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@@ -55,7 +55,7 @@ The `trainerclass` macro defines the next trainer class constant, and prepares t
(Note the `CHRIS` and `KRIS` constants, equal to 0 and 1 respectively; they're used for getting the correct color palette when displaying the player's sprite in the introduction and on the trainer card. `KRIS` is equal to `FALKNER`, which is why they share a palette.)
-Be careful when naming trainer constants; either make them unique, or make them unambiguous (like `BUG_CATCHER_BENNY` and `BIKER_BENNY`). I once made a trainer constant `SPARK` and caused a bug because `SPARK` was already a move constant. (That's why `BLACKBELT_T` and `PSYCHIC_T` have the `_T` suffix, since `BLACKBELT` is an item and `PSYCHIC` is a type.)
+Be careful when naming trainer constants; either make them unique, or make them unambiguous (like `BUG_CATCHER_BENNY` and `BIKER_BENNY`). I once made a trainer constant `SPARK` and caused a bug because `SPARK` was already a move constant. (That's why we have suffixes for `BLACKBELT_T` (trainer) and `BLACKBELT_I` (item), or `PSYCHIC_T` (trainer), `PSYCHIC_M` (move), and `PSYCHIC_TYPE` (type).)
Next we'll add data for the new `PARASOL_LADY` class to all those tables mentioned in the top comment.