mirror of https://github.com/pret/pokeemerald.git
441 lines
26 KiB
C
441 lines
26 KiB
C
#ifndef GUARD_CONSTANTS_BATTLE_ANIM_H
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#define GUARD_CONSTANTS_BATTLE_ANIM_H
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// Sprites start at 10000 and thus must be subtracted of 10000 to account for the true index.
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#define GET_TRUE_SPRITE_INDEX(i) ((i - ANIM_SPRITES_START))
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// Particle ids.
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#define ANIM_SPRITES_START 10000
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#define ANIM_TAG_BONE (ANIM_SPRITES_START + 0)
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#define ANIM_TAG_SPARK (ANIM_SPRITES_START + 1)
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#define ANIM_TAG_PENCIL (ANIM_SPRITES_START + 2)
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#define ANIM_TAG_AIR_WAVE (ANIM_SPRITES_START + 3)
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#define ANIM_TAG_ORB (ANIM_SPRITES_START + 4)
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#define ANIM_TAG_SWORD (ANIM_SPRITES_START + 5)
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#define ANIM_TAG_SEED (ANIM_SPRITES_START + 6)
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#define ANIM_TAG_EXPLOSION_6 (ANIM_SPRITES_START + 7)
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#define ANIM_TAG_PINK_ORB (ANIM_SPRITES_START + 8) // unused
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#define ANIM_TAG_GUST (ANIM_SPRITES_START + 9)
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#define ANIM_TAG_ICE_CUBE (ANIM_SPRITES_START + 10)
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#define ANIM_TAG_SPARK_2 (ANIM_SPRITES_START + 11)
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#define ANIM_TAG_ORANGE (ANIM_SPRITES_START + 12) // unused
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#define ANIM_TAG_YELLOW_BALL (ANIM_SPRITES_START + 13)
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#define ANIM_TAG_LOCK_ON (ANIM_SPRITES_START + 14)
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#define ANIM_TAG_TIED_BAG (ANIM_SPRITES_START + 15)
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#define ANIM_TAG_BLACK_SMOKE (ANIM_SPRITES_START + 16)
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#define ANIM_TAG_BLACK_BALL (ANIM_SPRITES_START + 17)
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#define ANIM_TAG_CONVERSION (ANIM_SPRITES_START + 18)
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#define ANIM_TAG_GLASS (ANIM_SPRITES_START + 19) // unused
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#define ANIM_TAG_HORN_HIT (ANIM_SPRITES_START + 20)
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#define ANIM_TAG_HIT (ANIM_SPRITES_START + 21)
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#define ANIM_TAG_HIT_2 (ANIM_SPRITES_START + 22)
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#define ANIM_TAG_BLUE_SHARDS (ANIM_SPRITES_START + 23) // unused
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#define ANIM_TAG_CLOSING_EYE (ANIM_SPRITES_START + 24) // unused
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#define ANIM_TAG_WAVING_HAND (ANIM_SPRITES_START + 25) // unused
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#define ANIM_TAG_HIT_DUPLICATE (ANIM_SPRITES_START + 26) // unused
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#define ANIM_TAG_LEER (ANIM_SPRITES_START + 27)
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#define ANIM_TAG_BLUE_BURST (ANIM_SPRITES_START + 28) // unused
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#define ANIM_TAG_SMALL_EMBER (ANIM_SPRITES_START + 29)
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#define ANIM_TAG_GRAY_SMOKE (ANIM_SPRITES_START + 30)
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#define ANIM_TAG_BLUE_STAR (ANIM_SPRITES_START + 31)
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#define ANIM_TAG_BUBBLE_BURST (ANIM_SPRITES_START + 32)
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#define ANIM_TAG_FIRE (ANIM_SPRITES_START + 33)
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#define ANIM_TAG_SPINNING_FIRE (ANIM_SPRITES_START + 34) // unused
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#define ANIM_TAG_FIRE_PLUME (ANIM_SPRITES_START + 35)
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#define ANIM_TAG_LIGHTNING_2 (ANIM_SPRITES_START + 36) // unused
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#define ANIM_TAG_LIGHTNING (ANIM_SPRITES_START + 37)
