ref: 836da09f4e4fc23ee863171845caef6280dcd7fe
parent: 2ffc5f907f9cfbebadcaa36244c1128321324376
author: 7Soul <5599828+7Soul@users.noreply.github.com>
date: Sun Oct 4 12:06:38 EDT 2020
Identify anim object constants (#772) Identify anim object constants
--- a/constants/battle_anim_constants.asm
+++ b/constants/battle_anim_constants.asm
@@ -26,17 +26,17 @@
; BattleAnimObjects indexes (see data/battle_anims/objects.asm)
const_def
- const ANIM_OBJ_00
- const ANIM_OBJ_01
- const ANIM_OBJ_02
- const ANIM_OBJ_03
- const ANIM_OBJ_04
- const ANIM_OBJ_05
- const ANIM_OBJ_06
- const ANIM_OBJ_07
- const ANIM_OBJ_08
+ const ANIM_OBJ_HIT_BIG_YFIX
+ const ANIM_OBJ_HIT_YFIX
+ const ANIM_OBJ_HIT_SMALL_YFIX
+ const ANIM_OBJ_HIT_BIG
+ const ANIM_OBJ_HIT
+ const ANIM_OBJ_HIT_SMALL
+ const ANIM_OBJ_PUNCH
+ const ANIM_OBJ_KICK
+ const ANIM_OBJ_PALM
const ANIM_OBJ_FANG
- const ANIM_OBJ_0A
+ const ANIM_OBJ_PUNCH_SHAKE
const ANIM_OBJ_EMBER
const ANIM_OBJ_DRAGON_RAGE
const ANIM_OBJ_FLAMETHROWER
@@ -44,16 +44,16 @@
const ANIM_OBJ_FIRE_BLAST
const ANIM_OBJ_BURNED
const ANIM_OBJ_BLIZZARD
- const ANIM_OBJ_12
+ const ANIM_OBJ_ICE
const ANIM_OBJ_ICE_BEAM
const ANIM_OBJ_RAZOR_LEAF
const ANIM_OBJ_POKE_BALL
const ANIM_OBJ_POKE_BALL_BLOCKED
- const ANIM_OBJ_17
- const ANIM_OBJ_18
- const ANIM_OBJ_19
- const ANIM_OBJ_1A
- const ANIM_OBJ_1B
+ const ANIM_OBJ_EXPLOSION1
+ const ANIM_OBJ_EXPLOSION2
+ const ANIM_OBJ_ACID
+ const ANIM_OBJ_SLUDGE
+ const ANIM_OBJ_BETA_BALL_POOF
const ANIM_OBJ_BALL_POOF
const ANIM_OBJ_BIG_ROCK
const ANIM_OBJ_SMALL_ROCK
@@ -65,47 +65,47 @@
const ANIM_OBJ_WATER_GUN
const ANIM_OBJ_HYDRO_PUMP
const ANIM_OBJ_POWDER
- const ANIM_OBJ_27
- const ANIM_OBJ_28
+ const ANIM_OBJ_BEAM
+ const ANIM_OBJ_BEAM_TIP
const ANIM_OBJ_ICE_BUILDUP
const ANIM_OBJ_FROZEN
const ANIM_OBJ_MASTER_BALL_SPARKLE
const ANIM_OBJ_RECOVER
- const ANIM_OBJ_2D
- const ANIM_OBJ_2E
- const ANIM_OBJ_2F
+ const ANIM_OBJ_THUNDER1
+ const ANIM_OBJ_THUNDER2
+ const ANIM_OBJ_THUNDER3
const ANIM_OBJ_THUNDER_WAVE
- const ANIM_OBJ_31
- const ANIM_OBJ_LIGHTNING_BOLT
- const ANIM_OBJ_33
- const ANIM_OBJ_34
+ const ANIM_OBJ_SPARKS_CIRCLE_BIG
+ const ANIM_OBJ_THUNDERBOLT_BALL
+ const ANIM_OBJ_SPARKS_CIRCLE
+ const ANIM_OBJ_THUNDERSHOCK_BALL
const ANIM_OBJ_CLAMP
const ANIM_OBJ_BITE
- const ANIM_OBJ_37
- const ANIM_OBJ_38
- const ANIM_OBJ_39
- const ANIM_OBJ_3A
- const ANIM_OBJ_3B
- const ANIM_OBJ_3C
- const ANIM_OBJ_3D
+ const ANIM_OBJ_CUT_DOWN_LEFT
+ const ANIM_OBJ_CUT_DOWN_RIGHT
+ const ANIM_OBJ_CUT_UP_RIGHT
+ const ANIM_OBJ_CUT_LONG_DOWN_LEFT
+ const ANIM_OBJ_CUT_LONG_DOWN_RIGHT
+ const ANIM_OBJ_SOLAR_BEAM_CHARGE
+ const ANIM_OBJ_ABSORB_CENTER
const ANIM_OBJ_GUST
- const ANIM_OBJ_3F
- const ANIM_OBJ_40
- const ANIM_OBJ_41
- const ANIM_OBJ_42
+ const ANIM_OBJ_VINE_WHIP1
+ const ANIM_OBJ_VINE_WHIP2
+ const ANIM_OBJ_RAZOR_WIND1
+ const ANIM_OBJ_RAZOR_WIND2
const ANIM_OBJ_SONICBOOM_JP
- const ANIM_OBJ_44
+ const ANIM_OBJ_WARP
const ANIM_OBJ_ABSORB
const ANIM_OBJ_EGG
- const ANIM_OBJ_47
- const ANIM_OBJ_48
- const ANIM_OBJ_49
+ const ANIM_OBJ_FOCUS
+ const ANIM_OBJ_BIND1
+ const ANIM_OBJ_BIND2
const ANIM_OBJ_LEECH_SEED
- const ANIM_OBJ_4B
+ const ANIM_OBJ_SOUND
const ANIM_OBJ_WAVE
const ANIM_OBJ_CONFUSE_RAY
- const ANIM_OBJ_4E
- const ANIM_OBJ_4F
+ const ANIM_OBJ_LEER
+ const ANIM_OBJ_LEER_TIP
const ANIM_OBJ_SCREEN
const ANIM_OBJ_HARDEN
const ANIM_OBJ_CHICK
@@ -112,9 +112,9 @@
const ANIM_OBJ_AMNESIA
const ANIM_OBJ_ASLEEP
const ANIM_OBJ_SKULL
- const ANIM_OBJ_56
- const ANIM_OBJ_57
- const ANIM_OBJ_58
+ const ANIM_OBJ_DIG_SAND
+ const ANIM_OBJ_DIG_PILE
+ const ANIM_OBJ_SAND
const ANIM_OBJ_PARALYZED
const ANIM_OBJ_STRING_SHOT
const ANIM_OBJ_HAZE
@@ -122,11 +122,11 @@
const ANIM_OBJ_SMOG
const ANIM_OBJ_POISON_GAS
const ANIM_OBJ_HORN
- const ANIM_OBJ_60
+ const ANIM_OBJ_NEEDLE
const ANIM_OBJ_PETAL_DANCE
const ANIM_OBJ_SLUDGE_BOMB
const ANIM_OBJ_PAY_DAY
- const ANIM_OBJ_64
+ const ANIM_OBJ_SONICBOOM_JP_UNUSED
const ANIM_OBJ_MIMIC
const ANIM_OBJ_ATTRACT
const ANIM_OBJ_BONEMERANG
@@ -139,7 +139,7 @@
const ANIM_OBJ_SKY_ATTACK
const ANIM_OBJ_LICK
const ANIM_OBJ_WITHDRAW
- const ANIM_OBJ_71
+ const ANIM_OBJ_DRAIN
const ANIM_OBJ_GROWTH
const ANIM_OBJ_CONVERSION2
const ANIM_OBJ_SMOKE
@@ -148,8 +148,8 @@
const ANIM_OBJ_SPEED_LINE
const ANIM_OBJ_SHARPEN
const ANIM_OBJ_DEFENSE_CURL
- const ANIM_OBJ_7A
- const ANIM_OBJ_7B
+ const ANIM_OBJ_METRONOME_HAND
+ const ANIM_OBJ_METRONOME_SPARKLE
const ANIM_OBJ_DISABLE
const ANIM_OBJ_AGILITY
const ANIM_OBJ_HEART
@@ -158,8 +158,8 @@
const ANIM_OBJ_COTTON_SPORE
const ANIM_OBJ_MILK_DRINK
const ANIM_OBJ_ANGER
- const ANIM_OBJ_84
- const ANIM_OBJ_85
+ const ANIM_OBJ_HEAL_BELL
+ const ANIM_OBJ_HEAL_BELL_NOTE
const ANIM_OBJ_BATON_PASS
const ANIM_OBJ_LOCK_ON
const ANIM_OBJ_MIND_READER
@@ -173,21 +173,21 @@
const ANIM_OBJ_DRAGONBREATH
const ANIM_OBJ_CONVERSION
const ANIM_OBJ_SPIDER_WEB
- const ANIM_OBJ_93
+ const ANIM_OBJ_CAKE_UNUSED
const ANIM_OBJ_NIGHTMARE
const ANIM_OBJ_IN_NIGHTMARE
const ANIM_OBJ_LOVELY_KISS
const ANIM_OBJ_SWEET_KISS
const ANIM_OBJ_SKETCH
- const ANIM_OBJ_99
- const ANIM_OBJ_9A
+ const ANIM_OBJ_ENCORE_HAND
+ const ANIM_OBJ_ENCORE_STAR
const ANIM_OBJ_DESTINY_BOND
const ANIM_OBJ_MORNING_SUN
const ANIM_OBJ_GLIMMER
const ANIM_OBJ_MOONLIGHT
const ANIM_OBJ_HIDDEN_POWER
- const ANIM_OBJ_A0
- const ANIM_OBJ_A1
+ const ANIM_OBJ_CROSS_CHOP1
+ const ANIM_OBJ_CROSS_CHOP2
const ANIM_OBJ_SANDSTORM
const ANIM_OBJ_ZAP_CANNON
const ANIM_OBJ_SPITE
@@ -196,11 +196,11 @@
const ANIM_OBJ_FORESIGHT
const ANIM_OBJ_RAPID_SPIN
const ANIM_OBJ_SWAGGER
- const ANIM_OBJ_AA
- const ANIM_OBJ_AB
+ const ANIM_OBJ_BELLY_DRUM_HAND
+ const ANIM_OBJ_BELLY_DRUM_NOTE
const ANIM_OBJ_MEAN_LOOK
- const ANIM_OBJ_AD
- const ANIM_OBJ_AE
+ const ANIM_OBJ_BETA_PURSUIT
+ const ANIM_OBJ_SHOOTING_SPARKLE
const ANIM_OBJ_RAIN
const ANIM_OBJ_B0
const ANIM_OBJ_PSYCH_UP
--- a/data/battle_anims/objects.asm
+++ b/data/battle_anims/objects.asm
@@ -18,17 +18,17 @@
BattleAnimObjects:
; entries correspond to ANIM_OBJ_* constants
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_00
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_01
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_02
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_03
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_04
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_05
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_03, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_06
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_04, BATTLEANIMFUNC_KICK, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_07
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_08
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_BIG_YFIX
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_YFIX
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_SMALL_YFIX
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_BIG
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_SMALL
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_03, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_PUNCH
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_04, BATTLEANIMFUNC_KICK, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_KICK
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_PALM
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_06, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_FANG
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_07, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_0A
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_07, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_PUNCH_SHAKE
battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_EMBER, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_EMBER
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0E, BATTLEANIMFUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGON_RAGE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FLAMETHROWER
@@ -36,16 +36,16 @@
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_FIRE_BLAST, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FIRE_BLAST
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_BURNED
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_12, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_BLIZZARD
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_13, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_12
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_13, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_14, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE_BEAM
battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_16, BATTLEANIMFUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_RAZOR_LEAF
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_POKEBALL, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL ; ANIM_OBJ_POKE_BALL
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_POKEBALL_BLOCKED, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL ; ANIM_OBJ_POKE_BALL_BLOCKED
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_17
- battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_18
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_1D, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_19
- battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_1F, BATTLEANIMFUNC_SLUDGE, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_1A
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_1B
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_EXPLOSION1
+ battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_EXPLOSION2
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_1D, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_ACID
+ battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_1F, BATTLEANIMFUNC_SLUDGE, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_SLUDGE
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_BETA_BALL_POOF
battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_BALL_POOF
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_BIG_ROCK
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_1A, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_SMALL_ROCK
@@ -57,47 +57,47 @@
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_27, BATTLEANIMFUNC_WATER_GUN, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER ; ANIM_OBJ_WATER_GUN
battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_2A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER ; ANIM_OBJ_HYDRO_PUMP
battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_2B, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GREEN, ANIM_GFX_POWDER ; ANIM_OBJ_POWDER
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_27
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_28
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_BEAM
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_BEAM_TIP
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE_BUILDUP
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_FROZEN
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_BROWN, ANIM_GFX_SPEED ; ANIM_OBJ_MASTER_BALL_SPARKLE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BUBBLE ; ANIM_OBJ_RECOVER
- battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_31, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2D
- battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_32, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2E
- battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_33, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2F
+ battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_31, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER1
+ battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_32, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER2
+ battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_33, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER3
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_THUNDER_WAVE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER_WAVE
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_31
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_LIGHTNING_BOLT
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_38, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_33
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_39, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_34
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_SPARKS_CIRCLE_BIG
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_THUNDERBOLT_BALL
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_38, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_SPARKS_CIRCLE
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_39, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_THUNDERSHOCK_BALL
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_3A, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CLAMP
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_3C, BATTLEANIMFUNC_BITE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_BITE
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_37
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_38
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_40, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_39
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_41, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_3A
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_42, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_3B
- battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_SOLAR_BEAM, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_3C
- battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_44, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_3D
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_DOWN_LEFT
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_DOWN_RIGHT
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_40, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_UP_RIGHT
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_41, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_LONG_DOWN_LEFT
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_42, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_LONG_DOWN_RIGHT
+ battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_SOLAR_BEAM, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_SOLAR_BEAM_CHARGE
+ battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_44, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_ABSORB_CENTER
battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_45, BATTLEANIMFUNC_GUST, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_GUST
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_46, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_3F
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_47, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_40
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_48, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_41
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_49, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_42
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_46, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_VINE_WHIP1
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_47, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_VINE_WHIP2
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_48, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_RAZOR_WIND1
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_49, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_RAZOR_WIND2
battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SONICBOOM_JP
- battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_4B, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_44
+ battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_4B, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_WARP
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_4C, BATTLEANIMFUNC_ABSORB, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_ABSORB
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_4D, BATTLEANIMFUNC_EGG, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_EGG
- battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_51, BATTLEANIMFUNC_MOVE_UP, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_47
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_52, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_48
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_49
+ battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_51, BATTLEANIMFUNC_MOVE_UP, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_FOCUS
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_52, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_BIND1
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_BIND2
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_56, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_LEECH_SEED
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_SOUND, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_4B
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_SOUND, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_SOUND
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC ; ANIM_OBJ_WAVE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_CONFUSE_RAY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_CONFUSE_RAY
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_4E
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_4F
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_LEER
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_LEER_TIP
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_REFLECT ; ANIM_OBJ_SCREEN
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT ; ANIM_OBJ_HARDEN
battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_61, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS ; ANIM_OBJ_CHICK
@@ -104,9 +104,9 @@
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_63, BATTLEANIMFUNC_AMNESIA, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_AMNESIA
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_66, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_ASLEEP
battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_1C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_SKULL
- battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_DIG, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_56
- battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_57
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_69, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_SAND ; ANIM_OBJ_58
+ battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_DIG, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_DIG_SAND
+ battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_DIG_PILE
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_69, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_SAND ; ANIM_OBJ_SAND
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6D, BATTLEANIMFUNC_PARALYZED, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS ; ANIM_OBJ_PARALYZED
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6A, BATTLEANIMFUNC_STRING, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_STRING_SHOT
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_HAZE
@@ -114,11 +114,11 @@
battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_SMOG
battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_POISON_GAS
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_71, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_HORN
- battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_72, BATTLEANIMFUNC_NEEDLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_60
+ battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_72, BATTLEANIMFUNC_NEEDLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_NEEDLE
battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_PETAL_DANCE, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_PETAL_DANCE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_SLUDGE_BOMB
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS ; ANIM_OBJ_PAY_DAY
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_64
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SONICBOOM_JP_UNUSED
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_MIMIC
battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_ATTRACT
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_BONEMERANG, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONEMERANG
@@ -131,7 +131,7 @@
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_SKY_ATTACK, PAL_BATTLE_OB_GRAY, ANIM_GFX_SKY_ATTACK ; ANIM_OBJ_SKY_ATTACK
battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_7C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER ; ANIM_OBJ_LICK
