mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 08:11:35 +02:00
CLOSES #1091, CLOSES #1097, CLOSES #1100, CLOSES #1104, CLOSES #1135, CLOSES #1155, CLOSES #1157, CLOSES #1158, CLOSES #1159, CLOSES #1160, CLOSES #1167, CLOSES #1208
This commit is contained in:
@@ -1604,9 +1604,25 @@ function Battle:useMove(attacker, defender, moveId)
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return
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end
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-- Damage that skips the formula entirely.
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local fixed = Effects.fixedDamage(def.effect, attacker, defender, self.random)
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-- Damage that skips the formula entirely. The move's own power goes with
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-- it: EFFECT_STATIC_DAMAGE's arm of BattleCommand_ConstantDamage reads
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-- BATTLE_VARS_MOVE_POWER as the damage (effect_commands.asm:3157-3161).
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local fixed = Effects.fixedDamage(def.effect, attacker, defender, self.random,
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def.power)
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if fixed then
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-- The constant-damage effect list carries `resettypematchup` instead of
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-- `stab`, and that command misses the move outright when the matchup byte
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-- is 0 (effect_commands.asm:1480-1493) -- an immune target is the one
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-- thing that stops SONIC BOOM, NIGHT SHADE or SUPER FANG.
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local defenderTypes = (self:speciesDef(defender) or {}).types
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or defender.types
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local matchups = self.data.type_chart and self.data.type_chart.matchups
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if Damage.typeMultiplier(def.type, defenderTypes, matchups) == 0 then
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self:markMissed()
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self:emit({ kind = "message",
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text = "It doesn't affect " .. self:monName(defender) .. "..." })
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return
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end
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self:dealDamage(attacker, defender, fixed, { move = def, moveId = moveId })
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return
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end
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@@ -179,9 +179,9 @@ end
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-- --------------------------------------------------------------- fixed damage
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-- BattleCommand_LevelDamage / SuperFang / Psywave, all of which skip the
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-- damage formula entirely.
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function Effects.fixedDamage(effect, attacker, defender, random)
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-- BattleCommand_ConstantDamage (engine/battle/effect_commands.asm:3131-3205),
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-- one command for the whole SuperFang / Psywave / StaticDamage list.
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function Effects.fixedDamage(effect, attacker, defender, random, power)
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if effect == "EFFECT_LEVEL_DAMAGE" then
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return math.max(1, attacker.level or 1)
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end
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@@ -189,9 +189,17 @@ function Effects.fixedDamage(effect, attacker, defender, random)
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return math.max(1, math.floor((defender.hp or 1) / 2))
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end
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if effect == "EFFECT_PSYWAVE" then
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-- 1..(level * 1.5), rerolled until it is in range; one roll is enough here.
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local ceiling = math.max(1, math.floor((attacker.level or 1) * 3 / 2))
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return math.max(1, (random and random(ceiling) or 0) + 1)
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-- .psywave rerolls until the byte is nonzero AND below level * 1.5, so the
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-- top of the range is that ceiling minus one (effect_commands.asm:3163).
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local ceiling = math.max(2, math.floor((attacker.level or 1) * 3 / 2))
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return math.max(1, (random and random(ceiling - 1) or 0) + 1)
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end
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-- SONIC BOOM and DRAGON RAGE share EFFECT_STATIC_DAMAGE, whose arm reads
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-- BATTLE_VARS_MOVE_POWER straight into the damage word: their stored power
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-- (20 and 40) IS the damage, never a formula input
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-- (effect_commands.asm:3157-3161).
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if effect == "EFFECT_STATIC_DAMAGE" then
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return math.max(1, math.floor(power or 0))
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end
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return nil
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end
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+26
-3
@@ -818,9 +818,19 @@ end
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function SaveData.slotSummary(save)
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if type(save) ~= "table" then return nil, nil end
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local name = save.player and save.player.name or nil
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-- A Gen 2 slot carries no badge items and fills pokedex.caught, so both
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-- counts come off wJohtoBadges/wPokedexCaught (engine/menus/intro_menu.asm:461).
