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* AI uses safest option to faint foes * dont calculate non crit dmg unless it's needed * struct SimulatedDamage * add GetDamageByRollType and name DamageRollType * Parametrize test AI flags * use simDamage member's instead of dmg & minDmg |
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| .. | ||
| battle | ||
| fpmath.c | ||
| pokemon.c | ||
| random.c | ||
| species.c | ||
| sprite.c | ||
| test_runner_args.c | ||
| test_runner_battle.c | ||
| test_runner.c | ||
| text.c | ||