mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-22 21:46:51 +02:00
buggies
This commit is contained in:
+94
-22
@@ -258,6 +258,10 @@ local function makeBattler(data, mon, isPlayer, save)
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}
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end
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-- LinkBattle builds clamped copies with save=nil (no badge boosts); wild
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-- and trainer constructors pass the live save for the player side.
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BattleState.makeBattler = makeBattler
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-- The battle pic for `species` on the given side (back pic for the
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-- player side, front pic for the enemy side), tinted PAL_GRAYMON --
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-- the same path makeBattler uses, but forced gray -- since this is only
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@@ -832,7 +836,7 @@ function BattleState:computeMusicKind()
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return "final"
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elseif isBoss or (self.trainer and self.trainer.id == "OPP_LANCE") then
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return "gym"
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elseif self.kind == "trainer" then
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elseif self.kind == "trainer" or self.kind == "link" then
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return "trainer"
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end
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return "wild"
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@@ -894,6 +898,17 @@ function BattleState:enter()
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self.showEnemyTrainer = false
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self:startGrowIn(self.enemy)
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end)
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elseif self.kind == "link" then
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-- Colosseum has no foe trainer pic, but the enemy mon still grows
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-- out of the ball after "X sent out Y!" (not the wild "already there"
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-- intro that LinkBattle previously inherited from newWild).
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self.enemySendingOut = true
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self:say(("%s sent\nout %s!"):format(self.opponentName or "FOE",
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self.enemy.name))
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self:act(function()
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self.enemySendingOut = false
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self:startGrowIn(self.enemy)
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end)
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end
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if not self.ghost then
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-- the enemy's cry plays as it appears (data/pokemon/cries.asm)
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@@ -950,20 +965,37 @@ function BattleState:exit()
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end
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end
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-- An action the battler is locked into (bypasses the menu), or nil.
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function BattleState:lockedAction(battler)
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-- End a trapping sequence (USING_TRAPPING_MOVE). SendOutMon clears the
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-- foe's bit (core.asm:1761-1762); EnemySendOutFirstMon clears the
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-- player's (core.asm:1314-1315). Any switch frees the other side.
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local function clearTrapping(battler)
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if not battler then return end
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battler.trappingTurns = nil
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battler.trapMove = nil
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battler.trapDamage = nil
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end
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-- Actions that skip DisplayBattleMenu entirely (core.asm:300-310):
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-- recharge, Rage, thrash, charge. Bide / trapping / being held do NOT
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-- skip the menu -- the player can still item/switch (and must press
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-- FIGHT to continue a trapping sequence).
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function BattleState:menuLockedAction(battler)
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if battler.mustRecharge then return { special = "recharge" } end
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if battler.charging then return battler.charging end
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if battler.thrashTurns and battler.thrashTurns > 0 then return battler.thrashMove end
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if battler.rageMove then return battler.rageMove end
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return nil
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end
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-- After FIGHT: skip MoveSelectionMenu (core.asm:320-329). Own
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-- trapping/Bide continues; foe trapping forces CANNOT_MOVE ($ff).
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function BattleState:fightLockedAction(battler)
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if battler.trappingTurns and battler.trappingTurns > 0 then
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return { special = "trapping" }
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end
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if battler.bideTurns then return { special = "bide" } end
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if battler.rageMove then return battler.rageMove end
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-- held in place while the OPPONENT's trapping move is running
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-- (core.asm:316-322 reads the live USING_TRAPPING_MOVE bit, so a
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-- trap ended early by paralysis/faint frees the victim immediately);
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-- boundTurns is a mirror kept for Status.beforeMove's held check
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-- held while the OPPONENT's trapping bit is set (live mirror so a
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-- trap ended early by paralysis/faint frees the victim immediately)
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local opp = battler.isPlayer and self.enemy or self.player
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battler.boundTurns = opp and opp.trappingTurns
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and math.max(1, opp.trappingTurns) or nil
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@@ -973,6 +1005,11 @@ function BattleState:lockedAction(battler)
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return nil
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end
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-- Full lock for AI / callers that need any forced action.
