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The Big Bad Bugs and the Lunar Lord!
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60 changed files with 302 additions and 40 deletions
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@ -279,6 +279,9 @@ BattleAnimations::
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dw BattleAnim_RockSmash
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dw BattleAnim_Whirlpool
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dw BattleAnim_BeatUp
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dw BattleAnim_RockHead
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dw BattleAnim_RockSlash
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dw BattleAnim_CrossCutter
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assert_table_length NUM_ATTACKS + 1
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dw BattleAnim_SweetScent2
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@ -4592,6 +4595,45 @@ BattleAnim_BeatUp:
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anim_wait 8
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anim_call BattleAnim_ShowMon_0
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anim_ret
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BattleAnim_RockHead:
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anim_1gfx ANIM_GFX_SHINE
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anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
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anim_sound 0, 0, SFX_RAGE
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anim_obj ANIM_OBJ_GLIMMER, 40, 84, $0
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anim_wait 20
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anim_1gfx ANIM_GFX_HIT
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anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $14, $2, $0
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anim_wait 32
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anim_call BattleAnim_TargetObj_1Row
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anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
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anim_wait 4
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anim_sound 0, 1, SFX_EGG_BOMB
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anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
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anim_wait 8
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anim_call BattleAnim_ShowMon_0
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anim_ret
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BattleAnim_RockSlash: ;uses the Slash animation
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anim_1gfx ANIM_GFX_CUT
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anim_sound 0, 1, SFX_CUT
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anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0
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anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 148, 36, $0
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anim_wait 32
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anim_ret
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BattleAnim_CrossCutter: ;uses the Cross Chop animation
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anim_1gfx ANIM_GFX_CUT
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anim_sound 0, 1, SFX_CUT
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anim_obj ANIM_OBJ_CROSS_CHOP1, 152, 40, $0
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anim_obj ANIM_OBJ_CROSS_CHOP2, 120, 72, $0
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anim_wait 8
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anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $58, $2, $0
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anim_wait 92
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anim_sound 0, 1, SFX_VICEGRIP
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anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10
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anim_wait 16
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anim_ret
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BattleAnimSub_Drain:
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anim_obj ANIM_OBJ_DRAIN, 132, 44, $0
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@ -6,4 +6,5 @@ CriticalHitMoves:
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dw SLASH
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dw AEROBLAST
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dw CROSS_CHOP
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dw CROSS_CUTTER
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dw -1
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@ -256,6 +256,9 @@ MoveDescriptions1:
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dw RockSmashDescription
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dw WhirlpoolDescription
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dw BeatUpDescription
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dw RockHeadDescription
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dw RockSlashDescription
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dw CrossCutterDescription
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.IndirectEnd::
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InvalidMoveDescription:
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@ -1264,3 +1267,15 @@ WhirlpoolDescription:
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BeatUpDescription:
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db "Party #MON join"
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next "in the attack.@"
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RockHeadDescription:
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db "An attack that may"
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next "cause flinching.@"
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RockSlashDescription:
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db "A strong imprecise"
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next "ROCK-type attack.@" ;the original description was too long I think
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CrossCutterDescription:
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db "Has a high criti-"
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next "cal hit ratio.@"
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@ -269,4 +269,7 @@ Moves1:
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move EFFECT_DEFENSE_DOWN_HIT, 20, FIGHTING, 100, 15, 50 ;ROCK_SMASH
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move EFFECT_TRAP_TARGET, 15, WATER, 70, 15, 0 ;WHIRLPOOL
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move EFFECT_BEAT_UP, 10, DARK, 100, 10, 0 ;BEAT_UP
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move EFFECT_FLINCH_HIT, 80, ROCK, 100, 15, 30 ;ROCK_HEAD
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move EFFECT_NORMAL_HIT, 140, ROCK, 70, 5, 0 ;ROCK_SLASH
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move EFFECT_NORMAL_HIT, 50, BUG, 100, 15, 0 ;CROSS_CUTTER
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.IndirectEnd::
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@ -251,4 +251,7 @@ MoveNames::
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li "ROCK SMASH"
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li "WHIRLPOOL"
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li "BEAT UP"
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li "ROCK HEAD"
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li "ROCK SLASH"
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li "CROSS CUTTER"
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assert_list_length NUM_ATTACKS
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