diff options
-rw-r--r-- | constants/battle_anim_constants.asm | 124 | ||||
-rw-r--r-- | data/battle_anims/objects.asm | 124 | ||||
-rw-r--r-- | data/moves/animations.asm | 804 |
3 files changed, 526 insertions, 526 deletions
diff --git a/constants/battle_anim_constants.asm b/constants/battle_anim_constants.asm index 1cd95d786..3259be61a 100644 --- a/constants/battle_anim_constants.asm +++ b/constants/battle_anim_constants.asm @@ -26,17 +26,17 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture ; BattleAnimObjects indexes (see data/battle_anims/objects.asm) const_def - const ANIM_OBJ_00 - const ANIM_OBJ_01 - const ANIM_OBJ_02 - const ANIM_OBJ_03 - const ANIM_OBJ_04 - const ANIM_OBJ_05 - const ANIM_OBJ_06 - const ANIM_OBJ_07 - const ANIM_OBJ_08 + const ANIM_OBJ_HIT_BIG_YFIX + const ANIM_OBJ_HIT_YFIX + const ANIM_OBJ_HIT_SMALL_YFIX + const ANIM_OBJ_HIT_BIG + const ANIM_OBJ_HIT + const ANIM_OBJ_HIT_SMALL + const ANIM_OBJ_PUNCH + const ANIM_OBJ_KICK + const ANIM_OBJ_PALM const ANIM_OBJ_FANG - const ANIM_OBJ_0A + const ANIM_OBJ_PUNCH_SHAKE const ANIM_OBJ_EMBER const ANIM_OBJ_DRAGON_RAGE const ANIM_OBJ_FLAMETHROWER @@ -44,16 +44,16 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture const ANIM_OBJ_FIRE_BLAST const ANIM_OBJ_BURNED const ANIM_OBJ_BLIZZARD - const ANIM_OBJ_12 + const ANIM_OBJ_ICE const ANIM_OBJ_ICE_BEAM const ANIM_OBJ_RAZOR_LEAF const ANIM_OBJ_POKE_BALL const ANIM_OBJ_POKE_BALL_BLOCKED - const ANIM_OBJ_17 - const ANIM_OBJ_18 - const ANIM_OBJ_19 - const ANIM_OBJ_1A - const ANIM_OBJ_1B + const ANIM_OBJ_EXPLOSION1 + const ANIM_OBJ_EXPLOSION2 + const ANIM_OBJ_ACID + const ANIM_OBJ_SLUDGE + const ANIM_OBJ_BETA_BALL_POOF const ANIM_OBJ_BALL_POOF const ANIM_OBJ_BIG_ROCK const ANIM_OBJ_SMALL_ROCK @@ -65,56 +65,56 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture const ANIM_OBJ_WATER_GUN const ANIM_OBJ_HYDRO_PUMP const ANIM_OBJ_POWDER - const ANIM_OBJ_27 - const ANIM_OBJ_28 + const ANIM_OBJ_BEAM + const ANIM_OBJ_BEAM_TIP const ANIM_OBJ_ICE_BUILDUP const ANIM_OBJ_FROZEN const ANIM_OBJ_MASTER_BALL_SPARKLE const ANIM_OBJ_RECOVER - const ANIM_OBJ_2D - const ANIM_OBJ_2E - const ANIM_OBJ_2F + const ANIM_OBJ_THUNDER1 + const ANIM_OBJ_THUNDER2 + const ANIM_OBJ_THUNDER3 const ANIM_OBJ_THUNDER_WAVE - const ANIM_OBJ_31 - const ANIM_OBJ_LIGHTNING_BOLT - const ANIM_OBJ_33 - const ANIM_OBJ_34 + const ANIM_OBJ_SPARKS_CIRCLE_BIG + const ANIM_OBJ_THUNDERBOLT_BALL + const ANIM_OBJ_SPARKS_CIRCLE + const ANIM_OBJ_THUNDERSHOCK_BALL const ANIM_OBJ_CLAMP const ANIM_OBJ_BITE - const ANIM_OBJ_37 - const ANIM_OBJ_38 - const ANIM_OBJ_39 - const ANIM_OBJ_3A - const ANIM_OBJ_3B - const ANIM_OBJ_3C - const ANIM_OBJ_3D + const ANIM_OBJ_CUT_DOWN_LEFT + const ANIM_OBJ_CUT_DOWN_RIGHT + const ANIM_OBJ_CUT_UP_RIGHT + const ANIM_OBJ_CUT_LONG_DOWN_LEFT + const ANIM_OBJ_CUT_LONG_DOWN_RIGHT + const ANIM_OBJ_SOLAR_BEAM_CHARGE + const ANIM_OBJ_ABSORB_CENTER const ANIM_OBJ_GUST - const ANIM_OBJ_3F - const ANIM_OBJ_40 - const ANIM_OBJ_41 - const ANIM_OBJ_42 + const ANIM_OBJ_VINE_WHIP1 + const ANIM_OBJ_VINE_WHIP2 + const ANIM_OBJ_RAZOR_WIND1 + const ANIM_OBJ_RAZOR_WIND2 const ANIM_OBJ_SONICBOOM_JP - const ANIM_OBJ_44 + const ANIM_OBJ_WARP const ANIM_OBJ_ABSORB const ANIM_OBJ_EGG - const ANIM_OBJ_47 - const ANIM_OBJ_48 - const ANIM_OBJ_49 + const ANIM_OBJ_FOCUS + const ANIM_OBJ_BIND1 + const ANIM_OBJ_BIND2 const ANIM_OBJ_LEECH_SEED - const ANIM_OBJ_4B + const ANIM_OBJ_SOUND const ANIM_OBJ_WAVE const ANIM_OBJ_CONFUSE_RAY - const ANIM_OBJ_4E - const ANIM_OBJ_4F + const ANIM_OBJ_LEER + const ANIM_OBJ_LEER_TIP const ANIM_OBJ_SCREEN const ANIM_OBJ_HARDEN const ANIM_OBJ_CHICK const ANIM_OBJ_AMNESIA const ANIM_OBJ_ASLEEP const ANIM_OBJ_SKULL - const ANIM_OBJ_56 - const ANIM_OBJ_57 - const ANIM_OBJ_58 + const ANIM_OBJ_DIG_SAND + const ANIM_OBJ_DIG_PILE + const ANIM_OBJ_SAND const ANIM_OBJ_PARALYZED const ANIM_OBJ_STRING_SHOT const ANIM_OBJ_HAZE @@ -122,11 +122,11 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture const ANIM_OBJ_SMOG const ANIM_OBJ_POISON_GAS const ANIM_OBJ_HORN - const ANIM_OBJ_60 + const ANIM_OBJ_NEEDLE const ANIM_OBJ_PETAL_DANCE const ANIM_OBJ_SLUDGE_BOMB const ANIM_OBJ_PAY_DAY - const ANIM_OBJ_64 + const ANIM_OBJ_SONICBOOM_JP_UNUSED const ANIM_OBJ_MIMIC const ANIM_OBJ_ATTRACT const ANIM_OBJ_BONEMERANG @@ -139,7 +139,7 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture const ANIM_OBJ_SKY_ATTACK const ANIM_OBJ_LICK const ANIM_OBJ_WITHDRAW - const ANIM_OBJ_71 + const ANIM_OBJ_DRAIN const ANIM_OBJ_GROWTH const ANIM_OBJ_CONVERSION2 const ANIM_OBJ_SMOKE @@ -148,8 +148,8 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture const ANIM_OBJ_SPEED_LINE const ANIM_OBJ_SHARPEN const ANIM_OBJ_DEFENSE_CURL - const ANIM_OBJ_7A - const ANIM_OBJ_7B + const ANIM_OBJ_METRONOME_HAND + const ANIM_OBJ_METRONOME_SPARKLE const ANIM_OBJ_DISABLE const ANIM_OBJ_AGILITY const ANIM_OBJ_HEART @@ -158,8 +158,8 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture const ANIM_OBJ_COTTON_SPORE const ANIM_OBJ_MILK_DRINK const ANIM_OBJ_ANGER - const ANIM_OBJ_84 - const ANIM_OBJ_85 + const ANIM_OBJ_HEAL_BELL + const ANIM_OBJ_HEAL_BELL_NOTE const ANIM_OBJ_BATON_PASS const ANIM_OBJ_LOCK_ON const ANIM_OBJ_MIND_READER @@ -173,21 +173,21 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture const ANIM_OBJ_DRAGONBREATH const ANIM_OBJ_CONVERSION const ANIM_OBJ_SPIDER_WEB - const ANIM_OBJ_93 + const ANIM_OBJ_CAKE_UNUSED const ANIM_OBJ_NIGHTMARE const ANIM_OBJ_IN_NIGHTMARE const ANIM_OBJ_LOVELY_KISS const ANIM_OBJ_SWEET_KISS const ANIM_OBJ_SKETCH - const ANIM_OBJ_99 - const ANIM_OBJ_9A + const ANIM_OBJ_ENCORE_HAND + const ANIM_OBJ_ENCORE_STAR const ANIM_OBJ_DESTINY_BOND const ANIM_OBJ_MORNING_SUN const ANIM_OBJ_GLIMMER const ANIM_OBJ_MOONLIGHT const ANIM_OBJ_HIDDEN_POWER - const ANIM_OBJ_A0 - const ANIM_OBJ_A1 + const ANIM_OBJ_CROSS_CHOP1 + const ANIM_OBJ_CROSS_CHOP2 const ANIM_OBJ_SANDSTORM const ANIM_OBJ_ZAP_CANNON const ANIM_OBJ_SPITE @@ -196,11 +196,11 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture const ANIM_OBJ_FORESIGHT const ANIM_OBJ_RAPID_SPIN const ANIM_OBJ_SWAGGER - const ANIM_OBJ_AA - const ANIM_OBJ_AB + const ANIM_OBJ_BELLY_DRUM_HAND + const ANIM_OBJ_BELLY_DRUM_NOTE const ANIM_OBJ_MEAN_LOOK - const ANIM_OBJ_AD - const ANIM_OBJ_AE + const ANIM_OBJ_BETA_PURSUIT + const ANIM_OBJ_SHOOTING_SPARKLE const ANIM_OBJ_RAIN const ANIM_OBJ_B0 const ANIM_OBJ_PSYCH_UP diff --git a/data/battle_anims/objects.asm b/data/battle_anims/objects.asm index 1536172c3..4b9e84d54 100644 --- a/data/battle_anims/objects.asm +++ b/data/battle_anims/objects.asm @@ -18,17 +18,17 @@ ENDM BattleAnimObjects: ; entries correspond to ANIM_OBJ_* constants - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_00 - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_01 - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_02 - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_03 - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_04 - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_05 - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_03, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_06 - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_04, BATTLEANIMFUNC_KICK, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_07 - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_08 + battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_BIG_YFIX + battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_YFIX + battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_SMALL_YFIX + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_BIG + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_SMALL + battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_03, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_PUNCH + battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_04, BATTLEANIMFUNC_KICK, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_KICK + battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_PALM battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_06, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_FANG - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_07, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_0A + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_07, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_PUNCH_SHAKE battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_EMBER, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_EMBER battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0E, BATTLEANIMFUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGON_RAGE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FLAMETHROWER @@ -36,16 +36,16 @@ BattleAnimObjects: battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_FIRE_BLAST, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FIRE_BLAST battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_BURNED battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_12, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_BLIZZARD - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_13, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_12 + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_13, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_14, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE_BEAM battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_16, BATTLEANIMFUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_RAZOR_LEAF battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_POKEBALL, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL ; ANIM_OBJ_POKE_BALL battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_POKEBALL_BLOCKED, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL ; ANIM_OBJ_POKE_BALL_BLOCKED - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_17 - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_18 - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_1D, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_19 - battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_1F, BATTLEANIMFUNC_SLUDGE, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_1A - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_1B + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_EXPLOSION1 + battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_EXPLOSION2 + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_1D, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_ACID + battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_1F, BATTLEANIMFUNC_SLUDGE, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_SLUDGE + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_BETA_BALL_POOF battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_BALL_POOF battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_BIG_ROCK battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_1A, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_SMALL_ROCK @@ -57,56 +57,56 @@ BattleAnimObjects: battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_27, BATTLEANIMFUNC_WATER_GUN, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER ; ANIM_OBJ_WATER_GUN battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_2A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER ; ANIM_OBJ_HYDRO_PUMP battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_2B, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GREEN, ANIM_GFX_POWDER ; ANIM_OBJ_POWDER - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_27 - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_28 + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_BEAM + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_BEAM_TIP battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE_BUILDUP battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_FROZEN battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_BROWN, ANIM_GFX_SPEED ; ANIM_OBJ_MASTER_BALL_SPARKLE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BUBBLE ; ANIM_OBJ_RECOVER - battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_31, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2D - battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_32, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2E - battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_33, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2F + battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_31, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER1 + battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_32, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER2 + battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_33, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER3 battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_THUNDER_WAVE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER_WAVE - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_31 - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_LIGHTNING_BOLT - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_38, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_33 - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_39, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_34 + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_SPARKS_CIRCLE_BIG + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_THUNDERBOLT_BALL + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_38, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_SPARKS_CIRCLE + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_39, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_THUNDERSHOCK_BALL battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_3A, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CLAMP battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_3C, BATTLEANIMFUNC_BITE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_BITE - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_37 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_38 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_40, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_39 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_41, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_3A - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_42, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_3B - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_SOLAR_BEAM, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_3C - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_44, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_3D + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_DOWN_LEFT + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_DOWN_RIGHT + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_40, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_UP_RIGHT + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_41, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_LONG_DOWN_LEFT + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_42, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_LONG_DOWN_RIGHT + battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_SOLAR_BEAM, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_SOLAR_BEAM_CHARGE + battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_44, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_ABSORB_CENTER battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_45, BATTLEANIMFUNC_GUST, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_GUST - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_46, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_3F - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_47, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_40 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_48, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_41 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_49, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_42 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_46, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_VINE_WHIP1 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_47, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_VINE_WHIP2 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_48, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_RAZOR_WIND1 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_49, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_RAZOR_WIND2 battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SONICBOOM_JP - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_4B, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_44 + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_4B, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_WARP battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_4C, BATTLEANIMFUNC_ABSORB, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_ABSORB battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_4D, BATTLEANIMFUNC_EGG, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_EGG - battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_51, BATTLEANIMFUNC_MOVE_UP, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_47 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_52, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_48 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_49 + battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_51, BATTLEANIMFUNC_MOVE_UP, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_FOCUS + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_52, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_BIND1 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_BIND2 battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_56, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_LEECH_SEED - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_SOUND, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_4B + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_SOUND, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_SOUND battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC ; ANIM_OBJ_WAVE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_CONFUSE_RAY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_CONFUSE_RAY - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_4E - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_4F + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_LEER + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_LEER_TIP battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_REFLECT ; ANIM_OBJ_SCREEN battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT ; ANIM_OBJ_HARDEN battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_61, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS ; ANIM_OBJ_CHICK battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_63, BATTLEANIMFUNC_AMNESIA, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_AMNESIA battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_66, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_ASLEEP battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_1C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_SKULL - battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_DIG, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_56 - battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_57 - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_69, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_SAND ; ANIM_OBJ_58 + battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_DIG, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_DIG_SAND + battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_DIG_PILE + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_69, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_SAND ; ANIM_OBJ_SAND battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6D, BATTLEANIMFUNC_PARALYZED, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS ; ANIM_OBJ_PARALYZED battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6A, BATTLEANIMFUNC_STRING, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_STRING_SHOT battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_HAZE @@ -114,11 +114,11 @@ BattleAnimObjects: battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_SMOG battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_POISON_GAS battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_71, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_HORN - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_72, BATTLEANIMFUNC_NEEDLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_60 + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_72, BATTLEANIMFUNC_NEEDLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_NEEDLE battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_PETAL_DANCE, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_PETAL_DANCE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_SLUDGE_BOMB battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS ; ANIM_OBJ_PAY_DAY - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_64 + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SONICBOOM_JP_UNUSED battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_MIMIC battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_ATTRACT battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_BONEMERANG, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONEMERANG @@ -131,7 +131,7 @@ BattleAnimObjects: battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_SKY_ATTACK, PAL_BATTLE_OB_GRAY, ANIM_GFX_SKY_ATTACK ; ANIM_OBJ_SKY_ATTACK battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_7C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER ; ANIM_OBJ_LICK battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_7D, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT ; ANIM_OBJ_WITHDRAW - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_71 + battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_DRAIN battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_7E, BATTLEANIMFUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_CHARGE ; ANIM_OBJ_GROWTH battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION2 battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_SMOKE @@ -140,8 +140,8 @@ BattleAnimObjects: battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_81, BATTLEANIMFUNC_SPEED_LINE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_SPEED_LINE battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_85, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES ; ANIM_OBJ_SHARPEN battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_86, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES ; ANIM_OBJ_DEFENSE_CURL - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_87, BATTLEANIMFUNC_METRONOME_HAND, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_7A - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_7B + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_87, BATTLEANIMFUNC_METRONOME_HAND, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_METRONOME_HAND + battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_METRONOME_SPARKLE battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_DISABLE battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_88, BATTLEANIMFUNC_AGILITY, PAL_BATTLE_OB_BLUE, ANIM_GFX_WIND ; ANIM_OBJ_AGILITY battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_HEART @@ -150,8 +150,8 @@ BattleAnimObjects: battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_COTTON_SPORE battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_8A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_MILK_DRINK battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_8C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_ANGER - battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_8D, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_MISC ; ANIM_OBJ_84 - battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_HEAL_BELL_NOTES, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_85 + battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_8D, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_MISC ; ANIM_OBJ_HEAL_BELL + battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_HEAL_BELL_NOTES, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_HEAL_BELL_NOTE battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_8E, BATTLEANIMFUNC_BATON_PASS, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_BATON_PASS battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_8F, BATTLEANIMFUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_LOCK_ON battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_93, BATTLEANIMFUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_MIND_READER @@ -165,21 +165,21 @@ BattleAnimObjects: battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGONBREATH battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_CONVERSION, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_SPIDER_WEB - battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_93 + battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_CAKE_UNUSED battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_NIGHTMARE battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9D, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_IN_NIGHTMARE battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_LOVELY_KISS battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ANGELS ; ANIM_OBJ_SWEET_KISS battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_9F, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_GREEN, ANIM_GFX_OBJECTS ; ANIM_OBJ_SKETCH - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_A0, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS ; ANIM_OBJ_99 - battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_9A + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_A0, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS ; ANIM_OBJ_ENCORE_HAND + battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_ENCORE_STAR battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_A2, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_DESTINY_BOND battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_A3, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE ; ANIM_OBJ_MORNING_SUN battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A4, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE ; ANIM_OBJ_GLIMMER battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A5, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE ; ANIM_OBJ_MOONLIGHT battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_HIDDEN_POWER, PAL_BATTLE_OB_RED, ANIM_GFX_CHARGE ; ANIM_OBJ_HIDDEN_POWER - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_A0 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_A1 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CROSS_CHOP1 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CROSS_CHOP2 battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_BROWN, ANIM_GFX_POWDER ; ANIM_OBJ_SANDSTORM battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_ZAP_CANNON battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_SPITE @@ -188,11 +188,11 @@ BattleAnimObjects: battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AA, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE ; ANIM_OBJ_FORESIGHT battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_AB, BATTLEANIMFUNC_RAPID_SPIN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_RAPID_SPIN battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AC, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_SWAGGER - battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_AA - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_AB + battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_BELLY_DRUM_HAND + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_BELLY_DRUM_NOTE battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_AD, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_PSYCHIC ; ANIM_OBJ_MEAN_LOOK - battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_AE, BATTLEANIMFUNC_BETA_PURSUIT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_AD - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AF, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_AE + battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_AE, BATTLEANIMFUNC_BETA_PURSUIT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_BETA_PURSUIT + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AF, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_SHOOTING_SPARKLE battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B0, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER ; ANIM_OBJ_RAIN battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_ANIM_OBJ_B0, PAL_BATTLE_OB_RED, ANIM_GFX_HAZE ; ANIM_OBJ_B0 battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_B1, BATTLEANIMFUNC_PSYCH_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_PSYCH_UP diff --git a/data/moves/animations.asm b/data/moves/animations.asm index 51332de4f..1991f011c 100644 --- a/data/moves/animations.asm +++ b/data/moves/animations.asm @@ -323,7 +323,7 @@ BattleAnim_ThrowPokeBall: anim_sound 6, 2, SFX_THROW_BALL anim_obj ANIM_OBJ_POKE_BALL_BLOCKED, 64, 92, $20 anim_wait 20 - anim_obj ANIM_OBJ_01, 112, 40, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 112, 40, $0 anim_wait 32 anim_ret @@ -418,7 +418,7 @@ BattleAnim_SendOutMon: anim_call BattleAnim_TargetObj_1Row anim_bgeffect ANIM_BG_2B, $0, $1, $0 anim_sound 0, 0, SFX_BALL_POOF - anim_obj ANIM_OBJ_1B, 48, 96, $0 + anim_obj ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0 anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 anim_wait 128 anim_wait 4 @@ -433,7 +433,7 @@ BattleAnim_SendOutMon: anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 4 anim_sound 0, 0, SFX_BALL_POOF - anim_obj ANIM_OBJ_1B, 48, 96, $0 + anim_obj ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0 anim_incbgeffect ANIM_BG_2A anim_wait 96 anim_incbgeffect ANIM_BG_2A @@ -602,7 +602,7 @@ BattleAnim_InWhirlpool: BattleAnim_HitConfusion: anim_1gfx ANIM_GFX_HIT anim_sound 0, 0, SFX_POUND - anim_obj ANIM_OBJ_04, 44, 96, $0 + anim_obj ANIM_OBJ_HIT, 44, 96, $0 anim_wait 16 anim_ret @@ -652,28 +652,28 @@ BattleAnim_Shake: BattleAnim_Pound: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_08, 136, 56, $0 + anim_obj ANIM_OBJ_PALM, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_KarateChop: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_08, 136, 40, $0 + anim_obj ANIM_OBJ_PALM, 136, 40, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 40, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 40, $0 anim_wait 6 anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_08, 136, 44, $0 + anim_obj ANIM_OBJ_PALM, 136, 44, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 44, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 44, $0 anim_wait 6 anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_08, 136, 48, $0 + anim_obj ANIM_OBJ_PALM, 136, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 16 anim_ret @@ -681,17 +681,17 @@ BattleAnim_Doubleslap: anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_DOUBLESLAP - anim_obj ANIM_OBJ_08, 144, 48, $0 + anim_obj ANIM_OBJ_PALM, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 144, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate: anim_sound 0, 1, SFX_DOUBLESLAP - anim_obj ANIM_OBJ_08, 120, 48, $0 + anim_obj ANIM_OBJ_PALM, 120, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 120, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 8 anim_ret @@ -699,17 +699,17 @@ BattleAnim_CometPunch: anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_06, 144, 48, $0 + anim_obj ANIM_OBJ_PUNCH, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 144, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate: anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_06, 120, 64, $0 + anim_obj ANIM_OBJ_PUNCH, 120, 64, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 120, 64, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 64, $0 anim_wait 8 anim_ret @@ -720,10 +720,10 @@ BattleAnim_MegaPunch: anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_06, 136, 56, $0 - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_PUNCH, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_06, 136, 56, $0 + anim_obj ANIM_OBJ_PUNCH, 136, 56, $0 anim_wait 6 anim_loop 3, .loop anim_ret @@ -731,19 +731,19 @@ BattleAnim_MegaPunch: BattleAnim_Stomp: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_07, 136, 40, $0 + anim_obj ANIM_OBJ_KICK, 136, 40, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 40, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 40, $0 anim_wait 6 anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_07, 136, 44, $0 + anim_obj ANIM_OBJ_KICK, 136, 44, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 44, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 44, $0 anim_wait 6 anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_07, 136, 48, $0 + anim_obj ANIM_OBJ_KICK, 136, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 16 anim_ret @@ -751,17 +751,17 @@ BattleAnim_DoubleKick: anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 144, 48, $0 + anim_obj ANIM_OBJ_KICK, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 144, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate: anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 120, 64, $0 + anim_obj ANIM_OBJ_KICK, 120, 64, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 120, 64, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 64, $0 anim_wait 8 anim_ret @@ -769,20 +769,20 @@ BattleAnim_JumpKick: anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_JUMP_KICK - anim_obj ANIM_OBJ_07, 112, 72, $0 - anim_obj ANIM_OBJ_07, 100, 60, $0 + anim_obj ANIM_OBJ_KICK, 112, 72, $0 + anim_obj ANIM_OBJ_KICK, 100, 60, $0 anim_setobj $1, $2 anim_setobj $2, $2 anim_wait 24 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, 136, 48, $0 + anim_obj ANIM_OBJ_HIT, 136, 48, $0 anim_wait 16 anim_ret .alternate: anim_wait 8 anim_sound 0, 0, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, 44, 88, $0 + anim_obj ANIM_OBJ_HIT, 44, 88, $0 anim_wait 16 anim_ret @@ -792,28 +792,28 @@ BattleAnim_HiJumpKick: anim_if_param_equal $1, .alternate anim_wait 32 anim_sound 0, 1, SFX_JUMP_KICK - anim_obj ANIM_OBJ_07, 112, 72, $0 + anim_obj ANIM_OBJ_KICK, 112, 72, $0 anim_setobj $1, $2 anim_wait 16 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, 136, 48, $0 + anim_obj ANIM_OBJ_HIT, 136, 48, $0 anim_wait 16 anim_ret .alternate: anim_wait 16 anim_sound 0, 0, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, 44, 88, $0 + anim_obj ANIM_OBJ_HIT, 44, 88, $0 anim_wait 16 anim_ret BattleAnim_RollingKick: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 112, 56, $0 + anim_obj ANIM_OBJ_KICK, 112, 56, $0 anim_setobj $1, $3 anim_wait 12 - anim_obj ANIM_OBJ_01, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 16 anim_ret @@ -824,10 +824,10 @@ BattleAnim_MegaKick: anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_07, 136, 56, $0 - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_KICK, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_07, 136, 56, $0 + anim_obj ANIM_OBJ_KICK, 136, 56, $0 anim_wait 6 anim_loop 3, .loop anim_ret @@ -838,7 +838,7 @@ BattleAnim_HyperFang: anim_sound 0, 1, SFX_BITE anim_obj ANIM_OBJ_FANG, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -850,7 +850,7 @@ BattleAnim_SuperFang: .loop anim_sound 0, 1, SFX_BITE anim_obj ANIM_OBJ_FANG, 136, 56, $0 - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_obj ANIM_OBJ_FANG, 136, 56, $0 anim_wait 6 @@ -880,7 +880,7 @@ BattleAnim_Ember: BattleAnim_FirePunch: anim_2gfx ANIM_GFX_HIT, ANIM_GFX_FIRE - anim_obj ANIM_OBJ_0A, 136, 56, $43 + anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_call BattleAnimSub_Fire anim_wait 16 anim_ret @@ -976,7 +976,7 @@ BattleAnim_FireBlast: BattleAnim_IcePunch: anim_2gfx ANIM_GFX_HIT, ANIM_GFX_ICE - anim_obj ANIM_OBJ_0A, 136, 56, $43 + anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_call BattleAnimSub_Ice anim_wait 32 anim_ret @@ -1137,10 +1137,10 @@ BattleAnim_Surf: BattleAnim_VineWhip: anim_1gfx ANIM_GFX_WHIP anim_sound 0, 1, SFX_VINE_WHIP - anim_obj ANIM_OBJ_40, 116, 52, $80 + anim_obj ANIM_OBJ_VINE_WHIP2, 116, 52, $80 anim_wait 4 anim_sound 0, 1, SFX_VINE_WHIP - anim_obj ANIM_OBJ_3F, 128, 60, $0 + anim_obj ANIM_OBJ_VINE_WHIP1, 128, 60, $0 anim_wait 4 anim_incobj 1 anim_wait 4 @@ -1213,15 +1213,15 @@ BattleAnim_Solarbeam: ; charge turn anim_1gfx ANIM_GFX_CHARGE anim_sound 0, 0, SFX_CHARGE - anim_obj ANIM_OBJ_3D, 48, 84, $0 - anim_obj ANIM_OBJ_3C, 48, 84, $0 - anim_obj ANIM_OBJ_3C, 48, 84, $8 - anim_obj ANIM_OBJ_3C, 48, 84, $10 - anim_obj ANIM_OBJ_3C, 48, 84, $18 - anim_obj ANIM_OBJ_3C, 48, 84, $20 - anim_obj ANIM_OBJ_3C, 48, 84, $28 - anim_obj ANIM_OBJ_3C, 48, 84, $30 - anim_obj ANIM_OBJ_3C, 48, 84, $38 + anim_obj ANIM_OBJ_ABSORB_CENTER, 48, 84, $0 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $0 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $8 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $10 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $18 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $20 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $28 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $30 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $38 anim_wait 104 anim_bgeffect ANIM_BG_FLASH_WHITE, $0, $4, $2 anim_wait 64 @@ -1236,29 +1236,29 @@ BattleAnim_Solarbeam: BattleAnim_Thunderpunch: anim_2gfx ANIM_GFX_HIT, ANIM_GFX_LIGHTNING - anim_obj ANIM_OBJ_0A, 136, 56, $43 + anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2F, 152, 68, $0 + anim_obj ANIM_OBJ_THUNDER3, 152, 68, $0 anim_wait 64 anim_ret BattleAnim_Thundershock: anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_obj ANIM_OBJ_34, 136, 56, $2 + anim_obj ANIM_OBJ_THUNDERSHOCK_BALL, 136, 56, $2 anim_wait 16 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_33, 136, 56, $0 + anim_obj ANIM_OBJ_SPARKS_CIRCLE, 136, 56, $0 anim_wait 96 anim_ret BattleAnim_Thunderbolt: anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2 + anim_obj ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 anim_wait 16 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_31, 136, 56, $0 + anim_obj ANIM_OBJ_SPARKS_CIRCLE_BIG, 136, 56, $0 anim_wait 64 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_wait 64 @@ -1279,13 +1279,13 @@ BattleAnim_Thunder: 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, 120, 68, $0 + anim_obj ANIM_OBJ_THUNDER2, 120, 68, $0 anim_wait 16 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2F, 152, 68, $0 + anim_obj ANIM_OBJ_THUNDER3, 152, 68, $0 anim_wait 16 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2D, 136, 68, $0 + anim_obj ANIM_OBJ_THUNDER1, 136, 68, $0 anim_wait 48 anim_ret @@ -1296,19 +1296,19 @@ BattleAnim_RazorWind: .loop anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_42, 152, 40, $3 + anim_obj ANIM_OBJ_RAZOR_WIND2, 152, 40, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_42, 136, 56, $3 + anim_obj ANIM_OBJ_RAZOR_WIND2, 136, 56, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_42, 152, 64, $3 + anim_obj ANIM_OBJ_RAZOR_WIND2, 152, 64, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_41, 120, 40, $83 + anim_obj ANIM_OBJ_RAZOR_WIND1, 120, 40, $83 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_41, 120, 64, $83 + anim_obj ANIM_OBJ_RAZOR_WIND1, 120, 64, $83 anim_wait 4 anim_loop 3, .loop anim_wait 24 @@ -1334,7 +1334,7 @@ BattleAnim_Sonicboom_JP: anim_incobj 4 anim_incobj 5 anim_incobj 6 - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -1346,9 +1346,9 @@ BattleAnim_Sonicboom: anim_obj ANIM_OBJ_GUST, 136, 72, $0 anim_wait 6 anim_loop 9, .loop - anim_obj ANIM_OBJ_01, 144, 64, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 64, $18 anim_wait 8 - anim_obj ANIM_OBJ_01, 128, 32, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 32, $18 anim_wait 16 anim_ret @@ -1500,17 +1500,17 @@ BattleAnim_AuroraBeam: BattleAnim_Vicegrip: anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_VICEGRIP - anim_obj ANIM_OBJ_37, 152, 40, $0 - anim_obj ANIM_OBJ_39, 120, 72, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0 + anim_obj ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 anim_wait 32 anim_ret BattleAnim_Scratch: anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_37, 144, 48, $0 - anim_obj ANIM_OBJ_37, 140, 44, $0 - anim_obj ANIM_OBJ_37, 136, 40, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0 anim_wait 32 anim_ret @@ -1518,18 +1518,18 @@ BattleAnim_FurySwipes: anim_1gfx ANIM_GFX_CUT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_37, 144, 48, $0 - anim_obj ANIM_OBJ_37, 140, 44, $0 - anim_obj ANIM_OBJ_37, 136, 40, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0 anim_sound 0, 1, SFX_SCRATCH anim_wait 32 anim_ret .alternate: anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_38, 120, 