Revert incorrect constant usage, add new correct ones
This commit is contained in:
+17
-17
@@ -2597,8 +2597,8 @@ Move_LOW_KICK:
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end
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end
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Move_EARTHQUAKE:
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Move_EARTHQUAKE:
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 50
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 50
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 50
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 50
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playsewithpan SE_M_EARTHQUAKE, 0
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playsewithpan SE_M_EARTHQUAKE, 0
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delay 10
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delay 10
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createsprite gComplexPaletteBlendSpriteTemplate, ANIM_ATTACKER, 2, F_PAL_BG, 3, 1, RGB_BLACK, 14, RGB_WHITE, 14
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createsprite gComplexPaletteBlendSpriteTemplate, ANIM_ATTACKER, 2, F_PAL_BG, 3, 1, RGB_BLACK, 14, RGB_WHITE, 14
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@@ -2608,7 +2608,7 @@ Move_EARTHQUAKE:
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Move_FISSURE:
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Move_FISSURE:
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loadspritegfx ANIM_TAG_MUD_SAND
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loadspritegfx ANIM_TAG_MUD_SAND
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createvisualtask AnimTask_HorizontalShake, 3, ANIM_PLAYER_RIGHT, 10, 50
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createvisualtask AnimTask_HorizontalShake, 3, (MAX_BATTLERS_COUNT + 1), 10, 50
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createvisualtask AnimTask_HorizontalShake, 3, ANIM_TARGET, 10, 50
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createvisualtask AnimTask_HorizontalShake, 3, ANIM_TARGET, 10, 50
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playsewithpan SE_M_EARTHQUAKE, SOUND_PAN_TARGET
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playsewithpan SE_M_EARTHQUAKE, SOUND_PAN_TARGET
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delay 8
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delay 8
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@@ -2953,7 +2953,7 @@ SkyAttackSetUpAgainstPartner:
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delay 20
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delay 20
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createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_ATTACKER, 1, 15, 0, RGB_WHITE
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createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_ATTACKER, 1, 15, 0, RGB_WHITE
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waitforvisualfinish
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waitforvisualfinish
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createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, ANIM_PLAYER_LEFT, 1, 8, 0, RGB_BLACK
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createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, 4, 1, 8, 0, RGB_BLACK
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waitforvisualfinish
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waitforvisualfinish
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clearmonbg ANIM_DEF_PARTNER
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clearmonbg ANIM_DEF_PARTNER
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blendoff
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blendoff
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@@ -3182,15 +3182,15 @@ Move_DESTINY_BOND:
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playsewithpan SE_M_CONFUSE_RAY, SOUND_PAN_ATTACKER
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playsewithpan SE_M_CONFUSE_RAY, SOUND_PAN_ATTACKER
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delay 48
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delay 48
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createvisualtask AnimTask_ShakeMonInPlace, 2, ANIM_ATTACKER, 2, 0, 24, 1
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createvisualtask AnimTask_ShakeMonInPlace, 2, ANIM_ATTACKER, 2, 0, 24, 1
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createvisualtask AnimTask_BlendBattleAnimPalExclude, 2, ANIM_OPPONENT_LEFT, 1, 0, 12, RGB(29, 29, 29)
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createvisualtask AnimTask_BlendBattleAnimPalExclude, 2, 6, 1, 0, 12, RGB(29, 29, 29)
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delay 24
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delay 24
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createvisualtask AnimTask_BlendBattleAnimPalExclude, 2, ANIM_OPPONENT_LEFT, 1, 12, 0, RGB(29, 29, 29)
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createvisualtask AnimTask_BlendBattleAnimPalExclude, 2, 6, 1, 12, 0, RGB(29, 29, 29)
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playsewithpan SE_M_NIGHTMARE, SOUND_PAN_TARGET
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playsewithpan SE_M_NIGHTMARE, SOUND_PAN_TARGET
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waitforvisualfinish
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waitforvisualfinish
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restorebg
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restorebg
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waitbgfadein
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waitbgfadein
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blendoff
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blendoff
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clearmonbg ANIM_PLAYER_RIGHT
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clearmonbg 5
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end
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end
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Move_ENDURE:
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Move_ENDURE:
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@@ -3323,13 +3323,13 @@ Move_MAGNITUDE:
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MagnitudeEnd:
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MagnitudeEnd:
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end
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end
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MagnitudeRegular:
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MagnitudeRegular:
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 0, 50
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 0, 50
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 0, 50
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 0, 50
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loopsewithpan SE_M_STRENGTH, SOUND_PAN_TARGET, 8, 10
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loopsewithpan SE_M_STRENGTH, SOUND_PAN_TARGET, 8, 10
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goto MagnitudeEnd
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goto MagnitudeEnd
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MagnitudeIntense:
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MagnitudeIntense:
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 0, 50
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 0, 50
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 0, 50
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 0, 50
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loopsewithpan SE_M_STRENGTH, SOUND_PAN_TARGET, 8, 10
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loopsewithpan SE_M_STRENGTH, SOUND_PAN_TARGET, 8, 10
