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Merge pull request #328 from johnjohto/fix-fieldmove-whiteflash
Run the field-move white blink under its text, not after (#320)
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@@ -304,10 +304,12 @@ function PartyMenu:update(dt)
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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): the blink belongs UNDER the texts, not as a
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-- flashbang on the empty map after them; the stack only updates
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-- the top state, so the flash holds until the texts close
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self.game.stack:push(Transition.whiteFlash(self.game))
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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.game.stack:push(Transition.whiteFlash(self.game))
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end))
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self.game.stack:push(TextBox.new(self.game, t2))
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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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