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#define ANIM_TAG_CLAW_SLASH_2 (ANIM_SPRITES_START + 38) // unused
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#define ANIM_TAG_CLAW_SLASH (ANIM_SPRITES_START + 39)
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#define ANIM_TAG_SCRATCH_3 (ANIM_SPRITES_START + 40) // unused
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#define ANIM_TAG_SCRATCH_2 (ANIM_SPRITES_START + 41) // unused
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#define ANIM_TAG_BUBBLE_BURST_2 (ANIM_SPRITES_START + 42) // unused
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#define ANIM_TAG_ICE_CHUNK (ANIM_SPRITES_START + 43)
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#define ANIM_TAG_GLASS_2 (ANIM_SPRITES_START + 44) // unused
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#define ANIM_TAG_PINK_HEART_2 (ANIM_SPRITES_START + 45) // unused
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#define ANIM_TAG_SAP_DRIP (ANIM_SPRITES_START + 46) // unused
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#define ANIM_TAG_SAP_DRIP_2 (ANIM_SPRITES_START + 47) // unused
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#define ANIM_TAG_SPARKLE_1 (ANIM_SPRITES_START + 48)
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#define ANIM_TAG_SPARKLE_2 (ANIM_SPRITES_START + 49)
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#define ANIM_TAG_HUMANOID_FOOT (ANIM_SPRITES_START + 50)
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#define ANIM_TAG_MONSTER_FOOT (ANIM_SPRITES_START + 51)
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#define ANIM_TAG_HUMANOID_HAND (ANIM_SPRITES_START + 52) // unused
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#define ANIM_TAG_NOISE_LINE (ANIM_SPRITES_START + 53)
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#define ANIM_TAG_YELLOW_UNK (ANIM_SPRITES_START + 54) // unused
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#define ANIM_TAG_RED_FIST (ANIM_SPRITES_START + 55) // unused
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#define ANIM_TAG_SLAM_HIT (ANIM_SPRITES_START + 56)
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#define ANIM_TAG_RING (ANIM_SPRITES_START + 57) // unused
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#define ANIM_TAG_ROCKS (ANIM_SPRITES_START + 58)
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#define ANIM_TAG_Z (ANIM_SPRITES_START + 59) // unused
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#define ANIM_TAG_YELLOW_UNK_2 (ANIM_SPRITES_START + 60) // unused
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#define ANIM_TAG_AIR_SLASH (ANIM_SPRITES_START + 61) // unused
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#define ANIM_TAG_SPINNING_GREEN_ORBS (ANIM_SPRITES_START + 62) // unused
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#define ANIM_TAG_LEAF (ANIM_SPRITES_START + 63)
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#define ANIM_TAG_FINGER (ANIM_SPRITES_START + 64)
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#define ANIM_TAG_POISON_POWDER (ANIM_SPRITES_START + 65)
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#define ANIM_TAG_BROWN_TRIANGLE (ANIM_SPRITES_START + 66) // unused
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#define ANIM_TAG_SLEEP_POWDER (ANIM_SPRITES_START + 67)
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#define ANIM_TAG_STUN_SPORE (ANIM_SPRITES_START + 68)
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#define ANIM_TAG_POWDER (ANIM_SPRITES_START + 69) // unused
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#define ANIM_TAG_SPARKLE_3 (ANIM_SPRITES_START + 70)
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#define ANIM_TAG_SPARKLE_4 (ANIM_SPRITES_START + 71)
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#define ANIM_TAG_MUSIC_NOTES (ANIM_SPRITES_START + 72)
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#define ANIM_TAG_DUCK (ANIM_SPRITES_START + 73)
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#define ANIM_TAG_MUD_SAND (ANIM_SPRITES_START + 74)
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#define ANIM_TAG_ALERT (ANIM_SPRITES_START + 75)
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#define ANIM_TAG_BLUE_FLAMES (ANIM_SPRITES_START + 76) // unused
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#define ANIM_TAG_BLUE_FLAMES_2 (ANIM_SPRITES_START + 77) // unused
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#define ANIM_TAG_SHOCK_4 (ANIM_SPRITES_START + 78) // unused
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#define ANIM_TAG_SHOCK (ANIM_SPRITES_START + 79)
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#define ANIM_TAG_BELL_2 (ANIM_SPRITES_START + 80) // unused
