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-rw-r--r--engine/battle/ai/items.asm2
-rwxr-xr-xengine/battle/ai/move.asm2
-rw-r--r--engine/battle/core.asm5
3 files changed, 5 insertions, 4 deletions
diff --git a/engine/battle/ai/items.asm b/engine/battle/ai/items.asm
index 6ec490b71..4d1eea2e8 100644
--- a/engine/battle/ai/items.asm
+++ b/engine/battle/ai/items.asm
@@ -21,7 +21,7 @@ AI_SwitchOrTryItem: ; 38000
jr nz, DontSwitch
ld hl, TrainerClassAttributes + TRNATTR_AI_ITEM_SWITCH
- ld a, [wInBattleTowerBattle] ; Load always the first wTrainerClass for BattleTower-Trainers
+ ld a, [wInBattleTowerBattle] ; always load the first trainer class in wTrainerClass for BattleTower-Trainers
and a
jr nz, .ok
diff --git a/engine/battle/ai/move.asm b/engine/battle/ai/move.asm
index c3e9bed27..b5ac966f8 100755
--- a/engine/battle/ai/move.asm
+++ b/engine/battle/ai/move.asm
@@ -66,7 +66,7 @@ AIChooseMove: ; 440ce
.ApplyLayers:
ld hl, TrainerClassAttributes + TRNATTR_AI_MOVE_WEIGHTS
- ; If we have a battle in BattleTower just load the Attributes of the first wTrainerClass (Falkner)
+ ; If we have a battle in BattleTower just load the Attributes of the first trainer class in wTrainerClass (Falkner)
; so we have always the same AI, regardless of the loaded class of trainer
ld a, [wInBattleTowerBattle]
bit 0, a
diff --git a/engine/battle/core.asm b/engine/battle/core.asm
index 4cdd7f226..3742f00c9 100644
--- a/engine/battle/core.asm
+++ b/engine/battle/core.asm
@@ -6133,7 +6133,7 @@ LoadEnemyMon: ; 3e8eb
; Notes:
; BattleRandom is used to ensure sync between Game Boys
-; Clear the whole wEnemyMon struct
+; Clear the whole enemy mon struct (wEnemyMon)
xor a
ld hl, wEnemyMonSpecies
ld bc, wEnemyMonEnd - wEnemyMon
@@ -6989,7 +6989,8 @@ ApplyStatLevelMultiplier: ; 3ecb7
; 3ed45
BadgeStatBoosts: ; 3ed45
-; Raise wBattleMon stats depending on which badges have been obtained.
+; Raise the stats of the battle mon in wBattleMon
+; depending on which badges have been obtained.
; Every other badge boosts a stat, starting from the first.