diff options
author | Rangi <remy.oukaour+rangi42@gmail.com> | 2020-10-04 15:32:32 -0400 |
---|---|---|
committer | Rangi <remy.oukaour+rangi42@gmail.com> | 2020-10-04 15:34:31 -0400 |
commit | 4289216de189991b8f686adaeb988244b208df5b (patch) | |
tree | b902b0f9f7c5258d629342bff9671c60f2d7d0ec /data/moves/animations.asm | |
parent | ec88087f306d446ed2531618608b1cc40c60601f (diff) |
Identify anim object constants
Diffstat (limited to 'data/moves/animations.asm')
-rw-r--r-- | data/moves/animations.asm | 804 |
1 files changed, 402 insertions, 402 deletions
diff --git a/data/moves/animations.asm b/data/moves/animations.asm index 0e1033a6..baaea7e3 100644 --- a/data/moves/animations.asm +++ b/data/moves/animations.asm @@ -323,7 +323,7 @@ BattleAnim_ThrowPokeBall: anim_sound 6, 2, SFX_THROW_BALL anim_obj ANIM_OBJ_POKE_BALL_BLOCKED, 64, 92, $20 anim_wait 20 - anim_obj ANIM_OBJ_01, 112, 40, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 112, 40, $0 anim_wait 32 anim_ret @@ -418,7 +418,7 @@ BattleAnim_SendOutMon: anim_call BattleAnim_TargetObj_1Row anim_bgeffect ANIM_BG_2A, $0, $1, $0 anim_sound 0, 0, SFX_BALL_POOF - anim_obj ANIM_OBJ_1B, 48, 96, $0 + anim_obj ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0 anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 anim_wait 128 anim_wait 4 @@ -433,7 +433,7 @@ BattleAnim_SendOutMon: anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 4 anim_sound 0, 0, SFX_BALL_POOF - anim_obj ANIM_OBJ_1B, 48, 96, $0 + anim_obj ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0 anim_incbgeffect ANIM_BG_29 anim_wait 96 anim_incbgeffect ANIM_BG_29 @@ -602,7 +602,7 @@ BattleAnim_InWhirlpool: BattleAnim_HitConfusion: anim_1gfx ANIM_GFX_HIT anim_sound 0, 0, SFX_POUND - anim_obj ANIM_OBJ_04, 44, 96, $0 + anim_obj ANIM_OBJ_HIT, 44, 96, $0 anim_wait 16 anim_ret @@ -652,28 +652,28 @@ BattleAnim_Shake: BattleAnim_Pound: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_08, 136, 56, $0 + anim_obj ANIM_OBJ_PALM, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_KarateChop: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_08, 136, 40, $0 + anim_obj ANIM_OBJ_PALM, 136, 40, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 40, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 40, $0 anim_wait 6 anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_08, 136, 44, $0 + anim_obj ANIM_OBJ_PALM, 136, 44, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 44, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 44, $0 anim_wait 6 anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_08, 136, 48, $0 + anim_obj ANIM_OBJ_PALM, 136, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 16 anim_ret @@ -681,17 +681,17 @@ BattleAnim_Doubleslap: anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_DOUBLESLAP - anim_obj ANIM_OBJ_08, 144, 48, $0 + anim_obj ANIM_OBJ_PALM, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 144, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate: anim_sound 0, 1, SFX_DOUBLESLAP - anim_obj ANIM_OBJ_08, 120, 48, $0 + anim_obj ANIM_OBJ_PALM, 120, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 120, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 8 anim_ret @@ -699,17 +699,17 @@ BattleAnim_CometPunch: anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_06, 144, 48, $0 + anim_obj ANIM_OBJ_PUNCH, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 144, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate: anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_06, 120, 64, $0 + anim_obj ANIM_OBJ_PUNCH, 120, 64, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 120, 64, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 64, $0 anim_wait 8 anim_ret @@ -720,10 +720,10 @@ BattleAnim_MegaPunch: anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_06, 136, 56, $0 - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_PUNCH, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_06, 136, 56, $0 + anim_obj ANIM_OBJ_PUNCH, 136, 56, $0 anim_wait 6 anim_loop 3, .loop anim_ret @@ -731,19 +731,19 @@ BattleAnim_MegaPunch: BattleAnim_Stomp: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_07, 136, 40, $0 + anim_obj ANIM_OBJ_KICK, 136, 40, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 40, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 40, $0 anim_wait 6 anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_07, 136, 44, $0 + anim_obj ANIM_OBJ_KICK, 136, 44, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 44, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 44, $0 anim_wait 6 anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_07, 136, 48, $0 + anim_obj ANIM_OBJ_KICK, 136, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 16 anim_ret @@ -751,17 +751,17 @@ BattleAnim_DoubleKick: anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 144, 48, $0 + anim_obj ANIM_OBJ_KICK, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 144, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate: anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 120, 64, $0 + anim_obj ANIM_OBJ_KICK, 120, 64, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 120, 64, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 64, $0 anim_wait 8 anim_ret @@ -769,20 +769,20 @@ BattleAnim_JumpKick: anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_JUMP_KICK - anim_obj ANIM_OBJ_07, 112, 72, $0 - anim_obj ANIM_OBJ_07, 100, 60, $0 + anim_obj ANIM_OBJ_KICK, 112, 72, $0 + anim_obj ANIM_OBJ_KICK, 100, 60, $0 anim_setobj $1, $2 anim_setobj $2, $2 anim_wait 24 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, 136, 48, $0 + anim_obj ANIM_OBJ_HIT, 136, 48, $0 anim_wait 16 anim_ret .alternate: anim_wait 8 anim_sound 0, 0, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, 44, 88, $0 + anim_obj ANIM_OBJ_HIT, 44, 88, $0 anim_wait 16 anim_ret @@ -792,28 +792,28 @@ BattleAnim_HiJumpKick: anim_if_param_equal $1, .alternate anim_wait 32 anim_sound 0, 1, SFX_JUMP_KICK - anim_obj ANIM_OBJ_07, 112, 72, $0 + anim_obj ANIM_OBJ_KICK, 112, 72, $0 anim_setobj $1, $2 anim_wait 16 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, 136, 48, $0 + anim_obj ANIM_OBJ_HIT, 136, 48, $0 anim_wait 16 anim_ret .alternate: anim_wait 16 anim_sound 0, 0, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, 44, 88, $0 + anim_obj ANIM_OBJ_HIT, 44, 88, $0 anim_wait 16 anim_ret BattleAnim_RollingKick: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 112, 56, $0 + anim_obj ANIM_OBJ_KICK, 112, 56, $0 anim_setobj $1, $3 anim_wait 12 - anim_obj ANIM_OBJ_01, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 16 anim_ret @@ -824,10 +824,10 @@ BattleAnim_MegaKick: anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_07, 136, 56, $0 - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_KICK, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_07, 