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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 00:02:23 +02:00
feat(mods): extend contextual field actions
This commit is contained in:
+3
-50
@@ -454,30 +454,7 @@ function PartyMenu:update(dt)
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refuseBadge(self)
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return
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end
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local TextBox = require("src.render.TextBox")
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local Transition = require("src.render.Transition")
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-- .flash prints on any map, but the light it records is this map's:
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-- home/overworld.asm re-arms wMapPalOffset on the next dark map, so
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-- a FLASH used in daylight must not carry into Rock Tunnel
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local wasDark = ow and ow.dark
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if wasDark then self.game.save.flashLit = true end
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self.game.stack:push(TextBox.new(self.game,
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self.game.data.text._FlashLightsAreaText
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or Strings("A blinding FLASH\nlights the area!"), function()
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self:close()
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-- setDark, not a bare field write: ADVANCED carries the darkness
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-- in a baked atlas, so lighting the cave drops every resident map
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-- and rebakes this one (#383). It runs HERE, before the blink,
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-- because start_sub_menus.asm .flash clears wMapPalOffset before
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-- PrintText and blinks last of all: the cave is already lit by the
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-- time GBPalWhiteOutWithDelay3 runs. Hanging the rebuild off the
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-- blink's completion instead left that rebuild's whole cost --
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-- seconds of per-pixel atlas baking on a phone -- on screen as a
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-- solid white frame with nothing under it, which reads as a
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-- lockup (#610).
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if wasDark then ow:setDark(false) end
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self.game.stack:push(Transition.whiteFlash(self.game))
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end))
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ow:useFlashFieldMove(function() self:close() end)
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return
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elseif action == "surf" then
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-- start_sub_menus.asm .surf: SOULBADGE-gated (useSurfFieldMove),
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@@ -505,12 +482,7 @@ function PartyMenu:update(dt)
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-- GBPalWhiteOutWithDelay3 blink, and the simulated pad press
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-- steps the player forward onto land (or across a connection
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-- strip when the shore is the next map's edge)
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self.game.stack:pop()
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ow.player.surfing = false
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require("src.core.Music").setSurfing(self.game.data, false)
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self.game.stack:push(Transition.whiteFlash(self.game, nil, function()
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ow:stepForwardOrCrossEdge(ow.player.facing)
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end))
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ow:stopSurfing(function() self.game.stack:pop() end)
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return
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end
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local TextBox = require("src.render.TextBox")
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@@ -571,26 +543,7 @@ function PartyMenu:update(dt)
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refuseBadge(self)
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return
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end
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local TextBox = require("src.render.TextBox")
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local Transition = require("src.render.Transition")
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local def = self.game.data.pokemon[mon.species]
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local name = mon.nickname or def.name
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ow.strengthActive = true
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local t1 = (self.game.data.text._UsedStrengthText
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or Strings("{RAM:wNameBuffer} used\nSTRENGTH.")):gsub("{RAM:wNameBuffer}", name)
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local t2 = (self.game.data.text._CanMoveBouldersText
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or Strings("{RAM:wNameBuffer} can\nmove boulders.")):gsub("{RAM:wNameBuffer}", name)
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-- like surf (#320, #385): both texts print with the party menu
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-- still on screen, and the blink IS the menu closing afterwards,
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-- not a flashbang on the empty map
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self.game.stack:push(TextBox.new(self.game, t1, function()
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self.game.stack:push(TextBox.new(self.game, t2, function()
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self:close()
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self.game.stack:push(Transition.whiteFlash(self.game))
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end))
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end, { auto = { sound = function()
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return require("src.core.Sound").playCry(self.game.data, mon.species)
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end } }))
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ow:useStrengthFieldMove(mon, function() self:close() end)
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return
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elseif action == "softboiled" then
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-- field SOFTBOILED (StartMenu_Pokemon .softboiled): transfer
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