Clean up pokemon/ball/dex mentions in comments
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@@ -1545,7 +1545,7 @@ u8 DoBattlerEndTurnEffects(void)
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if ((gBattleMons[gActiveBattler].status2 & STATUS2_NIGHTMARE) && gBattleMons[gActiveBattler].hp != 0)
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{
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// R/S does not perform this sleep check, which causes the nightmare effect to
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// persist even after the affected Pokemon has been awakened by Shed Skin.
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// persist even after the affected Pokémon has been awakened by Shed Skin.
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if (gBattleMons[gActiveBattler].status1 & STATUS1_SLEEP)
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{
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gBattleMoveDamage = gBattleMons[gActiveBattler].maxHP / 4;
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@@ -1625,7 +1625,7 @@ u8 DoBattlerEndTurnEffects(void)
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}
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if (gBattlerAttacker != gBattlersCount)
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{
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effect = 2; // a pokemon was awaken
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effect = 2; // a Pokémon was awaken
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break;
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}
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else
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@@ -1685,7 +1685,7 @@ u8 DoBattlerEndTurnEffects(void)
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if (gDisableStructs[gActiveBattler].disabledMove == gBattleMons[gActiveBattler].moves[i])
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break;
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}
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if (i == MAX_MON_MOVES) // pokemon does not have the disabled move anymore
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if (i == MAX_MON_MOVES) // Pokémon does not have the disabled move anymore
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{
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gDisableStructs[gActiveBattler].disabledMove = MOVE_NONE;
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gDisableStructs[gActiveBattler].disableTimer = 0;
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@@ -1702,7 +1702,7 @@ u8 DoBattlerEndTurnEffects(void)
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case ENDTURN_ENCORE: // encore
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if (gDisableStructs[gActiveBattler].encoreTimer != 0)
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{
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if (gBattleMons[gActiveBattler].moves[gDisableStructs[gActiveBattler].encoredMovePos] != gDisableStructs[gActiveBattler].encoredMove) // pokemon does not have the encored move anymore
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if (gBattleMons[gActiveBattler].moves[gDisableStructs[gActiveBattler].encoredMovePos] != gDisableStructs[gActiveBattler].encoredMove) // Pokémon does not have the encored move anymore
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{
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gDisableStructs[gActiveBattler].encoredMove = MOVE_NONE;
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gDisableStructs[gActiveBattler].encoreTimer = 0;
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@@ -3003,7 +3003,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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if (gBattleMons[i].ability == ABILITY_TRACE && (gStatuses3[i] & STATUS3_TRACE))
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{
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u8 target2;
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side = BATTLE_OPPOSITE(GetBattlerPosition(i)) & BIT_SIDE; // side of the opposing pokemon
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side = BATTLE_OPPOSITE(GetBattlerPosition(i)) & BIT_SIDE; // side of the opposing Pokémon
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target1 = GetBattlerAtPosition(side);
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target2 = GetBattlerAtPosition(side + BIT_FLANK);
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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