From b21fd46ea789a0b8cb99d2c7e0add5a007568a54 Mon Sep 17 00:00:00 2001 From: DramaticShape Date: Tue, 28 Jul 2026 18:49:07 -0400 Subject: [PATCH] Remove battle staging details from README Removed section about battle staging and conditions. --- README.md | 37 ------------------------------------- 1 file changed, 37 deletions(-) diff --git a/README.md b/README.md index b85e313..1828838 100644 --- a/README.md +++ b/README.md @@ -37,40 +37,3 @@ menu. **3D-BTL** is on by default and is independent of **VOXEL**: battles draw on the world whether or not the free-roam camera is pitched over. - -## Where a battle is staged - -The mod looks for the nearest clearing shaped like this, where every `x` is -a cell the player could walk onto — the two mons three cells apart down the -middle, with a one-cell apron so the camera looks across floor rather than -into a wall: - -``` -x x x -x O x O the enemy's mon -x x x -x x x -x P x P your mon -x x x -``` - -Indoors, in a corridor or in a cave there is often no room for that, so the -search relaxes to the same three-cell gap with the apron given up: - -``` -O -x -x -P -``` - -If neither will fit — and on a map with no open ground at all, or on a -machine with no depth-buffer support — the battle draws exactly the way it -always did. Water counts as open ground while you are surfing and not -otherwise, and warp tiles never count, so a fight is never framed in a -doorway. - -Two of those keys are taken off the engine: `3` was **TILT** and `5` was -**GBC FX**. Neither is reachable by key while this mod is enabled, and both -are still on the OPTIONS menu. Pressing `3` also switches both off — they -fight the diorama, and it is the way back from having left one on. \ No newline at end of file