Revert incorrect constant usage, add new correct ones

This commit is contained in:
GriffinR
2023-01-18 12:11:09 -05:00
parent 5a906c33ac
commit b7d92e8537
4 changed files with 33 additions and 31 deletions
+17 -17
View File
@@ -2597,8 +2597,8 @@ Move_LOW_KICK:
end end
Move_EARTHQUAKE: Move_EARTHQUAKE:
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 50 createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 50
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 50 createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 50
playsewithpan SE_M_EARTHQUAKE, 0 playsewithpan SE_M_EARTHQUAKE, 0
delay 10 delay 10
createsprite gComplexPaletteBlendSpriteTemplate, ANIM_ATTACKER, 2, F_PAL_BG, 3, 1, RGB_BLACK, 14, RGB_WHITE, 14 createsprite gComplexPaletteBlendSpriteTemplate, ANIM_ATTACKER, 2, F_PAL_BG, 3, 1, RGB_BLACK, 14, RGB_WHITE, 14
@@ -2608,7 +2608,7 @@ Move_EARTHQUAKE:
Move_FISSURE: Move_FISSURE:
loadspritegfx ANIM_TAG_MUD_SAND loadspritegfx ANIM_TAG_MUD_SAND
createvisualtask AnimTask_HorizontalShake, 3, ANIM_PLAYER_RIGHT, 10, 50 createvisualtask AnimTask_HorizontalShake, 3, (MAX_BATTLERS_COUNT + 1), 10, 50
createvisualtask AnimTask_HorizontalShake, 3, ANIM_TARGET, 10, 50 createvisualtask AnimTask_HorizontalShake, 3, ANIM_TARGET, 10, 50
playsewithpan SE_M_EARTHQUAKE, SOUND_PAN_TARGET playsewithpan SE_M_EARTHQUAKE, SOUND_PAN_TARGET
delay 8 delay 8
@@ -2953,7 +2953,7 @@ SkyAttackSetUpAgainstPartner:
delay 20 delay 20
createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_ATTACKER, 1, 15, 0, RGB_WHITE createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_ATTACKER, 1, 15, 0, RGB_WHITE
waitforvisualfinish waitforvisualfinish
createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, ANIM_PLAYER_LEFT, 1, 8, 0, RGB_BLACK createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, 4, 1, 8, 0, RGB_BLACK
waitforvisualfinish waitforvisualfinish
clearmonbg ANIM_DEF_PARTNER clearmonbg ANIM_DEF_PARTNER
blendoff blendoff
@@ -3182,15 +3182,15 @@ Move_DESTINY_BOND:
playsewithpan SE_M_CONFUSE_RAY, SOUND_PAN_ATTACKER playsewithpan SE_M_CONFUSE_RAY, SOUND_PAN_ATTACKER
delay 48 delay 48
createvisualtask AnimTask_ShakeMonInPlace, 2, ANIM_ATTACKER, 2, 0, 24, 1 createvisualtask AnimTask_ShakeMonInPlace, 2, ANIM_ATTACKER, 2, 0, 24, 1
createvisualtask AnimTask_BlendBattleAnimPalExclude, 2, ANIM_OPPONENT_LEFT, 1, 0, 12, RGB(29, 29, 29) createvisualtask AnimTask_BlendBattleAnimPalExclude, 2, 6, 1, 0, 12, RGB(29, 29, 29)
delay 24 delay 24
createvisualtask AnimTask_BlendBattleAnimPalExclude, 2, ANIM_OPPONENT_LEFT, 1, 12, 0, RGB(29, 29, 29) createvisualtask AnimTask_BlendBattleAnimPalExclude, 2, 6, 1, 12, 0, RGB(29, 29, 29)
playsewithpan SE_M_NIGHTMARE, SOUND_PAN_TARGET playsewithpan SE_M_NIGHTMARE, SOUND_PAN_TARGET
waitforvisualfinish waitforvisualfinish
restorebg restorebg
waitbgfadein waitbgfadein
blendoff blendoff
clearmonbg ANIM_PLAYER_RIGHT clearmonbg 5
end end
Move_ENDURE: Move_ENDURE:
@@ -3323,13 +3323,13 @@ Move_MAGNITUDE:
MagnitudeEnd: MagnitudeEnd:
end end
MagnitudeRegular: MagnitudeRegular:
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 0, 50 createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 0, 50
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 0, 50 createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 0, 50
loopsewithpan SE_M_STRENGTH, SOUND_PAN_TARGET, 8, 10 loopsewithpan SE_M_STRENGTH, SOUND_PAN_TARGET, 8, 10
goto MagnitudeEnd goto MagnitudeEnd
MagnitudeIntense: MagnitudeIntense:
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 0, 50 createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 0, 50
