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SelfDestruct -> Selfdestruct
Just keeping things consistent. Nobody's going to write SELF_DESTRUCT. Kind of subjective, and we could do it the other way around, if anybody really cares.
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@ -26,7 +26,7 @@ BattleCommandPointers: ; 3fd28
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dw BattleCommand_BurnTarget ; 3608c
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dw BattleCommand_FreezeTarget ; 36102
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dw BattleCommand_ParalyzeTarget ; 36165
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dw BattleCommand_SelfDestruct ; 37380
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dw BattleCommand_Selfdestruct ; 37380
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dw BattleCommand_MirrorMove ; 373c9
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dw BattleCommand_StatUp ; 361e4
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dw BattleCommand_StatDown ; 362e3
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@ -8605,8 +8605,8 @@ CheckSubstituteOpp: ; 37378
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; 37380
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BattleCommand_SelfDestruct: ; 37380
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callba TrainerRankings_SelfDestruct
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BattleCommand_Selfdestruct: ; 37380
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callba TrainerRankings_Selfdestruct
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ld a, BATTLEANIM_PLAYER_DAMAGE
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ld [wNumHits], a
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ld c, 3
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@ -36,7 +36,7 @@ sTrainerRankingUnused3 EQU $a060
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sTrainerRankingColosseumWins EQU $a063
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sTrainerRankingColosseumLosses EQU $a066
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sTrainerRankingColosseumDraws EQU $a069
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sTrainerRankingSelfDestruct EQU $a06c
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sTrainerRankingSelfdestruct EQU $a06c
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sTrainerRankingCurrentSlotsStreak EQU $a06f
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sTrainerRankingLongestSlotsStreak EQU $a071
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sTrainerRankingTotalSlotsPayouts EQU $a073
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@ -381,13 +381,13 @@ TrainerRankings_ColosseumDraws: mobile ; draw
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jr TrainerRankings_Increment3Byte
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; 10610d
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; Counts uses of both SelfDestruct and Explosion.
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TrainerRankings_SelfDestruct: mobile ; 10610d
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; Counts uses of both Selfdestruct and Explosion.
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TrainerRankings_Selfdestruct: mobile ; 10610d
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; Only counts if it’s the player’s turn
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ld a, [hBattleTurn]
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and a
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ret nz
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ld hl, sTrainerRankingSelfDestruct
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ld hl, sTrainerRankingSelfdestruct
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jr TrainerRankings_Increment3Byte
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; 106117
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