animation changes

This commit is contained in:
cawtds
2024-05-24 21:22:53 +02:00
parent 647c3a4326
commit a7e025d27c
5 changed files with 113 additions and 72 deletions

View File

@@ -982,7 +982,6 @@ gBattleAnims_StatusConditions::
.align 2
gBattleAnims_General::
.4byte General_FormChange @ B_ANIM_FORM_CHANGE
.4byte General_StatsChange @ B_ANIM_STATS_CHANGE
.4byte General_SubstituteFade @ B_ANIM_SUBSTITUTE_FADE
.4byte General_SubstituteAppear @ B_ANIM_SUBSTITUTE_APPEAR
@@ -991,7 +990,7 @@ gBattleAnims_General::
.4byte General_TurnTrap @ B_ANIM_TURN_TRAP
.4byte General_HeldItemEffect @ B_ANIM_HELD_ITEM_EFFECT
.4byte General_SmokeballEscape @ B_ANIM_SMOKEBALL_ESCAPE
.4byte General_FocusBand @ B_ANIM_HANGED_ON
.4byte General_HangedOn @ B_ANIM_HANGED_ON
.4byte General_Rain @ B_ANIM_RAIN_CONTINUES
.4byte General_Sun @ B_ANIM_SUN_CONTINUES
.4byte General_Sandstorm @ B_ANIM_SANDSTORM_CONTINUES
@@ -1005,16 +1004,38 @@ gBattleAnims_General::
.4byte General_FocusPunchSetUp @ B_ANIM_FOCUS_PUNCH_SETUP
.4byte General_IngrainHeal @ B_ANIM_INGRAIN_HEAL
.4byte General_WishHeal @ B_ANIM_WISH_HEAL
.4byte General_MegaEvolution @ B_ANIM_MEGA_EVOLUTION
.4byte General_FormChange @ TODO: B_ANIM_ILLUSION_OFF
.4byte General_FormChange @ B_ANIM_FORM_CHANGE
.4byte General_SlideOffScreen @ B_ANIM_SLIDE_OFFSCREEN
.4byte General_RestoreBg @ B_ANIM_RESTORE_BG
.4byte General_StatsChange @ TODO: B_ANIM_TOTEM_FLARE
.4byte General_MonHit @ TODO: B_ANIM_GULP_MISSILE
.4byte General_StatsChange @ TODO: B_ANIM_STRONG_WINDS
.4byte General_FormChange @ TODO: B_ANIM_PRIMAL_REVERSION
.4byte General_StatsChange @ TODO: B_ANIM_AQUA_RING_HEAL
.4byte General_StatsChange @ TODO: B_ANIM_BEAK_BLAST_SETUP
.4byte General_StatsChange @ TODO: B_ANIM_SHELL_TRAP_SETUP
.4byte General_StatsChange @ TODO: B_ANIM_ZMOVE_ACTIVATE
.4byte General_MonHit @ TODO: B_ANIM_AFFECTION_HANGED_ON
.4byte General_Hail @ TODO: B_ANIM_SNOW_CONTINUES
.4byte General_UltraBurst @ B_ANIM_ULTRA_BURST
.4byte General_MonHit @ TODO: B_ANIM_SALT_CURE_DAMAGE
.4byte General_DynamaxGrowth @ B_ANIM_DYNAMAX_GROWTH
.4byte General_FormChange @ TODO: B_ANIM_MAX_SET_WEATHER
.4byte General_FormChange @ TODO: B_ANIM_SYRUP_BOMB_SPEED_DROP
.4byte General_FormChange @ TODO: B_ANIM_RAINBOW
.4byte General_FormChange @ TODO: B_ANIM_SEA_OF_FIRE
.4byte General_FormChange @ TODO: B_ANIM_SWAMP
.4byte General_FormChange @ TODO: B_ANIM_TRICK_ROOM
.4byte General_FormChange @ TODO: B_ANIM_WONDER_ROOM
.4byte General_FormChange @ TODO: B_ANIM_MAGIC_ROOM
.4byte General_FormChange @ TODO: B_ANIM_TAILLWIND
.4byte General_MonScared @ B_ANIM_MON_SCARED
.4byte General_GhostGetOut @ B_ANIM_GHOST_GET_OUT
.4byte General_SilphScoped @ B_ANIM_SILPH_SCOPED
.4byte General_SafariRockThrow @ B_ANIM_ROCK_THROW
.4byte General_SafariReaction @ B_ANIM_SAFARI_REACTION
.4byte General_RestoreBg @ B_ANIM_RESTORE_BG
.4byte General_SlideOffScreen @ B_ANIM_SLIDE_OFFSCREEN
.4byte General_MegaEvolution @ B_ANIM_MEGA_EVOLUTION
.4byte General_UltraBurst @ B_ANIM_ULTRA_BURST
.4byte General_DynamaxGrowth @ B_ANIM_DYNAMAX_GROWTH
.align 2
gBattleAnims_Special::
@@ -11887,7 +11908,7 @@ General_SmokeballEscape:
blendoff
end
General_FocusBand:
General_HangedOn:
createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 0, F_PAL_ATTACKER, 7, 0, 9, RGB_RED
playsewithpan SE_M_DRAGON_RAGE, SOUND_PAN_ATTACKER
createvisualtask AnimTask_SlideMonForFocusBand, 5, 30, 128, 0, 1, 2, 0, 1