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_7D, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT ; ANIM_OBJ_WITHDRAW
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_71
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_DRAIN
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_7E, BATTLEANIMFUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_CHARGE ; ANIM_OBJ_GROWTH
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION2
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_SMOKE
@@ -140,8 +140,8 @@
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_81, BATTLEANIMFUNC_SPEED_LINE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_SPEED_LINE
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_85, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES ; ANIM_OBJ_SHARPEN
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_86, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES ; ANIM_OBJ_DEFENSE_CURL
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_87, BATTLEANIMFUNC_METRONOME_HAND, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_7A
- battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_7B
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_87, BATTLEANIMFUNC_METRONOME_HAND, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_METRONOME_HAND
+ battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_METRONOME_SPARKLE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_DISABLE
battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_88, BATTLEANIMFUNC_AGILITY, PAL_BATTLE_OB_BLUE, ANIM_GFX_WIND ; ANIM_OBJ_AGILITY
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_HEART
@@ -150,8 +150,8 @@
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_COTTON_SPORE
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_8A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_MILK_DRINK
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_8C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_ANGER
- battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_8D, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_MISC ; ANIM_OBJ_84
- battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_HEAL_BELL_NOTES, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_85
+ battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_8D, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_MISC ; ANIM_OBJ_HEAL_BELL
+ battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_HEAL_BELL_NOTES, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_HEAL_BELL_NOTE
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_8E, BATTLEANIMFUNC_BATON_PASS, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_BATON_PASS
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_8F, BATTLEANIMFUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_LOCK_ON
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_93, BATTLEANIMFUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_MIND_READER
@@ -165,21 +165,21 @@
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGONBREATH
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_CONVERSION, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_SPIDER_WEB
- battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_93
+ battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_CAKE_UNUSED
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_NIGHTMARE
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9D, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_IN_NIGHTMARE
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_LOVELY_KISS
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ANGELS ; ANIM_OBJ_SWEET_KISS
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_9F, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_GREEN, ANIM_GFX_OBJECTS ; ANIM_OBJ_SKETCH
- battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_A0, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS ; ANIM_OBJ_99
- battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_9A
+ battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_A0, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS ; ANIM_OBJ_ENCORE_HAND
+ battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_ENCORE_STAR
battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_A2, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_DESTINY_BOND
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_A3, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE ; ANIM_OBJ_MORNING_SUN
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A4, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE ; ANIM_OBJ_GLIMMER
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A5, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE ; ANIM_OBJ_MOONLIGHT
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_HIDDEN_POWER, PAL_BATTLE_OB_RED, ANIM_GFX_CHARGE ; ANIM_OBJ_HIDDEN_POWER
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_A0
- battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_A1
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CROSS_CHOP1
+ battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CROSS_CHOP2
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_BROWN, ANIM_GFX_POWDER ; ANIM_OBJ_SANDSTORM
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_ZAP_CANNON
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_SPITE
@@ -188,11 +188,11 @@
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AA, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE ; ANIM_OBJ_FORESIGHT
battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_AB, BATTLEANIMFUNC_RAPID_SPIN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_RAPID_SPIN
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AC, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_SWAGGER
- battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_AA
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_AB
+ battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_BELLY_DRUM_HAND
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_BELLY_DRUM_NOTE
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_AD, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_PSYCHIC ; ANIM_OBJ_MEAN_LOOK
- battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_AE, BATTLEANIMFUNC_BETA_PURSUIT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_AD
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AF, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_AE
+ battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_AE, BATTLEANIMFUNC_BETA_PURSUIT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_BETA_PURSUIT
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AF, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_SHOOTING_SPARKLE
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B0, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER ; ANIM_OBJ_RAIN
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_ANIM_OBJ_B0, PAL_BATTLE_OB_RED, ANIM_GFX_HAZE ; ANIM_OBJ_B0
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_B1, BATTLEANIMFUNC_PSYCH_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_PSYCH_UP
--- a/data/moves/animations.asm
+++ b/data/moves/animations.asm
@@ -323,7 +323,7 @@
anim_sound 6, 2, SFX_THROW_BALL
anim_obj ANIM_OBJ_POKE_BALL_BLOCKED, 64, 92, $20
anim_wait 20
- anim_obj ANIM_OBJ_01, 112, 40, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 112, 40, $0
anim_wait 32
anim_ret
@@ -418,7 +418,7 @@
anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_2B, $0, $1, $0
anim_sound 0, 0, SFX_BALL_POOF
- anim_obj ANIM_OBJ_1B, 48, 96, $0
+ anim_obj ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0
anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
anim_wait 128
anim_wait 4
@@ -433,7 +433,7 @@
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 4
anim_sound 0, 0, SFX_BALL_POOF
- anim_obj ANIM_OBJ_1B, 48, 96, $0
+ anim_obj ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0
anim_incbgeffect ANIM_BG_2A
anim_wait 96
anim_incbgeffect ANIM_BG_2A
@@ -602,7 +602,7 @@
BattleAnim_HitConfusion:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_POUND
- anim_obj ANIM_OBJ_04, 44, 96, $0
+ anim_obj ANIM_OBJ_HIT, 44, 96, $0
anim_wait 16
anim_ret
@@ -652,9 +652,9 @@
BattleAnim_Pound:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_08, 136, 56, $0
+ anim_obj ANIM_OBJ_PALM, 136, 56, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 16
anim_ret
@@ -661,19 +661,19 @@
BattleAnim_KarateChop:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_KARATE_CHOP
- anim_obj ANIM_OBJ_08, 136, 40, $0
+ anim_obj ANIM_OBJ_PALM, 136, 40, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 40, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 40, $0
anim_wait 6
anim_sound 0, 1, SFX_KARATE_CHOP
- anim_obj ANIM_OBJ_08, 136, 44, $0
+ anim_obj ANIM_OBJ_PALM, 136, 44, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 44, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 44, $0
anim_wait 6
anim_sound 0, 1, SFX_KARATE_CHOP
- anim_obj ANIM_OBJ_08, 136, 48, $0
+ anim_obj ANIM_OBJ_PALM, 136, 48, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0
anim_wait 16
anim_ret
@@ -681,17 +681,17 @@
anim_1gfx ANIM_GFX_HIT
anim_if_param_equal $1, .alternate
anim_sound 0, 1, SFX_DOUBLESLAP
- anim_obj ANIM_OBJ_08, 144, 48, $0
+ anim_obj ANIM_OBJ_PALM, 144, 48, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 144, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0
anim_wait 8
anim_ret
.alternate:
anim_sound 0, 1, SFX_DOUBLESLAP
- anim_obj ANIM_OBJ_08, 120, 48, $0
+ anim_obj ANIM_OBJ_PALM, 120, 48, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 120, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0
anim_wait 8
anim_ret
@@ -699,17 +699,17 @@
anim_1gfx ANIM_GFX_HIT
anim_if_param_equal $1, .alternate
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_06, 144, 48, $0
+ anim_obj ANIM_OBJ_PUNCH, 144, 48, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 144, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0
anim_wait 8
anim_ret
.alternate:
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_06, 120, 64, $0
+ anim_obj ANIM_OBJ_PUNCH, 120, 64, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 120, 64, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 120, 64, $0
anim_wait 8
anim_ret
@@ -720,10 +720,10 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_06, 136, 56, $0
