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battle animation constants
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@ -171,7 +171,7 @@ CheckPlayerTurn:
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jr z, .WokeUp
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xor a
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ld [$cfca], a
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ld de, ANIM_SLEEP
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ld de, ANIM_SLP
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call FarPlayBattleAnimation
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jr .FastAsleep
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@ -315,7 +315,7 @@ CheckPlayerTurn:
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xor a
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ld [$cfca], a
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ld de, ANIM_INLOVE
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ld de, ANIM_IN_LOVE
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call FarPlayBattleAnimation
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; 50% chance of infatuation
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@ -432,7 +432,7 @@ CheckEnemyTurn: ; 3421f
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call StdBattleTextBox
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xor a
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ld [$cfca], a
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ld de, ANIM_SLEEP
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ld de, ANIM_SLP
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call FarPlayBattleAnimation
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jr .FastAsleep
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@ -594,7 +594,7 @@ CheckEnemyTurn: ; 3421f
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xor a
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ld [$cfca], a
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ld de, ANIM_INLOVE
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ld de, ANIM_IN_LOVE
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call FarPlayBattleAnimation
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; 50% chance of infatuation
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@ -23,6 +23,8 @@ INCLUDE "constants/event_flags.asm"
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INCLUDE "constants/engine_flags.asm"
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INCLUDE "constants/music_constants.asm"
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INCLUDE "constants/sfx_constants.asm"
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INCLUDE "constants/animation_constants.asm"
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INCLUDE "constants/gfx_constants.asm"
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63
constants/animation_constants.asm
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63
constants/animation_constants.asm
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@ -0,0 +1,63 @@
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ANIM_SWEET_SCENT_2 EQU 255 ; unused?
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ANIM_THROW_POKE_BALL EQU 256
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ANIM_SEND_OUT_MON EQU 257 ; seems to also cover shiny
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ANIM_RETURN_MON EQU 258
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ANIM_CONFUSED EQU 259
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ANIM_SLP EQU 260
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ANIM_BRN EQU 261
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ANIM_PSN EQU 262
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ANIM_SAP EQU 263
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ANIM_FRZ EQU 264
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ANIM_PAR EQU 265
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ANIM_IN_LOVE EQU 266
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ANIM_IN_SANDSTORM EQU 267
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ANIM_IN_NIGHTMARE EQU 268
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ANIM_IN_WHIRLPOOL EQU 269
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ANIM_MISS EQU 270
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ANIM_ENEMY_DAMAGE EQU 271
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ANIM_ENEMY_STAT_DOWN EQU 272 ; vibrate horizontally
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ANIM_PLAYER_STAT_DOWN EQU 273 ; wobble horizontally
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ANIM_PLAYER_DAMAGE EQU 274
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ANIM_WOBBLE EQU 275
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ANIM_SHAKE EQU 276
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ANIM_HIT_CONFUSION EQU 277
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ANIM_OBJ_BURNED EQU $10
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ANIM_OBJ_FROZEN EQU $2a
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ANIM_OBJ_GUST EQU $3e
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ANIM_OBJ_CHICK EQU $52
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ANIM_OBJ_SKULL EQU $55
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ANIM_OBJ_PARALYZED EQU $59
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ANIM_OBJ_HEART EQU $7e
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ANIM_OBJ_FLOWER EQU $b6
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ANIM_OBJ_COTTON EQU $b7
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ANIM_BG_FLASH_INVERTED EQU $01
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ANIM_BG_FLASH_WHITE EQU $02
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ANIM_BG_WHITE_HUES EQU $03
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ANIM_BG_BLACK_HUES EQU $04
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ANIM_BG_ALTERNATE_HUES EQU $05
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; ???? EQU $06
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; ???? EQU $07
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; ???? EQU $08
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ANIM_BG_HIDE_MON EQU $09
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ANIM_BG_SHOW_MON EQU $0a
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ANIM_BG_ENTER_MON EQU $0b
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ANIM_BG_RETURN_MON EQU $0c
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ANIM_BG_SURF EQU $0d
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ANIM_BG_WHIRLPOOL EQU $0e
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ANIM_BG_TELEPORT EQU $0f
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ANIM_BG_NIGHT_SHADE EQU $10
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ANIM_BG_FEET_FOLLOW EQU $11
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ANIM_BG_HEAD_FOLLOW EQU $12
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ANIM_BG_DOUBLE_TEAM EQU $13
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ANIM_BG_ACID_ARMOR EQU $14
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ANIM_BG_RAPID_FLASH EQU $15 ; unused
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ANIM_BG_TACKLE EQU $24
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ANIM_BG_PSYCHIC EQU $29
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ANIM_BG_VIBRATE_MON EQU $33
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ANIM_BG_WOBBLE_MON EQU $34
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@ -126,10 +126,6 @@ WEATHER_RAIN_END EQU 4
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WEATHER_SUN_END EQU 5
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WEATHER_SANDSTORM_END EQU 6
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; move animations are 1:1 with move ids
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ANIM_CONFUSED EQU $103
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ANIM_SLEEP EQU $104
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ANIM_INLOVE EQU $10a
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; move effects
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EFFECT_NORMAL_HIT EQU $00
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40
constants/gfx_constants.asm
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40
constants/gfx_constants.asm
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@ -0,0 +1,40 @@
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ANIM_GFX_HIT EQU 1
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ANIM_GFX_CUT EQU 2
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ANIM_GFX_FIRE EQU 3
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ANIM_GFX_WATER EQU 4
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ANIM_GFX_LIGHTNING EQU 5
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ANIM_GFX_PLANT EQU 6
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ANIM_GFX_SMOKE EQU 7
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ANIM_GFX_EXPLOSION EQU 8
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ANIM_GFX_ROCKS EQU 9
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ANIM_GFX_ICE EQU 10
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ANIM_GFX_POKE_BALL EQU 11
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ANIM_GFX_POISON EQU 12
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ANIM_GFX_BUBBLE EQU 13
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ANIM_GFX_NOISE EQU 14
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ANIM_GFX_POWDER EQU 15
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ANIM_GFX_BEAM EQU 16
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ANIM_GFX_SPEED EQU 17
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ANIM_GFX_CHARGE EQU 18
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ANIM_GFX_WIND EQU 19
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ANIM_GFX_WHIP EQU 20
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ANIM_GFX_EGG EQU 21
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ANIM_GFX_ROPE EQU 22
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ANIM_GFX_PSYCHIC EQU 23
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ANIM_GFX_REFLECT EQU 24
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ANIM_GFX_STATUS EQU 25
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ANIM_GFX_SAND EQU 26
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ANIM_GFX_WEB EQU 27
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ANIM_GFX_HAZE EQU 28
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ANIM_GFX_HORN EQU 29
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ANIM_GFX_FLOWER EQU 30
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ANIM_GFX_MISC EQU 31
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ANIM_GFX_SKY_ATTACK EQU 32
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ANIM_GFX_GLOBE EQU 33
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ANIM_GFX_SHAPES EQU 34
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ANIM_GFX_OBJECTS EQU 35
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ANIM_GFX_SHINE EQU 36
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ANIM_GFX_ANGELS EQU 37
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ANIM_GFX_WAVE EQU 38
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ANIM_GFX_AEROBLAST EQU 39
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