mirror of
https://github.com/bryanthaboi/gen1recomp.git
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CLOSES #1090, CLOSES #1093, CLOSES #1094, CLOSES #1095, CLOSES #1098, CLOSES #1102, CLOSES #1105, CLOSES #1106, CLOSES #1108, CLOSES #1109, CLOSES #1110, CLOSES #1111, CLOSES #1113, CLOSES #1114, CLOSES #1117, CLOSES #1118, CLOSES #1121, CLOSES #1122, CLOSES #1123, CLOSES #1124, CLOSES #1126, CLOSES #1127, CLOSES #1128, CLOSES #1131, CLOSES #1132, CLOSES #1134, CLOSES #1137, CLOSES #1141
This commit is contained in:
+153
-34
@@ -43,8 +43,9 @@ local BattleState = {}
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BattleState.__index = BattleState
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BattleState.isOpaque = true
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-- How long a message stays before the next event runs, in logic steps. The
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-- cart waits for A on most lines; holding A skips faster, same as text boxes.
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-- Armed while a battle line waits for PromptButton (home/text.asm). Any
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-- positive value means "hold until A/B"; the cart never times these out, so
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-- the victory jingle can keep looping through the post-win prompts.
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local MESSAGE_FRAMES = 48
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-- home/hm_moves.asm:17-25 IsHMMove's .HMMoves.
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@@ -573,8 +574,10 @@ function BattleState:drawPic(mon, back)
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local px, py
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local boxTiles
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if back then
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px = BattleState.PLAYER_PIC_TILE_X * 8
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py = BattleState.PLAYER_PIC_TILE_Y * 8
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-- pokegold engine/battle/core.asm:8569: 6x6 box, bottom-aligned/centred
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local box = BattleState.PLAYER_PIC_TILES * 8
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px = BattleState.PLAYER_PIC_TILE_X * 8 + math.floor((box - w) / 2)
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py = BattleState.PLAYER_PIC_TILE_Y * 8 + (box - h)
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boxTiles = BattleState.PLAYER_PIC_TILES
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else
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-- Bottom-aligned and horizontally centred inside the 7x7 box.
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@@ -881,8 +884,12 @@ function BattleState:startAnim(key, opts)
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if not self.anims.scripts[key] then return false end
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-- BattleAnimRunScript's own gate: `bit BATTLE_SCENE, [wOptions]` skips the
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-- move animation entirely, which is the OPTION screen's BATTLE SCENE row.
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-- The check only applies to a real move id (wFXAnimID+1 == 0); non-move
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-- ids (isMove unset here) branch straight to .not_move and always run.
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local options = self.game and self.game.options
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if options and options.battleScene == false then return false end
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if options and options.battleScene == false and opts and opts.isMove then
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return false
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end
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opts = opts or {}
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local data = (self.game and self.game.data) or {}
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local audio = data.audio or {}
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@@ -939,11 +946,38 @@ function BattleState:startAnim(key, opts)
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return true
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end
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-- wBattleAfterAnim target for this attacker's turn
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-- (effect_commands.asm:1963-1972): player swing -> enemy shake, and reverse.
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function BattleState:afterAnimFor(side)
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if side == "player" then return "ANIM_ENEMY_DAMAGE" end
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return "ANIM_PLAYER_DAMAGE"
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end
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function BattleState:animForMove(moveId, side)
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local key = self.anims and self.anims.moves and self.anims.moves[moveId]
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return self:startAnim(key, {
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local started = self:startAnim(key, {
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turn = self:turnFor(side), animId = moveId, isMove = true,
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})
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if started then
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-- BattleAnimRunScript (anim_commands.asm:55-72): after the move script
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-- restores HUDs it immediately runs wBattleAfterAnim (the hit shake).
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-- Queue it so stepAnim chains without waiting on the next event.
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self.pendingAfterAnim = { name = self:afterAnimFor(side), side = side }
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end
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return started
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end
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-- Kick off a queued after-anim; returns true when one is now running.
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function BattleState:startPendingAfterAnim()
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local pending = self.pendingAfterAnim
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if not pending then return false end
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self.pendingAfterAnim = nil
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if self:animForId(pending.name, pending.side) then
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-- dealDamage's default ANIM_x_DAMAGE is this same shake; skip it there.
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self.afterAnimPlayed = true
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return true
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end
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return false
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end
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-- True while BattleAnimClearHud has that side's HUD blanked.
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@@ -969,10 +1003,16 @@ function BattleState:stepAnim(input)
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-- tilemap is whatever they had got to and nothing is latched -- the
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-- explicit latches (a catch) are the only ones that survive a skip.
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self.anim = nil
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-- Cart still reaches the after-anim arm after a move script ends; a skip
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-- of the move should not drop the hit shake that follows it.
