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Battle animation annotations
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@@ -9,7 +9,7 @@ AI_SwitchOrTryItem: ; 38000
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and a
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ret nz
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callba CheckSubstatus_RechargeChargedRampageBideRollout
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callba CheckEnemyLockedIn
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ret nz
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ld a, [PlayerSubStatus5]
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@@ -716,7 +716,7 @@ AI_Switch: ; 3846c
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ld d, h
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ld e, l
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ld hl, EnemyMonStatus
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ld bc, $0004
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ld bc, MON_MAXHP - MON_STATUS
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call CopyBytes
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pop af
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@@ -726,7 +726,7 @@ AI_Switch: ; 3846c
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.skiptext
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ld a, 1
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ld [wd264], a
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ld [wAISwitch], a
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callab NewEnemyMonStatus
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callab ResetEnemyStatLevels
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ld hl, PlayerSubStatus1
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@@ -734,7 +734,7 @@ AI_Switch: ; 3846c
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callba EnemySwitch
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callba ResetBattleParticipants
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xor a
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ld [wd264], a
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ld [wAISwitch], a
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ld a, [wLinkMode]
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and a
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ret nz
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@@ -12,7 +12,7 @@ AIChooseMove: ; 440ce
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ret nz
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; No use picking a move if there's no choice.
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callba CheckSubstatus_RechargeChargedRampageBideRollout
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callba CheckEnemyLockedIn
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ret nz
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@@ -1,9 +1,9 @@
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AnimObj00GFX: ; 84a2e
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AnimObj01GFX: INCBIN "gfx/fx/001.2bpp.lz"
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AnimObj02GFX: INCBIN "gfx/fx/002.2bpp.lz"
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AnimObj03GFX: INCBIN "gfx/fx/003.2bpp.lz"
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AnimObj04GFX: INCBIN "gfx/fx/004.2bpp.lz"
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AnimObj05GFX: INCBIN "gfx/fx/005.2bpp.lz"
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AnimObjHitGFX: INCBIN "gfx/fx/001.2bpp.lz"
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AnimObjCutGFX: INCBIN "gfx/fx/002.2bpp.lz"
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AnimObjFireGFX: INCBIN "gfx/fx/003.2bpp.lz"
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AnimObjWaterGFX: INCBIN "gfx/fx/004.2bpp.lz"
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AnimObjLightningGFX: INCBIN "gfx/fx/005.2bpp.lz"
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AnimObj07GFX: INCBIN "gfx/fx/007.2bpp.lz"
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AnimObj08GFX: INCBIN "gfx/fx/008.2bpp.lz"
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AnimObj10GFX: INCBIN "gfx/fx/010.2bpp.lz"
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@@ -1323,7 +1323,7 @@ BattleAnim_Thundershock: ; c9b53
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BattleAnim_Thunderbolt: ; c9b66
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anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
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anim_obj ANIM_OBJ_32, -15, 0, 7, 0, $2
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anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
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anim_wait 16
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anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
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anim_sound 0, 1, SFX_THUNDERSHOCK
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@@ -2497,10 +2497,10 @@ BattleAnim_Transform: ; ca54d
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anim_call BattleAnim_FollowPlayerHead_0
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anim_transform
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anim_sound 0, 0, SFX_PSYBEAM
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anim_bgeffect ANIM_BG_28, $0, $1, $0
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anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
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anim_wait 48
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anim_updateactorpic
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anim_incbgeffect ANIM_BG_28
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anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
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anim_wait 48
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anim_call BattleAnim_ShowMon_0
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anim_ret
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@@ -2759,10 +2759,10 @@ BattleAnim_Minimize: ; ca78a
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anim_1gfx ANIM_GFX_HIT
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anim_call BattleAnim_FollowPlayerHead_0
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anim_minimize
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anim_bgeffect ANIM_BG_28, $0, $1, $0
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anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
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anim_wait 48
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anim_updateactorpic
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anim_incbgeffect ANIM_BG_28
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anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
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anim_wait 48
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anim_call BattleAnim_ShowMon_0
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anim_ret
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@@ -2774,7 +2774,7 @@ BattleAnim_SkyAttack: ; ca7a1
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anim_bgeffect ANIM_BG_27, $0, $1, $0
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anim_wait 32
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anim_sound 0, 0, SFX_HYPER_BEAM
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anim_obj ANIM_OBJ_6E, 6, 0, 11, 0, $40
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anim_obj ANIM_OBJ_SKY_ATTACK_FEAROW, 6, 0, 11, 0, $40
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anim_wait 64
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anim_incobj 1
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anim_wait 21
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@@ -2805,7 +2805,7 @@ BattleAnim_NightShade: ; ca7cc
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BattleAnim_Lick: ; ca7e5
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anim_1gfx ANIM_GFX_WATER
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anim_sound 0, 1, SFX_LICK