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local vinfo = type(save.version) == "string" and GameVersion.info(save.version)
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local gen2 = save.generation == 2 or (vinfo and vinfo.generation == 2) or false
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local dexCount = 0
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for _ in pairs((save.pokedex and save.pokedex.owned) or {}) do
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dexCount = dexCount + 1
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if gen2 then
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for _, has in pairs((save.pokedex and save.pokedex.caught) or {}) do
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if has then dexCount = dexCount + 1 end
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end
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else
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for _ in pairs((save.pokedex and save.pokedex.owned) or {}) do
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dexCount = dexCount + 1
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end
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end
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-- playTime is a plain seconds count in a Gen 1 save but a
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-- { hours, minutes, seconds, frames } table in a Gen 2 (Gold) save, matching
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@@ -838,8 +848,21 @@ function SaveData.slotSummary(save)
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end
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local timeText = ("%d:%02d"):format(math.floor(t / 3600),
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math.floor(t / 60) % 60)
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local badges
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if gen2 then
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-- Continue_DisplayBadgeCount walks TWO bytes, Johto then Kanto
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-- (engine/menus/intro_menu.asm:461-469).
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badges = 0
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local p = save.player or {}
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for _, has in pairs(p.badges or {}) do if has then badges = badges + 1 end end
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for _, has in pairs(p.kantoBadges or {}) do
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if has then badges = badges + 1 end
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end
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else
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badges = Badges.count(nil, save)
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end
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return name, {
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badges = Badges.count(nil, save),
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badges = badges,
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timeText = timeText,
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dexCount = dexCount,
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}
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@@ -764,9 +764,14 @@ end
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function Save.summary(save)
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if type(save) ~= "table" then return nil end
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local badges = 0
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-- Continue_DisplayBadgeCount counts TWO bytes, wJohtoBadges then wKantoBadges
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-- (engine/menus/intro_menu.asm:461-469).
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for _, has in pairs(save.player and save.player.badges or {}) do
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if has then badges = badges + 1 end
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end
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for _, has in pairs(save.player and save.player.kantoBadges or {}) do
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if has then badges = badges + 1 end
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end
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local caught = 0
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for _, has in pairs(save.pokedex and save.pokedex.caught or {}) do
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if has then caught = caught + 1 end
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@@ -62,6 +62,68 @@ local FILTERS = { "OFF", "1X", "2X", "3X" }
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-- The core rows. Helper modules are required lazily under pcall: they are
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-- pure label/cycle tables, but the launcher must never die because a render
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-- module grew a dependency on live game data.
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-- TOUCH PAD, VIBRATION and the layout editor, shared by both row sets.
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--
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-- Gold reads these out of its own `gold` block (src/core/gen2/Save.lua:297),
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-- so `opts` is whichever table the gear is editing and the rows never have to
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-- know which game they belong to. #1100 / #1135: the Gold gear carried none
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-- of them, so a phone player could turn the pad and the buzz off in Red and
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-- had no way to reach either in Gold.
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local function addTouchRows(rows, add, opts, hooks)
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-- TOUCH PAD only where the overlay can appear, mirroring OptionsMenu's
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-- gate (mobile, or desktop forced by POKEPORT_TOUCH=1).
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local env = os.getenv("POKEPORT_TOUCH")
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local osName = love.system and love.system.getOS and love.system.getOS()
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local show = env == "1"
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or (env ~= "0" and (osName == "Android" or osName == "iOS"))
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if show then
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add(Strings("TOUCH PAD"),
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function()
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local tc = opts.touchControls
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local on = not (type(tc) == "table" and tc.enabled == false)
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return on and Strings("ON") or Strings("OFF")
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end,
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function()
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local tc = type(opts.touchControls) == "table" and opts.touchControls or {}
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tc.enabled = tc.enabled == false
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opts.touchControls = tc
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return true
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end)
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-- VIBRATION sits with it (#806): same gate, same subsystem. Stepping
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-- the row buzzes once at the level being selected.
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local okTC, TC = pcall(require, "src.core.TouchControls")
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if okTC then
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add(Strings("VIBRATION"),
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function() return Strings(TC.hapticLabel(opts.haptics)) end,
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function(dir)
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opts.haptics = TC.cycleHaptics(opts.haptics, dir)
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TC.buzz(opts.haptics)
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return true
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end)
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end
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end
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-- TOUCH CONTROLS, the on-screen pad's layout editor. It used to be a
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-- button on the game panel, once per game -- but the overlay layout is
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-- global (options.touchControls.layouts), so three tabs offered three
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-- buttons that edited the same thing while crowding the column that has to
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-- hold Play. It belongs with the other control rows, behind the gear.