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function BattleState:lockedAction(battler)
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return self:menuLockedAction(battler) or self:fightLockedAction(battler)
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end
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function BattleState:playerHasPP()
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for i, mv in ipairs(self.player.curMoves) do
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if mv.pp > 0 and self.player.disabledSlot ~= i then return true end
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@@ -1079,8 +1116,9 @@ function BattleState:update(dt)
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if not (self.player.mustRecharge or self.player.rageMove) then
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self.player.flinched, self.enemy.flinched = false, false
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end
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-- locked multi-turn actions skip the menu entirely
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local locked = self:lockedAction(self.player)
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-- only recharge/Rage/thrash/charge skip DisplayBattleMenu; trapping
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-- victims (and wrappers) still get FIGHT/PKMN/ITEM/RUN (core.asm:312)
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local locked = self:menuLockedAction(self.player)
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if locked then
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self:resolveTurn(locked)
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return
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@@ -1104,6 +1142,13 @@ function BattleState:update(dt)
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end)
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self:act(function() self:endOfTurn() end)
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elseif choice == "fight" then
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-- After the menu: own trapping/Bide or foe Wrap skips the move
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-- list and forces the locked action (core.asm:320-329)
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local fightLock = self:fightLockedAction(self.player)
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if fightLock then
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self:resolveTurn(fightLock)
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return
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end
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if not self:playerHasPP() then
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-- _NoMovesLeftText, then Struggle engages
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self:say(("%s has no\nmoves left!"):format(self.player.name))
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@@ -1514,6 +1559,9 @@ function BattleState:resolveSwitch(newMon)
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self:restoreMimicked(self.player) -- the battle copy leaves with it
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local previous = self.player
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self.player = makeBattler(self.data, newMon, true, self.game.save)
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-- SendOutMon (core.asm:1761-1762): player's send-out clears the
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-- foe's USING_TRAPPING_MOVE -- Wrap/Bind/etc. ends on any switch
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clearTrapping(self.enemy)
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self:syncSides()
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Runtime.emit("battle.battler_switched", {
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battle = self, side = self.sides[1], battler = self.player,
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@@ -2094,6 +2142,8 @@ function BattleState:executeAction(user, target, action)
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local oldName = self.enemy.name
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self.enemyIndex = action.index
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self.enemy = makeBattler(self.data, self.enemyParty[action.index], false)
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-- EnemySendOutFirstMon (core.asm:1314-1315): clears player's trap
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clearTrapping(self.player)
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self:syncSides()
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Runtime.emit("battle.battler_switched", {
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battle = self, side = self.sides[2], battler = self.enemy,
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@@ -2574,8 +2624,20 @@ function BattleState:enemyMonFainted()
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self.participants = {}
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if self.kind == "trainer" then
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if self.enemyIndex < #self.enemyParty then
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self.enemyIndex = self.enemyIndex + 1
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-- EnemySendOutFirstMon / AnyEnemyPokemonAliveCheck (core.asm): scan
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-- the whole enemy party for the first mon with HP left. Blindly
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-- doing enemyIndex+1 softlocks after an AI switch (Agatha): a later
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-- slot can already be fainted, so the empty-HP mon comes out, the
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-- FIGHT menu returns, and executeAction no-ops on target.hp <= 0.
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local nextIndex
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for i, mon in ipairs(self.enemyParty) do
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if mon.hp > 0 then
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nextIndex = i
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break
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end
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end
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if nextIndex then
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self.enemyIndex = nextIndex
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-- SHIFT battle style (the default): announce the next mon and
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-- offer a free switch (SET skips the prompt)
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local nextMon = self.enemyParty[self.enemyIndex]
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@@ -2599,6 +2661,7 @@ function BattleState:enemyMonFainted()
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if mon ~= self.player.mon and mon.hp > 0 then
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local previous = self.player
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self.player = makeBattler(self.data, mon, true, game.save)
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clearTrapping(self.enemy) -- SendOutMon clears foe trap
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self:syncSides()
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Runtime.emit("battle.battler_switched", {
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battle = self, side = self.sides[1],
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@@ -2624,6 +2687,8 @@ function BattleState:enemyMonFainted()
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self:act(function()
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local previous = self.enemy
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self.enemy = makeBattler(self.data, self.enemyParty[self.enemyIndex], false)
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-- EnemySendOutFirstMon (core.asm:1314-1315): clears player's trap
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clearTrapping(self.player)
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self:syncSides()
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Runtime.emit("battle.battler_switched", {
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battle = self, side = self.sides[2], battler = self.enemy,
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@@ -2777,6 +2842,7 @@ function BattleState:openReplacementMenu()
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self:restoreMimicked(self.player)
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local previous = self.player
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self.player = makeBattler(self.data, mon, true, game.save)
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clearTrapping(self.enemy) -- SendOutMon clears foe trap
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self:syncSides()
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Runtime.emit("battle.battler_switched", {
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battle = self, side = self.sides[1], battler = self.player,
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@@ -3739,7 +3805,7 @@ function BattleState:drawPicsLayer(slide, sx, sy)
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end
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end
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-- Player: back sprite bottom-left (2x like the GB, feet near y=100).
