Add Axe Kick animation (#5039)
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commit
b54226dde3
@ -17423,7 +17423,7 @@ Move_LAST_RESPECTS::
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restorebg
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waitbgfadein
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end
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Move_TIDY_UP::
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loadspritegfx ANIM_TAG_PINK_CLOUD
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monbg ANIM_ATTACKER
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@ -17444,7 +17444,7 @@ Move_TIDY_UP::
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clearmonbg ANIM_ATTACKER
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blendoff
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end
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Move_KOWTOW_CLEAVE::
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loadspritegfx ANIM_TAG_SLASH
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loadspritegfx ANIM_TAG_CROSS_IMPACT
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@ -17738,7 +17738,7 @@ Move_HYDRO_STEAM::
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createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_TARGET, 3, 9, 0, RGB_RED
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waitforvisualfinish
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end
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Move_POUNCE::
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loadspritegfx ANIM_TAG_IMPACT
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monbg ANIM_TARGET
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@ -17845,15 +17845,15 @@ ElectroShotUnleash:
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end
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Move_IVY_CUDGEL::
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loadspritegfx ANIM_TAG_IVY_CUDGEL_GRASS
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loadspritegfx ANIM_TAG_IVY_CUDGEL_GRASS
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loadspritegfx ANIM_TAG_WOOD_HAMMER
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loadspritegfx ANIM_TAG_WOOD_HAMMER_HAMMER
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loadspritegfx ANIM_TAG_IMPACT
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playsewithpan SE_M_SWAGGER, SOUND_PAN_ATTACKER
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createvisualtask AnimTask_TranslateMonEllipticalRespectSide, 2, ANIM_ATTACKER, 12, 4, 2, 4
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jumpifmovetypeequal TYPE_FIRE, IvyCudgelFire
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jumpifmovetypeequal TYPE_ROCK, IvyCudgelRock
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jumpifmovetypeequal TYPE_WATER, IvyCudgelWater
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jumpifmovetypeequal TYPE_FIRE, IvyCudgelFire
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jumpifmovetypeequal TYPE_ROCK, IvyCudgelRock
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jumpifmovetypeequal TYPE_WATER, IvyCudgelWater
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createsprite gIvyCudgelSpriteTemplate, ANIM_TARGET, 2
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delay 60
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createvisualtask AnimTask_ShakeMonInPlace, 2, ANIM_ATTACKER, 3, 0, 12, 4
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@ -17862,9 +17862,9 @@ Move_IVY_CUDGEL::
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delay 6
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call WoodHammerImpact
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waitforvisualfinish
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end
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end
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IvyCudgelFire:
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loadspritegfx ANIM_TAG_IVY_CUDGEL_FIRE
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loadspritegfx ANIM_TAG_IVY_CUDGEL_FIRE
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createsprite gIvyCudgelFireSpriteTemplate, ANIM_TARGET, 2
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delay 60
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createvisualtask AnimTask_ShakeMonInPlace, 2, ANIM_ATTACKER, 3, 0, 12, 4
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@ -17873,9 +17873,9 @@ IvyCudgelFire:
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delay 6
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call WoodHammerImpact
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waitforvisualfinish
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end
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end
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IvyCudgelRock:
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loadspritegfx ANIM_TAG_IVY_CUDGEL_ROCK
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loadspritegfx ANIM_TAG_IVY_CUDGEL_ROCK
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createsprite gIvyCudgelRockSpriteTemplate, ANIM_TARGET, 2
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delay 60
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createvisualtask AnimTask_ShakeMonInPlace, 2, ANIM_ATTACKER, 3, 0, 12, 4
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@ -17884,9 +17884,9 @@ IvyCudgelRock:
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delay 6
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call WoodHammerImpact
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waitforvisualfinish
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end
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end
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IvyCudgelWater:
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loadspritegfx ANIM_TAG_IVY_CUDGEL_WATER
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loadspritegfx ANIM_TAG_IVY_CUDGEL_WATER
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createsprite gIvyCudgelWaterSpriteTemplate, ANIM_TARGET, 2
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delay 60
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createvisualtask AnimTask_ShakeMonInPlace, 2, ANIM_ATTACKER, 3, 0, 12, 4
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@ -17895,9 +17895,24 @@ IvyCudgelWater:
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delay 6
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call WoodHammerImpact
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waitforvisualfinish
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end
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Move_TERA_BLAST::
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end
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Move_AXE_KICK::
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loadspritegfx ANIM_TAG_HANDS_AND_FEET
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loadspritegfx ANIM_TAG_IMPACT
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playsewithpan SE_M_JUMP_KICK, SOUND_PAN_ATTACKER
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createsprite gSlideMonToOffsetSpriteTemplate, ANIM_ATTACKER, 2, 0, 20, 0, 0, 4
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delay 7
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createsprite gAxeKickSpriteTemplate, ANIM_TARGET, 3
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delay 2
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playsewithpan SE_M_COMET_PUNCH, SOUND_PAN_TARGET
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createsprite gBasicHitSplatSpriteTemplate, ANIM_ATTACKER, 1, 0, 0, ANIM_TARGET, 1
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createvisualtask AnimTask_SquishTargetShort, 2
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waitforvisualfinish
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createsprite gSlideMonToOriginalPosSpriteTemplate, ANIM_ATTACKER, 2, 0, 1, 4
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end
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Move_TERA_BLAST::
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Move_ORDER_UP::
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Move_SPICY_EXTRACT::
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Move_SPIN_OUT::
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@ -110,6 +110,14 @@ static const union AffineAnimCmd sSquishTargetAffineAnimCmds[] =
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AFFINEANIMCMD_END,
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};
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static const union AffineAnimCmd sSquishTargetShortAffineAnimCmds[] =
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{
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AFFINEANIMCMD_FRAME(0, 64, 0, 4), //Flatten
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AFFINEANIMCMD_FRAME(0, 0, 0, 16),
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AFFINEANIMCMD_FRAME(0, -64, 0, 4),
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AFFINEANIMCMD_END,
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};
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// GEN 4
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// shadow sneak
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const struct SpriteTemplate gShadowSneakImpactSpriteTemplate =
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@ -4771,6 +4779,17 @@ const struct SpriteTemplate gUltraBurstSymbolSpriteTemplate =
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.callback = AnimSpriteOnMonPos
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};
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const struct SpriteTemplate gAxeKickSpriteTemplate =
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{
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.tileTag = ANIM_TAG_HANDS_AND_FEET,
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.paletteTag = ANIM_TAG_HANDS_AND_FEET,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = &gAnims_HandsAndFeet[2],
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimBounceBallLand,
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};
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// Z MOVES
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//activate
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const struct SpriteTemplate gZMoveSymbolSpriteTemplate =
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@ -8514,6 +8533,15 @@ void AnimTask_SquishTarget(u8 taskId)
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task->func = AnimTask_WaitAffineAnim;
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}
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void AnimTask_SquishTargetShort(u8 taskId)
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{
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struct Task* task = &gTasks[taskId];
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u8 spriteId = GetAnimBattlerSpriteId(ANIM_TARGET);
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PrepareAffineAnimInTaskData(task, spriteId, sSquishTargetShortAffineAnimCmds);
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task->func = AnimTask_WaitAffineAnim;
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}
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void CoreEnforcerLoadBeamTarget(struct Sprite *sprite)
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{
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sprite->data[0] = gBattleAnimArgs[2];
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