Clean up pokemon/ball/dex mentions in comments
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@@ -990,8 +990,8 @@ static const struct RouletteFlashSettings sFlashData_Colors[NUM_ROULETTE_SLOTS +
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},
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};
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// Data to flash any pokemon icon (F_FLASH_ICON) on the roulette wheel. One entry for each color row
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// Each poke icon flashes with the tint of the row color it belongs to, so the pokemon itself is irrelevant
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// Data to flash any Pokémon icon (F_FLASH_ICON) on the roulette wheel. One entry for each color row
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// Each poke icon flashes with the tint of the row color it belongs to, so the Pokémon itself is irrelevant
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static const struct RouletteFlashSettings sFlashData_PokeIcons[NUM_BOARD_COLORS] =
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{
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[GET_ROW_IDX(ROW_ORANGE)] = {
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@@ -2702,7 +2702,7 @@ static const struct SpriteTemplate sSpriteTemplates_GridIcons[NUM_BOARD_POKES] =
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}
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};
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// Wheel icons are listed clockwise starting from 1 oclock on the roulette wheel (with pokeball upside right)
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// Wheel icons are listed clockwise starting from 1 oclock on the roulette wheel (with Poké Ball upside right)
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// They go Wynaut -> Azurill -> Skitty -> Makuhita, and Orange -> Green -> Purple
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static const struct SpriteTemplate sSpriteTemplates_WheelIcons[NUM_ROULETTE_SLOTS] =
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{
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@@ -4481,7 +4481,7 @@ static void SetBallStuck(struct Sprite *sprite)
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// The below slot ids are relative to the slot the ball got stuck on
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if ((sRoulette->useTaillow + 1) & sRoulette->partySpeciesFlags)
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{
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// If the player has the corresponding pokemon in their party (HAS_SHROOMISH or HAS_TAILLOW),
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// If the player has the corresponding Pokémon in their party (HAS_SHROOMISH or HAS_TAILLOW),
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// there's a 75% chance that the ball will be moved to a spot they bet on
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// assuming it was one of the slots identified as a candidate
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if (betSlotId && (rand % 256) < 192)
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