mirror of
https://github.com/thornAvery/kep-hack.git
synced 2025-09-16 02:13:23 +12:00
PureRGB move enhancements + Nasty Plot and Fake Tears animation fix
Just a bit more to go! Added improved animations for the following moves, mostly taken from Vortiene's PureRGB hack: - Struggle (user now shakes before attacking) - Fire Punch (added sound effects) - Ice Punch (added sound effects) - ThunderPunch (added sound effects) - Swords Dance (increased duration by adding an unused subanimation) - Fairy Wind (changed sound effect) - Jump Kick (much more detailed, user's sprite dips down before attacking, and the hit is carried upwards) - Rolling Kick (user now shakes before attacking) - Thrash (user now shakes before attacking) - Iron Head (changed sound effect) - Poison Sting (added new graphic that looks like a needle being fired at the opponent) - Twineedle (added new graphic that looks like a pair of stingers being fired at the opponent) - Pin Missile (added new graphic that looks like a needle being fired at the opponent) - Hydro Pump (the first half of the attack now looks more like a blast of water instead of two rising colums of water) - Ice Beam (screen briefly brightens when used, added sound effects) - Blizzard (added sound effects) - Aurora Beam (screen briefly brightens when used) - Submission (much more detailed animation that shows the user falling back to the ground after the attack) - Draining Kiss (added Lovely Kiss' animation to the first half of the attack so it wasn't a clone of Absorb) - Growth (increased duration by adding more subanimations) - PoisonPowder (the palettes temporarily darken slightly when used) - Stun Spore (the screen temporarily lights up slightly when used) - Sleep Powder (the screen temporarily lights up slightly when used) - Dragon Rage (increased duration by adding more subanimations) - Rock Throw (changed sound effect slightly) - Agility (user now shakes when used) - Night Shade (the screen inverts colours temporarily when used) - Recover (changed sound effect slightly) - Focus Energy (reused its unused animation) - Egg Bomb and Magnet Bomb (sound effect changed) - Spike Cannon (added new graphic that looks like a needle being fired at the opponent) - Amnesia and Nasty Plot (completely new animation that doesn't reuse the confused animation) - Kinesis (completely new animation, looks more like a psychic move now) - Hi Jump Kick (much more detailed, user's sprite jumps up before attacking, then lands afterwards) - Dream Eater (changed sound effect, now has HP drain animation - Sky Attack (changed sound effect and subanimation) - Dazzling Gleam (the screen now turns wavy like Psychic after the initial flash) - Hyper Fang (the screen flashes for a moment when the attack lands) - Tri Attack (added the fire, ice and electric elements present in later animations, but note that the move still has no secondary effect) - Fake Tears (completely new animation that involves the user literally shaking and crying)
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README.md
11
README.md
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@ -169,6 +169,7 @@ QoL Enhancements
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- Various moves have had their animations altered to be less intensive for photosensitive individuals, including every animation that was dimmed on the 3DS (Most notably Blizzard and Thunderbolt). This was done with the aim of also improving the move's animations overall, so some look a little flashier.
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- Full list includes Body Slam, Glare, Disable, Blizzard, BubbleBeam, Confusion, Dream Eater, Explosion, Guillotine, Hyper Beam, Mega Kick, Mega Punch, Psychic, Reflect, Rock Slide, Selfdestruct, Spore, and Thunderbolt.
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- PureRGB's AI enhancements are ported over; said hack was made by Vortiene. In general, it isn't as stupid as it was before.
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- PureRGB's move animation enhancements are also ported over, making several moves look better and more detailed than before.
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- Bag capacity is increased from 20 to 30 items.
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- Pokemon Box capacity is now 280 Pokemon with 14 boxes.
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- Exp. All now works like the modern Exp. Share, giving all party members max exp. It also only has one message, though it does still take time to calculate all the exp being thrown around. It'll take around 3 seconds to calculate, sort of like saving. Oh, and it's a Key Item now, so you can't sell it by accident.
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@ -259,7 +260,7 @@ and more!
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Known Bugs
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====
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- Fake Tears and Nasty Plot don't quite look right when done from the opponent's side.
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- The new AI (possibly bugged?) behaves quite oddly, such as using Recover at full HP, spamming status-inflicting moves like Lovely Kiss, neglecting supereffective moves, setting up multiple Reflects, etc.
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Evolution Methods for new Pokemon
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====
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@ -365,7 +366,8 @@ If you use our implementations of anything at all, it is encouraged to submit Pu
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* Albatross - Many of the new sprites used in the hack (A significant number of post-Gen 1 evolutions, all regional variants, Meltan and Carapthor lines, etc.)
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* LuciShrimp - Mewtwo & FireRed/LeafGreen Legendary custom battle music; Area Zero map theme for Mt. Moon Crater.
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* jojobear13 & Mateo - DV/StatExp display, move deleter, & move relearner functionality from Shin Pokered, followed [this guide](https://github.com/jojobear13/shinpokered/blob/master/how%20to%20guides/how%20to%20add%20the%20move%20relearner%26deleter.txt). Tweaks were made to make it compatible with the pokered version we worked off of. Thanks specifically to Mateo's Red++ for the ferry system! Jojobear also provided bug fixes!
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* thornAvery - Various bug fixes, notably to text speed errors.
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* thornAvery - Various bug fixes, notably to text speed errors, as well as making the Battle Tent a lot more functional.
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* LadyMisticus - Bug fixes and minor adjustments, and made a well-documented spreadsheet for the hack that details every Pokemon's stats, movepools and locations, plus more!
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* pret et al - Pokémon Red and Blue Disassembly Project, many tutorials helped us!
