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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 13:15:01 +00:00
Combined overwriting code from the new animation editor files
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@@ -32,34 +32,34 @@ class Battle::Scene
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# Create message box graphic
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messageBox = pbAddSprite("messageBox", 0, Graphics.height - 96,
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"Graphics/UI/Battle/overlay_message", @viewport)
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messageBox.z = 195
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messageBox.z = 10195
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# Create message window (displays the message)
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msgWindow = Window_AdvancedTextPokemon.newWithSize(
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"", 16, Graphics.height - 96 + 2, Graphics.width - 32, 96, @viewport
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)
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msgWindow.z = 200
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msgWindow.z = 10200
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msgWindow.opacity = 0
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msgWindow.baseColor = MESSAGE_BASE_COLOR
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msgWindow.shadowColor = MESSAGE_SHADOW_COLOR
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msgWindow.letterbyletter = true
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@sprites["messageWindow"] = msgWindow
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# Create command window
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@sprites["commandWindow"] = CommandMenu.new(@viewport, 200)
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@sprites["commandWindow"] = CommandMenu.new(@viewport, 10200)
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# Create fight window
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@sprites["fightWindow"] = FightMenu.new(@viewport, 200)
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@sprites["fightWindow"] = FightMenu.new(@viewport, 10200)
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# Create targeting window
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@sprites["targetWindow"] = TargetMenu.new(@viewport, 200, @battle.sideSizes)
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@sprites["targetWindow"] = TargetMenu.new(@viewport, 10200, @battle.sideSizes)
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pbShowWindow(MESSAGE_BOX)
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# The party lineup graphics (bar and balls) for both sides
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2.times do |side|
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partyBar = pbAddSprite("partyBar_#{side}", 0, 0,
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"Graphics/UI/Battle/overlay_lineup", @viewport)
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partyBar.z = 120
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partyBar.z = 10120
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partyBar.mirror = true if side == 0 # Player's lineup bar only
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partyBar.visible = false
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NUM_BALLS.times do |i|
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ball = pbAddSprite("partyBall_#{side}_#{i}", 0, 0, nil, @viewport)
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ball.z = 121
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ball.z = 10121
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ball.visible = false
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end
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# Ability splash bars
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@@ -136,22 +136,22 @@ class Battle::Scene
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messageBG = "Graphics/Battlebacks/" + messageFilename + "_message"
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# Apply graphics
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bg = pbAddSprite("battle_bg", 0, 0, battleBG, @viewport)
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bg.z = 0
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bg.z = -200
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bg = pbAddSprite("battle_bg2", -Graphics.width, 0, battleBG, @viewport)
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bg.z = 0
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bg.z = -200
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bg.mirror = true
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2.times do |side|
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baseX, baseY = Battle::Scene.pbBattlerPosition(side)
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base = pbAddSprite("base_#{side}", baseX, baseY,
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(side == 0) ? playerBase : enemyBase, @viewport)
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base.z = 1
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base.z = -199
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if base.bitmap
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base.ox = base.bitmap.width / 2
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base.oy = (side == 0) ? base.bitmap.height : base.bitmap.height / 2
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end
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end
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cmdBarBG = pbAddSprite("cmdBar_bg", 0, Graphics.height - 96, messageBG, @viewport)
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cmdBarBG.z = 180
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cmdBarBG.z = 10180
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end
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def pbCreateTrainerBackSprite(idxTrainer, trainerType, numTrainers = 1)
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@@ -164,7 +164,7 @@ class Battle::Scene
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trainer = pbAddSprite("player_#{idxTrainer + 1}", spriteX, spriteY, trainerFile, @viewport)
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return if !trainer.bitmap
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# Alter position of sprite
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trainer.z = 80 + idxTrainer
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trainer.z = 1500 + (idxTrainer * 100)
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if trainer.bitmap.width > trainer.bitmap.height * 2
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trainer.src_rect.x = 0
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trainer.src_rect.width = trainer.bitmap.width / 5
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@@ -179,7 +179,7 @@ class Battle::Scene
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trainer = pbAddSprite("trainer_#{idxTrainer + 1}", spriteX, spriteY, trainerFile, @viewport)
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return if !trainer.bitmap
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# Alter position of sprite
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trainer.z = 7 + idxTrainer
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trainer.z = 500 - (idxTrainer * 100)
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trainer.ox = trainer.src_rect.width / 2
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trainer.oy = trainer.bitmap.height
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end
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