136, 56, $0 + anim_obj ANIM_OBJ_KICK, 136, 56, $0 anim_wait 6 anim_loop 3, .loop anim_ret @@ -838,7 +838,7 @@ BattleAnim_HyperFang: anim_sound 0, 1, SFX_BITE anim_obj ANIM_OBJ_FANG, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -850,7 +850,7 @@ BattleAnim_SuperFang: .loop anim_sound 0, 1, SFX_BITE anim_obj ANIM_OBJ_FANG, 136, 56, $0 - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_obj ANIM_OBJ_FANG, 136, 56, $0 anim_wait 6 @@ -880,7 +880,7 @@ BattleAnim_Ember: BattleAnim_FirePunch: anim_2gfx ANIM_GFX_HIT, ANIM_GFX_FIRE - anim_obj ANIM_OBJ_0A, 136, 56, $43 + anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_call BattleAnimSub_Fire anim_wait 16 anim_ret @@ -976,7 +976,7 @@ BattleAnim_FireBlast: BattleAnim_IcePunch: anim_2gfx ANIM_GFX_HIT, ANIM_GFX_ICE - anim_obj ANIM_OBJ_0A, 136, 56, $43 + anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_call BattleAnimSub_Ice anim_wait 32 anim_ret @@ -1137,10 +1137,10 @@ BattleAnim_Surf: BattleAnim_VineWhip: anim_1gfx ANIM_GFX_WHIP anim_sound 0, 1, SFX_VINE_WHIP - anim_obj ANIM_OBJ_40, 116, 52, $80 + anim_obj ANIM_OBJ_VINE_WHIP2, 116, 52, $80 anim_wait 4 anim_sound 0, 1, SFX_VINE_WHIP - anim_obj ANIM_OBJ_3F, 128, 60, $0 + anim_obj ANIM_OBJ_VINE_WHIP1, 128, 60, $0 anim_wait 4 anim_incobj 1 anim_wait 4 @@ -1213,15 +1213,15 @@ BattleAnim_Solarbeam: ; charge turn anim_1gfx ANIM_GFX_CHARGE anim_sound 0, 0, SFX_CHARGE - anim_obj ANIM_OBJ_3D, 48, 84, $0 - anim_obj ANIM_OBJ_3C, 48, 84, $0 - anim_obj ANIM_OBJ_3C, 48, 84, $8 - anim_obj ANIM_OBJ_3C, 48, 84, $10 - anim_obj ANIM_OBJ_3C, 48, 84, $18 - anim_obj ANIM_OBJ_3C, 48, 84, $20 - anim_obj ANIM_OBJ_3C, 48, 84, $28 - anim_obj ANIM_OBJ_3C, 48, 84, $30 - anim_obj ANIM_OBJ_3C, 48, 84, $38 + anim_obj ANIM_OBJ_ABSORB_CENTER, 48, 84, $0 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $0 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $8 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $10 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $18 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $20 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $28 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $30 + anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $38 anim_wait 104 anim_bgeffect ANIM_BG_FLASH_WHITE, $0, $4, $2 anim_wait 64 @@ -1236,29 +1236,29 @@ BattleAnim_Solarbeam: BattleAnim_Thunderpunch: anim_2gfx ANIM_GFX_HIT, ANIM_GFX_LIGHTNING - anim_obj ANIM_OBJ_0A, 136, 56, $43 + anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2F, 152, 68, $0 + anim_obj ANIM_OBJ_THUNDER3, 152, 68, $0 anim_wait 64 anim_ret BattleAnim_Thundershock: anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_obj ANIM_OBJ_34, 136, 56, $2 + anim_obj ANIM_OBJ_THUNDERSHOCK_BALL, 136, 56, $2 anim_wait 16 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_33, 136, 56, $0 + anim_obj ANIM_OBJ_SPARKS_CIRCLE, 136, 56, $0 anim_wait 96 anim_ret BattleAnim_Thunderbolt: anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2 + anim_obj ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 anim_wait 16 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_31, 136, 56, $0 + anim_obj ANIM_OBJ_SPARKS_CIRCLE_BIG, 136, 56, $0 anim_wait 64 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_wait 64 @@ -1279,13 +1279,13 @@ BattleAnim_Thunder: anim_1gfx ANIM_GFX_LIGHTNING anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2E, 120, 68, $0 + anim_obj ANIM_OBJ_THUNDER2, 120, 68, $0 anim_wait 16 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2F, 152, 68, $0 + anim_obj ANIM_OBJ_THUNDER3, 152, 68, $0 anim_wait 16 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2D, 136, 68, $0 + anim_obj ANIM_OBJ_THUNDER1, 136, 68, $0 anim_wait 48 anim_ret @@ -1296,19 +1296,19 @@ BattleAnim_RazorWind: .loop anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_42, 152, 40, $3 + anim_obj ANIM_OBJ_RAZOR_WIND2, 152, 40, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_42, 136, 56, $3 + anim_obj ANIM_OBJ_RAZOR_WIND2, 136, 56, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_42, 152, 64, $3 + anim_obj ANIM_OBJ_RAZOR_WIND2, 152, 64, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_41, 120, 40, $83 + anim_obj ANIM_OBJ_RAZOR_WIND1, 120, 40, $83 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_41, 120, 64, $83 + anim_obj ANIM_OBJ_RAZOR_WIND1, 120, 64, $83 anim_wait 4 anim_loop 3, .loop anim_wait 24 @@ -1334,7 +1334,7 @@ BattleAnim_Sonicboom_JP: anim_incobj 4 anim_incobj 5 anim_incobj 6 - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -1346,9 +1346,9 @@ BattleAnim_Sonicboom: anim_obj ANIM_OBJ_GUST, 136, 72, $0 anim_wait 6 anim_loop 9, .loop - anim_obj ANIM_OBJ_01, 144, 64, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 64, $18 anim_wait 8 - anim_obj ANIM_OBJ_01, 128, 32, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 32, $18 anim_wait 16 anim_ret @@ -1500,17 +1500,17 @@ BattleAnim_AuroraBeam: BattleAnim_Vicegrip: anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_VICEGRIP - anim_obj ANIM_OBJ_37, 152, 40, $0 - anim_obj ANIM_OBJ_39, 120, 72, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0 + anim_obj ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 anim_wait 32 anim_ret BattleAnim_Scratch: anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_37, 144, 48, $0 - anim_obj ANIM_OBJ_37, 140, 44, $0 - anim_obj ANIM_OBJ_37, 136, 40, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0 anim_wait 32 anim_ret @@ -1518,18 +1518,18 @@ BattleAnim_FurySwipes: anim_1gfx ANIM_GFX_CUT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_37, 144, 48, $0 - anim_obj ANIM_OBJ_37, 140, 44, $0 - anim_obj ANIM_OBJ_37, 136, 40, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0 anim_sound 0, 1, SFX_SCRATCH anim_wait 32 anim_ret .alternate: anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_38, 120, 48, $0 - anim_obj ANIM_OBJ_38, 124, 44, $0 - anim_obj ANIM_OBJ_38, 128, 40, $0 + anim_obj ANIM_OBJ_CUT_DOWN_RIGHT, 120, 48, $0 + anim_obj ANIM_OBJ_CUT_DOWN_RIGHT, 124, 44, $0 + anim_obj ANIM_OBJ_CUT_DOWN_RIGHT, 128, 40, $0 anim_sound 0, 1, SFX_SCRATCH anim_wait 32 anim_ret @@ -1537,15 +1537,15 @@ BattleAnim_FurySwipes: BattleAnim_Cut: anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, 152, 40, $0 + anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_wait 32 anim_ret BattleAnim_Slash: anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, 152, 40, $0 - anim_obj ANIM_OBJ_3A, 148, 36, $0 + anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 + anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 148, 36, $0 anim_wait 32 anim_ret @@ -1555,10 +1555,10 @@ BattleAnim_Clamp: anim_obj ANIM_OBJ_CLAMP, 136, 56, $20 anim_wait 16 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, 144, 48, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $18 