-- The battle state: wild and trainer battles driven entirely by generated -- data (species, moves, type chart, trainer parties, encounter tables). -- -- Flow: intro -> menu (FIGHT/PKMN/ITEM/RUN) -> move select -> turn -- resolution (a queue of messages/actions/UI pushes) -> back to menu, -- until one side is out, then finish. Pops itself and calls -- onFinish("win"|"lose"|"run"|"caught"). -- -- The Gen 1 move-effect pipeline (multi-hit, charge, trapping, thrash, -- bide, recharge, confusion, screens, substitute, transform, ...) is -- ported from engine/battle/core.asm; see docs/behavior-porting-notes.md. local Assets = require("src.render.Assets") local Catching = require("src.battle.Catching") local Damage = require("src.battle.Damage") local EffectRegistry = require("src.battle.EffectRegistry") local Experience = require("src.battle.Experience") local Font = require("src.render.Font") local Logger = require("src.core.Logger") local MoveEffects = require("src.battle.MoveEffects") local Party = require("src.pokemon.Party") local Pokemon = require("src.pokemon.Pokemon") local Runtime = require("src.mods.Runtime") local BattleSafety = require("src.battle.BattleSafety") local Screens = require("src.ui.Screens") local Status = require("src.battle.Status") local Timing = require("src.core.Timing") local TrainerAI = require("src.battle.TrainerAI") local TurnOrder = require("src.battle.TurnOrder") local TypeChart = require("src.battle.TypeChart") local UIVisibility = require("src.battle.UIVisibility") local RomText = require("src.core.RomText") local Strings = require("src.core.Strings") local WideBattle = require("src.battle.WideBattle") local romText = RomText local BattleState = {} BattleState.__index = BattleState BattleState.isOpaque = true -- Category identity for per-category GAME SPEED (RFC 0007), the same -- style OverworldController.isOverworld already uses. Every battle -- -- wild, trainer, link, safari, the old-man demo -- is this metatable, so -- Game.speedCategoryInStack needs no special-casing beyond this one flag. BattleState.isBattle = true function BattleState:romText(label, fallback, ...) return romText(self.data, label, fallback, ...) end -- Letterbox voids around the 160x144 battle canvas fill white so the -- window reads as one continuous battle screen (no black bars). BattleState.letterboxWhite = true -- A battle is a self-contained SCREEN, not the window. The overworld's -- dialogue box docks to the window edge on purpose (Renderer:setUIAnchor) -- -- a box floating in the middle of a zoomed-out map reads as detached. A -- battle is the opposite: pokered draws its text box and YES/NO in the same -- 160x144 tilemap as the HUD, and pulling them out to the window edge splits -- the composition in two -- the caught-mon nickname prompt lands a whole -- letterbox below the white field it is supposed to be printed on. Anchors -- are held off for as long as a battle is in the stack. BattleState.holdsUIAnchors = true -- BATTLE LAYOUT: the classic 160x144 arrangement, or the widescreen one on -- a 304x144 surface (src/battle/WideBattle.lua). Only the composition -- differs; every battler, queue and animation below is shared. Menus and -- prompts pushed during a wide battle keep its wide canvas, while drawing -- their classic 160px UI centred within it (Game:draw). function BattleState:isWideBattleLayout() local options = self.game and self.game.save and self.game.save.options return options and options.battleLayout == "wide" or false end function BattleState:wideLayout() return self:isWideBattleLayout() end -- BATTLE SIZE: "fixed" keeps the classic integer-scaled letterbox (a GB pixel -- is a whole number of screen pixels, and the battle is the same size at any -- zoom); "fill" scales the battle surface to the window instead, so it fills -- vertically. Filling means a fractional scale, so pixels stop being evenly -- sized -- that is the trade, which is why it is a setting rather than a -- change. Only the battle surface is affected; the overworld is unchanged. function BattleState:wantsFillScale() local options = self.game and self.game.save and self.game.save.options return options and options.battleFit == "fill" or false end -- BATTLE BG: what fills the screen AROUND the battle -- the letterbox voids -- that grow as the window gets bigger or the view is zoomed out. The battle -- screen itself is untouched: it keeps its white paper field in every mode. -- -- "white" the display mode's paper shade (the classic look) -- "black" plain black bars -- "world" the frozen overworld, dimmed -- -- "world" works by making the battle NON-opaque: StateStack:visibleBase then -- finds the overworld below it and Game:draw keeps drawing the map, so the -- voids show it instead of a flat clear. The battle still paints its own -- opaque 160x144 field over the top, so only the surround changes. function BattleState:bgMode() local options = self.game and self.game.save and self.game.save.options local mode = options and options.battleBg if mode == "black" or mode == "world" then return mode end return "white" end -- Resume a semantic checkpoint directly at the command menu. Unlike enter(), -- this deliberately does not replay the battle transition, intro queues, -- cries, happiness changes, or battle-start events. function BattleState:resumeCheckpoint() self.isOpaque = self:bgMode() ~= "world" require("src.core.Music").playBattle(self.data, self.musicKind or self:computeMusicKind()) end -- How far to dim the overworld behind a "world" background, 0..1. Enough -- that the battle reads as the foreground rather than competing with a fully -- lit map behind it. BattleState.BG_WORLD_DIM = 0.55 -- Renderer:setUISize asks the top state for its surface before anything draws function BattleState:uiSize() if self:wideLayout() then return WideBattle.WIDTH, WideBattle.HEIGHT end return 160, 144 end -- Battle colors itself per-pixel (species pics + HP bar tints), so the -- SGB whole-screen remap must not run over it. The wide layout still -- needs a zone list of its own: the invented 160x144 one would leave its -- extra columns unremapped in the forced-mono modes (WideBattle.zones). function BattleState:sgbPalettes() if self:wideLayout() then return WideBattle.zones() end return nil end function BattleState:bottomUIVisible() return UIVisibility.bottomVisible(self, true) end function BattleState:statusHUDVisible() if not Runtime.wantsHook("battle.status_hud_visible") then return true end return Runtime.call("battle.status_hud_visible", function() return true end, self) ~= false end function BattleState:caughtMarkerVisible() local dex = self.game and self.game.save and self.game.save.pokedex if not self.enemy or (self.kind ~= "wild" and self.kind ~= "safari") or not (dex and dex.owned and dex.owned[self.enemy.mon.species]) then return false end if not Runtime.wantsHook("battle.caught_marker_visible") then return false end return Runtime.call("battle.caught_marker_visible", function() return false end, self) == true end function BattleState:moveGridNavigation() if self:wideLayout() then return true end if not Runtime.wantsHook("battle.move_grid_navigation") then return false end return Runtime.call("battle.move_grid_navigation", function() return false end, self) == true end local Rulesets = { gen1_faithful = require("src.battle.rulesets.gen1_faithful"), modern_clean = require("src.battle.rulesets.modern_clean"), } -- the Poké Ball toss chain (TossBallAnimation) plays even with battle -- animations off: PlayMoveAnimation jumps to it before checking wOptions local BALL_ANIMS = { TOSS_ANIM = true, GREATTOSS_ANIM = true, ULTRATOSS_ANIM = true, BLOCKBALL_ANIM = true, POOF_ANIM = true, HIDEPIC_ANIM = true, SHAKE_ANIM = true, SHOWPIC_ANIM = true, } local imageCache = {} -- The three tables below are keyed by the Image OBJECT, not by a path, and a -- running battle holds the pics it built at enter() (battler.sprite, -- playerBackPic, trainerPic). Weak keys let a dropped pic's row go with it, -- so invalidate() can drop the path cache without orphaning what is on -- screen right now (#316). local WEAK_KEYS = { __mode = "k" } -- fully transparent rows below a pic's content (the extracted 32x32 back -- pics carry baked-in padding); used to sit the pic flush on the text box local imagePadBottom = setmetatable({}, WEAK_KEYS) -- fully transparent columns left of a pic's content; at 2x (back pics) -- this is subtracted from hlcoord 1,5 so opaque pixels match hardware, -- where those columns were white-on-white rather than shifted content local imagePadLeft = setmetatable({}, WEAK_KEYS) -- image -> { path, pal } so palette-fade variants (see fadeImage) can be -- rebuilt for any battle pic, whatever code loaded it local imageMeta = setmetatable({}, WEAK_KEYS) -- pal = { name, colors } recolors the 4 GB shades like the Super Game Boy. -- trueColor art (14 §the 4-shade contract) opts out of the quantize -- entirely, so its palette variant collapses back onto the plain path. local function getImage(path, pal, trueColor) if not path then return nil end if trueColor then pal = nil end local key = pal and (path .. "#" .. pal.name) or path if not imageCache[key] then local img, pad, padL = nil, 0, 0 if love.image and love.image.newImageData then local id = Assets.imageData(path) if pal then local c = pal.colors id:mapPixel(function(_, _, r, g, b, a) if a == 0 then return r, g, b, a end local col = r > 0.83 and c[1] or r > 0.5 and c[2] or r > 0.17 and c[3] or c[4] return col[1] / 255, col[2] / 255, col[3] / 255, a end) end local w, h = id:getDimensions() local bottom = h - 1 while bottom >= 0 do local opaque = false for x = 0, w - 1 do local _, _, _, a = id:getPixel(x, bottom) if a > 0 then opaque = true break end end if opaque then break end bottom = bottom - 1 end local left = 0 while left < w do local opaque = false for y = 0, h - 1 do local _, _, _, a = id:getPixel(left, y) if a > 0 then opaque = true break end end if opaque then break end left = left + 1 end img = love.graphics.newImage(id) pad = h - 1 - bottom padL = left else img = Assets.image(path) -- headless stub: no pixel access end imageCache[key] = img imagePadBottom[img] = pad imagePadLeft[img] = padL imageMeta[img] = { path = path, pal = pal, trueColor = trueColor or nil } end return imageCache[key] end -- Hot reload / COLORS change (PaletteFX.setMode calls this): the next -- getImage re-resolves every pic through the asset search path and -- re-measures its ground padding. ONLY the path->image cache is dropped. -- Wiping the three per-image tables as well orphaned the pics a running -- battle already holds: imagePadBottom went nil, so backPlacement lost the -- four transparent rows it grounds the back pic on and the pic jumped -- pad * 2x = 8px UP the frame COLORS changed (#316), and imageMeta went nil, -- so picImage's forced-mono grayImage (#207), fadeImage's BGP variants and -- imagePathOf's battle_sprite_scales lookup all silently stopped resolving. -- Those rows are weak-keyed, so entries for pics nothing references any more -- are collected on their own rather than leaking. function BattleState.invalidate() imageCache = {} end Assets.register(BattleState.invalidate) -- the species' SGB palette (active COLORS pack), or nil local function monPalette(data, species) local PaletteFX = require("src.render.PaletteFX") local colors = PaletteFX.monPal(data, species) if not colors then return nil end local name = PaletteFX.monPalName(data, species) -- prefix so GBC vs RED++ cache keys don't collide on shared names if PaletteFX.usesGbcPack() then name = "redpp:" .. name end return { name = name, colors = colors } end -- a named palette from the active COLORS pack as a getImage pal local function namedPalette(data, name) local PaletteFX = require("src.render.PaletteFX") local colors = PaletteFX.pal(data, name) if not colors then return nil end local key = name if PaletteFX.usesGbcPack() then key = "redpp:" .. name end return { name = key, colors = colors } end -- Custom trainer portraits can opt into the same Advanced OBJ palette source -- as their overworld walker. Vanilla trainers preserve the hardware-faithful -- MEWMON fallback used during the battle introduction. function BattleState.trainerPalette(data, trainer) local source = trainer and trainer.paletteSource if source then local PaletteFX = require("src.render.PaletteFX") local colors, group = PaletteFX.spriteObp({ paletteSource = source }, trainer.id) if colors then return { name = "trainer:" .. source .. ":" .. tostring(group), colors = colors } end end return namedPalette(data, "MEWMON") end -- Yellow only: ROCKET with wTrainerNo >= $2a is Jessie & James, who share -- the class and the name "ROCKET" but battle behind their own pic -- (home/trainers2.asm IsFightingJessieJames). picJessieJames exists only -- in a Yellow cache extracted after #439, so an older cache keeps the -- grunt pic until it is re-imported. function BattleState.trainerPicPath(data, trainer, oppClass, partyIndex) if oppClass == "OPP_ROCKET" and (partyIndex or 1) >= 42 and trainer and trainer.picJessieJames then return trainer.picJessieJames end if trainer and trainer.pic then return trainer.pic end local base = trainer and trainer.basePic and data.trainers[trainer.basePic] return base and base.pic or nil end -- trueColor on the trainer record, or on the basePic it reuses when the -- subclass does not set the flag itself. Explicit false stays false. function BattleState.trainerTrueColor(data, trainer) if not trainer then return false end if trainer.trueColor ~= nil then return trainer.trueColor and true or false end local base = trainer.basePic and data and data.trainers and data.trainers[trainer.basePic] return (base and base.trueColor) and true or false end -- Load a trainer frontpic through getImage so a trueColor portrait skips -- the 4-shade quantize the same way a species pic does. function BattleState.trainerSprite(data, trainer, oppClass, partyIndex) return getImage( BattleState.trainerPicPath(data, trainer, oppClass, partyIndex), BattleState.trainerPalette(data, trainer), BattleState.trainerTrueColor(data, trainer)) end -- The battle-BGP fade variant of a pic (AnimationFlashScreen and the -- SetAnimationBGPalette effects remap the four BG shades; on the SGB -- the colorizer then colors the REMAPPED shade, so a faded pic shows -- palette[bgp[shade]]). bgp = shade map {[0..3] -> 0..3} or nil. local function fadeImage(img, bgp) if not bgp or not img then return img end local meta = imageMeta[img] if not meta then return img end -- a full-color pic has no DMG shades to remap if meta.trueColor then return img end local PaletteFX = require("src.render.PaletteFX") local base = meta.pal and meta.pal.colors or PaletteFX.GRAYS local name = (meta.pal and meta.pal.name or "GB") .. "&" .. bgp[0] .. bgp[1] .. bgp[2] .. bgp[3] return getImage(meta.path, { name = name, colors = PaletteFX.permute(base, bgp) }) end -- the raw DMG-gray build of a colored pic (SE_WAVY_SCREEN bakes the -- pics into the BG canvas so they wave with it; the zone pass then -- colors them by region like the real SGB) local function grayImage(img) local meta = imageMeta[img] if not meta or not meta.pal then return img end return getImage(meta.path) or img end -- The blacked-out battle screen. HandlePlayerBlackOut (core.asm:1151) runs -- SET_PAL_BATTLE_BLACK, i.e. SetPal_BattleBlack sends PalPacket_Black -- -- PAL_BLACK in all four slots of BlkPacket_Battle (engine/gfx/palettes.asm: -- 22-25). The mon pics are drawn OVER the zone pass with their palette -- already baked in, so darkening them means re-baking through PAL_BLACK the -- way fadeImage re-bakes through a BGP permutation (#292). Reads the palette -- out of the active pack, exactly like sgbBattlePals, so the zone pass and -- the pics can never disagree. trueColor art has no DMG shades to remap. local function blackImage(data, img) local meta = imageMeta[img] if not meta or meta.trueColor then return img end local PaletteFX = require("src.render.PaletteFX") local pack = PaletteFX.pack(data) local colors = pack and pack.palettes and pack.palettes.BLACK if not colors then return img end local name = PaletteFX.usesGbcPack() and "redpp:BLACK" or "BLACK" return getImage(meta.path, { name = name, colors = colors }) or img end -- the asset path a loaded battle image came from (nil for the headless -- stub images), so the battle_sprite_scales registry can be looked up by -- the same path data references local function imagePathOf(img) local m = imageMeta[img] return m and m.path end -- the image a battler pic actually draws with this frame function BattleState:picImage(img) local PaletteFX = require("src.render.PaletteFX") -- #207: OG / OG INV / CLASSIC are forced-mono display modes. A battle that -- exposes no SGB zones (sgbPalettes() == nil) has a whole-screen GRAYS zone -- invented by PaletteFX.ensureZones, so Renderer:endFrame re-thresholds the -- WHOLE finished frame through the shade shader a second time (keyed on the -- red channel). A pic baked with the species' SGB color is then remapped -- again and loses its warm mid shades -- REDMON's reds 1.0/0.839 both land in -- the c0 bucket, collapsing CHARMANDER's body into the white paper and -- leaving only the outline. Emit the raw DMG-gray build instead (exactly -- what the SE_WAVY_SCREEN grayPics path already does) so the downstream remap -- recolors 255->c0/170->c1/85->c2/0->c3 and all four shades survive; cool -- palettes (CYANMON reds 0.678/0.451) already rendered correctly. This mode -- set mirrors PaletteFX.ensureZones / effectiveColors -- keep them in sync. local mono = PaletteFX.mode == "og" or PaletteFX.mode == "og_inv" or PaletteFX.mode == "classic" if self.grayPics or mono then return grayImage(img) end -- SET_PAL_BATTLE_BLACK covers every battle palette slot, so the pics go -- dark with the HP bars while the blackout text is up (#292). The intro -- silhouette slide (SlidePlayerAndEnemySilhouettesOnScreen) darkens the -- same way: the original slides both pics in under the %11100100 -- silhouette palette and only runs SET_PAL_BATTLE once they have landed, -- so a still-sliding pic reads as a black silhouette, exactly like the -- evolution movie's PAL_BLACK (#577). Below the mono check on purpose: -- the forced-mono modes re-threshold the whole frame downstream, and the -- DMG had no SGB darkening to begin with. if self.blackedOut or (self.introSlide or 0) > 0 then return blackImage(self.data, img) end return fadeImage(img, self:activeBgp()) end -- Gen 1 trainer Pokémon have fixed DVs (engine/battle/core.asm); -- constants.trainerDvs overrides, this is the imported-cache fallback local TRAINER_DVS = { attack = 9, defense = 8, speed = 8, special = 8, hp = 8 } -- charge-turn texts by move id; the move record's chargeText field wins -- (ChargeEffect's per-move text pointers) -- Strings.source, not Strings: this table is built at require time, before -- Strings.load has a catalog, so translating here would freeze the English. -- The marker is a no-op that puts these lines in the catalog anyway; the -- lookup happens where chargeText is formatted below. local CHARGE_TEXT = { FLY = Strings.source("%s\nflew up high!"), DIG = Strings.source("%s\ndug a hole!"), RAZOR_WIND = Strings.source("%s\nmade a whirlwind!"), SOLARBEAM = Strings.source("%s\ntook in sunlight!"), SKULL_BASH = Strings.source("%s\nlowered its head!"), SKY_ATTACK = Strings.source("%s\nis glowing!"), } -- pokered's / text macros (home/text.asm -- PlaceMoveUsersName): battle texts naming the enemy mon print -- "Enemy " before the nickname; player-side mons never get it. -- Translatable as one "Enemy %s" template (#779) so languages that -- qualify after the name, or decline, can (e.g. "%s ennemi"). local function displayName(b) return b.isPlayer and b.name or Strings("Enemy %s", b.name) end -- Apply the enemy qualifier to a pre-built message from a module that -- only knows the raw nickname (Status.beforeMove/residual): replace the -- first name occurrence with the qualified form. local function prefixEnemy(msg, battler) if battler.isPlayer then return msg end local s = msg:find(battler.name, 1, true) if not s then return msg end return msg:sub(1, s - 1) .. Strings("Enemy %s", battler.name) .. msg:sub(s + #battler.name) end -- Level-up stats window (PrintStatsBox .LevelUpStatsBox: box (9,2) -- 11x10 over the battle, dismissed with A/B) local StatBox = {} StatBox.__index = StatBox function StatBox.new(game, mon, onDone) return setmetatable({ game = game, mon = mon, onDone = onDone }, StatBox) end function StatBox:update() local input = self.game.input if input:wasPressed("a") or input:wasPressed("b") then self.game.stack:pop() if self.onDone then self.onDone() end end end function StatBox:draw() Font.drawBox(9, 2, 11, 10) love.graphics.setColor(0, 0, 0, 1) local s = self.mon.stats -- labels through Strings so a mod catalog translates them (#811) local rows = { { Strings("ATTACK"), s.attack }, { Strings("DEFENSE"), s.defense }, { Strings("SPEED"), s.speed }, { Strings("SPECIAL"), s.special } } for i, r in ipairs(rows) do Font.draw(Strings(r[1]), 88, 24 + (i - 1) * 16) Font.draw(("%3d"):format(r[2]), 128, 32 + (i - 1) * 16) end love.graphics.setColor(1, 1, 1, 1) end -- --------------------------------------------------------------------- -- construction -- --------------------------------------------------------------------- local function makeBattler(data, mon, isPlayer, save) local def = data.pokemon[mon.species] local badgeBoosts = data.constants and data.constants.badgeBoosts local badges = nil if isPlayer and save then -- Gen 1 badge stat boosts (x9/8); the badge set follows the merged -- badgeBoosts rows so a retuned list changes what gets baked in badges = {} for _, row in ipairs(badgeBoosts or Damage.BADGE_BOOSTS) do if save.inventory[row.badge] then badges[row.badge] = true end end end return { mon = mon, def = def, name = mon.nickname or def.name, isPlayer = isPlayer, badges = badges, -- merged registry views consumed by the pure battle modules badgeBoosts = badgeBoosts, statuses = data.statuses, shownHP = mon.hp, -- the HP the bar displays (UpdateHPBar drain) -- the bar's own length in GetHPBarLength pixels; it trails shownHP -- because UpdateHPBar_AnimateHPBar slides it one pixel at a time shownPx = Timing.hpBarPixels(mon.hp, math.max(1, mon.stats.hp)), -- HUD status label (DrawHUDsAndHPBars); mon.status can land mid-move -- while the tilemap still shows the prior condition until the next -- post-action HUD refresh (core.asm after Execute*Move) shownStatus = mon.status, stages = {}, -- volatile state; Transform/Conversion/Mimic override the cur* fields curStats = mon.stats, curTypes = def.types, curMoves = mon.moves, sprite = (function() local Sprites = require("src.pokemon.Sprites") local path, tc = Sprites.path(data, mon.species, isPlayer and "back" or "front", { mon = mon, kind = "battle" }) return getImage(path, monPalette(data, mon.species), tc) end)(), } end -- LinkBattle builds clamped copies with save=nil (no badge boosts); wild -- and trainer constructors pass the live save for the player side. BattleState.makeBattler = makeBattler -- The battle pic for `species` on the given side (back pic for the -- player side, front pic for the enemy side), tinted PAL_GRAYMON -- -- the same path makeBattler uses, but forced gray -- since this is only -- ever used for a Transformed mon's swapped-in pic (transform.asm:31-53 -- AnimationTransformMon; the SGB color comes from DeterminePaletteID, -- which forces PAL_GRAYMON for a Transformed mon rather than the copied -- species' own palette). function BattleState:speciesSprite(species, isPlayerSide) local def = self.data.pokemon[species] if not def then return nil end local Sprites = require("src.pokemon.Sprites") local path, tc = Sprites.path(self.data, species, isPlayerSide and "back" or "front", { kind = "battle" }) local PaletteFX = require("src.render.PaletteFX") local colors = PaletteFX.monPal(self.data, species, true) local name = "GRAYMON" if PaletteFX.usesGbcPack() then name = "redpp:GRAYMON" end return getImage(path, colors and { name = name, colors = colors } or nil, tc) end local function markSeen(game, species) local dex = game.save.pokedex if dex then dex.seen[species] = true end end -- newly obtained mons carry the player's OT name/ID (status screen) local function stampOT(save, mon) save.player.id = save.player.id or math.random(0, 65535) mon.ot = mon.ot or save.player.name mon.otId = mon.otId or save.player.id end BattleState.stampOT = stampOT local function markOwned(game, species) local dex = game.save.pokedex if dex then dex.seen[species] = true dex.owned[species] = true end end BattleState.markOwned = markOwned BattleState.StatBox = StatBox -- the level-up stat window (PrintStatsBox) local function newBattle(game) local self = setmetatable({}, BattleState) self.game = game -- InitBattleVariables (engine/battle/init_battle_variables.asm) zeroes -- wPartyAndBillsPCSavedMenuItem, so entering a battle drops the party -- cursor the field menu has been carrying (src/ui/PartyMenu.lua). #768 game.partyMenuSavedIndex = nil self.data = game.data -- ruleset from the merged registry (the requires above are the same -- records on a mod-free boot); an unknown save value falls back to the -- default with a notice instead of silently switching behavior local rulesets = game.data.rulesets or Rulesets local selected = game.save.options and game.save.options.ruleset local fallback = (game.data.constants and game.data.constants.defaultRuleset) or "gen1_faithful" local ruleset = selected and rulesets[selected] if selected and not ruleset then Logger.warn("unknown ruleset %s; using %s", tostring(selected), fallback) end self.ruleset = ruleset or rulesets[fallback] or Rulesets.gen1_faithful self.rng = function(a, b) return love.math.random(a, b) end -- side/field substrate: vanilla writes nothing here, but every battle -- carries the stable shape mods hang screens/hazards/tokens on self.sides = { { index = 1, battlers = {}, screens = {}, hazards = {}, tokens = {} }, { index = 2, battlers = {}, screens = {}, hazards = {}, tokens = {} }, } self.field = { weather = nil, tokens = {}, sides = self.sides } TypeChart.load(game.data) -- the subanimation player (data/battle_anims via battle_anims.lua) if game.data.battle_anims then local ok, AnimPlayer = pcall(require, "src.battle.AnimPlayer") if ok then self.animPlayer = AnimPlayer.new(game.data.battle_anims) end end self.queue = {} self.phase = "intro" self.menuIndex = 1 self.moveIndex = 1 self.playerMoveListIndex = 1 self.frame = 0 return self end local function scopedPlayerParty(game, indices) if indices == nil then return nil, nil end if type(indices) ~= "table" then Logger.warn("trainer battle party scope is not a table; using full party") return nil, nil end local count = #indices local keyCount = 0 for key in pairs(indices) do keyCount = keyCount + 1 if type(key) ~= "number" or key % 1 ~= 0 or key < 1 or key > count then Logger.warn("trainer battle party scope is malformed; using full party") return nil, nil end end if count == 0 or keyCount ~= count then Logger.warn("trainer battle party scope is empty or sparse; using full party") return nil, nil end local party, normalized, seen = {}, {}, {} for i = 1, count do local index = indices[i] if type(index) ~= "number" or index % 1 ~= 0 or not game.save.party[index] or seen[index] then Logger.warn("trainer battle party scope contains an invalid index; using full party") return nil, nil end seen[index] = true normalized[i] = index party[i] = game.save.party[index] end return party, normalized end function BattleState:playerPartyView() return self.playerParty or self.game.save.party end -- opts.hooked: rod encounter, announced with _HookedMonAttackedText function BattleState.newWild(game, species, level, opts) local self = newBattle(game) self.kind = "wild" local playerMon = Party.firstHealthy(game.save.party) if not playerMon then Logger.warn("wild battle with no healthy party; skipping") self.dead = true else self.player = makeBattler(game.data, playerMon, true, game.save) end self.enemy = makeBattler(game.data, Pokemon.new(game.data, species, level), false) markSeen(game, species) if opts and opts.hooked then self.introText = self:romText("_HookedMonAttackedText", "The hooked\n%s\nattacked!", self.enemy.name) else self.introText = self:romText("_WildMonAppearedText", "Wild %s\nappeared!", self.enemy.name) end return self end -- data/trainers/special_moves.asm + read_trainer_party.asm: boss move -- overrides, always written into the mon's THIRD move slot. -- LoneMoves: the gym scripts write the gym number to wGymLeaderNo, so -- these fire only for the leaders' gym battles (Giovanni: party 3); -- the table's "index n" lands on the (n+1)-th party mon via AddNTimes. -- TeamMoves: despite the "whole team" comment, the code writes only -- wEnemyMon5Moves+2, the FIFTH mon of each Elite Four member. -- RIVAL3 (Champion): Pidgeot gets SKY ATTACK, the starter's final -- form gets MEGA DRAIN / FIRE BLAST / BLIZZARD. local LONE_MOVES = { OPP_BROCK = { 2, "BIDE" }, OPP_MISTY = { 2, "BUBBLEBEAM" }, OPP_LT_SURGE = { 3, "THUNDERBOLT" }, OPP_ERIKA = { 3, "MEGA_DRAIN" }, OPP_KOGA = { 4, "TOXIC" }, OPP_SABRINA = { 4, "PSYWAVE" }, OPP_BLAINE = { 4, "FIRE_BLAST" }, OPP_GIOVANNI = { 5, "FISSURE", onlyParty = 3 }, } local TEAM_MOVES = { OPP_LORELEI = "BLIZZARD", OPP_BRUNO = "FISSURE", OPP_AGATHA = "TOXIC", OPP_LANCE = "BARRIER", } local RIVAL_STARTER_MOVES = { VENUSAUR = "MEGA_DRAIN", CHARIZARD = "FIRE_BLAST", BLASTOISE = "BLIZZARD", } local function setThirdMove(data, mon, moveId) if not mon then return end local mdef = data.moves[moveId] local entry = { id = moveId, pp = mdef and mdef.pp or 0 } mon.moves[math.min(3, #mon.moves + 1)] = entry end local function applySpecialMoves(data, oppClass, partyIndex, party) local lone = LONE_MOVES[oppClass] if lone and (not lone.onlyParty or lone.onlyParty == partyIndex) then setThirdMove(data, party[lone[1]], lone[2]) return end local team = TEAM_MOVES[oppClass] if team then setThirdMove(data, party[5], team) return end if oppClass == "OPP_RIVAL3" then setThirdMove(data, party[1], "SKY_ATTACK") local starter = party[6] if starter and RIVAL_STARTER_MOVES[starter.species] then setThirdMove(data, starter, RIVAL_STARTER_MOVES[starter.species]) end