vulcandth
ef9b9bb437
Clean up bugs commented in the source code ( #912 )
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Co-authored-by: Rangi <remy.oukaour+rangi42@gmail.com>
2022-07-09 16:12:02 -05:00
vulcandth
5f0597e944
Rename SLP
to SLP_MASK
( #918 )
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Co-authored-by: Rangi <35663410+Rangi42@users.noreply.github.com>
2022-06-17 22:25:56 -04:00
Rangi
94057c7726
Verify uneven list sizes with list_start, li, and assert_list_length macros
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This was discussed in #815
2021-03-22 17:17:08 -04:00
Rangi
40902ffe24
Verify data table sizes with table_width and assert_table_length macros
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This was discussed in #706
It also uncovered some off-by-one issues with defining some constants.
A few structs now use rsreset/_RS to define their offset constants, as discussed in #739
2021-03-04 00:15:03 -05:00
Rangi
6d333bed5f
Replace many '; unused' with '; unreferenced'
2020-10-28 10:21:10 -04:00
Rangi
5f197c53f4
Clean up some percentage values
2020-05-07 14:21:24 -04:00
mid-kid
5dfe652ff6
CalcStats -> CalcBattleStats
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Confusingly ambiguous name
2018-11-23 23:03:27 +01:00
mid-kid
50da83cb23
CheckDestinyBond -> CheckFaint
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Its main function is fainting the opponent and ending the move effect.
Updated the comment accordingly.
2018-08-17 20:16:37 +02:00
Rangi
b565e6a9dc
Miscellaneous reorganization fixes
2018-07-04 02:42:11 -04:00
mid-kid
1d9a68dbdd
Remove all address comments
2018-06-24 16:13:22 +02:00
mid-kid
d4025863cf
Rename some battle commands
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`hittarget` was misleading, as it doesn't actually "hit" the target, it
only plays the animation. As such, I've renamed it to `moveanim`.
`checkfaint` has nothing to do with checking if the user or target has
fainted, instead, it applies wCurDamage onto the target's HP, hitting
the substitute if applicable. I've renamed the command to `applydamage`
and all of its subfunctions accordingly.
2018-04-04 23:27:40 +02:00
mid-kid
800f948914
Label BattleCommand_BeatUpFailText
2018-04-04 22:40:35 +02:00
mid-kid
682ca7e93c
Label bidefailtext
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This "unknown" battle command is actually used to give the proper fail
message to bide.
2018-04-04 22:40:21 +02:00
Rangi
e22670438e
Badge type boosts make sense in data/types/
2018-01-28 01:17:32 -05:00
Rangi
a0cc4a3392
Move power data belongs in data/moves/
2018-01-26 11:01:15 -05:00
Rangi
87514598be
More battle data in data/battle/
2018-01-25 21:34:42 -05:00
Rangi
d504fb8852
Move AI data tables into data/battle/ai (mirroring engine/battle/ai) so they're more discoverable.
2018-01-25 20:34:33 -05:00
Rangi
f44b7ad5c3
Add data/text/
2018-01-22 17:33:52 -05:00
Rangi
cb5e3378de
Move type data to data/types/
2018-01-22 16:23:34 -05:00
Remy Oukaour
2acaa96cf1
More charmap and home/text.asm documentation for JP chars
2018-01-18 18:34:20 -05:00
Remy Oukaour
e0088adb3f
Other files belong in data/battle/
2018-01-10 17:49:19 -05:00
Remy Oukaour
c8575823a0
Battle data goes in data/battle/
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TreeMons, like fish groups, have constants
2018-01-10 17:30:27 -05:00
Remy Oukaour
b5417fafec
Split battle/ into data/ and engine/ components
2017-12-26 17:47:05 -05:00
Remy Oukaour
28aec67f6e
Document one more bug/oversight
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Move FleeMons table into data/
2017-12-15 00:05:53 -05:00