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-rw-r--r--data/battle/stat_multipliers.asm2
-rw-r--r--data/battle_anims/objects.asm376
-rw-r--r--data/moves/animations.asm356
3 files changed, 367 insertions, 367 deletions
diff --git a/data/battle/stat_multipliers.asm b/data/battle/stat_multipliers.asm
index 1b9b08588..bbb1cadd6 100644
--- a/data/battle/stat_multipliers.asm
+++ b/data/battle/stat_multipliers.asm
@@ -2,7 +2,7 @@
; (except accuracy, see data/battle/accuracy_multipliers.asm).
; This table is identical to data/battle/stat_multipliers_2.asm.
-; This one is used by CalcStats.
+; This one is used by CalcBattleStats.
StatLevelMultipliers:
db 25, 100 ; -6 = 25%
diff --git a/data/battle_anims/objects.asm b/data/battle_anims/objects.asm
index 0cd19ae0d..7c6e07596 100644
--- a/data/battle_anims/objects.asm
+++ b/data/battle_anims/objects.asm
@@ -18,191 +18,191 @@ ENDM
BattleAnimObjects:
; entries correspond to ANIM_OBJ_* constants
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_00
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_01
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_02
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_03
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_04
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_05
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_03, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_06
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_04, BATTLEANIMFUNC_1B, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_07
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_08
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_06, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_FANG
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_07, BATTLEANIMFUNC_09, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_0A
- battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_10, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_EMBER
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0E, BATTLEANIMFUNC_04, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_DRAGON_RAGE
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FLAMETHROWER
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FIRE_SPIN
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_0A, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FIRE_BLAST
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_BURNED
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_12, BATTLEANIMFUNC_08, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_BLIZZARD
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_13, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_12
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_14, BATTLEANIMFUNC_01, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_ICE_BEAM
- battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_16, BATTLEANIMFUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, $06 ; ANIM_OBJ_RAZOR_LEAF
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_12, PAL_BATTLE_OB_RED, $0b ; ANIM_OBJ_POKE_BALL
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_13, PAL_BATTLE_OB_RED, $0b ; ANIM_OBJ_POKE_BALL_BLOCKED
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_00, PAL_BATTLE_OB_RED, $08 ; ANIM_OBJ_17
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_00, PAL_BATTLE_OB_RED, $08 ; ANIM_OBJ_18
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_1D, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, $0c ; ANIM_OBJ_19
- battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_1F, BATTLEANIMFUNC_38, PAL_BATTLE_OB_GRAY, $0c ; ANIM_OBJ_1A
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $07 ; ANIM_OBJ_1B
- battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $07 ; ANIM_OBJ_BALL_POOF
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_BIG_ROCK
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_1A, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_SMALL_ROCK
- battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_1B, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_STRENGTH
- battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_84, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BLUE, $21 ; ANIM_OBJ_SEISMIC_TOSS
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_0C, PAL_BATTLE_OB_BLUE, $0d ; ANIM_OBJ_BUBBLE
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_23, BATTLEANIMFUNC_0D, PAL_BATTLE_OB_BLUE, $0d ; ANIM_OBJ_SURF
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_0E, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_SING
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_27, BATTLEANIMFUNC_0F, PAL_BATTLE_OB_BLUE, $04 ; ANIM_OBJ_WATER_GUN
- battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_2A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $04 ; ANIM_OBJ_HYDRO_PUMP
- battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_2B, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GREEN, $0f ; ANIM_OBJ_POWDER
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_27
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_09, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_28
- battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_ICE_BUILDUP
- battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_FROZEN
- battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_14, PAL_BATTLE_OB_BROWN, $11 ; ANIM_OBJ_MASTER_BALL_SPARKLE
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_14, PAL_BATTLE_OB_YELLOW, $0d ; ANIM_OBJ_RECOVER
- battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_31, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_2D
- battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_32, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_2E
- battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_33, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_2F
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_15, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_THUNDER_WAVE
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_31
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_03, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_LIGHTNING_BOLT
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_38, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_33
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_39, BATTLEANIMFUNC_03, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_34
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_3A, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_CLAMP
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_3C, BATTLEANIMFUNC_17, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_BITE
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_37
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_38
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_40, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_39
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_41, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_3A
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_42, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_3B
- battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_18, PAL_BATTLE_OB_GREEN, $12 ; ANIM_OBJ_3C
- battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_44, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GREEN, $12 ; ANIM_OBJ_3D
- battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_45, BATTLEANIMFUNC_19, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_GUST
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_46, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_3F
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_47, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_40
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_48, BATTLEANIMFUNC_1A, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_41
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_49, BATTLEANIMFUNC_1A, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_42
- battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_SONICBOOM_JP
- battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_4B, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_44
- battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_4C, BATTLEANIMFUNC_1C, PAL_BATTLE_OB_GREEN, $12 ; ANIM_OBJ_ABSORB
- battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_4D, BATTLEANIMFUNC_1D, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_EGG
- battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_51, BATTLEANIMFUNC_1E, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_47
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_52, BATTLEANIMFUNC_1F, PAL_BATTLE_OB_GREEN, $16 ; ANIM_OBJ_48
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_1F, PAL_BATTLE_OB_GREEN, $16 ; ANIM_OBJ_49
- battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_56, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, $06 ; ANIM_OBJ_LEECH_SEED
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_21, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_4B
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $17 ; ANIM_OBJ_WAVE
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_22, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_CONFUSE_RAY
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_4E
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_09, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_4F
- battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $18 ; ANIM_OBJ_SCREEN
- battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $18 ; ANIM_OBJ_HARDEN
- battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_61, BATTLEANIMFUNC_23, PAL_BATTLE_OB_YELLOW, $19 ; ANIM_OBJ_CHICK
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_63, BATTLEANIMFUNC_24, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_AMNESIA
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_66, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_ASLEEP
- battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_1C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $0c ; ANIM_OBJ_SKULL
- battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_26, PAL_BATTLE_OB_BROWN, $1a ; ANIM_OBJ_56
- battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BROWN, $1a ; ANIM_OBJ_57
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_69, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $1a ; ANIM_OBJ_58
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6D, BATTLEANIMFUNC_28, PAL_BATTLE_OB_YELLOW, $19 ; ANIM_OBJ_PARALYZED
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6A, BATTLEANIMFUNC_27, PAL_BATTLE_OB_GRAY, $1b ; ANIM_OBJ_STRING_SHOT
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_HAZE
- battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_MIST
- battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_SMOG
- battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_POISON_GAS
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_71, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, $1d ; ANIM_OBJ_HORN
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_72, BATTLEANIMFUNC_2C, PAL_BATTLE_OB_GRAY, $1d ; ANIM_OBJ_60
- battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_2D, PAL_BATTLE_OB_RED, $1e ; ANIM_OBJ_PETAL_DANCE
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_SLUDGE_BOMB
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_BROWN, $19 ; ANIM_OBJ_PAY_DAY
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_64
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, $11 ; ANIM_OBJ_MIMIC
- battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, $23 ; ANIM_OBJ_ATTRACT
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_30, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_BONEMERANG
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_BONE_CLUB
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_BONE_RUSH
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_08, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_SWIFT
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_79, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_KINESIS
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_FLASH
- battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_SHINY
- battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_32, PAL_BATTLE_OB_GRAY, $20 ; ANIM_OBJ_SKY_ATTACK
- battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_7C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $04 ; ANIM_OBJ_LICK
- battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_7D, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $18 ; ANIM_OBJ_WITHDRAW
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_BLUE, $0d ; ANIM_OBJ_71
- battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_7E, BATTLEANIMFUNC_33, PAL_BATTLE_OB_YELLOW, $12 ; ANIM_OBJ_GROWTH
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_CONVERSION2
- battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_34, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_SMOKE
- battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_35, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_SMOKESCREEN
- battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_80, BATTLEANIMFUNC_33, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_SWORDS_DANCE
- battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_81, BATTLEANIMFUNC_37, PAL_BATTLE_OB_GRAY, $11 ; ANIM_OBJ_SPEED_LINE
- battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_85, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $22 ; ANIM_OBJ_SHARPEN
- battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_86, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $22 ; ANIM_OBJ_DEFENSE_CURL
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_87, BATTLEANIMFUNC_39, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_7A
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_7B
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_DISABLE
- battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_88, BATTLEANIMFUNC_3B, PAL_BATTLE_OB_BLUE, $13 ; ANIM_OBJ_AGILITY
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_25, PAL_BATTLE_OB_RED, $23 ; ANIM_OBJ_HEART
- battleanimobj RELATIVE_X, $98, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_34, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FLAME_WHEEL
- battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_3C, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_SACRED_FIRE
- battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_COTTON_SPORE
- battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_8A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_MILK_DRINK
- battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_8C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_ANGER
- battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_8D, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $1f ; ANIM_OBJ_84
- battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_40, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_85
- battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_8E, BATTLEANIMFUNC_41, PAL_BATTLE_OB_RED, $1f ; ANIM_OBJ_BATON_PASS
- battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_8F, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_LOCK_ON
- battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_93, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_MIND_READER
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_97, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_SAFEGUARD
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_PROTECT
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_THIEF
- battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_OCTAZOOKA
- battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, $19 ; ANIM_OBJ_PRESENT
- battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_8B, BATTLEANIMFUNC_3F, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_SPIKES
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_15, BATTLEANIMFUNC_08, PAL_BATTLE_OB_GRAY, $0a ; ANIM_OBJ_POWDER_SNOW
