docs: specify battle checkpoint extension

This commit is contained in:
MaxTomahawk
2026-08-07 16:41:13 +02:00
parent 2ce612d5b1
commit 5bffc89a2f
3 changed files with 150 additions and 13 deletions
+12 -9
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@@ -181,17 +181,20 @@ end
local ok, code, message = mod.checkpoints:restore(game, checkpoint)
```
Checkpoint format 1 supports settled overworld control only: the overworld must
be topmost, the player stationary on a tile, and no transition, menu, script,
queued script movement, or partial field animation may be active. Refusals carry
a stable `reason` and readable `message`. Capture excludes global options and
runtime objects. Restore validates format, game/playthrough identity, content,
and coordinates before mutation; preserves current options; suppresses normal
map-entry/save-load side effects; verifies a recapture; and rolls back in memory
if reconstruction fails. Callers that need crash recovery should durably capture
Checkpoint format 1 supports settled overworld control and proven battle
player-decision safe points. Battle checkpoints are limited to ordinary
single-player wild/trainer origins with no suspended script; link, Safari,
ghost, demo, scripted, animation, message, queue, and forced-action phases fail
closed. New checkpoints preserve gameplay RNG, while legacy overworld records
without RNG remain loadable. Capture excludes global options and runtime
objects. Restore validates format, game/playthrough identity, content,
coordinates, battle relationships, continuation, and RNG before mutation;
preserves current options; suppresses normal map-entry/save-load/intro side
effects; verifies a recapture; and rolls back runtime plus RNG in memory if
reconstruction fails. Callers that need crash recovery should durably capture
their own recovery checkpoint before restore.
See RFC 0003 and RFC 0004 for exact contracts and error codes.
See RFC 0003, RFC 0004, and RFC 0005 for exact contracts and error codes.
## Developer console