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-rw-r--r--main.asm14
1 files changed, 7 insertions, 7 deletions
diff --git a/main.asm b/main.asm
index 98db595d9..d89d1dc0a 100644
--- a/main.asm
+++ b/main.asm
@@ -41682,9 +41682,9 @@ TrainerClassNames:: ; 2c1ef
AISpecialEffects: ; 2c41a (b:441a)
-; Specific AI for certain move effects
-; Return z if the move is a good choice
-; Return nz if the move is a bad choice
+; Specific AI for certain move effects.
+; Return z if the move is a good choice.
+; Return nz if the move is a bad choice.
ld a, c
ld de, 3
ld hl, SpecialEffectMoves
@@ -47179,8 +47179,8 @@ AIChooseMove: ; 440ce
jr .CheckLayer
-; Decrement the scores of all moves one by one until one reaches 0
-; If the Pokemon has no moves, the game will loop indefinitely
+; Decrement the scores of all moves one by one until one reaches 0.
+; If the Pokemon has no moves, the game will loop indefinitely.
.DecrementScores
ld hl, Buffer1
ld de, EnemyMonMoves
@@ -47204,8 +47204,8 @@ AIChooseMove: ; 440ce
jr .DecrementNextScore
; In order to avoid bias towards the moves located first in memory, increment the scores
-; that were decremented one more time than the rest (in case there was a tie)
-; This means that the minimum score will be 1
+; that were decremented one more time than the rest (in case there was a tie).
+; This means that the minimum score will be 1.
.PickLowestScoreMoves
ld a, c