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delay 10
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delay 10
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createsprite gComplexPaletteBlendSpriteTemplate, ANIM_ATTACKER, 2, F_PAL_BG, 3, 1, RGB_BLACK, 14, RGB_WHITE, 14
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createsprite gComplexPaletteBlendSpriteTemplate, ANIM_ATTACKER, 2, F_PAL_BG, 3, 1, RGB_BLACK, 14, RGB_WHITE, 14
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@@ -3814,8 +3814,8 @@ Move_ERUPTION:
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createsprite gEruptionFallingRockSpriteTemplate, ANIM_ATTACKER, 40, 110, -32, 64, 50, 0
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createsprite gEruptionFallingRockSpriteTemplate, ANIM_ATTACKER, 40, 110, -32, 64, 50, 0
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createsprite gEruptionFallingRockSpriteTemplate, ANIM_ATTACKER, 40, 60, -32, 80, 70, 1
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createsprite gEruptionFallingRockSpriteTemplate, ANIM_ATTACKER, 40, 60, -32, 80, 70, 1
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delay 22
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delay 22
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 8, 60
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 8, 60
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 8, 60
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 8, 60
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loopsewithpan SE_M_ROCK_THROW, SOUND_PAN_TARGET, 16, 12
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loopsewithpan SE_M_ROCK_THROW, SOUND_PAN_TARGET, 16, 12
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delay 80
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delay 80
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createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 40, F_PAL_BG | F_PAL_BATTLERS, 4, 4, 0, RGB_RED
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createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 40, F_PAL_BG | F_PAL_BATTLERS, 4, 4, 0, RGB_RED
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@@ -3845,7 +3845,7 @@ Move_IMPRISON:
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waitforvisualfinish
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waitforvisualfinish
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delay 4
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delay 4
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createsprite gRedXSpriteTemplate, ANIM_ATTACKER, 5, ANIM_ATTACKER, 40
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createsprite gRedXSpriteTemplate, ANIM_ATTACKER, 5, ANIM_ATTACKER, 40
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 1, 10
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 1, 10
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playsewithpan SE_M_HYPER_BEAM, SOUND_PAN_ATTACKER
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playsewithpan SE_M_HYPER_BEAM, SOUND_PAN_ATTACKER
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clearmonbg ANIM_DEF_PARTNER
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clearmonbg ANIM_DEF_PARTNER
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call UnsetPsychicBackground
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call UnsetPsychicBackground
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@@ -3915,7 +3915,7 @@ Move_LUSTER_PURGE:
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playsewithpan SE_M_SOLAR_BEAM, SOUND_PAN_ATTACKER
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playsewithpan SE_M_SOLAR_BEAM, SOUND_PAN_ATTACKER
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createsprite gLusterPurgeCircleSpriteTemplate, ANIM_ATTACKER, 41, 0, 0, 0, 0
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createsprite gLusterPurgeCircleSpriteTemplate, ANIM_ATTACKER, 41, 0, 0, 0, 0
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delay 20
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delay 20
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createvisualtask AnimTask_BlendBattleAnimPalExclude, 5, ANIM_PLAYER_RIGHT, 2, 0, 16, RGB_WHITEALPHA
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createvisualtask AnimTask_BlendBattleAnimPalExclude, 5, 5, 2, 0, 16, RGB_WHITEALPHA
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createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_WHITE_CIRCLE_OF_LIGHT, 2, 0, 16, RGB_WHITEALPHA
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createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_WHITE_CIRCLE_OF_LIGHT, 2, 0, 16, RGB_WHITEALPHA
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waitforvisualfinish
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waitforvisualfinish
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createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_IMPACT, 0, 12, 12, RGB(0, 0, 23)
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createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_IMPACT, 0, 12, 12, RGB(0, 0, 23)
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@@ -7740,12 +7740,12 @@ Move_HEAL_BELL:
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unloadspritegfx ANIM_TAG_SPARKLE_2
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unloadspritegfx ANIM_TAG_SPARKLE_2
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loadspritegfx ANIM_TAG_THIN_RING
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loadspritegfx ANIM_TAG_THIN_RING
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playsewithpan SE_SHINY, SOUND_PAN_ATTACKER
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playsewithpan SE_SHINY, SOUND_PAN_ATTACKER
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createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, ANIM_PLAYER_LEFT, 3, 10, 0, RGB(12, 24, 30)
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createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, 4, 3, 10, 0, RGB(12, 24, 30)
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createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_ATK_SIDE, 3, 10, 0, RGB_WHITE
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createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_ATK_SIDE, 3, 10, 0, RGB_WHITE
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createsprite gBlendThinRingExpandingSpriteTemplate, ANIM_ATTACKER, 16, 0, 0, 0, 1
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createsprite gBlendThinRingExpandingSpriteTemplate, ANIM_ATTACKER, 16, 0, 0, 0, 1
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end
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end
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HealBellRing:
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HealBellRing:
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createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, ANIM_PLAYER_LEFT, 3, 8, 0, RGB(12, 24, 30)
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createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, 4, 3, 8, 0, RGB(12, 24, 30)
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createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_ATK_SIDE, 3, 2, 10, RGB_WHITE
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createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_ATK_SIDE, 3, 2, 10, RGB_WHITE
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createsprite gThinRingExpandingSpriteTemplate, ANIM_ATTACKER, 40, 0, -24, 0, 1
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createsprite gThinRingExpandingSpriteTemplate, ANIM_ATTACKER, 40, 0, -24, 0, 1
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playsewithpan SE_M_HEAL_BELL, SOUND_PAN_ATTACKER
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playsewithpan SE_M_HEAL_BELL, SOUND_PAN_ATTACKER
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@@ -302,11 +302,13 @@
