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https://github.com/infinitefusion/infinitefusion-e18.git
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More Rubocop
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@@ -255,8 +255,10 @@ class Battle::Scene::PokemonDataBox < SpriteWrapper
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else
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s = GameData::Status.get(@battler.status).icon_position
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end
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imagePos.push(["Graphics/Pictures/Battle/icon_statuses", @spriteBaseX + 24, 36,
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0, s * STATUS_ICON_HEIGHT, -1, STATUS_ICON_HEIGHT]) if s >= 0
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if s >= 0
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imagePos.push(["Graphics/Pictures/Battle/icon_statuses", @spriteBaseX + 24, 36,
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0, s * STATUS_ICON_HEIGHT, -1, STATUS_ICON_HEIGHT])
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end
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end
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pbDrawImagePositions(self.bitmap, imagePos)
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refreshHP
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@@ -17,7 +17,7 @@ class Battle::Scene::Animation
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def empty?; return @pictureEx.length == 0; end
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def animDone?; return @animDone; end
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def addSprite(s, origin = PictureOrigin::TopLeft)
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def addSprite(s, origin = PictureOrigin::TOP_LEFT)
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num = @pictureEx.length
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picture = PictureEx.new(s.z)
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picture.x = s.x
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@@ -31,7 +31,7 @@ class Battle::Scene::Animation
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return picture
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end
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def addNewSprite(x, y, name, origin = PictureOrigin::TopLeft)
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def addNewSprite(x, y, name, origin = PictureOrigin::TOP_LEFT)
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num = @pictureEx.length
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picture = PictureEx.new(num)
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picture.setXY(0, x, y)
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@@ -87,7 +87,7 @@ module Battle::Scene::Animation::BallAnimationMixin
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def addBallSprite(ballX, ballY, poke_ball)
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file_path = sprintf("Graphics/Battle animations/ball_%s", poke_ball)
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ball = addNewSprite(ballX, ballY, file_path, PictureOrigin::Center)
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ball = addNewSprite(ballX, ballY, file_path, PictureOrigin::CENTER)
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@ballSprite = @pictureSprites.last
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if @ballSprite.bitmap.width >= @ballSprite.bitmap.height
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@ballSprite.src_rect.width = @ballSprite.bitmap.height / 2
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@@ -15,26 +15,26 @@ class Battle::Scene::Animation::Intro < Battle::Scene::Animation
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makeSlideSprite("battle_bg2", 0.5, appearTime)
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end
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# Bases
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makeSlideSprite("base_0", 1, appearTime, PictureOrigin::Bottom)
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makeSlideSprite("base_1", -1, appearTime, PictureOrigin::Center)
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makeSlideSprite("base_0", 1, appearTime, PictureOrigin::BOTTOM)
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makeSlideSprite("base_1", -1, appearTime, PictureOrigin::CENTER)
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# Player sprite, partner trainer sprite
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@battle.player.each_with_index do |_p, i|
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makeSlideSprite("player_#{i + 1}", 1, appearTime, PictureOrigin::Bottom)
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makeSlideSprite("player_#{i + 1}", 1, appearTime, PictureOrigin::BOTTOM)
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end
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# Opposing trainer sprite(s) or wild Pokémon sprite(s)
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if @battle.trainerBattle?
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@battle.opponent.each_with_index do |_p, i|
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makeSlideSprite("trainer_#{i + 1}", -1, appearTime, PictureOrigin::Bottom)
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makeSlideSprite("trainer_#{i + 1}", -1, appearTime, PictureOrigin::BOTTOM)
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end
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else # Wild battle
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@battle.pbParty(1).each_with_index do |_pkmn, i|
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idxBattler = (2 * i) + 1
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makeSlideSprite("pokemon_#{idxBattler}", -1, appearTime, PictureOrigin::Bottom)
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makeSlideSprite("pokemon_#{idxBattler}", -1, appearTime, PictureOrigin::BOTTOM)
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end
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end
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# Shadows
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@battle.battlers.length.times do |i|
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makeSlideSprite("shadow_#{i}", (i.even?) ? 1 : -1, appearTime, PictureOrigin::Center)
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makeSlideSprite("shadow_#{i}", (i.even?) ? 1 : -1, appearTime, PictureOrigin::CENTER)
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end
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# Fading blackness over whole screen
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blackScreen = addNewSprite(0, 0, "Graphics/Battle animations/black_screen")
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@@ -73,7 +73,7 @@ class Battle::Scene::Animation::Intro2 < Battle::Scene::Animation
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@sideSize.times do |i|
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idxBattler = (2 * i) + 1
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next if !@sprites["pokemon_#{idxBattler}"]
