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CLOSES #415, CLOSES #484, CLOSES #488, CLOSES #492, CLOSES #497, CLOSES #541, CLOSES #559, CLOSES #562, CLOSES #563, CLOSES #564, CLOSES #565, CLOSES #566, CLOSES #567, CLOSES #568, CLOSES #569, CLOSES #570, CLOSES #571, CLOSES #572
This commit is contained in:
+126
-15
@@ -645,17 +645,63 @@ function BattleState.newTrainer(game, oppClass, partyIndex)
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return self
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end
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-- The disguise itself. InitWildBattle .isGhost (engine/battle/core.asm)
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-- swaps only the pic and the nick -- wEnemyMonSpecies2 still holds the real
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-- species, so the SGB palette stays the disguised mon's. ghostReal keeps
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-- what LoadEnemyMonData puts back when the scope unveils.
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local function disguiseAsGhost(self)
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self.ghostReal = { name = self.enemy.name, sprite = self.enemy.sprite }
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self.enemy.name = "GHOST"
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self.enemy.sprite = getImage("assets/generated/battle/front/ghost.png",
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monPalette(self.data, self.enemy.mon.species))
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self.introText = Strings("The GHOST\nappeared!")
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end
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-- Pokémon Tower ghosts (engine/battle/core.asm): without the Silph Scope
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-- the enemy is "GHOST", you're too scared to attack, and balls fail.
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function BattleState:makeGhost()
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self.ghost = true
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self.enemy.name = "GHOST"
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-- the ghost keeps the disguised mon's SGB palette: InitWildBattle
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-- swaps only the pic, wEnemyMonSpecies2 still holds the real species
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-- (engine/battle/core.asm InitWildBattle .isGhost)
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self.enemy.sprite = getImage("assets/generated/battle/front/ghost.png",
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monPalette(self.data, self.enemy.mon.species))
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self.introText = Strings("The GHOST\nappeared!")
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disguiseAsGhost(self)
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end
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-- The RESTLESS SOUL with the SILPH SCOPE in the bag. Mechanically this is
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-- not a ghost battle at all -- IsGhostBattle (core.asm) returns false the
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-- moment the scope is in the bag, so the mon attacks, is attacked and rolls
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-- for flight normally -- but InitWildBattle still enters disguised: its
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-- .isGhost branch fires on wCurOpponent == RESTLESS_SOUL as well. Taking
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-- the disguise off is PrintBeginningBattleText .isMarowak's job
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-- (engine/battle/common_text.asm), which enter() queues through
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-- queueScopeReveal (#492).
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function BattleState:makeUnveiledGhost()
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self.scopeReveal = true
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disguiseAsGhost(self)
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end
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-- MarowakAnim (engine/battle/ghost_marowak_anim.asm) counted in frames: the
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-- ghost pic is copied into OAM and flashed 8 times by xor-ing rOBP1 with
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-- $80 (10 frames a side), the BG pic underneath is swapped to the RESTLESS
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-- SOUL, rOBP1 is shifted left two bits every 10 frames until the ghost has
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-- faded into the paper (3 shifts), and the Marowak copy fades back in the
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-- same way (4 shifts). Alpha over the paper is what those OBP shifts look
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-- like on screen.
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BattleState.GHOST_FLASH_FRAMES = 80
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BattleState.GHOST_FADE_OUT_FRAMES = 30
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BattleState.GHOST_FADE_IN_FRAMES = 40
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BattleState.GHOST_REVEAL_FRAMES = 150
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-- The rows .isMarowak prints over the disguise, after the "GHOST appeared!"
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-- box enter() has already queued: the unveil line, MarowakAnim, then "Wild
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-- MAROWAK appeared!" under the restored name. The fall-through into
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-- .playSFX at the end is the same SFX_TRAINER_APPEARED the port does not
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-- play for trainer intros either, so it is left out here too.
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function BattleState:queueScopeReveal()
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local unveiled = self.data.text and self.data.text._UnveiledGhostText
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self:say(unveiled
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or Strings("SILPH SCOPE\nunveiled the\vGHOST's identity!"))
