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https://github.com/bryanthaboi/gen1recomp.git
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CLOSES #1206, CLOSES #1189, CLOSES #1175, CLOSES #1129, CLOSES #1119, CLOSES #1089, CLOSES #1073, CLOSES #1069, CLOSES #1065, CLOSES #1010, CLOSES #990, CLOSES #989, CLOSES #988, CLOSES #978, CLOSES #944, CLOSES #936, CLOSES #1221, CLOSES #1220, CLOSES #1193, CLOSES #1101, CLOSES #1066, CLOSES #1056, CLOSES #1041, CLOSES #984, CLOSES #1225, CLOSES #1214, CLOSES #1011, CLOSES #1035, CLOSES #1219, CLOSES #1048, CLOSES #1047, CLOSES #964, CLOSES #949, CLOSES #1149, CLOSES #1007, CLOSES #914, CLOSES #1115, CLOSES #1146, CLOSES #999, CLOSES #1207, CLOSES #1029, CLOSES #1120, CLOSES #987, CLOSES #983
This commit is contained in:
+34
-13
@@ -613,6 +613,7 @@ local function newBattle(game)
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self.phase = "intro"
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self.menuIndex = 1
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self.moveIndex = 1
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self.playerMoveListIndex = 1
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self.frame = 0
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return self
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end
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@@ -929,6 +930,11 @@ function BattleState:sayNext(text)
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table.insert(self.queue, self.nextInsert, { text = text })
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end
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function BattleState:sayNextWaitSfx(text, sfx)
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self.nextInsert = (self.nextInsert or 0) + 1
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table.insert(self.queue, self.nextInsert, { text = text, waitForLearningSfx = sfx })
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end
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-- sayNext for a page that ends in `text_end` (see sayAuto) (#765)
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function BattleState:sayNextAuto(text, delay)
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self.nextInsert = (self.nextInsert or 0) + 1
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@@ -1255,13 +1261,13 @@ function BattleState:updateQueue()
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-- no subanimation player: keep the single-sound fallback (with
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-- the move's pitch/tempo modifiers; GROWL/ROAR play the
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-- attacker's cry -- GetMoveSound/IsCryMove)
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if item.anim == "GROWL" or item.anim == "ROAR" then
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if self:animationsOn() and (item.anim == "GROWL" or item.anim == "ROAR") then
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local attacker = item.attackerIsPlayer and self.player or self.enemy
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if attacker then
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require("src.core.Sound").playMoveCry(self.data, attacker.mon.species,
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anim and anim.tempo)
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end
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elseif anim and anim.sound then
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elseif self:animationsOn() and anim and anim.sound then
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local Sound = require("src.core.Sound")
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if Sound.playMove then
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Sound.playMove(self.data, anim)
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@@ -1361,6 +1367,11 @@ function BattleState:updateQueue()
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self.current = nil
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end
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elseif not (item and item.choice) then
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if item and item.waitForLearningSfx and not item.soundStarted then
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item.soundStarted = true
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self.waitingSound = item.waitForLearningSfx()
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return true
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end
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-- The page is typed out and waiting on the player: PromptText
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-- (home/text.asm:209-217) writes '▼' at (18,16) and ManualTextScroll
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-- blinks it until A/B, so the arrow belongs on a finished page and not
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@@ -1746,6 +1757,7 @@ end
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local function sendOutMonCursors(self)
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self.menuIndex = 1
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self.moveIndex = 1
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self.playerMoveListIndex = 1
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end
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-- core.asm:297-300: both sides' FLINCHED bits are cleared as a turn's move
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@@ -2044,8 +2056,10 @@ function BattleState:update(dt)
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if self.moveSwapIndex then
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self:swapMoves(self.moveSwapIndex, self.moveIndex)
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self.moveSwapIndex = nil
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self.moveIndex = math.min(self.playerMoveListIndex or 1, #moves)
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else
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self.moveSwapIndex = self.moveIndex
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self.moveIndex = math.min(self.playerMoveListIndex or 1, #moves)
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end
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elseif input:wasPressed("b") then
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require("src.core.Sound").play(self.data, "Press_AB")
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@@ -2068,6 +2082,7 @@ function BattleState:update(dt)
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self.phase = "messages"
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self.afterQueue = "menu"
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else
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self.playerMoveListIndex = self.moveIndex
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self:resolveTurn(mv)
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end
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end
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@@ -2423,11 +2438,9 @@ function BattleState:resolveTurn(playerAction)
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end
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local order