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-- Player: back sprite at hlcoord 1,5 (x=8), 2x like the GB, feet at y=96.
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local hidePlayer = self.safari or self.demo
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if self.showPlayerBack and self.playerBackPic then
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-- Red's (or the old man's) back pic until "Go!"; it stays up for
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@@ -3747,7 +3813,7 @@ function BattleState:drawPicsLayer(slide, sx, sy)
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local img = self:picImage(self.playerBackPic)
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local pad = imagePadBottom[self.playerBackPic] or 0
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(img, 16 + slide + sx,
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love.graphics.draw(img, 8 + slide + sx,
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96 - (img:getHeight() - pad) * 2 + sy, 0, 2, 2)
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elseif self.player and self.player.sprite and not hidePlayer
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and not self.sendingOut and not self:fxHidden(self.player) then
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@@ -3758,14 +3824,14 @@ function BattleState:drawPicsLayer(slide, sx, sy)
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local gs = self:growInScale(self.player)
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if gs then
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-- the player-side AnimateSendingOutMon grow (after the poof,
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-- core.asm:1757-1762): feet pinned at y=96, center at x=16+w
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-- core.asm:1757-1762): feet pinned at y=96, center at x=8+w
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if gs > 0 then
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love.graphics.draw(img, 16 + img:getWidth() * (1 - gs) + sx,
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love.graphics.draw(img, 8 + img:getWidth() * (1 - gs) + sx,
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96 - (img:getHeight() - pad) * 2 * gs + sy,
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0, 2 * gs, 2 * gs)
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end
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else
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self:drawBattlerPic(self.player, 16 + sx,
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self:drawBattlerPic(self.player, 8 + sx,
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96 - (img:getHeight() - pad) * 2 + sy, 2)
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end
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end
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@@ -3820,16 +3886,22 @@ function BattleState:drawHUDs(slide)
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love.graphics.setColor(0, 0, 0, 1)
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Font.draw(("BALLx%2d"):format(self.safari.balls), 88, 72)
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end
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-- trainer-battle party pokeball rows during the intro
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-- trainer/link party pokeball rows during the intro
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-- (SetupPlayerAndEnemyPokeballs, draw_hud_pokeball_gfx.asm)
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if self.kind == "trainer" and (self.showEnemyTrainer or self.showPlayerBack)
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and slide == 0 then
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local showIntroBalls = slide == 0 and (
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(self.kind == "trainer" and (self.showEnemyTrainer or self.showPlayerBack))
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or (self.kind == "link" and (self.showPlayerBack or self.enemySendingOut))
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)
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if showIntroBalls then
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love.graphics.setColor(1, 1, 1, 1)
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if self.showEnemyTrainer and self.enemyParty then
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if self.enemyParty and (
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(self.kind == "trainer" and self.showEnemyTrainer)
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or (self.kind == "link" and self.enemySendingOut)
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) then
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self:drawBallRow(self.enemyParty, 64, 16, -8)
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end
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if self.showPlayerBack then
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self:drawBallRow(self.game.save.party, 88, 80, 8)
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self:drawBallRow(self.playerParty or self.game.save.party, 88, 80, 8)
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end
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end
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local hidePlayer = self.safari or self.demo
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@@ -478,6 +478,25 @@ SaveData.addCoreMigration(2, function(save)
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end
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end)
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-- #131 / follow-up to #50: Game Corner poster grunt used to stay on the
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-- floor after defeat (defeatedTrainers only). The #50 script now hides
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-- him via objectToggles, but saves that already beat him never got the
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-- toggle -- he still blocks the hideout switch. from=3 so every pre-4
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-- save reconciles once, then is skipped after re-stamp.
