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authormid-kid <esteve.varela@gmail.com>2018-07-24 21:54:32 +0000
committermid-kid <esteve.varela@gmail.com>2018-07-24 21:54:32 +0000
commitf518ae9e21347de16a11167e6b045a3601f85311 (patch)
tree1878250d8a71c0b9584ba6476886fc43107d9078
parentff896711ab0f78133924cc89a61c36c27b2c9a57 (diff)
Updated Hard coded logic (markdown)
-rw-r--r--Hard-coded-logic.md2
1 files changed, 1 insertions, 1 deletions
diff --git a/Hard-coded-logic.md b/Hard-coded-logic.md
index c1c067a..bf3c13c 100644
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@@ -275,7 +275,7 @@ This is caused by `PlaceEnemysName` in [home/text.asm](../blob/master/home/text.
## Vital Throw always goes last
-Most move effects' priorities are specified in `MoveEffectPriorities` in [data/moves/effects_priorities.asm](../blob/master/data/moves/effects_priorities.asm).
+Most move effects' priorities are specified in `MoveEffectPriorities` in [data/moves/effects_priorities.asm](../blob/master/data/moves/effects_priorities.asm).
...except for Vital Throw. This move shares its effect with a lot of other moves, and they couldn't be bothered to make a new move effect ID for it like `EFFECT_PRIORITY_HIT`, so they hard-coded this case, in `GetMovePriority` of [engine/battle/core.asm](../blob/master/engine/battle/core.asm):
```asm