Commit Graph

33 Commits

Author SHA1 Message Date
7Soul
cf26f55985
Identify battle bg effects functions and constants (#773)
Identify battle bg effects functions and constants
2020-10-06 15:45:09 -04:00
7Soul
836da09f4e
Identify anim object constants (#772)
Identify anim object constants
2020-10-04 15:06:38 -04:00
Rangi
6ca82e5c86 Eliminate enum: use const instead, with case-by-case parallel const implementations 2020-07-08 15:30:23 -04:00
Rangi
43a9295789 add_tm, add_hm, and add_mt define TM##_MOVE, HM##_MOVE, and MT##_MOVE constants, to avoid repeating the move names in tmhm_moves.asm 2020-07-06 16:53:05 -04:00
Rangi
5f197c53f4 Clean up some percentage values 2020-05-07 14:21:24 -04:00
Rangi
0345e4fb0e Add suffixes to some constants to avoid ambiguity
- `PSYCHIC` → `PSYCHIC_TYPE` (not the trainer `PSYCHIC_T` or the move `PSYCHIC_M`)
- `BLACKBELT` → `BLACKBELT_I` (not the trainer `BLACKBELT_T`)
- `CURSE_T` → `CURSE_TYPE` (not the move `CURSE`)
- `TOWN_MAP_D` → `TOWN_MAP_POSTER` (not the item `TOWN_MAP`)

This also uncovered a misidentified event: `EVENT_DECO_PLANT_4` → `EVENT_DECO_POSTER_1`. (There are three plants and four posters.)
2020-03-21 17:59:26 -04:00
Rangi
c04b455aac Identify "branch" labels in battle animations 2020-01-05 15:42:21 -05:00
mid-kid
80ece33e3e Document wBattleAnimFlags
`anim_clearsprites` was misnamed, so I renamed it to `anim_keepsprites`,
and documented it in docs/battle_anim_commands.md
2019-02-16 12:55:40 +01:00
mid-kid
c4979d9770 Rename "feet and head follow" commands
The lot of these were rather misnamed, since they're used to replace
part of the player or enemy with objects for several background effects.
https://github.com/pret/pokecrystal/pull/578#issuecomment-440996244
2018-11-25 23:57:38 +01:00
mid-kid
4e3ed078f9 Cosmetic fixes 2018-11-20 21:53:45 +01:00
mid-kid
50da83cb23 CheckDestinyBond -> CheckFaint
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
874bc5ebd5 SFX_UNKNOWN_7F → SFX_TOXIC 2018-07-12 12:25:17 -04:00
Rangi
b565e6a9dc Miscellaneous reorganization fixes 2018-07-04 02:42:11 -04:00
Rangi
67152eab98 Keep more data/ INCLUDEs with relevant routines 2018-06-25 13:45:50 -04:00
mid-kid
1d9a68dbdd Remove all address comments 2018-06-24 16:13:22 +02:00
Rangi
fbe82a7fe0 Note which labels are only needed for locating banks (relevant to issue #485) 2018-06-12 23:29:15 -04:00
mid-kid
c82deab86f fix-various-little-things
A compilation of suggestions from the discord that don't deserve
separate commits and are not questionable at all™.
2018-05-05 09:19:04 +02:00
mid-kid
d4025863cf Rename some battle commands
`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
This "unknown" battle command is actually used to give the proper fail
message to bide.
2018-04-04 22:40:21 +02:00
Rangi
84c798e9f4 Clarify TM/HM move/enum correspondence 2018-01-28 01:20:49 -05:00
Rangi
a0cc4a3392 Move power data belongs in data/moves/ 2018-01-26 11:01:15 -05:00
Remy Oukaour
b071dd364f Japanese characters in Japanese text (e.g. "ォ" not "," for $f4) 2018-01-19 21:49:16 -05:00
Remy Oukaour
25048bd12d wiggle → wobble 2018-01-19 00:16:08 -05:00
Remy Oukaour
960783cdf4 Label more ANIM_OBJ_* constants 2018-01-12 13:47:04 -05:00
Remy Oukaour
16a39f655a Full sentences 2018-01-11 02:44:47 -05:00
Remy Oukaour
3b7c495e38 No romaji 2018-01-10 23:36:49 -05:00
Remy Oukaour
532724e90f Comment on the original function of move grammar 2018-01-10 23:29:47 -05:00
Remy Oukaour
0a3b251dcb Arrays end with -1, not $ff 2018-01-10 22:53:42 -05:00
Remy Oukaour
5a73a62d9b Move battle engine data into data/
IsJohtoGymLeader → IsGymLeader
2018-01-09 15:12:49 -05:00
yenatch
cc5aeb8b87 Fix anim_obj x/y values
- negative values have no meaning
- left in optional tile x/y for backwards compatibility
2017-12-29 13:43:17 -05:00
Remy Oukaour
7a4d641251 Remove redundant data/ filename prefixes 2017-12-27 01:29:15 -05:00
Remy Oukaour
b5417fafec Split battle/ into data/ and engine/ components 2017-12-26 17:47:05 -05:00