48, $0 - anim_obj ANIM_OBJ_38, 124, 44, $0 - anim_obj ANIM_OBJ_38, 128, 40, $0 + anim_obj ANIM_OBJ_CUT_DOWN_RIGHT, 120, 48, $0 + anim_obj ANIM_OBJ_CUT_DOWN_RIGHT, 124, 44, $0 + anim_obj ANIM_OBJ_CUT_DOWN_RIGHT, 128, 40, $0 anim_sound 0, 1, SFX_SCRATCH anim_wait 32 anim_ret @@ -1537,15 +1537,15 @@ BattleAnim_FurySwipes: BattleAnim_Cut: anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, 152, 40, $0 + anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_wait 32 anim_ret BattleAnim_Slash: anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, 152, 40, $0 - anim_obj ANIM_OBJ_3A, 148, 36, $0 + anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 + anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 148, 36, $0 anim_wait 32 anim_ret @@ -1555,10 +1555,10 @@ BattleAnim_Clamp: anim_obj ANIM_OBJ_CLAMP, 136, 56, $20 anim_wait 16 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, 144, 48, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $18 anim_wait 32 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, 128, 64, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 64, $18 anim_wait 16 anim_ret @@ -1568,10 +1568,10 @@ BattleAnim_Bite: anim_obj ANIM_OBJ_BITE, 136, 56, $18 anim_wait 8 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, 144, 48, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $18 anim_wait 16 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, 128, 64, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 64, $18 anim_wait 8 anim_ret @@ -1594,7 +1594,7 @@ BattleAnim_Fly: anim_if_param_equal $2, .miss anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 32 .miss: anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 @@ -1640,7 +1640,7 @@ BattleAnim_Recover: BattleAnim_Absorb: anim_1gfx ANIM_GFX_CHARGE - anim_obj ANIM_OBJ_3D, 44, 88, $0 + anim_obj ANIM_OBJ_ABSORB_CENTER, 44, 88, $0 .loop anim_sound 6, 3, SFX_WATER_GUN anim_obj ANIM_OBJ_ABSORB, 128, 48, $2 @@ -1676,7 +1676,7 @@ BattleAnim_MegaDrain: anim_jump .loop .spawn - anim_obj ANIM_OBJ_3D, 44, 88, $0 + anim_obj ANIM_OBJ_ABSORB_CENTER, 44, 88, $0 anim_jump .loop .done @@ -1694,13 +1694,13 @@ BattleAnim_EggBomb: anim_incobj 1 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, 128, 64, $0 + anim_obj ANIM_OBJ_EXPLOSION2, 128, 64, $0 anim_wait 8 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, 144, 68, $0 + anim_obj ANIM_OBJ_EXPLOSION2, 144, 68, $0 anim_wait 8 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, 136, 72, $0 + anim_obj ANIM_OBJ_EXPLOSION2, 136, 72, $0 anim_wait 24 anim_ret @@ -1731,19 +1731,19 @@ BattleAnim_FocusEnergy: anim_bgeffect ANIM_BG_06, $0, $2, $0 .loop anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_47, 44, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 44, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 36, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 36, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 52, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 52, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 28, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 28, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 60, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 60, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 20, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 20, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 68, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 68, 108, $8 anim_wait 2 anim_loop 3, .loop anim_wait 8 @@ -1765,11 +1765,11 @@ BattleAnim_Bide: BattleAnim_Bind: anim_1gfx ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_48, 132, 64, $0 + anim_obj ANIM_OBJ_BIND1, 132, 64, $0 anim_wait 8 - anim_obj ANIM_OBJ_49, 132, 56, $0 + anim_obj ANIM_OBJ_BIND2, 132, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, 132, 48, $0 + anim_obj ANIM_OBJ_BIND1, 132, 48, $0 anim_wait 64 anim_sound 0, 1, SFX_BIND anim_incobj 1 @@ -1781,11 +1781,11 @@ BattleAnim_Bind: BattleAnim_Wrap: anim_1gfx ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_48, 132, 64, $0 + anim_obj ANIM_OBJ_BIND1, 132, 64, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, 132, 56, $0 + anim_obj ANIM_OBJ_BIND1, 132, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, 132, 48, $0 + anim_obj ANIM_OBJ_BIND1, 132, 48, $0 anim_wait 64 anim_sound 0, 1, SFX_BIND anim_incobj 1 @@ -1807,13 +1807,13 @@ BattleAnim_Confusion: BattleAnim_Constrict: anim_1gfx ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_49, 132, 64, $0 + anim_obj ANIM_OBJ_BIND2, 132, 64, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, 132, 48, $0 + anim_obj ANIM_OBJ_BIND1, 132, 48, $0 anim_wait 8 - anim_obj ANIM_OBJ_49, 132, 40, $0 + anim_obj ANIM_OBJ_BIND2, 132, 40, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, 132, 56, $0 + anim_obj ANIM_OBJ_BIND1, 132, 56, $0 anim_wait 64 anim_ret @@ -1915,7 +1915,7 @@ BattleAnim_ConfuseRay: BattleAnim_Leer: anim_1gfx ANIM_GFX_BEAM anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_call BattleAnimSub_ShakeEnemy + anim_call BattleAnimSub_EyeBeams anim_wait 16 anim_ret @@ -1971,8 +1971,8 @@ BattleAnim_Amnesia: BattleAnim_DizzyPunch: anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_HIT anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 136, 40, $0 - anim_obj ANIM_OBJ_02, 136, 64, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 40, $0 + anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 136, 64, $0 anim_wait 16 anim_sound 0, 1, SFX_KINESIS anim_obj ANIM_OBJ_CHICK, 136, 24, $15 @@ -2017,10 +2017,10 @@ BattleAnim_Dig: anim_if_param_equal $2, .fail anim_call BattleAnim_TargetObj_2Row anim_bgeffect ANIM_BG_DIG, $0, $1, $1 - anim_obj ANIM_OBJ_57, 72, 104, $0 + anim_obj ANIM_OBJ_DIG_PILE, 72, 104, $0 .loop anim_sound 0, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_56, 56, 104, $0 + anim_obj ANIM_OBJ_DIG_SAND, 56, 104, $0 anim_wait 16 anim_loop 6, .loop anim_wait 32 @@ -2032,7 +2032,7 @@ BattleAnim_Dig: .hit anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 32 .fail anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 @@ -2075,7 +2075,7 @@ BattleAnim_Headbutt: anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_HEADBUTT - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2086,7 +2086,7 @@ BattleAnim_Tackle: anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_00, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2101,10 +2101,10 @@ BattleAnim_BodySlam: anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_01, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_01, 144, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2116,11 +2116,11 @@ BattleAnim_TakeDown: anim_wait 3 anim_sound 0, 1, SFX_TACKLE anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_obj ANIM_OBJ_01, 128, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_obj ANIM_OBJ_01, 144, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2132,10 +2132,10 @@ BattleAnim_DoubleEdge: anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_00, 128, 48, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 128, 48, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_00, 144, 48, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2146,11 +2146,11 @@ BattleAnim_Submission: anim_bgeffect ANIM_BG_26, $0, $0, $0 anim_sound 0, 1, SFX_SUBMISSION anim_wait 32 - anim_obj ANIM_OBJ_01, 120, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 32 - anim_obj ANIM_OBJ_01, 152, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 152, 56, $0 anim_wait 32 - anim_obj ANIM_OBJ_01, 136, 52, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 52, $0 anim_wait 32 anim_incbgeffect ANIM_BG_26 anim_call BattleAnim_ShowMon_1 @@ -2238,7 +2238,7 @@ BattleAnim_HornAttack: anim_obj ANIM_OBJ_HORN, 72, 80, $1 anim_wait 16 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -2247,17 +2247,17 @@ BattleAnim_FuryAttack: anim_obj ANIM_OBJ_HORN, 72, 72, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_04, 128, 40, $0 + anim_obj ANIM_OBJ_HIT, 128, 40, $0 anim_wait 8 anim_obj ANIM_OBJ_HORN, 80, 88, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_04, 136, 56, $0 + anim_obj ANIM_OBJ_HIT, 136, 56, $0 anim_wait 8 anim_obj ANIM_OBJ_HORN, 76, 80, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_04, 132, 48, $0 + anim_obj ANIM_OBJ_HIT, 132, 48, $0 anim_wait 8 anim_ret @@ -2268,56 +2268,56 @@ BattleAnim_HornDrill: anim_wait 8 .loop anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, 132, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, 140, 48, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 140, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, 132, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 56, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, 124, 48, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 124, 48, $0 anim_wait 8 anim_loop 3, .loop anim_ret BattleAnim_PoisonSting: anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_obj ANIM_OBJ_60, 64, 92, $14 + anim_obj ANIM_OBJ_NEEDLE, 64, 92, $14 anim_wait 16 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_Twineedle: anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_60, 64, 92, $14 - anim_obj ANIM_OBJ_60, 56, 84, $14 + anim_obj ANIM_OBJ_NEEDLE, 64, 92, $14 + anim_obj ANIM_OBJ_NEEDLE, 56, 84, $14 anim_wait 16 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 136, 56, $0 - anim_obj ANIM_OBJ_05, 128, 48, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 128, 48, $0 anim_wait 16 anim_ret BattleAnim_PinMissile: anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT .loop - anim_obj ANIM_OBJ_60, 64, 92, $28 + anim_obj ANIM_OBJ_NEEDLE, 64, 92, $28 anim_wait 8 - anim_obj ANIM_OBJ_60, 56, 84, $28 + anim_obj ANIM_OBJ_NEEDLE, 56, 84, $28 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_60, 52, 88, $28 + anim_obj ANIM_OBJ_NEEDLE, 52, 88, $28 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 128, 48, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 132, 52, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 132, 52, $0 anim_loop 3, .loop anim_wait 16 anim_ret @@ -2325,18 +2325,18 @@ BattleAnim_PinMissile: BattleAnim_SpikeCannon: anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT .loop - anim_obj ANIM_OBJ_60, 64, 92, $18 + anim_obj ANIM_OBJ_NEEDLE, 64, 92, $18 anim_wait 8 - anim_obj ANIM_OBJ_60, 56, 84, $18 + anim_obj ANIM_OBJ_NEEDLE, 56, 84, $18 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_60, 52, 88, $18 + anim_obj ANIM_OBJ_NEEDLE, 52, 88, $18 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 128, 48, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 132, 52, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 132, 52, $0 anim_loop 3, .loop anim_wait 16 anim_ret @@ -2364,7 +2364,7 @@ BattleAnim_PetalDance: anim_wait 128 anim_wait 64 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -2374,14 +2374,14 @@ BattleAnim_Barrage: anim_obj ANIM_OBJ_SLUDGE_BOMB, 64, 92, $10 anim_wait 36 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, 136, 56, $0 + anim_obj ANIM_OBJ_EXPLOSION2, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_PayDay: anim_2gfx ANIM_GFX_HIT, ANIM_GFX_STATUS anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_01, 128, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 56, $0 anim_wait 16 anim_sound 0, 1, SFX_PAY_DAY anim_obj ANIM_OBJ_PAY_DAY, 120, 76, $1 @@ -2420,7 +2420,7 @@ BattleAnim_Bonemerang: anim_obj ANIM_OBJ_BONEMERANG, 88, 56, $1c anim_wait 24 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 24 anim_ret @@ -2442,7 +2442,7 @@ BattleAnim_Crabhammer: anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 12 anim_loop 3, .loop anim_ret @@ -2458,7 +2458,7 @@ BattleAnim_SkullBash: anim_wait 4 .loop anim_sound 0, 1, SFX_HEADBUTT - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 anim_loop 3, .loop anim_call BattleAnim_ShowMon_0 @@ -2471,7 +2471,7 @@ BattleAnim_Kinesis: anim_wait 32 .loop anim_sound 0, 0, SFX_KINESIS - anim_obj ANIM_OBJ_4B, 64, 88, $0 + anim_obj ANIM_OBJ_SOUND, 64, 88, $0 anim_wait 32 anim_loop 3, .loop anim_wait 32 @@ -2482,10 +2482,10 @@ BattleAnim_Kinesis: BattleAnim_Peck: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 128, 48, $0 + anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -2493,16 +2493,16 @@ BattleAnim_DrillPeck: anim_1gfx ANIM_GFX_HIT .loop anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 124, 56, $0 + anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 124, 56, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 132, 48, $0 + anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 132, 48, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 140, 56, $0 + anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 140, 56, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 132, 64, $0 + anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 132, 64, $0 anim_wait 4 anim_loop 5, .loop anim_wait 16 @@ -2513,13 +2513,13 @@ BattleAnim_Guillotine: 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, 156, 44, $0 - anim_obj ANIM_OBJ_37, 152, 40, $0 - anim_obj ANIM_OBJ_37, 148, 36, $0 - anim_obj ANIM_OBJ_39, 124, 76, $0 - anim_obj ANIM_OBJ_39, 120, 72, $0 - anim_obj ANIM_OBJ_39, 116, 68, $0 - anim_obj ANIM_OBJ_39, 120, 72, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 156, 44, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 148, 36, $0 + anim_obj ANIM_OBJ_CUT_UP_RIGHT, 124, 76, $0 + anim_obj ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 + anim_obj ANIM_OBJ_CUT_UP_RIGHT, 116, 68, $0 + anim_obj ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 anim_wait 32 anim_ret @@ -2644,7 +2644,7 @@ BattleAnim_TriAttack: anim_wait 16 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2F, 152, 68, $0 + anim_obj ANIM_OBJ_THUNDER3, 152, 68, $0 anim_wait 16 anim_ret @@ -2723,23 +2723,23 @@ BattleAnim_Glare: anim_1gfx ANIM_GFX_BEAM anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $20 anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_call BattleAnimSub_ShakeEnemy + anim_call BattleAnimSub_EyeBeams anim_wait 16 anim_ret BattleAnim_Thrash: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_08, 120, 72, $0 - anim_obj ANIM_OBJ_00, 120, 72, $0 + anim_obj ANIM_OBJ_PALM, 120, 72, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_06, 136, 56, $0 - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_PUNCH, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 152, 40, $0 - anim_obj ANIM_OBJ_00, 152, 40, $0 + anim_obj ANIM_OBJ_KICK, 152, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 anim_wait 16 anim_ret @@ -2799,7 +2799,7 @@ BattleAnim_Strength: anim_incobj 1 anim_wait 20 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 132, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 anim_wait 16 anim_ret @@ -2826,7 +2826,7 @@ BattleAnim_QuickAttack: anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 16 @@ -2878,7 +2878,7 @@ BattleAnim_SeismicToss: anim_incobj 1 anim_wait 20 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 132, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 anim_wait 16 anim_ret @@ -2891,13 +2891,13 @@ BattleAnim_Rage: anim_incbgeffect ANIM_BG_1A anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_00, 120, 72, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 152, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 anim_wait 16 anim_ret @@ -2927,7 +2927,7 @@ BattleAnim_BoneClub: anim_obj ANIM_OBJ_BONE_CLUB, 64, 88, $2 anim_wait 32 anim_sound 0, 1, SFX_BONE_CLUB - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -2951,19 +2951,19 @@ BattleAnim_Waterfall: anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, 136, 40, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 40, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, 136, 32, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 32, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, 136, 24, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 24, $0 anim_wait 8 anim_ret @@ -2999,9 +2999,9 @@ BattleAnim_Toxic: BattleAnim_Metronome: anim_2gfx ANIM_GFX_MISC, ANIM_GFX_SPEED anim_sound 0, 0, SFX_METRONOME - anim_obj ANIM_OBJ_7A, 72, 88, $0 + anim_obj ANIM_OBJ_METRONOME_HAND, 72, 88, $0 .loop - anim_obj ANIM_OBJ_7B, 72, 80, $0 + anim_obj ANIM_OBJ_METRONOME_SPARKLE, 72, 80, $0 anim_wait 8 anim_loop 5, .loop anim_wait 48 @@ -3012,18 +3012,18 @@ BattleAnim_Counter: .loop anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_08, 120, 72, $0 - anim_obj ANIM_OBJ_00, 120, 72, $0 + anim_obj ANIM_OBJ_PALM, 120, 72, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $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, 136, 40, $0 - anim_obj ANIM_OBJ_00, 136, 40, $0 + anim_obj ANIM_OBJ_PUNCH, 136, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 40, $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, 152, 56, $0 - anim_obj ANIM_OBJ_00, 152, 56, $0 + anim_obj ANIM_OBJ_KICK, 152, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 56, $0 anim_wait 6 anim_loop 3, .loop anim_wait 16 @@ -3033,34 +3033,34 @@ BattleAnim_LowKick: 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, 124, 64, $0 - anim_obj ANIM_OBJ_00, 124, 64, $0 + anim_obj ANIM_OBJ_KICK, 124, 64, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 124, 64, $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, 132, 64, $0 - anim_obj ANIM_OBJ_00, 132, 64, $0 + anim_obj ANIM_OBJ_KICK, 132, 64, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 64, $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, 140, 64, $0 - anim_obj ANIM_OBJ_00, 140, 64, $0 + anim_obj ANIM_OBJ_KICK, 140, 64, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 140, 64, $0 anim_wait 16 anim_ret BattleAnim_WingAttack: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, 148, 56, $0 - anim_obj ANIM_OBJ_01, 116, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 148, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 116, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, 144, 56, $0 - anim_obj ANIM_OBJ_01, 120, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, 140, 56, $0 - anim_obj ANIM_OBJ_01, 124, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 140, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 124, 56, $0 anim_wait 16 anim_ret @@ -3068,7 +3068,7 @@ BattleAnim_Slam: 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, 124, 40, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 124, 40, $0 anim_wait 16 anim_ret @@ -3096,7 +3096,7 @@ BattleAnim_TailWhip: BattleAnim_Struggle: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -3117,25 +3117,25 @@ BattleAnim_TripleKick: anim_if_param_equal $1, .alternate1 anim_if_param_equal $2, .alternate2 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_07, 144, 48, $0 + anim_obj ANIM_OBJ_KICK, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 144, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate1: anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 120, 64, $0 + anim_obj ANIM_OBJ_KICK, 120, 64, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 120, 64, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 64, $0 anim_wait 8 anim_ret .alternate2: anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 132, 32, $0 + anim_obj ANIM_OBJ_KICK, 132, 32, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 132, 32, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 132, 32, $0 anim_wait 8 anim_ret @@ -3145,7 +3145,7 @@ BattleAnim_Thief: anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 16 anim_sound 0, 1, SFX_THIEF - anim_obj ANIM_OBJ_01, 128, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 48, $0 anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_wait 1 @@ -3236,7 +3236,7 @@ BattleAnim_Curse: anim_incobj 1 anim_wait 12 anim_sound 0, 0, SFX_POISON_STING - anim_obj ANIM_OBJ_04, 44, 96, $0 + anim_obj ANIM_OBJ_HIT, 44, 96, $0 anim_wait 16 anim_ret @@ -3251,19 +3251,19 @@ BattleAnim_Curse: anim_bgeffect ANIM_BG_16, $0, $1, $40 .loop anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_47, 44, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 44, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 36, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 36, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 52, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 52, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 28, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 28, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 60, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 60, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 20, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 20, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 68, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 68, 108, $8 anim_wait 2 anim_loop 3, .loop anim_wait 8 @@ -3277,11 +3277,11 @@ BattleAnim_Flail: anim_sound 0, 0, SFX_SUBMISSION anim_bgeffect ANIM_BG_2C, $0, $1, $0 anim_wait 8 - anim_obj ANIM_OBJ_01, 120, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 8 - anim_obj ANIM_OBJ_01, 152, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 152, 48, $0 anim_wait 8 - anim_obj ANIM_OBJ_01, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 8 anim_incbgeffect ANIM_BG_2C anim_call BattleAnim_ShowMon_0 @@ -3311,14 +3311,14 @@ BattleAnim_Aeroblast: anim_obj ANIM_OBJ_AEROBLAST, 72, 88, $0 anim_wait 32 anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 80, 84, $0 + anim_obj ANIM_OBJ_BEAM, 80, 84, $0 anim_wait 2 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 96, 76, $0 + anim_obj ANIM_OBJ_BEAM, 96, 76, $0 anim_wait 2 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 112, 68, $0 - anim_obj ANIM_OBJ_28, 126, 62, $0 + anim_obj ANIM_OBJ_BEAM, 112, 68, $0 + anim_obj ANIM_OBJ_BEAM_TIP, 126, 62, $0 anim_wait 48 anim_ret @@ -3337,19 +3337,19 @@ BattleAnim_Reversal: 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, 112, 64, $0 + anim_obj ANIM_OBJ_HIT, 112, 64, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE anim_obj ANIM_OBJ_FORESIGHT, 120, 56, $0 anim_wait 2 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_04, 128, 56, $0 + anim_obj ANIM_OBJ_HIT, 128, 56, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE anim_obj ANIM_OBJ_FORESIGHT, 136, 48, $0 anim_wait 2 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_04, 144, 48, $0 + anim_obj ANIM_OBJ_HIT, 144, 48, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE anim_obj ANIM_OBJ_FORESIGHT, 152, 40, $0 @@ -3406,9 +3406,9 @@ BattleAnim_MachPunch: anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_06, 136, 56, $0 + anim_obj ANIM_OBJ_PUNCH, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 16 @@ -3418,7 +3418,7 @@ BattleAnim_ScaryFace: anim_1gfx ANIM_GFX_BEAM anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_call BattleAnimSub_ShakeEnemy + anim_call BattleAnimSub_EyeBeams anim_wait 64 anim_ret @@ -3429,13 +3429,13 @@ BattleAnim_FaintAttack: anim_bgeffect ANIM_BG_1D, $0, $1, $80 anim_wait 96 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_04, 120, 32, $0 + anim_obj ANIM_OBJ_HIT, 120, 32, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_04, 152, 40, $0 + anim_obj ANIM_OBJ_HIT, 152, 40, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_04, 136, 48, $0 + anim_obj ANIM_OBJ_HIT, 136, 48, $0 anim_wait 32 anim_incbgeffect ANIM_BG_1D anim_call BattleAnim_ShowMon_0 @@ -3456,40 +3456,40 @@ BattleAnim_SweetKiss: BattleAnim_BellyDrum: anim_2gfx ANIM_GFX_HIT, ANIM_GFX_NOISE anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_ret @@ -3546,9 +3546,9 @@ BattleAnim_ZapCannon: anim_obj ANIM_OBJ_ZAP_CANNON, 64, 92, $2 anim_wait 40 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2 + anim_obj ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 anim_wait 16 - anim_obj ANIM_OBJ_31, 136, 56, $0 + anim_obj ANIM_OBJ_SPARKS_CIRCLE_BIG, 136, 56, $0 anim_wait 128 anim_ret @@ -3607,11 +3607,11 @@ BattleAnim_IcyWind: anim_sound 0, 0, SFX_PSYCHIC .loop anim_wait 8 - anim_obj ANIM_OBJ_AE, 64, 88, $4 + anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 88, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 64, 80, $4 + anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 80, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 64, 96, $4 + anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 96, $4 anim_wait 8 anim_loop 2, .loop anim_wait 16 @@ -3640,10 +3640,10 @@ BattleAnim_BoneRush: anim_obj ANIM_OBJ_BONE_RUSH, 132, 56, $2 anim_wait 16 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 120, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 16 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 144, 64, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 64, $0 anim_wait 16 anim_ret @@ -3670,13 +3670,13 @@ BattleAnim_Outrage: 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, 120, 72, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 152, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 anim_wait 16 anim_ret @@ -3730,19 +3730,19 @@ BattleAnim_Endure: anim_bgeffect ANIM_BG_07, $0, $2, $0 .loop anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_47, 44, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 44, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 36, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 36, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 52, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 52, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 28, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 28, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 60, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 60, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 20, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 20, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 68, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 68, 108, $8 anim_wait 2 anim_loop 5, .loop anim_wait 8 @@ -3770,7 +3770,7 @@ BattleAnim_Rollout: anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_03, 136, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG, 136, 40, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret @@ -3779,7 +3779,7 @@ BattleAnim_FalseSwipe: 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, 152, 40, $0 + anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_wait 4 anim_obj ANIM_OBJ_GLIMMER, 136, 40, $0 anim_wait 32 @@ -3831,8 +3831,8 @@ BattleAnim_Spark: anim_incobj 2 anim_wait 1 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2 - anim_obj ANIM_OBJ_33, 136, 56, $0 + anim_obj ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 + anim_obj ANIM_OBJ_SPARKS_CIRCLE, 136, 56, $0 anim_wait 32 anim_ret @@ -3841,11 +3841,11 @@ BattleAnim_FuryCutter: .loop anim_sound 0, 1, SFX_CUT anim_if_param_and %00000001, .obj1 - anim_obj ANIM_OBJ_3A, 152, 40, $0 + anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_jump .okay .obj1 - anim_obj ANIM_OBJ_3B, 112, 40, $0 + anim_obj ANIM_OBJ_CUT_LONG_DOWN_RIGHT, 112, 40, $0 .okay anim_wait 16 anim_jumpuntil .loop @@ -3861,16 +3861,16 @@ BattleAnim_SteelWing: anim_1gfx ANIM_GFX_HIT anim_resetobp0 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, 148, 56, $0 - anim_obj ANIM_OBJ_01, 116, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 148, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 116, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, 144, 56, $0 - anim_obj ANIM_OBJ_01, 120, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, 140, 56, $0 - anim_obj ANIM_OBJ_01, 124, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 140, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 124, 56, $0 anim_wait 16 anim_ret @@ -3913,23 +3913,23 @@ BattleAnim_SleepTalk: BattleAnim_HealBell: anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE - anim_obj ANIM_OBJ_84, 72, 56, $0 + anim_obj ANIM_OBJ_HEAL_BELL, 72, 56, $0 anim_wait 32 .loop anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 72, 52, $0 + anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $0 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 72, 52, $1 + anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $1 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 72, 52, $2 + anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $2 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 72, 52, $0 + anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $0 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 72, 52, $2 + anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $2 anim_wait 8 anim_loop 4, .loop anim_wait 64 @@ -3946,7 +3946,7 @@ BattleAnim_Return: anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_03, 136, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG, 136, 40, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret @@ -3989,13 +3989,13 @@ BattleAnim_Frustration: anim_bgeffect ANIM_BG_26, $0, $1, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 120, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 152, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 152, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 8 anim_incbgeffect ANIM_BG_26 anim_wait 1 @@ -4020,8 +4020,8 @@ BattleAnim_PainSplit: anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_04, 112, 48, $0 - anim_obj ANIM_OBJ_04, 76, 96, $0 + anim_obj ANIM_OBJ_HIT, 112, 48, $0 + anim_obj ANIM_OBJ_HIT, 76, 96, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_wait 1 @@ -4073,7 +4073,7 @@ BattleAnim_Magnitude: BattleAnim_Dynamicpunch: anim_2gfx ANIM_GFX_HIT, ANIM_GFX_EXPLOSION anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_0A, 136, 56, $43 + anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_wait 16 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12 anim_call BattleAnimSub_Explosion2 @@ -4088,7 +4088,7 @@ BattleAnim_Megahorn: anim_obj ANIM_OBJ_HORN, 72, 80, $1 anim_sound 0, 1, SFX_HORN_ATTACK anim_wait 16 - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -4112,13 +4112,13 @@ BattleAnim_BatonPass: BattleAnim_Encore: anim_1gfx ANIM_GFX_OBJECTS - anim_obj ANIM_OBJ_99, 64, 80, $90 - anim_obj ANIM_OBJ_99, 64, 80, $10 + anim_obj ANIM_OBJ_ENCORE_HAND, 64, 80, $90 + anim_obj ANIM_OBJ_ENCORE_HAND, 64, 80, $10 anim_sound 0, 0, SFX_ENCORE anim_wait 16 - anim_obj ANIM_OBJ_9A, 64, 72, $2c + anim_obj ANIM_OBJ_ENCORE_STAR, 64, 72, $2c anim_wait 32 - anim_obj ANIM_OBJ_9A, 64, 72, $34 + anim_obj ANIM_OBJ_ENCORE_STAR, 64, 72, $34 anim_wait 16 anim_ret @@ -4126,7 +4126,7 @@ BattleAnim_Pursuit: anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, .pursued anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -4134,16 +4134,16 @@ BattleAnim_Pursuit: anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0 anim_wait 4 anim_call BattleAnim_UserObj_1Row - anim_obj ANIM_OBJ_AD, 132, 64, $0 + anim_obj ANIM_OBJ_BETA_PURSUIT, 132, 64, $0 anim_wait 64 - anim_obj ANIM_OBJ_AD, 132, 64, $1 + anim_obj ANIM_OBJ_BETA_PURSUIT, 132, 64, $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, 120, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 56, $0 anim_bgeffect ANIM_BG_2D, $0, $0, $0 anim_wait 16 anim_call BattleAnim_ShowMon_1 @@ -4164,7 +4164,7 @@ BattleAnim_RapidSpin: anim_wait 4 anim_resetobp0 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_04, 136, 40, $0 + anim_obj ANIM_OBJ_HIT, 136, 40, $0 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 anim_wait 4 @@ -4199,7 +4199,7 @@ BattleAnim_IronTail: anim_bgeffect ANIM_BG_26, $0, $1, $0 anim_wait 16 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_00, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 anim_wait 16 anim_incbgeffect ANIM_BG_26 anim_call BattleAnim_ShowMon_0 @@ -4215,9 +4215,9 @@ BattleAnim_MetalClaw: anim_1gfx ANIM_GFX_CUT anim_resetobp0 anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_37, 144, 48, $0 - anim_obj ANIM_OBJ_37, 140, 44, $0 - anim_obj ANIM_OBJ_37, 136, 40, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0 anim_wait 32 anim_ret @@ -4227,19 +4227,19 @@ BattleAnim_VitalThrow: anim_bgeffect ANIM_BG_2F, $0, $1, $0 anim_wait 16 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_04, 64, 96, $0 + anim_obj ANIM_OBJ_HIT, 64, 96, $0 anim_wait 8 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_04, 56, 88, $0 + anim_obj ANIM_OBJ_HIT, 56, 88, $0 anim_wait 8 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_04, 68, 104, $0 + anim_obj ANIM_OBJ_HIT, 68, 104, $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, 132, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG, 132, 56, $0 anim_wait 16 anim_ret @@ -4286,10 +4286,10 @@ BattleAnim_Crunch: anim_obj ANIM_OBJ_BITE, 136, 56, $28 anim_wait 8 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_00, 144, 48, $18 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 144, 48, $18 anim_wait 16 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_00, 128, 64, $18 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 128, 64, $18 anim_wait 8 anim_ret @@ -4343,15 +4343,15 @@ BattleAnim_HiddenPower: anim_incobj 9 anim_wait 16 anim_1gfx ANIM_GFX_HIT - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 32 anim_ret BattleAnim_CrossChop: anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_A0, 152, 40, $0 - anim_obj ANIM_OBJ_A1, 120, 72, $0 + anim_obj ANIM_OBJ_CROSS_CHOP1, 152, 40, $0 + anim_obj ANIM_OBJ_CROSS_CHOP2, 120, 72, $0 anim_wait 8 anim_bgeffect ANIM_BG_1F, $58, $2, $0 anim_wait 92 @@ -4381,12 +4381,12 @@ BattleAnim_Twister: anim_incobj 8 anim_incobj 9 anim_wait 64 - anim_obj ANIM_OBJ_01, 144, 64, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 64, $18 .loop3 anim_sound 0, 1, SFX_RAZOR_WIND anim_wait 8 anim_loop 4, .loop3 - anim_obj ANIM_OBJ_01, 128, 32, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 32, $18 .loop4 anim_sound 0, 1, SFX_RAZOR_WIND anim_wait 8 @@ -4434,13 +4434,13 @@ BattleAnim_MirrorCoat: .loop anim_sound 0, 0, SFX_SHINE anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 - anim_obj ANIM_OBJ_AE, 64, 72, $4 + anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 72, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 64, 88, $4 + anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 88, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 64, 80, $4 + anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 80, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 64, 96, $4 + anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 96, $4 anim_wait 8 anim_loop 3, .loop anim_wait 32 @@ -4473,7 +4473,7 @@ BattleAnim_Extremespeed: anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, 152, 40, $0 + anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_wait 32 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 16 @@ -4503,7 +4503,7 @@ BattleAnim_Ancientpower: anim_obj ANIM_OBJ_ANCIENTPOWER, 126, 77, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_ret @@ -4540,7 +4540,7 @@ BattleAnim_FutureSight: BattleAnim_RockSmash: anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_01, 128, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 56, $0 anim_sound 0, 1, SFX_SPARK anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $28 anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $5c @@ -4589,100 +4589,100 @@ BattleAnim_BeatUp: anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_BEAT_UP - anim_obj ANIM_OBJ_00, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnimSub_Drain: - anim_obj ANIM_OBJ_71, 132, 44, $0 - anim_obj ANIM_OBJ_71, 132, 44, $8 - anim_obj ANIM_OBJ_71, 132, 44, $10 - anim_obj ANIM_OBJ_71, 132, 44, $18 - anim_obj ANIM_OBJ_71, 132, 44, $20 - anim_obj ANIM_OBJ_71, 132, 44, $28 - anim_obj ANIM_OBJ_71, 132, 44, $30 - anim_obj ANIM_OBJ_71, 132, 44, $38 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $0 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $8 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $10 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $18 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $20 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $28 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $30 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $38 anim_ret -BattleAnimSub_ShakeEnemy: +BattleAnimSub_EyeBeams: anim_sound 6, 2, SFX_LEER - anim_obj ANIM_OBJ_4E, 72, 84, $0 - anim_obj ANIM_OBJ_4E, 64, 80, $0 - anim_obj ANIM_OBJ_4E, 88, 76, $0 - anim_obj ANIM_OBJ_4E, 80, 72, $0 - anim_obj ANIM_OBJ_4E, 104, 68, $0 - anim_obj ANIM_OBJ_4E, 96, 64, $0 - anim_obj ANIM_OBJ_4E, 120, 60, $0 - anim_obj ANIM_OBJ_4E, 112, 56, $0 - anim_obj ANIM_OBJ_4F, 130, 54, $0 - anim_obj ANIM_OBJ_4F, 122, 50, $0 + anim_obj ANIM_OBJ_LEER, 72, 84, $0 + anim_obj ANIM_OBJ_LEER, 64, 80, $0 + anim_obj ANIM_OBJ_LEER, 88, 76, $0 + anim_obj ANIM_OBJ_LEER, 80, 72, $0 + anim_obj ANIM_OBJ_LEER, 104, 68, $0 + anim_obj ANIM_OBJ_LEER, 96, 64, $0 + anim_obj ANIM_OBJ_LEER, 120, 60, $0 + anim_obj ANIM_OBJ_LEER, 112, 56, $0 + anim_obj ANIM_OBJ_LEER_TIP, 130, 54, $0 + anim_obj ANIM_OBJ_LEER_TIP, 122, 50, $0 anim_ret BattleAnimSub_WarpAway: anim_sound 0, 0, SFX_WARP_TO - anim_obj ANIM_OBJ_44, 44, 108, $0 - anim_obj ANIM_OBJ_44, 44, 100, $0 - anim_obj ANIM_OBJ_44, 44, 92, $0 - anim_obj ANIM_OBJ_44, 44, 84, $0 - anim_obj ANIM_OBJ_44, 44, 76, $0 - anim_obj ANIM_OBJ_44, 44, 68, $0 - anim_obj ANIM_OBJ_44, 44, 60, $0 + anim_obj ANIM_OBJ_WARP, 44, 108, $0 + anim_obj ANIM_OBJ_WARP, 44, 100, $0 + anim_obj ANIM_OBJ_WARP, 44, 92, $0 + anim_obj ANIM_OBJ_WARP, 44, 84, $0 + anim_obj ANIM_OBJ_WARP, 44, 76, $0 + anim_obj ANIM_OBJ_WARP, 44, 68, $0 + anim_obj ANIM_OBJ_WARP, 44, 60, $0 anim_ret BattleAnimSub_Beam: anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 64, 92, $0 + anim_obj ANIM_OBJ_BEAM, 64, 92, $0 anim_wait 4 anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 80, 84, $0 + anim_obj ANIM_OBJ_BEAM, 80, 84, $0 anim_wait 4 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 96, 76, $0 + anim_obj ANIM_OBJ_BEAM, 96, 76, $0 anim_wait 4 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 112, 68, $0 - anim_obj ANIM_OBJ_28, 126, 62, $0 + anim_obj ANIM_OBJ_BEAM, 112, 68, $0 + anim_obj ANIM_OBJ_BEAM_TIP, 126, 62, $0 anim_ret BattleAnimSub_Explosion1: anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 24, 64, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 24, 64, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 56, 104, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 56, 104, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 24, 104, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 24, 104, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 56, 64, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 56, 64, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 40, 84, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 40, 84, $0 anim_ret BattleAnimSub_Explosion2: anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 148, 32, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 148, 32, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 116, 72, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 116, 72, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 148, 72, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 148, 72, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 116, 32, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 116, 32, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 132, 52, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 132, 52, $0 anim_ret BattleAnimSub_Sound: - anim_obj ANIM_OBJ_4B, 64, 76, $0 - anim_obj ANIM_OBJ_4B, 64, 88, $1 - anim_obj ANIM_OBJ_4B, 64, 100, $2 + anim_obj ANIM_OBJ_SOUND, 64, 76, $0 + anim_obj ANIM_OBJ_SOUND, 64, 88, $1 + anim_obj ANIM_OBJ_SOUND, 64, 100, $2 anim_ret BattleAnimSub_Fire: @@ -4696,34 +4696,34 @@ BattleAnimSub_Fire: BattleAnimSub_Ice: anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 128, 42, $0 + anim_obj ANIM_OBJ_ICE, 128, 42, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 144, 70, $0 + anim_obj ANIM_OBJ_ICE, 144, 70, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 120, 56, $0 + anim_obj ANIM_OBJ_ICE, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 152, 56, $0 + anim_obj ANIM_OBJ_ICE, 152, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 144, 42, $0 + anim_obj ANIM_OBJ_ICE, 144, 42, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 128, 70, $0 + anim_obj ANIM_OBJ_ICE, 128, 70, $0 anim_ret BattleAnimSub_Sludge: .loop anim_sound 0, 1, SFX_TOXIC - anim_obj ANIM_OBJ_1A, 132, 72, $0 + anim_obj ANIM_OBJ_SLUDGE, 132, 72, $0 anim_wait 8 anim_sound 0, 1, SFX_TOXIC - anim_obj ANIM_OBJ_1A, 116, 72, $0 + anim_obj ANIM_OBJ_SLUDGE, 116, 72, $0 anim_wait 8 anim_sound 0, 1, SFX_TOXIC - anim_obj ANIM_OBJ_1A, 148, 72, $0 + anim_obj ANIM_OBJ_SLUDGE, 148, 72, $0 anim_wait 8 anim_loop 5, .loop anim_ret @@ -4731,7 +4731,7 @@ BattleAnimSub_Sludge: BattleAnimSub_Acid: .loop anim_sound 6, 2, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_19, 64, 92, $10 + anim_obj ANIM_OBJ_ACID, 64, 92, $10 anim_wait 5 anim_loop 8, .loop anim_ret @@ -4750,7 +4750,7 @@ BattleAnimSub_Metallic: BattleAnimSub_SandOrMud: .loop anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_58, 64, 92, $4 + anim_obj ANIM_OBJ_SAND, 64, 92, $4 anim_wait 4 anim_loop 8, .loop anim_wait 32 |