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_02, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_DRAGONBREATH
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_42, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_CONVERSION
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1b ; ANIM_OBJ_SPIDER_WEB
- battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, $23 ; ANIM_OBJ_93
- battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_23, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_NIGHTMARE
- battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9D, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_IN_NIGHTMARE
- battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_LOVELY_KISS
- battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $25 ; ANIM_OBJ_SWEET_KISS
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_9F, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_GREEN, $23 ; ANIM_OBJ_SKETCH
- battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_A0, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, $23 ; ANIM_OBJ_99
- battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_43, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_9A
- battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_A2, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_DESTINY_BOND
- battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_A3, BATTLEANIMFUNC_44, PAL_BATTLE_OB_YELLOW, $24 ; ANIM_OBJ_MORNING_SUN
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A4, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $24 ; ANIM_OBJ_GLIMMER
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $24 ; ANIM_OBJ_MOONLIGHT
- battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_45, PAL_BATTLE_OB_RED, $12 ; ANIM_OBJ_HIDDEN_POWER
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_A0
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_A1
- battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_BROWN, $0f ; ANIM_OBJ_SANDSTORM
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_02, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_ZAP_CANNON
- battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_SPITE
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_A9, BATTLEANIMFUNC_46, PAL_BATTLE_OB_GRAY, $23 ; ANIM_OBJ_CURSE
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_47, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_PERISH_SONG
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AA, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $24 ; ANIM_OBJ_FORESIGHT
- battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_AB, BATTLEANIMFUNC_48, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_RAPID_SPIN
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AC, BATTLEANIMFUNC_44, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_SWAGGER
- battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_AA
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_43, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_AB
- battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_AD, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $17 ; ANIM_OBJ_MEAN_LOOK
- battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_AE, BATTLEANIMFUNC_49, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_AD
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AF, BATTLEANIMFUNC_01, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_AE
- battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B0, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_GRAY, $04 ; ANIM_OBJ_RAIN
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_4B, PAL_BATTLE_OB_RED, $1c ; ANIM_OBJ_B0
- battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_B1, BATTLEANIMFUNC_4C, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_PSYCH_UP
- battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4D, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_ANCIENTPOWER
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_B3, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $27 ; ANIM_OBJ_AEROBLAST
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_04, PAL_BATTLE_OB_BLUE, $15 ; ANIM_OBJ_SHADOW_BALL
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_ROCK_SMASH
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, $1e ; ANIM_OBJ_FLOWER
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_4F, PAL_BATTLE_OB_RED, $1f ; ANIM_OBJ_COTTON
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, $28 ; ANIM_OBJ_PLAYERFEETFOLLOW
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_ENEMYFEETFOLLOW
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, $28 ; ANIM_OBJ_PLAYERHEADFOLLOW
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_ENEMYHEADFOLLOW
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_00
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_01
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_02
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_03
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_04
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_05
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_03, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_06
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_04, BATTLEANIMFUNC_1B, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_07
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_08
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_06, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_FANG
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_07, BATTLEANIMFUNC_09, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_0A
+ battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_10, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_EMBER
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0E, BATTLEANIMFUNC_04, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGON_RAGE
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FLAMETHROWER
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FIRE_SPIN
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_0A, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FIRE_BLAST
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_BURNED
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_12, BATTLEANIMFUNC_08, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_BLIZZARD
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_13, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_12
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_14, BATTLEANIMFUNC_01, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE_BEAM
+ battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_16, BATTLEANIMFUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_RAZOR_LEAF
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_12, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL ; ANIM_OBJ_POKE_BALL
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_13, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL ; ANIM_OBJ_POKE_BALL_BLOCKED
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_00, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_17
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_00, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_18
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_1D, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_19
+ battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_1F, BATTLEANIMFUNC_38, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_1A
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_1B
+ battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_BALL_POOF
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_BIG_ROCK
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_1A, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_SMALL_ROCK
+ battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_1B, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_STRENGTH
+ battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_84, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BLUE, ANIM_GFX_GLOBE ; ANIM_OBJ_SEISMIC_TOSS
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_0C, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_BUBBLE
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_23, BATTLEANIMFUNC_0D, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_SURF
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_0E, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_SING
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_27, BATTLEANIMFUNC_0F, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER ; ANIM_OBJ_WATER_GUN
+ battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_2A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER ; ANIM_OBJ_HYDRO_PUMP
+ battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_2B, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GREEN, ANIM_GFX_POWDER ; ANIM_OBJ_POWDER
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_27
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_09, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_28
+ battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE_BUILDUP
+ battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_FROZEN
+ battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_14, PAL_BATTLE_OB_BROWN, ANIM_GFX_SPEED ; ANIM_OBJ_MASTER_BALL_SPARKLE
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_14, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BUBBLE ; ANIM_OBJ_RECOVER
+ battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_31, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2D
+ battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_32, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2E
+ battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_33, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2F
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_15, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER_WAVE
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_31
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_03, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_LIGHTNING_BOLT
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_38, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_33
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_39, BATTLEANIMFUNC_03, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_34
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_3A, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CLAMP
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_3C, BATTLEANIMFUNC_17, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_BITE
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_37
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_38
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_40, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_39
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_41, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_3A
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_42, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_3B
+ battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_18, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_3C
+ battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_44, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_3D
+ battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_45, BATTLEANIMFUNC_19, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_GUST
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_46, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_3F
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_47, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_40
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_48, BATTLEANIMFUNC_1A, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_41
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_49, BATTLEANIMFUNC_1A, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_42
+ battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SONICBOOM_JP
+ battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_4B, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_44
+ battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_4C, BATTLEANIMFUNC_1C, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_ABSORB
+ battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_4D, BATTLEANIMFUNC_1D, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_EGG
+ battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_51, BATTLEANIMFUNC_1E, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_47
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_52, BATTLEANIMFUNC_1F, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_48
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_1F, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_49
+ battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_56, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_LEECH_SEED
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_21, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_4B
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC ; ANIM_OBJ_WAVE
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_22, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_CONFUSE_RAY
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_4E
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_09, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_4F
+ battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_REFLECT ; ANIM_OBJ_SCREEN
+ battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT ; ANIM_OBJ_HARDEN
+ battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_61, BATTLEANIMFUNC_23, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS ; ANIM_OBJ_CHICK
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_63, BATTLEANIMFUNC_24, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_AMNESIA
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_66, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_ASLEEP
+ battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_1C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_SKULL
+ battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_26, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_56
+ battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_57
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_69, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, ANIM_GFX_SAND ; ANIM_OBJ_58
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6D, BATTLEANIMFUNC_28, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS ; ANIM_OBJ_PARALYZED
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6A, BATTLEANIMFUNC_27, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_STRING_SHOT
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_HAZE
+ battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_MIST
+ battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_SMOG
+ battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_POISON_GAS
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_71, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_HORN
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_72, BATTLEANIMFUNC_2C, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_60
+ battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_2D, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_PETAL_DANCE
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_SLUDGE_BOMB
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS ; ANIM_OBJ_PAY_DAY
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_64
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_MIMIC
+ battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_ATTRACT
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_30, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONEMERANG
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONE_CLUB
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONE_RUSH
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_08, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_SWIFT
