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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 09:10:49 +02:00
moved route 1 battle location again, added transparency to bottom battle menu
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@@ -288,6 +288,11 @@ applyFull = function(level)
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-- half of it is spent. Set rather than forced -- the row is gone from the
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-- menu while FULL is on, but a save that already had it off gets it on.
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OverworldBattle.setting:setIndex(1, Game)
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-- with both mons out there on it: BACK keeps the player's own on the menu,
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-- which is the one part of the old screen FULL is least about. Set rather
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-- than held, like every other line here -- a player who wants their back pic
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-- back can say so again on the row, or from the mod manager's page.
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OverworldBattle.backSetting:setIndex(1, Game)
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-- and the battle screen the staged fight is composed for. WIDE re-lays that
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-- screen out on a 304x144 surface, which moves every anchor the arena camera
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-- is solved against (OverworldBattle.forceOG); FULL has just switched staged
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@@ -320,6 +325,14 @@ local SETTINGS = {
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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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-- 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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{ OverworldBattle.backSetting,
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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 },
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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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@@ -499,7 +512,12 @@ mod.hooks:wrap("ui.options.rows", function(next, game, rows)
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return dropRow(out, "pipeline:tiltshift")
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end
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local extra = {}
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for _, entry in ipairs(SETTINGS) do extra[#extra + 1] = entry[1]:row() end
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for _, entry in ipairs(SETTINGS) do
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-- a row whose own switch is off the table this frame (BACK, which needs a
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-- staged fight to be about) is left off with it; the mod manager's page
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-- still carries every one of them
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if not entry.when or entry.when() then extra[#extra + 1] = entry[1]:row() end
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end
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return insertGrouped(out, extra)
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end)
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@@ -745,7 +763,7 @@ mod.hooks:wrap("world.tod", function(next, tod, ctx)
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return DayNight.tod()
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end)
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mod.exports.version = "1.2.1"
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mod.exports.version = "1.3.0"
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-- exposed so a companion mod can pin its own tiles' shapes or read the
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-- camera without reaching into this mod's file layout
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mod.exports.lib = V
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