Neither tests/parity_status_true_color.lua (SGB recolor rectangle) nor
tests/parity_party_icon_mirror.lua (icon mirroring) check the drawn
status text, so this fix had no coverage. Drive SummaryMenu:draw() and
PartyMenu:draw() with a mod-patched statuses registry and check the
patched label reaches Font.draw instead of the raw status id, plus a
vanilla case confirming the no-mod fallback is unchanged.
Also cover the hudLabel-shadowing bug directly through the real
Registry:patch (not a hand-built table): a label-only patch, the exact
shape a translation mod would send, must reach Status.hudLabelFor for
all five vanilla ids. Confirmed both regressions: reverting
src/ui/*.lua and src/battle/*.lua to dev's pre-fix content fails 2 of
the draw-site checks; reverting only the vanilla hudLabel removal in
Status.lua fails the 3 checks whose French label differs from English
(FRZ/BRN/SLP).
The targeted test only covered the RBY side (ItemEffects.lua,
TrainerAI.lua); src/battle/gen2/Battle.lua's EFFECT_LIGHT_SCREEN/
EFFECT_REFLECT fix had no test at all, spotted when asked whether the
Gold changes were covered.
Adds a minimal MACHOP/TACKLE gen2 fixture (same shape as
tests/gen2_move_effects_test.lua's), calls both MOVE_EFFECTS directly,
and checks a loaded catalog reaches the whole message template (Gold
wraps the full sentence, not just the stat name). Confirmed it catches
the regression: reverting Battle.lua to its pre-fix state fails 2 of
the suite's now 8 checks.
No existing test could tell a translated stat name apart from a raw
stat:upper() that never went through Strings() at all: every rose!
message assertion in the suite runs with no catalog loaded, where
Strings() is an identity function either way.
Loads a real catalog (Strings.load) that translates one stat name at a
time and checks it actually reaches the X-item, vitamin, and AI-trainer
X-item messages -- ROM-free, over tests/fixture_data. Confirmed this
catches the regression: reverting src/inventory/ItemEffects.lua and
src/battle/TrainerAI.lua to their pre-fix state fails 5 of 6 checks.
syncIdentity unconditionally recomputed mon.shiny from the mon's DVs,
overwriting whatever was there. It is wired into refreshStats, which
SummaryMenu.new calls on every menu open, so a forced shiny -- Mon.new's
opts.shiny path, DVs that do not themselves read as shiny -- got
un-shinied the moment the summary screen opened, even though opts.shiny
already wins over shiny.roll at construction for exactly this case (a
scripted shiny is the cart overriding the roll, not a roll to be
hooked).
mon.shiny now only ever gets PROMOTED by the DV check, never demoted:
`mon.shiny or Mon.isShiny(...)`. A naturally shiny mon and a plain one
are unaffected -- the DV check still runs and still decides the first
time -- and a mon whose DVs are edited to justify shininess later still
promotes normally; only an already-true shiny stops being able to flip
back to false on a later refresh.
Both call sites -- Game2:usePartyItem (the field pack) and
BattleState:useItem (the battle pack) -- asked ItemEffects.partyAction
for an item's family with no `data` argument, even though every other
call in the same functions (useOnMon, usePpItem, applyPartyItem) passed
it through correctly. partyAction resolves through recordFor, which
reads data.gen2ItemEffects when given a dataset and falls back to the
module's own built-in RECORDS table when not -- so with no data, a
mod's own item_effects record was invisible and every mod-defined Gen 2
field or battle item resolved to a nil action, falling straight through
to "isn't going to help here" / "isn't going to help here" without ever
opening the party picker.
Both now pass the live dataset (self.data on Game2, self.game.data on
the battle screen) the same way their sibling calls already did.
bindGoldData points gen2Palettes, gen2Icons, gen2Pokedex, gen2Landmarks,
gen2Roofs and gen2Sprites at the extractor's own Gold tables through
loadGen, but never gen2Constants -- despite Schemas.GEN2 routing
`constants` to that same namespaced-and-differently-shaped category
palettes and icons are in. A save editor boot left data.gen2Constants
unset, so mod.content.constants:get(...) read an empty table instead
of the cart's ordered name lists, misreading the generation and
rejecting every record a mod shaped off it.
data.gen2Constants now goes through the same loadGen("constants") path
the other five already use, falling back the same way they do when no
ROM cache is active.
R.maps.objects was f.opt(f.list(f.any)): a static wild encounter's
species (OverworldController.lua's d.pokemon, handed straight to
BattleState.newWild) went completely unchecked at load time, unlike an
encounter slot's species. A typo'd or removed id sat in a loaded mod
and only surfaced as a crash the moment a player reached that object.
Objects share one array across every kind -- NPCs, signs, warps and
static encounters all coexist with no field the loader could use to
tell them apart ahead of time -- so a strict f.rec covering the whole
shape would reject every kind this schema does not enumerate. Added
f.partial, an open counterpart to f.rec: it type-checks (and, through
collectRefs, cross-reference-checks) only the fields it is given and
leaves everything else on the value alone, the same extensibility
f.rec already grants at a record's top level but nowhere further in.
R.maps.objects now types just `pokemon` through it, so a bad species
id is a load-time "unresolved reference" error instead of a runtime
crash, while an NPC object's sprite/movement/range/... fields -- never
named in this schema -- still pass through untouched.
ItemEffects.use walked speciesDef.tmhm with a bare ipairs() to check
whether the species could learn the machine's move. A record with no
tmhm field at all -- a mod species that never set one, or any record
missing it for whatever reason -- hit ipairs(nil) and took the whole
game down on the first TM/HM use, rather than reaching the ordinary
"can't learn that move" refusal a species whose list simply omits the
move already gets.
An absent list now reads the same as an empty one: nothing to learn,
same refusal, same sound, same text.