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Fix battle anim documentation
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# Battle Animation Commands
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Defined in [macros/scripts/battle_anims.asm](/macros/scripts/battle_anims.asm) and [data/moves/animations.asm:BattleAnimations](/data/moves/animations.asm).
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Defined in [macros/scripts/battle_anims.asm](/macros/scripts/battle_anims.asm) and [engine/battle_anims/anim_commands.asm:BattleAnimCommands](/engine/battle_anims/anim_commands.asm).
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## `$00`−`$CF`: `anim_wait` *length*
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@ -80,7 +80,7 @@ Temporarily creates sprites from the top row of the player backpic, so that the
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## `$DB`: `anim_checkpokeball`
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Sets `var` to the result of [GetPokeBallWobble](/engine/battle_anims/getpokeballwobble.asm).
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Sets `BattleAnimVar` to the result of [GetPokeBallWobble](/engine/battle_anims/getpokeballwobble.asm).
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## `$DC`: `anim_transform`
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@ -190,19 +190,19 @@ Does nothing. Unused.
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## `$F8`: `anim_if_param_equal` *value*, *address*
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Jumps to another script if `wKickCounter` is equal to *value*.
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Jumps to another script if `wBattleAnimParam` (aka `wKickCounter` or `wPresentPower`) is equal to *value*.
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## `$F9`: `anim_setvar` *value*
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Sets `var` to *value*.
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Sets `BattleAnimVar` to *value*.
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## `$FA`: `anim_incvar`
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Increments `var` by 1.
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Increments `BattleAnimVar` by 1.
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## `$FB`: `anim_if_var_equal` *value*, *address*
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Jumps to another script if `var` is equal to *value*.
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Jumps to another script if `BattleAnimVar` is equal to *value*.
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## `$FC`: `anim_jump` *address*
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