Merge branch 'main' of https://github.com/infinitefusion/infinitefusion-e18 into releases
@@ -5,8 +5,8 @@
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#==============================================================================#
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#==============================================================================#
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module Settings
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module Settings
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# The version of your game. It has to adhere to the MAJOR.MINOR.PATCH format.
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# The version of your game. It has to adhere to the MAJOR.MINOR.PATCH format.
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GAME_VERSION = '6.2.2'
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GAME_VERSION = '6.2.3'
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GAME_VERSION_NUMBER = "6.2.2"
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GAME_VERSION_NUMBER = "6.2.3"
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POKERADAR_LIGHT_ANIMATION_RED_ID = 17
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POKERADAR_LIGHT_ANIMATION_RED_ID = 17
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POKERADAR_LIGHT_ANIMATION_GREEN_ID = 18
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POKERADAR_LIGHT_ANIMATION_GREEN_ID = 18
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@@ -36,6 +36,7 @@ class Game_Map
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attr_reader :display_x # display x-coordinate * 128
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attr_reader :display_x # display x-coordinate * 128
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attr_reader :display_y # display y-coordinate * 128
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attr_reader :display_y # display y-coordinate * 128
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attr_accessor :need_refresh # refresh request flag
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attr_accessor :need_refresh # refresh request flag
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attr_accessor :scroll_direction
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TILE_WIDTH = 32
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TILE_WIDTH = 32
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TILE_HEIGHT = 32
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TILE_HEIGHT = 32
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@@ -178,6 +178,12 @@ class Game_Player < Game_Character
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self.map.display_y = y * Game_Map::REAL_RES_Y - SCREEN_CENTER_Y
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self.map.display_y = y * Game_Map::REAL_RES_Y - SCREEN_CENTER_Y
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end
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end
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def isCentered()
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x_centered = self.map.display_x == x * Game_Map::REAL_RES_X - SCREEN_CENTER_X
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y_centered = self.map.display_y == y * Game_Map::REAL_RES_Y - SCREEN_CENTER_Y
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return x_centered && y_centered
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end
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#-----------------------------------------------------------------------------
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#-----------------------------------------------------------------------------
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# * Move to Designated Position
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# * Move to Designated Position
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# x : x-coordinate
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# x : x-coordinate
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@@ -28,6 +28,31 @@ class Sprite_Wearable < RPG::Sprite
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@sprite.y += offsets_array[current_frame][1]
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@sprite.y += offsets_array[current_frame][1]
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end
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end
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def adjustPositionForScreenScrolling
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return if !$game_map.scrolling? && !@was_just_scrolling
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if $game_map.scrolling?
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@was_just_scrolling=true
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else
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@was_just_scrolling=false
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end
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offset_x = 0
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offset_y = 0
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case $game_map.scroll_direction
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when DIRECTION_RIGHT
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offset_x=-8
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when DIRECTION_LEFT
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offset_x=8
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when DIRECTION_UP
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offset_y=8
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@sprite.z+=50 #weird layering glitch for some reason otherwise. It's reset to the correct value in the next animation frame
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when DIRECTION_DOWN
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offset_y=-8
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end
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@sprite.x+=offset_x
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@sprite.y+=offset_y
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end
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def set_sprite_position(action, direction, current_frame)
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def set_sprite_position(action, direction, current_frame)
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@sprite.x = @player_sprite.x - @player_sprite.ox
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@sprite.x = @player_sprite.x - @player_sprite.ox
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@sprite.y = @player_sprite.y - @player_sprite.oy
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@sprite.y = @player_sprite.y - @player_sprite.oy
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@@ -86,6 +111,8 @@ class Sprite_Wearable < RPG::Sprite
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@sprite.x = @player_sprite.x - @player_sprite.ox
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@sprite.x = @player_sprite.x - @player_sprite.ox
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@sprite.y = @player_sprite.y - @player_sprite.oy
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@sprite.y = @player_sprite.y - @player_sprite.oy
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end
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end
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adjustPositionForScreenScrolling()
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@sprite.y -= 2 if current_frame % 2 == 1
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@sprite.y -= 2 if current_frame % 2 == 1
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end
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end
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@@ -95,8 +122,8 @@ class Sprite_Wearable < RPG::Sprite
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current_frame = @player_sprite.character.pattern if !frame
