A link battle runs under cable rules and LinkBattle keeps them: openItems
prints "Items can't be used in a link battle!" and the wire knows move,
struggle, locked, switch and RUN. Right for the Cable Club, wrong for a
mode that is not the Cable Club -- a battle royale played over
LinkState.newFromSession fights with real, damaged parties, and the
potions and X items on the ground are its whole economy; against a bot
the bag works, against a person it says no. The mode cannot fix it:
submit, resolveLockstep and the decoder are closures, and there is no
action that means "nothing" to spend the turn on.
opts.items = true on newHost/newGuest (off by default, set on both
machines like turnLimit): the bag is BattleState.openItems -- the vanilla
BagMenu against this battle, whose picker already offers the clamped
copies -- and the effect is ItemEffects.use as in any fight. What
changes is what spending the turn means: itemUsed puts { kind = "item",
item, index, move } on the wire as the turn's action instead of running
the AI's reply. Both machines and a spectator resolve it before switches
and moves: the user's side is already applied (the bag did it), the other
side applies the same effect to its own copies of that side through
src/link/LinkItems.lua -- ItemEffects.use behind a battle whose player is
the user's battler and a save whose party is the user's copies, nothing
consumed -- and prints "<name> used <ITEM>!" plus the effect's lines.
Every effect reachable in a battle is deterministic, so the per-turn
hash still agrees. BagMenu hands itemUsed the item, target and move it
used; a local battle ignores them. A ball on the cable is refused
(ItemEffects), the way the doll is in any trainer battle.
tests/engine/link_items.lua: cable rules by default; opted in, the host's
POTION heals the guest's copy before the moves, both print the lines,
one turn, hashes agree; a spectator fed the same two messages heals its
copy too. docs/modding.md and docs/rfcs/0021-link-battle-items.md.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Kanto Companion's Edit Mode can't run during battle -- there's no way
to stop a D-pad press from also driving the battle menu, so the only
option today is pausing the game outright. This adds the same input
precedence a mod had before the sandbox changes: vanilla is the whole
existing callback body, and the hook fires before any of it runs.
input.wheel stays a plain observer like input.pointer, since nothing
depends on suppressing it.
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>
Lets a mod ask what a map's wild-encounter odds look like right now,
composed with any live encounter.table wrapper, without rolling the RNG.
encounter.roll/encounter.species can only transform one draw; this is the
missing read side. Guarded query method (mod.world:effectiveEncounters),
no changes to the real roll path, docs and a public-API modkit case.
Two decisions the OPTION screen and the cart make for the player, made
hookable so a game mode can make them instead: whether a faint offers the
SHIFT free switch, and whether a catch asks for a nickname. Guarded call
sites, file-local vanilla links, docs and a public-API modkit case.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1DVpYXGabigHqMwviDoKV
A capture the party cannot hold silently falls through to the box; the
new partyFullDestination seam lets a mode claim custody at that moment
instead, and pokemon.caught reports destination "mod" so the mode can
find the mon again. Guarded call site, file-local vanilla, docs and a
public-API modkit case.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1DVpYXGabigHqMwviDoKV
gate_meta_coverage asks every extension point for a unit test through the
public mod API, a no-mod parity test, and docs. The seams commit shipped the
call sites and owed the rest.
Both cases drive the real engine path, and both assert the unhooked build
first, so they fail if the seam is deleted and if it changes vanilla
behaviour. world_talk stands an object on the faced cell: with no mod the A
press reaches talkTo, with a mod that owns the object it does not, and an
object the mod ignores still falls through. link_battle_ended parks a
session at the end of a battle and checks the event carries the result, the
role, and both party copies.
The parity side needed nothing. gate_hooks and gate_events walk the live
catalog, so both seams were covered structurally as soon as the call sites
existed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Silver: derived import manifest (tools/make_silver_manifest.py re-resolves
the Gold manifest's symbols from pokesilver.sym), silver GameVersion row,
generation-keyed extractor routing, required-files override, edition save
stamping (a Silver playthrough no longer writes into the Gold save),
checkver-driven edition data, SILVER/KAMON/OSCAR/MAX presets, GOLD rival
default, edition credits banner, Lugia title screen (OAM layouts, bob,
trail, palettes as title.lua data keys with Gold defaults so old caches
need no re-import), packaging for every build target, docs, and tests.
Launcher: the installed-mods list is one continuous scroll (rows culled to
the viewport) instead of a pager with an inner scroll viewport; the pad
cursor's edge-scroll no longer runs it to the bottom. The game dropdown
shows just the initial and caret. Find-tab behavior unchanged.
Title tempo: a sprite-anim frame shows duration+1 ticks
(engine/sprite_anims/core.asm GetSpriteAnimFrame), which locks both
editions' 64-tick wing beat to the 64-tick sine bob; the title screens no
longer run fast and out of phase.