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* ausma - Showdown Mod assistance
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* Paulluxx - Showdown Mod assistance
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@ -374,13 +376,12 @@ If you use our implementations of anything at all, it is encouraged to submit Pu
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* Frrf - Assisting with the development of the Pikachu / Eevee Mode + 5 Starters scenes in Oak's Lab, debugging.
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* erosunica - Assistance with developing Celadon University & Citrine City, plus sources for various subjects.
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* Chatot4444 - Assisting with gym scaling code.
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* Enigami - Reworking the Battle Tent's RestoreTeam code to make it work properly.
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* LadyMisticus - Made a well-documented spreadsheet for the hack that details every Pokemon's stats, movepools and locations, plus more!
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* Enigami - Reworking the Battle Tent's RestoreTeam code to make it work properly.
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* HeadBoiSkye - Helped with writing NPC dialogue and Pokédex entries for new Pokémon such as Gyopin.
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* ZumiIsawhat? - Restorations of prototype OST.
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* FrenchOrange - Reconstructions of various overworld prototype sprites.
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* Helix Chamber (RacieBeep & Orchid) - Prototype Pokémon sprites. Precise credits are available [here](https://cdn.discordapp.com/attachments/1014321591657709569/1015347305483878521/unknown.png) and below.
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* Vortiene/Vortyne - Reused a bit of code from their pureRGB hack, including their Trainer AI and Pokedex stats page. Assisted in bug fixes. Used their sprite sheet generator.
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* Vortiene/Vortyne - Reused a bit of code from their pureRGB hack, including their Trainer AI, move animations and Pokedex stats page. Assisted in bug fixes. Used their sprite sheet generator.
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* Pigu-A, RevoSucks, walle303 - Contributors to Pokemon Anniversary Red's repository, where we reused the Green/FemC sprites and the Battle Tent.
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* Rangi - Reused a bit of code from their Red* / Blue* hack to make HMs usable in the overworld, and generally being an amazing individual.
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* BGVC - Composed the original 4-channel version of the unused Koukan (trading) music.
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@ -137,6 +137,13 @@ DEF FIRST_SE_ID EQU const_value
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const SUBANIM_0_STAR_HIGH
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const SUBANIM_0_FAKE_TEARS
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const SUBANIM_0_STAR_ASCENDING
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const SUBANIM_AMNESIA
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const SUBANIM_AMNESIA1
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const SUBANIM_AMNESIA_ENEMY
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const SUBANIM_AMNESIA1_ENEMY
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const SUBANIM_0_PIN_JAB
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const SUBANIM_0_PIN_MISSILE
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const SUBANIM_0_BARB_JAB
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DEF NUM_SUBANIMS EQU const_value
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; types of subanimations
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@ -273,6 +280,7 @@ DEF NUM_SUBANIMS EQU const_value
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const FRAMEBLOCK_77
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const FRAMEBLOCK_78
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const FRAMEBLOCK_79
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const FRAMEBLOCK_7A
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DEF NUM_FRAMEBLOCKS EQU const_value
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; base coordinates that are part of subanimations
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@ -234,5 +234,7 @@ DEF NUM_ATTACKS EQU const_value - 1
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const HIDEPIC_ANIM ; monster disappears
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const ROCK_ANIM ; throw rock
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const BAIT_ANIM ; throw bait
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const AMNESIA_ENEMY_ANIM
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const FAKE_TEARS_ENEMY_ANIM
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DEF NUM_ATTACK_ANIMS EQU const_value - 1
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@ -170,6 +170,7 @@
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const SFX_FAINT_FALL
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const SFX_BATTLE_09
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const SFX_POUND
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const SFX_ICE
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const SFX_BATTLE_0B
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const SFX_BATTLE_0C
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const SFX_BATTLE_0D
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@ -254,6 +254,11 @@ Sfx_Pound:
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channel_count 1
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channel 8, Sfx_Pound_Ch8
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SFX_Ice::
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channel_count 2
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channel 5, SFX_Ice_Ch5
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channel 8, SFX_Ice_Ch8 ; PureRGBnote: ADDED: new sound effect for ice moves
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Sfx_MovePuzzlePiece:
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channel_count 1
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channel 8, Sfx_MovePuzzlePiece_Ch8
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@ -4734,6 +4739,22 @@ Sfx_Psychic_Ch8:
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noise_note 15, 12, 2, 16
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sound_ret
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SFX_Ice_Ch5:
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duty_cycle 3
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square_note 5, 14, 1, 1792
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square_note 3, 14, 1, 1920
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square_note 15, 15, 1, 1999
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square_note 1, 0, 1, 1984
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sound_loop 2, SFX_Ice_Ch5
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sound_ret
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SFX_Ice_Ch8:
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noise_note 15, 8, 1, 34
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square_note 1, 0, 1, 1
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square_note 1, 0, 1, 1
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sound_loop 2, SFX_Ice_Ch8
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sound_ret
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Sfx_Screech_Ch5:
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duty_cycle 2
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square_note 15, 15, -7, 2016
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@ -55,6 +55,7 @@ SFX:
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dba SFX_Faint_Fall
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dba SFX_Battle_09
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dba SFX_Pound