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#define ANIM_TAG_PINK_GLOVE (ANIM_SPRITES_START + 81) // unused
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#define ANIM_TAG_BLUE_LINES (ANIM_SPRITES_START + 82) // unused
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#define ANIM_TAG_IMPACT_3 (ANIM_SPRITES_START + 83) // unused
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#define ANIM_TAG_IMPACT_2 (ANIM_SPRITES_START + 84) // unused
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#define ANIM_TAG_RETICLE (ANIM_SPRITES_START + 85) // unused
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#define ANIM_TAG_BREATH (ANIM_SPRITES_START + 86)
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#define ANIM_TAG_ANGER (ANIM_SPRITES_START + 87)
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#define ANIM_TAG_SNOWBALL (ANIM_SPRITES_START + 88) // unused
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#define ANIM_TAG_VINE (ANIM_SPRITES_START + 89) // unused
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#define ANIM_TAG_SWORD_2 (ANIM_SPRITES_START + 90) // unused
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#define ANIM_TAG_CLAPPING (ANIM_SPRITES_START + 91) // unused
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#define ANIM_TAG_RED_TUBE (ANIM_SPRITES_START + 92) // unused
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#define ANIM_TAG_AMNESIA (ANIM_SPRITES_START + 93)
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#define ANIM_TAG_STRING_2 (ANIM_SPRITES_START + 94) // unused
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#define ANIM_TAG_PENCIL_2 (ANIM_SPRITES_START + 95) // unused
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#define ANIM_TAG_PETAL (ANIM_SPRITES_START + 96) // unused
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#define ANIM_TAG_BENT_SPOON (ANIM_SPRITES_START + 97)
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#define ANIM_TAG_WEB (ANIM_SPRITES_START + 98) // unused
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#define ANIM_TAG_MILK_BOTTLE (ANIM_SPRITES_START + 99)
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#define ANIM_TAG_COIN (ANIM_SPRITES_START + 100)
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#define ANIM_TAG_CRACKED_EGG (ANIM_SPRITES_START + 101) // unused
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#define ANIM_TAG_HATCHED_EGG (ANIM_SPRITES_START + 102) // unused
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#define ANIM_TAG_FRESH_EGG (ANIM_SPRITES_START + 103) // unused
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#define ANIM_TAG_FANGS (ANIM_SPRITES_START + 104) // unused
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#define ANIM_TAG_EXPLOSION_2 (ANIM_SPRITES_START + 105) // unused
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#define ANIM_TAG_EXPLOSION_3 (ANIM_SPRITES_START + 106) // unused
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#define ANIM_TAG_WATER_DROPLET (ANIM_SPRITES_START + 107) // unused
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#define ANIM_TAG_WATER_DROPLET_2 (ANIM_SPRITES_START + 108) // unused
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#define ANIM_TAG_SEED_2 (ANIM_SPRITES_START + 109) // unused
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#define ANIM_TAG_SPROUT (ANIM_SPRITES_START + 110) // unused
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#define ANIM_TAG_RED_WAND (ANIM_SPRITES_START + 111) // unused
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#define ANIM_TAG_PURPLE_GREEN_UNK (ANIM_SPRITES_START + 112) // unused
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#define ANIM_TAG_WATER_COLUMN (ANIM_SPRITES_START + 113) // unused
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#define ANIM_TAG_MUD_UNK (ANIM_SPRITES_START + 114) // unused
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#define ANIM_TAG_RAIN_DROPS (ANIM_SPRITES_START + 115)
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#define ANIM_TAG_FURY_SWIPES (ANIM_SPRITES_START + 116) // unused
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#define ANIM_TAG_VINE_2 (ANIM_SPRITES_START + 117) // unused
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#define ANIM_TAG_TEETH (ANIM_SPRITES_START + 118) // unused
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#define ANIM_TAG_BONE_2 (ANIM_SPRITES_START + 119) // unused
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#define ANIM_TAG_WHITE_BAG (ANIM_SPRITES_START + 120) // unused
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#define ANIM_TAG_UNKNOWN (ANIM_SPRITES_START + 121) // unused
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#define ANIM_TAG_PURPLE_CORAL (ANIM_SPRITES_START + 122) // unused
