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Document some 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 [data/moves/animations.asm:BattleAnimations](/data/moves/animations.asm).
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## `$00`−`$EF`: `anim_wait` *length*
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## `$00`−`$CF`: `anim_wait` *length*
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*length*: duration in frames
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## `$D0`: `anim_obj` *object*, *x*, *y*, *param*
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## `$D0`: `anim_obj` *object*, *x*, *y*, *param*
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@ -33,18 +35,30 @@ Spawns an *object* at coordinate (*x*, *y*).
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## `$D5`: `anim_5gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4*, *gfx5*
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## `$D5`: `anim_5gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4*, *gfx5*
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*gfx*: `ANIM_GFX` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
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## `$D6`: `anim_incobj` *id*
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## `$D6`: `anim_incobj` *id*
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## `$D7`: `anim_setobj` *id*, *object*
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## `$D7`: `anim_setobj` *id*, *object*
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## `$D8`: `anim_incbgeffect` *effect*
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## `$D8`: `anim_incbgeffect` *effect*
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## `$D9`: `anim_enemyfeetobj`
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## `$D9`: `anim_enemyfeetobj`
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Temporarily creates sprites from the bottom row of the enemy frontpic, so that the player backpic can be moved around without corrupting the enemy frontpic.
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## `$DA`: `anim_playerheadobj`
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## `$DA`: `anim_playerheadobj`
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Temporarily creates sprites from the top row of the player backpic, so that the enemy frontpic can be moved around without corrupting the player backpic.
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## `$DB`: `anim_checkpokeball`
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## `$DB`: `anim_checkpokeball`
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Sets `var` to the result of [GetPokeBallWobble](/engine/battle_anims/getpokeballwobble.asm).
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## `$DC`: `anim_transform`
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## `$DC`: `anim_transform`
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## `$DD`: `anim_raisesub`
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## `$DD`: `anim_raisesub`
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@ -53,18 +67,28 @@ Spawns an *object* at coordinate (*x*, *y*).
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## `$DF`: `anim_resetobp0`
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## `$DF`: `anim_resetobp0`
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## `$E0`: `anim_sound` *duration*, *tracks*, *id*
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## `$E0`: `anim_sound` *duration*, *tracks*, *sound_id*
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Plays a sound.
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## `$E1`: `anim_cry` *pitch*
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## `$E1`: `anim_cry` *pitch*
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Plays the user's cry.
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## `$E2`: `anim_minimizeopp`
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## `$E2`: `anim_minimizeopp`
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## `$E3`: `anim_oamon`
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## `$E3`: `anim_oamon`
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## `$E4`: `anim_oamoff`
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## `$E4`: `anim_oamoff`
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## `$E5`: `anim_clearobjs`
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## `$E5`: `anim_clearobjs`
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Removes all active objects.
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## `$E6`: `anim_beatup`
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## `$E6`: `anim_beatup`
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## `$E7`: `anim_0xe7`
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## `$E7`: `anim_0xe7`
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@ -85,14 +109,25 @@ Spawns an *object* at coordinate (*x*, *y*).
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## `$EF`: `anim_jumpuntil` *address*
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## `$EF`: `anim_jumpuntil` *address*
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## `$F0`: `anim_bgeffect` *effect*, *unknown1*, *unknown2*, *unknown3*
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## `$F0`: `anim_bgeffect` *bg_effect*, *unknown1*, *unknown2*, *unknown3*
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*bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
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## `$F1`: `anim_bgp` *colors*
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## `$F1`: `anim_bgp` *colors*
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Sets `rBGP` to *colors*.
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## `$F2`: `anim_obp0` *colors*
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## `$F2`: `anim_obp0` *colors*
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Sets `rOBP0` to *colors*.
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## `$F3`: `anim_obp1` *colors*
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## `$F3`: `anim_obp1` *colors*
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Sets `rOBP1` to *colors*.
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## `$F4`: `anim_clearsprites`
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## `$F4`: `anim_clearsprites`
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## `$F5`: `anim_0xf5`
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## `$F5`: `anim_0xf5`
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@ -103,16 +138,32 @@ Spawns an *object* at coordinate (*x*, *y*).
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## `$F8`: `anim_if_param_equal` *value*, *address*
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## `$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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## `$F9`: `anim_setvar` *value*
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## `$F9`: `anim_setvar` *value*
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Sets `var` to *value*.
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## `$FA`: `anim_incvar`
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## `$FA`: `anim_incvar`
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Increments `var` by 1.
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## `$FB`: `anim_if_var_equal` *value*, *address*
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## `$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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## `$FC`: `anim_jump` *address*
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## `$FC`: `anim_jump` *address*
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Jumps to another script.
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## `$FD`: `anim_loop` *count*, *address*
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## `$FD`: `anim_loop` *count*, *address*
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Jumps to another script up to *count* times. Then does nothing, allowing execution to continue.
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## `$FE`: `anim_call` *address*
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## `$FE`: `anim_call` *address*
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Calls a script.
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## `$FF`: `anim_ret`
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## `$FF`: `anim_ret`
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Ends the script and returns to the place where it was called. If there was no caller, the animation ends.
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