anim_wait 32 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, 128, 64, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 64, $18 anim_wait 16 anim_ret @@ -1568,10 +1568,10 @@ BattleAnim_Bite: anim_obj ANIM_OBJ_BITE, 136, 56, $18 anim_wait 8 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, 144, 48, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $18 anim_wait 16 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, 128, 64, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 64, $18 anim_wait 8 anim_ret @@ -1594,7 +1594,7 @@ BattleAnim_Fly: anim_if_param_equal $2, .miss anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 32 .miss: anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 @@ -1640,7 +1640,7 @@ BattleAnim_Recover: BattleAnim_Absorb: anim_1gfx ANIM_GFX_CHARGE - anim_obj ANIM_OBJ_3D, 44, 88, $0 + anim_obj ANIM_OBJ_ABSORB_CENTER, 44, 88, $0 .loop anim_sound 6, 3, SFX_WATER_GUN anim_obj ANIM_OBJ_ABSORB, 128, 48, $2 @@ -1676,7 +1676,7 @@ BattleAnim_MegaDrain: anim_jump .loop .spawn - anim_obj ANIM_OBJ_3D, 44, 88, $0 + anim_obj ANIM_OBJ_ABSORB_CENTER, 44, 88, $0 anim_jump .loop .done @@ -1694,13 +1694,13 @@ BattleAnim_EggBomb: anim_incobj 1 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, 128, 64, $0 + anim_obj ANIM_OBJ_EXPLOSION2, 128, 64, $0 anim_wait 8 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, 144, 68, $0 + anim_obj ANIM_OBJ_EXPLOSION2, 144, 68, $0 anim_wait 8 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, 136, 72, $0 + anim_obj ANIM_OBJ_EXPLOSION2, 136, 72, $0 anim_wait 24 anim_ret @@ -1731,19 +1731,19 @@ BattleAnim_FocusEnergy: anim_bgeffect ANIM_BG_06, $0, $2, $0 .loop anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_47, 44, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 44, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 36, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 36, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 52, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 52, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 28, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 28, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 60, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 60, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 20, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 20, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 68, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 68, 108, $8 anim_wait 2 anim_loop 3, .loop anim_wait 8 @@ -1765,11 +1765,11 @@ BattleAnim_Bide: BattleAnim_Bind: anim_1gfx ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_48, 132, 64, $0 + anim_obj ANIM_OBJ_BIND1, 132, 64, $0 anim_wait 8 - anim_obj ANIM_OBJ_49, 132, 56, $0 + anim_obj ANIM_OBJ_BIND2, 132, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, 132, 48, $0 + anim_obj ANIM_OBJ_BIND1, 132, 48, $0 anim_wait 64 anim_sound 0, 1, SFX_BIND anim_incobj 1 @@ -1781,11 +1781,11 @@ BattleAnim_Bind: BattleAnim_Wrap: anim_1gfx ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_48, 132, 64, $0 + anim_obj ANIM_OBJ_BIND1, 132, 64, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, 132, 56, $0 + anim_obj ANIM_OBJ_BIND1, 132, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, 132, 48, $0 + anim_obj ANIM_OBJ_BIND1, 132, 48, $0 anim_wait 64 anim_sound 0, 1, SFX_BIND anim_incobj 1 @@ -1807,13 +1807,13 @@ BattleAnim_Confusion: BattleAnim_Constrict: anim_1gfx ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_49, 132, 64, $0 + anim_obj ANIM_OBJ_BIND2, 132, 64, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, 132, 48, $0 + anim_obj ANIM_OBJ_BIND1, 132, 48, $0 anim_wait 8 - anim_obj ANIM_OBJ_49, 132, 40, $0 + anim_obj ANIM_OBJ_BIND2, 132, 40, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, 132, 56, $0 + anim_obj ANIM_OBJ_BIND1, 132, 56, $0 anim_wait 64 anim_ret @@ -1915,7 +1915,7 @@ BattleAnim_ConfuseRay: BattleAnim_Leer: anim_1gfx ANIM_GFX_BEAM anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_call BattleAnimSub_ShakeEnemy + anim_call BattleAnimSub_EyeBeams anim_wait 16 anim_ret @@ -1971,8 +1971,8 @@ BattleAnim_Amnesia: BattleAnim_DizzyPunch: anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_HIT anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 136, 40, $0 - anim_obj ANIM_OBJ_02, 136, 64, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 40, $0 + anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 136, 64, $0 anim_wait 16 anim_sound 0, 1, SFX_KINESIS anim_obj ANIM_OBJ_CHICK, 136, 24, $15 @@ -2017,10 +2017,10 @@ BattleAnim_Dig: anim_if_param_equal $2, .fail anim_call BattleAnim_TargetObj_2Row anim_bgeffect ANIM_BG_DIG, $0, $1, $1 - anim_obj ANIM_OBJ_57, 72, 104, $0 + anim_obj ANIM_OBJ_DIG_PILE, 72, 104, $0 .loop anim_sound 0, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_56, 56, 104, $0 + anim_obj ANIM_OBJ_DIG_SAND, 56, 104, $0 anim_wait 16 anim_loop 6, .loop anim_wait 32 @@ -2032,7 +2032,7 @@ BattleAnim_Dig: .hit anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 32 .fail anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 @@ -2075,7 +2075,7 @@ BattleAnim_Headbutt: anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_HEADBUTT - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2086,7 +2086,7 @@ BattleAnim_Tackle: anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_00, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2101,10 +2101,10 @@ BattleAnim_BodySlam: anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_01, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_01, 144, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2116,11 +2116,11 @@ BattleAnim_TakeDown: anim_wait 3 anim_sound 0, 1, SFX_TACKLE anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_obj ANIM_OBJ_01, 128, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_obj ANIM_OBJ_01, 144, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2132,10 +2132,10 @@ BattleAnim_DoubleEdge: anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_00, 128, 48, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 128, 48, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_00, 144, 48, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2146,11 +2146,11 @@ BattleAnim_Submission: anim_bgeffect ANIM_BG_25, $0, $0, $0 anim_sound 0, 1, SFX_SUBMISSION anim_wait 32 - anim_obj ANIM_OBJ_01, 120, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 32 - anim_obj ANIM_OBJ_01, 152, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 152, 56, $0 anim_wait 32 - anim_obj ANIM_OBJ_01, 136, 52, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 52, $0 anim_wait 32 anim_incbgeffect ANIM_BG_25 anim_call BattleAnim_ShowMon_1 @@ -2238,7 +2238,7 @@ BattleAnim_HornAttack: anim_obj ANIM_OBJ_HORN, 72, 80, $1 anim_wait 16 