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-rw-r--r--data/moves/animations.asm486
1 files changed, 243 insertions, 243 deletions
diff --git a/data/moves/animations.asm b/data/moves/animations.asm
index 1991f011c..e022ed98f 100644
--- a/data/moves/animations.asm
+++ b/data/moves/animations.asm
@@ -296,7 +296,7 @@ BattleAnim_SweetScent2:
anim_obj ANIM_OBJ_COTTON, 136, 40, $15
anim_obj ANIM_OBJ_COTTON, 136, 40, $2a
anim_obj ANIM_OBJ_COTTON, 136, 40, $3f
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_wait 128
anim_ret
@@ -375,7 +375,7 @@ BattleAnim_ThrowPokeBall:
anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $37
anim_wait 64
.Shake:
- anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 8
anim_incobj 2
anim_wait 16
@@ -406,7 +406,7 @@ BattleAnim_ThrowPokeBall:
anim_sound 0, 1, SFX_BALL_POOF
anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10
anim_wait 2
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 32
anim_ret
@@ -416,10 +416,10 @@ BattleAnim_SendOutMon:
anim_if_param_equal $2, .Unknown
anim_1gfx ANIM_GFX_SMOKE
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_2B, $0, $1, $0
+ anim_bgeffect ANIM_BG_BETA_SEND_OUT_MON2, $0, BG_EFFECT_USER, $0
anim_sound 0, 0, SFX_BALL_POOF
anim_obj ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0
anim_wait 128
anim_wait 4
anim_call BattleAnim_ShowMon_0
@@ -428,22 +428,22 @@ BattleAnim_SendOutMon:
.Unknown:
anim_1gfx ANIM_GFX_SMOKE
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_2A, $0, $1, $0
+ anim_bgeffect ANIM_BG_BETA_SEND_OUT_MON1, $0, BG_EFFECT_USER, $0
anim_wait 1
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 0, SFX_BALL_POOF
anim_obj ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0
- anim_incbgeffect ANIM_BG_2A
+ anim_incbgeffect ANIM_BG_BETA_SEND_OUT_MON1
anim_wait 96
- anim_incbgeffect ANIM_BG_2A
+ anim_incbgeffect ANIM_BG_BETA_SEND_OUT_MON1
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_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_sound 0, 0, SFX_SHINE
anim_obj ANIM_OBJ_SHINY, 48, 96, $0
anim_wait 4
@@ -475,14 +475,14 @@ BattleAnim_SendOutMon:
anim_sound 0, 0, SFX_BALL_POOF
anim_obj ANIM_OBJ_BALL_POOF, 44, 96, $0
anim_wait 4
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
BattleAnim_ReturnMon:
anim_sound 0, 0, SFX_BALL_POOF
.anim:
- anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
@@ -549,7 +549,7 @@ BattleAnim_Frz:
BattleAnim_Par:
anim_1gfx ANIM_GFX_STATUS
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_sound 0, 0, SFX_THUNDERSHOCK
anim_obj ANIM_OBJ_PARALYZED, 20, 88, $42
anim_obj ANIM_OBJ_PARALYZED, 76, 88, $c2
@@ -611,16 +611,16 @@ BattleAnim_Miss:
BattleAnim_EnemyDamage:
.loop
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 5
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 5
anim_loop 3, .loop
anim_ret
BattleAnim_EnemyStatDown:
anim_call BattleAnim_UserObj_1Row
- anim_bgeffect ANIM_BG_VIBRATE_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_VIBRATE_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 40
anim_call BattleAnim_ShowMon_1
anim_wait 1
@@ -628,24 +628,24 @@ BattleAnim_EnemyStatDown:
BattleAnim_PlayerStatDown:
anim_call BattleAnim_UserObj_1Row
- anim_bgeffect ANIM_BG_WOBBLE_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_WOBBLE_PLAYER, $0, $0, $0
anim_wait 40
anim_call BattleAnim_ShowMon_1
anim_wait 1
anim_ret
BattleAnim_PlayerDamage:
- anim_bgeffect ANIM_BG_20, $20, $2, $20
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $20, $2, $20
anim_wait 40
anim_ret
BattleAnim_Wobble:
- anim_bgeffect ANIM_BG_35, $0, $0, $0
+ anim_bgeffect ANIM_BG_WOBBLE_SCREEN, $0, $0, $0
anim_wait 40
anim_ret
BattleAnim_Shake:
- anim_bgeffect ANIM_BG_1F, $20, $2, $40
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $20, $2, $40
anim_wait 40
anim_ret
@@ -715,7 +715,7 @@ BattleAnim_CometPunch:
BattleAnim_MegaPunch:
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0
anim_wait 48
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
@@ -788,7 +788,7 @@ BattleAnim_JumpKick:
BattleAnim_HiJumpKick:
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0
anim_if_param_equal $1, .alternate
anim_wait 32
anim_sound 0, 1, SFX_JUMP_KICK
@@ -819,7 +819,7 @@ BattleAnim_RollingKick:
BattleAnim_MegaKick:
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0
anim_wait 67
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
@@ -834,7 +834,7 @@ BattleAnim_MegaKick:
BattleAnim_HyperFang:
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $20, $1, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $20, $1, $0
anim_sound 0, 1, SFX_BITE
anim_obj ANIM_OBJ_FANG, 136, 56, $0
anim_wait 6
@@ -844,7 +844,7 @@ BattleAnim_HyperFang:
BattleAnim_SuperFang:
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0
anim_wait 48
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
@@ -1053,18 +1053,18 @@ BattleAnim_Bubblebeam:
anim_loop 3, .loop
anim_wait 64
anim_clearobjs
- anim_bgeffect ANIM_BG_30, $0, $0, $0
+ anim_bgeffect ANIM_BG_START_WATER, $0, BG_EFFECT_TARGET, $0
anim_wait 1
anim_call BattleAnim_UserObj_2Row
- anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $1c, $0, $0
anim_wait 19
anim_call BattleAnim_ShowMon_1
- anim_bgeffect ANIM_BG_32, $0, $0, $0
+ anim_bgeffect ANIM_BG_END_WATER, $0, $0, $0
anim_wait 8
anim_ret
BattleAnim_WaterGun:
- anim_bgeffect ANIM_BG_30, $0, $0, $0
+ anim_bgeffect ANIM_BG_START_WATER, $0, BG_EFFECT_TARGET, $0
anim_1gfx ANIM_GFX_WATER
anim_call BattleAnim_UserObj_2Row
anim_sound 16, 2, SFX_WATER_GUN
@@ -1074,51 +1074,51 @@ BattleAnim_WaterGun:
anim_wait 8
anim_obj ANIM_OBJ_WATER_GUN, 64, 82, $0
anim_wait 24
- anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $1c, $0, $0
anim_wait 8
- anim_bgeffect ANIM_BG_31, $8, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $8, $0, $0
anim_wait 8
- anim_bgeffect ANIM_BG_31, $30, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $30, $0, $0