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if self:startPendingAfterAnim() then return end
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return self:endSendOutAnim()
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end
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if not self.anim:step() then
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self.anim = nil
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-- pokegold data/moves/animations.asm .Click: anim_keepsprites means
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-- the OAM outlives the script, so keep the runner for drawing too.
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if not self.anim.keepSprites then self.anim = nil end
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if self:startPendingAfterAnim() then return end
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return self:endSendOutAnim()
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end
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end
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@@ -1103,7 +1143,14 @@ function BattleState:advanceQueue()
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-- until the next damage or heal event moved it.
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local battle = self.battle
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local mon = battle and battle.party and battle.party[event.index]
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-- pokegold engine/battle/core.asm:7057-7069: every mon that leveled
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-- gets the stats box, not just the mon currently on the field.
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self.pendingStatsMon = mon
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-- BattleText_StringBuffer1GrewToLevel ends in text_end (battle.asm:336-343),
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-- and the active mon never even prints it (core.asm:7044-7056 jumps to the
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-- stats box). Either way there is no PromptButton before the stats box.
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if mon and mon == battle.player then
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event.text = nil
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if self.shownHp then
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self.shownHp.player = mon.hp or 0
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if self.hpAnim and self.hpAnim.side == "player" then
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@@ -1257,7 +1304,19 @@ function BattleState:advanceQueue()
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end
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if event.text then
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self.message = event.text
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self.messageTimer = MESSAGE_FRAMES
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-- Lines that must not hold the queue for A/B:
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-- move UsedMoveText -> text_end, then moveanim
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-- level GrewToLevel is text_end (battle.asm:336-343), then the stats
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-- box's WaitPressAorB is the real hold
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-- experience keeps the wait: _ExpPointsText ends in `prompt`
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-- (common_1.asm:1660-1665). update() runs stepExpAnim before that wait,
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-- so the bar crawls under the line and A dismisses it before the battle
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-- can end.
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if event.kind == "move" or event.kind == "level" then
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self.messageTimer = 0
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else
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self.messageTimer = MESSAGE_FRAMES
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end
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-- BattleStartMessage's own line: the enemy HUD comes up on the step after
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-- it returns (engine/battle/core.asm:7808-7817), not with it.
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if event.intro then self.introTextShown = true end
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@@ -1277,14 +1336,25 @@ function BattleState:advanceQueue()
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end
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end
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-- The move's own animation plays over its "used X!" line, which is where
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-- PlayBattleAnim sits in the effect command list. A damage event that
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-- follows gets the shared hit animation instead.
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-- PlayBattleAnim sits in the effect command list. Its after-anim (the hit
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-- shake) is chained by animForMove / stepAnim, matching BattleAnimRunScript.
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-- BattleCommand_MoveAnimNoSub (engine/battle/effect_commands.asm:1958) opens
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-- with `ld a, [wAttackMissed] / and a / jp nz, BattleCommand_MoveDelay`: a
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-- move that missed burns the delay and plays nothing. Battle:markMissed sets
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-- event.missed on every wAttackMissed path.
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if event.kind == "move" and not event.missed then
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self:animForMove(event.move, event.side)
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self.afterAnimPlayed = nil
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self.pendingAfterAnim = nil
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if not self:animForMove(event.move, event.side) then
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-- BATTLE SCENE off skips the move script but still runs wBattleAfterAnim
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-- (anim_commands.asm:55-72 .disabled fallthrough).
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local options = self.game and self.game.options
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if options and options.battleScene == false then
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if self:animForId(self:afterAnimFor(event.side), event.side) then
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self.afterAnimPlayed = true
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end
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end
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end
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elseif event.kind == "damage" and event.side then
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-- ANIM_x_DAMAGE is the MOVE's after-anim (effect_commands.asm:1963-1972),
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-- so only a move hit gets it; `animMove` is HandleWrap's (core.asm:1198-1203).
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@@ -1293,10 +1363,25 @@ function BattleState:advanceQueue()
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if event.animMove then
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self:animForMove(event.animMove, from)
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elseif event.anim ~= false then
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self:animForId(event.anim
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local hit = event.anim
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or (event.side == "enemy" and "ANIM_ENEMY_DAMAGE"
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or "ANIM_PLAYER_DAMAGE"), from)
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or "ANIM_PLAYER_DAMAGE")
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-- Already played as the move's after-anim; do not shake twice.
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if self.afterAnimPlayed
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and (hit == "ANIM_ENEMY_DAMAGE" or hit == "ANIM_PLAYER_DAMAGE") then
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self.afterAnimPlayed = nil
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else
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self:animForId(hit, from)
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end
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end
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else
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-- Status moves still chain the after-anim but emit no damage event to
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-- consume the latch; drop it before the next unrelated line.