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 0, 50 createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 0, 50
loopsewithpan SE_M_STRENGTH, SOUND_PAN_TARGET, 8, 10 loopsewithpan SE_M_STRENGTH, SOUND_PAN_TARGET, 8, 10
delay 10 delay 10
createsprite gComplexPaletteBlendSpriteTemplate, ANIM_ATTACKER, 2, F_PAL_BG, 3, 1, RGB_BLACK, 14, RGB_WHITE, 14 createsprite gComplexPaletteBlendSpriteTemplate, ANIM_ATTACKER, 2, F_PAL_BG, 3, 1, RGB_BLACK, 14, RGB_WHITE, 14
@@ -3814,8 +3814,8 @@ Move_ERUPTION:
createsprite gEruptionFallingRockSpriteTemplate, ANIM_ATTACKER, 40, 110, -32, 64, 50, 0 createsprite gEruptionFallingRockSpriteTemplate, ANIM_ATTACKER, 40, 110, -32, 64, 50, 0
createsprite gEruptionFallingRockSpriteTemplate, ANIM_ATTACKER, 40, 60, -32, 80, 70, 1 createsprite gEruptionFallingRockSpriteTemplate, ANIM_ATTACKER, 40, 60, -32, 80, 70, 1
delay 22 delay 22
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 8, 60 createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 8, 60
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 8, 60 createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 8, 60
loopsewithpan SE_M_ROCK_THROW, SOUND_PAN_TARGET, 16, 12 loopsewithpan SE_M_ROCK_THROW, SOUND_PAN_TARGET, 16, 12
delay 80 delay 80
createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 40, F_PAL_BG | F_PAL_BATTLERS, 4, 4, 0, RGB_RED createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 40, F_PAL_BG | F_PAL_BATTLERS, 4, 4, 0, RGB_RED
@@ -3845,7 +3845,7 @@ Move_IMPRISON:
waitforvisualfinish waitforvisualfinish
delay 4 delay 4
createsprite gRedXSpriteTemplate, ANIM_ATTACKER, 5, ANIM_ATTACKER, 40 createsprite gRedXSpriteTemplate, ANIM_ATTACKER, 5, ANIM_ATTACKER, 40
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 1, 10 createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 1, 10
playsewithpan SE_M_HYPER_BEAM, SOUND_PAN_ATTACKER playsewithpan SE_M_HYPER_BEAM, SOUND_PAN_ATTACKER
clearmonbg ANIM_DEF_PARTNER clearmonbg ANIM_DEF_PARTNER
call UnsetPsychicBackground call UnsetPsychicBackground
@@ -3915,7 +3915,7 @@ Move_LUSTER_PURGE:
playsewithpan SE_M_SOLAR_BEAM, SOUND_PAN_ATTACKER playsewithpan SE_M_SOLAR_BEAM, SOUND_PAN_ATTACKER
createsprite gLusterPurgeCircleSpriteTemplate, ANIM_ATTACKER, 41, 0, 0, 0, 0 createsprite gLusterPurgeCircleSpriteTemplate, ANIM_ATTACKER, 41, 0, 0, 0, 0
delay 20 delay 20
createvisualtask AnimTask_BlendBattleAnimPalExclude, 5, ANIM_PLAYER_RIGHT, 2, 0, 16, RGB_WHITEALPHA createvisualtask AnimTask_BlendBattleAnimPalExclude, 5, 5, 2, 0, 16, RGB_WHITEALPHA
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_WHITE_CIRCLE_OF_LIGHT, 2, 0, 16, RGB_WHITEALPHA createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_WHITE_CIRCLE_OF_LIGHT, 2, 0, 16, RGB_WHITEALPHA
waitforvisualfinish waitforvisualfinish
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_IMPACT, 0, 12, 12, RGB(0, 0, 23) createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_IMPACT, 0, 12, 12, RGB(0, 0, 23)
@@ -7740,12 +7740,12 @@ Move_HEAL_BELL:
unloadspritegfx ANIM_TAG_SPARKLE_2 unloadspritegfx ANIM_TAG_SPARKLE_2
loadspritegfx ANIM_TAG_THIN_RING loadspritegfx ANIM_TAG_THIN_RING
playsewithpan SE_SHINY, SOUND_PAN_ATTACKER playsewithpan SE_SHINY, SOUND_PAN_ATTACKER
createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, ANIM_PLAYER_LEFT, 3, 10, 0, RGB(12, 24, 30) createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, 4, 3, 10, 0, RGB(12, 24, 30)
createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_ATK_SIDE, 3, 10, 0, RGB_WHITE createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_ATK_SIDE, 3, 10, 0, RGB_WHITE