anim_wait 32
anim_call BattleAnim_ShowMon_1
- anim_bgeffect ANIM_BG_32, $0, $0, $0
+ anim_bgeffect ANIM_BG_END_WATER, $0, $0, $0
anim_wait 16
anim_ret
BattleAnim_HydroPump:
- anim_bgeffect ANIM_BG_30, $0, $0, $0
+ anim_bgeffect ANIM_BG_START_WATER, $0, BG_EFFECT_TARGET, $0
anim_1gfx ANIM_GFX_WATER
anim_call BattleAnim_UserObj_2Row
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 108, 72, $0
- anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $1c, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 116, 72, $0
- anim_bgeffect ANIM_BG_31, $8, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $8, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 124, 72, $0
- anim_bgeffect ANIM_BG_31, $30, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $30, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 132, 72, $0
- anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $1c, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 140, 72, $0
- anim_bgeffect ANIM_BG_31, $8, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $8, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 148, 72, $0
- anim_bgeffect ANIM_BG_31, $30, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $30, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 156, 72, $0
- anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $1c, $0, $0
anim_wait 32
anim_call BattleAnim_ShowMon_1
- anim_bgeffect ANIM_BG_32, $0, $0, $0
+ anim_bgeffect ANIM_BG_END_WATER, $0, $0, $0
anim_wait 16
anim_ret
@@ -1229,7 +1229,7 @@ BattleAnim_Solarbeam:
.FireSolarBeam
anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_call BattleAnimSub_Beam
anim_wait 48
anim_ret
@@ -1292,7 +1292,7 @@ BattleAnim_Thunder:
BattleAnim_RazorWind:
anim_if_param_equal $1, BattleAnim_FocusEnergy
anim_1gfx ANIM_GFX_WHIP
- anim_bgeffect ANIM_BG_06, $0, $1, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0
.loop
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_RAZOR_WIND
@@ -1363,14 +1363,14 @@ BattleAnim_Selfdestruct:
.loop
anim_call BattleAnimSub_Explosion1
anim_wait 5
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_loop 2, .loop
anim_wait 16
anim_ret
BattleAnim_Explosion:
anim_1gfx ANIM_GFX_EXPLOSION
- anim_bgeffect ANIM_BG_1F, $60, $4, $10
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $4, $10
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24
anim_if_param_equal $1, .loop
anim_call BattleAnimSub_Explosion2
@@ -1380,7 +1380,7 @@ BattleAnim_Explosion:
.loop
anim_call BattleAnimSub_Explosion1
anim_wait 5
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_loop 2, .loop
anim_wait 16
anim_ret
@@ -1393,7 +1393,7 @@ BattleAnim_Acid:
BattleAnim_RockThrow:
anim_1gfx ANIM_GFX_ROCKS
- anim_bgeffect ANIM_BG_1F, $60, $1, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $1, $0
anim_sound 0, 1, SFX_STRENGTH
anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40
anim_wait 2
@@ -1413,7 +1413,7 @@ BattleAnim_RockThrow:
BattleAnim_RockSlide:
anim_1gfx ANIM_GFX_ROCKS
- anim_bgeffect ANIM_BG_1F, $c0, $1, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $c0, $1, $0
.loop
anim_sound 0, 1, SFX_STRENGTH
anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40
@@ -1479,16 +1479,16 @@ BattleAnim_StunSpore:
BattleAnim_HyperBeam:
anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect ANIM_BG_1F, $30, $4, $10
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $30, $4, $10
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_call BattleAnimSub_Beam
anim_wait 48
anim_ret
BattleAnim_AuroraBeam:
anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_wait 64
anim_call BattleAnimSub_Beam
@@ -1578,13 +1578,13 @@ BattleAnim_Bite:
BattleAnim_Teleport:
anim_1gfx ANIM_GFX_SPEED
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TELEPORT, $0, $1, $0
+ anim_bgeffect ANIM_BG_TELEPORT, $0, BG_EFFECT_USER, $0
anim_wait 32
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_wait 3
anim_incbgeffect ANIM_BG_TELEPORT
anim_call BattleAnim_ShowMon_0
- anim_bgeffect ANIM_BG_06, $0, $1, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0
anim_call BattleAnimSub_WarpAway
anim_wait 64
anim_ret
@@ -1597,14 +1597,14 @@ BattleAnim_Fly:
anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 32
.miss:
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
.turn1:
anim_1gfx ANIM_GFX_SPEED
- anim_bgeffect ANIM_BG_06, $0, $1, $0
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_call BattleAnimSub_WarpAway
anim_wait 64
anim_ret
@@ -1612,7 +1612,7 @@ BattleAnim_Fly:
BattleAnim_DoubleTeam:
anim_call BattleAnim_TargetObj_2Row
anim_sound 0, 0, SFX_PSYBEAM
- anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, $1, $0
+ anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, BG_EFFECT_USER, $0
anim_wait 96
anim_incbgeffect ANIM_BG_DOUBLE_TEAM
anim_wait 24
@@ -1624,7 +1624,7 @@ BattleAnim_Recover:
anim_1gfx ANIM_GFX_BUBBLE
anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_FULL_HEAL
- anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40
anim_obj ANIM_OBJ_RECOVER, 44, 88, $30
anim_obj ANIM_OBJ_RECOVER, 44, 88, $31
anim_obj ANIM_OBJ_RECOVER, 44, 88, $32
@@ -1634,7 +1634,7 @@ BattleAnim_Recover:
anim_obj ANIM_OBJ_RECOVER, 44, 88, $36
anim_obj ANIM_OBJ_RECOVER, 44, 88, $37
anim_wait 64
- anim_incbgeffect ANIM_BG_18
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -1658,7 +1658,7 @@ BattleAnim_Absorb:
BattleAnim_MegaDrain:
anim_1gfx ANIM_GFX_CHARGE
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1C, $0, $0, $10
+ anim_bgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $10
anim_setvar $0
.loop
anim_sound 6, 3, SFX_WATER_GUN
@@ -1681,7 +1681,7 @@ BattleAnim_MegaDrain:
.done
anim_wait 32
- anim_incbgeffect ANIM_BG_1C
+ anim_incbgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -1713,22 +1713,22 @@ BattleAnim_Softboiled:
anim_incobj 2
anim_obj ANIM_OBJ_EGG, 76, 104, $b
anim_wait 16
- anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40
anim_sound 0, 0, SFX_METRONOME
.loop
anim_obj ANIM_OBJ_RECOVER, 44, 88, $20
anim_wait 8
anim_loop 8, .loop
anim_wait 128
- anim_incbgeffect ANIM_BG_18
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
BattleAnim_FocusEnergy:
anim_1gfx ANIM_GFX_SPEED
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_16, $0, $1, $40
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT, $0, BG_EFFECT_USER, $40
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
anim_obj ANIM_OBJ_FOCUS, 44, 108, $6
@@ -1747,7 +1747,7 @@ BattleAnim_FocusEnergy:
anim_wait 2
anim_loop 3, .loop
anim_wait 8
- anim_incbgeffect ANIM_BG_16
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -1756,9 +1756,9 @@ BattleAnim_Bide:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_ESCAPE_ROPE
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20
anim_wait 72
- anim_incbgeffect ANIM_BG_1A
+ anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -1798,7 +1798,7 @@ BattleAnim_Confusion:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_UserObj_2Row
anim_sound 0, 1, SFX_PSYCHIC
- anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
+ anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8
anim_wait 128
anim_incbgeffect ANIM_BG_NIGHT_SHADE
anim_call BattleAnim_ShowMon_1
@@ -1818,7 +1818,7 @@ BattleAnim_Constrict:
anim_ret
BattleAnim_Earthquake:
- anim_bgeffect ANIM_BG_1F, $60, $4, $10
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $4, $10
.loop
anim_sound 0, 1, SFX_EMBER
anim_wait 24
@@ -1827,7 +1827,7 @@ BattleAnim_Earthquake:
BattleAnim_Fissure:
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
- anim_bgeffect ANIM_BG_1F, $60, $4, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $4, $0
.loop
anim_sound 0, 1, SFX_EMBER
anim_wait 24
@@ -1837,20 +1837,20 @@ BattleAnim_Fissure:
BattleAnim_Growl:
anim_1gfx ANIM_GFX_NOISE
anim_battlergfx_2row
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_cry $0
.loop
anim_call BattleAnimSub_Sound
anim_wait 16
anim_loop 3, .loop
anim_wait 9
- anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $1, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, BG_EFFECT_USER, $0
anim_wait 8
- anim_bgeffect ANIM_BG_19, $0, $0, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $40
anim_wait 64
- anim_incbgeffect ANIM_BG_19
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING
anim_wait 1
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 5
anim_incobj 10
anim_wait 8
@@ -1858,7 +1858,7 @@ BattleAnim_Growl:
BattleAnim_Roar:
anim_1gfx ANIM_GFX_NOISE
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_cry $1
.loop
anim_call BattleAnimSub_Sound
@@ -1866,7 +1866,7 @@ BattleAnim_Roar:
anim_loop 3, .loop
anim_wait 16
anim_if_param_equal $0, .done
- anim_bgeffect ANIM_BG_27, $0, $0, $0
+ anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 64
.done
anim_ret
@@ -1883,7 +1883,7 @@ BattleAnim_Supersonic:
BattleAnim_Screech:
anim_1gfx ANIM_GFX_PSYCHIC
- anim_bgeffect ANIM_BG_1F, $8, $1, $20
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $8, $1, $20
anim_sound 6, 2, SFX_SCREECH
.loop
anim_obj ANIM_OBJ_WAVE, 64, 88, $2
@@ -1894,8 +1894,8 @@ BattleAnim_Screech:
BattleAnim_ConfuseRay:
anim_1gfx ANIM_GFX_SPEED
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_bgeffect ANIM_BG_08, $0, $4, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_BGPALS_INVERTED, $0, $4, $0
anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $0
anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $80
anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $88
@@ -1914,14 +1914,14 @@ BattleAnim_ConfuseRay:
BattleAnim_Leer:
anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_call BattleAnimSub_EyeBeams
anim_wait 16
anim_ret
BattleAnim_Reflect:
anim_1gfx ANIM_GFX_REFLECT
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 0, SFX_SHINE
anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
@@ -1934,7 +1934,7 @@ BattleAnim_Reflect:
BattleAnim_LightScreen:
anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_REFLECT
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_sound 0, 0, SFX_FLASH
anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
anim_wait 4
@@ -1994,7 +1994,7 @@ BattleAnim_Rest:
BattleAnim_AcidArmor:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_ACID_ARMOR, $0, $1, $8
+ anim_bgeffect ANIM_BG_ACID_ARMOR, $0, BG_EFFECT_USER, $8
anim_sound 0, 0, SFX_MEGA_PUNCH
anim_wait 64
anim_incbgeffect ANIM_BG_ACID_ARMOR
@@ -2005,7 +2005,7 @@ BattleAnim_Splash:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_VICEGRIP
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
+ anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0
anim_wait 96
anim_incbgeffect ANIM_BG_BOUNCE_DOWN
anim_call BattleAnim_ShowMon_0
@@ -2016,7 +2016,7 @@ BattleAnim_Dig:
anim_if_param_equal $0, .hit
anim_if_param_equal $2, .fail
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_DIG, $0, $1, $1
+ anim_bgeffect ANIM_BG_DIG, $0, BG_EFFECT_USER, $1
anim_obj ANIM_OBJ_DIG_PILE, 72, 104, $0
.loop
anim_sound 0, 0, SFX_RAZOR_WIND
@@ -2024,7 +2024,7 @@ BattleAnim_Dig:
anim_wait 16
anim_loop 6, .loop
anim_wait 32
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_wait 8
anim_incbgeffect ANIM_BG_DIG
anim_call BattleAnim_ShowMon_0
@@ -2035,7 +2035,7 @@ BattleAnim_Dig:
anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 32
.fail
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
@@ -2046,7 +2046,7 @@ BattleAnim_SandAttack:
BattleAnim_StringShot:
anim_1gfx ANIM_GFX_WEB
- anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_sound 6, 2, SFX_MENU
anim_obj ANIM_OBJ_STRING_SHOT, 64, 80, $0
anim_wait 4
@@ -2069,10 +2069,10 @@ BattleAnim_StringShot:
BattleAnim_Headbutt:
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $14, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $14, $2, $0
anim_wait 32
