Local labels starting with capital letters are now decorated with a trailing colon; remove trailing whitespace; globally correct line endings to UNIX style

This commit is contained in:
pikalaxalt
2016-04-10 14:42:14 -04:00
parent 46ead9b849
commit bf73772a56
537 changed files with 4562 additions and 4562 deletions

View File

@@ -318,7 +318,7 @@ AI_Items: ; 39196
jp c, .Use
jp .DontUse
.StatusCheckContext
.StatusCheckContext:
ld a, [EnemySubStatus5]
bit SUBSTATUS_TOXIC, a
jr z, .FailToxicCheck
@@ -328,7 +328,7 @@ AI_Items: ; 39196
call Random
cp 1 + 50 percent
jp c, .Use
.FailToxicCheck
.FailToxicCheck:
ld a, [EnemyMonStatus]
and 1 << FRZ | SLP
jp z, .DontUse
@@ -344,7 +344,7 @@ AI_Items: ; 39196
call .Status
jp c, .DontUse
.UseFullRestore
.UseFullRestore:
call EnemyUsedFullRestore
jp .Use
; 38220
@@ -676,7 +676,7 @@ AI_TrySwitch: ; 3844b
ld c, a
ld hl, OTPartyMon1HP
ld d, 0
.SwitchLoop
.SwitchLoop:
ld a, [hli]
ld b, a
ld a, [hld]

View File

@@ -31,24 +31,24 @@ endr
ld hl, EnemyMonMoves
ld c, 0
.CheckDisabledMove
.CheckDisabledMove:
cp [hl]
jr z, .ScoreDisabledMove
inc c
inc hl
jr .CheckDisabledMove
.ScoreDisabledMove
.ScoreDisabledMove:
ld hl, Buffer1
ld b, 0
add hl, bc
ld [hl], 80
; Don't pick moves with 0 PP.
.CheckPP
.CheckPP:
ld hl, Buffer1 - 1
ld de, EnemyMonPP
ld b, 0
.CheckMovePP
.CheckMovePP:
inc b
ld a, b
cp EnemyMonMovesEnd - EnemyMonMoves + 1
@@ -63,7 +63,7 @@ endr
; Apply AI scoring layers depending on the trainer class.
.ApplyLayers
.ApplyLayers:
ld hl, TrainerClassAttributes + TRNATTR_AI_MOVE_WEIGHTS
; If we have a battle in BattleTower just load the Attributes of the first TrainerClass (Falkner)
@@ -82,7 +82,7 @@ endr
push bc
push hl
.CheckLayer
.CheckLayer:
pop hl
pop bc
@@ -119,12 +119,12 @@ endr
jr .CheckLayer
; Decrement the scores of all moves one by one until one reaches 0.
.DecrementScores
.DecrementScores:
ld hl, Buffer1
ld de, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves
.DecrementNextScore
.DecrementNextScore:
; If the enemy has no moves, this will infinite.
ld a, [de]
inc de
@@ -145,7 +145,7 @@ endr
; In order to avoid bias towards the moves located first in memory, increment the scores
; that were decremented one more time than the rest (in case there was a tie).
; This means that the minimum score will be 1.
.PickLowestScoreMoves
.PickLowestScoreMoves:
ld a, c
.move_loop
@@ -159,14 +159,14 @@ endr
ld de, EnemyMonMoves
ld c, NUM_MOVES
; Give a score of 0 to a blank move
; Give a score of 0 to a blank move
.loop2
ld a, [de]
and a
jr nz, .skip_load
ld [hl], a
; Disregard the move if its score is not 1
; Disregard the move if its score is not 1
.skip_load
ld a, [hl]
dec a
@@ -183,8 +183,8 @@ endr
dec c
jr nz, .loop2
; Randomly choose one of the moves with a score of 1
.ChooseMove
; Randomly choose one of the moves with a score of 1
.ChooseMove:
ld hl, Buffer1
call Random
and 3

