pokecrystal-board/data/moves/animations.asm
2023-09-24 15:06:19 +02:00

4826 lines
130 KiB
NASM

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:
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