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 1, SFX_HEADBUTT
anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
@@ -2083,7 +2083,7 @@ BattleAnim_Headbutt:
BattleAnim_Tackle:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 1, SFX_TACKLE
anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0
@@ -2094,11 +2094,11 @@ BattleAnim_Tackle:
BattleAnim_BodySlam:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
+ anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_incbgeffect ANIM_BG_BOUNCE_DOWN
anim_wait 4
- anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0
@@ -2112,7 +2112,7 @@ BattleAnim_BodySlam:
BattleAnim_TakeDown:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
@@ -2129,7 +2129,7 @@ BattleAnim_DoubleEdge:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $10
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
anim_obj ANIM_OBJ_HIT_BIG_YFIX, 128, 48, $0
@@ -2143,7 +2143,7 @@ BattleAnim_DoubleEdge:
BattleAnim_Submission:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_UserObj_1Row
- anim_bgeffect ANIM_BG_26, $0, $0, $0
+ anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_TARGET, $0
anim_sound 0, 1, SFX_SUBMISSION
anim_wait 32
anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0
@@ -2152,7 +2152,7 @@ BattleAnim_Submission:
anim_wait 32
anim_obj ANIM_OBJ_HIT_YFIX, 136, 52, $0
anim_wait 32
- anim_incbgeffect ANIM_BG_26
+ anim_incbgeffect ANIM_BG_WOBBLE_MON
anim_call BattleAnim_ShowMon_1
anim_ret
@@ -2175,7 +2175,7 @@ BattleAnim_Whirlwind:
anim_sound 16, 2, SFX_WHIRLWIND
anim_wait 128
anim_if_param_equal $0, .done
- anim_bgeffect ANIM_BG_27, $0, $0, $0
+ anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 64
.done
anim_ret
@@ -2346,10 +2346,10 @@ BattleAnim_Transform:
anim_call BattleAnim_TargetObj_2Row
anim_transform
anim_sound 0, 0, SFX_PSYBEAM
- anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
+ anim_bgeffect ANIM_BG_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0
anim_wait 48
anim_updateactorpic
- anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
+ anim_incbgeffect ANIM_BG_WAVE_DEFORM_MON
anim_wait 48
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2406,7 +2406,7 @@ BattleAnim_Mimic:
BattleAnim_LovelyKiss:
anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
- anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_LOVELY_KISS, 152, 40, $0
anim_wait 32
anim_sound 0, 1, SFX_LICK
@@ -2437,7 +2437,7 @@ BattleAnim_Swift:
BattleAnim_Crabhammer:
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0
anim_wait 48
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
@@ -2450,11 +2450,11 @@ BattleAnim_Crabhammer:
BattleAnim_SkullBash:
anim_if_param_equal $1, BattleAnim_FocusEnergy
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $14, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $14, $2, $0
anim_wait 32
anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 4
.loop
anim_sound 0, 1, SFX_HEADBUTT
@@ -2466,7 +2466,7 @@ BattleAnim_SkullBash:
BattleAnim_Kinesis:
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_KINESIS, 80, 76, $0
anim_wait 32
.loop
@@ -2511,7 +2511,7 @@ BattleAnim_DrillPeck:
BattleAnim_Guillotine:
anim_1gfx ANIM_GFX_CUT
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0
anim_sound 0, 1, SFX_VICEGRIP
anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 156, 44, $0
anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0
@@ -2552,35 +2552,35 @@ BattleAnim_Substitute:
anim_if_param_equal $2, .raisesub
anim_if_param_equal $1, .dropsub
anim_1gfx ANIM_GFX_SMOKE
- anim_bgeffect ANIM_BG_27, $0, $1, $0
+ anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0
anim_wait 48
anim_raisesub
anim_obj ANIM_OBJ_BALL_POOF, 48, 96, $0
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
.dropsub:
- anim_bgeffect ANIM_BG_27, $0, $1, $0
+ anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0
anim_wait 48
anim_dropsub
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
.raisesub:
- anim_bgeffect ANIM_BG_27, $0, $1, $0
+ anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0
anim_wait 48
anim_raisesub
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
.dropsub2:
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_wait 48
anim_dropsub
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
@@ -2589,10 +2589,10 @@ BattleAnim_Minimize:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_2Row
anim_minimize
- anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
+ anim_bgeffect ANIM_BG_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0
anim_wait 48
anim_updateactorpic
- anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
+ anim_incbgeffect ANIM_BG_WAVE_DEFORM_MON
anim_wait 48
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2600,7 +2600,7 @@ BattleAnim_Minimize:
BattleAnim_SkyAttack:
anim_if_param_equal $1, BattleAnim_FocusEnergy
anim_1gfx ANIM_GFX_SKY_ATTACK
- anim_bgeffect ANIM_BG_27, $0, $1, $0
+ anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_sound 0, 0, SFX_HYPER_BEAM
anim_obj ANIM_OBJ_SKY_ATTACK, 48, 88, $40
@@ -2612,7 +2612,7 @@ BattleAnim_SkyAttack:
anim_wait 64
anim_incobj 1
anim_wait 32
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_ret
@@ -2622,7 +2622,7 @@ BattleAnim_NightShade:
anim_obp1 $1b
anim_wait 32
anim_call BattleAnim_UserObj_2Row
- anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
+ anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8
anim_sound 0, 1, SFX_PSYCHIC
anim_wait 96
anim_incbgeffect ANIM_BG_NIGHT_SHADE
@@ -2651,7 +2651,7 @@ BattleAnim_TriAttack:
BattleAnim_Withdraw:
anim_1gfx ANIM_GFX_REFLECT
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_WITHDRAW, $0, $1, $50
+ anim_bgeffect ANIM_BG_WITHDRAW, $0, BG_EFFECT_USER, $50
anim_wait 48
anim_sound 0, 0, SFX_SHINE
anim_obj ANIM_OBJ_WITHDRAW, 48, 88, $0
@@ -2664,8 +2664,8 @@ BattleAnim_Withdraw:
BattleAnim_Psybeam:
anim_1gfx ANIM_GFX_PSYCHIC