end end function BattleState.newTrainer(game, oppClass, partyIndex, opts) local self = newBattle(game) self.kind = "trainer" self.oppClass = oppClass -- the object_event trainer arg (roster index). computeMusicKind keys -- data/scripts/victories.lua on class#party, so keep it on the battle (#782). self.partyIndex = partyIndex or 1 self.playerParty, self.playerPartyIndices = scopedPlayerParty(game, type(opts) == "table" and opts.playerPartyIndices or nil) self.trainer = game.data.trainers[oppClass] assert(self.trainer, "unknown trainer class " .. tostring(oppClass)) -- pret GetTrainerName_: RIVAL1/2/3 copy wRivalName into wTrainerName -- instead of TrainerNames ("RIVAL1" etc.). Overlay so we don't mutate -- the shared data table. if oppClass == "OPP_RIVAL1" or oppClass == "OPP_RIVAL2" or oppClass == "OPP_RIVAL3" then local rivalName = (game.save.player and game.save.player.rival) or "BLUE" self.trainer = setmetatable({ name = rivalName }, { __index = self.trainer }) end self.enemyAIMods = self.trainer.aiMods local partyDef = self.trainer.parties[partyIndex or 1] assert(partyDef, ("trainer %s has no party %s"):format(oppClass, tostring(partyIndex))) if Runtime.wantsHook("trainer.party") then partyDef = Runtime.call("trainer.party", function(_, _, party) return party end, oppClass, partyIndex or 1, partyDef) or partyDef end local trainerDvs = (game.data.constants and game.data.constants.trainerDvs) or TRAINER_DVS self.enemyParty = {} for _, slot in ipairs(partyDef) do local mon = Pokemon.new(game.data, slot.species, slot.level) -- fixed trainer DVs, recomputed stats mon.dvs = trainerDvs mon.stats = require("src.pokemon.Stats").calc(game.data.pokemon[slot.species], slot.level, trainerDvs) mon.hp = mon.stats.hp table.insert(self.enemyParty, mon) end applySpecialMoves(game.data, oppClass, partyIndex or 1, self.enemyParty) -- a party slot's own moves list wins over the legacy boss-move tables for i, slot in ipairs(partyDef) do local mon = self.enemyParty[i] if mon and slot.moves then mon.moves = {} for _, moveId in ipairs(slot.moves) do local mdef = game.data.moves[moveId] table.insert(mon.moves, { id = moveId, pp = mdef and mdef.pp or 0 }) end end end self.enemyIndex = 1 local playerMon = Party.firstHealthy(self:playerPartyView()) if not playerMon then Logger.warn("trainer battle with no healthy party; skipping") self.dead = true else self.player = makeBattler(game.data, playerMon, true, game.save) end self.enemy = makeBattler(game.data, self.enemyParty[1], false) self.aiUses = self:aiUsesFor() -- wAICount, reset per enemy mon markSeen(game, self.enemyParty[1].species) -- SGB: the enemy-side battle palette while the trainer pic is up is -- MonsterPalettes[0] = PAL_MEWMON -- InitBattleCommon zeroes -- wEnemyMonSpecies2 before the intro's SET_PAL_BATTLE -- (engine/battle/core.asm:6682, engine/gfx/palettes.asm SetPal_Battle) self.trainerPic = BattleState.trainerSprite( game.data, self.trainer, oppClass, partyIndex) self.introText = Strings("%s wants\nto fight!", self.trainer.name) return self end -- The disguise itself. InitWildBattle .isGhost (engine/battle/core.asm) -- swaps only the pic and the nick -- wEnemyMonSpecies2 still holds the real -- species, so the SGB palette stays the disguised mon's. ghostReal keeps -- what LoadEnemyMonData puts back when the scope unveils. local function disguiseAsGhost(self) self.ghostReal = { name = self.enemy.name, sprite = self.enemy.sprite } self.enemy.name = "GHOST" self.enemy.sprite = getImage("assets/generated/battle/front/ghost.png", monPalette(self.data, self.enemy.mon.species)) self.introText = Strings("The GHOST\nappeared!") end -- Pokémon Tower ghosts (engine/battle/core.asm): without the Silph Scope -- the enemy is "GHOST", you're too scared to attack, and balls fail. function BattleState:makeGhost() self.ghost = true disguiseAsGhost(self) end -- The RESTLESS SOUL with the SILPH SCOPE in the bag. Mechanically this is -- not a ghost battle at all -- IsGhostBattle (core.asm) returns false the -- moment the scope is in the bag, so the mon attacks, is attacked and rolls -- for flight normally -- but InitWildBattle still enters disguised: its -- .isGhost branch fires on wCurOpponent == RESTLESS_SOUL as well. Taking -- the disguise off is PrintBeginningBattleText .isMarowak's job -- (engine/battle/common_text.asm), which enter() queues through -- queueScopeReveal (#492). function BattleState:makeUnveiledGhost() self.scopeReveal = true disguiseAsGhost(self) end -- MarowakAnim (engine/battle/ghost_marowak_anim.asm) counted in frames: the -- ghost pic is copied into OAM and flashed 8 times by xor-ing rOBP1 with -- $80 (10 frames a side), the BG pic underneath is swapped to the RESTLESS -- SOUL, rOBP1 is shifted left two bits every 10 frames until the ghost has -- faded into the paper (3 shifts), and the Marowak copy fades back in the -- same way (4 shifts). Alpha over the paper is what those OBP shifts look -- like on screen. BattleState.GHOST_FLASH_FRAMES = 80 BattleState.GHOST_FADE_OUT_FRAMES = 30 BattleState.GHOST_FADE_IN_FRAMES = 40 BattleState.GHOST_REVEAL_FRAMES = 150 -- The rows .isMarowak prints over the disguise, after the "GHOST appeared!" -- box enter() has already queued: the unveil line, MarowakAnim, then "Wild -- MAROWAK appeared!" under the restored name. The fall-through into -- .playSFX at the end is the same SFX_TRAINER_APPEARED the port does not -- play for trainer intros either, so it is left out here too. function BattleState:queueScopeReveal() local unveiled = self.data.text and self.data.text._UnveiledGhostText self:say(unveiled or Strings("SILPH SCOPE\nunveiled the\vGHOST's identity!")) self:act(function() self.ghostReveal = { t = 0 } end) table.insert(self.queue, { wait = BattleState.GHOST_REVEAL_FRAMES }) self:say(self:romText("_WildMonAppearedText", "Wild %s\nappeared!", self.ghostReal and self.ghostReal.name or self.enemy.name)) end -- The old man's catch tutorial (BATTLE_TYPE_OLD_MAN, -- engine/battle/core.asm DisplayBattleMenu .oldManName branch): no -- player mon; the battle menu appears under the OLD MAN's name and a -- scripted cursor hovers FIGHT, hops to ITEM and forces the item menu -- (one POKé BALL x50). Nothing is kept. -- Yellow's Pallet intro (BATTLE_TYPE_PIKACHU) is the same simulated -- script under "PROF.OAK" (pokeyellow core.asm .profOakName), so the -- displayed thrower name is a parameter. -- The throw catches everywhere except Yellow's FIRST Viridian training. -- ItemUseBall's .oldManBattle branch checks EVENT_INITIAL_CATCH_TRAINING -- and, when it is set, stores anim data $63 in place of the $43 capture -- value -- three shakes, then a breakout (pokeyellow -- engine/items/item_effects.asm). Red/Blue's ItemUseBall has no such -- branch and jumps straight to .captured, and Yellow's repeat "Watch -- closely!" demo resets the event before its battle -- (ViridianCityOldManStartCatchTrainingScript), so only the initial -- tutorial passes failThrow -- it stands in for that event (#636). function BattleState:makeOldManDemo(name, failThrow) self.demo = true self.demoName = name or Strings("OLD MAN") self.demoFails = failThrow and true or false -- LoadPlayerBackPic and DisplayBattleMenu split on the same wBattleType: -- BATTLE_TYPE_OLD_MAN gets .oldManName + OldManPicBack, BATTLE_TYPE_PIKACHU -- gets .profOakName + ProfOakPicBack (pokeyellow core.asm). The thrower -- name the caller passes IS that distinction here, so it picks the pic too -- -- data/scripts/story2.lua is the only site that names PROF.OAK (#557). self.oakDemo = name == "PROF.OAK" -- Yellow's Pallet intro runs this before the player owns any mon -- (BATTLE_TYPE_PIKACHU precedes the lab gift), so newWild flagged the -- battle dead for lack of a party. The demo never sends out, draws, or -- acts with the player side; a hidden placeholder battler keeps the -- shared battle phases nil-safe. if not self.player then self.dead = false self.player = makeBattler(self.game.data, Pokemon.new(self.game.data, self.enemy.mon.species, 5), true) end end -- Safari Zone battles (engine/battle/core.asm safari sections + -- engine/battle/safari_zone.asm): no player mon acts; the menu is -- BALL / BAIT / ROCK / RUN. state is save.safari ({balls, steps}). function BattleState:makeSafari(state) self.safari = state self.safariCatchRate = self.enemy.def.catchRate self.baitFactor = 0 self.escapeFactor = 0 end -- --------------------------------------------------------------------- -- message/action queue -- --------------------------------------------------------------------- function BattleState:say(text) table.insert(self.queue, { text = text }) end -- A message whose ROM tail is `text_end` / `done` rather than `prompt`: -- NextTextCommand returns straight out of PrintText on TX_END -- (home/text.asm:328-334) and only TX_PROMPT_BUTTON blinks the arrow and -- runs ManualTextScroll (home/text.asm:434-446), so these pages never wait -- on the player. autoDelay is the frame hold before the queue moves on -- (0 = the next row starts immediately, as PrintText returning does) (#765). function BattleState:sayAuto(text, delay) table.insert(self.queue, { text = text, auto = true, autoDelay = delay or 0 }) end -- Message that opens YES/NO once typed out, keeping the text visible -- underneath (pokered `done` + TWO_OPTION_MENU / TextBox opts.choice). function BattleState:sayChoice(text, onChoose) table.insert(self.queue, { text = text, choice = onChoose }) end function BattleState:act(fn) table.insert(self.queue, { fn = fn }) end -- push a UI state above the battle; the queue pauses until it pops function BattleState:ui(factory) table.insert(self.queue, { ui = factory }) end -- insert an animation row right after the current queue item (the -- POOF/ball-toss animations past the move table); `shakes` marks the -- ball-shake row with its wNumShakes repeat count, `ball` marks a toss -- row with the thrown ball item (wCurItem -- a Master/Ultra toss -- flickers the OBJ palette, DoBallTossSpecialEffects) function BattleState:animNext(name, isPlayer, shakes, ball) self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { anim = name, attackerIsPlayer = isPlayer, shakes = shakes, ball = ball }) end -- insert an act right after the current queue item function BattleState:actNext(fn) self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { fn = fn }) end -- insert message right after the currently-executing queue item (the -- counter is reset by updateQueue before each fn item runs) function BattleState:sayNext(text) self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { text = text }) end function BattleState:sayNextWaitSfx(text, sfx) self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { text = text, waitForLearningSfx = sfx }) end -- WaitForSoundToFinish for a sound an act() has already started: PlayCry -- ends in `jp WaitForSoundToFinish` (home/pokemon.asm), so every cry in -- Gen 1 holds whatever the ROM does next. `src` is the audio source, or a -- getter the row calls at execution time when the source is only known then. function BattleState:waitSfxNext(src) self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { waitSound = type(src) == "function" and src or function() return src end }) end -- sayNext for a page that ends in `text_end` (see sayAuto) (#765) function BattleState:sayNextAuto(text, delay) self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { text = text, auto = true, autoDelay = delay or 0 }) end -- insert a UI push right after the current queue item (dex page, the -- level-up stat box -- anything that must keep queue order) function BattleState:uiNext(factory) self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { ui = factory }) end -- ui rows compose screens unpushed (updateQueue pushes them), so -- Screens.push's mod-screen degrade can't cover them; mirror it here, -- stamping the id the same way function BattleState:buildScreen(id, ...) local game = self.game local factory = Screens.get(game, id) local inst if factory.__modOwned then -- a broken mod screen degrades to the builtin, never a dead end local ok, result = pcall(factory.new, game, ...) if ok and result then inst = result else Logger.error("mod screen '%s' failed: %s -- using builtin", id, tostring(result)) Screens.invalidate() inst = require("src.ui." .. id).new(game, ...) end else inst = factory.new(game, ...) end inst.screenId = inst.screenId or id return inst end -- insert a wait for the HP bars to finish draining (UpdateHPBar): -- the queue holds until every battler's displayed HP catches up. -- `stopAt` pins how far that battler's bar may drain on this row. A -- multi-hit move takes every strike off the model while the turn is still -- being queued, so an unpinned row would drain straight to the -- post-last-hit HP and the later strikes would animate nothing (#394); -- ApplyDamageToEnemyPokemon runs UpdateHPBar2 once per strike inside the -- wNumAttacksLeft loop (engine/battle/core.asm:4727). function BattleState:drainNext(battler, stopAt) self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { drain = true, battler = battler, stopAt = stopAt }) end -- Queue a pure frame hold at the current insert point, the way the original -- spends DelayFrames between the beats of a turn. Mirrors sayNext/drainNext -- so a caller can interleave holds with messages in source order. function BattleState:waitNext(frames) if not frames or frames <= 0 then return end self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { wait = frames }) end -- One frame of the HP-bar drain (engine/gfx/hp_bar.asm UpdateHPBar). -- -- The original walks the bar ONE HP POINT per loop iteration (:81-120), and -- what each iteration costs depends on the side: -- * UpdateHPBar_PrintHPNumber spends a DelayFrame (:234) reprinting the -- number, but only when wHPBarType is nonzero (:207-209) -- the player's -- own HUD and the party menu, never the enemy's; -- * UpdateHPBar_AnimateHPBar spends 2 frames for each pixel the bar -- actually moved (:147-148), and most single-HP steps move none. -- So the player's bar drains at 1 HP per frame plus 2 frames per pixel, -- while the enemy's costs nothing until it crosses a pixel boundary. The -- old flat maxHP/96 rate was the enemy-side formula applied to both, which -- ran a 150 HP mon's full drain in 96 frames against hardware's 249. -- -- Returns true while animating. function BattleState:stepHPDrain() local busy = false for _, b in ipairs({ self.player, self.enemy }) do if b and b.shownHP then -- drainFloor is the stop the running row carries (see drainNext) local goal = b.mon.hp if b.drainFloor and b.drainFloor > goal and b.shownHP >= b.drainFloor then goal = b.drainFloor end local maxHP = math.max(1, b.mon.stats.hp) local playerSide = (b == self.player) local targetPx = Timing.hpBarPixels(b.shownHP, maxHP) if not b.shownPx then b.shownPx = targetPx end if (b.drainHold or 0) > 0 then b.drainHold = b.drainHold - 1 busy = true elseif b.shownPx ~= targetPx then -- .barAnimationLoop redraws the bar one pixel at a time, `ld c, 2 / -- call DelayFrames` apiece (:141-148), so a single HP point that -- spans several pixels still slides instead of jumping b.shownPx = b.shownPx + ((b.shownPx > targetPx) and -1 or 1) b.drainHold = Timing.HP_BAR_PIXEL_STEP - 1 busy = true elseif b.shownHP ~= goal then local spent = 0 -- consume whole HP steps until this frame's budget is spent; on the -- enemy HUD several free steps can land in the same frame repeat b.shownHP = b.shownHP + ((b.shownHP > goal) and -1 or 1) spent = spent + (playerSide and Timing.HP_BAR_HP_STEP or 0) targetPx = Timing.hpBarPixels(b.shownHP, maxHP) until b.shownHP == goal or targetPx ~= b.shownPx or spent >= 1 if spent > 0 then b.drainHold = spent - 1 elseif targetPx ~= b.shownPx then -- the enemy HUD printed no number, so this frame is already the -- first of the pixel step the crossing just asked for b.shownPx = b.shownPx + ((b.shownPx > targetPx) and -1 or 1) b.drainHold = Timing.HP_BAR_PIXEL_STEP - 1 else b.drainHold = 0 end b.draining = true busy = true elseif b.draining then -- .animateHPBarDone's final number print, one more pixel step and -- Delay3 (hp_bar.asm:132-135); this frame is the first of them b.draining = nil b.drainHold = Timing.hpDrainClosingFrames(b == self.player) - 1 busy = true end end end return busy end -- the integer HP the HUD shows for a battler (whole HP ticks, like -- UpdateHPBar's 1-HP steps) local function shownHP(b) local shown = b.shownHP or b.mon.hp if shown > b.mon.hp then return math.ceil(shown) end return math.floor(shown) end -- Parse a battle message into its rendered lines. The extractor marks -- \n = next line and \v = CONT (home/text.asm ContText: draw the blinking -- ▼, WaitForTextScrollButtonPress, then ScrollTextUpOneLine); the boosted / -- EXP.ALL exp lines end in the CONT code in the ROM (data/generated/text.lua -- _BoostedText/_WithExpAllText = "...\011"). Each entry is { codes, cont }, -- cont true when the line was preceded by \v. Splitting before Font.encode -- keeps the control chars out of the glyph stream. The box then types into -- a rolling 2-line window (self.shown) that scrolls when a 3rd line arrives -- instead of drawing it off-screen at y=144 (#216). function BattleState:startMessage(item) self.current = item self.lines = {} self.total = 0 local text = item.text or "" local pos, cont = 1, false while true do local npos = text:find("[\n\v]", pos) local chunk = npos and text:sub(pos, npos - 1) or text:sub(pos) local codes = Font.encode(chunk) self.lines[#self.lines + 1] = { codes = codes, cont = cont } self.total = self.total + #codes if not npos then break end cont = text:sub(npos, npos) == "\v" pos = npos + 1 end self.shown = {} -- up to two visible lines of revealed glyph codes self.lineIndex = 0 -- self.charIndex counts glyphs typed across the WHOLE message (drivers read -- it against self.total); the current line's revealed count is #shown[last] self.charIndex = 0 self.msgWaiting = nil self.msgPrompt = nil self.msgAutoWait = nil self.msgHold = nil self.scrollPx = nil self:beginMsgLine() end -- Start typing the next line into the rolling window. When the box already -- shows two lines, drop the top one and set the pixel scroll-up -- (ScrollTextUpOneLine), mirroring TextBox:beginLine. function BattleState:beginMsgLine() self.lineIndex = self.lineIndex + 1 local ln = self.lines[self.lineIndex] self.codes = ln and ln.codes or {} if #self.shown >= 2 then table.remove(self.shown, 1) self.scrollPx = 8 end self.shown[#self.shown + 1] = {} end function BattleState:updateQueue() if self.waitingUI then if self.game.stack:top() ~= self then return true end self.waitingUI = nil end -- a queued hold (faint slide, hit blink) counts down before the next row if self.waitFrames and self.waitFrames > 0 then self.waitFrames = self.waitFrames - 1 return true end -- WaitForSoundToFinish (home/delay.asm:15-20) blocks until the sfx has -- actually stopped sounding, which is how the original gives a sound its -- own clear window instead of letting the next beat play over it if self.waitingSound then local src = self.waitingSound if src and src.isPlaying and src:isPlaying() then return true end self.waitingSound = nil end -- an HP-bar drain holds the queue until the bar catches up if self.draining then if self:stepHPDrain() then return true end self.draining = nil if self.player then self.player.drainFloor = nil end if self.enemy then self.enemy.drainFloor = nil end end -- a move animation holds the queue until it finishes; its screen -- effects (SE_*) and per-row sounds route into the fx layer as they -- fire (applyAnimEffect implements each AnimationXXX routine) if self.animPlaying then self.animPlayer:update() if self.animPlayer.pollEffects and self.applyAnimEffect then for _, ev in ipairs(self.animPlayer:pollEffects()) do self:applyAnimEffect(ev) end end if self.animPlayer:isDone() then self.animPlaying = false -- the target's hit blink + damage sound follow the animation -- (pokered plays them after PlayMoveAnimation returns) if self.pendingHit then self:applyHitFx(self.pendingHit) self.pendingHit = nil end end return true end if not self.current then local item = table.remove(self.queue, 1) if not item then return false end if item.fn then self.nextInsert = 0 -- sayNext inserts right after this item item.fn() self.current = nil return true end if item.ui then self.waitingUI = true self.game.stack:push(item.ui()) return true end if item.drain then self.draining = true if item.battler then item.battler.drainFloor = item.stopAt end return true end if item.wait then self.waitFrames = item.wait return true end if item.waitSound then -- the source is fetched now, not when the row was queued, so the -- act() that started the sound has already run self.waitingSound = item.waitSound() return true end if item.mimicSelect then -- pause the queue on Mimic's copy menu (MoveSelectionMenu with -- wMoveMenuType = 1 lists the enemy's moves; cursor starts on 1) local ctx = item.mimicSelect local rows = {} for i, m in ipairs(ctx.target.curMoves) do if m.id and m.pp ~= nil then rows[#rows + 1] = { slot = i, id = m.id } end end self.mimicMoves = rows self.mimicIndex = 1 self.mimicCtx = ctx self.phase = "mimicSelect" return true end -- animation queue rows: play the move sound and start the -- subanimation (or just the coarse fx when animations are off). -- item.hit carries the target's blink + damage sound, applied when -- the animation ends (hitRow rows carry a hit with no animation -- -- thrash/rage continuation turns that skip the announcement). if item.anim or item.hitRow then -- PlayMoveAnimation writes wAnimationID, calls Delay3, and only then -- jumps to MoveAnimation (core.asm:6635-6640), so three frames pass -- between the move's announcement and the first frame of its -- animation. Put the row back and pay that first. if item.anim and not item.animDelayed then item.animDelayed = true table.insert(self.queue, 1, item) self.waitFrames = Timing.MOVE_ANIM_PRE return true end local mdef = item.anim and self.data.moves[item.anim] local anim = mdef and mdef.anim if item.anim == "POOF_ANIM" then -- the send-out poof plays SFX_BALL_POOF require("src.core.Sound").play(self.data, "Ball_Poof") elseif item.anim == "HIDEPIC_ANIM" then self.enemyHidden = true -- SE_HIDE_ENEMY_MON_PIC elseif item.anim == "SHOWPIC_ANIM" then self.enemyHidden = false -- SE_SHOW_ENEMY_MON_PIC end -- ball/send-out anims ignore the OPTIONS toggle: PlayMoveAnimation -- short-circuits to TossBallAnimation before its wOptions check -- (engine/battle/animations.asm:415) if item.anim and (self:animationsOn() or BALL_ANIMS[item.anim]) then if self.animPlayer then local ok = pcall(self.animPlayer.start, self.animPlayer, item.anim, item.attackerIsPlayer, (item.shakes or item.ball) and { shakes = item.shakes, ball = item.ball, ballFlicker = item.ball and self:ballFlicker(item.ball) or nil } or nil) self.animPlaying = ok end self.fx = self.fx or {} if anim and anim.shake and not self.animPlaying then self.fx.shake = 24 end if anim and anim.flash and not self.animPlaying then self.fx.flash = 16 end end if self.animPlaying then -- the animation rows carry their own sounds (PlayAnimation -- plays each row's MoveSoundTable entry with its pitch/tempo -- modifiers); which side the pic effects target follows the -- attacker (hWhoseTurn) self.animName = item.anim self.animAttackerIsPlayer = item.attackerIsPlayer self:resetPicFx() for _, ev in ipairs(self.animPlayer:pollEffects()) do self:applyAnimEffect(ev) -- frame-0 rows (first sound/effect) end self.pendingHit = item.hit else -- no subanimation player: keep the single-sound fallback (with -- the move's pitch/tempo modifiers; GROWL/ROAR play the -- attacker's cry -- GetMoveSound/IsCryMove) if self:animationsOn() and (item.anim == "GROWL" or item.anim == "ROAR") then local attacker = item.attackerIsPlayer and self.player or self.enemy if attacker then require("src.core.Sound").playMoveCry(self.data, attacker.mon.species, anim and anim.tempo) end elseif self:animationsOn() and anim and anim.sound then local Sound = require("src.core.Sound") if Sound.playMove then Sound.playMove(self.data, anim) else Sound.play(self.data, anim.sound) end end if item.hit then self:applyHitFx(item.hit) end end self.current = nil return true end self:startMessage(item) end local input = self.game.input -- a \v CONT wait holds the box until A/B, then scrolls the next line in -- (home/text.asm ContText); this keeps a 3rd line on-screen (#216) if self.msgWaiting then -- _ContText prints the â–¼ and runs ProtectedDelay3 BEFORE ManualTextScroll -- starts watching the joypad (home/text.asm:263-267), so three frames -- pass with the arrow up and the button ignored if (self.msgPreWait or 0) > 0 then self.msgPreWait = self.msgPreWait - 1 return true end if input:wasPressed("a") or input:wasPressed("b") then self.msgWaiting = nil self:beginMsgLine() -- then the two ScrollTextUpOneLine calls block for 5 frames each -- (home/text.asm:280-305) before the next line starts typing self.waitFrames = Timing.TEXT_SCROLL_PAIR end return true end local cur = self.shown[#self.shown] if #cur < #self.codes then -- Battle text prints through the same PrintText path as everything -- else, so it pays PrintLetterDelay per character (home/print_text.asm: -- 4-45): hFrameCounter is loaded from wOptions & $f -- the OPTION text -- speed, 1/3/5, default 3 -- and the loop spins until it drains, unless -- A or B is held, which collapses the wait to a single DelayFrame. -- This used to run two glyphs per frame flat, six times hardware speed -- at the default setting, and ignored the text-speed option entirely. local delay = (self.game.save.options and self.game.save.options.textSpeed) or 3 if delay ~= 1 and delay ~= 3 and delay ~= 5 then delay = 3 end if input:isDown("a") or input:isDown("b") then delay = 1 end self.charTimer = (self.charTimer or 0) + 1 while self.charTimer >= delay and #cur < #self.codes do self.charTimer = self.charTimer - delay cur[#cur + 1] = self.codes[#cur + 1] self.charIndex = self.charIndex + 1 end elseif self.lineIndex < #self.lines then -- current line finished, more lines remain: \v waits for A/B + ▼ before -- scrolling, \n advances now (beginMsgLine scrolls if the box is full) if self.lines[self.lineIndex + 1].cont then self.msgWaiting = true self.msgPreWait = Timing.TEXT_PRE_ADVANCE else self:beginMsgLine() end else local item = self.current -- TrainerAboutToUseText ends in `done` then DisplayTextBoxID: YES/NO -- overlays the still-visible "Will … change POKéMON?" page. if item and item.choice and not item.choiceOpen then item.choiceOpen = true self.waitingUI = true local ChoiceBox = require("src.ui.ChoiceBox") local battle = self self.game.stack:push(ChoiceBox.new(self.game, function(yes) local fn = item.choice battle.current = nil fn(yes) end)) return true end if item and item.auto then -- No prompt: this page's ROM tail is `text_end`, so PrintText is -- already back with the box still on screen -- pokered's used-move -- line (engine/battle/used_move_text.asm EndUsedMove1Text.. -- EndUsedMove5Text) and the item-use line (ItemUseText00, -- engine/items/item_effects.asm) are both of that kind. Only -- TX_PROMPT_BUTTON waits on A/B (home/text.asm:434-446) (#765). self.msgAutoWait = self.msgAutoWait or item.autoDelay or 0 if self.msgAutoWait > 0 then self.msgAutoWait = self.msgAutoWait - 1 else self.msgAutoWait = nil -- the typed page stays drawn behind whatever runs next (the move -- animation, the ball toss): PrintText leaves the textbox tilemap -- alone and animations only touch sprites (#296) self.msgHold = true self.current = nil end elseif not (item and item.choice) then if item and item.waitForLearningSfx and not item.soundStarted then item.soundStarted = true self.waitingSound = item.waitForLearningSfx() return true end -- The page is typed out and waiting on the player: PromptText -- (home/text.asm:209-217) writes '▼' at (18,16) and ManualTextScroll -- blinks it until A/B, so the arrow belongs on a finished page and not -- only on a \v CONT hold (#317). A flag of its own, not msgWaiting: -- that branch above scrolls the NEXT line in, which this page has not -- got, so reusing it would call beginMsgLine on a drained message. if not self.msgPrompt then self.msgPrompt = true -- PromptText runs ProtectedDelay3 between writing the arrow and -- ManualTextScroll (home/text.asm:213-217), so the page holds for -- three frames with the button ignored before it can be dismissed. -- Without it a queued A press could clear a page the same frame its -- last glyph landed, which is most of "it doesn't hold sometimes". self.msgPromptWait = Timing.TEXT_PRE_ADVANCE end if (self.msgPromptWait or 0) > 0 then self.msgPromptWait = self.msgPromptWait - 1 elseif input:wasPressed("a") or input:wasPressed("b") then self.msgPrompt = nil self.current = nil end end end return true end -- --------------------------------------------------------------------- -- update / menus -- --------------------------------------------------------------------- -- PrintSendOutMonMessage (engine/battle/common_text.asm): the shout -- scales with the enemy's remaining HP percentage, approximated as -- curHP * 25 / (maxHP / 4): >=70 "Go!", 40-69 "Do it!", 10-39 -- "Get'm!", below 10 "The enemy's weak! Get'm!". function BattleState:sendOutText(name) local e = self.enemy and self.enemy.mon local pct = 100 if e and e.hp > 0 and math.floor(e.stats.hp / 4) > 0 then pct = math.floor(e.hp * 25 / math.floor(e.stats.hp / 4)) end if pct >= 70 then return Strings("Go! %s!", name) end if pct >= 40 then return Strings("Do it! %s!", name) end if pct >= 10 then return Strings("Get'm! %s!", name) end return self:romText("_EnemysWeakText", "The enemy's weak!