BattleAnimations:: ; entries correspond to constants/move_constants.asm table_width 2, BattleAnimations dw BattleAnim_Dummy dw BattleAnim_Pound dw BattleAnim_KarateChop dw BattleAnim_Doubleslap dw BattleAnim_CometPunch dw BattleAnim_MegaPunch dw BattleAnim_PayDay dw BattleAnim_FirePunch dw BattleAnim_IcePunch dw BattleAnim_Thunderpunch dw BattleAnim_Scratch dw BattleAnim_Vicegrip dw BattleAnim_Guillotine dw BattleAnim_RazorWind dw BattleAnim_SwordsDance dw BattleAnim_Cut dw BattleAnim_Gust dw BattleAnim_WingAttack dw BattleAnim_Whirlwind dw BattleAnim_Fly dw BattleAnim_Bind dw BattleAnim_Slam dw BattleAnim_VineWhip dw BattleAnim_Stomp dw BattleAnim_DoubleKick dw BattleAnim_MegaKick dw BattleAnim_JumpKick dw BattleAnim_RollingKick dw BattleAnim_SandAttack dw BattleAnim_Headbutt dw BattleAnim_HornAttack dw BattleAnim_FuryAttack dw BattleAnim_HornDrill dw BattleAnim_Tackle dw BattleAnim_BodySlam dw BattleAnim_Wrap dw BattleAnim_TakeDown dw BattleAnim_Thrash dw BattleAnim_DoubleEdge dw BattleAnim_TailWhip dw BattleAnim_PoisonSting dw BattleAnim_Twineedle dw BattleAnim_PinMissile dw BattleAnim_Leer dw BattleAnim_Bite dw BattleAnim_Growl dw BattleAnim_Roar dw BattleAnim_Sing dw BattleAnim_Supersonic dw BattleAnim_Sonicboom dw BattleAnim_Disable dw BattleAnim_Acid dw BattleAnim_Ember dw BattleAnim_Flamethrower dw BattleAnim_Mist dw BattleAnim_WaterGun dw BattleAnim_HydroPump dw BattleAnim_Surf dw BattleAnim_IceBeam dw BattleAnim_Blizzard dw BattleAnim_Psybeam dw BattleAnim_Bubblebeam dw BattleAnim_AuroraBeam dw BattleAnim_HyperBeam dw BattleAnim_Peck dw BattleAnim_DrillPeck dw BattleAnim_Submission dw BattleAnim_LowKick dw BattleAnim_Counter dw BattleAnim_SeismicToss dw BattleAnim_Strength dw BattleAnim_Absorb dw BattleAnim_MegaDrain dw BattleAnim_LeechSeed dw BattleAnim_Growth dw BattleAnim_RazorLeaf dw BattleAnim_Solarbeam dw BattleAnim_Poisonpowder dw BattleAnim_StunSpore dw BattleAnim_SleepPowder dw BattleAnim_PetalDance dw BattleAnim_StringShot dw BattleAnim_DragonRage dw BattleAnim_FireSpin dw BattleAnim_Thundershock dw BattleAnim_Thunderbolt dw BattleAnim_ThunderWave dw BattleAnim_Thunder dw BattleAnim_RockThrow dw BattleAnim_Earthquake dw BattleAnim_Fissure dw BattleAnim_Dig dw BattleAnim_Toxic dw BattleAnim_Confusion dw BattleAnim_PsychicM dw BattleAnim_Hypnosis dw BattleAnim_Meditate dw BattleAnim_Agility dw BattleAnim_QuickAttack dw BattleAnim_Rage dw BattleAnim_Teleport dw BattleAnim_NightShade dw BattleAnim_Mimic dw BattleAnim_Screech dw BattleAnim_DoubleTeam dw BattleAnim_Recover dw BattleAnim_Harden dw BattleAnim_Minimize dw BattleAnim_Smokescreen dw BattleAnim_ConfuseRay dw BattleAnim_Withdraw dw BattleAnim_DefenseCurl dw BattleAnim_Barrier dw BattleAnim_LightScreen dw BattleAnim_Haze dw BattleAnim_Reflect dw BattleAnim_FocusEnergy dw BattleAnim_Bide dw BattleAnim_Metronome dw BattleAnim_MirrorMove dw BattleAnim_Selfdestruct dw BattleAnim_EggBomb dw BattleAnim_Lick dw BattleAnim_Smog dw BattleAnim_Sludge dw BattleAnim_BoneClub dw BattleAnim_FireBlast dw BattleAnim_Waterfall dw BattleAnim_Clamp dw BattleAnim_Swift dw BattleAnim_SkullBash dw BattleAnim_SpikeCannon dw BattleAnim_Constrict dw BattleAnim_Amnesia dw BattleAnim_Kinesis dw BattleAnim_Softboiled dw BattleAnim_HiJumpKick dw BattleAnim_Glare dw BattleAnim_DreamEater dw BattleAnim_PoisonGas dw BattleAnim_Barrage dw BattleAnim_LeechLife dw BattleAnim_LovelyKiss dw BattleAnim_SkyAttack dw BattleAnim_Transform dw BattleAnim_Bubble dw BattleAnim_DizzyPunch dw BattleAnim_Spore dw BattleAnim_Flash dw BattleAnim_Psywave dw BattleAnim_Splash dw BattleAnim_AcidArmor dw BattleAnim_Crabhammer dw BattleAnim_Explosion dw BattleAnim_FurySwipes dw BattleAnim_Bonemerang dw BattleAnim_Rest dw BattleAnim_RockSlide dw BattleAnim_HyperFang dw BattleAnim_Sharpen dw BattleAnim_Conversion dw BattleAnim_TriAttack dw BattleAnim_SuperFang dw BattleAnim_Slash dw BattleAnim_Substitute dw BattleAnim_Struggle dw BattleAnim_Sketch dw BattleAnim_TripleKick dw BattleAnim_Thief dw BattleAnim_SpiderWeb dw BattleAnim_MindReader dw BattleAnim_Nightmare dw BattleAnim_FlameWheel dw BattleAnim_Snore dw BattleAnim_Curse dw BattleAnim_Flail dw BattleAnim_Conversion2 dw BattleAnim_Aeroblast dw BattleAnim_CottonSpore dw BattleAnim_Reversal dw BattleAnim_Spite dw BattleAnim_PowderSnow dw BattleAnim_Protect dw BattleAnim_MachPunch dw BattleAnim_ScaryFace dw BattleAnim_FaintAttack dw BattleAnim_SweetKiss dw BattleAnim_BellyDrum dw BattleAnim_SludgeBomb dw BattleAnim_MudSlap dw BattleAnim_Octazooka dw BattleAnim_Spikes dw BattleAnim_ZapCannon dw BattleAnim_Foresight dw BattleAnim_DestinyBond dw BattleAnim_PerishSong dw BattleAnim_IcyWind dw BattleAnim_Detect dw BattleAnim_BoneRush dw BattleAnim_LockOn dw BattleAnim_Outrage dw BattleAnim_Sandstorm dw BattleAnim_GigaDrain dw BattleAnim_Endure dw BattleAnim_Charm dw BattleAnim_Rollout dw BattleAnim_FalseSwipe dw BattleAnim_Swagger dw BattleAnim_MilkDrink dw BattleAnim_Spark dw BattleAnim_FuryCutter dw BattleAnim_SteelWing dw BattleAnim_MeanLook dw BattleAnim_Attract dw BattleAnim_SleepTalk dw BattleAnim_HealBell dw BattleAnim_Return dw BattleAnim_Present dw BattleAnim_Frustration dw BattleAnim_Safeguard dw BattleAnim_PainSplit dw BattleAnim_SacredFire dw BattleAnim_Magnitude dw BattleAnim_Dynamicpunch dw BattleAnim_Megahorn dw BattleAnim_Dragonbreath dw BattleAnim_BatonPass dw BattleAnim_Encore dw BattleAnim_Pursuit dw BattleAnim_RapidSpin dw BattleAnim_SweetScent dw BattleAnim_IronTail dw BattleAnim_MetalClaw dw BattleAnim_VitalThrow dw BattleAnim_MorningSun dw BattleAnim_Synthesis dw BattleAnim_Moonlight dw BattleAnim_HiddenPower dw BattleAnim_CrossChop dw BattleAnim_Twister dw BattleAnim_RainDance dw BattleAnim_SunnyDay dw BattleAnim_Crunch dw BattleAnim_MirrorCoat dw BattleAnim_PsychUp dw BattleAnim_Extremespeed dw BattleAnim_Ancientpower dw BattleAnim_ShadowBall dw BattleAnim_FutureSight dw BattleAnim_RockSmash dw BattleAnim_Whirlpool dw BattleAnim_BeatUp assert_table_length NUM_ATTACKS + 1 dw BattleAnim_Dummy dw BattleAnim_Dummy dw BattleAnim_Dummy dw BattleAnim_SweetScent2 assert_table_length $100 ; $100 dw BattleAnim_ThrowPokeBall dw BattleAnim_SendOutMon dw BattleAnim_ReturnMon dw BattleAnim_Confused dw BattleAnim_Slp dw BattleAnim_Brn dw BattleAnim_Psn dw BattleAnim_Sap dw BattleAnim_Frz dw BattleAnim_Par dw BattleAnim_InLove dw BattleAnim_InSandstorm dw BattleAnim_InNightmare dw BattleAnim_InWhirlpool dw BattleAnim_Miss dw BattleAnim_EnemyDamage dw BattleAnim_EnemyStatDown dw BattleAnim_PlayerStatDown dw BattleAnim_PlayerDamage dw BattleAnim_Wobble dw BattleAnim_Shake dw BattleAnim_HitConfusion assert_table_length NUM_BATTLE_ANIMS + 1 BattleAnim_Dummy: BattleAnim_MirrorMove: anim_ret BattleAnim_SweetScent2: anim_2gfx BATTLE_ANIM_GFX_FLOWER, BATTLE_ANIM_GFX_MISC anim_obj BATTLE_ANIM_OBJ_FLOWER, 64, 96, $2 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FLOWER, 64, 80, $2 anim_wait 64 anim_obj BATTLE_ANIM_OBJ_COTTON, 136, 40, $15 anim_obj BATTLE_ANIM_OBJ_COTTON, 136, 40, $2a anim_obj BATTLE_ANIM_OBJ_COTTON, 136, 40, $3f anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_wait 128 anim_ret BattleAnim_ThrowPokeBall: anim_if_param_equal NO_ITEM, .TheTrainerBlockedTheBall anim_if_param_equal MASTER_BALL, .MasterBall anim_if_param_equal ULTRA_BALL, .UltraBall anim_if_param_equal GREAT_BALL, .GreatBall ; any other ball anim_2gfx BATTLE_ANIM_GFX_POKE_BALL, BATTLE_ANIM_GFX_SMOKE anim_sound 6, 2, SFX_THROW_BALL anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 68, 92, $40 anim_wait 36 anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 136, 65, $0 anim_setobj $2, $7 anim_wait 16 anim_sound 0, 1, SFX_BALL_POOF anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 16 anim_jump .Shake .TheTrainerBlockedTheBall: anim_2gfx BATTLE_ANIM_GFX_POKE_BALL, BATTLE_ANIM_GFX_HIT anim_sound 6, 2, SFX_THROW_BALL anim_obj BATTLE_ANIM_OBJ_POKE_BALL_BLOCKED, 64, 92, $20 anim_wait 20 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 112, 40, $0 anim_wait 32 anim_ret .UltraBall: anim_2gfx BATTLE_ANIM_GFX_POKE_BALL, BATTLE_ANIM_GFX_SMOKE anim_sound 6, 2, SFX_THROW_BALL anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 68, 92, $40 anim_wait 36 anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 136, 65, $0 anim_setobj $2, $7 anim_wait 16 anim_sound 0, 1, SFX_BALL_POOF anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 16 anim_jump .Shake .GreatBall: anim_2gfx BATTLE_ANIM_GFX_POKE_BALL, BATTLE_ANIM_GFX_SMOKE anim_sound 6, 2, SFX_THROW_BALL anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 68, 92, $40 anim_wait 36 anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 136, 65, $0 anim_setobj $2, $7 anim_wait 16 anim_sound 0, 1, SFX_BALL_POOF anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 16 anim_jump .Shake .MasterBall: anim_3gfx BATTLE_ANIM_GFX_POKE_BALL, BATTLE_ANIM_GFX_SMOKE, BATTLE_ANIM_GFX_SPEED anim_sound 6, 2, SFX_THROW_BALL anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 64, 92, $20 anim_wait 36 anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 136, 65, $0 anim_setobj $2, $7 anim_wait 16 anim_sound 0, 1, SFX_BALL_POOF anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 24 anim_sound 0, 1, SFX_MASTER_BALL anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $30 anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $31 anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $32 anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $33 anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $34 anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $35 anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $36 anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $37 anim_wait 64 .Shake: anim_bgeffect BATTLE_BG_EFFECT_RETURN_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 8 anim_incobj 2 anim_wait 16 anim_sound 0, 1, SFX_CHANGE_DEX_MODE anim_incobj 1 anim_wait 32 anim_sound 0, 1, SFX_BALL_BOUNCE anim_wait 32 anim_wait 32 anim_wait 32 anim_wait 8 anim_setvar $0 .Loop: anim_wait 48 anim_checkpokeball anim_if_var_equal $1, .Click anim_if_var_equal $2, .BreakFree anim_incobj 1 anim_sound 0, 1, SFX_BALL_WOBBLE anim_jump .Loop .Click: anim_keepsprites anim_ret .BreakFree: anim_setobj $1, $b anim_sound 0, 1, SFX_BALL_POOF anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 2 anim_bgeffect BATTLE_BG_EFFECT_ENTER_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 32 anim_ret BattleAnim_SendOutMon: anim_if_param_equal $0, .Normal anim_if_param_equal $1, .Shiny anim_if_param_equal $2, .Unknown anim_1gfx BATTLE_ANIM_GFX_SMOKE anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_BETA_SEND_OUT_MON2, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_BALL_POOF anim_obj BATTLE_ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0 anim_bgeffect BATTLE_BG_EFFECT_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 128 anim_wait 4 anim_call BattleAnim_ShowMon_0 anim_ret .Unknown: anim_1gfx BATTLE_ANIM_GFX_SMOKE anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_BETA_SEND_OUT_MON1, $0, BG_EFFECT_USER, $0 anim_wait 1 anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 0, SFX_BALL_POOF anim_obj BATTLE_ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0 anim_incbgeffect BATTLE_BG_EFFECT_BETA_SEND_OUT_MON1 anim_wait 96 anim_incbgeffect BATTLE_BG_EFFECT_BETA_SEND_OUT_MON1 anim_call BattleAnim_ShowMon_0 anim_ret .Shiny: anim_1gfx BATTLE_ANIM_GFX_SPEED anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $3 anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 0, 0, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $0 anim_wait 4 anim_sound 0, 0, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $8 anim_wait 4 anim_sound 0, 0, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $10 anim_wait 4 anim_sound 0, 0, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $18 anim_wait 4 anim_sound 0, 0, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $20 anim_wait 4 anim_sound 0, 0, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $28 anim_wait 4 anim_sound 0, 0, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $30 anim_wait 4 anim_sound 0, 0, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $38 anim_wait 32 anim_ret .Normal: anim_1gfx BATTLE_ANIM_GFX_SMOKE anim_sound 0, 0, SFX_BALL_POOF anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 44, 96, $0 anim_wait 4 anim_bgeffect BATTLE_BG_EFFECT_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret BattleAnim_ReturnMon: anim_sound 0, 0, SFX_BALL_POOF BattleAnimSub_Return: anim_bgeffect BATTLE_BG_EFFECT_RETURN_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret BattleAnim_Confused: anim_1gfx BATTLE_ANIM_GFX_STATUS anim_sound 0, 0, SFX_KINESIS anim_obj BATTLE_ANIM_OBJ_CHICK, 44, 56, $15 anim_obj BATTLE_ANIM_OBJ_CHICK, 44, 56, $aa anim_obj BATTLE_ANIM_OBJ_CHICK, 44, 56, $bf anim_wait 96 anim_ret BattleAnim_Slp: anim_1gfx BATTLE_ANIM_GFX_STATUS anim_sound 0, 0, SFX_TAIL_WHIP .loop anim_obj BATTLE_ANIM_OBJ_ASLEEP, 64, 80, $0 anim_wait 40 anim_loop 3, .loop anim_wait 32 anim_ret BattleAnim_Brn: anim_1gfx BATTLE_ANIM_GFX_FIRE .loop anim_sound 0, 0, SFX_BURN anim_obj BATTLE_ANIM_OBJ_BURNED, 56, 88, $10 anim_wait 4 anim_loop 3, .loop anim_wait 6 anim_ret BattleAnim_Psn: anim_1gfx BATTLE_ANIM_GFX_POISON anim_sound 0, 0, SFX_POISON anim_obj BATTLE_ANIM_OBJ_SKULL, 64, 56, $0 anim_wait 8 anim_sound 0, 0, SFX_POISON anim_obj BATTLE_ANIM_OBJ_SKULL, 48, 56, $0 anim_wait 8 anim_ret BattleAnim_Sap: anim_1gfx BATTLE_ANIM_GFX_CHARGE anim_sound 6, 3, SFX_WATER_GUN anim_obj BATTLE_ANIM_OBJ_ABSORB, 128, 48, $2 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN anim_obj BATTLE_ANIM_OBJ_ABSORB, 136, 64, $3 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN anim_obj BATTLE_ANIM_OBJ_ABSORB, 136, 32, $4 anim_wait 16 anim_ret BattleAnim_Frz: anim_1gfx BATTLE_ANIM_GFX_ICE anim_obj BATTLE_ANIM_OBJ_FROZEN, 44, 110, $0 anim_sound 0, 0, SFX_SHINE anim_wait 16 anim_sound 0, 0, SFX_SHINE anim_wait 16 anim_ret BattleAnim_Par: anim_1gfx BATTLE_ANIM_GFX_STATUS anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 0, 0, SFX_THUNDERSHOCK anim_obj BATTLE_ANIM_OBJ_PARALYZED, 20, 88, $42 anim_obj BATTLE_ANIM_OBJ_PARALYZED, 76, 88, $c2 anim_wait 128 anim_ret BattleAnim_InLove: anim_1gfx BATTLE_ANIM_GFX_OBJECTS anim_sound 0, 0, SFX_LICK anim_obj BATTLE_ANIM_OBJ_HEART, 64, 76, $0 anim_wait 32 anim_sound 0, 0, SFX_LICK anim_obj BATTLE_ANIM_OBJ_HEART, 36, 72, $0 anim_wait 32 anim_ret BattleAnim_InSandstorm: anim_1gfx BATTLE_ANIM_GFX_POWDER anim_obj BATTLE_ANIM_OBJ_SANDSTORM, 88, 0, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_SANDSTORM, 72, 0, $1 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_SANDSTORM, 56, 0, $2 .loop anim_sound 0, 1, SFX_MENU anim_wait 8 anim_loop 6, .loop anim_wait 8 anim_ret BattleAnim_InNightmare: anim_1gfx BATTLE_ANIM_GFX_ANGELS anim_sound 0, 0, SFX_BUBBLEBEAM anim_obj BATTLE_ANIM_OBJ_IN_NIGHTMARE, 68, 80, $0 anim_wait 40 anim_ret BattleAnim_InWhirlpool: anim_1gfx BATTLE_ANIM_GFX_WIND anim_bgeffect BATTLE_BG_EFFECT_WHIRLPOOL, $0, $0, $0 anim_sound 0, 1, SFX_SURF .loop anim_obj BATTLE_ANIM_OBJ_GUST, 132, 72, $0 anim_wait 6 anim_loop 6, .loop anim_incbgeffect BATTLE_BG_EFFECT_WHIRLPOOL anim_wait 1 anim_ret BattleAnim_HitConfusion: anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 