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Add Revival Blessing animation (#2460)
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@ -37309,6 +37309,101 @@ export const BattleMoveAnims: AnimTable = {
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}, 'linear', 'fade');
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},
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},
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revivalblessing: {
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anim(scene, [attacker]) {
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scene.backgroundEffect('#000000', 1000, 0.5);
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BattleOtherAnims.shake.anim(scene, [attacker]);
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scene.showEffect('shine', {
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x: attacker.x + 40,
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y: attacker.y - 40,
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z: attacker.z,
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scale: 0.3,
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opacity: 0.7,
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time: 0,
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}, {
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y: attacker.y + 60,
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opacity: 0,
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time: 400,
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}, 'accel');
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scene.showEffect('shine', {
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x: attacker.x - 40,
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y: attacker.y - 40,
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z: attacker.z,
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scale: 0.3,
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opacity: 0.7,
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time: 200,
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}, {
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y: attacker.y + 60,
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opacity: 0,
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time: 600,
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}, 'accel');
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scene.showEffect('shine', {
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x: attacker.x,
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y: attacker.y - 40,
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z: attacker.z,
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scale: 0.3,
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opacity: 0.7,
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time: 400,
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}, {
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y: attacker.y + 60,
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opacity: 0,
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time: 800,
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}, 'accel');
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let xf = [1, -1, -1, 1];
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let yf = [1, 1, -1, -1];
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let xf2 = [1, 0, -1, 0];
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let yf2 = [0, 1, 0, -1];
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for (let i = 0; i < 4; i++) {
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scene.showEffect('wisp', {
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x: attacker.x + 50 * xf[i],
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y: attacker.y + 50 * yf[i],
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z: attacker.z,
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scale: 0.3,
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opacity: 0.8,
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time: 0,
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}, {
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x: attacker.x,
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y: attacker.y,
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z: attacker.z,
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scale: 0.5,
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opacity: 0.5,
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time: 800,
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}, 'linear', 'fade');
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scene.showEffect('wisp', {
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x: attacker.x + 70 * xf2[i],
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y: attacker.y + 70 * yf2[i],
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z: attacker.z,
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scale: 0.3,
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opacity: 0.8,
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time: 0,
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}, {
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x: attacker.x,
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y: attacker.y,
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z: attacker.z,
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scale: 0.5,
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opacity: 0.5,
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time: 800,
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}, 'linear', 'fade');
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}
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scene.showEffect('iceball', {
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x: attacker.x,
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y: attacker.y,
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z: attacker.z,
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xscale: 0.4,
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yscale: 0.2,
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opacity: 0.6,
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time: 800,
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}, {
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xscale: 2.4,
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yscale: 1,
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opacity: 0,
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time: 1000,
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}, 'decel', 'fade');
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},
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},
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};
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// placeholder animations
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