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SaveData.addCoreMigration(3, function(save)
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local defeated = save.defeatedTrainers
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if not defeated or not defeated["GAME_CORNER_obj_11"] then return end
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save.objectToggles = save.objectToggles or {}
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local mapToggles = save.objectToggles.GAME_CORNER
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if not mapToggles then
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mapToggles = {}
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save.objectToggles.GAME_CORNER = mapToggles
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end
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if mapToggles.GAMECORNER_ROCKET ~= false then
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mapToggles.GAMECORNER_ROCKET = false
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end
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end)
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-- ------- write
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-- Game progress only; options are written separately via saveOptions.
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@@ -7,7 +7,7 @@ local Version = {
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engine = "1.0.0", -- game/engine release (semver triple)
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modApi = 2, -- mod API major (manifest `api`)
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linkProtocol = 2, -- link handshake wire version (Handshake.PROTOCOL)
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saveFormat = 3, -- save.meta.format
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saveFormat = 4, -- save.meta.format
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cache = "rom-cache-v5", -- ROM import cache generation (RomImporter marker)
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}
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+49
-27
@@ -36,18 +36,13 @@ local function makeRng(seed)
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end
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end
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-- battler builder shared by both sides -- NO badge boosts, so both
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-- machines compute identical stats
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-- Battlers go through BattleState.makeBattler so pics get the same
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-- Assets.resolve + SGB/GBC palette + padBottom path as wild/trainer
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-- battles. save=nil skips badge boosts so both machines keep identical
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-- stats (Gen 1 cable battles famously kept badges; we still diverge).
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local function mkBattler(data, mon, isPlayer)
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local def = data.pokemon[mon.species]
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local ok, img = pcall(love.graphics.newImage,
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isPlayer and def.spriteBack or def.spriteFront)
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return {
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mon = mon, def = def, isPlayer = isPlayer, stages = {},
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name = mon.nickname or def.name,
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curStats = mon.stats, curTypes = def.types, curMoves = mon.moves,
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sprite = ok and img or nil,
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}
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local BattleState = require("src.battle.BattleState")
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return BattleState.makeBattler(data, mon, isPlayer, nil)
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end
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-- canonical (host-side-first) state hash, unchanged since v1: it stays on
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@@ -213,6 +208,8 @@ function LinkBattle.new(game, net, opts)
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self.player = mkBattler(game.data, myParty[1], true)
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self.enemy = mkBattler(game.data, theirParty[1], false)
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self.enemyParty = theirParty
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self.playerParty = myParty -- intro ball row uses the clamped copies
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self.opponentName = theirName
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self.introText = ("%s wants\nto battle!"):format(theirName)
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self.remoteHashes = {}
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self.localHashes = {}
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@@ -235,6 +232,43 @@ function LinkBattle.new(game, net, opts)
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return nil
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end
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-- player-side SendOutMon (poof + grow-in + cry); mirrors BattleState
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local function sendOutPlayer(s, mon)
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local previous = s.player
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s.player = mkBattler(game.data, mon, true)
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s:syncSides()
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Runtime.emit("battle.battler_switched", {
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battle = s, side = s.sides[1], battler = s.player, previous = previous,
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})
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s.sendingOut = true
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s:sayNext(s:sendOutText(s.player.name))
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s:animNext("POOF_ANIM", false)
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s:actNext(function()
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s.sendingOut = false
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s:startGrowIn(s.player)
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require("src.core.Sound").playCry(s.data, s.player.mon.species)
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end)
