mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 06:11:10 +02:00
add ball throw mechanic
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@@ -0,0 +1,98 @@
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-- LET'S GO: the whole party's experience, on one card.
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--
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-- Sharing experience to everybody has a cost the original game never had
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-- to pay: six Pokemon means six "X gained N EXP. Points!" boxes for every
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-- knockout, each needing its own press. That is the same information the
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-- player wanted, delivered in the most tiring possible way -- and it is
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-- worse than a wall of text, because the numbers arrive one at a time so
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-- the one thing a shared payout is FOR (comparing them: the little one
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-- gained five times what the big one did) can never be seen at once.
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--
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-- So the per-Pokemon lines are suppressed and this card is shown in their
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-- place: one box, one press, every gain side by side, with a level-up
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-- called out on the row it happened to. What the card cannot cover still
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-- plays as it always did -- "X grew to level 6!", the stats window, and
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-- any move learned -- because those are events, not a tally.
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--
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-- Drawn with the engine's own font and box, in the GB's own frame, so it
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-- sits in a staged 3D battle exactly like every other battle panel.
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-- the mod namespace (see main.lua): V.require loads a sibling module
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local V = ...
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local ExpPanel = {}
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ExpPanel.__index = ExpPanel
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local Font = nil
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local function font()
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if Font ~= nil then return Font or nil end
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local ok, F = pcall(require, "src.render.Font")
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Font = ok and F or false
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return Font or nil
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end
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-- the GB frame, in 8-pixel tiles
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local TILE = 8
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local COLS, ROWS = 20, 18
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local ROW_H = 12 -- pixels between listed Pokemon
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-- `rows` is filled by the award loop and read HERE, at draw time: the
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-- loop runs to completion long before the battle queue reaches this
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-- panel, so the table is always complete by the time it is shown.
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function ExpPanel.new(game, rows)
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return setmetatable({ game = game, rows = rows or {}, t = 0 }, ExpPanel)
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end
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function ExpPanel:update(dt)
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self.t = (self.t or 0) + (dt or 0)
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local input = self.game and self.game.input
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if not input then return end
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-- a beat of deafness: the press that dismissed whatever came before
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-- must not dismiss this card in the same breath
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if self.t < 0.12 then return end
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if input:wasPressed("a") or input:wasPressed("b") then
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self.game.stack:pop()
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if self.onDone then self.onDone() end
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end
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end
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function ExpPanel:draw()
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local F = font()
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if not F then return end
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local rows = self.rows or {}
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local n = #rows
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if n == 0 then return end
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-- bottom-anchored and only as tall as it needs to be, so a two-Pokemon
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-- party does not black out the fight behind it
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local th = 3 + math.ceil(n * ROW_H / TILE)
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th = math.min(th, ROWS - 1)
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local ty = ROWS - th
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F.drawBox(0, ty, COLS, th)
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love.graphics.setColor(0, 0, 0, 1)
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local x0 = TILE
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local y0 = (ty + 1) * TILE + 2
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F.draw("EXP GAINED", x0, y0)
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for i, r in ipairs(rows) do
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local y = y0 + ROW_H + (i - 1) * ROW_H
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if y > (ROWS - 1) * TILE then break end
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local mon = r.mon
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local name = mon.nickname
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or (self.game.data.pokemon[mon.species] or {}).name
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or tostring(mon.species)
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F.draw(name, x0, y)
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-- a level-up is called out where it happened rather than left to the
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-- message that follows, so the card reads as the whole story
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if (r.to or 0) > (r.from or 0) then
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local up = ("L%d"):format(r.to)
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F.draw(up, 108 - F.width(up), y)
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end
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local amt = ("+%d"):format(r.gained or 0)
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F.draw(amt, 152 - F.width(amt), y)
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end
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love.graphics.setColor(1, 1, 1, 1)
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end
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return ExpPanel
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+24
-2
@@ -324,11 +324,33 @@ function LetsGo.install()
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--
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-- Everything else -- CATCH ONLY, the row switched off, another mod's
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-- battle -- falls through to the engine's own split untouched.
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-- ------- and it is announced ONCE, not once per Pokemon
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--
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-- Six party members would otherwise mean six "X gained N EXP. Points!"
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-- boxes per knockout. The per-Pokemon lines are suppressed (the `false`
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-- to applyShare) and one card is shown instead -- see lib/ExpPanel.lua
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-- for why that is better than a faster wall of the same text.