View File

@@ -262,7 +262,7 @@ BattleScript_SyrupBombActivates::
BattleScript_SyrupBombEndTurn::
flushtextbox
playanimation BS_ATTACKER, B_ANIM_MON_HIT @ TODO animation: B_ANIM_SYRUP_BOMB_SPEED_DROP
playanimation BS_ATTACKER, B_ANIM_SYRUP_BOMB_SPEED_DROP
setstatchanger STAT_SPEED, 1, TRUE
statbuffchange STAT_CHANGE_ALLOW_PTR | STAT_CHANGE_NOT_PROTECT_AFFECTED, BattleScript_SyrupBombTurnDmgEnd
printfromtable gStatDownStringIds
@@ -349,7 +349,7 @@ BattleScript_EffectCombinedPledge_Water::
pause B_WAIT_TIME_SHORTEST
printstring STRINGID_ARAINBOWAPPEAREDONSIDE
waitmessage B_WAIT_TIME_LONG
playanimation BS_ATTACKER, B_ANIM_STATS_CHANGE @ TODO animation: B_ANIM_RAINBOW
playanimation BS_ATTACKER, B_ANIM_RAINBOW
waitanimation
goto BattleScript_MoveEnd
@@ -364,7 +364,7 @@ BattleScript_EffectCombinedPledge_Fire::
pause B_WAIT_TIME_SHORTEST
printstring STRINGID_SEAOFFIREENVELOPEDSIDE
waitmessage B_WAIT_TIME_LONG
playanimation BS_TARGET, B_ANIM_STATS_CHANGE @ TODO animation: B_ANIM_SEA_OF_FIRE
playanimation BS_TARGET, B_ANIM_SEA_OF_FIRE
waitanimation
goto BattleScript_MoveEnd
@@ -384,7 +384,7 @@ BattleScript_EffectCombinedPledge_Grass::
pause B_WAIT_TIME_SHORTEST
printstring STRINGID_SWAMPENVELOPEDSIDE
waitmessage B_WAIT_TIME_LONG
playanimation BS_TARGET, B_ANIM_STATS_CHANGE @ TODO: animation B_ANIM_SWAMP
playanimation BS_TARGET, B_ANIM_SWAMP
waitanimation
goto BattleScript_MoveEnd
@@ -412,7 +412,7 @@ BattleScript_EffectSaltCure_End:
goto BattleScript_MoveEnd
BattleScript_SaltCureExtraDamage::
playanimation BS_TARGET, B_ANIM_MON_HIT, NULL @ TODO: animation B_ANIM_SALT_CURE_DAMAGE, NULL
playanimation BS_TARGET, B_ANIM_SALT_CURE_DAMAGE, NULL
waitanimation
call BattleScript_HurtTarget_NoString
printstring STRINGID_TARGETISHURTBYSALTCURE
@@ -610,7 +610,7 @@ BattleScript_TeatimeBuffer:
goto BattleScript_MoveEnd
BattleScript_AffectionBasedEndurance::
playanimation BS_TARGET, B_ANIM_MON_HIT @ TODO animation: B_ANIM_AFFECTION_HANGED_ON
playanimation BS_TARGET, B_ANIM_AFFECTION_HANGED_ON
printstring STRINGID_TARGETTOUGHEDITOUT
waitmessage B_WAIT_TIME_LONG
return
@@ -650,7 +650,7 @@ BattleScript_AffectionBasedStatusHeal_Continue:
