Anims for Uppercut, Coin Hurl, and Strong Arm

Uppercut reimagines KEP's clusterfuck of an animation, reversing Karate Chop and then reworking the sounds

Coin Hurl works like the Poke Ball toss, and then spits out coins on-hit. Looks sort of like Acid in practice. This was weirdly complicated to implement as I had to disentangle the throw animation from the Poke Ball toss in Game Freak fashion.

Strong Arm does the "metal" starting animation, then does its best Rollout into DynamicPunch impression.
This commit is contained in:
Llinos Evans 2024-08-26 23:39:23 +01:00
parent 6919fa5fe3
commit 1f0cc46814
5 changed files with 97 additions and 9 deletions

View file

@ -218,6 +218,7 @@ DEF BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_OBJ_PLAYERHEAD_1ROW
const ANIM_OBJ_ENEMYFEET_2ROW
const ANIM_OBJ_PLAYERHEAD_2ROW
const ANIM_OBJ_COIN_HURL
DEF NUM_ANIM_OBJS EQU const_value
; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm)
@ -302,6 +303,7 @@ DEF NUM_ANIM_OBJS EQU const_value
const BATTLEANIMFUNC_ANCIENT_POWER
const BATTLEANIMFUNC_ROCK_SMASH
const BATTLEANIMFUNC_COTTON
const BATTLEANIMFUNC_COINHURL
DEF NUM_BATTLEANIMFUNCS EQU const_value
; BattleAnimFrameData indexes (see data/battle_anims/framesets.asm)