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end
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-- enemy-side EnemySendOut (grow-in + cry; no poof)
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local function sendOutEnemy(s, mon)
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local previous = s.enemy
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s.enemy = mkBattler(game.data, mon, false)
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s:syncSides()
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Runtime.emit("battle.battler_switched", {
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battle = s, side = s.sides[2], battler = s.enemy, previous = previous,
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})
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s.enemySendingOut = true
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s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
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s:actNext(function()
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s.enemySendingOut = false
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s:startGrowIn(s.enemy)
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s:actNext(function()
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require("src.core.Sound").playCry(s.data, s.enemy.mon.species)
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end)
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end)
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end
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-- decode a remote action message against the enemy battler
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local function decodeTheirAction(s, msg)
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if msg.kind == "move" then
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@@ -306,17 +340,11 @@ function LinkBattle.new(game, net, opts)
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-- switches happen before attacks (both may switch)
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if myMsg.kind == "switch" then
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local idx = myMsg.index
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s:act(function()
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s.player = mkBattler(game.data, myParty[idx], true)
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s:sayNext(("Go! %s!"):format(s.player.name))
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end)
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s:act(function() sendOutPlayer(s, myParty[idx]) end)
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myAction = nil
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end
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if theirSwitch then
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s:act(function()
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s.enemy = mkBattler(game.data, theirParty[theirSwitch], false)
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s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
|
||||
end)
|
||||
s:act(function() sendOutEnemy(s, theirParty[theirSwitch]) end)
|
||||
end
|
||||
|
||||
s:act(function()
|
||||
@@ -452,10 +480,7 @@ function LinkBattle.new(game, net, opts)
|
||||
self.playerMonFainted = function(s)
|
||||
for _, mon in ipairs(myParty) do
|
||||
if mon.hp > 0 then
|
||||
s:act(function()
|
||||
s.player = mkBattler(game.data, mon, true)
|
||||
s:sayNext(("Go! %s!"):format(s.player.name))
|
||||
end)
|
||||
s:act(function() sendOutPlayer(s, mon) end)
|
||||
return
|
||||
end
|
||||
end
|
||||
@@ -468,10 +493,7 @@ function LinkBattle.new(game, net, opts)
|
||||
self.enemyMonFainted = function(s)
|
||||
for _, mon in ipairs(theirParty) do
|
||||
if mon.hp > 0 then
|
||||
s:act(function()
|
||||
s.enemy = mkBattler(game.data, mon, false)
|
||||
s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
|
||||
end)
|
||||
s:act(function() sendOutEnemy(s, mon) end)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
@@ -18,6 +18,12 @@ ManagerState.isOpaque = true
|
||||
-- Game:keypressed recognizes a directly-pushed instance
|
||||
ManagerState.screenId = "ManagerState"
|
||||
|
||||
-- Same as OptionsMenu: without this, title LOGO zones leak through when
|
||||
-- MODS is opened from the title-screen options path.
|
||||
function ManagerState:sgbPalettes(game)
|
||||
return require("src.render.PaletteFX").wholeNamed(game.data, "MEWMON")
|
||||
end
|
||||
|
||||
-- the charmap has no * ~ + < > glyphs, so the status gutter uses what it
|
||||
-- does have: staged-awaiting-restart, disabled, errored, dep-unhealthy
|
||||
local GLYPH = { staged = ".", disabled = "-", errored = "!", blocked = "?" }
|
||||
|
||||
+49
-2
@@ -484,11 +484,51 @@ function Commands.heal_party(ctx)
|
||||
end
|
||||
end
|
||||
|
||||
-- AskName (engine/menus/naming_screen.asm): yes/no then NamingScreen.
|
||||
-- AddPartyMon only offers this for party mons (box deposits skip it).
|
||||
-- Preserves ctx.lastCheck so GivePokemon's carry is not clobbered by the
|
||||
-- yes/no result (scripts jump_if_false on give failure afterwards).
|
||||
local function askNickname(ctx, mon)
|
||||
local runner = ctx.runner
|
||||
if not runner then return end
|
||||
local success = ctx.lastCheck
|
||||
local name = ctx.game.stringBuffer
|
||||
or (ctx.game.data.pokemon[mon.species]
|
||||
and ctx.game.data.pokemon[mon.species].name)
|
||||
or mon.species
|
||||
-- Prefer the real text label; fall back to the BattleState wording.
|
||||
if ctx.game.data.text and ctx.game.data.text._DoYouWantToNicknameText then
|
||||
Commands.show_text(ctx, "_DoYouWantToNicknameText", { RAM = name })
|
||||
else
|
||||
Commands.show_text(ctx, ("Do you want to\ngive a nickname\nto %s?"):format(name))
|
||||
end
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
ctx.game.stack:push(ChoiceBox.new(ctx.game, function(yes)
|
||||
if not yes then
|
||||
ctx.lastCheck = success
|
||||
runner:resume()
|
||||
return
|
||||
end
|
||||
Screens.push(ctx.game, "NamingScreen", {
|
||||
title = "NICKNAME?", maxLen = 10,
|
||||
onDone = function(nick)
|
||||
if nick and #nick > 0 then mon.nickname = nick end
|
||||
ctx.lastCheck = success
|
||||
runner:resume()
|
||||
end,
|
||||
})
|
||||
end))
|
||||
runner:yield()
|
||||
ctx.lastCheck = success
|
||||
end
|
||||
|
||||
-- give_pokemon <species> <level>: _GivePokemon (engine/events/
|
||||
-- give_pokemon.asm) -- party first, then the box. ctx.lastCheck gets
|
||||
-- the asm's carry: true when the mon was given, false when both the
|
||||
-- party and every box are full (that .boxFull path leaves the giver's
|
||||
-- script able to offer again later, e.g. the Celadon Eevee ball).