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self.afterAnimPlayed = nil
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end
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if event.kind == "heal" and event.anim and event.side then
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-- pokegold engine/battle/core.asm:4074 ItemRecoveryAnim
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self:animForMove(event.anim, event.side)
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elseif event.kind == "send" and event.side then
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-- Every enemy send-out goes through ShowSetEnemyMonAndSendOutAnimation
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-- (engine/battle/core.asm:3354) -- the faint replacement out of
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@@ -1593,7 +1678,9 @@ function BattleState:update(_dt)
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-- An animation owns the screen for as long as it runs, exactly the way
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-- RunBattleAnimScript owns the main loop.
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if self.anim then
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-- pokegold data/moves/animations.asm .Click: a finished keepsprites run
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-- no longer owns the loop, just the OAM the draw path still reads.
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if self.anim and not (self.anim:done() and self.anim.keepSprites) then
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self:stepAnim(input)
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return
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end
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@@ -1611,32 +1698,45 @@ function BattleState:update(_dt)
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if Sound.isPlaying(self.waitSfx) then return end
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self.waitSfx = nil
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end
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-- AnimateExpBar sits right after PrintText Text_MonGainedExpPoint
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-- (core.asm:6881-6888), with that line still on screen. Run the crawl
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-- before any PromptButton wait so the bar does not sit frozen until A.
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if self:stepExpAnim() then return end
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if self.messageTimer > 0 then
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if self.tutorial then
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-- PromptButton really does wait for the button; MESSAGE_FRAMES is this
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-- screen's shortcut for that, and the tutorial cannot take it. The
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-- DUDE's A lands on frame 0x51 (DudeAutoInput_A), so a line that timed
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-- out at 48 would hand his press to whichever screen came next.
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-- PromptButton waits for the button; the tutorial cannot press it, so
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-- DudeAutoInput_A (frame 0x51) answers. Never auto-timeout here: a
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-- 48-frame skip would hand his press to the next screen.
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self:dudeInput(CatchTutorial.PROMPT_STREAM,
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"prompt:" .. tostring(self.message))
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else
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self.messageTimer = self.messageTimer - 1
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end
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-- A is the page-advance, exactly like a text box.
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-- PromptButton (home/text.asm): A/B pages; no frame countdown.
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if input:wasPressed("a") or input:wasPressed("b") then
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self.messageTimer = 0
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end
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return
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end
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-- AnimateExpBar is called from GiveExperiencePoints AFTER
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-- Text_MonGainedExpPoint has been read (engine/battle/core.asm:6884-6888),
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-- so the crawl runs with that line still standing and the "grew to level"
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-- line waits behind it.
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if self:stepExpAnim() then return end
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-- pokegold engine/battle/core.asm:7057-7069: the stats box shows once
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-- the "grew to level" line has finished, held for A/B.
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if self.pendingStatsMon then
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self.statsBoxMon = self.pendingStatsMon
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self.pendingStatsMon = nil
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self.phase = "stats-box"
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return
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end
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self:advanceQueue()
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return
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end
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-- pokegold engine/battle/core.asm:7069 (WaitPressAorB_BlinkCursor).
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if self.phase == "stats-box" then
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if input:wasPressed("a") or input:wasPressed("b") then
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self.statsBoxMon = nil
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self.phase = "resolving"
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end
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return
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end
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-- The turn CheckPlayerLockedIn skipped the menu for. No input is read: the
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-- cart falls straight into ParsePlayerAction, whose .locked_in arm has no
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-- MoveSelectionScreen in front of it.
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@@ -1653,6 +1753,8 @@ function BattleState:update(_dt)
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if self.phase == "menu" then
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-- 2x2 grid: left/right swap the column, up/down the row.
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-- MenuClickSound / PlayClickSFX (home/menu.asm:746-762): SFX_READ_TEXT_2
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-- on A/B only, never on D-pad.
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if input:wasPressed("left") or input:wasPressed("right") then
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self.menuIndex = self.menuIndex % 2 == 1 and self.menuIndex + 1
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or self.menuIndex - 1
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@@ -1660,6 +1762,7 @@ function BattleState:update(_dt)
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self.menuIndex = self.menuIndex <= 2 and self.menuIndex + 2
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or self.menuIndex - 2
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elseif input:wasPressed("a") then
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self:playSfx("Sfx_ReadText2")
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local choice = MENU[self.menuIndex]
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if choice == "FIGHT" then
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-- `call .CheckPlayerHasUsableMoves / ret z` (engine/battle/core.asm
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@@ -1710,11 +1813,13 @@ function BattleState:update(_dt)
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end
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elseif input:wasPressed("b") then
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-- B leaves the list, and a mark never survives it
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self:playSfx("Sfx_ReadText2")
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self.moveSwapIndex = nil
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self.phase = "menu"
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elseif input:wasPressed("a") then
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-- `xor a / ld [wSwappingMove], a` opens the A arm: choosing a move
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-- cancels a pending swap rather than performing it
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self:playSfx("Sfx_ReadText2")
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self.moveSwapIndex = nil
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local move = moves[self.moveIndex]
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if not move then return end
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@@ -1733,7 +1838,6 @@ function BattleState:update(_dt)
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-- AskGiveNicknameText ends on `done`, so the line stands while the box is
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-- up rather than paging away from under it.
