text_jump → text_far
The previous name for this was rather misleading. It isn't an actual jump like you'd expect the `jp` instruction to behave as. Instead, it behaves more like a `farcall`. This also makes it consistent with its current command ID name of `TX_FAR`.
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@@ -4542,7 +4542,7 @@ BattleCommand_StatUpMessage:
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jp BattleTextBox
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.stat
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text_jump UnknownText_0x1c0cc6
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text_far UnknownText_0x1c0cc6
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start_asm
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ld hl, .up
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ld a, [wLoweredStat]
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@@ -4552,11 +4552,11 @@ BattleCommand_StatUpMessage:
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ret
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.wayup
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text_jump UnknownText_0x1c0cd0
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text_far UnknownText_0x1c0cd0
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db "@"
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.up
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text_jump UnknownText_0x1c0ce0
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text_far UnknownText_0x1c0ce0
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db "@"
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BattleCommand_StatDownMessage:
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@@ -4572,7 +4572,7 @@ BattleCommand_StatDownMessage:
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jp BattleTextBox
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.stat
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text_jump UnknownText_0x1c0ceb
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text_far UnknownText_0x1c0ceb
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start_asm
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ld hl, .fell
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ld a, [wLoweredStat]
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@@ -4582,10 +4582,10 @@ BattleCommand_StatDownMessage:
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ret
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.sharplyfell
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text_jump UnknownText_0x1c0cf5
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text_far UnknownText_0x1c0cf5
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db "@"
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.fell
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text_jump UnknownText_0x1c0d06
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text_far UnknownText_0x1c0d06
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db "@"
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TryLowerStat:
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@@ -5636,7 +5636,7 @@ BattleCommand_Charge:
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jp EndMoveEffect
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.UsedText:
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text_jump UnknownText_0x1c0d0e ; "<USER>"
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text_far UnknownText_0x1c0d0e ; "<USER>"
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start_asm
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ld a, BATTLE_VARS_MOVE_ANIM
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call GetBattleVar
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@@ -5668,32 +5668,32 @@ BattleCommand_Charge:
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.RazorWind:
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; 'made a whirlwind!'
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text_jump UnknownText_0x1c0d12
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text_far UnknownText_0x1c0d12
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db "@"
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.Solarbeam:
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; 'took in sunlight!'
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text_jump UnknownText_0x1c0d26
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text_far UnknownText_0x1c0d26
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db "@"
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.SkullBash:
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; 'lowered its head!'
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text_jump UnknownText_0x1c0d3a
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text_far UnknownText_0x1c0d3a
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db "@"
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.SkyAttack:
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; 'is glowing!'
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text_jump UnknownText_0x1c0d4e
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text_far UnknownText_0x1c0d4e
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db "@"
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.Fly:
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; 'flew up high!'
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text_jump UnknownText_0x1c0d5c
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text_far UnknownText_0x1c0d5c
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db "@"
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.Dig:
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; 'dug a hole!'
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text_jump UnknownText_0x1c0d6c
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text_far UnknownText_0x1c0d6c
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db "@"
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BattleCommand3c:
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