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_79, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_KINESIS
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_FLASH
+ battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_SHINY
+ battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_32, PAL_BATTLE_OB_GRAY, ANIM_GFX_SKY_ATTACK ; ANIM_OBJ_SKY_ATTACK
+ battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_7C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER ; ANIM_OBJ_LICK
+ battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_7D, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT ; ANIM_OBJ_WITHDRAW
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_71
+ battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_7E, BATTLEANIMFUNC_33, PAL_BATTLE_OB_YELLOW, ANIM_GFX_CHARGE ; ANIM_OBJ_GROWTH
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION2
+ battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_34, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_SMOKE
+ battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_35, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_SMOKESCREEN
+ battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_80, BATTLEANIMFUNC_33, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SWORDS_DANCE
+ battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_81, BATTLEANIMFUNC_37, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_SPEED_LINE
+ battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_85, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES ; ANIM_OBJ_SHARPEN
+ battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_86, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES ; ANIM_OBJ_DEFENSE_CURL
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_87, BATTLEANIMFUNC_39, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_7A
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_7B
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_DISABLE
+ battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_88, BATTLEANIMFUNC_3B, PAL_BATTLE_OB_BLUE, ANIM_GFX_WIND ; ANIM_OBJ_AGILITY
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_25, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_HEART
+ battleanimobj RELATIVE_X, $98, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_34, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FLAME_WHEEL
+ battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_3C, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_SACRED_FIRE
+ battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_COTTON_SPORE
+ battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_8A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_MILK_DRINK
+ battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_8C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_ANGER
+ battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_8D, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_MISC ; ANIM_OBJ_84
+ battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_40, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_85
+ battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_8E, BATTLEANIMFUNC_41, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_BATON_PASS
+ battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_8F, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_LOCK_ON
+ battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_93, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_MIND_READER
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_97, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_SAFEGUARD
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_PROTECT
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_THIEF
+ battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_OCTAZOOKA
+ battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, ANIM_GFX_STATUS ; ANIM_OBJ_PRESENT
+ battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_8B, BATTLEANIMFUNC_3F, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_SPIKES
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_15, BATTLEANIMFUNC_08, PAL_BATTLE_OB_GRAY, ANIM_GFX_ICE ; ANIM_OBJ_POWDER_SNOW
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_02, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGONBREATH
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_42, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_SPIDER_WEB
+ battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_93
+ battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_23, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_NIGHTMARE
+ battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9D, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_IN_NIGHTMARE
+ battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_LOVELY_KISS
+ battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_ANGELS ; ANIM_OBJ_SWEET_KISS
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_9F, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_GREEN, ANIM_GFX_OBJECTS ; ANIM_OBJ_SKETCH
+ battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_A0, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS ; ANIM_OBJ_99
+ battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_43, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_9A
+ battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_A2, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_DESTINY_BOND
+ battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_A3, BATTLEANIMFUNC_44, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE ; ANIM_OBJ_MORNING_SUN
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A4, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE ; ANIM_OBJ_GLIMMER
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE ; ANIM_OBJ_MOONLIGHT
+ battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_45, PAL_BATTLE_OB_RED, ANIM_GFX_CHARGE ; ANIM_OBJ_HIDDEN_POWER
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_A0
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_A1
+ battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_BROWN, ANIM_GFX_POWDER ; ANIM_OBJ_SANDSTORM
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_02, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_ZAP_CANNON
+ battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_SPITE
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_A9, BATTLEANIMFUNC_46, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS ; ANIM_OBJ_CURSE
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_47, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_PERISH_SONG
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AA, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE ; ANIM_OBJ_FORESIGHT
+ battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_AB, BATTLEANIMFUNC_48, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_RAPID_SPIN
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AC, BATTLEANIMFUNC_44, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_SWAGGER
+ battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_AA
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_43, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_AB
+ battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_AD, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_PSYCHIC ; ANIM_OBJ_MEAN_LOOK
+ battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_AE, BATTLEANIMFUNC_49, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_AD
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AF, BATTLEANIMFUNC_01, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_AE
+ battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B0, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER ; ANIM_OBJ_RAIN
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_4B, PAL_BATTLE_OB_RED, ANIM_GFX_HAZE ; ANIM_OBJ_B0
+ battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_B1, BATTLEANIMFUNC_4C, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_PSYCH_UP
+ battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4D, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_ANCIENTPOWER
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_B3, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_AEROBLAST ; ANIM_OBJ_AEROBLAST
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_04, PAL_BATTLE_OB_BLUE, ANIM_GFX_EGG ; ANIM_OBJ_SHADOW_BALL
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_ROCK_SMASH
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_FLOWER
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_4F, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_COTTON
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD ; ANIM_OBJ_ENEMYFEET_1ROW
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET ; ANIM_OBJ_PLAYERHEAD_1ROW
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD ; ANIM_OBJ_ENEMYFEET_2ROW
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET ; ANIM_OBJ_PLAYERHEAD_2ROW
diff --git a/data/moves/animations.asm b/data/moves/animations.asm
index 95518af3d..0902c143a 100644
--- a/data/moves/animations.asm
+++ b/data/moves/animations.asm
@@ -377,10 +377,10 @@ BattleAnim_ThrowPokeBall:
.Shake:
anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
anim_wait 8
- anim_incobj 2
+ anim_incobj 2
anim_wait 16
anim_sound 0, 1, SFX_CHANGE_DEX_MODE
- anim_incobj 1
+ anim_incobj 1
anim_wait 32
anim_sound 0, 1, SFX_BALL_BOUNCE
anim_wait 32
@@ -393,7 +393,7 @@ BattleAnim_ThrowPokeBall:
anim_checkpokeball
anim_if_var_equal $1, .Click
anim_if_var_equal $2, .BreakFree
- anim_incobj 1
+ anim_incobj 1
anim_sound 0, 1, SFX_BALL_WOBBLE
anim_jump .Loop
@@ -415,7 +415,7 @@ BattleAnim_SendOutMon:
anim_if_param_equal $1, .Shiny
anim_if_param_equal $2, .Unknown
anim_1gfx ANIM_GFX_SMOKE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_2B, $0, $1, $0
anim_sound 0, 0, SFX_BALL_POOF
anim_obj ANIM_OBJ_1B, 48, 96, $0
@@ -427,7 +427,7 @@ BattleAnim_SendOutMon:
.Unknown:
anim_1gfx ANIM_GFX_SMOKE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_2A, $0, $1, $0
anim_wait 1
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
@@ -619,7 +619,7 @@ BattleAnim_EnemyDamage:
anim_ret
BattleAnim_EnemyStatDown:
- anim_call BattleAnim_FollowEnemyFeet_1
+ anim_call BattleAnim_UserObj_1Row
anim_bgeffect ANIM_BG_VIBRATE_MON, $0, $0, $0
anim_wait 40
anim_call BattleAnim_ShowMon_1
@@ -627,7 +627,7 @@ BattleAnim_EnemyStatDown:
anim_ret
BattleAnim_PlayerStatDown:
- anim_call BattleAnim_FollowEnemyFeet_1
+ anim_call BattleAnim_UserObj_1Row
anim_bgeffect ANIM_BG_WOBBLE_MON, $0, $0, $0
anim_wait 40
anim_call BattleAnim_ShowMon_1
@@ -869,9 +869,9 @@ BattleAnim_Ember:
anim_sound 6, 2, SFX_EMBER
anim_obj ANIM_OBJ_EMBER, 64, 84, $13
anim_wait 16
- anim_incobj 1
- anim_incobj 2
- anim_incobj 3
+ anim_incobj 1
+ anim_incobj 2
+ anim_incobj 3
anim_sound 0, 1, SFX_EMBER
anim_obj ANIM_OBJ_EMBER, 120, 68, $30
anim_obj ANIM_OBJ_EMBER, 132, 68, $30
@@ -952,15 +952,15 @@ BattleAnim_FireBlast:
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 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
@@ -1056,7 +1056,7 @@ BattleAnim_Bubblebeam:
anim_clearobjs
anim_bgeffect ANIM_BG_30, $0, $0, $0
anim_wait 1
- anim_call BattleAnim_FollowPlayerHead_1
+ anim_call BattleAnim_UserObj_2Row
anim_bgeffect ANIM_BG_31, $1c, $0, $0
anim_wait 19
anim_call BattleAnim_ShowMon_1
@@ -1067,7 +1067,7 @@ BattleAnim_Bubblebeam:
BattleAnim_WaterGun:
anim_bgeffect ANIM_BG_30, $0, $0, $0
anim_1gfx ANIM_GFX_WATER
- anim_call BattleAnim_FollowPlayerHead_1
+ anim_call BattleAnim_UserObj_2Row
anim_sound 16, 2, SFX_WATER_GUN
anim_obj ANIM_OBJ_WATER_GUN, 64, 88, $0
anim_wait 8
@@ -1089,7 +1089,7 @@ BattleAnim_WaterGun:
BattleAnim_HydroPump:
anim_bgeffect ANIM_BG_30, $0, $0, $0
anim_1gfx ANIM_GFX_WATER
- anim_call BattleAnim_FollowPlayerHead_1
+ 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
@@ -1131,7 +1131,7 @@ BattleAnim_Surf:
anim_sound 0, 1, SFX_SURF
anim_wait 32
anim_loop 4, .loop
- anim_incobj 1
+ anim_incobj 1
anim_wait 56
anim_ret
@@ -1143,7 +1143,7 @@ BattleAnim_VineWhip:
anim_sound 0, 1, SFX_VINE_WHIP
anim_obj ANIM_OBJ_3F, 128, 60, $0
anim_wait 4
- anim_incobj 1
+ anim_incobj 1
anim_wait 4
anim_ret
@@ -1178,31 +1178,31 @@ BattleAnim_RazorLeaf:
anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $90
anim_wait 80
anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 3
+ anim_incobj 3
anim_wait 2
anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 5
+ anim_incobj 5
anim_wait 2
anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 7
+ anim_incobj 7
anim_wait 2
anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 9
+ anim_incobj 9
anim_wait 2
anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 1
+ anim_incobj 1
anim_wait 2
anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 2
+ anim_incobj 2
anim_wait 2
anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 4
+ anim_incobj 4
anim_wait 2
anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 6
+ anim_incobj 6
anim_wait 2
anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 8
+ anim_incobj 8
anim_wait 2
anim_sound 16, 2, SFX_VINE_WHIP
anim_incobj 10
@@ -1272,7 +1272,7 @@ BattleAnim_ThunderWave:
anim_obj ANIM_OBJ_THUNDER_WAVE, 136, 56, $0
anim_wait 20
anim_bgp $1b
- anim_incobj 1
+ anim_incobj 1
anim_wait 96
anim_ret
@@ -1329,12 +1329,12 @@ BattleAnim_Sonicboom_JP:
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_incobj 1
+ anim_incobj 2
+ anim_incobj 3
+ anim_incobj 4
+ anim_incobj 5
+ anim_incobj 6
anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 16
anim_ret
@@ -1494,7 +1494,7 @@ BattleAnim_AuroraBeam:
anim_wait 64
anim_call BattleAnim_AuroraBeam_branch_cbb39
anim_wait 48
- anim_incobj 5
+ anim_incobj 5
anim_wait 64
anim_ret
@@ -1578,7 +1578,7 @@ BattleAnim_Bite:
BattleAnim_Teleport:
anim_1gfx ANIM_GFX_SPEED
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TELEPORT, $0, $1, $0
anim_wait 32
anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
@@ -1611,7 +1611,7 @@ BattleAnim_Fly_branch_c9e89:
anim_ret
BattleAnim_DoubleTeam:
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_sound 0, 0, SFX_PSYBEAM
anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, $1, $0
anim_wait 96
@@ -1623,7 +1623,7 @@ BattleAnim_DoubleTeam:
BattleAnim_Recover:
anim_1gfx ANIM_GFX_BUBBLE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_FULL_HEAL
anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_obj ANIM_OBJ_RECOVER, 44, 88, $30
@@ -1658,7 +1658,7 @@ BattleAnim_Absorb:
BattleAnim_MegaDrain:
anim_1gfx ANIM_GFX_CHARGE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1C, $0, $0, $10
anim_setvar $0
.loop
@@ -1692,7 +1692,7 @@ BattleAnim_EggBomb:
anim_obj ANIM_OBJ_EGG, 44, 104, $1
anim_wait 128
anim_wait 96
- anim_incobj 1
+ anim_incobj 1
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
anim_sound 0, 1, SFX_EGG_BOMB
anim_obj ANIM_OBJ_18, 128, 64, $0
@@ -1707,11 +1707,11 @@ BattleAnim_EggBomb:
BattleAnim_Softboiled:
anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SWITCH_POKEMON
anim_obj ANIM_OBJ_EGG, 44, 104, $6
anim_wait 128
- anim_incobj 2
+ anim_incobj 2
anim_obj ANIM_OBJ_EGG, 76, 104, $b
anim_wait 16
anim_bgeffect ANIM_BG_18, $0, $1, $40
@@ -1730,7 +1730,7 @@ BattleAnim_RazorWind_branch_c9fb5:
BattleAnim_SkullBash_branch_c9fb5:
BattleAnim_SkyAttack_branch_c9fb5:
anim_1gfx ANIM_GFX_SPEED
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_16, $0, $1, $40
anim_bgeffect ANIM_BG_06, $0, $2, $0
.loop
@@ -1758,7 +1758,7 @@ BattleAnim_SkyAttack_branch_c9fb5:
BattleAnim_Bide:
anim_if_param_equal $0, BattleAnim_Bide_branch_c9651
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_ESCAPE_ROPE
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_wait 72
@@ -1776,9 +1776,9 @@ BattleAnim_Bind:
anim_obj ANIM_OBJ_48, 132, 48, $0
anim_wait 64
anim_sound 0, 1, SFX_BIND
- anim_incobj 1
- anim_incobj 2
- anim_incobj 3
+ anim_incobj 1
+ anim_incobj 2
+ anim_incobj 3
anim_wait 96
anim_ret
@@ -1792,15 +1792,15 @@ BattleAnim_Wrap:
anim_obj ANIM_OBJ_48, 132, 48, $0
anim_wait 64
anim_sound 0, 1, SFX_BIND
- anim_incobj 1