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self:act(function() self.ghostReveal = { t = 0 } end)
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table.insert(self.queue, { wait = BattleState.GHOST_REVEAL_FRAMES })
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self:say(Strings("Wild %s\nappeared!",
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self.ghostReal and self.ghostReal.name or self.enemy.name))
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end
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-- The old man's catch tutorial (BATTLE_TYPE_OLD_MAN,
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@@ -669,6 +715,12 @@ end
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function BattleState:makeOldManDemo(name)
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self.demo = true
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self.demoName = name or "OLD MAN"
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-- LoadPlayerBackPic and DisplayBattleMenu split on the same wBattleType:
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-- BATTLE_TYPE_OLD_MAN gets .oldManName + OldManPicBack, BATTLE_TYPE_PIKACHU
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-- gets .profOakName + ProfOakPicBack (pokeyellow core.asm). The thrower
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-- name the caller passes IS that distinction here, so it picks the pic too
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-- -- data/scripts/story2.lua is the only site that names PROF.OAK (#557).
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self.oakDemo = name == "PROF.OAK"
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-- Yellow's Pallet intro runs this before the player owns any mon
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-- (BATTLE_TYPE_PIKACHU precedes the lab gift), so newWild flagged the
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-- battle dead for lack of a party. The demo never sends out, draws, or
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@@ -1214,7 +1266,8 @@ function BattleState:enter()
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-- fade, the ground-padding measurement and battle_sprite_scales.
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local backPath, backTrueColor =
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require("src.pokemon.Sprites").playerPath(self.data, "back",
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{ kind = "battle", demo = self.demo, battle = self })
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{ kind = "battle", demo = self.demo, oakDemo = self.oakDemo,
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battle = self })
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self.playerBackPic = getImage(backPath,
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namedPalette(self.data, "MEWMON"), backTrueColor)
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self.showPlayerBack = self.playerBackPic ~= nil
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@@ -1229,11 +1282,16 @@ function BattleState:enter()
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-- battle calls PlayCry BEFORE PrintText WildMonAppearedText, so the cry
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-- sounds with the "Wild X appeared!" box instead of waiting on the A
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-- press that clears its `prompt` (#303). The Silph-Scope-less tower
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-- ghost gets no cry at all (common_text.asm:43-48).
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if self.kind ~= "trainer" and self.kind ~= "link" and not self.ghost then
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-- ghost gets no cry at all (common_text.asm:43-48), and neither does the
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-- unveiled MAROWAK: .isMarowak never reaches PlayCry (#492).
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if self.kind ~= "trainer" and self.kind ~= "link"
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and not self.ghost and not self.scopeReveal then
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queueEnemyCry()
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end
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self:say(self.introText)
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-- the unveil rides on that same box, before _InitBattleCommon clears the
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-- intro chrome below (#492)
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if self.scopeReveal then self:queueScopeReveal() end
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-- _InitBattleCommon (core.asm:6755-6762): the instant the intro text is
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-- dismissed both HUD blocks are cleared and ClearSprites drops the
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-- pokeball OAM, so the intro chrome never returns for the rest of the
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@@ -2663,6 +2721,35 @@ function BattleState:updateFx()
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end
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end
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end
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-- The Silph Scope unveil (MarowakAnim; queueScopeReveal parks a wait row
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-- of GHOST_REVEAL_FRAMES over it): the ghost flashes, fades out, the pic
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-- and the nick swap back the way LoadEnemyMonData restores them, and the
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-- real mon fades in (#492).