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_PUNCH, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0
anim_wait 6
- anim_obj ANIM_OBJ_06, 136, 56, $0
+ anim_obj ANIM_OBJ_PUNCH, 136, 56, $0
anim_wait 6
anim_loop 3, .loop
anim_ret
@@ -731,19 +731,19 @@
BattleAnim_Stomp:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_STOMP
- anim_obj ANIM_OBJ_07, 136, 40, $0
+ anim_obj ANIM_OBJ_KICK, 136, 40, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 40, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 40, $0
anim_wait 6
anim_sound 0, 1, SFX_STOMP
- anim_obj ANIM_OBJ_07, 136, 44, $0
+ anim_obj ANIM_OBJ_KICK, 136, 44, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 44, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 44, $0
anim_wait 6
anim_sound 0, 1, SFX_STOMP
- anim_obj ANIM_OBJ_07, 136, 48, $0
+ anim_obj ANIM_OBJ_KICK, 136, 48, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0
anim_wait 16
anim_ret
@@ -751,17 +751,17 @@
anim_1gfx ANIM_GFX_HIT
anim_if_param_equal $1, .alternate
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 144, 48, $0
+ anim_obj ANIM_OBJ_KICK, 144, 48, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 144, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0
anim_wait 8
anim_ret
.alternate:
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 120, 64, $0
+ anim_obj ANIM_OBJ_KICK, 120, 64, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 120, 64, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 120, 64, $0
anim_wait 8
anim_ret
@@ -769,13 +769,13 @@
anim_1gfx ANIM_GFX_HIT
anim_if_param_equal $1, .alternate
anim_sound 0, 1, SFX_JUMP_KICK
- anim_obj ANIM_OBJ_07, 112, 72, $0
- anim_obj ANIM_OBJ_07, 100, 60, $0
+ anim_obj ANIM_OBJ_KICK, 112, 72, $0
+ anim_obj 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 ANIM_OBJ_04, 136, 48, $0
+ anim_obj ANIM_OBJ_HIT, 136, 48, $0
anim_wait 16
anim_ret
@@ -782,7 +782,7 @@
.alternate:
anim_wait 8
anim_sound 0, 0, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_04, 44, 88, $0
+ anim_obj ANIM_OBJ_HIT, 44, 88, $0
anim_wait 16
anim_ret
@@ -792,11 +792,11 @@
anim_if_param_equal $1, .alternate
anim_wait 32
anim_sound 0, 1, SFX_JUMP_KICK
- anim_obj ANIM_OBJ_07, 112, 72, $0
+ anim_obj ANIM_OBJ_KICK, 112, 72, $0
anim_setobj $1, $2
anim_wait 16
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_04, 136, 48, $0
+ anim_obj ANIM_OBJ_HIT, 136, 48, $0
anim_wait 16
anim_ret
@@ -803,7 +803,7 @@
.alternate:
anim_wait 16
anim_sound 0, 0, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_04, 44, 88, $0
+ anim_obj ANIM_OBJ_HIT, 44, 88, $0
anim_wait 16
anim_ret
@@ -810,10 +810,10 @@
BattleAnim_RollingKick:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 112, 56, $0
+ anim_obj ANIM_OBJ_KICK, 112, 56, $0
anim_setobj $1, $3
anim_wait 12
- anim_obj ANIM_OBJ_01, 136, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0
anim_wait 16
anim_ret
@@ -824,10 +824,10 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_07, 136, 56, $0
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_KICK, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0
anim_wait 6
- anim_obj ANIM_OBJ_07, 136, 56, $0
+ anim_obj ANIM_OBJ_KICK, 136, 56, $0
anim_wait 6
anim_loop 3, .loop
anim_ret
@@ -838,7 +838,7 @@
anim_sound 0, 1, SFX_BITE
anim_obj ANIM_OBJ_FANG, 136, 56, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 16
anim_ret
@@ -850,7 +850,7 @@
.loop
anim_sound 0, 1, SFX_BITE
anim_obj ANIM_OBJ_FANG, 136, 56, $0
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0
anim_wait 6
anim_obj ANIM_OBJ_FANG, 136, 56, $0
anim_wait 6
@@ -880,7 +880,7 @@
BattleAnim_FirePunch:
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_FIRE
- anim_obj ANIM_OBJ_0A, 136, 56, $43
+ anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43
anim_call BattleAnimSub_Fire
anim_wait 16
anim_ret
@@ -976,7 +976,7 @@
BattleAnim_IcePunch:
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_ICE
- anim_obj ANIM_OBJ_0A, 136, 56, $43
+ anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43
anim_call BattleAnimSub_Ice
anim_wait 32
anim_ret
@@ -1137,10 +1137,10 @@
BattleAnim_VineWhip:
anim_1gfx ANIM_GFX_WHIP
anim_sound 0, 1, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_40, 116, 52, $80
+ anim_obj ANIM_OBJ_VINE_WHIP2, 116, 52, $80
anim_wait 4
anim_sound 0, 1, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_3F, 128, 60, $0
+ anim_obj ANIM_OBJ_VINE_WHIP1, 128, 60, $0
anim_wait 4
anim_incobj 1
anim_wait 4
@@ -1213,15 +1213,15 @@
; charge turn
anim_1gfx ANIM_GFX_CHARGE
anim_sound 0, 0, SFX_CHARGE
- anim_obj ANIM_OBJ_3D, 48, 84, $0
- anim_obj ANIM_OBJ_3C, 48, 84, $0
- anim_obj ANIM_OBJ_3C, 48, 84, $8
- anim_obj ANIM_OBJ_3C, 48, 84, $10
- anim_obj ANIM_OBJ_3C, 48, 84, $18
- anim_obj ANIM_OBJ_3C, 48, 84, $20
- anim_obj ANIM_OBJ_3C, 48, 84, $28
- anim_obj ANIM_OBJ_3C, 48, 84, $30
- anim_obj ANIM_OBJ_3C, 48, 84, $38
+ anim_obj ANIM_OBJ_ABSORB_CENTER, 48, 84, $0
+ anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $0
+ anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $8
+ anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $10
+ anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $18
+ anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $20
+ anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $28
+ anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $30
+ anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $38
anim_wait 104
anim_bgeffect ANIM_BG_FLASH_WHITE, $0, $4, $2
anim_wait 64
@@ -1236,29 +1236,29 @@
BattleAnim_Thunderpunch:
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_LIGHTNING
- anim_obj ANIM_OBJ_0A, 136, 56, $43
+ anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2
anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2F, 152, 68, $0
+ anim_obj ANIM_OBJ_THUNDER3, 152, 68, $0
anim_wait 64
anim_ret
BattleAnim_Thundershock:
anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
- anim_obj ANIM_OBJ_34, 136, 56, $2
+ anim_obj ANIM_OBJ_THUNDERSHOCK_BALL, 136, 56, $2
anim_wait 16
anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_33, 136, 56, $0
+ anim_obj ANIM_OBJ_SPARKS_CIRCLE, 136, 56, $0
anim_wait 96
anim_ret
BattleAnim_Thunderbolt:
anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
- anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2
+ anim_obj ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2
anim_wait 16
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_31, 136, 56, $0
+ anim_obj ANIM_OBJ_SPARKS_CIRCLE_BIG, 136, 56, $0
anim_wait 64
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_wait 64
@@ -1279,13 +1279,13 @@
anim_1gfx ANIM_GFX_LIGHTNING
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20
anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2E, 120, 68, $0
+ anim_obj ANIM_OBJ_THUNDER2, 120, 68, $0
anim_wait 16
anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2F, 152, 68, $0
+ anim_obj ANIM_OBJ_THUNDER3, 152, 68, $0
anim_wait 16
anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2D, 136, 68, $0
+ anim_obj ANIM_OBJ_THUNDER1, 136, 68, $0
anim_wait 48
anim_ret
@@ -1296,19 +1296,19 @@
.loop
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_42, 152, 40, $3
+ anim_obj ANIM_OBJ_RAZOR_WIND2, 152, 40, $3
anim_wait 4
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_42, 136, 56, $3
+ anim_obj ANIM_OBJ_RAZOR_WIND2, 136, 56, $3
anim_wait 4
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_42, 152, 64, $3
+ anim_obj ANIM_OBJ_RAZOR_WIND2, 152, 64, $3
anim_wait 4
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_41, 120, 40, $83
+ anim_obj ANIM_OBJ_RAZOR_WIND1, 120, 40, $83
anim_wait 4
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_41, 120, 64, $83
+ anim_obj ANIM_OBJ_RAZOR_WIND1, 120, 64, $83
anim_wait 4
anim_loop 3, .loop
anim_wait 24
@@ -1334,7 +1334,7 @@
anim_incobj 4
anim_incobj 5
anim_incobj 6
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 16
anim_ret
@@ -1346,9 +1346,9 @@
anim_obj ANIM_OBJ_GUST, 136, 72, $0
anim_wait 6
anim_loop 9, .loop
- anim_obj ANIM_OBJ_01, 144, 64, $18
+ anim_obj ANIM_OBJ_HIT_YFIX, 144, 64, $18
anim_wait 8
- anim_obj ANIM_OBJ_01, 128, 32, $18
+ anim_obj ANIM_OBJ_HIT_YFIX, 128, 32, $18
anim_wait 16
anim_ret
@@ -1500,8 +1500,8 @@
BattleAnim_Vicegrip:
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_VICEGRIP
- anim_obj ANIM_OBJ_37, 152, 40, $0
- anim_obj ANIM_OBJ_39, 120, 72, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0
+ anim_obj ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0
anim_wait 32
anim_ret
@@ -1508,9 +1508,9 @@
BattleAnim_Scratch:
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_SCRATCH
- anim_obj ANIM_OBJ_37, 144, 48, $0
- anim_obj ANIM_OBJ_37, 140, 44, $0
- anim_obj ANIM_OBJ_37, 136, 40, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0
anim_wait 32
anim_ret
@@ -1518,9 +1518,9 @@
anim_1gfx ANIM_GFX_CUT
anim_if_param_equal $1, .alternate
anim_sound 0, 1, SFX_SCRATCH
- anim_obj ANIM_OBJ_37, 144, 48, $0
- anim_obj ANIM_OBJ_37, 140, 44, $0
- anim_obj ANIM_OBJ_37, 136, 40, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0
anim_sound 0, 1, SFX_SCRATCH
anim_wait 32
anim_ret
@@ -1527,9 +1527,9 @@
.alternate:
anim_sound 0, 1, SFX_SCRATCH
- anim_obj ANIM_OBJ_38, 120, 48, $0
- anim_obj ANIM_OBJ_38, 124, 44, $0
- anim_obj ANIM_OBJ_38, 128, 40, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_RIGHT, 120, 48, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_RIGHT, 124, 44, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_RIGHT, 128, 40, $0
anim_sound 0, 1, SFX_SCRATCH
anim_wait 32
anim_ret
@@ -1537,7 +1537,7 @@
BattleAnim_Cut:
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_3A, 152, 40, $0
+ anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0
anim_wait 32
anim_ret
@@ -1544,8 +1544,8 @@
BattleAnim_Slash:
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_3A, 152, 40, $0
- anim_obj ANIM_OBJ_3A, 148, 36, $0
+ anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0
+ anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 148, 36, $0
anim_wait 32
anim_ret
@@ -1555,10 +1555,10 @@
anim_obj ANIM_OBJ_CLAMP, 136, 56, $20
anim_wait 16
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_01, 144, 48, $18
+ anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $18
anim_wait 32
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_01, 128, 64, $18
+ anim_obj ANIM_OBJ_HIT_YFIX, 128, 64, $18
