mirror of
https://github.com/thornAvery/kep-hack.git
synced 2026-02-20 06:08:57 +13:00
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)
This commit is contained in:
parent
640464ff1b
commit
185e598a2e
12 changed files with 295 additions and 49 deletions
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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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@ -974,4 +981,46 @@ Subanim_0FakeTears:
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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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@ -292,18 +299,20 @@ PayDayAnim:
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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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@ -338,6 +348,9 @@ 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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@ -388,12 +401,19 @@ MegaKickAnim:
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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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@ -446,10 +466,22 @@ TakeDownAnim:
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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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@ -470,15 +502,23 @@ TailWhipAnim:
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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
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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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db -1 ; end
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PinMissileAnim:
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battle_anim POISON_STING, SUBANIM_0_PIN_MISSILE, 0, 1
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battle_anim POISON_STING, SUBANIM_0_PIN_MISSILE, 0, 1
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battle_anim PIN_MISSILE, SUBANIM_0_STAR_TWICE, 0, 1
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battle_anim PIN_MISSILE, SUBANIM_0_STAR_TWICE, 0, 3
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db -1 ; end
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@ -552,7 +592,10 @@ WaterGunAnim:
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db -1 ; end
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HydroPumpAnim:
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battle_anim HYDRO_PUMP, SUBANIM_0_WATER_COLUMNS, 0, 6
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battle_anim SCRATCH, SE_MOVE_MON_HORIZONTALLY
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battle_anim SCRATCH, SE_RESET_MON_POSITION
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battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
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battle_anim SKULL_BASH, SUBANIM_0_BEAM, 0, 3
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battle_anim HYDRO_PUMP, SUBANIM_0_WATER_COLUMNS, 0, 6
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db -1 ; end
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@ -562,19 +605,22 @@ SurfAnim:
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db -1 ; end
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IceBeamAnim:
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battle_anim CONFUSE_RAY, SE_LIGHT_SCREEN_PALETTE
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battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
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battle_anim ICE_BEAM, SUBANIM_0_BEAM, 0, 3
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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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battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
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db -1 ; end
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PowderSnowAnim:
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battle_anim BLIZZARD, SUBANIM_0_CIRCLES_FALLING, 0, 6
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battle_anim NO_MOVE, SUBANIM_0_ICE_RISE, 0, 16
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battle_anim LEECH_SEED, SUBANIM_0_CIRCLES_FALLING, 0, 6
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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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BlizzardAnim:
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battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
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battle_anim BLIZZARD, SUBANIM_0_ICE_FALL, 0, 4
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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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battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
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battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
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;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.
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@ -590,9 +636,12 @@ BubbleBeamAnim:
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db -1 ; end
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AuroraBeamAnim:
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battle_anim AURORA_BEAM, SUBANIM_0_BEAM, 0, 3
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battle_anim BUBBLE, SE_LIGHT_SCREEN_PALETTE
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battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
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battle_anim AURORA_BEAM, SUBANIM_0_BEAM, 0, 2
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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 NO_MOVE, SE_RESET_SCREEN_PALETTE
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db -1 ; end
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HyperBeamAnim:
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@ -611,8 +660,21 @@ DrillPeckAnim:
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battle_anim DRILL_PECK, SUBANIM_1_STAR_BIG_MOVING, 1, 6
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db -1 ; end
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BrutalSwingAnim:
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SubmissionAnim:
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battle_anim SUBMISSION, SE_MOVE_MON_HORIZONTALLY
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battle_anim NO_MOVE, SUBANIM_0_STAR_TWICE, 0, 6
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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 NO_MOVE, SE_RESET_MON_POSITION
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battle_anim REST, SE_SLIDE_MON_DOWN
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battle_anim NO_MOVE, SE_SHOW_MON_PIC
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battle_anim NO_MOVE, SE_LIGHT_SCREEN_PALETTE
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battle_anim NO_MOVE, SUBANIM_0_CIRCLE_1_SQUARE_CLOSING, 1, 1
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battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
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battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
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db -1 ; end
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BrutalSwingAnim:
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battle_anim SUBMISSION, SE_SLIDE_MON_OFF
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battle_anim NO_MOVE, SUBANIM_0_STAR_TWICE, 0, 6
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battle_anim NO_MOVE, SE_SHOW_MON_PIC
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@ -651,6 +713,13 @@ StrengthAnim:
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db -1 ; end
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DrainingKissAnim:
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battle_anim LOVELY_KISS, SUBANIM_0_HEART_1_MUSIC, 0, 6
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battle_anim ABSORB, SE_LIGHT_SCREEN_PALETTE
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battle_anim NO_MOVE, SUBANIM_0_CIRCLES_1_SQUARES_CENTERING_ENEMY, 0, 6
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battle_anim NO_MOVE, SUBANIM_0_CIRCLE_1_SQUARE_TOSS_BACK, 0, 6
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battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
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db -1 ; end
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AbsorbAnim:
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battle_anim ABSORB, SE_LIGHT_SCREEN_PALETTE
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battle_anim NO_MOVE, SUBANIM_0_CIRCLES_1_SQUARES_CENTERING_ENEMY, 0, 6
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@ -674,8 +743,11 @@ LeechSeedAnim:
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GrowthAnim:
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battle_anim GROWTH, SE_LIGHT_SCREEN_PALETTE
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battle_anim NO_MOVE, SE_SPIRAL_BALLS_INWARD
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battle_anim NO_MOVE, SUBANIM_0_CIRCLES_CENTERING, 0, 2
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battle_anim NO_MOVE, SUBANIM_0_CIRCLES_CENTERING, 0, 2
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battle_anim NO_MOVE, SUBANIM_0_CIRCLES_CENTERING, 0, 2
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battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
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battle_anim MIMIC, SE_SHOOT_MANY_BALLS_UPWARD
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db -1 ; end
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RazorLeafAnim:
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@ -690,15 +762,22 @@ SolarBeamAnim:
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db -1 ; end
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PoisonPowderAnim:
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battle_anim NO_MOVE, SE_DARKEN_MON_PALETTE
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battle_anim POISONPOWDER, SUBANIM_0_CIRCLES_FALLING, 0, 6
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battle_anim POISONPOWDER, SE_RESET_SCREEN_PALETTE
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db -1 ; end
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StunSporeAnim:
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battle_anim NO_MOVE, SE_LIGHT_SCREEN_PALETTE
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battle_anim STUN_SPORE, SE_DELAY_ANIMATION_10
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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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue