diff options
Diffstat (limited to 'battle/anims.asm')
-rw-r--r-- | battle/anims.asm | 5175 |
1 files changed, 0 insertions, 5175 deletions
diff --git a/battle/anims.asm b/battle/anims.asm deleted file mode 100644 index e0b7f0014..000000000 --- a/battle/anims.asm +++ /dev/null @@ -1,5175 +0,0 @@ -BattleAnimations:: ; c906f - dw BattleAnim_0 - dw BattleAnim_Pound - dw BattleAnim_KarateChop - dw BattleAnim_Doubleslap - dw BattleAnim_CometPunch - dw BattleAnim_MegaPunch - dw BattleAnim_PayDay - dw BattleAnim_FirePunch - dw BattleAnim_IcePunch - dw BattleAnim_Thunderpunch - dw BattleAnim_Scratch - dw BattleAnim_Vicegrip - dw BattleAnim_Guillotine - dw BattleAnim_RazorWind - dw BattleAnim_SwordsDance - dw BattleAnim_Cut - dw BattleAnim_Gust - dw BattleAnim_WingAttack - dw BattleAnim_Whirlwind - dw BattleAnim_Fly - dw BattleAnim_Bind - dw BattleAnim_Slam - dw BattleAnim_VineWhip - dw BattleAnim_Stomp - dw BattleAnim_DoubleKick - dw BattleAnim_MegaKick - dw BattleAnim_JumpKick - dw BattleAnim_RollingKick - dw BattleAnim_SandAttack - dw BattleAnim_Headbutt - dw BattleAnim_HornAttack - dw BattleAnim_FuryAttack - dw BattleAnim_HornDrill - dw BattleAnim_Tackle - dw BattleAnim_BodySlam - dw BattleAnim_Wrap - dw BattleAnim_TakeDown - dw BattleAnim_Thrash - dw BattleAnim_DoubleEdge - dw BattleAnim_TailWhip - dw BattleAnim_PoisonSting - dw BattleAnim_Twineedle - dw BattleAnim_PinMissile - dw BattleAnim_Leer - dw BattleAnim_Bite - dw BattleAnim_Growl - dw BattleAnim_Roar - dw BattleAnim_Sing - dw BattleAnim_Supersonic - dw BattleAnim_Sonicboom - dw BattleAnim_Disable - dw BattleAnim_Acid - dw BattleAnim_Ember - dw BattleAnim_Flamethrower - dw BattleAnim_Mist - dw BattleAnim_WaterGun - dw BattleAnim_HydroPump - dw BattleAnim_Surf - dw BattleAnim_IceBeam - dw BattleAnim_Blizzard - dw BattleAnim_Psybeam - dw BattleAnim_Bubblebeam - dw BattleAnim_AuroraBeam - dw BattleAnim_HyperBeam - dw BattleAnim_Peck - dw BattleAnim_DrillPeck - dw BattleAnim_Submission - dw BattleAnim_LowKick - dw BattleAnim_Counter - dw BattleAnim_SeismicToss - dw BattleAnim_Strength - dw BattleAnim_Absorb - dw BattleAnim_MegaDrain - dw BattleAnim_LeechSeed - dw BattleAnim_Growth - dw BattleAnim_RazorLeaf - dw BattleAnim_Solarbeam - dw BattleAnim_Poisonpowder - dw BattleAnim_StunSpore - dw BattleAnim_SleepPowder - dw BattleAnim_PetalDance - dw BattleAnim_StringShot - dw BattleAnim_DragonRage - dw BattleAnim_FireSpin - dw BattleAnim_Thundershock - dw BattleAnim_Thunderbolt - dw BattleAnim_ThunderWave - dw BattleAnim_Thunder - dw BattleAnim_RockThrow - dw BattleAnim_Earthquake - dw BattleAnim_Fissure - dw BattleAnim_Dig - dw BattleAnim_Toxic - dw BattleAnim_Confusion - dw BattleAnim_PsychicM - dw BattleAnim_Hypnosis - dw BattleAnim_Meditate - dw BattleAnim_Agility - dw BattleAnim_QuickAttack - dw BattleAnim_Rage - dw BattleAnim_Teleport - dw BattleAnim_NightShade - dw BattleAnim_Mimic - dw BattleAnim_Screech - dw BattleAnim_DoubleTeam - dw BattleAnim_Recover - dw BattleAnim_Harden - dw BattleAnim_Minimize - dw BattleAnim_Smokescreen - dw BattleAnim_ConfuseRay - dw BattleAnim_Withdraw - dw BattleAnim_DefenseCurl - dw BattleAnim_Barrier - dw BattleAnim_LightScreen - dw BattleAnim_Haze - dw BattleAnim_Reflect - dw BattleAnim_FocusEnergy - dw BattleAnim_Bide - dw BattleAnim_Metronome - dw BattleAnim_MirrorMove - dw BattleAnim_Selfdestruct - dw BattleAnim_EggBomb - dw BattleAnim_Lick - dw BattleAnim_Smog - dw BattleAnim_Sludge - dw BattleAnim_BoneClub - dw BattleAnim_FireBlast - dw BattleAnim_Waterfall - dw BattleAnim_Clamp - dw BattleAnim_Swift - dw BattleAnim_SkullBash - dw BattleAnim_SpikeCannon - dw BattleAnim_Constrict - dw BattleAnim_Amnesia - dw BattleAnim_Kinesis - dw BattleAnim_Softboiled - dw BattleAnim_HiJumpKick - dw BattleAnim_Glare - dw BattleAnim_DreamEater - dw BattleAnim_PoisonGas - dw BattleAnim_Barrage - dw BattleAnim_LeechLife - dw BattleAnim_LovelyKiss - dw BattleAnim_SkyAttack - dw BattleAnim_Transform - dw BattleAnim_Bubble - dw BattleAnim_DizzyPunch - dw BattleAnim_Spore - dw BattleAnim_Flash - dw BattleAnim_Psywave - dw BattleAnim_Splash - dw BattleAnim_AcidArmor - dw BattleAnim_Crabhammer - dw BattleAnim_Explosion - dw BattleAnim_FurySwipes - dw BattleAnim_Bonemerang - dw BattleAnim_Rest - dw BattleAnim_RockSlide - dw BattleAnim_HyperFang - dw BattleAnim_Sharpen - dw BattleAnim_Conversion - dw BattleAnim_TriAttack - dw BattleAnim_SuperFang - dw BattleAnim_Slash - dw BattleAnim_Substitute - dw BattleAnim_Struggle - dw BattleAnim_Sketch - dw BattleAnim_TripleKick - dw BattleAnim_Thief - dw BattleAnim_SpiderWeb - dw BattleAnim_MindReader - dw BattleAnim_Nightmare - dw BattleAnim_FlameWheel - dw BattleAnim_Snore - dw BattleAnim_Curse - dw BattleAnim_Flail - dw BattleAnim_Conversion2 - dw BattleAnim_Aeroblast - dw BattleAnim_CottonSpore - dw BattleAnim_Reversal - dw BattleAnim_Spite - dw BattleAnim_PowderSnow - dw BattleAnim_Protect - dw BattleAnim_MachPunch - dw BattleAnim_ScaryFace - dw BattleAnim_FaintAttack - dw BattleAnim_SweetKiss - dw BattleAnim_BellyDrum - dw BattleAnim_SludgeBomb - dw BattleAnim_MudSlap - dw BattleAnim_Octazooka - dw BattleAnim_Spikes - dw BattleAnim_ZapCannon - dw BattleAnim_Foresight - dw BattleAnim_DestinyBond - dw BattleAnim_PerishSong - dw BattleAnim_IcyWind - dw BattleAnim_Detect - dw BattleAnim_BoneRush - dw BattleAnim_LockOn - dw BattleAnim_Outrage - dw BattleAnim_Sandstorm - dw BattleAnim_GigaDrain - dw BattleAnim_Endure - dw BattleAnim_Charm - dw BattleAnim_Rollout - dw BattleAnim_FalseSwipe - dw BattleAnim_Swagger - dw BattleAnim_MilkDrink - dw BattleAnim_Spark - dw BattleAnim_FuryCutter - dw BattleAnim_SteelWing - dw BattleAnim_MeanLook - dw BattleAnim_Attract - dw BattleAnim_SleepTalk - dw BattleAnim_HealBell - dw BattleAnim_Return - dw BattleAnim_Present - dw BattleAnim_Frustration - dw BattleAnim_Safeguard - dw BattleAnim_PainSplit - dw BattleAnim_SacredFire - dw BattleAnim_Magnitude - dw BattleAnim_Dynamicpunch - dw BattleAnim_Megahorn - dw BattleAnim_Dragonbreath - dw BattleAnim_BatonPass - dw BattleAnim_Encore - dw BattleAnim_Pursuit - dw BattleAnim_RapidSpin - dw BattleAnim_SweetScent - dw BattleAnim_IronTail - dw BattleAnim_MetalClaw - dw BattleAnim_VitalThrow - dw BattleAnim_MorningSun - dw BattleAnim_Synthesis - dw BattleAnim_Moonlight - dw BattleAnim_HiddenPower - dw BattleAnim_CrossChop - dw BattleAnim_Twister - dw BattleAnim_RainDance - dw BattleAnim_SunnyDay - dw BattleAnim_Crunch - dw BattleAnim_MirrorCoat - dw BattleAnim_PsychUp - dw BattleAnim_Extremespeed - dw BattleAnim_Ancientpower - dw BattleAnim_ShadowBall - dw BattleAnim_FutureSight - dw BattleAnim_RockSmash - dw BattleAnim_Whirlpool - dw BattleAnim_BeatUp - dw BattleAnim_252 - dw BattleAnim_253 - dw BattleAnim_254 - dw BattleAnim_SweetScent2 -; $100 - dw BattleAnim_ThrowPokeBall - dw BattleAnim_SendOutMon - dw BattleAnim_ReturnMon - dw BattleAnim_Confused - dw BattleAnim_Slp - dw BattleAnim_Brn - dw BattleAnim_Psn - dw BattleAnim_Sap - dw BattleAnim_Frz - dw BattleAnim_Par - dw BattleAnim_InLove - dw BattleAnim_InSandstorm - dw BattleAnim_InNightmare - dw BattleAnim_InWhirlpool - dw BattleAnim_Miss - dw BattleAnim_EnemyDamage - dw BattleAnim_EnemyStatDown - dw BattleAnim_PlayerStatDown - dw BattleAnim_PlayerDamage - dw BattleAnim_Wobble - dw BattleAnim_Shake - dw BattleAnim_HitConfusion -; c929b - -BattleAnim_0: ; c929b -BattleAnim_252: ; c929b -BattleAnim_253: ; c929b -BattleAnim_254: ; c929b -BattleAnim_MirrorMove: ; c929b - anim_ret -; c929c - -BattleAnim_SweetScent2: ; c929c - anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC - anim_obj ANIM_OBJ_FLOWER, 8, 0, 12, 0, $2 - anim_wait 2 - anim_obj ANIM_OBJ_FLOWER, 8, 0, 10, 0, $2 - anim_wait 64 - anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $15 - anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $2a - anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $3f - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_wait 128 - anim_ret -; c92c1 - -BattleAnim_ThrowPokeBall - anim_if_param_equal NO_ITEM, .TheTrainerBlockedTheBall - anim_if_param_equal MASTER_BALL, .MasterBall - anim_if_param_equal ULTRA_BALL, .UltraBall - anim_if_param_equal GREAT_BALL, .GreatBall - ; any other ball - anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE - anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40 - anim_wait 36 - anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0 - anim_setobj $2, $7 - anim_wait 16 - anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10 - anim_wait 16 - anim_jump .Shake -; c92f2 - -.TheTrainerBlockedTheBall: - anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_HIT - anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL_BLOCKED, 8, 0, 11, 4, $20 - anim_wait 20 - anim_obj ANIM_OBJ_01, 14, 0, 5, 0, $0 - anim_wait 32 - anim_ret -; c9305 - -.UltraBall: - anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE - anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40 - anim_wait 36 - anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0 - anim_setobj $2, $7 - anim_wait 16 - anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10 - anim_wait 16 - anim_jump .Shake -; c9326 - -.GreatBall: - anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE - anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40 - anim_wait 36 - anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0 - anim_setobj $2, $7 - anim_wait 16 - anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10 - anim_wait 16 - anim_jump .Shake -; c9347 - -.MasterBall: - anim_3gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE, ANIM_GFX_SPEED - anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL, 8, 0, 11, 4, $20 - anim_wait 36 - anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0 - anim_setobj $2, $7 - anim_wait 16 - anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10 - anim_wait 24 - anim_sound 0, 1, SFX_MASTER_BALL - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $30 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $31 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $32 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $33 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $34 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $35 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $36 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $37 - anim_wait 64 -.Shake: - anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0 - anim_wait 8 - anim_incobj 2 - anim_wait 16 - anim_sound 0, 1, SFX_CHANGE_DEX_MODE - anim_incobj 1 - anim_wait 32 - anim_sound 0, 1, SFX_BALL_BOUNCE - anim_wait 32 - anim_wait 32 - anim_wait 32 - anim_wait 8 - anim_setvar $0 -.Loop: - anim_wait 48 - anim_checkpokeball - anim_if_var_equal $1, .Click - anim_if_var_equal $2, .BreakFree - anim_incobj 1 - anim_sound 0, 1, SFX_BALL_WIGGLE - anim_jump .Loop -; c93bc - -.Click: - anim_clearsprites - anim_ret -; c93be - -.BreakFree: - anim_setobj $1, $b - anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10 - anim_wait 2 - anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0 - anim_wait 32 - anim_ret -; c93d1 - -BattleAnim_SendOutMon: ; c93d1 - anim_if_param_equal $0, .Normal - anim_if_param_equal $1, .Shiny - anim_if_param_equal $2, .Unknown - anim_1gfx ANIM_GFX_SMOKE - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_2B, $0, $1, $0 - anim_sound 0, 0, SFX_BALL_POOF - anim_obj ANIM_OBJ_1B, 6, 0, 12, 0, $0 - anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 - anim_wait 128 - anim_wait 4 - anim_call BattleAnim_ShowMon_0 - anim_ret - -.Unknown: - anim_1gfx ANIM_GFX_SMOKE - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_2A, $0, $1, $0 - anim_wait 1 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 - anim_wait 4 - anim_sound 0, 0, SFX_BALL_POOF - anim_obj ANIM_OBJ_1B, 6, 0, 12, 0, $0 - anim_incbgeffect ANIM_BG_2A - anim_wait 96 - anim_incbgeffect ANIM_BG_2A - anim_call BattleAnim_ShowMon_0 - anim_ret - -.Shiny: - anim_1gfx ANIM_GFX_SPEED - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $0 - anim_wait 4 - anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $8 - anim_wait 4 - anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $10 - anim_wait 4 - anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $18 - anim_wait 4 - anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $20 - anim_wait 4 - anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $28 - anim_wait 4 - anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $30 - anim_wait 4 - anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $38 - anim_wait 32 - anim_ret - -.Normal: - anim_1gfx ANIM_GFX_SMOKE - anim_sound 0, 0, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, 5, 4, 12, 0, $0 - anim_wait 4 - anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 - anim_wait 32 - anim_ret -; c9483 - -BattleAnim_ReturnMon: ; c9483 - anim_sound 0, 0, SFX_BALL_POOF -BattleAnim_BatonPass_branch_c9486: ; c9486 - anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0 - anim_wait 32 - anim_ret -; c948d - -BattleAnim_Confused: ; c948d - anim_1gfx ANIM_GFX_STATUS - anim_sound 0, 0, SFX_KINESIS - anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $15 - anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $aa - anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $bf - anim_wait 96 - anim_ret -; c94a3 - -BattleAnim_Slp: ; c94a3 - anim_1gfx ANIM_GFX_STATUS - anim_sound 0, 0, SFX_TAIL_WHIP -.loop - anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0 - anim_wait 40 - anim_loop 3, .loop - anim_wait 32 - anim_ret -; c94b4 - -BattleAnim_Brn: ; c94b4 - anim_1gfx ANIM_GFX_FIRE -.loop - anim_sound 0, 0, SFX_BURN - anim_obj ANIM_OBJ_BURNED, 7, 0, 11, 0, $10 - anim_wait 4 - anim_loop 3, .loop - anim_wait 6 - anim_ret -; c94c5 - -BattleAnim_Psn: ; c94c5 - anim_1gfx ANIM_GFX_POISON - anim_sound 0, 0, SFX_POISON - anim_obj ANIM_OBJ_SKULL, 8, 0, 7, 0, $0 - anim_wait 8 - anim_sound 0, 0, SFX_POISON - anim_obj ANIM_OBJ_SKULL, 6, 0, 7, 0, $0 - anim_wait 8 - anim_ret -; c94da - -BattleAnim_Sap: ; c94da - anim_1gfx ANIM_GFX_CHARGE - anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2 - anim_wait 6 - anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3 - anim_wait 6 - anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4 - anim_wait 16 - anim_ret -; c94f8 - -BattleAnim_Frz: ; c94f8 - anim_1gfx ANIM_GFX_ICE - anim_obj ANIM_OBJ_FROZEN, 5, 4, 13, 6, $0 - anim_sound 0, 0, SFX_SHINE - anim_wait 16 - anim_sound 0, 0, SFX_SHINE - anim_wait 16 - anim_ret -; c9508 - -BattleAnim_Par: ; c9508 - anim_1gfx ANIM_GFX_STATUS - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_sound 0, 0, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_PARALYZED, 2, 4, 11, 0, $42 - anim_obj ANIM_OBJ_PARALYZED, 9, 4, 11, 0, $c2 - anim_wait 128 - anim_ret -; c951e - -BattleAnim_InLove: ; c951e - anim_1gfx ANIM_GFX_OBJECTS - anim_sound 0, 0, SFX_LICK - anim_obj ANIM_OBJ_HEART, 8, 0, 9, 4, $0 - anim_wait 32 - anim_sound 0, 0, SFX_LICK - anim_obj ANIM_OBJ_HEART, 4, 4, 9, 0, $0 - anim_wait 32 - anim_ret -; c9533 - -BattleAnim_InSandstorm: ; c9533 - anim_1gfx ANIM_GFX_POWDER - anim_obj ANIM_OBJ_A2, 11, 0, 0, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_A2, 9, 0, 0, 0, $1 - anim_wait 8 - anim_obj ANIM_OBJ_A2, 7, 0, 0, 0, $2 -.loop - anim_sound 0, 1, SFX_MENU - anim_wait 8 - anim_loop 6, .loop - anim_wait 8 - anim_ret -; c9550 - -BattleAnim_InNightmare: ; c9550 - anim_1gfx ANIM_GFX_ANGELS - anim_sound 0, 0, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_95, 8, 4, 10, 0, $0 - anim_wait 40 - anim_ret -; c955c - -BattleAnim_InWhirlpool: ; c955c - anim_1gfx ANIM_GFX_WIND - anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0 - anim_sound 0, 1, SFX_SURF -.loop - anim_obj ANIM_OBJ_GUST, -16, 4, 9, 0, $0 - anim_wait 6 - anim_loop 6, .loop - anim_incbgeffect ANIM_BG_WHIRLPOOL - anim_wait 1 - anim_ret -; c9574 - -BattleAnim_HitConfusion: ; c9574 - anim_1gfx ANIM_GFX_HIT - anim_sound 0, 0, SFX_POUND - anim_obj ANIM_OBJ_04, 5, 4, 12, 0, $0 - anim_wait 16 - anim_ret -; c9580 - -BattleAnim_Miss: ; c9580 - anim_ret -; c9581 - -BattleAnim_EnemyDamage: ; c9581 -.loop - anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0 - anim_wait 5 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 - anim_wait 5 - anim_loop 3, .loop - anim_ret -; c9592 - -BattleAnim_EnemyStatDown: ; c9592 - anim_call BattleAnim_FollowEnemyFeet_1 - anim_bgeffect ANIM_BG_VIBRATE_MON, $0, $0, $0 - anim_wait 40 - anim_call BattleAnim_ShowMon_1 - anim_wait 1 - anim_ret -; c95a0 - -BattleAnim_PlayerStatDown: ; c95a0 - anim_call BattleAnim_FollowEnemyFeet_1 - anim_bgeffect ANIM_BG_WOBBLE_MON, $0, $0, $0 - anim_wait 40 - anim_call BattleAnim_ShowMon_1 - anim_wait 1 - anim_ret -; c95ae - -BattleAnim_PlayerDamage: ; c95ae - anim_bgeffect ANIM_BG_20, $20, $2, $20 - anim_wait 40 - anim_ret -; c95b5 - -BattleAnim_Wobble: ; c95b5 - anim_bgeffect ANIM_BG_35, $0, $0, $0 - anim_wait 40 - anim_ret -; c95bc - -BattleAnim_Shake: ; c95bc - anim_bgeffect ANIM_BG_1F, $20, $2, $40 - anim_wait 40 - anim_ret -; c95c3 - -BattleAnim_Pound: ; c95c3 - anim_1gfx ANIM_GFX_HIT - anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_08, -15, 0, 7, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 16 - anim_ret -; c95d5 - -BattleAnim_KarateChop: ; c95d5 - anim_1gfx ANIM_GFX_HIT - anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_08, -15, 0, 5, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_08, -15, 0, 5, 4, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 5, 4, $0 - anim_wait 6 - anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_08, -15, 0, 6, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 - anim_wait 16 - anim_ret -; c9605 - -BattleAnim_Doubleslap: ; c9605 - anim_1gfx ANIM_GFX_HIT - anim_if_param_equal $1, BattleAnim_Doubleslap_branch_c961b - anim_sound 0, 1, SFX_DOUBLESLAP - anim_obj ANIM_OBJ_08, -14, 0, 6, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 - anim_wait 8 - anim_ret -; c961b - -BattleAnim_Doubleslap_branch_c961b: ; c961b - anim_sound 0, 1, SFX_DOUBLESLAP - anim_obj ANIM_OBJ_08, 15, 0, 6, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 - anim_wait 8 - anim_ret -; c962b - -BattleAnim_CometPunch: ; c962b - anim_1gfx ANIM_GFX_HIT - anim_if_param_equal $1, BattleAnim_CometPunch_branch_c9641 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_06, -14, 0, 6, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 - anim_wait 8 - anim_ret -; c9641 - -BattleAnim_CometPunch_branch_c9641: ; c9641 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_06, 15, 0, 8, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0 - anim_wait 8 - anim_ret -; c9651 - -BattleAnim_Bide_branch_c9651: ; c9651 -BattleAnim_MegaPunch: ; c9651 - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $40, $2, $0 - anim_wait 48 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 -.loop - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0 - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0 - anim_wait 6 - anim_loop 3, .loop - anim_ret -; c9677 - -BattleAnim_Stomp: ; c9677 - anim_1gfx ANIM_GFX_HIT - anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_07, -15, 0, 5, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_07, -15, 0, 5, 4, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 5, 4, $0 - anim_wait 6 - anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_07, -15, 0, 6, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 - anim_wait 16 - anim_ret -; c96a7 - -BattleAnim_DoubleKick: ; c96a7 - anim_1gfx ANIM_GFX_HIT - anim_if_param_equal $1, BattleAnim_DoubleKick_branch_c96bd - anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, -14, 0, 6, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 - anim_wait 8 - anim_ret -; c96bd - -BattleAnim_DoubleKick_branch_c96bd: ; c96bd - anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 15, 0, 8, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0 - anim_wait 8 - anim_ret -; c96cd - -BattleAnim_JumpKick: ; c96cd - anim_1gfx ANIM_GFX_HIT - anim_if_param_equal $1, BattleAnim_JumpKick_branch_c96f1 - anim_sound 0, 1, SFX_JUMP_KICK - anim_obj ANIM_OBJ_07, 14, 0, 9, 0, $0 - anim_obj ANIM_OBJ_07, 12, 4, 7, 4, $0 - anim_setobj $1, $2 - anim_setobj $2, $2 - anim_wait 24 - anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0 - anim_wait 16 - anim_ret -; c96f1 - -BattleAnim_JumpKick_branch_c96f1: ; c96f1 - anim_wait 8 - anim_sound 0, 0, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, 5, 4, 11, 0, $0 - anim_wait 16 - anim_ret -; c96fc - -BattleAnim_HiJumpKick: ; c96fc - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $40, $2, $0 - anim_if_param_equal $1, BattleAnim_HiJumpKick_branch_c971e - anim_wait 32 - anim_sound 0, 1, SFX_JUMP_KICK - anim_obj ANIM_OBJ_07, 14, 0, 9, 0, $0 - anim_setobj $1, $2 - anim_wait 16 - anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0 - anim_wait 16 - anim_ret -; c971e - -BattleAnim_HiJumpKick_branch_c971e: ; c971e - anim_wait 16 - anim_sound 0, 0, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, 5, 4, 11, 0, $0 - anim_wait 16 - anim_ret -; c9729 - -BattleAnim_RollingKick: ; c9729 - anim_1gfx ANIM_GFX_HIT - anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 14, 0, 7, 0, $0 - anim_setobj $1, $3 - anim_wait 12 - anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 - anim_wait 16 - anim_ret -; c973e - -BattleAnim_MegaKick: ; c973e - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $40, $2, $0 - anim_wait 67 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 -.loop - anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_07, -15, 0, 7, 0, $0 - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_07, -15, 0, 7, 0, $0 - anim_wait 6 - anim_loop 3, .loop - anim_ret -; c9764 - -BattleAnim_HyperFang: ; c9764 - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $20, $1, $0 - anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 16 - anim_ret -; c977b - -BattleAnim_SuperFang: ; c977b - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $40, $2, $0 - anim_wait 48 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 -.loop - anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0 - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0 - anim_wait 6 - anim_loop 3, .loop - anim_ret -; c97a1 - -BattleAnim_Ember: ; c97a1 - anim_1gfx ANIM_GFX_FIRE - anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0B, 8, 0, 12, 0, $12 - anim_wait 4 - anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0B, 8, 0, 12, 4, $14 - anim_wait 4 - anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0B, 8, 0, 10, 4, $13 - anim_wait 16 - anim_incobj 1 - anim_incobj 2 - anim_incobj 3 - anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_0B, 15, 0, 8, 4, $30 - anim_obj ANIM_OBJ_0B, -16, 4, 8, 4, $30 - anim_obj ANIM_OBJ_0B, -14, 0, 8, 4, $30 - anim_wait 32 - anim_ret -; c97d8 - -BattleAnim_FirePunch: ; c97d8 - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_FIRE - anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43 - anim_call BattleAnim_FirePunch_branch_cbbcc - anim_wait 16 - anim_ret -; c97e5 - -BattleAnim_FireSpin: ; c97e5 - anim_1gfx ANIM_GFX_FIRE -.loop - anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0E, 8, 0, 11, 0, $4 - anim_wait 2 - anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0E, 8, 0, 12, 0, $3 - anim_wait 2 - anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0E, 8, 0, 11, 0, $3 - anim_wait 2 - anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0E, 8, 0, 12, 0, $4 - anim_wait 2 - anim_loop 2, .loop - anim_wait 96 - anim_ret -; c9811 - -BattleAnim_DragonRage: ; c9811 - anim_1gfx ANIM_GFX_FIRE -.loop - anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0C, 8, 0, 11, 4, $0 - anim_wait 3 - anim_loop 16, .loop - anim_wait 64 - anim_ret -; c9822 - -BattleAnim_Flamethrower: ; c9822 - anim_1gfx ANIM_GFX_FIRE - anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0D, 8, 0, 11, 4, $3 - anim_wait 2 - anim_obj ANIM_OBJ_0D, 9, 3, 10, 6, $5 - anim_wait 2 - anim_obj ANIM_OBJ_0D, 10, 5, 10, 1, $7 - anim_wait 2 - anim_obj ANIM_OBJ_0D, 12, 0, 9, 4, $9 - anim_wait 2 - anim_obj ANIM_OBJ_0D, 13, 2, 8, 7, $b - anim_wait 2 - anim_obj ANIM_OBJ_0D, 14, 4, 8, 2, $c - anim_wait 2 - anim_obj ANIM_OBJ_0D, 15, 6, 7, 5, $a - anim_wait 2 - anim_obj ANIM_OBJ_0D, -15, 0, 7, 0, $8 - anim_wait 16 -.loop - anim_sound 0, 1, SFX_EMBER - anim_wait 16 - anim_loop 6, .loop - anim_wait 16 - anim_ret -; c9861 - -BattleAnim_FireBlast: ; c9861 - anim_1gfx ANIM_GFX_FIRE -.loop1 - anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0F, 8, 0, 11, 4, $7 - anim_wait 6 - anim_loop 10, .loop1 -.loop2 - anim_sound 0, 1, SFX_EMBER - anim_wait 8 - anim_loop 10, .loop2 - anim_incobj 1 - anim_incobj 2 - anim_incobj 3 - anim_incobj 4 - anim_incobj 5 - anim_incobj 6 - anim_incobj 7 - anim_incobj 8 - anim_incobj 9 - anim_incobj 10 - anim_wait 2 -.loop3 - anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $1 - anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $2 - anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $3 - anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $4 - anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $5 - anim_wait 16 - anim_loop 2, .loop3 - anim_wait 32 - anim_ret -; c98b0 - -BattleAnim_IcePunch: ; c98b0 - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_ICE - anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43 - anim_call BattleAnim_IcePunch_branch_cbbdf - anim_wait 32 - anim_ret -; c98bd - -BattleAnim_IceBeam: ; c98bd - anim_1gfx ANIM_GFX_ICE -.loop - anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_ICE_BEAM, 8, 0, 11, 4, $4 - anim_wait 4 - anim_loop 5, .loop - anim_obj ANIM_OBJ_ICE_BUILDUP, -15, 0, 9, 2, $10 -.loop2 - anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_ICE_BEAM, 8, 0, 11, 4, $4 - anim_wait 4 - anim_loop 15, .loop2 - anim_wait 48 - anim_sound 0, 1, SFX_SHINE - anim_wait 8 - anim_sound 0, 1, SFX_SHINE - anim_wait 8 - anim_ret -; c98e8 - -BattleAnim_Blizzard: ; c98e8 - anim_1gfx ANIM_GFX_ICE -.loop - anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 11, 0, $63 - anim_wait 2 - anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 10, 0, $64 - anim_wait 2 - anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 12, 0, $63 - anim_wait 2 - anim_loop 3, .loop - anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 - anim_wait 32 - anim_obj ANIM_OBJ_ICE_BUILDUP, -15, 0, 9, 2, $10 - anim_wait 128 - anim_sound 0, 1, SFX_SHINE - anim_wait 8 - anim_sound 0, 1, SFX_SHINE - anim_wait 24 - anim_ret -; c991e - -BattleAnim_Bubble: ; c991e - anim_1gfx ANIM_GFX_BUBBLE - anim_sound 32, 2, SFX_WATER_GUN - anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $c1 - anim_wait 6 - anim_sound 32, 2, SFX_WATER_GUN - anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $e1 - anim_wait 6 - anim_sound 32, 2, SFX_WATER_GUN - anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $d1 - anim_wait 128 - anim_wait 32 - anim_ret -; c993d - -BattleAnim_Bubblebeam: ; c993d - anim_1gfx ANIM_GFX_BUBBLE -.loop - anim_sound 16, 2, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $92 - anim_wait 6 - anim_sound 16, 2, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $b3 - anim_wait 6 - anim_sound 16, 2, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $f4 - anim_wait 8 - anim_loop 3, .loop - anim_wait 64 - anim_clearobjs - anim_bgeffect ANIM_BG_30, $0, $0, $0 - anim_wait 1 - anim_call BattleAnim_FollowPlayerHead_1 - anim_bgeffect ANIM_BG_31, $1c, $0, $0 - anim_wait 19 - anim_call BattleAnim_ShowMon_1 - anim_bgeffect ANIM_BG_32, $0, $0, $0 - anim_wait 8 - anim_ret -; c9979 - -BattleAnim_WaterGun: ; c9979 - anim_bgeffect ANIM_BG_30, $0, $0, $0 - anim_1gfx ANIM_GFX_WATER - anim_call BattleAnim_FollowPlayerHead_1 - anim_sound 16, 2, SFX_WATER_GUN - anim_obj ANIM_OBJ_24, 8, 0, 11, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_24, 8, 0, 9, 4, $0 - anim_wait 8 - anim_obj ANIM_OBJ_24, 8, 0, 10, 2, $0 - anim_wait 24 - anim_bgeffect ANIM_BG_31, $1c, $0, $0 - anim_wait 8 - anim_bgeffect ANIM_BG_31, $8, $0, $0 - anim_wait 8 - anim_bgeffect ANIM_BG_31, $30, $0, $0 - anim_wait 32 - anim_call BattleAnim_ShowMon_1 - anim_bgeffect ANIM_BG_32, $0, $0, $0 - anim_wait 16 - anim_ret -; c99b4 - -BattleAnim_HydroPump: ; c99b4 - anim_bgeffect ANIM_BG_30, $0, $0, $0 - anim_1gfx ANIM_GFX_WATER - anim_call BattleAnim_FollowPlayerHead_1 - anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, 13, 4, 9, 0, $0 - anim_bgeffect ANIM_BG_31, $1c, $0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, 14, 4, 9, 0, $0 - anim_bgeffect ANIM_BG_31, $8, $0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, 15, 4, 9, 0, $0 - anim_bgeffect ANIM_BG_31, $30, $0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, -16, 4, 9, 0, $0 - anim_bgeffect ANIM_BG_31, $1c, $0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, -15, 4, 9, 0, $0 - anim_bgeffect ANIM_BG_31, $8, $0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, -14, 4, 9, 0, $0 - anim_bgeffect ANIM_BG_31, $30, $0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, -13, 4, 9, 0, $0 - anim_bgeffect ANIM_BG_31, $1c, $0, $0 - anim_wait 32 - anim_call BattleAnim_ShowMon_1 - anim_bgeffect ANIM_BG_32, $0, $0, $0 - anim_wait 16 - anim_ret -; c9a2a - -BattleAnim_Surf: ; c9a2a - anim_1gfx ANIM_GFX_BUBBLE - anim_bgeffect ANIM_BG_SURF, $0, $0, $0 - anim_obj ANIM_OBJ_22, 11, 0, 13, 0, $8 -.loop - anim_sound 0, 1, SFX_SURF - anim_wait 32 - anim_loop 4, .loop - anim_incobj 1 - anim_wait 56 - anim_ret -; c9a42 - -BattleAnim_VineWhip: ; c9a42 - anim_1gfx ANIM_GFX_WHIP - anim_sound 0, 1, SFX_VINE_WHIP - anim_obj ANIM_OBJ_40, 14, 4, 6, 4, $80 - anim_wait 4 - anim_sound 0, 1, SFX_VINE_WHIP - anim_obj ANIM_OBJ_3F, 16, 0, 7, 4, $0 - anim_wait 4 - anim_incobj 1 - anim_wait 4 - anim_ret -; c9a5a - -BattleAnim_LeechSeed: ; c9a5a - anim_1gfx ANIM_GFX_PLANT - anim_sound 16, 2, SFX_VINE_WHIP - anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $20 - anim_wait 8 - anim_sound 16, 2, SFX_VINE_WHIP - anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $30 - anim_wait 8 - anim_sound 16, 2, SFX_VINE_WHIP - anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $28 - anim_wait 32 - anim_sound 0, 1, SFX_CHARGE - anim_wait 128 - anim_ret -; c9a7c - -BattleAnim_RazorLeaf: ; c9a7c - anim_1gfx ANIM_GFX_PLANT - anim_sound 0, 0, SFX_VINE_WHIP - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $28 - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $5c - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $10 - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $e8 - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $9c - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $d0 - anim_wait 6 - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $1c - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $50 - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $dc - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $90 - anim_wait 80 - anim_sound 16, 2, SFX_VINE_WHIP - anim_incobj 3 - anim_wait 2 - anim_sound 16, 2, SFX_VINE_WHIP - anim_incobj 5 - anim_wait 2 - anim_sound 16, 2, SFX_VINE_WHIP - anim_incobj 7 - anim_wait 2 - anim_sound 16, 2, SFX_VINE_WHIP - anim_incobj 9 - anim_wait 2 - anim_sound 16, 2, SFX_VINE_WHIP - anim_incobj 1 - anim_wait 2 - anim_sound 16, 2, SFX_VINE_WHIP - anim_incobj 2 - anim_wait 2 - anim_sound 16, 2, SFX_VINE_WHIP - anim_incobj 4 - anim_wait 2 - anim_sound 16, 2, SFX_VINE_WHIP - anim_incobj 6 - anim_wait 2 - anim_sound 16, 2, SFX_VINE_WHIP - anim_incobj 8 - anim_wait 2 - anim_sound 16, 2, SFX_VINE_WHIP - anim_incobj 10 - anim_wait 64 - anim_ret -; c9af2 - -BattleAnim_Solarbeam: ; c9af2 - anim_if_param_equal $0, .FireSolarBeam - ; charge turn - anim_1gfx ANIM_GFX_CHARGE - anim_sound 0, 0, SFX_CHARGE - anim_obj ANIM_OBJ_3D, 6, 0, 10, 4, $0 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $0 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $8 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $10 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $18 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $20 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $28 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $30 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $38 - anim_wait 104 - anim_bgeffect ANIM_BG_FLASH_WHITE, $0, $4, $2 - anim_wait 64 - anim_ret -; c9b30 - -.FireSolarBeam - anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_call BattleAnim_Solarbeam_branch_cbb39 - anim_wait 48 - anim_ret -; c9b3c - -BattleAnim_Thunderpunch: ; c9b3c - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_LIGHTNING - anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2 - anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0 - anim_wait 64 - anim_ret -; c9b53 - -BattleAnim_Thundershock: ; c9b53 - anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_obj ANIM_OBJ_34, -15, 0, 7, 0, $2 - anim_wait 16 - anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0 - anim_wait 96 - anim_ret -; c9b66 - -BattleAnim_Thunderbolt: ; c9b66 - anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2 - anim_wait 16 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0 - anim_wait 64 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_wait 64 - anim_ret -; c9b84 - -BattleAnim_ThunderWave: ; c9b84 - anim_1gfx ANIM_GFX_LIGHTNING - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_30, -15, 0, 7, 0, $0 - anim_wait 20 - anim_bgp $1b - anim_incobj 1 - anim_wait 96 - anim_ret -; c9b9a - -BattleAnim_Thunder: ; c9b9a - anim_1gfx ANIM_GFX_LIGHTNING - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20 - anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2E, 15, 0, 8, 4, $0 - anim_wait 16 - anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0 - anim_wait 16 - anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2D, -15, 0, 8, 4, $0 - anim_wait 48 - anim_ret -; c9bbd - -BattleAnim_RazorWind: ; c9bbd - anim_if_param_equal $1, BattleAnim_RazorWind_branch_c9fb5 - anim_1gfx ANIM_GFX_WHIP - anim_bgeffect ANIM_BG_06, $0, $1, $0 -.loop - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_42, -13, 0, 5, 0, $3 - anim_wait 4 - anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_42, -15, 0, 7, 0, $3 - anim_wait 4 - anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_42, -13, 0, 8, 0, $3 - anim_wait 4 - anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_41, 15, 0, 5, 0, $83 - anim_wait 4 - anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_41, 15, 0, 8, 0, $83 - anim_wait 4 - anim_loop 3, .loop - anim_wait 24 - anim_ret -; c9c00 - -BattleAnim_Sonicboom_JP: ; c9c00 - anim_2gfx ANIM_GFX_WHIP, ANIM_GFX_HIT -.loop - anim_sound 3, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_43, 8, 0, 10, 0, $3 - anim_wait 8 - anim_sound 3, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_43, 8, 0, 11, 0, $2 - anim_wait 8 - anim_sound 3, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_43, 8, 0, 12, 0, $4 - anim_wait 8 - anim_loop 2, .loop - anim_wait 32 - anim_incobj 1 - anim_incobj 2 - anim_incobj 3 - anim_incobj 4 - anim_incobj 5 - anim_incobj 6 - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 16 - anim_ret -; c9c36 - -BattleAnim_Gust: ; c9c36 -BattleAnim_Sonicboom: ; c9c36 - anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT -.loop - anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_GUST, -15, 0, 9, 0, $0 - anim_wait 6 - anim_loop 9, .loop - anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $18 - anim_wait 8 - anim_obj ANIM_OBJ_01, 16, 0, 4, 0, $18 - anim_wait 16 - anim_ret -; c9c53 - -BattleAnim_Selfdestruct: ; c9c53 - anim_1gfx ANIM_GFX_EXPLOSION - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24 - anim_if_param_equal $1, .loop - anim_call BattleAnim_Selfdestruct_branch_cbb8f - anim_wait 16 - anim_ret -; c9c63 - -.loop - anim_call BattleAnim_Selfdestruct_branch_cbb62 - anim_wait 5 - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_loop 2, .loop - anim_wait 16 - anim_ret -; c9c72 - -BattleAnim_Explosion: ; c9c72 - anim_1gfx ANIM_GFX_EXPLOSION - anim_bgeffect ANIM_BG_1F, $60, $4, $10 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24 - anim_if_param_equal $1, .loop - anim_call BattleAnim_Explosion_branch_cbb8f - anim_wait 16 - anim_ret -; c9c87 - -.loop - anim_call BattleAnim_Explosion_branch_cbb62 - anim_wait 5 - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_loop 2, .loop - anim_wait 16 - anim_ret -; c9c96 - -BattleAnim_Acid: ; c9c96 - anim_1gfx ANIM_GFX_POISON - anim_call BattleAnim_Acid_branch_cbc35 - anim_wait 64 - anim_ret -; c9c9d - -BattleAnim_RockThrow: ; c9c9d - anim_1gfx ANIM_GFX_ROCKS - anim_bgeffect ANIM_BG_1F, $60, $1, $0 - anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40 - anim_wait 2 - anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1D, 15, 0, 8, 4, $30 - anim_wait 2 - anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30 - anim_wait 2 - anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1D, -14, 0, 8, 0, $40 - anim_wait 2 - anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30 - anim_wait 96 - anim_ret -; c9cd2 - -BattleAnim_RockSlide: ; c9cd2 - anim_1gfx ANIM_GFX_ROCKS - anim_bgeffect ANIM_BG_1F, $c0, $1, $0 -.loop - anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40 - anim_wait 4 - anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1D, 15, 0, 8, 4, $30 - anim_wait 4 - anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30 - anim_wait 4 - anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1D, -14, 0, 8, 0, $40 - anim_wait 4 - anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30 - anim_wait 16 - anim_loop 4, .loop - anim_wait 96 - anim_ret -; c9d0c - -BattleAnim_Sing: ; c9d0c - anim_1gfx ANIM_GFX_NOISE - anim_sound 16, 2, SFX_SING -.loop - anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $0 - anim_wait 8 - anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $1 - anim_wait 8 - anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $2 - anim_wait 8 - anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $0 - anim_wait 8 - anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $2 - anim_wait 8 - anim_loop 4, .loop - anim_wait 64 - anim_ret -; c9d35 - -BattleAnim_Poisonpowder: ; c9d35 -BattleAnim_SleepPowder: ; c9d35 -BattleAnim_Spore: ; c9d35 -BattleAnim_StunSpore: ; c9d35 - anim_1gfx ANIM_GFX_POWDER -.loop - anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, 13, 0, 2, 0, $0 - anim_wait 4 - anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, -15, 0, 2, 0, $0 - anim_wait 4 - anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, 14, 0, 2, 0, $0 - anim_wait 4 - anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, 16, 0, 2, 0, $0 - anim_wait 4 - anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, 15, 0, 2, 0, $0 - anim_wait 4 - anim_loop 2, .loop - anim_wait 96 - anim_ret -; c9d6a - -BattleAnim_HyperBeam: ; c9d6a - anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_1F, $30, $4, $10 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40 - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_call BattleAnim_HyperBeam_branch_cbb39 - anim_wait 48 - anim_ret -; c9d80 - -BattleAnim_AuroraBeam: ; c9d80 - anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_wait 64 - anim_call BattleAnim_AuroraBeam_branch_cbb39 - anim_wait 48 - anim_incobj 5 - anim_wait 64 - anim_ret -; c9d95 - -BattleAnim_Vicegrip: ; c9d95 - anim_1gfx ANIM_GFX_CUT - anim_sound 0, 1, SFX_VICEGRIP - anim_obj ANIM_OBJ_37, -13, 0, 5, 0, $0 - anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0 - anim_wait 32 - anim_ret -; c9da6 - -BattleAnim_Scratch: ; c9da6 - anim_1gfx ANIM_GFX_CUT - anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0 - anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0 - anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0 - anim_wait 32 - anim_ret -; c9dbc - -BattleAnim_FurySwipes: ; c9dbc - anim_1gfx ANIM_GFX_CUT - anim_if_param_equal $1, BattleAnim_FurySwipes_branch_c9dd9 - anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0 - anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0 - anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0 - anim_sound 0, 1, SFX_SCRATCH - anim_wait 32 - anim_ret -; c9dd9 - -BattleAnim_FurySwipes_branch_c9dd9: ; c9dd9 - anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_38, 15, 0, 6, 0, $0 - anim_obj ANIM_OBJ_38, 15, 4, 5, 4, $0 - anim_obj ANIM_OBJ_38, 16, 0, 5, 0, $0 - anim_sound 0, 1, SFX_SCRATCH - anim_wait 32 - anim_ret -; c9df0 - -BattleAnim_Cut: ; c9df0 - anim_1gfx ANIM_GFX_CUT - anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0 - anim_wait 32 - anim_ret -; c9dfc - -BattleAnim_Slash: ; c9dfc - anim_1gfx ANIM_GFX_CUT - anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0 - anim_obj ANIM_OBJ_3A, -14, 4, 4, 4, $0 - anim_wait 32 - anim_ret -; c9e0d - -BattleAnim_Clamp: ; c9e0d - anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT - anim_obj ANIM_OBJ_35, -15, 0, 7, 0, $a0 - anim_obj ANIM_OBJ_35, -15, 0, 7, 0, $20 - anim_wait 16 - anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $18 - anim_wait 32 - anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, 16, 0, 8, 0, $18 - anim_wait 16 - anim_ret -; c9e2e - -BattleAnim_Bite: ; c9e2e - anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT - anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $98 - anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $18 - anim_wait 8 - anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $18 - anim_wait 16 - anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, 16, 0, 8, 0, $18 - anim_wait 8 - anim_ret -; c9e4f - -BattleAnim_Teleport: ; c9e4f - anim_1gfx ANIM_GFX_SPEED - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_TELEPORT, $0, $1, $0 - anim_wait 32 - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_wait 3 - anim_incbgeffect ANIM_BG_TELEPORT - anim_call BattleAnim_ShowMon_0 - anim_bgeffect ANIM_BG_06, $0, $1, $0 - anim_call BattleAnim_Teleport_branch_cbb12 - anim_wait 64 - anim_ret -; c9e6f - -BattleAnim_Fly: ; c9e6f - anim_if_param_equal $1, BattleAnim_Fly_branch_c9e89 - anim_if_param_equal $2, BattleAnim_Fly_branch_c9e82 - anim_1gfx ANIM_GFX_HIT - anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 32 -BattleAnim_Fly_branch_c9e82: ; c9e82 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 - anim_wait 32 - anim_ret -; c9e89 - -BattleAnim_Fly_branch_c9e89: ; c9e89 - anim_1gfx ANIM_GFX_SPEED - anim_bgeffect ANIM_BG_06, $0, $1, $0 - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_call BattleAnim_Fly_branch_cbb12 - anim_wait 64 - anim_ret -; c9e9a - -BattleAnim_DoubleTeam: ; c9e9a - anim_call BattleAnim_FollowPlayerHead_0 - anim_sound 0, 0, SFX_PSYBEAM - anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, $1, $0 - anim_wait 96 - anim_incbgeffect ANIM_BG_DOUBLE_TEAM - anim_wait 24 - anim_incbgeffect ANIM_BG_DOUBLE_TEAM - anim_call BattleAnim_ShowMon_0 - anim_ret -; c9eaf - -BattleAnim_Recover: ; c9eaf - anim_1gfx ANIM_GFX_BUBBLE - anim_call BattleAnim_FollowEnemyFeet_0 - anim_sound 0, 0, SFX_FULL_HEAL - anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $30 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $31 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $32 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $33 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $34 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $35 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $36 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $37 - anim_wait 64 - anim_incbgeffect ANIM_BG_18 - anim_call BattleAnim_ShowMon_0 - anim_ret -; c9eeb - -BattleAnim_Absorb: ; c9eeb - anim_1gfx ANIM_GFX_CHARGE - anim_obj ANIM_OBJ_3D, 5, 4, 11, 0, $0 -.loop - anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2 - anim_wait 6 - anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3 - anim_wait 6 - anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4 - anim_wait 6 - anim_loop 5, .loop - anim_wait 32 - anim_ret -; c9f13 - -BattleAnim_MegaDrain: ; c9f13 - anim_1gfx ANIM_GFX_CHARGE - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_1C, $0, $0, $10 - anim_setvar $0 -.loop - anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2 - anim_wait 6 - anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3 - anim_wait 6 - anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4 - anim_wait 6 - anim_incvar - anim_if_var_equal $7, .done - anim_if_var_equal $2, .spawn - anim_jump .loop -; c9f46 - -.spawn - anim_obj ANIM_OBJ_3D, 5, 4, 11, 0, $0 - anim_jump .loop -; c9f4e - -.done - anim_wait 32 - anim_incbgeffect ANIM_BG_1C - anim_call BattleAnim_ShowMon_0 - anim_ret -; c9f55 - -BattleAnim_EggBomb: ; c9f55 - anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION - anim_sound 0, 0, SFX_SWITCH_POKEMON - anim_obj ANIM_OBJ_46, 5, 4, 13, 0, $1 - anim_wait 128 - anim_wait 96 - anim_incobj 1 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 - anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, 16, 0, 8, 0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, -14, 0, 8, 4, $0 - anim_wait 8 - anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, -15, 0, 9, 0, $0 - anim_wait 24 - anim_ret -; c9f85 - -BattleAnim_Softboiled: ; c9f85 - anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE - anim_call BattleAnim_FollowEnemyFeet_0 - anim_sound 0, 0, SFX_SWITCH_POKEMON - anim_obj ANIM_OBJ_46, 5, 4, 13, 0, $6 - anim_wait 128 - anim_incobj 2 - anim_obj ANIM_OBJ_46, 9, 4, 13, 0, $b - anim_wait 16 - anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_sound 0, 0, SFX_METRONOME -.loop - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $20 - anim_wait 8 - anim_loop 8, .loop - anim_wait 128 - anim_incbgeffect ANIM_BG_18 - anim_call BattleAnim_ShowMon_0 - anim_ret -; c9fb5 - -BattleAnim_FocusEnergy: ; c9fb5 -BattleAnim_RazorWind_branch_c9fb5: ; c9fb5 -BattleAnim_SkullBash_branch_c9fb5: ; c9fb5 -BattleAnim_SkyAttack_branch_c9fb5: ; c9fb5 - anim_1gfx ANIM_GFX_SPEED - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_16, $0, $1, $40 - anim_bgeffect ANIM_BG_06, $0, $2, $0 -.loop - anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6 - anim_wait 2 - anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6 - anim_wait 2 - anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8 - anim_wait 2 - anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8 - anim_wait 2 - anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6 - anim_wait 2 - anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8 - anim_wait 2 - anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8 - anim_wait 2 - anim_loop 3, .loop - anim_wait 8 - anim_incbgeffect ANIM_BG_16 - anim_call BattleAnim_ShowMon_0 - anim_ret -; c9ffc - -BattleAnim_Bide: ; c9ffc - anim_if_param_equal $0, BattleAnim_Bide_branch_c9651 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowEnemyFeet_0 - anim_sound 0, 0, SFX_ESCAPE_ROPE - anim_bgeffect ANIM_BG_1A, $0, $1, $20 - anim_wait 72 - anim_incbgeffect ANIM_BG_1A - anim_call BattleAnim_ShowMon_0 - anim_ret -; ca014 - -BattleAnim_Bind: ; ca014 - anim_1gfx ANIM_GFX_ROPE - anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_48, -16, 4, 8, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_49, -16, 4, 7, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0 - anim_wait 64 - anim_sound 0, 1, SFX_BIND - anim_incobj 1 - anim_incobj 2 - anim_incobj 3 - anim_wait 96 - anim_ret -; ca036 - -BattleAnim_Wrap: ; ca036 - anim_1gfx ANIM_GFX_ROPE - anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_48, -16, 4, 8, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_48, -16, 4, 7, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0 - anim_wait 64 - anim_sound 0, 1, SFX_BIND - anim_incobj 1 - anim_incobj 2 - anim_incobj 3 - anim_wait 96 - anim_ret -; ca058 - -BattleAnim_Confusion: ; ca058 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowPlayerHead_1 - anim_sound 0, 1, SFX_PSYCHIC - anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8 - anim_wait 128 - anim_incbgeffect ANIM_BG_NIGHT_SHADE - anim_call BattleAnim_ShowMon_1 - anim_ret -; ca06c - -BattleAnim_Constrict: ; ca06c - anim_1gfx ANIM_GFX_ROPE - anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_49, -16, 4, 8, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_49, -16, 4, 5, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_48, -16, 4, 7, 0, $0 - anim_wait 64 - anim_ret -; ca08a - -BattleAnim_Earthquake: ; ca08a - anim_bgeffect ANIM_BG_1F, $60, $4, $10 -.loop - anim_sound 0, 1, SFX_EMBER - anim_wait 24 - anim_loop 4, .loop - anim_ret -; ca098 - -BattleAnim_Fissure: ; ca098 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40 - anim_bgeffect ANIM_BG_1F, $60, $4, $0 -.loop - anim_sound 0, 1, SFX_EMBER - anim_wait 24 - anim_loop 4, .loop - anim_ret -; ca0ab - -BattleAnim_Growl: ; ca0ab - anim_1gfx ANIM_GFX_NOISE - anim_enemyfeetobj - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_cry $0 -.loop - anim_call BattleAnim_Growl_branch_cbbbc - anim_wait 16 - anim_loop 3, .loop - anim_wait 9 - anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0 - anim_wait 8 - anim_bgeffect ANIM_BG_19, $0, $0, $40 - anim_wait 64 - anim_incbgeffect ANIM_BG_19 - anim_wait 1 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 - anim_wait 5 - anim_incobj 10 - anim_wait 8 - anim_ret -; ca0d7 - -BattleAnim_Roar: ; ca0d7 - anim_1gfx ANIM_GFX_NOISE - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_cry $1 -.loop - anim_call BattleAnim_Roar_branch_cbbbc - anim_wait 16 - anim_loop 3, .loop - anim_wait 16 - anim_if_param_equal $0, .done - anim_bgeffect ANIM_BG_27, $0, $0, $0 - anim_wait 64 -.done - anim_ret -; ca0f4 - -BattleAnim_Supersonic: ; ca0f4 - anim_1gfx ANIM_GFX_PSYCHIC -.loop - anim_sound 6, 2, SFX_SUPERSONIC - anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2 - anim_wait 4 - anim_loop 10, .loop - anim_wait 64 - anim_ret -; ca105 - -BattleAnim_Screech: ; ca105 - anim_1gfx ANIM_GFX_PSYCHIC - anim_bgeffect ANIM_BG_1F, $8, $1, $20 - anim_sound 6, 2, SFX_SCREECH -.loop - anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2 - anim_wait 2 - anim_loop 2, .loop - anim_wait 64 - anim_ret -; ca11b - -BattleAnim_ConfuseRay: ; ca11b - anim_1gfx ANIM_GFX_SPEED - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_bgeffect ANIM_BG_08, $0, $4, $0 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $0 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $80 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $88 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $90 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $98 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $a0 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $a8 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $b0 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $b8 -.loop - anim_sound 6, 2, SFX_WHIRLWIND - anim_wait 16 - anim_loop 8, .loop - anim_wait 32 - anim_ret -; ca15e - -BattleAnim_Leer: ; ca15e - anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_call BattleAnim_Leer_branch_cbadc - anim_wait 16 - anim_ret -; ca16a - -BattleAnim_Reflect: ; ca16a - anim_1gfx ANIM_GFX_REFLECT - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 - anim_wait 24 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 - anim_wait 64 - anim_ret -; ca18e - -BattleAnim_LightScreen: ; ca18e - anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_REFLECT - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_sound 0, 0, SFX_FLASH - anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 - anim_wait 4 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $0 - anim_wait 4 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $8 - anim_wait 4 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $10 - anim_wait 4 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $18 - anim_wait 4 - anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $20 - anim_wait 4 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $28 - anim_wait 4 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $30 - anim_wait 4 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $38 - anim_wait 64 - anim_ret -; ca1d5 - -BattleAnim_Amnesia: ; ca1d5 - anim_1gfx ANIM_GFX_STATUS - anim_sound 0, 0, SFX_LICK - anim_obj ANIM_OBJ_53, 8, 0, 10, 0, $2 - anim_wait 16 - anim_obj ANIM_OBJ_53, 8, 4, 10, 0, $1 - anim_wait 16 - anim_obj ANIM_OBJ_53, 9, 0, 10, 0, $0 - anim_wait 64 - anim_ret -; ca1ed - -BattleAnim_DizzyPunch: ; ca1ed - anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_HIT - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, -15, 0, 5, 0, $0 - anim_obj ANIM_OBJ_02, -15, 0, 8, 0, $0 - anim_wait 16 - anim_sound 0, 1, SFX_KINESIS - anim_obj ANIM_OBJ_CHICK, -15, 0, 3, 0, $15 - anim_obj ANIM_OBJ_CHICK, -15, 0, 3, 0, $aa - anim_obj ANIM_OBJ_CHICK, -15, 0, 3, 0, $bf - anim_wait 96 - anim_ret -; ca212 - -BattleAnim_Rest: ; ca212 - anim_1gfx ANIM_GFX_STATUS - anim_sound 0, 0, SFX_TAIL_WHIP -.loop - anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0 - anim_wait 40 - anim_loop 3, .loop - anim_wait 32 - anim_ret -; ca223 - -BattleAnim_AcidArmor: ; ca223 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowPlayerHead_0 - anim_bgeffect ANIM_BG_ACID_ARMOR, $0, $1, $8 - anim_sound 0, 0, SFX_MEGA_PUNCH - anim_wait 64 - anim_incbgeffect ANIM_BG_ACID_ARMOR - anim_call BattleAnim_ShowMon_0 - anim_ret -; ca237 - -BattleAnim_Splash: ; ca237 - anim_1gfx ANIM_GFX_HIT - anim_sound 0, 0, SFX_VICEGRIP - anim_call BattleAnim_FollowPlayerHead_0 - anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0 - anim_wait 96 - anim_incbgeffect ANIM_BG_BOUNCE_DOWN - anim_call BattleAnim_ShowMon_0 - anim_ret -; ca24b - -BattleAnim_Dig: ; ca24b - anim_2gfx ANIM_GFX_SAND, ANIM_GFX_HIT - anim_if_param_equal $0, .hit - anim_if_param_equal $2, .fail - anim_call BattleAnim_FollowPlayerHead_0 - anim_bgeffect ANIM_BG_DIG, $0, $1, $1 - anim_obj ANIM_OBJ_57, 9, 0, 13, 0, $0 -.loop - anim_sound 0, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_56, 7, 0, 13, 0, $0 - anim_wait 16 - anim_loop 6, .loop - anim_wait 32 - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_wait 8 - anim_incbgeffect ANIM_BG_DIG - anim_call BattleAnim_ShowMon_0 - anim_ret - -.hit - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 32 -.fail - anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 - anim_wait 32 - anim_ret -; ca28d - -BattleAnim_SandAttack: ; ca28d - anim_1gfx ANIM_GFX_SAND - anim_call BattleAnim_SandAttack_branch_cbc5b - anim_ret -; ca293 - -BattleAnim_StringShot: ; ca293 - anim_1gfx ANIM_GFX_WEB - anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_5A, 8, 0, 10, 0, $0 - anim_wait 4 - anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_5A, -16, 4, 6, 0, $1 - anim_wait 4 - anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_5A, 8, 0, 11, 0, $0 - anim_wait 4 - anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_5A, -16, 4, 8, 0, $1 - anim_wait 4 - anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_5A, 8, 0, 10, 4, $0 - anim_wait 4 - anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_5A, -16, 4, 7, 0, $2 - anim_wait 64 - anim_ret -; ca2d1 - -BattleAnim_Headbutt: ; ca2d1 - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $14, $2, $0 - anim_wait 32 - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 - anim_wait 4 - anim_sound 0, 1, SFX_HEADBUTT - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 8 - anim_call BattleAnim_ShowMon_0 - anim_ret -; ca2ef - -BattleAnim_Tackle: ; ca2ef - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowPlayerHead_0 - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 - anim_wait 4 - anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0 - anim_wait 8 - anim_call BattleAnim_ShowMon_0 - anim_ret -; ca307 - -BattleAnim_BodySlam: ; ca307 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowPlayerHead_0 - anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0 - anim_wait 32 - anim_incbgeffect ANIM_BG_BOUNCE_DOWN - anim_wait 4 - anim_bgeffect ANIM_BG_25, $0, $1, $0 - anim_wait 3 - anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 - anim_wait 3 - anim_call BattleAnim_ShowMon_0 - anim_ret -; ca331 - -BattleAnim_TakeDown: ; ca331 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 - anim_wait 3 - anim_sound 0, 1, SFX_TACKLE - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_TACKLE - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 - anim_wait 3 - anim_call BattleAnim_ShowMon_0 - anim_ret -; ca35c - -BattleAnim_DoubleEdge: ; ca35c - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $10 - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 - anim_wait 3 - anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_00, 16, 0, 6, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_00, -14, 0, 6, 0, $0 - anim_wait 3 - anim_call BattleAnim_ShowMon_0 - anim_ret -; ca382 - -BattleAnim_Submission: ; ca382 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowEnemyFeet_1 - anim_bgeffect ANIM_BG_26, $0, $0, $0 - anim_sound 0, 1, SFX_SUBMISSION - anim_wait 32 - anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 - anim_wait 32 - anim_obj ANIM_OBJ_01, -13, 0, 7, 0, $0 - anim_wait 32 - anim_obj ANIM_OBJ_01, -15, 0, 6, 4, $0 - anim_wait 32 - anim_incbgeffect ANIM_BG_26 - anim_call BattleAnim_ShowMon_1 - anim_ret -; ca3a8 - -BattleAnim_Whirlwind: ; ca3a8 - anim_1gfx ANIM_GFX_WIND -.loop - anim_sound 0, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_GUST, 8, 0, 14, 0, $0 - anim_wait 6 - anim_loop 9, .loop - anim_incobj 1 - anim_incobj 2 - anim_incobj 3 - anim_incobj 4 - anim_incobj 5 - anim_incobj 6 - anim_incobj 7 - anim_incobj 8 - anim_incobj 9 - anim_sound 16, 2, SFX_WHIRLWIND - anim_wait 128 - anim_if_param_equal $0, .done - anim_bgeffect ANIM_BG_27, $0, $0, $0 - anim_wait 64 -.done - anim_ret -; ca3d8 - -BattleAnim_Hypnosis: ; ca3d8 - anim_1gfx ANIM_GFX_PSYCHIC -.loop - anim_sound 6, 2, SFX_SUPERSONIC - anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2 - anim_obj ANIM_OBJ_4C, 7, 0, 10, 0, $2 - anim_wait 8 - anim_loop 3, .loop - anim_wait 56 - anim_ret -; ca3ee - -BattleAnim_Haze: ; ca3ee - anim_1gfx ANIM_GFX_HAZE - anim_sound 0, 1, SFX_SURF -.loop - anim_obj ANIM_OBJ_HAZE, 6, 0, 7, 0, $0 - anim_obj ANIM_OBJ_HAZE, -16, 4, 2, 0, $0 - anim_wait 12 - anim_loop 5, .loop - anim_wait 96 - anim_ret -; ca404 - -BattleAnim_Mist: ; ca404 - anim_obp0 $54 - anim_1gfx ANIM_GFX_HAZE - anim_sound 0, 0, SFX_SURF -.loop - anim_obj ANIM_OBJ_MIST, 6, 0, 7, 0, $0 - anim_wait 8 - anim_loop 10, .loop - anim_wait 96 - anim_ret -; ca417 - -BattleAnim_Smog: ; ca417 - anim_1gfx ANIM_GFX_HAZE - anim_sound 0, 1, SFX_BUBBLEBEAM -.loop - anim_obj ANIM_OBJ_SMOG, -16, 4, 2, 0, $0 - anim_wait 8 - anim_loop 10, .loop - anim_wait 96 - anim_ret -; ca428 - -BattleAnim_PoisonGas: ; ca428 - anim_1gfx ANIM_GFX_HAZE - anim_sound 16, 2, SFX_BUBBLEBEAM -.loop - anim_obj ANIM_OBJ_POISON_GAS, 5, 4, 10, 0, $2 - anim_wait 8 - anim_loop 10, .loop - anim_wait 128 - anim_ret -; ca439 - -BattleAnim_HornAttack: ; ca439 - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $1 - anim_wait 16 - anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 16 - anim_ret -; ca44c - -BattleAnim_FuryAttack: ; ca44c - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_obj ANIM_OBJ_HORN, 9, 0, 9, 0, $2 - anim_wait 8 - anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_04, 16, 0, 5, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_HORN, 10, 0, 11, 0, $2 - anim_wait 8 - anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_04, -15, 0, 7, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_HORN, 9, 4, 10, 0, $2 - anim_wait 8 - anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_04, -16, 4, 6, 0, $0 - anim_wait 8 - anim_ret -; ca47d - -BattleAnim_HornDrill: ; ca47d - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40 - anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $3 - anim_wait 8 -.loop - anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, -15, 4, 6, 0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, -16, 4, 7, 0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, 15, 4, 6, 0, $0 - anim_wait 8 - anim_loop 3, .loop - anim_ret -; ca4b4 - -BattleAnim_PoisonSting: ; ca4b4 - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $14 - anim_wait 16 - anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0 - anim_wait 16 - anim_ret -; ca4c7 - -BattleAnim_Twineedle: ; ca4c7 - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $14 - anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $14 - anim_wait 16 - anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0 - anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0 - anim_wait 16 - anim_ret -; ca4e7 - -BattleAnim_PinMissile: ; ca4e7 - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT -.loop - anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $28 - anim_wait 8 - anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $28 - anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_60, 6, 4, 11, 0, $28 - anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, -16, 4, 6, 4, $0 - anim_loop 3, .loop - anim_wait 16 - anim_ret -; ca51a - -BattleAnim_SpikeCannon: ; ca51a - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT -.loop - anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $18 - anim_wait 8 - anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $18 - anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_60, 6, 4, 11, 0, $18 - anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, -16, 4, 6, 4, $0 - anim_loop 3, .loop - anim_wait 16 - anim_ret -; ca54d - -BattleAnim_Transform: ; ca54d - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowPlayerHead_0 - anim_transform - anim_sound 0, 0, SFX_PSYBEAM - anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0 - anim_wait 48 - anim_updateactorpic - anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER - anim_wait 48 - anim_call BattleAnim_ShowMon_0 - anim_ret -; ca564 - -BattleAnim_PetalDance: ; ca564 - anim_sound 0, 0, SFX_MENU - anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_HIT -.loop - anim_obj ANIM_OBJ_61, 6, 0, 7, 0, $0 - anim_wait 11 - anim_loop 8, .loop - anim_wait 128 - anim_wait 64 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 - anim_wait 16 - anim_ret -; ca580 - -BattleAnim_Barrage: ; ca580 - anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION - anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_62, 8, 0, 11, 4, $10 - anim_wait 36 - anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, -15, 0, 7, 0, $0 - anim_wait 16 - anim_ret -; ca596 - -BattleAnim_PayDay: ; ca596 - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_STATUS - anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0 - anim_wait 16 - anim_sound 0, 1, SFX_PAY_DAY - anim_obj ANIM_OBJ_63, 15, 0, 9, 4, $1 - anim_wait 64 - anim_ret -; ca5ac - -BattleAnim_Mimic: ; ca5ac - anim_1gfx ANIM_GFX_SPEED - anim_obp0 $fc - anim_sound 63, 3, SFX_LICK - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $0 - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $8 - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $10 - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $18 - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $20 - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $28 - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $30 - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $38 - anim_wait 128 - anim_wait 48 - anim_ret -; ca5de - -BattleAnim_LovelyKiss: ; ca5de - anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS - anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_96, -13, 0, 5, 0, $0 - anim_wait 32 - anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_HEART, 16, 0, 5, 0, $0 - anim_wait 40 - anim_ret -; ca5f6 - -BattleAnim_Bonemerang: ; ca5f6 - anim_2gfx ANIM_GFX_MISC, ANIM_GFX_HIT - anim_sound 6, 2, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_67, 11, 0, 7, 0, $1c - anim_wait 24 - anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 24 - anim_ret -; ca60c - -BattleAnim_Swift: ; ca60c - anim_1gfx ANIM_GFX_OBJECTS - anim_sound 6, 2, SFX_METRONOME - anim_obj ANIM_OBJ_6A, 8, 0, 11, 0, $4 - anim_wait 4 - anim_obj ANIM_OBJ_6A, 8, 0, 9, 0, $4 - anim_wait 4 - anim_obj ANIM_OBJ_6A, 8, 0, 9, 4, $4 - anim_wait 64 - anim_ret -; ca624 - -BattleAnim_Crabhammer: ; ca624 - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $40, $2, $0 - anim_wait 48 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 -.loop - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 - anim_wait 12 - anim_loop 3, .loop - anim_ret -; ca63f - -BattleAnim_SkullBash: ; ca63f - anim_if_param_equal $1, BattleAnim_SkullBash_branch_c9fb5 - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $14, $2, $0 - anim_wait 32 - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 - anim_wait 4 -.loop - anim_sound 0, 1, SFX_HEADBUTT - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 8 - anim_loop 3, .loop - anim_call BattleAnim_ShowMon_0 - anim_ret -; ca66a - -BattleAnim_Kinesis: ; ca66a - anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_obj ANIM_OBJ_6B, 10, 0, 9, 4, $0 - anim_wait 32 -.loop - anim_sound 0, 0, SFX_KINESIS - anim_obj ANIM_OBJ_4B, 8, 0, 11, 0, $0 - anim_wait 32 - anim_loop 3, .loop - anim_wait 32 - anim_sound 0, 0, SFX_KINESIS_2 - anim_wait 32 - anim_ret -; ca68b - -BattleAnim_Peck: ; ca68b - anim_1gfx ANIM_GFX_HIT - anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 16, 0, 6, 0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, -15, 0, 7, 0, $0 - anim_wait 16 - anim_ret -; ca6a0 - -BattleAnim_DrillPeck: ; ca6a0 - anim_1gfx ANIM_GFX_HIT -.loop - anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 15, 4, 7, 0, $0 - anim_wait 4 - anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, -16, 4, 6, 0, $0 - anim_wait 4 - anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, -15, 4, 7, 0, $0 - anim_wait 4 - anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, -16, 4, 8, 0, $0 - anim_wait 4 - anim_loop 5, .loop - anim_wait 16 - anim_ret -; ca6cc - -BattleAnim_Guillotine: ; ca6cc - anim_1gfx ANIM_GFX_CUT - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10 - anim_bgeffect ANIM_BG_1F, $40, $2, $0 - anim_sound 0, 1, SFX_VICEGRIP - anim_obj ANIM_OBJ_37, -13, 4, 5, 4, $0 - anim_obj ANIM_OBJ_37, -13, 0, 5, 0, $0 - anim_obj ANIM_OBJ_37, -14, 4, 4, 4, $0 - anim_obj ANIM_OBJ_39, 15, 4, 9, 4, $0 - anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0 - anim_obj ANIM_OBJ_39, 14, 4, 8, 4, $0 - anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0 - anim_wait 32 - anim_ret -; ca700 - -BattleAnim_Flash: ; ca700 - anim_1gfx ANIM_GFX_SPEED - anim_sound 0, 1, SFX_FLASH - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20 - anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $0 - anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $8 - anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $10 - anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $18 - anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $20 - anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $28 - anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $30 - anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $38 - anim_wait 32 - anim_ret -; ca73c - -BattleAnim_Substitute: ; ca73c - anim_sound 0, 0, SFX_SURF - anim_if_param_equal $3, BattleAnim_Substitute_branch_ca77c - anim_if_param_equal $2, BattleAnim_Substitute_branch_ca76e - anim_if_param_equal $1, BattleAnim_Substitute_branch_ca760 - anim_1gfx ANIM_GFX_SMOKE - anim_bgeffect ANIM_BG_27, $0, $1, $0 - anim_wait 48 - anim_raisesub - anim_obj ANIM_OBJ_BALL_POOF, 6, 0, 12, 0, $0 - anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 - anim_wait 32 - anim_ret -; ca760 - -BattleAnim_Substitute_branch_ca760: ; ca760 - anim_bgeffect ANIM_BG_27, $0, $1, $0 - anim_wait 48 - anim_dropsub - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 - anim_wait 32 - anim_ret -; ca76e - -BattleAnim_Substitute_branch_ca76e: ; ca76e - anim_bgeffect ANIM_BG_27, $0, $1, $0 - anim_wait 48 - anim_raisesub - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 - anim_wait 32 - anim_ret -; ca77c - -BattleAnim_Substitute_branch_ca77c: ; ca77c - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_wait 48 - anim_dropsub - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 - anim_wait 32 - anim_ret -; ca78a - -BattleAnim_Minimize: ; ca78a - anim_sound 0, 0, SFX_SURF - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowPlayerHead_0 - anim_minimize - anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0 - anim_wait 48 - anim_updateactorpic - anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER - anim_wait 48 - anim_call BattleAnim_ShowMon_0 - anim_ret -; ca7a1 - -BattleAnim_SkyAttack: ; ca7a1 - anim_if_param_equal $1, BattleAnim_SkyAttack_branch_c9fb5 - anim_1gfx ANIM_GFX_SKY_ATTACK - anim_bgeffect ANIM_BG_27, $0, $1, $0 - anim_wait 32 - anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_SKY_ATTACK_FEAROW, 6, 0, 11, 0, $40 - anim_wait 64 - anim_incobj 1 - anim_wait 21 - anim_sound 0, 1, SFX_HYPER_BEAM - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_wait 64 - anim_incobj 1 - anim_wait 32 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 - anim_wait 16 - anim_ret -; ca7cc - -BattleAnim_NightShade: ; ca7cc - anim_1gfx ANIM_GFX_HIT - anim_bgp $1b - anim_obp1 $1b - anim_wait 32 - anim_call BattleAnim_FollowPlayerHead_1 - anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8 - anim_sound 0, 1, SFX_PSYCHIC - anim_wait 96 - anim_incbgeffect ANIM_BG_NIGHT_SHADE - anim_call BattleAnim_ShowMon_1 - anim_ret -; ca7e5 - -BattleAnim_Lick: ; ca7e5 - anim_1gfx ANIM_GFX_WATER - anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_LICK, -15, 0, 7, 0, $0 - anim_wait 64 - anim_ret -; ca7f1 - -BattleAnim_TriAttack: ; ca7f1 - anim_3gfx ANIM_GFX_FIRE, ANIM_GFX_ICE, ANIM_GFX_LIGHTNING - anim_call BattleAnim_TriAttack_branch_cbbcc - anim_wait 16 - anim_call BattleAnim_TriAttack_branch_cbbdf - anim_wait 16 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4 - anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0 - anim_wait 16 - anim_ret -; ca80c - -BattleAnim_Withdraw: ; ca80c - anim_1gfx ANIM_GFX_REFLECT - anim_call BattleAnim_FollowPlayerHead_0 - anim_bgeffect ANIM_BG_WITHDRAW, $0, $1, $50 - anim_wait 48 - anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_WITHDRAW, 6, 0, 11, 0, $0 - anim_wait 64 - anim_incobj 2 - anim_wait 1 - anim_incbgeffect ANIM_BG_WITHDRAW - anim_call BattleAnim_ShowMon_0 - anim_ret -; ca829 - -BattleAnim_Psybeam: ; ca829 - anim_1gfx ANIM_GFX_PSYCHIC - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_bgeffect ANIM_BG_08, $0, $4, $0 -.loop - anim_sound 6, 2, SFX_PSYBEAM - anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $4 - anim_wait 4 - anim_loop 10, .loop - anim_wait 48 - anim_ret -; ca844 - -BattleAnim_DreamEater: ; ca844 - anim_1gfx ANIM_GFX_BUBBLE - anim_bgp $1b - anim_obp0 $27 - anim_sound 6, 3, SFX_WATER_GUN - anim_call BattleAnim_DreamEater_branch_cbab3 - anim_wait 128 - anim_wait 48 - anim_ret -; ca853 - -BattleAnim_LeechLife: ; ca853 - anim_1gfx ANIM_GFX_BUBBLE - anim_sound 6, 3, SFX_WATER_GUN - anim_call BattleAnim_LeechLife_branch_cbab3 - anim_wait 128 - anim_wait 48 - anim_ret -; ca85e - -BattleAnim_Harden: ; ca85e - anim_1gfx ANIM_GFX_REFLECT - anim_obp0 $0 - anim_call BattleAnim_FollowEnemyFeet_0 - anim_call BattleAnim_Harden_branch_cbc43 - anim_call BattleAnim_ShowMon_0 - anim_ret -; ca86c - -BattleAnim_Psywave: ; ca86c - anim_1gfx ANIM_GFX_PSYCHIC - anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 -.loop - anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_4C, 8, 0, 10, 0, $2 - anim_wait 8 - anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $3 - anim_wait 8 - anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_4C, 8, 0, 12, 0, $4 - anim_wait 8 - anim_loop 3, .loop - anim_wait 32 - anim_incbgeffect ANIM_BG_PSYCHIC - anim_wait 4 - anim_ret -; ca897 - -BattleAnim_Glare: ; ca897 - anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $20 - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_call BattleAnim_Glare_branch_cbadc - anim_wait 16 - anim_ret -; ca8a8 - -BattleAnim_Thrash: ; ca8a8 - anim_1gfx ANIM_GFX_HIT - anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_08, 15, 0, 9, 0, $0 - anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0 - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, -13, 0, 5, 0, $0 - anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0 - anim_wait 16 - anim_ret -; ca8d5 - -BattleAnim_Growth: ; ca8d5 - anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 - anim_1gfx ANIM_GFX_CHARGE - anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $0 - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $8 - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $10 - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $18 - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $20 - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $28 - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $30 - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $38 - anim_wait 64 - anim_ret -; ca909 - -BattleAnim_Conversion2: ; ca909 - anim_1gfx ANIM_GFX_EXPLOSION - anim_sound 63, 3, SFX_SHARPEN - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $0 - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $8 - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $10 - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $18 - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $20 - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $28 - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $30 - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $38 - anim_wait 128 - anim_wait 48 - anim_ret -; ca939 - -BattleAnim_Smokescreen: ; ca939 - anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE - anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_75, 8, 0, 11, 4, $6c - anim_wait 24 - anim_incobj 1 - anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, 13, 4, 8, 6, $10 - anim_wait 8 -.loop - anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_74, -16, 4, 7, 4, $20 - anim_wait 8 - anim_loop 5, .loop - anim_wait 128 - anim_ret -; ca960 - -BattleAnim_Strength: ; ca960 - anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_20, $10, $1, $20 - anim_sound 0, 0, SFX_STRENGTH - anim_obj ANIM_OBJ_1F, 8, 0, 13, 0, $1 - anim_wait 128 - anim_incobj 1 - anim_wait 20 - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0 - anim_wait 16 - anim_ret -; ca97e - -BattleAnim_SwordsDance: ; ca97e - anim_1gfx ANIM_GFX_WHIP - anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $0 - anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $d - anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $1a - anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $27 - anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $34 - anim_wait 56 - anim_ret -; ca99e - -BattleAnim_QuickAttack: ; ca99e - anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT - anim_sound 0, 0, SFX_MENU - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2 - anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1 - anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0 - anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80 - anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81 - anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82 - anim_wait 12 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 - anim_wait 16 - anim_ret -; ca9d8 - -BattleAnim_Meditate: ; ca9d8 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowEnemyFeet_0 - anim_sound 0, 0, SFX_PSYBEAM - anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0 - anim_wait 48 - anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER - anim_wait 48 - anim_call BattleAnim_ShowMon_0 - anim_ret -; ca9ed - -BattleAnim_Sharpen: ; ca9ed - anim_1gfx ANIM_GFX_SHAPES - anim_obp0 $e4 - anim_call BattleAnim_FollowEnemyFeet_0 - anim_sound 0, 0, SFX_SHARPEN - anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_obj ANIM_OBJ_78, 6, 0, 11, 0, $0 - anim_wait 96 - anim_incobj 2 - anim_incbgeffect ANIM_BG_18 - anim_call BattleAnim_ShowMon_0 - anim_ret -; caa0a - -BattleAnim_DefenseCurl: ; caa0a - anim_1gfx ANIM_GFX_SHAPES - anim_obp0 $e4 - anim_call BattleAnim_FollowEnemyFeet_0 - anim_sound 0, 0, SFX_SHARPEN - anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_obj ANIM_OBJ_79, 6, 0, 11, 0, $0 - anim_wait 96 - anim_incobj 2 - anim_incbgeffect ANIM_BG_18 - anim_call BattleAnim_ShowMon_0 - anim_ret -; caa27 - -BattleAnim_SeismicToss: ; caa27 - anim_2gfx ANIM_GFX_GLOBE, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_20, $10, $1, $20 - anim_sound 0, 0, SFX_STRENGTH - anim_obj ANIM_OBJ_20, 8, 0, 13, 0, $1 - anim_wait 128 - anim_incobj 1 - anim_wait 20 - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0 - anim_wait 16 - anim_ret -; caa45 - -BattleAnim_Rage: ; caa45 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_1A, $0, $1, $20 - anim_sound 0, 0, SFX_RAGE - anim_wait 72 - anim_incbgeffect ANIM_BG_1A - anim_call BattleAnim_ShowMon_0 - anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0 - anim_wait 16 - anim_ret -; caa74 - -BattleAnim_Agility: ; caa74 - anim_1gfx ANIM_GFX_WIND - anim_obp0 $fc - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_obj ANIM_OBJ_7D, 1, 0, 3, 0, $10 - anim_obj ANIM_OBJ_7D, 1, 0, 6, 0, $2 - anim_obj ANIM_OBJ_7D, 1, 0, 11, 0, $8 - anim_wait 4 - anim_obj ANIM_OBJ_7D, 1, 0, 4, 0, $6 - anim_obj ANIM_OBJ_7D, 1, 0, 7, 0, $c - anim_obj ANIM_OBJ_7D, 1, 0, 10, 0, $4 - anim_obj ANIM_OBJ_7D, 1, 0, 13, 0, $e -.loop - anim_sound 0, 0, SFX_RAZOR_WIND - anim_wait 4 - anim_loop 18, .loop - anim_incbgeffect ANIM_BG_18 - anim_call BattleAnim_ShowMon_0 - anim_ret -; caab2 - -BattleAnim_BoneClub: ; caab2 - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC - anim_obj ANIM_OBJ_68, 8, 0, 11, 0, $2 - anim_wait 32 - anim_sound 0, 1, SFX_BONE_CLUB - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 16 - anim_ret -; caac5 - -BattleAnim_Barrier: ; caac5 - anim_1gfx ANIM_GFX_REFLECT - anim_enemyfeetobj - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_wait 8 - anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 - anim_wait 32 - anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 - anim_wait 32 - anim_ret -; caae1 - -BattleAnim_Waterfall: ; caae1 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowPlayerHead_0 - anim_bgeffect ANIM_BG_25, $0, $1, $0 - anim_wait 16 - anim_call BattleAnim_ShowMon_0 - anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 3 - anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 - anim_wait 3 - anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0 - anim_wait 3 - anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, -15, 0, 4, 0, $0 - anim_wait 3 - anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, -15, 0, 3, 0, $0 - anim_wait 8 - anim_ret -; cab1d - -BattleAnim_PsychicM: ; cab1d - anim_1gfx ANIM_GFX_PSYCHIC - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 -.loop - anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2 - anim_wait 8 - anim_loop 8, .loop - anim_wait 96 - anim_incbgeffect ANIM_BG_PSYCHIC - anim_wait 4 - anim_ret -; cab3b - -BattleAnim_Sludge: ; cab3b - anim_1gfx ANIM_GFX_POISON - anim_call BattleAnim_Sludge_branch_cbc15 - anim_wait 56 - anim_ret -; cab42 - -BattleAnim_Toxic: ; cab42 - anim_1gfx ANIM_GFX_POISON - anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0 - anim_call BattleAnim_Toxic_branch_cbc35 - anim_wait 32 - anim_call BattleAnim_Toxic_branch_cbc15 - anim_wait 64 - anim_ret -; cab52 - -BattleAnim_Metronome: ; cab52 - anim_2gfx ANIM_GFX_MISC, ANIM_GFX_SPEED - anim_sound 0, 0, SFX_METRONOME - anim_obj ANIM_OBJ_7A, 9, 0, 11, 0, $0 -.loop - anim_obj ANIM_OBJ_7B, 9, 0, 10, 0, $0 - anim_wait 8 - anim_loop 5, .loop - anim_wait 48 - anim_ret -; cab69 - -BattleAnim_Counter: ; cab69 - anim_1gfx ANIM_GFX_HIT -.loop - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 - anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_08, 15, 0, 9, 0, $0 - anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0 - anim_wait 6 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_06, -15, 0, 5, 0, $0 - anim_obj ANIM_OBJ_00, -15, 0, 5, 0, $0 - anim_wait 6 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 - anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_07, -13, 0, 7, 0, $0 - anim_obj ANIM_OBJ_00, -13, 0, 7, 0, $0 - anim_wait 6 - anim_loop 3, .loop - anim_wait 16 - anim_ret -; cabaa - -BattleAnim_LowKick: ; cabaa - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 15, 4, 8, 0, $0 - anim_obj ANIM_OBJ_00, 15, 4, 8, 0, $0 - anim_wait 6 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, -16, 4, 8, 0, $0 - anim_obj ANIM_OBJ_00, -16, 4, 8, 0, $0 - anim_wait 6 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, -15, 4, 8, 0, $0 - anim_obj ANIM_OBJ_00, -15, 4, 8, 0, $0 - anim_wait 16 - anim_ret -; cabe6 - -BattleAnim_WingAttack: ; cabe6 - anim_1gfx ANIM_GFX_HIT - anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, -14, 4, 7, 0, $0 - anim_obj ANIM_OBJ_01, 14, 4, 7, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, -14, 0, 7, 0, $0 - anim_obj ANIM_OBJ_01, 15, 0, 7, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, -15, 4, 7, 0, $0 - anim_obj ANIM_OBJ_01, 15, 4, 7, 0, $0 - anim_wait 16 - anim_ret -; cac13 - -BattleAnim_Slam: ; cac13 - anim_1gfx ANIM_GFX_HIT - anim_sound 0, 1, SFX_WING_ATTACK - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2 - anim_obj ANIM_OBJ_01, 15, 4, 5, 0, $0 - anim_wait 16 - anim_ret -; cac24 - -BattleAnim_Disable: ; cac24 - anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_obj ANIM_OBJ_7C, -16, 4, 7, 0, $0 - anim_wait 16 - anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_PARALYZED, 13, 0, 7, 0, $42 - anim_obj ANIM_OBJ_PARALYZED, -12, 0, 7, 0, $c2 - anim_wait 96 - anim_ret -; cac41 - -BattleAnim_TailWhip: ; cac41 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowPlayerHead_0 - anim_sound 0, 0, SFX_TAIL_WHIP - anim_bgeffect ANIM_BG_26, $0, $1, $0 - anim_wait 32 - anim_incbgeffect ANIM_BG_26 - anim_call BattleAnim_ShowMon_0 - anim_ret -; cac55 - -BattleAnim_Struggle: ; cac55 - anim_1gfx ANIM_GFX_HIT - anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 16 - anim_ret -; cac61 - -BattleAnim_Sketch: ; cac61 - anim_1gfx ANIM_GFX_OBJECTS - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_1A, $0, $1, $20 - anim_sound 0, 0, SFX_SKETCH - anim_obj ANIM_OBJ_98, 9, 0, 10, 0, $0 - anim_wait 80 - anim_incbgeffect ANIM_BG_1A - anim_call BattleAnim_ShowMon_0 - anim_wait 1 - anim_ret -; cac7b - -BattleAnim_TripleKick: ; cac7b - anim_1gfx ANIM_GFX_HIT - anim_if_param_equal $1, BattleAnim_TripleKick_branch_cac95 - anim_if_param_equal $2, BattleAnim_TripleKick_branch_caca5 - anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_07, -14, 0, 6, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 - anim_wait 8 - anim_ret -; cac95 - -BattleAnim_TripleKick_branch_cac95: ; cac95 - anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 15, 0, 8, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0 - anim_wait 8 - anim_ret -; caca5 - -BattleAnim_TripleKick_branch_caca5: ; caca5 - anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, -16, 4, 4, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, -16, 4, 4, 0, $0 - anim_wait 8 - anim_ret -; cacb5 - -BattleAnim_Thief: ; cacb5 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 - anim_wait 16 - anim_sound 0, 1, SFX_THIEF - anim_obj ANIM_OBJ_01, 16, 0, 6, 0, $0 - anim_wait 16 - anim_call BattleAnim_ShowMon_0 - anim_wait 1 - anim_1gfx ANIM_GFX_STATUS - anim_sound 0, 1, SFX_THIEF_2 - anim_obj ANIM_OBJ_8B, 15, 0, 9, 4, $1 - anim_wait 64 - anim_ret -; cacd9 - -BattleAnim_SpiderWeb: ; cacd9 - anim_1gfx ANIM_GFX_WEB - anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_92, -16, 4, 6, 0, $0 - anim_sound 6, 2, SFX_SPIDER_WEB - anim_obj ANIM_OBJ_5A, 8, 0, 10, 0, $0 - anim_wait 4 - anim_obj ANIM_OBJ_5A, 8, 0, 11, 0, $0 - anim_wait 4 - anim_obj ANIM_OBJ_5A, 8, 0, 10, 4, $0 - anim_wait 64 - anim_ret -; cacfb - -BattleAnim_MindReader: ; cacfb - anim_1gfx ANIM_GFX_MISC - anim_sound 0, 1, SFX_MIND_READER -.loop - anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $3 - anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $12 - anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $20 - anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $31 - anim_wait 16 - anim_loop 2, .loop - anim_wait 32 - anim_ret -; cad1b - -BattleAnim_Nightmare: ; cad1b - anim_1gfx ANIM_GFX_ANGELS - anim_bgp $1b - anim_obp0 $f - anim_obj ANIM_OBJ_94, -16, 4, 5, 0, $0 - anim_obj ANIM_OBJ_94, -16, 4, 5, 0, $a0 - anim_sound 0, 1, SFX_NIGHTMARE - anim_wait 96 - anim_ret -; cad30 - -BattleAnim_FlameWheel: ; cad30 - anim_1gfx ANIM_GFX_FIRE -.loop - anim_sound 0, 0, SFX_EMBER - anim_obj ANIM_OBJ_7F, 6, 0, 12, 0, $0 - anim_wait 6 - anim_loop 8, .loop - anim_wait 96 - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 - anim_wait 4 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $1 - anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $4 - anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $5 - anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 - anim_wait 4 - anim_incobj 9 - anim_wait 8 - anim_ret -; cad6b - -BattleAnim_Snore: ; cad6b - anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE - anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0 - anim_wait 32 - anim_bgeffect ANIM_BG_1F, $60, $2, $0 - anim_sound 0, 0, SFX_SNORE -.loop - anim_call BattleAnim_Snore_branch_cbbbc - anim_wait 16 - anim_loop 2, .loop - anim_wait 8 - anim_ret -; cad86 - -BattleAnim_Curse: ; cad86 - anim_if_param_equal $1, .NotGhost - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS - anim_obj ANIM_OBJ_A5, 8, 4, 9, 0, $0 - anim_sound 0, 0, SFX_CURSE - anim_wait 32 - anim_incobj 1 - anim_wait 12 - anim_sound 0, 0, SFX_POISON_STING - anim_obj ANIM_OBJ_04, 5, 4, 12, 0, $0 - anim_wait 16 - anim_ret -; cada3 - -.NotGhost: ; cada3 - anim_1gfx ANIM_GFX_SPEED - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_19, $0, $1, $40 - anim_sound 0, 0, SFX_SHARPEN - anim_wait 64 - anim_incbgeffect ANIM_BG_19 - anim_wait 1 - anim_bgeffect ANIM_BG_16, $0, $1, $40 -.loop - anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6 - anim_wait 2 - anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6 - anim_wait 2 - anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8 - anim_wait 2 - anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8 - anim_wait 2 - anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6 - anim_wait 2 - anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8 - anim_wait 2 - anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8 - anim_wait 2 - anim_loop 3, .loop - anim_wait 8 - anim_incbgeffect ANIM_BG_16 - anim_call BattleAnim_ShowMon_0 - anim_ret -; cadf1 - -BattleAnim_Flail: ; cadf1 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowEnemyFeet_0 - anim_sound 0, 0, SFX_SUBMISSION - anim_bgeffect ANIM_BG_2C, $0, $1, $0 - anim_wait 8 - anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_01, -13, 0, 6, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 - anim_wait 8 - anim_incbgeffect ANIM_BG_2C - anim_call BattleAnim_ShowMon_0 - anim_ret -; cae17 - -BattleAnim_Conversion: ; cae17 - anim_1gfx ANIM_GFX_EXPLOSION - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_sound 63, 3, SFX_SHARPEN - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $0 - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $8 - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $10 - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $18 - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $20 - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $28 - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $30 - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $38 - anim_wait 128 - anim_ret -; cae4b - -BattleAnim_Aeroblast: ; cae4b - anim_2gfx ANIM_GFX_BEAM, ANIM_GFX_AEROBLAST - anim_bgp $1b - anim_bgeffect ANIM_BG_1F, $50, $4, $10 - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_sound 0, 0, SFX_AEROBLAST - anim_obj ANIM_OBJ_B3, 9, 0, 11, 0, $0 - anim_wait 32 - anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 10, 0, 10, 4, $0 - anim_wait 2 - anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 12, 0, 9, 4, $0 - anim_wait 2 - anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 14, 0, 8, 4, $0 - anim_obj ANIM_OBJ_28, 15, 6, 7, 6, $0 - anim_wait 48 - anim_ret -; cae84 - -BattleAnim_CottonSpore: ; cae84 - anim_obp0 $54 - anim_1gfx ANIM_GFX_MISC - anim_sound 0, 1, SFX_POWDER -.loop ; cae8b - anim_obj ANIM_OBJ_COTTON_SPORE, -16, 4, 4, 0, $0 - anim_wait 8 - anim_loop 5, .loop - anim_wait 96 - anim_ret -; cae97 - -BattleAnim_Reversal: ; cae97 - anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_07, $0, $0, $0 - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_04, 14, 0, 8, 0, $0 - anim_wait 2 - anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_A7, 15, 0, 7, 0, $0 - anim_wait 2 - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_04, 16, 0, 7, 0, $0 - anim_wait 2 - anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_A7, -15, 0, 6, 0, $0 - anim_wait 2 - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_04, -14, 0, 6, 0, $0 - anim_wait 2 - anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_A7, -13, 0, 5, 0, $0 - anim_wait 24 - anim_ret -; caed6 - -BattleAnim_Spite: ; caed6 - anim_1gfx ANIM_GFX_ANGELS - anim_obj ANIM_OBJ_A4, -16, 4, 2, 0, $0 - anim_sound 0, 1, SFX_SPITE - anim_wait 96 - anim_ret -; caee2 - -BattleAnim_PowderSnow: ; caee2 - anim_1gfx ANIM_GFX_ICE -.loop ; caee4 - anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_8F, 8, 0, 11, 0, $23 - anim_wait 2 - anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_8F, 8, 0, 10, 0, $24 - anim_wait 2 - anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_8F, 8, 0, 12, 0, $23 - anim_wait 2 - anim_loop 2, .loop - anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 - anim_wait 40 - anim_call BattleAnim_PowderSnow_branch_cbbdf - anim_wait 32 - anim_ret -; caf0e - -BattleAnim_Protect: ; caf0e - anim_1gfx ANIM_GFX_OBJECTS - anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $0 - anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $d - anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $1a - anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $27 - anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $34 - anim_sound 0, 0, SFX_PROTECT - anim_wait 96 - anim_ret -; caf33 - -BattleAnim_MachPunch: ; caf33 - anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2 - anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1 - anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0 - anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80 - anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81 - anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82 - anim_wait 12 - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0 - anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 - anim_wait 16 - anim_ret -; caf73 - -BattleAnim_ScaryFace: ; caf73 - anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_call BattleAnim_ScaryFace_branch_cbadc - anim_wait 64 - anim_ret -; caf84 - -BattleAnim_FaintAttack: ; caf84 - anim_1gfx ANIM_GFX_HIT - anim_sound 0, 0, SFX_CURSE - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_1D, $0, $1, $80 - anim_wait 96 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_04, 15, 0, 4, 0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_04, -13, 0, 5, 0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0 - anim_wait 32 - anim_incbgeffect ANIM_BG_1D - anim_call BattleAnim_ShowMon_0 - anim_wait 4 - anim_ret -; cafb4 - -BattleAnim_SweetKiss: ; cafb4 - anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS - anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_97, 12, 0, 5, 0, $0 - anim_sound 0, 1, SFX_SWEET_KISS - anim_wait 32 - anim_sound 0, 1, SFX_SWEET_KISS_2 - anim_obj ANIM_OBJ_HEART, 15, 0, 5, 0, $0 - anim_wait 40 - anim_ret -; cafcf - -BattleAnim_BellyDrum: ; cafcf - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_NOISE - anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 - anim_wait 24 - anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 - anim_wait 24 - anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 - anim_wait 12 - anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 - anim_wait 12 - anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 - anim_wait 24 - anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 - anim_wait 12 - anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 - anim_wait 12 - anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 - anim_wait 12 - anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 - anim_wait 12 - anim_ret -; cb051 - -BattleAnim_SludgeBomb: ; cb051 - anim_2gfx ANIM_GFX_EGG, ANIM_GFX_POISON - anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0 - anim_sound 6, 2, SFX_SLUDGE_BOMB - anim_obj ANIM_OBJ_62, 8, 0, 11, 4, $10 - anim_wait 36 - anim_call BattleAnim_SludgeBomb_branch_cbc15 - anim_wait 64 - anim_ret -; cb067 - -BattleAnim_MudSlap: ; cb067 - anim_1gfx ANIM_GFX_SAND - anim_obp0 $fc - anim_call BattleAnim_MudSlap_branch_cbc5b - anim_ret -; cb06f - -BattleAnim_Octazooka: ; cb06f - anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE - anim_sound 6, 2, SFX_SLUDGE_BOMB - anim_obj ANIM_OBJ_8C, 8, 0, 11, 4, $4 - anim_wait 16 - anim_obj ANIM_OBJ_BALL_POOF, -16, 4, 7, 0, $10 - anim_wait 8 - anim_if_param_equal $0, .done -.loop - anim_obj ANIM_OBJ_74, -16, 4, 7, 4, $20 - anim_wait 8 - anim_loop 5, .loop - anim_wait 128 -.done - anim_ret -; cb092 - -BattleAnim_Spikes: ; cb092 - anim_1gfx ANIM_GFX_MISC - anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $20 - anim_wait 8 - anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $30 - anim_wait 8 - anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $28 - anim_wait 64 - anim_ret -; cb0b0 - -BattleAnim_ZapCannon: ; cb0b0 - anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_bgp $1b - anim_obp0 $30 - anim_sound 6, 2, SFX_ZAP_CANNON - anim_obj ANIM_OBJ_A3, 8, 0, 11, 4, $2 - anim_wait 40 - anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2 - anim_wait 16 - anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0 - anim_wait 128 - anim_ret -; cb0d0 - -BattleAnim_Foresight: ; cb0d0 - anim_1gfx ANIM_GFX_SHINE - anim_call BattleAnim_FollowEnemyFeet_1 - anim_bgeffect ANIM_BG_07, $0, $0, $0 - anim_sound 0, 1, SFX_FORESIGHT - anim_obj ANIM_OBJ_A7, -16, 4, 5, 0, $0 - anim_wait 24 - anim_bgeffect ANIM_BG_19, $0, $0, $40 - anim_wait 64 - anim_incbgeffect ANIM_BG_19 - anim_call BattleAnim_ShowMon_1 - anim_wait 8 - anim_ret -; cb0f0 - -BattleAnim_DestinyBond: ; cb0f0 - anim_1gfx ANIM_GFX_ANGELS - anim_bgp $1b - anim_obp0 $0 - anim_if_param_equal $1, BattleAnim_DestinyBond_branch_cb104 - anim_sound 6, 2, SFX_WHIRLWIND - anim_obj ANIM_OBJ_9B, 5, 4, 15, 0, $2 - anim_wait 128 - anim_ret -; cb104 - -BattleAnim_DestinyBond_branch_cb104: ; cb104 - anim_obj ANIM_OBJ_9B, -16, 4, 9, 4, $0 - anim_sound 0, 1, SFX_KINESIS - anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0 - anim_wait 32 - anim_ret -; cb113 - -BattleAnim_PerishSong: ; cb113 - anim_1gfx ANIM_GFX_NOISE - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_sound 0, 2, SFX_PERISH_SONG - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $0 - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $8 - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $10 - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $18 - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $20 - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $28 - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $30 - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $38 - anim_wait 112 - anim_ret -; cb14c - -BattleAnim_IcyWind: ; cb14c - anim_1gfx ANIM_GFX_SPEED - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_playerheadobj - anim_sound 0, 0, SFX_PSYCHIC -.loop - anim_wait 8 - anim_obj ANIM_OBJ_AE, 8, 0, 11, 0, $4 - anim_wait 8 - anim_obj ANIM_OBJ_AE, 8, 0, 10, 0, $4 - anim_wait 8 - anim_obj ANIM_OBJ_AE, 8, 0, 12, 0, $4 - anim_wait 8 - anim_loop 2, .loop - anim_wait 16 - anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0 - anim_wait 6 - anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8 - anim_wait 64 - anim_incbgeffect ANIM_BG_NIGHT_SHADE - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 - anim_wait 4 - anim_incobj 7 - anim_wait 1 - anim_ret -; cb18c - -BattleAnim_Detect: ; cb18c - anim_1gfx ANIM_GFX_SHINE - anim_bgeffect ANIM_BG_07, $0, $0, $0 - anim_sound 0, 0, SFX_FORESIGHT - anim_obj ANIM_OBJ_A7, 8, 0, 11, 0, $0 - anim_wait 24 - anim_ret -; cb19d - -BattleAnim_BoneRush: ; cb19d - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC - anim_sound 0, 1, SFX_BONE_CLUB - anim_obj ANIM_OBJ_69, -16, 4, 7, 0, $2 - anim_wait 16 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 - anim_wait 16 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $0 - anim_wait 16 - anim_ret -; cb1bc - -BattleAnim_LockOn: ; cb1bc - anim_1gfx ANIM_GFX_MISC - anim_sound 0, 1, SFX_MIND_READER -.loop - anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $3 - anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $12 - anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $20 - anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $31 - anim_wait 16 - anim_loop 2, .loop - anim_wait 32 - anim_ret -; cb1dc - -BattleAnim_Outrage: ; cb1dc - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_1A, $0, $1, $20 - anim_sound 0, 0, SFX_OUTRAGE - anim_wait 72 - anim_incbgeffect ANIM_BG_1A - anim_call BattleAnim_ShowMon_0 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0 - anim_wait 16 - anim_ret -; cb210 - -BattleAnim_Sandstorm: ; cb210 - anim_1gfx ANIM_GFX_POWDER - anim_obj ANIM_OBJ_A2, 11, 0, 0, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_A2, 9, 0, 0, 0, $1 - anim_wait 8 - anim_obj ANIM_OBJ_A2, 7, 0, 0, 0, $2 -.loop - anim_sound 0, 1, SFX_MENU - anim_wait 8 - anim_loop 16, .loop - anim_wait 8 - anim_ret -; cb22d - -BattleAnim_GigaDrain: ; cb22d - anim_2gfx ANIM_GFX_BUBBLE, ANIM_GFX_CHARGE - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_1C, $0, $0, $10 - anim_sound 6, 3, SFX_GIGA_DRAIN - anim_call BattleAnim_GigaDrain_branch_cbab3 - anim_wait 48 - anim_wait 128 - anim_incbgeffect ANIM_BG_1C - anim_call BattleAnim_ShowMon_0 - anim_wait 1 - anim_1gfx ANIM_GFX_SHINE - anim_bgeffect ANIM_BG_07, $0, $0, $0 -.loop - anim_sound 0, 0, SFX_METRONOME - anim_obj ANIM_OBJ_9D, 3, 0, 8, 0, $0 - anim_wait 5 - anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0 - anim_wait 5 - anim_obj ANIM_OBJ_9D, 3, 0, 13, 0, $0 - anim_wait 5 - anim_obj ANIM_OBJ_9D, 7, 0, 8, 0, $0 - anim_wait 5 - anim_obj ANIM_OBJ_9D, 5, 0, 10, 4, $0 - anim_wait 5 - anim_loop 2, .loop - anim_wait 32 - anim_ret -; cb274 - -BattleAnim_Endure: ; cb274 - anim_1gfx ANIM_GFX_SPEED - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_1A, $0, $1, $20 - anim_bgeffect ANIM_BG_07, $0, $2, $0 -.loop - anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6 - anim_wait 2 - anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6 - anim_wait 2 - anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8 - anim_wait 2 - anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8 - anim_wait 2 - anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6 - anim_wait 2 - anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8 - anim_wait 2 - anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8 - anim_wait 2 - anim_loop 5, .loop - anim_wait 8 - anim_incbgeffect ANIM_BG_1A - anim_call BattleAnim_ShowMon_0 - anim_ret -; cb2bb - -BattleAnim_Charm: ; cb2bb - anim_1gfx ANIM_GFX_OBJECTS - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_26, $0, $1, $0 - anim_sound 0, 0, SFX_ATTRACT - anim_obj ANIM_OBJ_HEART, 8, 0, 10, 0, $0 - anim_wait 32 - anim_incbgeffect ANIM_BG_26 - anim_call BattleAnim_ShowMon_0 - anim_wait 4 - anim_ret -; cb2d5 - -BattleAnim_Rollout: ; cb2d5 - anim_1gfx ANIM_GFX_HIT - anim_sound 0, 0, SFX_SPARK - anim_call BattleAnim_FollowPlayerHead_0 - anim_bgeffect ANIM_BG_2E, $60, $1, $1 - anim_bgeffect ANIM_BG_25, $0, $1, $0 - anim_wait 4 - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_03, -15, 0, 5, 0, $0 - anim_wait 8 - anim_call BattleAnim_ShowMon_0 - anim_ret -; cb2f5 - -BattleAnim_FalseSwipe: ; cb2f5 - anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_CUT - anim_bgeffect ANIM_BG_07, $0, $0, $0 - anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0 - anim_wait 4 - anim_obj ANIM_OBJ_9D, -15, 0, 5, 0, $0 - anim_wait 32 - anim_ret -; cb30d - -BattleAnim_Swagger: ; cb30d - anim_2gfx ANIM_GFX_MISC, ANIM_GFX_WIND -.loop - anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_A9, 9, 0, 11, 0, $44 - anim_wait 32 - anim_loop 2, .loop - anim_wait 32 - anim_sound 0, 1, SFX_KINESIS_2 - anim_obj ANIM_OBJ_83, 13, 0, 5, 0, $0 - anim_wait 40 - anim_ret -; cb328 - -BattleAnim_MilkDrink: ; cb328 - anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE - anim_call BattleAnim_FollowEnemyFeet_0 - anim_obj ANIM_OBJ_82, 9, 2, 13, 0, $0 - anim_wait 16 - anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_sound 0, 0, SFX_MILK_DRINK -.loop - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $20 - anim_wait 8 - anim_loop 8, .loop - anim_wait 128 - anim_incbgeffect ANIM_BG_18 - anim_call BattleAnim_ShowMon_0 - anim_ret -; cb34d - -BattleAnim_Spark: ; cb34d - anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_sound 0, 0, SFX_ZAP_CANNON - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_obj ANIM_OBJ_30, 6, 0, 11, 4, $0 - anim_wait 24 - anim_setobj $1, $3 - anim_wait 1 - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 - anim_sound 0, 0, SFX_SPARK - anim_wait 16 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 - anim_wait 4 - anim_incobj 2 - anim_wait 1 - anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2 - anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0 - anim_wait 32 - anim_ret -; cb386 - -BattleAnim_FuryCutter: ; cb386 - anim_1gfx ANIM_GFX_CUT -.loop - anim_sound 0, 1, SFX_CUT - anim_if_param_and %00000001, .obj1 - anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0 - anim_jump .okay - -.obj1 - anim_obj ANIM_OBJ_3B, 14, 0, 5, 0, $0 -.okay - anim_wait 16 - anim_jumpuntil .loop - anim_ret -; cb3a1 - -BattleAnim_SteelWing: ; cb3a1 - anim_1gfx ANIM_GFX_REFLECT - anim_obp0 $0 - anim_sound 0, 0, SFX_RAGE - anim_call BattleAnim_FollowEnemyFeet_0 - anim_call BattleAnim_SteelWing_branch_cbc43 - anim_call BattleAnim_ShowMon_0 - anim_1gfx ANIM_GFX_HIT - anim_resetobp0 - anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, -14, 4, 7, 0, $0 - anim_obj ANIM_OBJ_01, 14, 4, 7, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, -14, 0, 7, 0, $0 - anim_obj ANIM_OBJ_01, 15, 0, 7, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, -15, 4, 7, 0, $0 - anim_obj ANIM_OBJ_01, 15, 4, 7, 0, $0 - anim_wait 16 - anim_ret -; cb3df - -BattleAnim_MeanLook: ; cb3df - anim_1gfx ANIM_GFX_PSYCHIC - anim_obp0 $e0 - anim_sound 0, 1, SFX_MEAN_LOOK - anim_obj ANIM_OBJ_AC, -14, 4, 4, 0, $0 - anim_wait 5 - anim_obj ANIM_OBJ_AC, 14, 4, 8, 0, $0 - anim_wait 5 - anim_obj ANIM_OBJ_AC, -14, 4, 8, 0, $0 - anim_wait 5 - anim_obj ANIM_OBJ_AC, 14, 4, 4, 0, $0 - anim_wait 5 - anim_obj ANIM_OBJ_AC, -16, 4, 6, 0, $0 - anim_wait 128 - anim_ret -; cb405 - -BattleAnim_Attract: ; cb405 - anim_1gfx ANIM_GFX_OBJECTS -.loop - anim_sound 0, 0, SFX_ATTRACT - anim_obj ANIM_OBJ_66, 5, 4, 10, 0, $2 - anim_wait 8 - anim_loop 5, .loop - anim_wait 128 - anim_wait 64 - anim_ret -; cb417 - -BattleAnim_SleepTalk: ; cb417 - anim_1gfx ANIM_GFX_STATUS -.loop - anim_sound 0, 0, SFX_STRENGTH - anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0 - anim_wait 40 - anim_loop 2, .loop - anim_wait 32 - anim_ret -; cb428 - -BattleAnim_HealBell: ; cb428 - anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE - anim_obj ANIM_OBJ_84, 9, 0, 7, 0, $0 - anim_wait 32 -.loop - anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $0 - anim_wait 8 - anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $1 - anim_wait 8 - anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $2 - anim_wait 8 - anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $0 - anim_wait 8 - anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $2 - anim_wait 8 - anim_loop 4, .loop - anim_wait 64 - anim_ret -; cb464 - -BattleAnim_Return: ; cb464 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowPlayerHead_0 - anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0 - anim_sound 0, 0, SFX_RETURN - anim_wait 64 - anim_incbgeffect ANIM_BG_BOUNCE_DOWN - anim_wait 32 - anim_bgeffect ANIM_BG_25, $0, $1, $0 - anim_wait 4 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_03, -15, 0, 5, 0, $0 - anim_wait 8 - anim_call BattleAnim_ShowMon_0 - anim_ret -; cb488 - -BattleAnim_Present: ; cb488 - anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_BUBBLE - anim_sound 0, 1, SFX_PRESENT - anim_obj ANIM_OBJ_8D, 8, 0, 11, 0, $6c - anim_wait 56 - anim_obj ANIM_OBJ_53, 13, 0, 6, 0, $0 - anim_wait 48 - anim_incobj 2 - anim_if_param_equal $3, .heal - anim_incobj 1 - anim_wait 1 - anim_1gfx ANIM_GFX_EXPLOSION - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12 -.loop - anim_call BattleAnim_Present_branch_cbb8f - anim_wait 16 - anim_jumpuntil .loop - anim_ret - -.heal - anim_sound 0, 1, SFX_METRONOME -.loop2 - anim_obj ANIM_OBJ_2C, -16, 4, 6, 0, $24 - anim_wait 8 - anim_loop 8, .loop2 - anim_wait 128 - anim_ret -; cb4c1 - -BattleAnim_Frustration: ; cb4c1 - anim_1gfx ANIM_GFX_MISC - anim_sound 0, 0, SFX_KINESIS_2 - anim_obj ANIM_OBJ_83, 9, 0, 10, 0, $0 - anim_wait 40 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_26, $0, $1, $0 - anim_wait 8 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, -13, 0, 6, 0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 - anim_wait 8 - anim_incbgeffect ANIM_BG_26 - anim_wait 1 - anim_call BattleAnim_ShowMon_0 - anim_ret -; cb4f9 - -BattleAnim_Safeguard: ; cb4f9 - anim_1gfx ANIM_GFX_MISC - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $0 - anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $d - anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $1a - anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $27 - anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $34 - anim_sound 0, 0, SFX_PROTECT - anim_wait 96 - anim_ret -; cb51e - -BattleAnim_PainSplit: ; cb51e - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS - anim_call BattleAnim_FollowPlayerHead_0 - anim_bgeffect ANIM_BG_25, $0, $1, $0 - anim_wait 4 - anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_04, 14, 0, 6, 0, $0 - anim_obj ANIM_OBJ_04, 9, 4, 12, 0, $0 - anim_wait 8 - anim_call BattleAnim_ShowMon_0 - anim_wait 1 - anim_ret -; cb53d - -BattleAnim_SacredFire: ; cb53d - anim_1gfx ANIM_GFX_FIRE - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 -.loop - anim_sound 0, 0, SFX_EMBER - anim_obj ANIM_OBJ_80, 6, 0, 13, 0, $0 - anim_wait 8 - anim_loop 8, .loop - anim_wait 96 - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 - anim_wait 4 - anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $1 - anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $4 - anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $5 - anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 - anim_wait 4 - anim_incobj 9 - anim_wait 8 - anim_ret -; cb57d - -BattleAnim_Magnitude: ; cb57d - anim_1gfx ANIM_GFX_ROCKS -.loop - anim_bgeffect ANIM_BG_1F, $e, $4, $0 - anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40 - anim_wait 2 - anim_obj ANIM_OBJ_1E, 15, 0, 8, 4, $30 - anim_wait 2 - anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30 - anim_wait 2 - anim_obj ANIM_OBJ_1E, -14, 0, 8, 0, $40 - anim_wait 2 - anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30 - anim_wait 2 - anim_jumpuntil .loop - anim_wait 96 - anim_ret -; cb5aa - -BattleAnim_Dynamicpunch: ; cb5aa - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_EXPLOSION - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43 - anim_wait 16 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12 - anim_call BattleAnim_Dynamicpunch_branch_cbb8f - anim_wait 16 - anim_ret -; cb5c0 - -BattleAnim_Megahorn: ; cb5c0 - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $40, $2, $0 - anim_wait 48 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 - anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $1 - anim_sound 0, 1, SFX_HORN_ATTACK - anim_wait 16 - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 - anim_wait 16 - anim_ret -; cb5de - -BattleAnim_Dragonbreath: ; cb5de - anim_1gfx ANIM_GFX_FIRE - anim_sound 6, 2, SFX_EMBER -.loop - anim_obj ANIM_OBJ_90, 8, 0, 11, 4, $4 - anim_wait 4 - anim_loop 10, .loop - anim_wait 64 - anim_ret -; cb5ef - -BattleAnim_BatonPass: ; cb5ef - anim_1gfx ANIM_GFX_MISC - anim_obj ANIM_OBJ_86, 5, 4, 13, 0, $20 - anim_sound 0, 0, SFX_BATON_PASS - anim_call BattleAnim_BatonPass_branch_c9486 - anim_wait 64 - anim_ret -; cb5fe - -BattleAnim_Encore: ; cb5fe - anim_1gfx ANIM_GFX_OBJECTS - anim_obj ANIM_OBJ_99, 8, 0, 10, 0, $90 - anim_obj ANIM_OBJ_99, 8, 0, 10, 0, $10 - anim_sound 0, 0, SFX_ENCORE - anim_wait 16 - anim_obj ANIM_OBJ_9A, 8, 0, 9, 0, $2c - anim_wait 32 - anim_obj ANIM_OBJ_9A, 8, 0, 9, 0, $34 - anim_wait 16 - anim_ret -; cb61b - -BattleAnim_Pursuit: ; cb61b - anim_1gfx ANIM_GFX_HIT - anim_if_param_equal $1, BattleAnim_Pursuit_branch_cb62b - anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 - anim_wait 16 - anim_ret -; cb62b - -BattleAnim_Pursuit_branch_cb62b: ; cb62b - anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0 - anim_wait 4 - anim_call BattleAnim_FollowEnemyFeet_1 - anim_obj ANIM_OBJ_AD, -16, 4, 8, 0, $0 - anim_wait 64 - anim_obj ANIM_OBJ_AD, -16, 4, 8, 0, $1 - anim_sound 0, 1, SFX_BALL_POOF - anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0 - anim_wait 64 - anim_incobj 3 - anim_wait 16 - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 15, 0, 7, 0, $0 - anim_bgeffect ANIM_BG_2D, $0, $0, $0 - anim_wait 16 - anim_call BattleAnim_ShowMon_1 - anim_wait 1 - anim_ret -; cb65e - -BattleAnim_RapidSpin: ; cb65e - anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT - anim_obp0 $e4 -.loop - anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_A8, 5, 4, 14, 0, $0 - anim_wait 2 - anim_loop 5, .loop - anim_wait 24 - anim_call BattleAnim_FollowPlayerHead_0 - anim_bgeffect ANIM_BG_25, $0, $1, $0 - anim_wait 4 - anim_resetobp0 - anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_04, -15, 0, 5, 0, $0 - anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 - anim_wait 4 - anim_incobj 6 - anim_wait 1 - anim_ret -; cb68e - -BattleAnim_SweetScent: ; cb68e - anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC - anim_sound 0, 0, SFX_SWEET_SCENT - anim_obj ANIM_OBJ_FLOWER, 8, 0, 12, 0, $2 - anim_wait 2 - anim_obj ANIM_OBJ_FLOWER, 8, 0, 10, 0, $2 - anim_wait 96 - anim_obp0 $54 - anim_sound 0, 1, SFX_SWEET_SCENT_2 - anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $15 - anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $2a - anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $3f - anim_wait 128 - anim_ret -; cb6b6 - -BattleAnim_IronTail: ; cb6b6 - anim_1gfx ANIM_GFX_REFLECT - anim_obp0 $0 - anim_sound 0, 0, SFX_RAGE - anim_call BattleAnim_FollowEnemyFeet_0 - anim_call BattleAnim_IronTail_branch_cbc43 - anim_wait 4 - anim_1gfx ANIM_GFX_HIT - anim_resetobp0 - anim_bgeffect ANIM_BG_26, $0, $1, $0 - anim_wait 16 - anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0 - anim_wait 16 - anim_incbgeffect ANIM_BG_26 - anim_call BattleAnim_ShowMon_0 - anim_ret -; cb6dc - -BattleAnim_MetalClaw: ; cb6dc - anim_1gfx ANIM_GFX_REFLECT - anim_obp0 $0 - anim_sound 0, 0, SFX_RAGE - anim_call BattleAnim_FollowEnemyFeet_0 - anim_call BattleAnim_MetalClaw_branch_cbc43 - anim_call BattleAnim_ShowMon_0 - anim_1gfx ANIM_GFX_CUT - anim_resetobp0 - anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0 - anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0 - anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0 - anim_wait 32 - anim_ret -; cb703 - -BattleAnim_VitalThrow: ; cb703 - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_2F, $0, $1, $0 - anim_wait 16 - anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_04, 8, 0, 12, 0, $0 - anim_wait 8 - anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_04, 7, 0, 11, 0, $0 - anim_wait 8 - anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_04, 8, 4, 13, 0, $0 - anim_wait 8 - anim_incbgeffect ANIM_BG_2F - anim_wait 16 - anim_call BattleAnim_ShowMon_0 - anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_03, -16, 4, 7, 0, $0 - anim_wait 16 - anim_ret -; cb739 - -BattleAnim_MorningSun: ; cb739 - anim_1gfx ANIM_GFX_SHINE - anim_bgeffect ANIM_BG_07, $0, $0, $0 - anim_sound 0, 0, SFX_MORNING_SUN -.loop - anim_obj ANIM_OBJ_9C, 2, 0, 6, 0, $88 - anim_wait 6 - anim_loop 5, .loop - anim_wait 32 - anim_if_param_equal 0, .zero - anim_call BattleAnim_MorningSun_branch_cbc6a - anim_ret -; cb756 - -.zero - anim_call BattleAnim_MorningSun_branch_cbc80 - anim_ret -; cb75a - -BattleAnim_Synthesis: ; cb75a - anim_1gfx ANIM_GFX_SHINE - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_bgeffect ANIM_BG_07, $0, $0, $0 - anim_sound 0, 0, SFX_OUTRAGE - anim_wait 72 - anim_incbgeffect ANIM_BG_18 - anim_call BattleAnim_ShowMon_0 - anim_if_param_equal $1, .one - anim_call BattleAnim_Synthesis_branch_cbc6a - anim_ret -; cb77a - -.one - anim_call BattleAnim_Synthesis_branch_cbc80 - anim_ret -; cb77e - -BattleAnim_Crunch: ; cb77e - anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT - anim_bgp $1b - anim_obp0 $c0 - anim_bgeffect ANIM_BG_1F, $20, $2, $0 - anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $a8 - anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $28 - anim_wait 8 - anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_00, -14, 0, 6, 0, $18 - anim_wait 16 - anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_00, 16, 0, 8, 0, $18 - anim_wait 8 - anim_ret -; cb7a8 - -BattleAnim_Moonlight: ; cb7a8 - anim_1gfx ANIM_GFX_SHINE - anim_bgp $1b - anim_bgeffect ANIM_BG_07, $0, $0, $0 - anim_obj ANIM_OBJ_9E, 0, 0, 5, 0, $0 - anim_obj ANIM_OBJ_9E, 2, 0, 7, 0, $0 - anim_obj ANIM_OBJ_9E, 4, 0, 9, 0, $0 - anim_obj ANIM_OBJ_9E, 6, 0, 11, 0, $0 - anim_obj ANIM_OBJ_9E, 8, 0, 13, 0, $0 - anim_wait 1 - anim_sound 0, 0, SFX_MOONLIGHT - anim_wait 63 - anim_if_param_equal $3, .three - anim_call BattleAnim_Moonlight_branch_cbc6a - anim_ret - -.three - anim_call BattleAnim_Moonlight_branch_cbc80 - anim_ret -; cb7db - -BattleAnim_HiddenPower: ; cb7db - anim_1gfx ANIM_GFX_CHARGE - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_1A, $0, $1, $20 - anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $0 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $8 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $10 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $18 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $20 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $28 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $30 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $38 -.loop - anim_sound 0, 0, SFX_SWORDS_DANCE - anim_wait 8 - anim_loop 12, .loop - anim_incbgeffect ANIM_BG_1A - anim_call BattleAnim_ShowMon_0 - anim_wait 1 - anim_incobj 2 - anim_incobj 3 - anim_incobj 4 - anim_incobj 5 - anim_incobj 6 - anim_incobj 7 - anim_incobj 8 - anim_incobj 9 - anim_wait 16 - anim_1gfx ANIM_GFX_HIT - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 - anim_wait 32 - anim_ret -; cb83a - -BattleAnim_CrossChop: ; cb83a - anim_1gfx ANIM_GFX_CUT - anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_A0, -13, 0, 5, 0, $0 - anim_obj ANIM_OBJ_A1, 15, 0, 9, 0, $0 - anim_wait 8 - anim_bgeffect ANIM_BG_1F, $58, $2, $0 - anim_wait 92 - anim_sound 0, 1, SFX_VICEGRIP - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10 - anim_wait 16 - anim_ret -; cb85a - -BattleAnim_Twister: ; cb85a - anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT -.loop1 - anim_sound 0, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_GUST, 8, 0, 14, 0, $0 - anim_wait 6 - anim_loop 9, .loop1 -.loop2 - anim_sound 0, 0, SFX_RAZOR_WIND - anim_wait 8 - anim_loop 8, .loop2 - anim_incobj 1 - anim_incobj 2 - anim_incobj 3 - anim_incobj 4 - anim_incobj 5 - anim_incobj 6 - anim_incobj 7 - anim_incobj 8 - anim_incobj 9 - anim_wait 64 - anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $18 -.loop3 - anim_sound 0, 1, SFX_RAZOR_WIND - anim_wait 8 - anim_loop 4, .loop3 - anim_obj ANIM_OBJ_01, 16, 0, 4, 0, $18 -.loop4 - anim_sound 0, 1, SFX_RAZOR_WIND - anim_wait 8 - anim_loop 4, .loop4 - anim_incobj 1 - anim_incobj 2 - anim_incobj 3 - anim_incobj 4 - anim_incobj 5 - anim_incobj 6 - anim_incobj 7 - anim_incobj 8 - anim_incobj 9 - anim_wait 32 - anim_ret -; cb8b3 - -BattleAnim_RainDance: ; cb8b3 - anim_1gfx ANIM_GFX_WATER - anim_bgp $f8 - anim_obp0 $7c - anim_sound 0, 1, SFX_RAIN_DANCE - anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $0 - anim_wait 8 - anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $1 - anim_wait 8 - anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2 - anim_wait 128 - anim_ret -; cb8cf - -BattleAnim_SunnyDay: ; cb8cf - anim_1gfx ANIM_GFX_WATER - anim_bgp $90 - anim_sound 0, 1, SFX_MORNING_SUN - anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2 - anim_wait 8 - anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2 - anim_wait 8 - anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2 - anim_wait 128 - anim_ret -; cb8e9 - -BattleAnim_MirrorCoat: ; cb8e9 - anim_2gfx ANIM_GFX_REFLECT, ANIM_GFX_SPEED - anim_bgeffect ANIM_BG_06, $0, $2, $0 -.loop - anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 - anim_obj ANIM_OBJ_AE, 8, 0, 9, 0, $4 - anim_wait 8 - anim_obj ANIM_OBJ_AE, 8, 0, 11, 0, $4 - anim_wait 8 - anim_obj ANIM_OBJ_AE, 8, 0, 10, 0, $4 - anim_wait 8 - anim_obj ANIM_OBJ_AE, 8, 0, 12, 0, $4 - anim_wait 8 - anim_loop 3, .loop - anim_wait 32 - anim_ret -; cb917 - -BattleAnim_PsychUp: ; cb917 - anim_1gfx ANIM_GFX_STATUS - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_1A, $0, $1, $20 - anim_sound 0, 0, SFX_PSYBEAM - anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $0 - anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $10 - anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $20 - anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $30 - anim_wait 64 - anim_incbgeffect ANIM_BG_1A - anim_call BattleAnim_ShowMon_0 - anim_wait 16 - anim_ret -; cb940 - -BattleAnim_Extremespeed: ; cb940 - anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_CUT - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2 - anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1 - anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0 - anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80 - anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81 - anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82 - anim_wait 12 - anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0 - anim_wait 32 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 - anim_wait 16 - anim_ret -; cb97a - -BattleAnim_Ancientpower: ; cb97a - anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT - anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_B2, 8, 0, 13, 4, $20 - anim_wait 8 - anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_B2, 9, 3, 12, 6, $20 - anim_wait 8 - anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_B2, 10, 5, 12, 1, $20 - anim_wait 8 - anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_B2, 12, 0, 11, 4, $20 - anim_wait 8 - anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B2, 13, 2, 10, 7, $20 - anim_wait 8 - anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B2, 14, 4, 10, 2, $20 - anim_wait 8 - anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B2, 15, 6, 9, 5, $20 - anim_wait 8 - anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 - anim_wait 6 - anim_ret -; cb9c6 - -BattleAnim_ShadowBall: ; cb9c6 - anim_2gfx ANIM_GFX_EGG, ANIM_GFX_SMOKE - anim_bgp $1b - anim_sound 6, 2, SFX_SLUDGE_BOMB - anim_obj ANIM_OBJ_B4, 8, 0, 11, 4, $2 - anim_wait 32 - anim_obj ANIM_OBJ_BALL_POOF, -16, 4, 7, 0, $10 - anim_wait 24 - anim_ret -; cb9db - -BattleAnim_FutureSight: ; cb9db - anim_1gfx ANIM_GFX_WIND - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 - anim_obj ANIM_OBJ_7D, 1, 0, 3, 0, $10 - anim_obj ANIM_OBJ_7D, 1, 0, 6, 0, $2 - anim_obj ANIM_OBJ_7D, 1, 0, 11, 0, $8 - anim_wait 4 - anim_obj ANIM_OBJ_7D, 1, 0, 4, 0, $6 - anim_obj ANIM_OBJ_7D, 1, 0, 7, 0, $c - anim_obj ANIM_OBJ_7D, 1, 0, 10, 0, $4 - anim_obj ANIM_OBJ_7D, 1, 0, 13, 0, $e -.loop - anim_sound 0, 0, SFX_THROW_BALL - anim_wait 16 - anim_loop 4, .loop - anim_incbgeffect ANIM_BG_PSYCHIC - anim_ret -; cba1b - -BattleAnim_RockSmash: ; cba1b - anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT - anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0 - anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $28 - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $5c - anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $10 - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $e8 - anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $9c - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $d0 - anim_wait 6 - anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $1c - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $50 - anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $dc - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $90 - anim_wait 32 - anim_ret -; cba6a - -BattleAnim_Whirlpool: ; cba6a - anim_1gfx ANIM_GFX_WIND - anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0 - anim_sound 0, 1, SFX_SURF - anim_wait 16 -.loop - anim_obj ANIM_OBJ_GUST, -16, 4, 9, 0, $0 - anim_wait 6 - anim_loop 9, .loop - anim_wait 64 - anim_incbgeffect ANIM_BG_WHIRLPOOL - anim_wait 1 - anim_ret -; cba84 - -BattleAnim_BeatUp: ; cba84 - anim_if_param_equal $0, .current_mon - anim_sound 0, 0, SFX_BALL_POOF - anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0 - anim_wait 16 - anim_beatup - anim_sound 0, 0, SFX_BALL_POOF - anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 - anim_wait 16 -.current_mon - anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_FollowEnemyFeet_0 - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 - anim_wait 4 - anim_sound 0, 1, SFX_BEAT_UP - anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0 - anim_wait 8 - anim_call BattleAnim_ShowMon_0 - anim_ret -; cbab3 - -BattleAnim_DreamEater_branch_cbab3: ; cbab3 -BattleAnim_GigaDrain_branch_cbab3: ; cbab3 -BattleAnim_LeechLife_branch_cbab3: ; cbab3 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $0 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $8 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $10 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $18 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $20 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $28 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $30 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $38 - anim_ret -; cbadc - -BattleAnim_Glare_branch_cbadc: ; cbadc -BattleAnim_Leer_branch_cbadc: ; cbadc -BattleAnim_ScaryFace_branch_cbadc: ; cbadc - anim_sound 6, 2, SFX_LEER - anim_obj ANIM_OBJ_4E, 9, 0, 10, 4, $0 - anim_obj ANIM_OBJ_4E, 8, 0, 10, 0, $0 - anim_obj ANIM_OBJ_4E, 11, 0, 9, 4, $0 - anim_obj ANIM_OBJ_4E, 10, 0, 9, 0, $0 - anim_obj ANIM_OBJ_4E, 13, 0, 8, 4, $0 - anim_obj ANIM_OBJ_4E, 12, 0, 8, 0, $0 - anim_obj ANIM_OBJ_4E, 15, 0, 7, 4, $0 - anim_obj ANIM_OBJ_4E, 14, 0, 7, 0, $0 - anim_obj ANIM_OBJ_4F, -16, 2, 6, 6, $0 - anim_obj ANIM_OBJ_4F, 15, 2, 6, 2, $0 - anim_ret -; cbb12 - -BattleAnim_Fly_branch_cbb12: ; cbb12 -BattleAnim_Teleport_branch_cbb12: ; cbb12 - anim_sound 0, 0, SFX_WARP_TO - anim_obj ANIM_OBJ_44, 5, 4, 13, 4, $0 - anim_obj ANIM_OBJ_44, 5, 4, 12, 4, $0 - anim_obj ANIM_OBJ_44, 5, 4, 11, 4, $0 - anim_obj ANIM_OBJ_44, 5, 4, 10, 4, $0 - anim_obj ANIM_OBJ_44, 5, 4, 9, 4, $0 - anim_obj ANIM_OBJ_44, 5, 4, 8, 4, $0 - anim_obj ANIM_OBJ_44, 5, 4, 7, 4, $0 - anim_ret -; cbb39 - -BattleAnim_AuroraBeam_branch_cbb39: ; cbb39 -BattleAnim_HyperBeam_branch_cbb39: ; cbb39 -BattleAnim_Solarbeam_branch_cbb39: ; cbb39 - anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 8, 0, 11, 4, $0 - anim_wait 4 - anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 10, 0, 10, 4, $0 - anim_wait 4 - anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 12, 0, 9, 4, $0 - anim_wait 4 - anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 14, 0, 8, 4, $0 - anim_obj ANIM_OBJ_28, 15, 6, 7, 6, $0 - anim_ret -; cbb62 - -BattleAnim_Explosion_branch_cbb62: ; cbb62 -BattleAnim_Selfdestruct_branch_cbb62: ; cbb62 - anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 3, 0, 8, 0, $0 - anim_wait 5 - anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 7, 0, 13, 0, $0 - anim_wait 5 - anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 3, 0, 13, 0, $0 - anim_wait 5 - anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 7, 0, 8, 0, $0 - anim_wait 5 - anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 5, 0, 10, 4, $0 - anim_ret -; cbb8f - -BattleAnim_Dynamicpunch_branch_cbb8f: ; cbb8f -BattleAnim_Explosion_branch_cbb8f: ; cbb8f -BattleAnim_Present_branch_cbb8f: ; cbb8f -BattleAnim_Selfdestruct_branch_cbb8f: ; cbb8f - anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, -14, 4, 4, 0, $0 - anim_wait 5 - anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 14, 4, 9, 0, $0 - anim_wait 5 - anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, -14, 4, 9, 0, $0 - anim_wait 5 - anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 14, 4, 4, 0, $0 - anim_wait 5 - anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, -16, 4, 6, 4, $0 - anim_ret -; cbbbc - -BattleAnim_Growl_branch_cbbbc: ; cbbbc -BattleAnim_Roar_branch_cbbbc: ; cbbbc -BattleAnim_Snore_branch_cbbbc: ; cbbbc - anim_obj ANIM_OBJ_4B, 8, 0, 9, 4, $0 - anim_obj ANIM_OBJ_4B, 8, 0, 11, 0, $1 - anim_obj ANIM_OBJ_4B, 8, 0, 12, 4, $2 - anim_ret -; cbbcc - -BattleAnim_FirePunch_branch_cbbcc: ; cbbcc -BattleAnim_TriAttack_branch_cbbcc: ; cbbcc - anim_sound 0, 1, SFX_EMBER -.loop - anim_obj ANIM_OBJ_BURNED, -15, 0, 7, 0, $10 - anim_obj ANIM_OBJ_BURNED, -15, 0, 7, 0, $90 - anim_wait 4 - anim_loop 4, .loop - anim_ret -; cbbdf - -BattleAnim_IcePunch_branch_cbbdf: ; cbbdf -BattleAnim_PowderSnow_branch_cbbdf: ; cbbdf -BattleAnim_TriAttack_branch_cbbdf: ; cbbdf - anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 16, 0, 5, 2, $0 - anim_wait 6 - anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, -14, 0, 8, 6, $0 - anim_wait 6 - anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 15, 0, 7, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, -13, 0, 7, 0, $0 - anim_wait 6 - anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, -14, 0, 5, 2, $0 - anim_wait 6 - anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 16, 0, 8, 6, $0 - anim_ret -; cbc15 - -BattleAnim_SludgeBomb_branch_cbc15: ; cbc15 -BattleAnim_Sludge_branch_cbc15: ; cbc15 -BattleAnim_Toxic_branch_cbc15: ; cbc15 -.loop - anim_sound 0, 1, SFX_UNKNOWN_7F - anim_obj ANIM_OBJ_1A, -16, 4, 9, 0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_UNKNOWN_7F - anim_obj ANIM_OBJ_1A, 14, 4, 9, 0, $0 - anim_wait 8 - anim_sound 0, 1, SFX_UNKNOWN_7F - anim_obj ANIM_OBJ_1A, -14, 4, 9, 0, $0 - anim_wait 8 - anim_loop 5, .loop - anim_ret -; cbc35 - -BattleAnim_Acid_branch_cbc35: ; cbc35 -BattleAnim_Toxic_branch_cbc35: ; cbc35 -.loop - anim_sound 6, 2, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_19, 8, 0, 11, 4, $10 - anim_wait 5 - anim_loop 8, .loop - anim_ret -; cbc43 - -BattleAnim_Harden_branch_cbc43: ; cbc43 -BattleAnim_IronTail_branch_cbc43: ; cbc43 -BattleAnim_MetalClaw_branch_cbc43: ; cbc43 -BattleAnim_SteelWing_branch_cbc43: ; cbc43 - anim_sound 0, 0, SFX_SHINE - anim_bgeffect ANIM_BG_17, $0, $1, $40 - anim_wait 8 - anim_obj ANIM_OBJ_51, 6, 0, 10, 4, $0 - anim_wait 32 - anim_obj ANIM_OBJ_51, 6, 0, 10, 4, $0 - anim_wait 64 - anim_incbgeffect ANIM_BG_17 - anim_ret -; cbc5b - -BattleAnim_MudSlap_branch_cbc5b: ; cbc5b -BattleAnim_SandAttack_branch_cbc5b: ; cbc5b -.loop - anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_58, 8, 0, 11, 4, $4 - anim_wait 4 - anim_loop 8, .loop - anim_wait 32 - anim_ret -; cbc6a - -BattleAnim_Moonlight_branch_cbc6a: ; cbc6a -BattleAnim_MorningSun_branch_cbc6a: ; cbc6a -BattleAnim_Synthesis_branch_cbc6a: ; cbc6a - anim_sound 0, 0, SFX_METRONOME - anim_obj ANIM_OBJ_9D, 5, 4, 8, 0, $0 - anim_wait 5 - anim_obj ANIM_OBJ_9D, 3, 0, 12, 0, $0 - anim_wait 5 - anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0 - anim_wait 21 - anim_ret -; cbc80 - -BattleAnim_Moonlight_branch_cbc80: ; cbc80 -BattleAnim_MorningSun_branch_cbc80: ; cbc80 -BattleAnim_Synthesis_branch_cbc80: ; cbc80 - anim_sound 0, 0, SFX_METRONOME -.loop - anim_obj ANIM_OBJ_9D, 3, 0, 8, 0, $0 - anim_wait 5 - anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0 - anim_wait 5 - anim_obj ANIM_OBJ_9D, 3, 0, 13, 0, $0 - anim_wait 5 - anim_obj ANIM_OBJ_9D, 7, 0, 8, 0, $0 - anim_wait 5 - anim_obj ANIM_OBJ_9D, 5, 0, 10, 4, $0 - anim_wait 5 - anim_loop 2, .loop - anim_wait 16 - anim_ret -; cbca7 - -BattleAnim_FollowEnemyFeet_0: ; cbca7 - anim_enemyfeetobj - anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $0, $0 - anim_wait 6 - anim_ret -; cbcaf - -BattleAnim_FollowPlayerHead_0: ; cbcaf - anim_playerheadobj - anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $0, $0 - anim_wait 6 - anim_ret -; cbcb7 - -BattleAnim_ShowMon_0: ; cbcb7 - anim_wait 1 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 - anim_wait 5 - anim_incobj 1 - anim_wait 1 - anim_ret -; cbcc2 - -BattleAnim_FollowEnemyFeet_1: ; cbcc2 - anim_enemyfeetobj - anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0 - anim_wait 6 - anim_ret -; cbcca - -BattleAnim_FollowPlayerHead_1: ; cbcca - anim_playerheadobj - anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0 - anim_wait 4 - anim_ret -; cbcd2 - -BattleAnim_ShowMon_1: ; cbcd2 - anim_wait 1 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 - anim_wait 4 - anim_incobj 1 - anim_wait 1 - anim_ret -; cbcdd |