View File

@@ -23,7 +23,7 @@ AI_Basic: ; 38591
; Dismiss moves with special effects if they are
; useless or not a good choice right now.
; For example, healing moves, weather moves, Dream Eater...
; For example, healing moves, weather moves, Dream Eater...
push hl
push de
push bc
@@ -33,7 +33,7 @@ AI_Basic: ; 38591
pop hl
jr nz, .discourage
; Dismiss status-only moves if the player can't be statused.
; Dismiss status-only moves if the player can't be statused.
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
push hl
push de
@@ -680,7 +680,7 @@ rept 2
inc [hl]
endr
; 30% chance to end up here if enemy's HP is full and player is not badly poisoned.
; 30% chance to end up here if enemy's HP is full and player is not badly poisoned.
; 77% chance to end up here if enemy's HP is above 50% but not full.
; 96% chance to end up here if enemy's HP is between 25% and 50%.
; 100% chance to end up here if enemy's HP is below 25%.
@@ -771,7 +771,7 @@ AI_Smart_MirrorMove: ; 3895b
jr nz, .asm_38968
; ...do nothing if enemy is slower than player
call AICompareSpeed
call AICompareSpeed
ret nc
; ...or dismiss this move if enemy is faster than player.
@@ -784,7 +784,7 @@ AI_Smart_MirrorMove: ; 3895b
ld de, 1
call IsInArray
pop hl
; ...do nothing if he didn't use a useful move.
ret nc
@@ -813,11 +813,11 @@ AI_Smart_AccuracyDown: ; 38985
call AICheckPlayerMaxHP
jr nc, .asm_389a0
; ...and enemy's HP is above 50%...
; ...and enemy's HP is above 50%...
call AICheckEnemyHalfHP
jr nc, .asm_389a0
; ...greatly encourage this move if player is badly poisoned.
; ...greatly encourage this move if player is badly poisoned.
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_3899d
@@ -839,21 +839,21 @@ endr
call AICheckPlayerQuarterHP
jr nc, .asm_389bd
; If player's HP is above 25% but not full, 4% chance to greatly encourage this move.
; If player's HP is above 25% but not full, 4% chance to greatly encourage this move.
call Random
cp $a
jr c, .asm_3899d
; If player's HP is between 25% and 50%,...
; If player's HP is between 25% and 50%,...
call AICheckPlayerHalfHP
jr nc, .asm_389b8
; If player's HP is above 50% but not full, 20% chance to greatly encourage this move.
; If player's HP is above 50% but not full, 20% chance to greatly encourage this move.
call AI_80_20
jr c, .asm_3899d
jr .asm_389bf
; ...50% chance to greatly discourage this move.
; ...50% chance to greatly discourage this move.
.asm_389b8
call AI_50_50
jr c, .asm_389bf
@@ -863,7 +863,7 @@ rept 2
inc [hl]
endr
; We only end up here if the move has not been already encouraged.
; We only end up here if the move has not been already encouraged.
.asm_389bf
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
@@ -873,14 +873,14 @@ endr
bit SUBSTATUS_LEECH_SEED, a
jr nz, .asm_389ef
; Discourage this move if enemy's evasion level is higher than player's accuracy level.
; Discourage this move if enemy's evasion level is higher than player's accuracy level.
ld a, [EnemyEvaLevel]
ld b, a
ld a, [PlayerAccLevel]
cp b
jr c, .asm_389e4
; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout.
; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout.
ld a, [PlayerFuryCutterCount]
and a
jr nz, .asm_3899d
@@ -895,7 +895,7 @@ endr
; Player is badly poisoned.
; 80% chance to greatly encourage this move.
; This would counter any previous discouragement.
; This would counter any previous discouragement.
.asm_389e6
call Random
cp $50
@@ -907,7 +907,7 @@ endr
; Player is seeded.
; 50% chance to encourage this move.
; This would partly counter any previous discouragement.
; This would partly counter any previous discouragement.
.asm_389ef
call AI_50_50
ret c
@@ -931,7 +931,7 @@ AI_Smart_Haze: ; 389f5
jr c, .asm_38a12
jr .asm_389fb
; 85% chance to encourage this move if any of player's stat levels is higher than +2.
; 85% chance to encourage this move if any of player's stat levels is higher than +2.
.asm_38a05
ld hl, PlayerAtkLevel
ld c, $8
@@ -1164,7 +1164,7 @@ AI_Smart_Confuse: ; 38adb
cp $19
jr c, .asm_38ae7
inc [hl]
.asm_38ae7
; Discourage again if player's HP is below 25%.
call AICheckPlayerQuarterHP
@@ -1220,10 +1220,10 @@ AI_Smart_Fly: ; 38b12
ld a, [PlayerSubStatus3]
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
ret z
call AICompareSpeed
ret nc
rept 3
dec [hl]
endr
@@ -1246,9 +1246,9 @@ AI_Smart_Paralyze: ; 38b26
; 50% chance to discourage this move if player's HP is below 25%.
call AICheckPlayerQuarterHP
jr nc, .asm_38b3a
; 80% chance to greatly encourage this move
; if enemy is slower than player and its HP is above 25%.
; if enemy is slower than player and its HP is above 25%.
call AICompareSpeed
ret c
call AICheckEnemyQuarterHP