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#define ANIM_TAG_PURPLE_DROPLET (ANIM_SPRITES_START + 123) // unused
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#define ANIM_TAG_SHOCK_2 (ANIM_SPRITES_START + 124) // unused
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#define ANIM_TAG_CLOSING_EYE_2 (ANIM_SPRITES_START + 125) // unused
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#define ANIM_TAG_METAL_BALL (ANIM_SPRITES_START + 126) // unused
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#define ANIM_TAG_MONSTER_DOLL (ANIM_SPRITES_START + 127) // unused
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#define ANIM_TAG_WHIRLWIND (ANIM_SPRITES_START + 128) // unused
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#define ANIM_TAG_WHIRLWIND_2 (ANIM_SPRITES_START + 129) // unused
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#define ANIM_TAG_EXPLOSION_4 (ANIM_SPRITES_START + 130) // unused
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#define ANIM_TAG_EXPLOSION_5 (ANIM_SPRITES_START + 131) // unused
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#define ANIM_TAG_TONGUE (ANIM_SPRITES_START + 132) // unused
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#define ANIM_TAG_SMOKE (ANIM_SPRITES_START + 133) // unused
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#define ANIM_TAG_SMOKE_2 (ANIM_SPRITES_START + 134) // unused
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#define ANIM_TAG_IMPACT (ANIM_SPRITES_START + 135)
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#define ANIM_TAG_CIRCLE_IMPACT (ANIM_SPRITES_START + 136)
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#define ANIM_TAG_SCRATCH (ANIM_SPRITES_START + 137)
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#define ANIM_TAG_CUT (ANIM_SPRITES_START + 138)
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#define ANIM_TAG_SHARP_TEETH (ANIM_SPRITES_START + 139)
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#define ANIM_TAG_RAINBOW_RINGS (ANIM_SPRITES_START + 140)
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#define ANIM_TAG_ICE_CRYSTALS (ANIM_SPRITES_START + 141)
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#define ANIM_TAG_ICE_SPIKES (ANIM_SPRITES_START + 142)
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#define ANIM_TAG_HANDS_AND_FEET (ANIM_SPRITES_START + 143)
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#define ANIM_TAG_MIST_CLOUD (ANIM_SPRITES_START + 144)
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#define ANIM_TAG_CLAMP (ANIM_SPRITES_START + 145)
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#define ANIM_TAG_BUBBLE (ANIM_SPRITES_START + 146)
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#define ANIM_TAG_ORBS (ANIM_SPRITES_START + 147)
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#define ANIM_TAG_WATER_IMPACT (ANIM_SPRITES_START + 148)
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#define ANIM_TAG_WATER_ORB (ANIM_SPRITES_START + 149)
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#define ANIM_TAG_POISON_BUBBLE (ANIM_SPRITES_START + 150)
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#define ANIM_TAG_TOXIC_BUBBLE (ANIM_SPRITES_START + 151)
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#define ANIM_TAG_SPIKES (ANIM_SPRITES_START + 152)
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#define ANIM_TAG_HORN_HIT_2 (ANIM_SPRITES_START + 153)
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#define ANIM_TAG_AIR_WAVE_2 (ANIM_SPRITES_START + 154)
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#define ANIM_TAG_SMALL_BUBBLES (ANIM_SPRITES_START + 155)
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#define ANIM_TAG_ROUND_SHADOW (ANIM_SPRITES_START + 156)
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#define ANIM_TAG_SUNLIGHT (ANIM_SPRITES_START + 157)
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#define ANIM_TAG_SPORE (ANIM_SPRITES_START + 158)
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#define ANIM_TAG_FLOWER (ANIM_SPRITES_START + 159)
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#define ANIM_TAG_RAZOR_LEAF (ANIM_SPRITES_START + 160)
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#define ANIM_TAG_NEEDLE (ANIM_SPRITES_START + 161)
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#define ANIM_TAG_WHIRLWIND_LINES (ANIM_SPRITES_START + 162)
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#define ANIM_TAG_GOLD_RING (ANIM_SPRITES_START + 163)
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#define ANIM_TAG_PURPLE_RING (ANIM_SPRITES_START + 164)
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#define ANIM_TAG_BLUE_RING (ANIM_SPRITES_START + 165)