|
||||
-- Party adds run AskName (AddPartyMon) when a script runner is present;
|
||||
-- mods that pre-set gift.nickname skip the prompt.
|
||||
function Commands.give_pokemon(ctx, species, level)
|
||||
-- Native mods can transform a gift before the Pokémon object is created.
|
||||
-- This is intentionally an event rather than a special-case starter hook:
|
||||
@@ -505,7 +545,8 @@ function Commands.give_pokemon(ctx, species, level)
|
||||
ctx.game.stringBuffer = ctx.game.data.pokemon[species].name or species
|
||||
ctx.pendingPokemonName = species
|
||||
require("src.battle.BattleState").stampOT(ctx.save, mon)
|
||||
if not Party.add(ctx.save.party, mon) then
|
||||
local addedToParty = Party.add(ctx.save.party, mon)
|
||||
if not addedToParty then
|
||||
if not require("src.pokemon.Boxes").deposit(ctx.save, mon) then
|
||||
ctx.lastCheck = false
|
||||
return
|
||||
@@ -517,6 +558,11 @@ function Commands.give_pokemon(ctx, species, level)
|
||||
dex.owned[species] = true
|
||||
end
|
||||
ctx.lastCheck = true
|
||||
-- AddPartyMon AskName: party only; skip box deposits, mod-set nicknames,
|
||||
-- and callback-style callers that have no script runner to yield on.
|
||||
if addedToParty and not gift.nickname and ctx.runner then
|
||||
askNickname(ctx, mon)
|
||||
end
|
||||
end
|
||||
|
||||
function Commands.give_money(ctx, amount)
|
||||
@@ -1066,7 +1112,8 @@ for _, verb in ipairs({ "show_text", "ask", "choice", "start_battle", "warp",
|
||||
end
|
||||
for _, verb in ipairs({ "show_text", "ask", "choice", "start_battle", "warp",
|
||||
"open_mart", "trade", "push_screen", "record_hall_of_fame",
|
||||
"old_man_demo", "static_battle", "rival_battle", "give_item", "wait",
|
||||
"old_man_demo", "static_battle", "rival_battle", "give_item",
|
||||
"give_pokemon", "wait",
|
||||
"wait_flag", "move_player", "move_npc", "move_npc_to", "walk_npc",
|
||||
"emote", "fade", "pan_camera", "play_once" }) do
|
||||
local meta = Commands.meta[verb] or {}
|
||||
|
||||
@@ -22,6 +22,14 @@ local OptionsMenu = {}
|
||||
OptionsMenu.__index = OptionsMenu
|
||||
OptionsMenu.isOpaque = true
|
||||
|
||||
-- Opaque full-screen menu: own MEWMON so opening OPTION from the title
|
||||
-- (or over the overworld) does not inherit TitleState's LOGO1 band -- that
|
||||
-- zone covers UI rows 8-9, which is the third options box label line
|
||||
-- (pink "MODS" strip when Blue's ROM LOGO1 white is {255,239,255}).
|
||||
function OptionsMenu:sgbPalettes(game)
|
||||
return PaletteFX.wholeNamed(game.data, "MEWMON")
|
||||
end
|
||||
|
||||
-- TextSpeedOptionData frame delays with the original labels
|
||||
local SPEEDS = { { 1, "FAST" }, { 3, "MEDIUM" }, { 5, "SLOW" } }
|
||||
-- no-loader fallback for the ruleset row, same pair BattleState keeps
|
||||
|
||||
+33
-5
@@ -13,13 +13,35 @@ TitleState.isOpaque = true
|
||||
|
||||
-- SGB title zones (PalPacket_Titlescreen): the logo rows get LOGO2,
|
||||
-- the version-ribbon band LOGO1, the rest MEWMON.
