Translate Gold's Light Screen / Reflect rose! messages

Same theme as the RBY fix, found while checking whether Gold had the
same gap: EFFECT_LIGHT_SCREEN and EFFECT_REFLECT built their "'s
SPCL.DEF/DEFENSE rose!" message by raw string concatenation, bypassing
Strings() entirely -- unlike most other messages in this file (e.g.
"%s\nused %s!" a few lines up), which already go through it.

Wrap the whole message template in Strings(), matching that existing
pattern; the substituted name still comes from monName() as before.

Gold's gen2/Battle.lua has many more messages built the same
unwrapped way (fainted!, learned..., missed!, and so on) -- that is
the much larger "Battle messages" gap already tracked separately and
deliberately left out of this change.
This commit is contained in:
thibautbus
2026-08-16 20:36:46 +02:00
parent 24d0c6528d
commit c280119d03
+2 -2
View File
@@ -2429,7 +2429,7 @@ Battle.MOVE_EFFECTS.EFFECT_LIGHT_SCREEN = function(self, attacker)
if (side.lightScreen or 0) > 0 then return fail(self) end
side.lightScreen = Battle.SCREEN_TURNS
self:emit({ kind = "message",
text = self:monName(attacker) .. "'s SPCL.DEF rose!" })
text = Strings("%s's SPCL.DEF rose!", self:monName(attacker)) })
end
Battle.MOVE_EFFECTS.EFFECT_REFLECT = function(self, attacker)
@@ -2437,7 +2437,7 @@ Battle.MOVE_EFFECTS.EFFECT_REFLECT = function(self, attacker)
if (side.reflect or 0) > 0 then return fail(self) end
side.reflect = Battle.SCREEN_TURNS
self:emit({ kind = "message",
text = self:monName(attacker) .. "'s DEFENSE rose!" })
text = Strings("%s's DEFENSE rose!", self:monName(attacker)) })
end
-- engine/battle/move_effects/safeguard.asm:1