- anim_incobj 2
- anim_incobj 3
+ anim_incobj 1
+ anim_incobj 2
+ anim_incobj 3
anim_wait 96
anim_ret
BattleAnim_Confusion:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_1
+ anim_call BattleAnim_UserObj_2Row
anim_sound 0, 1, SFX_PSYCHIC
anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
anim_wait 128
@@ -1840,7 +1840,7 @@ BattleAnim_Fissure:
BattleAnim_Growl:
anim_1gfx ANIM_GFX_NOISE
- anim_enemyfeetobj
+ anim_battlergfx_2row
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_cry $0
.loop
@@ -1848,7 +1848,7 @@ BattleAnim_Growl:
anim_wait 16
anim_loop 3, .loop
anim_wait 9
- anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $1, $0
anim_wait 8
anim_bgeffect ANIM_BG_19, $0, $0, $40
anim_wait 64
@@ -1997,7 +1997,7 @@ BattleAnim_Rest:
BattleAnim_AcidArmor:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_ACID_ARMOR, $0, $1, $8
anim_sound 0, 0, SFX_MEGA_PUNCH
anim_wait 64
@@ -2008,7 +2008,7 @@ BattleAnim_AcidArmor:
BattleAnim_Splash:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_VICEGRIP
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
anim_wait 96
anim_incbgeffect ANIM_BG_BOUNCE_DOWN
@@ -2019,7 +2019,7 @@ BattleAnim_Dig:
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_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_DIG, $0, $1, $1
anim_obj ANIM_OBJ_57, 72, 104, $0
.loop
@@ -2075,7 +2075,7 @@ BattleAnim_Headbutt:
anim_1gfx ANIM_GFX_HIT
anim_bgeffect ANIM_BG_1F, $14, $2, $0
anim_wait 32
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_HEADBUTT
@@ -2086,7 +2086,7 @@ BattleAnim_Headbutt:
BattleAnim_Tackle:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_TACKLE
@@ -2097,7 +2097,7 @@ BattleAnim_Tackle:
BattleAnim_BodySlam:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
anim_wait 32
anim_incbgeffect ANIM_BG_BOUNCE_DOWN
@@ -2115,7 +2115,7 @@ BattleAnim_BodySlam:
BattleAnim_TakeDown:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
@@ -2131,7 +2131,7 @@ BattleAnim_TakeDown:
BattleAnim_DoubleEdge:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $10
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 3
@@ -2146,7 +2146,7 @@ BattleAnim_DoubleEdge:
BattleAnim_Submission:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_1
+ anim_call BattleAnim_UserObj_1Row
anim_bgeffect ANIM_BG_26, $0, $0, $0
anim_sound 0, 1, SFX_SUBMISSION
anim_wait 32
@@ -2167,15 +2167,15 @@ BattleAnim_Whirlwind:
anim_obj ANIM_OBJ_GUST, 64, 112, $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_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
@@ -2347,7 +2347,7 @@ BattleAnim_SpikeCannon:
BattleAnim_Transform:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_transform
anim_sound 0, 0, SFX_PSYBEAM
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
@@ -2456,7 +2456,7 @@ BattleAnim_SkullBash:
anim_1gfx ANIM_GFX_HIT
anim_bgeffect ANIM_BG_1F, $14, $2, $0
anim_wait 32
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
@@ -2591,7 +2591,7 @@ BattleAnim_Substitute_branch_ca77c:
BattleAnim_Minimize:
anim_sound 0, 0, SFX_SURF
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_minimize
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
anim_wait 48
@@ -2609,12 +2609,12 @@ BattleAnim_SkyAttack:
anim_sound 0, 0, SFX_HYPER_BEAM
anim_obj ANIM_OBJ_SKY_ATTACK, 48, 88, $40
anim_wait 64
- anim_incobj 1
+ 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_incobj 1
anim_wait 32
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 16
@@ -2625,7 +2625,7 @@ BattleAnim_NightShade:
anim_bgp $1b
anim_obp1 $1b
anim_wait 32
- anim_call BattleAnim_FollowPlayerHead_1
+ anim_call BattleAnim_UserObj_2Row
anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
anim_sound 0, 1, SFX_PSYCHIC
anim_wait 96
@@ -2654,13 +2654,13 @@ BattleAnim_TriAttack:
BattleAnim_Withdraw:
anim_1gfx ANIM_GFX_REFLECT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_WITHDRAW, $0, $1, $50
anim_wait 48
anim_sound 0, 0, SFX_SHINE
anim_obj ANIM_OBJ_WITHDRAW, 48, 88, $0
anim_wait 64
- anim_incobj 2
+ anim_incobj 2
anim_wait 1
anim_incbgeffect ANIM_BG_WITHDRAW
anim_call BattleAnim_ShowMon_0
@@ -2699,7 +2699,7 @@ BattleAnim_LeechLife:
BattleAnim_Harden:
anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_call BattleAnim_Harden_branch_cbc43
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2782,7 +2782,7 @@ BattleAnim_Smokescreen:
anim_sound 6, 2, SFX_THROW_BALL
anim_obj ANIM_OBJ_SMOKESCREEN, 64, 92, $6c
anim_wait 24
- anim_incobj 1
+ anim_incobj 1
anim_sound 0, 1, SFX_BALL_POOF
anim_obj ANIM_OBJ_BALL_POOF, 108, 70, $10
anim_wait 8
@@ -2800,7 +2800,7 @@ BattleAnim_Strength:
anim_sound 0, 0, SFX_STRENGTH
anim_obj ANIM_OBJ_STRENGTH, 64, 104, $1
anim_wait 128
- anim_incobj 1
+ anim_incobj 1
anim_wait 20
anim_sound 0, 1, SFX_MEGA_PUNCH
anim_obj ANIM_OBJ_00, 132, 40, $0
@@ -2838,7 +2838,7 @@ BattleAnim_QuickAttack:
BattleAnim_Meditate:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_PSYBEAM
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
anim_wait 48
@@ -2850,12 +2850,12 @@ BattleAnim_Meditate:
BattleAnim_Sharpen:
anim_1gfx ANIM_GFX_SHAPES
anim_obp0 $e4
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SHARPEN
anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_obj ANIM_OBJ_SHARPEN, 48, 88, $0
anim_wait 96
- anim_incobj 2
+ anim_incobj 2
anim_incbgeffect ANIM_BG_18
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2863,12 +2863,12 @@ BattleAnim_Sharpen:
BattleAnim_DefenseCurl:
anim_1gfx ANIM_GFX_SHAPES
anim_obp0 $e4
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SHARPEN
anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_obj ANIM_OBJ_DEFENSE_CURL, 48, 88, $0
anim_wait 96
- anim_incobj 2
+ anim_incobj 2
anim_incbgeffect ANIM_BG_18
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2879,7 +2879,7 @@ BattleAnim_SeismicToss:
anim_sound 0, 0, SFX_STRENGTH
anim_obj ANIM_OBJ_SEISMIC_TOSS, 64, 104, $1
anim_wait 128
- anim_incobj 1
+ anim_incobj 1
anim_wait 20
anim_sound 0, 1, SFX_MEGA_PUNCH
anim_obj ANIM_OBJ_00, 132, 40, $0
@@ -2888,7 +2888,7 @@ BattleAnim_SeismicToss:
BattleAnim_Rage:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_RAGE
anim_wait 72
@@ -2908,7 +2908,7 @@ BattleAnim_Rage:
BattleAnim_Agility:
anim_1gfx ANIM_GFX_WIND
anim_obp0 $fc
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_obj ANIM_OBJ_AGILITY, 8, 24, $10
anim_obj ANIM_OBJ_AGILITY, 8, 48, $2
@@ -2937,7 +2937,7 @@ BattleAnim_BoneClub:
BattleAnim_Barrier:
anim_1gfx ANIM_GFX_REFLECT
- anim_enemyfeetobj
+ anim_battlergfx_2row
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_wait 8
anim_sound 0, 0, SFX_SHINE
@@ -2950,7 +2950,7 @@ BattleAnim_Barrier:
BattleAnim_Waterfall:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 16
anim_call BattleAnim_ShowMon_0
@@ -3089,7 +3089,7 @@ BattleAnim_Disable:
BattleAnim_TailWhip:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_sound 0, 0, SFX_TAIL_WHIP
anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_wait 32
@@ -3106,7 +3106,7 @@ BattleAnim_Struggle:
BattleAnim_Sketch:
anim_1gfx ANIM_GFX_OBJECTS
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_SKETCH
anim_obj ANIM_OBJ_SKETCH, 72, 80, $0
@@ -3145,7 +3145,7 @@ BattleAnim_TripleKick_branch_caca5:
BattleAnim_Thief:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 16
anim_sound 0, 1, SFX_THIEF
@@ -3203,7 +3203,7 @@ BattleAnim_FlameWheel:
anim_wait 6
anim_loop 8, .loop
anim_wait 96
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
@@ -3214,7 +3214,7 @@ BattleAnim_FlameWheel:
anim_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
anim_wait 4
- anim_incobj 9
+ anim_incobj 9
anim_wait 8
anim_ret
@@ -3237,7 +3237,7 @@ BattleAnim_Curse:
anim_obj ANIM_OBJ_CURSE, 68, 72, $0
anim_sound 0, 0, SFX_CURSE
anim_wait 32
- anim_incobj 1
+ anim_incobj 1
anim_wait 12
anim_sound 0, 0, SFX_POISON_STING
anim_obj ANIM_OBJ_04, 44, 96, $0
@@ -3246,7 +3246,7 @@ BattleAnim_Curse:
.NotGhost:
anim_1gfx ANIM_GFX_SPEED
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_19, $0, $1, $40
anim_sound 0, 0, SFX_SHARPEN
anim_wait 64
@@ -3277,7 +3277,7 @@ BattleAnim_Curse:
BattleAnim_Flail:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SUBMISSION