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-- The host owns the editor screen, so the row only fires when a hook was
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-- supplied (the standalone save editor opens this model with none).
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if hooks and hooks.editTouchControls then
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rows[#rows + 1] = {
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label = Strings("TOUCH CONTROLS"),
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actionLabel = Strings("Edit"),
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action = function()
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hooks.editTouchControls()
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-- The editor replaces the whole screen: nothing left to persist here
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-- beyond what the caller already saved on the way out.
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return false
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end,
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}
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end
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end
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local function coreRows(opts, hooks)
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local rows = {}
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local function add(label, value, step)
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@@ -236,60 +298,7 @@ local function coreRows(opts, hooks)
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end)
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end
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-- TOUCH PAD only where the overlay can appear, mirroring OptionsMenu's
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-- gate (mobile, or desktop forced by POKEPORT_TOUCH=1).
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do
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local env = os.getenv("POKEPORT_TOUCH")
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local osName = love.system and love.system.getOS and love.system.getOS()
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local show = env == "1"
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or (env ~= "0" and (osName == "Android" or osName == "iOS"))
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if show then
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add(Strings("TOUCH PAD"),
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function()
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local tc = opts.touchControls
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local on = not (type(tc) == "table" and tc.enabled == false)
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return on and Strings("ON") or Strings("OFF")
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end,
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function()
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local tc = type(opts.touchControls) == "table" and opts.touchControls or {}
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tc.enabled = tc.enabled == false
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opts.touchControls = tc
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return true
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end)
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-- VIBRATION sits with it (#806): same gate, same subsystem. Stepping
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-- the row buzzes once at the level being selected.
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local okTC, TC = pcall(require, "src.core.TouchControls")
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if okTC then
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add(Strings("VIBRATION"),
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function() return Strings(TC.hapticLabel(opts.haptics)) end,
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function(dir)
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opts.haptics = TC.cycleHaptics(opts.haptics, dir)
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TC.buzz(opts.haptics)
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return true
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end)
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end
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end
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end
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-- TOUCH CONTROLS, the on-screen pad's layout editor. It used to be a
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-- button on the game panel, once per game -- but the overlay layout is
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-- global (options.touchControls.layouts), so three tabs offered three
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-- buttons that edited the same thing while crowding the column that has to
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-- hold Play. It belongs with the other control rows, behind the gear.
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-- The host owns the editor screen, so the row only fires when a hook was
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-- supplied (the standalone save editor opens this model with none).
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if hooks and hooks.editTouchControls then
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rows[#rows + 1] = {
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label = Strings("TOUCH CONTROLS"),
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actionLabel = Strings("Edit"),
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action = function()
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hooks.editTouchControls()
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-- The editor replaces the whole screen: nothing left to persist here
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-- beyond what the caller already saved on the way out.
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return false
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end,
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}
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end
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addTouchRows(rows, add, opts, hooks)
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-- RESET REBINDS, directly under the touch-pad row. Rebinds are additive
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-- (src/core/Input.lua:applyBindings layers options.bindings over the
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@@ -462,7 +471,7 @@ end
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-- src/ui/gen2/OptionsMenu.lua's ROWS; when editing one, keep the two in sync.
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local GEN2_KEY = "gold"
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local function gen2Rows(opts)
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local function gen2Rows(opts, hooks)
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local rows = {}
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local function add(label, value, step)
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rows[#rows + 1] = { label = label, value = value, step = step }
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@@ -551,6 +560,8 @@ local function gen2Rows(opts)
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end)
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end
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addTouchRows(rows, add, opts, hooks)
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return rows
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end
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@@ -574,7 +585,7 @@ function LauncherSettings.open(hooks, version)
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opts[GEN2_KEY] = block
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end
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sections = {
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{ title = Strings("OPTIONS"), rows = gen2Rows(block) },
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{ title = Strings("OPTIONS"), rows = gen2Rows(block, hooks) },
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}
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else
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sections = {
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@@ -2652,11 +2652,14 @@ function RomImporter:_openSettings()
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-- hook rather than reaching for main.lua's handler itself. Closing the
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-- settings panel FIRST persists the pending edits (_closeSettings saves)
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-- and leaves no modal behind the editor to return to.
