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