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authorRemy Oukaour <remy.oukaour@gmail.com>2017-12-26 17:47:05 -0500
committerRemy Oukaour <remy.oukaour@gmail.com>2017-12-26 17:47:05 -0500
commitb5417fafec7dd37cb4be391f3bd3d4541a2a381e (patch)
treea4e7d08afb2e862186a138e82c8ef4785d82786d /data/moves
parent2f98c2032fd47ada3484bfc37d590992f286d3d4 (diff)
Split battle/ into data/ and engine/ components
Diffstat (limited to 'data/moves')
-rw-r--r--data/moves/effect_command_pointers.asm180
-rw-r--r--data/moves/move_anims.asm5176
-rw-r--r--data/moves/move_descriptions.asm1270
-rw-r--r--data/moves/move_effects.asm2075
-rw-r--r--data/moves/move_effects_pointers.asm159
-rw-r--r--data/moves/move_names.asm252
-rw-r--r--data/moves/moves.asm265
-rw-r--r--data/moves/tmhm_moves.asm66
8 files changed, 9443 insertions, 0 deletions
diff --git a/data/moves/effect_command_pointers.asm b/data/moves/effect_command_pointers.asm
new file mode 100644
index 000000000..5dd6be786
--- /dev/null
+++ b/data/moves/effect_command_pointers.asm
@@ -0,0 +1,180 @@
+ dw 0 ; padding
+
+BattleCommandPointers: ; 3fd28
+; entries correspond to macros/scripts/effect_commands.asm
+ dw BattleCommand_CheckTurn ; 34084
+ dw BattleCommand_CheckObedience ; 343db
+ dw BattleCommand_UsedMoveText ; 34541
+ dw BattleCommand_DoTurn ; 34555
+ dw BattleCommand_Critical ; 34631
+ dw BattleCommand_DamageStats ; 352dc
+ dw BattleCommand_Stab ; 346d2 - 07
+ dw BattleCommand_DamageVariation ; 34cfd
+ dw BattleCommand_CheckHit ; 34d32
+ dw BattleCommand_LowerSub ; 34eee
+ dw BattleCommand_HitTargetNoSub ; 34f60
+ dw BattleCommand_RaiseSub ; 35004
+ dw BattleCommand_FailureText ; 35023
+ dw BattleCommand_CheckFaint ; 3505e
+ dw BattleCommand_CriticalText ; 35175
+ dw BattleCommand_SuperEffectiveText ; 351ad
+ dw BattleCommand_CheckDestinyBond ; 351c0
+ dw BattleCommand_BuildOpponentRage ; 35250
+ dw BattleCommand_PoisonTarget ; 35eee
+ dw BattleCommand_SleepTarget ; 35e5c
+ dw BattleCommand_DrainTarget ; 35fff
+ dw BattleCommand_EatDream ; 36008
+ dw BattleCommand_BurnTarget ; 3608c
+ dw BattleCommand_FreezeTarget ; 36102
+ dw BattleCommand_ParalyzeTarget ; 36165
+ dw BattleCommand_Selfdestruct ; 37380
+ dw BattleCommand_MirrorMove ; 373c9
+ dw BattleCommand_StatUp ; 361e4
+ dw BattleCommand_StatDown ; 362e3
+ dw BattleCommand_PayDay ; 3705c
+ dw BattleCommand_Conversion ; 3707f
+ dw BattleCommand_ResetStats ; 3710e
+ dw BattleCommand_StoreEnergy ; 36671
+ dw BattleCommand_UnleashEnergy ; 366e5
+ dw BattleCommand_ForceSwitch ; 3680f
+ dw BattleCommand_EndLoop ; 369b6
+ dw BattleCommand_FlinchTarget ; 36aa0
+ dw BattleCommand_OHKO ; 36af3
+ dw BattleCommand_Recoil ; 36cb2
+ dw BattleCommand_Mist ; 36c7e
+ dw BattleCommand_FocusEnergy ; 36c98
+ dw BattleCommand_Confuse ; 36d3b
+ dw BattleCommand_ConfuseTarget ; 36d1d
+ dw BattleCommand_Heal ; 3713e
+ dw BattleCommand_Transform ; 371cd
+ dw BattleCommand_Screen ; 372fc
+ dw BattleCommand_Poison ; 35f2c
+ dw BattleCommand_Paralyze ; 36dc7
+ dw BattleCommand_Substitute ; 36e7c
+ dw BattleCommand_RechargeNextTurn ; 36f0b
+ dw BattleCommand_Mimic ; 36f46
+ dw BattleCommand_Metronome ; 37418
+ dw BattleCommand_LeechSeed ; 36f9d
+ dw BattleCommand_Splash ; 36fe1
+ dw BattleCommand_Disable ; 36fed
+ dw BattleCommand_ClearText ; 37e85
+ dw BattleCommand_Charge ; 36b4d
+ dw BattleCommand_CheckCharge ; 36b3a
+ dw BattleCommand_TrapTarget ; 36c2d
+ dw BattleCommand3c ; 36c2c
+ dw BattleCommand_Rampage ; 36751
+ dw BattleCommand_CheckRampage ; 3671a
+ dw BattleCommand_ConstantDamage ; 35726
+ dw BattleCommand_Counter ; 35813
+ dw BattleCommand_Encore ; 35864
+ dw BattleCommand_PainSplit ; 35926
+ dw BattleCommand_Snore ; 359d0
+ dw BattleCommand_Conversion2 ; 359e6
+ dw BattleCommand_LockOn ; 35a53
+ dw BattleCommand_Sketch ; 35a74
+ dw BattleCommand_DefrostOpponent ; 35b16
+ dw BattleCommand_SleepTalk ; 35b33
+ dw BattleCommand_DestinyBond ; 35bff
+ dw BattleCommand_Spite ; 35c0f
+ dw BattleCommand_FalseSwipe ; 35c94
+ dw BattleCommand_HealBell ; 35cc9
+ dw BattleCommand_HeldFlinch ; 36ac9
+ dw BattleCommand_TripleKick ; 346b2
+ dw BattleCommand_KickCounter ; 346cd
+ dw BattleCommand_Thief ; 37492
+ dw BattleCommand_ArenaTrap ; 37517
+ dw BattleCommand_Nightmare ; 37536
+ dw BattleCommand_Defrost ; 37563
+ dw BattleCommand_Curse ; 37588
+ dw BattleCommand_Protect ; 37618
+ dw BattleCommand_Spikes ; 37683
+ dw BattleCommand_Foresight ; 376a0
+ dw BattleCommand_PerishSong ; 376c2
+ dw BattleCommand_StartSandstorm ; 376f8
+ dw BattleCommand_Endure ; 3766f
+ dw BattleCommand_CheckCurl ; 37718
+ dw BattleCommand_RolloutPower ; 37734
+ dw BattleCommand5d ; 37791
+ dw BattleCommand_FuryCutter ; 37792
+ dw BattleCommand_Attract ; 377ce
+ dw BattleCommand_HappinessPower ; 3784b
+ dw BattleCommand_Present ; 37874
+ dw BattleCommand_DamageCalc ; 35612 - 62
+ dw BattleCommand_FrustrationPower ; 3790e
+ dw BattleCommand_Safeguard ; 37939
+ dw BattleCommand_CheckSafeguard ; 37972
+ dw BattleCommand_GetMagnitude ; 37991
+ dw BattleCommand_BatonPass ; 379c9
+ dw BattleCommand_Pursuit ; 37b1d
+ dw BattleCommand_ClearHazards ; 37b39
+ dw BattleCommand_HealMorn ; 37b74
+ dw BattleCommand_HealDay ; 37b78
+ dw BattleCommand_HealNite ; 37b7c
+ dw BattleCommand_HiddenPower ; 37be8
+ dw BattleCommand_StartRain ; 37bf4
+ dw BattleCommand_StartSun ; 37c07
+ dw BattleCommand_AttackUp ; 361ac
+ dw BattleCommand_DefenseUp ; 361b0
+ dw BattleCommand_SpeedUp ; 361b4
+ dw BattleCommand_SpecialAttackUp ; 361b8
+ dw BattleCommand_SpecialDefenseUp ; 361bc
+ dw BattleCommand_AccuracyUp ; 361c0
+ dw BattleCommand_EvasionUp ; 361c4
+ dw BattleCommand_AttackUp2 ; 361c8
+ dw BattleCommand_DefenseUp2 ; 361cc
+ dw BattleCommand_SpeedUp2 ; 361d0
+ dw BattleCommand_SpecialAttackUp2 ; 361d4
+ dw BattleCommand_SpecialDefenseUp2 ; 361d8
+ dw BattleCommand_AccuracyUp2 ; 361dc
+ dw BattleCommand_EvasionUp2 ; 361e0
+ dw BattleCommand_AttackDown ; 362ad
+ dw BattleCommand_DefenseDown ; 362b1
+ dw BattleCommand_SpeedDown ; 362b5
+ dw BattleCommand_SpecialAttackDown ; 362b9
+ dw BattleCommand_SpecialDefenseDown ; 362bd
+ dw BattleCommand_AccuracyDown ; 362c1
+ dw BattleCommand_EvasionDown ; 362c5
+ dw BattleCommand_AttackDown2 ; 362c9
+ dw BattleCommand_DefenseDown2 ; 362cd
+ dw BattleCommand_SpeedDown2 ; 362d1
+ dw BattleCommand_SpecialAttackDown2 ; 362d5
+ dw BattleCommand_SpecialDefenseDown2 ; 362d9
+ dw BattleCommand_AccuracyDown2 ; 362dd
+ dw BattleCommand_EvasionDown2 ; 362e1
+ dw BattleCommand_StatUpMessage ; 363b8
+ dw BattleCommand_StatDownMessage ; 363e9
+ dw BattleCommand_StatUpFailText ; 3644c
+ dw BattleCommand_StatDownFailText ; 3646a
+ dw BattleCommand_EffectChance ; 34ecc
+ dw BattleCommand_StatDownAnim ; 34fdb
+ dw BattleCommand_StatUpAnim ; 34fd1
+ dw BattleCommand_SwitchTurn ; 34ffd - 93
+ dw BattleCommand_FakeOut ; 36a82
+ dw BattleCommand_BellyDrum ; 37c1a
+ dw BattleCommand_PsychUp ; 37c55
+ dw BattleCommand_Rage ; 36f1d
+ dw BattleCommand_DoubleFlyingDamage ; 36f25
+ dw BattleCommand_DoubleUndergroundDamage ; 36f2f
+ dw BattleCommand_MirrorCoat ; 37c95
+ dw BattleCommand_CheckFutureSight ; 37d0d
+ dw BattleCommand_FutureSight ; 37d34
+ dw BattleCommand_DoubleMinimizeDamage ; 37ce6
+ dw BattleCommand_SkipSunCharge ; 37d02
+ dw BattleCommand_ThunderAccuracy ; 37d94
+ dw BattleCommand_Teleport ; 36778
+ dw BattleCommand_BeatUp ; 35461
+ dw BattleCommand_RageDamage ; 3527b
+ dw BattleCommand_ResetTypeMatchup ; 34833
+ dw BattleCommand_AllStatsUp ; 36500
+ dw BattleCommanda5 ; 35165
+ dw BattleCommand_RaiseSubNoAnim ; 365af
+ dw BattleCommand_LowerSubNoAnim ; 365c3
+ dw BattleCommanda8 ; 355b5
+ dw BattleCommand_ClearMissDamage ; 355d5 - a9
+ dw BattleCommand_MoveDelay ; 37e80
+ dw BattleCommand_HitTarget ; 34f57
+ dw BattleCommand_TriStatusChance ; 3658f
+ dw BattleCommand_SuperEffectiveLoopText ; 351a5
+ dw BattleCommand_StartLoop ; 35197
+ dw BattleCommand_Curl ; 365a7
+; 3fe86
diff --git a/data/moves/move_anims.asm b/data/moves/move_anims.asm
new file mode 100644
index 000000000..e28a2e62d
--- /dev/null
+++ b/data/moves/move_anims.asm
@@ -0,0 +1,5176 @@
+BattleAnimations:: ; c906f
+; entries correspond to constants/move_constants.asm
+ dw BattleAnim_0
+ dw BattleAnim_Pound
+ dw BattleAnim_KarateChop
+ dw BattleAnim_Doubleslap
+ dw BattleAnim_CometPunch
+ dw BattleAnim_MegaPunch
+ dw BattleAnim_PayDay
+ dw BattleAnim_FirePunch
+ dw BattleAnim_IcePunch
+ dw BattleAnim_Thunderpunch
+ dw BattleAnim_Scratch
+ dw BattleAnim_Vicegrip
+ dw BattleAnim_Guillotine
+ dw BattleAnim_RazorWind
+ dw BattleAnim_SwordsDance
+ dw BattleAnim_Cut
+ dw BattleAnim_Gust
+ dw BattleAnim_WingAttack
+ dw BattleAnim_Whirlwind
+ dw BattleAnim_Fly
+ dw BattleAnim_Bind
+ dw BattleAnim_Slam
+ dw BattleAnim_VineWhip
+ dw BattleAnim_Stomp
+ dw BattleAnim_DoubleKick
+ dw BattleAnim_MegaKick
+ dw BattleAnim_JumpKick
+ dw BattleAnim_RollingKick
+ dw BattleAnim_SandAttack
+ dw BattleAnim_Headbutt
+ dw BattleAnim_HornAttack
+ dw BattleAnim_FuryAttack
+ dw BattleAnim_HornDrill
+ dw BattleAnim_Tackle
+ dw BattleAnim_BodySlam
+ dw BattleAnim_Wrap
+ dw BattleAnim_TakeDown
+ dw BattleAnim_Thrash
+ dw BattleAnim_DoubleEdge
+ dw BattleAnim_TailWhip
+ dw BattleAnim_PoisonSting
+ dw BattleAnim_Twineedle
+ dw BattleAnim_PinMissile
+ dw BattleAnim_Leer
+ dw BattleAnim_Bite
+ dw BattleAnim_Growl
+ dw BattleAnim_Roar
+ dw BattleAnim_Sing
+ dw BattleAnim_Supersonic
+ dw BattleAnim_Sonicboom
+ dw BattleAnim_Disable
+ dw BattleAnim_Acid
+ dw BattleAnim_Ember
+ dw BattleAnim_Flamethrower
+ dw BattleAnim_Mist
+ dw BattleAnim_WaterGun
+ dw BattleAnim_HydroPump
+ dw BattleAnim_Surf
+ dw BattleAnim_IceBeam
+ dw BattleAnim_Blizzard
+ dw BattleAnim_Psybeam
+ dw BattleAnim_Bubblebeam
+ dw BattleAnim_AuroraBeam
+ dw BattleAnim_HyperBeam
+ dw BattleAnim_Peck
+ dw BattleAnim_DrillPeck
+ dw BattleAnim_Submission
+ dw BattleAnim_LowKick
+ dw BattleAnim_Counter
+ dw BattleAnim_SeismicToss
+ dw BattleAnim_Strength
+ dw BattleAnim_Absorb
+ dw BattleAnim_MegaDrain
+ dw BattleAnim_LeechSeed
+ dw BattleAnim_Growth
+ dw BattleAnim_RazorLeaf
+ dw BattleAnim_Solarbeam
+ dw BattleAnim_Poisonpowder
+ dw BattleAnim_StunSpore
+ dw BattleAnim_SleepPowder
+ dw BattleAnim_PetalDance
+ dw BattleAnim_StringShot
+ dw BattleAnim_DragonRage
+ dw BattleAnim_FireSpin
+ dw BattleAnim_Thundershock
+ dw BattleAnim_Thunderbolt
+ dw BattleAnim_ThunderWave
+ dw BattleAnim_Thunder
+ dw BattleAnim_RockThrow
+ dw BattleAnim_Earthquake
+ dw BattleAnim_Fissure
+ dw BattleAnim_Dig
+ dw BattleAnim_Toxic
+ dw BattleAnim_Confusion
+ dw BattleAnim_PsychicM
+ dw BattleAnim_Hypnosis
+ dw BattleAnim_Meditate
+ dw BattleAnim_Agility
+ dw BattleAnim_QuickAttack
+ dw BattleAnim_Rage
+ dw BattleAnim_Teleport
+ dw BattleAnim_NightShade
+ dw BattleAnim_Mimic
+ dw BattleAnim_Screech
+ dw BattleAnim_DoubleTeam
+ dw BattleAnim_Recover
+ dw BattleAnim_Harden
+ dw BattleAnim_Minimize
+ dw BattleAnim_Smokescreen
+ dw BattleAnim_ConfuseRay
+ dw BattleAnim_Withdraw
+ dw BattleAnim_DefenseCurl
+ dw BattleAnim_Barrier
+ dw BattleAnim_LightScreen
+ dw BattleAnim_Haze
+ dw BattleAnim_Reflect
+ dw BattleAnim_FocusEnergy
+ dw BattleAnim_Bide
+ dw BattleAnim_Metronome
+ dw BattleAnim_MirrorMove
+ dw BattleAnim_Selfdestruct
+ dw BattleAnim_EggBomb
+ dw BattleAnim_Lick
+ dw BattleAnim_Smog
+ dw BattleAnim_Sludge
+ dw BattleAnim_BoneClub
+ dw BattleAnim_FireBlast
+ dw BattleAnim_Waterfall
+ dw BattleAnim_Clamp
+ dw BattleAnim_Swift
+ dw BattleAnim_SkullBash
+ dw BattleAnim_SpikeCannon
+ dw BattleAnim_Constrict
+ dw BattleAnim_Amnesia
+ dw BattleAnim_Kinesis
+ dw BattleAnim_Softboiled
+ dw BattleAnim_HiJumpKick
+ dw BattleAnim_Glare
+ dw BattleAnim_DreamEater
+ dw BattleAnim_PoisonGas
+ dw BattleAnim_Barrage
+ dw BattleAnim_LeechLife
+ dw BattleAnim_LovelyKiss
+ dw BattleAnim_SkyAttack
+ dw BattleAnim_Transform
+ dw BattleAnim_Bubble
+ dw BattleAnim_DizzyPunch
+ dw BattleAnim_Spore
+ dw BattleAnim_Flash
+ dw BattleAnim_Psywave
+ dw BattleAnim_Splash
+ dw BattleAnim_AcidArmor
+ dw BattleAnim_Crabhammer
+ dw BattleAnim_Explosion
+ dw BattleAnim_FurySwipes
+ dw BattleAnim_Bonemerang
+ dw BattleAnim_Rest
+ dw BattleAnim_RockSlide
+ dw BattleAnim_HyperFang
+ dw BattleAnim_Sharpen
+ dw BattleAnim_Conversion
+ dw BattleAnim_TriAttack
+ dw BattleAnim_SuperFang
+ dw BattleAnim_Slash
+ dw BattleAnim_Substitute
+ dw BattleAnim_Struggle
+ dw BattleAnim_Sketch
+ dw BattleAnim_TripleKick
+ dw BattleAnim_Thief
+ dw BattleAnim_SpiderWeb
+ dw BattleAnim_MindReader
+ dw BattleAnim_Nightmare
+ dw BattleAnim_FlameWheel
+ dw BattleAnim_Snore
+ dw BattleAnim_Curse
+ dw BattleAnim_Flail
+ dw BattleAnim_Conversion2
+ dw BattleAnim_Aeroblast
+ dw BattleAnim_CottonSpore
+ dw BattleAnim_Reversal
+ dw BattleAnim_Spite
+ dw BattleAnim_PowderSnow
+ dw BattleAnim_Protect
+ dw BattleAnim_MachPunch
+ dw BattleAnim_ScaryFace
+ dw BattleAnim_FaintAttack
+ dw BattleAnim_SweetKiss
+ dw BattleAnim_BellyDrum
+ dw BattleAnim_SludgeBomb
+ dw BattleAnim_MudSlap
+ dw BattleAnim_Octazooka
+ dw BattleAnim_Spikes
+ dw BattleAnim_ZapCannon
+ dw BattleAnim_Foresight
+ dw BattleAnim_DestinyBond
+ dw BattleAnim_PerishSong
+ dw BattleAnim_IcyWind
+ dw BattleAnim_Detect
+ dw BattleAnim_BoneRush
+ dw BattleAnim_LockOn
+ dw BattleAnim_Outrage
+ dw BattleAnim_Sandstorm
+ dw BattleAnim_GigaDrain
+ dw BattleAnim_Endure
+ dw BattleAnim_Charm
+ dw BattleAnim_Rollout
+ dw BattleAnim_FalseSwipe
+ dw BattleAnim_Swagger
+ dw BattleAnim_MilkDrink
+ dw BattleAnim_Spark
+ dw BattleAnim_FuryCutter
+ dw BattleAnim_SteelWing
+ dw BattleAnim_MeanLook
+ dw BattleAnim_Attract
+ dw BattleAnim_SleepTalk
+ dw BattleAnim_HealBell
+ dw BattleAnim_Return
+ dw BattleAnim_Present
+ dw BattleAnim_Frustration
+ dw BattleAnim_Safeguard
+ dw BattleAnim_PainSplit
+ dw BattleAnim_SacredFire
+ dw BattleAnim_Magnitude
+ dw BattleAnim_Dynamicpunch
+ dw BattleAnim_Megahorn
+ dw BattleAnim_Dragonbreath
+ dw BattleAnim_BatonPass
+ dw BattleAnim_Encore
+ dw BattleAnim_Pursuit
+ dw BattleAnim_RapidSpin
+ dw BattleAnim_SweetScent
+ dw BattleAnim_IronTail
+ dw BattleAnim_MetalClaw
+ dw BattleAnim_VitalThrow
+ dw BattleAnim_MorningSun
+ dw BattleAnim_Synthesis
+ dw BattleAnim_Moonlight
+ dw BattleAnim_HiddenPower
+ dw BattleAnim_CrossChop
+ dw BattleAnim_Twister
+ dw BattleAnim_RainDance
+ dw BattleAnim_SunnyDay
+ dw BattleAnim_Crunch
+ dw BattleAnim_MirrorCoat
+ dw BattleAnim_PsychUp
+ dw BattleAnim_Extremespeed
+ dw BattleAnim_Ancientpower
+ dw BattleAnim_ShadowBall
+ dw BattleAnim_FutureSight
+ dw BattleAnim_RockSmash
+ dw BattleAnim_Whirlpool
+ dw BattleAnim_BeatUp
+ dw BattleAnim_252
+ dw BattleAnim_253
+ dw BattleAnim_254
+ dw BattleAnim_SweetScent2
+; $100
+ dw BattleAnim_ThrowPokeBall
+ dw BattleAnim_SendOutMon
+ dw BattleAnim_ReturnMon
+ dw BattleAnim_Confused
+ dw BattleAnim_Slp
+ dw BattleAnim_Brn
+ dw BattleAnim_Psn
+ dw BattleAnim_Sap
+ dw BattleAnim_Frz
+ dw BattleAnim_Par
+ dw BattleAnim_InLove
+ dw BattleAnim_InSandstorm
+ dw BattleAnim_InNightmare
+ dw BattleAnim_InWhirlpool
+ dw BattleAnim_Miss
+ dw BattleAnim_EnemyDamage
+ dw BattleAnim_EnemyStatDown
+ dw BattleAnim_PlayerStatDown
+ dw BattleAnim_PlayerDamage
+ dw BattleAnim_Wobble
+ dw BattleAnim_Shake
+ dw BattleAnim_HitConfusion
+; c929b
+
+BattleAnim_0: ; c929b
+BattleAnim_252: ; c929b
+BattleAnim_253: ; c929b
+BattleAnim_254: ; c929b
+BattleAnim_MirrorMove: ; c929b
+ anim_ret
+; c929c
+
+BattleAnim_SweetScent2: ; c929c
+ anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC
+ anim_obj ANIM_OBJ_FLOWER, 8, 0, 12, 0, $2
+ anim_wait 2
+ anim_obj ANIM_OBJ_FLOWER, 8, 0, 10, 0, $2
+ anim_wait 64
+ anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $15
+ anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $2a
+ anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $3f
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_wait 128
+ anim_ret
+; c92c1
+
+BattleAnim_ThrowPokeBall
+ anim_if_param_equal NO_ITEM, .TheTrainerBlockedTheBall
+ anim_if_param_equal MASTER_BALL, .MasterBall
+ anim_if_param_equal ULTRA_BALL, .UltraBall
+ anim_if_param_equal GREAT_BALL, .GreatBall
+ ; any other ball
+ anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
+ anim_sound 6, 2, SFX_THROW_BALL
+ anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
+ anim_wait 36
+ anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
+ anim_setobj $2, $7
+ anim_wait 16
+ anim_sound 0, 1, SFX_BALL_POOF
+ anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
+ anim_wait 16
+ anim_jump .Shake
+; c92f2
+
+.TheTrainerBlockedTheBall:
+ anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_HIT
+ anim_sound 6, 2, SFX_THROW_BALL
+ anim_obj ANIM_OBJ_POKE_BALL_BLOCKED, 8, 0, 11, 4, $20
+ anim_wait 20
+ anim_obj ANIM_OBJ_01, 14, 0, 5, 0, $0
+ anim_wait 32
+ anim_ret
+; c9305
+
+.UltraBall:
+ anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
+ anim_sound 6, 2, SFX_THROW_BALL
+ anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
+ anim_wait 36
+ anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
+ anim_setobj $2, $7
+ anim_wait 16
+ anim_sound 0, 1, SFX_BALL_POOF
+ anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
+ anim_wait 16
+ anim_jump .Shake
+; c9326
+
+.GreatBall:
+ anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
+ anim_sound 6, 2, SFX_THROW_BALL
+ anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
+ anim_wait 36
+ anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
+ anim_setobj $2, $7
+ anim_wait 16
+ anim_sound 0, 1, SFX_BALL_POOF
+ anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
+ anim_wait 16
+ anim_jump .Shake
+; c9347
+
+.MasterBall:
+ anim_3gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE, ANIM_GFX_SPEED
+ anim_sound 6, 2, SFX_THROW_BALL
+ anim_obj ANIM_OBJ_POKE_BALL, 8, 0, 11, 4, $20
+ anim_wait 36
+ anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
+ anim_setobj $2, $7
+ anim_wait 16
+ anim_sound 0, 1, SFX_BALL_POOF
+ anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
+ anim_wait 24
+ anim_sound 0, 1, SFX_MASTER_BALL
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $30
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $31
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $32
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $33
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $34
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $35
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $36
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $37
+ anim_wait 64
+.Shake:
+ anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
+ anim_wait 8
+ anim_incobj 2
+ anim_wait 16
+ anim_sound 0, 1, SFX_CHANGE_DEX_MODE
+ anim_incobj 1
+ anim_wait 32
+ anim_sound 0, 1, SFX_BALL_BOUNCE
+ anim_wait 32
+ anim_wait 32
+ anim_wait 32
+ anim_wait 8
+ anim_setvar $0
+.Loop:
+ anim_wait 48
+ anim_checkpokeball
+ anim_if_var_equal $1, .Click
+ anim_if_var_equal $2, .BreakFree
+ anim_incobj 1
+ anim_sound 0, 1, SFX_BALL_WIGGLE
+ anim_jump .Loop
+; c93bc
+
+.Click:
+ anim_clearsprites
+ anim_ret
+; c93be
+
+.BreakFree:
+ anim_setobj $1, $b
+ anim_sound 0, 1, SFX_BALL_POOF
+ anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
+ anim_wait 2
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0
+ anim_wait 32
+ anim_ret
+; c93d1
+
+BattleAnim_SendOutMon: ; c93d1
+ anim_if_param_equal $0, .Normal
+ anim_if_param_equal $1, .Shiny
+ anim_if_param_equal $2, .Unknown
+ anim_1gfx ANIM_GFX_SMOKE
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_2B, $0, $1, $0
+ anim_sound 0, 0, SFX_BALL_POOF
+ anim_obj ANIM_OBJ_1B, 6, 0, 12, 0, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_wait 128
+ anim_wait 4
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+
+.Unknown:
+ anim_1gfx ANIM_GFX_SMOKE
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_2A, $0, $1, $0
+ anim_wait 1
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_wait 4
+ anim_sound 0, 0, SFX_BALL_POOF
+ anim_obj ANIM_OBJ_1B, 6, 0, 12, 0, $0
+ anim_incbgeffect ANIM_BG_2A
+ anim_wait 96
+ anim_incbgeffect ANIM_BG_2A
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+
+.Shiny:
+ anim_1gfx ANIM_GFX_SPEED
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_sound 0, 0, SFX_SHINE
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $0
+ anim_wait 4
+ anim_sound 0, 0, SFX_SHINE
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $8
+ anim_wait 4
+ anim_sound 0, 0, SFX_SHINE
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $10
+ anim_wait 4
+ anim_sound 0, 0, SFX_SHINE
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $18
+ anim_wait 4
+ anim_sound 0, 0, SFX_SHINE
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $20
+ anim_wait 4
+ anim_sound 0, 0, SFX_SHINE
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $28
+ anim_wait 4
+ anim_sound 0, 0, SFX_SHINE
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $30
+ anim_wait 4
+ anim_sound 0, 0, SFX_SHINE
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $38
+ anim_wait 32
+ anim_ret
+
+.Normal:
+ anim_1gfx ANIM_GFX_SMOKE
+ anim_sound 0, 0, SFX_BALL_POOF
+ anim_obj ANIM_OBJ_BALL_POOF, 5, 4, 12, 0, $0
+ anim_wait 4
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_wait 32
+ anim_ret
+; c9483
+
+BattleAnim_ReturnMon: ; c9483
+ anim_sound 0, 0, SFX_BALL_POOF
+BattleAnim_BatonPass_branch_c9486: ; c9486
+ anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0
+ anim_wait 32
+ anim_ret
+; c948d
+
+BattleAnim_Confused: ; c948d
+ anim_1gfx ANIM_GFX_STATUS
+ anim_sound 0, 0, SFX_KINESIS
+ anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $15
+ anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $aa
+ anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $bf
+ anim_wait 96
+ anim_ret
+; c94a3
+
+BattleAnim_Slp: ; c94a3
+ anim_1gfx ANIM_GFX_STATUS
+ anim_sound 0, 0, SFX_TAIL_WHIP
+.loop
+ anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
+ anim_wait 40
+ anim_loop 3, .loop
+ anim_wait 32
+ anim_ret
+; c94b4
+
+BattleAnim_Brn: ; c94b4
+ anim_1gfx ANIM_GFX_FIRE
+.loop
+ anim_sound 0, 0, SFX_BURN
+ anim_obj ANIM_OBJ_BURNED, 7, 0, 11, 0, $10
+ anim_wait 4
+ anim_loop 3, .loop
+ anim_wait 6
+ anim_ret
+; c94c5
+
+BattleAnim_Psn: ; c94c5
+ anim_1gfx ANIM_GFX_POISON
+ anim_sound 0, 0, SFX_POISON
+ anim_obj ANIM_OBJ_SKULL, 8, 0, 7, 0, $0
+ anim_wait 8
+ anim_sound 0, 0, SFX_POISON
+ anim_obj ANIM_OBJ_SKULL, 6, 0, 7, 0, $0
+ anim_wait 8
+ anim_ret
+; c94da
+
+BattleAnim_Sap: ; c94da
+ anim_1gfx ANIM_GFX_CHARGE
+ anim_sound 6, 3, SFX_WATER_GUN
+ anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2
+ anim_wait 6
+ anim_sound 6, 3, SFX_WATER_GUN
+ anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3
+ anim_wait 6
+ anim_sound 6, 3, SFX_WATER_GUN
+ anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4
+ anim_wait 16
+ anim_ret
+; c94f8
+
+BattleAnim_Frz: ; c94f8
+ anim_1gfx ANIM_GFX_ICE
+ anim_obj ANIM_OBJ_FROZEN, 5, 4, 13, 6, $0
+ anim_sound 0, 0, SFX_SHINE
+ anim_wait 16
+ anim_sound 0, 0, SFX_SHINE
+ anim_wait 16
+ anim_ret
+; c9508
+
+BattleAnim_Par: ; c9508
+ anim_1gfx ANIM_GFX_STATUS
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_sound 0, 0, SFX_THUNDERSHOCK
+ anim_obj ANIM_OBJ_PARALYZED, 2, 4, 11, 0, $42
+ anim_obj ANIM_OBJ_PARALYZED, 9, 4, 11, 0, $c2
+ anim_wait 128
+ anim_ret
+; c951e
+
+BattleAnim_InLove: ; c951e
+ anim_1gfx ANIM_GFX_OBJECTS
+ anim_sound 0, 0, SFX_LICK
+ anim_obj ANIM_OBJ_HEART, 8, 0, 9, 4, $0
+ anim_wait 32
+ anim_sound 0, 0, SFX_LICK
+ anim_obj ANIM_OBJ_HEART, 4, 4, 9, 0, $0
+ anim_wait 32
+ anim_ret
+; c9533
+
+BattleAnim_InSandstorm: ; c9533
+ anim_1gfx ANIM_GFX_POWDER
+ anim_obj ANIM_OBJ_A2, 11, 0, 0, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_A2, 9, 0, 0, 0, $1
+ anim_wait 8
+ anim_obj ANIM_OBJ_A2, 7, 0, 0, 0, $2
+.loop
+ anim_sound 0, 1, SFX_MENU
+ anim_wait 8
+ anim_loop 6, .loop
+ anim_wait 8
+ anim_ret
+; c9550
+
+BattleAnim_InNightmare: ; c9550
+ anim_1gfx ANIM_GFX_ANGELS
+ anim_sound 0, 0, SFX_BUBBLEBEAM
+ anim_obj ANIM_OBJ_95, 8, 4, 10, 0, $0
+ anim_wait 40
+ anim_ret
+; c955c
+
+BattleAnim_InWhirlpool: ; c955c
+ anim_1gfx ANIM_GFX_WIND
+ anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0
+ anim_sound 0, 1, SFX_SURF
+.loop
+ anim_obj ANIM_OBJ_GUST, -16, 4, 9, 0, $0
+ anim_wait 6
+ anim_loop 6, .loop
+ anim_incbgeffect ANIM_BG_WHIRLPOOL
+ anim_wait 1
+ anim_ret
+; c9574
+
+BattleAnim_HitConfusion: ; c9574
+ anim_1gfx ANIM_GFX_HIT
+ anim_sound 0, 0, SFX_POUND
+ anim_obj ANIM_OBJ_04, 5, 4, 12, 0, $0
+ anim_wait 16
+ anim_ret
+; c9580
+
+BattleAnim_Miss: ; c9580
+ anim_ret
+; c9581
+
+BattleAnim_EnemyDamage: ; c9581
+.loop
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
+ anim_wait 5
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_wait 5
+ anim_loop 3, .loop
+ anim_ret
+; c9592
+
+BattleAnim_EnemyStatDown: ; c9592
+ anim_call BattleAnim_FollowEnemyFeet_1
+ anim_bgeffect ANIM_BG_VIBRATE_MON, $0, $0, $0
+ anim_wait 40
+ anim_call BattleAnim_ShowMon_1
+ anim_wait 1
+ anim_ret
+; c95a0
+
+BattleAnim_PlayerStatDown: ; c95a0
+ anim_call BattleAnim_FollowEnemyFeet_1
+ anim_bgeffect ANIM_BG_WOBBLE_MON, $0, $0, $0
+ anim_wait 40
+ anim_call BattleAnim_ShowMon_1
+ anim_wait 1
+ anim_ret
+; c95ae
+
+BattleAnim_PlayerDamage: ; c95ae
+ anim_bgeffect ANIM_BG_20, $20, $2, $20
+ anim_wait 40
+ anim_ret
+; c95b5
+
+BattleAnim_Wobble: ; c95b5
+ anim_bgeffect ANIM_BG_35, $0, $0, $0
+ anim_wait 40
+ anim_ret
+; c95bc
+
+BattleAnim_Shake: ; c95bc
+ anim_bgeffect ANIM_BG_1F, $20, $2, $40
+ anim_wait 40
+ anim_ret
+; c95c3
+
+BattleAnim_Pound: ; c95c3
+ anim_1gfx ANIM_GFX_HIT
+ anim_sound 0, 1, SFX_POUND
+ anim_obj ANIM_OBJ_08, -15, 0, 7, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; c95d5
+
+BattleAnim_KarateChop: ; c95d5
+ anim_1gfx ANIM_GFX_HIT
+ anim_sound 0, 1, SFX_KARATE_CHOP
+ anim_obj ANIM_OBJ_08, -15, 0, 5, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_KARATE_CHOP
+ anim_obj ANIM_OBJ_08, -15, 0, 5, 4, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, -15, 0, 5, 4, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_KARATE_CHOP
+ anim_obj ANIM_OBJ_08, -15, 0, 6, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
+ anim_wait 16
+ anim_ret
+; c9605
+
+BattleAnim_Doubleslap: ; c9605
+ anim_1gfx ANIM_GFX_HIT
+ anim_if_param_equal $1, BattleAnim_Doubleslap_branch_c961b
+ anim_sound 0, 1, SFX_DOUBLESLAP
+ anim_obj ANIM_OBJ_08, -14, 0, 6, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
+ anim_wait 8
+ anim_ret
+; c961b
+
+BattleAnim_Doubleslap_branch_c961b: ; c961b
+ anim_sound 0, 1, SFX_DOUBLESLAP
+ anim_obj ANIM_OBJ_08, 15, 0, 6, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
+ anim_wait 8
+ anim_ret
+; c962b
+
+BattleAnim_CometPunch: ; c962b
+ anim_1gfx ANIM_GFX_HIT
+ anim_if_param_equal $1, BattleAnim_CometPunch_branch_c9641
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_06, -14, 0, 6, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
+ anim_wait 8
+ anim_ret
+; c9641
+
+BattleAnim_CometPunch_branch_c9641: ; c9641
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_06, 15, 0, 8, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0
+ anim_wait 8
+ anim_ret
+; c9651
+
+BattleAnim_Bide_branch_c9651: ; c9651
+BattleAnim_MegaPunch: ; c9651
+ anim_1gfx ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_wait 48
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
+.loop
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
+ anim_wait 6
+ anim_loop 3, .loop
+ anim_ret
+; c9677
+
+BattleAnim_Stomp: ; c9677
+ anim_1gfx ANIM_GFX_HIT
+ anim_sound 0, 1, SFX_STOMP
+ anim_obj ANIM_OBJ_07, -15, 0, 5, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_STOMP