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-- The tab rides along: the editor persists the layout into that game's own
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-- option block, and Gold's is not the flat Gen 1 one (#1100).
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local hooks = {}
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if self.onEditTouchControls then
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local version = self.tab
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hooks.editTouchControls = function()
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self:_closeSettings()
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self.onEditTouchControls()
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self.onEditTouchControls(version)
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end
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end
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-- The tab the gear was opened on decides the row set: Gold reads a
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+54
-11
@@ -106,6 +106,10 @@ local TEXT_ASK_FORGET_SLOT = Strings.source("Which move should\nbe forgotten?")
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local TEXT_CANT_FORGET_HM = Strings.source("HM moves can't be\nforgotten now.")
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local TEXT_STOP_LEARNING = Strings.source("Stop learning\n%s?")
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-- BattleText_EnemyIsAboutToUseWillPlayerChangeMon (data/text/battle.asm:222-231).
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local TEXT_ENEMY_ABOUT_TO_USE = Strings.source(
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"%s\nis about to use\v%s.\fWill %s\nchange POKéMON?")
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-- _AskForgetMoveText, all three paragraphs (data/text/common_3.asm:141-165).
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local TEXT_ASK_FORGET_MOVE = Strings.source(
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"%s is\ntrying to learn\v%s.\fBut %s\ncan't learn more\vthan four moves."
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@@ -548,6 +552,14 @@ BattleState.PLAYER_PIC_TILES = 6
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-- box's own bottom centre.
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local PIC_RESIZE_TILES = { [0] = 6, [1] = 4, [2] = 2, [3] = 7, [4] = 5, [5] = 3 }
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-- SUBSTATUS_UNDERGROUND / SUBSTATUS_FLYING, which BattleCommand_Charge sets on
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-- FLY and DIG only (engine/battle/effect_commands.asm:5478-5485); the port
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-- carries both as the volatile `vanished` flag.
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function BattleState.isVanished(mon)
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local volatiles = mon and mon.volatile
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return (volatiles and volatiles.vanished) and true or false
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end
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function BattleState:drawPic(mon, back)
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-- During the intro slide the player-side pic belongs to presentSlide's
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-- backpic overlay, not to the baked bands (see BattleAnimView).
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@@ -571,6 +583,13 @@ function BattleState:drawPic(mon, back)
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-- The box is empty either because the animation running right now has
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-- cleared it, or because the last one ENDED with it cleared (picHidden).
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if (anim and anim.hidden) or self.picHidden[side] then return end
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-- Mid FLY / DIG the box is empty: DisappearUser ClearBoxes it
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-- (engine/battle/misc.asm:1-13), AppearUserRaiseSub puts it back on the
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-- stored attack (engine/battle/effect_commands.asm:2113-2117).
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if not (trainerBack or enemyTrainer) and BattleState.isVanished(mon)
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and not (self.vanishAnim and self.vanishAnim == self.anim) then
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return
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end
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local G = love.graphics
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local w, h = image:getDimensions()
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local px, py
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@@ -582,10 +601,12 @@ function BattleState:drawPic(mon, back)
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py = BattleState.PLAYER_PIC_TILE_Y * 8 + (box - h)
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boxTiles = BattleState.PLAYER_PIC_TILES
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else
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-- Bottom-aligned and horizontally centred inside the 7x7 box.
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-- PadFrontpic pads a short pic and never a long one
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-- (engine/gfx/load_pics.asm:342-386), so an oversized mod pic pins to the
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-- box's own corner at hlcoord 12, 0 rather than to a negative offset.
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local box = BattleState.ENEMY_PIC_TILES * 8
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px = BattleState.ENEMY_PIC_TILE_X * 8 + math.floor((box - w) / 2)
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py = BattleState.ENEMY_PIC_TILE_Y * 8 + (box - h)
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px = BattleState.ENEMY_PIC_TILE_X * 8 + math.max(0, math.floor((box - w) / 2))
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py = BattleState.ENEMY_PIC_TILE_Y * 8 + math.max(0, box - h)
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boxTiles = BattleState.ENEMY_PIC_TILES
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end
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-- One tile per two frames to the right, SlideBattlePicOut's own step.
