Route B in CONTRIBUTING-mods.md asks an event/hook change for five things.
This adds the two that were missing and fixes what the third turned up.
link.battle_ended built its payload unconditionally. Route B is explicit
that a new event must not allocate when nothing wants it, and every other
emit in the engine already guards -- Runtime.wants now gates this one too,
so an unsubscribed build runs the branch exactly as it did.
world.talk was handing Runtime.call a closure built fresh on every A press,
purely to have a fallthrough to pass. It is a file-local now, so an unhooked
press allocates nothing it did not allocate before.
The RFC covers motivation, the API delta with call sites, migration (nothing
changes for existing mods), and verification. The backward-compatibility
statement is in it: every item is a new name or a new optional argument, and
example_mew_starter -- api 1, category = "GAMEPLAY", whole-species copy --
still loads, which run_modkit proves on every run.
No registry or schema field is added, so gen_registry_docs has nothing to
emit for this change. Running it does show pre-existing drift in
docs/modding/reference/registries.md (timeFishGroups, an objects refinement)
from earlier Schemas.lua edits that were never regenerated; that is not this
branch's to carry, so it is left alone.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Five small additions. None of them mention the mod that prompted them.
WorldAPI handles gain stepNow, canStep, placeAt, isMoving and setPassable.
scriptMove queues onto OverworldState.scriptMoves, and a non-empty
scriptMoves is how the overworld knows a cutscene is running, so it gates
handleInput -- an actor animated that way freezes the player's controls for
as long as it walks. Right for Oak marching to his lab, wrong for anything
moving on its own schedule. stepNow sets the same per-tile state without the
queue. It skips the collision check on purpose: the caller is replaying a
move that was decided somewhere else, and re-judging it here would let the
two copies disagree about where the actor is. canStep is there for callers
that do want the map's opinion.
OverworldController raises world.talk around the NPC talk path. An object
from spawnNpc has no TEXT_* id, so the vanilla path has nothing to say for
one; a mod that owns the object wraps this and does not call next.
LinkState.newFromSession adopts a transport that is already paired, so a
mode can tunnel a battle through a connection it already has rather than
opening a second one. The hello and fingerprint exchange still runs. When
the battle ends, link.battle_ended carries the result and both lockstep
party copies -- cable rules leave the real party alone, so that is the only
place the damage exists.
Game:startNewGame(opts) is the title's NEW GAME closure made callable, with
opts.intro=false to land straight in the world. CodeEntry.new takes an
optional {length=, charset=} so the same widget can enter an address or a
room code.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>