+ anim_obj ANIM_OBJ_07, -15, 0, 5, 4, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, -15, 0, 5, 4, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_STOMP
+ anim_obj ANIM_OBJ_07, -15, 0, 6, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
+ anim_wait 16
+ anim_ret
+; c96a7
+
+BattleAnim_DoubleKick: ; c96a7
+ anim_1gfx ANIM_GFX_HIT
+ anim_if_param_equal $1, BattleAnim_DoubleKick_branch_c96bd
+ anim_sound 0, 1, SFX_DOUBLE_KICK
+ anim_obj ANIM_OBJ_07, -14, 0, 6, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
+ anim_wait 8
+ anim_ret
+; c96bd
+
+BattleAnim_DoubleKick_branch_c96bd: ; c96bd
+ anim_sound 0, 1, SFX_DOUBLE_KICK
+ anim_obj ANIM_OBJ_07, 15, 0, 8, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0
+ anim_wait 8
+ anim_ret
+; c96cd
+
+BattleAnim_JumpKick: ; c96cd
+ anim_1gfx ANIM_GFX_HIT
+ anim_if_param_equal $1, BattleAnim_JumpKick_branch_c96f1
+ anim_sound 0, 1, SFX_JUMP_KICK
+ anim_obj ANIM_OBJ_07, 14, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_07, 12, 4, 7, 4, $0
+ anim_setobj $1, $2
+ anim_setobj $2, $2
+ anim_wait 24
+ anim_sound 0, 1, SFX_DOUBLE_KICK
+ anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0
+ anim_wait 16
+ anim_ret
+; c96f1
+
+BattleAnim_JumpKick_branch_c96f1: ; c96f1
+ anim_wait 8
+ anim_sound 0, 0, SFX_DOUBLE_KICK
+ anim_obj ANIM_OBJ_04, 5, 4, 11, 0, $0
+ anim_wait 16
+ anim_ret
+; c96fc
+
+BattleAnim_HiJumpKick: ; c96fc
+ anim_1gfx ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_if_param_equal $1, BattleAnim_HiJumpKick_branch_c971e
+ anim_wait 32
+ anim_sound 0, 1, SFX_JUMP_KICK
+ anim_obj ANIM_OBJ_07, 14, 0, 9, 0, $0
+ anim_setobj $1, $2
+ anim_wait 16
+ anim_sound 0, 1, SFX_DOUBLE_KICK
+ anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0
+ anim_wait 16
+ anim_ret
+; c971e
+
+BattleAnim_HiJumpKick_branch_c971e: ; c971e
+ anim_wait 16
+ anim_sound 0, 0, SFX_DOUBLE_KICK
+ anim_obj ANIM_OBJ_04, 5, 4, 11, 0, $0
+ anim_wait 16
+ anim_ret
+; c9729
+
+BattleAnim_RollingKick: ; c9729
+ anim_1gfx ANIM_GFX_HIT
+ anim_sound 0, 1, SFX_DOUBLE_KICK
+ anim_obj ANIM_OBJ_07, 14, 0, 7, 0, $0
+ anim_setobj $1, $3
+ anim_wait 12
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
+ anim_wait 16
+ anim_ret
+; c973e
+
+BattleAnim_MegaKick: ; c973e
+ anim_1gfx ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_wait 67
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
+.loop
+ anim_sound 0, 1, SFX_MEGA_KICK
+ anim_obj ANIM_OBJ_07, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_07, -15, 0, 7, 0, $0
+ anim_wait 6
+ anim_loop 3, .loop
+ anim_ret
+; c9764
+
+BattleAnim_HyperFang: ; c9764
+ anim_1gfx ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_1F, $20, $1, $0
+ anim_sound 0, 1, SFX_BITE
+ anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; c977b
+
+BattleAnim_SuperFang: ; c977b
+ anim_1gfx ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_wait 48
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
+.loop
+ anim_sound 0, 1, SFX_BITE
+ anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0
+ anim_wait 6
+ anim_loop 3, .loop
+ anim_ret
+; c97a1
+
+BattleAnim_Ember: ; c97a1
+ anim_1gfx ANIM_GFX_FIRE
+ anim_sound 6, 2, SFX_EMBER
+ anim_obj ANIM_OBJ_0B, 8, 0, 12, 0, $12
+ anim_wait 4
+ anim_sound 6, 2, SFX_EMBER
+ anim_obj ANIM_OBJ_0B, 8, 0, 12, 4, $14
+ anim_wait 4
+ anim_sound 6, 2, SFX_EMBER
+ anim_obj ANIM_OBJ_0B, 8, 0, 10, 4, $13
+ anim_wait 16
+ anim_incobj 1
+ anim_incobj 2
+ anim_incobj 3
+ anim_sound 0, 1, SFX_EMBER
+ anim_obj ANIM_OBJ_0B, 15, 0, 8, 4, $30
+ anim_obj ANIM_OBJ_0B, -16, 4, 8, 4, $30
+ anim_obj ANIM_OBJ_0B, -14, 0, 8, 4, $30
+ anim_wait 32
+ anim_ret
+; c97d8
+
+BattleAnim_FirePunch: ; c97d8
+ anim_2gfx ANIM_GFX_HIT, ANIM_GFX_FIRE
+ anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43
+ anim_call BattleAnim_FirePunch_branch_cbbcc
+ anim_wait 16
+ anim_ret
+; c97e5
+
+BattleAnim_FireSpin: ; c97e5
+ anim_1gfx ANIM_GFX_FIRE
+.loop
+ anim_sound 6, 2, SFX_EMBER
+ anim_obj ANIM_OBJ_0E, 8, 0, 11, 0, $4
+ anim_wait 2
+ anim_sound 6, 2, SFX_EMBER
+ anim_obj ANIM_OBJ_0E, 8, 0, 12, 0, $3
+ anim_wait 2
+ anim_sound 6, 2, SFX_EMBER
+ anim_obj ANIM_OBJ_0E, 8, 0, 11, 0, $3
+ anim_wait 2
+ anim_sound 6, 2, SFX_EMBER
+ anim_obj ANIM_OBJ_0E, 8, 0, 12, 0, $4
+ anim_wait 2
+ anim_loop 2, .loop
+ anim_wait 96
+ anim_ret
+; c9811
+
+BattleAnim_DragonRage: ; c9811
+ anim_1gfx ANIM_GFX_FIRE
+.loop
+ anim_sound 6, 2, SFX_EMBER
+ anim_obj ANIM_OBJ_0C, 8, 0, 11, 4, $0
+ anim_wait 3
+ anim_loop 16, .loop
+ anim_wait 64
+ anim_ret
+; c9822
+
+BattleAnim_Flamethrower: ; c9822
+ anim_1gfx ANIM_GFX_FIRE
+ anim_sound 6, 2, SFX_EMBER
+ anim_obj ANIM_OBJ_0D, 8, 0, 11, 4, $3
+ anim_wait 2
+ anim_obj ANIM_OBJ_0D, 9, 3, 10, 6, $5
+ anim_wait 2
+ anim_obj ANIM_OBJ_0D, 10, 5, 10, 1, $7
+ anim_wait 2
+ anim_obj ANIM_OBJ_0D, 12, 0, 9, 4, $9
+ anim_wait 2
+ anim_obj ANIM_OBJ_0D, 13, 2, 8, 7, $b
+ anim_wait 2
+ anim_obj ANIM_OBJ_0D, 14, 4, 8, 2, $c
+ anim_wait 2
+ anim_obj ANIM_OBJ_0D, 15, 6, 7, 5, $a
+ anim_wait 2
+ anim_obj ANIM_OBJ_0D, -15, 0, 7, 0, $8
+ anim_wait 16
+.loop
+ anim_sound 0, 1, SFX_EMBER
+ anim_wait 16
+ anim_loop 6, .loop
+ anim_wait 16
+ anim_ret
+; c9861
+
+BattleAnim_FireBlast: ; c9861
+ anim_1gfx ANIM_GFX_FIRE
+.loop1
+ anim_sound 6, 2, SFX_EMBER
+ anim_obj ANIM_OBJ_0F, 8, 0, 11, 4, $7
+ anim_wait 6
+ anim_loop 10, .loop1
+.loop2
+ anim_sound 0, 1, SFX_EMBER
+ anim_wait 8
+ anim_loop 10, .loop2
+ anim_incobj 1
+ anim_incobj 2
+ anim_incobj 3
+ anim_incobj 4
+ anim_incobj 5
+ anim_incobj 6
+ anim_incobj 7
+ anim_incobj 8
+ anim_incobj 9
+ anim_incobj 10
+ anim_wait 2
+.loop3
+ anim_sound 0, 1, SFX_EMBER
+ anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $1
+ anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $2
+ anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $3
+ anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $4
+ anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $5
+ anim_wait 16
+ anim_loop 2, .loop3
+ anim_wait 32
+ anim_ret
+; c98b0
+
+BattleAnim_IcePunch: ; c98b0
+ anim_2gfx ANIM_GFX_HIT, ANIM_GFX_ICE
+ anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43
+ anim_call BattleAnim_IcePunch_branch_cbbdf
+ anim_wait 32
+ anim_ret
+; c98bd
+
+BattleAnim_IceBeam: ; c98bd
+ anim_1gfx ANIM_GFX_ICE
+.loop
+ anim_sound 6, 2, SFX_SHINE
+ anim_obj ANIM_OBJ_ICE_BEAM, 8, 0, 11, 4, $4
+ anim_wait 4
+ anim_loop 5, .loop
+ anim_obj ANIM_OBJ_ICE_BUILDUP, -15, 0, 9, 2, $10
+.loop2
+ anim_sound 6, 2, SFX_SHINE
+ anim_obj ANIM_OBJ_ICE_BEAM, 8, 0, 11, 4, $4
+ anim_wait 4
+ anim_loop 15, .loop2
+ anim_wait 48
+ anim_sound 0, 1, SFX_SHINE
+ anim_wait 8
+ anim_sound 0, 1, SFX_SHINE
+ anim_wait 8
+ anim_ret
+; c98e8
+
+BattleAnim_Blizzard: ; c98e8
+ anim_1gfx ANIM_GFX_ICE
+.loop
+ anim_sound 6, 2, SFX_SHINE
+ anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 11, 0, $63
+ anim_wait 2
+ anim_sound 6, 2, SFX_SHINE
+ anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 10, 0, $64
+ anim_wait 2
+ anim_sound 6, 2, SFX_SHINE
+ anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 12, 0, $63
+ anim_wait 2
+ anim_loop 3, .loop
+ anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
+ anim_wait 32
+ anim_obj ANIM_OBJ_ICE_BUILDUP, -15, 0, 9, 2, $10
+ anim_wait 128
+ anim_sound 0, 1, SFX_SHINE
+ anim_wait 8
+ anim_sound 0, 1, SFX_SHINE
+ anim_wait 24
+ anim_ret
+; c991e
+
+BattleAnim_Bubble: ; c991e
+ anim_1gfx ANIM_GFX_BUBBLE
+ anim_sound 32, 2, SFX_WATER_GUN
+ anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $c1
+ anim_wait 6
+ anim_sound 32, 2, SFX_WATER_GUN
+ anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $e1
+ anim_wait 6
+ anim_sound 32, 2, SFX_WATER_GUN
+ anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $d1
+ anim_wait 128
+ anim_wait 32
+ anim_ret
+; c993d
+
+BattleAnim_Bubblebeam: ; c993d
+ anim_1gfx ANIM_GFX_BUBBLE
+.loop
+ anim_sound 16, 2, SFX_BUBBLEBEAM
+ anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $92
+ anim_wait 6
+ anim_sound 16, 2, SFX_BUBBLEBEAM
+ anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $b3
+ anim_wait 6
+ anim_sound 16, 2, SFX_BUBBLEBEAM
+ anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $f4
+ anim_wait 8
+ anim_loop 3, .loop
+ anim_wait 64
+ anim_clearobjs
+ anim_bgeffect ANIM_BG_30, $0, $0, $0
+ anim_wait 1
+ anim_call BattleAnim_FollowPlayerHead_1
+ anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_wait 19
+ anim_call BattleAnim_ShowMon_1
+ anim_bgeffect ANIM_BG_32, $0, $0, $0
+ anim_wait 8
+ anim_ret
+; c9979
+
+BattleAnim_WaterGun: ; c9979
+ anim_bgeffect ANIM_BG_30, $0, $0, $0
+ anim_1gfx ANIM_GFX_WATER
+ anim_call BattleAnim_FollowPlayerHead_1
+ anim_sound 16, 2, SFX_WATER_GUN
+ anim_obj ANIM_OBJ_24, 8, 0, 11, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_24, 8, 0, 9, 4, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_24, 8, 0, 10, 2, $0
+ anim_wait 24
+ anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_wait 8
+ anim_bgeffect ANIM_BG_31, $8, $0, $0
+ anim_wait 8
+ anim_bgeffect ANIM_BG_31, $30, $0, $0
+ anim_wait 32
+ anim_call BattleAnim_ShowMon_1
+ anim_bgeffect ANIM_BG_32, $0, $0, $0
+ anim_wait 16
+ anim_ret
+; c99b4
+
+BattleAnim_HydroPump: ; c99b4
+ anim_bgeffect ANIM_BG_30, $0, $0, $0
+ anim_1gfx ANIM_GFX_WATER
+ anim_call BattleAnim_FollowPlayerHead_1
+ anim_sound 0, 1, SFX_HYDRO_PUMP
+ anim_obj ANIM_OBJ_25, 13, 4, 9, 0, $0
+ anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_HYDRO_PUMP
+ anim_obj ANIM_OBJ_25, 14, 4, 9, 0, $0
+ anim_bgeffect ANIM_BG_31, $8, $0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_HYDRO_PUMP
+ anim_obj ANIM_OBJ_25, 15, 4, 9, 0, $0
+ anim_bgeffect ANIM_BG_31, $30, $0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_HYDRO_PUMP
+ anim_obj ANIM_OBJ_25, -16, 4, 9, 0, $0
+ anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_HYDRO_PUMP
+ anim_obj ANIM_OBJ_25, -15, 4, 9, 0, $0
+ anim_bgeffect ANIM_BG_31, $8, $0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_HYDRO_PUMP
+ anim_obj ANIM_OBJ_25, -14, 4, 9, 0, $0
+ anim_bgeffect ANIM_BG_31, $30, $0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_HYDRO_PUMP
+ anim_obj ANIM_OBJ_25, -13, 4, 9, 0, $0
+ anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_wait 32
+ anim_call BattleAnim_ShowMon_1
+ anim_bgeffect ANIM_BG_32, $0, $0, $0
+ anim_wait 16
+ anim_ret
+; c9a2a
+
+BattleAnim_Surf: ; c9a2a
+ anim_1gfx ANIM_GFX_BUBBLE
+ anim_bgeffect ANIM_BG_SURF, $0, $0, $0
+ anim_obj ANIM_OBJ_22, 11, 0, 13, 0, $8
+.loop
+ anim_sound 0, 1, SFX_SURF
+ anim_wait 32
+ anim_loop 4, .loop
+ anim_incobj 1
+ anim_wait 56
+ anim_ret
+; c9a42
+
+BattleAnim_VineWhip: ; c9a42
+ anim_1gfx ANIM_GFX_WHIP
+ anim_sound 0, 1, SFX_VINE_WHIP
+ anim_obj ANIM_OBJ_40, 14, 4, 6, 4, $80
+ anim_wait 4
+ anim_sound 0, 1, SFX_VINE_WHIP
+ anim_obj ANIM_OBJ_3F, 16, 0, 7, 4, $0
+ anim_wait 4
+ anim_incobj 1
+ anim_wait 4
+ anim_ret
+; c9a5a
+
+BattleAnim_LeechSeed: ; c9a5a
+ anim_1gfx ANIM_GFX_PLANT
+ anim_sound 16, 2, SFX_VINE_WHIP
+ anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $20
+ anim_wait 8
+ anim_sound 16, 2, SFX_VINE_WHIP
+ anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $30
+ anim_wait 8
+ anim_sound 16, 2, SFX_VINE_WHIP
+ anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $28
+ anim_wait 32
+ anim_sound 0, 1, SFX_CHARGE
+ anim_wait 128
+ anim_ret
+; c9a7c
+
+BattleAnim_RazorLeaf: ; c9a7c
+ anim_1gfx ANIM_GFX_PLANT
+ anim_sound 0, 0, SFX_VINE_WHIP
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $28
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $5c
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $10
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $e8
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $9c
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $d0
+ anim_wait 6
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $1c
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $50
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $dc
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $90
+ anim_wait 80
+ anim_sound 16, 2, SFX_VINE_WHIP
+ anim_incobj 3
+ anim_wait 2
+ anim_sound 16, 2, SFX_VINE_WHIP
+ anim_incobj 5
+ anim_wait 2
+ anim_sound 16, 2, SFX_VINE_WHIP
+ anim_incobj 7
+ anim_wait 2
+ anim_sound 16, 2, SFX_VINE_WHIP
+ anim_incobj 9
+ anim_wait 2
+ anim_sound 16, 2, SFX_VINE_WHIP
+ anim_incobj 1
+ anim_wait 2
+ anim_sound 16, 2, SFX_VINE_WHIP
+ anim_incobj 2
+ anim_wait 2
+ anim_sound 16, 2, SFX_VINE_WHIP
+ anim_incobj 4
+ anim_wait 2
+ anim_sound 16, 2, SFX_VINE_WHIP
+ anim_incobj 6
+ anim_wait 2
+ anim_sound 16, 2, SFX_VINE_WHIP
+ anim_incobj 8
+ anim_wait 2
+ anim_sound 16, 2, SFX_VINE_WHIP
+ anim_incobj 10
+ anim_wait 64
+ anim_ret
+; c9af2
+
+BattleAnim_Solarbeam: ; c9af2
+ anim_if_param_equal $0, .FireSolarBeam
+ ; charge turn
+ anim_1gfx ANIM_GFX_CHARGE
+ anim_sound 0, 0, SFX_CHARGE
+ anim_obj ANIM_OBJ_3D, 6, 0, 10, 4, $0
+ anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $0
+ anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $8
+ anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $10
+ anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $18
+ anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $20
+ anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $28
+ anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $30
+ anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $38
+ anim_wait 104
+ anim_bgeffect ANIM_BG_FLASH_WHITE, $0, $4, $2
+ anim_wait 64
+ anim_ret
+; c9b30
+
+.FireSolarBeam
+ anim_1gfx ANIM_GFX_BEAM
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_call BattleAnim_Solarbeam_branch_cbb39
+ anim_wait 48
+ anim_ret
+; c9b3c
+
+BattleAnim_Thunderpunch: ; c9b3c
+ anim_2gfx ANIM_GFX_HIT, ANIM_GFX_LIGHTNING
+ anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2
+ anim_sound 0, 1, SFX_THUNDER
+ anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0
+ anim_wait 64
+ anim_ret
+; c9b53
+
+BattleAnim_Thundershock: ; c9b53
+ anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
+ anim_obj ANIM_OBJ_34, -15, 0, 7, 0, $2
+ anim_wait 16
+ anim_sound 0, 1, SFX_THUNDERSHOCK
+ anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0
+ anim_wait 96
+ anim_ret
+; c9b66
+
+BattleAnim_Thunderbolt: ; c9b66
+ anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
+ anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
+ anim_wait 16
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
+ anim_sound 0, 1, SFX_THUNDERSHOCK
+ anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0
+ anim_wait 64
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
+ anim_wait 64
+ anim_ret
+; c9b84
+
+BattleAnim_ThunderWave: ; c9b84
+ anim_1gfx ANIM_GFX_LIGHTNING
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
+ anim_sound 0, 1, SFX_THUNDERSHOCK
+ anim_obj ANIM_OBJ_30, -15, 0, 7, 0, $0
+ anim_wait 20
+ anim_bgp $1b
+ anim_incobj 1
+ anim_wait 96
+ anim_ret
+; c9b9a
+
+BattleAnim_Thunder: ; c9b9a
+ anim_1gfx ANIM_GFX_LIGHTNING
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20
+ anim_sound 0, 1, SFX_THUNDER
+ anim_obj ANIM_OBJ_2E, 15, 0, 8, 4, $0
+ anim_wait 16
+ anim_sound 0, 1, SFX_THUNDER
+ anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0
+ anim_wait 16
+ anim_sound 0, 1, SFX_THUNDER
+ anim_obj ANIM_OBJ_2D, -15, 0, 8, 4, $0
+ anim_wait 48
+ anim_ret
+; c9bbd
+
+BattleAnim_RazorWind: ; c9bbd
+ anim_if_param_equal $1, BattleAnim_RazorWind_branch_c9fb5
+ anim_1gfx ANIM_GFX_WHIP
+ anim_bgeffect ANIM_BG_06, $0, $1, $0
+.loop
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
+ anim_sound 0, 1, SFX_RAZOR_WIND
+ anim_obj ANIM_OBJ_42, -13, 0, 5, 0, $3
+ anim_wait 4
+ anim_sound 0, 1, SFX_RAZOR_WIND
+ anim_obj ANIM_OBJ_42, -15, 0, 7, 0, $3
+ anim_wait 4
+ anim_sound 0, 1, SFX_RAZOR_WIND
+ anim_obj ANIM_OBJ_42, -13, 0, 8, 0, $3
+ anim_wait 4
+ anim_sound 0, 1, SFX_RAZOR_WIND
+ anim_obj ANIM_OBJ_41, 15, 0, 5, 0, $83
+ anim_wait 4
+ anim_sound 0, 1, SFX_RAZOR_WIND
+ anim_obj ANIM_OBJ_41, 15, 0, 8, 0, $83
+ anim_wait 4
+ anim_loop 3, .loop
+ anim_wait 24
+ anim_ret
+; c9c00
+
+BattleAnim_Sonicboom_JP: ; c9c00
+ anim_2gfx ANIM_GFX_WHIP, ANIM_GFX_HIT
+.loop
+ anim_sound 3, 0, SFX_RAZOR_WIND
+ anim_obj ANIM_OBJ_43, 8, 0, 10, 0, $3
+ anim_wait 8
+ anim_sound 3, 0, SFX_RAZOR_WIND
+ anim_obj ANIM_OBJ_43, 8, 0, 11, 0, $2
+ anim_wait 8
+ anim_sound 3, 0, SFX_RAZOR_WIND
+ anim_obj ANIM_OBJ_43, 8, 0, 12, 0, $4
+ anim_wait 8
+ anim_loop 2, .loop
+ anim_wait 32
+ anim_incobj 1
+ anim_incobj 2
+ anim_incobj 3
+ anim_incobj 4
+ anim_incobj 5
+ anim_incobj 6
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; c9c36
+
+BattleAnim_Gust: ; c9c36
+BattleAnim_Sonicboom: ; c9c36
+ anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT
+.loop
+ anim_sound 0, 1, SFX_RAZOR_WIND
+ anim_obj ANIM_OBJ_GUST, -15, 0, 9, 0, $0
+ anim_wait 6
+ anim_loop 9, .loop
+ anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $18
+ anim_wait 8
+ anim_obj ANIM_OBJ_01, 16, 0, 4, 0, $18
+ anim_wait 16
+ anim_ret
+; c9c53
+
+BattleAnim_Selfdestruct: ; c9c53
+ anim_1gfx ANIM_GFX_EXPLOSION
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24
+ anim_if_param_equal $1, .loop
+ anim_call BattleAnim_Selfdestruct_branch_cbb8f
+ anim_wait 16
+ anim_ret
+; c9c63
+
+.loop
+ anim_call BattleAnim_Selfdestruct_branch_cbb62
+ anim_wait 5
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_loop 2, .loop
+ anim_wait 16
+ anim_ret
+; c9c72
+
+BattleAnim_Explosion: ; c9c72
+ anim_1gfx ANIM_GFX_EXPLOSION
+ anim_bgeffect ANIM_BG_1F, $60, $4, $10
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24
+ anim_if_param_equal $1, .loop
+ anim_call BattleAnim_Explosion_branch_cbb8f
+ anim_wait 16
+ anim_ret
+; c9c87
+
+.loop
+ anim_call BattleAnim_Explosion_branch_cbb62
+ anim_wait 5
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_loop 2, .loop
+ anim_wait 16
+ anim_ret
+; c9c96
+
+BattleAnim_Acid: ; c9c96
+ anim_1gfx ANIM_GFX_POISON
+ anim_call BattleAnim_Acid_branch_cbc35
+ anim_wait 64
+ anim_ret
+; c9c9d
+
+BattleAnim_RockThrow: ; c9c9d
+ anim_1gfx ANIM_GFX_ROCKS
+ anim_bgeffect ANIM_BG_1F, $60, $1, $0
+ anim_sound 0, 1, SFX_STRENGTH
+ anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40
+ anim_wait 2
+ anim_sound 0, 1, SFX_STRENGTH
+ anim_obj ANIM_OBJ_1D, 15, 0, 8, 4, $30
+ anim_wait 2
+ anim_sound 0, 1, SFX_STRENGTH
+ anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30
+ anim_wait 2
+ anim_sound 0, 1, SFX_STRENGTH
+ anim_obj ANIM_OBJ_1D, -14, 0, 8, 0, $40
+ anim_wait 2
+ anim_sound 0, 1, SFX_STRENGTH
+ anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30
+ anim_wait 96
+ anim_ret
+; c9cd2
+
+BattleAnim_RockSlide: ; c9cd2
+ anim_1gfx ANIM_GFX_ROCKS
+ anim_bgeffect ANIM_BG_1F, $c0, $1, $0
+.loop
+ anim_sound 0, 1, SFX_STRENGTH
+ anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40
+ anim_wait 4
+ anim_sound 0, 1, SFX_STRENGTH
+ anim_obj ANIM_OBJ_1D, 15, 0, 8, 4, $30
+ anim_wait 4
+ anim_sound 0, 1, SFX_STRENGTH
+ anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30
+ anim_wait 4
+ anim_sound 0, 1, SFX_STRENGTH
+ anim_obj ANIM_OBJ_1D, -14, 0, 8, 0, $40
+ anim_wait 4
+ anim_sound 0, 1, SFX_STRENGTH
+ anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30
+ anim_wait 16
+ anim_loop 4, .loop
+ anim_wait 96
+ anim_ret
+; c9d0c
+
+BattleAnim_Sing: ; c9d0c
+ anim_1gfx ANIM_GFX_NOISE
+ anim_sound 16, 2, SFX_SING
+.loop
+ anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $1
+ anim_wait 8
+ anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $2
+ anim_wait 8
+ anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $2
+ anim_wait 8
+ anim_loop 4, .loop
+ anim_wait 64
+ anim_ret
+; c9d35
+
+BattleAnim_Poisonpowder: ; c9d35
+BattleAnim_SleepPowder: ; c9d35
+BattleAnim_Spore: ; c9d35
+BattleAnim_StunSpore: ; c9d35
+ anim_1gfx ANIM_GFX_POWDER
+.loop
+ anim_sound 0, 1, SFX_POWDER
+ anim_obj ANIM_OBJ_26, 13, 0, 2, 0, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_POWDER
+ anim_obj ANIM_OBJ_26, -15, 0, 2, 0, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_POWDER
+ anim_obj ANIM_OBJ_26, 14, 0, 2, 0, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_POWDER
+ anim_obj ANIM_OBJ_26, 16, 0, 2, 0, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_POWDER
+ anim_obj ANIM_OBJ_26, 15, 0, 2, 0, $0
+ anim_wait 4
+ anim_loop 2, .loop
+ anim_wait 96
+ anim_ret
+; c9d6a
+
+BattleAnim_HyperBeam: ; c9d6a
+ anim_1gfx ANIM_GFX_BEAM
+ anim_bgeffect ANIM_BG_1F, $30, $4, $10
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_call BattleAnim_HyperBeam_branch_cbb39
+ anim_wait 48
+ anim_ret
+; c9d80
+
+BattleAnim_AuroraBeam: ; c9d80
+ anim_1gfx ANIM_GFX_BEAM
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
+ anim_wait 64
+ anim_call BattleAnim_AuroraBeam_branch_cbb39
+ anim_wait 48
+ anim_incobj 5
+ anim_wait 64
+ anim_ret
+; c9d95
+
+BattleAnim_Vicegrip: ; c9d95
+ anim_1gfx ANIM_GFX_CUT
+ anim_sound 0, 1, SFX_VICEGRIP
+ anim_obj ANIM_OBJ_37, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0
+ anim_wait 32
+ anim_ret
+; c9da6
+
+BattleAnim_Scratch: ; c9da6
+ anim_1gfx ANIM_GFX_CUT
+ anim_sound 0, 1, SFX_SCRATCH
+ anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0
+ anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0
+ anim_wait 32
+ anim_ret
+; c9dbc
+
+BattleAnim_FurySwipes: ; c9dbc
+ anim_1gfx ANIM_GFX_CUT
+ anim_if_param_equal $1, BattleAnim_FurySwipes_branch_c9dd9
+ anim_sound 0, 1, SFX_SCRATCH
+ anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0
+ anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0
+ anim_sound 0, 1, SFX_SCRATCH
+ anim_wait 32
+ anim_ret
+; c9dd9
+
+BattleAnim_FurySwipes_branch_c9dd9: ; c9dd9
+ anim_sound 0, 1, SFX_SCRATCH
+ anim_obj ANIM_OBJ_38, 15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_38, 15, 4, 5, 4, $0
+ anim_obj ANIM_OBJ_38, 16, 0, 5, 0, $0
+ anim_sound 0, 1, SFX_SCRATCH
+ anim_wait 32
+ anim_ret
+; c9df0
+
+BattleAnim_Cut: ; c9df0
+ anim_1gfx ANIM_GFX_CUT
+ anim_sound 0, 1, SFX_CUT
+ anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
+ anim_wait 32
+ anim_ret
+; c9dfc
+
+BattleAnim_Slash: ; c9dfc
+ anim_1gfx ANIM_GFX_CUT
+ anim_sound 0, 1, SFX_CUT
+ anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_3A, -14, 4, 4, 4, $0
+ anim_wait 32
+ anim_ret
+; c9e0d
+
+BattleAnim_Clamp: ; c9e0d
+ anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT
+ anim_obj ANIM_OBJ_35, -15, 0, 7, 0, $a0
+ anim_obj ANIM_OBJ_35, -15, 0, 7, 0, $20
+ anim_wait 16
+ anim_sound 0, 1, SFX_BITE
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $18
+ anim_wait 32
+ anim_sound 0, 1, SFX_BITE
+ anim_obj ANIM_OBJ_01, 16, 0, 8, 0, $18
+ anim_wait 16
+ anim_ret
+; c9e2e
+
+BattleAnim_Bite: ; c9e2e
+ anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT
+ anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $98
+ anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $18
+ anim_wait 8
+ anim_sound 0, 1, SFX_BITE
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $18
+ anim_wait 16
+ anim_sound 0, 1, SFX_BITE
+ anim_obj ANIM_OBJ_01, 16, 0, 8, 0, $18
+ anim_wait 8
+ anim_ret
+; c9e4f
+
+BattleAnim_Teleport: ; c9e4f
+ anim_1gfx ANIM_GFX_SPEED
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_TELEPORT, $0, $1, $0
+ anim_wait 32
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_wait 3
+ anim_incbgeffect ANIM_BG_TELEPORT
+ anim_call BattleAnim_ShowMon_0
+ anim_bgeffect ANIM_BG_06, $0, $1, $0
+ anim_call BattleAnim_Teleport_branch_cbb12
+ anim_wait 64
+ anim_ret
+; c9e6f
+
+BattleAnim_Fly: ; c9e6f
+ anim_if_param_equal $1, BattleAnim_Fly_branch_c9e89
+ anim_if_param_equal $2, BattleAnim_Fly_branch_c9e82
+ anim_1gfx ANIM_GFX_HIT
+ anim_sound 0, 1, SFX_WING_ATTACK
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 32
+BattleAnim_Fly_branch_c9e82: ; c9e82
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_wait 32
+ anim_ret
+; c9e89
+
+BattleAnim_Fly_branch_c9e89: ; c9e89
+ anim_1gfx ANIM_GFX_SPEED
+ anim_bgeffect ANIM_BG_06, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_call BattleAnim_Fly_branch_cbb12
+ anim_wait 64
+ anim_ret
+; c9e9a
+
+BattleAnim_DoubleTeam: ; c9e9a
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_sound 0, 0, SFX_PSYBEAM
+ anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, $1, $0
+ anim_wait 96
+ anim_incbgeffect ANIM_BG_DOUBLE_TEAM
+ anim_wait 24
+ anim_incbgeffect ANIM_BG_DOUBLE_TEAM
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; c9eaf
+
+BattleAnim_Recover: ; c9eaf
+ anim_1gfx ANIM_GFX_BUBBLE
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_sound 0, 0, SFX_FULL_HEAL
+ anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $30
+ anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $31
+ anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $32
+ anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $33
+ anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $34
+ anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $35
+ anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $36
+ anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $37
+ anim_wait 64
+ anim_incbgeffect ANIM_BG_18
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; c9eeb
+
+BattleAnim_Absorb: ; c9eeb
+ anim_1gfx ANIM_GFX_CHARGE
+ anim_obj ANIM_OBJ_3D, 5, 4, 11, 0, $0
+.loop
+ anim_sound 6, 3, SFX_WATER_GUN
+ anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2
+ anim_wait 6
+ anim_sound 6, 3, SFX_WATER_GUN
+ anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3
+ anim_wait 6
+ anim_sound 6, 3, SFX_WATER_GUN
+ anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4
+ anim_wait 6
+ anim_loop 5, .loop
+ anim_wait 32
+ anim_ret
+; c9f13
+
+BattleAnim_MegaDrain: ; c9f13
+ anim_1gfx ANIM_GFX_CHARGE
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_1C, $0, $0, $10
+ anim_setvar $0
+.loop
+ anim_sound 6, 3, SFX_WATER_GUN
+ anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2
+ anim_wait 6
+ anim_sound 6, 3, SFX_WATER_GUN
+ anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3
+ anim_wait 6
+ anim_sound 6, 3, SFX_WATER_GUN
+ anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4
+ anim_wait 6
+ anim_incvar
+ anim_if_var_equal $7, .done
+ anim_if_var_equal $2, .spawn
+ anim_jump .loop
+; c9f46
+
+.spawn
+ anim_obj ANIM_OBJ_3D, 5, 4, 11, 0, $0
+ anim_jump .loop
+; c9f4e
+
+.done
+ anim_wait 32
+ anim_incbgeffect ANIM_BG_1C
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; c9f55
+
+BattleAnim_EggBomb: ; c9f55
+ anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION
+ anim_sound 0, 0, SFX_SWITCH_POKEMON
+ anim_obj ANIM_OBJ_46, 5, 4, 13, 0, $1
+ anim_wait 128
+ anim_wait 96
+ anim_incobj 1
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
+ anim_sound 0, 1, SFX_EGG_BOMB
+ anim_obj ANIM_OBJ_18, 16, 0, 8, 0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_EGG_BOMB
+ anim_obj ANIM_OBJ_18, -14, 0, 8, 4, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_EGG_BOMB
+ anim_obj ANIM_OBJ_18, -15, 0, 9, 0, $0
+ anim_wait 24
+ anim_ret
+; c9f85
+
+BattleAnim_Softboiled: ; c9f85
+ anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_sound 0, 0, SFX_SWITCH_POKEMON
+ anim_obj ANIM_OBJ_46, 5, 4, 13, 0, $6
+ anim_wait 128
+ anim_incobj 2
+ anim_obj ANIM_OBJ_46, 9, 4, 13, 0, $b
+ anim_wait 16
+ anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_sound 0, 0, SFX_METRONOME
+.loop
+ anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $20
+ anim_wait 8
+ anim_loop 8, .loop
+ anim_wait 128
+ anim_incbgeffect ANIM_BG_18
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; c9fb5
+
+BattleAnim_FocusEnergy: ; c9fb5
+BattleAnim_RazorWind_branch_c9fb5: ; c9fb5
+BattleAnim_SkullBash_branch_c9fb5: ; c9fb5
+BattleAnim_SkyAttack_branch_c9fb5: ; c9fb5
