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authormid-kid <esteve.varela@gmail.com>2018-02-22 17:13:29 +0100
committermid-kid <esteve.varela@gmail.com>2018-02-22 17:39:06 +0100
commite8bc86d1fedfc6be5a99d426ffc236c4fcf494f4 (patch)
treedabac449a3cf7bf08c6cb134701ce296a5403c61 /engine/battle/ai
parentc3abe8f88b62b121ec7e76cac91467df7471223a (diff)
Pkmn -> Mon
Since we're aiming for consistency across the codebase, I believe it includes a uniform way to refer to the creatures this game consists of in the labels of the code. The only exceptions to this rule are labels referring to things named through the use of the <PK><MN> or <PKMN> characters, in which case PKMN is used. Most of this was already consistent enough™, I just picked the convention with the most occurences and fixed the outliers.
Diffstat (limited to 'engine/battle/ai')
-rw-r--r--engine/battle/ai/items.asm2
1 files changed, 1 insertions, 1 deletions
diff --git a/engine/battle/ai/items.asm b/engine/battle/ai/items.asm
index 4d1eea2e8..8fb420bd6 100644
--- a/engine/battle/ai/items.asm
+++ b/engine/battle/ai/items.asm
@@ -74,7 +74,7 @@ SwitchOften: ; 38045
ld a, [wEnemySwitchMonParam]
and $f
inc a
- ; In register 'a' is the number (1-6) of the Pkmn to switch to
+ ; In register 'a' is the number (1-6) of the mon to switch to
ld [wEnemySwitchMonIndex], a
jp AI_TrySwitch
; 38083