Label some battle related functions

This commit is contained in:
xCrystal 2015-03-31 20:50:49 +02:00
parent 4ba8dd6090
commit c73b5d73f4

View file

@ -875,7 +875,7 @@ FaintEnemyPokemon ; 0x3c567
call WaitForSoundToFinish
jr .sfxplayed
.wild_win
call Func_3c643
call EndLowHealthAlarm
ld a, MUSIC_DEFEATED_WILD_MON
call PlayBattleVictoryMusic
.sfxplayed
@ -946,7 +946,7 @@ EnemyMonFaintedText: ; 0x3c63e
TX_FAR _EnemyMonFaintedText
db "@"
Func_3c643: ; 3c643 (f:4643)
EndLowHealthAlarm: ; 3c643 (f:4643)
xor a
ld [wLowHealthAlarm], a ;disable low health alarm
ld [wc02a], a
@ -996,7 +996,7 @@ ReplaceFaintedEnemyMon: ; 3c664 (f:4664)
ret
TrainerBattleVictory: ; 3c696 (f:4696)
call Func_3c643
call EndLowHealthAlarm
ld b, MUSIC_DEFEATED_GYM_LEADER
ld a, [W_GYMLEADERNO]
and a
@ -3188,7 +3188,7 @@ PlayerCalcMoveDamage: ; 3d6dc (f:56dc)
jp c,.moveHitTest ; SetDamageEffects moves (e.g. Seismic Toss and Super Fang) skip damage calculation
call CriticalHitTest
call HandleCounterMove
jr z,asm_3d705
jr z,handleIfMoveMissed
call GetDamageVarsForPlayerAttack
call CalculateDamage
jp z,asm_3d74b ; for moves with 0 BP, skip any further damage calculation and, for now, skip MoveHitTest
@ -3197,7 +3197,7 @@ PlayerCalcMoveDamage: ; 3d6dc (f:56dc)
call RandomizeDamage
.moveHitTest
call MoveHitTest
asm_3d705
handleIfMoveMissed
ld a,[W_MOVEMISSED]
and a
jr z,asm_3d714
@ -3573,7 +3573,7 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
ld [hl],a
ld a,BIDE
ld [W_PLAYERMOVENUM],a
ld hl,asm_3d705 ; skip damage calculation, DecrementPP and MoveHitTest
ld hl,handleIfMoveMissed ; skip damage calculation, DecrementPP and MoveHitTest
jp .returnToHL
.ThrashingAboutCheck
@ -4481,7 +4481,7 @@ CalculateDamage: ; 3df65 (f:5f65)
; d: base power
; e: level
ld a, [$fff3] ; whose turn?
ld a, [H_WHOSETURN] ; whose turn?
and a
ld a, [W_PLAYERMOVEEFFECT]
jr z, .effect
@ -4504,7 +4504,7 @@ CalculateDamage: ; 3df65 (f:5f65)
; Calculate OHKO damage based on remaining HP.
cp a, OHKO_EFFECT
jp z, Func_3e016
jp z, JumpToOHKOMoveEffect
; Don't calculate damage for moves that don't do any.
ld a, d ; base power
@ -4636,7 +4636,7 @@ CalculateDamage: ; 3df65 (f:5f65)
and a
ret
Func_3e016: ; 3e016 (f:6016)
JumpToOHKOMoveEffect: ; 3e016 (f:6016)
call JumpMoveEffect
ld a, [W_MOVEMISSED]
dec a
@ -5066,7 +5066,7 @@ AttackSubstitute: ; 3e25e (f:625e)
; the Substitute had before being attacked.
ld h,b
ld l,c
res 4,[hl] ; unset the substitute bit
res HasSubstituteUp,[hl] ; unset the substitute bit
ld hl,SubstituteBrokeText
call PrintText
; flip whose turn it is for the next function call
@ -7096,7 +7096,7 @@ JumpMoveEffect: ; 3f132 (f:7132)
ret
_JumpMoveEffect: ; 3f138 (f:7138)
ld a, [$fff3] ;whose turn?
ld a, [H_WHOSETURN]
and a
ld a, [W_PLAYERMOVEEFFECT]
jr z, .next1
@ -7376,7 +7376,7 @@ FreezeBurnParalyzeEffect: ; 3f30c (f:730c)
ld [wcc5b], a
call CheckTargetSubstitute ; test bit 4 of d063/d068 flags [target has substitute flag]
ret nz ; return if they have a substitute, can't effect them
ld a, [$fff3]
ld a, [H_WHOSETURN]
and a
jp nz, opponentAttacker
ld a, [wEnemyMonStatus]
@ -7488,7 +7488,7 @@ CheckDefrost: ; 3f3e2 (f:73e2)
; any fire-type move that has a chance inflict burn (all but Fire Spin) will defrost a frozen target
and a, 1 << FRZ ; are they frozen?
ret z ; return if so
ld a, [$fff3]
ld a, [H_WHOSETURN]
and a
jr nz, .opponent
;player [attacker]
@ -7885,7 +7885,7 @@ MoveMissed: ; 3f65a (f:765a)
ld a, [de]
cp $44
ret nc
jp Func_3fb4e
jp ConditionalPrintButItFailed
MonsStatsFellText: ; 3f661 (f:7661)
TX_FAR _MonsStatsFellText
@ -8084,7 +8084,7 @@ SwitchAndTeleportEffect: ; 3f739 (f:7739)
ld a, [W_ENEMYMOVENUM]
cp TELEPORT
jp nz, PrintText
jp Func_3fb4e
jp ConditionalPrintButItFailed
.asm_3f7e4
push af
call PlayBattleAnimation
@ -8358,7 +8358,7 @@ ConfusionEffectFailed: ; 3f9a6 (f:79a6)
ret z
ld c, $32
call DelayFrames
jp Func_3fb4e
jp ConditionalPrintButItFailed
ParalyzeEffect: ; 3f9b1 (f:79b1)
ld hl, ParalyzeEffect_
@ -8613,10 +8613,10 @@ NoEffectText: ; 3fb49 (f:7b49)
TX_FAR _NoEffectText
db "@"
Func_3fb4e: ; 3fb4e (f:7b4e)
ConditionalPrintButItFailed: ; 3fb4e (f:7b4e)
ld a, [wMoveDidntMiss]
and a
ret nz
ret nz ; return if the side effect failed, yet the attack was successful
PrintButItFailedText_: ; 3fb53 (f:7b53)
ld hl, ButItFailedText