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anim_obj ANIM_OBJ_6F, -15, 0, 7, 0, $0
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anim_obj ANIM_OBJ_LICK, -15, 0, 7, 0, $0
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anim_wait 64
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anim_ret
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; ca7f1
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@@ -3025,9 +3025,9 @@ BattleAnim_Meditate: ; ca9d8
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anim_1gfx ANIM_GFX_HIT
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anim_call BattleAnim_FollowEnemyFeet_0
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anim_sound 0, 0, SFX_PSYBEAM
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anim_bgeffect ANIM_BG_28, $0, $1, $0
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anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
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anim_wait 48
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anim_incbgeffect ANIM_BG_28
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anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
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anim_wait 48
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anim_call BattleAnim_ShowMon_0
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anim_ret
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@@ -3765,13 +3765,13 @@ BattleAnim_Octazooka: ; cb06f
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BattleAnim_Spikes: ; cb092
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anim_1gfx ANIM_GFX_MISC
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anim_sound 6, 2, SFX_MENU
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anim_obj ANIM_OBJ_8E, 6, 0, 11, 0, $20
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anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $20
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anim_wait 8
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anim_sound 6, 2, SFX_MENU
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anim_obj ANIM_OBJ_8E, 6, 0, 11, 0, $30
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anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $30
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anim_wait 8
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anim_sound 6, 2, SFX_MENU
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anim_obj ANIM_OBJ_8E, 6, 0, 11, 0, $28
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anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $28
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anim_wait 64
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anim_ret
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; cb0b0
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@@ -3784,7 +3784,7 @@ BattleAnim_ZapCannon: ; cb0b0
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anim_obj ANIM_OBJ_A3, 8, 0, 11, 4, $2
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anim_wait 40
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anim_sound 0, 1, SFX_THUNDERSHOCK
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anim_obj ANIM_OBJ_32, -15, 0, 7, 0, $2
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anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
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anim_wait 16
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anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0
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anim_wait 128
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@@ -3830,14 +3830,14 @@ BattleAnim_PerishSong: ; cb113
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anim_bgeffect ANIM_BG_06, $0, $2, $0
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anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
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anim_sound 0, 2, SFX_PERISH_SONG
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anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $0
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anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $8
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anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $10
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anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $18
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anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $20
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anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $28
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anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $30
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anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $38
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anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $0
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anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $8
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anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $10
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anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $18
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anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $20
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anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $28
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anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $30
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anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $38
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anim_wait 112
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anim_ret
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; cb14c
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@@ -4087,7 +4087,7 @@ BattleAnim_Spark: ; cb34d
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anim_incobj 2
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anim_wait 1
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anim_sound 0, 1, SFX_THUNDERSHOCK
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anim_obj ANIM_OBJ_32, -15, 0, 7, 0, $2
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anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
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anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0
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anim_wait 32
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anim_ret
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@@ -7,7 +7,7 @@ DoBattle: ; 3c000
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ld [wPlayerAction], a
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ld [BattleEnded], a
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inc a
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ld [wd264], a
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ld [wAISwitch], a
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ld hl, OTPartyMon1HP
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ld bc, PARTYMON_STRUCT_LENGTH - 1
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ld d, BATTLEACTION_SWITCH1 - 1
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@@ -60,7 +60,7 @@ DoBattle: ; 3c000
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xor a
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ld [CurPartyMon], a
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.loop2
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call CheckIfPartyHasPkmnToBattleWith
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call CheckIfCurPartyMonIsFitToFight
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jr nz, .alive2
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ld hl, CurPartyMon
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inc [hl]
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@@ -170,7 +170,7 @@ BattleTurn: ; 3c12f
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xor a
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ld [wPlayerIsSwitching], a
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ld [wEnemyIsSwitching], a
