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.
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@@ -623,7 +623,7 @@ ParkBall: ; e8a2
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.SendToPC:
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call ClearSprites
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predef SendPkmnIntoBox
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predef SendMonIntoBox
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farcall SetBoxMonCaughtData
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@@ -1283,7 +1283,7 @@ UpdateStatsAfterItem: ; ee8c
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ld a, MON_STAT_EXP - 1
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call GetPartyParamLocation
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ld b, $1
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predef_jump CalcPkmnStats
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predef_jump CalcMonStats
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; ee9f
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RareCandy_StatBooster_ExitMenu: ; ee9f
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@@ -1422,7 +1422,7 @@ RareCandy: ; ef14
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xor a ; PARTYMON
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ld [wMonType], a
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predef CopyPkmnToTempMon
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predef CopyMonToTempMon
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hlcoord 9, 0
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ld b, 10
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@@ -1846,13 +1846,13 @@ UseItem_SelectMon: ; f1f9 (3:71f9)
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push de
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push bc
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call ClearBGPalettes
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call ChoosePkmnToUseItemOn
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call ChooseMonToUseItemOn
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pop bc
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pop de
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pop hl
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ret
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ChoosePkmnToUseItemOn: ; f21c (3:721c)
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ChooseMonToUseItemOn: ; f21c (3:721c)
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farcall LoadPartyMenuGFX
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farcall InitPartyMenuWithCancel
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farcall InitPartyMenuGFX
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@@ -2154,7 +2154,7 @@ Softboiled_MilkDrinkFunction: ; f3df (3:73df)
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push bc
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ld a, PARTYMENUACTION_HEALING_ITEM
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ld [wPartyMenuActionText], a
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call ChoosePkmnToUseItemOn
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call ChooseMonToUseItemOn
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pop bc
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jr c, .set_carry
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ld a, [wPartyMenuCursor]
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@@ -2475,7 +2475,7 @@ Mysteryberry: ; f5bf
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ld [wd002], a
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.loop
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; Party Screen opens to choose on which Pkmn to use the Item
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; Party Screen opens to choose on which mon to use the Item
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ld b, PARTYMENUACTION_HEALING_ITEM
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call UseItem_SelectMon
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jp c, PPRestoreItem_Cancel
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