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3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| b9a89c1fd2 | |||
| 17eee1ca0e | |||
| 7aa06942be |
@@ -188,6 +188,27 @@ local function namedPalette(data, name)
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return { name = key, colors = colors }
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end
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-- Custom trainer portraits can opt into the same Advanced OBJ palette source
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-- as their overworld walker. Vanilla trainers preserve the hardware-faithful
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-- MEWMON fallback used during the battle introduction.
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function BattleState.trainerPalette(data, trainer)
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local source = trainer and trainer.paletteSource
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if source then
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local PaletteFX = require("src.render.PaletteFX")
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local colors, group = PaletteFX.spriteObp({ paletteSource = source }, trainer.id)
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if colors then
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return { name = "trainer:" .. source .. ":" .. tostring(group), colors = colors }
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end
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end
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return namedPalette(data, "MEWMON")
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end
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function BattleState.trainerPicPath(data, trainer)
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if trainer and trainer.pic then return trainer.pic end
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local base = trainer and trainer.basePic and data.trainers[trainer.basePic]
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return base and base.pic or nil
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end
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-- The battle-BGP fade variant of a pic (AnimationFlashScreen and the
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-- SetAnimationBGPalette effects remap the four BG shades; on the SGB
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-- the colorizer then colors the REMAPPED shade, so a faded pic shows
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@@ -608,7 +629,8 @@ function BattleState.newTrainer(game, oppClass, partyIndex)
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-- MonsterPalettes[0] = PAL_MEWMON -- InitBattleCommon zeroes
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-- wEnemyMonSpecies2 before the intro's SET_PAL_BATTLE
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-- (engine/battle/core.asm:6682, engine/gfx/palettes.asm SetPal_Battle)
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self.trainerPic = getImage(self.trainer.pic, namedPalette(game.data, "MEWMON"))
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self.trainerPic = getImage(BattleState.trainerPicPath(game.data, self.trainer),
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BattleState.trainerPalette(game.data, self.trainer))
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self.introText = Strings("%s wants\nto fight!", self.trainer.name)
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return self
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end
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@@ -561,6 +561,11 @@ R.trainers = {
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index = f.opt(f.int(0, 255)),
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-- unused vanilla classes ship without a pic, so it cannot be required
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pic = f.opt(f.path),
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-- Optional Advanced-mode OBJ palette source for a custom trainer portrait.
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-- It follows the same ROM crosswalk form as sprites.paletteSource.
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paletteSource = f.opt(f.str),
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-- Reuse a base trainer class's portrait without redistributing its asset.
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basePic = f.opt(f.id("trainers")),
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baseMoney = f.opt(f.int(0)),
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parties = f.list(f.list(f.rec{ level = f.int(1),
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species = f.id("pokemon") })),
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@@ -580,6 +585,10 @@ R.sprites = {
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frames = f.int(1),
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walker = f.opt(f.bool),
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trueColor = f.opt(f.bool),
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-- Mod art can opt into an existing ROM sprite's Advanced-mode OBJ
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-- palette assignment without claiming that the image itself came from
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-- the ROM (which is what `source` documents on imported records).
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paletteSource = f.opt(f.str),
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},
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example = 'mod.content.sprites:register("SPRITE_HERO", { image = "...", frames = 6 })',
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}
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@@ -537,7 +537,7 @@ end
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function PaletteFX.spriteObp(spriteDef, seed)
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local pack = PaletteFX.gbcPack()
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local w = pack and pack.world
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local src = spriteDef and spriteDef.source
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local src = spriteDef and (spriteDef.paletteSource or spriteDef.source)
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if not (w and src) then return nil end
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local idx = tonumber(src:match("%[(%d+)%]"))
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-- RedBikeSprite loads outside SpriteSheetPointerTable
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@@ -11,6 +11,7 @@ local Font = require("src.render.Font")
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Font.load(Data)
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local BattleState = require("src.battle.BattleState")
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local PaletteFX = require("src.render.PaletteFX")
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local Catching = require("src.battle.Catching")
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local Damage = require("src.battle.Damage")
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local Events = require("src.mods.Events")
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@@ -327,6 +328,25 @@ end
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-- ------- ai_classes: brains and layer records
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-- ------- custom trainer portraits: palette sources and base portraits
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do
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local oldMode = PaletteFX.mode
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PaletteFX.mode = "redpp"
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local custom = { id = "TEST_TRAINER",
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paletteSource = "ROM:SpriteSheetPointerTable[21]" }
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local pal = BattleState.trainerPalette(Data, custom)
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local expected = PaletteFX.spriteObp({ paletteSource = custom.paletteSource }, custom.id)
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PaletteFX.mode = oldMode
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check(pal and expected and pal.colors[3][1] == expected[3][1]
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and pal.colors[3][2] == expected[3][2]
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and pal.colors[3][3] == expected[3][3],
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"a custom trainer portrait resolves its Advanced OBJ palette source")
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check(BattleState.trainerPicPath(Data, { basePic = "OPP_ENGINEER" })
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== Data.trainers.OPP_ENGINEER.pic,
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"a custom trainer can reuse a base trainer portrait by id")
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end
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do
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Data.ai_classes = { OPP_YOUNGSTER = { brain = function(battle)
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return { id = "SPLASH", pp = 1, brained = true }
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