ref: a95336d9e76a60e4e2db7ef845e06c7e67e925ef
parent: 90bec40276b6a690cfa9b0a331cde183bd7f94f7
author: Idain <[email protected]>
date: Sun Oct 16 20:16:12 EDT 2022
Fix Spelling Typos in `engine/battle_anims/functions.asm`
--- a/engine/battle_anims/functions.asm
+++ b/engine/battle_anims/functions.asm
@@ -1831,7 +1831,7 @@
ret
BattleAnimFunction_Wrap:
-; Plays out object Frameset. Use anim_incobj to move to next frameset
+; Plays out object frameset. Use anim_incobj to move to next frameset
call BattleAnim_AnonJumptable
.anon_dw
dw .zero
@@ -3614,7 +3614,7 @@
BattleAnimFunction_MetronomeSparkleSketch:
; Sideways wave motion while also moving downward until it disappears at y coord $20
-; Obj Param: Is used internally only
+; Obj Param: Only used internally
ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
@@ -3805,7 +3805,7 @@
ret
BattleAnimFunction_BatonPass:
-; Object falls vertially and bounces on the ground
+; Object falls vertically and bounces on the ground
; Obj Param: Defines speed and duration
ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc
@@ -3838,7 +3838,7 @@
BattleAnimFunction_EncoreBellyDrum:
; Object moves at an arc for 8 frames and disappears
-; Obj Param: Defines startging position in the arc
+; Obj Param: Defines starting position in the arc
ld hl, BATTLEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
@@ -3900,7 +3900,7 @@
ret
BattleAnimFunction_HiddenPower:
-; Moves object in a ring around position. Uses anim_incobj to move to second phase, where it expands the radius 8 pixels at a time for 13 frames and then disappears
+; Moves object in a ring around position. Uses anim_incobj to move to second phase, where it expands the radius 8 pixels at a time for 13 frames and then disappears
; Obj Param: Defines starting position in circle
call BattleAnim_AnonJumptable
.anon_dw
@@ -4202,7 +4202,7 @@
ret
BattleAnimFunction_AncientPower:
-; Object moves up and down in an arc for $20 frames and then disappear
+; Object moves up and down in an arc for $20 frames and then disappears
; Obj Param: Defines range of arc motion
ld hl, BATTLEANIMSTRUCT_VAR1
add hl, bc