\nGet'm! %s!", name) end -- The cry a mon makes as it takes the field. Yellow does not run its -- starter Pikachu through PlayCry at all: SendOutMon branches to -- .starterPikachu (engine/battle/core.asm:1807-1817) and voices PCM -- PikachuCry11, the short "Pika!", or PikachuCry37 when the Pikachu is -- asleep (IsPlayerPikachuAsleepInParty); PrintBeginningBattleText does the -- same for the BATTLE_TYPE_PIKACHU intro (engine/battle/common_text.asm: -- 12-19). Without a clip the bare playCry reached for clip 1, the long -- title-screen "Pikachuuu" (#837). Every PIKACHU gets it here, the same -- starter approximation the rest of the port makes -- (PikachuFollower.starterInParty). function BattleState:playEntranceCry(battler) local mon = battler and battler.mon if not mon then return end return require("src.core.Sound").playCry(self.data, mon.species, mon.status == "SLP" and 37 or 11) end -- audio/play_battle_music.asm: gym leaders (wGymLeaderNo) get the -- gym-leader theme, Lance does too, and the Champion (OPP_RIVAL3) -- gets the final-battle theme function BattleState:computeMusicKind() local isBoss = false if self.kind == "trainer" and self.oppClass then -- wGymLeaderNo is written only by the eight gym scripts -- (scripts/PewterGym.asm .. ViridianGym.asm), so the badge rosters in -- victories.lua are exactly the fights that set it. The lookup must -- include the party index: a class-wide prefix match also caught -- Giovanni's Rocket Hideout (#1) and Silph Co (#2) battles, which never -- touch wGymLeaderNo and take MUSIC_TRAINER_BATTLE like any other -- trainer (#782). local victories = require("data.scripts.victories") local reward = victories[self.oppClass .. "#" .. tostring(self.partyIndex or 1)] isBoss = reward ~= nil and reward.badge ~= nil end -- init_battle.asm: challenging a gym leader (wGymLeaderNo, the badge -- fights only -- not Lance or the Champion) bumps the companion's -- happiness the moment the battle starts self.isGymLeader = isBoss if self.kind == "trainer" and self.trainer and self.trainer.id == "OPP_RIVAL3" then return "final" elseif isBoss or (self.trainer and self.trainer.id == "OPP_LANCE") then return "gym" elseif self.kind == "trainer" or self.kind == "link" then return "trainer" end return "wild" end -- a mod-set per-trainer battle theme (trainers.battleTheme, an audio.songs -- id); nil for vanilla trainers, so the kind default is untouched (#782) function BattleState:battleTheme() local trainer = self.trainer if trainer and trainer.battleTheme then return trainer.battleTheme end return nil end -- the battle-theme cue for this battle: the mod-set trainer battleTheme -- when the class has one, else the kind default. The single choke point -- both the transition-wipe start (OverworldController:pushBattle) and -- enter() route through, so a per-trainer override can't drift between -- them. self.musicKind is set by enter(); pushBattle runs before that, -- so compute it here when absent. function BattleState:playBattleTheme() require("src.core.Music").playBattle(self.data, self.musicKind or self:computeMusicKind(), self.trainer and self.trainer.id, self:battleTheme()) end -- side tables mirror the singles battlers; called before every -- battler-switch notification so sides[i].battlers[1] stays honest function BattleState:syncSides() self.sides[1].battlers[1] = self.player self.sides[2].battlers[1] = self.enemy end function BattleState:sideOf(battler) return (battler and battler.isPlayer) and self.sides[1] or self.sides[2] end -- battle.started's kind verb: the mutated ghost/safari/oldman variants -- override the constructor's wild/trainer/link function BattleState:battleKind() if self.ghost then return "ghost" end if self.safari then return "safari" end if self.demo then return "oldman" end return self.kind end function BattleState:enter() -- Out of useable POKéMON before the battle even starts. pokered does not -- skip the battle: .checkAnyPartyAlive (engine/battle/core.asm:158-162) -- runs right after the intro and jumps to HandlePlayerBlackOut, so the -- player blacks out and afterBattle's "lose" path revives the party at the -- last heal point. Handing the map back with a 0 HP party instead bricked -- the save: every later encounter aborted here too and sighted trainers -- re-engaged forever (#425). self.dead alone is not the test -- -- makeOldManDemo and LinkBattle install a player battler after the -- constructor flagged the battle dead. if self.dead and not self.player then local name = self.game.save.player.name self.result = "lose" self.game.stack:pop() require("src.core.Music").restoreMap(self.data) Runtime.emit("battle.ended", { battle = self, result = "lose", skipped = true }) local onFinish = self.onFinish local function blackedOut() if onFinish then onFinish("lose") end end -- the Oak's Lab starter rival returns above PlayerBlackedOutText2 and -- afterBattle keeps the player in the lab, so print nothing there if BattleState.isOaksLabStarterRival(self) then return blackedOut() end -- _PlayerBlackedOutText2 (data/text/text_2.asm:896): the two paragraphs -- playerMonFainted queues on the battle screen; there is no battle -- screen to queue them on here, so they print over the map. self.game.stack:push(require("src.render.TextBox").new(self.game, Strings("%s is out of\nuseable POKéMON!", name) .. "\f" .. Strings("%s blacked\nout!", name), blackedOut)) return end self.musicKind = self:computeMusicKind() if self.isGymLeader then require("src.world.PikachuFollower") .modifyHappiness(self.game.save, "GYMLEADER") end -- normally already playing: the transition wipe starts the theme -- (audio/play_battle_music.asm runs before the transition, and -- Music.play no-ops on the same song); this covers battles pushed -- without a transition (link battles, scripted pushes) self:playBattleTheme() -- intro presentation (SlidePlayerAndEnemySilhouettesOnScreen): both -- sides slide in; the trainer pics stay up until the send-outs -- BATTLE BG "world" drops this battle's opacity so StateStack keeps drawing -- the overworld underneath it (see bgMode). Per instance, so the class -- default stays opaque for every other battle and for older saves. self.isOpaque = self:bgMode() ~= "world" self.introSlide = Timing.BATTLE_SLIDE_IN_FRAMES -- GetTrainerInformation .linkBattle (home/trainers2.asm:26-31): the link -- foe's pic is RedPicFront whatever either save looks like, and -- InitBattleCommon loads and tilemaps it at hlcoord 12,0 for every -- wIsInBattle == 2 battle (core.asm:6681-6688), the link one included. -- wEnemyMonSpecies2 is zeroed under it, so the pic palette is PAL_MEWMON -- exactly as it is for a trainer. if self.kind == "link" and not self.trainerPic then local frontPath, frontTrueColor = require("src.pokemon.Sprites").playerPath(self.data, "front", { kind = "battle", battle = self }) if frontPath and require("src.render.Assets").exists(frontPath) then self.trainerPic = getImage(frontPath, namedPalette(self.data, "MEWMON"), frontTrueColor) end end self.showEnemyTrainer = (self.kind == "trainer" or self.kind == "link") and self.trainerPic ~= nil -- DrawAllPokeballs (common_text.asm:27) puts the party ball rows AND the -- HUD corner/underline tiles under them (PlacePlayerHUDTiles / -- PlaceEnemyHUDTiles, draw_hud_pokeball_gfx.asm:119-165) on screen with -- the intro text; _InitBattleCommon (core.asm:6755-6762) ClearScreenArea's -- both HUD blocks and ClearSprites's the balls the moment that text is -- dismissed. This flag is exactly that window: drawHUDs draws the intro -- chrome while it is up and holds the real enemy HUD back, since a wild -- battle's DrawEnemyHUDAndHPBar only runs after the text (#317). The -- draw is still gated on the slide having landed, so nothing shows while -- the silhouettes are still coming in. self.introBalls = true -- SGB: the player-side battle palette while the back pic is up is -- MonsterPalettes[0] = PAL_MEWMON (wBattleMonSpecies is still 0 when -- the intro's SET_PAL_BATTLE runs -- SetPal_Battle, -- engine/gfx/palettes.asm:28) -- field.playerPics picks the pic (the catch tutorial's old man fights in -- the player's place), then the player.sprite hook gets the last word so -- a mod can vary it per save. It loads through getImage like every other -- battle pic, so a replacement keeps the SGB recolor, the transition -- fade, the ground-padding measurement and battle_sprite_scales. local backPath, backTrueColor = require("src.pokemon.Sprites").playerPath(self.data, "back", { kind = "battle", demo = self.demo, oakDemo = self.oakDemo, battle = self }) self.playerBackPic = getImage(backPath, namedPalette(self.data, "MEWMON"), backTrueColor) self.showPlayerBack = self.playerBackPic ~= nil -- the enemy's cry as it appears (data/pokemon/cries.asm); PlayCry sits at -- a different point in each battle kind, so queue it per branch local function queueEnemyCry() self:act(function() self:waitSfxNext(self:playEntranceCry(self.enemy)) end) end -- PrintBeginningBattleText (engine/battle/common_text.asm:10-19): a wild -- battle calls PlayCry BEFORE PrintText WildMonAppearedText, and PlayCry -- ends in WaitForSoundToFinish, so the cry runs to its end and only then -- does the "Wild X appeared!" box open (#303). The Silph-Scope-less tower -- ghost gets no cry at all (common_text.asm:43-48), and neither does the -- unveiled MAROWAK: .isMarowak never reaches PlayCry (#492). if self.kind ~= "trainer" and self.kind ~= "link" and not self.ghost and not self.scopeReveal then queueEnemyCry() end -- PrintBeginningBattleText .trainerBattle (common_text.asm): a trainer -- battle gives SFX_SILPH_SCOPE a clear window -- PlaySound, then -- WaitForSoundToFinish, which blocks -- and only after `ld c, 20 / -- DelayFrames` do DrawAllPokeballs and the "wants to fight!" text run. -- The balls and the text used to appear on the same frame the silhouettes -- landed, so the sound had to share its whole duration with the ball draw -- and the text scroll instead of landing on its own. -- -- The sfx is extracted as "Trainer_Appeared" (tools/rom_manifest.json -- sfxHeaders, bank 8 / $42bb -- the same header pokered names -- SFX_Silph_Scope); nothing had ever played it. -- -- A link battle is wIsInBattle == 2, so PrintBeginningBattleText takes the -- same .trainerBattle arm and owes the sfx too (common_text.asm:20-23). if self.kind == "trainer" or self.kind == "link" then self:act(function() self.introSfx = require("src.core.Sound").play(self.data, "Trainer_Appeared") end) table.insert(self.queue, { waitSound = function() return self.introSfx end }) table.insert(self.queue, { wait = Timing.TRAINER_INTRO_SFX_GAP }) end self:say(self.introText) -- the unveil rides on that same box, before _InitBattleCommon clears the -- intro chrome below (#492) if self.scopeReveal then self:queueScopeReveal() end -- _InitBattleCommon (core.asm:6755-6762): the instant the intro text is -- dismissed both HUD blocks are cleared and ClearSprites drops the -- pokeball OAM, so the intro chrome never returns for the rest of the -- battle -- not on a switch, and not when the beaten trainer's pic -- scrolls back in (#317, #282) self:act(function() self.introBalls = nil end) if self.kind == "trainer" or self.kind == "link" then local foeName = self.trainer and self.trainer.name or self.opponentName or Strings("FOE") if self.showEnemyTrainer then -- EnemySendOutFirstMon (core.asm:1308-1310): SlideTrainerPicOffScreen -- walks the foe's pic off the RIGHT edge (hlcoord 18,0, a = 8 tiles, -- one tile every 2 frames) BEFORE TrainerSentOutText -- the pic does -- not blink out under the text (#317) self:act(function() self:slidePic("foe", 0, 64, 4) end) table.insert(self.queue, { wait = 16 }) end self:act(function() self.showEnemyTrainer = false -- the slot is EMPTY from here until AnimateSendingOutMon runs below: -- the pic has walked off and the mon is still in its ball, so nothing -- stands in the enemy slot while TrainerSentOutText prints. Without -- this the front sprite popped in full-size the instant the trainer -- left, sat there through the whole text box, and the grow-in then -- restarted it from nothing -- the mon appearing before it was sent -- out. Mirrors the flag the mid-battle replacement already sets. self.enemySendingOut = true self:slidePic("foe") end) self:say(Strings("%s sent\nout %s!", foeName, self.enemy.name)) self:act(function() -- EnemySendOutFirstMon (core.asm:1421-1434): after the text the -- pic grows out of the ball (AnimateSendingOutMon), then the cry self.enemySendingOut = false self:startGrowIn(self.enemy) end) queueEnemyCry() end -- StartBattle .foundFirstAliveEnemyMon (core.asm:152-156): the `call nz` -- gates only EnemySendOutFirstMon -- the `ld c, 40 / call DelayFrames` -- after it is unconditional, so a wild battle pays it too, between -- "Wild X appeared!" and "Go! Y!". It lands before .playerSendOutFirstMon -- (:166), not at the end of the intro. Appended, not waitNext'd: the -- intro is built linearly, and waitNext's insert point is for rows added -- while the queue is already running. table.insert(self.queue, { wait = Timing.BATTLE_START_SENDOUT }) if not self.safari and not self.demo then -- StartBattle .playerSendOutFirstMon (core.asm:236-240): the back pic -- walks off the LEFT edge (SlideTrainerPicOffScreen, hlcoord 1,5, -- a = 9 tiles, one tile every 2 frames) BEFORE SendOutMon prints -- "Go! X!" -- Red does not simply vanish under the message (#317) self:act(function() self:slidePic("back", 0, -72, 4) end) table.insert(self.queue, { wait = 18 }) self:act(function() self.showPlayerBack = false self.sendingOut = true self:slidePic("back") end) self:say(self:sendOutText(self.player.name)) -- then the POOF plays and the mon appears with its cry -- (SendOutMon: message -> AnimateSendingOutMon -> PlayCry) table.insert(self.queue, { anim = "POOF_ANIM", attackerIsPlayer = false }) self:act(function() self.sendingOut = false -- SendOutMon (core.asm:1757-1762): after the poof the mon grows -- out of the ball (AnimateSendingOutMon at hlcoord 4,11) self:startGrowIn(self.player) self:waitSfxNext(self:playEntranceCry(self.player)) end) self:markParticipant() end self.phase = "messages" self.afterQueue = "menu" self:syncSides() Runtime.emit("battle.started", { battle = self, kind = self:battleKind(), trainerId = self.trainer and self.trainer.id, species = self.enemy and self.enemy.mon.species, level = self.enemy and self.enemy.mon.level, }) end -- any pop (finish, script teardown) must silence the alarm loop -- (end_of_battle.asm clears wLowHealthAlarm when a battle ends) function BattleState:exit() require("src.core.Sound").stopLoop("Low_Health_Alarm") -- end_of_battle.asm clears wPartyAndBillsPCSavedMenuItem as well, so the -- field party menu comes back on slot 1 after a battle. #768 self.game.partyMenuSavedIndex = nil -- Free this battle's own GPU objects now rather than waiting on a GC -- finalizer: the two full-screen wavy-effect canvases (colorMode) and -- the AnimPlayer's per-instance tilesheet images/quads. The shared -- module caches (imageCache/imagePadBottom, keyed by path+palette) are -- reused by the next battle, so they are deliberately left alone -- only -- the per-instance objects, which are dead once this battle is popped, -- are released here. local function rel(o) if o and o.release then pcall(o.release, o) end end rel(self.bgCanvas); self.bgCanvas = nil rel(self.waveCanvas); self.waveCanvas = nil self.colorFxReady = nil if self.animPlayer and self.animPlayer.release then self.animPlayer:release() end end -- End a trapping sequence (USING_TRAPPING_MOVE). SendOutMon clears the -- foe's bit (core.asm:1761-1762); EnemySendOutFirstMon clears the -- player's (core.asm:1314-1315). Any switch frees the other side. local function clearTrapping(battler) if not battler then return end battler.trappingTurns = nil battler.trapMove = nil battler.trapDamage = nil end -- SendOutMon (core.asm:1733-1735) clears both battle cursors, though the -- disassembly only names one of them: `ld hl, wBattleAndStartSavedMenuItem / -- ld [hli], a / ld [hl], a` writes zero to that byte AND to the byte behind -- it, which is wPlayerMoveListIndex (wram.asm:242-244). So every player -- send-out puts the main menu back on FIGHT and the move list back on the -- first slot; the cursors are only remembered across sub-menus of the mon -- that is already out (#737). Enemy send-outs run EnemySendOutFirstMon, -- not SendOutMon, and leave both alone. local function sendOutMonCursors(self) self.menuIndex = 1 self.moveIndex = 1 self.playerMoveListIndex = 1 end -- core.asm:297-300: both sides' FLINCHED bits are cleared as a turn's move -- selection opens, but the clear is skipped for a mon that must recharge or -- is locked into Rage (core.asm:293-295 -- the Hyper Beam flinch-recharge -- glitch). -- -- A method rather than three lines inside the menu branch, because two -- other places need the identical rule at the identical point in the turn -- and both got it wrong by not having it: -- -- * guarded PER BATTLER, not off self.player alone. This runs on -- whichever machine is looking at its own menu, and in a lockstep link -- battle "self.player" is the host's mon on one peer and the guest's on -- the other, so one shared guard let one peer clear both flags while -- the other cleared neither -- a bogus desync draw in a winnable match. -- * a tournament spectator never enters the menu phase at all (it has no -- decision to make), so nothing cleared a flinch in its replay: the -- flag survived into the next turn, ate a move the real players saw -- land, and from there the replay was watching a different battle. -- LinkBattle.newSpectator calls this at the head of every turn. function BattleState:clearTurnFlinches() for _, b in ipairs({ self.player, self.enemy }) do if b and not (b.mustRecharge or b.rageMove) then b.flinched = false end end end -- Actions that skip DisplayBattleMenu entirely (core.asm:300-310): -- recharge, Rage, thrash, charge. Bide / trapping / being held do NOT -- skip the menu -- the player can still item/switch (and must press -- FIGHT to continue a trapping sequence). function BattleState:menuLockedAction(battler) if battler.mustRecharge then return { special = "recharge" } end if battler.charging then return battler.charging end if battler.thrashTurns and battler.thrashTurns > 0 then return battler.thrashMove end if battler.rageMove then return battler.rageMove end return nil end -- After FIGHT: skip MoveSelectionMenu (core.asm:320-329). Own -- trapping/Bide continues; foe trapping forces CANNOT_MOVE ($ff). function BattleState:fightLockedAction(battler) if battler.trappingTurns and battler.trappingTurns > 0 then return { special = "trapping" } end if battler.bideTurns then return { special = "bide" } end -- held while the OPPONENT's trapping bit is set (live mirror so a -- trap ended early by paralysis/faint frees the victim immediately). -- Read, not written: executeAction refreshes battler.boundTurns from the -- same expression when the action actually runs, and that site runs on -- both peers of a link battle. Storing it here instead wrote a hashed -- field on whichever machine happened to open its own FIGHT menu, which -- left the two peers holding boundTurns=0 against nil for the same -- battler and ended the match as a desync over a mirror of a mirror. local opp = battler.isPlayer and self.enemy or self.player local bound = opp and opp.trappingTurns and math.max(1, opp.trappingTurns) or nil if bound then return { special = "bound" } end return nil end -- Full lock for AI / callers that need any forced action. function BattleState:lockedAction(battler) return self:menuLockedAction(battler) or self:fightLockedAction(battler) end function BattleState:playerHasPP() for i, mv in ipairs(self.player.curMoves) do if mv.pp > 0 and self.player.disabledSlot ~= i then return true end end return false end function BattleState:swapMoves(i, j) if i == j then return end local moves = self.player.curMoves local a, b = moves[i], moves[j] if not (a and b) then return end moves[i], moves[j] = b, a local stored = self.player.mon and self.player.mon.moves if stored and stored ~= moves and stored[i] and stored[j] then stored[i], stored[j] = stored[j], stored[i] end local disabled = self.player.disabledSlot if disabled == i then self.player.disabledSlot = j elseif disabled == j then self.player.disabledSlot = i end require("src.core.Sound").play(self.data, "Swap") end -- One frame of the presentational clock: the BGP flash sequences, the -- per-battler pic slide/hide programs, the send-out grow-in, the intro -- slide and the screen-shake programs all advance in updateFx and nowhere -- else. It lives behind its own entry point because a caller that has to -- skip the rest of update() for a frame must still tick this, and a link -- battle does exactly that on two hot paths -- waiting on the peer's action, -- and draining a resolved lockstep turn. Skipping it there froze whatever -- was mid-flight: a flash stuck on its inverted BGP step repainted the whole -- UI in inverted shades, and a pic part-way through a slide-off or a grow-in -- simply stayed gone -- for as long as the opponent took to choose. function BattleState:tickFx() self.frame = self.frame + 1 self:updateFx() end function BattleState:update(dt) self:tickFx() local input = self.game.input -- safety net: HP/status changed outside a queued drain (level-up heals, -- field effects, bag cures) snaps once the queue is idle if self.phase == "menu" then for _, b in ipairs({ self.player, self.enemy }) do if b then if b.shownHP then b.shownHP = b.mon.hp b.shownPx = Timing.hpBarPixels(b.mon.hp, math.max(1, b.mon.stats.hp)) end b.drainFloor = nil b.shownStatus = b.mon.status end end end if self.phase == "messages" then -- Nothing queued starts until the silhouettes have finished sliding in: -- SlidePlayerAndEnemySilhouettesOnScreen ends with `jpfar -- PrintBeginningBattleText` (engine/battle/core.asm:100), so the enemy -- cry and the "Wild X appeared!" box belong at the end of the slide, not -- on its first frame (#303). The hold sits here rather than in -- updateQueue because only this loop has a frame clock: updateFx above -- counts introSlide down, and a headless caller driving updateQueue on -- its own has no slide to wait for. if (self.introSlide or 0) > 0 then return end if not self:updateQueue() then local destination = self.afterQueue -- These fields are queue/presentation cursors, not durable battle -- state. Once the queue has drained, keeping their terminal values -- makes the real command menu look busy to BattleSafety even though -- every message, wait and intro animation has settled. self.afterQueue = nil self.nextInsert = nil self.waitFrames = nil if destination == "menu" then self.introSlide = nil self.phase = "menu" elseif destination == "finish" then self:finish() end end return end if self.phase == "menu" and self.demo then -- DisplayBattleMenu's old-man branch (core.asm:2018-2050): input is -- never read. The player name is swapped to OLD MAN, then the -- keystrokes are simulated on screen -- the '▶' cursor sits next to -- FIGHT (9,14) for 80 frames, hops down to ITEM (9,16) for 50, goes -- hollow ('▷') and the ITEM menu is forced (a = $2 -> -- .upperLeftMenuItemWasNotSelected). The old man never attacks; -- backing out of the ball menu re-enters DisplayBattleMenu, which -- replays the whole script. self.demoTimer = (self.demoTimer or 0) + 1 if self.demoTimer > 130 then self.demoTimer = nil self:openOldManBag() end return end if self.phase == "menu" and self.safari then if self.safari.balls <= 0 then self:say(Strings("PA: You're out of\nSAFARI BALLs!\nGame over!")) self.phase = "messages" self.result = "run" self.afterQueue = "finish" return end local col = (self.menuIndex - 1) % 2 local row = math.floor((self.menuIndex - 1) / 2) if input:wasPressed("left") then col = math.max(0, col - 1) elseif input:wasPressed("right") then col = math.min(1, col + 1) elseif input:wasPressed("up") then row = math.max(0, row - 1) elseif input:wasPressed("down") then row = math.min(1, row + 1) end self.menuIndex = row * 2 + col + 1 if input:wasPressed("a") then require("src.core.Sound").play(self.data, "Press_AB") self:safariAction(({ "ball", "bait", "rock", "run" })[self.menuIndex]) end return end if self.phase == "menu" then -- forced replacement after a faint: ChooseNextMon (core.asm:1086) -- loops the party menu until a healthy mon is picked, so B and -- fainted picks land back here and reopen it if self.player.mon.hp <= 0 then if Party.firstHealthy(self:playerPartyView()) then self:openReplacementMenu() end return end self:clearTurnFlinches() -- only recharge/Rage/thrash/charge skip DisplayBattleMenu; trapping -- victims (and wrappers) still get FIGHT/PKMN/ITEM/RUN (core.asm:312) local locked = self:menuLockedAction(self.player) if locked then self:resolveTurn(locked) return end -- START has no vanilla action at a settled supported player-decision -- boundary. A tool mod may claim this semantic auxiliary action through -- the public hook, receiving only game plus a data-only kind. The shared -- safety predicate keeps every unsupported/forced/animated phase inert. if input:wasPressed("start") and Runtime.wantsHook("battle.menu_auxiliary") then local safe = BattleSafety.inspect(self.game, self) if safe and Runtime.call("battle.menu_auxiliary", function() return false end, self.game, { kind = self.kind }) == true then return end end local col = (self.menuIndex - 1) % 2 local row = math.floor((self.menuIndex - 1) / 2) if input:wasPressed("left") then col = math.max(0, col - 1) elseif input:wasPressed("right") then col = math.min(1, col + 1) elseif input:wasPressed("up") then row = math.max(0, row - 1) elseif input:wasPressed("down") then row = math.min(1, row + 1) end self.menuIndex = row * 2 + col + 1 if input:wasPressed("a") then require("src.core.Sound").play(self.data, "Press_AB") local choice = ({ "fight", "pkmn", "item", "run" })[self.menuIndex] if choice == "fight" and self.ghost then self:say(Strings("%s is too\nscared to move!", self.player.name)) self.phase = "messages" self.afterQueue = "menu" self:act(function() self:executeAction(self.enemy, self.player, self:enemyAction()) end) -- the scared turn still ticks the player's residual (PrintGhostText -- -> ExecutePlayerMoveDone, core.asm:3056, 3275-3279) self:queueResidual(self.player, self.enemy) self:act(function() self:endOfTurn() end) elseif choice == "fight" then -- After the menu: own trapping/Bide or foe Wrap skips the move -- list and forces the locked action (core.asm:320-329) local fightLock = self:fightLockedAction(self.player) if fightLock then self:resolveTurn(fightLock) return end if not self:playerHasPP() then -- _NoMovesLeftText, then Struggle engages self:say(Strings("%s has no\nmoves left!", self.player.name)) self:resolveTurn({ id = "STRUGGLE", pp = 1, struggle = true }) return end self.phase = "moveSelect" self.moveIndex = math.min(self.moveIndex, #self.player.curMoves) self.moveSwapIndex = nil elseif choice == "run" then self:tryRun() elseif choice == "item" then self:openItems() else self:openParty() end end return end if self.phase == "moveSelect" then local moves = self.player.curMoves -- The widescreen layout lays the four slots out as a 2x2 grid, so all -- four directions navigate it; nil means no direction was pressed and -- A / B / SELECT below behave the same in either layout. local grid = self:moveGridNavigation() and WideBattle.navigate(self.moveIndex, #moves, input) if grid then self.moveIndex = grid elseif input:wasPressed("up") then self.moveIndex = self.moveIndex > 1 and self.moveIndex - 1 or #moves elseif input:wasPressed("down") then self.moveIndex = self.moveIndex < #moves and self.moveIndex + 1 or 1 elseif input:wasPressed("select") then if self.moveSwapIndex then self:swapMoves(self.moveSwapIndex, self.moveIndex) self.moveSwapIndex = nil self.moveIndex = math.min(self.playerMoveListIndex or 1, #moves) else self.moveSwapIndex = self.moveIndex self.moveIndex = math.min(self.playerMoveListIndex or 1, #moves) end elseif input:wasPressed("b") then require("src.core.Sound").play(self.data, "Press_AB") self.moveSwapIndex = nil self.phase = "menu" elseif input:wasPressed("a") then require("src.core.Sound").play(self.data, "Press_AB") if self.moveSwapIndex then self:swapMoves(self.moveSwapIndex, self.moveIndex) self.moveSwapIndex = nil return end local mv = moves[self.moveIndex] if self.player.disabledSlot == self.moveIndex then self:say(self:romText("_MoveDisabledText", "The move is\ndisabled!")) self.phase = "messages" self.afterQueue = "menu" elseif mv.pp <= 0 then self:say(self:romText("_MoveNoPPText", "No PP left for\nthis move!")) self.phase = "messages" self.afterQueue = "menu" else self.playerMoveListIndex = self.moveIndex self:resolveTurn(mv) end end return end -- Mimic's mid-move copy menu (MimicEffect .letPlayerChooseMove, -- effects.asm:1243-1260): opened by the queue AFTER the hit test -- passes. MoveSelectionMenu's mimic type watches only UP/DOWN/A -- (core.asm:2553-2557), so there is no backing out with B. if self.phase == "mimicSelect" then local moves = self.mimicMoves -- the copy menu shares the widescreen move grid, so it navigates the -- same way there (the classic layout keeps the vertical list) local grid = self:moveGridNavigation() and WideBattle.navigate(self.mimicIndex, #moves, input) if grid then self.mimicIndex = grid elseif input:wasPressed("up") then self.mimicIndex = self.mimicIndex > 1 and self.mimicIndex - 1 or #moves elseif input:wasPressed("down") then self.mimicIndex = self.mimicIndex < #moves and self.mimicIndex + 1 or 1 elseif input:wasPressed("a") then require("src.core.Sound").play(self.data, "Press_AB") local pick = moves[self.mimicIndex] local ctx = self.mimicCtx self.mimicMoves, self.mimicCtx = nil, nil self.phase = "messages" self.nextInsert = 0 -- the copy's anim + text go to the queue head self:applyMimic(ctx.user, ctx.target, ctx.moveInst, pick.slot) end return end end -- MimicEffect (engine/battle/effects.asm:1203-1273) runs MID-move: a -- 50-frame beat, MoveHitTest, and only on a hit does the player's copy -- menu open (.letPlayerChooseMove). The enemy's Mimic -- and either -- side of a link battle -- copies a RANDOM non-empty slot instead -- (.getRandomMove). Both failure paths (accuracy roll, mid-Fly/Dig -- target) print PrintButItFailedText_ and skip the move animation. function BattleState:resolveMimic(user, target, move, moveInst) -- ld c, 50 / call DelayFrames before anything happens self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { wait = 50 }) if target.invulnerable or not self:accuracyRoll(move, user, target) then self:sayNext(self:romText("_ButItFailedText", "But, it failed!")) return end local slots = {} for i, m in ipairs(target.curMoves) do if m.id and m.pp ~= nil then slots[#slots + 1] = i end end if #slots == 0 then -- .getRandomMove rerolls empty slots forever; a moveless target -- can't