diff --git a/data/battle_anim_scripts.s b/data/battle_anim_scripts.s index e3da1e103..4b9e447f8 100644 --- a/data/battle_anim_scripts.s +++ b/data/battle_anim_scripts.s @@ -27634,9 +27634,6 @@ Status_Nightmare:: clearmonbg ANIM_DEF_PARTNER end -Status_Powder:: - end - General_StatsChange:: createvisualtask AnimTask_StatsChange, 5 waitforvisualfinish diff --git a/include/battle_anim_scripts.h b/include/battle_anim_scripts.h index a9c019d7e..380dcfb62 100644 --- a/include/battle_anim_scripts.h +++ b/include/battle_anim_scripts.h @@ -948,7 +948,6 @@ extern const u8 Status_Paralysis[]; extern const u8 Status_Freeze[]; extern const u8 Status_Curse[]; extern const u8 Status_Nightmare[]; -extern const u8 Status_Powder[]; // general animations extern const u8 General_StatsChange[]; diff --git a/include/constants/battle_anim.h b/include/constants/battle_anim.h index ca9bddc2f..11ccae421 100644 --- a/include/constants/battle_anim.h +++ b/include/constants/battle_anim.h @@ -613,9 +613,8 @@ #define B_ANIM_STATUS_FRZ 6 #define B_ANIM_STATUS_CURSED 7 #define B_ANIM_STATUS_NIGHTMARE 8 -#define B_ANIM_STATUS_WRAPPED 9 // does not actually exist -#define NUM_B_ANIMS_STATUS 10 +#define NUM_B_ANIMS_STATUS 9 // Most tasks return a value to gBattleAnimArgs[7]. #define ARG_RET_ID 7 diff --git a/src/battle_anim.c b/src/battle_anim.c index 3ca1faed2..c24b5983a 100644 --- a/src/battle_anim.c +++ b/src/battle_anim.c @@ -193,7 +193,6 @@ static const u8* const sBattleAnims_StatusConditions[NUM_B_ANIMS_STATUS] = [B_ANIM_STATUS_FRZ] = Status_Freeze, [B_ANIM_STATUS_CURSED] = Status_Curse, [B_ANIM_STATUS_NIGHTMARE] = Status_Nightmare, - [B_ANIM_STATUS_WRAPPED] = Status_Powder, }; static const u8* const sBattleAnims_General[NUM_B_ANIMS_GENERAL] = diff --git a/src/battle_gfx_sfx_util.c b/src/battle_gfx_sfx_util.c index 17ffeb930..c457ebb7e 100644 --- a/src/battle_gfx_sfx_util.c +++ b/src/battle_gfx_sfx_util.c @@ -214,8 +214,6 @@ void InitAndLaunchChosenStatusAnimation(u32 battler, bool8 isStatus2, u32 status LaunchStatusAnimation(battler, B_ANIM_STATUS_CURSED); else if (status & STATUS2_NIGHTMARE) LaunchStatusAnimation(battler, B_ANIM_STATUS_NIGHTMARE); - else if (status & STATUS2_WRAPPED) - LaunchStatusAnimation(battler, B_ANIM_STATUS_WRAPPED); // this animation doesn't actually exist else // no animation gBattleSpritesDataPtr->healthBoxesData[battler].statusAnimActive = 0; }