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--
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-- The card is queued BEFORE the loop that fills it. That is not a race:
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-- applyShare applies its experience immediately and only QUEUES its
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-- messages, so the loop runs to completion synchronously here, while
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-- the queue does not reach the card's factory until later -- by which
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-- time `rows` is complete. Queueing it first is what puts the tally
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-- ahead of the "grew to level" chatter it is a summary of.
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local ExpPanel = V.require("ExpPanel")
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local function payParty(ctx, mult)
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local battle = ctx.battle
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local rows = {}
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battle:uiNext(function() return ExpPanel.new(battle.game, rows) end)
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granting = { mult = mult }
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local okAward, err = pcall(function()
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for _, mon in ipairs(ctx.battle.game.save.party) do
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if mon.hp > 0 then ctx.applyShare(mon, 1, true) end
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for _, mon in ipairs(battle.game.save.party) do
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if mon.hp > 0 then
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local exp0, lv0 = mon.exp, mon.level
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ctx.applyShare(mon, 1, false)
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rows[#rows + 1] = { mon = mon, gained = mon.exp - exp0,
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from = lv0, to = mon.level }
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end
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end
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end)
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granting = nil
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@@ -27,6 +27,27 @@ return function(game)
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LetsGo.setting:setValue(MODE == "off" and false or MODE, game)
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U.log("LET'S GO mode: " .. tostring(LetsGo.mode()))
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-- count the summary cards at their SOURCE rather than by catching them
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-- on the stack: the driver taps fast enough to dismiss one between two
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-- polls, and an absence there would look like a card that never came
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local ExpPanel = lib.require("ExpPanel")
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local innerNew, cards = ExpPanel.new, 0
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ExpPanel.new = function(g, rows)
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local panel = innerNew(g, rows)
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cards = cards + 1
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-- read at DRAW time in the real thing; here the loop that fills it
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-- has already run, so peeking now is honest
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local parts = {}
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for _, r in ipairs(rows or {}) do
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parts[#parts + 1] = ("%s+%d%s"):format(
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(g.data.pokemon[r.mon.species] or {}).name or "?", r.gained or 0,
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(r.to or 0) > (r.from or 0) and ("->L" .. r.to) or "")
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end
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U.log(("EXP CARD #%d: %s"):format(cards, table.concat(parts, " ")))
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CARD_HOLD = 20 -- frames to stop tapping, so it can be shot
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return panel
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end
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-- one strong fighter and two bystanders: only the fighter gains on the
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-- engine's own rules, so the bystanders ARE the test
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game.save.party = {
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@@ -82,10 +103,28 @@ return function(game)
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-- through the intro to the menu, then FIGHT + first move, over and
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-- over until the fight resolves. The enemy's HP is logged as it goes,
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-- so a fight that stalls is visibly a stall rather than a silent zero.
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local lastHP = nil
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local lastHP, shotPanel = nil, false
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for i = 1, 900 do
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if battle.result then break end
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if battle.phase == "menu" then
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-- the fight ending does NOT end the loop until the card has been
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-- photographed: the last knockout resolves the battle in the same
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-- breath that queues the card, so breaking on `result` alone leaves
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-- every run with the card built and never seen
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if battle.result and shotPanel then break end
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-- hold the taps while the card is up, so it can be shot rather than
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-- dismissed on the next frame
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if (CARD_HOLD or 0) > 0 then
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CARD_HOLD = CARD_HOLD - 1
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if not shotPanel then
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local top = game.stack and game.stack:top()
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if top and rawget(top, "rows") then
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shotPanel = true
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U.shot(game, (os.getenv("SHOT_DIR") or ".scratchpad")
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.. "/exp_panel.png")
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U.log("shot the card")
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end
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end
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U.wait(1)
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elseif battle.phase == "menu" then
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battle.menuIndex = 1 -- FIGHT
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U.tap(game, "a")
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elseif battle.phase == "moveSelect" then
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@@ -100,6 +139,15 @@ return function(game)
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U.log((" foe HP -> %s (phase %s, step %d)")
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:format(tostring(hp), tostring(battle.phase), i))
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end
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-- photograph the summary card the moment it is on top, then let the
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-- taps carry on and dismiss it
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local top = game.stack and game.stack:top()
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if top and not shotPanel and top ~= battle and rawget(top, "rows") then
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shotPanel = true
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U.shot(game, (os.getenv("SHOT_DIR") or ".scratchpad")
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.. "/exp_panel.png")
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U.log("shot the card")
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end
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U.wait(5)
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end
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U.log("battle result: " .. tostring(battle.result)
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