A Pokémon's level is printed on four Gen 1 surfaces -- both battle healthboxes, the party rows, and both status pages -- and every one of them prints it unconditionally. There is no seam, so a mode that wants the number gone has two options today and both are bad: paint over the engine's own pixels from render.hud (four rectangles, a background shade to match, and the palette flashes and healthbox slide to survive), or monkey-patch the render modules from inside the sandbox, which works and is exactly what CONTRIBUTING-mods.md tells mods not to do. The motivating case is a battle royale that scales every party to a shared rung rising with its fog: the number is the same for everyone, it changes on a clock, and it reads as a threat it is not -- a Lv37 opponent looks dangerous to a player who has not worked out that their own team is Lv37 too. A randomizer keeping an encounter unreadable, a challenge run that forbids level-checking and a blind Nuzlocke want the same switch. New hook `pokemon.level_visible`, taking the shape the presentation predicates on the battle screen already use -- battle.status_hud_visible, battle.bottom_ui_visible, battle.caught_marker_visible: consulted behind Runtime.wantsHook, default visible, only an explicit false suppresses. It is not named battle.* because a level is not a battle-only readout, and it carries the surface that asked (battle.enemy / battle.player / party / summary) so a mode can hide an opponent's level and keep its own. src/ui/LevelDisplay.lua holds the one definition of "visible", so the four call sites are a one-line guard each rather than four copies of the same five lines that can drift apart. No layout moves. Each site keeps its own hand-rolled PrintLevel rule (home/pokemon.asm:335-345), it just asks first. Two details are deliberate: a status condition still replaces the level on a healthbox exactly as in the cart, so hiding a level never hides PSN or BRN (the guard is an elseif on the existing status branch); and on status page 2 the <to> arrow is hidden with the level it points at, because an arrow with nothing after it is half a sentence. Gen 1 only. The Gen 2 screens and the Gen 1 PC box list -- where the level is part of a row label rather than a drawn field -- keep their own readouts and do not consult the hook. Both are stated as follow-ups in the RFC and beside the hook in docs/modding.md, so a mod author reads the limit before depending on it. Verification: tests/modkit/cases/pokemon_level_visible.lua covers the contract through the public mod API; gate_hooks picks the hook up on its own because it walks the live catalog; gate_meta_coverage is satisfied by the change that introduces the seam, so it never enters the DEBT ledger. tests/run_modkit.lua 33/33, tests/run_engine.lua 327/331 -- the same four audio/hostshell suites fail unchanged on dev without this branch. Co-Authored-By: Claude <noreply@anthropic.com>
6.8 KiB
RFC 0019: pokemon.level_visible — a level a mode can take off the screen
Status
Proposed.
Motivation
A Pokémon's level is printed on four Gen 1 surfaces — both battle healthboxes, the party rows, and page 1 and page 2 of the status screen — and every one of them prints it unconditionally. There is no seam. A mode that wants the number gone has exactly two options today, and both are bad.
It can paint over the text from render.hud, which means knowing four pixel
rectangles, matching the background shade, and surviving the palette flashes
and the healthbox slide-in. Or it can monkey-patch the drawing modules from
inside its sandbox, which works — require hands a mod the engine's own
table — and is precisely what CONTRIBUTING-mods.md tells mods not to do.
A mod that took the second road already deleted its patching layer once, for
the reasons that document gives.
The motivating case is a battle royale where every party is scaled to a
shared rung that rises with the fog. The number on the healthbox is
therefore never news — it is the same for everyone, it changes on a clock,
and a player reading :L37 on an opponent learns nothing except that they
are playing the same match. Worse, it reads as a threat it is not: a Lv37
opponent looks dangerous to a player who has not worked out that their own
team is Lv37 too. The mode wants the level off the HUD and out of the party
list, and the announcement it replaces it with is one line about everyone
getting stronger at once.
Nothing about that is specific to a battle royale. A randomizer that hides
levels to keep an encounter unreadable, a challenge run that forbids
level-checking, a hard mode that withholds an opponent's level, and a
"blind" Nuzlocke all want the same switch, and none of them should have to
learn where the <LV> glyph lives.
The decision it extends
This extends the additive, guarded seam convention Route B in
CONTRIBUTING-mods.md documents, and is gated by the parity guarantee
tests/engine/gate_meta_coverage.lua enforces.
