~moody/pokered

17eaf761e38cea827320f984cfaaa1527276ab15 — Vortyne 1 year, 5 months ago a76ae05
Name some unnamed animation constants (#396)

M constants/move_constants.asm => constants/move_constants.asm +7 -7
@@ 178,14 178,14 @@ DEF NUM_ATTACKS EQU const_value - 1
	const SHOWPIC_ANIM
	const STATUS_AFFECTED_ANIM
	const ANIM_A8
	const ANIM_A9
	const ENEMY_HUD_SHAKE_ANIM
	const TRADE_BALL_DROP_ANIM
	const TRADE_BALL_SHAKE_ANIM
	const TRADE_BALL_TILT_ANIM
	const TRADE_BALL_POOF_ANIM
	const XSTATITEM_ANIM ; use X Attack/Defense/Speed/Special
	const ANIM_AF
	const ANIM_B0
	const XSTATITEM_DUPLICATE_ANIM
	const SHRINKING_SQUARE_ANIM
	const ANIM_B1
	const ANIM_B2
	const ANIM_B3


@@ 197,18 197,18 @@ DEF NUM_ATTACKS EQU const_value - 1
	const ANIM_B9
	const BURN_PSN_ANIM ; Plays when a monster is burned or poisoned
	const ANIM_BB
	const ANIM_BC
	const SLP_PLAYER_ANIM
	const SLP_ANIM ; sleeping monster
	const ANIM_BE
	const CONF_PLAYER_ANIM
	const CONF_ANIM ; confused monster
	const ANIM_C0
	const SLIDE_DOWN_ANIM
	const TOSS_ANIM ; toss Poké Ball
	const SHAKE_ANIM ; shaking Poké Ball when catching monster
	const POOF_ANIM ; puff of smoke
	const BLOCKBALL_ANIM ; trainer knocks away Poké Ball
	const GREATTOSS_ANIM ; toss Great Ball
	const ULTRATOSS_ANIM ; toss Ultra Ball or Master Ball
	const ANIM_C7
	const SHAKE_SCREEN_ANIM
	const HIDEPIC_ANIM ; monster disappears
	const ROCK_ANIM ; throw rock
	const BAIT_ANIM ; throw bait

M data/moves/animations.asm => data/moves/animations.asm +2 -2
@@ 192,7 192,7 @@ AttackAnimationPointers:
	dw SleepEnemyAnim
	dw ConfusedPlayerAnim
	dw ConfusedEnemyAnim
	dw FaintAnim
	dw SlideDownAnim
	dw BallTossAnim
	dw BallShakeAnim
	dw BallPoofAnim


@@ 1263,7 1263,7 @@ BallBlockAnim:
	battle_anim NO_MOVE, SUBANIM_0_BALL_BLOCK, 0, 3
	db -1 ; end

FaintAnim:
SlideDownAnim:
	battle_anim DIG, SE_SLIDE_MON_DOWN
	db -1 ; end


M engine/battle/core.asm => engine/battle/core.asm +2 -2
@@ 3327,7 3327,7 @@ CheckPlayerStatusConditions:
; fast asleep
	xor a
	ld [wAnimationType], a
	ld a, SLP_ANIM - 1
	ld a, SLP_PLAYER_ANIM
	call PlayMoveAnimation
	ld hl, FastAsleepText
	call PrintText


@@ 3411,7 3411,7 @@ CheckPlayerStatusConditions:
	call PrintText
	xor a
	ld [wAnimationType], a
	ld a, CONF_ANIM - 1
	ld a, CONF_PLAYER_ANIM
	call PlayMoveAnimation
	call BattleRandom
	cp 50 percent + 1 ; chance to hurt itself

M engine/battle/effects.asm => engine/battle/effects.asm +8 -8
@@ 123,12 123,12 @@ PoisonEffect:
	dec de
	ldh a, [hWhoseTurn]
	and a
	ld b, ANIM_C7
	ld b, SHAKE_SCREEN_ANIM
	ld hl, wPlayerBattleStatus3
	ld a, [de]
	ld de, wPlayerToxicCounter
	jr nz, .ok
	ld b, ANIM_A9
	ld b, ENEMY_HUD_SHAKE_ANIM
	ld hl, wEnemyBattleStatus3
	ld de, wEnemyToxicCounter
.ok


@@ 232,14 232,14 @@ FreezeBurnParalyzeEffect:
	ld a, 1 << PAR
	ld [wEnemyMonStatus], a
	call QuarterSpeedDueToParalysis ; quarter speed of affected mon
	ld a, ANIM_A9
	ld a, ENEMY_HUD_SHAKE_ANIM
	call PlayBattleAnimation
	jp PrintMayNotAttackText ; print paralysis text
.burn1
	ld a, 1 << BRN
	ld [wEnemyMonStatus], a
	call HalveAttackDueToBurn ; halve attack of affected mon
	ld a, ANIM_A9
	ld a, ENEMY_HUD_SHAKE_ANIM
	call PlayBattleAnimation
	ld hl, BurnedText
	jp PrintText


@@ 247,7 247,7 @@ FreezeBurnParalyzeEffect:
	call ClearHyperBeam ; resets hyper beam (recharge) condition from target
	ld a, 1 << FRZ
	ld [wEnemyMonStatus], a
	ld a, ANIM_A9
	ld a, ENEMY_HUD_SHAKE_ANIM
	call PlayBattleAnimation
	ld hl, FrozenText
	jp PrintText


@@ 802,7 802,7 @@ ThrashPetalDanceEffect:
	inc a
	ld [de], a ; set thrash/petal dance counter to 2 or 3 at random
	ldh a, [hWhoseTurn]
	add ANIM_B0
	add SHRINKING_SQUARE_ANIM
	jp PlayBattleAnimation2

SwitchAndTeleportEffect:


@@ 1002,7 1002,7 @@ ChargeEffect:
	jr z, .chargeEffect
	ld hl, wEnemyBattleStatus1
	ld de, wEnemyMoveEffect
	ld b, ANIM_AF
	ld b, XSTATITEM_DUPLICATE_ANIM
.chargeEffect
	set CHARGING_UP, [hl]
	ld a, [de]


@@ 1016,7 1016,7 @@ ChargeEffect:
	cp DIG
	jr nz, .notDigOrFly
	set INVULNERABLE, [hl] ; mon is now invulnerable to typical attacks (fly/dig)
	ld b, ANIM_C0
	ld b, SLIDE_DOWN_ANIM
.notDigOrFly
	xor a
	ld [wAnimationType], a

M engine/battle/trainer_ai.asm => engine/battle/trainer_ai.asm +1 -1
@@ 713,7 713,7 @@ AIIncreaseStat:
	ld a, [hl]
	push af
	push hl
	ld a, ANIM_AF
	ld a, XSTATITEM_DUPLICATE_ANIM
	ld [hli], a
	ld [hl], b
	callfar StatModifierUpEffect