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@@ -903,11 +924,12 @@ function BattleState:startAnim(key, opts)
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param = opts.param or 0,
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sfxOrder = audio.sfxOrder,
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ballPalette = opts.ballPalette,
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||||
-- BGEffect_CheckFlyDigStatus reads wPlayerSubStatus3 / wEnemySubStatus3
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-- (engine/battle_anims/bg_effects.asm:2838-2851); the port keeps that bit
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-- on the mon's volatile table, not on the mon itself.
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flying = {
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player = self.battle and self.battle.player
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and self.battle.player.vanished or false,
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enemy = self.battle and self.battle.enemy
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and self.battle.enemy.vanished or false,
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player = BattleState.isVanished(self.battle and self.battle.player),
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enemy = BattleState.isVanished(self.battle and self.battle.enemy),
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},
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hooks = {
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-- anim_sound (engine/battle_anims/anim_commands.asm:1105) calls
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||||
@@ -1365,6 +1387,13 @@ function BattleState:advanceQueue()
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end
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||||
end
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||||
end
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||||
-- BattleCommand_Charge runs LoadMoveAnim BEFORE DisappearUser
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||||
-- (engine/battle/effect_commands.asm:5459-5470), so FLY / DIG still draw
|
||||
-- the take-off or the burrow on the turn the substatus goes up; the box
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-- only empties once THIS animation is done with.
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if BattleState.isVanished(self:activeMon(event.side)) then
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self.vanishAnim = self.anim
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end
|
||||
elseif event.kind == "damage" and event.side then
|
||||
-- ANIM_x_DAMAGE is the MOVE's after-anim (effect_commands.asm:1963-1972),
|
||||
-- so only a move hit gets it; `animMove` is HandleWrap's (core.asm:1198-1203).
|
||||
@@ -1864,6 +1893,20 @@ function BattleState:update(_dt)
|
||||
return
|
||||
end
|
||||
|
||||
-- The prompt's earlier pages: PlaceYesNoBox only follows the LAST one
|
||||
-- (engine/battle/core.asm:3302-3305), so the mon is named and read first.
|
||||
if self.phase == "shift-intro" then
|
||||
if self.messageTimer > 0 then
|
||||
if input:wasPressed("a") or input:wasPressed("b") then
|
||||
self.messageTimer = 0
|
||||
end
|
||||
return
|
||||
end
|
||||
self:nextPage()
|
||||
if not self.messagePages then self.phase = "ask-shift" end
|
||||
return
|
||||
end
|
||||
|
||||
-- OfferSwitch's YesNoBox: YES opens PickSwitchMonInBattle, NO (and B) falls
|
||||
-- straight through to the enemy's send-out (engine/battle/core.asm:3305-3310).
|
||||
if self.phase == "ask-shift" then
|
||||
@@ -2464,13 +2507,13 @@ end
|
||||
-- (engine/battle/core.asm:3298-3304, data/text/battle.asm:222-231).
|
||||
function BattleState:offerShiftSwitch(mon)
|
||||
self.shiftIndex = 1
|
||||
self.phase = "ask-shift"
|
||||
local trainer = (self.battle.trainer and self.battle.trainer.name) or "Foe"
|
||||
local player = (self.save and self.save.player and self.save.player.name)
|
||||
or "GOLD"
|
||||
self.message = trainer .. " is about to use " .. self:name(mon)
|
||||
.. ". Will " .. player .. " change POKéMON?"
|
||||
self.messageTimer = MESSAGE_FRAMES
|
||||
-- The `para` splits this in two (data/text/battle.asm:222-231): the incoming
|
||||
-- mon is NAMED on its own page, and only the second carries the yes/no box.
|
||||
self:showPages(Strings(TEXT_ENEMY_ABOUT_TO_USE, trainer, self:name(mon), player))
|
||||
self.phase = self.messagePages and "shift-intro" or "ask-shift"
|
||||
end
|
||||
|
||||
function BattleState:answerUseNextMon(yes)
|
||||
|
||||
Reference in New Issue
Block a user