the sparkle was playing behind the transition wipe

Armed on the occupant-change edge, which happens while the screen is still
mid-wipe -- so the burst spent its whole three-quarter-second life underneath
it. The instrumentation is what settled it: armed=1, quads=450, which is
45 frames times 10 stars, exactly LIFE. It was never missing. It was drawing
where nobody could see it.

Two gates, because the first one was still wrong. Holding the clock until the
scene DREW the side does not help: the battle renders under the wipe for
about a second before the wipe is gone. The burst now waits until the battle
is the top of the stack -- the wipe popped, somebody watching -- and only
then starts. Armed and released are separate moments now, which is what they
always were.

Also, a shiny no longer discolours a PERSON. Both sides can be holding a
trainer pic rather than a Pokemon (the foe's portrait before the send-out,
the player's own back until "Go!"), and the tint was going straight through
it. Shininess is a fact about a Pokemon, not its owner. sideTexture asks the
same two questions it already used to label the finished texture.

And the capture drivers build the party BEFORE pinning the odds. Pokemon.new
is where shininess is decided, so setting odds to 1 first made the player's
own Pikachu shiny too -- which tinted the player's side, which during the
intro is the trainer sprite. That is what "the player trainer sprite seems
discolored" was.

Lineup is now Charizard, Electrode, Vaporeon, Dratini.

Verified by strip: the burst lands in the frames right after the wipe clears,
and the trainer back sprite is its own colour again.
This commit is contained in:
DramaticShape
2026-08-08 13:35:01 -04:00
parent 120f9716b6
commit 0091e6d93b
6 changed files with 116 additions and 21 deletions
+18 -4
View File
@@ -1108,10 +1108,24 @@ function OverworldBattle.sideTexture(battle, side)
-- alone, which the engine's both-sides-at-once pic layer cannot do.
local shinyTint = nil
do
local battler = (side == "player") and battle.player or battle.enemy
local g2 = game()
shinyTint = battler and V.require("ShinyUI")
.tintFor(battler.mon, g2 and g2.data) or nil
-- NOT when this side is showing a PERSON. Both sides can be holding a
-- trainer pic rather than a Pokemon -- the foe's portrait before the
-- send-out, and the player's own back until "Go!" -- and a shiny is a
-- fact about a Pokemon, not about its owner. Tinting through it turned
-- the player's trainer sprite a different colour for the whole intro,
-- which is what a shiny Pokemon in the party looks like if you do not
-- ask this question. The two tests are the same ones sideTexture already
-- uses to label the finished texture, asked here instead of after.
local person = (side == "enemy"
and battle.showEnemyTrainer and battle.trainerPic)
or (side == "player"
and battle.showPlayerBack and battle.playerBackPic)
if not person then
local battler = (side == "player") and battle.player or battle.enemy
local g2 = game()
shinyTint = battler and V.require("ShinyUI")
.tintFor(battler.mon, g2 and g2.data) or nil
end
end
local ok, err = pcall(function()