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dba SFX_Ice
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dba SFX_Battle_0B
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dba SFX_Battle_0C
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dba SFX_Battle_0D
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@ -122,6 +122,7 @@ FrameBlockPointers:
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dw FrameBlock77
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dw FrameBlock78
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dw FrameBlock79
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dw FrameBlock7a
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assert_table_length NUM_FRAMEBLOCKS
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FrameBlock01:
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@ -1232,6 +1233,10 @@ FrameBlock79:
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db 1 ; #
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dbsprite 0, 0, 0, 0, $4e, 0
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FrameBlock7a:
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db 1 ; #
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dbsprite 0, 0, 0, 0, $1f, 0
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INCLUDE "data/battle_anims/base_coords.asm"
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FrameBlock00:
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@ -88,6 +88,13 @@ SubanimationPointers:
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dw Subanim_0StarHigh
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dw Subanim_0FakeTears
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dw Subanim_0StarAscending ; Uppercut
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dw SubanimationAmnesia
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dw SubanimationAmnesia1
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dw SubanimationAmnesiaEnemy
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dw SubanimationAmnesia1Enemy
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dw Subanim_0PinJab
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dw Subanim_0PinMissile
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dw Subanim_0BarbJab
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assert_table_length NUM_SUBANIMS
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; format:
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db FRAMEBLOCK_15, BASECOORD_98, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_16, BASECOORD_98, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_16, BASECOORD_98, FRAMEBLOCKMODE_00
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SubanimationAmnesia:
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subanim SUBANIMTYPE_COORDFLIP, 2
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db FRAMEBLOCK_52, BASECOORD_72, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_52, BASECOORD_77, FRAMEBLOCKMODE_00
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SubanimationAmnesia1:
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subanim SUBANIMTYPE_HVFLIP, 2
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db FRAMEBLOCK_39, BASECOORD_72, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_38, BASECOORD_72, FRAMEBLOCKMODE_00
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SubanimationAmnesiaEnemy:
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subanim SUBANIMTYPE_NORMAL, 2
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db FRAMEBLOCK_52, BASECOORD_01, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_52, BASECOORD_00, FRAMEBLOCKMODE_00
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SubanimationAmnesia1Enemy:
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subanim SUBANIMTYPE_NORMAL, 2
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db FRAMEBLOCK_39, BASECOORD_01, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_38, BASECOORD_01, FRAMEBLOCKMODE_00
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Subanim_0PinJab:
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subanim SUBANIMTYPE_HVFLIP, 5
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db FRAMEBLOCK_7A, BASECOORD_30, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_7A, BASECOORD_40, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_7A, BASECOORD_41, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_7A, BASECOORD_42, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_7A, BASECOORD_21, FRAMEBLOCKMODE_00
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Subanim_0PinMissile:
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subanim SUBANIMTYPE_HVFLIP, 3
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db FRAMEBLOCK_7A, BASECOORD_41, FRAMEBLOCKMODE_02
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db FRAMEBLOCK_7A, BASECOORD_42, FRAMEBLOCKMODE_02
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db FRAMEBLOCK_7A, BASECOORD_21, FRAMEBLOCKMODE_00
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Subanim_0BarbJab:
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subanim SUBANIMTYPE_HVFLIP, 4
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db FRAMEBLOCK_6D, BASECOORD_4E, FRAMEBLOCKMODE_02
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db FRAMEBLOCK_6D, BASECOORD_42, FRAMEBLOCKMODE_00
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db FRAMEBLOCK_6D, BASECOORD_23, FRAMEBLOCKMODE_02
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db FRAMEBLOCK_6D, BASECOORD_21, FRAMEBLOCKMODE_02
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@ -225,6 +225,8 @@ AttackAnimationPointers:
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dw HidePicAnim
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dw ThrowRockAnim
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dw ThrowBaitAnim
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dw AmnesiaEnemyAnim
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dw FakeTearsEnemyAnim
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assert_table_length NUM_ATTACK_ANIMS
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dw ZigZagScreenAnim
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@ -255,7 +257,12 @@ ZigZagScreenAnim:
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db -1 ; end
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PoundAnim:
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battle_anim POUND, SUBANIM_0_STAR_TWICE, 0, 8
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db -1 ; end
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StruggleAnim:
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battle_anim AMNESIA, SE_SHAKE_BACK_AND_FORTH
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battle_anim NO_MOVE, SE_RESET_MON_POSITION
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battle_anim POUND, SUBANIM_0_STAR_TWICE, 0, 8
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db -1 ; end
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FirePunchAnim:
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battle_anim FIRE_PUNCH, SUBANIM_0_STAR_THRICE, 0, 6
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battle_anim NO_MOVE, SUBANIM_1_FLAMES, 1, 6
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battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
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battle_anim FLAMETHROWER, SUBANIM_1_FLAMES, 1, 6
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db -1 ; end
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IcePunchAnim:
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battle_anim ICE_PUNCH, SUBANIM_0_STAR_THRICE, 0, 6
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battle_anim NO_MOVE, SUBANIM_0_ICE_RISE, 0, 16
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battle_anim ROCK_THROW, SUBANIM_0_ICE_RISE, 0, 16
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db -1 ; end
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ThunderPunchAnim:
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battle_anim THUNDERPUNCH, SUBANIM_0_STAR_THRICE, 0, 6
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battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
