# RFC 0007: Battle menu auxiliary actions ## Status Proposed. ## Problem Tool mods can inspect/capture a persistent checkpoint only at a settled ordinary wild/trainer player-decision boundary. Before this proposal, that boundary had no public semantic input/action seam: `BattleState` consumed the command loop directly. A mod could reach it only through private battle/input internals, which would be unsafe and incompatible with controller/touch input. ## Contract `mod.hooks:wrap("battle.menu_auxiliary", callback)` is called only when START is pressed at the existing checkpoint-safe player-decision boundary. The callback signature is: ```lua function callback(next, game, context) -- context is { kind = "wild" } or { kind = "trainer" } -- return true after claiming START, otherwise return next(game, context) end ``` The context is data-only. No live battle controller, input object, serializer, or restoration primitive is exposed. A `true` result consumes START for that fixed step without selecting a battle command. With no installed handler, START is inert exactly as before. Hook priorities and error isolation are the existing generic wrapper semantics: a throwing handler is skipped and cannot advance battle state. The engine reuses the same internal safety predicate as battle checkpoint capture. Link, Safari, ghost/demo, unsupported origins, scripts, queues, animations, messages, forced replacement/locked actions, and unsettled HP or status presentation never invoke the hook. ## Compatibility and verification The call is additive and no-op with no handler. ROM-free engine tests prove wild/trainer delivery, cursor/turn preservation, and unsafe-phase refusal; the mod-SDK fixture proves a loaded mod can consume the semantic action using only its public hook facade. `gate_hooks` automatically includes the new call site in no-mod parity coverage.