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Added electric puff macro
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edc58c881f
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@ -524,6 +524,10 @@
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createsprite gFistFootSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \duration, \initPosition, 1
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.endm
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.macro create_electric_puff_sprite anim_battler:req, subpriority_offset:req, relative_to:req, x:req, y:req
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createsprite gElectricPuffSpriteTemplate, \anim_battler, \subpriority_offset, \relative_to, \x, \y
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.endm
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@ createvisualtask wrappers
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@ The arguments are based on the CMD_ARGS of the task.
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@ -3586,9 +3586,9 @@ Move_CHARGE:
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delay 6
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loopsewithpan SE_M_CHARGE, SOUND_PAN_ATTACKER, 6, 5
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waitforvisualfinish
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createsprite gElectricPuffSpriteTemplate, ANIM_ATTACKER, 2, 0, 16, 16
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create_electric_puff_sprite ANIM_ATTACKER, 2, relative_to=0, x=16, y=16
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delay 2
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createsprite gElectricPuffSpriteTemplate, ANIM_ATTACKER, 2, 0, -16, -16
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create_electric_puff_sprite ANIM_ATTACKER, 2, relative_to=0, x=-16, y=-16
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playsewithpan SE_M_THUNDERBOLT2, SOUND_PAN_ATTACKER
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waitforvisualfinish
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simple_palette_blend selector=F_PAL_BG, delay=4, initial_blend_y=4, target_blend_y=0, color=RGB_BLACK
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@ -4439,17 +4439,17 @@ Move_VOLT_TACKLE:
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delay 8
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createvisualtask AnimTask_ShakeMon2, 2, ANIM_TARGET, 10, 0, 18, 1
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playsewithpan SE_M_SELF_DESTRUCT, SOUND_PAN_TARGET
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createsprite gElectricPuffSpriteTemplate, ANIM_ATTACKER, 2, 1, 16, 16
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create_electric_puff_sprite ANIM_ATTACKER, 2, relative_to=1, x=16, y=16
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delay 2
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createsprite gElectricPuffSpriteTemplate, ANIM_ATTACKER, 2, 1, -16, -16
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create_electric_puff_sprite ANIM_ATTACKER, 2, relative_to=1, x=-16, y=-16
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delay 8
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createvisualtask AnimTask_VoltTackleAttackerReappear, 5
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waitforvisualfinish
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createvisualtask AnimTask_ShakeMon2, 2, ANIM_ATTACKER, 3, 0, 9, 1
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playsewithpan SE_M_THUNDERBOLT2, SOUND_PAN_ATTACKER
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createsprite gElectricPuffSpriteTemplate, ANIM_ATTACKER, 2, 0, 16, 16
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create_electric_puff_sprite ANIM_ATTACKER, 2, relative_to=0, x=16, y=16
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delay 2
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createsprite gElectricPuffSpriteTemplate, ANIM_ATTACKER, 2, 0, -16, -16
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create_electric_puff_sprite ANIM_ATTACKER, 2, relative_to=0, x=-16, y=-16
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waitforvisualfinish
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createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_BG, 0, 8, 0, RGB_BLACK
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waitforvisualfinish
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