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_bgeffect ANIM_BG_08, $0, $4, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_BGPALS_INVERTED, $0, $4, $0
.loop
anim_sound 6, 2, SFX_PSYBEAM
anim_obj ANIM_OBJ_WAVE, 64, 88, $4
@@ -2722,7 +2722,7 @@ BattleAnim_Psywave:
BattleAnim_Glare:
anim_1gfx ANIM_GFX_BEAM
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $20
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_call BattleAnimSub_EyeBeams
anim_wait 16
anim_ret
@@ -2792,7 +2792,7 @@ BattleAnim_Smokescreen:
BattleAnim_Strength:
anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_20, $10, $1, $20
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $10, $1, $20
anim_sound 0, 0, SFX_STRENGTH
anim_obj ANIM_OBJ_STRENGTH, 64, 104, $1
anim_wait 128
@@ -2817,7 +2817,7 @@ BattleAnim_SwordsDance:
BattleAnim_QuickAttack:
anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT
anim_sound 0, 0, SFX_MENU
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2
anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1
anim_obj ANIM_OBJ_SPEED_LINE, 40, 88, $0
@@ -2828,7 +2828,7 @@ BattleAnim_QuickAttack:
anim_sound 0, 1, SFX_COMET_PUNCH
anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 8
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_ret
@@ -2836,9 +2836,9 @@ BattleAnim_Meditate:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_PSYBEAM
- anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
+ anim_bgeffect ANIM_BG_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0
anim_wait 48
- anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
+ anim_incbgeffect ANIM_BG_WAVE_DEFORM_MON
anim_wait 48
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2848,11 +2848,11 @@ BattleAnim_Sharpen:
anim_obp0 $e4
anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SHARPEN
- anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40
anim_obj ANIM_OBJ_SHARPEN, 48, 88, $0
anim_wait 96
anim_incobj 2
- anim_incbgeffect ANIM_BG_18
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2861,17 +2861,17 @@ BattleAnim_DefenseCurl:
anim_obp0 $e4
anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SHARPEN
- anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40
anim_obj ANIM_OBJ_DEFENSE_CURL, 48, 88, $0
anim_wait 96
anim_incobj 2
- anim_incbgeffect ANIM_BG_18
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
BattleAnim_SeismicToss:
anim_2gfx ANIM_GFX_GLOBE, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_20, $10, $1, $20
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $10, $1, $20
anim_sound 0, 0, SFX_STRENGTH
anim_obj ANIM_OBJ_SEISMIC_TOSS, 64, 104, $1
anim_wait 128
@@ -2885,10 +2885,10 @@ BattleAnim_SeismicToss:
BattleAnim_Rage:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20
anim_sound 0, 0, SFX_RAGE
anim_wait 72
- anim_incbgeffect ANIM_BG_1A
+ anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0
@@ -2905,7 +2905,7 @@ BattleAnim_Agility:
anim_1gfx ANIM_GFX_WIND
anim_obp0 $fc
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40
anim_obj ANIM_OBJ_AGILITY, 8, 24, $10
anim_obj ANIM_OBJ_AGILITY, 8, 48, $2
anim_obj ANIM_OBJ_AGILITY, 8, 88, $8
@@ -2918,7 +2918,7 @@ BattleAnim_Agility:
anim_sound 0, 0, SFX_RAZOR_WIND
anim_wait 4
anim_loop 18, .loop
- anim_incbgeffect ANIM_BG_18
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2934,7 +2934,7 @@ BattleAnim_BoneClub:
BattleAnim_Barrier:
anim_1gfx ANIM_GFX_REFLECT
anim_battlergfx_2row
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_wait 8
anim_sound 0, 0, SFX_SHINE
anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
@@ -2947,7 +2947,7 @@ BattleAnim_Barrier:
BattleAnim_Waterfall:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_LICK
@@ -3074,7 +3074,7 @@ BattleAnim_Slam:
BattleAnim_Disable:
anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_DISABLE, 132, 56, $0
anim_wait 16
anim_sound 0, 1, SFX_BIND
@@ -3087,9 +3087,9 @@ BattleAnim_TailWhip:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_2Row
anim_sound 0, 0, SFX_TAIL_WHIP
- anim_bgeffect ANIM_BG_26, $0, $1, $0
+ anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
- anim_incbgeffect ANIM_BG_26
+ anim_incbgeffect ANIM_BG_WOBBLE_MON
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -3103,11 +3103,11 @@ BattleAnim_Struggle:
BattleAnim_Sketch:
anim_1gfx ANIM_GFX_OBJECTS
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20
anim_sound 0, 0, SFX_SKETCH
anim_obj ANIM_OBJ_SKETCH, 72, 80, $0
anim_wait 80
- anim_incbgeffect ANIM_BG_1A
+ anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_wait 1
anim_ret
@@ -3142,7 +3142,7 @@ BattleAnim_TripleKick:
BattleAnim_Thief:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_sound 0, 1, SFX_THIEF
anim_obj ANIM_OBJ_HIT_YFIX, 128, 48, $0
@@ -3157,7 +3157,7 @@ BattleAnim_Thief:
BattleAnim_SpiderWeb:
anim_1gfx ANIM_GFX_WEB
- anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_SPIDER_WEB, 132, 48, $0
anim_sound 6, 2, SFX_SPIDER_WEB
anim_obj ANIM_OBJ_STRING_SHOT, 64, 80, $0
@@ -3200,7 +3200,7 @@ BattleAnim_FlameWheel:
anim_loop 8, .loop
anim_wait 96
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
anim_sound 0, 1, SFX_EMBER
@@ -3208,7 +3208,7 @@ BattleAnim_FlameWheel:
anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $4
anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $5
anim_wait 8
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 4
anim_incobj 9
anim_wait 8
@@ -3218,7 +3218,7 @@ BattleAnim_Snore:
anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE
anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0
anim_wait 32
- anim_bgeffect ANIM_BG_1F, $60, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $2, $0
anim_sound 0, 0, SFX_SNORE
.loop
anim_call BattleAnimSub_Sound
@@ -3243,12 +3243,12 @@ BattleAnim_Curse:
.NotGhost:
anim_1gfx ANIM_GFX_SPEED
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_19, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_USER, $40