|
||||
--
|
||||
-- The CONTINUE / NEW GAME menu and the continue-info box sit inside those
|
||||
-- LOGO bands. pokered's MainMenu clears the title and runs
|
||||
-- RunDefaultPaletteCommand so black UI ink stays black; this port keeps the
|
||||
-- title art visible underneath, so without an overlay those boxes inherit
|
||||
-- LOGO2 blue / LOGO1 red (issue #133). A trailing trueColor zone leaves the
|
||||
-- overlay's DMG black unshaded while the logo and title mon keep title pals.
|
||||
--
|
||||
-- ROM SuperPal whites are often {255,239,255}. Under RED++, LOGO2/MEWMON
|
||||
-- come from the GBC pack (pure white) while Blue's LOGO1 stays on the ROM
|
||||
-- pack (#128), so the version-ribbon row reads as a pink band. Force that
|
||||
-- slot to pure white; ink colors (Blue/Red "Version" text) stay intact.
|
||||
local function withPureWhite(pal)
|
||||
if not pal then return nil end
|
||||
return { { 255, 255, 255 }, pal[2], pal[3], pal[4] }
|
||||
end
|
||||
|
||||
function TitleState:sgbPalettes(game)
|
||||
local P = require("src.render.PaletteFX")
|
||||
local z = {
|
||||
P.zone(P.pal(game.data, "LOGO2"), 0, 0, 19, 7),
|
||||
P.zone(P.pal(game.data, "LOGO1"), 0, 8, 19, 9),
|
||||
P.zone(withPureWhite(P.pal(game.data, "LOGO1")), 0, 8, 19, 9),
|
||||
P.zone(P.pal(game.data, "MEWMON"), 0, 10, 19, 17),
|
||||
}
|
||||
local top = game.stack and game.stack:top()
|
||||
local box = top and top.titleUiBox
|
||||
if box then
|
||||
z[#z + 1] = P.trueColorZone(box[1], box[2], box[3], box[4])
|
||||
end
|
||||
return z[3] and z or nil
|
||||
end
|
||||
|
||||
@@ -119,8 +141,11 @@ local ContinueInfo = {}
|
||||
ContinueInfo.__index = ContinueInfo
|
||||
|
||||
function ContinueInfo.new(title, save)
|
||||
return setmetatable({ title = title, game = title.game, save = save },
|
||||
ContinueInfo)
|
||||
-- box at (4,7), 16x10 tiles -- see ContinueInfo:draw / DisplayContinueGameInfo
|
||||
return setmetatable({
|
||||
title = title, game = title.game, save = save,
|
||||
titleUiBox = { 4, 7, 19, 16 },
|
||||
}, ContinueInfo)
|
||||
end
|
||||
|
||||
function ContinueInfo:update(dt)
|
||||
@@ -184,8 +209,11 @@ function TitleState:openMenu()
|
||||
love.event.quit()
|
||||
end
|
||||
end })
|
||||
game.stack:push(Menu.new(game, items,
|
||||
{ tx = 0, ty = 0, tw = 13, th = #items * 2 + 2 }))
|
||||
local th = #items * 2 + 2
|
||||
local menu = Menu.new(game, items, { tx = 0, ty = 0, tw = 13, th = th })
|
||||
-- full-width title LOGO zones would recolor this box; see sgbPalettes
|
||||
menu.titleUiBox = { 0, 0, 12, th - 1 }
|
||||
game.stack:push(menu)
|
||||
end
|
||||
|
||||
function TitleState:update(dt)
|
||||
|
||||
@@ -120,8 +120,11 @@ FieldDefaults.FIELD = {
|
||||
doorBlock = { bx = 2, by = 2, block = 5 } },
|
||||
},
|
||||
-- IsSurfingAllowed refuses SURF on the B4F stairs square until both
|
||||
-- plug boulders are down (engine/overworld/field_move_messages.asm)
|
||||
-- plug boulders are down (engine/overworld/field_move_messages.asm).
|
||||
-- B3F currents set BIT_FORCED_WARP so the south-edge water warps fire
|
||||
-- without a held d-pad (scripts/SeafoamIslandsB3F.asm).
