Trainer data structure and field move functions

Trainer data in map scripts is now a macro-defined structure.

Field move functions in main.asm are now nearly completely annotated, with local references.

Trailing white space deleted.
This commit is contained in:
PikalaxALT
2015-07-18 23:45:39 -04:00
parent e674869018
commit 60cd04b023
116 changed files with 2148 additions and 8705 deletions

View File

@@ -151,7 +151,7 @@ AI_Setup: ; 385e0
AI_Types: ; 38635
; Dismiss any move that the player is immune to.
; Encourage super-effective moves.
; Discourage not very effective moves unless
; Discourage not very effective moves unless
; all damaging moves are of the same type.
ld hl, Buffer1 - 1
@@ -963,9 +963,9 @@ AI_Smart_Bide: ; 38a1e
AI_Smart_Whirlwind: ; 38a2a
; Whirlwind, Roar.
; Discourage this move if the player has not shown
; Discourage this move if the player has not shown
; a super-effective move against the enemy.
; Consider player's type(s) if its moves are unknown.
; Consider player's type(s) if its moves are unknown.
push hl
callab Function3484e
@@ -1231,7 +1231,7 @@ AI_Smart_Paralyze: ; 38b26
call AICheckPlayerQuarterHP
jr nc, .asm_38b3a
; 80% chance to greatly encourage this move
; 80% chance to greatly encourage this move
; if enemy is slower than player and its HP is above 25%.
call AICompareSpeed
ret c
@@ -1879,7 +1879,7 @@ AI_Smart_MeanLook: ; 38dfb
bit SUBSTATUS_TOXIC, a
jr nz, .asm_38e26
; 80% chance to greatly encourage this move if the player is either
; 80% chance to greatly encourage this move if the player is either
; in love, identified, stuck in Rollout, or has a Nightmare.
ld a, [PlayerSubStatus1]
and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE
@@ -3292,7 +3292,7 @@ AI_Aggressive: ; 39369
call AIGetEnemyMove
; Ignore this move if its power is 0 or 1.
; Moves such as Seismic Toss, Hidden Power,
; Moves such as Seismic Toss, Hidden Power,
; Counter and Fissure have a base power of 1.
ld a, [wEnemyMoveStruct + MOVE_POWER]
cp 2