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Merge pull request #672 from ShaneMcGovernIE/fix/faint-animation-671
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@@ -273,6 +273,26 @@ T.eq(Timing.BLINK_MON % 10, 0,
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-- SlideDownFaintedMonPic: b = PIC_HEIGHT slide steps of DelayFrames 2
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T.eq(Timing.FAINT_SLIDE, 14, "the faint slide is 7 steps x 2 frames")
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-- #671: the slide must start at the sprite's resting spot and sink the
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-- full PIC_HEIGHT (7 rows x 8px = 56px at 1x) across those 14 frames.
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-- The old (30 - frames) * 2 math teleported the pic 32px down on frame
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-- one once the budget was shortened from 30 to 14 frames.
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local faintBattle = newBattle()
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faintBattle.fx = { faint = { battler = faintBattle.enemy,
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frames = Timing.FAINT_SLIDE } }
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T.eq(faintBattle:fxFaintOffset(faintBattle.enemy, 1), 0,
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"the faint slide starts at offset 0 (#671)")
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faintBattle.fx.faint.frames = Timing.FAINT_SLIDE - 7
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T.eq(faintBattle:fxFaintOffset(faintBattle.enemy, 1),
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7 * Timing.FAINT_SLIDE_STEP,
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"the slide sinks one 8px row per step")
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faintBattle.fx.faint.frames = 1
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T.eq(faintBattle:fxFaintOffset(faintBattle.enemy, 1),
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(Timing.FAINT_SLIDE - 1) * Timing.FAINT_SLIDE_STEP,
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"the slide reaches 52px by the last visible frame")
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T.eq(Timing.FAINT_SLIDE * Timing.FAINT_SLIDE_STEP, 56,
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"and covers the full 7-row pic height over the whole budget")
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T.eq(Timing.MOVE_STATUS_OR_MISS, 30,
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"a status move or a miss holds DelayFrames 30 before its text")
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