbility(battler.ability,battler)
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pbShowAbilitySplash(battler,true)
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pbHideAbilitySplash(battler)
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pbDisplayPaused(_INTL("You got away safely!")) { pbSEPlay("Battle flee") }
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pbSEPlay("Battle flee")
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pbDisplayPaused(_INTL("You got away safely!"))
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@decision = 3
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return 1
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end
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@@ -87,8 +91,9 @@ class PokeBattle_Battle
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# Held items that guarantee escape
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if battler.itemActive?
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if BattleHandlers.triggerRunFromBattleItem(battler.item,battler)
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pbSEPlay("Battle flee")
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pbDisplayPaused(_INTL("{1} fled using its {2}!",
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battler.pbThis,battler.itemName)) { pbSEPlay("Battle flee") }
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battler.pbThis,battler.itemName))
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@decision = 3
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return 1
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end
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@@ -135,7 +140,8 @@ class PokeBattle_Battle
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rate += @runCommand*30
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end
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if rate>=256 || @battleAI.pbAIRandom(256)<rate
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pbDisplayPaused(_INTL("You got away safely!")) { pbSEPlay("Battle flee") }
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pbSEPlay("Battle flee")
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pbDisplayPaused(_INTL("You got away safely!"))
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@decision = 3
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return 1
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end
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