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-rw-r--r--engine/battle/effects.asm12
1 files changed, 6 insertions, 6 deletions
diff --git a/engine/battle/effects.asm b/engine/battle/effects.asm
index a3a552e7..e111f783 100644
--- a/engine/battle/effects.asm
+++ b/engine/battle/effects.asm
@@ -7,9 +7,9 @@ _JumpMoveEffect:
ldh a, [hWhoseTurn]
and a
ld a, [wPlayerMoveEffect]
- jr z, .next1
+ jr z, .next
ld a, [wEnemyMoveEffect]
-.next1
+.next
dec a ; subtract 1, there is no special effect for 00
add a ; x2, 16bit pointers
ld hl, MoveEffectPointerTable
@@ -680,14 +680,14 @@ UpdateLoweredStatDone:
call PrintStatText
pop de
ld a, [de]
- cp $44
+ cp ATTACK_DOWN_SIDE_EFFECT ; for all side effects, move animation has already played, skip it
jr nc, .ApplyBadgeBoostsAndStatusPenalties
call PlayCurrentMoveAnimation2
.ApplyBadgeBoostsAndStatusPenalties
ldh a, [hWhoseTurn]
and a
call nz, ApplyBadgeStatBoosts ; whenever the player uses a stat-down move, badge boosts get reapplied again to every stat,
- ; even to those not affected by the stat-up move (will be boosted further)
+ ; even to those not affected by the stat-down move (will be boosted further)
ld hl, MonsStatsFellText
call PrintText
@@ -1438,9 +1438,9 @@ CheckTargetSubstitute:
ld hl, wEnemyBattleStatus2
ldh a, [hWhoseTurn]
and a
- jr z, .next1
+ jr z, .next
ld hl, wPlayerBattleStatus2
-.next1
+.next
bit HAS_SUBSTITUTE_UP, [hl]
pop hl
ret