src/ui/SummaryMenu.lua:148 and src/ui/PartyMenu.lua:824 drew mon.status
(PSN/PAR/BRN/FRZ/SLP) as a bare literal, bypassing translation. Unlike
plain text, a mod translates status labels through the statuses content
registry (mod.content.statuses:patch(id, { label = value }), the same
registry src/battle/BattleState.lua:statusLabel already reads in battle.
Route both screens through the same lookup, extracted as
Status.hudLabelFor(statuses, id) and shared with BattleState:statusLabel
so the hudLabel-or-label fallback rule lives in one place, with the raw
status id kept as the fallback when no record overrides it.
Found along the way: Status.RECORDS' five vanilla entries duplicated
hudLabel = label ("FRZ", hudLabel = "FRZ", ...) for no functional
reason. Since hudLabelFor reads hudLabel before label, and
Registry:patch only overrides fields a mod actually passes, a
translation mod's label-only patch (the natural shape for a status
catalog carrying one string per id, with no separate hudLabel data to
patch) was silently shadowed by the untouched vanilla hudLabel -- the
translation was stored but never displayed, in or out of battle. This
affected BattleState:statusLabel too, before this change and
independently of it. Dropped the redundant hudLabel field from all
five vanilla records: it's declared optional in the schema, and
nothing in this codebase ever gives it a value different from label --
setting it here only recreated the shadowing trap for no observed
benefit. Left a comment above Status.RECORDS warning against
re-adding it.
The previous drawCellBottom calls fired only for cells containing a
tracked entity. While walking this worked acceptably because the
sprite's sub-pixel tween kept the visual overlap plausible, but while
standing still the sprite is pixel-aligned with the cell and the opaque
leaf-edge pixels in the grass bottom row paint over the player's feet.
This change removes the per-entity isGrassCell checks and replaces them
with a single post-sprite pass that overdraws every visible grass cell.
TileRenderer:
- ensureWindow now builds grassCells (all paths) and grassBatch (DMG/SGB
shader path) alongside winBatch during the existing tile scan loop.
A grassSeen table deduplicates cells so each cx/cy pair is only
recorded once despite having two bottom-row tiles.
- drawGrassOverdraw: DMG/SGB draws the grassBatch under color0KeyShader
in one call; GBC iterates grassCells and calls drawCellBottomRaw per
cell (pre-keyed images can't share a SpriteBatch).
- markGrassOverdrawRedraw: iterates grassCells and calls
markCellBottomRedraw for the post-zone OBP-replay pass (GBC only).
- releaseBatches cleans up grassBatch and grassCells.
OverworldController (flat path):
- Entity loop draws sprites only; grass overdraw fires once after the
loop via drawGrassOverdraw + markGrassOverdrawRedraw.
OverworldController (tilt path):
- Grass cells are injected into the billboard sort queue keyed on the
world-pixel foot of each cell's bottom tile row (cy*16+16), so they
depth-sort correctly against entities at different y positions. Each
grass cell billboards via drawCellBottomRaw inside the upright pass.
Fixes: standing-in-tall-grass feet overdraw (Gen 2 confirmed, Gen 1
improved); NPCs and Pikachu follower in grass benefit automatically.
Parity test: tests/parity_grass_seam.lua 10/10, engine 228/228.
The takeover stop in Sound.playMove moved after the new source starts in
cfa84063, but an equal-id replay reuses the cached source, so the stop
killed the sound it had just restarted.