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if pFirst then
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order = { { self.player, self.enemy, playerAction },
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{ self.enemy, self.player, enemyAction } }
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order = { { true, playerAction }, { false, enemyAction } }
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else
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order = { { self.enemy, self.player, enemyAction },
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{ self.player, self.enemy, playerAction } }
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order = { { false, enemyAction }, { true, playerAction } }
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end
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self.phase = "messages"
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@@ -2435,7 +2448,9 @@ function BattleState:resolveTurn(playerAction)
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for _, entry in ipairs(order) do
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self:act(function()
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self:executeAction(entry[1], entry[2], entry[3])
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local user = entry[1] and self.player or self.enemy
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local target = entry[1] and self.enemy or self.player
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self:executeAction(user, target, entry[2])
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end)
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end
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self:act(function() self:endOfTurn() end)
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@@ -2945,7 +2960,7 @@ function BattleState:applyHitFx(hit)
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Sound.play(self.data, hit.sfx)
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end
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end
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if not t or not self:animationsOn() then return end
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if not t then return end
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if t == 1 then
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-- PredefShakeScreenVertically b=8: the window drops by b for 3 frames
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-- then home for 3, b counting down
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@@ -3839,9 +3854,12 @@ function BattleState:awardExp()
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participants, alive = 1, { self.player.mon }
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end
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local function applyShare(mon, split, announce)
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local playerId = self.game.save.player and self.game.save.player.id
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local traded = mon.otId ~= nil and playerId ~= nil
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and mon.otId ~= playerId or mon.traded == true and mon.otId == nil
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local levels, gained = Experience.apply(self.data, mon, self.enemy.def,
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self.enemy.mon.level, self.kind == "trainer",
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split, mon.traded)
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split, traded)
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-- Track level-ups for EvolveAfterBattle (OverworldState:afterBattle ->
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-- Evolution.checkParty). B-cancel leaves the mon at/above threshold;
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-- without this gate it re-triggers after every later fight (#213).
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@@ -3865,7 +3883,7 @@ function BattleState:awardExp()
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local text = Strings.source("%s gained\n%d EXP. Points!")
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if announce == "expAll" then
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text = Strings.source("%s gained\nwith EXP.ALL,\v%d EXP. Points!")
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elseif mon.traded then
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elseif traded then
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text = Strings.source("%s gained\na boosted\v%d EXP. Points!")
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end
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self:sayNext(Strings(text, name, gained))
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@@ -4129,15 +4147,17 @@ function BattleState:learnMove(mon, moveId)
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if #mon.moves < 4 then
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table.insert(mon.moves, { id = moveId, pp = mdef.pp })
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Runtime.emit("pokemon.move_learned", { mon = mon, moveId = moveId })
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self:sayNext(self:romText("_MimicLearnedMoveText", "%s learned\n%s!", mon.nickname or self.data.pokemon[mon.species].name,
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mdef.name))
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self:sayNextWaitSfx(self:romText("_MimicLearnedMoveText", "%s learned\n%s!", mon.nickname or self.data.pokemon[mon.species].name,
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mdef.name), function()
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return require("src.core.Sound").play(self.data, "Level_Up")
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end)
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return
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end
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-- the "trying to learn" preamble lives inside MoveLearnMenu:enter;
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-- ordered insert so multi-level gains keep each level's checks
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-- between its own stat box and the next "grew to level" text
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self:uiNext(function()
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return self:buildScreen("MoveLearnMenu", mon, moveId)
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return self:buildScreen("MoveLearnMenu", mon, moveId, nil, "Level_Up")
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end)
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end
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@@ -5791,6 +5811,7 @@ function BattleState:drawTextArea()
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Font.draw(self.data.moves[m.id].name, 16, (7 + i) * 8)
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end
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Font.drawCode(0xED, 8, (7 + self.mimicIndex) * 8)
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Font.draw(Strings("WHICH TECHNIQUE?"), 8, 112)
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end
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end
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