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if self.messageTimer > 0 then
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self.messageTimer = self.messageTimer - 1
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if input:wasPressed("a") or input:wasPressed("b") then
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self.messageTimer = 0
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end
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@@ -1754,7 +1858,6 @@ function BattleState:update(_dt)
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-- straight through to the enemy's send-out (engine/battle/core.asm:3305-3310).
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if self.phase == "ask-shift" then
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if self.messageTimer > 0 then
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self.messageTimer = self.messageTimer - 1
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if input:wasPressed("a") or input:wasPressed("b") then
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self.messageTimer = 0
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end
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@@ -1775,7 +1878,6 @@ function BattleState:update(_dt)
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if self.phase == "refuse-shift" then
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if self.messageTimer > 0 then
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self.messageTimer = self.messageTimer - 1
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if input:wasPressed("a") or input:wasPressed("b") then
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self.messageTimer = 0
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end
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@@ -1797,7 +1899,6 @@ function BattleState:update(_dt)
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-- what ForcePickPartyMonInBattle's `jr c, .loop` does with the carry.
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if self.phase == "refuse-switch" then
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if self.messageTimer > 0 then
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self.messageTimer = self.messageTimer - 1
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if input:wasPressed("a") or input:wasPressed("b") then
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self.messageTimer = 0
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end
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@@ -1816,7 +1917,6 @@ function BattleState:update(_dt)
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if self.phase == "refuse-move" then
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if self.messageTimer > 0 then
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self.messageTimer = self.messageTimer - 1
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if input:wasPressed("a") or input:wasPressed("b") then
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self.messageTimer = 0
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end
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@@ -1829,7 +1929,6 @@ function BattleState:update(_dt)
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if self.phase == "learn-intro" then
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if self.messageTimer > 0 then
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self.messageTimer = self.messageTimer - 1
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if input:wasPressed("a") or input:wasPressed("b") then
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self.messageTimer = 0
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end
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@@ -1843,7 +1942,6 @@ function BattleState:update(_dt)
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if self.phase == "ask-forget" or self.phase == "stop-learning" then
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if self.messageTimer > 0 then
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self.messageTimer = self.messageTimer - 1
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if input:wasPressed("a") or input:wasPressed("b") then
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self.messageTimer = 0
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end
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@@ -1864,7 +1962,6 @@ function BattleState:update(_dt)
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-- MoveCantForgetHMText holds like any prompt, then `jr .loop` reprints
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-- MoveAskForgetText over the list (engine/pokemon/learn.asm:193-197).
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if self.messageTimer > 0 then
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self.messageTimer = self.messageTimer - 1
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if input:wasPressed("a") or input:wasPressed("b") then
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self.messageTimer = 0
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end
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@@ -3089,9 +3186,31 @@ function BattleState:drawPanel()
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Chrome.cursor(left + 1, index == 1 and 8 or 10)
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end
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end
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if self.phase == "stats-box" and self.statsBoxMon then
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self:drawStatsBox(self.statsBoxMon)
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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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-- pokegold engine/pokemon/mon_stats.asm:118-124 (PrintTempMonStats.StatNames).
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local STATS_BOX_ROWS = {
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{ "ATTACK", "attack" }, { "DEFENSE", "defense" },
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{ "SPCL.ATK", "specialAttack" }, { "SPCL.DEF", "specialDefense" },
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{ "SPEED", "speed" },
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}
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-- pokegold engine/battle/core.asm:7060-7066 (box at hlcoord 9,0, stats at 11,y).
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function BattleState:drawStatsBox(mon)
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local stats = mon and mon.stats
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if not stats then return end
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Chrome.textbox(9, 0, 9, 10)
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for i, row in ipairs(STATS_BOX_ROWS) do
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local ty = 1 + (i - 1) * 2
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Chrome.print(Strings(row[1]), 11, ty)
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Chrome.printRight(("%d"):format(stats[row[2]] or 0), 19, ty + 1)
|
||||
end
|
||||
end
|
||||
|
||||
-- The BG layer, plus whatever the animation is doing to it, plus the OBJ
|
||||
-- layer on top. OBJs are not affected by SCX/SCY, which is why they are drawn
|
||||
-- after the scanline blit rather than into the canvas with everything else.
|
||||
|
||||
Reference in New Issue
Block a user