Port evolution, Rare Candy, evolution stones and vitamins
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Pokémon that levelled up evolve after a won battle, following
EvolveAfterBattle's checks over the ROM's evolution bytes, with the
evolution screen that B can stop and move learning outside battle. The pack
uses Rare Candy, stones (with ABLE/NOT ABLE labels) and vitamins, and its
pocket tabs now sit in their own row.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Sébastien QUEROLandClaude Opus 5.5 committed 2026-09-30 16:21:59 +02:00
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@@ -62,7 +62,12 @@ menu, pausing overworld ticks while choosing the Bicycle. Start opens
the party menu and pack change only the draft, which commits when the menu
closes, and an item that queues a script (the Bicycle) starts it afterwards.
The start menu, party menu and pocket cursors live in the world's memory,
not in saves, and are cleared after each battle. The bedroom PC edits
not in saves, and are cleared after each battle. `scripts/evolution.ts`
translates `EvolveAfterBattle`, `LearnLevelMoves` and `LearnMove` over a
draft. After a won battle the world runs it as an interlude on the battle's
script draft, before the script receives the battle result; the start menu
runs it inline for Rare Candy and stones. The `evolve` effect is a timed
picture sequence that B may stop. The bedroom PC edits
decorations on the script draft and reloads the room when the menu commits.
`scripts/intro.ts` runs a new game's introduction as a native generator on a
script draft; the session starts it only when nothing is saved, and the name,