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feat(mods): expose read-only battle snapshots
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@@ -235,6 +235,33 @@ not need generation-specific badge, terrain, bike, fishing, or field-move
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logic. Action lists are extensible; callers should render the records they
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understand and ignore unknown ids rather than assuming a fixed list length.
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## Read-only battle snapshots
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`mod.battle:snapshot()` returns `nil` outside a battle and a copied battle
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record while one is active. Gen 1 (Red, Blue, and Yellow) and Gold expose the
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same core fields:
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`revision`, `kind`, `catchable`, `prompt`, `message`, `turn`, `player`,
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`enemy`, `party`, `moves`, and `items`. Pokémon, moves, messages, and items in
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the result are detached records; changing them cannot change the battle.
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`revision` stays stable while the visible battle context is unchanged and
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advances when it changes, so a UI can skip rebuilding an identical view.
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Pokémon records contain `species`, `name`, `level`, `hp`, `maxHp`, `status`,
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and `active` (plus `slot` in `party`). Move records contain `slot`, `id`,
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`name`, `pp`, `maxPp`, `type`, `power`, `accuracy`, and `disabled`. Gen 1 also
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reports the actual ruleset-aware `displayPower`, `hitChance` percentage, and
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`effectiveness` multiplier (`10` neutral, `20` super-effective, `5`
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resisted). Item rows contain `id`, `name`, `count`, `ball`, `needsTarget`, and
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an optional stock `catchChance` percentage.
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`prompt` describes the currently visible choice (`menu`, `moves`, `party`,
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`advance`, `safari`, or `mimic`) and is `locked` when another screen or battle
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phase owns input. Generation-specific features remain optional: Gen 1 includes
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battle medicine, balls, catch previews, Safari balls, and Mimic choices;
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Gold currently returns an empty `items` list rather than guessing at its
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pocketed PACK flow. Callers should ignore unknown fields and tolerate absent
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optional ones.
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## Rendering pipelines
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Most registries hand the engine *content*. `render_pipelines` hands it
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