@@ -1308,8 +1308,8 @@ AI_Smart_Substitute: ; 38b5c
AI_Smart_HyperBeam: ; 38b63
call AICheckEnemyHalfHP
jr c, .asm_38b72
; 50% chance to encourage this move if enemy's HP is below 25%.
; 50% chance to encourage this move if enemy's HP is below 25%.
call AICheckEnemyQuarterHP
ret c
call AI_50_50
@@ -1335,13 +1335,13 @@ AI_Smart_Rage: ; 38b7f
bit SUBSTATUS_RAGE, a
jr z, .asm_38b9b
; If enemy's Rage is building, 50% chance to encourage this move.
; If enemy's Rage is building, 50% chance to encourage this move.
call AI_50_50
jr c, .asm_38b8c
dec [hl]
; Encourage this move based on Rage's counter.
; Encourage this move based on Rage's counter.
.asm_38b8c
ld a, [wEnemyRageCounter]
cp $2
@@ -1773,12 +1773,12 @@ AI_Smart_PriorityHit: ; 38d5a
call AICompareSpeed
ret c
; Dismiss this move if the player is flying or underground.
; Dismiss this move if the player is flying or underground.
ld a, [PlayerSubStatus3]
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
jp nz, AIDiscourageMove
; Greatly encourage this move if it will KO the player.
; Greatly encourage this move if it will KO the player.
ld a, $1
ld [hBattleTurn], a
push hl
@@ -1895,18 +1895,18 @@ AI_Smart_MeanLook: ; 38dfb
pop hl
jp z, AIDiscourageMove
; 80% chance to greatly encourage this move if the enemy is badly poisoned (weird).
; 80% chance to greatly encourage this move if the enemy is badly poisoned (weird).
ld a, [EnemySubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_38e26
; 80% chance to greatly encourage this move if the player is either
; in love, identified, stuck in Rollout, or has a Nightmare.
; 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
jr nz, .asm_38e26
; Otherwise, discourage this move unless the player only has not very effective moves against the enemy.
; Otherwise, discourage this move unless the player only has not very effective moves against the enemy.
push hl
callab CheckPlayerMoveTypeMatchups
ld a, [wEnemyAISwitchScore]
@@ -2233,7 +2233,7 @@ AI_Smart_Sandstorm: ; 38f7a
inc [hl]
ret
.SandstormImmuneTypes
.SandstormImmuneTypes:
db ROCK
db GROUND
db STEEL
@@ -2493,7 +2493,7 @@ AI_Smart_HiddenPower: ; 3909e
push hl
ld a, 1
ld [hBattleTurn], a
; Calculate Hidden Power's type and base power based on enemy's DVs.
callab HiddenPowerDamage
callab BattleCheckTypeMatchup
@@ -2697,7 +2697,7 @@ AI_Smart_PsychUp: ; 39152
jr nz, .asm_3915a
; Calculate the sum of all player's stat level modifiers. Add 100 first to prevent underflow.
; Put the result in d. d will range between 58 and 142.
; Put the result in d. d will range between 58 and 142.
ld hl, PlayerAtkLevel
ld b, $8
ld d, 100
@@ -2716,12 +2716,12 @@ AI_Smart_PsychUp: ; 39152
pop hl
jr nc, .asm_39188
; Else, 80% chance to encourage this move unless player's accuracy level is lower than -1...
; Else, 80% chance to encourage this move unless player's accuracy level is lower than -1...
ld a, [PlayerAccLevel]
cp $6
ret c
; ...or enemy's evasion level is higher than +0.
; ...or enemy's evasion level is higher than +0.
ld a, [EnemyEvaLevel]
cp $8
ret nc
@@ -2825,7 +2825,7 @@ rept 2
endr
ret
; Try to predict if the player will use Fly this turn.
; Try to predict if the player will use Fly this turn.
.couldFly
; 50% chance to encourage this move if the enemy is slower than the player.
@@ -3175,10 +3175,10 @@ AI_Opportunist: ; 39315
call AICheckEnemyHalfHP
ret c
; Discourage stall moves if enemy's HP is below 25%.
; Discourage stall moves if enemy's HP is below 25%.
call AICheckEnemyQuarterHP
jr nc, .asm_39322
; 50% chance to discourage stall moves if enemy's HP is between 25% and 50%.
call AI_50_50
ret c
@@ -3333,12 +3333,12 @@ AI_Aggressive: ; 39369
; Ignore this move if its power is 0 or 1.
; Moves such as Seismic Toss, Hidden Power,
; Counter and Fissure have a base power of 1.
; Counter and Fissure have a base power of 1.
ld a, [wEnemyMoveStruct + MOVE_POWER]
cp 2
jr c, .checkmove2
; Ignore this move if it is reckless.
; Ignore this move if it is reckless.
push hl
push de
push bc
@@ -3351,7 +3351,7 @@ AI_Aggressive: ; 39369
pop hl
jr c, .checkmove2
; If we made it this far, discourage this move.
; If we made it this far, discourage this move.
inc [hl]
jr .checkmove2
@@ -3384,7 +3384,7 @@ AIDamageCalc: ; 393e7
callab BattleCommand_Stab
ret
.ConstantDamageEffects
.ConstantDamageEffects:
db EFFECT_SUPER_FANG
db EFFECT_STATIC_DAMAGE
db EFFECT_LEVEL_DAMAGE
@@ -3550,7 +3550,7 @@ AI_Risky: ; 394a9
call AICheckEnemyMaxHP
jr c, .nextmove
; Else, 80% chance to exclude them.
; Else, 80% chance to exclude them.
call Random
cp 200 ; 1/5
jr c, .nextmove

View File

@@ -161,7 +161,7 @@ endr
.doubledown
call .DecreaseScore
; fallthrough
; 34931