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#define ANIM_TAG_GREEN_LIGHT_WALL (ANIM_SPRITES_START + 166)
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#define ANIM_TAG_BLUE_LIGHT_WALL (ANIM_SPRITES_START + 167)
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#define ANIM_TAG_RED_LIGHT_WALL (ANIM_SPRITES_START + 168)
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#define ANIM_TAG_GRAY_LIGHT_WALL (ANIM_SPRITES_START + 169)
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#define ANIM_TAG_ORANGE_LIGHT_WALL (ANIM_SPRITES_START + 170)
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#define ANIM_TAG_BLACK_BALL_2 (ANIM_SPRITES_START + 171)
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#define ANIM_TAG_PURPLE_GAS_CLOUD (ANIM_SPRITES_START + 172)
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#define ANIM_TAG_SPARK_H (ANIM_SPRITES_START + 173)
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#define ANIM_TAG_YELLOW_STAR (ANIM_SPRITES_START + 174)
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#define ANIM_TAG_LARGE_FRESH_EGG (ANIM_SPRITES_START + 175)
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#define ANIM_TAG_SHADOW_BALL (ANIM_SPRITES_START + 176)
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#define ANIM_TAG_LICK (ANIM_SPRITES_START + 177)
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#define ANIM_TAG_VOID_LINES (ANIM_SPRITES_START + 178)
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#define ANIM_TAG_STRING (ANIM_SPRITES_START + 179)
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#define ANIM_TAG_WEB_THREAD (ANIM_SPRITES_START + 180)
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#define ANIM_TAG_SPIDER_WEB (ANIM_SPRITES_START + 181)
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#define ANIM_TAG_LIGHTBULB (ANIM_SPRITES_START + 182) // unused
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#define ANIM_TAG_SLASH (ANIM_SPRITES_START + 183)
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#define ANIM_TAG_FOCUS_ENERGY (ANIM_SPRITES_START + 184)
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#define ANIM_TAG_SPHERE_TO_CUBE (ANIM_SPRITES_START + 185)
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#define ANIM_TAG_TENDRILS (ANIM_SPRITES_START + 186)
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#define ANIM_TAG_EYE (ANIM_SPRITES_START + 187)
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#define ANIM_TAG_WHITE_SHADOW (ANIM_SPRITES_START + 188)
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#define ANIM_TAG_TEAL_ALERT (ANIM_SPRITES_START + 189)
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#define ANIM_TAG_OPENING_EYE (ANIM_SPRITES_START + 190)
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#define ANIM_TAG_ROUND_WHITE_HALO (ANIM_SPRITES_START + 191)
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#define ANIM_TAG_FANG_ATTACK (ANIM_SPRITES_START + 192)
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#define ANIM_TAG_PURPLE_HAND_OUTLINE (ANIM_SPRITES_START + 193)
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#define ANIM_TAG_MOON (ANIM_SPRITES_START + 194)
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#define ANIM_TAG_GREEN_SPARKLE (ANIM_SPRITES_START + 195)
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#define ANIM_TAG_SPIRAL (ANIM_SPRITES_START + 196)
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#define ANIM_TAG_SNORE_Z (ANIM_SPRITES_START + 197)
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#define ANIM_TAG_EXPLOSION (ANIM_SPRITES_START + 198)
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#define ANIM_TAG_NAIL (ANIM_SPRITES_START + 199)
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#define ANIM_TAG_GHOSTLY_SPIRIT (ANIM_SPRITES_START + 200)
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#define ANIM_TAG_WARM_ROCK (ANIM_SPRITES_START + 201)
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#define ANIM_TAG_BREAKING_EGG (ANIM_SPRITES_START + 202)
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#define ANIM_TAG_THIN_RING (ANIM_SPRITES_START + 203)
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#define ANIM_TAG_PUNCH_IMPACT (ANIM_SPRITES_START + 204) // unused
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#define ANIM_TAG_BELL (ANIM_SPRITES_START + 205)
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#define ANIM_TAG_MUSIC_NOTES_2 (ANIM_SPRITES_START + 206)
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#define ANIM_TAG_SPEED_DUST (ANIM_SPRITES_START + 207)
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#define ANIM_TAG_TORN_METAL (ANIM_SPRITES_START + 208)
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#define ANIM_TAG_THOUGHT_BUBBLE (ANIM_SPRITES_START + 209)