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battle_anim NO_MOVE, SUBANIM_1_LIGHTNING, 1, 6
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battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
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battle_anim SKY_ATTACK, SUBANIM_1_LIGHTNING, 1, 6
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battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
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db -1 ; end
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@ -330,6 +339,7 @@ SwordsDanceAnim:
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battle_anim SWORDS_DANCE, SUBANIM_1_SWORDS_CIRCLING, 1, 6
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battle_anim SWORDS_DANCE, SUBANIM_1_SWORDS_CIRCLING, 1, 6
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battle_anim SWORDS_DANCE, SUBANIM_1_SWORDS_CIRCLING, 1, 6
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battle_anim DOUBLE_TEAM, SE_SHOOT_MANY_BALLS_UPWARD
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db -1 ; end
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CutAnim:
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db -1 ; end
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FairyWindAnim:
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battle_anim WHIRLWIND, SUBANIM_1_TORNADO, 1, 6
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db -1 ; end
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GustAnim:
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battle_anim GUST, SUBANIM_1_TORNADO, 1, 6
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battle_anim NO_MOVE, SUBANIM_0_STAR_THRICE, 0, 6
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db -1 ; end
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JumpKickAnim:
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battle_anim JUMP_KICK, SUBANIM_1_STAR_BIG_MOVING, 1, 6
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battle_anim NO_MOVE, SE_SLIDE_MON_DOWN
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battle_anim BUBBLE, SE_SHOW_MON_PIC
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battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
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battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
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battle_anim JUMP_KICK, SUBANIM_0_STAR_ASCENDING, 0, 8
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db -1 ; end
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RollingKickAnim:
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battle_anim GROWTH, SE_SHAKE_BACK_AND_FORTH
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battle_anim NO_MOVE, SE_MOVE_MON_HORIZONTALLY
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battle_anim ROLLING_KICK, SE_DARK_SCREEN_FLASH
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battle_anim NO_MOVE, SUBANIM_1_STAR_BIG_MOVING, 1, 6
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battle_anim NO_MOVE, SE_RESET_MON_POSITION
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db -1 ; end
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SandAttackAnim:
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db -1 ; end
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ThrashAnim:
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battle_anim THRASH, SUBANIM_1_STAR_BIG_MOVING, 1, 6
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battle_anim GROWTH, SE_SHAKE_BACK_AND_FORTH
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battle_anim NO_MOVE, SE_MOVE_MON_HORIZONTALLY
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battle_anim THRASH, SE_DARK_SCREEN_FLASH
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battle_anim NO_MOVE, SUBANIM_1_STAR_BIG_MOVING, 1, 6
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battle_anim NO_MOVE, SE_RESET_MON_POSITION
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db -1 ; end
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IronHeadAnim:
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battle_anim FLASH, SE_LIGHT_SCREEN_PALETTE
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battle_anim NO_MOVE, SUBANIM_0_CIRCLES_CENTERING, 0, 6
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battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
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battle_anim NO_MOVE, SE_MOVE_MON_HORIZONTALLY
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battle_anim DOUBLE_EDGE, SE_DARK_SCREEN_FLASH
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battle_anim NO_MOVE, SE_RESET_MON_POSITION
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db -1 ; end
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DoubleEdgeAnim:
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battle_anim LEECH_SEED, SE_LIGHT_SCREEN_PALETTE
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battle_anim NO_MOVE, SUBANIM_0_CIRCLES_CENTERING, 0, 6
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db -1 ; end
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PoisonStingAnim:
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battle_anim NO_MOVE, SUBANIM_0_PIN_JAB, 0, 1
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battle_anim POISON_STING, SUBANIM_0_STAR, 0, 6
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db -1 ; end
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TwineedleAnim:
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battle_anim TWINEEDLE, SUBANIM_0_STAR_TWICE, 0, 5
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battle_anim TWINEEDLE, SUBANIM_0_STAR_TWICE, 0, 5
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battle_anim NO_MOVE, SE_MOVE_MON_HORIZONTALLY
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battle_anim NO_MOVE, SUBANIM_0_BARB_JAB, 0, 1
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battle_anim TWINEEDLE, SUBANIM_0_STAR_TWICE, 0, 3
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battle_anim NO_MOVE, SE_RESET_MON_POSITION
|
||||
battle_anim NO_MOVE, SUBANIM_0_BARB_JAB, 0, 1
|
||||
battle_anim TWINEEDLE, SUBANIM_0_STAR_TWICE, 0, 3
|
||||
db -1 ; end
|
||||
|
||||
PinMissileAnim:
|
||||
battle_anim POISON_STING, SUBANIM_0_PIN_MISSILE, 0, 1
|
||||
battle_anim POISON_STING, SUBANIM_0_PIN_MISSILE, 0, 1
|
||||
battle_anim PIN_MISSILE, SUBANIM_0_STAR_TWICE, 0, 1
|
||||
battle_anim PIN_MISSILE, SUBANIM_0_STAR_TWICE, 0, 3
|
||||
db -1 ; end
|
||||
|
||||
|
@ -552,7 +592,10 @@ WaterGunAnim:
|
|||
db -1 ; end
|
||||
|
||||
HydroPumpAnim:
|
||||
battle_anim HYDRO_PUMP, SUBANIM_0_WATER_COLUMNS, 0, 6
|
||||
battle_anim SCRATCH, SE_MOVE_MON_HORIZONTALLY
|
||||
battle_anim SCRATCH, SE_RESET_MON_POSITION
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim SKULL_BASH, SUBANIM_0_BEAM, 0, 3
|
||||
battle_anim HYDRO_PUMP, SUBANIM_0_WATER_COLUMNS, 0, 6
|
||||
db -1 ; end
|
||||
|
||||
|
@ -562,19 +605,22 @@ SurfAnim:
|
|||
db -1 ; end
|
||||
|
||||
IceBeamAnim:
|
||||
battle_anim CONFUSE_RAY, SE_LIGHT_SCREEN_PALETTE
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim ICE_BEAM, SUBANIM_0_BEAM, 0, 3
|
||||
battle_anim NO_MOVE, SUBANIM_0_ICE_RISE, 0, 16
|
||||
battle_anim ROCK_THROW, SUBANIM_0_ICE_RISE, 0, 16
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
||||
PowderSnowAnim:
|
||||
battle_anim BLIZZARD, SUBANIM_0_CIRCLES_FALLING, 0, 6
|
||||
battle_anim NO_MOVE, SUBANIM_0_ICE_RISE, 0, 16
|
||||
battle_anim LEECH_SEED, SUBANIM_0_CIRCLES_FALLING, 0, 6
|
||||
battle_anim ROCK_THROW, SUBANIM_0_ICE_RISE, 0, 16
|
||||
db -1 ; end
|
||||
|
||||
BlizzardAnim:
|
||||
battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
|
||||
battle_anim BLIZZARD, SUBANIM_0_ICE_FALL, 0, 4
|
||||
battle_anim NO_MOVE, SUBANIM_0_ICE_RISE, 0, 16
|
||||
battle_anim ROCK_THROW, SUBANIM_0_ICE_RISE, 0, 16
|
||||
battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
;battle_anim HYDRO_PUMP, SUBANIM_0_ICE_FALL, 0, 4 so for some reason, this causes hydro pump's proper sound to play when you use crysaudio. Instead of all this jank, now we're having the ice rise like Ice Beam. If you're using crysaudio and have problems with this, here's your solution.
