dump battle animation scripts
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@@ -778,52 +778,6 @@ extern struct BattleStruct* gBattleStruct;
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#define MOVE_EFFECT_AFFECTS_USER 0x40
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#define MOVE_EFFECT_CERTAIN 0x80
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// table ids for general animations
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#define B_ANIM_CASTFORM_CHANGE 0x0
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#define B_ANIM_STATS_CHANGE 0x1
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#define B_ANIM_SUBSTITUTE_FADE 0x2
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#define B_ANIM_SUBSTITUTE_APPEAR 0x3
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#define B_ANIM_x4 0x4
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#define B_ANIM_ITEM_KNOCKOFF 0x5
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#define B_ANIM_TURN_TRAP 0x6
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#define B_ANIM_ITEM_EFFECT 0x7
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#define B_ANIM_SMOKEBALL_ESCAPE 0x8
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#define B_ANIM_HANGED_ON 0x9
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#define B_ANIM_RAIN_CONTINUES 0xA
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#define B_ANIM_SUN_CONTINUES 0xB
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#define B_ANIM_SANDSTORM_CONTINUES 0xC
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#define B_ANIM_HAIL_CONTINUES 0xD
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#define B_ANIM_LEECH_SEED_DRAIN 0xE
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#define B_ANIM_MON_HIT 0xF
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#define B_ANIM_ITEM_STEAL 0x10
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#define B_ANIM_SNATCH_MOVE 0x11
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#define B_ANIM_FUTURE_SIGHT_HIT 0x12
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#define B_ANIM_DOOM_DESIRE_HIT 0x13
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#define B_ANIM_x14 0x14
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#define B_ANIM_INGRAIN_HEAL 0x15
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#define B_ANIM_WISH_HEAL 0x16
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// special animations table
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#define B_ANIM_LVL_UP 0x0
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#define B_ANIM_SWITCH_OUT_PLAYER_MON 0x1
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#define B_ANIM_SWITCH_OUT_OPPONENT_MON 0x2
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#define B_ANIM_BALL_THROW 0x3
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#define B_ANIM_SAFARI_BALL_THROW 0x4
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#define B_ANIM_SUBSTITUTE_TO_MON 0x5
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#define B_ANIM_MON_TO_SUBSTITUTE 0x6
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// status animation table
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#define B_ANIM_STATUS_PSN 0x0
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#define B_ANIM_STATUS_CONFUSION 0x1
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#define B_ANIM_STATUS_BRN 0x2
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#define B_ANIM_STATUS_INFATUATION 0x3
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#define B_ANIM_STATUS_SLP 0x4
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#define B_ANIM_STATUS_PRZ 0x5
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#define B_ANIM_STATUS_FRZ 0x6
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#define B_ANIM_STATUS_CURSED 0x7
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#define B_ANIM_STATUS_NIGHTMARE 0x8
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#define B_ANIM_STATUS_WRAPPED 0x9
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#define GET_STAT_BUFF_ID(n)((n & 0xF)) // first four bits 0x1, 0x2, 0x4, 0x8
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#define GET_STAT_BUFF_VALUE(n)(((n >> 4) & 7)) // 0x10, 0x20, 0x40
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#define STAT_BUFF_NEGATIVE 0x80 // 0x80, the sign bit
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@@ -1,14 +1,6 @@
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#ifndef GUARD_BATTLE_ANIM_H
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#define GUARD_BATTLE_ANIM_H
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enum
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{
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ANIM_BANK_ATTACKER,
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ANIM_BANK_TARGET,
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ANIM_BANK_ATK_PARTNER,
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ANIM_BANK_DEF_PARTNER,
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};
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enum
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{
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BG_ANIM_SCREEN_SIZE,
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85
include/constants/battle_anim.h
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85
include/constants/battle_anim.h
Normal file
@@ -0,0 +1,85 @@
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#ifndef GUARD_CONSTANTS_BATTLE_ANIM_H
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#define GUARD_CONSTANTS_BATTLE_ANIM_H
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// banks enum used in scripts
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#define ANIM_ATTACKER 0
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#define ANIM_TARGET 1
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#define ANIM_ATK_PARTNER 2
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#define ANIM_DEF_PARTNER 3
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// move background ids