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battler = addSprite(@sprites["pokemon_#{idxBattler}"], PictureOrigin::Bottom)
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battler = addSprite(@sprites["pokemon_#{idxBattler}"], PictureOrigin::BOTTOM)
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battler.moveTone(0, 4, Tone.new(0, 0, 0, 0))
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battler.setCallback(10 * i, [@sprites["pokemon_#{idxBattler}"], :pbPlayIntroAnimation])
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end
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@@ -279,7 +279,7 @@ class Battle::Scene::Animation::TrainerAppear < Battle::Scene::Animation
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delay = 0
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# Make old trainer sprite move off-screen first if necessary
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if @idxTrainer > 0 && @sprites["trainer_#{@idxTrainer}"].visible
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oldTrainer = addSprite(@sprites["trainer_#{@idxTrainer}"], PictureOrigin::Bottom)
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oldTrainer = addSprite(@sprites["trainer_#{@idxTrainer}"], PictureOrigin::BOTTOM)
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oldTrainer.moveDelta(delay, 8, Graphics.width / 4, 0)
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oldTrainer.setVisible(delay + 8, false)
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delay = oldTrainer.totalDuration
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@@ -288,7 +288,7 @@ class Battle::Scene::Animation::TrainerAppear < Battle::Scene::Animation
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if @sprites["trainer_#{@idxTrainer + 1}"]
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trainerX, trainerY = Battle::Scene.pbTrainerPosition(1)
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trainerX += 64 + (Graphics.width / 4)
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newTrainer = addSprite(@sprites["trainer_#{@idxTrainer + 1}"], PictureOrigin::Bottom)
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newTrainer = addSprite(@sprites["trainer_#{@idxTrainer + 1}"], PictureOrigin::BOTTOM)
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newTrainer.setVisible(delay, true)
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newTrainer.setXY(delay, trainerX, trainerY)
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newTrainer.moveDelta(delay, 8, -Graphics.width / 4, 0)
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@@ -318,7 +318,7 @@ class Battle::Scene::Animation::PlayerFade < Battle::Scene::Animation
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pl = @sprites[spriteNameBase + "_#{i}"]
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i += 1
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next if !pl.visible || pl.x < 0
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trainer = addSprite(pl, PictureOrigin::Bottom)
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trainer = addSprite(pl, PictureOrigin::BOTTOM)
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trainer.moveDelta(0, 16, -Graphics.width / 2, 0)
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# Animate trainer sprite(s) if they have multiple frames
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if pl.bitmap && !pl.bitmap.disposed? && pl.bitmap.width >= pl.bitmap.height * 2
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@@ -371,7 +371,7 @@ class Battle::Scene::Animation::TrainerFade < Battle::Scene::Animation
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trSprite = @sprites[spriteNameBase + "_#{i}"]
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i += 1
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next if !trSprite.visible || trSprite.x > Graphics.width
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trainer = addSprite(trSprite, PictureOrigin::Bottom)
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trainer = addSprite(trSprite, PictureOrigin::BOTTOM)
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trainer.moveDelta(0, 16, Graphics.width / 2, 0)
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trainer.setVisible(16, false)
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end
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@@ -456,7 +456,7 @@ class Battle::Scene::Animation::PokeballPlayerSendOut < Battle::Scene::Animation
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ballBurst(delay, battlerStartX, battlerStartY - 18, poke_ball)
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ball.moveOpacity(delay + 2, 2, 0)
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# Set up battler sprite
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battler = addSprite(batSprite, PictureOrigin::Bottom)
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battler = addSprite(batSprite, PictureOrigin::BOTTOM)
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battler.setXY(0, battlerStartX, battlerStartY)
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battler.setZoom(0, 0)
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battler.setColor(0, col)
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@@ -464,7 +464,7 @@ class Battle::Scene::Animation::PokeballPlayerSendOut < Battle::Scene::Animation
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battlerAppear(battler, delay, battlerEndX, battlerEndY, batSprite, col)
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if @shadowVisible
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# Set up shadow sprite
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shadow = addSprite(shaSprite, PictureOrigin::Center)
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shadow = addSprite(shaSprite, PictureOrigin::CENTER)
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shadow.setOpacity(0, 0)
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# Shadow animation
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shadow.setVisible(delay, @shadowVisible)
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@@ -520,7 +520,7 @@ class Battle::Scene::Animation::PokeballTrainerSendOut < Battle::Scene::Animatio
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ballBurst(delay, battlerStartX, battlerStartY - 18, poke_ball)
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ball.moveOpacity(delay + 2, 2, 0)
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# Set up battler sprite
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battler = addSprite(batSprite, PictureOrigin::Bottom)
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battler = addSprite(batSprite, PictureOrigin::BOTTOM)
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battler.setXY(0, battlerStartX, battlerStartY)
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battler.setZoom(0, 0)
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battler.setColor(0, col)
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@@ -528,7 +528,7 @@ class Battle::Scene::Animation::PokeballTrainerSendOut < Battle::Scene::Animatio
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battlerAppear(battler, delay, battlerEndX, battlerEndY, batSprite, col)