|
||||
|
@ -590,9 +636,12 @@ BubbleBeamAnim:
|
|||
db -1 ; end
|
||||
|
||||
AuroraBeamAnim:
|
||||
battle_anim AURORA_BEAM, SUBANIM_0_BEAM, 0, 3
|
||||
battle_anim BUBBLE, SE_LIGHT_SCREEN_PALETTE
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim AURORA_BEAM, SUBANIM_0_BEAM, 0, 2
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
||||
HyperBeamAnim:
|
||||
|
@ -611,8 +660,21 @@ DrillPeckAnim:
|
|||
battle_anim DRILL_PECK, SUBANIM_1_STAR_BIG_MOVING, 1, 6
|
||||
db -1 ; end
|
||||
|
||||
BrutalSwingAnim:
|
||||
SubmissionAnim:
|
||||
battle_anim SUBMISSION, SE_MOVE_MON_HORIZONTALLY
|
||||
battle_anim NO_MOVE, SUBANIM_0_STAR_TWICE, 0, 6
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim NO_MOVE, SE_RESET_MON_POSITION
|
||||
battle_anim REST, SE_SLIDE_MON_DOWN
|
||||
battle_anim NO_MOVE, SE_SHOW_MON_PIC
|
||||
battle_anim NO_MOVE, SE_LIGHT_SCREEN_PALETTE
|
||||
battle_anim NO_MOVE, SUBANIM_0_CIRCLE_1_SQUARE_CLOSING, 1, 1
|
||||
battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
||||
BrutalSwingAnim:
|
||||
battle_anim SUBMISSION, SE_SLIDE_MON_OFF
|
||||
battle_anim NO_MOVE, SUBANIM_0_STAR_TWICE, 0, 6
|
||||
battle_anim NO_MOVE, SE_SHOW_MON_PIC
|
||||
|
@ -651,6 +713,13 @@ StrengthAnim:
|
|||
db -1 ; end
|
||||
|
||||
DrainingKissAnim:
|
||||
battle_anim LOVELY_KISS, SUBANIM_0_HEART_1_MUSIC, 0, 6
|
||||
battle_anim ABSORB, SE_LIGHT_SCREEN_PALETTE
|
||||
battle_anim NO_MOVE, SUBANIM_0_CIRCLES_1_SQUARES_CENTERING_ENEMY, 0, 6
|
||||
battle_anim NO_MOVE, SUBANIM_0_CIRCLE_1_SQUARE_TOSS_BACK, 0, 6
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
||||
AbsorbAnim:
|
||||
battle_anim ABSORB, SE_LIGHT_SCREEN_PALETTE
|
||||
battle_anim NO_MOVE, SUBANIM_0_CIRCLES_1_SQUARES_CENTERING_ENEMY, 0, 6
|
||||
|
@ -674,8 +743,11 @@ LeechSeedAnim:
|
|||
|
||||
GrowthAnim:
|
||||
battle_anim GROWTH, SE_LIGHT_SCREEN_PALETTE
|
||||
battle_anim NO_MOVE, SE_SPIRAL_BALLS_INWARD
|
||||
battle_anim NO_MOVE, SUBANIM_0_CIRCLES_CENTERING, 0, 2
|
||||
battle_anim NO_MOVE, SUBANIM_0_CIRCLES_CENTERING, 0, 2
|
||||
battle_anim NO_MOVE, SUBANIM_0_CIRCLES_CENTERING, 0, 2
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
battle_anim MIMIC, SE_SHOOT_MANY_BALLS_UPWARD
|
||||
db -1 ; end
|
||||
|
||||
RazorLeafAnim:
|
||||
|
@ -690,15 +762,22 @@ SolarBeamAnim:
|
|||
db -1 ; end
|
||||
|
||||
PoisonPowderAnim:
|
||||
battle_anim NO_MOVE, SE_DARKEN_MON_PALETTE
|
||||
battle_anim POISONPOWDER, SUBANIM_0_CIRCLES_FALLING, 0, 6
|
||||
battle_anim POISONPOWDER, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
||||
StunSporeAnim:
|
||||
battle_anim NO_MOVE, SE_LIGHT_SCREEN_PALETTE
|
||||
battle_anim STUN_SPORE, SE_DELAY_ANIMATION_10
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
battle_anim STUN_SPORE, SUBANIM_0_CIRCLES_FALLING, 0, 6
|
||||
db -1 ; end
|
||||
|
||||
SleepPowderAnim:
|
||||
battle_anim NO_MOVE, SE_LIGHT_SCREEN_PALETTE
|
||||
battle_anim SLEEP_POWDER, SUBANIM_0_CIRCLES_FALLING, 0, 6
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
||||
PetalDanceAnim:
|
||||
|
@ -713,9 +792,11 @@ StringShotAnim:
|
|||
|
||||
DragonRageAnim:
|
||||
battle_anim DRAGON_RAGE, SUBANIM_1_FLAME_BEAM, 1, 6
|
||||
battle_anim NO_MOVE, SUBANIM_1_FLAME_BEAM, 1, 3
|
||||
battle_anim NO_MOVE, SUBANIM_1_FLAME_BEAM, 1, 3
|
||||
battle_anim NO_MOVE, SUBANIM_1_FLAME_BEAM, 1, 3
|
||||
battle_anim NO_MOVE, SUBANIM_1_FLAME_COLUMN_1, 1, 6
|
||||
battle_anim NO_MOVE, SUBANIM_1_FLAME_COLUMN_2, 1, 6
|
||||
battle_anim NO_MOVE, SUBANIM_1_FLAME_COLUMN_3, 1, 6
|
||||
db -1 ; end
|
||||
|
||||
FireSpinAnim:
|