createsprite gBlendThinRingExpandingSpriteTemplate, ANIM_ATTACKER, 16, 0, 0, 0, 1 createsprite gBlendThinRingExpandingSpriteTemplate, ANIM_ATTACKER, 16, 0, 0, 0, 1
end end
HealBellRing: HealBellRing:
createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, ANIM_PLAYER_LEFT, 3, 8, 0, RGB(12, 24, 30) createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, 4, 3, 8, 0, RGB(12, 24, 30)
createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_ATK_SIDE, 3, 2, 10, RGB_WHITE createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_ATK_SIDE, 3, 2, 10, RGB_WHITE
createsprite gThinRingExpandingSpriteTemplate, ANIM_ATTACKER, 40, 0, -24, 0, 1 createsprite gThinRingExpandingSpriteTemplate, ANIM_ATTACKER, 40, 0, -24, 0, 1
playsewithpan SE_M_HEAL_BELL, SOUND_PAN_ATTACKER playsewithpan SE_M_HEAL_BELL, SOUND_PAN_ATTACKER
+7 -5
View File
@@ -302,11 +302,13 @@
#define ANIM_TARGET 1 #define ANIM_TARGET 1
#define ANIM_ATK_PARTNER 2 #define ANIM_ATK_PARTNER 2
#define ANIM_DEF_PARTNER 3 #define ANIM_DEF_PARTNER 3
#define ANIM_PLAYER_LEFT 4
#define ANIM_PLAYER_RIGHT 5 // Below are used by AnimTask_ShakeMon2 and AnimTask_SetGrayscaleOrOriginalPal
#define ANIM_OPPONENT_LEFT 6 #define ANIM_PLAYER_LEFT (MAX_BATTLERS_COUNT + 0)
#define ANIM_OPPONENT_RIGHT 7 #define ANIM_PLAYER_RIGHT (MAX_BATTLERS_COUNT + 1)
#define ANIM_ATTACKER_FORCE 8 #define ANIM_OPPONENT_LEFT (MAX_BATTLERS_COUNT + 2)
#define ANIM_OPPONENT_RIGHT (MAX_BATTLERS_COUNT + 3)
#define ANIM_ATTACKER_FORCE (MAX_BATTLERS_COUNT + 4)
// stereo panning constants [0-255] // stereo panning constants [0-255]
// //
+4 -4
View File
@@ -943,19 +943,19 @@ void AnimTask_SetGrayscaleOrOriginalPal(u8 taskId)
case ANIM_DEF_PARTNER: case ANIM_DEF_PARTNER:
spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
break; break;
case 4: case ANIM_PLAYER_LEFT:
position = B_POSITION_PLAYER_LEFT; position = B_POSITION_PLAYER_LEFT;
calcSpriteId = TRUE; calcSpriteId = TRUE;
break; break;
case 5: case ANIM_PLAYER_RIGHT:
position = B_POSITION_PLAYER_RIGHT; position = B_POSITION_PLAYER_RIGHT;
calcSpriteId = TRUE; calcSpriteId = TRUE;
break; break;
case 6: case ANIM_OPPONENT_LEFT:
position = B_POSITION_OPPONENT_LEFT; position = B_POSITION_OPPONENT_LEFT;
calcSpriteId = TRUE; calcSpriteId = TRUE;
break; break;
case 7: case ANIM_OPPONENT_RIGHT:
position = B_POSITION_OPPONENT_RIGHT; position = B_POSITION_OPPONENT_RIGHT;
calcSpriteId = TRUE; calcSpriteId = TRUE;
break; break;
+5 -5
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@@ -164,20 +164,20 @@ void AnimTask_ShakeMon2(u8 taskId)
if (spriteId == SPRITE_NONE) if (spriteId == SPRITE_NONE)
abort = TRUE; abort = TRUE;
} }
else if (gBattleAnimArgs[0] != 8) else if (gBattleAnimArgs[0] != ANIM_ATTACKER_FORCE)
{ {
switch (gBattleAnimArgs[0]) switch (gBattleAnimArgs[0])
{ {
case 4: case ANIM_PLAYER_LEFT:
battlerId = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT); battlerId = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
break; break;
case 5: case ANIM_PLAYER_RIGHT:
battlerId = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT); battlerId = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
break; break;
case 6: case ANIM_OPPONENT_LEFT:
battlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT); battlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
break; break;
case 7: case ANIM_OPPONENT_RIGHT:
default: default:
battlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT); battlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
break; break;