+ anim_1gfx ANIM_GFX_SPEED
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_16, $0, $1, $40
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+.loop
+ anim_sound 0, 0, SFX_SWORDS_DANCE
+ anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8
+ anim_wait 2
+ anim_loop 3, .loop
+ anim_wait 8
+ anim_incbgeffect ANIM_BG_16
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; c9ffc
+
+BattleAnim_Bide: ; c9ffc
+ anim_if_param_equal $0, BattleAnim_Bide_branch_c9651
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_sound 0, 0, SFX_ESCAPE_ROPE
+ anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_wait 72
+ anim_incbgeffect ANIM_BG_1A
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; ca014
+
+BattleAnim_Bind: ; ca014
+ anim_1gfx ANIM_GFX_ROPE
+ anim_sound 0, 1, SFX_BIND
+ anim_obj ANIM_OBJ_48, -16, 4, 8, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_49, -16, 4, 7, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0
+ anim_wait 64
+ anim_sound 0, 1, SFX_BIND
+ anim_incobj 1
+ anim_incobj 2
+ anim_incobj 3
+ anim_wait 96
+ anim_ret
+; ca036
+
+BattleAnim_Wrap: ; ca036
+ anim_1gfx ANIM_GFX_ROPE
+ anim_sound 0, 1, SFX_BIND
+ anim_obj ANIM_OBJ_48, -16, 4, 8, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_48, -16, 4, 7, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0
+ anim_wait 64
+ anim_sound 0, 1, SFX_BIND
+ anim_incobj 1
+ anim_incobj 2
+ anim_incobj 3
+ anim_wait 96
+ anim_ret
+; ca058
+
+BattleAnim_Confusion: ; ca058
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowPlayerHead_1
+ anim_sound 0, 1, SFX_PSYCHIC
+ anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
+ anim_wait 128
+ anim_incbgeffect ANIM_BG_NIGHT_SHADE
+ anim_call BattleAnim_ShowMon_1
+ anim_ret
+; ca06c
+
+BattleAnim_Constrict: ; ca06c
+ anim_1gfx ANIM_GFX_ROPE
+ anim_sound 0, 1, SFX_BIND
+ anim_obj ANIM_OBJ_49, -16, 4, 8, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_49, -16, 4, 5, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_48, -16, 4, 7, 0, $0
+ anim_wait 64
+ anim_ret
+; ca08a
+
+BattleAnim_Earthquake: ; ca08a
+ anim_bgeffect ANIM_BG_1F, $60, $4, $10
+.loop
+ anim_sound 0, 1, SFX_EMBER
+ anim_wait 24
+ anim_loop 4, .loop
+ anim_ret
+; ca098
+
+BattleAnim_Fissure: ; ca098
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
+ anim_bgeffect ANIM_BG_1F, $60, $4, $0
+.loop
+ anim_sound 0, 1, SFX_EMBER
+ anim_wait 24
+ anim_loop 4, .loop
+ anim_ret
+; ca0ab
+
+BattleAnim_Growl: ; ca0ab
+ anim_1gfx ANIM_GFX_NOISE
+ anim_enemyfeetobj
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_cry $0
+.loop
+ anim_call BattleAnim_Growl_branch_cbbbc
+ anim_wait 16
+ anim_loop 3, .loop
+ anim_wait 9
+ anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0
+ anim_wait 8
+ anim_bgeffect ANIM_BG_19, $0, $0, $40
+ anim_wait 64
+ anim_incbgeffect ANIM_BG_19
+ anim_wait 1
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_wait 5
+ anim_incobj 10
+ anim_wait 8
+ anim_ret
+; ca0d7
+
+BattleAnim_Roar: ; ca0d7
+ anim_1gfx ANIM_GFX_NOISE
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_cry $1
+.loop
+ anim_call BattleAnim_Roar_branch_cbbbc
+ anim_wait 16
+ anim_loop 3, .loop
+ anim_wait 16
+ anim_if_param_equal $0, .done
+ anim_bgeffect ANIM_BG_27, $0, $0, $0
+ anim_wait 64
+.done
+ anim_ret
+; ca0f4
+
+BattleAnim_Supersonic: ; ca0f4
+ anim_1gfx ANIM_GFX_PSYCHIC
+.loop
+ anim_sound 6, 2, SFX_SUPERSONIC
+ anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
+ anim_wait 4
+ anim_loop 10, .loop
+ anim_wait 64
+ anim_ret
+; ca105
+
+BattleAnim_Screech: ; ca105
+ anim_1gfx ANIM_GFX_PSYCHIC
+ anim_bgeffect ANIM_BG_1F, $8, $1, $20
+ anim_sound 6, 2, SFX_SCREECH
+.loop
+ anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
+ anim_wait 2
+ anim_loop 2, .loop
+ anim_wait 64
+ anim_ret
+; ca11b
+
+BattleAnim_ConfuseRay: ; ca11b
+ anim_1gfx ANIM_GFX_SPEED
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_08, $0, $4, $0
+ anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $80
+ anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $88
+ anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $90
+ anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $98
+ anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $a0
+ anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $a8
+ anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $b0
+ anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $b8
+.loop
+ anim_sound 6, 2, SFX_WHIRLWIND
+ anim_wait 16
+ anim_loop 8, .loop
+ anim_wait 32
+ anim_ret
+; ca15e
+
+BattleAnim_Leer: ; ca15e
+ anim_1gfx ANIM_GFX_BEAM
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_call BattleAnim_Leer_branch_cbadc
+ anim_wait 16
+ anim_ret
+; ca16a
+
+BattleAnim_Reflect: ; ca16a
+ anim_1gfx ANIM_GFX_REFLECT
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
+ anim_sound 0, 0, SFX_SHINE
+ anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
+ anim_wait 24
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
+ anim_sound 0, 0, SFX_SHINE
+ anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
+ anim_wait 64
+ anim_ret
+; ca18e
+
+BattleAnim_LightScreen: ; ca18e
+ anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_REFLECT
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_sound 0, 0, SFX_FLASH
+ anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
+ anim_wait 4
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $0
+ anim_wait 4
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $8
+ anim_wait 4
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $10
+ anim_wait 4
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $18
+ anim_wait 4
+ anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $20
+ anim_wait 4
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $28
+ anim_wait 4
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $30
+ anim_wait 4
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $38
+ anim_wait 64
+ anim_ret
+; ca1d5
+
+BattleAnim_Amnesia: ; ca1d5
+ anim_1gfx ANIM_GFX_STATUS
+ anim_sound 0, 0, SFX_LICK
+ anim_obj ANIM_OBJ_53, 8, 0, 10, 0, $2
+ anim_wait 16
+ anim_obj ANIM_OBJ_53, 8, 4, 10, 0, $1
+ anim_wait 16
+ anim_obj ANIM_OBJ_53, 9, 0, 10, 0, $0
+ anim_wait 64
+ anim_ret
+; ca1ed
+
+BattleAnim_DizzyPunch: ; ca1ed
+ anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_HIT
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_00, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_02, -15, 0, 8, 0, $0
+ anim_wait 16
+ anim_sound 0, 1, SFX_KINESIS
+ anim_obj ANIM_OBJ_CHICK, -15, 0, 3, 0, $15
+ anim_obj ANIM_OBJ_CHICK, -15, 0, 3, 0, $aa
+ anim_obj ANIM_OBJ_CHICK, -15, 0, 3, 0, $bf
+ anim_wait 96
+ anim_ret
+; ca212
+
+BattleAnim_Rest: ; ca212
+ anim_1gfx ANIM_GFX_STATUS
+ anim_sound 0, 0, SFX_TAIL_WHIP
+.loop
+ anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
+ anim_wait 40
+ anim_loop 3, .loop
+ anim_wait 32
+ anim_ret
+; ca223
+
+BattleAnim_AcidArmor: ; ca223
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_ACID_ARMOR, $0, $1, $8
+ anim_sound 0, 0, SFX_MEGA_PUNCH
+ anim_wait 64
+ anim_incbgeffect ANIM_BG_ACID_ARMOR
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; ca237
+
+BattleAnim_Splash: ; ca237
+ anim_1gfx ANIM_GFX_HIT
+ anim_sound 0, 0, SFX_VICEGRIP
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
+ anim_wait 96
+ anim_incbgeffect ANIM_BG_BOUNCE_DOWN
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; ca24b
+
+BattleAnim_Dig: ; ca24b
+ anim_2gfx ANIM_GFX_SAND, ANIM_GFX_HIT
+ anim_if_param_equal $0, .hit
+ anim_if_param_equal $2, .fail
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_DIG, $0, $1, $1
+ anim_obj ANIM_OBJ_57, 9, 0, 13, 0, $0
+.loop
+ anim_sound 0, 0, SFX_RAZOR_WIND
+ anim_obj ANIM_OBJ_56, 7, 0, 13, 0, $0
+ anim_wait 16
+ anim_loop 6, .loop
+ anim_wait 32
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_wait 8
+ anim_incbgeffect ANIM_BG_DIG
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+
+.hit
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 32
+.fail
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_wait 32
+ anim_ret
+; ca28d
+
+BattleAnim_SandAttack: ; ca28d
+ anim_1gfx ANIM_GFX_SAND
+ anim_call BattleAnim_SandAttack_branch_cbc5b
+ anim_ret
+; ca293
+
+BattleAnim_StringShot: ; ca293
+ anim_1gfx ANIM_GFX_WEB
+ anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_sound 6, 2, SFX_MENU
+ anim_obj ANIM_OBJ_5A, 8, 0, 10, 0, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_MENU
+ anim_obj ANIM_OBJ_5A, -16, 4, 6, 0, $1
+ anim_wait 4
+ anim_sound 6, 2, SFX_MENU
+ anim_obj ANIM_OBJ_5A, 8, 0, 11, 0, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_MENU
+ anim_obj ANIM_OBJ_5A, -16, 4, 8, 0, $1
+ anim_wait 4
+ anim_sound 6, 2, SFX_MENU
+ anim_obj ANIM_OBJ_5A, 8, 0, 10, 4, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_MENU
+ anim_obj ANIM_OBJ_5A, -16, 4, 7, 0, $2
+ anim_wait 64
+ anim_ret
+; ca2d1
+
+BattleAnim_Headbutt: ; ca2d1
+ anim_1gfx ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_1F, $14, $2, $0
+ anim_wait 32
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_HEADBUTT
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 8
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; ca2ef
+
+BattleAnim_Tackle: ; ca2ef
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_TACKLE
+ anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0
+ anim_wait 8
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; ca307
+
+BattleAnim_BodySlam: ; ca307
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
+ anim_wait 32
+ anim_incbgeffect ANIM_BG_BOUNCE_DOWN
+ anim_wait 4
+ anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_wait 3
+ anim_sound 0, 1, SFX_TACKLE
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_TACKLE
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
+ anim_wait 3
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; ca331
+
+BattleAnim_TakeDown: ; ca331
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_wait 3
+ anim_sound 0, 1, SFX_TACKLE
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
+ anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_TACKLE
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
+ anim_wait 3
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; ca35c
+
+BattleAnim_DoubleEdge: ; ca35c
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $10
+ anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_wait 3
+ anim_sound 0, 1, SFX_TACKLE
+ anim_obj ANIM_OBJ_00, 16, 0, 6, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_TACKLE
+ anim_obj ANIM_OBJ_00, -14, 0, 6, 0, $0
+ anim_wait 3
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; ca382
+
+BattleAnim_Submission: ; ca382
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowEnemyFeet_1
+ anim_bgeffect ANIM_BG_26, $0, $0, $0
+ anim_sound 0, 1, SFX_SUBMISSION
+ anim_wait 32
+ anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
+ anim_wait 32
+ anim_obj ANIM_OBJ_01, -13, 0, 7, 0, $0
+ anim_wait 32
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 4, $0
+ anim_wait 32
+ anim_incbgeffect ANIM_BG_26
+ anim_call BattleAnim_ShowMon_1
+ anim_ret
+; ca3a8
+
+BattleAnim_Whirlwind: ; ca3a8
+ anim_1gfx ANIM_GFX_WIND
+.loop
+ anim_sound 0, 0, SFX_RAZOR_WIND
+ anim_obj ANIM_OBJ_GUST, 8, 0, 14, 0, $0
+ anim_wait 6
+ anim_loop 9, .loop
+ anim_incobj 1
+ anim_incobj 2
+ anim_incobj 3
+ anim_incobj 4
+ anim_incobj 5
+ anim_incobj 6
+ anim_incobj 7
+ anim_incobj 8
+ anim_incobj 9
+ anim_sound 16, 2, SFX_WHIRLWIND
+ anim_wait 128
+ anim_if_param_equal $0, .done
+ anim_bgeffect ANIM_BG_27, $0, $0, $0
+ anim_wait 64
+.done
+ anim_ret
+; ca3d8
+
+BattleAnim_Hypnosis: ; ca3d8
+ anim_1gfx ANIM_GFX_PSYCHIC
+.loop
+ anim_sound 6, 2, SFX_SUPERSONIC
+ anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
+ anim_obj ANIM_OBJ_4C, 7, 0, 10, 0, $2
+ anim_wait 8
+ anim_loop 3, .loop
+ anim_wait 56
+ anim_ret
+; ca3ee
+
+BattleAnim_Haze: ; ca3ee
+ anim_1gfx ANIM_GFX_HAZE
+ anim_sound 0, 1, SFX_SURF
+.loop
+ anim_obj ANIM_OBJ_HAZE, 6, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_HAZE, -16, 4, 2, 0, $0
+ anim_wait 12
+ anim_loop 5, .loop
+ anim_wait 96
+ anim_ret
+; ca404
+
+BattleAnim_Mist: ; ca404
+ anim_obp0 $54
+ anim_1gfx ANIM_GFX_HAZE
+ anim_sound 0, 0, SFX_SURF
+.loop
+ anim_obj ANIM_OBJ_MIST, 6, 0, 7, 0, $0
+ anim_wait 8
+ anim_loop 10, .loop
+ anim_wait 96
+ anim_ret
+; ca417
+
+BattleAnim_Smog: ; ca417
+ anim_1gfx ANIM_GFX_HAZE
+ anim_sound 0, 1, SFX_BUBBLEBEAM
+.loop
+ anim_obj ANIM_OBJ_SMOG, -16, 4, 2, 0, $0
+ anim_wait 8
+ anim_loop 10, .loop
+ anim_wait 96
+ anim_ret
+; ca428
+
+BattleAnim_PoisonGas: ; ca428
+ anim_1gfx ANIM_GFX_HAZE
+ anim_sound 16, 2, SFX_BUBBLEBEAM
+.loop
+ anim_obj ANIM_OBJ_POISON_GAS, 5, 4, 10, 0, $2
+ anim_wait 8
+ anim_loop 10, .loop
+ anim_wait 128
+ anim_ret
+; ca439
+
+BattleAnim_HornAttack: ; ca439
+ anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
+ anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $1
+ anim_wait 16
+ anim_sound 0, 1, SFX_HORN_ATTACK
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; ca44c
+
+BattleAnim_FuryAttack: ; ca44c
+ anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
+ anim_obj ANIM_OBJ_HORN, 9, 0, 9, 0, $2
+ anim_wait 8
+ anim_sound 0, 1, SFX_HORN_ATTACK
+ anim_obj ANIM_OBJ_04, 16, 0, 5, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_HORN, 10, 0, 11, 0, $2
+ anim_wait 8
+ anim_sound 0, 1, SFX_HORN_ATTACK
+ anim_obj ANIM_OBJ_04, -15, 0, 7, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_HORN, 9, 4, 10, 0, $2
+ anim_wait 8
+ anim_sound 0, 1, SFX_HORN_ATTACK
+ anim_obj ANIM_OBJ_04, -16, 4, 6, 0, $0
+ anim_wait 8
+ anim_ret
+; ca47d
+
+BattleAnim_HornDrill: ; ca47d
+ anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
+ anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $3
+ anim_wait 8
+.loop
+ anim_sound 0, 1, SFX_HORN_ATTACK
+ anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_HORN_ATTACK
+ anim_obj ANIM_OBJ_00, -15, 4, 6, 0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_HORN_ATTACK
+ anim_obj ANIM_OBJ_00, -16, 4, 7, 0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_HORN_ATTACK
+ anim_obj ANIM_OBJ_00, 15, 4, 6, 0, $0
+ anim_wait 8
+ anim_loop 3, .loop
+ anim_ret
+; ca4b4
+
+BattleAnim_PoisonSting: ; ca4b4
+ anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
+ anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $14
+ anim_wait 16
+ anim_sound 0, 1, SFX_POISON_STING
+ anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; ca4c7
+
+BattleAnim_Twineedle: ; ca4c7
+ anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
+ anim_sound 0, 1, SFX_POISON_STING
+ anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $14
+ anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $14
+ anim_wait 16
+ anim_sound 0, 1, SFX_POISON_STING
+ anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0
+ anim_wait 16
+ anim_ret
+; ca4e7
+
+BattleAnim_PinMissile: ; ca4e7
+ anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
+.loop
+ anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $28
+ anim_wait 8
+ anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $28
+ anim_sound 0, 1, SFX_POISON_STING
+ anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_60, 6, 4, 11, 0, $28
+ anim_sound 0, 1, SFX_POISON_STING
+ anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_POISON_STING
+ anim_obj ANIM_OBJ_05, -16, 4, 6, 4, $0
+ anim_loop 3, .loop
+ anim_wait 16
+ anim_ret
+; ca51a
+
+BattleAnim_SpikeCannon: ; ca51a
+ anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
+.loop
+ anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $18
+ anim_wait 8
+ anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $18
+ anim_sound 0, 1, SFX_POISON_STING
+ anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_60, 6, 4, 11, 0, $18
+ anim_sound 0, 1, SFX_POISON_STING
+ anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_POISON_STING
+ anim_obj ANIM_OBJ_05, -16, 4, 6, 4, $0
+ anim_loop 3, .loop
+ anim_wait 16
+ anim_ret
+; ca54d
+
+BattleAnim_Transform: ; ca54d
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_transform
+ anim_sound 0, 0, SFX_PSYBEAM
+ anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
+ anim_wait 48
+ anim_updateactorpic
+ anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
+ anim_wait 48
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; ca564
+
+BattleAnim_PetalDance: ; ca564
+ anim_sound 0, 0, SFX_MENU
+ anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_HIT
+.loop
+ anim_obj ANIM_OBJ_61, 6, 0, 7, 0, $0
+ anim_wait 11
+ anim_loop 8, .loop
+ anim_wait 128
+ anim_wait 64
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; ca580
+
+BattleAnim_Barrage: ; ca580
+ anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION
+ anim_sound 6, 2, SFX_THROW_BALL
+ anim_obj ANIM_OBJ_62, 8, 0, 11, 4, $10
+ anim_wait 36
+ anim_sound 0, 1, SFX_EGG_BOMB
+ anim_obj ANIM_OBJ_18, -15, 0, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; ca596
+
+BattleAnim_PayDay: ; ca596
+ anim_2gfx ANIM_GFX_HIT, ANIM_GFX_STATUS
+ anim_sound 0, 1, SFX_POUND
+ anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0
+ anim_wait 16
+ anim_sound 0, 1, SFX_PAY_DAY
+ anim_obj ANIM_OBJ_63, 15, 0, 9, 4, $1
+ anim_wait 64
+ anim_ret
+; ca5ac
+
+BattleAnim_Mimic: ; ca5ac
+ anim_1gfx ANIM_GFX_SPEED
+ anim_obp0 $fc
+ anim_sound 63, 3, SFX_LICK
+ anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $0
+ anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $8
+ anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $10
+ anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $18
+ anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $20
+ anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $28
+ anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $30
+ anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $38
+ anim_wait 128
+ anim_wait 48
+ anim_ret
+; ca5de
+
+BattleAnim_LovelyKiss: ; ca5de
+ anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
+ anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_obj ANIM_OBJ_96, -13, 0, 5, 0, $0
+ anim_wait 32
+ anim_sound 0, 1, SFX_LICK
+ anim_obj ANIM_OBJ_HEART, 16, 0, 5, 0, $0
+ anim_wait 40
+ anim_ret
+; ca5f6
+
+BattleAnim_Bonemerang: ; ca5f6
+ anim_2gfx ANIM_GFX_MISC, ANIM_GFX_HIT
+ anim_sound 6, 2, SFX_HYDRO_PUMP
+ anim_obj ANIM_OBJ_67, 11, 0, 7, 0, $1c
+ anim_wait 24
+ anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 24
+ anim_ret
+; ca60c
+
+BattleAnim_Swift: ; ca60c
+ anim_1gfx ANIM_GFX_OBJECTS
+ anim_sound 6, 2, SFX_METRONOME
+ anim_obj ANIM_OBJ_6A, 8, 0, 11, 0, $4
+ anim_wait 4
+ anim_obj ANIM_OBJ_6A, 8, 0, 9, 0, $4
+ anim_wait 4
+ anim_obj ANIM_OBJ_6A, 8, 0, 9, 4, $4
+ anim_wait 64
+ anim_ret
+; ca624
+
+BattleAnim_Crabhammer: ; ca624
+ anim_1gfx ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_wait 48
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
+.loop
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_wait 12
+ anim_loop 3, .loop
+ anim_ret
+; ca63f
+
+BattleAnim_SkullBash: ; ca63f
+ anim_if_param_equal $1, BattleAnim_SkullBash_branch_c9fb5
+ anim_1gfx ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_1F, $14, $2, $0
+ anim_wait 32
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
+ anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_wait 4
+.loop
+ anim_sound 0, 1, SFX_HEADBUTT
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 8
+ anim_loop 3, .loop
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; ca66a
+
+BattleAnim_Kinesis: ; ca66a
+ anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_obj ANIM_OBJ_6B, 10, 0, 9, 4, $0
+ anim_wait 32
+.loop
+ anim_sound 0, 0, SFX_KINESIS
+ anim_obj ANIM_OBJ_4B, 8, 0, 11, 0, $0
+ anim_wait 32
+ anim_loop 3, .loop
+ anim_wait 32
+ anim_sound 0, 0, SFX_KINESIS_2
+ anim_wait 32
+ anim_ret
+; ca68b
+
+BattleAnim_Peck: ; ca68b
+ anim_1gfx ANIM_GFX_HIT
+ anim_sound 0, 1, SFX_PECK
+ anim_obj ANIM_OBJ_02, 16, 0, 6, 0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_PECK
+ anim_obj ANIM_OBJ_02, -15, 0, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; ca6a0
+
+BattleAnim_DrillPeck: ; ca6a0
+ anim_1gfx ANIM_GFX_HIT
+.loop
+ anim_sound 0, 1, SFX_PECK
+ anim_obj ANIM_OBJ_02, 15, 4, 7, 0, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_PECK
+ anim_obj ANIM_OBJ_02, -16, 4, 6, 0, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_PECK
+ anim_obj ANIM_OBJ_02, -15, 4, 7, 0, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_PECK
+ anim_obj ANIM_OBJ_02, -16, 4, 8, 0, $0
+ anim_wait 4
+ anim_loop 5, .loop
+ anim_wait 16
+ anim_ret
+; ca6cc
+
+BattleAnim_Guillotine: ; ca6cc
+ anim_1gfx ANIM_GFX_CUT
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10
+ anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_sound 0, 1, SFX_VICEGRIP
+ anim_obj ANIM_OBJ_37, -13, 4, 5, 4, $0
+ anim_obj ANIM_OBJ_37, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_37, -14, 4, 4, 4, $0
+ anim_obj ANIM_OBJ_39, 15, 4, 9, 4, $0
+ anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_39, 14, 4, 8, 4, $0
+ anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0
+ anim_wait 32
+ anim_ret
+; ca700
+
+BattleAnim_Flash: ; ca700
+ anim_1gfx ANIM_GFX_SPEED
+ anim_sound 0, 1, SFX_FLASH
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20
+ anim_wait 4
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $0
+ anim_wait 4
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $8
+ anim_wait 4
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $10
+ anim_wait 4
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $18
+ anim_wait 4
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $20
+ anim_wait 4
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $28
+ anim_wait 4
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $30
+ anim_wait 4
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $38
+ anim_wait 32
+ anim_ret
+; ca73c
+
+BattleAnim_Substitute: ; ca73c
+ anim_sound 0, 0, SFX_SURF
+ anim_if_param_equal $3, BattleAnim_Substitute_branch_ca77c
+ anim_if_param_equal $2, BattleAnim_Substitute_branch_ca76e
+ anim_if_param_equal $1, BattleAnim_Substitute_branch_ca760
+ anim_1gfx ANIM_GFX_SMOKE
+ anim_bgeffect ANIM_BG_27, $0, $1, $0
+ anim_wait 48
+ anim_raisesub
+ anim_obj ANIM_OBJ_BALL_POOF, 6, 0, 12, 0, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_wait 32
+ anim_ret
+; ca760
+
+BattleAnim_Substitute_branch_ca760: ; ca760
+ anim_bgeffect ANIM_BG_27, $0, $1, $0
+ anim_wait 48
+ anim_dropsub
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_wait 32
+ anim_ret
+; ca76e
+
+BattleAnim_Substitute_branch_ca76e: ; ca76e
+ anim_bgeffect ANIM_BG_27, $0, $1, $0
+ anim_wait 48
+ anim_raisesub
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_wait 32
+ anim_ret
+; ca77c
+
+BattleAnim_Substitute_branch_ca77c: ; ca77c
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_wait 48
+ anim_dropsub
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_wait 32
+ anim_ret
+; ca78a
+
+BattleAnim_Minimize: ; ca78a
+ anim_sound 0, 0, SFX_SURF
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_minimize
+ anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
+ anim_wait 48
+ anim_updateactorpic
+ anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
+ anim_wait 48
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; ca7a1
+
+BattleAnim_SkyAttack: ; ca7a1
+ anim_if_param_equal $1, BattleAnim_SkyAttack_branch_c9fb5
+ anim_1gfx ANIM_GFX_SKY_ATTACK
+ anim_bgeffect ANIM_BG_27, $0, $1, $0
+ anim_wait 32
+ anim_sound 0, 0, SFX_HYPER_BEAM
+ anim_obj ANIM_OBJ_SKY_ATTACK_FEAROW, 6, 0, 11, 0, $40
+ anim_wait 64
+ anim_incobj 1
+ anim_wait 21
+ anim_sound 0, 1, SFX_HYPER_BEAM
+ anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
+ anim_wait 64
+ anim_incobj 1
+ anim_wait 32
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_wait 16
+ anim_ret
+; ca7cc
+
+BattleAnim_NightShade: ; ca7cc
+ anim_1gfx ANIM_GFX_HIT
+ anim_bgp $1b
+ anim_obp1 $1b
+ anim_wait 32
+ anim_call BattleAnim_FollowPlayerHead_1
+ anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
+ anim_sound 0, 1, SFX_PSYCHIC
+ anim_wait 96
+ anim_incbgeffect ANIM_BG_NIGHT_SHADE
+ anim_call BattleAnim_ShowMon_1
+ anim_ret
+; ca7e5
+
+BattleAnim_Lick: ; ca7e5
+ anim_1gfx ANIM_GFX_WATER
+ anim_sound 0, 1, SFX_LICK
+ anim_obj ANIM_OBJ_LICK, -15, 0, 7, 0, $0
+ anim_wait 64
+ anim_ret
+; ca7f1
+
+BattleAnim_TriAttack: ; ca7f1
+ anim_3gfx ANIM_GFX_FIRE, ANIM_GFX_ICE, ANIM_GFX_LIGHTNING
+ anim_call BattleAnim_TriAttack_branch_cbbcc
+ anim_wait 16
+ anim_call BattleAnim_TriAttack_branch_cbbdf
+ anim_wait 16
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4
+ anim_sound 0, 1, SFX_THUNDER
+ anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0
+ anim_wait 16
+ anim_ret
+; ca80c
+
+BattleAnim_Withdraw: ; ca80c
+ anim_1gfx ANIM_GFX_REFLECT
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_WITHDRAW, $0, $1, $50
+ anim_wait 48
+ anim_sound 0, 0, SFX_SHINE
+ anim_obj ANIM_OBJ_WITHDRAW, 6, 0, 11, 0, $0
+ anim_wait 64
+ anim_incobj 2
+ anim_wait 1
+ anim_incbgeffect ANIM_BG_WITHDRAW
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; ca829
+
+BattleAnim_Psybeam: ; ca829
+ anim_1gfx ANIM_GFX_PSYCHIC
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_08, $0, $4, $0
+.loop
+ anim_sound 6, 2, SFX_PSYBEAM
+ anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $4
+ anim_wait 4
+ anim_loop 10, .loop
+ anim_wait 48
+ anim_ret
+; ca844
+
+BattleAnim_DreamEater: ; ca844
+ anim_1gfx ANIM_GFX_BUBBLE
+ anim_bgp $1b
+ anim_obp0 $27
+ anim_sound 6, 3, SFX_WATER_GUN
+ anim_call BattleAnim_DreamEater_branch_cbab3
+ anim_wait 128
+ anim_wait 48
+ anim_ret
+; ca853
+
+BattleAnim_LeechLife: ; ca853
+ anim_1gfx ANIM_GFX_BUBBLE
+ anim_sound 6, 3, SFX_WATER_GUN
+ anim_call BattleAnim_LeechLife_branch_cbab3
+ anim_wait 128
+ anim_wait 48
+ anim_ret
+; ca85e
+
+BattleAnim_Harden: ; ca85e
+ anim_1gfx ANIM_GFX_REFLECT
+ anim_obp0 $0
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_Harden_branch_cbc43
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; ca86c
+
+BattleAnim_Psywave: ; ca86c
+ anim_1gfx ANIM_GFX_PSYCHIC
+ anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
+.loop
+ anim_sound 6, 2, SFX_PSYCHIC
+ anim_obj ANIM_OBJ_4C, 8, 0, 10, 0, $2
+ anim_wait 8
+ anim_sound 6, 2, SFX_PSYCHIC
+ anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $3
+ anim_wait 8
+ anim_sound 6, 2, SFX_PSYCHIC
+ anim_obj ANIM_OBJ_4C, 8, 0, 12, 0, $4
+ anim_wait 8
+ anim_loop 3, .loop
+ anim_wait 32
+ anim_incbgeffect ANIM_BG_PSYCHIC
+ anim_wait 4
+ anim_ret
+; ca897
+
+BattleAnim_Glare: ; ca897
+ anim_1gfx ANIM_GFX_BEAM
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $20
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_call BattleAnim_Glare_branch_cbadc
+ anim_wait 16
+ anim_ret
+; ca8a8
+
+BattleAnim_Thrash: ; ca8a8
+ anim_1gfx ANIM_GFX_HIT
+ anim_sound 0, 1, SFX_POUND
+ anim_obj ANIM_OBJ_08, 15, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
+ anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_DOUBLE_KICK
+ anim_obj ANIM_OBJ_07, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0
+ anim_wait 16
+ anim_ret
+; ca8d5
+
+BattleAnim_Growth: ; ca8d5
+ anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
+ anim_1gfx ANIM_GFX_CHARGE
+ anim_sound 0, 0, SFX_SWORDS_DANCE
+ anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $0
+ anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $8
+ anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $10
+ anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $18
+ anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $20
+ anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $28
+ anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $30
+ anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $38
+ anim_wait 64
+ anim_ret
+; ca909
+
+BattleAnim_Conversion2: ; ca909
+ anim_1gfx ANIM_GFX_EXPLOSION
+ anim_sound 63, 3, SFX_SHARPEN
+ anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $0
+ anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $8
+ anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $10
+ anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $18
+ anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $20
+ anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $28
+ anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $30
+ anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $38
+ anim_wait 128
+ anim_wait 48
+ anim_ret
+; ca939
+
+BattleAnim_Smokescreen: ; ca939
+ anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE
+ anim_sound 6, 2, SFX_THROW_BALL
+ anim_obj ANIM_OBJ_75, 8, 0, 11, 4, $6c
+ anim_wait 24
+ anim_incobj 1
+ anim_sound 0, 1, SFX_BALL_POOF
+ anim_obj ANIM_OBJ_BALL_POOF, 13, 4, 8, 6, $10
+ anim_wait 8
+.loop
+ anim_sound 0, 1, SFX_MENU
+ anim_obj ANIM_OBJ_74, -16, 4, 7, 4, $20
+ anim_wait 8
+ anim_loop 5, .loop
+ anim_wait 128
+ anim_ret
+; ca960
+
+BattleAnim_Strength: ; ca960
+ anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_20, $10, $1, $20
+ anim_sound 0, 0, SFX_STRENGTH
+ anim_obj ANIM_OBJ_1F, 8, 0, 13, 0, $1
+ anim_wait 128
+ anim_incobj 1
+ anim_wait 20
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0
+ anim_wait 16
+ anim_ret
+; ca97e
+
+BattleAnim_SwordsDance: ; ca97e
+ anim_1gfx ANIM_GFX_WHIP
+ anim_sound 0, 0, SFX_SWORDS_DANCE
+ anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $0
+ anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $d
+ anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $1a
+ anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $27
+ anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $34
+ anim_wait 56
+ anim_ret
+; ca99e
+
+BattleAnim_QuickAttack: ; ca99e
+ anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT
+ anim_sound 0, 0, SFX_MENU
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2
+ anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1
+ anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80
+ anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81
+ anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82
+ anim_wait 12
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 8
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_wait 16
+ anim_ret
+; ca9d8
+
+BattleAnim_Meditate: ; ca9d8
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_sound 0, 0, SFX_PSYBEAM
+ anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
+ anim_wait 48
+ anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
+ anim_wait 48
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; ca9ed
+
+BattleAnim_Sharpen: ; ca9ed
+ anim_1gfx ANIM_GFX_SHAPES
+ anim_obp0 $e4
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_sound 0, 0, SFX_SHARPEN
+ anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_obj ANIM_OBJ_78, 6, 0, 11, 0, $0
+ anim_wait 96
+ anim_incobj 2
+ anim_incbgeffect ANIM_BG_18
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; caa0a
+
+BattleAnim_DefenseCurl: ; caa0a
+ anim_1gfx ANIM_GFX_SHAPES
+ anim_obp0 $e4
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_sound 0, 0, SFX_SHARPEN
+ anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_obj ANIM_OBJ_79, 6, 0, 11, 0, $0
+ anim_wait 96
+ anim_incobj 2
+ anim_incbgeffect ANIM_BG_18
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; caa27
+
+BattleAnim_SeismicToss: ; caa27
+ anim_2gfx ANIM_GFX_GLOBE, ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_20, $10, $1, $20
+ anim_sound 0, 0, SFX_STRENGTH
+ anim_obj ANIM_OBJ_20, 8, 0, 13, 0, $1
+ anim_wait 128
+ anim_incobj 1
+ anim_wait 20
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0
+ anim_wait 16
+ anim_ret
+; caa45
+
+BattleAnim_Rage: ; caa45
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_sound 0, 0, SFX_RAGE
+ anim_wait 72
+ anim_incbgeffect ANIM_BG_1A
+ anim_call BattleAnim_ShowMon_0
+ anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
+ anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0
+ anim_wait 16
+ anim_ret
+; caa74
+
+BattleAnim_Agility: ; caa74
+ anim_1gfx ANIM_GFX_WIND
+ anim_obp0 $fc
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_obj ANIM_OBJ_7D, 1, 0, 3, 0, $10
+ anim_obj ANIM_OBJ_7D, 1, 0, 6, 0, $2
+ anim_obj ANIM_OBJ_7D, 1, 0, 11, 0, $8
+ anim_wait 4
+ anim_obj ANIM_OBJ_7D, 1, 0, 4, 0, $6
+ anim_obj ANIM_OBJ_7D, 1, 0, 7, 0, $c
+ anim_obj ANIM_OBJ_7D, 1, 0, 10, 0, $4
+ anim_obj ANIM_OBJ_7D, 1, 0, 13, 0, $e
+.loop
+ anim_sound 0, 0, SFX_RAZOR_WIND
+ anim_wait 4
+ anim_loop 18, .loop
+ anim_incbgeffect ANIM_BG_18
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; caab2
+
+BattleAnim_BoneClub: ; caab2
+ anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC
+ anim_obj ANIM_OBJ_68, 8, 0, 11, 0, $2
+ anim_wait 32
+ anim_sound 0, 1, SFX_BONE_CLUB
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; caac5
+
+BattleAnim_Barrier: ; caac5
+ anim_1gfx ANIM_GFX_REFLECT
+ anim_enemyfeetobj
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_wait 8
+ anim_sound 0, 0, SFX_SHINE
+ anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
+ anim_wait 32
+ anim_sound 0, 0, SFX_SHINE
+ anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
+ anim_wait 32
+ anim_ret
+; caae1
+
+BattleAnim_Waterfall: ; caae1
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_wait 16
+ anim_call BattleAnim_ShowMon_0
+ anim_sound 0, 1, SFX_LICK
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 3
+ anim_sound 0, 1, SFX_LICK
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
+ anim_wait 3
+ anim_sound 0, 1, SFX_LICK
+ anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0
+ anim_wait 3
+ anim_sound 0, 1, SFX_LICK
+ anim_obj ANIM_OBJ_01, -15, 0, 4, 0, $0
+ anim_wait 3
+ anim_sound 0, 1, SFX_LICK
+ anim_obj ANIM_OBJ_01, -15, 0, 3, 0, $0
+ anim_wait 8
+ anim_ret
+; cab1d
+
+BattleAnim_PsychicM: ; cab1d
+ anim_1gfx ANIM_GFX_PSYCHIC
+ anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
+ anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
+.loop
+ anim_sound 6, 2, SFX_PSYCHIC
+ anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
+ anim_wait 8
+ anim_loop 8, .loop
+ anim_wait 96
+ anim_incbgeffect ANIM_BG_PSYCHIC
+ anim_wait 4
+ anim_ret
+; cab3b
+
+BattleAnim_Sludge: ; cab3b
+ anim_1gfx ANIM_GFX_POISON
+ anim_call BattleAnim_Sludge_branch_cbc15
+ anim_wait 56
+ anim_ret
+; cab42
+
+BattleAnim_Toxic: ; cab42
+ anim_1gfx ANIM_GFX_POISON
+ anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0
+ anim_call BattleAnim_Toxic_branch_cbc35
+ anim_wait 32
+ anim_call BattleAnim_Toxic_branch_cbc15
+ anim_wait 64
+ anim_ret
+; cab52
+
+BattleAnim_Metronome: ; cab52
+ anim_2gfx ANIM_GFX_MISC, ANIM_GFX_SPEED
+ anim_sound 0, 0, SFX_METRONOME
+ anim_obj ANIM_OBJ_7A, 9, 0, 11, 0, $0
+.loop
+ anim_obj ANIM_OBJ_7B, 9, 0, 10, 0, $0
+ anim_wait 8
+ anim_loop 5, .loop
+ anim_wait 48
+ anim_ret
+; cab69
+
+BattleAnim_Counter: ; cab69
+ anim_1gfx ANIM_GFX_HIT
+.loop
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2
+ anim_sound 0, 1, SFX_POUND
+ anim_obj ANIM_OBJ_08, 15, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0
+ anim_wait 6
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_06, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 5, 0, $0
+ anim_wait 6
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2
+ anim_sound 0, 1, SFX_MEGA_KICK
+ anim_obj ANIM_OBJ_07, -13, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, -13, 0, 7, 0, $0
+ anim_wait 6
+ anim_loop 3, .loop
+ anim_wait 16
+ anim_ret
+; cabaa
+
+BattleAnim_LowKick: ; cabaa
+ anim_1gfx ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
+ anim_sound 0, 1, SFX_DOUBLE_KICK
+ anim_obj ANIM_OBJ_07, 15, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_00, 15, 4, 8, 0, $0
+ anim_wait 6
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
+ anim_sound 0, 1, SFX_DOUBLE_KICK
+ anim_obj ANIM_OBJ_07, -16, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_00, -16, 4, 8, 0, $0
+ anim_wait 6
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
+ anim_sound 0, 1, SFX_DOUBLE_KICK
+ anim_obj ANIM_OBJ_07, -15, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_00, -15, 4, 8, 0, $0
+ anim_wait 16
+ anim_ret
+; cabe6
+
+BattleAnim_WingAttack: ; cabe6
+ anim_1gfx ANIM_GFX_HIT
+ anim_sound 0, 1, SFX_WING_ATTACK
+ anim_obj ANIM_OBJ_01, -14, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 14, 4, 7, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_WING_ATTACK
+ anim_obj ANIM_OBJ_01, -14, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 15, 0, 7, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_WING_ATTACK
+ anim_obj ANIM_OBJ_01, -15, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 15, 4, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; cac13
+
+BattleAnim_Slam: ; cac13
+ anim_1gfx ANIM_GFX_HIT
+ anim_sound 0, 1, SFX_WING_ATTACK
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2
+ anim_obj ANIM_OBJ_01, 15, 4, 5, 0, $0
+ anim_wait 16
+ anim_ret
+; cac24
+
+BattleAnim_Disable: ; cac24
+ anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_obj ANIM_OBJ_7C, -16, 4, 7, 0, $0
+ anim_wait 16
+ anim_sound 0, 1, SFX_BIND
+ anim_obj ANIM_OBJ_PARALYZED, 13, 0, 7, 0, $42
+ anim_obj ANIM_OBJ_PARALYZED, -12, 0, 7, 0, $c2
+ anim_wait 96
+ anim_ret
+; cac41
+
+BattleAnim_TailWhip: ; cac41
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_sound 0, 0, SFX_TAIL_WHIP
+ anim_bgeffect ANIM_BG_26, $0, $1, $0
+ anim_wait 32
+ anim_incbgeffect ANIM_BG_26
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; cac55
+
+BattleAnim_Struggle: ; cac55
+ anim_1gfx ANIM_GFX_HIT
+ anim_sound 0, 1, SFX_POUND
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; cac61
+
+BattleAnim_Sketch: ; cac61
+ anim_1gfx ANIM_GFX_OBJECTS
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_sound 0, 0, SFX_SKETCH
+ anim_obj ANIM_OBJ_98, 9, 0, 10, 0, $0
+ anim_wait 80
+ anim_incbgeffect ANIM_BG_1A
+ anim_call BattleAnim_ShowMon_0
+ anim_wait 1
+ anim_ret
+; cac7b
+
+BattleAnim_TripleKick: ; cac7b
+ anim_1gfx ANIM_GFX_HIT
+ anim_if_param_equal $1, BattleAnim_TripleKick_branch_cac95
+ anim_if_param_equal $2, BattleAnim_TripleKick_branch_caca5
+ anim_sound 0, 1, SFX_MEGA_KICK
+ anim_obj ANIM_OBJ_07, -14, 0, 6, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
+ anim_wait 8
+ anim_ret
+; cac95
+
+BattleAnim_TripleKick_branch_cac95: ; cac95
+ anim_sound 0, 1, SFX_DOUBLE_KICK
+ anim_obj ANIM_OBJ_07, 15, 0, 8, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0
+ anim_wait 8
+ anim_ret
+; caca5
+
+BattleAnim_TripleKick_branch_caca5: ; caca5
+ anim_sound 0, 1, SFX_DOUBLE_KICK
+ anim_obj ANIM_OBJ_07, -16, 4, 4, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, -16, 4, 4, 0, $0
+ anim_wait 8
+ anim_ret
+; cacb5
+
+BattleAnim_Thief: ; cacb5
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_wait 16
+ anim_sound 0, 1, SFX_THIEF
+ anim_obj ANIM_OBJ_01, 16, 0, 6, 0, $0
+ anim_wait 16
+ anim_call BattleAnim_ShowMon_0
+ anim_wait 1
+ anim_1gfx ANIM_GFX_STATUS
+ anim_sound 0, 1, SFX_THIEF_2
+ anim_obj ANIM_OBJ_8B, 15, 0, 9, 4, $1
+ anim_wait 64
+ anim_ret
+; cacd9
+
+BattleAnim_SpiderWeb: ; cacd9
+ anim_1gfx ANIM_GFX_WEB
+ anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_obj ANIM_OBJ_92, -16, 4, 6, 0, $0
+ anim_sound 6, 2, SFX_SPIDER_WEB
+ anim_obj ANIM_OBJ_5A, 8, 0, 10, 0, $0
+ anim_wait 4
+ anim_obj ANIM_OBJ_5A, 8, 0, 11, 0, $0
+ anim_wait 4
+ anim_obj ANIM_OBJ_5A, 8, 0, 10, 4, $0
+ anim_wait 64
+ anim_ret
+; cacfb
+
+BattleAnim_MindReader: ; cacfb
+ anim_1gfx ANIM_GFX_MISC
+ anim_sound 0, 1, SFX_MIND_READER
+.loop
+ anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $3
+ anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $12
+ anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $20
+ anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $31
+ anim_wait 16
+ anim_loop 2, .loop
+ anim_wait 32
+ anim_ret
+; cad1b
+
+BattleAnim_Nightmare: ; cad1b
+ anim_1gfx ANIM_GFX_ANGELS
+ anim_bgp $1b
+ anim_obp0 $f
+ anim_obj ANIM_OBJ_94, -16, 4, 5, 0, $0
+ anim_obj ANIM_OBJ_94, -16, 4, 5, 0, $a0
+ anim_sound 0, 1, SFX_NIGHTMARE
+ anim_wait 96
+ anim_ret
+; cad30
+
+BattleAnim_FlameWheel: ; cad30
+ anim_1gfx ANIM_GFX_FIRE
+.loop
+ anim_sound 0, 0, SFX_EMBER
+ anim_obj ANIM_OBJ_7F, 6, 0, 12, 0, $0
+ anim_wait 6
+ anim_loop 8, .loop
+ anim_wait 96
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_wait 4
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
+ anim_sound 0, 1, SFX_EMBER
+ anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $1
+ anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $4
+ anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $5
+ anim_wait 8
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_wait 4
+ anim_incobj 9
+ anim_wait 8
+ anim_ret
+; cad6b
+
+BattleAnim_Snore: ; cad6b
+ anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE
+ anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
+ anim_wait 32
+ anim_bgeffect ANIM_BG_1F, $60, $2, $0
+ anim_sound 0, 0, SFX_SNORE
+.loop
+ anim_call BattleAnim_Snore_branch_cbbbc
+ anim_wait 16
+ anim_loop 2, .loop
+ anim_wait 8
+ anim_ret
+; cad86
+
+BattleAnim_Curse: ; cad86
+ anim_if_param_equal $1, .NotGhost
+ anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS
+ anim_obj ANIM_OBJ_A5, 8, 4, 9, 0, $0
+ anim_sound 0, 0, SFX_CURSE
+ anim_wait 32
+ anim_incobj 1
+ anim_wait 12
+ anim_sound 0, 0, SFX_POISON_STING
+ anim_obj ANIM_OBJ_04, 5, 4, 12, 0, $0
+ anim_wait 16
+ anim_ret
+; cada3
+
+.NotGhost: ; cada3
+ anim_1gfx ANIM_GFX_SPEED
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_19, $0, $1, $40
+ anim_sound 0, 0, SFX_SHARPEN
+ anim_wait 64
+ anim_incbgeffect ANIM_BG_19
+ anim_wait 1
+ anim_bgeffect ANIM_BG_16, $0, $1, $40
+.loop
+ anim_sound 0, 0, SFX_SWORDS_DANCE
+ anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8
+ anim_wait 2
+ anim_loop 3, .loop
+ anim_wait 8
+ anim_incbgeffect ANIM_BG_16
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; cadf1
+
+BattleAnim_Flail: ; cadf1
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_sound 0, 0, SFX_SUBMISSION
+ anim_bgeffect ANIM_BG_2C, $0, $1, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_01, -13, 0, 6, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
+ anim_wait 8
+ anim_incbgeffect ANIM_BG_2C
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; cae17
+
+BattleAnim_Conversion: ; cae17
+ anim_1gfx ANIM_GFX_EXPLOSION
+ anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
+ anim_sound 63, 3, SFX_SHARPEN
+ anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $8
+ anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $10
+ anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $18
+ anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $20
+ anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $28
+ anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $30
+ anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $38
+ anim_wait 128
+ anim_ret
+; cae4b
+
+BattleAnim_Aeroblast: ; cae4b
+ anim_2gfx ANIM_GFX_BEAM, ANIM_GFX_AEROBLAST
+ anim_bgp $1b
+ anim_bgeffect ANIM_BG_1F, $50, $4, $10
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_sound 0, 0, SFX_AEROBLAST
+ anim_obj ANIM_OBJ_B3, 9, 0, 11, 0, $0
+ anim_wait 32
+ anim_sound 0, 0, SFX_HYPER_BEAM
+ anim_obj ANIM_OBJ_27, 10, 0, 10, 4, $0
+ anim_wait 2
+ anim_sound 0, 1, SFX_HYPER_BEAM
+ anim_obj ANIM_OBJ_27, 12, 0, 9, 4, $0
+ anim_wait 2
+ anim_sound 0, 1, SFX_HYPER_BEAM
+ anim_obj ANIM_OBJ_27, 14, 0, 8, 4, $0
+ anim_obj ANIM_OBJ_28, 15, 6, 7, 6, $0
+ anim_wait 48
+ anim_ret
+; cae84
+
+BattleAnim_CottonSpore: ; cae84
+ anim_obp0 $54
+ anim_1gfx ANIM_GFX_MISC
+ anim_sound 0, 1, SFX_POWDER
+.loop ; cae8b
+ anim_obj ANIM_OBJ_COTTON_SPORE, -16, 4, 4, 0, $0
+ anim_wait 8
+ anim_loop 5, .loop
+ anim_wait 96
+ anim_ret
+; cae97
+
+BattleAnim_Reversal: ; cae97
+ anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_04, 14, 0, 8, 0, $0
+ anim_wait 2
+ anim_sound 0, 1, SFX_SHINE
+ anim_obj ANIM_OBJ_A7, 15, 0, 7, 0, $0
+ anim_wait 2
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_04, 16, 0, 7, 0, $0
+ anim_wait 2
+ anim_sound 0, 1, SFX_SHINE
+ anim_obj ANIM_OBJ_A7, -15, 0, 6, 0, $0
+ anim_wait 2
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_04, -14, 0, 6, 0, $0
+ anim_wait 2
+ anim_sound 0, 1, SFX_SHINE
+ anim_obj ANIM_OBJ_A7, -13, 0, 5, 0, $0
+ anim_wait 24
+ anim_ret
+; caed6
+
+BattleAnim_Spite: ; caed6
+ anim_1gfx ANIM_GFX_ANGELS
+ anim_obj ANIM_OBJ_A4, -16, 4, 2, 0, $0
+ anim_sound 0, 1, SFX_SPITE
+ anim_wait 96
+ anim_ret
+; caee2
+
+BattleAnim_PowderSnow: ; caee2
+ anim_1gfx ANIM_GFX_ICE
+.loop ; caee4
+ anim_sound 6, 2, SFX_SHINE
+ anim_obj ANIM_OBJ_8F, 8, 0, 11, 0, $23
+ anim_wait 2
+ anim_sound 6, 2, SFX_SHINE
+ anim_obj ANIM_OBJ_8F, 8, 0, 10, 0, $24
+ anim_wait 2
+ anim_sound 6, 2, SFX_SHINE
+ anim_obj ANIM_OBJ_8F, 8, 0, 12, 0, $23
+ anim_wait 2
+ anim_loop 2, .loop
+ anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
+ anim_wait 40
+ anim_call BattleAnim_PowderSnow_branch_cbbdf
+ anim_wait 32
+ anim_ret
+; caf0e
+
+BattleAnim_Protect: ; caf0e
+ anim_1gfx ANIM_GFX_OBJECTS
+ anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $d
+ anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $1a
+ anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $27
+ anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $34
+ anim_sound 0, 0, SFX_PROTECT
+ anim_wait 96
+ anim_ret
+; caf33
+
+BattleAnim_MachPunch: ; caf33
+ anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_sound 0, 0, SFX_MENU
+ anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2
+ anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1
+ anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80
+ anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81
+ anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82
+ anim_wait 12
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
+ anim_wait 6
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 8
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_wait 16
+ anim_ret
+; caf73
+
+BattleAnim_ScaryFace: ; caf73
+ anim_1gfx ANIM_GFX_BEAM
+ anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_call BattleAnim_ScaryFace_branch_cbadc
+ anim_wait 64
+ anim_ret
+; caf84
+
+BattleAnim_FaintAttack: ; caf84
+ anim_1gfx ANIM_GFX_HIT
+ anim_sound 0, 0, SFX_CURSE
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_1D, $0, $1, $80
+ anim_wait 96
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_04, 15, 0, 4, 0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_04, -13, 0, 5, 0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0
+ anim_wait 32
+ anim_incbgeffect ANIM_BG_1D
+ anim_call BattleAnim_ShowMon_0
+ anim_wait 4
+ anim_ret
+; cafb4
+
+BattleAnim_SweetKiss: ; cafb4
+ anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
+ anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_obj ANIM_OBJ_97, 12, 0, 5, 0, $0
+ anim_sound 0, 1, SFX_SWEET_KISS
+ anim_wait 32
+ anim_sound 0, 1, SFX_SWEET_KISS_2
+ anim_obj ANIM_OBJ_HEART, 15, 0, 5, 0, $0
+ anim_wait 40
+ anim_ret
+; cafcf
+
+BattleAnim_BellyDrum: ; cafcf
+ anim_2gfx ANIM_GFX_HIT, ANIM_GFX_NOISE
+ anim_sound 0, 0, SFX_BELLY_DRUM
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_wait 24
+ anim_sound 0, 0, SFX_BELLY_DRUM
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_wait 24
+ anim_sound 0, 0, SFX_BELLY_DRUM
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_wait 12
+ anim_sound 0, 0, SFX_BELLY_DRUM
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_wait 12
+ anim_sound 0, 0, SFX_BELLY_DRUM
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_wait 24
+ anim_sound 0, 0, SFX_BELLY_DRUM
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_wait 12
+ anim_sound 0, 0, SFX_BELLY_DRUM
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_wait 12
+ anim_sound 0, 0, SFX_BELLY_DRUM
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_wait 12
+ anim_sound 0, 0, SFX_BELLY_DRUM
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_wait 12
+ anim_ret
+; cb051
+
+BattleAnim_SludgeBomb: ; cb051
+ anim_2gfx ANIM_GFX_EGG, ANIM_GFX_POISON
+ anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0
+ anim_sound 6, 2, SFX_SLUDGE_BOMB
+ anim_obj ANIM_OBJ_62, 8, 0, 11, 4, $10
+ anim_wait 36
+ anim_call BattleAnim_SludgeBomb_branch_cbc15
+ anim_wait 64
+ anim_ret
+; cb067
+
+BattleAnim_MudSlap: ; cb067
+ anim_1gfx ANIM_GFX_SAND
+ anim_obp0 $fc
+ anim_call BattleAnim_MudSlap_branch_cbc5b
+ anim_ret
+; cb06f
+
+BattleAnim_Octazooka: ; cb06f
+ anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE
+ anim_sound 6, 2, SFX_SLUDGE_BOMB
+ anim_obj ANIM_OBJ_8C, 8, 0, 11, 4, $4
+ anim_wait 16
+ anim_obj ANIM_OBJ_BALL_POOF, -16, 4, 7, 0, $10
+ anim_wait 8
+ anim_if_param_equal $0, .done
+.loop
+ anim_obj ANIM_OBJ_74, -16, 4, 7, 4, $20
+ anim_wait 8
+ anim_loop 5, .loop
+ anim_wait 128
+.done
+ anim_ret
+; cb092
+
+BattleAnim_Spikes: ; cb092
+ anim_1gfx ANIM_GFX_MISC
+ anim_sound 6, 2, SFX_MENU
+ anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $20
+ anim_wait 8
+ anim_sound 6, 2, SFX_MENU
+ anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $30
+ anim_wait 8
+ anim_sound 6, 2, SFX_MENU
+ anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $28
+ anim_wait 64
+ anim_ret
+; cb0b0
+
+BattleAnim_ZapCannon: ; cb0b0
+ anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
+ anim_bgp $1b
+ anim_obp0 $30
+ anim_sound 6, 2, SFX_ZAP_CANNON
+ anim_obj ANIM_OBJ_A3, 8, 0, 11, 4, $2
+ anim_wait 40
+ anim_sound 0, 1, SFX_THUNDERSHOCK
+ anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
+ anim_wait 16
+ anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0
+ anim_wait 128
+ anim_ret
+; cb0d0
+
+BattleAnim_Foresight: ; cb0d0
+ anim_1gfx ANIM_GFX_SHINE
+ anim_call BattleAnim_FollowEnemyFeet_1
+ anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_sound 0, 1, SFX_FORESIGHT
+ anim_obj ANIM_OBJ_A7, -16, 4, 5, 0, $0
+ anim_wait 24
+ anim_bgeffect ANIM_BG_19, $0, $0, $40
+ anim_wait 64
+ anim_incbgeffect ANIM_BG_19
+ anim_call BattleAnim_ShowMon_1
+ anim_wait 8
+ anim_ret
+; cb0f0
+
+BattleAnim_DestinyBond: ; cb0f0
+ anim_1gfx ANIM_GFX_ANGELS
+ anim_bgp $1b
+ anim_obp0 $0
+ anim_if_param_equal $1, BattleAnim_DestinyBond_branch_cb104
+ anim_sound 6, 2, SFX_WHIRLWIND
+ anim_obj ANIM_OBJ_9B, 5, 4, 15, 0, $2
+ anim_wait 128
+ anim_ret
+; cb104
+
+BattleAnim_DestinyBond_branch_cb104: ; cb104
+ anim_obj ANIM_OBJ_9B, -16, 4, 9, 4, $0
+ anim_sound 0, 1, SFX_KINESIS
+ anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
+ anim_wait 32
+ anim_ret
+; cb113
+
+BattleAnim_PerishSong: ; cb113
+ anim_1gfx ANIM_GFX_NOISE
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
+ anim_sound 0, 2, SFX_PERISH_SONG
+ anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $0
+ anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $8
+ anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $10
+ anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $18
+ anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $20
+ anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $28
+ anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $30
+ anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $38
+ anim_wait 112
+ anim_ret
+; cb14c
+
+BattleAnim_IcyWind: ; cb14c
+ anim_1gfx ANIM_GFX_SPEED
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
+ anim_playerheadobj
+ anim_sound 0, 0, SFX_PSYCHIC
+.loop
+ anim_wait 8
+ anim_obj ANIM_OBJ_AE, 8, 0, 11, 0, $4
+ anim_wait 8
+ anim_obj ANIM_OBJ_AE, 8, 0, 10, 0, $4
+ anim_wait 8
+ anim_obj ANIM_OBJ_AE, 8, 0, 12, 0, $4
+ anim_wait 8
+ anim_loop 2, .loop
+ anim_wait 16
+ anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0
+ anim_wait 6
+ anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
+ anim_wait 64
+ anim_incbgeffect ANIM_BG_NIGHT_SHADE
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_wait 4
+ anim_incobj 7
+ anim_wait 1
+ anim_ret
+; cb18c
+
+BattleAnim_Detect: ; cb18c
+ anim_1gfx ANIM_GFX_SHINE
+ anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_sound 0, 0, SFX_FORESIGHT
+ anim_obj ANIM_OBJ_A7, 8, 0, 11, 0, $0
+ anim_wait 24
+ anim_ret
+; cb19d
+
+BattleAnim_BoneRush: ; cb19d
+ anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC
+ anim_sound 0, 1, SFX_BONE_CLUB
+ anim_obj ANIM_OBJ_69, -16, 4, 7, 0, $2
+ anim_wait 16
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
+ anim_wait 16
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $0
+ anim_wait 16
+ anim_ret
+; cb1bc
+
+BattleAnim_LockOn: ; cb1bc
+ anim_1gfx ANIM_GFX_MISC
+ anim_sound 0, 1, SFX_MIND_READER
+.loop
+ anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $3
+ anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $12
+ anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $20
+ anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $31
+ anim_wait 16
+ anim_loop 2, .loop
+ anim_wait 32
+ anim_ret
+; cb1dc
+
+BattleAnim_Outrage: ; cb1dc
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_sound 0, 0, SFX_OUTRAGE
+ anim_wait 72
+ anim_incbgeffect ANIM_BG_1A
+ anim_call BattleAnim_ShowMon_0
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
+ anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
+ anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0
+ anim_wait 16
+ anim_ret
+; cb210
+
+BattleAnim_Sandstorm: ; cb210
+ anim_1gfx ANIM_GFX_POWDER
+ anim_obj ANIM_OBJ_A2, 11, 0, 0, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_A2, 9, 0, 0, 0, $1
+ anim_wait 8
+ anim_obj ANIM_OBJ_A2, 7, 0, 0, 0, $2
+.loop
+ anim_sound 0, 1, SFX_MENU
+ anim_wait 8
+ anim_loop 16, .loop
+ anim_wait 8
+ anim_ret
+; cb22d
+
+BattleAnim_GigaDrain: ; cb22d
+ anim_2gfx ANIM_GFX_BUBBLE, ANIM_GFX_CHARGE
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_1C, $0, $0, $10
+ anim_sound 6, 3, SFX_GIGA_DRAIN
+ anim_call BattleAnim_GigaDrain_branch_cbab3
+ anim_wait 48
+ anim_wait 128
+ anim_incbgeffect ANIM_BG_1C
+ anim_call BattleAnim_ShowMon_0
+ anim_wait 1
+ anim_1gfx ANIM_GFX_SHINE
+ anim_bgeffect ANIM_BG_07, $0, $0, $0
+.loop
+ anim_sound 0, 0, SFX_METRONOME
+ anim_obj ANIM_OBJ_9D, 3, 0, 8, 0, $0
+ anim_wait 5
+ anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0
+ anim_wait 5
+ anim_obj ANIM_OBJ_9D, 3, 0, 13, 0, $0
+ anim_wait 5
+ anim_obj ANIM_OBJ_9D, 7, 0, 8, 0, $0
+ anim_wait 5
+ anim_obj ANIM_OBJ_9D, 5, 0, 10, 4, $0
+ anim_wait 5
+ anim_loop 2, .loop
+ anim_wait 32
+ anim_ret
+; cb274
+
+BattleAnim_Endure: ; cb274
+ anim_1gfx ANIM_GFX_SPEED
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_bgeffect ANIM_BG_07, $0, $2, $0
+.loop
+ anim_sound 0, 0, SFX_SWORDS_DANCE
+ anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8
+ anim_wait 2
+ anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8
+ anim_wait 2
+ anim_loop 5, .loop
+ anim_wait 8
+ anim_incbgeffect ANIM_BG_1A
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; cb2bb
+
+BattleAnim_Charm: ; cb2bb
+ anim_1gfx ANIM_GFX_OBJECTS
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_26, $0, $1, $0
+ anim_sound 0, 0, SFX_ATTRACT
+ anim_obj ANIM_OBJ_HEART, 8, 0, 10, 0, $0
+ anim_wait 32
+ anim_incbgeffect ANIM_BG_26
+ anim_call BattleAnim_ShowMon_0
+ anim_wait 4
+ anim_ret
+; cb2d5
+
+BattleAnim_Rollout: ; cb2d5
+ anim_1gfx ANIM_GFX_HIT
+ anim_sound 0, 0, SFX_SPARK
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_2E, $60, $1, $1
+ anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_03, -15, 0, 5, 0, $0
+ anim_wait 8
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; cb2f5
+
+BattleAnim_FalseSwipe: ; cb2f5
+ anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_CUT
+ anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_sound 0, 1, SFX_CUT
+ anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
+ anim_wait 4
+ anim_obj ANIM_OBJ_9D, -15, 0, 5, 0, $0
+ anim_wait 32
+ anim_ret
+; cb30d
+
+BattleAnim_Swagger: ; cb30d
+ anim_2gfx ANIM_GFX_MISC, ANIM_GFX_WIND
+.loop
+ anim_sound 0, 0, SFX_MENU
+ anim_obj ANIM_OBJ_A9, 9, 0, 11, 0, $44
+ anim_wait 32
+ anim_loop 2, .loop
+ anim_wait 32
+ anim_sound 0, 1, SFX_KINESIS_2
+ anim_obj ANIM_OBJ_83, 13, 0, 5, 0, $0
+ anim_wait 40
+ anim_ret
+; cb328
+
+BattleAnim_MilkDrink: ; cb328
+ anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_obj ANIM_OBJ_82, 9, 2, 13, 0, $0
+ anim_wait 16
+ anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_sound 0, 0, SFX_MILK_DRINK
+.loop
+ anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $20
+ anim_wait 8
+ anim_loop 8, .loop
+ anim_wait 128
+ anim_incbgeffect ANIM_BG_18
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; cb34d
+
+BattleAnim_Spark: ; cb34d
+ anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
+ anim_sound 0, 0, SFX_ZAP_CANNON
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
+ anim_obj ANIM_OBJ_30, 6, 0, 11, 4, $0
+ anim_wait 24
+ anim_setobj $1, $3
+ anim_wait 1
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_sound 0, 0, SFX_SPARK
+ anim_wait 16
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_wait 4
+ anim_incobj 2
+ anim_wait 1
+ anim_sound 0, 1, SFX_THUNDERSHOCK
+ anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
+ anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0
+ anim_wait 32
+ anim_ret
+; cb386
+
+BattleAnim_FuryCutter: ; cb386
+ anim_1gfx ANIM_GFX_CUT
+.loop
+ anim_sound 0, 1, SFX_CUT
+ anim_if_param_and %00000001, .obj1
+ anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
+ anim_jump .okay
+
+.obj1
+ anim_obj ANIM_OBJ_3B, 14, 0, 5, 0, $0
+.okay
+ anim_wait 16
+ anim_jumpuntil .loop
+ anim_ret
+; cb3a1
+
+BattleAnim_SteelWing: ; cb3a1
+ anim_1gfx ANIM_GFX_REFLECT
+ anim_obp0 $0
+ anim_sound 0, 0, SFX_RAGE
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_SteelWing_branch_cbc43
+ anim_call BattleAnim_ShowMon_0
+ anim_1gfx ANIM_GFX_HIT
+ anim_resetobp0
+ anim_sound 0, 1, SFX_WING_ATTACK
+ anim_obj ANIM_OBJ_01, -14, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 14, 4, 7, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_WING_ATTACK
+ anim_obj ANIM_OBJ_01, -14, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 15, 0, 7, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_WING_ATTACK
+ anim_obj ANIM_OBJ_01, -15, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 15, 4, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; cb3df
+
+BattleAnim_MeanLook: ; cb3df
+ anim_1gfx ANIM_GFX_PSYCHIC
+ anim_obp0 $e0
+ anim_sound 0, 1, SFX_MEAN_LOOK
+ anim_obj ANIM_OBJ_AC, -14, 4, 4, 0, $0
+ anim_wait 5
+ anim_obj ANIM_OBJ_AC, 14, 4, 8, 0, $0
+ anim_wait 5
+ anim_obj ANIM_OBJ_AC, -14, 4, 8, 0, $0
+ anim_wait 5
+ anim_obj ANIM_OBJ_AC, 14, 4, 4, 0, $0
+ anim_wait 5
+ anim_obj ANIM_OBJ_AC, -16, 4, 6, 0, $0
+ anim_wait 128
+ anim_ret
+; cb405
+
+BattleAnim_Attract: ; cb405
+ anim_1gfx ANIM_GFX_OBJECTS
+.loop
+ anim_sound 0, 0, SFX_ATTRACT
+ anim_obj ANIM_OBJ_66, 5, 4, 10, 0, $2
+ anim_wait 8
+ anim_loop 5, .loop
+ anim_wait 128
+ anim_wait 64
+ anim_ret
+; cb417
+
+BattleAnim_SleepTalk: ; cb417
+ anim_1gfx ANIM_GFX_STATUS
+.loop
+ anim_sound 0, 0, SFX_STRENGTH
+ anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
+ anim_wait 40
+ anim_loop 2, .loop
+ anim_wait 32
+ anim_ret
+; cb428
+
+BattleAnim_HealBell: ; cb428
+ anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE
+ anim_obj ANIM_OBJ_84, 9, 0, 7, 0, $0
+ anim_wait 32
+.loop
+ anim_sound 0, 0, SFX_HEAL_BELL
+ anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $0
+ anim_wait 8
+ anim_sound 0, 0, SFX_HEAL_BELL
+ anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $1
+ anim_wait 8
+ anim_sound 0, 0, SFX_HEAL_BELL
+ anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $2
+ anim_wait 8
+ anim_sound 0, 0, SFX_HEAL_BELL
+ anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $0
+ anim_wait 8
+ anim_sound 0, 0, SFX_HEAL_BELL
+ anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $2
+ anim_wait 8
+ anim_loop 4, .loop
+ anim_wait 64
+ anim_ret
+; cb464
+
+BattleAnim_Return: ; cb464
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
+ anim_sound 0, 0, SFX_RETURN
+ anim_wait 64
+ anim_incbgeffect ANIM_BG_BOUNCE_DOWN
+ anim_wait 32
+ anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_03, -15, 0, 5, 0, $0
+ anim_wait 8
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; cb488
+
+BattleAnim_Present: ; cb488
+ anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_BUBBLE
+ anim_sound 0, 1, SFX_PRESENT
+ anim_obj ANIM_OBJ_8D, 8, 0, 11, 0, $6c
+ anim_wait 56
+ anim_obj ANIM_OBJ_53, 13, 0, 6, 0, $0
+ anim_wait 48
+ anim_incobj 2
+ anim_if_param_equal $3, .heal
+ anim_incobj 1
+ anim_wait 1
+ anim_1gfx ANIM_GFX_EXPLOSION
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12
+.loop
+ anim_call BattleAnim_Present_branch_cbb8f
+ anim_wait 16
+ anim_jumpuntil .loop
+ anim_ret
+
+.heal
+ anim_sound 0, 1, SFX_METRONOME
+.loop2
+ anim_obj ANIM_OBJ_2C, -16, 4, 6, 0, $24
+ anim_wait 8
+ anim_loop 8, .loop2
+ anim_wait 128
+ anim_ret
+; cb4c1
+
+BattleAnim_Frustration: ; cb4c1
+ anim_1gfx ANIM_GFX_MISC
+ anim_sound 0, 0, SFX_KINESIS_2
+ anim_obj ANIM_OBJ_83, 9, 0, 10, 0, $0
+ anim_wait 40
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_26, $0, $1, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_01, -13, 0, 6, 0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
+ anim_wait 8
+ anim_incbgeffect ANIM_BG_26
+ anim_wait 1
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; cb4f9
+
+BattleAnim_Safeguard: ; cb4f9
+ anim_1gfx ANIM_GFX_MISC
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $d
+ anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $1a
+ anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $27
+ anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $34
+ anim_sound 0, 0, SFX_PROTECT
+ anim_wait 96
+ anim_ret
+; cb51e
+
+BattleAnim_PainSplit: ; cb51e
+ anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_TACKLE
+ anim_obj ANIM_OBJ_04, 14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_04, 9, 4, 12, 0, $0
+ anim_wait 8
+ anim_call BattleAnim_ShowMon_0
+ anim_wait 1
+ anim_ret
+; cb53d
+
+BattleAnim_SacredFire: ; cb53d
+ anim_1gfx ANIM_GFX_FIRE
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
+.loop
+ anim_sound 0, 0, SFX_EMBER
+ anim_obj ANIM_OBJ_80, 6, 0, 13, 0, $0
+ anim_wait 8
+ anim_loop 8, .loop
+ anim_wait 96
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_EMBER
+ anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $1
+ anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $4
+ anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $5
+ anim_wait 8
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_wait 4
+ anim_incobj 9
+ anim_wait 8
+ anim_ret
+; cb57d
+
+BattleAnim_Magnitude: ; cb57d
+ anim_1gfx ANIM_GFX_ROCKS
+.loop
+ anim_bgeffect ANIM_BG_1F, $e, $4, $0
+ anim_sound 0, 1, SFX_STRENGTH
+ anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40
+ anim_wait 2
+ anim_obj ANIM_OBJ_1E, 15, 0, 8, 4, $30
+ anim_wait 2
+ anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30
+ anim_wait 2
+ anim_obj ANIM_OBJ_1E, -14, 0, 8, 0, $40
+ anim_wait 2
+ anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30
+ anim_wait 2
+ anim_jumpuntil .loop
+ anim_wait 96
+ anim_ret
+; cb5aa
+
+BattleAnim_Dynamicpunch: ; cb5aa
+ anim_2gfx ANIM_GFX_HIT, ANIM_GFX_EXPLOSION
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43
+ anim_wait 16
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12
+ anim_call BattleAnim_Dynamicpunch_branch_cbb8f
+ anim_wait 16
+ anim_ret
+; cb5c0
+
+BattleAnim_Megahorn: ; cb5c0
+ anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
+ anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_wait 48
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
+ anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $1
+ anim_sound 0, 1, SFX_HORN_ATTACK
+ anim_wait 16
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; cb5de
+
+BattleAnim_Dragonbreath: ; cb5de
+ anim_1gfx ANIM_GFX_FIRE
+ anim_sound 6, 2, SFX_EMBER
+.loop
+ anim_obj ANIM_OBJ_90, 8, 0, 11, 4, $4
+ anim_wait 4
+ anim_loop 10, .loop
+ anim_wait 64
+ anim_ret
+; cb5ef
+
+BattleAnim_BatonPass: ; cb5ef
+ anim_1gfx ANIM_GFX_MISC
+ anim_obj ANIM_OBJ_86, 5, 4, 13, 0, $20
+ anim_sound 0, 0, SFX_BATON_PASS
+ anim_call BattleAnim_BatonPass_branch_c9486
+ anim_wait 64
+ anim_ret
+; cb5fe
+
+BattleAnim_Encore: ; cb5fe
+ anim_1gfx ANIM_GFX_OBJECTS
+ anim_obj ANIM_OBJ_99, 8, 0, 10, 0, $90
+ anim_obj ANIM_OBJ_99, 8, 0, 10, 0, $10
+ anim_sound 0, 0, SFX_ENCORE
+ anim_wait 16
+ anim_obj ANIM_OBJ_9A, 8, 0, 9, 0, $2c
+ anim_wait 32
+ anim_obj ANIM_OBJ_9A, 8, 0, 9, 0, $34
+ anim_wait 16
+ anim_ret
+; cb61b
+
+BattleAnim_Pursuit: ; cb61b
+ anim_1gfx ANIM_GFX_HIT
+ anim_if_param_equal $1, BattleAnim_Pursuit_branch_cb62b
+ anim_sound 0, 1, SFX_COMET_PUNCH
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; cb62b
+
+BattleAnim_Pursuit_branch_cb62b: ; cb62b
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
+ anim_wait 4
+ anim_call BattleAnim_FollowEnemyFeet_1
+ anim_obj ANIM_OBJ_AD, -16, 4, 8, 0, $0
+ anim_wait 64
+ anim_obj ANIM_OBJ_AD, -16, 4, 8, 0, $1
+ anim_sound 0, 1, SFX_BALL_POOF
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0
+ anim_wait 64
+ anim_incobj 3
+ anim_wait 16
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_00, 15, 0, 7, 0, $0
+ anim_bgeffect ANIM_BG_2D, $0, $0, $0
+ anim_wait 16
+ anim_call BattleAnim_ShowMon_1
+ anim_wait 1
+ anim_ret
+; cb65e
+
+BattleAnim_RapidSpin: ; cb65e
+ anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT
+ anim_obp0 $e4
+.loop
+ anim_sound 0, 0, SFX_MENU
+ anim_obj ANIM_OBJ_A8, 5, 4, 14, 0, $0
+ anim_wait 2
+ anim_loop 5, .loop
+ anim_wait 24
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_wait 4
+ anim_resetobp0
+ anim_sound 0, 1, SFX_MEGA_KICK
+ anim_obj ANIM_OBJ_04, -15, 0, 5, 0, $0
+ anim_wait 8
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_wait 4
+ anim_incobj 6
+ anim_wait 1
+ anim_ret
+; cb68e
+
+BattleAnim_SweetScent: ; cb68e
+ anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC
+ anim_sound 0, 0, SFX_SWEET_SCENT
+ anim_obj ANIM_OBJ_FLOWER, 8, 0, 12, 0, $2
+ anim_wait 2
+ anim_obj ANIM_OBJ_FLOWER, 8, 0, 10, 0, $2
+ anim_wait 96
+ anim_obp0 $54
+ anim_sound 0, 1, SFX_SWEET_SCENT_2
+ anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $15
+ anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $2a
+ anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $3f
+ anim_wait 128
+ anim_ret
+; cb6b6
+
+BattleAnim_IronTail: ; cb6b6
+ anim_1gfx ANIM_GFX_REFLECT
+ anim_obp0 $0
+ anim_sound 0, 0, SFX_RAGE
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_IronTail_branch_cbc43
+ anim_wait 4
+ anim_1gfx ANIM_GFX_HIT
+ anim_resetobp0
+ anim_bgeffect ANIM_BG_26, $0, $1, $0
+ anim_wait 16
+ anim_sound 0, 1, SFX_MEGA_KICK
+ anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0
+ anim_wait 16
+ anim_incbgeffect ANIM_BG_26
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; cb6dc
+
+BattleAnim_MetalClaw: ; cb6dc
+ anim_1gfx ANIM_GFX_REFLECT
+ anim_obp0 $0
+ anim_sound 0, 0, SFX_RAGE
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_MetalClaw_branch_cbc43
+ anim_call BattleAnim_ShowMon_0
+ anim_1gfx ANIM_GFX_CUT
+ anim_resetobp0
+ anim_sound 0, 1, SFX_SCRATCH
+ anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0
+ anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0
+ anim_wait 32
+ anim_ret
+; cb703
+
+BattleAnim_VitalThrow: ; cb703
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_2F, $0, $1, $0
+ anim_wait 16
+ anim_sound 0, 0, SFX_MENU
+ anim_obj ANIM_OBJ_04, 8, 0, 12, 0, $0
+ anim_wait 8
+ anim_sound 0, 0, SFX_MENU
+ anim_obj ANIM_OBJ_04, 7, 0, 11, 0, $0
+ anim_wait 8
+ anim_sound 0, 0, SFX_MENU
+ anim_obj ANIM_OBJ_04, 8, 4, 13, 0, $0
+ anim_wait 8
+ anim_incbgeffect ANIM_BG_2F
+ anim_wait 16
+ anim_call BattleAnim_ShowMon_0
+ anim_sound 0, 1, SFX_MEGA_PUNCH
+ anim_obj ANIM_OBJ_03, -16, 4, 7, 0, $0
+ anim_wait 16
+ anim_ret
+; cb739
+
+BattleAnim_MorningSun: ; cb739
+ anim_1gfx ANIM_GFX_SHINE
+ anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_sound 0, 0, SFX_MORNING_SUN
+.loop
+ anim_obj ANIM_OBJ_9C, 2, 0, 6, 0, $88
+ anim_wait 6
+ anim_loop 5, .loop
+ anim_wait 32
+ anim_if_param_equal 0, .zero
+ anim_call BattleAnim_MorningSun_branch_cbc6a
+ anim_ret
+; cb756
+
+.zero
+ anim_call BattleAnim_MorningSun_branch_cbc80
+ anim_ret
+; cb75a
+
+BattleAnim_Synthesis: ; cb75a
+ anim_1gfx ANIM_GFX_SHINE
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_sound 0, 0, SFX_OUTRAGE
+ anim_wait 72
+ anim_incbgeffect ANIM_BG_18
+ anim_call BattleAnim_ShowMon_0
+ anim_if_param_equal $1, .one
+ anim_call BattleAnim_Synthesis_branch_cbc6a
+ anim_ret
+; cb77a
+
+.one
+ anim_call BattleAnim_Synthesis_branch_cbc80
+ anim_ret
+; cb77e
+
+BattleAnim_Crunch: ; cb77e
+ anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT
+ anim_bgp $1b
+ anim_obp0 $c0
+ anim_bgeffect ANIM_BG_1F, $20, $2, $0
+ anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $a8
+ anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $28
+ anim_wait 8
+ anim_sound 0, 1, SFX_BITE
+ anim_obj ANIM_OBJ_00, -14, 0, 6, 0, $18
+ anim_wait 16
+ anim_sound 0, 1, SFX_BITE
+ anim_obj ANIM_OBJ_00, 16, 0, 8, 0, $18
+ anim_wait 8
+ anim_ret
+; cb7a8
+
+BattleAnim_Moonlight: ; cb7a8
+ anim_1gfx ANIM_GFX_SHINE
+ anim_bgp $1b
+ anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_obj ANIM_OBJ_9E, 0, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_9E, 2, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_9E, 4, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_9E, 6, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_9E, 8, 0, 13, 0, $0
+ anim_wait 1
+ anim_sound 0, 0, SFX_MOONLIGHT
+ anim_wait 63
+ anim_if_param_equal $3, .three
+ anim_call BattleAnim_Moonlight_branch_cbc6a
+ anim_ret
+
+.three
+ anim_call BattleAnim_Moonlight_branch_cbc80
+ anim_ret
+; cb7db
+
+BattleAnim_HiddenPower: ; cb7db
+ anim_1gfx ANIM_GFX_CHARGE
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $0
+ anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $8
+ anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $10
+ anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $18
+ anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $20
+ anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $28
+ anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $30
+ anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $38
+.loop
+ anim_sound 0, 0, SFX_SWORDS_DANCE
+ anim_wait 8
+ anim_loop 12, .loop
+ anim_incbgeffect ANIM_BG_1A
+ anim_call BattleAnim_ShowMon_0
+ anim_wait 1
+ anim_incobj 2
+ anim_incobj 3
+ anim_incobj 4
+ anim_incobj 5
+ anim_incobj 6
+ anim_incobj 7
+ anim_incobj 8
+ anim_incobj 9
+ anim_wait 16
+ anim_1gfx ANIM_GFX_HIT
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_wait 32
+ anim_ret
+; cb83a
+
+BattleAnim_CrossChop: ; cb83a
+ anim_1gfx ANIM_GFX_CUT
+ anim_sound 0, 1, SFX_CUT
+ anim_obj ANIM_OBJ_A0, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_A1, 15, 0, 9, 0, $0
+ anim_wait 8
+ anim_bgeffect ANIM_BG_1F, $58, $2, $0
+ anim_wait 92
+ anim_sound 0, 1, SFX_VICEGRIP
+ anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10
+ anim_wait 16
+ anim_ret
+; cb85a
+
+BattleAnim_Twister: ; cb85a
+ anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT
+.loop1
+ anim_sound 0, 0, SFX_RAZOR_WIND
+ anim_obj ANIM_OBJ_GUST, 8, 0, 14, 0, $0
+ anim_wait 6
+ anim_loop 9, .loop1
+.loop2
+ anim_sound 0, 0, SFX_RAZOR_WIND
+ anim_wait 8
+ anim_loop 8, .loop2
+ anim_incobj 1
+ anim_incobj 2
+ anim_incobj 3
+ anim_incobj 4
+ anim_incobj 5
+ anim_incobj 6
+ anim_incobj 7
+ anim_incobj 8
+ anim_incobj 9
+ anim_wait 64
+ anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $18
+.loop3
+ anim_sound 0, 1, SFX_RAZOR_WIND
+ anim_wait 8
+ anim_loop 4, .loop3
+ anim_obj ANIM_OBJ_01, 16, 0, 4, 0, $18
+.loop4
+ anim_sound 0, 1, SFX_RAZOR_WIND
+ anim_wait 8
+ anim_loop 4, .loop4
+ anim_incobj 1
+ anim_incobj 2
+ anim_incobj 3
+ anim_incobj 4
+ anim_incobj 5
+ anim_incobj 6
+ anim_incobj 7
+ anim_incobj 8
+ anim_incobj 9
+ anim_wait 32
+ anim_ret
+; cb8b3
+
+BattleAnim_RainDance: ; cb8b3
+ anim_1gfx ANIM_GFX_WATER
+ anim_bgp $f8
+ anim_obp0 $7c
+ anim_sound 0, 1, SFX_RAIN_DANCE
+ anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $0
+ anim_wait 8
+ anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $1
+ anim_wait 8
+ anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
+ anim_wait 128
+ anim_ret
+; cb8cf
+
+BattleAnim_SunnyDay: ; cb8cf
+ anim_1gfx ANIM_GFX_WATER
+ anim_bgp $90
+ anim_sound 0, 1, SFX_MORNING_SUN
+ anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
+ anim_wait 8
+ anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
+ anim_wait 8
+ anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
+ anim_wait 128
+ anim_ret
+; cb8e9
+
+BattleAnim_MirrorCoat: ; cb8e9
+ anim_2gfx ANIM_GFX_REFLECT, ANIM_GFX_SPEED
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+.loop
+ anim_sound 0, 0, SFX_SHINE
+ anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_AE, 8, 0, 9, 0, $4
+ anim_wait 8
+ anim_obj ANIM_OBJ_AE, 8, 0, 11, 0, $4
+ anim_wait 8
+ anim_obj ANIM_OBJ_AE, 8, 0, 10, 0, $4
+ anim_wait 8
+ anim_obj ANIM_OBJ_AE, 8, 0, 12, 0, $4
+ anim_wait 8
+ anim_loop 3, .loop
+ anim_wait 32
+ anim_ret
+; cb917
+
+BattleAnim_PsychUp: ; cb917
+ anim_1gfx ANIM_GFX_STATUS
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_sound 0, 0, SFX_PSYBEAM
+ anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $0
+ anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $10
+ anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $20
+ anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $30
+ anim_wait 64
+ anim_incbgeffect ANIM_BG_1A
+ anim_call BattleAnim_ShowMon_0
+ anim_wait 16
+ anim_ret
+; cb940
+
+BattleAnim_Extremespeed: ; cb940
+ anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_CUT
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_sound 0, 0, SFX_MENU
+ anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2
+ anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1
+ anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80
+ anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81
+ anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82
+ anim_wait 12
+ anim_sound 0, 1, SFX_CUT
+ anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
+ anim_wait 32
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_wait 16
+ anim_ret
+; cb97a
+
+BattleAnim_Ancientpower: ; cb97a
+ anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
+ anim_sound 0, 0, SFX_SPARK
+ anim_obj ANIM_OBJ_B2, 8, 0, 13, 4, $20
+ anim_wait 8
+ anim_sound 0, 0, SFX_SPARK
+ anim_obj ANIM_OBJ_B2, 9, 3, 12, 6, $20
+ anim_wait 8
+ anim_sound 0, 0, SFX_SPARK
+ anim_obj ANIM_OBJ_B2, 10, 5, 12, 1, $20
+ anim_wait 8
+ anim_sound 0, 0, SFX_SPARK
+ anim_obj ANIM_OBJ_B2, 12, 0, 11, 4, $20
+ anim_wait 8
+ anim_sound 0, 1, SFX_SPARK
+ anim_obj ANIM_OBJ_B2, 13, 2, 10, 7, $20
+ anim_wait 8
+ anim_sound 0, 1, SFX_SPARK
+ anim_obj ANIM_OBJ_B2, 14, 4, 10, 2, $20
+ anim_wait 8
+ anim_sound 0, 1, SFX_SPARK
+ anim_obj ANIM_OBJ_B2, 15, 6, 9, 5, $20
+ anim_wait 8
+ anim_sound 0, 1, SFX_SPARK
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_wait 6
+ anim_ret
+; cb9c6
+
+BattleAnim_ShadowBall: ; cb9c6
+ anim_2gfx ANIM_GFX_EGG, ANIM_GFX_SMOKE
+ anim_bgp $1b
+ anim_sound 6, 2, SFX_SLUDGE_BOMB
+ anim_obj ANIM_OBJ_B4, 8, 0, 11, 4, $2
+ anim_wait 32
+ anim_obj ANIM_OBJ_BALL_POOF, -16, 4, 7, 0, $10
+ anim_wait 24
+ anim_ret
+; cb9db
+
+BattleAnim_FutureSight: ; cb9db
+ anim_1gfx ANIM_GFX_WIND
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
+ anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
+ anim_obj ANIM_OBJ_7D, 1, 0, 3, 0, $10
+ anim_obj ANIM_OBJ_7D, 1, 0, 6, 0, $2
+ anim_obj ANIM_OBJ_7D, 1, 0, 11, 0, $8
+ anim_wait 4
+ anim_obj ANIM_OBJ_7D, 1, 0, 4, 0, $6
+ anim_obj ANIM_OBJ_7D, 1, 0, 7, 0, $c
+ anim_obj ANIM_OBJ_7D, 1, 0, 10, 0, $4
+ anim_obj ANIM_OBJ_7D, 1, 0, 13, 0, $e
+.loop
+ anim_sound 0, 0, SFX_THROW_BALL
+ anim_wait 16
+ anim_loop 4, .loop
+ anim_incbgeffect ANIM_BG_PSYCHIC
+ anim_ret
+; cba1b
+
+BattleAnim_RockSmash: ; cba1b
+ anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
+ anim_sound 0, 1, SFX_SPARK
+ anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0
+ anim_sound 0, 1, SFX_SPARK
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $28
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $5c
+ anim_sound 0, 1, SFX_SPARK
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $10
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $e8
+ anim_sound 0, 1, SFX_SPARK
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $9c
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $d0
+ anim_wait 6
+ anim_sound 0, 1, SFX_SPARK
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $1c
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $50
+ anim_sound 0, 1, SFX_SPARK
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $dc
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $90
+ anim_wait 32
+ anim_ret
+; cba6a
+
+BattleAnim_Whirlpool: ; cba6a
+ anim_1gfx ANIM_GFX_WIND
+ anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0
+ anim_sound 0, 1, SFX_SURF
+ anim_wait 16
+.loop
+ anim_obj ANIM_OBJ_GUST, -16, 4, 9, 0, $0
+ anim_wait 6
+ anim_loop 9, .loop
+ anim_wait 64
+ anim_incbgeffect ANIM_BG_WHIRLPOOL
+ anim_wait 1
+ anim_ret
+; cba84
+
+BattleAnim_BeatUp: ; cba84
+ anim_if_param_equal $0, .current_mon
+ anim_sound 0, 0, SFX_BALL_POOF
+ anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0
+ anim_wait 16
+ anim_beatup
+ anim_sound 0, 0, SFX_BALL_POOF
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_wait 16
+.current_mon
+ anim_1gfx ANIM_GFX_HIT
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_BEAT_UP
+ anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0
+ anim_wait 8
+ anim_call BattleAnim_ShowMon_0
+ anim_ret
+; cbab3
+
+BattleAnim_DreamEater_branch_cbab3: ; cbab3
+BattleAnim_GigaDrain_branch_cbab3: ; cbab3
+BattleAnim_LeechLife_branch_cbab3: ; cbab3
+ anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $0
+ anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $8
+ anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $10
+ anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $18
+ anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $20
+ anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $28
+ anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $30
+ anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $38
+ anim_ret
+; cbadc
+
+BattleAnim_Glare_branch_cbadc: ; cbadc
+BattleAnim_Leer_branch_cbadc: ; cbadc
+BattleAnim_ScaryFace_branch_cbadc: ; cbadc
+ anim_sound 6, 2, SFX_LEER
+ anim_obj ANIM_OBJ_4E, 9, 0, 10, 4, $0
+ anim_obj ANIM_OBJ_4E, 8, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_4E, 11, 0, 9, 4, $0
+ anim_obj ANIM_OBJ_4E, 10, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_4E, 13, 0, 8, 4, $0
+ anim_obj ANIM_OBJ_4E, 12, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_4E, 15, 0, 7, 4, $0
+ anim_obj ANIM_OBJ_4E, 14, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_4F, -16, 2, 6, 6, $0
+ anim_obj ANIM_OBJ_4F, 15, 2, 6, 2, $0
+ anim_ret
+; cbb12
+
+BattleAnim_Fly_branch_cbb12: ; cbb12
+BattleAnim_Teleport_branch_cbb12: ; cbb12
+ anim_sound 0, 0, SFX_WARP_TO
+ anim_obj ANIM_OBJ_44, 5, 4, 13, 4, $0
+ anim_obj ANIM_OBJ_44, 5, 4, 12, 4, $0
+ anim_obj ANIM_OBJ_44, 5, 4, 11, 4, $0
+ anim_obj ANIM_OBJ_44, 5, 4, 10, 4, $0
+ anim_obj ANIM_OBJ_44, 5, 4, 9, 4, $0
+ anim_obj ANIM_OBJ_44, 5, 4, 8, 4, $0
+ anim_obj ANIM_OBJ_44, 5, 4, 7, 4, $0
+ anim_ret
+; cbb39
+
+BattleAnim_AuroraBeam_branch_cbb39: ; cbb39
+BattleAnim_HyperBeam_branch_cbb39: ; cbb39
+BattleAnim_Solarbeam_branch_cbb39: ; cbb39
+ anim_sound 0, 0, SFX_HYPER_BEAM
+ anim_obj ANIM_OBJ_27, 8, 0, 11, 4, $0
+ anim_wait 4
+ anim_sound 0, 0, SFX_HYPER_BEAM
+ anim_obj ANIM_OBJ_27, 10, 0, 10, 4, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_HYPER_BEAM
+ anim_obj ANIM_OBJ_27, 12, 0, 9, 4, $0
+ anim_wait 4
+ anim_sound 0, 1, SFX_HYPER_BEAM
+ anim_obj ANIM_OBJ_27, 14, 0, 8, 4, $0
+ anim_obj ANIM_OBJ_28, 15, 6, 7, 6, $0
+ anim_ret
+; cbb62
+
+BattleAnim_Explosion_branch_cbb62: ; cbb62
+BattleAnim_Selfdestruct_branch_cbb62: ; cbb62
+ anim_sound 0, 0, SFX_EGG_BOMB
+ anim_obj ANIM_OBJ_17, 3, 0, 8, 0, $0
+ anim_wait 5
+ anim_sound 0, 0, SFX_EGG_BOMB
+ anim_obj ANIM_OBJ_17, 7, 0, 13, 0, $0
+ anim_wait 5
+ anim_sound 0, 0, SFX_EGG_BOMB
+ anim_obj ANIM_OBJ_17, 3, 0, 13, 0, $0
+ anim_wait 5
+ anim_sound 0, 0, SFX_EGG_BOMB
+ anim_obj ANIM_OBJ_17, 7, 0, 8, 0, $0
+ anim_wait 5
+ anim_sound 0, 0, SFX_EGG_BOMB
+ anim_obj ANIM_OBJ_17, 5, 0, 10, 4, $0
+ anim_ret
+; cbb8f
+
+BattleAnim_Dynamicpunch_branch_cbb8f: ; cbb8f
+BattleAnim_Explosion_branch_cbb8f: ; cbb8f
+BattleAnim_Present_branch_cbb8f: ; cbb8f
+BattleAnim_Selfdestruct_branch_cbb8f: ; cbb8f
+ anim_sound 0, 1, SFX_EGG_BOMB
+ anim_obj ANIM_OBJ_17, -14, 4, 4, 0, $0
+ anim_wait 5
+ anim_sound 0, 1, SFX_EGG_BOMB
+ anim_obj ANIM_OBJ_17, 14, 4, 9, 0, $0
+ anim_wait 5
+ anim_sound 0, 1, SFX_EGG_BOMB
+ anim_obj ANIM_OBJ_17, -14, 4, 9, 0, $0
+ anim_wait 5
+ anim_sound 0, 1, SFX_EGG_BOMB
+ anim_obj ANIM_OBJ_17, 14, 4, 4, 0, $0
+ anim_wait 5
+ anim_sound 0, 1, SFX_EGG_BOMB
+ anim_obj ANIM_OBJ_17, -16, 4, 6, 4, $0
+ anim_ret
+; cbbbc
+
+BattleAnim_Growl_branch_cbbbc: ; cbbbc
+BattleAnim_Roar_branch_cbbbc: ; cbbbc
+BattleAnim_Snore_branch_cbbbc: ; cbbbc
+ anim_obj ANIM_OBJ_4B, 8, 0, 9, 4, $0
+ anim_obj ANIM_OBJ_4B, 8, 0, 11, 0, $1
+ anim_obj ANIM_OBJ_4B, 8, 0, 12, 4, $2
+ anim_ret
+; cbbcc
+
+BattleAnim_FirePunch_branch_cbbcc: ; cbbcc
+BattleAnim_TriAttack_branch_cbbcc: ; cbbcc
+ anim_sound 0, 1, SFX_EMBER
+.loop
+ anim_obj ANIM_OBJ_BURNED, -15, 0, 7, 0, $10
+ anim_obj ANIM_OBJ_BURNED, -15, 0, 7, 0, $90
+ anim_wait 4
+ anim_loop 4, .loop
+ anim_ret
+; cbbdf
+
+BattleAnim_IcePunch_branch_cbbdf: ; cbbdf
+BattleAnim_PowderSnow_branch_cbbdf: ; cbbdf
+BattleAnim_TriAttack_branch_cbbdf: ; cbbdf
+ anim_sound 0, 1, SFX_SHINE
+ anim_obj ANIM_OBJ_12, 16, 0, 5, 2, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_SHINE
+ anim_obj ANIM_OBJ_12, -14, 0, 8, 6, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_SHINE
+ anim_obj ANIM_OBJ_12, 15, 0, 7, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_SHINE
+ anim_obj ANIM_OBJ_12, -13, 0, 7, 0, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_SHINE
+ anim_obj ANIM_OBJ_12, -14, 0, 5, 2, $0
+ anim_wait 6
+ anim_sound 0, 1, SFX_SHINE
+ anim_obj ANIM_OBJ_12, 16, 0, 8, 6, $0
+ anim_ret
+; cbc15
+
+BattleAnim_SludgeBomb_branch_cbc15: ; cbc15
+BattleAnim_Sludge_branch_cbc15: ; cbc15
+BattleAnim_Toxic_branch_cbc15: ; cbc15
+.loop
+ anim_sound 0, 1, SFX_UNKNOWN_7F
+ anim_obj ANIM_OBJ_1A, -16, 4, 9, 0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_UNKNOWN_7F
+ anim_obj ANIM_OBJ_1A, 14, 4, 9, 0, $0
+ anim_wait 8
+ anim_sound 0, 1, SFX_UNKNOWN_7F
+ anim_obj ANIM_OBJ_1A, -14, 4, 9, 0, $0
+ anim_wait 8
+ anim_loop 5, .loop
+ anim_ret