anim_sound 0, 0, SFX_SHARPEN
anim_wait 64
- anim_incbgeffect ANIM_BG_19
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING
anim_wait 1
- anim_bgeffect ANIM_BG_16, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT, $0, BG_EFFECT_USER, $40
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
anim_obj ANIM_OBJ_FOCUS, 44, 108, $6
@@ -3267,7 +3267,7 @@ BattleAnim_Curse:
anim_wait 2
anim_loop 3, .loop
anim_wait 8
- anim_incbgeffect ANIM_BG_16
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -3275,7 +3275,7 @@ BattleAnim_Flail:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SUBMISSION
- anim_bgeffect ANIM_BG_2C, $0, $1, $0
+ anim_bgeffect ANIM_BG_FLAIL, $0, BG_EFFECT_USER, $0
anim_wait 8
anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0
anim_wait 8
@@ -3283,7 +3283,7 @@ BattleAnim_Flail:
anim_wait 8
anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0
anim_wait 8
- anim_incbgeffect ANIM_BG_2C
+ anim_incbgeffect ANIM_BG_FLAIL
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -3305,8 +3305,8 @@ BattleAnim_Conversion:
BattleAnim_Aeroblast:
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_bgeffect ANIM_BG_SHAKE_SCREEN_X, $50, $4, $10
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_sound 0, 0, SFX_AEROBLAST
anim_obj ANIM_OBJ_AEROBLAST, 72, 88, $0
anim_wait 32
@@ -3335,7 +3335,7 @@ BattleAnim_CottonSpore:
BattleAnim_Reversal:
anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
anim_sound 0, 1, SFX_MEGA_PUNCH
anim_obj ANIM_OBJ_HIT, 112, 64, $0
anim_wait 2
@@ -3384,7 +3384,7 @@ BattleAnim_PowderSnow:
BattleAnim_Protect:
anim_1gfx ANIM_GFX_OBJECTS
- anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_PROTECT, 80, 80, $0
anim_obj ANIM_OBJ_PROTECT, 80, 80, $d
anim_obj ANIM_OBJ_PROTECT, 80, 80, $1a
@@ -3396,7 +3396,7 @@ BattleAnim_Protect:
BattleAnim_MachPunch:
anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_sound 0, 0, SFX_MENU
anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2
anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1
@@ -3410,14 +3410,14 @@ BattleAnim_MachPunch:
anim_wait 6
anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 8
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_ret
BattleAnim_ScaryFace:
anim_1gfx ANIM_GFX_BEAM
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_call BattleAnimSub_EyeBeams
anim_wait 64
anim_ret
@@ -3426,7 +3426,7 @@ BattleAnim_FaintAttack:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_CURSE
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1D, $0, $1, $80
+ anim_bgeffect ANIM_BG_FADE_MON_TO_WHITE_WAIT_FADE_BACK, $0, BG_EFFECT_USER, $80
anim_wait 96
anim_sound 0, 1, SFX_COMET_PUNCH
anim_obj ANIM_OBJ_HIT, 120, 32, $0
@@ -3437,14 +3437,14 @@ BattleAnim_FaintAttack:
anim_sound 0, 1, SFX_COMET_PUNCH
anim_obj ANIM_OBJ_HIT, 136, 48, $0
anim_wait 32
- anim_incbgeffect ANIM_BG_1D
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_WHITE_WAIT_FADE_BACK
anim_call BattleAnim_ShowMon_0
anim_wait 4
anim_ret
BattleAnim_SweetKiss:
anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
- anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_SWEET_KISS, 96, 40, $0
anim_sound 0, 1, SFX_SWEET_KISS
anim_wait 32
@@ -3555,13 +3555,13 @@ BattleAnim_ZapCannon:
BattleAnim_Foresight:
anim_1gfx ANIM_GFX_SHINE
anim_call BattleAnim_UserObj_1Row
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
anim_sound 0, 1, SFX_FORESIGHT
anim_obj ANIM_OBJ_FORESIGHT, 132, 40, $0
anim_wait 24
- anim_bgeffect ANIM_BG_19, $0, $0, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $40
anim_wait 64
- anim_incbgeffect ANIM_BG_19
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING
anim_call BattleAnim_ShowMon_1
anim_wait 8
anim_ret
@@ -3579,13 +3579,13 @@ BattleAnim_DestinyBond:
.fainted:
anim_obj ANIM_OBJ_DESTINY_BOND, 132, 76, $0
anim_sound 0, 1, SFX_KINESIS
- anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 32
anim_ret
BattleAnim_PerishSong:
anim_1gfx ANIM_GFX_NOISE
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $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, 88, 0, $0
@@ -3601,7 +3601,7 @@ BattleAnim_PerishSong:
BattleAnim_IcyWind:
anim_1gfx ANIM_GFX_SPEED
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_battlergfx_1row
anim_sound 0, 0, SFX_PSYCHIC
@@ -3615,12 +3615,12 @@ BattleAnim_IcyWind:
anim_wait 8
anim_loop 2, .loop
anim_wait 16
- anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $1, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, BG_EFFECT_USER, $0
anim_wait 6
- anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
+ anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8
anim_wait 64
anim_incbgeffect ANIM_BG_NIGHT_SHADE
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_incobj 7
anim_wait 1
@@ -3628,7 +3628,7 @@ BattleAnim_IcyWind:
BattleAnim_Detect:
anim_1gfx ANIM_GFX_SHINE
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
anim_sound 0, 0, SFX_FORESIGHT
anim_obj ANIM_OBJ_FORESIGHT, 64, 88, $0
anim_wait 24
@@ -3663,10 +3663,10 @@ BattleAnim_LockOn:
BattleAnim_Outrage:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20
anim_sound 0, 0, SFX_OUTRAGE
anim_wait 72
- anim_incbgeffect ANIM_BG_1A
+ anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
@@ -3697,16 +3697,16 @@ BattleAnim_Sandstorm:
BattleAnim_GigaDrain:
anim_2gfx ANIM_GFX_BUBBLE, ANIM_GFX_CHARGE
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1C, $0, $0, $10
+ anim_bgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $10
anim_sound 6, 3, SFX_GIGA_DRAIN
anim_call BattleAnimSub_Drain
anim_wait 48
anim_wait 128
- anim_incbgeffect ANIM_BG_1C
+ anim_incbgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_wait 1
anim_1gfx ANIM_GFX_SHINE
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
.loop
anim_sound 0, 0, SFX_METRONOME
anim_obj ANIM_OBJ_GLIMMER, 24, 64, $0
@@ -3726,8 +3726,8 @@ BattleAnim_GigaDrain:
BattleAnim_Endure:
anim_1gfx ANIM_GFX_SPEED
