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engine: battle.style and catch.nickname rule hooks (RFC 0015)
Two decisions the OPTION screen and the cart make for the player, made hookable so a game mode can make them instead: whether a faint offers the SHIFT free switch, and whether a catch asks for a nickname. Guarded call sites, file-local vanilla links, docs and a public-API modkit case. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1DVpYXGabigHqMwviDoKV
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@@ -505,6 +505,42 @@ Menu choices and moves use the same engine methods as the native controls;
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their mutable logic. Tutorial, link, forced, stale, and covered battle states
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refuse core intents. Use `mod.input` for ordinary text advance.
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## Battle rule hooks
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Two decisions the OPTION screen and the cart make for the player, which a game
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mode can make instead (RFC 0015). Neither writes the player's saved
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preference, so a mode can hold a rule for as long as it is active and hand the
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player's own setting back untouched.
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`battle.style` wraps the SHIFT/SET read at the moment the foe's Pokémon faints
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and the engine would offer a free switch:
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```lua
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mod.hooks:wrap("battle.style", function(next, battle)
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if myMode.active then return "set" end -- no "will you change POKéMON?"
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return next(battle) -- the OPTION row, as today
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end)
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```
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Return `"set"` or `"shift"`; anything else reads as the vanilla answer.
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`catch.nickname` wraps the `AskName` prompt after a capture (party or box),
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the same question `pokemon.before_give`'s `gift.nickname` already answers for
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script gifts:
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```lua
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mod.hooks:wrap("catch.nickname", function(next, mon, ctx)
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-- ctx = { battle = <BattleState>, name = <display name>, game = <Game> }
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if myMode.active then return false end -- keep the species name
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if myNames then return myNames[mon.species] end -- a string names it, no prompt
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return next(mon, ctx) -- true: ask, as today
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end)
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```
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`false` keeps the species name with no prompt. A string is the nickname with
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no prompt, clipped to the naming grid's ten characters (an empty string names
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nothing). Anything else queues the prompt.
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## Party-full custody at a catch
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When a capture lands on a full party, the cart deposits the mon in storage
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@@ -0,0 +1,110 @@
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# RFC 0015: Battle rule hooks — `battle.style` and `catch.nickname`
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## Status
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Proposed.
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## Motivation
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Two decisions in a Red/Blue/Yellow battle are made for the player by the
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OPTION screen and by the cart, and a game mode has no way to make them
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instead:
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**Whether a faint offers a free switch.** `EnemySendOutFirstMon` reads the
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battle-style bit: SHIFT asks "will you change POKéMON?" when the foe's Pokémon
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faints, SET does not. The engine reads `save.options.battleStyle` inline at
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that moment. A mode that wants SET — a tournament, a Nuzlocke, a battle royale
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where party-as-health is the whole design — can only get it by writing the
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player's saved preference, which leaks into their real playthrough the first
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time anything calls `Game:writeOptions` (the speed hotkey does, on every
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press).
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**Whether a catch asks for a nickname.** `AddPartyMon` and `SendNewMonToBox`
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both run `AskName` after a capture. A mode with a disposable team, a
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randomizer that names what it hands out, a speedrun practice mod — all want to
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answer that prompt themselves, and the only way today is to drive the yes/no
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box from outside. The script-gift path already has this seam: a mod that sets
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`gift.nickname` on `pokemon.before_give` skips `AskName`. The catch path does
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not.
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The immediate consumer is a battle-royale mode; neither hook is specific to it.
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## The decision it extends
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This extends the **additive, guarded seam convention** Route B in
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`CONTRIBUTING-mods.md` documents, and is gated by the parity guarantee
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`tests/engine/gate_meta_coverage.lua` enforces. `catch.nickname` mirrors a
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contract that already exists for gifts (`pokemon.before_give`'s
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`gift.nickname`), so the two ways a Pokémon joins the party answer the same
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question the same way.
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There is no in-repo D-number registry to amend.
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## Exact API delta
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### New hook: `battle.style`
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```lua
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mod.hooks:wrap("battle.style", function(next, battle)
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if myMode.active then return "set" end
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return next(battle) -- the OPTION row, as today
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end)
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```
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Call site: `BattleState:battleStyle()`, called from the enemy send-out path at
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the moment the SHIFT prompt would be offered. The vanilla link reads
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`save.options.battleStyle` (lower-cased, default `"shift"`) exactly as the
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inline read did. A return of `"set"` or `"shift"` is used; anything else reads
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as the vanilla answer, so a hook that returns nothing by mistake cannot change
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the rule. The player's saved preference is never written.
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### New hook: `catch.nickname`
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```lua
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mod.hooks:wrap("catch.nickname", function(next, mon, ctx)
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-- ctx = { battle = <BattleState>, name = <display name>, game = <Game> }
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if myMode.active then return false end -- keep the species name
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if randomizer then return pickName(mon) end -- a string names it
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return next(mon, ctx) -- true: ask, as today
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end)
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```
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Call site: `BattleState:offerNickname(mon, displayName)`, called from the
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capture path where `AskName` ran, before the prompt is queued. The vanilla
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link returns `true`. `false` skips the prompt and keeps the species name; a
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string skips the prompt and is the nickname, clipped to the naming grid's ten
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characters (an empty string names nothing, like the grid's own empty entry);
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anything else queues the prompt as today. The method returns whether a prompt
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was queued.
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### No other surface changes
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Both call sites are guarded by `Runtime.wantsHook`, and both vanilla links are
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file-local functions, so a build with nothing wrapped runs the branch exactly
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as before and allocates nothing it did not allocate before. `askNicknameUI` is
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unchanged and still public.
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## Migration
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Nothing changes for existing mods. A mod that was writing
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`save.options.battleStyle` to force a style should wrap `battle.style` instead
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and stop writing the option.
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## Verification
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- `tests/modkit/cases/battle_rule_hooks.lua` — through the public mod API: the
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no-mod answers match the OPTION row and the cart's AskName; a wrapped mod
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forces either style without the row being written; `false`, a string, a
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too-long string, an empty string, and a fall-through each do what this RFC
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says at the catch prompt.
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- `tests/engine/gate_hooks.lua` — both names are in the live catalog and pass
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the no-mod parity gate (vanilla called exactly once, result unchanged,
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nothing allocated).
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- `tests/engine/gate_meta_coverage.lua` — both names are covered by the unit
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corpus.
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## Backward compatibility
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Additive. No existing hook, event, registry or manifest field changes shape.
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The two new methods on `BattleState` are called only from the paths that
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previously inlined their logic; the results with no subscriber are identical.
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