BattleScript_ShellTrapSetUp::
flushtextbox
playanimation BS_ATTACKER, B_ANIM_MON_HIT, NULL @ TODO: animation B_ANIM_SHELL_TRAP_SETUP, NULL
playanimation BS_ATTACKER, B_ANIM_SHELL_TRAP_SETUP, NULL
printstring STRINGID_PREPARESHELLTRAP
waitmessage B_WAIT_TIME_LONG
end3
@@ -709,7 +709,7 @@ BattleScript_EffectCourtChange::
BattleScript_BeakBlastSetUp::
setbeakblast BS_ATTACKER
flushtextbox
playanimation BS_ATTACKER, B_ANIM_MON_HIT, NULL @ TODO animation: B_ANIM_BEAK_BLAST_SETUP, NULL
playanimation BS_ATTACKER, B_ANIM_BEAK_BLAST_SETUP, NULL
printstring STRINGID_HEATUPBEAK
waitmessage B_WAIT_TIME_LONG
end3
@@ -6331,7 +6331,7 @@ BattleScript_PerishBodyActivates::
BattleScript_GulpMissileGorging::
call BattleScript_AbilityPopUp
playanimation BS_ATTACKER, B_ANIM_MON_HIT @ TODO animation: B_ANIM_GULP_MISSILE
playanimation BS_ATTACKER, B_ANIM_GULP_MISSILE
waitanimation
orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE | HITMARKER_PASSIVE_DAMAGE
effectivenesssound
@@ -6358,7 +6358,7 @@ BattleScript_GulpMissileNoSecondEffectGorging:
BattleScript_GulpMissileGulping::
call BattleScript_AbilityPopUp
playanimation BS_ATTACKER, B_ANIM_MON_HIT @ TODO animation: B_ANIM_GULP_MISSILE
playanimation BS_ATTACKER, B_ANIM_GULP_MISSILE
waitanimation
orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE | HITMARKER_PASSIVE_DAMAGE
effectivenesssound
@@ -6759,7 +6759,7 @@ BattleScript_TurnHeal:
end2
BattleScript_AquaRingHeal::
playanimation BS_ATTACKER, B_ANIM_MON_HIT @ TODO: animation B_ANIM_AQUA_RING_HEAL
playanimation BS_ATTACKER, B_ANIM_AQUA_RING_HEAL
printstring STRINGID_AQUARINGHEAL
goto BattleScript_TurnHeal
@@ -6963,7 +6963,7 @@ BattleScript_PrimalReversionRet::
setbyte gIsCriticalHit, 0
handleprimalreversion BS_ATTACKER, 0
handleprimalreversion BS_ATTACKER, 1
playanimation BS_ATTACKER, B_ANIM_MON_HIT @ TODO: animation B_ANIM_PRIMAL_REVERSION
playanimation BS_ATTACKER, B_ANIM_PRIMAL_REVERSION
waitanimation
handleprimalreversion BS_ATTACKER, 2
printstring STRINGID_PKMNREVERTEDTOPRIMAL
@@ -7085,7 +7085,7 @@ BattleScript_BattlerFormChangeWithStringEnd3::
BattleScript_IllusionOff::
spriteignore0hp TRUE
playanimation BS_TARGET, B_ANIM_MON_HIT @ TODO: animation B_ANIM_ILLUSION_OFF