happen in practice, so just fail instead of hanging self:sayNext(self:romText("_ButItFailedText", "But, it failed!")) return end if user.isPlayer and self.kind ~= "link" then if self.mimicChoice then -- test-injection hook for the player pick local slot = self:mimicChoice(target) if slot and target.curMoves[slot] and target.curMoves[slot].pp ~= nil then self:applyMimic(user, target, moveInst, slot) return end end -- pause the queue on a chooser row; the mimicSelect phase applies -- the pick and resumes self.nextInsert = self.nextInsert + 1 table.insert(self.queue, self.nextInsert, { mimicSelect = { user = user, target = target, moveInst = moveInst }, }) return end self:applyMimic(user, target, moveInst, slots[self.rng(1, #slots)]) end -- The copied move OVERWRITES the used slot's move id in place; the PP -- byte is untouched (only wBattleMonMoves is written, effects.asm: -- 1261-1266), so the copy inherits Mimic's remaining PP and keeps -- draining that same slot (DecrementPP hits both the battle copy and -- the party struct). curMoves aliases mon.moves, so the original id is -- remembered and restored when the battler leaves play -- pokered never -- writes the party copy, and the battle copy is rebuilt from it on a -- switch or at battle end. Then PlayCurrentMoveAnimation and -- _MimicLearnedMoveText. function BattleState:applyMimic(user, target, moveInst, slot) local src = target.curMoves[slot] if not (src and src.id) then return end local mySlot for i, m in ipairs(user.curMoves) do if m == moveInst then mySlot = i break end end if not mySlot then -- a called Mimic (Metronome) isn't in the list. For the player, -- non-link case, MimicEffect snapshots wCurrentMenuItem BEFORE the -- copy-picker menu opens and restores it afterward as the write -- index (effects.asm:1247, 1256/1261) -- it reuses whatever slot -- was left highlighted by the FIGHT menu. That's provably always -- the calling move's own slot (e.g. METRONOME's): selecting a move -- syncs wCurrentMenuItem and wPlayerMoveListIndex together -- (core.asm's SelectMenuItem), and nothing touches either before -- the effect runs. self.moveIndex mirrors this exactly -- it's -- frozen at the FIGHT-menu confirm and untouched through mid-move -- resolution -- so it already equals the calling move's slot here; -- there's no separate "reused index" to chase. (Enemy/link Mimic -- instead reads w*MoveListIndex directly, effects.asm:1235-1241.) mySlot = user.isPlayer and math.min(self.moveIndex or 1, #user.curMoves) or 1 end local entry = user.curMoves[mySlot] self.mimicRestores = self.mimicRestores or {} table.insert(self.mimicRestores, { battler = user, entry = entry, id = entry.id }) entry.id = src.id entry.mimic = true self:animNext("MIMIC", user.isPlayer) -- _MimicLearnedMoveText: " / learned / MOVE!" self:sayNext(self:romText("_MimicLearnedMoveText", "%s\nlearned\n%s!", displayName(user), self.data.moves[src.id].name)) end -- Undo Mimic's in-place id overwrite for a battler leaving play (the GB -- battle copy is discarded; the party struct never changed). function BattleState:restoreMimicked(battler) if not self.mimicRestores then return end local keep = {} -- iterate newest-first so the oldest snapshot (the true pre-Mimic -- move id, from before any repeated Mimic-on-Mimic via Metronome) -- is applied last and wins, instead of a stale intermediate id for i = #self.mimicRestores, 1, -1 do local r = self.mimicRestores[i] if r.battler == battler then r.entry.id, r.entry.mimic = r.id, nil else keep[#keep + 1] = r end end self.mimicRestores = #keep > 0 and keep or nil end -- BagWasSelected's old-man fork (core.asm:2193-2210): the list menu is -- fed OldManItemList -- one POKé BALL x50 -- instead of the player's -- bag. The list is as scripted as the battle menu (DisplayListMenuID's -- old-man branch, home/list_menu.asm:65-80): no input is ever read -- -- backing out is impossible -- the '▶' sits in front of POKé BALL for -- 80 frames, then A is auto-pressed and .buttonAPressed's -- PlaceUnfilledArrowMenuCursor leaves the hollow '▷' on the row for the -- handful of frames UseBagItem takes to reach ItemUseBall's screen -- restore (item_effects.asm:145) and the throw text. function BattleState:openOldManBag() local ListMenu = require("src.ui.ListMenu") local game = self.game self.phase = "messages" self.afterQueue = "menu" self:ui(function() local list -- The canned bag (POKE_BALL, not read from the player's real -- inventory) differs by version: pokered's OldManItemList has 50 -- POKé BALLs; pokeyellow's SimulatedInputBattleItemList, shared by -- the Viridian tutorial and Oak's catch, has one. local qty = require("src.core.GameVersion").isYellow() and "x1" or "x50" list = ListMenu.new(game, "ITEMS", { { value = "POKE_BALL", label = Strings("POKé BALL"), right = qty }, }, { script = function(l) l.scriptTimer = (l.scriptTimer or 0) + 1 if l.scriptTimer == 81 then -- the auto A-press: the cursor goes hollow on the chosen row l.hollowIndex = l.index elseif l.scriptTimer > 88 then -- ItemUseBall takes over: list down, OLD MAN throws l:close() self:oldManThrow() end end, }) return list end) end -- ItemUseBall for BATTLE_TYPE_OLD_MAN: the party/box-full checks are -- skipped (item_effects.asm:114-118), every capture calculation is -- skipped -- the old man branch jumps straight to .captured, $43 anim -- data = 3 shakes and caught (:155-164 + :193-200) -- and -- .oldManCaughtMon prints the caught text WITHOUT adding the mon to -- the party or the dex (:568-570). Yellow's initial training is the one -- exception (demoFails, #636): its .oldManBattle branch forces $63, so -- the same chain ends in a breakout and ItemUseBallText04 instead. -- The "used" line reads OLD MAN -- because DisplayBattleMenu swapped wPlayerName (core.asm:2024-2037); -- no ball is consumed (.done returns early, :576-578). function BattleState:oldManThrow() self.phase = "messages" self.afterQueue = "finish" self.result = "run" -- nothing is kept; wBattleResult only ends the demo self:sayAuto(Strings("%s used\nPOKé BALL!", self.demoName or Strings("OLD MAN"))) self:act(function() require("src.core.Sound").play(self.data, "Ball_Toss") -- ItemUseBall's beat before the toss chain (like throwBall) self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { wait = 20 }) if self.demoFails then -- $63 instead of $43: the same three shakes, then POOF+SHOWPIC and -- ItemUseBallText04. No sound_caught_mon, and .captured is never -- reached, so nothing touches the party or the dex either (#636). self:ballChain("TOSS_ANIM", false, 3, "POKE_BALL") self:sayNext(self:ballMissMessage(3)) return end self:ballChain("TOSS_ANIM", true, 3, "POKE_BALL") -- ItemUseBallText05: text_far, sound_caught_mon, text_promptbutton -- -- the fanfare follows the caught text and holds the prompt self:sayNextWaitSfx(Strings("All right!\n%s was\ncaught!", self.enemy.name), function() return require("src.core.Sound").play(self.data, "Caught_Mon") end) end) end -- --------------------------------------------------------------------- -- turn resolution -- --------------------------------------------------------------------- function BattleState:moveDef(moveInst) return self.data.moves[moveInst.id] end -- the merged move_effects record for an effect id; the module records -- cover battles built without a loader function BattleState:effectRecord(effect) local effects = self.data.move_effects if effects then return effects[effect] end return MoveEffects.RECORDS[effect] end -- the merged ball record (Catching.attempt handles the unknown-id default) function BattleState:ballDef(ball) local balls = self.data.balls return balls and balls[ball] or Catching.BALLS[ball] end -- the HUD label drawn in place of the level for a statused mon function BattleState:statusLabel(mon) local record = Status.recordFor(self.data.statuses, mon.status) if record then return record.hudLabel or record.label or mon.status end return mon.status end -- the one accuracy roll (MoveHitTest), hooked as battle.accuracy function BattleState:accuracyRoll(move, user, target) if Runtime.wantsHook("battle.accuracy") then return Runtime.call("battle.accuracy", function(c) return Damage.accuracyRoll(c.ruleset, c.move, c.user, c.target, c.rng) end, { battle = self, ruleset = self.ruleset, move = move, user = user, target = target, rng = self.rng }) end return Damage.accuracyRoll(self.ruleset, move, user, target, self.rng) end -- Damage.compute, hooked as battle.damage; the ctx table is only built -- when a chain is installed, so the no-mod path allocates nothing function BattleState:computeDamage(user, target, move, opts) if Runtime.wantsHook("battle.damage") then return Runtime.call("battle.damage", function(c) return Damage.compute(c.ruleset, c.user, c.target, c.move, c.opts) end, { battle = self, ruleset = self.ruleset, user = user, target = target, move = move, opts = opts, rng = self.rng }) end return Damage.compute(self.ruleset, user, target, move, opts) end -- Catching.attempt against the merged registry, hooked as catch.rate function BattleState:catchAttempt(ball, rateOverride) if Runtime.wantsHook("catch.rate") then local battle = self return Runtime.call("catch.rate", function(b, mon, def, o) return Catching.attempt(b, mon, def, o.rng, o.rateOverride, { ballDef = battle:ballDef(b), statuses = battle.data.statuses, battle = battle }) end, ball, self.enemy.mon, self.enemy.def, { rng = self.rng, rateOverride = rateOverride, battle = self }) end return Catching.attempt(ball, self.enemy.mon, self.enemy.def, self.rng, rateOverride, { ballDef = self:ballDef(ball), statuses = self.data.statuses, battle = self }) end -- wAICount: item/switch uses per enemy Pokémon for this trainer class function BattleState:aiUsesFor() if self.kind ~= "trainer" or not self.trainer then return 0 end local class = TrainerAI.classFor(self) return class and class.uses or 0 end -- Exp participants: every player mon that has been in against the -- current enemy mon (wPartyGainExpFlags). function BattleState:markParticipant() self.participants = self.participants or {} if self.player and self.player.mon then self.participants[self.player.mon] = true end end -- the whole choke point is hooked (battle.enemy_action), so a mod can -- rewrite any trainer's choice without registering brains function BattleState:enemyAction() if Runtime.wantsHook("battle.enemy_action") then return Runtime.call("battle.enemy_action", function(battle) return battle:vanillaEnemyAction() end, self) end return self:vanillaEnemyAction() end function BattleState:vanillaEnemyAction() local locked = self:lockedAction(self.enemy) if locked then return locked end -- an ai_classes brain (or one on the trainer record) supersedes the -- class action and move scoring entirely if self.kind == "trainer" and self.trainer then local class = TrainerAI.classFor(self) local brain = self.trainer.brain or (class and class.brain) if brain then return brain(self) end end -- class AI may spend the turn on an item or a switch local classAct = TrainerAI.classAction(self) if classAct then return classAct end return TrainerAI.chooseMove(self.enemy, self.rng, self) end local function orderMove(action, data) if action and action.id then return data.moves[action.id] end return nil end function BattleState:resolveTurn(playerAction) local enemyAction = self:enemyAction() self.turnCount = (self.turnCount or 0) + 1 Runtime.emit("battle.turn_started", { battle = self, turn = self.turnCount, playerAction = playerAction, enemyAction = enemyAction, }) local pMove = orderMove(playerAction, self.data) local eMove = orderMove(enemyAction, self.data) local pFirst if Runtime.wantsHook("battle.turn_order") then pFirst = Runtime.call("battle.turn_order", function(a, aMove, b, bMove, c) return TurnOrder.firstMover(a, aMove, b, bMove, c.rng, c.invertTie) end, self.player, pMove, self.enemy, eMove, { rng = self.rng }) else pFirst = TurnOrder.firstMover(self.player, pMove, self.enemy, eMove, self.rng) end local order if pFirst then order = { { true, playerAction }, { false, enemyAction } } else order = { { false, enemyAction }, { true, playerAction } } end self.phase = "messages" self.afterQueue = "menu" for _, entry in ipairs(order) do self:act(function() local user = entry[1] and self.player or self.enemy local target = entry[1] and self.enemy or self.player self:executeAction(user, target, entry[2]) end) end self:act(function() self:endOfTurn() end) end -- A switch action: replace the player's mon, enemy gets a free move. function BattleState:resolveSwitch(newMon) self.phase = "messages" self.afterQueue = "menu" self:act(function() self:restoreMimicked(self.player) -- the battle copy leaves with it local previous = self.player self.player = makeBattler(self.data, newMon, true, self.game.save) -- SendOutMon (core.asm:1761-1762): player's send-out clears the -- foe's USING_TRAPPING_MOVE -- Wrap/Bind/etc. ends on any switch clearTrapping(self.enemy) self:syncSides() Runtime.emit("battle.battler_switched", { battle = self, side = self.sides[1], battler = self.player, previous = previous, }) self:markParticipant() sendOutMonCursors(self) self.sendingOut = true self:sayNext(self:sendOutText(self.player.name)) self:animNext("POOF_ANIM", false) self:actNext(function() self.sendingOut = false -- SendOutMon (core.asm:1757-1762): poof, then the grow-in self:startGrowIn(self.player) self:waitSfxNext(self:playEntranceCry(self.player)) end) end) self:act(function() self:executeAction(self.enemy, self.player, self:enemyAction()) end) self:act(function() self:endOfTurn() end) end -- Gen 1 calls HandlePoisonBurnLeechSeed right after the acting side's -- move (core.asm:426-464), so the drain lands before the slower mon acts; -- the modern ruleset sweeps residuals at end of round instead (Gen 3+). local function residualAfterMove(battle) local ruleset = battle.ruleset return not ruleset or ruleset.residualAfterMove ~= false end -- HandlePoisonBurnLeechSeed for one side, run right after its action. -- Skipped when the action settled the battle (a Teleport escape rets -- before the call), when an AI switch swapped the side out mid-action, or -- when the move already knocked the opponent out (core.asm:423-425, -- 452-454) -- the same bypass the end-of-round sweep applies. function BattleState:residualFor(b, opp) if self.result then return end if self.player ~= b and self.enemy ~= b then return end if b.mon.hp <= 0 or opp.mon.hp <= 0 then return end local msgs = Status.residual(b, opp, self) for _, m in ipairs(msgs) do self:sayNext(prefixEnemy(m, b)) end if b.leechSeeded and b.mon.hp > 0 then -- the drain plays the ABSORB animation from the healing side -- (core.asm:506-517 flips hWhoseTurn before PlayMoveAnimation) self:animNext("ABSORB", opp.isPlayer) end if #msgs > 0 then self:drainNext() end -- poison/burn/seed HP moved self.sideToxic = self.sideToxic or {} if b.toxicCounter then self.sideToxic[b.isPlayer and "player" or "enemy"] = b.toxicCounter end if b.mon.hp <= 0 then self:onFaint(b) end end -- append one side's residual to the queue under Gen 1 timing; a no-op -- under the modern ruleset, whose sweep runs in endOfTurn instead function BattleState:queueResidual(b, opp) if residualAfterMove(self) then self:act(function() self:residualFor(b, opp) end) end end function BattleState:endOfTurn() -- the same ret: a decided battle never reaches HandlePoisonBurnLeechSeed -- or CheckNumAttacksLeft (core.asm:417-421, 456-460), so the residual -- sweep and the trapping-counter release are skipped on the turn a -- Teleport escape (or a win/loss/capture) settles it (#441). The -- turn_ended hook still fires: mods count turns, not residuals. if self.result then Runtime.emit("battle.turn_ended", { battle = self, turn = self.turnCount or 0 }) return end -- sideToxic mirrors w*ToxicCounter: it advances only while the -- battler's badly-poisoned flag (toxicCounter) is set, an item/AI -- cure clears the flag but NOT the side counter, and a fresh Toxic -- re-seeds it (effects.asm:137-139 zeroes the counter when setting -- BADLY_POISONED). It is never copied back onto a battler: pokered -- reads the counter only while the flag is set, and the only code -- that sets the flag also zeroes the counter, so a stale value is -- unobservable (a switch or cure downgrades Toxic to plain poison). self.sideToxic = self.sideToxic or {} -- Gen 1 timing already ran each side's residual right after its move -- (see executeAction); the end-of-round sweep is the modern ruleset's local sweep = not residualAfterMove(self) -- a battler whose opponent was already knocked out by a move this turn -- skips its own residual (HandlePoisonBurnLeechSeed is bypassed when the -- move faints the target); snapshot before residual so one side's -- residual faint can't suppress the other's local playerAlive = self.player.mon.hp > 0 local enemyAlive = self.enemy.mon.hp > 0 for _, pair in ipairs({ { self.player, self.enemy, "player", enemyAlive }, { self.enemy, self.player, "enemy", playerAlive } }) do local b, opp, side, oppAlive = pair[1], pair[2], pair[3], pair[4] if sweep and b.mon.hp > 0 and oppAlive then local msgs = Status.residual(b, opp, self) for _, m in ipairs(msgs) do self:sayNext(prefixEnemy(m, b)) end if #msgs > 0 then self:drainNext() end -- poison/burn/seed HP moved if b.toxicCounter then self.sideToxic[side] = b.toxicCounter end if b.mon.hp <= 0 then self:onFaint(b) end end -- the Haze move-forfeit only covers the turn Haze was used; if the -- cured mon had already moved, drop the flag before next turn b.skipMove = nil -- CheckNumAttacksLeft (core.asm:683-697): a trapping counter that -- hit 0 this turn releases its bit only now, at the end of the turn if b.trappingTurns and b.trappingTurns <= 0 then b.trappingTurns = nil end end self:tickTokens() Runtime.emit("battle.turn_ended", { battle = self, turn = self.turnCount or 0 }) end -- side/field tokens ({ id, turns?, onResidual?, onExpire? }) tick after -- the residual sweep; with the tables empty this is a nil check per list local function tickTokenList(battle, tokens, holder) if tokens[1] == nil then return end for i = #tokens, 1, -1 do local token = tokens[i] if token.turns then token.turns = token.turns - 1 end if token.onResidual then token.onResidual(battle, holder) end if token.turns and token.turns <= 0 then if token.onExpire then token.onExpire(battle, holder) end table.remove(tokens, i) end end end function BattleState:tickTokens() for _, side in ipairs(self.sides) do tickTokenList(self, side.tokens, side) end tickTokenList(self, self.field.tokens, self.field) end -- --------------------------------------------------------------------- -- battle animation layer -- --------------------------------------------------------------------- -- -- An approximation of the original's subanimation bytecode engine -- (docs/known-differences.md): the move's real sound (data/moves/sfx.asm -- via each move's anim table), screen shake / flash for moves whose -- animation data uses SE_SHAKE_SCREEN / screen-flash effects, target -- blink on damage, and a faint slide with the cry. The Poké Ball toss -- chain (toss/poof/hide/shake/show) rides the queue as anim rows. -- the OPTIONS animation toggle (sounds always play) function BattleState:animationsOn() local o = self.game.save.options return not o or o.animations ~= false end -- Drop the announcement-time move-anim row. Gen 1 queues PlayMoveAnimation -- only after MoveHitTest / the effect lands (HandleIfPlayerMoveMissed skips -- it on a miss unless EXPLODE_EFFECT); we insert early for blink attachment -- and peel it back on miss/fail paths. -- Dig/Fly charge leaves the user pic hidden (SLIDE_DOWN / TELEPORT); the -- second-turn DIG/FLY anim restores it via SE_SLIDE_MON_UP / SE_SHOW_MON_PIC. -- Cancelling that row on miss/immune would otherwise leave the digger -- invisible until another anim's resetPicFx (#100). function BattleState:cancelMoveAnim() local row = self.moveAnimRow if not row then return end self.moveAnimRow = nil if row.anim == "DIG" or row.anim == "FLY" then local user = row.attackerIsPlayer and self.player or self.enemy local pf = user and self.picFx and self.picFx[user] if pf then pf.hidden = nil end end for i, item in ipairs(self.queue) do if item == row then table.remove(self.queue, i) if self.nextInsert and i <= self.nextInsert then self.nextInsert = self.nextInsert - 1 end return end end end -- ------------------------------------------------------------------ -- special-effect (SE_*) implementations. Palette effects are BGP -- shade maps ({[i] = shade color index i displays as}); on the SGB the -- colorizer colors the REMAPPED shade, so the zone palettes are -- permuted through the active map (engine/battle/animations.asm -- SetAnimationBGPalette / AnimationFlashScreen / ...ScreenLong). -- ------------------------------------------------------------------ local BGP_IDENTITY = { [0] = 0, 1, 2, 3 } -- $e4 local BGP_INVERT = { [0] = 3, 2, 1, 0 } -- $1b (flash phase 1) local BGP_WHITE = { [0] = 0, 0, 0, 0 } -- $00 (flash phase 2) local BGP_DARK = { [0] = 3, 3, 2, 1 } -- $6f DarkScreenPalette local BGP_LIGHT = { [0] = 0, 0, 1, 2 } -- $90 LightScreenPalette local BGP_DARKEN = { [0] = 0, 1, 3, 3 } -- $f4 DarkenMonPalette (SGB) -- FlashScreenLongSGB (animations.asm:1010): 12 BGP values per cycle, -- 3 cycles; the first cycle holds each for 2 frames, the rest for 1 -- (FlashScreenLongDelay) local FLASH_LONG_MAPS = { { [0] = 0, 2, 3, 3 }, { [0] = 0, 3, 3, 3 }, { [0] = 3, 3, 3, 3 }, { [0] = 0, 3, 3, 3 }, { [0] = 0, 2, 3, 3 }, { [0] = 0, 1, 2, 3 }, { [0] = 0, 0, 1, 2 }, { [0] = 0, 0, 0, 1 }, { [0] = 0, 0, 0, 0 }, { [0] = 0, 0, 0, 1 }, { [0] = 0, 0, 1, 2 }, { [0] = 0, 1, 2, 3 }, } -- the shade map in force this frame (a running flash wins over the -- persistent palette) function BattleState:activeBgp() local fx = self.fx if not fx then return nil end local seq = fx.bgpSeq if seq then local st = seq.steps[seq.idx] if st then return st.map end end return fx.bgp end -- per-battler pic effect state (offsets/hides driven by the SE rows) function BattleState:picFxFor(battler) if not battler then return nil end self.picFx = self.picFx or {} local pf = self.picFx[battler] if not pf then pf = { ox = 0, oy = 0 } self.picFx[battler] = pf end return pf end -- transient pic effects reset when a new animation row starts (each -- PlayAnimation redraws from a clean slate); `minimized` survives -- -- the minimize sprite replaces the pic DATA until reload. Dig/Fly's -- charge hide is a cleared tilemap that must survive until SE_SHOW_* / -- SE_SLIDE_MON_UP (or cancelMoveAnim on a missed Dig/Fly release): -- clearing it here made Dig pop in before emerge and wrap/bounce (#100). -- Other hides (Acid Armor, etc.) still clear so the next anim restores. function BattleState:resetPicFx() if not self.picFx then return end local digFly = self.animName == "DIG" or self.animName == "FLY" local digFlyUser = digFly and (self.animAttackerIsPlayer and self.player or self.enemy) or nil for battler, pf in pairs(self.picFx) do pf.kind, pf.t = nil, nil pf.ox, pf.oy = 0, 0 local keepHide = battler.invulnerable or battler == digFlyUser if not keepHide then pf.hidden = nil end end end -- the battler an SE row's routine acts on: "the mon" is the attacker's -- side; the SE_*_ENEMY_* variants run through CallWithTurnFlipped function BattleState:animFxBattler(flipped) local isPlayer = self.animAttackerIsPlayer if flipped then isPlayer = not isPlayer end return isPlayer and self.player or self.enemy end -- a row's sound byte is a move id: GetMoveSound plays its -- MoveSoundTable sfx with the pitch/tempo modifier bytes; for the -- GROWL/ROAR animations (IsCryMove) it plays the attacker's cry, with -- the move's own pitch/tempo bytes (from its own row, soundMove == -- self.animName for these) layered on as the extra shift function BattleState:playAnimSound(soundMove) local Sound = require("src.core.Sound") local mdef = self.data.moves[soundMove] if self.animName == "GROWL" or self.animName == "ROAR" then local attacker = self:animFxBattler(false) if attacker then Sound.playMoveCry(self.data, attacker.mon.species, mdef and mdef.anim and mdef.anim.tempo) end return end if mdef and mdef.anim then if Sound.playMove then Sound.playMove(self.data, mdef.anim) else Sound.play(self.data, mdef.anim.sound) end end end local function startPicKind(pf, kind) if not pf then return end pf.kind, pf.t = kind, 0 pf.hidden = nil end -- PredefShakeScreenHorizontally (engine/gfx/screen_effects.asm): the window -- jumps right by b for 5 frames then home for 4, b counting down to 1. -- b = 8 for SE_SHAKE_SCREEN and the heavy applying-attack shake, b = 2 for -- the light one. local function fastShakeProg(b) local prog = {} for i = b, 1, -1 do prog[#prog + 1] = { dx = i, frames = 5 } prog[#prog + 1] = { dx = 0, frames = 4 } end return prog end -- AnimationShakeScreenHorizontallySlow (engine/battle/animations.asm:526): -- rWX creeps 1px right every 2 frames b times, then back down to 0, c times -- over. Silent -- this is the non-damaging move's feedback. local function slowShakeProg(b, c) local prog = {} for _ = 1, c do for i = 1, b do prog[#prog + 1] = { dx = i, frames = 2 } end for i = b - 1, 0, -1 do prog[#prog + 1] = { dx = i, frames = 2 } end end return prog end -- Route one AnimPlayer event into the fx layer. Frame counts and -- amplitudes are the routines' own (engine/battle/animations.asm; -- shakes: engine/gfx/screen_effects.asm). function BattleState:applyAnimEffect(ev) self.fx = self.fx or {} local fx = self.fx if ev.sound then self:playAnimSound(ev.sound) end local e = ev.effect if not e then return end if e == "SFX_TINK" then -- each ball shake opens with a tink (DoBallShakeSpecialEffects) require("src.core.Sound").play(self.data, "Tink") -- ---------------------------------------------- palette effects elseif e == "SE_DARK_SCREEN_PALETTE" then fx.bgp = BGP_DARK elseif e == "SE_LIGHT_SCREEN_PALETTE" then fx.bgp = BGP_LIGHT elseif e == "SE_DARKEN_MON_PALETTE" then fx.bgp = BGP_DARKEN elseif e == "SE_RESET_SCREEN_PALETTE" then fx.bgp = nil elseif e == "SE_DARK_SCREEN_FLASH" then -- AnimationFlashScreen: 2 frames inverted, 2 frames white, restore fx.bgpSeq = { steps = { { map = BGP_INVERT, frames = 2 }, { map = BGP_WHITE, frames = 2 } }, idx = 1, left = 2 } elseif e == "SE_FLASH_SCREEN_LONG" then local steps = {} for cycle = 1, 3 do for _, m in ipairs(FLASH_LONG_MAPS) do steps[#steps + 1] = { map = m, frames = (cycle == 1) and 2 or 1 } end end fx.bgpSeq = { steps = steps, idx = 1, left = steps[1].frames } -- ---------------------------------------------- screen shakes elseif e == "SE_SHAKE_SCREEN" then fx.shakeProg = fastShakeProg(8) elseif e == "SE_ROCK_SLIDE_SHAKE" then -- DoRockSlideSpecialEffects: 1px horizontal then vertical rumble fx.shakeProg = { { dx = 1, frames = 5 }, { dx = 0, frames = 4 }, { dy = 1, frames = 3 }, { dy = 0, frames = 3 } } elseif e == "SE_SHAKE_ENEMY_HUD" then -- AnimationShakeEnemyHUD: SCX +-2 for 2 frames each, 8 times; the -- window + a sprite copy of the back pic keep everything below the -- enemy HUD still, so only the HUD area moves local prog = {} for _ = 1, 8 do prog[#prog + 1] = { dx = 2, frames = 2 } prog[#prog + 1] = { dx = -2, frames = 2 } end fx.hudShakeProg = prog elseif e == "SE_WAVY_SCREEN" then -- AnimationWavyScreen: 255 frames of per-scanline SCX offsets -- walking WavyScreenLineOffsets fx.wavy = { left = 255, phase = 0 } -- ---------------------------------------------- mon pic effects elseif e == "SE_SLIDE_MON_OFF" then startPicKind(self:picFxFor(self:animFxBattler(false)), "slideOff") elseif e == "SE_SLIDE_ENEMY_MON_OFF" then startPicKind(self:picFxFor(self:animFxBattler(true)), "slideOff") elseif e == "SE_SLIDE_MON_HALF_OFF" then startPicKind(self:picFxFor(self:animFxBattler(false)), "slideHalf") elseif e == "SE_SLIDE_MON_UP" then startPicKind(self:picFxFor(self:animFxBattler(false)), "slideUp") elseif e == "SE_SLIDE_MON_DOWN" then startPicKind(self:picFxFor(self:animFxBattler(false)), "slideDown") elseif e == "SE_SLIDE_MON_DOWN_AND_HIDE" then startPicKind(self:picFxFor(self:animFxBattler(false)), "slideDownHide") elseif e == "SE_SHAKE_BACK_AND_FORTH" then startPicKind(self:picFxFor(self:animFxBattler(false)), "shakeBF") elseif e == "SE_BOUNCE_UP_AND_DOWN" then startPicKind(self:picFxFor(self:animFxBattler(false)), "bounce") elseif e == "SE_SQUISH_MON_PIC" then startPicKind(self:picFxFor(self:animFxBattler(false)), "squish") elseif e == "SE_BLINK_MON" then startPicKind(self:picFxFor(self:animFxBattler(false)), "blink") elseif e == "SE_BLINK_ENEMY_MON" then startPicKind(self:picFxFor(self:animFxBattler(true)), "blink") elseif e == "SE_MOVE_MON_HORIZONTALLY" then -- redraw one tile inward: player pic at hlcoord 2,5 (from 1,5), -- enemy pic at 11,0 (from 12,0) local b = self:animFxBattler(false) local pf = self:picFxFor(b) if pf then pf.kind, pf.hidden = nil, nil pf.ox = b.isPlayer and 8 or -8 pf.oy = 0 end elseif e == "SE_RESET_MON_POSITION" then local pf = self:picFxFor(self:animFxBattler(false)) if pf then pf.kind, pf.hidden, pf.ox, pf.oy = nil, nil, 0, 0 end elseif e == "SE_SHOW_MON_PIC" then local pf = self:picFxFor(self:animFxBattler(false)) if pf then pf.kind, pf.hidden, pf.ox, pf.oy = nil, nil, 0, 0 end elseif e == "SE_SHOW_ENEMY_MON_PIC" then local pf = self:picFxFor(self:animFxBattler(true)) if pf then pf.kind, pf.hidden, pf.ox, pf.oy = nil, nil, 0, 0 end elseif e == "SE_HIDE_MON_PIC" or e == "SE_HIDE_ATTACKER_PIC" then local pf = self:picFxFor(self:animFxBattler(false)) if pf then pf.kind, pf.hidden = nil, true end elseif e == "SE_HIDE_ENEMY_MON_PIC" then local pf = self:picFxFor(self:animFxBattler(true)) if pf then pf.kind, pf.hidden = nil, true end elseif e == "SE_MINIMIZE_MON" then -- the pic data is replaced by the tiny MinimizedMonSprite blob local pf = self:picFxFor(self:animFxBattler(false)) if pf then pf.kind, pf.hidden = nil, nil pf.minimized = true end elseif e == "SE_FLASH_MON_PIC" or e == "SE_FLASH_ENEMY_MON_PIC" then -- ChangeMonPic reloads the mon's own pic (clears a minimize) local pf = self:picFxFor(self:animFxBattler(e == "SE_FLASH_ENEMY_MON_PIC")) if pf then pf.kind, pf.hidden, pf.minimized = nil, nil, nil end elseif e == "SE_TRANSFORM_MON" then -- AnimationTransformMon redraws the user as the opposing species -- (MoveEffects.TRANSFORM_EFFECT swaps the rest when it applies) local user = self:animFxBattler(false) local target = self:animFxBattler(true) if user and target and self.speciesSprite then user.sprite = self:speciesSprite(target.mon.species, user.isPlayer) or user.sprite local pf = self:picFxFor(user) if pf then pf.minimized = nil end end end -- SE_SUBSTITUTE_MON needs no visual here: the doll is drawn while -- battler.substituteHP is set (MoveEffects raises it with the move) end -- The post-animation applying-attack feedback (PlayApplyingAttackAnimation -- -> AnimationTypePointerTable, engine/battle/animations.asm:475-524). -- hit.animType is wAnimationType, 1..6: -- 1 enemy damaging, no added effect ShakeScreenVertically (b=8) -- 2 enemy damaging, added effect fast horizontal shake, b=8 -- 3 enemy non-damaging slow horizontal shake, b=6, c=2 -- 4 player damaging, no added effect BlinkEnemyMonSprite -- 5 player damaging, added effect fast horizontal shake, b=2 -- 6 player non-damaging slow horizontal shake, b=3, c=2 -- Types 3 and 6 are silent; the rest open with PlayApplyingAttackSound, -- which is the damage sound hit.sfx already carries. Only 1 and 4 were -- implemented, so every move with an added effect blinked (or shook -- vertically) instead of shaking sideways and every status move showed -- nothing at all -- Bubblebeam, Confusion, Hypnosis (#354). A hold keeps -- the queue still until the effect finishes. function BattleState:applyHitFx(hit) self.fx = self.fx or {} -- rows queued before animType existed carry only the blink target local t = hit.animType if not t and hit.blink then t = hit.blink.isPlayer and 1 or 4 end if hit.sfx then local Sound = require("src.core.Sound") -- EffectRegistry hands the row the PlayApplyingAttackSound sound WITH its -- wFrequencyModifier byte, so it goes through the same pitch/tempo path -- move sounds use (#826). A bare string -- an older row, or a mod that -- built its own hit fx -- still plays unmodified. if type(hit.sfx) == "table" then Sound.playMove(self.data, hit.sfx) else Sound.play(self.data, hit.sfx) end end if not t then return end if t == 1 then -- PredefShakeScreenVertically b=8: the window drops by b for 3 frames -- then home for 3, b counting down local prog = {} for b = 8, 1, -1 do prog[#prog + 1] = { dy = b, frames = 3 } prog[#prog + 1] = { dy = 0, frames = 3 } end self.fx.shakeProg = prog self.waitFrames = Timing.SHAKE_VERTICAL -- the predef blocks until it settles elseif t == 2 then self.fx.shakeProg = fastShakeProg(8) self.waitFrames = Timing.SHAKE_HORIZ_HEAVY elseif t == 3 then self.fx.shakeProg = slowShakeProg(6, 2) self.waitFrames = Timing.SHAKE_HORIZ_SLOW elseif t == 4 then if hit.blink then -- AnimationBlinkMon: 6 iterations of hide/5 frames/show/5 frames. -- This is the animation for every plain damaging move the player -- uses, and it ran at a third of its length. self.fx.blink = { target = hit.blink, frames = Timing.BLINK_MON } self.waitFrames = Timing.BLINK_MON end elseif t == 5 then self.fx.shakeProg = fastShakeProg(2) self.waitFrames = Timing.SHAKE_HORIZ_LIGHT elseif t == 6 then self.fx.shakeProg = slowShakeProg(3, 2) self.waitFrames = Timing.SHAKE_HORIZ_SLOW2 end end -- Primary status effects whose pokered handler ends in -- PlayCurrentMoveAnimation2 (engine/battle/effects.asm:1448), which sets -- wAnimationType 6 on the player's turn and 3 on the enemy's: sleep, -- poison, confuse, disable and the primary stat-down effects. Every other -- primary effect goes through PlayCurrentMoveAnimation and leaves the type -- at 0 (no applying animation): paralysis (FreezeBurnParalyzeEffect), -- leech seed, the stat-UP effects, Splash. Side-effect stat drops are -- skipped too -- UpdateLoweredStatDone bails out for them because the -- damaging move's own type 2/5 shake already played. local SLOW_SHAKE_EFFECTS = { SLEEP_EFFECT = true, POISON_EFFECT = true, CONFUSION_EFFECT = true, DISABLE_EFFECT = true, ATTACK_DOWN1_EFFECT = true, DEFENSE_DOWN1_EFFECT = true, DEFENSE_DOWN2_EFFECT = true, SPEED_DOWN1_EFFECT = true, ACCURACY_DOWN1_EFFECT = true, } -- AnimateSendingOutMon (core.asm:6801-6838): the mon grows out of the -- ball -- a 3-frame ball beat, 4 frames of the pic at 3/7 scale (a 3x3 -- block of its 7x7 tiles), 5 frames at 5/7 (5x5), then full size. -- Queues a hold so the text stays up while it grows. Runs inside a -- queued fn (updateQueue resets nextInsert before each one). function BattleState:startGrowIn(battler) self.growIn = { battler = battler, frame = 0 } self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { wait = 12 }) end -- Should the low-health alarm sound this frame? pokered keys it off -- the drawn bar color: DrawPlayerHUDAndHPBar (core.asm:1846-1875) sets -- wLowHealthAlarm bit 7 when GetHealthBarColor says the player bar is -- red (< 10 of 48 pixels -- the same threshold HudTiles.drawHPBar -- tints with) and clears it when the bar isn't red or the mon fainted -- (RemoveFaintedPlayerMon). Winning disables it for the rest of the -- battle (EndLowHealthAlarm sets wLowHealthAlarmDisabled, mirrored by -- playVictoryMusic) and every other outcome tears it down in -- end_of_battle.asm -- self.result covers those. The damage drain -- gates the START (the HUD redraw runs after UpdateHPBar finishes) but -- never the stop, and healing out of the red silences it at once -- (item_effects.asm:991-994 clears the alarm before the bar animates). -- No alarm before the player HUD first draws (send-out), nor in the -- safari/old-man battles, which have no player mon HUD. function BattleState:lowHealthAlarmActive() local p = self.player if not p or self.safari or self.demo or self.result or self.lowHealthAlarmDisabled then return false end if self.showPlayerBack or (self.introSlide or 0) > 0 then return false end if p.fainted then return false end -- A siren that is ALREADY sounding follows the drawn bar, not the -- model: wLowHealthAlarm is a latch DrawPlayerHUDAndHPBar only revisits -- once UpdateHPBar2 has finished animating (core.asm:4727-4729 / -- core.asm:4845-4847 both drain first, then jp DrawHUDsAndHPBars), and -- a KO clears it in RemoveFaintedPlayerMon (core.asm:1011-1016), i.e. -- after the bar has drained empty. applyDamage takes the HP off the -- model while the turn is still being queued, so keying a running alarm -- off mon.hp cut it dead for the whole "used X!" line + move animation -- + drain window (#293). max() keeps a heal out of the red silencing -- it on the spot, the way item_effects.asm does. local hp = p.mon.hp if self.lowHealthAlarmOn then hp = math.max(hp, shownHP(p)) elseif p.shownHP and p.shownHP > hp then return false -- drain running: the HUD redraw has not happened yet end if hp <= 0 then return false end local px = math.max(1, math.floor(hp * 48 / math.max(1, p.mon.stats.hp))) return px < 10 end -- advance a {dx/dy, frames} step program; returns the current step local function stepProgram(prog) local head = prog[1] while head and head.frames <= 0 do table.remove(prog, 1) head = prog[1] end if head then head.frames = head.frames - 1 end return head end -- Trainer-pic slides. SlideTrainerPicOffScreen (core.asm:1235) walks a -- trainer pic off its own screen edge one tile every 2 frames (9 tiles left -- for the player back pic, 8 tiles right for the foe), and -- _ScrollTrainerPicAfterBattle (engine/battle/scroll_draw_trainer_pic.asm) -- brings the beaten foe back in from the right one column every 4 frames. -- picOff holds the live programs by slot -- "foe" = the enemy trainer pic, -- "back" = the player's back pic -- as a screen-pixel x offset stepped -- toward `to`; updateFx advances them, drawPicsLayer adds them, and the -- queue rows that start them park a { wait } of the matching length. Call -- with no target to clear a slot (#317, #282). function BattleState:slidePic(slot, from, to, step) self.picOff = self.picOff or {} if to == nil then self.picOff[slot] = nil return end self.picOff[slot] = { x = from or 0, to = to, step = step or 4 } end -- the live x offset for a pic slot, 0 when nothing is sliding function BattleState:picOffset(slot) local p = self.picOff and self.picOff[slot] return p and p.x or 0 end function BattleState:updateFx() if self.introSlide and self.introSlide > 0 then self.introSlide = self.introSlide - 1 end -- step each live trainer-pic slide toward its target; a landed program -- holds its offset (the after-battle scroll-in rests two tiles right of -- the battle slot) until its owner clears the slot if self.picOff then for _, p in pairs(self.picOff) do if p.x < p.to then p.x = math.min(p.to, p.x + p.step) elseif p.x > p.to then p.x = math.max(p.to, p.x - p.step) end end end local fx = self.fx if fx then if fx.shake and fx.shake > 0 then fx.shake = fx.shake - 1 end if fx.flash and fx.flash > 0 then fx.flash = fx.flash - 1 end if fx.blink and fx.blink.frames > 0 then fx.blink.frames = fx.blink.frames - 1 end if fx.faint and fx.faint.frames > 0 then fx.faint.frames = fx.faint.frames - 1 end -- SE-driven screen offsets (window/SCX shakes) fx.shakeX, fx.shakeY = 0, 0 if fx.shakeProg then local st = stepProgram(fx.shakeProg) if st then fx.shakeX, fx.shakeY = st.dx or 0, st.dy or 0 else fx.shakeProg = nil end end fx.hudShakeX = 0 if fx.hudShakeProg then local st = stepProgram(fx.hudShakeProg) if st then fx.hudShakeX = st.dx or 0 else fx.hudShakeProg = nil end end -- BGP flash sequences local seq = fx.bgpSeq if seq then seq.left = seq.left - 1 if seq.left <= 0 then seq.idx = seq.idx + 1 local st = seq.steps[seq.idx] if st then seq.left = st.frames else fx.bgpSeq = nil -- restore: activeBgp falls back to fx.bgp end end end if fx.wavy then fx.wavy.left = fx.wavy.left - 1 fx.wavy.phase = fx.wavy.phase + 1 if fx.wavy.left <= 0 then fx.wavy = nil end end end -- SE-driven pic effects: advance the per-battler programs and apply -- their end states (timings in the SE_* handlers' comments) if self.picFx then for b, pf in pairs(self.picFx) do if pf.kind then pf.t = (pf.t or 0) + 1 local k, t = pf.kind, pf.t if k == "slideOff" and t >= 24 then pf.kind, pf.hidden = nil, true elseif k == "slideHalf" and t >= 19 then pf.kind = nil pf.ox = b.isPlayer and -32 or 32 -- the pic stays half off elseif k == "slideUp" and t >= 14 then pf.kind = nil -- a full cyclic wrap lands back on the pic elseif k == "slideDown" and t >= 21 then pf.kind, pf.hidden = nil, true elseif k == "slideDownHide" and t >= 19 then pf.kind, pf.hidden = nil, true elseif k == "shakeBF" and t >= 96 then pf.kind, pf.hidden = nil, true -- the loop ends on a cleared pic elseif k == "bounce" and t >= 105 then pf.kind = nil -- AnimationShowMonPic after the last bounce elseif k == "squish" and t >= 24 then pf.kind, pf.hidden = nil, true elseif k == "blink" and t >= 60 then pf.kind = nil -- ends shown end end end end -- The Silph Scope unveil (MarowakAnim; queueScopeReveal parks a wait row -- of GHOST_REVEAL_FRAMES over it): the ghost flashes, fades out, the pic -- and the nick swap back the way LoadEnemyMonData restores them, and the -- real mon fades in (#492). local gr = self.ghostReveal if gr and self.enemy then gr.t = gr.t + 1 local pf = self:picFxFor(self.enemy) local flashEnd = BattleState.GHOST_FLASH_FRAMES local outEnd = flashEnd + BattleState.GHOST_FADE_OUT_FRAMES if gr.t <= flashEnd then pf.fade = (math.floor((gr.t - 1) / 10) % 2 == 1) and 0.5 or 1 elseif gr.t <= outEnd then pf.fade = 1 - math.ceil((gr.t - flashEnd) / 10) / 3 else if not gr.swapped then gr.swapped = true local real = self.ghostReal if real then self.enemy.name = real.name or self.enemy.name self.enemy.sprite = real.sprite or self.enemy.sprite end end pf.fade = math.min(1, math.ceil((gr.t - outEnd) / 10) / 4) end if gr.t >= BattleState.GHOST_REVEAL_FRAMES then self.ghostReveal, self.scopeReveal, pf.fade = nil, nil, nil end end -- the send-out grow-in (AnimateSendingOutMon): 3+4+5 frames, then -- the pic draws at full size again if self.growIn then self.growIn.frame = self.growIn.frame + 1 if self.growIn.frame >= 12 then self.growIn = nil end end -- low-HP alarm (audio/low_health_alarm.asm): the two-tone siren -- loops while the player's bar is red; see lowHealthAlarmActive local Sound = require("src.core.Sound") -- self.lowHealthAlarmOn mirrors wLowHealthAlarm's bit 7: a latch read -- back inside lowHealthAlarmActive (the RHS sees last frame's value) -- so a sounding siren rides out the next hit's HP drain instead of -- dropping out mid-announcement (#293) self.lowHealthAlarmOn = self:lowHealthAlarmActive() -- battle.low_health_alarm: on/off toggle for the siren loop, ctx.on -- mirrors self.lowHealthAlarmOn. Vanilla just starts/stops the loop -- each frame; a mod can wrap this to reshape the toggle (e.g. force -- ctx.on false after some budget) before letting vanilla act on it. if Runtime.wantsHook("battle.low_health_alarm") then Runtime.call("battle.low_health_alarm", function(ctx) if ctx.on then Sound.startLoop(ctx.battle.data, "Low_Health_Alarm") else Sound.stopLoop("Low_Health_Alarm") end end, { on = self.lowHealthAlarmOn, battle = self }) else if self.lowHealthAlarmOn then Sound.startLoop(self.data, "Low_Health_Alarm") else Sound.stopLoop("Low_Health_Alarm") end end end -- --------------------------------------------------------------------- -- move execution pipeline -- --------------------------------------------------------------------- -- Mirror DrawHUDsAndHPBars: reveal mon.status on the HUD only after the -- current action's queued anim/text have played (PoisonEffect sets the -- bit before PlayCurrentMoveAnimation2 + PrintText, but the HUD redraw -- waits until after Execute*Move returns). function BattleState:syncShownStatus() for _, b in ipairs({ self.player, self.enemy }) do if b then b.shownStatus = b.mon.status end end end function BattleState:executeAction(user, target, action) -- MainInBattleLoop reads wEscapedFromBattle right after Execute*Move and -- rets (core.asm:417-421, 456-460): a Teleport/Roar/Whirlwind escape ends -- the turn where it lands and the second mover never moves. self.result -- is only ever set once the battle is over (run/win/lose/caught), and the -- faint cases are already covered by the HP guard below (#441) if self.result then return end if user.mon.hp <= 0 or target.mon.hp <= 0 then return end if not action then return end local function run() -- ghost battles: the ghost never attacks; its whole turn is the -- GetOutText (ExecuteEnemyMove -> PrintGhostText, core.asm:5462-5463) if self.ghost and not user.isPlayer then self:sayNext(self.data.text._GetOutText or Strings("GHOST: Get out...\nGet out...")) return end -- refresh the held-in-place mirror before the status checks (see -- lockedAction): the victim is held exactly while the opponent's -- trapping bit is set -- including a counter sitting at 0 until the -- end-of-turn CheckNumAttacksLeft clear user.boundTurns = target.trappingTurns and math.max(1, target.trappingTurns) or nil -- wPlayerSelectedMove / wEnemySelectedMove as the status gauntlet -- reads it: the locked specials keep continuing the move they -- started, so they carry a move id too. Resolved once here and -- handed to every statusInterrupt below, which is where -- .TriedToUseDisabledMoveCheck lives (#860). local selectedId = action.id or (action.special == "trapping" and user.trapMove) or (action.special == "bide" and "BIDE") or nil -- trainer class AI actions (engine/battle/trainer_ai.asm) if action.special == "aiItem" then self.aiUses = (self.aiUses or 1) - 1 -- useItem's messages arrive final: its item line prints the raw -- nickname on purpose (no "Enemy " in AIPrintItemUseText), so the -- prefix splice must not touch them. for _, m in ipairs(TrainerAI.useItem(self, action.item)) do self:sayNext(m) end self:drainNext() require("src.core.Sound").play(self.data, "Heal_Ailment") return end if action.special == "aiSwitch" then self.aiUses = (self.aiUses or 1) - 1 local previous = self.enemy local oldName = self.enemy.name self.enemyIndex = action.index self.enemy = makeBattler(self.data, self.enemyParty[action.index], false) -- EnemySendOutFirstMon (core.asm:1314-1315): clears player's trap clearTrapping(self.player) self:syncSides() Runtime.emit("battle.battler_switched", { battle = self, side = self.sides[2], battler = self.enemy, previous = previous, }) self.aiUses = self:aiUsesFor() markSeen(self.game, self.enemy.mon.species) -- _AIBattleWithdrawText: "X with-/drew Y!" self:sayNext(Strings("%s with-\ndrew %s!", self.trainer.name, oldName)) self:sayNext(Strings("%s sent\nout %s!", self.trainer.name, self.enemy.name)) return end -- special locked actions. All of them still run the status gauntlet: -- CheckPlayerStatusConditions (core.asm:3328-3583) evaluates sleep -> -- freeze -> held-in-place -> flinch -> recharge -> disable tick -> -- confusion -> paralysis BEFORE the bide/thrash/trapping handling. if action.special == "recharge" then -- only reaching .HyperBeamCheck consumes the flag (core.asm:3384- -- 3392): sleep/freeze/held/flinch keep the mon recharging next turn if self:preRechargeChecks(user, target) then return end user.mustRecharge = nil self:sayNext(self:romText("_MustRechargeText", "%s\nmust recharge!", displayName(user))) return end if action.special == "bound" then if not target.trappingTurns then -- the trap ended earlier this turn: the CANNOT_MOVE selection is -- simply lost (ExecutePlayerMove returns immediately on $ff) return end -- sleep/freeze take precedence over the held-in-place message if self:statusInterrupt(user, target) then return end return end if action.special == "trapping" then if self:statusInterrupt(user, target, selectedId) then return end self:continueTrapping(user, target) return end if action.special == "bide" then if self:statusInterrupt(user, target, selectedId) then return end self:continueBide(user, target) return end if self:statusInterrupt(user, target, selectedId) then return end self:performMove(user, target, action, false) end run() -- after announce/anim/effect text (pokered DrawHUDsAndHPBars) self:actNext(function() self:syncShownStatus() end) -- MainInBattleLoop calls HandlePoisonBurnLeechSeed right after each -- Execute*Move (core.asm:426-464): the acting side's poison/burn/leech -- seed ticks before the slower mon acts, not at end of round if residualAfterMove(self) then self:actNext(function() self:residualFor(user, target) end) end end -- Sleep / confusion onomatopoeia from Check*StatusConditions -- (core.asm): side-specific SLP_*/CONF_* anims, not the Rest/Amnesia -- move rows. Player sleep plays the anim before FastAsleepText; -- enemy sleep and both confusion sides print the text first. function BattleState:statusOnomatopoeia(user, kind) local isPlayer = user.isPlayer local anim if kind == "sleep" then anim = isPlayer and "SLP_PLAYER_ANIM" or "SLP_ANIM" else anim = isPlayer and "CONF_PLAYER_ANIM" or "CONF_ANIM" end local text = kind == "sleep" and self:romText("_FastAsleepText", "%s\nis fast asleep!", displayName(user)) or self:romText("_IsConfusedText", "%s\nis confused!", displayName(user)) if kind == "sleep" and isPlayer then self:animNext(anim, isPlayer) self:sayNext(text) else self:sayNext(text) self:animNext(anim, isPlayer) end end -- Queue status text (+ sleep/confusion FX when the line matches). -- Wake / snap-out / flinch / etc. stay text-only. function BattleState:sayStatusMsg(user, msg) local text = prefixEnemy(msg, user) if msg:find("is fast asleep!", 1, true) then self:statusOnomatopoeia(user, "sleep") elseif msg:find("is confused!", 1, true) then self:statusOnomatopoeia(user, "confused") else self:sayNext(text) end end -- The pre-recharge slice of CheckPlayerStatusConditions (core.asm: -- 3328-3382): sleep -> freeze -> held-in-place -> flinch, each losing -- the turn WITHOUT consuming the recharge flag. The disable/confusion/ -- paralysis ticks come after the recharge consume in the asm, so they -- must not run on a recharge turn. Mirrors Status.beforeMove's early -- checks (kept there for normal moves). function BattleState:preRechargeChecks(user, target) if user.skipMove then -- Haze forfeit (selected move = CANNOT_MOVE) user.skipMove = nil return true end local mon = user.mon if mon.status == "SLP" then user.sleepTurns = (user.sleepTurns or 1) - 1 if user.sleepTurns <= 0 then mon.status = nil self:sayNext(self:romText("_WokeUpText", "%s\nwoke up!", displayName(user))) else self:statusOnomatopoeia(user, "sleep") end return true end if mon.status == "FRZ" then self:sayNext(self:romText("_IsFrozenText", "%s\nis frozen solid!", displayName(user))) return true end if target.trappingTurns then self:sayNext(self:romText("_CantMoveText", "%s\ncan't move!", displayName(user))) return true end if user.flinched then -- reachable: the turn-start flinch reset is skipped while the -- player recharges, so the flinch eats the recharge turn and the -- flag survives (the Hyper Beam flinch glitch) user.flinched = false self:sayNext(self:romText("_FlinchedText", "%s\nflinched!", displayName(user))) return true end return false end -- Runs Status.beforeMove plus the shared interruption bookkeeping; -- returns true when the user's action is interrupted. function BattleState:statusInterrupt(user, target, selectedId) local canMove, msgs, selfHit = Status.beforeMove(user, self.rng, self, selectedId) for _, m in ipairs(msgs) do self:sayStatusMsg(user, m) end if selfHit then -- confusion self-hit (core.asm:3428-3434): clears everything in -- status1 except CONFUSED, then HandleSelfConfusionDamage deals a -- 40-power typeless hit against the mon's own defense -- with the -- OPPONENT's Reflect still applying (the screen check keeps -- reading the opponent's battle status) local dmg = self:computeDamage(user, user, { id = "CONFUSED", power = 40, type = "NORMAL", accuracy = 100 }, { rng = self.rng, forceCrit = false, typeless = true, screens = target }) self:sayNext(self:romText("_HurtItselfText", "It hurt itself in\nits confusion!")) self:clearVolatiles(user, true) self:applyDamage(user, dmg) if user.mon.hp <= 0 then self:onFaint(user) end return true end if not canMove then -- full paralysis (core.asm:3459-3464) clears bide/thrash/charge/ -- trapping; sleep, freeze, flinch and held-in-place leave every -- volatile in place (a sleeping wrapper keeps its victim held) if user.mon.status == "PAR" and msgs[#msgs] and msgs[#msgs]:find("fully paralyzed", 1, true) then self:clearVolatiles(user, false) end return true end return false end -- The status1 volatile clears shared by full paralysis and the -- confusion self-hit. selfHit additionally clears INVULNERABLE and -- FLINCHED (status1 &= CONFUSED); full paralysis does NOT touch -- INVULNERABLE -- the famous Fly/Dig invulnerability glitch. function BattleState:clearVolatiles(user, selfHit) user.bideTurns, user.bideDamage = nil, nil user.thrashTurns, user.thrashMove, user.thrashAnnounced = nil, nil, nil user.charging, user.chargeReady = nil, nil user.trappingTurns = nil -- the opponent is freed via the live mirror if selfHit then user.invulnerable = nil user.flinched = false end end -- performMove runs a move (possibly via Metronome/Mirror Move recursion). -- Decomposed into a staged pipeline over the merged move_effects record: -- announcement -> callsMove -> charge -> perform -> primary run -> the -- damaging pipeline (EffectRegistry.runDamaging). -- Gen 1 status/stat primary effects call PlayCurrentMoveAnimation only -- after they land; these failure texts print with no animation. Failures -- whose text is an ordinary sentence rather than one of the shared fail -- lines set msgs.failed instead of relying on this sniffer -- Substitute's -- two failure lines name the move, not the failure (#644). local function primaryEffectFailed(msgs) if not msgs or #msgs == 0 then return true end if msgs.failed then return true end -- the extracted lines keep the ROM's own trailing blank ("But, it -- failed! "), so match with it trimmed or a refused status animates local m = msgs[1]:gsub("%s+$", "") if m == "But, it failed!" or m == "Nothing happened!" then return true end if m:find("didn't affect", 1, true) then return true end if m:find("is unaffected", 1, true) then return true end if m:find("protected by MIST", 1, true) then return true end if m:find("Already", 1, true) then return true end return false end function BattleState:performMove(user, target, moveInst, isCalled) local move = self:moveDef(moveInst) if not move then Logger.warn("unknown move instance %s", tostring(moveInst.id)) return end local record = self:effectRecord(move.effect) -- charge release? local releasing = user.charging == moveInst and user.chargeReady if releasing then user.charging, user.chargeReady, user.invulnerable = nil, nil, nil end -- PP: not for continuations, struggle, called moves, or (under -- gen1_faithful) wild/trainer enemies -- pokered DecrementPP only ever -- mutates wBattleMonPP / party PP (engine/battle/decrement_pp.asm). -- That rule doesn't apply in a link battle: "the enemy" there is a real -- human peer independently tracking their own PP the normal way, not an -- AI Gen 1 never bothered to decrement -- applying it made each side -- silently skip decrementing the OTHER side's PP for the move it just -- used, so both simulations' party state diverged by exactly 1 PP on -- the very first move either side made, failing the lockstep hash -- check turn 1 of literally every link battle. local isContinuation = releasing or (user.thrashTurns and user.thrashTurns > 0 and moveInst == user.thrashMove) or moveInst == user.rageMove local enemyUnlimited = not user.isPlayer and self.kind ~= "link" and self.ruleset and self.ruleset.enemyUnlimitedPP if not isContinuation and not moveInst.struggle and not isCalled and not enemyUnlimited then moveInst.pp = math.max(0, moveInst.pp - 1) end self.moveAnimRow = nil if not (user.thrashTurns and moveInst == user.thrashMove and user.thrashAnnounced) then self:sayNextAuto(self:romText("_ItemUseText001", "%s\nused %s!", displayName(user), move.name)) -- the move's animation plays right after the announcement; the -- damage path attaches the target's hit blink to this row so the -- blink follows the animation (pokered's order). Mimic is the -- exception (announceAnim = false): PlayCurrentMoveAnimation runs -- only after a successful copy, never on a miss -- applyMimic queues it if not (record and record.announceAnim == false) then self.nextInsert = (self.nextInsert or 0) + 1 self.moveAnimRow = { anim = move.id, attackerIsPlayer = user.isPlayer } table.insert(self.queue, self.nextInsert, self.moveAnimRow) end end Runtime.emit("battle.move_used", { battle = self, user = user, target = target, move = move, isCalled = isCalled or false, }) local ctx = EffectRegistry.makeCtx(self, user, target, move, moveInst, isCalled) -- Metronome / Mirror Move re-entry; a nil pick means the record -- already said its failure text if record and record.callsMove then local pick = record.callsMove(ctx) -- Mirror Move never plays its own anim (MetronomePickMove does; -- MirrorMoveCopyMove only reloads the copied move or prints fail) if move.id == "MIRROR_MOVE" or not pick then self:cancelMoveAnim() end if pick then self:performMove(user, target, { id = pick, pp = 1 }, true) end return end user.lastMove = move.id -- charge moves: first turn just charges; the text comes from the move -- record (chargeText) and the invulnerability from semiInvulnerable, -- falling back to the id tables (Fly AND Dig go semi-invulnerable: -- ChargeEffect sets INVULNERABLE for both) if record and record.charge and not releasing then self:cancelMoveAnim() user.charging = moveInst user.chargeReady = true local invulnerable = move.semiInvulnerable if invulnerable == nil then invulnerable = record.charge.invulnerable or move.id == "DIG" end if invulnerable then user.invulnerable = true end local chargeAnim = record.charge.anim if move.id == "DIG" then chargeAnim = "SLIDE_DOWN_ANIM" elseif record.charge.enemyAnim and not user.isPlayer then chargeAnim = record.charge.enemyAnim end if chargeAnim then self:animNext(chargeAnim, user.isPlayer) end local chargeText = move.chargeText or CHARGE_TEXT[move.id] or Strings.source("%s\nis charging up!") -- the template is a source string (a move record may supply its own), -- so translate it here rather than where it was declared self:sayNext(Strings(chargeText, displayName(user))) return end -- fully custom resolution (Bide, Roar/Teleport, Mimic) if record and record.perform then record.perform(ctx) return end -- pure status moves if move.power == 0 and record and record.kind == "primary" and record.run then -- accuracy-checked status effects run MoveHitTest, which has no -- 100%-accuracy early-out (even Thunder Wave misses on the 255 -- roll) and misses outright against a mid-Fly/Dig target; the -- never-miss paths (X ACCURACY) live inside Damage.accuracyRoll if record.accuracyChecked and (target.invulnerable or not self:accuracyRoll(move, user, target)) then -- SleepEffect/PoisonEffect/... call PlayCurrentMoveAnimation only -- after the effect lands; a miss skips it self:cancelMoveAnim() self:sayNext(self:romText("_AttackMissedText", "%s's\nattack missed!", displayName(user))) return end local msgs = record.run(ctx) -- Gen 1 status/stat effects animate only when they take effect -- (AlreadyAsleep / NothingHappened / ButItFailed print with no anim) if primaryEffectFailed(msgs) then self:cancelMoveAnim() elseif SLOW_SHAKE_EFFECTS[move.effect] and self.moveAnimRow then self.moveAnimRow.hit = { animType = user.isPlayer and 6 or 3 } end for _, m in ipairs(msgs) do self:sayNext(m) end self:drainNext() -- REST/RECOVER/SOFTBOILED move the user's bar return end if move.power == 0 and not (record and record.kind == "full") then MoveEffects.warnUnknown(move.effect) self:cancelMoveAnim() self:sayNext(self:romText("_ButItFailedText", "But, it failed!")) return end -- damaging pipeline, driven by the record's stage callbacks EffectRegistry.runDamaging(self, ctx, record) end function BattleState:continueTrapping(user, target) self:sayNext(self:romText("_AttackContinuesText", "%s's\nattack continues!", displayName(user))) -- .MultiturnMoveCheck (core.asm:3554-3566) prints AttackContinuesText -- then jumps to GetPlayerAnimationType, so the trapping move's full -- animation replays each locked turn (same damage, animation shown). -- Mirror performMove's anim row (BattleState.lua ~1307), gated on the -- OPTIONS animation toggle. if user.trapMove and self:animationsOn() then