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local gr = self.ghostReveal
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if gr and self.enemy then
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gr.t = gr.t + 1
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local pf = self:picFxFor(self.enemy)
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local flashEnd = BattleState.GHOST_FLASH_FRAMES
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local outEnd = flashEnd + BattleState.GHOST_FADE_OUT_FRAMES
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if gr.t <= flashEnd then
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pf.fade = (math.floor((gr.t - 1) / 10) % 2 == 1) and 0.5 or 1
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elseif gr.t <= outEnd then
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pf.fade = 1 - math.ceil((gr.t - flashEnd) / 10) / 3
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else
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if not gr.swapped then
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gr.swapped = true
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local real = self.ghostReal
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if real then
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self.enemy.name = real.name or self.enemy.name
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self.enemy.sprite = real.sprite or self.enemy.sprite
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end
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end
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pf.fade = math.min(1, math.ceil((gr.t - outEnd) / 10) / 4)
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end
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if gr.t >= BattleState.GHOST_REVEAL_FRAMES then
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self.ghostReveal, self.scopeReveal, pf.fade = nil, nil, nil
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end
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end
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-- the send-out grow-in (AnimateSendingOutMon): 3+4+5 frames, then
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-- the pic draws at full size again
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if self.growIn then
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@@ -3353,10 +3440,12 @@ function BattleState:enemyMonFainted()
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-- SwitchPlayerMon runs AFTER TrainerSentOutText (core.asm:1436-1443)
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local shiftSwitchMon = nil
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if style ~= "set" and partyCount > 1 and self.player.mon.hp > 0 then
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-- _TrainerAboutToUseText: "X is" / "about to use" then cont nick,
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-- then para "Will PLAYER" / "change POKéMON?" with YES/NO.
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self:say(Strings("%s is\nabout to use", self.trainer.name))
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self:say(Strings("%s!", nextName))
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-- _TrainerAboutToUseText (data/text/text_2.asm): "X is" / "about to
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-- use" then a CONT to the nick, not a fresh box -- the box scrolls
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-- "X is" off so "about to use" stays above the name, instead of the
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-- page ending on a bare nick (#565). Then para "Will PLAYER" /
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-- "change POKéMON?" with YES/NO.
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self:say(Strings("%s is\nabout to use\v%s!", self.trainer.name, nextName))
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self:sayChoice(
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Strings("Will %s\nchange POKéMON?", self.game.save.player.name),
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function(yes)
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@@ -3474,8 +3563,18 @@ function BattleState:enemyMonFainted()
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-- PrintEndBattleText prints one text box; a `para` (\f) inside it
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-- starts a fresh page, which is a message row of its own here (five
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-- EndBattleTexts carry one, e.g. _Route9Youngster1EndBattleText)
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-- TrainerEndBattleText (home/trainers.asm) prints _TrainerNameText
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-- (wNameBuffer then ": ", data/text/text_1.asm) and only then the
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-- saved pointer, so the loss line opens with the trainer class tag on
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-- its first line (RIVAL1/2/3 tag with the rival's name:
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-- TrainerNamePointers aims those entries at wTrainerName). The tag
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-- prints once, so a `para` page carries no second copy (#566).
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local tag = self.trainer and self.trainer.name
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for page in (self.endBattleText .. "\f"):gmatch("(.-)\f") do
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if page ~= "" then self:sayNext(page) end
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if page ~= "" then
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self:sayNext(tag and (tag .. ": " .. page) or page)
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tag = nil
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end
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end
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end
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self:sayNext(Strings("%s got ¥%d\nfor winning!", self.game.save.player.name, prize))
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@@ -4304,6 +4403,18 @@ function BattleState:drawBattlerPic(battler, x, y, scale)
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end
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if battler.fainted then return end
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-- MarowakAnim's rOBP1 fades (updateFx): alpha over the paper is what those
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-- palette shifts look like, and the test has to sit ahead of the plain
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-- fast path below (#492)
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local fadePf = self.picFx and self.picFx[battler]
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if fadePf and fadePf.fade then
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local cr, cg, cb, ca = love.graphics.getColor()
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love.graphics.setColor(cr, cg, cb, ca * fadePf.fade)
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love.graphics.draw(img, x, y, 0, scale, scale)
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love.graphics.setColor(cr, cg, cb, ca)
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return
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end
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local pf = self.picFx and self.picFx[battler]
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if not pf or (not pf.kind and not pf.hidden and not pf.minimized
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and (pf.ox or 0) == 0 and (pf.oy or 0) == 0) then
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