anim_bgeffect ANIM_BG_2C, $0, $1, $0
anim_wait 8
@@ -3429,7 +3429,7 @@ BattleAnim_ScaryFace:
BattleAnim_FaintAttack:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_CURSE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1D, $0, $1, $80
anim_wait 96
anim_sound 0, 1, SFX_COMET_PUNCH
@@ -3558,7 +3558,7 @@ BattleAnim_ZapCannon:
BattleAnim_Foresight:
anim_1gfx ANIM_GFX_SHINE
- anim_call BattleAnim_FollowEnemyFeet_1
+ anim_call BattleAnim_UserObj_1Row
anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 1, SFX_FORESIGHT
anim_obj ANIM_OBJ_FORESIGHT, 132, 40, $0
@@ -3607,7 +3607,7 @@ BattleAnim_IcyWind:
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_battlergfx_1row
anim_sound 0, 0, SFX_PSYCHIC
.loop
anim_wait 8
@@ -3619,14 +3619,14 @@ BattleAnim_IcyWind:
anim_wait 8
anim_loop 2, .loop
anim_wait 16
- anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $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_incobj 7
anim_wait 1
anim_ret
@@ -3666,7 +3666,7 @@ BattleAnim_LockOn:
BattleAnim_Outrage:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_OUTRAGE
anim_wait 72
@@ -3700,7 +3700,7 @@ BattleAnim_Sandstorm:
BattleAnim_GigaDrain:
anim_2gfx ANIM_GFX_BUBBLE, ANIM_GFX_CHARGE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1C, $0, $0, $10
anim_sound 6, 3, SFX_GIGA_DRAIN
anim_call BattleAnim_GigaDrain_branch_cbab3
@@ -3729,7 +3729,7 @@ BattleAnim_GigaDrain:
BattleAnim_Endure:
anim_1gfx ANIM_GFX_SPEED
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_bgeffect ANIM_BG_07, $0, $2, $0
.loop
@@ -3756,7 +3756,7 @@ BattleAnim_Endure:
BattleAnim_Charm:
anim_1gfx ANIM_GFX_OBJECTS
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_sound 0, 0, SFX_ATTRACT
anim_obj ANIM_OBJ_HEART, 64, 80, $0
@@ -3769,7 +3769,7 @@ BattleAnim_Charm:
BattleAnim_Rollout:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_SPARK
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_2E, $60, $1, $1
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
@@ -3804,7 +3804,7 @@ BattleAnim_Swagger:
BattleAnim_MilkDrink:
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE
- anim_call BattleAnim_FollowEnemyFeet_0
+ 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
@@ -3826,13 +3826,13 @@ BattleAnim_Spark:
anim_wait 24
anim_setobj $1, $3
anim_wait 1
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
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_incobj 2
anim_wait 1
anim_sound 0, 1, SFX_THUNDERSHOCK
anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2
@@ -3859,7 +3859,7 @@ BattleAnim_SteelWing:
anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0
anim_sound 0, 0, SFX_RAGE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_call BattleAnim_SteelWing_branch_cbc43
anim_call BattleAnim_ShowMon_0
anim_1gfx ANIM_GFX_HIT
@@ -3941,7 +3941,7 @@ BattleAnim_HealBell:
BattleAnim_Return:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
anim_sound 0, 0, SFX_RETURN
anim_wait 64
@@ -3962,9 +3962,9 @@ BattleAnim_Present:
anim_wait 56
anim_obj ANIM_OBJ_AMNESIA, 104, 48, $0
anim_wait 48
- anim_incobj 2
+ anim_incobj 2
anim_if_param_equal $3, .heal
- anim_incobj 1
+ anim_incobj 1
anim_wait 1
anim_1gfx ANIM_GFX_EXPLOSION
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12
@@ -3989,7 +3989,7 @@ BattleAnim_Frustration:
anim_obj ANIM_OBJ_ANGER, 72, 80, $0
anim_wait 40
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
@@ -4020,7 +4020,7 @@ BattleAnim_Safeguard:
BattleAnim_PainSplit:
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_TACKLE
@@ -4041,7 +4041,7 @@ BattleAnim_SacredFire:
anim_wait 8
anim_loop 8, .loop
anim_wait 96
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_EMBER
@@ -4051,7 +4051,7 @@ BattleAnim_SacredFire:
anim_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
anim_wait 4
- anim_incobj 9
+ anim_incobj 9
anim_wait 8
anim_ret
@@ -4137,14 +4137,14 @@ BattleAnim_Pursuit:
BattleAnim_Pursuit_branch_cb62b:
anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
anim_wait 4
- anim_call BattleAnim_FollowEnemyFeet_1
+ anim_call BattleAnim_UserObj_1Row
anim_obj ANIM_OBJ_AD, 132, 64, $0
anim_wait 64
anim_obj ANIM_OBJ_AD, 132, 64, $1
anim_sound 0, 1, SFX_BALL_POOF
anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0
anim_wait 64
- anim_incobj 3
+ anim_incobj 3
anim_wait 16
anim_sound 0, 1, SFX_MEGA_PUNCH
anim_obj ANIM_OBJ_00, 120, 56, $0
@@ -4163,7 +4163,7 @@ BattleAnim_RapidSpin:
anim_wait 2
anim_loop 5, .loop
anim_wait 24
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
anim_resetobp0
@@ -4172,7 +4172,7 @@ BattleAnim_RapidSpin:
anim_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
anim_wait 4
- anim_incobj 6
+ anim_incobj 6
anim_wait 1
anim_ret
@@ -4195,7 +4195,7 @@ BattleAnim_IronTail:
anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0
anim_sound 0, 0, SFX_RAGE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_call BattleAnim_IronTail_branch_cbc43
anim_wait 4
anim_1gfx ANIM_GFX_HIT
@@ -4213,7 +4213,7 @@ BattleAnim_MetalClaw:
anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0
anim_sound 0, 0, SFX_RAGE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_call BattleAnim_MetalClaw_branch_cbc43
anim_call BattleAnim_ShowMon_0
anim_1gfx ANIM_GFX_CUT
@@ -4227,7 +4227,7 @@ BattleAnim_MetalClaw:
BattleAnim_VitalThrow:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_2F, $0, $1, $0
anim_wait 16
anim_sound 0, 0, SFX_MENU
@@ -4266,7 +4266,7 @@ BattleAnim_MorningSun:
BattleAnim_Synthesis:
anim_1gfx ANIM_GFX_SHINE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 0, SFX_OUTRAGE
@@ -4319,7 +4319,7 @@ BattleAnim_Moonlight:
BattleAnim_HiddenPower:
anim_1gfx ANIM_GFX_CHARGE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_bgeffect ANIM_BG_07, $0, $2, $0
anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $0
@@ -4337,14 +4337,14 @@ BattleAnim_HiddenPower:
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_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, 136, 56, $0
@@ -4375,15 +4375,15 @@ BattleAnim_Twister:
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_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, 144, 64, $18
.loop3
@@ -4395,15 +4395,15 @@ BattleAnim_Twister:
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_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
@@ -4452,7 +4452,7 @@ BattleAnim_MirrorCoat:
BattleAnim_PsychUp:
anim_1gfx ANIM_GFX_STATUS
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_PSYBEAM
anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $0
@@ -4589,7 +4589,7 @@ BattleAnim_BeatUp:
anim_wait 16
.current_mon
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_BEAT_UP
@@ -4814,15 +4814,15 @@ BattleAnim_Synthesis_branch_cbc80:
anim_wait 16
anim_ret
-BattleAnim_FollowEnemyFeet_0:
- anim_enemyfeetobj
- anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $0, $0
+BattleAnim_TargetObj_1Row:
+ anim_battlergfx_2row
+ anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $0, $0
anim_wait 6
anim_ret
-BattleAnim_FollowPlayerHead_0:
- anim_playerheadobj
- anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $0, $0
+BattleAnim_TargetObj_2Row:
+ anim_battlergfx_1row
+ anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $0, $0
anim_wait 6
anim_ret
@@ -4830,19 +4830,19 @@ BattleAnim_ShowMon_0:
anim_wait 1
anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
anim_wait 5
- anim_incobj 1
+ anim_incobj 1
anim_wait 1
anim_ret
-BattleAnim_FollowEnemyFeet_1:
- anim_enemyfeetobj
- anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0
+BattleAnim_UserObj_1Row:
+ anim_battlergfx_2row
+ anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $1, $0
anim_wait 6
anim_ret
-BattleAnim_FollowPlayerHead_1:
- anim_playerheadobj
- anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0
+BattleAnim_UserObj_2Row:
+ anim_battlergfx_1row
+ anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $1, $0
anim_wait 4
anim_ret
@@ -4850,6 +4850,6 @@ BattleAnim_ShowMon_1:
anim_wait 1
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 4
- anim_incobj 1
+ anim_incobj 1
anim_wait 1
anim_ret