anim_wait 16
anim_ret
@@ -1568,10 +1568,10 @@
anim_obj ANIM_OBJ_BITE, 136, 56, $18
anim_wait 8
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_01, 144, 48, $18
+ anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $18
anim_wait 16
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_01, 128, 64, $18
+ anim_obj ANIM_OBJ_HIT_YFIX, 128, 64, $18
anim_wait 8
anim_ret
@@ -1594,7 +1594,7 @@
anim_if_param_equal $2, .miss
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 32
.miss:
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
@@ -1640,7 +1640,7 @@
BattleAnim_Absorb:
anim_1gfx ANIM_GFX_CHARGE
- anim_obj ANIM_OBJ_3D, 44, 88, $0
+ anim_obj ANIM_OBJ_ABSORB_CENTER, 44, 88, $0
.loop
anim_sound 6, 3, SFX_WATER_GUN
anim_obj ANIM_OBJ_ABSORB, 128, 48, $2
@@ -1676,7 +1676,7 @@
anim_jump .loop
.spawn
- anim_obj ANIM_OBJ_3D, 44, 88, $0
+ anim_obj ANIM_OBJ_ABSORB_CENTER, 44, 88, $0
anim_jump .loop
.done
@@ -1694,13 +1694,13 @@
anim_incobj 1
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_18, 128, 64, $0
+ anim_obj ANIM_OBJ_EXPLOSION2, 128, 64, $0
anim_wait 8
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_18, 144, 68, $0
+ anim_obj ANIM_OBJ_EXPLOSION2, 144, 68, $0
anim_wait 8
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_18, 136, 72, $0
+ anim_obj ANIM_OBJ_EXPLOSION2, 136, 72, $0
anim_wait 24
anim_ret
@@ -1731,19 +1731,19 @@
anim_bgeffect ANIM_BG_06, $0, $2, $0
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
- anim_obj ANIM_OBJ_47, 44, 108, $6
+ anim_obj ANIM_OBJ_FOCUS, 44, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 36, 108, $6
+ anim_obj ANIM_OBJ_FOCUS, 36, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 52, 108, $8
+ anim_obj ANIM_OBJ_FOCUS, 52, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 28, 108, $8
+ anim_obj ANIM_OBJ_FOCUS, 28, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 60, 108, $6
+ anim_obj ANIM_OBJ_FOCUS, 60, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 20, 108, $8
+ anim_obj ANIM_OBJ_FOCUS, 20, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 68, 108, $8
+ anim_obj ANIM_OBJ_FOCUS, 68, 108, $8
anim_wait 2
anim_loop 3, .loop
anim_wait 8
@@ -1765,11 +1765,11 @@
BattleAnim_Bind:
anim_1gfx ANIM_GFX_ROPE
anim_sound 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_48, 132, 64, $0
+ anim_obj ANIM_OBJ_BIND1, 132, 64, $0
anim_wait 8
- anim_obj ANIM_OBJ_49, 132, 56, $0
+ anim_obj ANIM_OBJ_BIND2, 132, 56, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, 132, 48, $0
+ anim_obj ANIM_OBJ_BIND1, 132, 48, $0
anim_wait 64
anim_sound 0, 1, SFX_BIND
anim_incobj 1
@@ -1781,11 +1781,11 @@
BattleAnim_Wrap:
anim_1gfx ANIM_GFX_ROPE
anim_sound 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_48, 132, 64, $0
+ anim_obj ANIM_OBJ_BIND1, 132, 64, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, 132, 56, $0
+ anim_obj ANIM_OBJ_BIND1, 132, 56, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, 132, 48, $0
+ anim_obj ANIM_OBJ_BIND1, 132, 48, $0
anim_wait 64
anim_sound 0, 1, SFX_BIND
anim_incobj 1
@@ -1807,13 +1807,13 @@
BattleAnim_Constrict:
anim_1gfx ANIM_GFX_ROPE
anim_sound 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_49, 132, 64, $0
+ anim_obj ANIM_OBJ_BIND2, 132, 64, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, 132, 48, $0
+ anim_obj ANIM_OBJ_BIND1, 132, 48, $0
anim_wait 8
- anim_obj ANIM_OBJ_49, 132, 40, $0
+ anim_obj ANIM_OBJ_BIND2, 132, 40, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, 132, 56, $0
+ anim_obj ANIM_OBJ_BIND1, 132, 56, $0
anim_wait 64
anim_ret
@@ -1915,7 +1915,7 @@
BattleAnim_Leer:
anim_1gfx ANIM_GFX_BEAM
anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_call BattleAnimSub_ShakeEnemy
+ anim_call BattleAnimSub_EyeBeams
anim_wait 16
anim_ret
@@ -1971,8 +1971,8 @@
BattleAnim_DizzyPunch:
anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_HIT
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 136, 40, $0
- anim_obj ANIM_OBJ_02, 136, 64, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 40, $0
+ anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 136, 64, $0
anim_wait 16
anim_sound 0, 1, SFX_KINESIS
anim_obj ANIM_OBJ_CHICK, 136, 24, $15
@@ -2017,10 +2017,10 @@
anim_if_param_equal $2, .fail
anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_DIG, $0, $1, $1
- anim_obj ANIM_OBJ_57, 72, 104, $0
+ anim_obj ANIM_OBJ_DIG_PILE, 72, 104, $0
.loop
anim_sound 0, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_56, 56, 104, $0
+ anim_obj ANIM_OBJ_DIG_SAND, 56, 104, $0
anim_wait 16
anim_loop 6, .loop
anim_wait 32
@@ -2032,7 +2032,7 @@
.hit
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 32
.fail
anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
@@ -2075,7 +2075,7 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_HEADBUTT
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2086,7 +2086,7 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_00, 136, 48, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2101,10 +2101,10 @@
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_01, 136, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0
anim_wait 6
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_01, 144, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0
anim_wait 3
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2116,11 +2116,11 @@
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_obj ANIM_OBJ_01, 128, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 128, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_TACKLE
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_obj ANIM_OBJ_01, 144, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0
anim_wait 3
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2132,10 +2132,10 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_00, 128, 48, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 128, 48, $0
anim_wait 6
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_00, 144, 48, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 144, 48, $0
anim_wait 3
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2146,11 +2146,11 @@
anim_bgeffect ANIM_BG_26, $0, $0, $0
anim_sound 0, 1, SFX_SUBMISSION
anim_wait 32
- anim_obj ANIM_OBJ_01, 120, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0
anim_wait 32
- anim_obj ANIM_OBJ_01, 152, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 152, 56, $0
anim_wait 32
- anim_obj ANIM_OBJ_01, 136, 52, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 52, $0
anim_wait 32
anim_incbgeffect ANIM_BG_26
anim_call BattleAnim_ShowMon_1
@@ -2238,7 +2238,7 @@
anim_obj ANIM_OBJ_HORN, 72, 80, $1
anim_wait 16
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 16
anim_ret
@@ -2247,17 +2247,17 @@
anim_obj ANIM_OBJ_HORN, 72, 72, $2
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_04, 128, 40, $0
+ anim_obj ANIM_OBJ_HIT, 128, 40, $0
anim_wait 8
anim_obj ANIM_OBJ_HORN, 80, 88, $2
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_04, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT, 136, 56, $0
anim_wait 8
anim_obj ANIM_OBJ_HORN, 76, 80, $2
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_04, 132, 48, $0
+ anim_obj ANIM_OBJ_HIT, 132, 48, $0
anim_wait 8
anim_ret
@@ -2268,16 +2268,16 @@
anim_wait 8
.loop
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, 132, 40, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, 140, 48, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 140, 48, $0
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, 132, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 56, $0
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, 124, 48, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 124, 48, $0
anim_wait 8
anim_loop 3, .loop
anim_ret
@@ -2284,10 +2284,10 @@
BattleAnim_PoisonSting:
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
- anim_obj ANIM_OBJ_60, 64, 92, $14
+ anim_obj ANIM_OBJ_NEEDLE, 64, 92, $14
anim_wait 16
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0
anim_wait 16
anim_ret
@@ -2294,12 +2294,12 @@
BattleAnim_Twineedle:
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_60, 64, 92, $14
- anim_obj ANIM_OBJ_60, 56, 84, $14
+ anim_obj ANIM_OBJ_NEEDLE, 64, 92, $14
+ anim_obj ANIM_OBJ_NEEDLE, 56, 84, $14
anim_wait 16
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 136, 56, $0
- anim_obj ANIM_OBJ_05, 128, 48, $0
+ anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_SMALL, 128, 48, $0
anim_wait 16
anim_ret
@@ -2306,18 +2306,18 @@
BattleAnim_PinMissile:
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
.loop
- anim_obj ANIM_OBJ_60, 64, 92, $28
+ anim_obj ANIM_OBJ_NEEDLE, 64, 92, $28
anim_wait 8
- anim_obj ANIM_OBJ_60, 56, 84, $28
+ anim_obj ANIM_OBJ_NEEDLE, 56, 84, $28
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0
anim_wait 8
- anim_obj ANIM_OBJ_60, 52, 88, $28
+ anim_obj ANIM_OBJ_NEEDLE, 52, 88, $28
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 128, 48, $0
+ anim_obj ANIM_OBJ_HIT_SMALL, 128, 48, $0
anim_wait 8
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 132, 52, $0
+ anim_obj ANIM_OBJ_HIT_SMALL, 132, 52, $0
anim_loop 3, .loop
anim_wait 16
anim_ret
@@ -2325,18 +2325,18 @@
BattleAnim_SpikeCannon:
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
.loop
- anim_obj ANIM_OBJ_60, 64, 92, $18
+ anim_obj ANIM_OBJ_NEEDLE, 64, 92, $18
anim_wait 8
- anim_obj ANIM_OBJ_60, 56, 84, $18
+ anim_obj ANIM_OBJ_NEEDLE, 56, 84, $18
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0
anim_wait 8
- anim_obj ANIM_OBJ_60, 52, 88, $18
+ anim_obj ANIM_OBJ_NEEDLE, 52, 88, $18
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 128, 48, $0
+ anim_obj ANIM_OBJ_HIT_SMALL, 128, 48, $0
anim_wait 8
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 132, 52, $0
+ anim_obj ANIM_OBJ_HIT_SMALL, 132, 52, $0
anim_loop 3, .loop
anim_wait 16
anim_ret
@@ -2364,7 +2364,7 @@
anim_wait 128
anim_wait 64
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0
anim_wait 16
anim_ret
@@ -2374,7 +2374,7 @@
anim_obj ANIM_OBJ_SLUDGE_BOMB, 64, 92, $10
anim_wait 36
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_18, 136, 56, $0
+ anim_obj ANIM_OBJ_EXPLOSION2, 136, 56, $0
anim_wait 16
anim_ret
@@ -2381,7 +2381,7 @@
BattleAnim_PayDay:
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_STATUS
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_01, 128, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 128, 56, $0
anim_wait 16