||||
|
@ -752,7 +833,7 @@ ThunderAnim:
|
|||
db -1 ; end
|
||||
|
||||
RockThrowAnim:
|
||||
battle_anim ROCK_THROW, SUBANIM_0_ROCKS_FALL_ENEMY, 0, 4
|
||||
battle_anim VICEGRIP, SUBANIM_0_ROCKS_FALL_ENEMY, 0, 4
|
||||
db -1 ; end
|
||||
|
||||
EarthquakeAnim:
|
||||
|
@ -798,8 +879,8 @@ MeditateAnim:
|
|||
db -1 ; end
|
||||
|
||||
AgilityAnim:
|
||||
battle_anim AGILITY, SE_LIGHT_SCREEN_PALETTE
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
battle_anim AGILITY, SE_SHAKE_BACK_AND_FORTH
|
||||
battle_anim BARRIER, SE_SHOW_MON_PIC
|
||||
db -1 ; end
|
||||
|
||||
FeintAttackAnim:
|
||||
|
@ -820,7 +901,9 @@ TeleportAnim:
|
|||
|
||||
NightShadeAnim:
|
||||
battle_anim CONFUSION, SE_FLASH_SCREEN_LONG
|
||||
battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
|
||||
battle_anim NO_MOVE, SE_WAVY_SCREEN
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
||||
MimicAnim:
|
||||
|
@ -846,9 +929,9 @@ DoubleTeamAnim:
|
|||
db -1 ; end
|
||||
|
||||
RecoverAnim:
|
||||
battle_anim RECOVER, SE_BLINK_MON
|
||||
battle_anim CONFUSE_RAY, SE_BLINK_MON
|
||||
battle_anim NO_MOVE, SE_LIGHT_SCREEN_PALETTE
|
||||
battle_anim NO_MOVE, SE_SPIRAL_BALLS_INWARD
|
||||
battle_anim RECOVER, SE_SPIRAL_BALLS_INWARD
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
||||
|
@ -891,7 +974,6 @@ ConfuseRayAnim:
|
|||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
||||
;ShelterAnim:
|
||||
WithdrawAnim:
|
||||
battle_anim DEFENSE_CURL, SE_LIGHT_SCREEN_PALETTE
|
||||
battle_anim NO_MOVE, SE_SLIDE_MON_DOWN
|
||||
|
@ -933,7 +1015,9 @@ ReflectAnim:
|
|||
db -1 ; end
|
||||
|
||||
FocusEnergyAnim:
|
||||
battle_anim FOCUS_ENERGY, SE_SPIRAL_BALLS_INWARD
|
||||
battle_anim FOCUS_ENERGY, SE_LIGHT_SCREEN_PALETTE
|
||||
battle_anim NO_MOVE, SE_SHOOT_MANY_BALLS_UPWARD
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
||||
BideAnim:
|
||||
|
@ -960,8 +1044,9 @@ SelfdestructAnim:
|
|||
|
||||
MagnetBombAnim:
|
||||
EggBombAnim:
|
||||
battle_anim EGG_BOMB, SUBANIM_1_CIRCLE_BLACK_TOSS, 1, 4
|
||||
battle_anim BARRAGE, SUBANIM_1_CIRCLE_BLACK_TOSS, 1, 4
|
||||
battle_anim EGG_BOMB, SUBANIM_1_EXPLOSION_SMALL_ENEMY, 1, 4
|
||||
battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
|
||||
db -1 ; end
|
||||
|
||||
LickAnim:
|
||||
|
@ -1013,7 +1098,10 @@ SkullBashAnim:
|
|||
db -1 ; end
|
||||
|
||||
SpikeCannonAnim:
|
||||
battle_anim SPIKE_CANNON, SUBANIM_1_STAR_BIG_MOVING, 1, 4
|
||||
battle_anim SWIFT, SUBANIM_0_PIN_JAB, 0, 1
|
||||
battle_anim SPIKE_CANNON, SUBANIM_1_STAR_BIG_MOVING, 1, 3
|
||||
battle_anim SWIFT, SUBANIM_0_PIN_JAB, 0, 1
|
||||
battle_anim SPIKE_CANNON, SUBANIM_1_STAR_BIG_MOVING, 1, 3
|
||||
db -1 ; end
|
||||
|
||||
ConstrictAnim:
|
||||
|
@ -1024,12 +1112,14 @@ ConstrictAnim:
|
|||
|
||||
NastyPlotAnim:
|
||||
AmnesiaAnim:
|
||||
battle_anim AMNESIA, SUBANIM_0_STATUS_CONFUSED, 0, 8
|
||||
battle_anim AMNESIA, SUBANIM_0_STATUS_CONFUSED, 0, 8
|
||||
battle_anim MEGA_DRAIN, SUBANIM_AMNESIA1, 1, 2
|
||||
battle_anim KINESIS, SUBANIM_AMNESIA, 0, 16
|
||||
battle_anim DOUBLE_TEAM, SE_SHOOT_MANY_BALLS_UPWARD
|
||||
db -1 ; end
|
||||
|
||||
KinesisAnim:
|
||||
battle_anim KINESIS, SUBANIM_0_STAR_TWICE, 0, 8
|
||||
battle_anim RAZOR_LEAF, SE_WAVY_SCREEN
|
||||
battle_anim KINESIS, SE_DARK_SCREEN_FLASH
|
||||
db -1 ; end
|
||||
|
||||
SoftboiledAnim:
|
||||
|
@ -1042,7 +1132,15 @@ SoftboiledAnim:
|
|||
db -1 ; end
|
||||
|
||||
HiJumpKickAnim:
|
||||
battle_anim HI_JUMP_KICK, SUBANIM_1_STAR_BIG_MOVING, 1, 6
|
||||
battle_anim NO_MOVE, SE_SQUISH_MON_PIC
|
||||