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -2247,17 +2247,17 @@ BattleAnim_FuryAttack: anim_obj ANIM_OBJ_HORN, 72, 72, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_04, 128, 40, $0 + anim_obj ANIM_OBJ_HIT, 128, 40, $0 anim_wait 8 anim_obj ANIM_OBJ_HORN, 80, 88, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_04, 136, 56, $0 + anim_obj ANIM_OBJ_HIT, 136, 56, $0 anim_wait 8 anim_obj ANIM_OBJ_HORN, 76, 80, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_04, 132, 48, $0 + anim_obj ANIM_OBJ_HIT, 132, 48, $0 anim_wait 8 anim_ret @@ -2268,56 +2268,56 @@ BattleAnim_HornDrill: anim_wait 8 .loop anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, 132, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, 140, 48, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 140, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, 132, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 56, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, 124, 48, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 124, 48, $0 anim_wait 8 anim_loop 3, .loop anim_ret BattleAnim_PoisonSting: anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_obj ANIM_OBJ_60, 64, 92, $14 + anim_obj ANIM_OBJ_NEEDLE, 64, 92, $14 anim_wait 16 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_Twineedle: anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_60, 64, 92, $14 - anim_obj ANIM_OBJ_60, 56, 84, $14 + anim_obj ANIM_OBJ_NEEDLE, 64, 92, $14 + anim_obj ANIM_OBJ_NEEDLE, 56, 84, $14 anim_wait 16 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 136, 56, $0 - anim_obj ANIM_OBJ_05, 128, 48, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 128, 48, $0 anim_wait 16 anim_ret BattleAnim_PinMissile: anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT .loop - anim_obj ANIM_OBJ_60, 64, 92, $28 + anim_obj ANIM_OBJ_NEEDLE, 64, 92, $28 anim_wait 8 - anim_obj ANIM_OBJ_60, 56, 84, $28 + anim_obj ANIM_OBJ_NEEDLE, 56, 84, $28 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_60, 52, 88, $28 + anim_obj ANIM_OBJ_NEEDLE, 52, 88, $28 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 128, 48, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 132, 52, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 132, 52, $0 anim_loop 3, .loop anim_wait 16 anim_ret @@ -2325,18 +2325,18 @@ BattleAnim_PinMissile: BattleAnim_SpikeCannon: anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT .loop - anim_obj ANIM_OBJ_60, 64, 92, $18 + anim_obj ANIM_OBJ_NEEDLE, 64, 92, $18 anim_wait 8 - anim_obj ANIM_OBJ_60, 56, 84, $18 + anim_obj ANIM_OBJ_NEEDLE, 56, 84, $18 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_60, 52, 88, $18 + anim_obj ANIM_OBJ_NEEDLE, 52, 88, $18 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 128, 48, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 132, 52, $0 + anim_obj ANIM_OBJ_HIT_SMALL, 132, 52, $0 anim_loop 3, .loop anim_wait 16 anim_ret @@ -2363,7 +2363,7 @@ BattleAnim_PetalDance: anim_wait 128 anim_wait 64 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -2373,14 +2373,14 @@ BattleAnim_Barrage: anim_obj ANIM_OBJ_SLUDGE_BOMB, 64, 92, $10 anim_wait 36 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, 136, 56, $0 + anim_obj ANIM_OBJ_EXPLOSION2, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_PayDay: anim_2gfx ANIM_GFX_HIT, ANIM_GFX_STATUS anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_01, 128, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 56, $0 anim_wait 16 anim_sound 0, 1, SFX_PAY_DAY anim_obj ANIM_OBJ_PAY_DAY, 120, 76, $1 @@ -2419,7 +2419,7 @@ BattleAnim_Bonemerang: anim_obj ANIM_OBJ_BONEMERANG, 88, 56, $1c anim_wait 24 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 24 anim_ret @@ -2441,7 +2441,7 @@ BattleAnim_Crabhammer: anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 12 anim_loop 3, .loop anim_ret @@ -2457,7 +2457,7 @@ BattleAnim_SkullBash: anim_wait 4 .loop anim_sound 0, 1, SFX_HEADBUTT - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 anim_loop 3, .loop anim_call BattleAnim_ShowMon_0 @@ -2470,7 +2470,7 @@ BattleAnim_Kinesis: anim_wait 32 .loop anim_sound 0, 0, SFX_KINESIS - anim_obj ANIM_OBJ_4B, 64, 88, $0 + anim_obj ANIM_OBJ_SOUND, 64, 88, $0 anim_wait 32 anim_loop 3, .loop anim_wait 32 @@ -2481,10 +2481,10 @@ BattleAnim_Kinesis: BattleAnim_Peck: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 128, 48, $0 + anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -2492,16 +2492,16 @@ BattleAnim_DrillPeck: anim_1gfx ANIM_GFX_HIT .loop anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 124, 56, $0 + anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 124, 56, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 132, 48, $0 + anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 132, 48, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 140, 56, $0 + anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 140, 56, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 132, 64, $0 + anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 132, 64, $0 anim_wait 4 anim_loop 5, .loop anim_wait 16 @@ -2512,13 +2512,13 @@ BattleAnim_Guillotine: anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10 anim_bgeffect ANIM_BG_1F, $40, $2, $0 anim_sound 0, 1, SFX_VICEGRIP - anim_obj ANIM_OBJ_37, 156, 44, $0 - anim_obj ANIM_OBJ_37, 152, 40, $0 - anim_obj ANIM_OBJ_37, 148, 36, $0 - anim_obj ANIM_OBJ_39, 124, 76, $0 - anim_obj ANIM_OBJ_39, 120, 72, $0 - anim_obj ANIM_OBJ_39, 116, 68, $0 - anim_obj ANIM_OBJ_39, 120, 72, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 156, 44, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 148, 36, $0 + anim_obj ANIM_OBJ_CUT_UP_RIGHT, 124, 76, $0 + anim_obj ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 + anim_obj ANIM_OBJ_CUT_UP_RIGHT, 116, 68, $0 + anim_obj ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 anim_wait 32 anim_ret @@ -2642,7 +2642,7 @@ BattleAnim_TriAttack: anim_wait 16 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2F, 152, 68, $0 + anim_obj ANIM_OBJ_THUNDER3, 152, 68, $0 anim_wait 16 anim_ret @@ -2721,23 +2721,23 @@ BattleAnim_Glare: anim_1gfx ANIM_GFX_BEAM anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $20 anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_call BattleAnimSub_ShakeEnemy + anim_call BattleAnimSub_EyeBeams anim_wait 16 anim_ret BattleAnim_Thrash: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_08, 120, 72, $0 - anim_obj ANIM_OBJ_00, 120, 72, $0 + anim_obj ANIM_OBJ_PALM, 120, 72, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_06, 136, 56, $0 - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_PUNCH, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 152, 40, $0 - anim_obj ANIM_OBJ_00, 152, 40, $0 + anim_obj ANIM_OBJ_KICK, 152, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 anim_wait 16 anim_ret @@ -2797,7 +2797,7 @@ BattleAnim_Strength: anim_incobj 1 anim_wait 20 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 132, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 anim_wait 16 anim_ret @@ -2824,7 +2824,7 @@ BattleAnim_QuickAttack: anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 16 @@ -2876,7 +2876,7 @@ BattleAnim_SeismicToss: anim_incobj 1 anim_wait 20 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 132, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 anim_wait 16 anim_ret @@ -2889,13 +2889,13 @@ BattleAnim_Rage: anim_incbgeffect ANIM_BG_1A anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_00, 120, 72, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 152, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 anim_wait 16 anim_ret @@ -2925,7 +2925,7 @@ BattleAnim_BoneClub: anim_obj ANIM_OBJ_BONE_CLUB, 64, 88, $2 anim_wait 32 anim_sound 0, 1, SFX_BONE_CLUB - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -2949,19 +2949,19 @@ BattleAnim_Waterfall: anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, 136, 40, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 40, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, 136, 32, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 32, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, 136, 24, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 24, $0 anim_wait 8 anim_ret @@ -2997,9 +2997,9 @@ BattleAnim_Toxic: BattleAnim_Metronome: anim_2gfx ANIM_GFX_MISC, ANIM_GFX_SPEED anim_sound 0, 0, SFX_METRONOME - anim_obj ANIM_OBJ_7A, 72, 88, $0 + anim_obj ANIM_OBJ_METRONOME_HAND, 72, 88, $0 .loop - anim_obj ANIM_OBJ_7B, 72, 80, $0 + anim_obj ANIM_OBJ_METRONOME_SPARKLE, 72, 80, $0 anim_wait 8 anim_loop 5, .loop anim_wait 48 @@ -3010,18 +3010,18 @@ BattleAnim_Counter: .loop anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_08, 120, 72, $0 - anim_obj ANIM_OBJ_00, 120, 72, $0 + anim_obj ANIM_OBJ_PALM, 120, 72, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_06, 136, 40, $0 - anim_obj ANIM_OBJ_00, 136, 40, $0 + anim_obj ANIM_OBJ_PUNCH, 136, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 40, $0 anim_wait 6 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_07, 152, 56, $0 - anim_obj ANIM_OBJ_00, 152, 56, $0 + anim_obj ANIM_OBJ_KICK, 152, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 56, $0 anim_wait 6 anim_loop 3, .loop anim_wait 16 @@ -3031,34 +3031,34 @@ BattleAnim_LowKick: anim_1gfx ANIM_GFX_HIT anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 124, 64, $0 - anim_obj ANIM_OBJ_00, 124, 64, $0 + anim_obj ANIM_OBJ_KICK, 124, 64, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 124, 64, $0 anim_wait 6 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 132, 64, $0 - anim_obj ANIM_OBJ_00, 132, 64, $0 + anim_obj ANIM_OBJ_KICK, 132, 64, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 64, $0 anim_wait 6 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 140, 64, $0 - anim_obj ANIM_OBJ_00, 140, 64, $0 + anim_obj ANIM_OBJ_KICK, 140, 64, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 140, 64, $0 anim_wait 16 anim_ret BattleAnim_WingAttack: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, 148, 56, $0 - anim_obj ANIM_OBJ_01, 116, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 148, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 116, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, 144, 56, $0 - anim_obj ANIM_OBJ_01, 120, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, 140, 56, $0 - anim_obj ANIM_OBJ_01, 124, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 140, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 124, 56, $0 anim_wait 16 anim_ret @@ -3066,7 +3066,7 @@ BattleAnim_Slam: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_WING_ATTACK anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2 - anim_obj ANIM_OBJ_01, 124, 40, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 124, 40, $0 anim_wait 16 anim_ret @@ -3094,7 +3094,7 @@ BattleAnim_TailWhip: BattleAnim_Struggle: anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -3115,25 +3115,25 @@ BattleAnim_TripleKick: anim_if_param_equal $1, .alternate1 anim_if_param_equal $2, .alternate2 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_07, 144, 48, $0 + anim_obj ANIM_OBJ_KICK, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 144, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate1: anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 120, 64, $0 + anim_obj ANIM_OBJ_KICK, 120, 64, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 120, 64, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 64, $0 anim_wait 8 anim_ret .alternate2: anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 132, 32, $0 + anim_obj ANIM_OBJ_KICK, 132, 32, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 132, 32, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 132, 32, $0 anim_wait 8 anim_ret @@ -3143,7 +3143,7 @@ BattleAnim_Thief: anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 16 anim_sound 0, 1, SFX_THIEF - anim_obj ANIM_OBJ_01, 128, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 48, $0 anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_wait 1 @@ -3234,7 +3234,7 @@ BattleAnim_Curse: anim_incobj 1 anim_wait 12 anim_sound 0, 0, SFX_POISON_STING - anim_obj ANIM_OBJ_04, 44, 96, $0 + anim_obj ANIM_OBJ_HIT, 44, 96, $0 anim_wait 16 anim_ret @@ -3249,19 +3249,19 @@ BattleAnim_Curse: anim_bgeffect ANIM_BG_16, $0, $1, $40 .loop anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_47, 44, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 44, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 36, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 36, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 52, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 52, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 28, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 28, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 60, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 60, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 20, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 20, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 68, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 68, 108, $8 anim_wait 2 anim_loop 3, .loop anim_wait 8 @@ -3275,11 +3275,11 @@ BattleAnim_Flail: anim_sound 0, 0, SFX_SUBMISSION anim_bgeffect ANIM_BG_2B, $0, $1, $0 anim_wait 8 - anim_obj ANIM_OBJ_01, 120, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 8 - anim_obj ANIM_OBJ_01, 152, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 152, 48, $0 anim_wait 8 - anim_obj ANIM_OBJ_01, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 8 anim_incbgeffect ANIM_BG_2B anim_call BattleAnim_ShowMon_0 @@ -3309,14 +3309,14 @@ BattleAnim_Aeroblast: anim_obj ANIM_OBJ_AEROBLAST, 72, 88, $0 anim_wait 32 anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 80, 84, $0 + anim_obj ANIM_OBJ_BEAM, 80, 84, $0 anim_wait 2 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 96, 76, $0 + anim_obj ANIM_OBJ_BEAM, 96, 76, $0 anim_wait 2 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 112, 68, $0 - anim_obj ANIM_OBJ_28, 126, 62, $0 + anim_obj ANIM_OBJ_BEAM, 112, 68, $0 + anim_obj ANIM_OBJ_BEAM_TIP, 126, 62, $0 anim_wait 48 anim_ret @@ -3335,19 +3335,19 @@ BattleAnim_Reversal: anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_HIT anim_bgeffect ANIM_BG_07, $0, $0, $0 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_04, 112, 64, $0 + anim_obj ANIM_OBJ_HIT, 112, 64, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE anim_obj ANIM_OBJ_FORESIGHT, 120, 56, $0 anim_wait 2 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_04, 128, 56, $0 + anim_obj ANIM_OBJ_HIT, 128, 56, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE anim_obj ANIM_OBJ_FORESIGHT, 136, 48, $0 anim_wait 2 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_04, 144, 48, $0 + anim_obj ANIM_OBJ_HIT, 144, 48, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE anim_obj ANIM_OBJ_FORESIGHT, 152, 40, $0 @@ -3404,9 +3404,9 @@ BattleAnim_MachPunch: anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_06, 136, 56, $0 + anim_obj ANIM_OBJ_PUNCH, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 16 @@ -3416,7 +3416,7 @@ BattleAnim_ScaryFace: anim_1gfx ANIM_GFX_BEAM anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_call BattleAnimSub_ShakeEnemy + anim_call BattleAnimSub_EyeBeams anim_wait 64 anim_ret @@ -3427,13 +3427,13 @@ BattleAnim_FaintAttack: anim_bgeffect ANIM_BG_1D, $0, $1, $80 anim_wait 96 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_04, 120, 32, $0 + anim_obj ANIM_OBJ_HIT, 120, 32, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_04, 152, 40, $0 + anim_obj ANIM_OBJ_HIT, 152, 40, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_04, 136, 48, $0 + anim_obj ANIM_OBJ_HIT, 136, 48, $0 anim_wait 32 anim_incbgeffect ANIM_BG_1D anim_call BattleAnim_ShowMon_0 @@ -3454,40 +3454,40 @@ BattleAnim_SweetKiss: BattleAnim_BellyDrum: anim_2gfx ANIM_GFX_HIT, ANIM_GFX_NOISE anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 64, 104, $0 - anim_obj ANIM_OBJ_AB, 64, 92, $f8 + anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_ret @@ -3544,9 +3544,9 @@ BattleAnim_ZapCannon: anim_obj ANIM_OBJ_ZAP_CANNON, 64, 92, $2 anim_wait 40 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2 + anim_obj ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 anim_wait 16 - anim_obj ANIM_OBJ_31, 136, 56, $0 + anim_obj ANIM_OBJ_SPARKS_CIRCLE_BIG, 136, 56, $0 anim_wait 128 anim_ret @@ -3605,11 +3605,11 @@ BattleAnim_IcyWind: anim_sound 0, 0, SFX_PSYCHIC .loop anim_wait 8 - anim_obj ANIM_OBJ_AE, 64, 88, $4 + anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 88, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 64, 80, $4 + anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 80, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 64, 96, $4 + anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 96, $4 anim_wait 8 anim_loop 2, .loop anim_wait 16 @@ -3638,10 +3638,10 @@ BattleAnim_BoneRush: anim_obj ANIM_OBJ_BONE_RUSH, 132, 56, $2 anim_wait 16 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 120, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 16 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 144, 64, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 64, $0 anim_wait 16 anim_ret @@ -3668,13 +3668,13 @@ BattleAnim_Outrage: anim_call BattleAnim_ShowMon_0 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_00, 120, 72, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 152, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 anim_wait 16 anim_ret @@ -3728,19 +3728,19 @@ BattleAnim_Endure: anim_bgeffect ANIM_BG_07, $0, $2, $0 .loop anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_47, 44, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 44, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 36, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 36, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 52, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 52, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 28, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 28, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 60, 108, $6 + anim_obj ANIM_OBJ_FOCUS, 60, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 20, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 20, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 68, 108, $8 + anim_obj ANIM_OBJ_FOCUS, 68, 108, $8 anim_wait 2 anim_loop 5, .loop anim_wait 8 @@ -3768,7 +3768,7 @@ BattleAnim_Rollout: anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_03, 136, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG, 136, 40, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret @@ -3777,7 +3777,7 @@ BattleAnim_FalseSwipe: anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_CUT anim_bgeffect ANIM_BG_07, $0, $0, $0 anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, 152, 40, $0 + anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_wait 4 anim_obj ANIM_OBJ_GLIMMER, 136, 40, $0 anim_wait 32 @@ -3829,8 +3829,8 @@ BattleAnim_Spark: anim_incobj 2 anim_wait 1 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2 - anim_obj ANIM_OBJ_33, 136, 56, $0 + anim_obj ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 + anim_obj ANIM_OBJ_SPARKS_CIRCLE, 136, 56, $0 anim_wait 32 anim_ret @@ -3839,11 +3839,11 @@ BattleAnim_FuryCutter: .loop anim_sound 0, 1, SFX_CUT anim_if_param_and %00000001, .obj1 - anim_obj ANIM_OBJ_3A, 152, 40, $0 + anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_jump .okay .obj1 - anim_obj ANIM_OBJ_3B, 112, 40, $0 + anim_obj ANIM_OBJ_CUT_LONG_DOWN_RIGHT, 112, 40, $0 .okay anim_wait 16 anim_jumpuntil .loop @@ -3859,16 +3859,16 @@ BattleAnim_SteelWing: anim_1gfx ANIM_GFX_HIT anim_resetobp0 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, 148, 56, $0 - anim_obj ANIM_OBJ_01, 116, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 148, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 116, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, 144, 56, $0 - anim_obj ANIM_OBJ_01, 120, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, 140, 56, $0 - anim_obj ANIM_OBJ_01, 124, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 140, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 124, 56, $0 anim_wait 16 anim_ret @@ -3911,23 +3911,23 @@ BattleAnim_SleepTalk: BattleAnim_HealBell: anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE - anim_obj ANIM_OBJ_84, 72, 