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#define ANIM_TAG_MAGENTA_HEART (ANIM_SPRITES_START + 210)
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#define ANIM_TAG_ELECTRIC_ORBS (ANIM_SPRITES_START + 211)
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#define ANIM_TAG_CIRCLE_OF_LIGHT (ANIM_SPRITES_START + 212)
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#define ANIM_TAG_ELECTRICITY (ANIM_SPRITES_START + 213)
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#define ANIM_TAG_FINGER_2 (ANIM_SPRITES_START + 214)
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#define ANIM_TAG_MOVEMENT_WAVES (ANIM_SPRITES_START + 215)
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#define ANIM_TAG_RED_HEART (ANIM_SPRITES_START + 216)
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#define ANIM_TAG_RED_ORB (ANIM_SPRITES_START + 217)
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#define ANIM_TAG_EYE_SPARKLE (ANIM_SPRITES_START + 218)
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#define ANIM_TAG_PINK_HEART (ANIM_SPRITES_START + 219)
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#define ANIM_TAG_ANGEL (ANIM_SPRITES_START + 220)
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#define ANIM_TAG_DEVIL (ANIM_SPRITES_START + 221)
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#define ANIM_TAG_SWIPE (ANIM_SPRITES_START + 222)
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#define ANIM_TAG_ROOTS (ANIM_SPRITES_START + 223)
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#define ANIM_TAG_ITEM_BAG (ANIM_SPRITES_START + 224)
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#define ANIM_TAG_JAGGED_MUSIC_NOTE (ANIM_SPRITES_START + 225)
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#define ANIM_TAG_POKEBALL (ANIM_SPRITES_START + 226)
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#define ANIM_TAG_SPOTLIGHT (ANIM_SPRITES_START + 227)
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#define ANIM_TAG_LETTER_Z (ANIM_SPRITES_START + 228)
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#define ANIM_TAG_RAPID_SPIN (ANIM_SPRITES_START + 229)
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#define ANIM_TAG_TRI_ATTACK_TRIANGLE (ANIM_SPRITES_START + 230)
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#define ANIM_TAG_WISP_ORB (ANIM_SPRITES_START + 231)
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#define ANIM_TAG_WISP_FIRE (ANIM_SPRITES_START + 232)
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#define ANIM_TAG_GOLD_STARS (ANIM_SPRITES_START + 233)
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#define ANIM_TAG_ECLIPSING_ORB (ANIM_SPRITES_START + 234)
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#define ANIM_TAG_GRAY_ORB (ANIM_SPRITES_START + 235)
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#define ANIM_TAG_BLUE_ORB (ANIM_SPRITES_START + 236)
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#define ANIM_TAG_RED_ORB_2 (ANIM_SPRITES_START + 237)
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#define ANIM_TAG_PINK_PETAL (ANIM_SPRITES_START + 238)
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#define ANIM_TAG_PAIN_SPLIT (ANIM_SPRITES_START + 239)
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#define ANIM_TAG_CONFETTI (ANIM_SPRITES_START + 240)
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#define ANIM_TAG_GREEN_STAR (ANIM_SPRITES_START + 241)
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#define ANIM_TAG_PINK_CLOUD (ANIM_SPRITES_START + 242)
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#define ANIM_TAG_SWEAT_DROP (ANIM_SPRITES_START + 243)
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#define ANIM_TAG_GUARD_RING (ANIM_SPRITES_START + 244)
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#define ANIM_TAG_PURPLE_SCRATCH (ANIM_SPRITES_START + 245)
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#define ANIM_TAG_PURPLE_SWIPE (ANIM_SPRITES_START + 246)
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#define ANIM_TAG_TAG_HAND (ANIM_SPRITES_START + 247)
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#define ANIM_TAG_SMALL_RED_EYE (ANIM_SPRITES_START + 248)
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#define ANIM_TAG_HOLLOW_ORB (ANIM_SPRITES_START + 249)
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#define ANIM_TAG_X_SIGN (ANIM_SPRITES_START + 250)
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#define ANIM_TAG_BLUEGREEN_ORB (ANIM_SPRITES_START + 251)
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#define ANIM_TAG_PAW_PRINT (ANIM_SPRITES_START + 252)
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#define ANIM_TAG_PURPLE_FLAME (ANIM_SPRITES_START + 253)