0, SFX_POUND anim_obj BATTLE_ANIM_OBJ_HIT, 44, 96, $0 anim_wait 16 anim_ret BattleAnim_Miss: anim_ret BattleAnim_EnemyDamage: .loop anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 5 anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 5 anim_loop 3, .loop anim_ret BattleAnim_EnemyStatDown: anim_call BattleAnim_UserObj_1Row anim_bgeffect BATTLE_BG_EFFECT_VIBRATE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 40 anim_call BattleAnim_ShowMon_1 anim_wait 1 anim_ret BattleAnim_PlayerStatDown: anim_call BattleAnim_UserObj_1Row anim_bgeffect BATTLE_BG_EFFECT_WOBBLE_PLAYER, $0, $0, $0 anim_wait 40 anim_call BattleAnim_ShowMon_1 anim_wait 1 anim_ret BattleAnim_PlayerDamage: anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_Y, $20, $2, $20 anim_wait 40 anim_ret BattleAnim_Wobble: anim_bgeffect BATTLE_BG_EFFECT_WOBBLE_SCREEN, $0, $0, $0 anim_wait 40 anim_ret BattleAnim_Shake: anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $20, $2, $40 anim_wait 40 anim_ret BattleAnim_Pound: anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND anim_obj BATTLE_ANIM_OBJ_PALM, 136, 56, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_KarateChop: anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_KARATE_CHOP anim_obj BATTLE_ANIM_OBJ_PALM, 136, 40, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 40, $0 anim_wait 6 anim_sound 0, 1, SFX_KARATE_CHOP anim_obj BATTLE_ANIM_OBJ_PALM, 136, 44, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 44, $0 anim_wait 6 anim_sound 0, 1, SFX_KARATE_CHOP anim_obj BATTLE_ANIM_OBJ_PALM, 136, 48, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 16 anim_ret BattleAnim_Doubleslap: anim_1gfx BATTLE_ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_DOUBLESLAP anim_obj BATTLE_ANIM_OBJ_PALM, 144, 48, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate: anim_sound 0, 1, SFX_DOUBLESLAP anim_obj BATTLE_ANIM_OBJ_PALM, 120, 48, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 8 anim_ret BattleAnim_CometPunch: anim_1gfx BATTLE_ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_PUNCH, 144, 48, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate: anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_PUNCH, 120, 64, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 64, $0 anim_wait 8 anim_ret BattleAnim_MegaPunch: anim_1gfx BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 48 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_PUNCH, 136, 56, $0 anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_PUNCH, 136, 56, $0 anim_wait 6 anim_loop 3, .loop anim_ret BattleAnim_Stomp: anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_STOMP anim_obj BATTLE_ANIM_OBJ_KICK, 136, 40, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 40, $0 anim_wait 6 anim_sound 0, 1, SFX_STOMP anim_obj BATTLE_ANIM_OBJ_KICK, 136, 44, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 44, $0 anim_wait 6 anim_sound 0, 1, SFX_STOMP anim_obj BATTLE_ANIM_OBJ_KICK, 136, 48, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 16 anim_ret BattleAnim_DoubleKick: anim_1gfx BATTLE_ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_DOUBLE_KICK anim_obj BATTLE_ANIM_OBJ_KICK, 144, 48, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate: anim_sound 0, 1, SFX_DOUBLE_KICK anim_obj BATTLE_ANIM_OBJ_KICK, 120, 64, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 64, $0 anim_wait 8 anim_ret BattleAnim_JumpKick: anim_1gfx BATTLE_ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_JUMP_KICK anim_obj BATTLE_ANIM_OBJ_KICK, 112, 72, $0 anim_obj BATTLE_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 BATTLE_ANIM_OBJ_HIT, 136, 48, $0 anim_wait 16 anim_ret .alternate: anim_wait 8 anim_sound 0, 0, SFX_DOUBLE_KICK anim_obj BATTLE_ANIM_OBJ_HIT, 44, 88, $0 anim_wait 16 anim_ret BattleAnim_HiJumpKick: anim_1gfx BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $40, $2, $0 anim_if_param_equal $1, .alternate anim_wait 32 anim_sound 0, 1, SFX_JUMP_KICK anim_obj BATTLE_ANIM_OBJ_KICK, 112, 72, $0 anim_setobj $1, $2 anim_wait 16 anim_sound 0, 1, SFX_DOUBLE_KICK anim_obj BATTLE_ANIM_OBJ_HIT, 136, 48, $0 anim_wait 16 anim_ret .alternate: anim_wait 16 anim_sound 0, 0, SFX_DOUBLE_KICK anim_obj BATTLE_ANIM_OBJ_HIT, 44, 88, $0 anim_wait 16 anim_ret BattleAnim_RollingKick: anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_DOUBLE_KICK anim_obj BATTLE_ANIM_OBJ_KICK, 112, 56, $0 anim_setobj $1, $3 anim_wait 12 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 16 anim_ret BattleAnim_MegaKick: anim_1gfx BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 67 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_KICK anim_obj BATTLE_ANIM_OBJ_KICK, 136, 56, $0 anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_KICK, 136, 56, $0 anim_wait 6 anim_loop 3, .loop anim_ret BattleAnim_HyperFang: anim_1gfx BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $20, $1, $0 anim_sound 0, 1, SFX_BITE anim_obj BATTLE_ANIM_OBJ_FANG, 136, 56, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_SuperFang: anim_1gfx BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 48 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_BITE anim_obj BATTLE_ANIM_OBJ_FANG, 136, 56, $0 anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_FANG, 136, 56, $0 anim_wait 6 anim_loop 3, .loop anim_ret BattleAnim_Ember: anim_1gfx BATTLE_ANIM_GFX_FIRE anim_sound 6, 2, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_EMBER, 64, 96, $12 anim_wait 4 anim_sound 6, 2, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_EMBER, 64, 100, $14 anim_wait 4 anim_sound 6, 2, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_EMBER, 64, 84, $13 anim_wait 16 anim_incobj 1 anim_incobj 2 anim_incobj 3 anim_sound 0, 1, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_EMBER, 120, 68, $30 anim_obj BATTLE_ANIM_OBJ_EMBER, 132, 68, $30 anim_obj BATTLE_ANIM_OBJ_EMBER, 144, 68, $30 anim_wait 32 anim_ret BattleAnim_FirePunch: anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_FIRE anim_obj BATTLE_ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_call BattleAnimSub_Fire anim_wait 16 anim_ret BattleAnim_FireSpin: anim_1gfx BATTLE_ANIM_GFX_FIRE .loop anim_sound 6, 2, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_FIRE_SPIN, 64, 88, $4 anim_wait 2 anim_sound 6, 2, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_FIRE_SPIN, 64, 96, $3 anim_wait 2 anim_sound 6, 2, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_FIRE_SPIN, 64, 88, $3 anim_wait 2 anim_sound 6, 2, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_FIRE_SPIN, 64, 96, $4 anim_wait 2 anim_loop 2, .loop anim_wait 96 anim_ret BattleAnim_DragonRage: anim_1gfx BATTLE_ANIM_GFX_FIRE .loop anim_sound 6, 2, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_DRAGON_RAGE, 64, 92, $0 anim_wait 3 anim_loop 16, .loop anim_wait 64 anim_ret BattleAnim_Flamethrower: anim_1gfx BATTLE_ANIM_GFX_FIRE anim_sound 6, 2, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 64, 92, $3 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 75, 86, $5 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 85, 81, $7 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 96, 76, $9 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 106, 71, $b anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 116, 66, $c anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 126, 61, $a anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 136, 56, $8 anim_wait 16 .loop anim_sound 0, 1, SFX_EMBER anim_wait 16 anim_loop 6, .loop anim_wait 16 anim_ret BattleAnim_FireBlast: anim_1gfx BATTLE_ANIM_GFX_FIRE .loop1 anim_sound 6, 2, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 64, 92, $7 anim_wait 6 anim_loop 10, .loop1 .loop2 anim_sound 0, 1, SFX_EMBER anim_wait 8 anim_loop 10, .loop2 anim_incobj 1 anim_incobj 2 anim_incobj 3 anim_incobj 4 anim_incobj 5 anim_incobj 6 anim_incobj 7 anim_incobj 8 anim_incobj 9 anim_incobj 10 anim_wait 2 .loop3 anim_sound 0, 1, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 56, $1 anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 56, $2 anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 56, $3 anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 56, $4 anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 56, $5 anim_wait 16 anim_loop 2, .loop3 anim_wait 32 anim_ret BattleAnim_IcePunch: anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_ICE anim_obj BATTLE_ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_call BattleAnimSub_Ice anim_wait 32 anim_ret BattleAnim_IceBeam: anim_1gfx BATTLE_ANIM_GFX_ICE .loop anim_sound 6, 2, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_ICE_BEAM, 64, 92, $4 anim_wait 4 anim_loop 5, .loop anim_obj BATTLE_ANIM_OBJ_ICE_BUILDUP, 136, 74, $10 .loop2 anim_sound 6, 2, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_ICE_BEAM, 64, 92, $4 anim_wait 4 anim_loop 15, .loop2 anim_wait 48 anim_sound 0, 1, SFX_SHINE anim_wait 8 anim_sound 0, 1, SFX_SHINE anim_wait 8 anim_ret BattleAnim_Blizzard: anim_1gfx BATTLE_ANIM_GFX_ICE .loop anim_sound 6, 2, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_BLIZZARD, 64, 88, $63 anim_wait 2 anim_sound 6, 2, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_BLIZZARD, 64, 80, $64 anim_wait 2 anim_sound 6, 2, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_BLIZZARD, 64, 96, $63 anim_wait 2 anim_loop 3, .loop anim_bgeffect BATTLE_BG_EFFECT_WHITE_HUES, $0, $8, $0 anim_wait 32 anim_obj BATTLE_ANIM_OBJ_ICE_BUILDUP, 136, 74, $10 anim_wait 128 anim_sound 0, 1, SFX_SHINE anim_wait 8 anim_sound 0, 1, SFX_SHINE anim_wait 24 anim_ret BattleAnim_Bubble: anim_1gfx BATTLE_ANIM_GFX_BUBBLE anim_sound 32, 2, SFX_WATER_GUN anim_obj BATTLE_ANIM_OBJ_BUBBLE, 64, 92, $c1 anim_wait 6 anim_sound 32, 2, SFX_WATER_GUN anim_obj BATTLE_ANIM_OBJ_BUBBLE, 64, 92, $e1 anim_wait 6 anim_sound 32, 2, SFX_WATER_GUN anim_obj BATTLE_ANIM_OBJ_BUBBLE, 64, 92, $d1 anim_wait 128 anim_wait 32 anim_ret BattleAnim_Bubblebeam: anim_1gfx BATTLE_ANIM_GFX_BUBBLE .loop anim_sound 16, 2, SFX_BUBBLEBEAM anim_obj BATTLE_ANIM_OBJ_BUBBLE, 64, 92, $92 anim_wait 6 anim_sound 16, 2, SFX_BUBBLEBEAM anim_obj BATTLE_ANIM_OBJ_BUBBLE, 64, 92, $b3 anim_wait 6 anim_sound 16, 2, SFX_BUBBLEBEAM anim_obj BATTLE_ANIM_OBJ_BUBBLE, 64, 92, $f4 anim_wait 8 anim_loop 3, .loop anim_wait 64 anim_clearobjs anim_bgeffect BATTLE_BG_EFFECT_START_WATER, $0, BG_EFFECT_TARGET, $0 anim_wait 1 anim_call BattleAnim_UserObj_2Row anim_bgeffect BATTLE_BG_EFFECT_WATER, $1c, $0, $0 anim_wait 19 anim_call BattleAnim_ShowMon_1 anim_bgeffect BATTLE_BG_EFFECT_END_WATER, $0, $0, $0 anim_wait 8 anim_ret BattleAnim_WaterGun: anim_bgeffect BATTLE_BG_EFFECT_START_WATER, $0, BG_EFFECT_TARGET, $0 anim_1gfx BATTLE_ANIM_GFX_WATER anim_call BattleAnim_UserObj_2Row anim_sound 16, 2, SFX_WATER_GUN anim_obj BATTLE_ANIM_OBJ_WATER_GUN, 64, 88, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_WATER_GUN, 64, 76, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_WATER_GUN, 64, 82, $0 anim_wait 24 anim_bgeffect BATTLE_BG_EFFECT_WATER, $1c, $0, $0 anim_wait 8 anim_bgeffect BATTLE_BG_EFFECT_WATER, $8, $0, $0 anim_wait 8 anim_bgeffect BATTLE_BG_EFFECT_WATER, $30, $0, $0 anim_wait 32 anim_call BattleAnim_ShowMon_1 anim_bgeffect BATTLE_BG_EFFECT_END_WATER, $0, $0, $0 anim_wait 16 anim_ret BattleAnim_HydroPump: anim_bgeffect BATTLE_BG_EFFECT_START_WATER, $0, BG_EFFECT_TARGET, $0 anim_1gfx BATTLE_ANIM_GFX_WATER anim_call BattleAnim_UserObj_2Row anim_sound 0, 1, SFX_HYDRO_PUMP anim_obj BATTLE_ANIM_OBJ_HYDRO_PUMP, 108, 72, $0 anim_bgeffect BATTLE_BG_EFFECT_WATER, $1c, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP anim_obj BATTLE_ANIM_OBJ_HYDRO_PUMP, 116, 72, $0 anim_bgeffect BATTLE_BG_EFFECT_WATER, $8, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP anim_obj BATTLE_ANIM_OBJ_HYDRO_PUMP, 124, 72, $0 anim_bgeffect BATTLE_BG_EFFECT_WATER, $30, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP anim_obj BATTLE_ANIM_OBJ_HYDRO_PUMP, 132, 72, $0 anim_bgeffect BATTLE_BG_EFFECT_WATER, $1c, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP anim_obj BATTLE_ANIM_OBJ_HYDRO_PUMP, 140, 72, $0 anim_bgeffect BATTLE_BG_EFFECT_WATER, $8, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP anim_obj BATTLE_ANIM_OBJ_HYDRO_PUMP, 148, 72, $0 anim_bgeffect BATTLE_BG_EFFECT_WATER, $30, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP anim_obj BATTLE_ANIM_OBJ_HYDRO_PUMP, 156, 72, $0 anim_bgeffect BATTLE_BG_EFFECT_WATER, $1c, $0, $0 anim_wait 32 anim_call BattleAnim_ShowMon_1 anim_bgeffect BATTLE_BG_EFFECT_END_WATER, $0, $0, $0 anim_wait 16 anim_ret BattleAnim_Surf: anim_1gfx BATTLE_ANIM_GFX_BUBBLE anim_bgeffect BATTLE_BG_EFFECT_SURF, $0, $0, $0 anim_obj BATTLE_ANIM_OBJ_SURF, 88, 104, $8 .loop anim_sound 0, 1, SFX_SURF anim_wait 32 anim_loop 4, .loop anim_incobj 1 anim_wait 56 anim_ret BattleAnim_VineWhip: anim_1gfx BATTLE_ANIM_GFX_WHIP anim_sound 0, 1, SFX_VINE_WHIP anim_obj BATTLE_ANIM_OBJ_VINE_WHIP2, 116, 52, $80 anim_wait 4 anim_sound 0, 1, SFX_VINE_WHIP anim_obj BATTLE_ANIM_OBJ_VINE_WHIP1, 128, 60, $0 anim_wait 4 anim_incobj 1 anim_wait 4 anim_ret BattleAnim_LeechSeed: anim_1gfx BATTLE_ANIM_GFX_PLANT anim_sound 16, 2, SFX_VINE_WHIP anim_obj BATTLE_ANIM_OBJ_LEECH_SEED, 48, 80, $20 anim_wait 8 anim_sound 16, 2, SFX_VINE_WHIP anim_obj BATTLE_ANIM_OBJ_LEECH_SEED, 48, 80, $30 anim_wait 8 anim_sound 16, 2, SFX_VINE_WHIP anim_obj BATTLE_ANIM_OBJ_LEECH_SEED, 48, 80, $28 anim_wait 32 anim_sound 0, 1, SFX_CHARGE anim_wait 128 anim_ret BattleAnim_RazorLeaf: anim_1gfx BATTLE_ANIM_GFX_PLANT anim_sound 0, 0, SFX_VINE_WHIP anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $28 anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $5c anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $10 anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $e8 anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $9c anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $d0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $1c anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $50 anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $dc anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $90 anim_wait 80 anim_sound 16, 2, SFX_VINE_WHIP anim_incobj 3 anim_wait 2 anim_sound 16, 2, SFX_VINE_WHIP anim_incobj 5 anim_wait 2 anim_sound 16, 2, SFX_VINE_WHIP anim_incobj 7 anim_wait 2 anim_sound 16, 2, SFX_VINE_WHIP anim_incobj 9 anim_wait 2 anim_sound 16, 2, SFX_VINE_WHIP anim_incobj 1 anim_wait 2 anim_sound 16, 2, SFX_VINE_WHIP anim_incobj 2 anim_wait 2 anim_sound 16, 2, SFX_VINE_WHIP anim_incobj 4 anim_wait 2 anim_sound 16, 2, SFX_VINE_WHIP anim_incobj 6 anim_wait 2 anim_sound 16, 2, SFX_VINE_WHIP anim_incobj 8 anim_wait 2 anim_sound 16, 2, SFX_VINE_WHIP anim_incobj 10 anim_wait 64 anim_ret BattleAnim_Solarbeam: anim_if_param_equal $0, .FireSolarBeam ; charge turn anim_1gfx BATTLE_ANIM_GFX_CHARGE anim_sound 0, 0, SFX_CHARGE anim_obj BATTLE_ANIM_OBJ_ABSORB_CENTER, 48, 84, $0 anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $0 anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $8 anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $10 anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $18 anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $20 anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $28 anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $30 anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $38 anim_wait 104 anim_bgeffect BATTLE_BG_EFFECT_FLASH_WHITE, $0, $4, $2 anim_wait 64 anim_ret .FireSolarBeam anim_1gfx BATTLE_ANIM_GFX_BEAM anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_Beam anim_wait 48 anim_ret BattleAnim_Thunderpunch: anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_LIGHTNING anim_obj BATTLE_ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $2 anim_sound 0, 1, SFX_THUNDER anim_obj BATTLE_ANIM_OBJ_THUNDER_RIGHT, 152, 68, $0 anim_wait 64 anim_ret BattleAnim_Thundershock: anim_2gfx BATTLE_ANIM_GFX_LIGHTNING, BATTLE_ANIM_GFX_EXPLOSION anim_obj BATTLE_ANIM_OBJ_THUNDERSHOCK_BALL, 136, 56, $2 anim_wait 16 anim_sound 0, 1, SFX_THUNDERSHOCK anim_obj BATTLE_ANIM_OBJ_SPARKS_CIRCLE, 136, 56, $0 anim_wait 96 anim_ret BattleAnim_Thunderbolt: anim_2gfx BATTLE_ANIM_GFX_LIGHTNING, BATTLE_ANIM_GFX_EXPLOSION anim_obj BATTLE_ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 anim_wait 16 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_THUNDERSHOCK anim_obj BATTLE_ANIM_OBJ_SPARKS_CIRCLE_BIG, 136, 56, $0 anim_wait 64 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_wait 64 anim_ret BattleAnim_ThunderWave: anim_1gfx BATTLE_ANIM_GFX_LIGHTNING anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $3 anim_sound 0, 1, SFX_THUNDERSHOCK anim_obj BATTLE_ANIM_OBJ_THUNDER_WAVE, 136, 56, $0 anim_wait 20 anim_bgp $1b anim_incobj 1 anim_wait 96 anim_ret BattleAnim_Thunder: anim_1gfx BATTLE_ANIM_GFX_LIGHTNING anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $6, $20 anim_sound 0, 1, SFX_THUNDER anim_obj BATTLE_ANIM_OBJ_THUNDER_LEFT, 120, 68, $0 anim_wait 16 anim_sound 0, 1, SFX_THUNDER anim_obj BATTLE_ANIM_OBJ_THUNDER_RIGHT, 152, 68, $0 anim_wait 16 anim_sound 0, 1, SFX_THUNDER anim_obj BATTLE_ANIM_OBJ_THUNDER_CENTER, 136, 68, $0 anim_wait 48 anim_ret BattleAnim_RazorWind: anim_if_param_equal $1, BattleAnim_FocusEnergy anim_1gfx BATTLE_ANIM_GFX_WHIP anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0 .loop anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_RAZOR_WIND anim_obj BATTLE_ANIM_OBJ_RAZOR_WIND2, 152, 40, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND anim_obj BATTLE_ANIM_OBJ_RAZOR_WIND2, 136, 56, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND anim_obj BATTLE_ANIM_OBJ_RAZOR_WIND2, 152, 64, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND anim_obj BATTLE_ANIM_OBJ_RAZOR_WIND1, 120, 40, $83 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND anim_obj BATTLE_ANIM_OBJ_RAZOR_WIND1, 120, 64, $83 anim_wait 4 anim_loop 3, .loop anim_wait 24 anim_ret BattleAnim_Sonicboom_JP: ; unreferenced anim_2gfx BATTLE_ANIM_GFX_WHIP, BATTLE_ANIM_GFX_HIT .loop anim_sound 3, 0, SFX_RAZOR_WIND anim_obj BATTLE_ANIM_OBJ_SONICBOOM_JP, 64, 80, $3 anim_wait 8 anim_sound 3, 0, SFX_RAZOR_WIND anim_obj BATTLE_ANIM_OBJ_SONICBOOM_JP, 64, 88, $2 anim_wait 8 anim_sound 3, 0, SFX_RAZOR_WIND anim_obj BATTLE_ANIM_OBJ_SONICBOOM_JP, 64, 96, $4 anim_wait 8 anim_loop 2, .loop anim_wait 32 anim_incobj 1 anim_incobj 2 anim_incobj 3 anim_incobj 4 anim_incobj 5 anim_incobj 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_Gust: BattleAnim_Sonicboom: anim_2gfx BATTLE_ANIM_GFX_WIND, BATTLE_ANIM_GFX_HIT .loop anim_sound 0, 1, SFX_RAZOR_WIND anim_obj BATTLE_ANIM_OBJ_GUST, 136, 72, $0 anim_wait 6 anim_loop 9, .loop anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 64, $18 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 32, $18 anim_wait 16 anim_ret BattleAnim_Selfdestruct: anim_1gfx BATTLE_ANIM_GFX_EXPLOSION anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $24 anim_if_param_equal $1, .loop anim_call BattleAnimSub_Explosion2 anim_wait 16 anim_ret .loop anim_call BattleAnimSub_Explosion1 anim_wait 5 anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_loop 2, .loop anim_wait 16 anim_ret BattleAnim_Explosion: anim_1gfx BATTLE_ANIM_GFX_EXPLOSION anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $60, $4, $10 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $24 anim_if_param_equal $1, .loop anim_call BattleAnimSub_Explosion2 anim_wait 16 anim_ret .loop anim_call BattleAnimSub_Explosion1 anim_wait 5 anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_loop 2, .loop anim_wait 16 anim_ret BattleAnim_Acid: anim_1gfx BATTLE_ANIM_GFX_POISON anim_call BattleAnimSub_Acid anim_wait 64 anim_ret BattleAnim_RockThrow: anim_1gfx BATTLE_ANIM_GFX_ROCKS anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $60, $1, $0 anim_sound 0, 1, SFX_STRENGTH anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 128, 64, $40 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH anim_obj BATTLE_ANIM_OBJ_BIG_ROCK, 120, 68, $30 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 152, 68, $30 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH anim_obj BATTLE_ANIM_OBJ_BIG_ROCK, 144, 64, $40 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 136, 68, $30 anim_wait 96 anim_ret BattleAnim_RockSlide: anim_1gfx BATTLE_ANIM_GFX_ROCKS anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $c0, $1, $0 .loop anim_sound 0, 1, SFX_STRENGTH anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 128, 64, $40 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH anim_obj BATTLE_ANIM_OBJ_BIG_ROCK, 120, 68, $30 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 152, 68, $30 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH anim_obj BATTLE_ANIM_OBJ_BIG_ROCK, 144, 64, $40 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 136, 68, $30 anim_wait 16 anim_loop 4, .loop anim_wait 96 anim_ret BattleAnim_Sing: anim_1gfx BATTLE_ANIM_GFX_NOISE anim_sound 16, 2, SFX_SING .loop anim_obj BATTLE_ANIM_OBJ_SING, 64, 92, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_SING, 64, 92, $1 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_SING, 64, 92, $2 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_SING, 64, 92, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_SING, 64, 92, $2 anim_wait 8 anim_loop 4, .loop anim_wait 64 anim_ret BattleAnim_Poisonpowder: BattleAnim_SleepPowder: BattleAnim_Spore: BattleAnim_StunSpore: anim_1gfx BATTLE_ANIM_GFX_POWDER .loop anim_sound 0, 1, SFX_POWDER anim_obj BATTLE_ANIM_OBJ_POWDER, 104, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER anim_obj BATTLE_ANIM_OBJ_POWDER, 136, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER anim_obj BATTLE_ANIM_OBJ_POWDER, 112, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER anim_obj BATTLE_ANIM_OBJ_POWDER, 128, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER anim_obj BATTLE_ANIM_OBJ_POWDER, 120, 16, $0 anim_wait 4 anim_loop 2, .loop anim_wait 96 anim_ret BattleAnim_HyperBeam: anim_1gfx BATTLE_ANIM_GFX_BEAM anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $30, $4, $10 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $40 anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_Beam anim_wait 48 anim_ret BattleAnim_AuroraBeam: anim_1gfx BATTLE_ANIM_GFX_BEAM anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 anim_wait 64 anim_call BattleAnimSub_Beam anim_wait 48 anim_incobj 5 anim_wait 64 anim_ret BattleAnim_Vicegrip: anim_1gfx BATTLE_ANIM_GFX_CUT anim_sound 0, 1, SFX_VICEGRIP anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0 anim_obj BATTLE_ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 anim_wait 32 anim_ret BattleAnim_Scratch: anim_1gfx BATTLE_ANIM_GFX_CUT anim_sound 0, 1, SFX_SCRATCH anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0 anim_wait 32 anim_ret BattleAnim_FurySwipes: anim_1gfx BATTLE_ANIM_GFX_CUT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_SCRATCH anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 anim_obj BATTLE_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 BATTLE_ANIM_OBJ_CUT_DOWN_RIGHT, 120, 48, $0 anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_RIGHT, 124, 44, $0 anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_RIGHT, 128, 40, $0 anim_sound 0, 1, SFX_SCRATCH anim_wait 32 anim_ret BattleAnim_Cut: anim_1gfx BATTLE_ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT anim_obj BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_wait 32 anim_ret BattleAnim_Slash: anim_1gfx BATTLE_ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT anim_obj BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_obj BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT, 148, 36, $0 anim_wait 32 anim_ret BattleAnim_Clamp: anim_2gfx BATTLE_ANIM_GFX_CUT, BATTLE_ANIM_GFX_HIT anim_obj BATTLE_ANIM_OBJ_CLAMP, 136, 56, $a0 anim_obj BATTLE_ANIM_OBJ_CLAMP, 136, 56, $20 anim_wait 16 anim_sound 0, 1, SFX_BITE anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $18 anim_wait 32 anim_sound 0, 1, SFX_BITE anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 64, $18 anim_wait 16 anim_ret BattleAnim_Bite: anim_2gfx BATTLE_ANIM_GFX_CUT, BATTLE_ANIM_GFX_HIT anim_obj BATTLE_ANIM_OBJ_BITE, 136, 56, $98 anim_obj BATTLE_ANIM_OBJ_BITE, 136, 56, $18 anim_wait 8 anim_sound 0, 1, SFX_BITE anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $18 anim_wait 16 anim_sound 0, 1, SFX_BITE anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 64, $18 anim_wait 8 anim_ret BattleAnim_Teleport: anim_1gfx BATTLE_ANIM_GFX_SPEED anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_TELEPORT, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_wait 3 anim_incbgeffect BATTLE_BG_EFFECT_TELEPORT anim_call BattleAnim_ShowMon_0 anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0 anim_call BattleAnimSub_WarpAway anim_wait 64 anim_ret BattleAnim_Fly: anim_if_param_equal $1, .turn1 anim_if_param_equal $2, .miss anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_WING_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 32 .miss: anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret .turn1: anim_1gfx BATTLE_ANIM_GFX_SPEED anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0 anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_call BattleAnimSub_WarpAway anim_wait 64 anim_ret BattleAnim_DoubleTeam: anim_call BattleAnim_TargetObj_2Row anim_sound 0, 0, SFX_PSYBEAM anim_bgeffect BATTLE_BG_EFFECT_DOUBLE_TEAM, $0, BG_EFFECT_USER, $0 anim_wait 96 anim_incbgeffect BATTLE_BG_EFFECT_DOUBLE_TEAM anim_wait 24 anim_incbgeffect BATTLE_BG_EFFECT_DOUBLE_TEAM anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Recover: anim_1gfx BATTLE_ANIM_GFX_BUBBLE anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_FULL_HEAL anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $30 anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $31 anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $32 anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $33 anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $34 anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $35 anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $36 anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $37 anim_wait 64 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Absorb: anim_1gfx BATTLE_ANIM_GFX_CHARGE anim_obj BATTLE_ANIM_OBJ_ABSORB_CENTER, 44, 88, $0 .loop anim_sound 6, 3, SFX_WATER_GUN anim_obj BATTLE_ANIM_OBJ_ABSORB, 128, 48, $2 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN anim_obj BATTLE_ANIM_OBJ_ABSORB, 136, 64, $3 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN anim_obj BATTLE_ANIM_OBJ_ABSORB, 136, 32, $4 anim_wait 6 anim_loop 5, .loop anim_wait 32 anim_ret BattleAnim_MegaDrain: anim_1gfx BATTLE_ANIM_GFX_CHARGE anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_FADE_MONS_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $10 anim_setvar $0 .loop anim_sound 6, 3, SFX_WATER_GUN anim_obj BATTLE_ANIM_OBJ_ABSORB, 128, 48, $2 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN anim_obj BATTLE_ANIM_OBJ_ABSORB, 136, 64, $3 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN anim_obj BATTLE_ANIM_OBJ_ABSORB, 136, 32, $4 anim_wait 6 anim_incvar anim_if_var_equal $7, .done anim_if_var_equal $2, .spawn anim_jump .loop .spawn anim_obj BATTLE_ANIM_OBJ_ABSORB_CENTER, 44, 88, $0 anim_jump .loop .done anim_wait 32 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MONS_TO_BLACK_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_EggBomb: anim_2gfx BATTLE_ANIM_GFX_EGG, BATTLE_ANIM_GFX_EXPLOSION anim_sound 0, 0, SFX_SWITCH_POKEMON anim_obj BATTLE_ANIM_OBJ_EGG, 44, 104, $1 anim_wait 128 anim_wait 96 anim_incobj 1 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $3 anim_sound 0, 1, SFX_EGG_BOMB anim_obj BATTLE_ANIM_OBJ_EXPLOSION2, 128, 64, $0 anim_wait 8 anim_sound 0, 1, SFX_EGG_BOMB anim_obj BATTLE_ANIM_OBJ_EXPLOSION2, 144, 68, $0 anim_wait 8 anim_sound 0, 1, SFX_EGG_BOMB anim_obj BATTLE_ANIM_OBJ_EXPLOSION2, 136, 72, $0 anim_wait 24 anim_ret BattleAnim_Softboiled: anim_2gfx BATTLE_ANIM_GFX_EGG, BATTLE_ANIM_GFX_BUBBLE anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_SWITCH_POKEMON anim_obj BATTLE_ANIM_OBJ_EGG, 44, 104, $6 anim_wait 128 anim_incobj 2 anim_obj BATTLE_ANIM_OBJ_EGG, 76, 104, $b anim_wait 16 anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_sound 0, 0, SFX_METRONOME .loop anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $20 anim_wait 8 anim_loop 8, .loop anim_wait 128 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_FocusEnergy: anim_1gfx BATTLE_ANIM_GFX_SPEED anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT, $0, BG_EFFECT_USER, $40 anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 .loop anim_sound 0, 0, SFX_SWORDS_DANCE anim_obj BATTLE_ANIM_OBJ_FOCUS, 44, 108, $6 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 36, 108, $6 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 52, 108, $8 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 28, 108, $8 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 60, 108, $6 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 20, 108, $8 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 68, 108, $8 anim_wait 2 anim_loop 3, .loop anim_wait 8 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Bide: anim_if_param_equal $0, BattleAnim_MegaPunch anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_ESCAPE_ROPE anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_wait 72 anim_incbgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Bind: anim_1gfx BATTLE_ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND anim_obj BATTLE_ANIM_OBJ_BIND1, 132, 64, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_BIND2, 132, 56, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_BIND1, 132, 48, $0 anim_wait 64 anim_sound 0, 1, SFX_BIND anim_incobj 1 anim_incobj 2 anim_incobj 3 anim_wait 96 anim_ret BattleAnim_Wrap: anim_1gfx BATTLE_ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND anim_obj BATTLE_ANIM_OBJ_BIND1, 132, 64, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_BIND1, 132, 56, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_BIND1, 132, 48, $0 anim_wait 64 anim_sound 0, 1, SFX_BIND anim_incobj 1 anim_incobj 2 anim_incobj 3 anim_wait 96 anim_ret BattleAnim_Confusion: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_UserObj_2Row anim_sound 0, 1, SFX_PSYCHIC anim_bgeffect BATTLE_BG_EFFECT_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8 anim_wait 128 anim_incbgeffect