playanimation BS_TARGET, B_ANIM_ILLUSION_OFF
waitanimation
updatenick BS_TARGET
waitstate
@@ -7895,7 +7895,7 @@ BattleScript_DeltaStreamActivates::
call BattleScript_AbilityPopUp
printstring STRINGID_MYSTERIOUSAIRCURRENT
waitstate
playanimation BS_ATTACKER, B_ANIM_MON_HIT @ TODO: animation B_ANIM_STRONG_WINDS
playanimation BS_ATTACKER, B_ANIM_STRONG_WINDS
end3
BattleScript_ProtosynthesisActivates::
@@ -7978,7 +7978,7 @@ BattleScript_SnowWarningActivatesSnow::
call BattleScript_AbilityPopUp
printstring STRINGID_SNOWWARNINGSNOW
waitstate
playanimation BS_BATTLER_0, B_ANIM_MON_HIT @ TODO animation: B_ANIM_SNOW_CONTINUES
playanimation BS_BATTLER_0, B_ANIM_SNOW_CONTINUES
call BattleScript_ActivateWeatherAbilities
end3
@@ -9024,7 +9024,7 @@ BattleScript_PrintPlayerForfeitedLinkBattle::
end2
BattleScript_TotemFlaredToLife::
playanimation BS_ATTACKER, B_ANIM_MON_HIT, NULL @ TODO: animation B_ANIM_TOTEM_FLARE, NULL
playanimation BS_ATTACKER, B_ANIM_TOTEM_FLARE, NULL
printstring STRINGID_AURAFLAREDTOLIFE
waitmessage B_WAIT_TIME_LONG
call BattleScript_ApplyTotemVarBoost
@@ -9143,7 +9143,7 @@ BattleScript_ZMoveActivateDamaging::
flushtextbox
trytrainerslidezmovemsg
printstring STRINGID_ZPOWERSURROUNDS
playanimation BS_ATTACKER, B_ANIM_MON_HIT, NULL @ TODO: animation B_ANIM_ZMOVE_ACTIVATE, NULL
playanimation BS_ATTACKER, B_ANIM_ZMOVE_ACTIVATE, NULL
printstring STRINGID_ZMOVEUNLEASHED
waitmessage B_WAIT_TIME_LONG
return
@@ -9153,7 +9153,7 @@ BattleScript_ZMoveActivateStatus::
trytrainerslidezmovemsg
savetarget
printstring STRINGID_ZPOWERSURROUNDS
playanimation BS_ATTACKER, B_ANIM_MON_HIT, NULL @ TODO: animation B_ANIM_ZMOVE_ACTIVATE, NULL
playanimation BS_ATTACKER, B_ANIM_ZMOVE_ACTIVATE, NULL
setzeffect
restoretarget
copybyte sSTATCHANGER, sSAVED_STAT_CHANGER
@@ -9541,7 +9541,7 @@ BattleScript_LowerSideStatsEnd:
goto BattleScript_MoveEnd
BattleScript_EffectSetWeather::
playanimation 0, B_ANIM_MON_HIT @ TODO: animation B_ANIM_MAX_SET_WEATHER
playanimation 0, B_ANIM_MAX_SET_WEATHER
printfromtable gMoveWeatherChangeStringIds
waitmessage B_WAIT_TIME_LONG
call BattleScript_ActivateWeatherAbilities