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#define BG_DARK_ 0 // the same as BG_DARK but is unused
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#define BG_DARK 1
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#define BG_GHOST 2
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#define BG_PSYCHIC 3
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#define BG_IMPACT_OPPONENT 4
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#define BG_IMPACT_PLAYER 5
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#define BG_IMPACT_CONTESTS 6
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#define BG_DRILL 7
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#define BG_DRILL_CONTESTS 8
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#define BG_HIGHSPEED_OPPONENT 9
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#define BG_HIGHSPEED_PLAYER 10
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#define BG_THUNDER 11
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#define BG_GUILLOTINE_OPPONENT 12
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#define BG_GUILLOTINE_PLAYER 13
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#define BG_GUILLOTINE_CONTESTS 14
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#define BG_ICE 15
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#define BG_COSMIC 16
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#define BG_SEISMICTOSS_SKUUPPERCUT 17
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#define BG_FLYING 18
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#define BG_FLYING_CONTESTS 19
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#define BG_AURORABEAM 20
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#define BG_FISSURE 21
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#define BG_BUG_OPPONENT 22
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#define BG_BUG_PLAYER 23
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#define BG_SOLARBEAM_OPPONENT 24
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#define BG_SOLARBEAM_PLAYER 25
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#define BG_SOLARBEAM_CONTESTS 26
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// table ids for general animations
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#define B_ANIM_CASTFORM_CHANGE 0x0
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#define B_ANIM_STATS_CHANGE 0x1
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#define B_ANIM_SUBSTITUTE_FADE 0x2
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#define B_ANIM_SUBSTITUTE_APPEAR 0x3
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#define B_ANIM_x4 0x4
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#define B_ANIM_ITEM_KNOCKOFF 0x5
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#define B_ANIM_TURN_TRAP 0x6
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#define B_ANIM_ITEM_EFFECT 0x7
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#define B_ANIM_SMOKEBALL_ESCAPE 0x8
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#define B_ANIM_HANGED_ON 0x9
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#define B_ANIM_RAIN_CONTINUES 0xA
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#define B_ANIM_SUN_CONTINUES 0xB
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#define B_ANIM_SANDSTORM_CONTINUES 0xC
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#define B_ANIM_HAIL_CONTINUES 0xD
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#define B_ANIM_LEECH_SEED_DRAIN 0xE
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#define B_ANIM_MON_HIT 0xF
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#define B_ANIM_ITEM_STEAL 0x10
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#define B_ANIM_SNATCH_MOVE 0x11
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#define B_ANIM_FUTURE_SIGHT_HIT 0x12
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#define B_ANIM_DOOM_DESIRE_HIT 0x13
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#define B_ANIM_x14 0x14
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#define B_ANIM_INGRAIN_HEAL 0x15
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#define B_ANIM_WISH_HEAL 0x16
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// special animations table
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#define B_ANIM_LVL_UP 0x0
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#define B_ANIM_SWITCH_OUT_PLAYER_MON 0x1
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#define B_ANIM_SWITCH_OUT_OPPONENT_MON 0x2
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#define B_ANIM_BALL_THROW 0x3
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#define B_ANIM_SAFARI_BALL_THROW 0x4
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#define B_ANIM_SUBSTITUTE_TO_MON 0x5
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#define B_ANIM_MON_TO_SUBSTITUTE 0x6
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// status animation table
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#define B_ANIM_STATUS_PSN 0x0
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#define B_ANIM_STATUS_CONFUSION 0x1
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#define B_ANIM_STATUS_BRN 0x2
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#define B_ANIM_STATUS_INFATUATION 0x3
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#define B_ANIM_STATUS_SLP 0x4
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#define B_ANIM_STATUS_PRZ 0x5
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#define B_ANIM_STATUS_FRZ 0x6
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#define B_ANIM_STATUS_CURSED 0x7
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#define B_ANIM_STATUS_NIGHTMARE 0x8
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#define B_ANIM_STATUS_WRAPPED 0x9 // does not actually exist
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#endif // GUARD_CONSTANTS_BATTLE_ANIM_H
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