BATTLE_BG_EFFECT_NIGHT_SHADE anim_call BattleAnim_ShowMon_1 anim_ret BattleAnim_Constrict: anim_1gfx BATTLE_ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND anim_obj BATTLE_ANIM_OBJ_BIND2, 132, 64, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_BIND1, 132, 48, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_BIND2, 132, 40, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_BIND1, 132, 56, $0 anim_wait 64 anim_ret BattleAnim_Earthquake: anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $60, $4, $10 .loop anim_sound 0, 1, SFX_EMBER anim_wait 24 anim_loop 4, .loop anim_ret BattleAnim_Fissure: anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $40 anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $60, $4, $0 .loop anim_sound 0, 1, SFX_EMBER anim_wait 24 anim_loop 4, .loop anim_ret BattleAnim_Growl: anim_1gfx BATTLE_ANIM_GFX_NOISE anim_battlergfx_2row anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_cry $0 .loop anim_call BattleAnimSub_Sound anim_wait 16 anim_loop 3, .loop anim_wait 9 anim_bgeffect BATTLE_BG_EFFECT_BATTLEROBJ_1ROW, $0, BG_EFFECT_USER, $0 anim_wait 8 anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $40 anim_wait 64 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING anim_wait 1 anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 5 anim_incobj 10 anim_wait 8 anim_ret BattleAnim_Roar: anim_1gfx BATTLE_ANIM_GFX_NOISE anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_cry $1 .loop anim_call BattleAnimSub_Sound anim_wait 16 anim_loop 3, .loop anim_wait 16 anim_if_param_equal $0, .done anim_bgeffect BATTLE_BG_EFFECT_REMOVE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 64 .done anim_ret BattleAnim_Supersonic: anim_1gfx BATTLE_ANIM_GFX_PSYCHIC .loop anim_sound 6, 2, SFX_SUPERSONIC anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 88, $2 anim_wait 4 anim_loop 10, .loop anim_wait 64 anim_ret BattleAnim_Screech: anim_1gfx BATTLE_ANIM_GFX_PSYCHIC anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $8, $1, $20 anim_sound 6, 2, SFX_SCREECH .loop anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 88, $2 anim_wait 2 anim_loop 2, .loop anim_wait 64 anim_ret BattleAnim_ConfuseRay: anim_1gfx BATTLE_ANIM_GFX_SPEED anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_bgeffect BATTLE_BG_EFFECT_CYCLE_BGPALS_INVERTED, $0, $4, $0 anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $0 anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $80 anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $88 anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $90 anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $98 anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $a0 anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $a8 anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $b0 anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $b8 .loop anim_sound 6, 2, SFX_WHIRLWIND anim_wait 16 anim_loop 8, .loop anim_wait 32 anim_ret BattleAnim_Leer: anim_1gfx BATTLE_ANIM_GFX_BEAM anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_EyeBeams anim_wait 16 anim_ret BattleAnim_Reflect: anim_1gfx BATTLE_ANIM_GFX_REFLECT anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 0, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 24 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 0, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 64 anim_ret BattleAnim_LightScreen: anim_2gfx BATTLE_ANIM_GFX_SPEED, BATTLE_ANIM_GFX_REFLECT anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 0, 0, SFX_FLASH anim_obj BATTLE_ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $0 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $8 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $10 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $18 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_SCREEN, 72, 80, $0 anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $20 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $28 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $30 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $38 anim_wait 64 anim_ret BattleAnim_Amnesia: anim_1gfx BATTLE_ANIM_GFX_STATUS anim_sound 0, 0, SFX_LICK anim_obj BATTLE_ANIM_OBJ_AMNESIA, 64, 80, $2 anim_wait 16 anim_obj BATTLE_ANIM_OBJ_AMNESIA, 68, 80, $1 anim_wait 16 anim_obj BATTLE_ANIM_OBJ_AMNESIA, 72, 80, $0 anim_wait 64 anim_ret BattleAnim_DizzyPunch: anim_2gfx BATTLE_ANIM_GFX_STATUS, BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 40, $0 anim_obj BATTLE_ANIM_OBJ_HIT_SMALL_YFIX, 136, 64, $0 anim_wait 16 anim_sound 0, 1, SFX_KINESIS anim_obj BATTLE_ANIM_OBJ_CHICK, 136, 24, $15 anim_obj BATTLE_ANIM_OBJ_CHICK, 136, 24, $aa anim_obj BATTLE_ANIM_OBJ_CHICK, 136, 24, $bf anim_wait 96 anim_ret BattleAnim_Rest: anim_1gfx BATTLE_ANIM_GFX_STATUS anim_sound 0, 0, SFX_TAIL_WHIP .loop anim_obj BATTLE_ANIM_OBJ_ASLEEP, 64, 80, $0 anim_wait 40 anim_loop 3, .loop anim_wait 32 anim_ret BattleAnim_AcidArmor: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row anim_bgeffect BATTLE_BG_EFFECT_ACID_ARMOR, $0, BG_EFFECT_USER, $8 anim_sound 0, 0, SFX_MEGA_PUNCH anim_wait 64 anim_incbgeffect BATTLE_BG_EFFECT_ACID_ARMOR anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Splash: anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 0, SFX_VICEGRIP anim_call BattleAnim_TargetObj_2Row anim_bgeffect BATTLE_BG_EFFECT_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0 anim_wait 96 anim_incbgeffect BATTLE_BG_EFFECT_BOUNCE_DOWN anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Dig: anim_2gfx BATTLE_ANIM_GFX_SAND, BATTLE_ANIM_GFX_HIT anim_if_param_equal $0, .hit anim_if_param_equal $2, .fail anim_call BattleAnim_TargetObj_2Row anim_bgeffect BATTLE_BG_EFFECT_DIG, $0, BG_EFFECT_USER, $1 anim_obj BATTLE_ANIM_OBJ_DIG_PILE, 72, 104, $0 .loop anim_sound 0, 0, SFX_RAZOR_WIND anim_obj BATTLE_ANIM_OBJ_DIG_SAND, 56, 104, $0 anim_wait 16 anim_loop 6, .loop anim_wait 32 anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_wait 8 anim_incbgeffect BATTLE_BG_EFFECT_DIG anim_call BattleAnim_ShowMon_0 anim_ret .hit anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 32 .fail anim_bgeffect BATTLE_BG_EFFECT_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret BattleAnim_SandAttack: anim_1gfx BATTLE_ANIM_GFX_SAND anim_call BattleAnimSub_SandOrMud anim_ret BattleAnim_StringShot: anim_1gfx BATTLE_ANIM_GFX_WEB anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 6, 2, SFX_MENU anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 64, 80, $0 anim_wait 4 anim_sound 0, 1, SFX_MENU anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 132, 48, $1 anim_wait 4 anim_sound 6, 2, SFX_MENU anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 64, 88, $0 anim_wait 4 anim_sound 0, 1, SFX_MENU anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 132, 64, $1 anim_wait 4 anim_sound 6, 2, SFX_MENU anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 64, 84, $0 anim_wait 4 anim_sound 0, 1, SFX_MENU anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 132, 56, $2 anim_wait 64 anim_ret BattleAnim_Headbutt: anim_1gfx BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $14, $2, $0 anim_wait 32 anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_HEADBUTT anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Tackle: ; BUG: Tackle is missing part of its hit animation (see docs/bugs_and_glitches.md) anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_TACKLE anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_BodySlam: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row anim_bgeffect BATTLE_BG_EFFECT_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_incbgeffect BATTLE_BG_EFFECT_BOUNCE_DOWN anim_wait 4 anim_bgeffect BATTLE_BG_EFFECT_BODY_SLAM, $0, BG_EFFECT_USER, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_TakeDown: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_DoubleEdge: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $10 anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 128, 48, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Submission: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_UserObj_1Row anim_bgeffect BATTLE_BG_EFFECT_WOBBLE_MON, $0, BG_EFFECT_TARGET, $0 anim_sound 0, 1, SFX_SUBMISSION anim_wait 32 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 32 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 152, 56, $0 anim_wait 32 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 52, $0 anim_wait 32 anim_incbgeffect BATTLE_BG_EFFECT_WOBBLE_MON anim_call BattleAnim_ShowMon_1 anim_ret BattleAnim_Whirlwind: anim_1gfx BATTLE_ANIM_GFX_WIND .loop anim_sound 0, 0, SFX_RAZOR_WIND anim_obj BATTLE_ANIM_OBJ_GUST, 64, 112, $0 anim_wait 6 anim_loop 9, .loop anim_incobj 1 anim_incobj 2 anim_incobj 3 anim_incobj 4 anim_incobj 5 anim_incobj 6 anim_incobj 7 anim_incobj 8 anim_incobj 9 anim_sound 16, 2, SFX_WHIRLWIND anim_wait 128 anim_if_param_equal $0, .done anim_bgeffect BATTLE_BG_EFFECT_REMOVE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 64 .done anim_ret BattleAnim_Hypnosis: anim_1gfx BATTLE_ANIM_GFX_PSYCHIC .loop anim_sound 6, 2, SFX_SUPERSONIC anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 88, $2 anim_obj BATTLE_ANIM_OBJ_WAVE, 56, 80, $2 anim_wait 8 anim_loop 3, .loop anim_wait 56 anim_ret BattleAnim_Haze: anim_1gfx BATTLE_ANIM_GFX_HAZE anim_sound 0, 1, SFX_SURF .loop anim_obj BATTLE_ANIM_OBJ_HAZE, 48, 56, $0 anim_obj BATTLE_ANIM_OBJ_HAZE, 132, 16, $0 anim_wait 12 anim_loop 5, .loop anim_wait 96 anim_ret BattleAnim_Mist: anim_obp0 $54 anim_1gfx BATTLE_ANIM_GFX_HAZE anim_sound 0, 0, SFX_SURF .loop anim_obj BATTLE_ANIM_OBJ_MIST, 48, 56, $0 anim_wait 8 anim_loop 10, .loop anim_wait 96 anim_ret BattleAnim_Smog: anim_1gfx BATTLE_ANIM_GFX_HAZE anim_sound 0, 1, SFX_BUBBLEBEAM .loop anim_obj BATTLE_ANIM_OBJ_SMOG, 132, 16, $0 anim_wait 8 anim_loop 10, .loop anim_wait 96 anim_ret BattleAnim_PoisonGas: anim_1gfx BATTLE_ANIM_GFX_HAZE anim_sound 16, 2, SFX_BUBBLEBEAM .loop anim_obj BATTLE_ANIM_OBJ_POISON_GAS, 44, 80, $2 anim_wait 8 anim_loop 10, .loop anim_wait 128 anim_ret BattleAnim_HornAttack: anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT anim_obj BATTLE_ANIM_OBJ_HORN, 72, 80, $1 anim_wait 16 anim_sound 0, 1, SFX_HORN_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_FuryAttack: anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT anim_obj BATTLE_ANIM_OBJ_HORN, 72, 72, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT, 128, 40, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_HORN, 80, 88, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT, 136, 56, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_HORN, 76, 80, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT, 132, 48, $0 anim_wait 8 anim_ret BattleAnim_HornDrill: anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $40 anim_obj BATTLE_ANIM_OBJ_HORN, 72, 80, $3 anim_wait 8 .loop anim_sound 0, 1, SFX_HORN_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 140, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 132, 56, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 124, 48, $0 anim_wait 8 anim_loop 3, .loop anim_ret BattleAnim_PoisonSting: anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT anim_obj BATTLE_ANIM_OBJ_NEEDLE, 64, 92, $14 anim_wait 16 anim_sound 0, 1, SFX_POISON_STING anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_Twineedle: anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_POISON_STING anim_obj BATTLE_ANIM_OBJ_NEEDLE, 64, 92, $14 anim_obj BATTLE_ANIM_OBJ_NEEDLE, 56, 84, $14 anim_wait 16 anim_sound 0, 1, SFX_POISON_STING anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 136, 56, $0 anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 128, 48, $0 anim_wait 16 anim_ret BattleAnim_PinMissile: anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT .loop anim_obj BATTLE_ANIM_OBJ_NEEDLE, 64, 92, $28 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_NEEDLE, 56, 84, $28 anim_sound 0, 1, SFX_POISON_STING anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 136, 56, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_NEEDLE, 52, 88, $28 anim_sound 0, 1, SFX_POISON_STING anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_POISON_STING anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 132, 52, $0 anim_loop 3, .loop anim_wait 16 anim_ret BattleAnim_SpikeCannon: anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT .loop anim_obj BATTLE_ANIM_OBJ_NEEDLE, 64, 92, $18 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_NEEDLE, 56, 84, $18 anim_sound 0, 1, SFX_POISON_STING anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 136, 56, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_NEEDLE, 52, 88, $18 anim_sound 0, 1, SFX_POISON_STING anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_POISON_STING anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 132, 52, $0 anim_loop 3, .loop anim_wait 16 anim_ret BattleAnim_Transform: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row anim_transform anim_sound 0, 0, SFX_PSYBEAM anim_bgeffect BATTLE_BG_EFFECT_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_updateactorpic anim_incbgeffect BATTLE_BG_EFFECT_WAVE_DEFORM_MON anim_wait 48 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_PetalDance: anim_sound 0, 0, SFX_MENU anim_2gfx BATTLE_ANIM_GFX_FLOWER, BATTLE_ANIM_GFX_HIT .loop anim_obj BATTLE_ANIM_OBJ_PETAL_DANCE, 48, 56, $0 anim_wait 11 anim_loop 8, .loop anim_wait 128 anim_wait 64 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_Barrage: anim_2gfx BATTLE_ANIM_GFX_EGG, BATTLE_ANIM_GFX_EXPLOSION anim_sound 6, 2, SFX_THROW_BALL anim_obj BATTLE_ANIM_OBJ_SLUDGE_BOMB, 64, 92, $10 anim_wait 36 anim_sound 0, 1, SFX_EGG_BOMB anim_obj BATTLE_ANIM_OBJ_EXPLOSION2, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_PayDay: anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_STATUS anim_sound 0, 1, SFX_POUND anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 56, $0 anim_wait 16 anim_sound 0, 1, SFX_PAY_DAY anim_obj BATTLE_ANIM_OBJ_PAY_DAY, 120, 76, $1 anim_wait 64 anim_ret BattleAnim_Mimic: anim_1gfx BATTLE_ANIM_GFX_SPEED anim_obp0 $fc anim_sound 63, 3, SFX_LICK anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $0 anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $8 anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $10 anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $18 anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $20 anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $28 anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $30 anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $38 anim_wait 128 anim_wait 48 anim_ret BattleAnim_LovelyKiss: anim_2gfx BATTLE_ANIM_GFX_OBJECTS, BATTLE_ANIM_GFX_ANGELS anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj BATTLE_ANIM_OBJ_LOVELY_KISS, 152, 40, $0 anim_wait 32 anim_sound 0, 1, SFX_LICK anim_obj BATTLE_ANIM_OBJ_HEART, 128, 40, $0 anim_wait 40 anim_ret BattleAnim_Bonemerang: anim_2gfx BATTLE_ANIM_GFX_MISC, BATTLE_ANIM_GFX_HIT anim_sound 6, 2, SFX_HYDRO_PUMP anim_obj BATTLE_ANIM_OBJ_BONEMERANG, 88, 56, $1c anim_wait 24 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 24 anim_ret BattleAnim_Swift: anim_1gfx BATTLE_ANIM_GFX_OBJECTS anim_sound 6, 2, SFX_METRONOME anim_obj