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Use a battle_anim macro for move animations' special effects and subanimations
Move animations' sound IDs are off by one from move IDs.
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6 changed files with 973 additions and 870 deletions
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@ -5,43 +5,43 @@ ENDM
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SpecialEffectPointers:
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; special effect id, effect routine address
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special_effect SE_DARK_SCREEN_FLASH, AnimationFlashScreen ; $FE
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special_effect SE_DARK_SCREEN_PALETTE, AnimationDarkScreenPalette ; $FD
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special_effect SE_RESET_SCREEN_PALETTE, AnimationResetScreenPalette ; $FC
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special_effect SE_SHAKE_SCREEN, AnimationShakeScreen ; $FB
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special_effect SE_DARK_SCREEN_FLASH, AnimationFlashScreen ; $FE
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special_effect SE_DARK_SCREEN_PALETTE, AnimationDarkScreenPalette ; $FD
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special_effect SE_RESET_SCREEN_PALETTE, AnimationResetScreenPalette ; $FC
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special_effect SE_SHAKE_SCREEN, AnimationShakeScreen ; $FB
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special_effect SE_WATER_DROPLETS_EVERYWHERE, AnimationWaterDropletsEverywhere ; $FA
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special_effect SE_DARKEN_MON_PALETTE, AnimationDarkenMonPalette ; $F9
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special_effect SE_FLASH_SCREEN_LONG, AnimationFlashScreenLong ; $F8
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special_effect SE_SLIDE_MON_UP, AnimationSlideMonUp ; $F7
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special_effect SE_SLIDE_MON_DOWN, AnimationSlideMonDown ; $F6
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special_effect SE_FLASH_MON_PIC, AnimationFlashMonPic ; $F5
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special_effect SE_SLIDE_MON_OFF, AnimationSlideMonOff ; $F4
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special_effect SE_BLINK_MON, AnimationBlinkMon ; $F3
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special_effect SE_MOVE_MON_HORIZONTALLY, AnimationMoveMonHorizontally ; $F2
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special_effect SE_RESET_MON_POSITION, AnimationResetMonPosition ; $F1
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special_effect SE_LIGHT_SCREEN_PALETTE, AnimationLightScreenPalette ; $F0
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special_effect SE_HIDE_MON_PIC, AnimationHideMonPic ; $EF
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special_effect SE_SQUISH_MON_PIC, AnimationSquishMonPic ; $EE
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special_effect SE_SHOOT_BALLS_UPWARD, AnimationShootBallsUpward ; $ED
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special_effect SE_SHOOT_MANY_BALLS_UPWARD, AnimationShootManyBallsUpward ; $EC
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special_effect SE_BOUNCE_UP_AND_DOWN, AnimationBoundUpAndDown ; $EB
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special_effect SE_MINIMIZE_MON, AnimationMinimizeMon ; $EA
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special_effect SE_SLIDE_MON_DOWN_AND_HIDE, AnimationSlideMonDownAndHide ; $E9
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special_effect SE_TRANSFORM_MON, AnimationTransformMon ; $E8
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special_effect SE_LEAVES_FALLING, AnimationLeavesFalling ; $E7
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special_effect SE_PETALS_FALLING, AnimationPetalsFalling ; $E6
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special_effect SE_SLIDE_MON_HALF_OFF, AnimationSlideMonHalfOff ; $E5
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special_effect SE_SHAKE_ENEMY_HUD, AnimationShakeEnemyHUD ; $E4
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special_effect SE_SHAKE_ENEMY_HUD_2, AnimationShakeEnemyHUD ; unused--same pointer as SE_SHAKE_ENEMY_HUD ($E4)
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special_effect SE_SPIRAL_BALLS_INWARD, AnimationSpiralBallsInward ; $E2
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special_effect SE_DELAY_ANIMATION_10, AnimationDelay10 ; $E1
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special_effect SE_FLASH_ENEMY_MON_PIC, AnimationFlashEnemyMonPic ; unused--same as SE_FLASH_MON_PIC ($F5), but for the enemy mon
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special_effect SE_HIDE_ENEMY_MON_PIC, AnimationHideEnemyMonPic ; $DF
