moved route 1 battle location again, added transparency to bottom battle menu

This commit is contained in:
DramaticShape
2026-07-30 21:34:25 -04:00
parent d1a1c69c7d
commit f12b564dcd
13 changed files with 1606 additions and 24 deletions
+20 -2
View File
@@ -288,6 +288,11 @@ applyFull = function(level)
-- half of it is spent. Set rather than forced -- the row is gone from the
-- menu while FULL is on, but a save that already had it off gets it on.
OverworldBattle.setting:setIndex(1, Game)
-- with both mons out there on it: BACK keeps the player's own on the menu,
-- which is the one part of the old screen FULL is least about. Set rather
-- than held, like every other line here -- a player who wants their back pic
-- back can say so again on the row, or from the mod manager's page.
OverworldBattle.backSetting:setIndex(1, Game)
-- and the battle screen the staged fight is composed for. WIDE re-lays that
-- screen out on a 304x144 surface, which moves every anchor the arena camera
-- is solved against (OverworldBattle.forceOG); FULL has just switched staged
@@ -320,6 +325,14 @@ local SETTINGS = {
{ OverworldBattle.setting,
"Fight on the map: the battle draws over the nearest clear ground, "
.. "shot over the shoulder with a slow parallax drift." },
-- Only offered while a fight can actually be staged on the map: with 3D-BTL
-- off the engine draws the classic screen, which is this row's ON already,
-- and a row that no longer decides anything is worse than no row.
{ OverworldBattle.backSetting,
"Keep your own Pokemon on the battle menu, seen from behind in its "
.. "original slot, instead of standing it on the map facing the foe. "
.. "The foe is still out there on its own tile.",
when = function() return stagedBattles() end },
{ DayNight.setting,
"What time it is outdoors: pin the sky to DAY, NIGHT, DUSK or DAWN, "
.. "let CYCLE run it -- ten minutes of sun, ten of moon, with the "
@@ -499,7 +512,12 @@ mod.hooks:wrap("ui.options.rows", function(next, game, rows)
return dropRow(out, "pipeline:tiltshift")
end
local extra = {}
for _, entry in ipairs(SETTINGS) do extra[#extra + 1] = entry[1]:row() end
for _, entry in ipairs(SETTINGS) do
-- a row whose own switch is off the table this frame (BACK, which needs a
-- staged fight to be about) is left off with it; the mod manager's page
-- still carries every one of them
if not entry.when or entry.when() then extra[#extra + 1] = entry[1]:row() end
end
return insertGrouped(out, extra)
end)
@@ -745,7 +763,7 @@ mod.hooks:wrap("world.tod", function(next, tod, ctx)
return DayNight.tod()
end)
mod.exports.version = "1.2.1"
mod.exports.version = "1.3.0"
-- exposed so a companion mod can pin its own tiles' shapes or read the
-- camera without reaching into this mod's file layout
mod.exports.lib = V