self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { anim = user.trapMove, attackerIsPlayer = user.isPlayer }) end -- the counter can sit at 0 until the END of the turn: the trapping -- bit is only cleared by CheckNumAttacksLeft (core.asm:439/467) -- after BOTH battlers acted, so a slower victim is still held -- through the attacker's final hit (endOfTurn nils it) user.trappingTurns = user.trappingTurns - 1 self:applyDamage(target, user.trapDamage or 1) if target.mon.hp <= 0 then self:onFaint(target) end end function BattleState:continueBide(user, target) user.bideTurns = user.bideTurns - 1 if user.bideTurns > 0 then self:sayNext(Strings("%s\nis storing energy!", displayName(user))) return end self:sayNext(self:romText("_UnleashedEnergyText", "%s\nunleashed energy!", displayName(user))) local dmg = (user.bideDamage or 0) * 2 user.bideTurns, user.bideDamage = nil, nil if dmg <= 0 then self:cancelMoveAnim() self:sayNext(self:romText("_ButItFailedText", "But, it failed!")) return end -- .UnleashEnergy (core.asm:3501-3529) re-points wPlayerMoveNum at BIDE -- and rejoins HandleIfPlayerMoveMissed, so BIDE's own animation plays -- here, after UnleashedEnergyText and before the damage (#375) self:animNext("BIDE", user.isPlayer) self:applyDamage(target, dmg) if target.mon.hp <= 0 then self:onFaint(target) end end function BattleState:selfDestruct(user) user.mon.hp = 0 self:onFaint(user) end -- Applies damage honoring Substitute, Bide storage and Rage; returns the -- amount that counts as dealt (for recoil/drain). function BattleState:applyDamage(target, dmg) if target.substituteHP then target.substituteHP = target.substituteHP - dmg if target.substituteHP <= 0 then target.substituteHP = nil self:sayNext(self:romText("_SubstituteBrokeText", "%s's\nSUBSTITUTE broke!", displayName(target))) else self:sayNext(self:romText("_SubstituteTookDamageText", "The SUBSTITUTE\ntook damage for\n%s!", displayName(target))) end return dmg end local dealt = math.min(dmg, target.mon.hp) target.mon.hp = target.mon.hp - dealt if dealt > 0 then self:drainNext(target, target.mon.hp) end -- animate the bar down if target.bideTurns then target.bideDamage = (target.bideDamage or 0) + dealt end if target.rageMove and dealt > 0 then target.stages.attack = math.min(6, (target.stages.attack or 0) + 1) self:sayNext(self:romText("_BuildingRageText", "%s's\nRAGE is building!", displayName(target))) end return dealt end -- --------------------------------------------------------------------- -- fainting / exp / party -- --------------------------------------------------------------------- function BattleState:onFaint(battler) if battler.faintQueued then return end battler.faintQueued = true if battler.isPlayer and self.participants then self.participants[battler.mon] = nil end Runtime.emit("battle.fainted", { battle = self, battler = battler }) if battler.isPlayer then -- HandlePlayerMonFainted (core.asm:1070-1085): the companion loses -- happiness on its own faint; an enemy 30+ levels above it makes -- that the CARELESSTRAINER hit instead local enemyLevel = self.enemy and self.enemy.mon and self.enemy.mon.level or 0 local reason = (enemyLevel - (battler.mon.level or 0)) >= 30 and "CARELESSTRAINER" or "FAINTED" require("src.world.PikachuFollower") .modifyHappiness(self.game.save, reason, battler.mon) end -- the faint slide + cry ride the queue (after the move animation and -- the HP-bar drain, pokered's order); the slide finishes before the -- faint text via a queued hold self:actNext(function() battler.fainted = true local Sound = require("src.core.Sound") if battler.isPlayer then -- RemoveFaintedPlayerMon (core.asm:1040-1042): the player mon's -- faint plays its ordinary species cry -- no Faint_Fall self.faintCry = Sound.playCry(self.data, battler.mon.species) elseif self.kind ~= "wild" then -- FaintEnemyPokemon (core.asm:732-771): the enemy faint plays no -- species cry; trainer battles get SFX_FAINT_FALL, then SFX_FAINT_THUD -- once it finishes (wild battles skip straight to the victory music) Sound.play(self.data, "Faint_Fall") end self.fx = self.fx or {} -- SlideDownFaintedMonPic: PIC_HEIGHT (7) slide steps, each closing with -- DelayFrames 2 (core.asm:1186-1222). The port held this one twice as -- long as hardware. self.fx.faint = { battler = battler, frames = Timing.FAINT_SLIDE } end) self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { wait = Timing.FAINT_SLIDE }) if battler.isPlayer then -- RemoveFaintedPlayerMon ends `call PlayCry / jp PrintText`, and PlayCry -- is `jp WaitForSoundToFinish`, so "X fainted!" waits out the cry self:waitSfxNext(function() return self.faintCry end) end if not battler.isPlayer and self.kind ~= "wild" then -- FaintEnemyPokemon's SFX_FAINT_THUD lands as the slide does (after -- Faint_Fall, before EnemyMonFaintedText) self:actNext(function() require("src.core.Sound").play(self.data, "Faint_Thud") end) end if not battler.isPlayer and self.kind == "wild" then -- FaintEnemyPokemon .wild_win (core.asm:792-795): beating a wild -- mon calls EndLowHealthAlarm and starts MUSIC_DEFEATED_WILD_MON -- as the slide lands, BEFORE EnemyMonFaintedText and the exp text; -- trainer battles keep the battle theme until TrainerBattleVictory. -- (Starting it even when the player mon dropped too matches the -- acknowledged core.asm:797-798 bug.) self:actNext(function() self:playVictoryMusic() end) end -- _EnemyMonFaintedText "Enemy X fainted!" / _PlayerMonFaintedText self:sayNext(Strings("%s\nfainted!", displayName(battler))) if battler.isPlayer then self:act(function() self:playerMonFainted() end) else self:act(function() self:enemyMonFainted() end) end end -- Exp for the defeated enemy, shared by the faint path (enemyMonFainted) -- and, when a mod's battle.catch_exp hook says so, the catch path -- (storeCaughtMon). function BattleState:awardExp() -- exp is split among the mons that fought this enemy -- (engine/battle/experience.asm); traded mons earn x1.5; each -- participant gets the full stat exp -- a mon that fainted mid-fight has had its gain-exp flag cleared -- (RemoveFaintedPlayerMon), so it drops out of the divisor and only -- the surviving participants are counted and paid local participants, alive = 0, {} local playerParty = self:playerPartyView() for _, mon in ipairs(playerParty) do if self.participants and self.participants[mon] then participants = participants + 1 if mon.hp > 0 then table.insert(alive, mon) end end end if participants == 0 and self.player.mon.hp > 0 then participants, alive = 1, { self.player.mon } end local function applyShare(mon, split, announce) local playerId = self.game.save.player and self.game.save.player.id local traded = mon.otId ~= nil and playerId ~= nil and mon.otId ~= playerId or mon.traded == true and mon.otId == nil local levels, gained = Experience.apply(self.data, mon, self.enemy.def, self.enemy.mon.level, self.kind == "trainer", split, traded) -- Track level-ups for EvolveAfterBattle (OverworldState:afterBattle -> -- Evolution.checkParty). B-cancel leaves the mon at/above threshold; -- without this gate it re-triggers after every later fight (#213). if #levels > 0 then self.leveledUp = self.leveledUp or {} self.leveledUp[mon] = true end Runtime.emit("battle.exp_gained", { battle = self, mon = mon, gained = gained, levels = levels, }) local name = mon.nickname or self.data.pokemon[mon.species].name if announce then -- GainedText (experience.asm:342-354): "X gained" plus one of -- _WithExpAllText / _BoostedText / _ExpPointsText; the EXP.ALL -- pass beats the traded boost (wBoostExpByExpAll checks first), -- and _ExpPointsText prints wExpAmountGained -- the raw share, -- captured before the max-level cap (experience.asm:92-100). -- _BoostedText / _WithExpAllText end in the CONT code (\v, "...\011" -- in data/generated/text.lua): the box waits for A/B + ▼ then scrolls -- the amount line in, so it stays on-screen instead of at y=144 (#216). local text = Strings.source("%s gained\n%d EXP. Points!") if announce == "expAll" then text = Strings.source("%s gained\nwith EXP.ALL,\v%d EXP. Points!") elseif traded then text = Strings.source("%s gained\na boosted\v%d EXP. Points!") end self:sayNext(Strings(text, name, gained)) end -- per level: GrewLevelText -> the stats window (PrintStatsBox) -> -- the move-learn checks (experience.asm:245-256) local game = self.game for _, lv in ipairs(levels) do -- experience.asm:248 fires per grew-level text require("src.world.PikachuFollower") .modifyHappiness(game.save, "LEVELUP", mon) -- GrewLevelText: text_far, sound_level_up, text_end (experience.asm: -- 369-372); PrintStatsBox only runs once PrintText has returned self:sayNextWaitSfx(Strings("%s grew\nto level %d!", name, lv), function() return require("src.core.Sound").play(game.data, "Level_Up") end) self:uiNext(function() return StatBox.new(game, mon) end) -- After PrintStatsBox, experience.asm reloads the active battler's -- wBattleMon and runs DrawHUDsAndHPBars, so its HP bar reflects the -- higher current HP. Experience.lua:84 already raised mon.hp by -- (newMaxHP - oldMaxHP); the party mon and the battler share one table -- (makeBattler), so mon.stats.hp (the bar's denominator) jumps to the -- new max instantly while the battler's shownHP numerator lags at the -- old current HP -- the bar SHRINKS (#224). Animate shownHP up to the -- new current HP (house convention: potions drain the bar too, see -- itemUsed) so the bar grows instead. Only the active player battler -- shares its table with the HUD; other party mons (EXP.ALL) have no bar. if mon == self.player.mon then self:drainNext() end for _, moveId in ipairs(Experience.movesLearnedAt( self.data.pokemon[mon.species], lv)) do self:learnMove(mon, moveId) end end end -- battle.exp_award: the participant/EXP.ALL split, factored out so a -- mod can replace it wholesale (e.g. a flat undivided share to every -- non-fainted party mon) without re-deriving participants/alive. -- ctx.applyShare(mon, split, announce) is the same helper vanilla uses. local function vanillaExpAward(ctx) -- with EXP.ALL, participants split half the exp and the other half -- is divided among the whole party (engine/battle/experience.asm) local expAll = (self.game.save.inventory.EXP_ALL or 0) > 0 for _, mon in ipairs(ctx.alive) do ctx.applyShare(mon, ctx.participants * (expAll and 2 or 1), true) end if expAll then -- the second GainExperience pass sets the gain flags for the WHOLE -- party, so DivideExpDataByNumMonsGainingExp divides the already -- halved-and-participant-divided exp again by the party count, and -- .partyMonLoop still skips fainted mons (core.asm:818-858 + -- experience.asm:9-13); each mon gets its own GainedText with the -- "with EXP.ALL," tail (wBoostExpByExpAll) -- pokered prints no -- summary line for _, mon in ipairs(playerParty) do if mon.hp > 0 then ctx.applyShare(mon, math.max(1, ctx.participants) * #playerParty * 2, "expAll") end end end end local awardCtx = { battle = self, participants = participants, alive = alive, applyShare = applyShare } if Runtime.wantsHook("battle.exp_award") then Runtime.call("battle.exp_award", vanillaExpAward, awardCtx) else vanillaExpAward(awardCtx) end self.participants = {} end function BattleState:enemyMonFainted() self:awardExp() if self.kind == "trainer" then -- EnemySendOutFirstMon / AnyEnemyPokemonAliveCheck (core.asm): scan -- the whole enemy party for the first mon with HP left. Blindly -- doing enemyIndex+1 softlocks after an AI switch (Agatha): a later -- slot can already be fainted, so the empty-HP mon comes out, the -- FIGHT menu returns, and executeAction no-ops on target.hp <= 0. local nextIndex for i, mon in ipairs(self.enemyParty) do if mon.hp > 0 then nextIndex = i break end end if nextIndex then self.enemyIndex = nextIndex -- EnemySendOutFirstMon (core.asm:1366-1443): SHIFT offers a free -- switch when party count > 1, the active mon is alive, and the -- battle-style bit is clear. pokered counts party slots (not -- remaining HP); SET / single-mon / fainted active skip the prompt. local nextMon = self.enemyParty[self.enemyIndex] local nextName = nextMon.nickname or self.data.pokemon[nextMon.species].name local style = tostring((self.game.save.options or {}).battleStyle or "shift") :lower() local partyCount = #self:playerPartyView() -- ReplaceFaintedEnemyMon (core.asm:892-896): DrawEnemyPokeballs puts the -- foe's party ball row -- and the HUD chrome PlaceEnemyHUDTiles lays -- down under it (draw_hud_pokeball_gfx.asm:9-11, 33-45, 134-141) -- into -- the block FaintEnemyPokemon just cleared, after the exp text and -- BEFORE the next send-out. It survives EnemySendOutFirstMon's -- SlideTrainerPicOffScreen (core.asm:1308-1310, 8 steps x DelayFrames 2) -- so SET style gets the brief flash, and stays up through the whole -- SHIFT prompt below (#283). self:act(function() self.showEnemyBalls = true end) table.insert(self.queue, { wait = 16 }) -- SwitchPlayerMon runs AFTER TrainerSentOutText (core.asm:1436-1443) local shiftSwitchMon = nil if style ~= "set" and partyCount > 1 and self.player.mon.hp > 0 then -- _TrainerAboutToUseText (data/text/text_2.asm): "X is" / "about to -- use" then a CONT to the nick, not a fresh box -- the box scrolls -- "X is" off so "about to use" stays above the name, instead of the -- page ending on a bare nick (#565). Then para "Will PLAYER" / -- "change POKéMON?" with YES/NO. self:say(Strings("%s is\nabout to use\v%s!", self.trainer.name, nextName)) self:sayChoice( Strings("Will %s\nchange POKéMON?", self.game.save.player.name), function(yes) if not yes then return end local game = self.game Screens.push(game, "PartyMenu", { battle = self, party = self:playerPartyView(), forceSwitch = true, onSwitch = function(mon) if mon ~= self.player.mon and mon.hp > 0 then shiftSwitchMon = mon end end, }) end) end self:act(function() local previous = self.enemy self.enemy = makeBattler(self.data, self.enemyParty[self.enemyIndex], false) -- EnemySendOutFirstMon (core.asm:1314-1315): clears player's trap clearTrapping(self.player) self:syncSides() Runtime.emit("battle.battler_switched", { battle = self, side = self.sides[2], battler = self.enemy, previous = previous, }) self.aiUses = self:aiUsesFor() markSeen(self.game, self.enemy.mon.species) -- EnemySendOutFirstMon .next4 (core.asm:1413-1417): ClearSprites and -- the 4x11 ClearScreenArea take the ball row away with the rest of -- the enemy HUD block, right before TrainerSentOutText (#283) self.showEnemyBalls = nil self:markParticipant() -- EnemySendOutFirstMon (core.asm:1413-1435): the enemy HUD area -- clears, TrainerSentOutText prints, THEN the pic appears -- (AnimateSendingOutMon) with the cry; no POOF -- that animation -- belongs to the player-side SendOutMon (core.asm:1757-1762) self.enemySendingOut = true self:sayNext(Strings("%s sent\nout %s!", self.trainer.name, self.enemy.name)) self:actNext(function() self.enemySendingOut = false self:startGrowIn(self.enemy) self:actNext(function() self:waitSfxNext(self:playEntranceCry(self.enemy)) end) end) end) -- SwitchPlayerMon after the enemy is out (core.asm:1436-1443) self:act(function() local mon = shiftSwitchMon if not mon then return end local previous = self.player self.player = makeBattler(self.data, mon, true, self.game.save) clearTrapping(self.enemy) self:syncSides() Runtime.emit("battle.battler_switched", { battle = self, side = self.sides[1], battler = self.player, previous = previous, }) -- Taking the SHIFT offer ZEROES wPartyGainExpFlags and -- wPartyFoughtCurrentEnemyFlags before jumping to SwitchPlayerMon -- (EnemySendOutFirstMon tail, core.asm:1436-1443), and SwitchPlayerMon -- then FLAG_SETs only the mon coming in (core.asm:2424-2433). Without -- the reset the mon that was out when the enemy fainted -- marked by -- the send-out act above, which mirrors EnemySendOut's own re-flag -- (core.asm:1276-1289) -- stayed a participant, so the exp divisor in -- enemyMonFainted counted two mons and the switch-in earned half the -- next KO (#275). Voluntary switches (resolveSwitch) and post-faint -- replacements (openReplacementMenu) must NOT do this: pokered's -- party-menu SwitchPlayerMon keeps the outgoing mon flagged, which is -- the deliberate exp-share, and a fainted mon is already dropped by -- onFaint mirroring RemoveFaintedPlayerMon (core.asm:1002-1007). self.participants = {} self:markParticipant() self.nextInsert = 0 sendOutMonCursors(self) self.sendingOut = true self:sayNext(self:sendOutText(self.player.name)) self:animNext("POOF_ANIM", false) self:actNext(function() self.sendingOut = false self:startGrowIn(self.player) self:waitSfxNext(self:playEntranceCry(self.player)) end) end) return end local prize = (self.trainer.baseMoney or 0) * self.enemy.mon.level self.game.save.money = self.game.save.money + prize -- TrainerBattleVictory (core.asm:915-949) in order: EndLowHealthAlarm -- and the victory theme, TrainerDefeatedText, ScrollTrainerPicAfterBattle -- (the beaten trainer scrolls back in from the right, one column every 4 -- frames, resting two tiles right of the battle slot), DelayFrames 40, -- PrintEndBattleText -- the trainer's OWN loss line, on the battle -- screen -- and only then MoneyForWinningText. Every row rides the -- *Next inserters so it keeps that order behind the running queue item; -- the plain act() the pic used to ride appended to the END of the queue, -- which is why the trainer only flashed up for a frame or two as the -- battle popped and the loss line had to be printed by the overworld -- afterwards, stranding any evolution between two cuts (#282). -- endBattleText is filled in by whoever started the battle -- (OverworldState:engageTrainer in src/world/OverworldController.lua); -- scripted battles that print their own follow-up leave it nil. self:actNext(function() self:playVictoryMusic() end) -- _TrainerDefeatedText: " defeated\nTRAINER!" self:sayNext(self:romText("_TrainerDefeatedText", "%s defeated\n%s!", self.game.save.player.name, self.trainer.name)) self:actNext(function() self.showEnemyTrainer = self.trainerPic ~= nil if self.showEnemyTrainer then self:slidePic("foe", 64, 16, 2) end end) -- the 24-frame scroll-in plus the DelayFrames 40 that follows it self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { wait = 64 }) if self.endBattleText then -- PrintEndBattleText prints one text box; a `para` (\f) inside it -- starts a fresh page, which is a message row of its own here (five -- EndBattleTexts carry one, e.g. _Route9Youngster1EndBattleText) -- TrainerEndBattleText (home/trainers.asm) prints _TrainerNameText -- (wNameBuffer then ": ", data/text/text_1.asm) and only then the -- saved pointer, so the loss line opens with the trainer class tag on -- its first line (RIVAL1/2/3 tag with the rival's name: -- TrainerNamePointers aims those entries at wTrainerName). The tag -- prints once, so a `para` page carries no second copy (#566). local tag = self.trainer and self.trainer.name for page in (self.endBattleText .. "\f"):gmatch("(.-)\f") do if page ~= "" then self:sayNext(tag and (tag .. ": " .. page) or page) tag = nil end end end self:sayNext(self:romText("_MoneyForWinningText", "%s got ¥%d\nfor winning!", self.game.save.player.name, prize)) end self.result = "win" self.afterQueue = "finish" end -- Queue the learn-a-move flow (auto if a slot is free, else the forget UI) function BattleState:learnMove(mon, moveId) local mdef = self.data.moves[moveId] if not mdef then return end for _, mv in ipairs(mon.moves) do if mv.id == moveId then return end end if #mon.moves < 4 then table.insert(mon.moves, { id = moveId, pp = mdef.pp }) Runtime.emit("pokemon.move_learned", { mon = mon, moveId = moveId }) self:sayNextWaitSfx(self:romText("_MimicLearnedMoveText", "%s learned\n%s!", mon.nickname or self.data.pokemon[mon.species].name, mdef.name), function() return require("src.core.Sound").play(self.data, "Level_Up") end) return end -- the "trying to learn" preamble lives inside MoveLearnMenu:enter; -- ordered insert so multi-level gains keep each level's checks -- between its own stat box and the next "grew to level" text self:uiNext(function() return self:buildScreen("MoveLearnMenu", mon, moveId, nil, "Level_Up") end) end -- Map the battle was fought on (overworld wins; save.player.map is fallback). function BattleState.currentMapId(self) local game = self.game local ow = game and game.overworld if ow and ow.map then return ow.map.id end local player = game and game.save and game.save.player return player and player.map end -- pret HandlePlayerBlackOut: OPP_RIVAL1 in OAKS_LAB prints Rival1WinText -- and returns without blacking out. OaksLabRivalEndBattleScript then heals. function BattleState.isOaksLabStarterRival(self) return self.oppClass == "OPP_RIVAL1" and BattleState.currentMapId(self) == "OAKS_LAB" end function BattleState:playerMonFainted() local nextMon = Party.firstHealthy(self:playerPartyView()) -- Being out of useable POKéMON blacks you out even when the battle was -- already decided in our favour. A double faint -- our last mon dying -- to residual damage on the turn it lands the KO -- used to hit the -- "battle is decided" guard below and return with result = "win", so -- afterBattle never took the lose branch: no revive, no warp to the -- heal point, and the player was left standing on the map with a party -- at 0 HP. Nothing recovers from that state (every later encounter -- aborts with "no healthy party"), and it is not reachable in pokered: -- HandlePlayerMonFainted runs the player-side check on its own, so -- losing your last mon always blacks you out whatever the enemy did. -- Exception: the Oak's Lab starter rival (HandlePlayerBlackOut). if not nextMon and self.result ~= "lose" then if self.oppClass == "OPP_RIVAL1" then local TextBox = require("src.render.TextBox") local raw = (self.data.text and self.data.text._Rival1WinText) or Strings("{RIVAL}: Yeah! Am\nI great or what?") self:sayNext(TextBox.substitute(self.game, raw)) end -- Oak's Lab starter rival: Rival1WinText only (no blackout lines). -- Any other wipe, including Route 22 RIVAL1, still blacks out. if not BattleState.isOaksLabStarterRival(self) then -- HandlePlayerBlackOut (core.asm:1150-1159): SET_PAL_BATTLE_BLACK runs -- BEFORE PlayerBlackedOutText2, so the enemy pic and both HP bars are -- already dark under the blackout lines (#292). The Oak's Lab starter -- rival returns one line above that call and never darkens. Set here -- rather than queued: this whole function already runs from a queued -- act after " fainted!" was dismissed, which is where the palette -- command sits. (The Route 22 RIVAL1 wipe darkens one box early, over -- Rival1WinText, which pokered prints just before the same command.) self.blackedOut = true self:sayNext(Strings("%s is out of\nuseable POKéMON!", self.game.save.player.name)) self:sayNext(Strings("%s blacked\nout!", self.game.save.player.name)) end self.result = "lose" self.afterQueue = "finish" return end if self.result then return end -- double faint: the battle is decided -- DoUseNextMonDialogue (core.asm:1052-1078): only WILD battles ask -- "Use next POKéMON?"; NO goes through the run check with party slot -- 1's speed, and a failed run still forces the party menu. Trainer -- battles go straight to the party menu (the menu-phase guard). if self.kind ~= "wild" then return end local game = self.game self:say(self.data.text._UseNextMonText or Strings("Use next POKéMON?")) self:ui(function() local ChoiceBox = require("src.ui.ChoiceBox") return ChoiceBox.new(game, function(yes) if yes then return end -- the menu-phase guard opens the party menu local pSpd = (game.save.party[1].stats or { speed = 0 }).speed or 0 if self:runRoll(pSpd, TurnOrder.effectiveSpeed(self.enemy)) then require("src.core.Sound").play(self.data, "Run") self:say(self:romText("_GotAwayText", "Got away safely!")) self.result = "run" self.afterQueue = "finish" else self:say(self:romText("_CantEscapeText", "Can't escape!")) end end) end) end -- ChooseNextMon (core.asm:1086-1128): the battle party menu; a fainted -- pick re-prompts (via the menu-phase guard), a healthy pick is sent -- out with no free enemy move. function BattleState:openReplacementMenu() local game = self.game self.phase = "messages" self.afterQueue = "menu" self:ui(function() return self:buildScreen("PartyMenu", { battle = self, party = self:playerPartyView(), -- ChooseNextMon: pick immediately (no SWITCH/STATS/CANCEL) forceSwitch = true, onSwitch = function(mon) if mon.hp <= 0 then self:say(self:romText("_NoWillText", "There's no will\nto fight!")) return -- the menu-phase guard reopens the menu end self:restoreMimicked(self.player) local previous = self.player self.player = makeBattler(self.data, mon, true, game.save) clearTrapping(self.enemy) -- SendOutMon clears foe trap self:syncSides() Runtime.emit("battle.battler_switched", { battle = self, side = self.sides[1], battler = self.player, previous = previous, }) self:markParticipant() self.nextInsert = 0 sendOutMonCursors(self) self.sendingOut = true self:sayNext(self:sendOutText(self.player.name)) self:animNext("POOF_ANIM", false) self:actNext(function() self.sendingOut = false -- SendOutMon (core.asm:1757-1762): poof, then the grow-in self:startGrowIn(self.player) self:waitSfxNext(self:playEntranceCry(self.player)) end) end, }) end) end -- --------------------------------------------------------------------- -- Safari game turns -- --------------------------------------------------------------------- -- BAIT halves the working catch rate and raises the bait factor by 1-5 -- (zeroing the escape factor); ROCK doubles the catch rate and raises -- the escape factor by 1-5 (zeroing bait) -- ItemUseBait/ItemUseRock, -- engine/items/item_effects.asm. function BattleState:safariAction(choice) self.phase = "messages" self.afterQueue = "menu" local st = self.safari local playerName = self.game.save.player.name if choice == "run" then require("src.core.Sound").play(self.data, "Run") self:say(self:romText("_GotAwayText", "Got away safely!")) self.result = "run" self.afterQueue = "finish" return end if choice == "ball" then st.balls = st.balls - 1 self:sayAuto(Strings("%s used\nSAFARI BALL!", playerName)) self:act(function() require("src.core.Sound").play(self.data, "Ball_Toss") self.lastBall = "SAFARI_BALL" local caught, shakes = self:catchAttempt("SAFARI_BALL", self.safariCatchRate) Runtime.emit("battle.ball_thrown", { battle = self, ball = "SAFARI_BALL", caught = caught, shakes = shakes, }) -- SAFARI_BALL is neither POKE nor GREAT, so TossBallAnimation -- lands on the ULTRATOSS arc (no flicker: SAFARI_BALL is $08, -- above DoBallTossSpecialEffects's <= ULTRA_BALL check) self:ballChain(self:tossAnimFor("SAFARI_BALL"), caught, shakes, "SAFARI_BALL") if caught then -- ItemUseBallText05: text_far, sound_caught_mon, text_promptbutton -- -- the fanfare follows the caught text and holds the prompt self:sayNextWaitSfx(Strings("All right!