View File

@@ -361,40 +361,61 @@
#define BG_ZMOVE_MOUNTAIN 61
// table ids for general animations (gBattleAnims_General)
#define B_ANIM_FORM_CHANGE 0
#define B_ANIM_STATS_CHANGE 1
#define B_ANIM_SUBSTITUTE_FADE 2
#define B_ANIM_SUBSTITUTE_APPEAR 3
#define B_ANIM_BAIT_THROW 4
#define B_ANIM_ITEM_KNOCKOFF 5
#define B_ANIM_TURN_TRAP 6
#define B_ANIM_HELD_ITEM_EFFECT 7
#define B_ANIM_SMOKEBALL_ESCAPE 8
#define B_ANIM_HANGED_ON 9
#define B_ANIM_RAIN_CONTINUES 10
#define B_ANIM_SUN_CONTINUES 11
#define B_ANIM_SANDSTORM_CONTINUES 12
#define B_ANIM_HAIL_CONTINUES 13
#define B_ANIM_LEECH_SEED_DRAIN 14
#define B_ANIM_MON_HIT 15
#define B_ANIM_ITEM_STEAL 16
#define B_ANIM_SNATCH_MOVE 17
#define B_ANIM_FUTURE_SIGHT_HIT 18
#define B_ANIM_DOOM_DESIRE_HIT 19
#define B_ANIM_FOCUS_PUNCH_SETUP 20
#define B_ANIM_INGRAIN_HEAL 21
#define B_ANIM_WISH_HEAL 22
#define B_ANIM_MON_SCARED 23
#define B_ANIM_GHOST_GET_OUT 24
#define B_ANIM_SILPH_SCOPED 25
#define B_ANIM_ROCK_THROW 26
#define B_ANIM_SAFARI_REACTION 27
#define B_ANIM_RESTORE_BG 28 // for Terrain Endings
#define B_ANIM_SLIDE_OFFSCREEN 29 // for Emergency Exit
// pokeemerald
#define B_ANIM_MEGA_EVOLUTION 30
#define B_ANIM_ULTRA_BURST 31
#define B_ANIM_DYNAMAX_GROWTH 32
#define B_ANIM_STATS_CHANGE 0
#define B_ANIM_SUBSTITUTE_FADE 1
#define B_ANIM_SUBSTITUTE_APPEAR 2
#define B_ANIM_BAIT_THROW 3
#define B_ANIM_ITEM_KNOCKOFF 4
#define B_ANIM_TURN_TRAP 5
#define B_ANIM_HELD_ITEM_EFFECT 6
#define B_ANIM_SMOKEBALL_ESCAPE 7
#define B_ANIM_HANGED_ON 8
#define B_ANIM_RAIN_CONTINUES 9
#define B_ANIM_SUN_CONTINUES 10
#define B_ANIM_SANDSTORM_CONTINUES 11
#define B_ANIM_HAIL_CONTINUES 12
#define B_ANIM_LEECH_SEED_DRAIN 13
#define B_ANIM_MON_HIT 14
#define B_ANIM_ITEM_STEAL 15
#define B_ANIM_SNATCH_MOVE 16
#define B_ANIM_FUTURE_SIGHT_HIT 17
#define B_ANIM_DOOM_DESIRE_HIT 18
#define B_ANIM_FOCUS_PUNCH_SETUP 19
#define B_ANIM_INGRAIN_HEAL 20
#define B_ANIM_WISH_HEAL 21
#define B_ANIM_MEGA_EVOLUTION 22
#define B_ANIM_ILLUSION_OFF 23
#define B_ANIM_FORM_CHANGE 24
#define B_ANIM_SLIDE_OFFSCREEN 25 // for Emergency Exit
#define B_ANIM_RESTORE_BG 26 // for Terrain Endings
#define B_ANIM_TOTEM_FLARE 27 // Totem boosts aura flare
#define B_ANIM_GULP_MISSILE 28
#define B_ANIM_STRONG_WINDS 29
#define B_ANIM_PRIMAL_REVERSION 30
#define B_ANIM_AQUA_RING_HEAL 31
#define B_ANIM_BEAK_BLAST_SETUP 32
#define B_ANIM_SHELL_TRAP_SETUP 33
#define B_ANIM_ZMOVE_ACTIVATE 34 // Using Z Moves
#define B_ANIM_AFFECTION_HANGED_ON 35
#define B_ANIM_SNOW_CONTINUES 36
#define B_ANIM_ULTRA_BURST 37
#define B_ANIM_SALT_CURE_DAMAGE 38
#define B_ANIM_DYNAMAX_GROWTH 39
#define B_ANIM_MAX_SET_WEATHER 40
#define B_ANIM_SYRUP_BOMB_SPEED_DROP 41
#define B_ANIM_RAINBOW 42
#define B_ANIM_SEA_OF_FIRE 43
#define B_ANIM_SWAMP 44
#define B_ANIM_TRICK_ROOM 45
#define B_ANIM_WONDER_ROOM 46
#define B_ANIM_MAGIC_ROOM 47
#define B_ANIM_TAILWIND 48
// pokefirered
#define B_ANIM_MON_SCARED 49
#define B_ANIM_GHOST_GET_OUT 50
#define B_ANIM_SILPH_SCOPED 51
#define B_ANIM_ROCK_THROW 52
#define B_ANIM_SAFARI_REACTION 53
// special animations table (gBattleAnims_Special)
#define B_ANIM_LVL_UP 0