anim_sound 0, 1, SFX_PAY_DAY
anim_obj ANIM_OBJ_PAY_DAY, 120, 76, $1
@@ -2420,7 +2420,7 @@
anim_obj ANIM_OBJ_BONEMERANG, 88, 56, $1c
anim_wait 24
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 24
anim_ret
@@ -2442,7 +2442,7 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0
anim_wait 12
anim_loop 3, .loop
anim_ret
@@ -2458,7 +2458,7 @@
anim_wait 4
.loop
anim_sound 0, 1, SFX_HEADBUTT
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 8
anim_loop 3, .loop
anim_call BattleAnim_ShowMon_0
@@ -2471,7 +2471,7 @@
anim_wait 32
.loop
anim_sound 0, 0, SFX_KINESIS
- anim_obj ANIM_OBJ_4B, 64, 88, $0
+ anim_obj ANIM_OBJ_SOUND, 64, 88, $0
anim_wait 32
anim_loop 3, .loop
anim_wait 32
@@ -2482,10 +2482,10 @@
BattleAnim_Peck:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 128, 48, $0
+ anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 128, 48, $0
anim_wait 8
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 136, 56, $0
anim_wait 16
anim_ret
@@ -2493,16 +2493,16 @@
anim_1gfx ANIM_GFX_HIT
.loop
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 124, 56, $0
+ anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 124, 56, $0
anim_wait 4
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 132, 48, $0
+ anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 132, 48, $0
anim_wait 4
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 140, 56, $0
+ anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 140, 56, $0
anim_wait 4
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 132, 64, $0
+ anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 132, 64, $0
anim_wait 4
anim_loop 5, .loop
anim_wait 16
@@ -2513,13 +2513,13 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10
anim_bgeffect ANIM_BG_1F, $40, $2, $0
anim_sound 0, 1, SFX_VICEGRIP
- anim_obj ANIM_OBJ_37, 156, 44, $0
- anim_obj ANIM_OBJ_37, 152, 40, $0
- anim_obj ANIM_OBJ_37, 148, 36, $0
- anim_obj ANIM_OBJ_39, 124, 76, $0
- anim_obj ANIM_OBJ_39, 120, 72, $0
- anim_obj ANIM_OBJ_39, 116, 68, $0
- anim_obj ANIM_OBJ_39, 120, 72, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 156, 44, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 148, 36, $0
+ anim_obj ANIM_OBJ_CUT_UP_RIGHT, 124, 76, $0
+ anim_obj ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0
+ anim_obj ANIM_OBJ_CUT_UP_RIGHT, 116, 68, $0
+ anim_obj ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0
anim_wait 32
anim_ret
@@ -2644,7 +2644,7 @@
anim_wait 16
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4
anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2F, 152, 68, $0
+ anim_obj ANIM_OBJ_THUNDER3, 152, 68, $0
anim_wait 16
anim_ret
@@ -2723,7 +2723,7 @@
anim_1gfx ANIM_GFX_BEAM
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $20
anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_call BattleAnimSub_ShakeEnemy
+ anim_call BattleAnimSub_EyeBeams
anim_wait 16
anim_ret
@@ -2730,16 +2730,16 @@
BattleAnim_Thrash:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_08, 120, 72, $0
- anim_obj ANIM_OBJ_00, 120, 72, $0
+ anim_obj ANIM_OBJ_PALM, 120, 72, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0
anim_wait 6
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
- anim_obj ANIM_OBJ_06, 136, 56, $0
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_PUNCH, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 152, 40, $0
- anim_obj ANIM_OBJ_00, 152, 40, $0
+ anim_obj ANIM_OBJ_KICK, 152, 40, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0
anim_wait 16
anim_ret
@@ -2799,7 +2799,7 @@
anim_incobj 1
anim_wait 20
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 132, 40, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0
anim_wait 16
anim_ret
@@ -2826,7 +2826,7 @@
anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82
anim_wait 12
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 16
@@ -2878,7 +2878,7 @@
anim_incobj 1
anim_wait 20
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 132, 40, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0
anim_wait 16
anim_ret
@@ -2891,13 +2891,13 @@
anim_incbgeffect ANIM_BG_1A
anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
- anim_obj ANIM_OBJ_00, 120, 72, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0
anim_wait 6
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 152, 40, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0
anim_wait 16
anim_ret
@@ -2927,7 +2927,7 @@
anim_obj ANIM_OBJ_BONE_CLUB, 64, 88, $2
anim_wait 32
anim_sound 0, 1, SFX_BONE_CLUB
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 16
anim_ret
@@ -2951,19 +2951,19 @@
anim_wait 16
anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 3
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, 136, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0
anim_wait 3
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, 136, 40, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 40, $0
anim_wait 3
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, 136, 32, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 32, $0
anim_wait 3
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, 136, 24, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 24, $0
anim_wait 8
anim_ret
@@ -2999,9 +2999,9 @@
BattleAnim_Metronome:
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_SPEED
anim_sound 0, 0, SFX_METRONOME
- anim_obj ANIM_OBJ_7A, 72, 88, $0
+ anim_obj ANIM_OBJ_METRONOME_HAND, 72, 88, $0
.loop
- anim_obj ANIM_OBJ_7B, 72, 80, $0
+ anim_obj ANIM_OBJ_METRONOME_SPARKLE, 72, 80, $0
anim_wait 8
anim_loop 5, .loop
anim_wait 48
@@ -3012,18 +3012,18 @@
.loop
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_08, 120, 72, $0
- anim_obj ANIM_OBJ_00, 120, 72, $0
+ anim_obj ANIM_OBJ_PALM, 120, 72, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0
anim_wait 6
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_06, 136, 40, $0
- anim_obj ANIM_OBJ_00, 136, 40, $0
+ anim_obj ANIM_OBJ_PUNCH, 136, 40, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 40, $0
anim_wait 6
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2
anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_07, 152, 56, $0
- anim_obj ANIM_OBJ_00, 152, 56, $0
+ anim_obj ANIM_OBJ_KICK, 152, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 56, $0
anim_wait 6
anim_loop 3, .loop
anim_wait 16
@@ -3033,18 +3033,18 @@
anim_1gfx ANIM_GFX_HIT
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 124, 64, $0
- anim_obj ANIM_OBJ_00, 124, 64, $0
+ anim_obj ANIM_OBJ_KICK, 124, 64, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 124, 64, $0
anim_wait 6
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 132, 64, $0
- anim_obj ANIM_OBJ_00, 132, 64, $0
+ anim_obj ANIM_OBJ_KICK, 132, 64, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 64, $0
anim_wait 6
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 140, 64, $0
- anim_obj ANIM_OBJ_00, 140, 64, $0
+ anim_obj ANIM_OBJ_KICK, 140, 64, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 140, 64, $0
anim_wait 16
anim_ret
@@ -3051,16 +3051,16 @@
BattleAnim_WingAttack:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, 148, 56, $0
- anim_obj ANIM_OBJ_01, 116, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 148, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 116, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, 144, 56, $0
- anim_obj ANIM_OBJ_01, 120, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 144, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 120, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, 140, 56, $0
- anim_obj ANIM_OBJ_01, 124, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 140, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 124, 56, $0
anim_wait 16
anim_ret
@@ -3068,7 +3068,7 @@
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_WING_ATTACK
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2
- anim_obj ANIM_OBJ_01, 124, 40, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 124, 40, $0
anim_wait 16
anim_ret
@@ -3096,7 +3096,7 @@
BattleAnim_Struggle:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 16
anim_ret
@@ -3117,25 +3117,25 @@
anim_if_param_equal $1, .alternate1
anim_if_param_equal $2, .alternate2
anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_07, 144, 48, $0
+ anim_obj ANIM_OBJ_KICK, 144, 48, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 144, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0
anim_wait 8
anim_ret
.alternate1:
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 120, 64, $0
+ anim_obj ANIM_OBJ_KICK, 120, 64, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 120, 64, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 120, 64, $0
anim_wait 8
anim_ret
.alternate2:
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 132, 32, $0
+ anim_obj ANIM_OBJ_KICK, 132, 32, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 132, 32, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 132, 32, $0
anim_wait 8
anim_ret
@@ -3145,7 +3145,7 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 16
anim_sound 0, 1, SFX_THIEF
- anim_obj ANIM_OBJ_01, 128, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 128, 48, $0
anim_wait 16
anim_call BattleAnim_ShowMon_0
anim_wait 1
@@ -3236,7 +3236,7 @@
anim_incobj 1
anim_wait 12
anim_sound 0, 0, SFX_POISON_STING
- anim_obj ANIM_OBJ_04, 44, 96, $0
+ anim_obj ANIM_OBJ_HIT, 44, 96, $0
anim_wait 16
anim_ret
@@ -3251,19 +3251,19 @@
anim_bgeffect ANIM_BG_16, $0, $1, $40
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
- anim_obj ANIM_OBJ_47, 44, 108, $6
+ anim_obj ANIM_OBJ_FOCUS, 44, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 36, 108, $6
+ anim_obj ANIM_OBJ_FOCUS, 36, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 52, 108, $8
+ anim_obj ANIM_OBJ_FOCUS, 52, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 28, 108, $8
+ anim_obj ANIM_OBJ_FOCUS, 28, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 60, 108, $6
+ anim_obj ANIM_OBJ_FOCUS, 60, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 20, 108, $8
+ anim_obj ANIM_OBJ_FOCUS, 20, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 68, 108, $8
+ anim_obj ANIM_OBJ_FOCUS, 68, 108, $8
anim_wait 2
anim_loop 3, .loop
anim_wait 8
@@ -3277,11 +3277,11 @@
anim_sound 0, 0, SFX_SUBMISSION
anim_bgeffect ANIM_BG_2C, $0, $1, $0
anim_wait 8
- anim_obj ANIM_OBJ_01, 120, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0
anim_wait 8