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
- anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
anim_obj ANIM_OBJ_FOCUS, 44, 108, $6
@@ -3746,18 +3746,18 @@ BattleAnim_Endure:
anim_wait 2
anim_loop 5, .loop
anim_wait 8
- anim_incbgeffect ANIM_BG_1A
+ anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
BattleAnim_Charm:
anim_1gfx ANIM_GFX_OBJECTS
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_26, $0, $1, $0
+ anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0
anim_sound 0, 0, SFX_ATTRACT
anim_obj ANIM_OBJ_HEART, 64, 80, $0
anim_wait 32
- anim_incbgeffect ANIM_BG_26
+ anim_incbgeffect ANIM_BG_WOBBLE_MON
anim_call BattleAnim_ShowMon_0
anim_wait 4
anim_ret
@@ -3766,8 +3766,8 @@ BattleAnim_Rollout:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_SPARK
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_2E, $60, $1, $1
- anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_bgeffect ANIM_BG_ROLLOUT, $60, $1, $1
+ anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 1, SFX_MEGA_PUNCH
anim_obj ANIM_OBJ_HIT_BIG, 136, 40, $0
@@ -3777,7 +3777,7 @@ BattleAnim_Rollout:
BattleAnim_FalseSwipe:
anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_CUT
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
anim_sound 0, 1, SFX_CUT
anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0
anim_wait 4
@@ -3803,14 +3803,14 @@ BattleAnim_MilkDrink:
anim_call BattleAnim_TargetObj_1Row
anim_obj ANIM_OBJ_MILK_DRINK, 74, 104, $0
anim_wait 16
- anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40
anim_sound 0, 0, SFX_MILK_DRINK
.loop
anim_obj ANIM_OBJ_RECOVER, 44, 88, $20
anim_wait 8
anim_loop 8, .loop
anim_wait 128
- anim_incbgeffect ANIM_BG_18
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -3823,10 +3823,10 @@ BattleAnim_Spark:
anim_setobj $1, $3
anim_wait 1
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_sound 0, 0, SFX_SPARK
anim_wait 16
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 4
anim_incobj 2
anim_wait 1
@@ -3938,12 +3938,12 @@ BattleAnim_HealBell:
BattleAnim_Return:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
+ anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, BG_EFFECT_USER, $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_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 1, SFX_COMET_PUNCH
anim_obj ANIM_OBJ_HIT_BIG, 136, 40, $0
@@ -3986,7 +3986,7 @@ BattleAnim_Frustration:
anim_wait 40
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_26, $0, $1, $0
+ anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0
@@ -3997,14 +3997,14 @@ BattleAnim_Frustration:
anim_sound 0, 1, SFX_COMET_PUNCH
anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0
anim_wait 8
- anim_incbgeffect ANIM_BG_26
+ anim_incbgeffect ANIM_BG_WOBBLE_MON
anim_wait 1
anim_call BattleAnim_ShowMon_0
anim_ret
BattleAnim_Safeguard:
anim_1gfx ANIM_GFX_MISC
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $0
anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $d
anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $1a
@@ -4017,7 +4017,7 @@ BattleAnim_Safeguard:
BattleAnim_PainSplit:
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 1, SFX_TACKLE
anim_obj ANIM_OBJ_HIT, 112, 48, $0
@@ -4029,7 +4029,7 @@ BattleAnim_PainSplit:
BattleAnim_SacredFire:
anim_1gfx ANIM_GFX_FIRE
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
.loop
anim_sound 0, 0, SFX_EMBER
@@ -4038,14 +4038,14 @@ BattleAnim_SacredFire:
anim_loop 8, .loop
anim_wait 96
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 1, SFX_EMBER
anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $1
anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $4
anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $5
anim_wait 8
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 4
anim_incobj 9
anim_wait 8
@@ -4054,7 +4054,7 @@ BattleAnim_SacredFire:
BattleAnim_Magnitude:
anim_1gfx ANIM_GFX_ROCKS
.loop
- anim_bgeffect ANIM_BG_1F, $e, $4, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $e, $4, $0
anim_sound 0, 1, SFX_STRENGTH
anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40
anim_wait 2
@@ -4082,7 +4082,7 @@ BattleAnim_Dynamicpunch:
BattleAnim_Megahorn:
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0
anim_wait 48
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
anim_obj ANIM_OBJ_HORN, 72, 80, $1
@@ -4131,20 +4131,20 @@ BattleAnim_Pursuit:
anim_ret
.pursued:
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 4
anim_call BattleAnim_UserObj_1Row
anim_obj ANIM_OBJ_BETA_PURSUIT, 132, 64, $0
anim_wait 64
anim_obj ANIM_OBJ_BETA_PURSUIT, 132, 64, $1
anim_sound 0, 1, SFX_BALL_POOF
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 64
anim_incobj 3
anim_wait 16
anim_sound 0, 1, SFX_MEGA_PUNCH
anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 56, $0
- anim_bgeffect ANIM_BG_2D, $0, $0, $0
+ anim_bgeffect ANIM_BG_BETA_PURSUIT, $0, BG_EFFECT_TARGET, $0
anim_wait 16
anim_call BattleAnim_ShowMon_1
anim_wait 1
@@ -4160,13 +4160,13 @@ BattleAnim_RapidSpin:
anim_loop 5, .loop
anim_wait 24
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_resetobp0
anim_sound 0, 1, SFX_MEGA_KICK
anim_obj ANIM_OBJ_HIT, 136, 40, $0
anim_wait 8
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 4
anim_incobj 6
anim_wait 1
@@ -4196,12 +4196,12 @@ BattleAnim_IronTail:
anim_wait 4
anim_1gfx ANIM_GFX_HIT
anim_resetobp0
- anim_bgeffect ANIM_BG_26, $0, $1, $0
+ anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_sound 0, 1, SFX_MEGA_KICK
anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0
anim_wait 16
- anim_incbgeffect ANIM_BG_26
+ anim_incbgeffect ANIM_BG_WOBBLE_MON
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -4224,7 +4224,7 @@ BattleAnim_MetalClaw:
BattleAnim_VitalThrow:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_2F, $0, $1, $0
+ anim_bgeffect ANIM_BG_VITAL_THROW, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_sound 0, 0, SFX_MENU
