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d4025863cf
`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. |
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.. | ||
ai | ||
accuracy_multipliers.asm | ||
critical_hits.asm | ||
effect_command_pointers.asm | ||
held_consumables.asm | ||
held_heal_status.asm | ||
held_stat_up.asm | ||
metronome_exception_moves.asm | ||
stat_multipliers_2.asm | ||
stat_multipliers.asm | ||
stat_names.asm | ||
weather_modifiers.asm | ||
wobble_probabilities.asm |