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if @shadowVisible
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# Set up shadow sprite
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shadow = addSprite(shaSprite, PictureOrigin::Center)
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shadow = addSprite(shaSprite, PictureOrigin::CENTER)
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shadow.setOpacity(0, 0)
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# Shadow animation
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shadow.setVisible(delay, @shadowVisible)
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@@ -570,7 +570,7 @@ class Battle::Scene::Animation::BattlerRecall < Battle::Scene::Animation
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battlerEndX = ballPos[0]
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battlerEndY = ballPos[1]
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# Set up battler sprite
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battler = addSprite(batSprite, PictureOrigin::Bottom)
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battler = addSprite(batSprite, PictureOrigin::BOTTOM)
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battler.setVisible(0, true)
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battler.setColor(0, col)
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# Set up Poké Ball sprite
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@@ -585,7 +585,7 @@ class Battle::Scene::Animation::BattlerRecall < Battle::Scene::Animation
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battlerAbsorb(battler, delay, battlerEndX, battlerEndY, col)
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if shaSprite.visible
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# Set up shadow sprite
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shadow = addSprite(shaSprite, PictureOrigin::Center)
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shadow = addSprite(shaSprite, PictureOrigin::CENTER)
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# Shadow animation
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shadow.moveOpacity(0, 10, 0)
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shadow.setVisible(delay, false)
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@@ -609,8 +609,8 @@ class Battle::Scene::Animation::BattlerDamage < Battle::Scene::Animation
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batSprite = @sprites["pokemon_#{@idxBattler}"]
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shaSprite = @sprites["shadow_#{@idxBattler}"]
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# Set up battler/shadow sprite
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battler = addSprite(batSprite, PictureOrigin::Bottom)
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shadow = addSprite(shaSprite, PictureOrigin::Center)
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battler = addSprite(batSprite, PictureOrigin::BOTTOM)
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shadow = addSprite(shaSprite, PictureOrigin::CENTER)
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# Animation
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delay = 0
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case @effectiveness
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@@ -647,8 +647,8 @@ class Battle::Scene::Animation::BattlerFaint < Battle::Scene::Animation
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batSprite = @sprites["pokemon_#{@idxBattler}"]
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shaSprite = @sprites["shadow_#{@idxBattler}"]
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# Set up battler/shadow sprite
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battler = addSprite(batSprite, PictureOrigin::Bottom)
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shadow = addSprite(shaSprite, PictureOrigin::Center)
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battler = addSprite(batSprite, PictureOrigin::BOTTOM)
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shadow = addSprite(shaSprite, PictureOrigin::CENTER)
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# Get approx duration depending on sprite's position/size. Min 20 frames.
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battlerTop = batSprite.y - batSprite.height
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cropY = Battle::Scene.pbBattlerPosition(@idxBattler, @battle.pbSideSize(@idxBattler))[1]
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@@ -723,7 +723,7 @@ class Battle::Scene::Animation::PokeballThrowCapture < Battle::Scene::Animation
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@ballSpriteIndex = (@success) ? @tempSprites.length - 1 : -1
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# Set up trainer sprite (only visible in Safari Zone battles)
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if @showingTrainer && traSprite && traSprite.bitmap.width >= traSprite.bitmap.height * 2
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trainer = addSprite(traSprite, PictureOrigin::Bottom)
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trainer = addSprite(traSprite, PictureOrigin::BOTTOM)
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# Trainer animation
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ballStartX, ballStartY = trainerThrowingFrames(ball, trainer, traSprite)
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end
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@@ -738,7 +738,7 @@ class Battle::Scene::Animation::PokeballThrowCapture < Battle::Scene::Animation
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delay = ball.totalDuration + 6
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ballOpenUp(ball, delay, @poke_ball, true, false)
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# Set up battler sprite
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battler = addSprite(batSprite, PictureOrigin::Bottom)
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battler = addSprite(batSprite, PictureOrigin::BOTTOM)
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# Poké Ball absorbs battler
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delay = ball.totalDuration
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ballBurstCapture(delay, ballEndX, ballEndY, @poke_ball)
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@@ -751,7 +751,7 @@ class Battle::Scene::Animation::PokeballThrowCapture < Battle::Scene::Animation
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battler.setVisible(delay + 5, false)
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if @shadowVisible
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# Set up shadow sprite
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shadow = addSprite(shaSprite, PictureOrigin::Center)
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shadow = addSprite(shaSprite, PictureOrigin::CENTER)
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# Shadow animation
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shadow.moveOpacity(delay, 5, 0)
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shadow.moveZoom(delay, 5, 0)
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