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special_effect SE_BLINK_ENEMY_MON, AnimationBlinkEnemyMon ; $DE
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special_effect SE_SHOW_MON_PIC, AnimationShowMonPic ; $DD
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special_effect SE_SHOW_ENEMY_MON_PIC, AnimationShowEnemyMonPic ; $DC
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special_effect SE_SLIDE_ENEMY_MON_OFF, AnimationSlideEnemyMonOff ; $DB
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special_effect SE_SHAKE_BACK_AND_FORTH, AnimationShakeBackAndForth ; $DA
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special_effect SE_SUBSTITUTE_MON, AnimationSubstitute ; $D9
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special_effect SE_WAVY_SCREEN, AnimationWavyScreen ; $D8
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special_effect SE_DARKEN_MON_PALETTE, AnimationDarkenMonPalette ; $F9
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special_effect SE_FLASH_SCREEN_LONG, AnimationFlashScreenLong ; $F8
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special_effect SE_SLIDE_MON_UP, AnimationSlideMonUp ; $F7
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special_effect SE_SLIDE_MON_DOWN, AnimationSlideMonDown ; $F6
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special_effect SE_FLASH_MON_PIC, AnimationFlashMonPic ; $F5
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special_effect SE_SLIDE_MON_OFF, AnimationSlideMonOff ; $F4
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special_effect SE_BLINK_MON, AnimationBlinkMon ; $F3
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special_effect SE_MOVE_MON_HORIZONTALLY, AnimationMoveMonHorizontally ; $F2
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special_effect SE_RESET_MON_POSITION, AnimationResetMonPosition ; $F1
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special_effect SE_LIGHT_SCREEN_PALETTE, AnimationLightScreenPalette ; $F0
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special_effect SE_HIDE_MON_PIC, AnimationHideMonPic ; $EF
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special_effect SE_SQUISH_MON_PIC, AnimationSquishMonPic ; $EE
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special_effect SE_SHOOT_BALLS_UPWARD, AnimationShootBallsUpward ; $ED
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special_effect SE_SHOOT_MANY_BALLS_UPWARD, AnimationShootManyBallsUpward ; $EC
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special_effect SE_BOUNCE_UP_AND_DOWN, AnimationBoundUpAndDown ; $EB
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special_effect SE_MINIMIZE_MON, AnimationMinimizeMon ; $EA
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special_effect SE_SLIDE_MON_DOWN_AND_HIDE, AnimationSlideMonDownAndHide ; $E9
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special_effect SE_TRANSFORM_MON, AnimationTransformMon ; $E8
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special_effect SE_LEAVES_FALLING, AnimationLeavesFalling ; $E7
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special_effect SE_PETALS_FALLING, AnimationPetalsFalling ; $E6
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special_effect SE_SLIDE_MON_HALF_OFF, AnimationSlideMonHalfOff ; $E5
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special_effect SE_SHAKE_ENEMY_HUD, AnimationShakeEnemyHUD ; $E4
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special_effect SE_SHAKE_ENEMY_HUD_2, AnimationShakeEnemyHUD ; $E3 unused
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special_effect SE_SPIRAL_BALLS_INWARD, AnimationSpiralBallsInward ; $E2
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special_effect SE_DELAY_ANIMATION_10, AnimationDelay10 ; $E1
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special_effect SE_FLASH_ENEMY_MON_PIC, AnimationFlashEnemyMonPic ; $E0 unused
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special_effect SE_HIDE_ENEMY_MON_PIC, AnimationHideEnemyMonPic ; $DF
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special_effect SE_BLINK_ENEMY_MON, AnimationBlinkEnemyMon ; $DE
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special_effect SE_SHOW_MON_PIC, AnimationShowMonPic ; $DD
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special_effect SE_SHOW_ENEMY_MON_PIC, AnimationShowEnemyMonPic ; $DC
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special_effect SE_SLIDE_ENEMY_MON_OFF, AnimationSlideEnemyMonOff ; $DB
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special_effect SE_SHAKE_BACK_AND_FORTH, AnimationShakeBackAndForth ; $DA
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special_effect SE_SUBSTITUTE_MON, AnimationSubstitute ; $D9
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special_effect SE_WAVY_SCREEN, AnimationWavyScreen ; $D8
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db -1 ; end
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