shithub: pokecrystal

Download patch

ref: f39a3dff9ca23f96ae5f166122ed6af3d4d3d8e0
parent: 12666e3c70deb3a8859a22d32e31967cb971b69d
parent: 3b20a18200befcf7da9a88ed5ae4fb57280ad8aa
author: Rangi <35663410+Rangi42@users.noreply.github.com>
date: Sat Oct 20 20:58:16 EDT 2018

Merge pull request #569 from Rangi42/master

Identify BATTLEACTION_D and _E (thanks, ax6)

--- a/constants/battle_constants.asm
+++ b/constants/battle_constants.asm
@@ -240,8 +240,8 @@
 	const BATTLEACTION_A
 	const BATTLEACTION_B
 	const BATTLEACTION_C
-	const BATTLEACTION_D
-	const BATTLEACTION_E
+	const BATTLEACTION_SKIPTURN
+	const BATTLEACTION_STRUGGLE
 	const BATTLEACTION_FORFEIT
 
 ; wBattlePlayerAction
--- a/engine/battle/core.asm
+++ b/engine/battle/core.asm
@@ -440,9 +440,9 @@
 	and a
 	jr z, .use_move
 	ld a, [wBattleAction]
-	cp BATTLEACTION_E
+	cp BATTLEACTION_STRUGGLE
 	jr z, .use_move
-	cp BATTLEACTION_D
+	cp BATTLEACTION_SKIPTURN
 	jr z, .use_move
 	sub BATTLEACTION_SWITCH1
 	jr c, .use_move
@@ -5191,9 +5191,9 @@
 
 .linked
 	ld a, [wBattleAction]
-	cp BATTLEACTION_E
+	cp BATTLEACTION_STRUGGLE
 	jp z, .switch
-	cp BATTLEACTION_D
+	cp BATTLEACTION_SKIPTURN
 	jp z, .switch
 	cp BATTLEACTION_SWITCH1
 	jp c, .switch
@@ -5774,10 +5774,10 @@
 	call z, LinkBattleSendReceiveAction
 	call Call_LoadTempTileMapToTileMap
 	ld a, [wBattleAction]
-	cp BATTLEACTION_E
+	cp BATTLEACTION_STRUGGLE
 	jp z, .struggle
-	cp BATTLEACTION_D
-	jp z, .battle_action_d
+	cp BATTLEACTION_SKIPTURN
+	jp z, .skip_turn
 	cp BATTLEACTION_SWITCH1
 	jp nc, ResetVarsForSubstatusRage
 	ld [wCurEnemyMoveNum], a
@@ -5811,7 +5811,7 @@
 	jp nz, ResetVarsForSubstatusRage
 	jr .continue
 
-.battle_action_d
+.skip_turn
 	ld a, $ff
 	jr .finish
 
--- a/engine/battle/effect_commands.asm
+++ b/engine/battle/effect_commands.asm
@@ -15,7 +15,7 @@
 	jr z, DoTurn
 
 	ld a, [wBattleAction]
-	cp BATTLEACTION_E
+	cp BATTLEACTION_STRUGGLE
 	jr z, DoTurn
 	cp BATTLEACTION_SWITCH1
 	ret nc
--- a/mobile/mobile_40.asm
+++ b/mobile/mobile_40.asm
@@ -1552,10 +1552,10 @@
 	and a ; BATTLEPLAYERACTION_USEMOVE?
 	jr nz, .switch
 	ld a, [wCurPlayerMove]
-	ld b, BATTLEACTION_E
+	ld b, BATTLEACTION_STRUGGLE
 	cp STRUGGLE
 	jr z, .struggle
-	ld b, BATTLEACTION_D
+	ld b, BATTLEACTION_SKIPTURN
 	cp $ff
 	jr z, .struggle
 	ld a, [wCurMoveNum]