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ld [wd264], a
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ld [wAISwitch], a
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ld [wPlayerJustGotFrozen], a
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ld [wEnemyJustGotFrozen], a
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ld [CurDamage], a
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@@ -2497,7 +2497,7 @@ WinTrainerBattle: ; 3cfa4
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call PrintWinLossText
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.skip_win_loss_text
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jp HandleBattleReward
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jp .GiveMoney
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.mobile
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call BattleWinSlideInEnemyTrainerFrontpic
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@@ -2524,9 +2524,8 @@ WinTrainerBattle: ; 3cfa4
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call ClearTileMap
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call ClearBGPalettes
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ret
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; 3d02b
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HandleBattleReward: ; 3d02b
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.GiveMoney
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ld a, [wAmuletCoin]
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and a
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call nz, .DoubleReward
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@@ -3024,7 +3023,7 @@ PickPartyMonInBattle: ; 3d33c
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call JumpToPartyMenuAndPrintText
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call SelectBattleMon
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ret c
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call CheckIfPartyHasPkmnToBattleWith
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call CheckIfCurPartyMonIsFitToFight
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jr z, .loop
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xor a
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ret
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@@ -3373,14 +3372,14 @@ CheckWhetherSwitchmonIsPredetermined: ; 3d533
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.not_linked
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ld a, [wEnemySwitchMonIndex]
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and a
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jr z, .check_wd264
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jr z, .check_wAISwitch
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dec a
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ld b, a
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jr .return_carry
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.check_wd264
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ld a, [wd264]
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.check_wAISwitch
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ld a, [wAISwitch]
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and a
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ld b, $0
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jr nz, .return_carry
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@@ -3656,7 +3655,7 @@ LoadEnemyPkmnToSwitchTo: ; 3d6ca
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; 3d714
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CheckWhetherToAskSwitch: ; 3d714
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ld a, [wd264]
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ld a, [wAISwitch]
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dec a
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jp z, .return_nc
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ld a, [PartyCount]
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@@ -3836,19 +3835,19 @@ CheckPlayerPartyForFitPkmn: ; 3d873
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xor a
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ld hl, PartyMon1HP
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ld bc, PartyMon2 - (PartyMon1 + 1)
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.asm_3d87e
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.loop
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or [hl]
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inc hl
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or [hl]
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add hl, bc
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dec e
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jr nz, .asm_3d87e
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jr nz, .loop
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ld d, a
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ret
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; 3d887
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CheckIfPartyHasPkmnToBattleWith: ; 3d887
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CheckIfCurPartyMonIsFitToFight: ; 3d887
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ld a, [CurPartyMon]
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ld hl, PartyMon1HP
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call GetPartyLocation
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@@ -3856,9 +3855,9 @@ CheckIfPartyHasPkmnToBattleWith: ; 3d887
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or [hl]
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ret nz
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ld a, [wd264]
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ld a, [wAISwitch]
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and a
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jr nz, .asm_3d8b1
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jr nz, .finish_fail
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ld hl, PartySpecies
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ld a, [CurPartyMon]
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ld c, a
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@@ -3867,14 +3866,14 @@ CheckIfPartyHasPkmnToBattleWith: ; 3d887
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ld a, [hl]
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cp EGG
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ld hl, BattleText_AnEGGCantBattle
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jr z, .asm_3d8ae
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jr z, .print_textbox
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ld hl, BattleText_TheresNoWillToBattle
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.asm_3d8ae
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.print_textbox
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call StdBattleTextBox
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.asm_3d8b1
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.finish_fail
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xor a
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ret
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; 3d8b3
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@@ -4501,6 +4500,8 @@ HandleHPHealingItem: ; 3dd2f
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ld hl, BattleMonMaxHP
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.go
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; If, and only if, Pokemon's HP is less than half max, use the item.
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; Store current HP in Buffer 3/4
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push bc
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ld a, [de]
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ld [Buffer3], a
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@@ -4528,6 +4529,7 @@ HandleHPHealingItem: ; 3dd2f
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.less
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call ItemRecoveryAnim
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; store max HP in Buffer1/2