+; cbc35
+
+BattleAnim_Acid_branch_cbc35: ; cbc35
+BattleAnim_Toxic_branch_cbc35: ; cbc35
+.loop
+ anim_sound 6, 2, SFX_BUBBLEBEAM
+ anim_obj ANIM_OBJ_19, 8, 0, 11, 4, $10
+ anim_wait 5
+ anim_loop 8, .loop
+ anim_ret
+; cbc43
+
+BattleAnim_Harden_branch_cbc43: ; cbc43
+BattleAnim_IronTail_branch_cbc43: ; cbc43
+BattleAnim_MetalClaw_branch_cbc43: ; cbc43
+BattleAnim_SteelWing_branch_cbc43: ; cbc43
+ anim_sound 0, 0, SFX_SHINE
+ anim_bgeffect ANIM_BG_17, $0, $1, $40
+ anim_wait 8
+ anim_obj ANIM_OBJ_51, 6, 0, 10, 4, $0
+ anim_wait 32
+ anim_obj ANIM_OBJ_51, 6, 0, 10, 4, $0
+ anim_wait 64
+ anim_incbgeffect ANIM_BG_17
+ anim_ret
+; cbc5b
+
+BattleAnim_MudSlap_branch_cbc5b: ; cbc5b
+BattleAnim_SandAttack_branch_cbc5b: ; cbc5b
+.loop
+ anim_sound 6, 2, SFX_MENU
+ anim_obj ANIM_OBJ_58, 8, 0, 11, 4, $4
+ anim_wait 4
+ anim_loop 8, .loop
+ anim_wait 32
+ anim_ret
+; cbc6a
+
+BattleAnim_Moonlight_branch_cbc6a: ; cbc6a
+BattleAnim_MorningSun_branch_cbc6a: ; cbc6a
+BattleAnim_Synthesis_branch_cbc6a: ; cbc6a
+ anim_sound 0, 0, SFX_METRONOME
+ anim_obj ANIM_OBJ_9D, 5, 4, 8, 0, $0
+ anim_wait 5
+ anim_obj ANIM_OBJ_9D, 3, 0, 12, 0, $0
+ anim_wait 5
+ anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0
+ anim_wait 21
+ anim_ret
+; cbc80
+
+BattleAnim_Moonlight_branch_cbc80: ; cbc80
+BattleAnim_MorningSun_branch_cbc80: ; cbc80
+BattleAnim_Synthesis_branch_cbc80: ; cbc80
+ anim_sound 0, 0, SFX_METRONOME
+.loop
+ anim_obj ANIM_OBJ_9D, 3, 0, 8, 0, $0
+ anim_wait 5
+ anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0
+ anim_wait 5
+ anim_obj ANIM_OBJ_9D, 3, 0, 13, 0, $0
+ anim_wait 5
+ anim_obj ANIM_OBJ_9D, 7, 0, 8, 0, $0
+ anim_wait 5
+ anim_obj ANIM_OBJ_9D, 5, 0, 10, 4, $0
+ anim_wait 5
+ anim_loop 2, .loop
+ anim_wait 16
+ anim_ret
+; cbca7
+
+BattleAnim_FollowEnemyFeet_0: ; cbca7
+ anim_enemyfeetobj
+ anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $0, $0
+ anim_wait 6
+ anim_ret
+; cbcaf
+
+BattleAnim_FollowPlayerHead_0: ; cbcaf
+ anim_playerheadobj
+ anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $0, $0
+ anim_wait 6
+ anim_ret
+; cbcb7
+
+BattleAnim_ShowMon_0: ; cbcb7
+ anim_wait 1
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_wait 5
+ anim_incobj 1
+ anim_wait 1
+ anim_ret
+; cbcc2
+
+BattleAnim_FollowEnemyFeet_1: ; cbcc2
+ anim_enemyfeetobj
+ anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0
+ anim_wait 6
+ anim_ret
+; cbcca
+
+BattleAnim_FollowPlayerHead_1: ; cbcca
+ anim_playerheadobj
+ anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0
+ anim_wait 4
+ anim_ret
+; cbcd2
+
+BattleAnim_ShowMon_1: ; cbcd2
+ anim_wait 1
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_wait 4
+ anim_incobj 1
+ anim_wait 1
+ anim_ret
+; cbcdd
diff --git a/data/moves/move_descriptions.asm b/data/moves/move_descriptions.asm
new file mode 100644
index 000000000..d86ceea37
--- /dev/null
+++ b/data/moves/move_descriptions.asm
@@ -0,0 +1,1270 @@
+MoveDescriptions:: ; 2cb52
+; entries correspond to move ids (see constants/move_constants.asm)
+ dw PoundDescription
+ dw KarateChopDescription
+ dw DoubleslapDescription
+ dw CometPunchDescription
+ dw MegaPunchDescription
+ dw PayDayDescription
+ dw FirePunchDescription
+ dw IcePunchDescription
+ dw ThunderpunchDescription
+ dw ScratchDescription
+ dw VicegripDescription
+ dw GuillotineDescription
+ dw RazorWindDescription
+ dw SwordsDanceDescription
+ dw CutDescription
+ dw GustDescription
+ dw WingAttackDescription
+ dw WhirlwindDescription
+ dw FlyDescription
+ dw BindDescription
+ dw SlamDescription
+ dw VineWhipDescription
+ dw StompDescription
+ dw DoubleKickDescription
+ dw MegaKickDescription
+ dw JumpKickDescription
+ dw RollingKickDescription
+ dw SandAttackDescription
+ dw HeadbuttDescription
+ dw HornAttackDescription
+ dw FuryAttackDescription
+ dw HornDrillDescription
+ dw TackleDescription
+ dw BodySlamDescription
+ dw WrapDescription
+ dw TakeDownDescription
+ dw ThrashDescription
+ dw DoubleEdgeDescription
+ dw TailWhipDescription
+ dw PoisonStingDescription
+ dw TwineedleDescription
+ dw PinMissileDescription
+ dw LeerDescription
+ dw BiteDescription
+ dw GrowlDescription
+ dw RoarDescription
+ dw SingDescription
+ dw SupersonicDescription
+ dw SonicboomDescription
+ dw DisableDescription
+ dw AcidDescription
+ dw EmberDescription
+ dw FlamethrowerDescription
+ dw MistDescription
+ dw WaterGunDescription
+ dw HydroPumpDescription
+ dw SurfDescription
+ dw IceBeamDescription
+ dw BlizzardDescription
+ dw PsybeamDescription
+ dw BubblebeamDescription
+ dw AuroraBeamDescription
+ dw HyperBeamDescription
+ dw PeckDescription
+ dw DrillPeckDescription
+ dw SubmissionDescription
+ dw LowKickDescription
+ dw CounterDescription
+ dw SeismicTossDescription
+ dw StrengthDescription
+ dw AbsorbDescription
+ dw MegaDrainDescription
+ dw LeechSeedDescription
+ dw GrowthDescription
+ dw RazorLeafDescription
+ dw SolarbeamDescription
+ dw PoisonpowderDescription
+ dw StunSporeDescription
+ dw SleepPowderDescription
+ dw PetalDanceDescription
+ dw StringShotDescription
+ dw DragonRageDescription
+ dw FireSpinDescription
+ dw ThundershockDescription
+ dw ThunderboltDescription
+ dw ThunderWaveDescription
+ dw ThunderDescription
+ dw RockThrowDescription
+ dw EarthquakeDescription
+ dw FissureDescription
+ dw DigDescription
+ dw ToxicDescription
+ dw ConfusionDescription
+ dw PsychicMDescription
+ dw HypnosisDescription
+ dw MeditateDescription
+ dw AgilityDescription
+ dw QuickAttackDescription
+ dw RageDescription
+ dw TeleportDescription
+ dw NightShadeDescription
+ dw MimicDescription
+ dw ScreechDescription
+ dw DoubleTeamDescription
+ dw RecoverDescription
+ dw HardenDescription
+ dw MinimizeDescription
+ dw SmokescreenDescription
+ dw ConfuseRayDescription
+ dw WithdrawDescription
+ dw DefenseCurlDescription
+ dw BarrierDescription
+ dw LightScreenDescription
+ dw HazeDescription
+ dw ReflectDescription
+ dw FocusEnergyDescription
+ dw BideDescription
+ dw MetronomeDescription
+ dw MirrorMoveDescription
+ dw SelfdestructDescription
+ dw EggBombDescription
+ dw LickDescription
+ dw SmogDescription
+ dw SludgeDescription
+ dw BoneClubDescription
+ dw FireBlastDescription
+ dw WaterfallDescription
+ dw ClampDescription
+ dw SwiftDescription
+ dw SkullBashDescription
+ dw SpikeCannonDescription
+ dw ConstrictDescription
+ dw AmnesiaDescription
+ dw KinesisDescription
+ dw SoftboiledDescription
+ dw HiJumpKickDescription
+ dw GlareDescription
+ dw DreamEaterDescription
+ dw PoisonGasDescription
+ dw BarrageDescription
+ dw LeechLifeDescription
+ dw LovelyKissDescription
+ dw SkyAttackDescription
+ dw TransformDescription
+ dw BubbleDescription
+ dw DizzyPunchDescription
+ dw SporeDescription
+ dw FlashDescription
+ dw PsywaveDescription
+ dw SplashDescription
+ dw AcidArmorDescription
+ dw CrabhammerDescription
+ dw ExplosionDescription
+ dw FurySwipesDescription
+ dw BonemerangDescription
+ dw RestDescription
+ dw RockSlideDescription
+ dw HyperFangDescription
+ dw SharpenDescription
+ dw ConversionDescription
+ dw TriAttackDescription
+ dw SuperFangDescription
+ dw SlashDescription
+ dw SubstituteDescription
+ dw StruggleDescription
+ dw SketchDescription
+ dw TripleKickDescription
+ dw ThiefDescription
+ dw SpiderWebDescription
+ dw MindReaderDescription
+ dw NightmareDescription
+ dw FlameWheelDescription
+ dw SnoreDescription
+ dw CurseDescription
+ dw FlailDescription
+ dw Conversion2Description
+ dw AeroblastDescription
+ dw CottonSporeDescription
+ dw ReversalDescription
+ dw SpiteDescription
+ dw PowderSnowDescription
+ dw ProtectDescription
+ dw MachPunchDescription
+ dw ScaryFaceDescription
+ dw FaintAttackDescription
+ dw SweetKissDescription
+ dw BellyDrumDescription
+ dw SludgeBombDescription
+ dw MudSlapDescription
+ dw OctazookaDescription
+ dw SpikesDescription
+ dw ZapCannonDescription
+ dw ForesightDescription
+ dw DestinyBondDescription
+ dw PerishSongDescription
+ dw IcyWindDescription
+ dw DetectDescription
+ dw BoneRushDescription
+ dw LockOnDescription
+ dw OutrageDescription
+ dw SandstormDescription
+ dw GigaDrainDescription
+ dw EndureDescription
+ dw CharmDescription
+ dw RolloutDescription
+ dw FalseSwipeDescription
+ dw SwaggerDescription
+ dw MilkDrinkDescription
+ dw SparkDescription
+ dw FuryCutterDescription
+ dw SteelWingDescription
+ dw MeanLookDescription
+ dw AttractDescription
+ dw SleepTalkDescription
+ dw HealBellDescription
+ dw ReturnDescription
+ dw PresentDescription
+ dw FrustrationDescription
+ dw SafeguardDescription
+ dw PainSplitDescription
+ dw SacredFireDescription
+ dw MagnitudeDescription
+ dw DynamicpunchDescription
+ dw MegahornDescription
+ dw DragonbreathDescription
+ dw BatonPassDescription
+ dw EncoreDescription
+ dw PursuitDescription
+ dw RapidSpinDescription
+ dw SweetScentDescription
+ dw IronTailDescription
+ dw MetalClawDescription
+ dw VitalThrowDescription
+ dw MorningSunDescription
+ dw SynthesisDescription
+ dw MoonlightDescription
+ dw HiddenPowerDescription
+ dw CrossChopDescription
+ dw TwisterDescription
+ dw RainDanceDescription
+ dw SunnyDayDescription
+ dw CrunchDescription
+ dw MirrorCoatDescription
+ dw PsychUpDescription
+ dw ExtremespeedDescription
+ dw AncientpowerDescription
+ dw ShadowBallDescription
+ dw FutureSightDescription
+ dw RockSmashDescription
+ dw WhirlpoolDescription
+ dw BeatUpDescription
+ dw MoveFCDescription
+ dw MoveFDDescription
+ dw MoveFEDescription
+ dw MoveFFDescription
+ dw Move00Description
+; 2cd52
+
+MoveFCDescription:
+MoveFDDescription:
+MoveFEDescription:
+MoveFFDescription:
+Move00Description:
+ db "?@"
+
+PoundDescription:
+ db "Pounds with fore-"
+ next "legs or tail.@"
+
+KarateChopDescription:
+ db "Has a high criti-"
+ next "cal hit ratio.@"
+
+DoubleslapDescription:
+ db "Repeatedly slaps"
+ next "2-5 times.@"
+
+CometPunchDescription:
+ db "Repeatedly punches"
+ next "2-5 times.@"
+
+MegaPunchDescription:
+ db "A powerful punch"
+ next "thrown very hard.@"
+
+PayDayDescription:
+ db "Throws coins. Gets"
+ next "them back later.@"
+
+FirePunchDescription:
+ db "A fiery punch. May"
+ next "cause a burn.@"
+
+IcePunchDescription:
+ db "An icy punch. May"
+ next "cause freezing.@"
+
+ThunderpunchDescription:
+ db "An electric punch."
+ next "It may paralyze.@"
+
+ScratchDescription:
+ db "Scratches with"
+ next "sharp claws.@"
+
+VicegripDescription:
+ db "Grips with power-"
+ next "ful pincers.@"
+
+GuillotineDescription:
+ db "A one-hit KO,"
+ next "pincer attack.@"
+
+RazorWindDescription:
+ db "1st turn: Prepare"
+ next "2nd turn: Attack@"
+
+SwordsDanceDescription:
+ db "A dance that in-"
+ next "creases ATTACK.@"
+
+CutDescription:
+ db "Cuts using claws,"
+ next "scythes, etc.@"
+
+GustDescription:
+ db "Whips up a strong"
+ next "gust of wind.@"
+
+WingAttackDescription:
+ db "Strikes the target"
+ next "with wings.@"
+
+WhirlwindDescription:
+ db "Blows away the foe"
+ next "& ends battle.@"
+
+FlyDescription:
+ db "1st turn: Fly"
+ next "2nd turn: Attack@"
+
+BindDescription:
+ db "Binds the target"
+ next "for 2-5 turns.@"
+
+SlamDescription:
+ db "Slams the foe with"
+ next "a tail, vine, etc.@"
+
+VineWhipDescription:
+ db "Whips the foe with"
+ next "slender vines.@"
+
+StompDescription:
+ db "An attack that may"
+ next "cause flinching.@"
+
+DoubleKickDescription:
+ db "A double kicking"
+ next "attack.@"
+
+MegaKickDescription:
+ db "A powerful kicking"
+ next "attack.@"
+
+JumpKickDescription:
+ db "May miss, damaging"
+ next "the user.@"
+
+RollingKickDescription:
+ db "A fast, spinning"
+ next "kick.@"
+
+SandAttackDescription:
+ db "Reduces accuracy"
+ next "by throwing sand.@"
+
+HeadbuttDescription:
+ db "An attack that may"
+ next "make foe flinch.@"
+
+HornAttackDescription:
+ db "An attack using a"
+ next "horn to jab.@"
+
+FuryAttackDescription:
+ db "Jabs the target"
+ next "2-5 times.@"
+
+HornDrillDescription:
+ db "A one-hit KO,"
+ next "drill attack.@"
+
+TackleDescription:
+ db "A full-body charge"
+ next "attack.@"
+
+BodySlamDescription:
+ db "An attack that may"
+ next "cause paralysis.@"
+
+WrapDescription:
+ db "Squeezes the foe"
+ next "for 2-5 turns.@"
+
+TakeDownDescription:
+ db "A tackle that also"
+ next "hurts the user.@"
+
+ThrashDescription:
+ db "Works 2-3 turns"
+ next "and confuses user.@"
+
+DoubleEdgeDescription:
+ db "A tackle that also"
+ next "hurts the user.@"
+
+TailWhipDescription:
+ db "Lowers the foe's"
+ next "DEFENSE.@"
+
+PoisonStingDescription:
+ db "An attack that may"
+ next "poison the target.@"
+
+TwineedleDescription:
+ db "Jabs the foe twice"
+ next "using stingers.@"
+
+PinMissileDescription:
+ db "Fires pins that"
+ next "strike 2-5 times.@"
+
+LeerDescription:
+ db "Reduces the foe's"
+ next "DEFENSE.@"
+
+BiteDescription:
+ db "An attack that may"
+ next "cause flinching.@"
+
+GrowlDescription:
+ db "Reduces the foe's"
+ next "ATTACK.@"
+
+RoarDescription:
+ db "Scares wild foes"
+ next "to end battle.@"
+
+SingDescription:
+ db "May cause the foe"
+ next "to fall asleep.@"
+
+SupersonicDescription:
+ db "Sound waves that"
+ next "cause confusion.@"
+
+SonicboomDescription:
+ db "Always inflicts"
+ next "20HP damage.@"
+
+DisableDescription:
+ db "Disables the foe's"
+ next "most recent move.@"
+
+AcidDescription:
+ db "An attack that may"
+ next "lower DEFENSE.@"
+
+EmberDescription:
+ db "An attack that may"
+ next "inflict a burn.@"
+
+FlamethrowerDescription:
+ db "An attack that may"
+ next "inflict a burn.@"
+
+MistDescription:
+ db "Prevents stat"
+ next "reduction.@"
+
+WaterGunDescription:
+ db "Squirts water to"
+ next "attack.@"
+
+HydroPumpDescription:
+ db "A powerful water-"
+ next "type attack.@"
+
+SurfDescription:
+ db "A strong water-"
+ next "type attack.@"
+
+IceBeamDescription:
+ db "An attack that may"
+ next "freeze the foe.@"
+
+BlizzardDescription:
+ db "An attack that may"
+ next "freeze the foe.@"
+
+PsybeamDescription:
+ db "An attack that may"
+ next "confuse the foe.@"
+
+BubblebeamDescription:
+ db "An attack that may"
+ next "lower SPEED.@"
+
+AuroraBeamDescription:
+ db "An attack that may"
+ next "lower ATTACK.@"
+
+HyperBeamDescription:
+ db "1st turn: Attack"
+ next "2nd turn: Rest@"
+
+PeckDescription:
+ db "Jabs the foe with"
+ next "a beak, etc.@"
+
+DrillPeckDescription:
+ db "A strong, spin-"
+ next "ning-peck attack.@"
+
+SubmissionDescription:
+ db "An attack that al-"
+ next "so hurts the user.@"
+
+LowKickDescription:
+ db "An attack that may"
+ next "cause flinching.@"
+
+CounterDescription:
+ db "Returns a physical"
+ next "blow double.@"
+
+SeismicTossDescription:
+ db "The user's level"
+ next "equals damage HP.@"
+
+StrengthDescription:
+ db "A powerful physi-"
+ next "cal attack.@"
+
+AbsorbDescription:
+ db "Steals 1/2 of the"
+ next "damage inflicted.@"
+
+MegaDrainDescription:
+ db "Steals 1/2 of the"
+ next "damage inflicted.@"
+
+LeechSeedDescription:
+ db "Steals HP from the"
+ next "foe on every turn.@"
+
+GrowthDescription:
+ db "Raises the SPCL."
+ next "ATK rating.@"
+
+RazorLeafDescription:
+ db "Has a high criti-"
+ next "cal hit ratio.@"
+
+SolarbeamDescription:
+ db "1st turn: Prepare"
+ next "2nd turn: Attack@"
+
+PoisonpowderDescription:
+ db "A move that may"
+ next "poison the foe.@"
+
+StunSporeDescription:
+ db "A move that may"
+ next "paralyze the foe.@"
+
+SleepPowderDescription:
+ db "May cause the foe"
+ next "to fall asleep.@"
+
+PetalDanceDescription:
+ db "Works 2-3 turns"
+ next "and confuses user.@"
+
+StringShotDescription:
+ db "A move that lowers"
+ next "the foe's SPEED.@"
+
+DragonRageDescription:
+ db "Always inflicts"
+ next "40HP damage.@"
+
+FireSpinDescription:
+ db "Traps foe in fire"
+ next "for 2-5 turns.@"
+
+ThundershockDescription:
+ db "An attack that may"
+ next "cause paralysis.@"
+
+ThunderboltDescription:
+ db "An attack that may"
+ next "cause paralysis.@"
+
+ThunderWaveDescription:
+ db "A move that may"
+ next "cause paralysis.@"
+
+ThunderDescription:
+ db "An attack that may"
+ next "cause paralysis.@"
+
+RockThrowDescription:
+ db "Drops rocks on the"
+ next "enemy.@"
+
+EarthquakeDescription:
+ db "Tough but useless"
+ next "vs. flying foes.@"
+
+FissureDescription:
+ db "A ground-type,"
+ next "one-hit KO attack.@"
+
+DigDescription:
+ db "1st turn: Burrow"
+ next "2nd turn: Attack@"
+
+ToxicDescription:
+ db "A poison move with"
+ next "increasing damage.@"
+
+ConfusionDescription:
+ db "An attack that may"
+ next "cause confusion.@"
+
+PsychicMDescription:
+ db "An attack that may"
+ next "lower SPCL.DEF.@"
+
+HypnosisDescription:
+ db "May put the foe to"
+ next "sleep.@"
+
+MeditateDescription:
+ db "Raises the user's"
+ next "ATTACK.@"
+
+AgilityDescription:
+ db "Sharply increases"
+ next "the user's SPEED.@"
+
+QuickAttackDescription:
+ db "Lets the user get"
+ next "in the first hit.@"
+
+RageDescription:
+ db "Raises ATTACK if"
+ next "the user is hit.@"
+
+TeleportDescription:
+ db "A move for fleeing"
+ next "from battle.@"
+
+NightShadeDescription:
+ db "The user's level"
+ next "equals damage HP.@"
+
+MimicDescription:
+ db "Copies a move used"
+ next "by the foe.@"
+
+ScreechDescription:
+ db "Sharply reduces"
+ next "the foe's DEFENSE.@"
+
+DoubleTeamDescription:
+ db "Heightens evasive-"
+ next "ness.@"
+
+RecoverDescription:
+ db "Restores HP by 1/2"
+ next "the max HP.@"
+
+HardenDescription:
+ db "Raises the user's"
+ next "DEFENSE.@"
+
+MinimizeDescription:
+ db "Heightens evasive-"
+ next "ness.@"
+
+SmokescreenDescription:
+ db "Lowers the foe's"
+ next "accuracy.@"
+
+ConfuseRayDescription:
+ db "A move that causes"
+ next "confusion.@"
+
+WithdrawDescription:
+ db "Heightens the"
+ next "user's DEFENSE.@"
+
+DefenseCurlDescription:
+ db "Heightens the"
+ next "user's DEFENSE.@"
+
+BarrierDescription:
+ db "Sharply increases"
+ next "user's DEFENSE.@"
+
+LightScreenDescription:
+ db "Ups SPCL.DEF with"
+ next "a wall of light.@"
+
+HazeDescription:
+ db "Eliminates all"
+ next "stat changes.@"
+
+ReflectDescription:
+ db "Raises DEFENSE"
+ next "with a barrier.@"
+
+FocusEnergyDescription:
+ db "Raises the criti-"
+ next "cal hit ratio.@"
+
+BideDescription:
+ db "Waits 2-3 turns &"
+ next "hits back double.@"
+
+MetronomeDescription:
+ db "Randomly uses any"
+ next "#MON move.@"
+
+MirrorMoveDescription:
+ db "Counters with the"
+ next "same move.@"
+
+SelfdestructDescription:
+ db "Powerful but makes"
+ next "the user faint.@"
+
+EggBombDescription:
+ db "Eggs are hurled at"
+ next "the foe.@"
+
+LickDescription:
+ db "An attack that may"
+ next "cause paralysis.@"
+
+SmogDescription:
+ db "An attack that may"
+ next "poison the foe.@"
+
+SludgeDescription:
+ db "An attack that may"
+ next "poison the foe.@"
+
+BoneClubDescription:
+ db "An attack that may"
+ next "cause flinching.@"
+
+FireBlastDescription:
+ db "An attack that"
+ next "may cause a burn.@"
+
+WaterfallDescription:
+ db "An aquatic charge"
+ next "attack.@"
+
+ClampDescription:
+ db "Traps the foe for"
+ next "2-5 turns.@"
+
+SwiftDescription:
+ db "An attack that"
+ next "never misses.@"
+
+SkullBashDescription:
+ db "1st turn: Prepare"
+ next "2nd turn: Attack@"
+
+SpikeCannonDescription:
+ db "Fires spikes to"
+ next "hit 2-5 times.@"
+
+ConstrictDescription:
+ db "An attack that may"
+ next "lower SPEED.@"
+
+AmnesiaDescription:
+ db "Sharply raises the"
+ next "user's SPCL.DEF.@"
+
+KinesisDescription:
+ db "Reduces the foe's"
+ next "accuracy.@"
+
+SoftboiledDescription:
+ db "Restores HP by 1/2"
+ next "the user's max HP.@"
+
+HiJumpKickDescription:
+ db "May miss and hurt"
+ next "the user.@"
+
+GlareDescription:
+ db "A move that may"
+ next "cause paralysis.@"
+
+DreamEaterDescription:
+ db "Steals HP from a"
+ next "sleeping victim.@"
+
+PoisonGasDescription:
+ db "A move that may"
+ next "poison the foe.@"
+
+BarrageDescription:
+ db "Throws orbs to hit"
+ next "2-5 times.@"
+
+LeechLifeDescription:
+ db "Steals 1/2 of the"
+ next "damage inflicted.@"
+
+LovelyKissDescription:
+ db "May cause the foe"
+ next "to fall asleep.@"
+
+SkyAttackDescription:
+ db "1st turn: Prepare"
+ next "2nd turn: Attack@"
+TransformDescription:
+ db "The user assumes"
+ next "the foe's guise.@"
+
+BubbleDescription:
+ db "An attack that may"
+ next "reduce SPEED.@"
+
+DizzyPunchDescription:
+ db "An attack that may"
+ next "cause confusion.@"
+
+SporeDescription:
+ db "A move that"
+ next "induces sleep.@"
+
+FlashDescription:
+ db "Blinds the foe to"
+ next "reduce accuracy.@"
+
+PsywaveDescription:
+ db "An attack with"
+ next "variable power.@"
+
+SplashDescription:
+ db "Has no effect"
+ next "whatsoever.@"
+
+AcidArmorDescription:
+ db "Sharply raises the"
+ next "user's DEFENSE.@"
+
+CrabhammerDescription:
+ db "Has a high criti-"
+ next "cal hit ratio.@"
+
+ExplosionDescription:
+ db "Very powerful but"
+ next "makes user faint.@"
+
+FurySwipesDescription:
+ db "Quickly scratches"
+ next "2-5 times.@"
+
+BonemerangDescription:
+ db "An attack that"
+ next "strikes twice.@"
+
+RestDescription:
+ db "Sleep for 2 turns"
+ next "to fully recover.@"
+
+RockSlideDescription:
+ db "An attack that may"
+ next "cause flinching.@"
+
+HyperFangDescription:
+ db "An attack that may"
+ next "cause flinching.@"
+
+SharpenDescription:
+ db "A move that raises"
+ next "the user's ATTACK.@"
+
+ConversionDescription:
+ db "Change user's type"
+ next "to a move's type.@"
+
+TriAttackDescription:
+ db "Fires three kinds"
+ next "of beams at once.@"
+
+SuperFangDescription:
+ db "Cuts the foe's HP"
+ next "by 1/2.@"
+
+SlashDescription:
+ db "Has a high criti-"
+ next "cal hit ratio.@"
+
+SubstituteDescription:
+ db "Makes a decoy with"
+ next "1/4 user's max HP.@"
+
+StruggleDescription:
+ db "Used only if all"
+ next "PP are exhausted.@"
+
+SketchDescription:
+ db "Copies the foe's"
+ next "move permanently.@"
+
+TripleKickDescription:
+ db "Hits three times"
+ next "with rising power.@"
+
+ThiefDescription:
+ db "An attack that may"
+ next "steal a held item.@"
+
+SpiderWebDescription:
+ db "Prevents fleeing"
+ next "or switching.@"
+
+MindReaderDescription:
+ db "Ensures the next"
+ next "attack will hit.@"
+
+NightmareDescription:
+ db "A sleeper loses"
+ next "1/4 HP every turn.@"
+
+FlameWheelDescription:
+ db "An attack that may"
+ next "cause a burn.@"
+
+SnoreDescription:
+ db "An attack useable"
+ next "only while asleep.@"
+
+CurseDescription:
+ db "Works differently"
+ next "for ghost-types.@"
+
+FlailDescription:
+ db "Stronger if the"
+ next "user's HP is low.@"
+
+Conversion2Description:
+ db "The user's type is"
+ next "made resistant.@"
+
+AeroblastDescription:
+ db "Has a high criti-"
+ next "cal hit ratio.@"
+
+CottonSporeDescription:
+ db "Sharply reduces"
+ next "the foe's SPEED.@"
+
+ReversalDescription:
+ db "Stronger if the"
+ next "user's HP is low.@"
+
+SpiteDescription:
+ db "Cuts the PP of the"
+ next "foe's last move.@"
+
+PowderSnowDescription:
+ db "An attack that may"
+ next "cause freezing.@"
+
+ProtectDescription:
+ db "Foils attack that"
+ next "turn. It may fail.@"
+
+MachPunchDescription:
+ db "A fast punch that"
+ next "lands first.@"
+
+ScaryFaceDescription:
+ db "Sharply reduces"
+ next "the foe's SPEED.@"
+
+FaintAttackDescription:
+ db "An attack that"
+ next "never misses.@"
+
+SweetKissDescription:
+ db "A move that causes"
+ next "confusion.@"
+
+BellyDrumDescription:
+ db "Reduces own HP to"
+ next "maximize ATTACK.@"
+
+SludgeBombDescription:
+ db "An attack that may"
+ next "poison the foe.@"
+
+MudSlapDescription:
+ db "Reduces the foe's"
+ next "accuracy.@"
+
+OctazookaDescription:
+ db "An attack that may"
+ next "reduce accuracy.@"
+
+SpikesDescription:
+ db "Hurts foes when"
+ next "they switch out.@"
+
+ZapCannonDescription:
+ db "An attack that"
+ next "always paralyzes.@"
+
+ForesightDescription:
+ db "Negates accuracy"
+ next "reduction moves.@"
+
+DestinyBondDescription:
+ db "The foe faints if"
+ next "the user does.@"
+
+PerishSongDescription:
+ db "Both user and foe"
+ next "faint in 3 turns.@"
+
+IcyWindDescription:
+ db "An icy attack that"
+ next "lowers SPEED.@"
+
+DetectDescription:
+ db "Evades attack that"
+ next "turn. It may fail.@"
+
+BoneRushDescription:
+ db "An attack that"
+ next "hits 2-5 times.@"
+
+LockOnDescription:
+ db "Ensures the next"
+ next "attack will hit.@"
+
+OutrageDescription:
+ db "Works 2-3 turns"
+ next "and confuses user.@"
+
+SandstormDescription:
+ db "Inflicts damage"
+ next "every turn.@"
+
+GigaDrainDescription:
+ db "Steals 1/2 of the"
+ next "damage inflicted.@"
+
+EndureDescription:
+ db "Always leaves at"
+ next "least 1HP.@"
+
+CharmDescription:
+ db "Sharply lowers the"
+ next "foe's ATTACK.@"
+
+RolloutDescription:
+ db "Attacks 5 turns"
+ next "with rising power.@"
+
+FalseSwipeDescription:
+ db "Leaves the foe"
+ next "with at least 1HP.@"
+
+SwaggerDescription:
+ db "Causes confusion"
+ next "and raises ATTACK.@"
+
+MilkDrinkDescription:
+ db "Restores HP by 1/2"
+ next "the max HP.@"
+
+SparkDescription:
+ db "An attack that may"
+ next "cause paralysis.@"
+
+FuryCutterDescription:
+ db "Successive hits"
+ next "raise power.@"
+
+SteelWingDescription:
+ db "Stiff wings strike"
+ next "the foe.@"
+
+MeanLookDescription:
+ db "Prevents fleeing"
+ next "or switching.@"
+
+AttractDescription:
+ db "Makes the opposite"
+ next "gender infatuated.@"
+
+SleepTalkDescription:
+ db "Randomly attacks"
+ next "while asleep.@"
+
+HealBellDescription:
+ db "Eliminates all"
+ next "status problems.@"
+
+ReturnDescription:
+ db "An attack that is"
+ next "based on loyalty.@"
+
+PresentDescription:
+ db "A bomb that may"
+ next "restore HP.@"
+
+FrustrationDescription:
+ db "An attack based on"
+ next "lack of loyalty.@"
+
+SafeguardDescription:
+ db "Prevents all"
+ next "status problems.@"
+
+PainSplitDescription:
+ db "Adds user & foe's"
+ next "HPs. Shares total.@"
+
+SacredFireDescription:
+ db "An attack that may"
+ next "inflict a burn.@"
+
+MagnitudeDescription:
+ db "A ground attack"
+ next "with random power.@"
+
+DynamicpunchDescription:
+ db "An attack that"
+ next "always confuses.@"
+
+MegahornDescription:
+ db "A powerful charge"
+ next "attack.@"
+
+DragonbreathDescription:
+ db "A strong breath"
+ next "attack.@"
+
+BatonPassDescription:
+ db "Switches while"
+ next "keeping effects.@"
+
+EncoreDescription:
+ db "Makes the foe re-"
+ next "peat 2-6 times.@"
+
+PursuitDescription:
+ db "Heavily strikes"
+ next "switching #MON.@"
+
+RapidSpinDescription:
+ db "A high-speed"
+ next "spinning attack.@"
+
+SweetScentDescription:
+ db "Reduces the foe's"
+ next "evasiveness.@"
+
+IronTailDescription:
+ db "An attack that may"
+ next "reduce DEFENSE.@"
+
+MetalClawDescription:
+ db "An attack that may"
+ next "up user's ATTACK.@"
+
+VitalThrowDescription:
+ db "A 2nd-strike move"
+ next "that never misses.@"
+
+MorningSunDescription:
+ db "Restores HP"
+ next "(varies by time).@"
+
+SynthesisDescription:
+ db "Restores HP"
+ next "(varies by time).@"
+
+MoonlightDescription:
+ db "Restores HP"
+ next "(varies by time).@"
+
+HiddenPowerDescription:
+ db "The power varies"
+ next "with the #MON.@"
+
+CrossChopDescription:
+ db "Has a high criti-"
+ next "cal hit ratio.@"
+
+TwisterDescription:
+ db "Whips up a tornado"
+ next "to attack.@"
+
+RainDanceDescription:
+ db "Boosts water-type"
+ next "moves for 5 turns.@"
+
+SunnyDayDescription:
+ db "Boosts fire-type"
+ next "moves for 5 turns.@"
+
+CrunchDescription:
+ db "An attack that may"
+ next "lower SPCL.DEF.@"
+
+MirrorCoatDescription:
+ db "Counters a SPCL."