View File

@@ -5085,14 +5085,13 @@ static void PlayAnimation(u32 battler, u8 animId, const u16 *argPtr, const u8 *n
return;
}
// TODO: Animation
if (animId == B_ANIM_STATS_CHANGE
|| animId == B_ANIM_SNATCH_MOVE
|| animId == B_ANIM_MEGA_EVOLUTION
/* || animId == B_ANIM_ILLUSION_OFF */
|| animId == B_ANIM_ILLUSION_OFF
|| animId == B_ANIM_FORM_CHANGE
|| animId == B_ANIM_SUBSTITUTE_FADE
/* || animId == B_ANIM_PRIMAL_REVERSION */
|| animId == B_ANIM_PRIMAL_REVERSION
|| animId == B_ANIM_ULTRA_BURST)
{
BtlController_EmitBattleAnimation(battler, BUFFER_A, animId, &gDisableStructs[battler], *argPtr);
@@ -5108,7 +5107,7 @@ static void PlayAnimation(u32 battler, u8 animId, const u16 *argPtr, const u8 *n
|| animId == B_ANIM_SUN_CONTINUES
|| animId == B_ANIM_SANDSTORM_CONTINUES
|| animId == B_ANIM_HAIL_CONTINUES
/* || animId == B_ANIM_SNOW_CONTINUES */) // TODO: Animation
|| animId == B_ANIM_SNOW_CONTINUES)
{
BtlController_EmitBattleAnimation(battler, BUFFER_A, animId, &gDisableStructs[battler], *argPtr);
MarkBattlerForControllerExec(battler);

View File

@@ -1632,7 +1632,7 @@ u8 DoFieldEndTurnEffects(void)
gBattlescriptCurrInstr = BattleScript_DamagingWeatherContinues;
}
gBattleScripting.animArg1 = B_ANIM_HAIL_CONTINUES; // TODO: Animation B_ANIM_SNOW_CONTINUES;
gBattleScripting.animArg1 = B_ANIM_SNOW_CONTINUES;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SNOW;
BattleScriptExecute(gBattlescriptCurrInstr);
effect++;
@@ -3572,7 +3572,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SET_TRICK_ROOM;
gFieldStatuses |= STATUS_FIELD_TRICK_ROOM;
gBattleScripting.animArg1 = B_ANIM_STATS_CHANGE; // TODO: Animation B_ANIM_TRICK_ROOM;
gBattleScripting.animArg1 = B_ANIM_TRICK_ROOM;
if (timerVal == 0)
gFieldTimers.trickRoomTimer = 0; // infinite
else
@@ -3585,7 +3585,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SET_MAGIC_ROOM;
gFieldStatuses |= STATUS_FIELD_MAGIC_ROOM;
gBattleScripting.animArg1 = B_ANIM_STATS_CHANGE; // TODO: Animation B_ANIM_MAGIC_ROOM;
gBattleScripting.animArg1 = B_ANIM_MAGIC_ROOM;
if (timerVal == 0)
gFieldTimers.magicRoomTimer = 0; // infinite
else
@@ -3598,7 +3598,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SET_WONDER_ROOM;
gFieldStatuses |= STATUS_FIELD_WONDER_ROOM;
gBattleScripting.animArg1 = B_ANIM_STATS_CHANGE; // TODO: Animation B_ANIM_WONDER_ROOM;
gBattleScripting.animArg1 = B_ANIM_WONDER_ROOM;
if (timerVal == 0)
gFieldTimers.wonderRoomTimer = 0; // infinite
else
@@ -3612,7 +3612,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
gBattlerAttacker = B_POSITION_PLAYER_LEFT;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SET_TAILWIND_PLAYER;
gSideStatuses[B_SIDE_PLAYER] |= SIDE_STATUS_TAILWIND;
gBattleScripting.animArg1 = B_ANIM_STATS_CHANGE; // TODO: Animation B_ANIM_TAILWIND;
gBattleScripting.animArg1 = B_ANIM_TAILWIND;
if (timerVal == 0)
gSideTimers[B_SIDE_PLAYER].tailwindTimer = 0; // infinite
else
@@ -3626,7 +3626,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
gBattlerAttacker = B_POSITION_OPPONENT_LEFT;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SET_TAILWIND_OPPONENT;
gSideStatuses[B_SIDE_OPPONENT] |= SIDE_STATUS_TAILWIND;
gBattleScripting.animArg1 = B_ANIM_STATS_CHANGE; // TODO: Animation B_ANIM_TAILWIND;
gBattleScripting.animArg1 = B_ANIM_TAILWIND;
if (timerVal == 0)
gSideTimers[B_SIDE_OPPONENT].tailwindTimer = 0; // infinite
else
@@ -3699,7 +3699,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
if (B_OVERWORLD_SNOW >= GEN_9)
{
gBattleWeather = B_WEATHER_SNOW;
gBattleScripting.animArg1 = B_ANIM_HAIL_CONTINUES; // TODO: Animation B_ANIM_SNOW_CONTINUES;
gBattleScripting.animArg1 = B_ANIM_SNOW_CONTINUES;
}
else
{