battle_anim HI_JUMP_KICK, SE_SHOOT_BALLS_UPWARD
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim TAKE_DOWN, SUBANIM_0_STAR_ASCENDING, 1, 6
|
||||
battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
|
||||
battle_anim NO_MOVE, SE_SLIDE_MON_DOWN
|
||||
battle_anim NO_MOVE, SE_SHOW_MON_PIC
|
||||
db -1 ; end
|
||||
|
||||
GlareAnim:
|
||||
|
@ -1052,9 +1150,11 @@ GlareAnim:
|
|||
db -1 ; end
|
||||
|
||||
DreamEaterAnim:
|
||||
battle_anim DREAM_EATER, SE_FLASH_SCREEN_LONG
|
||||
battle_anim DREAM_EATER, SE_DARK_SCREEN_PALETTE
|
||||
battle_anim DREAM_EATER, SUBANIM_0_STAR_THRICE, 0, 8
|
||||
battle_anim HYPNOSIS, SE_FLASH_SCREEN_LONG
|
||||
battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
|
||||
battle_anim NO_MOVE, SUBANIM_0_STAR_THRICE, 0, 8
|
||||
battle_anim HYPNOSIS, SUBANIM_0_CIRCLES_1_SQUARES_CENTERING_ENEMY, 0, 6
|
||||
battle_anim NO_MOVE, SUBANIM_0_CIRCLE_1_SQUARE_TOSS_BACK, 0, 6
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
||||
|
@ -1084,8 +1184,8 @@ LovelyKissAnim:
|
|||
SkyAttackAnim:
|
||||
battle_anim SKY_ATTACK, SE_SQUISH_MON_PIC
|
||||
battle_anim NO_MOVE, SE_SHOOT_BALLS_UPWARD
|
||||
battle_anim HI_JUMP_KICK, SUBANIM_1_STAR_BIG_MOVING, 1, 6
|
||||
battle_anim NO_MOVE, SE_SHOW_MON_PIC
|
||||
battle_anim GLARE, SUBANIM_1_EXPLOSION_SMALL_ENEMY, 0, 6
|
||||
battle_anim BARRIER, SE_SHOW_MON_PIC
|
||||
db -1 ; end
|
||||
|
||||
TransformAnim:
|
||||
|
@ -1109,12 +1209,17 @@ DizzyPunchAnim:
|
|||
SporeAnim:
|
||||
battle_anim SPORE, SUBANIM_0_CIRCLES_FALLING, 0, 6
|
||||
db -1 ; end
|
||||
|
||||
DazzleGleamAnim:
|
||||
|
||||
FlashAnim:
|
||||
battle_anim GLARE, SE_DARK_SCREEN_FLASH
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
||||
DazzleGleamAnim:
|
||||
battle_anim GLARE, SE_DARK_SCREEN_FLASH
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
battle_anim DOUBLE_TEAM, SE_WAVY_SCREEN
|
||||
db -1 ; end
|
||||
|
||||
PsywaveAnim:
|
||||
battle_anim SUPERSONIC, SUBANIM_0_SOUND_WAVE, 0, 6
|
||||
|
@ -1162,6 +1267,7 @@ RockSlideAnim:
|
|||
|
||||
HyperFangAnim:
|
||||
battle_anim HYPER_FANG, SUBANIM_0_STAR_THRICE, 0, 6
|
||||
battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
|
||||
db -1 ; end
|
||||
|
||||
SharpenAnim:
|
||||
|
@ -1179,10 +1285,19 @@ ConversionAnim:
|
|||
db -1 ; end
|
||||
|
||||
MirrorShotAnim:
|
||||
TriAttackAnim:
|
||||
battle_anim TRI_ATTACK, SE_DARK_SCREEN_FLASH
|
||||
battle_anim NO_MOVE, SUBANIM_1_TRIANGLE_TOSS, 1, 6
|
||||
battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
|
||||
|
||||
TriAttackAnim:
|
||||
battle_anim TRI_ATTACK, SUBANIM_1_TRIANGLE_TOSS, 1, 6
|
||||
battle_anim FLAMETHROWER, SUBANIM_1_FLAME_COLUMN_3, 1, 4
|
||||
battle_anim NO_MOVE, SE_LIGHT_SCREEN_PALETTE
|
||||
battle_anim PAY_DAY, SUBANIM_0_ICE_RISE, 0, 2
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
|
||||
battle_anim THUNDER, SUBANIM_1_LIGHTNING, 1, 4
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
||||
SuperFangAnim:
|
||||
|
@ -1206,11 +1321,21 @@ SmartStrikeAnim:
|
|||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
battle_anim SLASH, SUBANIM_0_HORN_JAB_TWICE, 0, 6
|
||||
battle_anim NO_MOVE, SUBANIM_1_STAR_BIG, 1, 6
|
||||
;battle_anim SCRATCH, SUBANIM_0_SCRATCHES, 0, 6
|
||||
db -1 ; end
|
||||
|
||||
FakeTearsAnim:
|
||||
battle_anim WATER_GUN, SUBANIM_0_FAKE_TEARS, 0, 6
|
||||
battle_anim AMNESIA, SE_MOVE_MON_HORIZONTALLY
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim NO_MOVE, SE_RESET_MON_POSITION
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim AMNESIA, SE_MOVE_MON_HORIZONTALLY
