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def pbDrawTextPositions now uses symbols for text alignment and outline, and added a quicker way to draw text with no shadow/outline
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@@ -319,16 +319,16 @@ class HallOfFame_Scene
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dexnumber = _ISPRINTF("No. {1:03d}", number)
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end
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textPositions = [
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[dexnumber, 32, Graphics.height - 74, 0, BASECOLOR, SHADOWCOLOR],
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[pokename, Graphics.width - 192, Graphics.height - 74, 2, BASECOLOR, SHADOWCOLOR],
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[dexnumber, 32, Graphics.height - 74, :left, BASECOLOR, SHADOWCOLOR],
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[pokename, Graphics.width - 192, Graphics.height - 74, :center, BASECOLOR, SHADOWCOLOR],
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[_INTL("Lv. {1}", pokemon.egg? ? "?" : pokemon.level),
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64, Graphics.height - 42, 0, BASECOLOR, SHADOWCOLOR],
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64, Graphics.height - 42, :left, BASECOLOR, SHADOWCOLOR],
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[_INTL("ID No. {1}", pokemon.egg? ? "?????" : idno),
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Graphics.width - 192, Graphics.height - 42, 2, BASECOLOR, SHADOWCOLOR]
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Graphics.width - 192, Graphics.height - 42, :center, BASECOLOR, SHADOWCOLOR]
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]
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if hallNumber > -1
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textPositions.push([_INTL("Hall of Fame No."), (Graphics.width / 2) - 104, 6, 0, BASECOLOR, SHADOWCOLOR])
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textPositions.push([hallNumber.to_s, (Graphics.width / 2) + 104, 6, 1, BASECOLOR, SHADOWCOLOR])
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textPositions.push([_INTL("Hall of Fame No."), (Graphics.width / 2) - 104, 6, :left, BASECOLOR, SHADOWCOLOR])
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textPositions.push([hallNumber.to_s, (Graphics.width / 2) + 104, 6, :right, BASECOLOR, SHADOWCOLOR])
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end
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pbDrawTextPositions(overlay, textPositions)
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end
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@@ -337,7 +337,7 @@ class HallOfFame_Scene
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overlay = @sprites["overlay"].bitmap
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overlay.clear
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pbDrawTextPositions(overlay, [[_INTL("Welcome to the Hall of Fame!"),
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Graphics.width / 2, Graphics.height - 68, 2, BASECOLOR, SHADOWCOLOR]])
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Graphics.width / 2, Graphics.height - 68, :center, BASECOLOR, SHADOWCOLOR]])
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end
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def pbAnimationLoop
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