Indent comments that describe data table macro formats

This commit is contained in:
Rangi 2020-07-15 12:39:50 -04:00
parent e18e5d50b5
commit 15bcd88228
20 changed files with 30 additions and 30 deletions

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@ -1,8 +1,8 @@
TrainerAIPointers:
; one entry per trainer class
; first byte, number of times (per Pokémon) it can occur
; next two bytes, pointer to AI subroutine for trainer class
; subroutines are defined in engine/battle/trainer_ai.asm
; one entry per trainer class
; first byte, number of times (per Pokémon) it can occur
; next two bytes, pointer to AI subroutine for trainer class
; subroutines are defined in engine/battle/trainer_ai.asm
dbw 3, GenericAI
dbw 3, GenericAI
dbw 3, GenericAI

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@ -4,8 +4,8 @@ pic_money: MACRO
ENDM
TrainerPicAndMoneyPointers::
; pic pointer, base reward money
; money received after battle = base money × level of highest-level enemy mon
; pic pointer, base reward money
; money received after battle = base money × level of highest-level enemy mon
pic_money YoungsterPic, 1500
pic_money BugCatcherPic, 1000
pic_money LassPic, 1500

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@ -1,9 +1,9 @@
; unique moves for gym leaders
LoneMoves:
; pokemon index, move to give nth pokemon
; this is not automatic! you have to write the index you want to [wLoneAttackNo]
; first. e.g., erika's script writes 4 to [wLoneAttackNo] to get mega drain,
; the fourth entry in the list.
LoneMoves:
; pokemon index, move to give nth pokemon
db 1, BIDE
db 1, BUBBLEBEAM
db 2, THUNDERBOLT
@ -14,10 +14,10 @@ LoneMoves:
db 4, FISSURE
; unique moves for elite 4
TeamMoves:
; trainer, move
; all trainers in this class are given this move automatically
; (unrelated to LoneMoves)
TeamMoves:
; trainer, move
db LORELEI, BLIZZARD
db BRUNO, FISSURE
db AGATHA, TOXIC