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Move Animation Photosensitivity Enhancements
This changes the animations for various vanilla moves with the aim of reducing photosensitive reactions. KEP is going to chiefly be played on emulators, and thus players will experience flashing that is meant to be dimmed by a Game Boy screen. This is dangerous, so here we are. Many moves have been given black screens which 1) Look cool as fuck, Thunderbolt and Blizzard are really nice and 2) bypass flashing. Others have had their flashing reduced or outright removed. Blizzard has been given special treatment, having the second part of its animation given an Ice Rise clip like Ice Beam. This, coupled with the darkness, looks ace. Changed moves include: Body Slam, Glare, Dazzling Gleam (oops), 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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0af5bd126b
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bdb19859c2
4 changed files with 66 additions and 73 deletions
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@ -273,7 +273,10 @@ CometPunchAnim:
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db -1 ; end
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MegaPunchAnim:
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battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
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battle_anim MEGA_PUNCH, SUBANIM_1_STAR_BIG_MOVING, 1, 6
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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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PayDayAnim:
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@ -307,7 +310,10 @@ VicegripAnim:
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db -1 ; end
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GuillotineAnim:
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battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
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battle_anim GUILLOTINE, SUBANIM_0_SLICE_BOTH_SIDES, 0, 6
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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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RazorWindAnim:
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@ -369,7 +375,10 @@ DoubleKickAnim:
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db -1 ; end
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MegaKickAnim:
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battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
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battle_anim MEGA_KICK, SUBANIM_1_STAR_BIG_MOVING, 1, 6
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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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JumpKickAnim:
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@ -415,7 +424,6 @@ TackleAnim:
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BodySlamAnim:
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battle_anim LEECH_SEED, SE_MOVE_MON_HORIZONTALLY
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battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
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battle_anim NO_MOVE, 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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@ -508,8 +516,7 @@ SonicBoomAnim:
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DisableAnim:
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battle_anim LEECH_SEED, SE_DARK_SCREEN_PALETTE
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battle_anim LEER, SE_DARK_SCREEN_FLASH
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battle_anim LEER, SE_DARK_SCREEN_FLASH
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battle_anim LEER, SE_DARK_SCREEN_FLASH ; One flash is fine, I think?
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battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
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db -1 ; end
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@ -554,8 +561,12 @@ IceBeamAnim:
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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 HYDRO_PUMP, 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 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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db -1 ; end
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PsyBeamAnim:
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@ -577,9 +588,7 @@ HyperBeamAnim:
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battle_anim LEECH_SEED, SE_DARK_SCREEN_PALETTE
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battle_anim NO_MOVE, SE_SPIRAL_BALLS_INWARD
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battle_anim HYPER_BEAM, SUBANIM_0_BEAM, 0, 2
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battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
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battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
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battle_anim MEGA_PUNCH, SUBANIM_1_STAR_BIG_MOVING, 1, 6
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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_SCREEN_PALETTE
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db -1 ; end
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@ -709,8 +718,11 @@ ThunderShockAnim:
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db -1 ; end
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ThunderBoltAnim:
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battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
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battle_anim THUNDERBOLT, SUBANIM_1_LIGHTNING_BALL, 1, 1
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battle_anim THUNDERBOLT, SUBANIM_1_LIGHTNING_BALL, 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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ThunderWaveAnim:
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@ -1024,8 +1036,7 @@ HiJumpKickAnim:
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GlareAnim:
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battle_anim LEECH_SEED, SE_DARK_SCREEN_PALETTE
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battle_anim GLARE, SE_DARK_SCREEN_FLASH
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battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
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battle_anim GLARE, SE_DARK_SCREEN_FLASH ; One flash is fine, I think?
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battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
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db -1 ; end
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@ -1090,9 +1101,7 @@ SporeAnim:
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DazzleGleamAnim:
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FlashAnim:
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battle_anim LEECH_SEED, SE_LIGHT_SCREEN_PALETTE
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battle_anim GLARE, SE_DARK_SCREEN_FLASH
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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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@ -1115,7 +1124,10 @@ CrabHammerAnim:
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db -1 ; end
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ExplosionAnim:
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battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
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battle_anim EXPLOSION, SUBANIM_1_SELFDESTRUCT, 1, 3
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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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FurySwipesAnim:
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