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jpab/jpba macros
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22 changed files with 66 additions and 162 deletions
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@ -187,9 +187,7 @@ SlidePlayerAndEnemySilhouettesOnScreen: ; 3c04c (f:404c)
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ld b, $1
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call GoPAL_SET
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call HideSprites
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ld hl, PrintBeginningBattleText
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ld b, BANK(PrintBeginningBattleText)
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jp Bankswitch
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jpab PrintBeginningBattleText
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; when a battle is starting, silhouettes of the player's pic and the enemy's pic are slid onto the screen
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; the lower of the player's pic (his body) is part of the background, but his head is a sprite
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@ -359,9 +357,7 @@ EnemyRan: ; 3c202 (f:4202)
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call PlaySoundWaitForCurrent
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xor a
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ld [H_WHOSETURN], a
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ld hl, AnimationSlideEnemyMonOut
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ld b, BANK(AnimationSlideEnemyMonOut)
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jp Bankswitch
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jpab AnimationSlideEnemyMonOut
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WildRanText: ; 3c229 (f:4229)
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TX_FAR _WildRanText
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@ -938,9 +934,7 @@ FaintEnemyPokemon: ; 0x3c567
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jr nz, .gainExpFlagsLoop
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ld a, b
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ld [wPartyGainExpFlags], a
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ld hl, GainExperience
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ld b, BANK(GainExperience)
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jp Bankswitch
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jpab GainExperience
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EnemyMonFaintedText: ; 0x3c63e
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TX_FAR _EnemyMonFaintedText
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@ -6462,14 +6456,10 @@ LoadPlayerBackPic: ; 3ec92 (f:6c92)
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; does nothing since no stats are ever selected (barring glitches)
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DoubleOrHalveSelectedStats: ; 3ed02 (f:6d02)
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callab DoubleSelectedStats
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ld hl, HalveSelectedStats
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ld b, BANK(HalveSelectedStats)
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jp Bankswitch
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jpab HalveSelectedStats
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ScrollTrainerPicAfterBattle: ; 3ed12 (f:6d12)
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ld hl, _ScrollTrainerPicAfterBattle
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ld b, BANK(_ScrollTrainerPicAfterBattle)
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jp Bankswitch
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jpab _ScrollTrainerPicAfterBattle
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ApplyBurnAndParalysisPenaltiesToPlayer: ; 3ed1a (f:6d1a)
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ld a, $1
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@ -7372,9 +7362,7 @@ BadlyPoisonedText: ; 3f2e4 (f:72e4)
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db "@"
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DrainHPEffect: ; 3f2e9 (f:72e9)
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ld hl, DrainHPEffect_
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ld b, BANK(DrainHPEffect_)
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jp Bankswitch
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jpab DrainHPEffect_
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ExplodeEffect: ; 3f2f1 (f:72f1)
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ld hl, wBattleMonHP
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@ -8209,9 +8197,7 @@ FlinchSideEffect: ; 3f85b (f:785b)
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ret
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OneHitKOEffect: ; 3f884 (f:7884)
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ld hl, OneHitKOEffect_
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ld b, BANK(OneHitKOEffect_)
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jp Bankswitch
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jpab OneHitKOEffect_
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ChargeEffect: ; 3f88c (f:788c)
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ld hl, W_PLAYERBATTSTATUS1
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@ -8321,19 +8307,13 @@ TrappingEffect: ; 3f917 (f:7917)
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ret
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MistEffect: ; 3f941 (f:7941)
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ld hl, MistEffect_
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ld b, BANK(MistEffect_)
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jp Bankswitch
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jpab MistEffect_
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FocusEnergyEffect: ; 3f949 (f:7949)
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ld hl, FocusEnergyEffect_
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ld b, BANK(FocusEnergyEffect_)
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jp Bankswitch
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jpab FocusEnergyEffect_
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RecoilEffect: ; 3f951 (f:7951)
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ld hl, RecoilEffect_
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ld b, BANK(RecoilEffect_)
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jp Bankswitch
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jpab RecoilEffect_
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ConfusionSideEffect: ; 3f959 (f:7959)
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call BattleRandom
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@ -8387,14 +8367,10 @@ ConfusionEffectFailed: ; 3f9a6 (f:79a6)
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jp ConditionalPrintButItFailed
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ParalyzeEffect: ; 3f9b1 (f:79b1)
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ld hl, ParalyzeEffect_
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ld b, BANK(ParalyzeEffect_)
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jp Bankswitch
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jpab ParalyzeEffect_
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SubstituteEffect: ; 3f9b9 (f:79b9)
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ld hl, SubstituteEffect_
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ld b, BANK(SubstituteEffect_)
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jp Bankswitch
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jpab SubstituteEffect_
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HyperBeamEffect: ; 3f9c1 (f:79c1)
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ld hl, W_PLAYERBATTSTATUS2
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@ -8505,9 +8481,7 @@ MimicLearnedMoveText: ; 3fa77 (f:7a77)