- anim_obj ANIM_OBJ_01, 152, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 152, 48, $0
anim_wait 8
- anim_obj ANIM_OBJ_01, 136, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0
anim_wait 8
anim_incbgeffect ANIM_BG_2C
anim_call BattleAnim_ShowMon_0
@@ -3311,14 +3311,14 @@
anim_obj ANIM_OBJ_AEROBLAST, 72, 88, $0
anim_wait 32
anim_sound 0, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 80, 84, $0
+ anim_obj ANIM_OBJ_BEAM, 80, 84, $0
anim_wait 2
anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 96, 76, $0
+ anim_obj ANIM_OBJ_BEAM, 96, 76, $0
anim_wait 2
anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 112, 68, $0
- anim_obj ANIM_OBJ_28, 126, 62, $0
+ anim_obj ANIM_OBJ_BEAM, 112, 68, $0
+ anim_obj ANIM_OBJ_BEAM_TIP, 126, 62, $0
anim_wait 48
anim_ret
@@ -3337,19 +3337,19 @@
anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_HIT
anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_04, 112, 64, $0
+ anim_obj ANIM_OBJ_HIT, 112, 64, $0
anim_wait 2
anim_sound 0, 1, SFX_SHINE
anim_obj ANIM_OBJ_FORESIGHT, 120, 56, $0
anim_wait 2
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_04, 128, 56, $0
+ anim_obj ANIM_OBJ_HIT, 128, 56, $0
anim_wait 2
anim_sound 0, 1, SFX_SHINE
anim_obj ANIM_OBJ_FORESIGHT, 136, 48, $0
anim_wait 2
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_04, 144, 48, $0
+ anim_obj ANIM_OBJ_HIT, 144, 48, $0
anim_wait 2
anim_sound 0, 1, SFX_SHINE
anim_obj ANIM_OBJ_FORESIGHT, 152, 40, $0
@@ -3406,9 +3406,9 @@
anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82
anim_wait 12
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_06, 136, 56, $0
+ anim_obj ANIM_OBJ_PUNCH, 136, 56, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 16
@@ -3418,7 +3418,7 @@
anim_1gfx ANIM_GFX_BEAM
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_call BattleAnimSub_ShakeEnemy
+ anim_call BattleAnimSub_EyeBeams
anim_wait 64
anim_ret
@@ -3429,13 +3429,13 @@
anim_bgeffect ANIM_BG_1D, $0, $1, $80
anim_wait 96
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_04, 120, 32, $0
+ anim_obj ANIM_OBJ_HIT, 120, 32, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_04, 152, 40, $0
+ anim_obj ANIM_OBJ_HIT, 152, 40, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_04, 136, 48, $0
+ anim_obj ANIM_OBJ_HIT, 136, 48, $0
anim_wait 32
anim_incbgeffect ANIM_BG_1D
anim_call BattleAnim_ShowMon_0
@@ -3456,40 +3456,40 @@
BattleAnim_BellyDrum:
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_NOISE
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0
+ anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8
anim_wait 24
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0
+ anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8
anim_wait 24
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0
+ anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0
+ anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0
+ anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8
anim_wait 24
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0
+ anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0
+ anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0
+ anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0
+ anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8
anim_wait 12
anim_ret
@@ -3546,9 +3546,9 @@
anim_obj ANIM_OBJ_ZAP_CANNON, 64, 92, $2
anim_wait 40
anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2
+ anim_obj ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2
anim_wait 16
- anim_obj ANIM_OBJ_31, 136, 56, $0
+ anim_obj ANIM_OBJ_SPARKS_CIRCLE_BIG, 136, 56, $0
anim_wait 128
anim_ret
@@ -3607,11 +3607,11 @@
anim_sound 0, 0, SFX_PSYCHIC
.loop
anim_wait 8
- anim_obj ANIM_OBJ_AE, 64, 88, $4
+ anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 88, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 64, 80, $4
+ anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 80, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 64, 96, $4
+ anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 96, $4
anim_wait 8
anim_loop 2, .loop
anim_wait 16
@@ -3640,10 +3640,10 @@
anim_obj ANIM_OBJ_BONE_RUSH, 132, 56, $2
anim_wait 16
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 120, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0
anim_wait 16
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 144, 64, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 144, 64, $0
anim_wait 16
anim_ret
@@ -3670,13 +3670,13 @@
anim_call BattleAnim_ShowMon_0
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
- anim_obj ANIM_OBJ_00, 120, 72, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0
anim_wait 6
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 152, 40, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0
anim_wait 16
anim_ret
@@ -3730,19 +3730,19 @@
anim_bgeffect ANIM_BG_07, $0, $2, $0
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
- anim_obj ANIM_OBJ_47, 44, 108, $6
+ anim_obj ANIM_OBJ_FOCUS, 44, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 36, 108, $6
+ anim_obj ANIM_OBJ_FOCUS, 36, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 52, 108, $8
+ anim_obj ANIM_OBJ_FOCUS, 52, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 28, 108, $8
+ anim_obj ANIM_OBJ_FOCUS, 28, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 60, 108, $6
+ anim_obj ANIM_OBJ_FOCUS, 60, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 20, 108, $8
+ anim_obj ANIM_OBJ_FOCUS, 20, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 68, 108, $8
+ anim_obj ANIM_OBJ_FOCUS, 68, 108, $8
anim_wait 2
anim_loop 5, .loop
anim_wait 8
@@ -3770,7 +3770,7 @@
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_03, 136, 40, $0
+ anim_obj ANIM_OBJ_HIT_BIG, 136, 40, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -3779,7 +3779,7 @@
anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_CUT
anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_3A, 152, 40, $0
+ anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0
anim_wait 4
anim_obj ANIM_OBJ_GLIMMER, 136, 40, $0
anim_wait 32
@@ -3831,8 +3831,8 @@
anim_incobj 2
anim_wait 1
anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2
- anim_obj ANIM_OBJ_33, 136, 56, $0
+ anim_obj ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2
+ anim_obj ANIM_OBJ_SPARKS_CIRCLE, 136, 56, $0
anim_wait 32
anim_ret
@@ -3841,11 +3841,11 @@
.loop
anim_sound 0, 1, SFX_CUT
anim_if_param_and %00000001, .obj1
- anim_obj ANIM_OBJ_3A, 152, 40, $0
+ anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0
anim_jump .okay
.obj1
- anim_obj ANIM_OBJ_3B, 112, 40, $0
+ anim_obj ANIM_OBJ_CUT_LONG_DOWN_RIGHT, 112, 40, $0
.okay
anim_wait 16
anim_jumpuntil .loop
@@ -3861,16 +3861,16 @@
anim_1gfx ANIM_GFX_HIT
anim_resetobp0
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, 148, 56, $0
- anim_obj ANIM_OBJ_01, 116, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 148, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 116, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, 144, 56, $0
- anim_obj ANIM_OBJ_01, 120, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 144, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 120, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, 140, 56, $0
- anim_obj ANIM_OBJ_01, 124, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 140, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 124, 56, $0
anim_wait 16
anim_ret
@@ -3913,23 +3913,23 @@
BattleAnim_HealBell:
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE
- anim_obj ANIM_OBJ_84, 72, 56, $0
+ anim_obj ANIM_OBJ_HEAL_BELL, 72, 56, $0
anim_wait 32
.loop
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 72, 52, $0
+ anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $0
anim_wait 8
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 72, 52, $1
+ anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $1
anim_wait 8
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 72, 52, $2
+ anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $2
anim_wait 8
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 72, 52, $0
+ anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $0
anim_wait 8
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 72, 52, $2
+ anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $2
anim_wait 8
anim_loop 4, .loop
anim_wait 64
@@ -3946,7 +3946,7 @@
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_03, 136, 40, $0
+ anim_obj ANIM_OBJ_HIT_BIG, 136, 40, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -3989,13 +3989,13 @@
anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 120, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 152, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 152, 48, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 136, 48, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0
anim_wait 8
anim_incbgeffect ANIM_BG_26
anim_wait 1
@@ -4020,8 +4020,8 @@
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_04, 112, 48, $0
- anim_obj ANIM_OBJ_04, 76, 96, $0
+ anim_obj ANIM_OBJ_HIT, 112, 48, $0
+ anim_obj ANIM_OBJ_HIT, 76, 96, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_wait 1
@@ -4073,7 +4073,7 @@
BattleAnim_Dynamicpunch:
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_EXPLOSION
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_0A, 136, 56, $43
+ anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43
anim_wait 16
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12
anim_call BattleAnimSub_Explosion2
@@ -4088,7 +4088,7 @@
anim_obj ANIM_OBJ_HORN, 72, 80, $1
anim_sound 0, 1, SFX_HORN_ATTACK
anim_wait 16
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0
anim_wait 16
anim_ret
@@ -4112,13 +4112,13 @@
BattleAnim_Encore:
anim_1gfx ANIM_GFX_OBJECTS
- anim_obj ANIM_OBJ_99, 64, 80, $90
- anim_obj ANIM_OBJ_99, 64, 80, $10
+ anim_obj ANIM_OBJ_ENCORE_HAND, 64, 80, $90
+ anim_obj ANIM_OBJ_ENCORE_HAND, 64, 80, $10
anim_sound 0, 0, SFX_ENCORE
anim_wait 16
- anim_obj ANIM_OBJ_9A, 64, 72, $2c
+ anim_obj ANIM_OBJ_ENCORE_STAR, 64, 72, $2c
anim_wait 32
- anim_obj ANIM_OBJ_9A, 64, 72, $34
+ anim_obj ANIM_OBJ_ENCORE_STAR, 64, 72, $34
anim_wait 16
anim_ret
@@ -4126,7 +4126,7 @@
anim_1gfx ANIM_GFX_HIT
anim_if_param_equal $1, .pursued
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 16
anim_ret
@@ -4134,9 +4134,9 @@
anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
anim_wait 4
anim_call BattleAnim_UserObj_1Row