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim NO_MOVE, SE_RESET_MON_POSITION
|
||||
battle_anim ROAR, SUBANIM_1_SHOUT, 1, 6
|
||||
battle_anim NO_MOVE, SUBANIM_1_SHOUT, 1, 6
|
||||
battle_anim NO_MOVE, SE_DARKEN_MON_PALETTE
|
||||
battle_anim NO_MOVE, SE_SHAKE_ENEMY_HUD
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
||||
FalseSurrenderAnim:
|
||||
|
@ -1367,3 +1492,24 @@ ThrowRockAnim:
|
|||
ThrowBaitAnim:
|
||||
battle_anim BARRAGE, SUBANIM_0_SAFARI_BAIT, 0, 3
|
||||
db -1 ; end
|
||||
|
||||
AmnesiaEnemyAnim:
|
||||
battle_anim MEGA_DRAIN, SUBANIM_AMNESIA1_ENEMY, 1, 2
|
||||
battle_anim KINESIS, SUBANIM_AMNESIA_ENEMY, 0, 16
|
||||
battle_anim DOUBLE_TEAM, SE_SHOOT_MANY_BALLS_UPWARD
|
||||
db -1 ; end
|
||||
|
||||
FakeTearsEnemyAnim:
|
||||
battle_anim AMNESIA, SE_MOVE_MON_HORIZONTALLY
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim NO_MOVE, SE_RESET_MON_POSITION
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim AMNESIA, SE_MOVE_MON_HORIZONTALLY
|
||||
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
|
||||
battle_anim NO_MOVE, SE_RESET_MON_POSITION
|
||||
battle_anim ROAR, SUBANIM_1_SHOUT, 1, 6
|
||||
battle_anim NO_MOVE, SUBANIM_1_SHOUT, 1, 6
|
||||
battle_anim NO_MOVE, SE_DARKEN_MON_PALETTE
|
||||
battle_anim NO_MOVE, SE_SHAKE_SCREEN
|
||||
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
|
||||
db -1 ; end
|
||||
|
|
|
@ -88,7 +88,7 @@ MoveSoundTable:
|
|||
db SFX_BATTLE_2F, $20, $80 ; THUNDERBOLT
|
||||
db SFX_BATTLE_2E, $12, $60 ; THUNDER_WAVE
|
||||
db SFX_BATTLE_26, $00, $80 ; THUNDER
|
||||
db SFX_BATTLE_14, $01, $e0 ; ROCK_THROW
|
||||
db SFX_ICE, $01, $e0 ; ROCK_THROW
|
||||
db SFX_BATTLE_29, $0f, $e0 ; EARTHQUAKE
|
||||
db SFX_BATTLE_29, $11, $20 ; FISSURE
|
||||
db SFX_DAMAGE, $10, $40 ; DIG
|
||||
|
@ -180,7 +180,7 @@ MoveSoundTable:
|
|||
db SFX_BATTLE_0B, $01, $80 ; BULLET_PUNCH
|
||||
db SFX_BATTLE_29, $e8, $ff ; MIRROR_SHOT
|
||||
db SFX_NOT_VERY_EFFECTIVE, $09, $ff ; SMART_STRIKE
|
||||
db SFX_BATTLE_24, $30, $60 ; FAKE_TEARS
|
||||
db SFX_BATTLE_0B, $00, $c0 ; FAKE_TEARS
|
||||
db SFX_BATTLE_20, $00, $60 ; FALSE_SURRENDER
|
||||
db SFX_NOT_VERY_EFFECTIVE, $11, $ff ; KOWTOW_CLEAVE
|
||||
db SFX_BATTLE_37, $10, $60 ; DISARMING_VOICE
|
||||
|
|
|
@ -429,7 +429,15 @@ ShareMoveAnimations:
|
|||
ld a, [wAnimationID]
|
||||
|
||||
cp AMNESIA
|
||||
ld b, CONF_ANIM
|
||||
ld b, AMNESIA_ENEMY_ANIM
|
||||
jr z, .replaceAnim
|
||||
|
||||
cp NASTY_PLOT
|
||||
ld b, AMNESIA_ENEMY_ANIM
|
||||
jr z, .replaceAnim
|
||||
|
||||
cp FAKE_TEARS
|
||||
ld b, FAKE_TEARS_ENEMY_ANIM
|
||||
jr z, .replaceAnim
|
||||
|
||||
cp REST
|
||||
|
@ -2232,6 +2240,10 @@ IsCryMove:
|
|||
jr z, .CryMove
|
||||
cp ROAR
|
||||
jr z, .CryMove
|
||||
cp FAKE_TEARS
|
||||
jr z, .CryMove
|
||||
cp FAKE_TEARS_ENEMY_ANIM
|
||||
jr z, .CryMove
|
||||
and a ; clear carry
|
||||
ret
|
||||
.CryMove
|
||||
|
|
4
main.asm
4
main.asm
|
@ -355,11 +355,11 @@ INCLUDE "engine/overworld/dust_smoke.asm"
|
|||
INCLUDE "data/moves/animations.asm"
|
||||
INCLUDE "data/battle_anims/subanimations.asm"
|
||||
INCLUDE "data/battle_anims/frame_blocks.asm"
|
||||
INCLUDE "engine/movie/evolution.asm"
|
||||
INCLUDE "engine/overworld/elevator.asm"
|
||||
|
||||
SECTION "Engine Spillover", ROMX
|
||||
|
||||
INCLUDE "engine/movie/evolution.asm"
|
||||
INCLUDE "engine/overworld/elevator.asm"
|
||||
INCLUDE "engine/menus/item_descriptions.asm"
|
||||
INCLUDE "engine/items/tm_prices.asm"
|
||||
INCLUDE "engine/overworld/ferry_script.asm"
|
||||
|
|
Loading…
Reference in a new issue