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db "@"
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LeechSeedEffect: ; 3fa7c (f:7a7c)
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ld hl, LeechSeedEffect_
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ld b, BANK(LeechSeedEffect_)
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jp Bankswitch
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jpab LeechSeedEffect_
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SplashEffect: ; 3fa84 (f:7a84)
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call PlayCurrentMoveAnimation
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@ -8601,34 +8575,22 @@ MoveWasDisabledText: ; 3fb09 (f:7b09)
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db "@"
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PayDayEffect: ; 3fb0e (f:7b0e)
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ld hl, PayDayEffect_
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ld b, BANK(PayDayEffect_)
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jp Bankswitch
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jpab PayDayEffect_
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ConversionEffect: ; 3fb16 (f:7b16)
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ld hl, ConversionEffect_
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ld b, BANK(ConversionEffect_)
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jp Bankswitch
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jpab ConversionEffect_
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HazeEffect: ; 3fb1e (f:7b1e)
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ld hl, HazeEffect_
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ld b, BANK(HazeEffect_)
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jp Bankswitch
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jpab HazeEffect_
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HealEffect: ; 3fb26 (f:7b26)
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ld hl, HealEffect_
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ld b, BANK(HealEffect_)
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jp Bankswitch
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jpab HealEffect_
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TransformEffect: ; 3fb2e (f:7b2e)
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ld hl, TransformEffect_
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ld b, BANK(TransformEffect_)
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jp Bankswitch
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jpab TransformEffect_
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ReflectLightScreenEffect: ; 3fb36 (f:7b36)
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ld hl, ReflectLightScreenEffect_
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ld b, BANK(ReflectLightScreenEffect_)
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jp Bankswitch
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jpab ReflectLightScreenEffect_
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NothingHappenedText: ; 3fb3e (f:7b3e)
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TX_FAR _NothingHappenedText
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@ -35,6 +35,4 @@ InitBattleVariables: ; 525af (14:65af)
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ld a, $2 ; safari battle
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ld [W_BATTLETYPE], a
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.notSafariBattle
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ld hl, PlayBattleMusic
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ld b, BANK(PlayBattleMusic)
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jp Bankswitch
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jpab PlayBattleMusic
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@ -14,9 +14,7 @@ FocusEnergyEffect_: ; 27f86 (9:7f86)
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.alreadyUsing
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ld c, 50
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call DelayFrames
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ld hl, PrintButItFailedText_
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ld b, BANK(PrintButItFailedText_)
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jp Bankswitch
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jpab PrintButItFailedText_
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GettingPumpedText: ; 27fb3 (9:7fb3)
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db $0a
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@ -12,9 +12,7 @@ MistEffect_: ; 33f2b (c:7f2b)
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ld hl, ShroudedInMistText
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jp PrintText
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.mistAlreadyInUse
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ld hl, PrintButItFailedText_
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ld b, BANK(PrintButItFailedText_)
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jp Bankswitch
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jpab PrintButItFailedText_
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ShroudedInMistText: ; 33f52 (c:7f52)
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TX_FAR _ShroudedInMistText
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@ -36,18 +36,12 @@ ParalyzeEffect_: ; 52601 (14:6601)
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ld c, 30
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call DelayFrames
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callab PlayCurrentMoveAnimation
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ld hl, PrintMayNotAttackText
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ld b, BANK(PrintMayNotAttackText)
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jp Bankswitch
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jpab PrintMayNotAttackText
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.didntAffect
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ld c, 50
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call DelayFrames
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ld hl, PrintDidntAffectText
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ld b, BANK(PrintDidntAffectText)
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jp Bankswitch
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jpab PrintDidntAffectText
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.doesntAffect
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ld c, 50
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call DelayFrames
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ld hl, PrintDoesntAffectText
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ld b, BANK(PrintDoesntAffectText)
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jp Bankswitch
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jpab PrintDoesntAffectText
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@ -55,9 +55,7 @@ SubstituteEffect_: ; 17dad (5:7dad)
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call Bankswitch ; jump to routine depending on animation setting
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ld hl, SubstituteText
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call PrintText
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ld hl, DrawHUDsAndHPBars
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ld b, BANK(DrawHUDsAndHPBars)
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jp Bankswitch
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jpab DrawHUDsAndHPBars
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.alreadyHasSubstitute
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ld hl, HasSubstituteText
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jr .printText
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