Use move animation constants instead of static values.

This allows new moves and animations to be added without overlap.
This commit is contained in:
yenatch 2014-09-17 12:37:47 -07:00
parent 29aff84107
commit aa361c3bf7
3 changed files with 25 additions and 25 deletions

View file

@ -525,9 +525,9 @@ Func_78e23: ; 78e23 (1e:4e23)
ld [wcc79], a
ld b, $e4
ld a, [W_ANIMATIONID] ; W_ANIMATIONID
cp $aa
cp ANIM_AA
jr c, .asm_78e3f
cp $ae
cp ANIM_AD + 1
jr nc, .asm_78e3f
ld b, $f0
.asm_78e3f
@ -697,13 +697,13 @@ AnimationIdSpecialEffects: ; 78ef5 (1e:4ef5)
db ROCK_SLIDE
dw DoRockSlideSpecialEffects
db $AA
db ANIM_AA
dw Func_79041
db $AB
db ANIM_AB
dw Func_7904c
db $AC
db ANIM_AC
dw Func_7907c
db TOSS_ANIM
@ -2855,10 +2855,10 @@ TossBallAnimation: ; 79e16 (1e:5e16)
.PokeBallAnimations: ; 79e50 (1e:5e50)
; sequence of animations that make up the Poké Ball toss
db POOF_ANIM,HIDEPIC_ANIM,$C2,POOF_ANIM,SHOWPIC_ANIM
db POOF_ANIM,HIDEPIC_ANIM,SHAKE_ANIM,POOF_ANIM,SHOWPIC_ANIM
.BlockBall ; 5E55
ld a,$C1
ld a,TOSS_ANIM
ld [W_ANIMATIONID],a
call PlayAnimation
ld a,(SFX_08_43 - SFX_Headers_08) / 3

View file

@ -7062,16 +7062,16 @@ PoisonEffect: ; 3f24f (f:724f)
dec de
ld a, [H_WHOSETURN] ; $fff3
and a
ld b, $c7
ld b, ANIM_C7
ld hl, W_PLAYERBATTSTATUS3 ; W_PLAYERBATTSTATUS3
ld a, [de]
ld de, W_PLAYERTOXICCOUNTER ; wd06c
jr nz, .asm_3f2b0
ld b, $a9
ld b, ANIM_A9
ld hl, W_ENEMYBATTSTATUS3 ; W_ENEMYBATTSTATUS3
ld de, W_ENEMYTOXICCOUNTER ; wd071
.asm_3f2b0
cp $5c
cp TOXIC
jr nz, .asm_3f2bd
set 0, [hl]
xor a
@ -7173,14 +7173,14 @@ FreezeBurnParalyzeEffect: ; 3f30c (f:730c)
ld a, 1 << PAR
ld [wEnemyMonStatus], a
call Func_3ed27 ;quarter speed of affected monster
ld a, $a9
ld a, ANIM_A9
call Func_3fbb9 ;animation
jp PrintMayNotAttackText ;print paralysis text
.burn
ld a, 1 << BRN
ld [wEnemyMonStatus], a
call Func_3ed64
ld a, $a9
ld a, ANIM_A9
call Func_3fbb9 ;animation
ld hl, BurnedText
jp PrintText
@ -7188,7 +7188,7 @@ FreezeBurnParalyzeEffect: ; 3f30c (f:730c)
call Func_3f9cf ;resets bit 5 of the D063/D068 flags
ld a, 1 << FRZ
ld [wEnemyMonStatus], a
ld a, $a9
ld a, ANIM_A9
call Func_3fbb9 ;animation
ld hl, FrozenText
jp PrintText
@ -7726,7 +7726,7 @@ BideEffect: ; 3f6e5 (f:76e5)
inc a
ld [bc], a
ld a, [H_WHOSETURN]
add $ae
add XSTATITEM_ANIM
jp Func_3fb96
ThrashPetalDanceEffect: ; 3f717 (f:7717)
@ -7745,7 +7745,7 @@ ThrashPetalDanceEffect: ; 3f717 (f:7717)
inc a
ld [de], a
ld a, [H_WHOSETURN] ; $fff3
add $b0
add ANIM_B0
jp Func_3fb96
SwitchAndTeleportEffect: ; 3f739 (f:7739)
@ -7941,11 +7941,11 @@ ChargeEffect: ; 3f88c (f:788c)
ld de, W_PLAYERMOVEEFFECT ; wcfd3
ld a, [H_WHOSETURN] ; $fff3
and a
ld b, $ae
ld b, XSTATITEM_ANIM
jr z, .asm_3f8a1
ld hl, W_ENEMYBATTSTATUS1 ; W_ENEMYBATTSTATUS1
ld de, W_ENEMYMOVEEFFECT ; W_ENEMYMOVEEFFECT
ld b, $af
ld b, ANIM_AF
.asm_3f8a1
set 4, [hl]
ld a, [de]
@ -7953,13 +7953,13 @@ ChargeEffect: ; 3f88c (f:788c)
cp FLY_EFFECT
jr nz, .asm_3f8ad
set 6, [hl] ; mon is now invulnerable to typical attacks (fly/dig)
ld b, $64
ld b, TELEPORT
.asm_3f8ad
ld a, [de]
cp DIG
jr nz, .asm_3f8b6
set 6, [hl] ; mon is now invulnerable to typical attacks (fly/dig)
ld b, $c0
ld b, ANIM_C0
.asm_3f8b6
xor a
ld [wcc5b], a

View file

@ -203,9 +203,9 @@ Func_41245: ; 41245 (10:5245)
and a
jr nz, .asm_41273
call Delay50
ld a, $ad
ld a, ANIM_AD
call Func_41676
ld a, $aa
ld a, ANIM_AA
call Func_41676
ld a, [wWhichTrade] ; wWhichTrade
call PlayCry
@ -242,9 +242,9 @@ Func_41298: ; 41298 (10:5298)
ret
Func_412d2: ; 412d2 (10:52d2)
ld a, $ab
ld a, ANIM_AB
call Func_41676
ld c, $a
ld c, 10
call DelayFrames
ld a, $e4
ld [rOBP0], a ; $ff48
@ -295,7 +295,7 @@ UnknownOAM_4132e: ; 4132e (10:532e)
db $7E,$40,$7E,$60
Func_41336: ; 41336 (10:5336)
ld a, $ac
ld a, ANIM_AC
call Func_41676
call Func_415c8
hlCoord 4, 10
@ -308,7 +308,7 @@ Func_41336: ; 41336 (10:5336)
ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
ld a, [wTrainerEngageDistance]
call Func_415a4
ld a, $ad
ld a, ANIM_AD
call Func_41676
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a ; $ffba