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Correct the older+younger haircut brothers' labels and constants
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@@ -9,12 +9,12 @@ HappinessChanges:
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db -1, -1, -1 ; Lost to an enemy
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db -5, -5, -10 ; Fainted due to poison
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db -5, -5, -10 ; Lost to a much stronger enemy
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db +1, +1, +1 ; Haircut (Y1)
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db +3, +3, +1 ; Haircut (Y2)
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db +5, +5, +2 ; Haircut (Y3)
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db +1, +1, +1 ; Haircut (O1)
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db +3, +3, +1 ; Haircut (O2)
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db +10, +10, +4 ; Haircut (O3)
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db +1, +1, +1 ; Haircut (older brother) 1
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db +3, +3, +1 ; Haircut (older brother) 2
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db +5, +5, +2 ; Haircut (older brother) 3
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db +1, +1, +1 ; Haircut (younger brother) 1
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db +3, +3, +1 ; Haircut (younger brother) 2
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db +10, +10, +4 ; Haircut (younger brother) 3
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db -5, -5, -10 ; Used Heal Powder or Energypowder (bitter)
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db -10, -10, -15 ; Used Energy Root (bitter)
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db -15, -15, -20 ; Used Revival Herb (bitter)
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@@ -1,12 +1,12 @@
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HappinessData_YoungerHaircutBrother:
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db $4c, 2, HAPPINESS_YOUNGCUT1 ; 30% chance
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db $80, 3, HAPPINESS_YOUNGCUT2 ; 20% chance
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db $ff, 4, HAPPINESS_YOUNGCUT3 ; 50% chance
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HappinessData_OlderHaircutBrother:
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db $9a, 2, HAPPINESS_OLDERCUT1 ; 60% chance
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db $4c, 3, HAPPINESS_OLDERCUT2 ; 10% chance
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db $ff, 4, HAPPINESS_OLDERCUT3 ; 30% chance
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db $4c, 2, HAPPINESS_OLDERCUT1 ; 30% chance
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db $80, 3, HAPPINESS_OLDERCUT2 ; 20% chance
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db $ff, 4, HAPPINESS_OLDERCUT3 ; 50% chance
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HappinessData_YoungerHaircutBrother:
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db $9a, 2, HAPPINESS_YOUNGCUT1 ; 60% chance
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db $4c, 3, HAPPINESS_YOUNGCUT2 ; 10% chance
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db $ff, 4, HAPPINESS_YOUNGCUT3 ; 30% chance
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HappinessData_DaisysGrooming:
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db $ff, 2, HAPPINESS_GROOMING ; 99.6% chance
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