Pure formatting — no behaviour change. Verified: build passes, all 14
routes render, service worker active, no console errors.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
The reference links sat in their own strip under the header, reading as an
afterthought, and "Compare" appeared both there and as a Team mode.
- Reference links (Natures / Type chart / Breeding) now share one bar with
the Coverage/Compare/Calc switch — quiet text links on the right, so
they're still one tap away but clearly secondary chrome, not a pasted-on
row. Right-aligned on wide screens, wrapping under the switch on mobile.
- Removed the standalone "Compare" reference link. The Team's own Compare
mode now carries a "Compare any Pokémon →" link to #/compare in its
intro line, so the free-form compare tool is reachable in context and
only one "Compare" label is ever visible.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
The Natures / Type chart / Compare / Breeding links under the Team header
were plain dot-separated text. Make them a row of pill chips with small
accent icon badges (.toollinks / .toollink).
Progress by game showed a caught total for all 32 version groups the
moment anything was marked, since the tracking model is one unified
caught record. Add a "played games" set (pdx.playedGames, vg keys),
auto-marked when a game is selected or a save is imported (savedex now
returns candidate versionGroups per generation). #/progress leads with a
"Your games" section and tucks the rest behind a "Show all other games"
toggle (persisted). Included in JSON export/import.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
New lib/anim.js (countUp, fadeSlideIn, segThumb), all reduced-motion
aware:
- Shared-element morph: tapping a card tags its art with
view-transition-name; the detail skeleton now renders the real sprite
at hero size (router passes the match, animates the skeleton mount), so
the sprite flies from the grid into the hero and the skeleton→content
swap is seamless.
- Segmented controls (Team / Search / Breeding) get a sliding pill that
measures each button and eases between them.
- Count-ups: the dex-feed progress number and the detail Stats total
tick up.
- Detail tab content fades/rises on switch.
- Global :active scale-press on buttons/chips/rows, plus soft
background/border transitions.
- Hero sprite has a slow idle bob.
- Router swallows the AbortError when a fast follow-up nav skips an
in-flight view transition.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
Team slots are now { id, form } instead of bare ids (old saves migrate
on read via slot()). The detail page's team button adds whatever
mechanical form is selected — "+ Mega X" / "✓ Mega X in team" — and
TeamView merges that form's baked snapshot types/stats/BST into the
member so Coverage, Compare and the Calc all analyse the form (Mega
Charizard X shows as Fire/Dragon, BST 634). Lineup shows the form name
and sprite; remove targets the exact slot. The Add picker still adds
base forms — Megas etc. come from their own page.
CompareTable takes an optional spriteId; addToTeam/removeFromTeam/inTeam
gain a form argument.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
Two modes, linked from the Team header:
- Egg groups — browse every species in each of the 14 breedable egg
groups (offline, from the snapshot's eggGroups).
- Can breed with — pick a Pokémon and get its compatible partners
(shared egg group; Ditto pairs with everything; genderless pairs only
with Ditto; Undiscovered can't breed), plus its family's egg moves
(walks evolves-from to the base stage — Pikachu shows Pichu's), each
linking to the move page (which already lists who can learn it).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
Extracted the Team Compare table into components/CompareTable.js and
reused it for a new #/compare route: its own picker (up to 4 Pokémon,
persisted in ui.compareIds), gen-aware types, per-stat max highlight.
Linked from the Team header alongside Natures / Type chart. TeamView's
Compare tab now just calls CompareTable too.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
New #/types route (linked from the Team header alongside Natures): the
full 18x18 attack/defend grid, gen-aware from the selected game — drops
Fairy pre-Gen 6, Steel/Dark pre-Gen 2, and applies the Gen 1 / pre-Gen 6
quirks the type-chart module already models. Tap a type on either edge to
highlight its row+column and get an offensive + defensive breakdown as
type chips.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
- AbilityDetail: "Pokémon with this ability" grid now gets a filter box
and the same game/generation narrowing as the move and item pages, plus
a note when the ability postdates the selected game (Libero in
Ruby/Sapphire -> "introduced in Gen 8").
- TeamView "At a glance": Fastest / Bulkiest names now link to their
Pokémon pages.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
New "Calc" mode alongside Coverage/Compare. Pick (or quick-pick from your
current team) an attacker, a move, and a defender; get a damage range, %
of the defender's HP, hits-to-KO, and STAB/effectiveness badges.
- src/lib/damage-calc.js: the standard Gen 3+ stat and damage formulas
(statAt, calcDamage), evaluated across the 85–100% roll.
- Move data is era-accurate: picking a move fetches it live for
past_values (power/type/class changes), reusing MovesList's
forGeneration (now exported) via a snapshot-shaped shim so the instant
preview and the refined post-fetch result use the same code path.
- Level/nature/EV inputs per side (defaults: level 100, neutral nature,
0 EV, 31 IV assumed) plus a crit toggle.
- Explicitly out of scope and called out in the UI: items, abilities,
weather, terrain — this is a base-stats estimate, not a battle-exact
number.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
Coverage was hardcoded to Gen 9. Now it reads the selected game: only
that generation's types get rows (no Fairy pre-Gen 6, no Steel/Dark
pre-Gen 2), member typings are era-accurate via the snapshot's pastTypes,
and the type chart / STAB maths run at the game's generation. Compare's
Type row follows suit. The panel re-renders on a game switch.
New "Weak spots" block above the grid: types that hit 2+ members
super-effectively, or that a member is weak to and nobody resists (those
get a "0 resist" flag), each listing the exposed members. Plus a
"no resist to" line for types the whole team only takes neutrally but
can't wall. The grid itself swaps the plain "weak" count for a diverging
resist/weak bar and tints rows where 2+ members are weak.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
- Snapshot bakes an abilities index (373: name, generation, effect, and the
species that have it). Snapshot ~872 KB / 133 KB gzip.
- Search gains an 'Abilities' tab — browse all 373 offline, filter/search by
name or effect, sort A–Z / most-Pokemon / newest
- #/ability/:id detail: effect + a grid of every Pokemon with the ability
(all from the snapshot, no fetch)
- Pokemon detail: the Abilities line is now tappable, linking to each ability
- #/natures: the full 25-nature +10%/-10% table; linked from the Team view
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- New #/team view: a persisted lineup of up to 6 Pokémon (pdx.team store)
with a search-picker overlay, plus a Coverage/Compare toggle
- Coverage: 18x6 weakness table (colour-coded multipliers + per-type weak
count), offensive STAB gaps, team at-a-glance (avg BST, fastest, bulkiest)
- Compare: per-member column table of types + 6 stats + BST with mini bars
and row-max highlighting; scrolls horizontally past 4 members
- '+ Team' / '✓ In team' toggle on the Pokémon detail page (disabled when full)
- Nav gains a Team item; a Settings toggle ('Show Team in the navigation
bar', on by default) hides it from the bar without removing the route
- type-chart.js: defenseVector() helper
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>