- anim_obj ANIM_OBJ_AD, 132, 64, $0
+ anim_obj ANIM_OBJ_BETA_PURSUIT, 132, 64, $0
anim_wait 64
- anim_obj ANIM_OBJ_AD, 132, 64, $1
+ anim_obj ANIM_OBJ_BETA_PURSUIT, 132, 64, $1
anim_sound 0, 1, SFX_BALL_POOF
anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0
anim_wait 64
@@ -4143,7 +4143,7 @@
anim_incobj 3
anim_wait 16
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 120, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 56, $0
anim_bgeffect ANIM_BG_2D, $0, $0, $0
anim_wait 16
anim_call BattleAnim_ShowMon_1
@@ -4164,7 +4164,7 @@
anim_wait 4
anim_resetobp0
anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_04, 136, 40, $0
+ anim_obj ANIM_OBJ_HIT, 136, 40, $0
anim_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
anim_wait 4
@@ -4199,7 +4199,7 @@
anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_wait 16
anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_00, 136, 48, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0
anim_wait 16
anim_incbgeffect ANIM_BG_26
anim_call BattleAnim_ShowMon_0
@@ -4215,9 +4215,9 @@
anim_1gfx ANIM_GFX_CUT
anim_resetobp0
anim_sound 0, 1, SFX_SCRATCH
- anim_obj ANIM_OBJ_37, 144, 48, $0
- anim_obj ANIM_OBJ_37, 140, 44, $0
- anim_obj ANIM_OBJ_37, 136, 40, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0
+ anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0
anim_wait 32
anim_ret
@@ -4227,19 +4227,19 @@
anim_bgeffect ANIM_BG_2F, $0, $1, $0
anim_wait 16
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_04, 64, 96, $0
+ anim_obj ANIM_OBJ_HIT, 64, 96, $0
anim_wait 8
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_04, 56, 88, $0
+ anim_obj ANIM_OBJ_HIT, 56, 88, $0
anim_wait 8
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_04, 68, 104, $0
+ anim_obj ANIM_OBJ_HIT, 68, 104, $0
anim_wait 8
anim_incbgeffect ANIM_BG_2F
anim_wait 16
anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_03, 132, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG, 132, 56, $0
anim_wait 16
anim_ret
@@ -4286,10 +4286,10 @@
anim_obj ANIM_OBJ_BITE, 136, 56, $28
anim_wait 8
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_00, 144, 48, $18
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 144, 48, $18
anim_wait 16
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_00, 128, 64, $18
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 128, 64, $18
anim_wait 8
anim_ret
@@ -4343,7 +4343,7 @@
anim_incobj 9
anim_wait 16
anim_1gfx ANIM_GFX_HIT
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0
anim_wait 32
anim_ret
@@ -4350,8 +4350,8 @@
BattleAnim_CrossChop:
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_A0, 152, 40, $0
- anim_obj ANIM_OBJ_A1, 120, 72, $0
+ anim_obj ANIM_OBJ_CROSS_CHOP1, 152, 40, $0
+ anim_obj ANIM_OBJ_CROSS_CHOP2, 120, 72, $0
anim_wait 8
anim_bgeffect ANIM_BG_1F, $58, $2, $0
anim_wait 92
@@ -4381,12 +4381,12 @@
anim_incobj 8
anim_incobj 9
anim_wait 64
- anim_obj ANIM_OBJ_01, 144, 64, $18
+ anim_obj ANIM_OBJ_HIT_YFIX, 144, 64, $18
.loop3
anim_sound 0, 1, SFX_RAZOR_WIND
anim_wait 8
anim_loop 4, .loop3
- anim_obj ANIM_OBJ_01, 128, 32, $18
+ anim_obj ANIM_OBJ_HIT_YFIX, 128, 32, $18
.loop4
anim_sound 0, 1, SFX_RAZOR_WIND
anim_wait 8
@@ -4434,13 +4434,13 @@
.loop
anim_sound 0, 0, SFX_SHINE
anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
- anim_obj ANIM_OBJ_AE, 64, 72, $4
+ anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 72, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 64, 88, $4
+ anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 88, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 64, 80, $4
+ anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 80, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 64, 96, $4
+ anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 96, $4
anim_wait 8
anim_loop 3, .loop
anim_wait 32
@@ -4473,7 +4473,7 @@
anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82
anim_wait 12
anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_3A, 152, 40, $0
+ anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0
anim_wait 32
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 16
@@ -4503,7 +4503,7 @@
anim_obj ANIM_OBJ_ANCIENTPOWER, 126, 77, $20
anim_wait 8
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0
anim_wait 6
anim_ret
@@ -4540,7 +4540,7 @@
BattleAnim_RockSmash:
anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_01, 128, 56, $0
+ anim_obj ANIM_OBJ_HIT_YFIX, 128, 56, $0
anim_sound 0, 1, SFX_SPARK
anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $28
anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $5c
@@ -4589,100 +4589,100 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_BEAT_UP
- anim_obj ANIM_OBJ_00, 136, 48, $0
+ anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
BattleAnimSub_Drain:
- anim_obj ANIM_OBJ_71, 132, 44, $0
- anim_obj ANIM_OBJ_71, 132, 44, $8
- anim_obj ANIM_OBJ_71, 132, 44, $10
- anim_obj ANIM_OBJ_71, 132, 44, $18
- anim_obj ANIM_OBJ_71, 132, 44, $20
- anim_obj ANIM_OBJ_71, 132, 44, $28
- anim_obj ANIM_OBJ_71, 132, 44, $30
- anim_obj ANIM_OBJ_71, 132, 44, $38
+ anim_obj ANIM_OBJ_DRAIN, 132, 44, $0
+ anim_obj ANIM_OBJ_DRAIN, 132, 44, $8
+ anim_obj ANIM_OBJ_DRAIN, 132, 44, $10
+ anim_obj ANIM_OBJ_DRAIN, 132, 44, $18
+ anim_obj ANIM_OBJ_DRAIN, 132, 44, $20
+ anim_obj ANIM_OBJ_DRAIN, 132, 44, $28
+ anim_obj ANIM_OBJ_DRAIN, 132, 44, $30
+ anim_obj ANIM_OBJ_DRAIN, 132, 44, $38
anim_ret
-BattleAnimSub_ShakeEnemy:
+BattleAnimSub_EyeBeams:
anim_sound 6, 2, SFX_LEER
- anim_obj ANIM_OBJ_4E, 72, 84, $0
- anim_obj ANIM_OBJ_4E, 64, 80, $0
- anim_obj ANIM_OBJ_4E, 88, 76, $0
- anim_obj ANIM_OBJ_4E, 80, 72, $0
- anim_obj ANIM_OBJ_4E, 104, 68, $0
- anim_obj ANIM_OBJ_4E, 96, 64, $0
- anim_obj ANIM_OBJ_4E, 120, 60, $0
- anim_obj ANIM_OBJ_4E, 112, 56, $0
- anim_obj ANIM_OBJ_4F, 130, 54, $0
- anim_obj ANIM_OBJ_4F, 122, 50, $0
+ anim_obj ANIM_OBJ_LEER, 72, 84, $0
+ anim_obj ANIM_OBJ_LEER, 64, 80, $0
+ anim_obj ANIM_OBJ_LEER, 88, 76, $0
+ anim_obj ANIM_OBJ_LEER, 80, 72, $0
+ anim_obj ANIM_OBJ_LEER, 104, 68, $0
+ anim_obj ANIM_OBJ_LEER, 96, 64, $0
+ anim_obj ANIM_OBJ_LEER, 120, 60, $0
+ anim_obj ANIM_OBJ_LEER, 112, 56, $0
+ anim_obj ANIM_OBJ_LEER_TIP, 130, 54, $0
+ anim_obj ANIM_OBJ_LEER_TIP, 122, 50, $0
anim_ret
BattleAnimSub_WarpAway:
anim_sound 0, 0, SFX_WARP_TO
- anim_obj ANIM_OBJ_44, 44, 108, $0
- anim_obj ANIM_OBJ_44, 44, 100, $0
- anim_obj ANIM_OBJ_44, 44, 92, $0
- anim_obj ANIM_OBJ_44, 44, 84, $0
- anim_obj ANIM_OBJ_44, 44, 76, $0
- anim_obj ANIM_OBJ_44, 44, 68, $0
- anim_obj ANIM_OBJ_44, 44, 60, $0
+ anim_obj ANIM_OBJ_WARP, 44, 108, $0
+ anim_obj ANIM_OBJ_WARP, 44, 100, $0
+ anim_obj ANIM_OBJ_WARP, 44, 92, $0
+ anim_obj ANIM_OBJ_WARP, 44, 84, $0
+ anim_obj ANIM_OBJ_WARP, 44, 76, $0
+ anim_obj ANIM_OBJ_WARP, 44, 68, $0
+ anim_obj ANIM_OBJ_WARP, 44, 60, $0
anim_ret
BattleAnimSub_Beam:
anim_sound 0, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 64, 92, $0
+ anim_obj ANIM_OBJ_BEAM, 64, 92, $0
anim_wait 4
anim_sound 0, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 80, 84, $0
+ anim_obj ANIM_OBJ_BEAM, 80, 84, $0
anim_wait 4
anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 96, 76, $0
+ anim_obj ANIM_OBJ_BEAM, 96, 76, $0
anim_wait 4
anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 112, 68, $0
- anim_obj ANIM_OBJ_28, 126, 62, $0
+ anim_obj ANIM_OBJ_BEAM, 112, 68, $0
+ anim_obj ANIM_OBJ_BEAM_TIP, 126, 62, $0
anim_ret
BattleAnimSub_Explosion1:
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 24, 64, $0
+ anim_obj ANIM_OBJ_EXPLOSION1, 24, 64, $0
anim_wait 5
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 56, 104, $0
+ anim_obj ANIM_OBJ_EXPLOSION1, 56, 104, $0
anim_wait 5
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 24, 104, $0
+ anim_obj ANIM_OBJ_EXPLOSION1, 24, 104, $0
anim_wait 5
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 56, 64, $0
+ anim_obj ANIM_OBJ_EXPLOSION1, 56, 64, $0
anim_wait 5
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 40, 84, $0
+ anim_obj ANIM_OBJ_EXPLOSION1, 40, 84, $0
anim_ret
BattleAnimSub_Explosion2:
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 148, 32, $0
+ anim_obj ANIM_OBJ_EXPLOSION1, 148, 32, $0
anim_wait 5
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 116, 72, $0
+ anim_obj ANIM_OBJ_EXPLOSION1, 116, 72, $0
anim_wait 5
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 148, 72, $0
+ anim_obj ANIM_OBJ_EXPLOSION1, 148, 72, $0
anim_wait 5
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 116, 32, $0
+ anim_obj ANIM_OBJ_EXPLOSION1, 116, 32, $0
anim_wait 5
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 132, 52, $0
+ anim_obj ANIM_OBJ_EXPLOSION1, 132, 52, $0
anim_ret
BattleAnimSub_Sound:
- anim_obj ANIM_OBJ_4B, 64, 76, $0
- anim_obj ANIM_OBJ_4B, 64, 88, $1
- anim_obj ANIM_OBJ_4B, 64, 100, $2
+ anim_obj ANIM_OBJ_SOUND, 64, 76, $0
+ anim_obj ANIM_OBJ_SOUND, 64, 88, $1
+ anim_obj ANIM_OBJ_SOUND, 64, 100, $2
anim_ret
BattleAnimSub_Fire:
@@ -4696,34 +4696,34 @@
BattleAnimSub_Ice:
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 128, 42, $0
+ anim_obj ANIM_OBJ_ICE, 128, 42, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 144, 70, $0
+ anim_obj ANIM_OBJ_ICE, 144, 70, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 120, 56, $0
+ anim_obj ANIM_OBJ_ICE, 120, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 152, 56, $0
+ anim_obj ANIM_OBJ_ICE, 152, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 144, 42, $0
+ anim_obj ANIM_OBJ_ICE, 144, 42, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 128, 70, $0
+ anim_obj ANIM_OBJ_ICE, 128, 70, $0
anim_ret
BattleAnimSub_Sludge:
.loop
anim_sound 0, 1, SFX_TOXIC
- anim_obj ANIM_OBJ_1A, 132, 72, $0
+ anim_obj ANIM_OBJ_SLUDGE, 132, 72, $0
anim_wait 8
anim_sound 0, 1, SFX_TOXIC
- anim_obj ANIM_OBJ_1A, 116, 72, $0
+ anim_obj ANIM_OBJ_SLUDGE, 116, 72, $0
anim_wait 8
anim_sound 0, 1, SFX_TOXIC
- anim_obj ANIM_OBJ_1A, 148, 72, $0
+ anim_obj ANIM_OBJ_SLUDGE, 148, 72, $0
anim_wait 8
anim_loop 5, .loop
anim_ret
@@ -4731,7 +4731,7 @@
BattleAnimSub_Acid:
.loop
anim_sound 6, 2, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_19, 64, 92, $10
+ anim_obj ANIM_OBJ_ACID, 64, 92, $10
anim_wait 5
anim_loop 8, .loop
anim_ret
@@ -4750,7 +4750,7 @@
BattleAnimSub_SandOrMud:
.loop
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_58, 64, 92, $4
+ anim_obj ANIM_OBJ_SAND, 64, 92, $4
anim_wait 4
anim_loop 8, .loop
anim_wait 32