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current_frame = @player_sprite.character.pattern if !frame
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direction = @player_sprite.character.direction
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direction = @player_sprite.character.direction
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crop_spritesheet(direction)
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crop_spritesheet(direction)
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set_sprite_position(@action, direction, current_frame)
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adjust_layer()
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adjust_layer()
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set_sprite_position(@action, direction, current_frame)
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end
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end
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def update(action, filename,color)
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def update(action, filename,color)
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@@ -17,6 +17,7 @@ class Sprite_Player < Sprite_Character
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getClothedPlayerSprite(true)
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getClothedPlayerSprite(true)
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end
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end
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def updateCharacterBitmap
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def updateCharacterBitmap
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skinTone = $Trainer.skin_tone ? $Trainer.skin_tone : 0
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skinTone = $Trainer.skin_tone ? $Trainer.skin_tone : 0
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baseBitmapFilename = getBaseOverworldSpriteFilename(@character_name, skinTone)
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baseBitmapFilename = getBaseOverworldSpriteFilename(@character_name, skinTone)
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@@ -78,9 +79,7 @@ class Sprite_Player < Sprite_Character
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return baseBitmap
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return baseBitmap
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end
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end
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def positionHair(baseBitmap, hairBirmap, offset)
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baseBitmap.blt(offset[0], offset[1], hairBirmap, hairBirmap.rect)
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end
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def update
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def update
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@@ -18,6 +18,9 @@ def pbLoadTrainer(tr_type, tr_name, tr_version = 0)
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raise _INTL("Trainer type {1} does not exist.", tr_type) if !tr_type_data
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raise _INTL("Trainer type {1} does not exist.", tr_type) if !tr_type_data
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tr_type = tr_type_data.id
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tr_type = tr_type_data.id
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trainer_data = getTrainersDataMode.try_get(tr_type, tr_name, tr_version)
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trainer_data = getTrainersDataMode.try_get(tr_type, tr_name, tr_version)
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if !trainer_data
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trainer_data = GameData::Trainer.try_get(tr_type, tr_name, tr_version)
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end
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return (trainer_data) ? trainer_data.to_trainer : nil
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return (trainer_data) ? trainer_data.to_trainer : nil
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end
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end
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@@ -587,6 +587,7 @@ class PokemonMartScreen
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@scene.pbStartBuyScene(@stock,@adapter)
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@scene.pbStartBuyScene(@stock,@adapter)
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item=nil
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item=nil
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loop do
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loop do
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pbWait(4)
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item=@scene.pbChooseBuyItem
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item=@scene.pbChooseBuyItem
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break if !item
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break if !item
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quantity=0
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quantity=0
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@@ -176,11 +176,11 @@ end
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def playPokeFluteAnimation
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def playPokeFluteAnimation
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return if $Trainer.outfit != 0
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# return if $Trainer.outfit != 0
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$game_player.setDefaultCharName("players/pokeflute", 0, false)
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# $game_player.setDefaultCharName("players/pokeflute", 0, false)
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Graphics.update
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# Graphics.update
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Input.update
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# Input.update
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pbUpdateSceneMap
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# pbUpdateSceneMap
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end
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end
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def restoreDefaultCharacterSprite(charset_number = 0)
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def restoreDefaultCharacterSprite(charset_number = 0)
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@@ -30,7 +30,9 @@ next catchRate
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})
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})
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BallHandlers::OnCatch.add(:ABILITYBALL,proc{|ball,battle,pokemon|
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BallHandlers::OnCatch.add(:ABILITYBALL,proc{|ball,battle,pokemon|
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species = getSpecies(dexNum(pokemon))
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species = getSpecies(dexNum(pokemon))
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pokemon.ability_index= getAbilityIndexFromID(species.hidden_abilities[-1],pokemon)
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ability = species.hidden_abilities[-1]
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pokemon.ability = ability
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pokemon.ability_index= getAbilityIndexFromID(ability,pokemon)
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})
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})
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#VIRUS BALL 27 - give pokerus
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#VIRUS BALL 27 - give pokerus
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