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ld a, [hli]
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ld [Buffer2], a
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ld a, [hl]
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@@ -5434,7 +5436,7 @@ TryPlayerSwitch: ; 3e358
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jp BattleMenuPKMN_Loop
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.try_switch
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call CheckIfPartyHasPkmnToBattleWith
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call CheckIfCurPartyMonIsFitToFight
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jp z, BattleMenuPKMN_Loop
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ld a, [CurBattleMon]
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ld [LastPlayerMon], a
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@@ -5675,15 +5677,15 @@ MoveSelectionScreen: ; 3e4bc
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ld c, $2c
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ld a, [wMoveSelectionMenuType]
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dec a
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ld b, $c1
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ld b, D_DOWN | D_UP | A_BUTTON
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jr z, .okay
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dec a
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ld b, $c3
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ld b, D_DOWN | D_UP | A_BUTTON | B_BUTTON
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jr z, .okay
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ld a, [wLinkMode]
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and a
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jr nz, .okay
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ld b, $c7
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ld b, D_DOWN | D_UP | A_BUTTON | B_BUTTON | SELECT
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.okay
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ld a, b
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@@ -5727,6 +5729,7 @@ MoveSelectionScreen: ; 3e4bc
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bit SELECT_F, a
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jp nz, .pressed_select
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bit B_BUTTON_F, a
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; A button
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push af
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xor a
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@@ -6106,7 +6109,7 @@ ParseEnemyAction: ; 3e7c1
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jp .finish
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.skip_encore
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call CheckSubstatus_RechargeChargedRampageBideRollout
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call CheckEnemyLockedIn
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jp nz, ResetVarsForSubstatusRage
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jr .continue
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@@ -6173,7 +6176,7 @@ ParseEnemyAction: ; 3e7c1
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.skip_load
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call SetEnemyTurn
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callab UpdateMoveData
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call CheckSubstatus_RechargeChargedRampageBideRollout
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call CheckEnemyLockedIn
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jr nz, .raging
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xor a
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ld [wEnemyCharging], a
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@@ -6219,7 +6222,7 @@ ResetVarsForSubstatusRage: ; 3e8c1
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ret
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; 3e8d1
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CheckSubstatus_RechargeChargedRampageBideRollout: ; 3e8d1
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CheckEnemyLockedIn: ; 3e8d1
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ld a, [EnemySubStatus4]
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and 1 << SUBSTATUS_RECHARGE
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ret nz
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@@ -8025,7 +8028,7 @@ SendOutPkmnText: ; 3f26d
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ld hl, JumpText_GoPkmn ; If we're in a LinkBattle print just "Go <PlayerMon>"
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ld a, [wd264] ; unless this (unidentified) variable is set
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ld a, [wAISwitch] ; unless this (unidentified) variable is set
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and a
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jr nz, .skip_to_textbox
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@@ -8482,7 +8485,7 @@ BattleIntro: ; 3f4dd
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ld [hMapAnims], a
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callba PlayBattleMusic
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callba ShowLinkBattleParticipants
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callba FindFirstAliveMon
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callba FindFirstAliveMonAndStartBattle
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call DisableSpriteUpdates
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callba ClearBattleRAM
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call InitEnemy
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@@ -2095,7 +2095,7 @@ FutureSight:
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damagestats
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damagecalc
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futuresight
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damagevariation
|
||||
damagevariation ; skip here if last turn
|
||||
checkhit
|
||||
hittargetnosub
|
||||
failuretext
|
||||
|
||||
@@ -156,7 +156,7 @@ endm
|
||||
; ANIM_OBJ_31
|
||||
battleanimobj $21, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_00, $03, $05
|
||||
|
||||
; ANIM_OBJ_32
|
||||
; ANIM_OBJ_LIGHTNING_BOLT
|
||||
battleanimobj $21, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_03, $02, $08
|
||||
|
||||
; ANIM_OBJ_33
|
||||
@@ -336,10 +336,10 @@ endm
|
||||
; ANIM_OBJ_6D
|
||||
battleanimobj $01, $88, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, $03, $11
|
||||
|
||||
; ANIM_OBJ_6E
|
||||
; ANIM_OBJ_SKY_ATTACK_FEAROW
|
||||
battleanimobj $21, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_32, $02, $20
|
||||
|
||||
; ANIM_OBJ_6F
|
||||
; ANIM_OBJ_LICK
|
||||
battleanimobj $21, $98, BATTLEANIMFRAMESET_7C, BATTLEANIMFUNC_00, $02, $04
|
||||
|
||||
; ANIM_OBJ_70
|
||||
@@ -432,7 +432,7 @@ endm
|
||||
; ANIM_OBJ_8D
|
||||
battleanimobj $21, $a0, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_35, $04, $19
|
||||
|
||||
; ANIM_OBJ_8E
|
||||
; ANIM_OBJ_SPIKES
|
||||
battleanimobj $21, $70, BATTLEANIMFRAMESET_8B, BATTLEANIMFUNC_3F, $02, $1f
|
||||
|
||||
; ANIM_OBJ_8F
|
||||
@@ -504,7 +504,7 @@ endm
|
||||
; ANIM_OBJ_A5
|
||||
battleanimobj $61, $90, BATTLEANIMFRAMESET_A9, BATTLEANIMFUNC_46, $02, $23
|
||||
|
||||
; ANIM_OBJ_A6
|
||||
; ANIM_OBJ_PERISH_SONG
|
||||
battleanimobj $00, $00, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_47, $02, $0e
|
||||
|
||||
; ANIM_OBJ_A7
|
||||
|
||||
@@ -8,11 +8,11 @@ object_gfx: MACRO
|
||||
ENDM
|
||||
|
||||
object_gfx 0, AnimObj00GFX
|
||||
object_gfx 21, AnimObj01GFX
|
||||
object_gfx 6, AnimObj02GFX
|
||||
object_gfx 6, AnimObj03GFX
|
||||
object_gfx 20, AnimObj04GFX
|
||||
object_gfx 26, AnimObj05GFX
|
||||
object_gfx 21, AnimObjHitGFX
|
||||
object_gfx 6, AnimObjCutGFX
|
||||
object_gfx 6, AnimObjFireGFX
|
||||
object_gfx 20, AnimObjWaterGFX
|
||||
object_gfx 26, AnimObjLightningGFX
|
||||
object_gfx 18, AnimObj06GFX
|
||||
object_gfx 12, AnimObj07GFX
|
||||
object_gfx 9, AnimObj08GFX
|
||||
|
||||
Reference in New Issue
Block a user