|
||||
seafoam = {
|
||||
SEAFOAM_ISLANDS_B3F = { setsForcedWarp = true },
|
||||
SEAFOAM_ISLANDS_B4F = {
|
||||
surfBlocked = { { x = 7, y = 11, untilEvents = {
|
||||
"EVENT_SEAFOAM4_BOULDER1_DOWN_HOLE",
|
||||
|
||||
@@ -322,6 +322,12 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
|
||||
-- 16/18 gate exits), and the scripted door-mat walkout that follows
|
||||
-- suppresses onStepComplete, so waiting for a plain step never mounts
|
||||
self:checkForcedMovement()
|
||||
-- Seafoam B4F's map script pushes off the B3F stair warps every frame
|
||||
-- while the upper plugs are out (SeafoamIslandsB4FDefaultScript); the
|
||||
-- B3F/B4F force-surf mouths also arm their MOVE_OBJECT current scripts
|
||||
-- from CheckForceBikeOrSurf. Re-check here so a warp-in does not sit
|
||||
-- idle on those cells waiting for a player step.
|
||||
self:checkSeafoamCurrent()
|
||||
|
||||
-- snap the camera immediately: the overworld doesn't update while a
|
||||
-- Transition is on top, so a stale camera would show the new map at
|
||||
@@ -2669,8 +2675,11 @@ function OverworldState:onStepComplete()
|
||||
elseif entry then
|
||||
-- still standing on the warp we arrived through; do not re-trigger it
|
||||
else
|
||||
-- CheckWarpsNoCollision: door/warp tiles fire immediately; otherwise
|
||||
-- ExtraWarpCheck must pass AND either a d-pad is held or BIT_FORCED_WARP
|
||||
-- is set (Seafoam B3F currents — home/overworld.asm).
|
||||
local w = Warp.onArrive(self.map, p.cellX, p.cellY)
|
||||
if not w and self:dirHeld() then
|
||||
if not w and (self:dirHeld() or self.forcedWarp) then
|
||||
w = Warp.onCollision(self.map, Game.data.field.warpCarpets,
|
||||
p.cellX, p.cellY, p.facing)
|
||||
end
|
||||
@@ -2751,9 +2760,11 @@ function OverworldState:runSpinnerMoves(moves, i)
|
||||
local mv = moves[i]
|
||||
if not mv then
|
||||
self.player.spinning = false
|
||||
if not self:checkSpinner() and self.player.surfing then
|
||||
self:checkSeafoamCurrent()
|
||||
end
|
||||
-- Scripted steps skip onStepComplete while they run; once the RLE
|
||||
-- finishes, re-enter the normal landing pipeline so chained spinners,
|
||||
-- Seafoam currents, and CheckWarpsNoCollision (incl. BIT_FORCED_WARP)
|
||||
-- see the tile we stopped on — same as pokered after simulated joypad.
|
||||
self:onStepComplete()
|
||||
return
|
||||
end
|
||||
self.player.spinning = true -- spin the sprite while sliding
|
||||
@@ -2926,6 +2937,9 @@ function OverworldState:checkSeafoamCurrent()
|
||||
if sf.forcedExit and p.surfing and not allSet(sf.forcedExit.activeUntilEvents) then
|
||||
for _, c in ipairs(sf.forcedExit.coords) do
|
||||
if p.cellX == c.x and p.cellY == c.y then
|
||||
-- SeafoamIslandsB4FDefaultScript: res BIT_FORCED_WARP before the
|
||||
-- push so the B3F stair warps underfoot cannot bounce you back.
|
||||
self.forcedWarp = false
|
||||
require("src.core.Sound").play(Game.data, "Collision")
|
||||
self:scriptMove(p, "up", c.y == 17 and 2 or 1)
|
||||
return true
|
||||
@@ -2947,6 +2961,12 @@ function OverworldState:checkSeafoamCurrent()
|
||||
end
|
||||
for _, c in ipairs(active) do
|
||||
if p.cellX == c.x and p.cellY == c.y then
|
||||
-- SeafoamIslandsB3F.asm sets BIT_FORCED_WARP before DecodeRLEList so
|
||||
-- the south-edge water stairs auto-warp when the current ends.
|
||||
if FieldDefaults.fieldValue(Game.data, "seafoam", self.map.id,
|
||||
"setsForcedWarp") then
|
||||
self.forcedWarp = true
|
||||
end
|
||||
self:runSpinnerMoves(c.moves, 1)
|
||||
return true
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user