anim_obj ANIM_OBJ_HIT, 64, 96, $0
@@ -4235,7 +4235,7 @@ BattleAnim_VitalThrow:
anim_sound 0, 0, SFX_MENU
anim_obj ANIM_OBJ_HIT, 68, 104, $0
anim_wait 8
- anim_incbgeffect ANIM_BG_2F
+ anim_incbgeffect ANIM_BG_VITAL_THROW
anim_wait 16
anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_MEGA_PUNCH
@@ -4245,7 +4245,7 @@ BattleAnim_VitalThrow:
BattleAnim_MorningSun:
anim_1gfx ANIM_GFX_SHINE
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
anim_sound 0, 0, SFX_MORNING_SUN
.loop
anim_obj ANIM_OBJ_MORNING_SUN, 16, 48, $88
@@ -4263,11 +4263,11 @@ BattleAnim_MorningSun:
BattleAnim_Synthesis:
anim_1gfx ANIM_GFX_SHINE
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_18, $0, $1, $40
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
anim_sound 0, 0, SFX_OUTRAGE
anim_wait 72
- anim_incbgeffect ANIM_BG_18
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
anim_call BattleAnim_ShowMon_0
anim_if_param_equal $1, .one
anim_call BattleAnimSub_Glimmer
@@ -4281,7 +4281,7 @@ BattleAnim_Crunch:
anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT
anim_bgp $1b
anim_obp0 $c0
- anim_bgeffect ANIM_BG_1F, $20, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $20, $2, $0
anim_obj ANIM_OBJ_BITE, 136, 56, $a8
anim_obj ANIM_OBJ_BITE, 136, 56, $28
anim_wait 8
@@ -4296,7 +4296,7 @@ BattleAnim_Crunch:
BattleAnim_Moonlight:
anim_1gfx ANIM_GFX_SHINE
anim_bgp $1b
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
anim_obj ANIM_OBJ_MOONLIGHT, 0, 40, $0
anim_obj ANIM_OBJ_MOONLIGHT, 16, 56, $0
anim_obj ANIM_OBJ_MOONLIGHT, 32, 72, $0
@@ -4316,8 +4316,8 @@ BattleAnim_Moonlight:
BattleAnim_HiddenPower:
anim_1gfx ANIM_GFX_CHARGE
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
- anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $0
anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $8
anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $10
@@ -4330,7 +4330,7 @@ BattleAnim_HiddenPower:
anim_sound 0, 0, SFX_SWORDS_DANCE
anim_wait 8
anim_loop 12, .loop
- anim_incbgeffect ANIM_BG_1A
+ anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_wait 1
anim_incobj 2
@@ -4353,7 +4353,7 @@ BattleAnim_CrossChop:
anim_obj ANIM_OBJ_CROSS_CHOP1, 152, 40, $0
anim_obj ANIM_OBJ_CROSS_CHOP2, 120, 72, $0
anim_wait 8
- anim_bgeffect ANIM_BG_1F, $58, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $58, $2, $0
anim_wait 92
anim_sound 0, 1, SFX_VICEGRIP
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10
@@ -4430,7 +4430,7 @@ BattleAnim_SunnyDay:
BattleAnim_MirrorCoat:
anim_2gfx ANIM_GFX_REFLECT, ANIM_GFX_SPEED
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
.loop
anim_sound 0, 0, SFX_SHINE
anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
@@ -4449,21 +4449,21 @@ BattleAnim_MirrorCoat:
BattleAnim_PsychUp:
anim_1gfx ANIM_GFX_STATUS
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20
anim_sound 0, 0, SFX_PSYBEAM
anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $0
anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $10
anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $20
anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $30
anim_wait 64
- anim_incbgeffect ANIM_BG_1A
+ anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_wait 16
anim_ret
BattleAnim_Extremespeed:
anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_CUT
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_sound 0, 0, SFX_MENU
anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2
anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1
@@ -4475,7 +4475,7 @@ BattleAnim_Extremespeed:
anim_sound 0, 1, SFX_CUT
anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0
anim_wait 32
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_ret
@@ -4519,7 +4519,7 @@ BattleAnim_ShadowBall:
BattleAnim_FutureSight:
anim_1gfx ANIM_GFX_WIND
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
anim_obj ANIM_OBJ_AGILITY, 8, 24, $10
@@ -4577,16 +4577,16 @@ BattleAnim_Whirlpool:
BattleAnim_BeatUp:
anim_if_param_equal $0, .current_mon
anim_sound 0, 0, SFX_BALL_POOF
- anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_beatup
anim_sound 0, 0, SFX_BALL_POOF
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0
anim_wait 16
.current_mon
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 1, SFX_BEAT_UP
anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0
@@ -4738,13 +4738,13 @@ BattleAnimSub_Acid:
BattleAnimSub_Metallic:
anim_sound 0, 0, SFX_SHINE
- anim_bgeffect ANIM_BG_17, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK, $0, BG_EFFECT_USER, $40
anim_wait 8
anim_obj ANIM_OBJ_HARDEN, 48, 84, $0
anim_wait 32
anim_obj ANIM_OBJ_HARDEN, 48, 84, $0
anim_wait 64
- anim_incbgeffect ANIM_BG_17
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK
anim_ret
BattleAnimSub_SandOrMud:
@@ -4785,19 +4785,19 @@ BattleAnimSub_Glimmer2:
BattleAnim_TargetObj_1Row:
anim_battlergfx_2row
- anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $0, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, BG_EFFECT_TARGET, $0
anim_wait 6
anim_ret
BattleAnim_TargetObj_2Row:
anim_battlergfx_1row
- anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $0, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, BG_EFFECT_TARGET, $0
anim_wait 6
anim_ret
BattleAnim_ShowMon_0:
anim_wait 1
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 5
anim_incobj 1
anim_wait 1
@@ -4805,19 +4805,19 @@ BattleAnim_ShowMon_0:
BattleAnim_UserObj_1Row:
anim_battlergfx_2row
- anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $1, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, BG_EFFECT_USER, $0
anim_wait 6
anim_ret
BattleAnim_UserObj_2Row:
anim_battlergfx_1row
- anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $1, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_ret
BattleAnim_ShowMon_1:
anim_wait 1
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_incobj 1
anim_wait 1