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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:50:50 +02:00
battle effect fixes
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@@ -395,10 +395,14 @@ local SETTINGS = {
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.. "fraction of the cost." },
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-- `full` marks a row FULL does not take away. FULL owns the diorama's own
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-- knobs; what a battle is drawn over, and how it is framed, are not that.
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-- Off the OPTIONS menu while VR is on: the headset REQUIRES staged
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-- battles (OverworldBattle.enabled answers true regardless of this row)
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-- and forbids back sprites (backPinned answers false), so both rows
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-- decide nothing there and a dead switch on the menu reads as broken.
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{ OverworldBattle.setting,
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"Fight on the map: the battle draws over the nearest clear ground, "
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.. "shot over the shoulder with a slow parallax drift.",
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full = true },
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when = function() return not VR.enabled() end, full = true },
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-- Only offered while a fight can actually be staged on the map: with 3D-BTL
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-- off the engine draws the classic screen, which is this row's ON already,
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-- and a row that no longer decides anything is worse than no row.
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@@ -406,7 +410,8 @@ local SETTINGS = {
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"Keep your own Pokemon on the battle menu, seen from behind in its "
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.. "original slot, instead of standing it on the map facing the foe. "
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.. "The foe is still out there on its own tile.",
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when = function() return stagedBattles() end, full = true },
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when = function() return stagedBattles() and not VR.enabled() end,
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full = true },
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{ DayNight.setting,
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"What time it is outdoors: pin the sky to DAY, NIGHT, DUSK or DAWN, "
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.. "let CYCLE run it -- ten minutes of sun, ten of moon, with the "
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@@ -436,12 +441,20 @@ local SETTINGS = {
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.. "Menus and dialogs float on a panel. Needs a Windows OpenXR runtime "
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.. "and the mod running from a real folder; without them the row stays "
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.. "and the game stays flat, with the reason on the console.",
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full = true },
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-- on Windows the row stays even when a runtime is missing (the console
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-- says why); off Windows -- mobile above all -- there is no VR to have
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-- and the row does not exist
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when = function() return VR.supported() end, full = true },
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}
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local schema = {}
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for i, entry in ipairs(SETTINGS) do
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schema[i] = entry[1]:schema(entry[2])
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for _, entry in ipairs(SETTINGS) do
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-- the VR row is absent from the mod manager's page too where the
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-- platform cannot do VR at all -- the OPTIONS menu's `when` gates are
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-- situational (a row hidden for now), this one is existential
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if entry[1] ~= VR.setting or VR.supported() then
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schema[#schema + 1] = entry[1]:schema(entry[2])
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end
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end
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mod.options:define(schema)
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@@ -804,12 +817,16 @@ do
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function OptionsMenu:update(dt)
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local before = Pipelines.level("voxel")
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local hadBattles = OverworldBattle.enabled()
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-- the VR row hides the two battle rows while it is on, so stepping
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-- it changes the LIST exactly the way 3D-BTL does
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local hadVR = VR.enabled()
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local wasOn = idAt(self, self.index)
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inner(self, dt)
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local after = Pipelines.level("voxel")
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local crossedFull = after ~= before
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and (Voxel.isFull(before) or Voxel.isFull(after))
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if crossedFull or OverworldBattle.enabled() ~= hadBattles then
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if crossedFull or OverworldBattle.enabled() ~= hadBattles
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or VR.enabled() ~= hadVR then
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local rebuilt = OptionsMenu.new(self.game)
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self.rows = rebuilt.rows
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-- Follow the row the cursor was ON rather than the slot it was in:
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