ref: f39a3dff9ca23f96ae5f166122ed6af3d4d3d8e0
parent: 12666e3c70deb3a8859a22d32e31967cb971b69d
parent: 3b20a18200befcf7da9a88ed5ae4fb57280ad8aa
author: Rangi <[email protected]>
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]