It sits with the presentation predicates already on the battle screen —
battle.status_hud_visible, battle.bottom_ui_visible and
battle.caught_marker_visible — and takes the same shape: a hook consulted
behind Runtime.wantsHook, defaulting to visible, where only an explicit
false suppresses. The difference is that a level is not a battle-only
readout, so this one is not named battle.* and carries the surface that
asked.
There is no in-repo D-number registry to amend.
Exact API delta
New hook: pokemon.level_visible
mod.hooks:wrap("pokemon.level_visible", function(next, mon, ctx)
-- ctx = { where = "battle.enemy" | "battle.player" | "party" | "summary",
-- game = <Game> }
if myMode.active and ctx.where ~= "party" then
return false -- the level is not printed on that surface
end
return next(mon, ctx) -- true: printed, as today
end)
Default true. Only an explicit false suppresses; nil and every other
value print, so a wrapper that forgets a branch cannot blank a screen by
accident.
ctx.where names the surface rather than the widget, because the number
means different things on different screens: on a battle HUD an opponent's
level is information about them, on the party and status screens your own
level is information about you. A mode that wants to hide the first and
keep the second can, and the motivating mode does exactly that.
New module: src/ui/LevelDisplay.lua
One function, LevelDisplay.visible(mon, where, game), wrapping the
wantsHook/call pair. It exists so the four call sites are a one-line
guard each instead of four copies of the same five lines, and so the hook
has one definition of "visible" rather than four that can drift.
Call sites
| Surface | File | where |
|---|---|---|
| Enemy healthbox | src/battle/BattleState.lua |
battle.enemy |
| Player healthbox | src/battle/BattleState.lua |
battle.player |
| Party rows | src/ui/PartyMenu.lua |
party |
| Status page 1 and 2 | src/ui/SummaryMenu.lua |
summary |
No layout moves. Each site keeps its own hand-rolled PrintLevel rule
(home/pokemon.asm:335-345 — the <LV> tile, then the digits, with a level
of 100 writing its third digit back over the tile); it just asks first.
Two details are deliberate:
- A status condition still replaces the level on a healthbox, exactly as
it does in the cart, so hiding the level never hides
PSNorBRN. The guard is anelseifon the existing status branch, not a wrapper around it. - On status page 2 the
<to>arrow is hidden with the level it points at. The arrow introduces the next level; on its own it is half a sentence. The EXP-to-next-level figure beside it is a different field and still prints.
No other surface changes
No event, no registry, no save field, no manifest key.
Migration
None. The hook is additive and defaults to current behaviour.
Verification
tests/modkit/cases/pokemon_level_visible.lua— the contract through the public mod API: default true with no mod,falsesuppresses, the surface and the mon reach the hook, falling through prints, and anilmon answers rather than throwing.tests/engine/gate_hooks.lua— the structural parity gate picks the hook up automatically, because it walks the live catalog rather than a list.tests/engine/gate_meta_coverage.lua— the coverage ratchet; the seam is covered by name from the change that introduces it, so it never enters the DEBT ledger.
Backward compatibility
A build with no mod wrapping the hook never reaches Runtime.call:
wantsHook is checked first, which matters because two of the four sites
are on a per-frame draw path. Pixels are unchanged, and the parity gates
assert it.
Scope, and what is deliberately not in this change
Gen 1 only. The Gen 2 screens keep their own level readouts
(src/ui/gen2/PartyMenu.lua, SummaryMenu.lua, BoxMenu.lua,
HallOfFame.lua) and do not consult the hook. So does the Gen 1 PC box list
(src/ui/BoxMenu.lua), where the level is baked into a row label string
rather than drawn as a field, and the box-to-PNG print path beside it.
Those are mechanical follow-ups, held back so this change stays reviewable
against screens that can actually be exercised here. The limitation is
stated in docs/modding.md beside the hook, so a mod author reads it before
depending on it rather than after.
Compatibility seam for older engines
There is none, and none is possible without patching: the call sites are mid-draw, so a mod on a stock engine cannot reach them. That is the argument for the seam rather than a gap around it — the alternatives available to a mod today are painting over the engine's own pixels or reaching into its render modules, and the second is the thing the mod contract exists to prevent.