56, $0 + anim_obj ANIM_OBJ_HEAL_BELL, 72, 56, $0 anim_wait 32 .loop anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 72, 52, $0 + anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $0 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 72, 52, $1 + anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $1 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 72, 52, $2 + anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $2 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 72, 52, $0 + anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $0 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 72, 52, $2 + anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $2 anim_wait 8 anim_loop 4, .loop anim_wait 64 @@ -3944,7 +3944,7 @@ BattleAnim_Return: anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_03, 136, 40, $0 + anim_obj ANIM_OBJ_HIT_BIG, 136, 40, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret @@ -3987,13 +3987,13 @@ BattleAnim_Frustration: anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 120, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 152, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 152, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 8 anim_incbgeffect ANIM_BG_25 anim_wait 1 @@ -4018,8 +4018,8 @@ BattleAnim_PainSplit: anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_04, 112, 48, $0 - anim_obj ANIM_OBJ_04, 76, 96, $0 + anim_obj ANIM_OBJ_HIT, 112, 48, $0 + anim_obj ANIM_OBJ_HIT, 76, 96, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_wait 1 @@ -4071,7 +4071,7 @@ BattleAnim_Magnitude: BattleAnim_Dynamicpunch: anim_2gfx ANIM_GFX_HIT, ANIM_GFX_EXPLOSION anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_0A, 136, 56, $43 + anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_wait 16 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12 anim_call BattleAnimSub_Explosion2 @@ -4086,7 +4086,7 @@ BattleAnim_Megahorn: anim_obj ANIM_OBJ_HORN, 72, 80, $1 anim_sound 0, 1, SFX_HORN_ATTACK anim_wait 16 - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -4110,13 +4110,13 @@ BattleAnim_BatonPass: BattleAnim_Encore: anim_1gfx ANIM_GFX_OBJECTS - anim_obj ANIM_OBJ_99, 64, 80, $90 - anim_obj ANIM_OBJ_99, 64, 80, $10 + anim_obj ANIM_OBJ_ENCORE_HAND, 64, 80, $90 + anim_obj ANIM_OBJ_ENCORE_HAND, 64, 80, $10 anim_sound 0, 0, SFX_ENCORE anim_wait 16 - anim_obj ANIM_OBJ_9A, 64, 72, $2c + anim_obj ANIM_OBJ_ENCORE_STAR, 64, 72, $2c anim_wait 32 - anim_obj ANIM_OBJ_9A, 64, 72, $34 + anim_obj ANIM_OBJ_ENCORE_STAR, 64, 72, $34 anim_wait 16 anim_ret @@ -4124,7 +4124,7 @@ BattleAnim_Pursuit: anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, .pursued anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret @@ -4132,16 +4132,16 @@ BattleAnim_Pursuit: anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0 anim_wait 4 anim_call BattleAnim_UserObj_1Row - anim_obj ANIM_OBJ_AD, 132, 64, $0 + anim_obj ANIM_OBJ_BETA_PURSUIT, 132, 64, $0 anim_wait 64 - anim_obj ANIM_OBJ_AD, 132, 64, $1 + anim_obj ANIM_OBJ_BETA_PURSUIT, 132, 64, $1 anim_sound 0, 1, SFX_BALL_POOF anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0 anim_wait 64 anim_incobj 3 anim_wait 16 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 120, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 56, $0 anim_bgeffect ANIM_BG_2C, $0, $0, $0 anim_wait 16 anim_call BattleAnim_ShowMon_1 @@ -4162,7 +4162,7 @@ BattleAnim_RapidSpin: anim_wait 4 anim_resetobp0 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_04, 136, 40, $0 + anim_obj ANIM_OBJ_HIT, 136, 40, $0 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 anim_wait 4 @@ -4197,7 +4197,7 @@ BattleAnim_IronTail: anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 16 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_00, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 anim_wait 16 anim_incbgeffect ANIM_BG_25 anim_call BattleAnim_ShowMon_0 @@ -4213,9 +4213,9 @@ BattleAnim_MetalClaw: anim_1gfx ANIM_GFX_CUT anim_resetobp0 anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_37, 144, 48, $0 - anim_obj ANIM_OBJ_37, 140, 44, $0 - anim_obj ANIM_OBJ_37, 136, 40, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 + anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0 anim_wait 32 anim_ret @@ -4225,19 +4225,19 @@ BattleAnim_VitalThrow: anim_bgeffect ANIM_BG_2E, $0, $1, $0 anim_wait 16 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_04, 64, 96, $0 + anim_obj ANIM_OBJ_HIT, 64, 96, $0 anim_wait 8 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_04, 56, 88, $0 + anim_obj ANIM_OBJ_HIT, 56, 88, $0 anim_wait 8 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_04, 68, 104, $0 + anim_obj ANIM_OBJ_HIT, 68, 104, $0 anim_wait 8 anim_incbgeffect ANIM_BG_2E anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_03, 132, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG, 132, 56, $0 anim_wait 16 anim_ret @@ -4284,10 +4284,10 @@ BattleAnim_Crunch: anim_obj ANIM_OBJ_BITE, 136, 56, $28 anim_wait 8 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_00, 144, 48, $18 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 144, 48, $18 anim_wait 16 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_00, 128, 64, $18 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 128, 64, $18 anim_wait 8 anim_ret @@ -4341,15 +4341,15 @@ BattleAnim_HiddenPower: anim_incobj 9 anim_wait 16 anim_1gfx ANIM_GFX_HIT - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 32 anim_ret BattleAnim_CrossChop: anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_A0, 152, 40, $0 - anim_obj ANIM_OBJ_A1, 120, 72, $0 + anim_obj ANIM_OBJ_CROSS_CHOP1, 152, 40, $0 + anim_obj ANIM_OBJ_CROSS_CHOP2, 120, 72, $0 anim_wait 8 anim_bgeffect ANIM_BG_1F, $58, $2, $0 anim_wait 92 @@ -4379,12 +4379,12 @@ BattleAnim_Twister: anim_incobj 8 anim_incobj 9 anim_wait 64 - anim_obj ANIM_OBJ_01, 144, 64, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 144, 64, $18 .loop3 anim_sound 0, 1, SFX_RAZOR_WIND anim_wait 8 anim_loop 4, .loop3 - anim_obj ANIM_OBJ_01, 128, 32, $18 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 32, $18 .loop4 anim_sound 0, 1, SFX_RAZOR_WIND anim_wait 8 @@ -4432,13 +4432,13 @@ BattleAnim_MirrorCoat: .loop anim_sound 0, 0, SFX_SHINE anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 - anim_obj ANIM_OBJ_AE, 64, 72, $4 + anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 72, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 64, 88, $4 + anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 88, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 64, 80, $4 + anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 80, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 64, 96, $4 + anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 96, $4 anim_wait 8 anim_loop 3, .loop anim_wait 