+ next "ATK move double.@"
+
+PsychUpDescription:
+ db "Copies the foe's"
+ next "stat changes.@"
+
+ExtremespeedDescription:
+ db "A powerful first-"
+ next "strike move.@"
+
+AncientpowerDescription:
+ db "An attack that may"
+ next "raise all stats.@"
+
+ShadowBallDescription:
+ db "An attack that may"
+ next "lower SPCL.DEF.@"
+
+FutureSightDescription:
+ db "An attack that"
+ next "hits on 3rd turn.@"
+
+RockSmashDescription:
+ db "An attack that may"
+ next "lower DEFENSE.@"
+
+WhirlpoolDescription:
+ db "Traps the foe for"
+ next "2-5 turns.@"
+
+BeatUpDescription:
+ db "Party #MON join"
+ next "in the attack.@"
+; 2ed44
diff --git a/data/moves/move_effects.asm b/data/moves/move_effects.asm
new file mode 100644
index 000000000..c56ff2560
--- /dev/null
+++ b/data/moves/move_effects.asm
@@ -0,0 +1,2075 @@
+MoveEffects: ; 2732e
+
+NormalHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+DoSleep:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ checksafeguard
+ sleeptarget
+ endmove
+
+PoisonHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ poisontarget
+ endmove
+
+LeechHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ draintarget
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+BurnHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ burntarget
+ endmove
+
+FreezeHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ freezetarget
+ endmove
+
+ParalyzeHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ paralyzetarget
+ endmove
+
+Selfdestruct:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ selfdestruct
+ hittargetnosub
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+DreamEater:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ eatdream
+ checkdestinybond
+ buildopponentrage
+ endmove
+
+MirrorMove:
+ checkobedience
+ usedmovetext
+ doturn
+ mirrormove
+ endmove
+
+AttackUp:
+ checkobedience
+ usedmovetext
+ doturn
+ attackup
+ lowersub
+ statupanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
+
+DefenseUp:
+ checkobedience
+ usedmovetext
+ doturn
+ defenseup
+ lowersub
+ statupanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
+
+SpeedUp:
+ checkobedience
+ usedmovetext
+ doturn
+ speedup
+ lowersub
+ statupanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
+
+SpecialAttackUp:
+ checkobedience
+ usedmovetext
+ doturn
+ specialattackup
+ lowersub
+ statupanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
+
+SpecialDefenseUp:
+ checkobedience
+ usedmovetext
+ doturn
+ specialdefenseup
+ lowersub
+ statupanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
+
+AccuracyUp:
+ checkobedience
+ usedmovetext
+ doturn
+ accuracyup
+ lowersub
+ statupanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
+
+EvasionUp:
+ checkobedience
+ usedmovetext
+ doturn
+ lowersub
+ evasionup
+ statupanim
+ lowersubnoanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
+
+AttackUp2:
+ checkobedience
+ usedmovetext
+ doturn
+ attackup2
+ lowersub
+ statupanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
+
+DefenseUp2:
+ checkobedience
+ usedmovetext
+ doturn
+ defenseup2
+ lowersub
+ statupanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
+
+SpeedUp2:
+ checkobedience
+ usedmovetext
+ doturn
+ speedup2
+ lowersub
+ statupanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
+
+SpecialAttackUp2:
+ checkobedience
+ usedmovetext
+ doturn
+ specialattackup2
+ lowersub
+ statupanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
+
+SpecialDefenseUp2:
+ checkobedience
+ usedmovetext
+ doturn
+ specialdefenseup2
+ lowersub
+ statupanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
+
+AccuracyUp2:
+ checkobedience
+ usedmovetext
+ doturn
+ accuracyup2
+ lowersub
+ statupanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
+
+EvasionUp2:
+ checkobedience
+ usedmovetext
+ doturn
+ evasionup2
+ lowersub
+ statupanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
+
+AttackDown:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ attackdown
+ lowersub
+ statdownanim
+ raisesub
+ statdownmessage
+ statdownfailtext
+ endmove
+
+DefenseDown:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ defensedown
+ lowersub
+ statdownanim
+ raisesub
+ statdownmessage
+ statdownfailtext
+ endmove
+
+SpeedDown:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ speeddown
+ lowersub
+ statdownanim
+ raisesub
+ statdownmessage
+ statdownfailtext
+ endmove
+
+SpecialAttackDown:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ specialattackdown
+ lowersub
+ statdownanim
+ raisesub
+ statdownmessage
+ statdownfailtext
+ endmove
+
+SpecialDefenseDown:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ specialdefensedown
+ lowersub
+ statdownanim
+ raisesub
+ statdownmessage
+ statdownfailtext
+ endmove
+
+AccuracyDown:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ accuracydown
+ lowersub
+ statdownanim
+ raisesub
+ statdownmessage
+ statdownfailtext
+ endmove
+
+EvasionDown:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ evasiondown
+ lowersub
+ statdownanim
+ raisesub
+ statdownmessage
+ statdownfailtext
+ endmove
+
+AttackDown2:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ attackdown2
+ lowersub
+ statdownanim
+ raisesub
+ statdownmessage
+ statdownfailtext
+ endmove
+
+DefenseDown2:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ defensedown2
+ lowersub
+ statdownanim
+ raisesub
+ statdownmessage
+ statdownfailtext
+ endmove
+
+SpeedDown2:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ speeddown2
+ lowersub
+ statdownanim
+ raisesub
+ statdownmessage
+ statdownfailtext
+ endmove
+
+SpecialAttackDown2:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ specialattackdown2
+ lowersub
+ statdownanim
+ raisesub
+ statdownmessage
+ statdownfailtext
+ endmove
+
+SpecialDefenseDown2:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ specialdefensedown2
+ lowersub
+ statdownanim
+ raisesub
+ statdownmessage
+ statdownfailtext
+ endmove
+
+AccuracyDown2:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ accuracydown2
+ lowersub
+ statdownanim
+ raisesub
+ statdownmessage
+ statdownfailtext
+ endmove
+
+EvasionDown2:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ evasiondown2
+ lowersub
+ statdownanim
+ raisesub
+ statdownmessage
+ statdownfailtext
+ endmove
+
+AttackDownHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ attackdown
+ statdownmessage
+ endmove
+
+DefenseDownHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ effectchance ; bug: duplicate effectchance shouldn't be here
+ defensedown
+ statdownmessage
+ endmove
+
+SpeedDownHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ speeddown
+ statdownmessage
+ endmove
+
+SpecialAttackDownHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ specialattackdown
+ statdownmessage
+ endmove
+
+SpecialDefenseDownHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ specialdefensedown
+ statdownmessage
+ endmove
+
+AccuracyDownHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ accuracydown
+ statdownmessage
+ endmove
+
+EvasionDownHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ evasiondown
+ statdownmessage
+ endmove
+
+DefenseUpHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ defenseup
+ statupmessage
+ endmove
+
+AttackUpHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ attackup
+ statupmessage
+ endmove
+
+AllUpHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ allstatsup
+ endmove
+
+PayDay:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ payday
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+Conversion:
+ checkobedience
+ usedmovetext
+ doturn
+ conversion
+ endmove
+
+ResetStats:
+ checkobedience
+ usedmovetext
+ doturn
+ resetstats
+ endmove
+
+Bide:
+ storeenergy
+ checkobedience
+ doturn
+ usedmovetext
+ unleashenergy
+ resettypematchup
+ checkhit
+ hittarget
+ effect0xa5
+ checkfaint
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+Rampage:
+ checkrampage
+ checkobedience
+ doturn
+ rampage
+ usedmovetext
+ checkhit
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ clearmissdamage
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+ForceSwitch:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ forceswitch
+ endmove
+
+MultiHit:
+ checkobedience
+ usedmovetext
+ doturn
+ startloop
+ lowersub
+ checkhit
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ clearmissdamage
+ hittargetnosub
+ failuretext
+ checkfaint
+ criticaltext
+ cleartext
+ supereffectivelooptext
+ checkdestinybond
+ buildopponentrage
+ endloop
+ raisesub
+ kingsrock
+ endmove
+
+PoisonMultiHit:
+ checkobedience
+ usedmovetext
+ doturn
+ startloop
+ lowersub
+ checkhit
+ effectchance
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ clearmissdamage
+ hittargetnosub
+ failuretext
+ checkfaint
+ criticaltext
+ cleartext
+ supereffectivelooptext
+ checkdestinybond
+ buildopponentrage
+ endloop
+ raisesub
+ kingsrock
+ poisontarget
+ endmove
+
+FlinchHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ flinchtarget
+ endmove
+
+OHKOHit:
+ checkobedience
+ usedmovetext
+ doturn
+ stab
+ ohko
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ endmove
+
+RecoilHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ recoil
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+Mist:
+ checkobedience
+ usedmovetext
+ doturn
+ mist
+ endmove
+
+FocusEnergy:
+ checkobedience
+ usedmovetext
+ doturn
+ focusenergy
+ endmove
+
+DoConfuse:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ checksafeguard
+ confuse
+ endmove
+
+ConfuseHit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ confusetarget
+ endmove
+
+Heal:
+ checkobedience
+ usedmovetext
+ doturn
+ heal
+ endmove
+
+Transform:
+ checkobedience
+ usedmovetext
+ doturn
+ transform
+ endmove
+
+LightScreen:
+Reflect:
+ checkobedience
+ usedmovetext
+ doturn
+ screen
+ endmove
+
+TriAttack:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ tristatuschance
+ endmove
+
+Toxic:
+DoPoison:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ stab
+ checksafeguard
+ poison
+ endmove
+
+DoParalyze:
+ checkobedience
+ usedmovetext
+ doturn
+ stab
+ checkhit
+ checksafeguard
+ paralyze
+ endmove
+
+SkyAttack:
+ checkcharge
+ checkobedience
+ doturn
+ charge
+ usedmovetext
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ flinchtarget
+ kingsrock
+ endmove
+
+Substitute:
+ checkobedience
+ usedmovetext
+ doturn
+ substitute
+ endmove
+
+HyperBeam:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ rechargenextturn
+ checkdestinybond
+ buildopponentrage
+ endmove
+
+Rage:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ checkhit
+ ragedamage
+ damagevariation
+ hittarget
+ failuretext
+ rage
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+Mimic:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ mimic
+ endmove
+
+Metronome:
+ checkobedience
+ usedmovetext
+ doturn
+ metronome
+ endmove
+
+LeechSeed:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ leechseed
+ endmove
+
+Splash:
+ checkobedience
+ usedmovetext
+ doturn
+ splash
+ endmove
+
+Disable:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ disable
+ endmove
+
+RazorWind:
+ checkcharge
+ checkobedience
+ doturn
+ charge
+ usedmovetext
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+Fly:
+ checkcharge
+ checkobedience
+ doturn
+ charge
+ usedmovetext
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittargetnosub
+ raisesub
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+TrapTarget:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ clearmissdamage
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ traptarget
+ endmove
+
+SuperFang:
+Psywave:
+StaticDamage:
+ checkobedience
+ usedmovetext
+ doturn
+ constantdamage
+ checkhit
+ resettypematchup
+ hittarget
+ failuretext
+ checkfaint
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+Reversal:
+ checkobedience
+ usedmovetext
+ doturn
+ constantdamage
+ stab
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+Counter:
+ checkobedience
+ usedmovetext
+ doturn
+ counter
+ hittarget
+ failuretext
+ checkfaint
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+Encore:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ encore
+ endmove
+
+PainSplit:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ painsplit
+ endmove
+
+Snore:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ snore
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ flinchtarget
+ kingsrock
+ endmove
+
+Conversion2:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ conversion2
+ endmove
+
+LockOn:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ lockon
+ endmove
+
+Sketch:
+ checkobedience
+ usedmovetext
+ doturn
+ sketch
+ endmove
+
+DefrostOpponent:
+ checkobedience
+ usedmovetext
+ doturn
+ defrostopponent
+ endmove
+
+SleepTalk:
+ checkobedience
+ usedmovetext
+ doturn
+ sleeptalk
+ endmove
+
+DestinyBond:
+ checkobedience
+ usedmovetext
+ doturn
+ destinybond
+ endmove
+
+Spite:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ spite
+ endmove
+
+FalseSwipe:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ falseswipe
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+HealBell:
+ checkobedience
+ usedmovetext
+ doturn
+ healbell
+ endmove
+
+TripleKick:
+ checkobedience
+ usedmovetext
+ doturn
+ startloop
+ lowersub
+ checkhit
+ critical
+ damagestats
+ damagecalc
+ triplekick
+ stab
+ damagevariation
+ clearmissdamage
+ hittargetnosub
+ failuretext
+ checkfaint
+ criticaltext
+ cleartext
+ supereffectivelooptext
+ checkdestinybond
+ buildopponentrage
+ kickcounter
+ endloop
+ raisesub
+ kingsrock
+ endmove
+
+Thief:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ thief
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+MeanLook:
+ checkobedience
+ usedmovetext
+ doturn
+ arenatrap
+ endmove
+
+Nightmare:
+ checkobedience
+ usedmovetext
+ doturn
+ nightmare
+ endmove
+
+FlameWheel:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ defrost
+ checkdestinybond
+ buildopponentrage
+ burntarget
+ endmove
+
+Curse:
+ checkobedience
+ usedmovetext
+ doturn
+ curse
+ endmove
+
+Protect:
+ checkobedience
+ usedmovetext
+ doturn
+ protect
+ endmove
+
+Spikes:
+ checkobedience
+ usedmovetext
+ doturn
+ spikes
+ endmove
+
+Foresight:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ foresight
+ endmove
+
+PerishSong:
+ checkobedience
+ usedmovetext
+ doturn
+ perishsong
+ endmove
+
+Sandstorm:
+ checkobedience
+ usedmovetext
+ doturn
+ startsandstorm
+ endmove
+
+Endure:
+ checkobedience
+ usedmovetext
+ doturn
+ endure
+ endmove
+
+Rollout:
+ checkcurl
+ checkobedience
+ doturn
+ usedmovetext
+ critical
+ damagestats
+ damagecalc
+ stab
+ checkhit
+ rolloutpower
+ damagevariation
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+Swagger:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ switchturn
+ attackup2
+ switchturn
+ lowersub
+ statupanim
+ raisesub
+ failuretext
+ switchturn
+ statupmessage
+ switchturn
+ confusetarget
+ endmove
+
+FuryCutter:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ checkhit
+ furycutter
+ damagevariation
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+Attract:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ attract
+ endmove
+
+Return:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ happinesspower
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+Present:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ critical
+ damagestats
+ present
+ damagecalc
+ stab
+ damagevariation
+ clearmissdamage
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+Frustration:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ frustrationpower
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+Safeguard:
+ checkobedience
+ usedmovetext
+ doturn
+ safeguard
+ endmove
+
+SacredFire:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ defrost
+ checkdestinybond
+ buildopponentrage
+ burntarget
+ endmove
+
+Magnitude:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ getmagnitude
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ doubleundergrounddamage
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+BatonPass:
+ checkobedience
+ usedmovetext
+ doturn
+ batonpass
+ endmove
+
+Pursuit:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ pursuit
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+RapidSpin:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ clearhazards
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+MorningSun:
+ checkobedience
+ usedmovetext
+ doturn
+ healmorn
+ endmove
+
+Synthesis:
+ checkobedience
+ usedmovetext
+ doturn
+ healday
+ endmove
+
+Moonlight:
+ checkobedience
+ usedmovetext
+ doturn
+ healnite
+ endmove
+
+HiddenPower:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ hiddenpower
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+RainDance:
+ checkobedience
+ usedmovetext
+ doturn
+ startrain
+ endmove
+
+SunnyDay:
+ checkobedience
+ usedmovetext
+ doturn
+ startsun
+ endmove
+
+FakeOut:
+ checkobedience
+ usedmovetext
+ doturn
+ checkhit
+ fakeout
+ hittarget
+ failuretext
+ endmove
+
+BellyDrum:
+ checkobedience
+ usedmovetext
+ doturn
+ bellydrum
+ endmove
+
+PsychUp:
+ checkobedience
+ usedmovetext
+ doturn
+ psychup
+ endmove
+
+MirrorCoat:
+ checkobedience
+ usedmovetext
+ doturn
+ mirrorcoat
+ hittarget
+ failuretext
+ checkfaint
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+SkullBash:
+ checkcharge
+ checkobedience
+ doturn
+ charge
+ usedmovetext
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endturn
+ defenseup
+ statupmessage
+ endmove
+
+Twister:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ doubleflyingdamage
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ flinchtarget
+ endmove
+
+Earthquake:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ doubleundergrounddamage
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ endmove
+
+FutureSight:
+ checkfuturesight
+ checkobedience
+ usedmovetext
+ doturn
+ damagestats
+ damagecalc
+ futuresight
+ damagevariation ; skip here if last turn
+ checkhit
+ hittargetnosub
+ failuretext
+ checkfaint
+ checkdestinybond
+ buildopponentrage
+ endmove
+
+Gust:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ doubleflyingdamage
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ endmove
+
+Stomp:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ doubleminimizedamage
+ checkhit
+ effectchance
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ flinchtarget
+ endmove
+
+Solarbeam:
+ checkcharge
+ checkobedience
+ doturn
+ skipsuncharge
+ charge
+ usedmovetext
+ critical
+ damagestats
+ damagecalc
+ stab
+ damagevariation
+ checkhit
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ kingsrock
+ endmove
+
+Thunder:
+ checkobedience
+ usedmovetext
+ doturn
+ critical
+ damagestats
+ damagecalc
+ thunderaccuracy
+ checkhit
+ effectchance
+ stab
+ damagevariation
+ hittarget
+ failuretext
+ checkfaint
+ criticaltext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ paralyzetarget
+ endmove
+
+Teleport:
+ checkobedience
+ usedmovetext
+ doturn
+ teleport
+ endmove
+
+BeatUp:
+ checkobedience
+ usedmovetext
+ movedelay
+ doturn
+ startloop
+ lowersub
+ checkhit
+ critical
+ beatup
+ damagecalc
+ damagevariation
+ clearmissdamage
+ hittargetnosub
+ failuretext
+ checkfaint
+ criticaltext
+ cleartext
+ supereffectivetext
+ checkdestinybond
+ buildopponentrage
+ endloop
+ effect0xa8
+ raisesub
+ kingsrock
+ endmove
+
+DefenseCurl:
+ checkobedience
+ usedmovetext
+ doturn
+ defenseup
+ curl
+ lowersub
+ statupanim
+ raisesub
+ statupmessage
+ statupfailtext
+ endmove
diff --git a/data/moves/move_effects_pointers.asm b/data/moves/move_effects_pointers.asm
new file mode 100644
index 000000000..a12092881
--- /dev/null
+++ b/data/moves/move_effects_pointers.asm
@@ -0,0 +1,159 @@
+MoveEffectsPointers: ; 271f4
+; entries correspond to EFFECT_* constants
+ dw NormalHit
+ dw DoSleep
+ dw PoisonHit
+ dw LeechHit
+ dw BurnHit
+ dw FreezeHit
+ dw ParalyzeHit
+ dw Selfdestruct
+ dw DreamEater
+ dw MirrorMove
+ dw AttackUp
+ dw DefenseUp
+ dw SpeedUp
+ dw SpecialAttackUp
+ dw SpecialDefenseUp
+ dw AccuracyUp
+ dw EvasionUp
+ dw NormalHit
+ dw AttackDown
+ dw DefenseDown
+ dw SpeedDown
+ dw SpecialAttackDown
+ dw SpecialDefenseDown
+ dw AccuracyDown
+ dw EvasionDown
+ dw ResetStats
+ dw Bide
+ dw Rampage
+ dw ForceSwitch
+ dw MultiHit
+ dw Conversion
+ dw FlinchHit
+ dw Heal
+ dw Toxic
+ dw PayDay
+ dw LightScreen
+ dw TriAttack
+ dw NormalHit
+ dw OHKOHit
+ dw RazorWind
+ dw SuperFang
+ dw StaticDamage
+ dw TrapTarget
+ dw NormalHit
+ dw MultiHit
+ dw NormalHit
+ dw Mist
+ dw FocusEnergy
+ dw RecoilHit
+ dw DoConfuse
+ dw AttackUp2
+ dw DefenseUp2
+ dw SpeedUp2
+ dw SpecialAttackUp2
+ dw SpecialDefenseUp2
+ dw AccuracyUp2
+ dw EvasionUp2
+ dw Transform
+ dw AttackDown2
+ dw DefenseDown2
+ dw SpeedDown2
+ dw SpecialAttackDown2
+ dw SpecialDefenseDown2
+ dw AccuracyDown2
+ dw EvasionDown2
+ dw Reflect
+ dw DoPoison
+ dw DoParalyze
+ dw AttackDownHit
+ dw DefenseDownHit
+ dw SpeedDownHit
+ dw SpecialAttackDownHit
+ dw SpecialDefenseDownHit
+ dw AccuracyDownHit
+ dw EvasionDownHit
+ dw SkyAttack
+ dw ConfuseHit
+ dw PoisonMultiHit
+ dw NormalHit
+ dw Substitute
+ dw HyperBeam
+ dw Rage
+ dw Mimic
+ dw Metronome
+ dw LeechSeed
+ dw Splash
+ dw Disable
+ dw StaticDamage
+ dw Psywave
+ dw Counter
+ dw Encore
+ dw PainSplit
+ dw Snore
+ dw Conversion2
+ dw LockOn
+ dw Sketch
+ dw DefrostOpponent
+ dw SleepTalk
+ dw DestinyBond
+ dw Reversal
+ dw Spite
+ dw FalseSwipe
+ dw HealBell
+ dw NormalHit
+ dw TripleKick
+ dw Thief
+ dw MeanLook
+ dw Nightmare
+ dw FlameWheel
+ dw Curse
+ dw NormalHit
+ dw Protect
+ dw Spikes
+ dw Foresight
+ dw PerishSong
+ dw Sandstorm
+ dw Endure
+ dw Rollout
+ dw Swagger
+ dw FuryCutter
+ dw Attract
+ dw Return
+ dw Present
+ dw Frustration
+ dw Safeguard
+ dw SacredFire
+ dw Magnitude
+ dw BatonPass
+ dw Pursuit
+ dw RapidSpin
+ dw NormalHit
+ dw NormalHit
+ dw MorningSun
+ dw Synthesis
+ dw Moonlight
+ dw HiddenPower
+ dw RainDance
+ dw SunnyDay
+ dw DefenseUpHit
+ dw AttackUpHit
+ dw AllUpHit
+ dw FakeOut
+ dw BellyDrum
+ dw PsychUp
+ dw MirrorCoat
+ dw SkullBash
+ dw Twister
+ dw Earthquake
+ dw FutureSight
+ dw Gust
+ dw Stomp
+ dw Solarbeam
+ dw Thunder
+ dw Teleport
+ dw BeatUp
+ dw Fly
+ dw DefenseCurl
diff --git a/data/moves/move_names.asm b/data/moves/move_names.asm
new file mode 100644
index 000000000..cfc7ac54f
--- /dev/null
+++ b/data/moves/move_names.asm
@@ -0,0 +1,252 @@
+MoveNames::
+ db "POUND@"
+ db "KARATE CHOP@"
+ db "DOUBLESLAP@"
+ db "COMET PUNCH@"
+ db "MEGA PUNCH@"
+ db "PAY DAY@"
+ db "FIRE PUNCH@"
+ db "ICE PUNCH@"
+ db "THUNDERPUNCH@"
+ db "SCRATCH@"
+ db "VICEGRIP@"
+ db "GUILLOTINE@"
+ db "RAZOR WIND@"
+ db "SWORDS DANCE@"
+ db "CUT@"
+ db "GUST@"
+ db "WING ATTACK@"
+ db "WHIRLWIND@"
+ db "FLY@"
+ db "BIND@"
+ db "SLAM@"
+ db "VINE WHIP@"
+ db "STOMP@"
+ db "DOUBLE KICK@"
+ db "MEGA KICK@"
+ db "JUMP KICK@"
+ db "ROLLING KICK@"
+ db "SAND-ATTACK@"
+ db "HEADBUTT@"
+ db "HORN ATTACK@"
+ db "FURY ATTACK@"
+ db "HORN DRILL@"
+ db "TACKLE@"
+ db "BODY SLAM@"
+ db "WRAP@"
+ db "TAKE DOWN@"
+ db "THRASH@"
+ db "DOUBLE-EDGE@"
+ db "TAIL WHIP@"
+ db "POISON STING@"
+ db "TWINEEDLE@"
+ db "PIN MISSILE@"
+ db "LEER@"
+ db "BITE@"
+ db "GROWL@"
+ db "ROAR@"
+ db "SING@"
+ db "SUPERSONIC@"
+ db "SONICBOOM@"
+ db "DISABLE@"
+ db "ACID@"
+ db "EMBER@"
+ db "FLAMETHROWER@"
+ db "MIST@"
+ db "WATER GUN@"
+ db "HYDRO PUMP@"
+ db "SURF@"
+ db "ICE BEAM@"
+ db "BLIZZARD@"
+ db "PSYBEAM@"
+ db "BUBBLEBEAM@"
+ db "AURORA BEAM@"
+ db "HYPER BEAM@"
+ db "PECK@"
+ db "DRILL PECK@"
+ db "SUBMISSION@"
+ db "LOW KICK@"
+ db "COUNTER@"
+ db "SEISMIC TOSS@"
+ db "STRENGTH@"
+ db "ABSORB@"
+ db "MEGA DRAIN@"
+ db "LEECH SEED@"
+ db "GROWTH@"
+ db "RAZOR LEAF@"
+ db "SOLARBEAM@"
+ db "POISONPOWDER@"
+ db "STUN SPORE@"
+ db "SLEEP POWDER@"
+ db "PETAL DANCE@"
+ db "STRING SHOT@"
+ db "DRAGON RAGE@"
+ db "FIRE SPIN@"
+ db "THUNDERSHOCK@"
+ db "THUNDERBOLT@"
+ db "THUNDER WAVE@"
+ db "THUNDER@"
+ db "ROCK THROW@"
+ db "EARTHQUAKE@"
+ db "FISSURE@"
+ db "DIG@"
+ db "TOXIC@"
+ db "CONFUSION@"
+ db "PSYCHIC@"
+ db "HYPNOSIS@"
+ db "MEDITATE@"
+ db "AGILITY@"
+ db "QUICK ATTACK@"
+ db "RAGE@"
+ db "TELEPORT@"
+ db "NIGHT SHADE@"
+ db "MIMIC@"
+ db "SCREECH@"
+ db "DOUBLE TEAM@"
+ db "RECOVER@"
+ db "HARDEN@"
+ db "MINIMIZE@"
+ db "SMOKESCREEN@"
+ db "CONFUSE RAY@"
+ db "WITHDRAW@"
+ db "DEFENSE CURL@"
+ db "BARRIER@"
+ db "LIGHT SCREEN@"
+ db "HAZE@"
+ db "REFLECT@"
+ db "FOCUS ENERGY@"
+ db "BIDE@"
+ db "METRONOME@"
+ db "MIRROR MOVE@"
+ db "SELFDESTRUCT@"
+ db "EGG BOMB@"
+ db "LICK@"
+ db "SMOG@"
+ db "SLUDGE@"
+ db "BONE CLUB@"
+ db "FIRE BLAST@"
+ db "WATERFALL@"
+ db "CLAMP@"
+ db "SWIFT@"
+ db "SKULL BASH@"
+ db "SPIKE CANNON@"
+ db "CONSTRICT@"
+ db "AMNESIA@"
+ db "KINESIS@"
+ db "SOFTBOILED@"
+ db "HI JUMP KICK@"
+ db "GLARE@"
+ db "DREAM EATER@"
+ db "POISON GAS@"
+ db "BARRAGE@"
+ db "LEECH LIFE@"
+ db "LOVELY KISS@"
+ db "SKY ATTACK@"
+ db "TRANSFORM@"
+ db "BUBBLE@"
+ db "DIZZY PUNCH@"
+ db "SPORE@"
+ db "FLASH@"
+ db "PSYWAVE@"
+ db "SPLASH@"
+ db "ACID ARMOR@"
+ db "CRABHAMMER@"
+ db "EXPLOSION@"
+ db "FURY SWIPES@"
+ db "BONEMERANG@"
+ db "REST@"
+ db "ROCK SLIDE@"
+ db "HYPER FANG@"
+ db "SHARPEN@"
+ db "CONVERSION@"
+ db "TRI ATTACK@"
+ db "SUPER FANG@"
+ db "SLASH@"
+ db "SUBSTITUTE@"
+ db "STRUGGLE@"
+ db "SKETCH@"
+ db "TRIPLE KICK@"
+ db "THIEF@"
+ db "SPIDER WEB@"
+ db "MIND READER@"
+ db "NIGHTMARE@"
+ db "FLAME WHEEL@"
+ db "SNORE@"
+ db "CURSE@"
+ db "FLAIL@"
+ db "CONVERSION2@"
+ db "AEROBLAST@"
+ db "COTTON SPORE@"
+ db "REVERSAL@"
+ db "SPITE@"
+ db "POWDER SNOW@"
+ db "PROTECT@"
+ db "MACH PUNCH@"
+ db "SCARY FACE@"
+ db "FAINT ATTACK@"
+ db "SWEET KISS@"
+ db "BELLY DRUM@"
+ db "SLUDGE BOMB@"
+ db "MUD-SLAP@"
+ db "OCTAZOOKA@"
+ db "SPIKES@"
+ db "ZAP CANNON@"
+ db "FORESIGHT@"
+ db "DESTINY BOND@"
+ db "PERISH SONG@"
+ db "ICY WIND@"
+ db "DETECT@"
+ db "BONE RUSH@"
+ db "LOCK-ON@"
+ db "OUTRAGE@"
+ db "SANDSTORM@"
+ db "GIGA DRAIN@"
+ db "ENDURE@"
+ db "CHARM@"
+ db "ROLLOUT@"
+ db "FALSE SWIPE@"
+ db "SWAGGER@"
+ db "MILK DRINK@"
+ db "SPARK@"
+ db "FURY CUTTER@"
+ db "STEEL WING@"
+ db "MEAN LOOK@"
+ db "ATTRACT@"
+ db "SLEEP TALK@"
+ db "HEAL BELL@"
+ db "RETURN@"
+ db "PRESENT@"
+ db "FRUSTRATION@"
+ db "SAFEGUARD@"
+ db "PAIN SPLIT@"
+ db "SACRED FIRE@"
+ db "MAGNITUDE@"
+ db "DYNAMICPUNCH@"
+ db "MEGAHORN@"
+ db "DRAGONBREATH@"
+ db "BATON PASS@"
+ db "ENCORE@"
+ db "PURSUIT@"
+ db "RAPID SPIN@"
+ db "SWEET SCENT@"
+ db "IRON TAIL@"
+ db "METAL CLAW@"
+ db "VITAL THROW@"
+ db "MORNING SUN@"
+ db "SYNTHESIS@"
+ db "MOONLIGHT@"
+ db "HIDDEN POWER@"
+ db "CROSS CHOP@"
+ db "TWISTER@"
+ db "RAIN DANCE@"
+ db "SUNNY DAY@"
+ db "CRUNCH@"
+ db "MIRROR COAT@"
+ db "PSYCH UP@"
+ db "EXTREMESPEED@"
+ db "ANCIENTPOWER@"
+ db "SHADOW BALL@"
+ db "FUTURE SIGHT@"
+ db "ROCK SMASH@"
+ db "WHIRLPOOL@"
+ db "BEAT UP@"
diff --git a/data/moves/moves.asm b/data/moves/moves.asm
new file mode 100644
index 000000000..b576fbaff
--- /dev/null
+++ b/data/moves/moves.asm
@@ -0,0 +1,265 @@
+; Characteristics of each move.