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#define ANIM_TARGET 1
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#define ANIM_TARGET 1
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#define ANIM_ATK_PARTNER 2
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#define ANIM_ATK_PARTNER 2
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#define ANIM_DEF_PARTNER 3
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#define ANIM_DEF_PARTNER 3
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#define ANIM_PLAYER_LEFT 4
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#define ANIM_PLAYER_RIGHT 5
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// Below are used by AnimTask_ShakeMon2 and AnimTask_SetGrayscaleOrOriginalPal
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#define ANIM_OPPONENT_LEFT 6
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#define ANIM_PLAYER_LEFT (MAX_BATTLERS_COUNT + 0)
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#define ANIM_OPPONENT_RIGHT 7
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#define ANIM_PLAYER_RIGHT (MAX_BATTLERS_COUNT + 1)
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#define ANIM_ATTACKER_FORCE 8
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#define ANIM_OPPONENT_LEFT (MAX_BATTLERS_COUNT + 2)
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#define ANIM_OPPONENT_RIGHT (MAX_BATTLERS_COUNT + 3)
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#define ANIM_ATTACKER_FORCE (MAX_BATTLERS_COUNT + 4)
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// stereo panning constants [0-255]
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// stereo panning constants [0-255]
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//
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//
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@@ -943,19 +943,19 @@ void AnimTask_SetGrayscaleOrOriginalPal(u8 taskId)
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case ANIM_DEF_PARTNER:
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case ANIM_DEF_PARTNER:
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spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
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spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
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break;
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break;
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case 4:
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case ANIM_PLAYER_LEFT:
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position = B_POSITION_PLAYER_LEFT;
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position = B_POSITION_PLAYER_LEFT;
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calcSpriteId = TRUE;
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calcSpriteId = TRUE;
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break;
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break;
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case 5:
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case ANIM_PLAYER_RIGHT:
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position = B_POSITION_PLAYER_RIGHT;
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position = B_POSITION_PLAYER_RIGHT;
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calcSpriteId = TRUE;
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calcSpriteId = TRUE;
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break;
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break;
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case 6:
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case ANIM_OPPONENT_LEFT:
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position = B_POSITION_OPPONENT_LEFT;
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position = B_POSITION_OPPONENT_LEFT;
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calcSpriteId = TRUE;
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calcSpriteId = TRUE;
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break;
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break;
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case 7:
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case ANIM_OPPONENT_RIGHT:
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position = B_POSITION_OPPONENT_RIGHT;
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position = B_POSITION_OPPONENT_RIGHT;
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calcSpriteId = TRUE;
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calcSpriteId = TRUE;
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break;
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break;
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@@ -164,20 +164,20 @@ void AnimTask_ShakeMon2(u8 taskId)
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if (spriteId == SPRITE_NONE)
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if (spriteId == SPRITE_NONE)
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abort = TRUE;
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abort = TRUE;
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}
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}
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else if (gBattleAnimArgs[0] != 8)
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else if (gBattleAnimArgs[0] != ANIM_ATTACKER_FORCE)
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{
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{
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switch (gBattleAnimArgs[0])
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switch (gBattleAnimArgs[0])
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{
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{
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case 4:
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case ANIM_PLAYER_LEFT:
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battlerId = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
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battlerId = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
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break;
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break;
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case 5:
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case ANIM_PLAYER_RIGHT:
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battlerId = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
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battlerId = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
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break;
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break;
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case 6:
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case ANIM_OPPONENT_LEFT:
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battlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
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battlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
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break;
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break;
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case 7:
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case ANIM_OPPONENT_RIGHT:
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default:
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default:
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battlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
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battlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
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break;
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break;
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