BATTLE_ANIM_OBJ_SWIFT, 64, 88, $4 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_SWIFT, 64, 72, $4 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_SWIFT, 64, 76, $4 anim_wait 64 anim_ret BattleAnim_Crabhammer: anim_1gfx BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 48 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 12 anim_loop 3, .loop anim_ret BattleAnim_SkullBash: anim_if_param_equal $1, BattleAnim_FocusEnergy anim_1gfx BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $14, $2, $0 anim_wait 32 anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $3 anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 .loop anim_sound 0, 1, SFX_HEADBUTT anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 anim_loop 3, .loop anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Kinesis: anim_2gfx BATTLE_ANIM_GFX_MISC, BATTLE_ANIM_GFX_NOISE anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj BATTLE_ANIM_OBJ_KINESIS, 80, 76, $0 anim_wait 32 .loop anim_sound 0, 0, SFX_KINESIS anim_obj BATTLE_ANIM_OBJ_SOUND, 64, 88, $0 anim_wait 32 anim_loop 3, .loop anim_wait 32 anim_sound 0, 0, SFX_KINESIS_2 anim_wait 32 anim_ret BattleAnim_Peck: anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_PECK anim_obj BATTLE_ANIM_OBJ_HIT_SMALL_YFIX, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_PECK anim_obj BATTLE_ANIM_OBJ_HIT_SMALL_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_DrillPeck: anim_1gfx BATTLE_ANIM_GFX_HIT .loop anim_sound 0, 1, SFX_PECK anim_obj BATTLE_ANIM_OBJ_HIT_SMALL_YFIX, 124, 56, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK anim_obj BATTLE_ANIM_OBJ_HIT_SMALL_YFIX, 132, 48, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK anim_obj BATTLE_ANIM_OBJ_HIT_SMALL_YFIX, 140, 56, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK anim_obj BATTLE_ANIM_OBJ_HIT_SMALL_YFIX, 132, 64, $0 anim_wait 4 anim_loop 5, .loop anim_wait 16 anim_ret BattleAnim_Guillotine: anim_1gfx BATTLE_ANIM_GFX_CUT anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $10 anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $40, $2, $0 anim_sound 0, 1, SFX_VICEGRIP anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 156, 44, $0 anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0 anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 148, 36, $0 anim_obj BATTLE_ANIM_OBJ_CUT_UP_RIGHT, 124, 76, $0 anim_obj BATTLE_ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 anim_obj BATTLE_ANIM_OBJ_CUT_UP_RIGHT, 116, 68, $0 anim_obj BATTLE_ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 anim_wait 32 anim_ret BattleAnim_Flash: anim_1gfx BATTLE_ANIM_GFX_SPEED anim_sound 0, 1, SFX_FLASH anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $6, $20 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $0 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $8 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $10 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $18 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $20 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $28 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $30 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $38 anim_wait 32 anim_ret BattleAnim_Substitute: anim_sound 0, 0, SFX_SURF anim_if_param_equal $3, .dropsub2 anim_if_param_equal $2, .raisesub anim_if_param_equal $1, .dropsub anim_1gfx BATTLE_ANIM_GFX_SMOKE anim_bgeffect BATTLE_BG_EFFECT_REMOVE_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_raisesub anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 48, 96, $0 anim_bgeffect BATTLE_BG_EFFECT_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret .dropsub: anim_bgeffect BATTLE_BG_EFFECT_REMOVE_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_dropsub anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret .raisesub: anim_bgeffect BATTLE_BG_EFFECT_REMOVE_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_raisesub anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret .dropsub2: anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_dropsub anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret BattleAnim_Minimize: anim_sound 0, 0, SFX_SURF anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row anim_minimize anim_bgeffect BATTLE_BG_EFFECT_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_updateactorpic anim_incbgeffect BATTLE_BG_EFFECT_WAVE_DEFORM_MON anim_wait 48 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_SkyAttack: anim_if_param_equal $1, BattleAnim_FocusEnergy anim_1gfx BATTLE_ANIM_GFX_SKY_ATTACK anim_bgeffect BATTLE_BG_EFFECT_REMOVE_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_sound 0, 0, SFX_HYPER_BEAM anim_obj BATTLE_ANIM_OBJ_SKY_ATTACK, 48, 88, $40 anim_wait 64 anim_incobj 1 anim_wait 21 anim_sound 0, 1, SFX_HYPER_BEAM anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 anim_wait 64 anim_incobj 1 anim_wait 32 anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_ret BattleAnim_NightShade: anim_1gfx BATTLE_ANIM_GFX_HIT anim_bgp $1b anim_obp1 $1b anim_wait 32 anim_call BattleAnim_UserObj_2Row anim_bgeffect BATTLE_BG_EFFECT_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8 anim_sound 0, 1, SFX_PSYCHIC anim_wait 96 anim_incbgeffect BATTLE_BG_EFFECT_NIGHT_SHADE anim_call BattleAnim_ShowMon_1 anim_ret BattleAnim_Lick: anim_1gfx BATTLE_ANIM_GFX_WATER anim_sound 0, 1, SFX_LICK anim_obj BATTLE_ANIM_OBJ_LICK, 136, 56, $0 anim_wait 64 anim_ret BattleAnim_TriAttack: anim_3gfx BATTLE_ANIM_GFX_FIRE, BATTLE_ANIM_GFX_ICE, BATTLE_ANIM_GFX_LIGHTNING anim_call BattleAnimSub_Fire anim_wait 16 anim_call BattleAnimSub_Ice anim_wait 16 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $4 anim_sound 0, 1, SFX_THUNDER anim_obj BATTLE_ANIM_OBJ_THUNDER_RIGHT, 152, 68, $0 anim_wait 16 anim_ret BattleAnim_Withdraw: anim_1gfx BATTLE_ANIM_GFX_REFLECT anim_call BattleAnim_TargetObj_2Row anim_bgeffect BATTLE_BG_EFFECT_WITHDRAW, $0, BG_EFFECT_USER, $50 anim_wait 48 anim_sound 0, 0, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_WITHDRAW, 48, 88, $0 anim_wait 64 anim_incobj 2 anim_wait 1 anim_incbgeffect BATTLE_BG_EFFECT_WITHDRAW anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Psybeam: anim_1gfx BATTLE_ANIM_GFX_PSYCHIC anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_bgeffect BATTLE_BG_EFFECT_CYCLE_BGPALS_INVERTED, $0, $4, $0 .loop anim_sound 6, 2, SFX_PSYBEAM anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 88, $4 anim_wait 4 anim_loop 10, .loop anim_wait 48 anim_ret BattleAnim_DreamEater: anim_1gfx BATTLE_ANIM_GFX_BUBBLE anim_bgp $1b anim_obp0 $27 anim_sound 6, 3, SFX_WATER_GUN anim_call BattleAnimSub_Drain anim_wait 128 anim_wait 48 anim_ret BattleAnim_LeechLife: anim_1gfx BATTLE_ANIM_GFX_BUBBLE anim_sound 6, 3, SFX_WATER_GUN anim_call BattleAnimSub_Drain anim_wait 128 anim_wait 48 anim_ret BattleAnim_Harden: anim_1gfx BATTLE_ANIM_GFX_REFLECT anim_obp0 $0 anim_call BattleAnim_TargetObj_1Row anim_call BattleAnimSub_Metallic anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Psywave: anim_1gfx BATTLE_ANIM_GFX_PSYCHIC anim_bgeffect BATTLE_BG_EFFECT_PSYCHIC, $0, $0, $0 .loop anim_sound 6, 2, SFX_PSYCHIC anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 80, $2 anim_wait 8 anim_sound 6, 2, SFX_PSYCHIC anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 88, $3 anim_wait 8 anim_sound 6, 2, SFX_PSYCHIC anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 96, $4 anim_wait 8 anim_loop 3, .loop anim_wait 32 anim_incbgeffect BATTLE_BG_EFFECT_PSYCHIC anim_wait 4 anim_ret BattleAnim_Glare: anim_1gfx BATTLE_ANIM_GFX_BEAM anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $20 anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_EyeBeams anim_wait 16 anim_ret BattleAnim_Thrash: anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND anim_obj BATTLE_ANIM_OBJ_PALM, 120, 72, $0 anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE anim_obj BATTLE_ANIM_OBJ_PUNCH, 136, 56, $0 anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_DOUBLE_KICK anim_obj BATTLE_ANIM_OBJ_KICK, 152, 40, $0 anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 anim_wait 16 anim_ret BattleAnim_Growth: anim_bgeffect BATTLE_BG_EFFECT_WHITE_HUES, $0, $8, $0 anim_1gfx BATTLE_ANIM_GFX_CHARGE anim_sound 0, 0, SFX_SWORDS_DANCE anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $0 anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $8 anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $10 anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $18 anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $20 anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $28 anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $30 anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $38 anim_wait 64 anim_ret BattleAnim_Conversion2: anim_1gfx BATTLE_ANIM_GFX_EXPLOSION anim_sound 63, 3, SFX_SHARPEN anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $0 anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $8 anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $10 anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $18 anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $20 anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $28 anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $30 anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $38 anim_wait 128 anim_wait 48 anim_ret BattleAnim_Smokescreen: anim_3gfx BATTLE_ANIM_GFX_HAZE, BATTLE_ANIM_GFX_EGG, BATTLE_ANIM_GFX_SMOKE anim_sound 6, 2, SFX_THROW_BALL anim_obj BATTLE_ANIM_OBJ_SMOKESCREEN, 64, 92, $6c anim_wait 24 anim_incobj 1 anim_sound 0, 1, SFX_BALL_POOF anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 108, 70, $10 anim_wait 8 .loop anim_sound 0, 1, SFX_MENU anim_obj BATTLE_ANIM_OBJ_SMOKE, 132, 60, $20 anim_wait 8 anim_loop 5, .loop anim_wait 128 anim_ret BattleAnim_Strength: anim_2gfx BATTLE_ANIM_GFX_ROCKS, BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_Y, $10, $1, $20 anim_sound 0, 0, SFX_STRENGTH anim_obj BATTLE_ANIM_OBJ_STRENGTH, 64, 104, $1 anim_wait 128 anim_incobj 1 anim_wait 20 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 anim_wait 16 anim_ret BattleAnim_SwordsDance: anim_1gfx BATTLE_ANIM_GFX_WHIP anim_sound 0, 0, SFX_SWORDS_DANCE anim_obj BATTLE_ANIM_OBJ_SWORDS_DANCE, 48, 108, $0 anim_obj BATTLE_ANIM_OBJ_SWORDS_DANCE, 48, 108, $d anim_obj BATTLE_ANIM_OBJ_SWORDS_DANCE, 48, 108, $1a anim_obj BATTLE_ANIM_OBJ_SWORDS_DANCE, 48, 108, $27 anim_obj BATTLE_ANIM_OBJ_SWORDS_DANCE, 48, 108, $34 anim_wait 56 anim_ret BattleAnim_QuickAttack: anim_2gfx BATTLE_ANIM_GFX_SPEED, BATTLE_ANIM_GFX_HIT anim_sound 0, 0, SFX_MENU anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 24, 88, $2 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 32, 88, $1 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 40, 88, $0 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 48, 88, $80 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 56, 88, $81 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_ret BattleAnim_Meditate: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_PSYBEAM anim_bgeffect BATTLE_BG_EFFECT_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_incbgeffect BATTLE_BG_EFFECT_WAVE_DEFORM_MON anim_wait 48 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Sharpen: anim_1gfx BATTLE_ANIM_GFX_SHAPES anim_obp0 $e4 anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_SHARPEN anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_obj BATTLE_ANIM_OBJ_SHARPEN, 48, 88, $0 anim_wait 96 anim_incobj 2 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_DefenseCurl: anim_1gfx BATTLE_ANIM_GFX_SHAPES anim_obp0 $e4 anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_SHARPEN anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_obj BATTLE_ANIM_OBJ_DEFENSE_CURL, 48, 88, $0 anim_wait 96 anim_incobj 2 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_SeismicToss: anim_2gfx BATTLE_ANIM_GFX_GLOBE, BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_Y, $10, $1, $20 anim_sound 0, 0, SFX_STRENGTH anim_obj BATTLE_ANIM_OBJ_SEISMIC_TOSS, 64, 104, $1 anim_wait 128 anim_incobj 1 anim_wait 20 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 anim_wait 16 anim_ret BattleAnim_Rage: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_sound 0, 0, SFX_RAGE anim_wait 72 anim_incbgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 anim_wait 16 anim_ret BattleAnim_Agility: anim_1gfx BATTLE_ANIM_GFX_WIND anim_obp0 $fc anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 24, $10 anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 48, $2 anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 88, $8 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 32, $6 anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 56, $c anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 80, $4 anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 104, $e .loop anim_sound 0, 0, SFX_RAZOR_WIND anim_wait 4 anim_loop 18, .loop anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_BoneClub: anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_MISC anim_obj BATTLE_ANIM_OBJ_BONE_CLUB, 64, 88, $2 anim_wait 32 anim_sound 0, 1, SFX_BONE_CLUB anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_Barrier: anim_1gfx BATTLE_ANIM_GFX_REFLECT anim_battlergfx_2row anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_wait 8 anim_sound 0, 0, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 32 anim_sound 0, 0, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 32 anim_ret BattleAnim_Waterfall: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row anim_bgeffect BATTLE_BG_EFFECT_BODY_SLAM, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_LICK anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 40, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 32, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 24, $0 anim_wait 8 anim_ret BattleAnim_PsychicM: anim_1gfx BATTLE_ANIM_GFX_PSYCHIC anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 anim_bgeffect BATTLE_BG_EFFECT_PSYCHIC, $0, $0, $0 .loop anim_sound 6, 2, SFX_PSYCHIC anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 88, $2 anim_wait 8 anim_loop 8, .loop anim_wait 96 anim_incbgeffect BATTLE_BG_EFFECT_PSYCHIC anim_wait 4 anim_ret BattleAnim_Sludge: anim_1gfx BATTLE_ANIM_GFX_POISON anim_call BattleAnimSub_Sludge anim_wait 56 anim_ret BattleAnim_Toxic: anim_1gfx BATTLE_ANIM_GFX_POISON anim_bgeffect BATTLE_BG_EFFECT_BLACK_HUES, $0, $8, $0 anim_call BattleAnimSub_Acid anim_wait 32 anim_call BattleAnimSub_Sludge anim_wait 64 anim_ret BattleAnim_Metronome: anim_2gfx BATTLE_ANIM_GFX_MISC, BATTLE_ANIM_GFX_SPEED anim_sound 0, 0, SFX_METRONOME anim_obj BATTLE_ANIM_OBJ_METRONOME_HAND, 72, 88, $0 .loop anim_obj BATTLE_ANIM_OBJ_METRONOME_SPARKLE, 72, 80, $0 anim_wait 8 anim_loop 5, .loop anim_wait 48 anim_ret BattleAnim_Counter: anim_1gfx BATTLE_ANIM_GFX_HIT .loop anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $6, $2 anim_sound 0, 1, SFX_POUND anim_obj BATTLE_ANIM_OBJ_PALM, 120, 72, $0 anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $6, $2 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_PUNCH, 136, 40, $0 anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 40, $0 anim_wait 6 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $6, $2 anim_sound 