From 4e3ed078f9c8c486015d5c00e8d158671d3f740d Mon Sep 17 00:00:00 2001 From: mid-kid Date: Tue, 20 Nov 2018 21:53:45 +0100 Subject: Cosmetic fixes --- data/moves/animations.asm | 192 +++++++++++++++++++++++----------------------- 1 file changed, 96 insertions(+), 96 deletions(-) (limited to 'data') diff --git a/data/moves/animations.asm b/data/moves/animations.asm index 95518af3d..59385dcf3 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 @@ -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 @@ -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 @@ -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 @@ -1711,7 +1711,7 @@ BattleAnim_Softboiled: 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 @@ -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 @@ -1792,9 +1792,9 @@ 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 @@ -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 @@ -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 @@ -2660,7 +2660,7 @@ BattleAnim_Withdraw: 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 @@ -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 @@ -2855,7 +2855,7 @@ BattleAnim_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 @@ -2868,7 +2868,7 @@ BattleAnim_DefenseCurl: 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 @@ -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 @@ -3626,7 +3626,7 @@ BattleAnim_IcyWind: 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 @@ -3832,7 +3832,7 @@ BattleAnim_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 @@ -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 @@ -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 @@ -4144,7 +4144,7 @@ BattleAnim_Pursuit_branch_cb62b: 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 @@ -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 @@ -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 @@ -4830,7 +4830,7 @@ 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 @@ -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 -- cgit v1.2.3 From 32833adef3694b3e599b41f8493a380e353939b0 Mon Sep 17 00:00:00 2001 From: mid-kid Date: Wed, 21 Nov 2018 22:35:36 +0100 Subject: Use ANIM_GFX constants for battle animations --- data/battle_anims/objects.asm | 368 +++++++++++++++++++++--------------------- 1 file changed, 184 insertions(+), 184 deletions(-) (limited to 'data') diff --git a/data/battle_anims/objects.asm b/data/battle_anims/objects.asm index 0cd19ae0d..d870cd997 100644 --- a/data/battle_anims/objects.asm +++ b/data/battle_anims/objects.asm @@ -18,190 +18,190 @@ 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 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, $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 -- cgit v1.2.3 From 2746288030ff3bd4febc43c1c9fe8a203272b927 Mon Sep 17 00:00:00 2001 From: mid-kid Date: Wed, 21 Nov 2018 23:44:31 +0100 Subject: Define ANIM_GFX for PLAYER and ENEMY These are used where the head or the feet of the player/enemy have to be moved in an animation, and shouldn't overlap. These aren't actual GFX and should be loaded with the proper commands, and they're always loaded at the end of the VRAM area. Furthermore, I've defined BATTLEANIM_BASE_TILE, which is the tile from which battle animation graphics may start to load. This value was picked to make sure at least an entire pokemon pic fits in the area before it, even though it doesn't seem very used... --- data/battle_anims/objects.asm | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'data') diff --git a/data/battle_anims/objects.asm b/data/battle_anims/objects.asm index d870cd997..18a2c2f1b 100644 --- a/data/battle_anims/objects.asm +++ b/data/battle_anims/objects.asm @@ -202,7 +202,7 @@ BattleAnimObjects: 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, $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 ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERFEETFOLLOW + battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYFEETFOLLOW + battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERHEADFOLLOW + battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYHEADFOLLOW -- cgit v1.2.3 From 5dfe652ff60008dd5f1ca6dd49322b2826d5fd52 Mon Sep 17 00:00:00 2001 From: mid-kid Date: Fri, 23 Nov 2018 23:03:27 +0100 Subject: CalcStats -> CalcBattleStats Confusingly ambiguous name --- data/battle/stat_multipliers.asm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'data') 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% -- cgit v1.2.3 From c4979d9770bb9b7b01da9aef151dfb83224647a4 Mon Sep 17 00:00:00 2001 From: mid-kid Date: Sun, 25 Nov 2018 23:57:38 +0100 Subject: Rename "feet and head follow" commands The lot of these were rather misnamed, since they're used to replace part of the player or enemy with objects for several background effects. https://github.com/pret/pokecrystal/pull/578#issuecomment-440996244 --- data/battle_anims/objects.asm | 8 +-- data/moves/animations.asm | 164 +++++++++++++++++++++--------------------- 2 files changed, 86 insertions(+), 86 deletions(-) (limited to 'data') diff --git a/data/battle_anims/objects.asm b/data/battle_anims/objects.asm index 18a2c2f1b..7c6e07596 100644 --- a/data/battle_anims/objects.asm +++ b/data/battle_anims/objects.asm @@ -202,7 +202,7 @@ BattleAnimObjects: 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_PLAYER ; ANIM_OBJ_PLAYERFEETFOLLOW - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYFEETFOLLOW - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERHEADFOLLOW - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYHEADFOLLOW + 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 59385dcf3..0902c143a 100644 --- a/data/moves/animations.asm +++ b/data/moves/animations.asm @@ -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 @@ -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 @@ -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 @@ -1707,7 +1707,7 @@ 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 @@ -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 @@ -1800,7 +1800,7 @@ BattleAnim_Wrap: 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 @@ -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 @@ -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 @@ -2654,7 +2654,7 @@ 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 @@ -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 @@ -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 @@ -2850,7 +2850,7 @@ 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 @@ -2863,7 +2863,7 @@ 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 @@ -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 @@ -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 @@ -3619,7 +3619,7 @@ 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 @@ -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 @@ -3826,7 +3826,7 @@ 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 @@ -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 @@ -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 @@ -4137,7 +4137,7 @@ 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 @@ -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 @@ -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 @@ -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 @@ -4834,15 +4834,15 @@ BattleAnim_ShowMon_0: 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 -- cgit v1.2.3