\n%s was\ncaught!", self.enemy.name), function() return require("src.core.Sound").play(self.data, "Caught_Mon") end) -- same ItemUseBall .captured flow as a regular ball self:act(function() self:storeCaughtMon() end) else self:sayNext(self:ballMissMessage(shakes)) self:act(function() self:safariEnemyTurn() end) end end) return end if choice == "bait" then self:say(self:romText("_ThrewBaitText", "%s threw some\nBAIT.", playerName)) self.safariCatchRate = math.floor(self.safariCatchRate / 2) self.baitFactor = math.min(255, self.baitFactor + self.rng(1, 5)) self.escapeFactor = 0 else -- rock self:say(self:romText("_ThrewRockText", "%s threw a\nROCK.", playerName)) self.safariCatchRate = math.min(255, self.safariCatchRate * 2) self.escapeFactor = math.min(255, self.escapeFactor + self.rng(1, 5)) self.baitFactor = 0 end self:act(function() self:safariEnemyTurn() end) end -- Per-turn factor decay (PrintSafariZoneBattleText, -- engine/battle/safari_zone.asm: when the escape factor runs out the -- catch rate resets) then the flee check (engine/battle/core.asm: -- b = 2*speed, quartered while eating, doubled while angry; the mon -- flees when speed > 127 or rand(0,255) < b). function BattleState:safariEnemyTurn() if self.baitFactor > 0 then self.baitFactor = self.baitFactor - 1 self:sayNext(self:romText("_SafariZoneEatingText", "Wild %s\nis eating!", self.enemy.name)) elseif self.escapeFactor > 0 then self.escapeFactor = self.escapeFactor - 1 if self.escapeFactor == 0 then self.safariCatchRate = self.enemy.def.catchRate end self:sayNext(self:romText("_SafariZoneAngryText", "Wild %s\nis angry!", self.enemy.name)) end self:act(function() local speed = self.enemy.curStats.speed % 256 local fled = speed > 127 local b = (speed * 2) % 256 if not fled then if self.baitFactor > 0 then b = math.floor(b / 4) end if self.escapeFactor > 0 then b = math.min(255, b * 2) end fled = self.rng(0, 255) < b end if fled then self:sayNext(self:romText("_WildRanText", "Wild %s\nran!", self.enemy.name)) self:actNext(function() require("src.core.Sound").play(self.data, "Run") startPicKind(self:picFxFor(self.enemy), "slideOff") end) self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { wait = 24 }) self.result = "run" self.afterQueue = "finish" end end) end -- --------------------------------------------------------------------- -- run / items / party -- --------------------------------------------------------------------- -- Gen 1 escape formula (engine/battle/core.asm TryRunningFromBattle), -- shared by the RUN menu choice and the faint dialogue's NO branch; -- counts a run attempt each call. Hooked as battle.run. function BattleState:runRoll(pSpd, eSpd) self.runAttempts = (self.runAttempts or 0) + 1 if Runtime.wantsHook("battle.run") then local battle = self return Runtime.call("battle.run", function(c) return battle:runRollVanilla(c.pSpd, c.eSpd) end, { battle = self, pSpd = pSpd, eSpd = eSpd, attempts = self.runAttempts, rng = self.rng }) end return self:runRollVanilla(pSpd, eSpd) end function BattleState:runRollVanilla(pSpd, eSpd) if self.ghost then return true -- IsGhostBattle -> always escapes end if pSpd >= eSpd then return true end local b = math.floor(eSpd / 4) % 256 if b == 0 then return true -- divisor of zero auto-escapes end local x = math.floor(pSpd * 32 / b) -- +30 per PREVIOUS attempt, escape on 8-bit overflow or on -- rand <= x (the original's jr nc keeps the equal case) x = x + 30 * (self.runAttempts - 1) return x >= 256 or self.rng(0, 255) <= x end -- Gen 1 escape formula (engine/battle/core.asm TryRunningFromBattle) function BattleState:tryRun() self.phase = "messages" self.afterQueue = "menu" if self.kind == "trainer" then -- _NoRunningText is three lines in a two-line box, so the third arrives -- on a \v scroll (ContText: ▼ then a button press) rather than a \n. -- Spelling it with three \n dropped "trainer battle!" and handed the -- menu straight back (#239). self:say(self.data.text._NoRunningText or Strings("No! There's no\nrunning from a\vtrainer battle!")) return end -- modified in-battle speeds (stat stages + paralysis), like the -- wBattleMonSpeed the original hands to TryRunningFromBattle local escaped = self:runRoll(TurnOrder.effectiveSpeed(self.player), TurnOrder.effectiveSpeed(self.enemy)) if escaped then require("src.core.Sound").play(self.data, "Run") self:say(self:romText("_GotAwayText", "Got away safely!")) self.result = "run" self.afterQueue = "finish" else self:say(self:romText("_CantEscapeText", "Can't escape!")) self:act(function() self:executeAction(self.enemy, self.player, self:enemyAction()) end) -- a failed escape loses the turn (core.asm:1572): the player's -- residual still ticks, same as an item turn self:queueResidual(self.player, self.enemy) self:act(function() self:endOfTurn() end) end end function BattleState:openItems() self.phase = "messages" self.afterQueue = "menu" self:ui(function() return self:buildScreen("BagMenu", { battle = self }) end) end -- called by BagMenu after an item is used in battle (consumes the turn) function BattleState:itemUsed(messages) -- bag cures clear mon.status before the message UI; refresh the HUD -- once control returns (pokered DrawHUDsAndHPBars after item use) self:syncShownStatus() for _, m in ipairs(messages or {}) do self:say(m) end table.insert(self.queue, { drain = true }) -- potions animate the bar self:act(function() self:executeAction(self.enemy, self.player, self:enemyAction()) end) -- the item spends the player's move, but its residual still ticks: -- ExecutePlayerMove rets early on wActionResultOrTookBattleTurn and -- MainInBattleLoop calls HandlePoisonBurnLeechSeed anyway -- (core.asm:3086-3088, 3275-3279) self:queueResidual(self.player, self.enemy) self:act(function() self:endOfTurn() end) end -- Wobble messages by shake count (ItemUseBallText01..04) function BattleState:ballMissMessage(shakes) local t = self.data.text if shakes == 0 then return t._ItemUseBallText01 or Strings("You missed the\nPOKéMON!") elseif shakes == 1 then return t._ItemUseBallText02 or Strings("Darn! The POKéMON\nbroke free!") elseif shakes == 2 then return (t._ItemUseBallText03 or self:romText("_ItemUseBallText03", "Aww! It appeared\nto be caught!")):gsub("%s+$", "") end return t._ItemUseBallText04 or self:romText("_ItemUseBallText04", "Shoot! It was so\nclose too!") end -- AskName (engine/menus/naming_screen.asm): ClearSprites, wild field blank, -- PrintText, YES/NO while text stays (TextBox opts.choice). Shared by party -- AddPartyMon and SendNewMonToBox (#172). function BattleState:askNicknameUI(mon, displayName) local game = self.game self.lockedBall = nil self.blankForAskName = true local TextBox = require("src.render.TextBox") local text = self:romText("_DoYouWantToNicknameText", "Do you want to\ngive a nickname\nto %s?", displayName) local label = game.data.text and game.data.text._DoYouWantToNicknameText if label then -- extractor CONT is \t; TextBox scrolls on \n/\v text = label:gsub("\t", "\n"):gsub("{RAM:?[%w_]*}", displayName) end return TextBox.new(game, text, nil, { choice = function(yes) self.blankForAskName = false if not yes then return end pcall(Screens.push, game, "NamingScreen", { title = Strings("NICKNAME?"), maxLen = 10, onDone = function(name) if name and #name > 0 then mon.nickname = name end end, }) end, }) end -- The caught mon joins the party or a PC box (ItemUseBall .captured, -- item_effects.asm:518-566): the caught text, then for a NEW species -- "New POKéDEX data will be added" + the dex entry page, then -- AddPartyMon or SendNewMonToBox (both call AskName), then the PC -- transfer text when the party was full. function BattleState:storeCaughtMon() -- ItemUseBall reloads the caught mon via LoadEnemyMonData -- (item_effects.asm:472-501), regenerating its move list from the -- base data -- a Mimic'd slot never leaves the battle with it self:restoreMimicked(self.enemy) -- battle.catch_exp: vanilla catches never grant exp; a mod can flip -- this to true to pay out the same award a faint would have. if Runtime.wantsHook("battle.catch_exp") and Runtime.call("battle.catch_exp", function() return false end, { battle = self }) then self:awardExp() end local game = self.game local dex = game.save.pokedex local species = self.enemy.mon.species local isNew = dex ~= nil and not dex.owned[species] local destination = "party" markOwned(game, species) stampOT(game.save, self.enemy.mon) if isNew then -- _ItemUseBallText06 + ShowPokedexData: text_far, sound_dex_page_added, -- text_promptbutton (item_effects.asm:624-629), so the fanfare follows -- the box rather than firing when the dex bit is set self:sayNextWaitSfx( Strings("New POKéDEX data\nwill be added for\n%s!", self.enemy.name), function() return require("src.core.Sound").play(self.data, "Dex_Page_Added") end) self:uiNext(function() return self:buildScreen("DexEntryMenu", species) end) end local function askCaughtNickname() local caught = self.enemy.mon local enemyName = self.enemy.name self:uiNext(function() return self:askNicknameUI(caught, enemyName) end) end if Party.add(game.save.party, self.enemy.mon) then askCaughtNickname() else destination = "box" local boxNum = require("src.pokemon.Boxes").deposit(game.save, self.enemy.mon) if boxNum then askCaughtNickname() -- _ItemUseBallText07/08 keyed on EVENT_MET_BILL local pc = (game.save.flags and game.save.flags.EVENT_MET_BILL) and "BILL's PC" or Strings("someone's PC") self:sayNext(Strings("%s was\ntransferred to\n%s!", self.enemy.name, pc)) else self:sayNext(Strings("But every BOX\nis full!")) end end Runtime.emit("pokemon.caught", { battle = self, mon = self.enemy.mon, species = species, isNew = isNew, ball = self.lastBall, destination = destination, game = game, }) self.result = "caught" self.afterQueue = "finish" end -- TossBallAnimation (engine/battle/animations.asm:2582): the tier's toss -- anim, then wPokeBallAnimData's upper-nybble count of .PokeBallAnimations -- entries -- POOF+HIDEPIC+SHAKE for a capture ($43), all five (plus a -- reappearing POOF+SHOWPIC) for a breakout ($6x); a clean miss ($20) -- stops after the poof, so the mon never hides function BattleState:ballChain(tossAnim, caught, shakes, ball) self:animNext(tossAnim, true, nil, ball) self:animNext("POOF_ANIM", true) if not caught and shakes == 0 then return end self:animNext("HIDEPIC_ANIM", true) self:animNext("SHAKE_ANIM", true, shakes) if not caught then self:animNext("POOF_ANIM", true) self:animNext("SHOWPIC_ANIM", true) return end -- on a capture the $43 chain simply ends after SHAKE_ANIM -- (TossBallAnimation returns): the GB leaves the resting closed ball -- in OAM, so it stays on screen through the caught text self:actNext(function() self.lockedBall = self.animPlayer and self.animPlayer:finalSprites() or nil end) end -- TossBallAnimation picks the toss arc from the ball record's tossAnim; -- an unknown ball keeps the wCurItem mapping: POKE->TOSS, -- GREAT->GREATTOSS, everything else (ULTRA/MASTER/SAFARI...)->ULTRATOSS function BattleState:tossAnimFor(ball) local def = self:ballDef(ball) if def and def.tossAnim then return def.tossAnim end return ball == "POKE_BALL" and "TOSS_ANIM" or ball == "GREAT_BALL" and "GREATTOSS_ANIM" or "ULTRATOSS_ANIM" end -- the Master/Ultra OBJ-palette flicker, from the ball record function BattleState:ballFlicker(ball) local def = self:ballDef(ball) return (def and def.flicker) or false end -- called by BagMenu when a ball is thrown function BattleState:throwBall(ball) -- ItemUseBall branches to ThrowBallAtTrainerMon on wIsInBattle != 1 -- (item_effects.asm:109-113) BEFORE it reaches `ld hl, ItemUseText00 / -- call PrintText` (:146-147), so a trainer battle never shows the -- " used !" line (#291). Safari and the old man demo are -- still wIsInBattle == 1, and this port models both as kind == "wild". if self.kind == "wild" then self:sayAuto(self:romText("_ItemUseText001", "%s used\n%s!", self.game.save.player.name, self.data.items[ball].name)) end self:act(function() require("src.core.Sound").play(self.data, "Ball_Toss") if self.kind ~= "wild" then -- ThrowBallAtTrainerMon (item_effects.asm:2292-2303) still animates the -- toss: MoveAnimation routes TOSS_ANIM to TossBallAnimation, which takes -- its .BlockBall branch in a trainer battle (animations.asm:2582-2585, -- 2629-2637) -- the plain TOSS arc whatever the ball tier, then -- SFX_FAINT_THUD and BLOCKBALL_ANIM, and only then the two texts. The -- ball still counts as used: UseItem_ sets -- wActionResultOrTookBattleTurn = 1 (item_effects.asm:1-3) and this path -- never clears it, so UseBagItem does not fall back to the bag -- (core.asm:2257-2259) and the turn is spent -- the foe moves (#291). local t = self.data.text self:animNext("TOSS_ANIM", true, nil, ball) self:actNext(function() require("src.core.Sound").play(self.data, "Faint_Thud") end) self:animNext("BLOCKBALL_ANIM", true) self:sayNext(t._ThrowBallAtTrainerMonText1 or self:romText("_ThrowBallAtTrainerMonText1", "The trainer\nblocked the BALL!")) self:sayNext(t._ThrowBallAtTrainerMonText2 or self:romText("_ThrowBallAtTrainerMonText2", "Don't be a thief!")) self:act(function() self:executeAction(self.enemy, self.player, self:enemyAction()) end) -- a thrown ball spends the turn like an item: the player's residual -- still ticks (core.asm:3275-3279) self:queueResidual(self.player, self.enemy) self:act(function() self:endOfTurn() end) return end if self.ghost or self.noCatch then -- ItemUseBall's can't-be-caught path (item_effects.asm:149-153): -- the ball is thrown (TossBallAnimation still picks the arc from -- wCurItem, so a Master/Ultra toss keeps its flicker), dodged -- ($10 anim data, no wobbles), and the turn is spent like any -- failed throw. battle.noCatch is the .notOldManBattle half of the -- same check (item_effects.asm:166-175): the POKEMON_TOWER_6F -- RESTLESS SOUL dodges balls even once the scope has revealed it, -- so it is not a ghost battle any more (#444) self:animNext(self:tossAnimFor(ball), true, nil, ball) self:sayNext(Strings("It dodged the\nthrown BALL!")) self:sayNext(Strings("This POKéMON\ncan't be caught!")) self:act(function() self:executeAction(self.enemy, self.player, self:enemyAction()) end) -- a thrown ball spends the turn like an item: the player's residual -- still ticks (core.asm:3275-3279) self:queueResidual(self.player, self.enemy) self:act(function() self:endOfTurn() end) return end self.lastBall = ball local caught, shakes = self:catchAttempt(ball) Runtime.emit("battle.ball_thrown", { battle = self, ball = ball, caught = caught, shakes = shakes, }) -- ItemUseBall's 20-frame beat, then the toss chain for the outcome self.nextInsert = (self.nextInsert or 0) + 1 table.insert(self.queue, self.nextInsert, { wait = 20 }) self:ballChain(self:tossAnimFor(ball), caught, shakes, ball) if caught then -- ItemUseBallText05 carries sound_caught_mon (item_effects.asm: -- 608-614): text_far, sound_caught_mon, text_promptbutton -- the -- fanfare follows the caught message and holds the prompt self:sayNextWaitSfx(Strings("All right!\n%s was\ncaught!", self.enemy.name), function() return require("src.core.Sound").play(self.data, "Caught_Mon") end) self:act(function() self:storeCaughtMon() end) else self:sayNext(self:ballMissMessage(shakes)) self:act(function() self:executeAction(self.enemy, self.player, self:enemyAction()) end) -- a thrown ball spends the turn like an item: the player's residual -- still ticks (core.asm:3275-3279) self:queueResidual(self.player, self.enemy) self:act(function() self:endOfTurn() end) end end) end function BattleState:openParty() self.phase = "messages" self.afterQueue = "menu" self:ui(function() return self:buildScreen("PartyMenu", { battle = self, party = self:playerPartyView(), onSwitch = function(mon) if mon == self.player.mon then self:say(Strings("%s is\nalready out!", self.player.name)) elseif mon.hp <= 0 then self:say(self:romText("_NoWillText", "There's no will\nto fight!")) else self:resolveSwitch(mon) end end, }) end) end -- PlayBattleVictoryMusic (core.asm:959-967) + EndLowHealthAlarm -- (core.asm:864-872): winning stops the low-health alarm and disables -- it for the rest of the battle (wLowHealthAlarmDisabled), then starts -- the victory theme once; gym leaders, Lance and the final rival share -- MUSIC_DEFEATED_GYM_LEADER (core.asm:917-926). function BattleState:playVictoryMusic() require("src.core.Sound").stopLoop("Low_Health_Alarm") self.lowHealthAlarmDisabled = true if self.victoryMusicPlayed then return end self.victoryMusicPlayed = true local kind = self.musicKind == "final" and "gym" or (self.musicKind or "wild") require("src.core.Music").playVictory(self.data, kind) end function BattleState:finish() if self.payDay and self.result == "win" then self.game.save.money = self.game.save.money + self.payDay self:say(self:romText("_PickUpPayDayMoneyText", "%s picked up\n¥%d!", self.game.save.player.name, self.payDay)) self.payDay = nil self.afterQueue = "finish" self.phase = "messages" return end -- Invariant: a battle can never hand the overworld a party with nothing -- healthy in it -- except the Oak's Lab starter rival, where pret skips -- the blackout and OaksLabRivalEndBattleScript HealParty's immediately. -- afterBattle only revives and warps to the heal point on a normal -- "lose", so any other result here strands the player at 0 HP with no -- way back -- an unrecoverable state, not merely a wrong one. -- playerMonFainted is the path that should have caught this; if we land -- here it did not, so say so rather than silently papering over it. -- The old-man / PROF.OAK demo also skips it: the party never fought -- (Yellow's Pallet intro runs before the player owns a mon at all). if self.kind ~= "link" and self.result ~= "lose" and not self.demo and not Party.firstHealthy(self:playerPartyView()) then Logger.warn("battle finished %s with no healthy party; forcing blackout", tostring(self.result)) self.result = "lose" end self.lockedBall = nil -- pokered never writes Mimic's copy into the party struct; leaving -- battle discards the battle copy, so the original ids come back self:restoreMimicked(self.player) self:restoreMimicked(self.enemy) -- end_of_battle.asm clears wLowHealthAlarm at battle teardown require("src.core.Sound").stopLoop("Low_Health_Alarm") -- the victory theme already started when the win was decided -- (FaintEnemyPokemon .wild_win / TrainerBattleVictory) and loops until -- the battle screen closes; leaving battle brings back the map theme, -- like the overworld reload's PlayDefaultMusicFadeOutCurrent -- (home/overworld.asm:2343-2348) require("src.core.Music").restoreMap(self.data) self.game.stack:pop() Runtime.emit("battle.ended", { battle = self, result = self.result or "run" }) -- Coming back from the battle screen is a fade, not a cut: EnterMap sees -- BIT_BATTLE_OVER_OR_BLACKOUT set and runs MapEntryAfterBattle -- (home/overworld.asm:22, :749-753) = GBFadeInFromWhite. This is the one -- choke point every battle -- wild, trainer, walk-up, scripted, link -- -- passes through on its way out, so the fade is guaranteed here rather -- than depending on each caller having wrapped onFinish correctly. local result = self.result or "run" local onFinish = self.onFinish if result == "lose" then -- the blackout path warps to the heal point with its own transition if onFinish then onFinish(result) end return end self.game.stack:push(require("src.render.Transition").battleReturn(self.game, function() if onFinish then onFinish(result) end end)) end -- --------------------------------------------------------------------- -- draw -- --------------------------------------------------------------------- -- In-battle HUD tiles + the tile HP bar live in src/render/HudTiles.lua -- (shared with the status screen) local HudTiles = require("src.render.HudTiles") local hudTile = HudTiles.tile local drawHPBar = HudTiles.drawHPBar -- CenterMonName: 1-2 letter names print two tiles right, 3-4 one tile. -- Counted in glyphs, not bytes: a nickname carrying "é" or "♂" is one -- charmap sequence per glyph, and byte length would push it a tile left. local function nameX(tx, name) local n = #Font.split(name) return tx * 8 + (n <= 2 and 16 or n <= 4 and 8 or 0) end -- Party pokeball row (SetupPokeballs tiles: ball / status ball / -- fainted ball / empty), 6 slots stepping dx from (x,y). local ballQuads local function balls() if ballQuads == nil then local ok, img = pcall(love.graphics.newImage, "assets/generated/battle/balls.png") if ok then ballQuads = { img = img } for i = 0, 3 do ballQuads[i] = love.graphics.newQuad(i * 8, 0, 8, 8, img:getDimensions()) end else ballQuads = false end end return ballQuads or nil end function BattleState:drawCaughtBall(x, y) local quads = balls() if not quads then return end love.graphics.setColor(1, 1, 1, 1) love.graphics.draw(quads.img, quads[0], x, y) end function BattleState:drawBallRow(party, x, y, dx) local quads = balls() if not quads then return end for i = 1, 6 do local mon = party[i] local tile = not mon and 3 or mon.hp <= 0 and 2 or mon.status and 1 or 0 love.graphics.draw(quads.img, quads[tile], x + (i - 1) * dx, y) end end -- the grow-in scale for a battler's pic this frame: nil when not -- growing, else 0 (ball beat) / 3/7 / 5/7 -- AnimateSendingOutMon's -- stages (core.asm:6801-6838): 3 frames of the ball tile, 4 frames of -- a 3x3 block of the 7x7 pic tiles, 5 frames of 5x5, then full size function BattleState:growInScale(battler) local grow = self.growIn if not grow or grow.battler ~= battler then return nil end local f = grow.frame return f < 3 and 0 or f < 7 and 3 / 7 or 5 / 7 end -- battler hidden this frame? (damage blink) -- -- AnimationBlinkMon hides the pic, waits DelayFrames 5, shows it, waits -- DelayFrames 5, six times over (animations.asm:1360-1376) -- a 10-frame -- period, not 8. With Timing.BLINK_MON that is exactly six blinks. function BattleState:fxHidden(battler) local fx = self.fx if fx and fx.blink and fx.blink.target == battler and fx.blink.frames > 0 then return self.frame % 10 < 5 end return false end -- is the faint slide currently playing for this battler? function BattleState:fxFaintActive(battler) local fx = self.fx return fx and fx.faint and fx.faint.battler == battler and fx.faint.frames > 0 or false end -- vertical slide offset for a fainting battler. The offset is in screen -- pixels, so it scales with the pic's draw scale (the player's default 2x -- sinks 2x as fast to sink at the same visual rate); a mod scale composes -- the same way. scale defaults to the vanilla side scale when unknown. -- SlideDownFaintedMonPic drops the pic one 8px row per 2-frame step, so -- the offset advances Timing.FAINT_SLIDE_STEP (4px) per frame at 1x -- -- the full 56px PIC_HEIGHT slide over the 14-frame budget (#671: the -- old (30 - frames) math teleported the sprite 32px down on frame one). function BattleState:fxFaintOffset(battler, scale) local fx = self.fx if self:fxFaintActive(battler) then scale = scale or (battler.isPlayer and 2 or 1) return (Timing.FAINT_SLIDE - fx.faint.frames) * Timing.FAINT_SLIDE_STEP * scale end return 0 end -- Substitute doll (AnimationSubstitute, engine/battle/animations.asm): -- while a battler's substitute is up, its pic is replaced by the mini -- doll from gfx/sprites/monster.png -- the facing-DOWN frame for the -- enemy, facing-UP for the player, a 16x16 sprite at pic tiles -- (2..3,4..5) / (3..4,4..5) of the 7x7 frame: screen (112,32) enemy, -- (32,72) player. local substDoll function BattleState:drawSubstituteDoll(battler) if substDoll == nil then local ok, img = pcall(love.graphics.newImage, "assets/generated/sprites/monster.png") if ok then local w, h = img:getDimensions() substDoll = { img = img, down = love.graphics.newQuad(0, 0, 16, 16, w, h), up = love.graphics.newQuad(0, 16, 16, 16, w, h) } else substDoll = false end end if not substDoll then return end -- in colorized mode the doll (drawn from BG tiles on the GB) takes -- its screen zone's SGB palette like everything else in the region local shader if self:colorMode() then local PaletteFX = require("src.render.PaletteFX") shader = PaletteFX.shader() if shader then local colors = self:zoneColorsAt(battler.isPlayer and 32 or 112, battler.isPlayer and 72 or 32) if colors then love.graphics.setShader(shader) PaletteFX.sendColors(shader, require("src.render.PaletteFX").permute(colors, self:activeBgp())) else shader = nil end end end if battler.isPlayer then love.graphics.draw(substDoll.img, substDoll.up, 32, 72) else love.graphics.draw(substDoll.img, substDoll.down, 112, 32) end if shader then love.graphics.setShader() end end -- MinimizedMonSprite (animations.asm:1745): the 8x5 blob that replaces -- a minimized mon's pic, written at pic tile (3,4)+2px. Rows are bit -- patterns, drawn as shade-3 pixels. local MINIMIZED_ROWS = { { 3, 4 }, -- ...XX... { 2, 5 }, -- ..XXXX.. { 1, 6 }, -- .XXXXXX. { 2, 5 }, -- ..XXXX.. { 2, 2, 5, 5 }, -- ..X..X.. } function BattleState:drawMinimizedBlob(battler, x, y) local r, g, b, a = love.graphics.getColor() local col = { 0, 0, 0, 1 } local pals = self:colorMode() and self:sgbBattlePals() if pals then local P = pals[battler.isPlayer and 2 or 3] local shade = P[4] col = { shade[1] / 255, shade[2] / 255, shade[3] / 255, 1 } end love.graphics.setColor(col) for row, runs in ipairs(MINIMIZED_ROWS) do for i = 1, #runs, 2 do love.graphics.rectangle("fill", x + 24 + runs[i], y + 34 + row - 1, runs[i + 1] - runs[i] + 1, 1) end end love.graphics.setColor(r, g, b, a) end -- Draw a battler pic, sinking it behind its own baseline while the -- faint slide plays (pokered's AnimationSlideMonDown); a fainted -- battler stays hidden once the slide ends. A standing substitute -- shows the mini doll instead of the mon's own pic. The SE-driven -- pic effects (slides/squish/blink/minimize; see applyAnimEffect) -- offset, clip or replace the pic, and an active BGP fade swaps in a -- shade-remapped recolor of it. function BattleState:drawBattlerPic(battler, x, y, scale) local img = self:picImage(battler.sprite) if battler.substituteHP and not self:fxFaintActive(battler) and not battler.fainted then self:drawSubstituteDoll(battler) return end if self:fxFaintActive(battler) then local off = self:fxFaintOffset(battler, scale) local visible = img:getHeight() - math.floor(off / scale) if visible > 0 then local quad = love.graphics.newQuad(0, 0, img:getWidth(), visible, img:getWidth(), img:getHeight()) love.graphics.draw(img, quad, x, y + off, 0, scale, scale) end return end if battler.fainted then return end -- MarowakAnim's rOBP1 fades (updateFx): alpha over the paper is what those -- palette shifts look like, and the test has to sit ahead of the plain -- fast path below (#492) local fadePf = self.picFx and self.picFx[battler] if fadePf and fadePf.fade then local cr, cg, cb, ca = love.graphics.getColor() love.graphics.setColor(cr, cg, cb, ca * fadePf.fade) love.graphics.draw(img, x, y, 0, scale, scale) love.graphics.setColor(cr, cg, cb, ca) return end local pf = self.picFx and self.picFx[battler] if not pf or (not pf.kind and not pf.hidden and not pf.minimized and (pf.ox or 0) == 0 and (pf.oy or 0) == 0) then love.graphics.draw(img, x, y, 0, scale, scale) return end if pf.hidden then return end if pf.minimized then self:drawMinimizedBlob(battler, x, y) return end local w, h = img:getWidth(), img:getHeight() local ox, oy = pf.ox or 0, pf.oy or 0 local k, t = pf.kind, pf.t or 0 local xscale = 1 -- while an SE effect displaces the pic, confine it to its side's -- tile window like the GB tilemap does (the pic can never overwrite -- the HUD columns or the text box rows) -- ...except under the widescreen layout, where the side's own region -- scissor is already that window on a battlefield the classic tile -- columns do not describe (an 88..160 clip would fall entirely outside -- the enemy's region and erase the pic). local clip = love.graphics.setScissor and love.graphics.intersectScissor and not self.wideRegion local scx, scy, scw, sch if clip then scx, scy, scw, sch = love.graphics.getScissor() if battler.isPlayer then love.graphics.intersectScissor(0, 0, 80, 96) else love.graphics.intersectScissor(88, 0, 72, 56) end end if k == "slideOff" then -- one tile (8px) toward the mon's own screen edge per 3 frames local dir = battler.isPlayer and -1 or 1 ox = ox + dir * 8 * math.min(8, math.floor(t / 3) + 1) elseif k == "slideHalf" then local dir = battler.isPlayer and -1 or 1 ox = ox + dir * 8 * math.min(4, math.floor(t / 4) + 1) elseif k == "slideDown" then oy = oy + 8 * math.min(7, math.floor(t / 3) + 1) elseif k == "slideDownHide" then oy = oy + 16 * (math.floor(t / 8) + 1) elseif k == "bounce" then -- 5 back-to-back AnimationSlideMonDown passes oy = oy + 8 * math.min(7, math.floor((t % 21) / 3) + 1) elseif k == "shakeBF" then ox = ox + ((math.floor(t / 3) % 2 == 0) and -8 or 8) elseif k == "squish" then xscale = math.max(0, 7 - 2 * (math.floor(t / 6) + 1)) / 7 elseif k == "blink" then -- skip; falls through to the scissor-restore below instead of an -- early return that would leave the pic-window scissor stuck end local skipDraw = (k == "squish" and xscale <= 0) or (k == "blink" and math.floor(t / 5) % 2 == 0) if skipDraw then -- draw nothing this frame, but still restore the scissor rect elseif oy > 0 then -- sink below the baseline (AnimationSlideMonDown-style row clip) local visible = h - math.floor(oy / scale) if visible > 0 then local quad = love.graphics.newQuad(0, 0, w, visible, w, h) love.graphics.draw(img, quad, x + ox, y + oy, 0, scale, scale) end elseif k == "slideUp" then -- AnimationSlideMonUp (animations.asm): 7 row steps x 2f. After Dig's -- SLIDE_DOWN the tilemap is blank; each step fills the next bottom -- row so the mon emerges from underground. A cyclic wrap of a full -- pic looked like a bounce at Dig's end (#100). local step = math.min(7, math.floor((t - 1) / 2) + 1) local visible = math.floor(h * step / 7) if visible > 0 then local quad = love.graphics.newQuad(0, h - visible, w, visible, w, h) love.graphics.draw(img, quad, x + ox, y + (h - visible) * scale, 0, scale, scale) end elseif xscale < 1 then -- AnimationSquishMonPic: columns collapse toward the middle love.graphics.draw(img, x + w * scale * (1 - xscale) / 2, y, 0, scale * xscale, scale) else love.graphics.draw(img, x + ox, y + oy, 0, scale, scale) end if clip then if scx then love.graphics.setScissor(scx, scy, scw, sch) else love.graphics.setScissor() end end end -- ------------------------------------------------------------------ -- SGB battle colorization. SetPal_Battle (engine/gfx/palettes.asm:28) -- assigns pal 0 = player HP-bar palette, pal 1 = enemy HP-bar palette, -- pal 2 = player mon palette, pal 3 = enemy mon palette; -- BlkPacket_Battle (data/sgb/sgb_packets.asm:65) maps them onto screen -- regions. The BG layer is drawn in DMG grays to a canvas and each -- region is recolored through the PaletteFX shader; the OAM anim -- sprites are colored per sprite afterwards (BGP fades never touch -- them, matching the hardware). -- ------------------------------------------------------------------ -- BlkPacket_Battle ATTR_BLK data: pal slot + inclusive tile rect. -- The first entry is the %111 outside fill; the blocks are disjoint. local BATTLE_ZONES = { { pal = 0, 0, 0, 19, 17 }, -- everything else { pal = 1, 1, 0, 10, 3 }, -- enemy HUD { pal = 0, 10, 7, 19, 10 }, -- player HUD { pal = 2, 0, 4, 8, 11 }, -- player mon { pal = 3, 11, 0, 19, 6 }, -- enemy mon { pal = 2, 0, 12, 19, 17 }, -- message box } -- the colorizer needs canvases + shaders + pixel access (headless -- stubs and stripped-down builds fall back to the flat colored path) function BattleState:colorMode() if self.colorFxReady == nil then local ready = false local g = love and love.graphics local PaletteFX = require("src.render.PaletteFX") if g and g.newCanvas and g.setScissor and g.setShader and g.getCanvas and love.image and PaletteFX.pack(self.data) and PaletteFX.shader() then -- 160x144 real pixels, not DPI units, or the colored battle background -- resamples against the UI canvas on mobile (#208; PixelCanvas.lua) local PixelCanvas = require("src.render.PixelCanvas") local ok1, bg = pcall(PixelCanvas.new, 160, 144) local ok2, wv = pcall(PixelCanvas.new, 160, 144) if ok1 and ok2 and bg and wv then self.bgCanvas, self.waveCanvas = bg, wv ready = true end end self.colorFxReady = ready end return self.colorFxReady end -- The four SGB palettes SetPal_Battle would currently send: bar -- palettes track the drawn HP bars (GetHealthBarColor), the mon slots -- hold MonsterPalettes[wBattleMonSpecies]/[wEnemyMonSpecies2] -- -- PAL_MEWMON (= MonsterPalettes[0]) while a side still shows its -- trainer/back pic (the species bytes are 0 then). function BattleState:sgbBattlePals() local PaletteFX = require("src.render.PaletteFX") local pack = PaletteFX.pack(self.data) local pals = pack and pack.palettes if not pals then return nil end -- HandlePlayerBlackOut (core.asm:1151) runs SET_PAL_BATTLE_BLACK: -- SetPal_BattleBlack sends PalPacket_Black, PAL_BLACK in all four slots of -- BlkPacket_Battle (engine/gfx/palettes.asm:22-25), so every zone of the -- battle screen -- both HP bars and both mon regions -- goes dark behind -- the blackout text. picImage re-bakes the pics through the same palette, -- since those draw over the zone pass rather than through it (#292). if self.blackedOut and pals.BLACK then local b = pals.BLACK return { [0] = b, [1] = b, [2] = b, [3] = b } end local function bar(b) if not b then return pals.GREENBAR end local hp = b.shownHP or b.mon.hp return pals[PaletteFX.barPalName(hp, b.mon.stats.hp, b.shownPx)] or pals.GREENBAR end local function mon(b, placeholder) if placeholder or not b then return pals.MEWMON or pals.GREENBAR end return PaletteFX.monPal(self.data, b.mon.species) or pals.MEWMON end local out = { [0] = bar(self.player), [1] = bar(self.enemy), [2] = mon(self.player, self.showPlayerBack