32 @@ -4471,7 +4471,7 @@ BattleAnim_Extremespeed: anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, 152, 40, $0 + anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_wait 32 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 16 @@ -4501,7 +4501,7 @@ BattleAnim_Ancientpower: anim_obj ANIM_OBJ_ANCIENTPOWER, 126, 77, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_00, 136, 56, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_ret @@ -4538,7 +4538,7 @@ BattleAnim_FutureSight: BattleAnim_RockSmash: anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_01, 128, 56, $0 + anim_obj ANIM_OBJ_HIT_YFIX, 128, 56, $0 anim_sound 0, 1, SFX_SPARK anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $28 anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $5c @@ -4587,100 +4587,100 @@ BattleAnim_BeatUp: anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_BEAT_UP - anim_obj ANIM_OBJ_00, 136, 48, $0 + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnimSub_Drain: - anim_obj ANIM_OBJ_71, 132, 44, $0 - anim_obj ANIM_OBJ_71, 132, 44, $8 - anim_obj ANIM_OBJ_71, 132, 44, $10 - anim_obj ANIM_OBJ_71, 132, 44, $18 - anim_obj ANIM_OBJ_71, 132, 44, $20 - anim_obj ANIM_OBJ_71, 132, 44, $28 - anim_obj ANIM_OBJ_71, 132, 44, $30 - anim_obj ANIM_OBJ_71, 132, 44, $38 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $0 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $8 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $10 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $18 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $20 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $28 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $30 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $38 anim_ret -BattleAnimSub_ShakeEnemy: +BattleAnimSub_EyeBeams: anim_sound 6, 2, SFX_LEER - anim_obj ANIM_OBJ_4E, 72, 84, $0 - anim_obj ANIM_OBJ_4E, 64, 80, $0 - anim_obj ANIM_OBJ_4E, 88, 76, $0 - anim_obj ANIM_OBJ_4E, 80, 72, $0 - anim_obj ANIM_OBJ_4E, 104, 68, $0 - anim_obj ANIM_OBJ_4E, 96, 64, $0 - anim_obj ANIM_OBJ_4E, 120, 60, $0 - anim_obj ANIM_OBJ_4E, 112, 56, $0 - anim_obj ANIM_OBJ_4F, 130, 54, $0 - anim_obj ANIM_OBJ_4F, 122, 50, $0 + anim_obj ANIM_OBJ_LEER, 72, 84, $0 + anim_obj ANIM_OBJ_LEER, 64, 80, $0 + anim_obj ANIM_OBJ_LEER, 88, 76, $0 + anim_obj ANIM_OBJ_LEER, 80, 72, $0 + anim_obj ANIM_OBJ_LEER, 104, 68, $0 + anim_obj ANIM_OBJ_LEER, 96, 64, $0 + anim_obj ANIM_OBJ_LEER, 120, 60, $0 + anim_obj ANIM_OBJ_LEER, 112, 56, $0 + anim_obj ANIM_OBJ_LEER_TIP, 130, 54, $0 + anim_obj ANIM_OBJ_LEER_TIP, 122, 50, $0 anim_ret BattleAnimSub_WarpAway: anim_sound 0, 0, SFX_WARP_TO - anim_obj ANIM_OBJ_44, 44, 108, $0 - anim_obj ANIM_OBJ_44, 44, 100, $0 - anim_obj ANIM_OBJ_44, 44, 92, $0 - anim_obj ANIM_OBJ_44, 44, 84, $0 - anim_obj ANIM_OBJ_44, 44, 76, $0 - anim_obj ANIM_OBJ_44, 44, 68, $0 - anim_obj ANIM_OBJ_44, 44, 60, $0 + anim_obj ANIM_OBJ_WARP, 44, 108, $0 + anim_obj ANIM_OBJ_WARP, 44, 100, $0 + anim_obj ANIM_OBJ_WARP, 44, 92, $0 + anim_obj ANIM_OBJ_WARP, 44, 84, $0 + anim_obj ANIM_OBJ_WARP, 44, 76, $0 + anim_obj ANIM_OBJ_WARP, 44, 68, $0 + anim_obj ANIM_OBJ_WARP, 44, 60, $0 anim_ret BattleAnimSub_Beam: anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 64, 92, $0 + anim_obj ANIM_OBJ_BEAM, 64, 92, $0 anim_wait 4 anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 80, 84, $0 + anim_obj ANIM_OBJ_BEAM, 80, 84, $0 anim_wait 4 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 96, 76, $0 + anim_obj ANIM_OBJ_BEAM, 96, 76, $0 anim_wait 4 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 112, 68, $0 - anim_obj ANIM_OBJ_28, 126, 62, $0 + anim_obj ANIM_OBJ_BEAM, 112, 68, $0 + anim_obj ANIM_OBJ_BEAM_TIP, 126, 62, $0 anim_ret BattleAnimSub_Explosion1: anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 24, 64, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 24, 64, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 56, 104, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 56, 104, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 24, 104, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 24, 104, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 56, 64, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 56, 64, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 40, 84, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 40, 84, $0 anim_ret BattleAnimSub_Explosion2: anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 148, 32, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 148, 32, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 116, 72, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 116, 72, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 148, 72, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 148, 72, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 116, 32, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 116, 32, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 132, 52, $0 + anim_obj ANIM_OBJ_EXPLOSION1, 132, 52, $0 anim_ret BattleAnimSub_Sound: - anim_obj ANIM_OBJ_4B, 64, 76, $0 - anim_obj ANIM_OBJ_4B, 64, 88, $1 - anim_obj ANIM_OBJ_4B, 64, 100, $2 + anim_obj ANIM_OBJ_SOUND, 64, 76, $0 + anim_obj ANIM_OBJ_SOUND, 64, 88, $1 + anim_obj ANIM_OBJ_SOUND, 64, 100, $2 anim_ret BattleAnimSub_Fire: @@ -4694,34 +4694,34 @@ BattleAnimSub_Fire: BattleAnimSub_Ice: anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 128, 42, $0 + anim_obj ANIM_OBJ_ICE, 128, 42, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 144, 70, $0 + anim_obj ANIM_OBJ_ICE, 144, 70, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 120, 56, $0 + anim_obj ANIM_OBJ_ICE, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 152, 56, $0 + anim_obj ANIM_OBJ_ICE, 152, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 144, 42, $0 + anim_obj ANIM_OBJ_ICE, 144, 42, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 128, 70, $0 + anim_obj ANIM_OBJ_ICE, 128, 70, $0 anim_ret BattleAnimSub_Sludge: .loop anim_sound 0, 1, SFX_TOXIC - anim_obj ANIM_OBJ_1A, 132, 72, $0 + anim_obj ANIM_OBJ_SLUDGE, 132, 72, $0 anim_wait 8 anim_sound 0, 1, SFX_TOXIC - anim_obj ANIM_OBJ_1A, 116, 72, $0 + anim_obj ANIM_OBJ_SLUDGE, 116, 72, $0 anim_wait 8 anim_sound 0, 1, SFX_TOXIC - anim_obj ANIM_OBJ_1A, 148, 72, $0 + anim_obj ANIM_OBJ_SLUDGE, 148, 72, $0 anim_wait 8 anim_loop 5, .loop anim_ret @@ -4729,7 +4729,7 @@ BattleAnimSub_Sludge: BattleAnimSub_Acid: .loop anim_sound 6, 2, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_19, 64, 92, $10 + anim_obj ANIM_OBJ_ACID, 64, 92, $10 anim_wait 5 anim_loop 8, .loop anim_ret @@ -4748,7 +4748,7 @@ BattleAnimSub_Metallic: BattleAnimSub_SandOrMud: .loop anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_58, 64, 92, $4 + anim_obj ANIM_OBJ_SAND, 64, 92, $4 anim_wait 4 anim_loop 8, .loop anim_wait 32 |