0, 1, SFX_MEGA_KICK anim_obj BATTLE_ANIM_OBJ_KICK, 152, 56, $0 anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 152, 56, $0 anim_wait 6 anim_loop 3, .loop anim_wait 16 anim_ret BattleAnim_LowKick: anim_1gfx BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_DOUBLE_KICK anim_obj BATTLE_ANIM_OBJ_KICK, 124, 64, $0 anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 124, 64, $0 anim_wait 6 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_DOUBLE_KICK anim_obj BATTLE_ANIM_OBJ_KICK, 132, 64, $0 anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 132, 64, $0 anim_wait 6 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_DOUBLE_KICK anim_obj BATTLE_ANIM_OBJ_KICK, 140, 64, $0 anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 140, 64, $0 anim_wait 16 anim_ret BattleAnim_WingAttack: anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_WING_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 148, 56, $0 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 116, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 56, $0 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 140, 56, $0 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 124, 56, $0 anim_wait 16 anim_ret BattleAnim_Slam: anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_WING_ATTACK anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $2 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 124, 40, $0 anim_wait 16 anim_ret BattleAnim_Disable: anim_2gfx BATTLE_ANIM_GFX_LIGHTNING, BATTLE_ANIM_GFX_STATUS anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj BATTLE_ANIM_OBJ_DISABLE, 132, 56, $0 anim_wait 16 anim_sound 0, 1, SFX_BIND anim_obj BATTLE_ANIM_OBJ_PARALYZED, 104, 56, $42 anim_obj BATTLE_ANIM_OBJ_PARALYZED, 160, 56, $c2 anim_wait 96 anim_ret BattleAnim_TailWhip: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row anim_sound 0, 0, SFX_TAIL_WHIP anim_bgeffect BATTLE_BG_EFFECT_WOBBLE_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_incbgeffect BATTLE_BG_EFFECT_WOBBLE_MON anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Struggle: anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_Sketch: anim_1gfx BATTLE_ANIM_GFX_OBJECTS anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_sound 0, 0, SFX_SKETCH anim_obj BATTLE_ANIM_OBJ_SKETCH, 72, 80, $0 anim_wait 80 anim_incbgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_ret BattleAnim_TripleKick: anim_1gfx BATTLE_ANIM_GFX_HIT anim_if_param_equal $1, .alternate1 anim_if_param_equal $2, .alternate2 anim_sound 0, 1, SFX_MEGA_KICK anim_obj BATTLE_ANIM_OBJ_KICK, 144, 48, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate1: anim_sound 0, 1, SFX_DOUBLE_KICK anim_obj BATTLE_ANIM_OBJ_KICK, 120, 64, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 64, $0 anim_wait 8 anim_ret .alternate2: anim_sound 0, 1, SFX_DOUBLE_KICK anim_obj BATTLE_ANIM_OBJ_KICK, 132, 32, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 132, 32, $0 anim_wait 8 anim_ret BattleAnim_Thief: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_sound 0, 1, SFX_THIEF anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 48, $0 anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_1gfx BATTLE_ANIM_GFX_STATUS anim_sound 0, 1, SFX_THIEF_2 anim_obj BATTLE_ANIM_OBJ_THIEF, 120, 76, $1 anim_wait 64 anim_ret BattleAnim_SpiderWeb: anim_1gfx BATTLE_ANIM_GFX_WEB anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj BATTLE_ANIM_OBJ_SPIDER_WEB, 132, 48, $0 anim_sound 6, 2, SFX_SPIDER_WEB anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 64, 80, $0 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 64, 88, $0 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 64, 84, $0 anim_wait 64 anim_ret BattleAnim_MindReader: anim_1gfx BATTLE_ANIM_GFX_MISC anim_sound 0, 1, SFX_MIND_READER .loop anim_obj BATTLE_ANIM_OBJ_MIND_READER, 132, 48, $3 anim_obj BATTLE_ANIM_OBJ_MIND_READER, 132, 48, $12 anim_obj BATTLE_ANIM_OBJ_MIND_READER, 132, 48, $20 anim_obj BATTLE_ANIM_OBJ_MIND_READER, 132, 48, $31 anim_wait 16 anim_loop 2, .loop anim_wait 32 anim_ret BattleAnim_Nightmare: anim_1gfx BATTLE_ANIM_GFX_ANGELS anim_bgp $1b anim_obp0 $f anim_obj BATTLE_ANIM_OBJ_NIGHTMARE, 132, 40, $0 anim_obj BATTLE_ANIM_OBJ_NIGHTMARE, 132, 40, $a0 anim_sound 0, 1, SFX_NIGHTMARE anim_wait 96 anim_ret BattleAnim_FlameWheel: anim_1gfx BATTLE_ANIM_GFX_FIRE .loop anim_sound 0, 0, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_FLAME_WHEEL, 48, 96, $0 anim_wait 6 anim_loop 8, .loop anim_wait 96 anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $3 anim_sound 0, 1, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 48, $1 anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 48, $4 anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 48, $5 anim_wait 8 anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_incobj 9 anim_wait 8 anim_ret BattleAnim_Snore: anim_2gfx BATTLE_ANIM_GFX_STATUS, BATTLE_ANIM_GFX_NOISE anim_obj BATTLE_ANIM_OBJ_ASLEEP, 64, 80, $0 anim_wait 32 anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $60, $2, $0 anim_sound 0, 0, SFX_SNORE .loop anim_call BattleAnimSub_Sound anim_wait 16 anim_loop 2, .loop anim_wait 8 anim_ret BattleAnim_Curse: anim_if_param_equal $1, .NotGhost anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_OBJECTS anim_obj BATTLE_ANIM_OBJ_CURSE, 68, 72, $0 anim_sound 0, 0, SFX_CURSE anim_wait 32 anim_incobj 1 anim_wait 12 anim_sound 0, 0, SFX_POISON_STING anim_obj BATTLE_ANIM_OBJ_HIT, 44, 96, $0 anim_wait 16 anim_ret .NotGhost: anim_1gfx BATTLE_ANIM_GFX_SPEED anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_USER, $40 anim_sound 0, 0, SFX_SHARPEN anim_wait 64 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING anim_wait 1 anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT, $0, BG_EFFECT_USER, $40 .loop anim_sound 0, 0, SFX_SWORDS_DANCE anim_obj BATTLE_ANIM_OBJ_FOCUS, 44, 108, $6 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 36, 108, $6 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 52, 108, $8 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 28, 108, $8 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 60, 108, $6 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 20, 108, $8 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 68, 108, $8 anim_wait 2 anim_loop 3, .loop anim_wait 8 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Flail: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_SUBMISSION anim_bgeffect BATTLE_BG_EFFECT_FLAIL, $0, BG_EFFECT_USER, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 152, 48, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 8 anim_incbgeffect BATTLE_BG_EFFECT_FLAIL anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Conversion: anim_1gfx BATTLE_ANIM_GFX_EXPLOSION anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 anim_sound 63, 3, SFX_SHARPEN anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $0 anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $8 anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $10 anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $18 anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $20 anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $28 anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $30 anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $38 anim_wait 128 anim_ret BattleAnim_Aeroblast: anim_2gfx BATTLE_ANIM_GFX_BEAM, BATTLE_ANIM_GFX_AEROBLAST anim_bgp $1b anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $50, $4, $10 anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 0, 0, SFX_AEROBLAST anim_obj BATTLE_ANIM_OBJ_AEROBLAST, 72, 88, $0 anim_wait 32 anim_sound 0, 0, SFX_HYPER_BEAM anim_obj BATTLE_ANIM_OBJ_BEAM, 80, 84, $0 anim_wait 2 anim_sound 0, 1, SFX_HYPER_BEAM anim_obj BATTLE_ANIM_OBJ_BEAM, 96, 76, $0 anim_wait 2 anim_sound 0, 1, SFX_HYPER_BEAM anim_obj BATTLE_ANIM_OBJ_BEAM, 112, 68, $0 anim_obj BATTLE_ANIM_OBJ_BEAM_TIP, 126, 62, $0 anim_wait 48 anim_ret BattleAnim_CottonSpore: anim_obp0 $54 anim_1gfx BATTLE_ANIM_GFX_MISC anim_sound 0, 1, SFX_POWDER .loop anim_obj BATTLE_ANIM_OBJ_COTTON_SPORE, 132, 32, $0 anim_wait 8 anim_loop 5, .loop anim_wait 96 anim_ret BattleAnim_Reversal: anim_2gfx BATTLE_ANIM_GFX_SHINE, BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT, 112, 64, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_FORESIGHT, 120, 56, $0 anim_wait 2 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT, 128, 56, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_FORESIGHT, 136, 48, $0 anim_wait 2 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT, 144, 48, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_FORESIGHT, 152, 40, $0 anim_wait 24 anim_ret BattleAnim_Spite: anim_1gfx BATTLE_ANIM_GFX_ANGELS anim_obj BATTLE_ANIM_OBJ_SPITE, 132, 16, $0 anim_sound 0, 1, SFX_SPITE anim_wait 96 anim_ret BattleAnim_PowderSnow: anim_1gfx BATTLE_ANIM_GFX_ICE .loop anim_sound 6, 2, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_POWDER_SNOW, 64, 88, $23 anim_wait 2 anim_sound 6, 2, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_POWDER_SNOW, 64, 80, $24 anim_wait 2 anim_sound 6, 2, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_POWDER_SNOW, 64, 96, $23 anim_wait 2 anim_loop 2, .loop anim_bgeffect BATTLE_BG_EFFECT_WHITE_HUES, $0, $8, $0 anim_wait 40 anim_call BattleAnimSub_Ice anim_wait 32 anim_ret BattleAnim_Protect: anim_1gfx BATTLE_ANIM_GFX_OBJECTS anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj BATTLE_ANIM_OBJ_PROTECT, 80, 80, $0 anim_obj BATTLE_ANIM_OBJ_PROTECT, 80, 80, $d anim_obj BATTLE_ANIM_OBJ_PROTECT, 80, 80, $1a anim_obj BATTLE_ANIM_OBJ_PROTECT, 80, 80, $27 anim_obj BATTLE_ANIM_OBJ_PROTECT, 80, 80, $34 anim_sound 0, 0, SFX_PROTECT anim_wait 96 anim_ret BattleAnim_MachPunch: anim_2gfx BATTLE_ANIM_GFX_SPEED, BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_MENU anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 24, 88, $2 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 32, 88, $1 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 40, 88, $0 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 48, 88, $80 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 56, 88, $81 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_PUNCH, 136, 56, $0 anim_wait 6 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_ret BattleAnim_ScaryFace: anim_1gfx BATTLE_ANIM_GFX_BEAM anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_EyeBeams anim_wait 64 anim_ret BattleAnim_FaintAttack: anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 0, SFX_CURSE anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_WHITE_WAIT_FADE_BACK, $0, BG_EFFECT_USER, $80 anim_wait 96 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT, 120, 32, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT, 152, 40, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT, 136, 48, $0 anim_wait 32 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_WHITE_WAIT_FADE_BACK anim_call BattleAnim_ShowMon_0 anim_wait 4 anim_ret BattleAnim_SweetKiss: anim_2gfx BATTLE_ANIM_GFX_OBJECTS, BATTLE_ANIM_GFX_ANGELS anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj BATTLE_ANIM_OBJ_SWEET_KISS, 96, 40, $0 anim_sound 0, 1, SFX_SWEET_KISS anim_wait 32 anim_sound 0, 1, SFX_SWEET_KISS_2 anim_obj BATTLE_ANIM_OBJ_HEART, 120, 40, $0 anim_wait 40 anim_ret BattleAnim_BellyDrum: anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_NOISE anim_sound 0, 0, SFX_BELLY_DRUM anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_ret BattleAnim_SludgeBomb: anim_2gfx BATTLE_ANIM_GFX_EGG, BATTLE_ANIM_GFX_POISON anim_bgeffect BATTLE_BG_EFFECT_BLACK_HUES, $0, $8, $0 anim_sound 6, 2, SFX_SLUDGE_BOMB anim_obj BATTLE_ANIM_OBJ_SLUDGE_BOMB, 64, 92, $10 anim_wait 36 anim_call BattleAnimSub_Sludge anim_wait 64 anim_ret BattleAnim_MudSlap: anim_1gfx BATTLE_ANIM_GFX_SAND anim_obp0 $fc anim_call BattleAnimSub_SandOrMud anim_ret BattleAnim_Octazooka: anim_3gfx BATTLE_ANIM_GFX_HAZE, BATTLE_ANIM_GFX_EGG, BATTLE_ANIM_GFX_SMOKE anim_sound 6, 2, SFX_SLUDGE_BOMB anim_obj BATTLE_ANIM_OBJ_OCTAZOOKA, 64, 92, $4 anim_wait 16 anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 132, 56, $10 anim_wait 8 anim_if_param_equal $0, .done .loop anim_obj BATTLE_ANIM_OBJ_SMOKE, 132, 60, $20 anim_wait 8 anim_loop 5, .loop anim_wait 128 .done anim_ret BattleAnim_Spikes: anim_1gfx BATTLE_ANIM_GFX_MISC anim_sound 6, 2, SFX_MENU anim_obj BATTLE_ANIM_OBJ_SPIKES, 48, 88, $20 anim_wait 8 anim_sound 6, 2, SFX_MENU anim_obj BATTLE_ANIM_OBJ_SPIKES, 48, 88, $30 anim_wait 8 anim_sound 6, 2, SFX_MENU anim_obj BATTLE_ANIM_OBJ_SPIKES, 48, 88, $28 anim_wait 64 anim_ret BattleAnim_ZapCannon: anim_2gfx BATTLE_ANIM_GFX_LIGHTNING, BATTLE_ANIM_GFX_EXPLOSION anim_bgp $1b anim_obp0 $30 anim_sound 6, 2, SFX_ZAP_CANNON anim_obj BATTLE_ANIM_OBJ_ZAP_CANNON, 64, 92, $2 anim_wait 40 anim_sound 0, 1, SFX_THUNDERSHOCK anim_obj BATTLE_ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 anim_wait 16 anim_obj BATTLE_ANIM_OBJ_SPARKS_CIRCLE_BIG, 136, 56, $0 anim_wait 128 anim_ret BattleAnim_Foresight: anim_1gfx BATTLE_ANIM_GFX_SHINE anim_call BattleAnim_UserObj_1Row anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 1, SFX_FORESIGHT anim_obj BATTLE_ANIM_OBJ_FORESIGHT, 132, 40, $0 anim_wait 24 anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $40 anim_wait 64 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING anim_call BattleAnim_ShowMon_1 anim_wait 8 anim_ret BattleAnim_DestinyBond: anim_1gfx BATTLE_ANIM_GFX_ANGELS anim_bgp $1b anim_obp0 $0 anim_if_param_equal $1, .fainted anim_sound 6, 2, SFX_WHIRLWIND anim_obj BATTLE_ANIM_OBJ_DESTINY_BOND, 44, 120, $2 anim_wait 128 anim_ret .fainted: anim_obj BATTLE_ANIM_OBJ_DESTINY_BOND, 132, 76, $0 anim_sound 0, 1, SFX_KINESIS anim_bgeffect BATTLE_BG_EFFECT_RETURN_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 32 anim_ret BattleAnim_PerishSong: anim_1gfx BATTLE_ANIM_GFX_NOISE anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 anim_sound 0, 2, SFX_PERISH_SONG anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $0 anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $8 anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $10 anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $18 anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $20 anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $28 anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $30 anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $38 anim_wait 112 anim_ret BattleAnim_IcyWind: anim_1gfx BATTLE_ANIM_GFX_SPEED anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 anim_battlergfx_1row anim_sound 0, 0, SFX_PSYCHIC .loop anim_wait 8 anim_obj BATTLE_ANIM_OBJ_SHOOTING_SPARKLE, 64, 88, $4 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_SHOOTING_SPARKLE, 64, 80, $4 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_SHOOTING_SPARKLE, 64, 96, $4 anim_wait 8 anim_loop 2, .loop anim_wait 16 anim_bgeffect BATTLE_BG_EFFECT_BATTLEROBJ_2ROW, $0, BG_EFFECT_USER, $0 anim_wait 6 anim_bgeffect BATTLE_BG_EFFECT_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8 anim_wait 64 anim_incbgeffect BATTLE_BG_EFFECT_NIGHT_SHADE anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_incobj 7 anim_wait 1 anim_ret BattleAnim_Detect: anim_1gfx BATTLE_ANIM_GFX_SHINE anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 0, SFX_FORESIGHT anim_obj BATTLE_ANIM_OBJ_FORESIGHT, 64, 88, $0 anim_wait 24 anim_ret BattleAnim_BoneRush: anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_MISC anim_sound 0, 1, SFX_BONE_CLUB anim_obj BATTLE_ANIM_OBJ_BONE_RUSH, 132, 56, $2 anim_wait 16 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 16 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 64, $0 anim_wait 16 anim_ret BattleAnim_LockOn: anim_1gfx BATTLE_ANIM_GFX_MISC anim_sound 0, 1, SFX_MIND_READER .loop anim_obj BATTLE_ANIM_OBJ_LOCK_ON, 132, 48, $3 anim_obj BATTLE_ANIM_OBJ_LOCK_ON, 132, 48, $12 anim_obj BATTLE_ANIM_OBJ_LOCK_ON, 132, 48, $20 anim_obj BATTLE_ANIM_OBJ_LOCK_ON, 132, 48, $31 anim_wait 16 anim_loop 2, .loop anim_wait 32 anim_ret BattleAnim_Outrage: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_sound 0, 0, SFX_OUTRAGE anim_wait 72 anim_incbgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $3 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 anim_wait 16 anim_ret BattleAnim_Sandstorm: anim_1gfx BATTLE_ANIM_GFX_POWDER anim_obj BATTLE_ANIM_OBJ_SANDSTORM, 88, 0, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_SANDSTORM, 72, 0, $1 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_SANDSTORM, 56, 0, $2 .loop anim_sound 0, 1, SFX_MENU anim_wait 8 anim_loop 16, .loop anim_wait 8 anim_ret BattleAnim_GigaDrain: anim_2gfx BATTLE_ANIM_GFX_BUBBLE, BATTLE_ANIM_GFX_CHARGE anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_FADE_MONS_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $10 anim_sound 6, 3, SFX_GIGA_DRAIN anim_call BattleAnimSub_Drain anim_wait 48 anim_wait 128 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MONS_TO_BLACK_REPEATING anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_1gfx BATTLE_ANIM_GFX_SHINE anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 .loop anim_sound 0, 0, SFX_METRONOME anim_obj BATTLE_ANIM_OBJ_GLIMMER, 24, 64, $0 anim_wait 5 anim_obj BATTLE_ANIM_OBJ_GLIMMER, 56, 104, $0 anim_wait 5 anim_obj BATTLE_ANIM_OBJ_GLIMMER, 24, 104, $0 anim_wait 5 anim_obj BATTLE_ANIM_OBJ_GLIMMER, 56, 64, $0 anim_wait 5 anim_obj BATTLE_ANIM_OBJ_GLIMMER, 40, 84, $0 anim_wait 5 anim_loop 2, .loop anim_wait 32 anim_ret BattleAnim_Endure: anim_1gfx BATTLE_ANIM_GFX_SPEED anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 .loop anim_sound 0, 0, SFX_SWORDS_DANCE anim_obj BATTLE_ANIM_OBJ_FOCUS, 44, 108, $6 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 36, 108, $6 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 52, 108, $8 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 28, 108, $8 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 60, 108, $6 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 20, 108, $8 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FOCUS, 68, 108, $8 anim_wait 2 anim_loop 5, .loop anim_wait 8 anim_incbgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Charm: anim_1gfx BATTLE_ANIM_GFX_OBJECTS anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_WOBBLE_MON, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_ATTRACT anim_obj BATTLE_ANIM_OBJ_HEART, 64, 80, $0 anim_wait 32 anim_incbgeffect BATTLE_BG_EFFECT_WOBBLE_MON anim_call BattleAnim_ShowMon_0 anim_wait 4 anim_ret BattleAnim_Rollout: anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 0, SFX_SPARK anim_call BattleAnim_TargetObj_2Row anim_bgeffect BATTLE_BG_EFFECT_ROLLOUT, $60, $1, $1 anim_bgeffect BATTLE_BG_EFFECT_BODY_SLAM, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_BIG, 136, 40, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_FalseSwipe: anim_2gfx BATTLE_ANIM_GFX_SHINE, BATTLE_ANIM_GFX_CUT anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 1, SFX_CUT anim_obj BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_GLIMMER, 136, 40, $0 anim_wait 32 anim_ret BattleAnim_Swagger: anim_2gfx BATTLE_ANIM_GFX_MISC, BATTLE_ANIM_GFX_WIND .loop anim_sound 0, 0, SFX_MENU anim_obj BATTLE_ANIM_OBJ_SWAGGER, 72, 88, $44 anim_wait 32 anim_loop 2, .loop anim_wait 32 anim_sound 0, 1, SFX_KINESIS_2 anim_obj BATTLE_ANIM_OBJ_ANGER, 104, 40, $0 anim_wait 40 anim_ret BattleAnim_MilkDrink: anim_2gfx BATTLE_ANIM_GFX_MISC, BATTLE_ANIM_GFX_BUBBLE anim_call BattleAnim_TargetObj_1Row anim_obj BATTLE_ANIM_OBJ_MILK_DRINK, 74, 104, $0 anim_wait 16 anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_sound 0, 0, SFX_MILK_DRINK .loop anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $20 anim_wait 8 anim_loop 8, .loop anim_wait 128 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Spark: anim_2gfx BATTLE_ANIM_GFX_LIGHTNING, BATTLE_ANIM_GFX_EXPLOSION anim_sound 0, 0, SFX_ZAP_CANNON anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $3 anim_obj BATTLE_ANIM_OBJ_THUNDER_WAVE, 48, 92, $0 anim_wait 24 anim_setobj $1, $3 anim_wait 1 anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_SPARK anim_wait 16 anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_incobj 2 anim_wait 1 anim_sound 0, 1, SFX_THUNDERSHOCK anim_obj BATTLE_ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 anim_obj BATTLE_ANIM_OBJ_SPARKS_CIRCLE, 136, 56, $0 anim_wait 32 anim_ret BattleAnim_FuryCutter: anim_1gfx BATTLE_ANIM_GFX_CUT .loop anim_sound 0, 1, SFX_CUT anim_if_param_and %00000001, .obj1 anim_obj BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_jump .okay .obj1 anim_obj BATTLE_ANIM_OBJ_CUT_LONG_DOWN_RIGHT, 112, 40, $0 .okay anim_wait 16 anim_jumpuntil .loop anim_ret BattleAnim_SteelWing: anim_1gfx BATTLE_ANIM_GFX_REFLECT anim_obp0 $0 anim_sound 0, 0, SFX_RAGE anim_call BattleAnim_TargetObj_1Row anim_call BattleAnimSub_Metallic anim_call BattleAnim_ShowMon_0 anim_1gfx BATTLE_ANIM_GFX_HIT anim_resetobp0 anim_sound 0, 1, SFX_WING_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 148, 56, $0 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 116, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 56, $0 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 140, 56, $0 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 124, 56, $0 anim_wait 16 anim_ret BattleAnim_MeanLook: anim_1gfx BATTLE_ANIM_GFX_PSYCHIC anim_obp0 $e0 anim_sound 0, 1, SFX_MEAN_LOOK anim_obj BATTLE_ANIM_OBJ_MEAN_LOOK, 148, 32, $0 anim_wait 5 anim_obj BATTLE_ANIM_OBJ_MEAN_LOOK, 116, 64, $0 anim_wait 5 anim_obj BATTLE_ANIM_OBJ_MEAN_LOOK, 148, 64, $0 anim_wait 5 anim_obj BATTLE_ANIM_OBJ_MEAN_LOOK, 116, 32, $0 anim_wait 5 anim_obj BATTLE_ANIM_OBJ_MEAN_LOOK, 132, 48, $0 anim_wait 128 anim_ret BattleAnim_Attract: anim_1gfx BATTLE_ANIM_GFX_OBJECTS .loop anim_sound 0, 0, SFX_ATTRACT anim_obj BATTLE_ANIM_OBJ_ATTRACT, 44, 80, $2 anim_wait 8 anim_loop 5, .loop anim_wait 128 anim_wait 64 anim_ret BattleAnim_SleepTalk: anim_1gfx BATTLE_ANIM_GFX_STATUS .loop anim_sound 0, 0, SFX_STRENGTH anim_obj BATTLE_ANIM_OBJ_ASLEEP, 64, 80, $0 anim_wait 40 anim_loop 2, .loop anim_wait 32 anim_ret BattleAnim_HealBell: anim_2gfx BATTLE_ANIM_GFX_MISC, BATTLE_ANIM_GFX_NOISE anim_obj BATTLE_ANIM_OBJ_HEAL_BELL, 72, 56, $0 anim_wait 32 .loop anim_sound 0, 0, SFX_HEAL_BELL anim_obj BATTLE_ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $0 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL anim_obj BATTLE_ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $1 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL anim_obj BATTLE_ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $2 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL anim_obj BATTLE_ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $0 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL anim_obj BATTLE_ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $2 anim_wait 8 anim_loop 4, .loop anim_wait 64 anim_ret BattleAnim_Return: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row anim_bgeffect BATTLE_BG_EFFECT_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_RETURN anim_wait 64 anim_incbgeffect BATTLE_BG_EFFECT_BOUNCE_DOWN anim_wait 32 anim_bgeffect BATTLE_BG_EFFECT_BODY_SLAM, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_BIG, 136, 40, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Present: anim_2gfx BATTLE_ANIM_GFX_STATUS, BATTLE_ANIM_GFX_BUBBLE anim_sound 0, 1, SFX_PRESENT anim_obj BATTLE_ANIM_OBJ_PRESENT, 64, 88, $6c anim_wait 56 anim_obj BATTLE_ANIM_OBJ_AMNESIA, 104, 48, $0 anim_wait 48 anim_incobj 2 anim_if_param_equal $3, .heal anim_incobj 1 anim_wait 1 anim_1gfx BATTLE_ANIM_GFX_EXPLOSION anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $12 .loop anim_call BattleAnimSub_Explosion2 anim_wait 16 anim_jumpuntil .loop anim_ret .heal anim_sound 0, 1, SFX_METRONOME .loop2 anim_obj BATTLE_ANIM_OBJ_RECOVER, 132, 48, $24 anim_wait 8 anim_loop 8, .loop2 anim_wait 128 anim_ret BattleAnim_Frustration: anim_1gfx BATTLE_ANIM_GFX_MISC anim_sound 0, 0, SFX_KINESIS_2 anim_obj BATTLE_ANIM_OBJ_ANGER, 72, 80, $0 anim_wait 40 anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_WOBBLE_MON, $0, BG_EFFECT_USER, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 152, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 8 anim_incbgeffect BATTLE_BG_EFFECT_WOBBLE_MON anim_wait 1 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Safeguard: anim_1gfx BATTLE_ANIM_GFX_MISC anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj BATTLE_ANIM_OBJ_SAFEGUARD, 80, 80, $0 anim_obj BATTLE_ANIM_OBJ_SAFEGUARD, 80, 80, $d anim_obj BATTLE_ANIM_OBJ_SAFEGUARD, 80, 80, $1a anim_obj BATTLE_ANIM_OBJ_SAFEGUARD, 80, 80, $27 anim_obj BATTLE_ANIM_OBJ_SAFEGUARD, 80, 80, $34 anim_sound 0, 0, SFX_PROTECT anim_wait 96 anim_ret BattleAnim_PainSplit: anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_OBJECTS anim_call BattleAnim_TargetObj_2Row anim_bgeffect BATTLE_BG_EFFECT_BODY_SLAM, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_TACKLE anim_obj BATTLE_ANIM_OBJ_HIT, 112, 48, $0 anim_obj BATTLE_ANIM_OBJ_HIT, 76, 96, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_ret BattleAnim_SacredFire: anim_1gfx BATTLE_ANIM_GFX_FIRE anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 .loop anim_sound 0, 0, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_SACRED_FIRE, 48, 104, $0 anim_wait 8 anim_loop 8, .loop anim_wait 96 anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_EMBER anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 48, $1 anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 48, $4 anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 48, $5 anim_wait 8 anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_incobj 9 anim_wait 8 anim_ret BattleAnim_Magnitude: anim_1gfx BATTLE_ANIM_GFX_ROCKS .loop anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $e, $4, $0 anim_sound 0, 1, SFX_STRENGTH anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 128, 64, $40 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 120, 68, $30 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 152, 68, $30 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 144, 64, $40 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 136, 68, $30 anim_wait 2 anim_jumpuntil .loop anim_wait 96 anim_ret BattleAnim_Dynamicpunch: anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_EXPLOSION anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_wait 16 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $12 anim_call BattleAnimSub_Explosion2 anim_wait 16 anim_ret BattleAnim_Megahorn: anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 48 anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $3 anim_obj BATTLE_ANIM_OBJ_HORN, 72, 80, $1 anim_sound 0, 1, SFX_HORN_ATTACK anim_wait 16 anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_Dragonbreath: anim_1gfx BATTLE_ANIM_GFX_FIRE anim_sound 6, 2, SFX_EMBER .loop anim_obj BATTLE_ANIM_OBJ_DRAGONBREATH, 64, 92, $4 anim_wait 4 anim_loop 10, .loop anim_wait 64 anim_ret BattleAnim_BatonPass: anim_1gfx BATTLE_ANIM_GFX_MISC anim_obj BATTLE_ANIM_OBJ_BATON_PASS, 44, 104, $20 anim_sound 0, 0, SFX_BATON_PASS anim_call BattleAnimSub_Return anim_wait 64 anim_ret BattleAnim_Encore: anim_1gfx BATTLE_ANIM_GFX_OBJECTS anim_obj BATTLE_ANIM_OBJ_ENCORE_HAND, 64, 80, $90 anim_obj BATTLE_ANIM_OBJ_ENCORE_HAND, 64, 80, $10 anim_sound 0, 0, SFX_ENCORE anim_wait 16 anim_obj BATTLE_ANIM_OBJ_ENCORE_STAR, 64, 72, $2c anim_wait 32 anim_obj BATTLE_ANIM_OBJ_ENCORE_STAR, 64, 72, $34 anim_wait 16 anim_ret BattleAnim_Pursuit: anim_1gfx BATTLE_ANIM_GFX_HIT anim_if_param_equal $1, .pursued anim_sound 0, 1, SFX_COMET_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret .pursued: anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_call BattleAnim_UserObj_1Row anim_obj BATTLE_ANIM_OBJ_BETA_PURSUIT, 132, 64, $0 anim_wait 64 anim_obj BATTLE_ANIM_OBJ_BETA_PURSUIT, 132, 64, $1 anim_sound 0, 1, SFX_BALL_POOF anim_bgeffect BATTLE_BG_EFFECT_ENTER_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 64 anim_incobj 3 anim_wait 16 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 120, 56, $0 anim_bgeffect BATTLE_BG_EFFECT_BETA_PURSUIT, $0, BG_EFFECT_TARGET, $0 anim_wait 16 anim_call BattleAnim_ShowMon_1 anim_wait 1 anim_ret BattleAnim_RapidSpin: anim_2gfx BATTLE_ANIM_GFX_WIND, BATTLE_ANIM_GFX_HIT anim_obp0 $e4 .loop anim_sound 0, 0, SFX_MENU anim_obj BATTLE_ANIM_OBJ_RAPID_SPIN, 44, 112, $0 anim_wait 2 anim_loop 5, .loop anim_wait 24 anim_call BattleAnim_TargetObj_2Row anim_bgeffect BATTLE_BG_EFFECT_BODY_SLAM, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_resetobp0 anim_sound 0, 1, SFX_MEGA_KICK anim_obj BATTLE_ANIM_OBJ_HIT, 136, 40, $0 anim_wait 8 anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_incobj 6 anim_wait 1 anim_ret BattleAnim_SweetScent: anim_2gfx BATTLE_ANIM_GFX_FLOWER, BATTLE_ANIM_GFX_MISC anim_sound 0, 0, SFX_SWEET_SCENT anim_obj BATTLE_ANIM_OBJ_FLOWER, 64, 96, $2 anim_wait 2 anim_obj BATTLE_ANIM_OBJ_FLOWER, 64, 80, $2 anim_wait 96 anim_obp0 $54 anim_sound 0, 1, SFX_SWEET_SCENT_2 anim_obj BATTLE_ANIM_OBJ_COTTON, 136, 40, $15 anim_obj BATTLE_ANIM_OBJ_COTTON, 136, 40, $2a anim_obj BATTLE_ANIM_OBJ_COTTON, 136, 40, $3f anim_wait 128 anim_ret BattleAnim_IronTail: anim_1gfx BATTLE_ANIM_GFX_REFLECT anim_obp0 $0 anim_sound 0, 0, SFX_RAGE anim_call BattleAnim_TargetObj_1Row anim_call BattleAnimSub_Metallic anim_wait 4 anim_1gfx BATTLE_ANIM_GFX_HIT anim_resetobp0 anim_bgeffect BATTLE_BG_EFFECT_WOBBLE_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_sound 0, 1, SFX_MEGA_KICK anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 anim_wait 16 anim_incbgeffect BATTLE_BG_EFFECT_WOBBLE_MON anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_MetalClaw: anim_1gfx BATTLE_ANIM_GFX_REFLECT anim_obp0 $0 anim_sound 0, 0, SFX_RAGE anim_call BattleAnim_TargetObj_1Row anim_call BattleAnimSub_Metallic anim_call BattleAnim_ShowMon_0 anim_1gfx BATTLE_ANIM_GFX_CUT anim_resetobp0 anim_sound 0, 1, SFX_SCRATCH anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0 anim_wait 32 anim_ret BattleAnim_VitalThrow: anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_VITAL_THROW, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_sound 0, 0, SFX_MENU anim_obj BATTLE_ANIM_OBJ_HIT, 64, 96, $0 anim_wait 8 anim_sound 0, 0, SFX_MENU anim_obj BATTLE_ANIM_OBJ_HIT, 56, 88, $0 anim_wait 8 anim_sound 0, 0, SFX_MENU anim_obj BATTLE_ANIM_OBJ_HIT, 68, 104, $0 anim_wait 8 anim_incbgeffect BATTLE_BG_EFFECT_VITAL_THROW anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj BATTLE_ANIM_OBJ_HIT_BIG, 132, 56, $0 anim_wait 16 anim_ret BattleAnim_MorningSun: anim_1gfx BATTLE_ANIM_GFX_SHINE anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 0, SFX_MORNING_SUN .loop anim_obj BATTLE_ANIM_OBJ_MORNING_SUN, 16, 48, $88 anim_wait 6 anim_loop 5, .loop anim_wait 32 anim_if_param_equal 0, .zero anim_call BattleAnimSub_Glimmer anim_ret .zero anim_call BattleAnimSub_Glimmer2 anim_ret BattleAnim_Synthesis: anim_1gfx BATTLE_ANIM_GFX_SHINE anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 0, SFX_OUTRAGE anim_wait 72 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_if_param_equal $1, .one anim_call BattleAnimSub_Glimmer anim_ret .one anim_call BattleAnimSub_Glimmer2 anim_ret BattleAnim_Crunch: anim_2gfx BATTLE_ANIM_GFX_CUT, BATTLE_ANIM_GFX_HIT anim_bgp $1b anim_obp0 $c0 anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $20, $2, $0 anim_obj BATTLE_ANIM_OBJ_BITE, 136, 56, $a8 anim_obj BATTLE_ANIM_OBJ_BITE, 136, 56, $28 anim_wait 8 anim_sound 0, 1, SFX_BITE anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 144, 48, $18 anim_wait 16 anim_sound 0, 1, SFX_BITE anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 128, 64, $18 anim_wait 8 anim_ret BattleAnim_Moonlight: anim_1gfx BATTLE_ANIM_GFX_SHINE anim_bgp $1b anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_obj BATTLE_ANIM_OBJ_MOONLIGHT, 0, 40, $0 anim_obj BATTLE_ANIM_OBJ_MOONLIGHT, 16, 56, $0 anim_obj BATTLE_ANIM_OBJ_MOONLIGHT, 32, 72, $0 anim_obj BATTLE_ANIM_OBJ_MOONLIGHT, 48, 88, $0 anim_obj BATTLE_ANIM_OBJ_MOONLIGHT, 64, 104, $0 anim_wait 1 anim_sound 0, 0, SFX_MOONLIGHT anim_wait 63 anim_if_param_equal $3, .three anim_call BattleAnimSub_Glimmer anim_ret .three anim_call BattleAnimSub_Glimmer2 anim_ret BattleAnim_HiddenPower: anim_1gfx BATTLE_ANIM_GFX_CHARGE anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $0 anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $8 anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $10 anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $18 anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $20 anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $28 anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $30 anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $38 .loop anim_sound 0, 0, SFX_SWORDS_DANCE anim_wait 8 anim_loop 12, .loop anim_incbgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_incobj 2 anim_incobj 3 anim_incobj 4 anim_incobj 5 anim_incobj 6 anim_incobj 7 anim_incobj 8 anim_incobj 9 anim_wait 16 anim_1gfx BATTLE_ANIM_GFX_HIT anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 32 anim_ret BattleAnim_CrossChop: anim_1gfx BATTLE_ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT anim_obj BATTLE_ANIM_OBJ_CROSS_CHOP1, 152, 40, $0 anim_obj BATTLE_ANIM_OBJ_CROSS_CHOP2, 120, 72, $0 anim_wait 8 anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $58, $2, $0 anim_wait 92 anim_sound 0, 1, SFX_VICEGRIP anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $10 anim_wait 16 anim_ret BattleAnim_Twister: anim_2gfx BATTLE_ANIM_GFX_WIND, BATTLE_ANIM_GFX_HIT .loop1 anim_sound 0, 0, SFX_RAZOR_WIND anim_obj BATTLE_ANIM_OBJ_GUST, 64, 112, $0 anim_wait 6 anim_loop 9, .loop1 .loop2 anim_sound 0, 0, SFX_RAZOR_WIND anim_wait 8 anim_loop 8, .loop2 anim_incobj 1 anim_incobj 2 anim_incobj 3 anim_incobj 4 anim_incobj 5 anim_incobj 6 anim_incobj 7 anim_incobj 8 anim_incobj 9 anim_wait 64 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 64, $18 .loop3 anim_sound 0, 1, SFX_RAZOR_WIND anim_wait 8 anim_loop 4, .loop3 anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 32, $18 .loop4 anim_sound 0, 1, SFX_RAZOR_WIND anim_wait 8 anim_loop 4, .loop4 anim_incobj 1 anim_incobj 2 anim_incobj 3 anim_incobj 4 anim_incobj 5 anim_incobj 6 anim_incobj 7 anim_incobj 8 anim_incobj 9 anim_wait 32 anim_ret BattleAnim_RainDance: anim_1gfx BATTLE_ANIM_GFX_WATER anim_bgp $f8 anim_obp0 $7c anim_sound 0, 1, SFX_RAIN_DANCE anim_obj BATTLE_ANIM_OBJ_RAIN, 88, 0, $0 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_RAIN, 88, 0, $1 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_RAIN, 88, 0, $2 anim_wait 128 anim_ret BattleAnim_SunnyDay: anim_1gfx BATTLE_ANIM_GFX_WATER anim_bgp $90 anim_sound 0, 1, SFX_MORNING_SUN anim_obj BATTLE_ANIM_OBJ_RAIN, 88, 0, $2 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_RAIN, 88, 0, $2 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_RAIN, 88, 0, $2 anim_wait 128 anim_ret BattleAnim_MirrorCoat: anim_2gfx BATTLE_ANIM_GFX_REFLECT, BATTLE_ANIM_GFX_SPEED anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 .loop anim_sound 0, 0, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_SCREEN, 72, 80, $0 anim_obj BATTLE_ANIM_OBJ_SHOOTING_SPARKLE, 64, 72, $4 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_SHOOTING_SPARKLE, 64, 88, $4 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_SHOOTING_SPARKLE, 64, 80, $4 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_SHOOTING_SPARKLE, 64, 96, $4 anim_wait 8 anim_loop 3, .loop anim_wait 32 anim_ret BattleAnim_PsychUp: anim_1gfx BATTLE_ANIM_GFX_STATUS anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_sound 0, 0, SFX_PSYBEAM anim_obj BATTLE_ANIM_OBJ_PSYCH_UP, 44, 88, $0 anim_obj BATTLE_ANIM_OBJ_PSYCH_UP, 44, 88, $10 anim_obj BATTLE_ANIM_OBJ_PSYCH_UP, 44, 88, $20 anim_obj BATTLE_ANIM_OBJ_PSYCH_UP, 44, 88, $30 anim_wait 64 anim_incbgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_wait 16 anim_ret BattleAnim_Extremespeed: anim_2gfx BATTLE_ANIM_GFX_SPEED, BATTLE_ANIM_GFX_CUT anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_MENU anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 24, 88, $2 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 32, 88, $1 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 40, 88, $0 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 48, 88, $80 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 56, 88, $81 anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_CUT anim_obj BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_wait 32 anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_ret BattleAnim_Ancientpower: anim_2gfx BATTLE_ANIM_GFX_ROCKS, BATTLE_ANIM_GFX_HIT anim_sound 0, 0, SFX_SPARK anim_obj BATTLE_ANIM_OBJ_ANCIENTPOWER, 64, 108, $20 anim_wait 8 anim_sound 0, 0, SFX_SPARK anim_obj BATTLE_ANIM_OBJ_ANCIENTPOWER, 75, 102, $20 anim_wait 8 anim_sound 0, 0, SFX_SPARK anim_obj BATTLE_ANIM_OBJ_ANCIENTPOWER, 85, 97, $20 anim_wait 8 anim_sound 0, 0, SFX_SPARK anim_obj BATTLE_ANIM_OBJ_ANCIENTPOWER, 96, 92, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK anim_obj BATTLE_ANIM_OBJ_ANCIENTPOWER, 106, 87, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK anim_obj BATTLE_ANIM_OBJ_ANCIENTPOWER, 116, 82, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK anim_obj BATTLE_ANIM_OBJ_ANCIENTPOWER, 126, 77, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_ret BattleAnim_ShadowBall: anim_2gfx BATTLE_ANIM_GFX_EGG, BATTLE_ANIM_GFX_SMOKE anim_bgp $1b anim_sound 6, 2, SFX_SLUDGE_BOMB anim_obj BATTLE_ANIM_OBJ_SHADOW_BALL, 64, 92, $2 anim_wait 32 anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 132, 56, $10 anim_wait 24 anim_ret BattleAnim_FutureSight: anim_1gfx BATTLE_ANIM_GFX_WIND anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 anim_bgeffect BATTLE_BG_EFFECT_PSYCHIC, $0, $0, $0 anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 24, $10 anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 48, $2 anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 88, $8 anim_wait 4 anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 32, $6 anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 56, $c anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 80, $4 anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 104, $e .loop anim_sound 0, 0, SFX_THROW_BALL anim_wait 16 anim_loop 4, .loop anim_incbgeffect BATTLE_BG_EFFECT_PSYCHIC anim_ret BattleAnim_RockSmash: anim_2gfx BATTLE_ANIM_GFX_ROCKS, BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_SPARK anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 56, $0 anim_sound 0, 1, SFX_SPARK anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $28 anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $5c anim_sound 0, 1, SFX_SPARK anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $10 anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $e8 anim_sound 0, 1, SFX_SPARK anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $9c anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $d0 anim_wait 6 anim_sound 0, 1, SFX_SPARK anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $1c anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $50 anim_sound 0, 1, SFX_SPARK anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $dc anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $90 anim_wait 32 anim_ret BattleAnim_Whirlpool: anim_1gfx BATTLE_ANIM_GFX_WIND anim_bgeffect BATTLE_BG_EFFECT_WHIRLPOOL, $0, $0, $0 anim_sound 0, 1, SFX_SURF anim_wait 16 .loop anim_obj BATTLE_ANIM_OBJ_GUST, 132, 72, $0 anim_wait 6 anim_loop 9, .loop anim_wait 64 anim_incbgeffect BATTLE_BG_EFFECT_WHIRLPOOL anim_wait 1 anim_ret BattleAnim_BeatUp: anim_if_param_equal $0, .current_mon anim_sound 0, 0, SFX_BALL_POOF anim_bgeffect BATTLE_BG_EFFECT_RETURN_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_beatup anim_sound 0, 0, SFX_BALL_POOF anim_bgeffect BATTLE_BG_EFFECT_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 .current_mon anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_BEAT_UP anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnimSub_Drain: anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $0 anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $8 anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $10 anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $18 anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $20 anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $28 anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $30 anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $38 anim_ret BattleAnimSub_EyeBeams: anim_sound 6, 2, SFX_LEER anim_obj BATTLE_ANIM_OBJ_LEER, 72, 84, $0 anim_obj BATTLE_ANIM_OBJ_LEER, 64, 80, $0 anim_obj BATTLE_ANIM_OBJ_LEER, 88, 76, $0 anim_obj BATTLE_ANIM_OBJ_LEER, 80, 72, $0 anim_obj BATTLE_ANIM_OBJ_LEER, 104, 68, $0 anim_obj BATTLE_ANIM_OBJ_LEER, 96, 64, $0 anim_obj BATTLE_ANIM_OBJ_LEER, 120, 60, $0 anim_obj BATTLE_ANIM_OBJ_LEER, 112, 56, $0 anim_obj BATTLE_ANIM_OBJ_LEER_TIP, 130, 54, $0 anim_obj BATTLE_ANIM_OBJ_LEER_TIP, 122, 50, $0 anim_ret BattleAnimSub_WarpAway: anim_sound 0, 0, SFX_WARP_TO anim_obj BATTLE_ANIM_OBJ_WARP, 44, 108, $0 anim_obj BATTLE_ANIM_OBJ_WARP, 44, 100, $0 anim_obj BATTLE_ANIM_OBJ_WARP, 44, 92, $0 anim_obj BATTLE_ANIM_OBJ_WARP, 44, 84, $0 anim_obj BATTLE_ANIM_OBJ_WARP, 44, 76, $0 anim_obj BATTLE_ANIM_OBJ_WARP, 44, 68, $0 anim_obj BATTLE_ANIM_OBJ_WARP, 44, 60, $0 anim_ret BattleAnimSub_Beam: anim_sound 0, 0, SFX_HYPER_BEAM anim_obj BATTLE_ANIM_OBJ_BEAM, 64, 92, $0 anim_wait 4 anim_sound 0, 0, SFX_HYPER_BEAM anim_obj BATTLE_ANIM_OBJ_BEAM, 80, 84, $0 anim_wait 4 anim_sound 0, 1, SFX_HYPER_BEAM anim_obj BATTLE_ANIM_OBJ_BEAM, 96, 76, $0 anim_wait 4 anim_sound 0, 1, SFX_HYPER_BEAM anim_obj BATTLE_ANIM_OBJ_BEAM, 112, 68, $0 anim_obj BATTLE_ANIM_OBJ_BEAM_TIP, 126, 62, $0 anim_ret BattleAnimSub_Explosion1: anim_sound 0, 0, SFX_EGG_BOMB anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 24, 64, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 56, 104, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 24, 104, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 56, 64, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 40, 84, $0 anim_ret BattleAnimSub_Explosion2: anim_sound 0, 1, SFX_EGG_BOMB anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 148, 32, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 116, 72, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 148, 72, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 116, 32, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 132, 52, $0 anim_ret BattleAnimSub_Sound: anim_obj BATTLE_ANIM_OBJ_SOUND, 64, 76, $0 anim_obj BATTLE_ANIM_OBJ_SOUND, 64, 88, $1 anim_obj BATTLE_ANIM_OBJ_SOUND, 64, 100, $2 anim_ret BattleAnimSub_Fire: anim_sound 0, 1, SFX_EMBER .loop anim_obj BATTLE_ANIM_OBJ_BURNED, 136, 56, $10 anim_obj BATTLE_ANIM_OBJ_BURNED, 136, 56, $90 anim_wait 4 anim_loop 4, .loop anim_ret BattleAnimSub_Ice: anim_sound 0, 1, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_ICE, 128, 42, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_ICE, 144, 70, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_ICE, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_ICE, 152, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_ICE, 144, 42, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE anim_obj BATTLE_ANIM_OBJ_ICE, 128, 70, $0 anim_ret BattleAnimSub_Sludge: .loop anim_sound 0, 1, SFX_TOXIC anim_obj BATTLE_ANIM_OBJ_SLUDGE, 132, 72, $0 anim_wait 8 anim_sound 0, 1, SFX_TOXIC anim_obj BATTLE_ANIM_OBJ_SLUDGE, 116, 72, $0 anim_wait 8 anim_sound 0, 1, SFX_TOXIC anim_obj BATTLE_ANIM_OBJ_SLUDGE, 148, 72, $0 anim_wait 8 anim_loop 5, .loop anim_ret BattleAnimSub_Acid: .loop anim_sound 6, 2, SFX_BUBBLEBEAM anim_obj BATTLE_ANIM_OBJ_ACID, 64, 92, $10 anim_wait 5 anim_loop 8, .loop anim_ret BattleAnimSub_Metallic: anim_sound 0, 0, SFX_SHINE anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK, $0, BG_EFFECT_USER, $40 anim_wait 8 anim_obj BATTLE_ANIM_OBJ_HARDEN, 48, 84, $0 anim_wait 32 anim_obj BATTLE_ANIM_OBJ_HARDEN, 48, 84, $0 anim_wait 64 anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK anim_ret BattleAnimSub_SandOrMud: .loop anim_sound 6, 2, SFX_MENU anim_obj BATTLE_ANIM_OBJ_SAND, 64, 92, $4 anim_wait 4 anim_loop 8, .loop anim_wait 32 anim_ret BattleAnimSub_Glimmer: anim_sound 0, 0, SFX_METRONOME anim_obj BATTLE_ANIM_OBJ_GLIMMER, 44, 64, $0 anim_wait 5 anim_obj BATTLE_ANIM_OBJ_GLIMMER, 24, 96, $0 anim_wait 5 anim_obj BATTLE_ANIM_OBJ_GLIMMER, 56, 104, $0 anim_wait 21 anim_ret BattleAnimSub_Glimmer2: anim_sound 0, 0, SFX_METRONOME .loop anim_obj BATTLE_ANIM_OBJ_GLIMMER, 24, 64, $0 anim_wait 5 anim_obj BATTLE_ANIM_OBJ_GLIMMER, 56, 104, $0 anim_wait 5 anim_obj BATTLE_ANIM_OBJ_GLIMMER, 24, 104, $0 anim_wait 5 anim_obj BATTLE_ANIM_OBJ_GLIMMER, 56, 64, $0 anim_wait 5 anim_obj BATTLE_ANIM_OBJ_GLIMMER, 40, 84, $0 anim_wait 5 anim_loop 2, .loop anim_wait 16 anim_ret BattleAnim_TargetObj_1Row: anim_battlergfx_2row anim_bgeffect BATTLE_BG_EFFECT_BATTLEROBJ_1ROW, $0, BG_EFFECT_TARGET, $0 anim_wait 6 anim_ret BattleAnim_TargetObj_2Row: anim_battlergfx_1row anim_bgeffect BATTLE_BG_EFFECT_BATTLEROBJ_2ROW, $0, BG_EFFECT_TARGET, $0 anim_wait 6 anim_ret BattleAnim_ShowMon_0: anim_wait 1 anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 5 anim_incobj 1 anim_wait 1 anim_ret BattleAnim_UserObj_1Row: anim_battlergfx_2row anim_bgeffect BATTLE_BG_EFFECT_BATTLEROBJ_1ROW, $0, BG_EFFECT_USER, $0 anim_wait 6 anim_ret BattleAnim_UserObj_2Row: anim_battlergfx_1row anim_bgeffect BATTLE_BG_EFFECT_BATTLEROBJ_2ROW, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_ret BattleAnim_ShowMon_1: anim_wait 1 anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_incobj 1 anim_wait 1 anim_ret