or self.safari or self.demo), [3] = mon(self.enemy, self.showEnemyTrainer), } -- OG RED: the Game Boy Color drew the whole battle from one BG palette -- -- white paper, black ink -- so every zone shares the same background and -- outline; only the two mid shades differ per element (green HP bar, red -- mon pic). The bar/base zones otherwise carry the SGB off-white -- (255,239,255) as color 0 while the mon zones (monPal -> GBC_BG) carry a -- true white, which is what drew a white box around each pic on the pink -- field. Snap every zone's color 0/3 to the global GBC white/black; the -- mid shades (and the green bar the user prefers) stay untouched. -- Boot-ROM OG only (Red/Blue): snap zone paper to the global GBC white/black. -- OG YELLOW keeps each CGBBasePalettes endpoint (already near-white / near-black). if PaletteFX.mode == "ogred" and not require("src.core.GameVersion").isYellow() then local white, black = PaletteFX.GBC_BG[1], PaletteFX.GBC_BG[4] for i = 0, 3 do local c = out[i] out[i] = { white, c[2], c[3], black } end end return out end -- the SGB palette covering a screen pixel (BlkPacket_Battle regions) function BattleState:zoneColorsAt(x, y) local pals = self:sgbBattlePals() if not pals then return nil end local tx = math.floor(x / 8) local ty = math.floor(y / 8) if ty >= 12 then return pals[2] end -- message box if tx >= 11 and ty <= 6 then return pals[3] end -- enemy mon if tx <= 8 and ty >= 4 and ty <= 11 then return pals[2] end -- player mon if tx >= 1 and tx <= 10 and ty <= 3 then return pals[1] end -- enemy HUD return pals[0] end -- AnimationWavyScreen's per-scanline SCX offsets -- (WavyScreenLineOffsets, animations.asm:1926) local WAVY_OFFSETS = { 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, -1, -1, -1, -2, -2, -2, -2, -2, -1, -1, -1 } -- wave the BG canvas one scanline at a time; the offset table walks -- one entry per frame like the asm's advancing pointer function BattleState:applyWavy(src) local wavy = self.fx and self.fx.wavy if not wavy then return src end local g = love.graphics local prev = g.getCanvas() g.setCanvas(self.waveCanvas) g.setColor(1, 1, 1, 1) g.rectangle("fill", 0, 0, 160, 144) self.waveQuad = self.waveQuad or g.newQuad(0, 0, 160, 1, 160, 144) for line = 0, 143 do self.waveQuad:setViewport(0, line, 160, 1) g.draw(src, self.waveQuad, WAVY_OFFSETS[(line + wavy.phase) % 32 + 1], line) end g.setCanvas(prev) return self.waveCanvas end -- recolor the grayscale BG canvas per zone; an active BGP fade permutes -- the zone palette (the SGB colors the remapped DMG shade). A window -- shake draws only the offset copy: the baked canvas holds the HUDs and -- text box (window-layer content), so compositing an unshifted copy -- underneath ghosted every name in the vacated strip (#295). The strip -- shows blank color 0 instead, like the hardware revealing empty BG. function BattleState:drawZonePass(src, sx, sy) local PaletteFX = require("src.render.PaletteFX") local shader = PaletteFX.shader() local pals = self:sgbBattlePals() local bgp = self:activeBgp() -- #822: OG / OG INV / CLASSIC are forced-mono modes, so sgbPalettes() being -- nil here makes PaletteFX.ensureZones invent a whole-screen zone and the -- WHOLE finished frame is re-thresholded through the shade shader at blit -- time -- which is why picImage already hands those modes raw DMG grays. -- This pass has to leave DMG shades behind for the same reason: sendColors -- runs the mode substitution HERE too, and the frame-level pass then -- substitutes a second time. OG INV inverts twice and comes out upright; -- CLASSIC's color 0 (155,188,15) has red 0.61, which falls in the shader's -- c1 bucket, so the paper darkens one shade. Either way the battle stops -- matching the YES/NO box an overlay state draws over it, since that box -- only ever sees the frame-level pass. OG is the identity, which is why -- only the other two showed it. Keep this mode set in sync with picImage / -- PaletteFX.ensureZones / WideBattle.monoMode. local mono = PaletteFX.mode == "og" or PaletteFX.mode == "og_inv" or PaletteFX.mode == "classic" love.graphics.setColor(1, 1, 1, 1) love.graphics.setShader(shader) local shaking = sx ~= 0 or sy ~= 0 for _, z in ipairs(BATTLE_ZONES) do if mono then -- the BGP fade still runs, just in gray: the frame-level pass colors -- whatever DMG shade this leaves behind PaletteFX.sendShades(shader, PaletteFX.permute(PaletteFX.GRAYS, bgp)) else PaletteFX.sendColors(shader, PaletteFX.permute(pals[z.pal], bgp)) end local zx, zy = z[1] * 8, z[2] * 8 local zw, zh = (z[3] - z[1] + 1) * 8, (z[4] - z[2] + 1) * 8 love.graphics.setScissor(zx, zy, zw, zh) if shaking then love.graphics.rectangle("fill", zx, zy, zw, zh) love.graphics.draw(src, sx, sy) else love.graphics.draw(src, 0, 0) end end love.graphics.setScissor() love.graphics.setShader() end -- colors for one anim-layer OAM sprite at screen pixel (px, py): the -- zone palette under that pixel's 8x8 attribute cell (the SGB colors -- the composited picture per cell, so AnimPlayer samples once per cell -- the tile overlaps), through the OBJ palette the routine ran with -- (SetAnimationPalette: wAnimPalette = $f0 on SGB, rOBP1 = $6c, -- ambient rOBP0 = $e4) local OBJ_SHADES = { f0 = { 0, 3, 3 }, -- color 1 -> shade 0, colors 2/3 -> shade 3 f0x = { 3, 0, 3 }, -- $f0 xor %00111100 = $cc: the Master/Ultra ball -- toss flicker (DoBallTossSpecialEffects) e4 = { 1, 2, 3 }, -- identity obp1 = { 3, 2, 1 }, -- $6c } function BattleState:animSpriteColors(s, px, py) local P = self:zoneColorsAt(px or (s.x - 8 + 4), py or (s.y - 16 + 4)) if not P then return nil end local m = OBJ_SHADES[s.obp or "f0"] or OBJ_SHADES.f0 local function c(shade) local col = P[shade + 1] return { col[1] / 255, col[2] / 255, col[3] / 255 } end return { c(m[1]), c(m[2]), c(m[3]) } end -- the OAM anim layer (subanimation sprites / the resting caught ball) function BattleState:drawAnimLayer(colorized) local colorFn if colorized then colorFn = function(s, px, py) return self:animSpriteColors(s, px, py) end end if self.animPlaying and self.animPlayer then love.graphics.setColor(1, 1, 1, 1) pcall(self.animPlayer.draw, self.animPlayer, colorFn) elseif self.lockedBall and self.animPlayer then -- the resting closed ball stays on screen through the caught text -- (the $43 chain ends after SHAKE_ANIM and the GB never clears the -- ball's OAM entries until the battle screen is torn down) love.graphics.setColor(1, 1, 1, 1) pcall(self.animPlayer.drawSprites, self.animPlayer, self.lockedBall, colorFn) end end -- ------------------------------------------------------------------ -- Mod-facing battle sprite scaling. The enemy front pic draws at 1x and -- the player back pic at 2x on the GB; a mod can override either per -- species (pokemon.battleScaleFront / battleScaleBack) or per image path -- (the battle_sprite_scales registry, which is the only handle on the -- non-species pics like the trainer back). These resolvers and the -- placement math are pure (no love.*) so the grounding contract -- feet -- pinned at any scale -- is unit-tested directly. -- ------------------------------------------------------------------ -- the vanilla scale for a side: enemy front 1x, player back 2x BattleState.BATTLE_SCALE_DEFAULT = { front = 1, back = 2 } -- image-level override for an asset path, or nil. scales is the merged -- data.battle_sprite_scales table (record id -> { path, scale }). function BattleState.imageBattleScale(scales, path) if not scales or not path then return nil end for id, rec in pairs(scales) do if id ~= "_owners" and type(rec) == "table" and rec.path == path then return rec.scale end end return nil end -- effective battle scale for a pic: image-level override, else the -- species-level override for the side, else the side default. side is -- "front" (enemy) or "back" (player); species may be nil (a non-species -- pic like the trainer back, which only image-level scaling reaches). function BattleState.resolveBattleScale(data, side, path, species) local img = data and BattleState.imageBattleScale(data.battle_sprite_scales, path) if img then return img end local def = species and data and data.pokemon and data.pokemon[species] local field = side == "back" and "battleScaleBack" or "battleScaleFront" local override = def and def[field] if override then return override end return BattleState.BATTLE_SCALE_DEFAULT[side] or 1 end -- Player (back) placement: feet flush on the text-box top (y=96) at any -- scale, with the left transparent columns pulled back so opaque pixels -- land where hardware's white-on-white columns left them. Returns the -- top-left x, y and the scale (slide/shake offsets are added by the -- caller). Feet stay at 96 for every scale: y + (h - pad) * scale == 96. function BattleState.backPlacement(w, h, pad, padL, scale) return 8 - padL * scale, 96 - (h - pad) * scale, scale end -- Enemy (front) placement: given the s=1 slot origin (ex, ey) from the -- 7x7 tile layout, keep the bottom edge and horizontal centre pinned as -- the pic scales -- the same compensation AnimateSendingOutMon's grow -- uses. Returns top-left x, y and the scale. The bottom edge stays put -- for every scale: y + h * scale == ey + h. function BattleState.frontPlacement(ex, ey, w, h, scale) return ex + w * (1 - scale) / 2, ey + h * (1 - scale), scale end -- Front/trainer pics: LoadUncompressedSpriteData centers the sprite in -- a 7x7 tile buffer, then CopyUncompressedPicToTilemap places that -- buffer at hlcoord 12,0. Horizontal pad is floor((8-w)/2) tiles; -- vertical pad is (7-h) -- bottom-aligned inside the 7x7. local function enemyPicXY(img, slide, sx, sy) local tw = math.floor(img:getWidth() / 8) local th = math.floor(img:getHeight() / 8) if tw < 1 then tw = 1 elseif tw > 7 then tw = 7 end if th < 1 then th = 1 elseif th > 7 then th = 7 end local hPad = math.floor((8 - tw) / 2) local vPad = 7 - th return 96 + 8 * hPad - slide + sx, 8 * vPad + sy end -- the two mon pics (or the trainer/back pics), offset by the window -- shake -- on the GB the pics are BG tiles, so they move with it -- onlySide ("player" / "enemy") draws one side's pic alone, and -- skipMenuClip drops the move-menu row clip below: the widescreen layout -- composites each side into its own region of a taller battlefield, where -- neither the other side's pixels nor the classic menu rows apply. function BattleState:drawPicsLayer(slide, sx, sy, onlySide, skipMenuClip) -- The move-select boxes are BG tiles on the GB, so they REPLACE the -- player pic's rows: the TYPE/PP box at (0,8) (PrintMenuItem) wipes -- pic rows 8+, and Mimic's copy menu at (0,7) (MoveSelectionMenu -- .mimicmenu) wipes rows 7+. The port draws pics above the menu -- layer in the colorized pipeline, so clip them to the visible rows. local g = love.graphics local clipY = not skipMenuClip and self:bottomUIVisible() and (self.phase == "mimicSelect" and 56 or self.phase == "moveSelect" and 64) or nil local clipped, cs1, cs2, cs3, cs4 if clipY and g.getScissor and g.intersectScissor then cs1, cs2, cs3, cs4 = g.getScissor() g.intersectScissor(0, 0, 160, clipY) clipped = true end -- Enemy: front sprite in the 7x7 slot at hlcoord 12,0. if onlySide ~= "player" and self.showEnemyTrainer and self.trainerPic then -- the enemy trainer pic holds the mon slot until the send-out local img = self:picImage(self.trainerPic) love.graphics.setColor(1, 1, 1, 1) local ex, ey = enemyPicXY(img, slide, sx, sy) -- SlideTrainerPicOffScreen / _ScrollTrainerPicAfterBattle offset (#317) love.graphics.draw(img, ex + self:picOffset("foe"), ey) elseif onlySide ~= "player" and self.enemy and self.enemy.sprite and not self.enemyHidden and not self.enemySendingOut and not self:fxHidden(self.enemy) then local img = self:picImage(self.enemy.sprite) love.graphics.setColor(1, 1, 1, 1) local ex, ey = enemyPicXY(img, slide, sx, sy) local s = BattleState.resolveBattleScale(self.data, "front", imagePathOf(img), self.enemy.mon and self.enemy.mon.species) local gs = self:growInScale(self.enemy) if gs then -- AnimateSendingOutMon: the downscaled pic keeps its bottom edge -- and horizontal center pinned to the mon's slot while it grows -- -- the mod scale composes multiplicatively with the grow stage local eff = s * gs if eff > 0 then local dx, dy = BattleState.frontPlacement(ex, ey, img:getWidth(), img:getHeight(), eff) love.graphics.draw(img, dx, dy, 0, eff, eff) end else local dx, dy = BattleState.frontPlacement(ex, ey, img:getWidth(), img:getHeight(), s) self:drawBattlerPic(self.enemy, dx, dy, s) end end -- Player: back sprite at hlcoord 1,5 (x=8), 2x like the GB, feet at y=96. -- Left transparent columns (matted white) are pulled back so opaque -- pixels land where hardware's white-on-white columns left them. local hidePlayer = self.safari or self.demo if onlySide ~= "enemy" and self.showPlayerBack and self.playerBackPic then -- Red's (or the old man's) back pic until "Go!"; it stays up for -- the whole safari / catch-demo battle like the original local img = self:picImage(self.playerBackPic) local pad = imagePadBottom[self.playerBackPic] or 0 local padL = imagePadLeft[self.playerBackPic] or 0 -- the trainer back is a bare pic, not species-keyed, so only an -- image-level battle_sprite_scales entry can rescale it local s = BattleState.resolveBattleScale(self.data, "back", imagePathOf(self.playerBackPic), nil) love.graphics.setColor(1, 1, 1, 1) local dx, dy = BattleState.backPlacement(img:getWidth(), img:getHeight(), pad, padL, s) -- picOffset: SlideTrainerPicOffScreen walking the back pic off the left love.graphics.draw(img, dx + slide + sx + self:picOffset("back"), dy + sy, 0, s, s) elseif onlySide ~= "enemy" and self.player and self.player.sprite and not hidePlayer and not self.sendingOut and not self:fxHidden(self.player) then local img = self:picImage(self.player.sprite) love.graphics.setColor(1, 1, 1, 1) -- feet flush on the text box top (y=96), ignoring baked-in padding local pad = imagePadBottom[self.player.sprite] or 0 local padL = imagePadLeft[self.player.sprite] or 0 local s = BattleState.resolveBattleScale(self.data, "back", imagePathOf(self.player.sprite), self.player.mon and self.player.mon.species) local gs = self:growInScale(self.player) if gs then -- the player-side AnimateSendingOutMon grow (after the poof, -- core.asm:1757-1762): feet pinned at y=96, horizontal centre -- pinned, mod scale composed with the grow stage local eff = s * gs if eff > 0 then love.graphics.draw(img, 8 - padL * s + img:getWidth() * s * (1 - gs) / 2 + sx, 96 - (img:getHeight() - pad) * eff + sy, 0, eff, eff) end else local dx, dy = BattleState.backPlacement(img:getWidth(), img:getHeight(), pad, padL, s) self:drawBattlerPic(self.player, dx + sx, dy + sy, s) end end if clipped then if cs1 then g.setScissor(cs1, cs2, cs3, cs4) else g.setScissor() end end end -- the BG-tile UI: HUDs, pokeball rows, safari ball count. Grayscale; -- the zone pass colors it in colorized mode. function BattleState:drawHUDs(slide) -- the HUD clears with the send-out text (ClearScreenArea, -- core.asm:1414-1417) and DrawEnemyHUDAndHPBar (1435) only redraws -- it after the grow-in + cry -- In colorized modes the zone pass (drawZonePass over BATTLE_ZONES pal 0/1) -- recolors the bar's DMG gray fill by region, so drawHPBar must skip its -- per-pixel tint (grayFill) -- otherwise GREENBAR's red-channel-0 fill -- double-applies and the zone shade shader maps the whole bar to black (#229). local grayFill = self:colorMode() local showStatus = self:statusHUDVisible() local barData = self.data local fx = self.fx local hudShake = (fx and fx.hudShakeX) or 0 -- FaintEnemyPokemon clears the enemy HUD area; it stays blank through -- TrainerAboutToUseText until DrawEnemyHUDAndHPBar after the next send-out -- ...and it is not up yet during the intro text either: a wild battle's -- DrawEnemyHUDAndHPBar is called from _InitBattleCommon (core.asm:6763) -- AFTER PrintBeginningBattleText returns, so "Wild X appeared!" shows the -- player's ball row with no enemy HUD beside it (#317) if showStatus and self.enemy and not self.showEnemyTrainer and not self.enemySendingOut and not self:growInScale(self.enemy) and slide == 0 and not self.introBalls and not self.enemy.fainted then -- enemy HUD (DrawEnemyHUDAndHPBar): name row 0, +level (4,1), -- HP bar (2,2) with the vertical tick at (1,2), underline row 3; -- AnimationShakeEnemyHUD nudges just this block via SCX if hudShake ~= 0 then love.graphics.push() love.graphics.translate(hudShake, 0) end love.graphics.setColor(0, 0, 0, 1) local enemyNameX = nameX(1, self.enemy.name) local enemyNameWidth = Font.draw(self.enemy.name, enemyNameX, 0) if self:caughtMarkerVisible() then self:drawCaughtBall(enemyNameX + enemyNameWidth, 0) love.graphics.setColor(0, 0, 0, 1) end if self.enemy.shownStatus then Font.draw(self:statusLabel({ status = self.enemy.shownStatus }), 40, 8) else hudTile(0x6E, 32, 8) -- Font.draw(tostring(self.enemy.mon.level), 40, 8) end hudTile(0x73, 8, 16) drawHPBar(barData, 2, 2, { hp = shownHP(self.enemy), stats = self.enemy.mon.stats }, nil, grayFill, nil, self.enemy.shownPx) hudTile(0x74, 8, 24) for i = 2, 9 do hudTile(0x76, i * 8, 24) end hudTile(0x78, 80, 24) if hudShake ~= 0 then love.graphics.pop() end end -- ReplaceFaintedEnemyMon -> DrawEnemyPokeballs (core.asm:896, -- draw_hud_pokeball_gfx.asm:9-11 -> SetupEnemyPartyPokeballs :33-45): -- between a KO and the next send-out the foe's ball row sits in the enemy -- HUD block FaintEnemyPokemon cleared, over the chrome PlaceEnemyHUDTiles -- writes with it -- the same $73 (1,2) / $74 (1,3) / $76 run / $78 tiles -- the live HUD draws, minus the HP bar (#283). Its own block rather than -- a third arm of showIntroBalls below: that window is DrawAllPokeballs's -- (#317) and clears for the rest of the battle, this one reopens on every -- enemy faint. wBaseCoordX $48 / wBaseCoordY $20 stepping -8 is screen -- (64,16) leftward, the same row the intro draws. if self.showEnemyBalls and self.enemyParty and slide == 0 then hudTile(0x73, 8, 16) hudTile(0x74, 8, 24) for i = 2, 9 do hudTile(0x76, i * 8, 24) end hudTile(0x78, 80, 24) love.graphics.setColor(1, 1, 1, 1) self:drawBallRow(self.enemyParty, 64, 16, -8) end -- A safari / old-man battle has no player mon out, so no player HUD (see -- hidePlayer below). Nothing takes its place: PrintSafariZoneSteps -- the -- "nnn/500 / BALLx nn" box -- is start-menu only and returns early off the -- nine interior maps (engine/overworld/player_state.asm:219-224), so no -- ball count belongs over the battlefield. The count lives in the BALL -- menu item instead (drawTextArea, #540). -- Party pokeball rows and the HUD chrome under them, for exactly the -- window DrawAllPokeballs owns (common_text.asm:27, with the intro text). -- SetupOwnPartyPokeballs runs in EVERY battle, so the player's row belongs -- on the wild intro too -- keying it off the enemy trainer pic meant a -- wild battle never drew one (#317) -- and SetupEnemyPartyPokeballs is -- skipped when wIsInBattle == 1, so only a trainer/link battle gets the -- foe's row. Gating on introBalls rather than on the pics also stops the -- rows coming back when the beaten trainer scrolls in (#282): -- _ScrollTrainerPicAfterBattle redraws tilemap columns and never touches -- OAM, which ClearSprites emptied when the intro text was dismissed. local showIntroBalls = self.introBalls and slide == 0 if showIntroBalls then if self.enemyParty and (self.kind == "trainer" or self.kind == "link") then -- PlaceEnemyHUDTiles (hlcoord 1,2): $73, then $74 + 8x $76 + $78 -- rightward along row 3 (draw_hud_pokeball_gfx.asm:133-165) hudTile(0x73, 8, 16) hudTile(0x74, 8, 24) for i = 2, 9 do hudTile(0x76, i * 8, 24) end hudTile(0x78, 80, 24) love.graphics.setColor(1, 1, 1, 1) self:drawBallRow(self.enemyParty, 64, 16, -8) end -- PlacePlayerHUDTiles (hlcoord 18,10): $73, then $77 + 8x $76 + $6F -- LEFTWARD along row 11 (draw_hud_pokeball_gfx.asm:119-131) hudTile(0x73, 144, 80) hudTile(0x77, 144, 88) for i = 10, 17 do hudTile(0x76, i * 8, 88) end hudTile(0x6F, 72, 88) love.graphics.setColor(1, 1, 1, 1) self:drawBallRow(self:playerPartyView(), 88, 80, 8) end local hidePlayer = self.safari or self.demo if showStatus and self.player and not hidePlayer and not self.showPlayerBack and slide == 0 then -- player HUD (DrawPlayerHUDAndHPBar): name (10,7), +level -- (14,8), HP bar (10,9), HP numbers row 10, underline row 11 with -- the tick at (18,10) and the triangle at (9,11) love.graphics.setColor(0, 0, 0, 1) Font.draw(self.player.name, nameX(10, self.player.name), 56) if self.player.shownStatus then Font.draw(self:statusLabel({ status = self.player.shownStatus }), 120, 64) else hudTile(0x6E, 112, 64) -- Font.draw(tostring(self.player.mon.level), 120, 64) end drawHPBar(barData, 10, 9, { hp = shownHP(self.player), stats = self.player.mon.stats }, 1, grayFill, nil, self.player.shownPx) -- wHPBarType 1: the $6D cap Font.draw(("%3d/%3d"):format(shownHP(self.player), self.player.mon.stats.hp), 88, 80) hudTile(0x73, 144, 80) hudTile(0x77, 144, 88) for i = 10, 17 do hudTile(0x76, i * 8, 88) end hudTile(0x6F, 72, 88) end end function BattleState:drawTextArea() if not self:bottomUIVisible() then return end Font.drawBox(0, 12, 20, 6) love.graphics.setColor(0, 0, 0, 1) if self.phase == "messages" and (self.current or self.animPlaying or self.msgHold) then -- during the move animation self.current is nil but shown still holds -- the "used X!" lines; keep drawing them like pokered, whose move -- animations only touch sprites and never the textbox tilemap (#296) -- rolling 2-line window: shown[1] at row y=112, shown[2] at y=128 (battle -- text uses every other tile row, hlcoord *,14 / *,16). scrollPx animates -- the lines up one row (ScrollTextUpOneLine) so a 3rd line scrolls into -- view instead of drawing off-screen at y=144 (#216). if self.scrollPx and self.scrollPx > 0 then self.scrollPx = self.scrollPx - 2 if self.scrollPx <= 0 then self.scrollPx = nil end end local off = self.scrollPx or 0 local ys = { 112, 128 } for li, line in ipairs(self.shown or {}) do local y = (ys[li] or 128) + off for i = 1, #line do Font.drawCode(line[i], 8 + (i - 1) * 8, y) end end -- the blinking down arrow ('▼', glyph $EE) while a \v CONT wait -- (_ContText) or a typed-out page (PromptText) holds the box; both write -- it at (18,16), bottom-right, like TextBox / home/text.asm (#317) if (self.msgWaiting or self.msgPrompt) and self.frame % 60 < 30 then Font.drawCode(0xEE, (0 + 20 - 2) * 8, (12 + 6 - 1) * 8 - 4) end elseif self.phase == "menu" and self.demo then -- the old-man script (DisplayBattleMenu, core.asm:2038-2049): the -- standard menu, with the '▶' hand drawn by the scripted keystrokes -- -- next to FIGHT (9,14) for the first 80 frames, then ITEM (9,16) Font.drawBox(8, 12, 12, 6) love.graphics.setColor(0, 0, 0, 1) Font.draw(Strings("FIGHT", "battle"), 80, 112) Font.drawCode(0xE1, 128, 112); Font.drawCode(0xE2, 136, 112) Font.draw(Strings("ITEM", "battle"), 80, 128); Font.draw(Strings("RUN", "battle"), 128, 128) Font.drawCode(0xED, 72, (self.demoTimer or 0) <= 80 and 112 or 128) elseif self.phase == "menu" then local col = (self.menuIndex - 1) % 2 local row = math.floor((self.menuIndex - 1) / 2) if self.safari then -- SAFARI_BATTLE_MENU_TEMPLATE: full-width box, "BALLx BAIT / -- THROW ROCK RUN" from (2,14) Font.drawBox(0, 12, 20, 6) Font.draw(Strings("BALLx"), 16, 112); Font.draw(Strings("BAIT"), 112, 112) Font.draw(Strings("THROW ROCK"), 16, 128); Font.draw(Strings("RUN", "battle"), 112, 128) -- DisplayBattleMenu .safariLeftColumn / .safariRightColumn print -- wNumSafariBalls at hlcoord 7,14 with `lb bc, 1, 2` -- one byte, two -- digits, space padded -- right after the "BALLx" label at columns -- 2..6 (engine/battle/core.asm:2074-2079, 2107-2112) (#540) Font.draw(("%2d"):format(self.safari.balls), 56, 112) Font.drawCode(0xED, (col == 0 and 8 or 104), 112 + row * 16) else -- BATTLE_MENU_TEMPLATE: box (8,12)-(19,17), "FIGHT / -- ITEM RUN" from (10,14); cursor columns 9 / 15 Font.drawBox(8, 12, 12, 6) Font.draw(Strings("FIGHT", "battle"), 80, 112) Font.drawCode(0xE1, 128, 112); Font.drawCode(0xE2, 136, 112) Font.draw(Strings("ITEM", "battle"), 80, 128); Font.draw(Strings("RUN", "battle"), 128, 128) Font.drawCode(0xED, (col == 0 and 72 or 120), 112 + row * 16) end elseif self.phase == "moveSelect" then -- pokered MoveSelectionMenu: move list in a box at (4,12) 16x6, -- names at column 6 from row 13, cursor at column 5. PrintMenuItem: -- the TYPE/PP box at (0,8) 11x5, with "TYPE/" at (1,9), the type at -- (2,10) and "PP cur/max" at (5,11); its bottom border merges into -- the move box's top border ('─' at (4,12), '┘' at (10,12)). Font.drawBox(0, 8, 11, 5) Font.drawBox(4, 12, 16, 6) -- Those two cells are REPLACED on hardware: MoveSelectionMenu writes them -- straight into the tilemap over the border it just laid down -- (core.asm:2492-2501), and PrintMenuItem's own TextBoxBorder then redraws -- the whole row on top (core.asm:2838-2844). Font.drawCode blits a -- black-on-transparent glyph instead, so the tile underneath survives: the -- move box's '┌' keeps its Poké Ball corner showing through the '─', and -- the '─' the move box drew at (10,12) pokes two dots out from under the -- '┘' (#240). Wipe each cell back to box white first, the way a tilemap -- write does. love.graphics.setColor(1, 1, 1, 1) love.graphics.rectangle("fill", 32, 96, 8, 8) love.graphics.rectangle("fill", 80, 96, 8, 8) Font.drawCode(Font.BORDER.h, 32, 96) Font.drawCode(Font.BORDER.br, 80, 96) love.graphics.setColor(0, 0, 0, 1) for i, mv in ipairs(self.player.curMoves) do -- unknown ids (mod-injected moves) print raw instead of crashing local def = self.data.moves[mv.id] Font.draw(def and def.name or tostring(mv.id), 48, 96 + i * 8) end -- Swap cursor: SelectMenuItem parks the hollow arrow on the marked row -- (core.asm:2600-2607), then HandleMenuInput's PlaceMenuCursor writes the -- filled arrow into the tilemap over it whenever the cursor sits there -- (home/window.asm:184-185), so the current row is always filled. Only -- one glyph may land per cell -- drawCode blits black-on-transparent, so -- stacking 0xED over 0xEC would merge the two arrows (#814). Font.drawCode(0xED, 40, 96 + self.moveIndex * 8) if self.moveSwapIndex and self.moveSwapIndex ~= self.moveIndex then Font.drawCode(0xEC, 40, 96 + self.moveSwapIndex * 8) end local sel = self.player.curMoves[self.moveIndex] if sel then local def = self.data.moves[sel.id] if self.player.disabledSlot == self.moveIndex then Font.draw(Strings("disabled!"), 8, 80) elseif def then Font.draw(Strings("TYPE/"), 8, 72) -- the type record's display name (a mod type shows its name, and -- PSYCHIC_TYPE prints PSYCHIC like the original) Font.draw(def.type and TypeChart.displayName(def.type) or "", 16, 80) local maxPP = def.pp + (sel.ppUps or 0) * math.floor(def.pp / 5) Font.draw(("%2d/%2d"):format(sel.pp, maxPP), 40, 88) end end elseif self.phase == "mimicSelect" then -- Mimic's copy menu (MoveSelectionMenu .mimicmenu, core.asm: -- 2506-2517): the enemy's move list in a 16x6 box at (0,7), names -- single-spaced from (2,8), cursor at column 1 Font.drawBox(0, 7, 16, 6) love.graphics.setColor(0, 0, 0, 1) for i, m in ipairs(self.mimicMoves) do Font.draw(self.data.moves[m.id].name, 16, (7 + i) * 8) end Font.drawCode(0xED, 8, (7 + self.mimicIndex) * 8) Font.draw(Strings("WHICH TECHNIQUE?"), 8, 112) end end function BattleState:draw() if self:wideLayout() then return WideBattle.draw(self) end return self:drawClassic() end function BattleState:drawClassic() -- AskName: ClearSprites + wild ClearScreenArea -- white field under the -- nickname TextBox / YES/NO (naming_screen.asm); overlays draw on top. if self.blankForAskName then love.graphics.setColor(1, 1, 1, 1) love.graphics.rectangle("fill", 0, 0, 160, 144) return end local fx = self.fx -- window shakes (SE_SHAKE_SCREEN / the enemy-hit vertical shake); -- the animations-off fallback keeps the old +-2 alternation local sx = (fx and fx.shakeX) or 0 local sy = (fx and fx.shakeY) or 0 if sx == 0 and sy == 0 and fx and fx.shake and fx.shake > 0 then sx = self.frame % 4 < 2 and 2 or -2 end -- intro slide-in offset: 2 px per frame, so 144 px over 72 frames local slide = (self.introSlide or 0) * Timing.BATTLE_SLIDE_PX_PER_FRAME if self:colorMode() then -- SGB pipeline: gray BG canvas -> (wavy) -> zone recolor with the -- BGP fade -> mon pics -> OAM anim sprites (never BGP-faded) local g = love.graphics local prev = g.getCanvas() local wavy = fx and fx.wavy g.setCanvas(self.bgCanvas) g.setColor(1, 1, 1, 1) g.rectangle("fill", 0, 0, 160, 144) self:drawHUDs(slide) self:drawTextArea() if wavy then -- the mon pics are BG tiles on the GB, so SE_WAVY_SCREEN bends -- them too: bake them into the canvas as DMG grays and let the -- zone pass color them by region (exactly what the SGB did) self.grayPics = true g.setScissor(0, 0, 160, 96) -- BG pics live above the text box self:drawPicsLayer(slide, 0, 0) g.setScissor() self.grayPics = nil end g.setCanvas(prev) self:drawZonePass(self:applyWavy(self.bgCanvas), sx, sy) if not wavy then -- the pics are BG tiles in rows 0-11 on the GB: they can never -- cover the text box, whatever the SE offsets do (a vertical -- window shake moves the box down with everything else) g.setScissor(0, 0, 160, 96 + math.max(0, sy)) self:drawPicsLayer(slide, sx, sy) g.setScissor() end self:drawAnimLayer(true) else -- flat fallback (headless / no shader support): pre-colorized pics -- on white, no palette fades love.graphics.setColor(1, 1, 1, 1) love.graphics.rectangle("fill", 0, 0, 160, 144) local shaking = sx ~= 0 or sy ~= 0 if shaking then love.graphics.push() love.graphics.translate(sx, sy) end self:drawPicsLayer(slide, 0, 0) self:drawHUDs(slide) self:drawAnimLayer(false) self:drawTextArea() if shaking then love.graphics.pop() end end -- screen flash (flash-effect moves without the subanimation player): -- white flicker overlay if fx and fx.flash and fx.flash > 0 and self.frame % 4 < 2 then love.graphics.setColor(1, 1, 1, 0.85) love.graphics.rectangle("fill", 0, 0, 160, 144) end love.graphics.setColor(1, 1, 1, 1) -- battle.overlay: shiny sparkles, custom HUD chrome, etc. Draw-only; -- the vanilla link is a no-op so an empty chain costs nothing. if Runtime.wantsHook("battle.overlay") then Runtime.call("battle.overlay", function() end, self) end end return BattleState