+
+move: MACRO
+ db \1 ; animation
+ db \2 ; effect
+ db \3 ; power
+ db \4 ; type
+ db \5 percent ; accuracy
+ db \6 ; pp
+ db \7 percent ; effect chance
+ENDM
+
+Moves: ; 41afb
+; entries correspond to constants/move_constants.asm
+ move POUND, EFFECT_NORMAL_HIT, 40, NORMAL, 100, 35, 0
+ move KARATE_CHOP, EFFECT_NORMAL_HIT, 50, FIGHTING, 100, 25, 0
+ move DOUBLESLAP, EFFECT_MULTI_HIT, 15, NORMAL, 85, 10, 0
+ move COMET_PUNCH, EFFECT_MULTI_HIT, 18, NORMAL, 85, 15, 0
+ move MEGA_PUNCH, EFFECT_NORMAL_HIT, 80, NORMAL, 85, 20, 0
+ move PAY_DAY, EFFECT_PAY_DAY, 40, NORMAL, 100, 20, 0
+ move FIRE_PUNCH, EFFECT_BURN_HIT, 75, FIRE, 100, 15, 10
+ move ICE_PUNCH, EFFECT_FREEZE_HIT, 75, ICE, 100, 15, 10
+ move THUNDERPUNCH, EFFECT_PARALYZE_HIT, 75, ELECTRIC, 100, 15, 10
+ move SCRATCH, EFFECT_NORMAL_HIT, 40, NORMAL, 100, 35, 0
+ move VICEGRIP, EFFECT_NORMAL_HIT, 55, NORMAL, 100, 30, 0
+ move GUILLOTINE, EFFECT_OHKO, 0, NORMAL, 30, 5, 0
+ move RAZOR_WIND, EFFECT_RAZOR_WIND, 80, NORMAL, 75, 10, 0
+ move SWORDS_DANCE, EFFECT_ATTACK_UP_2, 0, NORMAL, 100, 30, 0
+ move CUT, EFFECT_NORMAL_HIT, 50, NORMAL, 95, 30, 0
+ move GUST, EFFECT_GUST, 40, FLYING, 100, 35, 0
+ move WING_ATTACK, EFFECT_NORMAL_HIT, 60, FLYING, 100, 35, 0
+ move WHIRLWIND, EFFECT_FORCE_SWITCH, 0, NORMAL, 100, 20, 0
+ move FLY, EFFECT_FLY, 70, FLYING, 95, 15, 0
+ move BIND, EFFECT_TRAP_TARGET, 15, NORMAL, 75, 20, 0
+ move SLAM, EFFECT_NORMAL_HIT, 80, NORMAL, 75, 20, 0
+ move VINE_WHIP, EFFECT_NORMAL_HIT, 35, GRASS, 100, 10, 0
+ move STOMP, EFFECT_STOMP, 65, NORMAL, 100, 20, 30
+ move DOUBLE_KICK, EFFECT_DOUBLE_HIT, 30, FIGHTING, 100, 30, 0
+ move MEGA_KICK, EFFECT_NORMAL_HIT, 120, NORMAL, 75, 5, 0
+ move JUMP_KICK, EFFECT_JUMP_KICK, 70, FIGHTING, 95, 25, 0
+ move ROLLING_KICK, EFFECT_FLINCH_HIT, 60, FIGHTING, 85, 15, 30
+ move SAND_ATTACK, EFFECT_ACCURACY_DOWN, 0, GROUND, 100, 15, 0
+ move HEADBUTT, EFFECT_FLINCH_HIT, 70, NORMAL, 100, 15, 30
+ move HORN_ATTACK, EFFECT_NORMAL_HIT, 65, NORMAL, 100, 25, 0
+ move FURY_ATTACK, EFFECT_MULTI_HIT, 15, NORMAL, 85, 20, 0
+ move HORN_DRILL, EFFECT_OHKO, 1, NORMAL, 30, 5, 0
+ move TACKLE, EFFECT_NORMAL_HIT, 35, NORMAL, 95, 35, 0
+ move BODY_SLAM, EFFECT_PARALYZE_HIT, 85, NORMAL, 100, 15, 30
+ move WRAP, EFFECT_TRAP_TARGET, 15, NORMAL, 85, 20, 0
+ move TAKE_DOWN, EFFECT_RECOIL_HIT, 90, NORMAL, 85, 20, 0
+ move THRASH, EFFECT_RAMPAGE, 90, NORMAL, 100, 20, 0
+ move DOUBLE_EDGE, EFFECT_RECOIL_HIT, 120, NORMAL, 100, 15, 0
+ move TAIL_WHIP, EFFECT_DEFENSE_DOWN, 0, NORMAL, 100, 30, 0
+ move POISON_STING, EFFECT_POISON_HIT, 15, POISON, 100, 35, 30
+ move TWINEEDLE, EFFECT_POISON_MULTI_HIT, 25, BUG, 100, 20, 20
+ move PIN_MISSILE, EFFECT_MULTI_HIT, 14, BUG, 85, 20, 0
+ move LEER, EFFECT_DEFENSE_DOWN, 0, NORMAL, 100, 30, 0
+ move BITE, EFFECT_FLINCH_HIT, 60, DARK, 100, 25, 30
+ move GROWL, EFFECT_ATTACK_DOWN, 0, NORMAL, 100, 40, 0
+ move ROAR, EFFECT_FORCE_SWITCH, 0, NORMAL, 100, 20, 0
+ move SING, EFFECT_SLEEP, 0, NORMAL, 55, 15, 0
+ move SUPERSONIC, EFFECT_CONFUSE, 0, NORMAL, 55, 20, 0
+ move SONICBOOM, EFFECT_STATIC_DAMAGE, 20, NORMAL, 90, 20, 0
+ move DISABLE, EFFECT_DISABLE, 0, NORMAL, 55, 20, 0
+ move ACID, EFFECT_DEFENSE_DOWN_HIT, 40, POISON, 100, 30, 10
+ move EMBER, EFFECT_BURN_HIT, 40, FIRE, 100, 25, 10
+ move FLAMETHROWER, EFFECT_BURN_HIT, 95, FIRE, 100, 15, 10
+ move MIST, EFFECT_MIST, 0, ICE, 100, 30, 0
+ move WATER_GUN, EFFECT_NORMAL_HIT, 40, WATER, 100, 25, 0
+ move HYDRO_PUMP, EFFECT_NORMAL_HIT, 120, WATER, 80, 5, 0
+ move SURF, EFFECT_NORMAL_HIT, 95, WATER, 100, 15, 0
+ move ICE_BEAM, EFFECT_FREEZE_HIT, 95, ICE, 100, 10, 10
+ move BLIZZARD, EFFECT_FREEZE_HIT, 120, ICE, 70, 5, 10
+ move PSYBEAM, EFFECT_CONFUSE_HIT, 65, PSYCHIC, 100, 20, 10
+ move BUBBLEBEAM, EFFECT_SPEED_DOWN_HIT, 65, WATER, 100, 20, 10
+ move AURORA_BEAM, EFFECT_ATTACK_DOWN_HIT, 65, ICE, 100, 20, 10
+ move HYPER_BEAM, EFFECT_HYPER_BEAM, 150, NORMAL, 90, 5, 0
+ move PECK, EFFECT_NORMAL_HIT, 35, FLYING, 100, 35, 0
+ move DRILL_PECK, EFFECT_NORMAL_HIT, 80, FLYING, 100, 20, 0
+ move SUBMISSION, EFFECT_RECOIL_HIT, 80, FIGHTING, 80, 25, 0
+ move LOW_KICK, EFFECT_FLINCH_HIT, 50, FIGHTING, 90, 20, 30
+ move COUNTER, EFFECT_COUNTER, 1, FIGHTING, 100, 20, 0
+ move SEISMIC_TOSS, EFFECT_LEVEL_DAMAGE, 1, FIGHTING, 100, 20, 0
+ move STRENGTH, EFFECT_NORMAL_HIT, 80, NORMAL, 100, 15, 0
+ move ABSORB, EFFECT_LEECH_HIT, 20, GRASS, 100, 20, 0
+ move MEGA_DRAIN, EFFECT_LEECH_HIT, 40, GRASS, 100, 10, 0
+ move LEECH_SEED, EFFECT_LEECH_SEED, 0, GRASS, 90, 10, 0
+ move GROWTH, EFFECT_SP_ATK_UP, 0, NORMAL, 100, 40, 0
+ move RAZOR_LEAF, EFFECT_NORMAL_HIT, 55, GRASS, 95, 25, 0
+ move SOLARBEAM, EFFECT_SOLARBEAM, 120, GRASS, 100, 10, 0
+ move POISONPOWDER, EFFECT_POISON, 0, POISON, 75, 35, 0
+ move STUN_SPORE, EFFECT_PARALYZE, 0, GRASS, 75, 30, 0
+ move SLEEP_POWDER, EFFECT_SLEEP, 0, GRASS, 75, 15, 0
+ move PETAL_DANCE, EFFECT_RAMPAGE, 70, GRASS, 100, 20, 0
+ move STRING_SHOT, EFFECT_SPEED_DOWN, 0, BUG, 95, 40, 0
+ move DRAGON_RAGE, EFFECT_STATIC_DAMAGE, 40, DRAGON, 100, 10, 0
+ move FIRE_SPIN, EFFECT_TRAP_TARGET, 15, FIRE, 70, 15, 0
+ move THUNDERSHOCK, EFFECT_PARALYZE_HIT, 40, ELECTRIC, 100, 30, 10
+ move THUNDERBOLT, EFFECT_PARALYZE_HIT, 95, ELECTRIC, 100, 15, 10
+ move THUNDER_WAVE, EFFECT_PARALYZE, 0, ELECTRIC, 100, 20, 0
+ move THUNDER, EFFECT_THUNDER, 120, ELECTRIC, 70, 10, 30
+ move ROCK_THROW, EFFECT_NORMAL_HIT, 50, ROCK, 90, 15, 0
+ move EARTHQUAKE, EFFECT_EARTHQUAKE, 100, GROUND, 100, 10, 0
+ move FISSURE, EFFECT_OHKO, 1, GROUND, 30, 5, 0
+ move DIG, EFFECT_FLY, 60, GROUND, 100, 10, 0
+ move TOXIC, EFFECT_TOXIC, 0, POISON, 85, 10, 0
+ move CONFUSION, EFFECT_CONFUSE_HIT, 50, PSYCHIC, 100, 25, 10
+ move PSYCHIC_M, EFFECT_SP_DEF_DOWN_HIT, 90, PSYCHIC, 100, 10, 10
+ move HYPNOSIS, EFFECT_SLEEP, 0, PSYCHIC, 60, 20, 0
+ move MEDITATE, EFFECT_ATTACK_UP, 0, PSYCHIC, 100, 40, 0
+ move AGILITY, EFFECT_SPEED_UP_2, 0, PSYCHIC, 100, 30, 0
+ move QUICK_ATTACK, EFFECT_PRIORITY_HIT, 40, NORMAL, 100, 30, 0
+ move RAGE, EFFECT_RAGE, 20, NORMAL, 100, 20, 0
+ move TELEPORT, EFFECT_TELEPORT, 0, PSYCHIC, 100, 20, 0
+ move NIGHT_SHADE, EFFECT_LEVEL_DAMAGE, 1, GHOST, 100, 15, 0
+ move MIMIC, EFFECT_MIMIC, 0, NORMAL, 100, 10, 0
+ move SCREECH, EFFECT_DEFENSE_DOWN_2, 0, NORMAL, 85, 40, 0
+ move DOUBLE_TEAM, EFFECT_EVASION_UP, 0, NORMAL, 100, 15, 0
+ move RECOVER, EFFECT_HEAL, 0, NORMAL, 100, 20, 0
+ move HARDEN, EFFECT_DEFENSE_UP, 0, NORMAL, 100, 30, 0
+ move MINIMIZE, EFFECT_EVASION_UP, 0, NORMAL, 100, 20, 0
+ move SMOKESCREEN, EFFECT_ACCURACY_DOWN, 0, NORMAL, 100, 20, 0
+ move CONFUSE_RAY, EFFECT_CONFUSE, 0, GHOST, 100, 10, 0
+ move WITHDRAW, EFFECT_DEFENSE_UP, 0, WATER, 100, 40, 0
+ move DEFENSE_CURL, EFFECT_DEFENSE_CURL, 0, NORMAL, 100, 40, 0
+ move BARRIER, EFFECT_DEFENSE_UP_2, 0, PSYCHIC, 100, 30, 0
+ move LIGHT_SCREEN, EFFECT_LIGHT_SCREEN, 0, PSYCHIC, 100, 30, 0
+ move HAZE, EFFECT_RESET_STATS, 0, ICE, 100, 30, 0
+ move REFLECT, EFFECT_REFLECT, 0, PSYCHIC, 100, 20, 0
+ move FOCUS_ENERGY, EFFECT_FOCUS_ENERGY, 0, NORMAL, 100, 30, 0
+ move BIDE, EFFECT_BIDE, 0, NORMAL, 100, 10, 0
+ move METRONOME, EFFECT_METRONOME, 0, NORMAL, 100, 10, 0
+ move MIRROR_MOVE, EFFECT_MIRROR_MOVE, 0, FLYING, 100, 20, 0
+ move SELFDESTRUCT, EFFECT_SELFDESTRUCT, 200, NORMAL, 100, 5, 0
+ move EGG_BOMB, EFFECT_NORMAL_HIT, 100, NORMAL, 75, 10, 0
+ move LICK, EFFECT_PARALYZE_HIT, 20, GHOST, 100, 30, 30
+ move SMOG, EFFECT_POISON_HIT, 20, POISON, 70, 20, 40
+ move SLUDGE, EFFECT_POISON_HIT, 65, POISON, 100, 20, 30
+ move BONE_CLUB, EFFECT_FLINCH_HIT, 65, GROUND, 85, 20, 10
+ move FIRE_BLAST, EFFECT_BURN_HIT, 120, FIRE, 85, 5, 10
+ move WATERFALL, EFFECT_NORMAL_HIT, 80, WATER, 100, 15, 0
+ move CLAMP, EFFECT_TRAP_TARGET, 35, WATER, 75, 10, 0
+ move SWIFT, EFFECT_ALWAYS_HIT, 60, NORMAL, 100, 20, 0
+ move SKULL_BASH, EFFECT_SKULL_BASH, 100, NORMAL, 100, 15, 0
+ move SPIKE_CANNON, EFFECT_MULTI_HIT, 20, NORMAL, 100, 15, 0
+ move CONSTRICT, EFFECT_SPEED_DOWN_HIT, 10, NORMAL, 100, 35, 10
+ move AMNESIA, EFFECT_SP_DEF_UP_2, 0, PSYCHIC, 100, 20, 0
+ move KINESIS, EFFECT_ACCURACY_DOWN, 0, PSYCHIC, 80, 15, 0
+ move SOFTBOILED, EFFECT_HEAL, 0, NORMAL, 100, 10, 0
+ move HI_JUMP_KICK, EFFECT_JUMP_KICK, 85, FIGHTING, 90, 20, 0
+ move GLARE, EFFECT_PARALYZE, 0, NORMAL, 75, 30, 0
+ move DREAM_EATER, EFFECT_DREAM_EATER, 100, PSYCHIC, 100, 15, 0
+ move POISON_GAS, EFFECT_POISON, 0, POISON, 55, 40, 0
+ move BARRAGE, EFFECT_MULTI_HIT, 15, NORMAL, 85, 20, 0
+ move LEECH_LIFE, EFFECT_LEECH_HIT, 20, BUG, 100, 15, 0
+ move LOVELY_KISS, EFFECT_SLEEP, 0, NORMAL, 75, 10, 0
+ move SKY_ATTACK, EFFECT_SKY_ATTACK, 140, FLYING, 90, 5, 0
+ move TRANSFORM, EFFECT_TRANSFORM, 0, NORMAL, 100, 10, 0
+ move BUBBLE, EFFECT_SPEED_DOWN_HIT, 20, WATER, 100, 30, 10
+ move DIZZY_PUNCH, EFFECT_CONFUSE_HIT, 70, NORMAL, 100, 10, 20
+ move SPORE, EFFECT_SLEEP, 0, GRASS, 100, 15, 0
+ move FLASH, EFFECT_ACCURACY_DOWN, 0, NORMAL, 70, 20, 0
+ move PSYWAVE, EFFECT_PSYWAVE, 1, PSYCHIC, 80, 15, 0
+ move SPLASH, EFFECT_SPLASH, 0, NORMAL, 100, 40, 0
+ move ACID_ARMOR, EFFECT_DEFENSE_UP_2, 0, POISON, 100, 40, 0
+ move CRABHAMMER, EFFECT_NORMAL_HIT, 90, WATER, 85, 10, 0
+ move EXPLOSION, EFFECT_SELFDESTRUCT, 250, NORMAL, 100, 5, 0
+ move FURY_SWIPES, EFFECT_MULTI_HIT, 18, NORMAL, 80, 15, 0
+ move BONEMERANG, EFFECT_DOUBLE_HIT, 50, GROUND, 90, 10, 0
+ move REST, EFFECT_HEAL, 0, PSYCHIC, 100, 10, 0
+ move ROCK_SLIDE, EFFECT_FLINCH_HIT, 75, ROCK, 90, 10, 30
+ move HYPER_FANG, EFFECT_FLINCH_HIT, 80, NORMAL, 90, 15, 10
+ move SHARPEN, EFFECT_ATTACK_UP, 0, NORMAL, 100, 30, 0
+ move CONVERSION, EFFECT_CONVERSION, 0, NORMAL, 100, 30, 0
+ move TRI_ATTACK, EFFECT_TRI_ATTACK, 80, NORMAL, 100, 10, 20
+ move SUPER_FANG, EFFECT_SUPER_FANG, 1, NORMAL, 90, 10, 0
+ move SLASH, EFFECT_NORMAL_HIT, 70, NORMAL, 100, 20, 0
+ move SUBSTITUTE, EFFECT_SUBSTITUTE, 0, NORMAL, 100, 10, 0
+ move STRUGGLE, EFFECT_RECOIL_HIT, 50, NORMAL, 100, 1, 0
+ move SKETCH, EFFECT_SKETCH, 0, NORMAL, 100, 1, 0
+ move TRIPLE_KICK, EFFECT_TRIPLE_KICK, 10, FIGHTING, 90, 10, 0
+ move THIEF, EFFECT_THIEF, 40, DARK, 100, 10, 100
+ move SPIDER_WEB, EFFECT_MEAN_LOOK, 0, BUG, 100, 10, 0
+ move MIND_READER, EFFECT_LOCK_ON, 0, NORMAL, 100, 5, 0
+ move NIGHTMARE, EFFECT_NIGHTMARE, 0, GHOST, 100, 15, 0
+ move FLAME_WHEEL, EFFECT_FLAME_WHEEL, 60, FIRE, 100, 25, 10
+ move SNORE, EFFECT_SNORE, 40, NORMAL, 100, 15, 30
+ move CURSE, EFFECT_CURSE, 0, CURSE_T, 100, 10, 0
+ move FLAIL, EFFECT_REVERSAL, 1, NORMAL, 100, 15, 0
+ move CONVERSION2, EFFECT_CONVERSION2, 0, NORMAL, 100, 30, 0
+ move AEROBLAST, EFFECT_NORMAL_HIT, 100, FLYING, 95, 5, 0
+ move COTTON_SPORE, EFFECT_SPEED_DOWN_2, 0, GRASS, 85, 40, 0
+ move REVERSAL, EFFECT_REVERSAL, 1, FIGHTING, 100, 15, 0
+ move SPITE, EFFECT_SPITE, 0, GHOST, 100, 10, 0
+ move POWDER_SNOW, EFFECT_FREEZE_HIT, 40, ICE, 100, 25, 10
+ move PROTECT, EFFECT_PROTECT, 0, NORMAL, 100, 10, 0
+ move MACH_PUNCH, EFFECT_PRIORITY_HIT, 40, FIGHTING, 100, 30, 0
+ move SCARY_FACE, EFFECT_SPEED_DOWN_2, 0, NORMAL, 90, 10, 0
+ move FAINT_ATTACK, EFFECT_ALWAYS_HIT, 60, DARK, 100, 20, 0
+ move SWEET_KISS, EFFECT_CONFUSE, 0, NORMAL, 75, 10, 0
+ move BELLY_DRUM, EFFECT_BELLY_DRUM, 0, NORMAL, 100, 10, 0
+ move SLUDGE_BOMB, EFFECT_POISON_HIT, 90, POISON, 100, 10, 30
+ move MUD_SLAP, EFFECT_ACCURACY_DOWN_HIT, 20, GROUND, 100, 10, 100
+ move OCTAZOOKA, EFFECT_ACCURACY_DOWN_HIT, 65, WATER, 85, 10, 50
+ move SPIKES, EFFECT_SPIKES, 0, GROUND, 100, 20, 0
+ move ZAP_CANNON, EFFECT_PARALYZE_HIT, 100, ELECTRIC, 50, 5, 100
+ move FORESIGHT, EFFECT_FORESIGHT, 0, NORMAL, 100, 40, 0
+ move DESTINY_BOND, EFFECT_DESTINY_BOND, 0, GHOST, 100, 5, 0
+ move PERISH_SONG, EFFECT_PERISH_SONG, 0, NORMAL, 100, 5, 0
+ move ICY_WIND, EFFECT_SPEED_DOWN_HIT, 55, ICE, 95, 15, 100
+ move DETECT, EFFECT_PROTECT, 0, FIGHTING, 100, 5, 0
+ move BONE_RUSH, EFFECT_MULTI_HIT, 25, GROUND, 80, 10, 0
+ move LOCK_ON, EFFECT_LOCK_ON, 0, NORMAL, 100, 5, 0
+ move OUTRAGE, EFFECT_RAMPAGE, 90, DRAGON, 100, 15, 0
+ move SANDSTORM, EFFECT_SANDSTORM, 0, ROCK, 100, 10, 0
+ move GIGA_DRAIN, EFFECT_LEECH_HIT, 60, GRASS, 100, 5, 0
+ move ENDURE, EFFECT_ENDURE, 0, NORMAL, 100, 10, 0
+ move CHARM, EFFECT_ATTACK_DOWN_2, 0, NORMAL, 100, 20, 0
+ move ROLLOUT, EFFECT_ROLLOUT, 30, ROCK, 90, 20, 0
+ move FALSE_SWIPE, EFFECT_FALSE_SWIPE, 40, NORMAL, 100, 40, 0
+ move SWAGGER, EFFECT_SWAGGER, 0, NORMAL, 90, 15, 100
+ move MILK_DRINK, EFFECT_HEAL, 0, NORMAL, 100, 10, 0
+ move SPARK, EFFECT_PARALYZE_HIT, 65, ELECTRIC, 100, 20, 30
+ move FURY_CUTTER, EFFECT_FURY_CUTTER, 10, BUG, 95, 20, 0
+ move STEEL_WING, EFFECT_DEFENSE_UP_HIT, 70, STEEL, 90, 25, 10
+ move MEAN_LOOK, EFFECT_MEAN_LOOK, 0, NORMAL, 100, 5, 0
+ move ATTRACT, EFFECT_ATTRACT, 0, NORMAL, 100, 15, 0
+ move SLEEP_TALK, EFFECT_SLEEP_TALK, 0, NORMAL, 100, 10, 0
+ move HEAL_BELL, EFFECT_HEAL_BELL, 0, NORMAL, 100, 5, 0
+ move RETURN, EFFECT_RETURN, 1, NORMAL, 100, 20, 0
+ move PRESENT, EFFECT_PRESENT, 1, NORMAL, 90, 15, 0
+ move FRUSTRATION, EFFECT_FRUSTRATION, 1, NORMAL, 100, 20, 0
+ move SAFEGUARD, EFFECT_SAFEGUARD, 0, NORMAL, 100, 25, 0
+ move PAIN_SPLIT, EFFECT_PAIN_SPLIT, 0, NORMAL, 100, 20, 0
+ move SACRED_FIRE, EFFECT_SACRED_FIRE, 100, FIRE, 95, 5, 50
+ move MAGNITUDE, EFFECT_MAGNITUDE, 1, GROUND, 100, 30, 0
+ move DYNAMICPUNCH, EFFECT_CONFUSE_HIT, 100, FIGHTING, 50, 5, 100
+ move MEGAHORN, EFFECT_NORMAL_HIT, 120, BUG, 85, 10, 0
+ move DRAGONBREATH, EFFECT_PARALYZE_HIT, 60, DRAGON, 100, 20, 30
+ move BATON_PASS, EFFECT_BATON_PASS, 0, NORMAL, 100, 40, 0
+ move ENCORE, EFFECT_ENCORE, 0, NORMAL, 100, 5, 0
+ move PURSUIT, EFFECT_PURSUIT, 40, DARK, 100, 20, 0
+ move RAPID_SPIN, EFFECT_RAPID_SPIN, 20, NORMAL, 100, 40, 0
+ move SWEET_SCENT, EFFECT_EVASION_DOWN, 0, NORMAL, 100, 20, 0
+ move IRON_TAIL, EFFECT_DEFENSE_DOWN_HIT, 100, STEEL, 75, 15, 30
+ move METAL_CLAW, EFFECT_ATTACK_UP_HIT, 50, STEEL, 95, 35, 10
+ move VITAL_THROW, EFFECT_ALWAYS_HIT, 70, FIGHTING, 100, 10, 0
+ move MORNING_SUN, EFFECT_MORNING_SUN, 0, NORMAL, 100, 5, 0
+ move SYNTHESIS, EFFECT_SYNTHESIS, 0, GRASS, 100, 5, 0
+ move MOONLIGHT, EFFECT_MOONLIGHT, 0, NORMAL, 100, 5, 0
+ move HIDDEN_POWER, EFFECT_HIDDEN_POWER, 1, NORMAL, 100, 15, 0
+ move CROSS_CHOP, EFFECT_NORMAL_HIT, 100, FIGHTING, 80, 5, 0
+ move TWISTER, EFFECT_TWISTER, 40, DRAGON, 100, 20, 20
+ move RAIN_DANCE, EFFECT_RAIN_DANCE, 0, WATER, 90, 5, 0
+ move SUNNY_DAY, EFFECT_SUNNY_DAY, 0, FIRE, 90, 5, 0
+ move CRUNCH, EFFECT_SP_DEF_DOWN_HIT, 80, DARK, 100, 15, 20
+ move MIRROR_COAT, EFFECT_MIRROR_COAT, 1, PSYCHIC, 100, 20, 0
+ move PSYCH_UP, EFFECT_PSYCH_UP, 0, NORMAL, 100, 10, 0
+ move EXTREMESPEED, EFFECT_PRIORITY_HIT, 80, NORMAL, 100, 5, 0
+ move ANCIENTPOWER, EFFECT_ALL_UP_HIT, 60, ROCK, 100, 5, 10
+ move SHADOW_BALL, EFFECT_SP_DEF_DOWN_HIT, 80, GHOST, 100, 15, 20
+ move FUTURE_SIGHT, EFFECT_FUTURE_SIGHT, 80, PSYCHIC, 90, 15, 0
+ move ROCK_SMASH, EFFECT_DEFENSE_DOWN_HIT, 20, FIGHTING, 100, 15, 50
+ move WHIRLPOOL, EFFECT_TRAP_TARGET, 15, WATER, 70, 15, 0
+ move BEAT_UP, EFFECT_BEAT_UP, 10, DARK, 100, 10, 0
diff --git a/data/moves/tmhm_moves.asm b/data/moves/tmhm_moves.asm
new file mode 100644
index 000000000..fea29780c
--- /dev/null
+++ b/data/moves/tmhm_moves.asm
@@ -0,0 +1,66 @@
+TMHMMoves: ; 1167a
+; TMs
+ db DYNAMICPUNCH
+ db HEADBUTT
+ db CURSE
+ db ROLLOUT
+ db ROAR
+ db TOXIC
+ db ZAP_CANNON
+ db ROCK_SMASH
+ db PSYCH_UP
+ db HIDDEN_POWER
+ db SUNNY_DAY
+ db SWEET_SCENT
+ db SNORE
+ db BLIZZARD
+ db HYPER_BEAM
+ db ICY_WIND
+ db PROTECT
+ db RAIN_DANCE
+ db GIGA_DRAIN
+ db ENDURE
+ db FRUSTRATION
+ db SOLARBEAM
+ db IRON_TAIL
+ db DRAGONBREATH
+ db THUNDER
+ db EARTHQUAKE
+ db RETURN
+ db DIG
+ db PSYCHIC_M
+ db SHADOW_BALL
+ db MUD_SLAP
+ db DOUBLE_TEAM
+ db ICE_PUNCH
+ db SWAGGER
+ db SLEEP_TALK
+ db SLUDGE_BOMB
+ db SANDSTORM
+ db FIRE_BLAST
+ db SWIFT
+ db DEFENSE_CURL
+ db THUNDERPUNCH
+ db DREAM_EATER
+ db DETECT
+ db REST
+ db ATTRACT
+ db THIEF
+ db STEEL_WING
+ db FIRE_PUNCH
+ db FURY_CUTTER
+ db NIGHTMARE
+; HMs
+ db CUT
+ db FLY
+ db SURF
+ db STRENGTH
+ db FLASH
+ db WHIRLPOOL
+ db WATERFALL
+; Move tutor
+ db FLAMETHROWER
+ db THUNDERBOLT
+ db ICE_BEAM
+ db 0 ; end
+; 116b7