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#define ANIM_TAG_RED_BALL (ANIM_SPRITES_START + 254)
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#define ANIM_TAG_SMELLINGSALT_EFFECT (ANIM_SPRITES_START + 255)
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#define ANIM_TAG_METEOR (ANIM_SPRITES_START + 256)
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#define ANIM_TAG_FLAT_ROCK (ANIM_SPRITES_START + 257)
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#define ANIM_TAG_MAGNIFYING_GLASS (ANIM_SPRITES_START + 258)
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#define ANIM_TAG_BROWN_ORB (ANIM_SPRITES_START + 259)
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#define ANIM_TAG_METAL_SOUND_WAVES (ANIM_SPRITES_START + 260)
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#define ANIM_TAG_FLYING_DIRT (ANIM_SPRITES_START + 261)
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#define ANIM_TAG_ICICLE_SPEAR (ANIM_SPRITES_START + 262)
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#define ANIM_TAG_HAIL (ANIM_SPRITES_START + 263)
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#define ANIM_TAG_GLOWY_RED_ORB (ANIM_SPRITES_START + 264)
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#define ANIM_TAG_GLOWY_GREEN_ORB (ANIM_SPRITES_START + 265)
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#define ANIM_TAG_GREEN_SPIKE (ANIM_SPRITES_START + 266)
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#define ANIM_TAG_WHITE_CIRCLE_OF_LIGHT (ANIM_SPRITES_START + 267)
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#define ANIM_TAG_GLOWY_BLUE_ORB (ANIM_SPRITES_START + 268)
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#define ANIM_TAG_POKEBLOCK (ANIM_SPRITES_START + 269)
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#define ANIM_TAG_WHITE_FEATHER (ANIM_SPRITES_START + 270)
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#define ANIM_TAG_SPARKLE_6 (ANIM_SPRITES_START + 271)
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#define ANIM_TAG_SPLASH (ANIM_SPRITES_START + 272)
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#define ANIM_TAG_SWEAT_BEAD (ANIM_SPRITES_START + 273)
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#define ANIM_TAG_GEM_1 (ANIM_SPRITES_START + 274) // unused
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#define ANIM_TAG_GEM_2 (ANIM_SPRITES_START + 275) // unused
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#define ANIM_TAG_GEM_3 (ANIM_SPRITES_START + 276) // unused
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#define ANIM_TAG_SLAM_HIT_2 (ANIM_SPRITES_START + 277)
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#define ANIM_TAG_RECYCLE (ANIM_SPRITES_START + 278)
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#define ANIM_TAG_RED_PARTICLES (ANIM_SPRITES_START + 279) // unused
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#define ANIM_TAG_PROTECT (ANIM_SPRITES_START + 280)
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#define ANIM_TAG_DIRT_MOUND (ANIM_SPRITES_START + 281)
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#define ANIM_TAG_SHOCK_3 (ANIM_SPRITES_START + 282)
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#define ANIM_TAG_WEATHER_BALL (ANIM_SPRITES_START + 283)
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#define ANIM_TAG_BIRD (ANIM_SPRITES_START + 284)
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#define ANIM_TAG_CROSS_IMPACT (ANIM_SPRITES_START + 285)
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#define ANIM_TAG_SLASH_2 (ANIM_SPRITES_START + 286)
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#define ANIM_TAG_WHIP_HIT (ANIM_SPRITES_START + 287)
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#define ANIM_TAG_BLUE_RING_2 (ANIM_SPRITES_START + 288)
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// battlers
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#define ANIM_ATTACKER 0
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#define ANIM_TARGET 1
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#define ANIM_ATK_PARTNER 2
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#define ANIM_DEF_PARTNER 3
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// Below are used by AnimTask_ShakeMon2 and AnimTask_SetGrayscaleOrOriginalPal
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#define ANIM_PLAYER_LEFT (MAX_BATTLERS_COUNT + 0)
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#define ANIM_PLAYER_RIGHT (MAX_BATTLERS_COUNT + 1)
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#define ANIM_OPPONENT_LEFT (MAX_BATTLERS_COUNT + 2)
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#define ANIM_OPPONENT_RIGHT (MAX_BATTLERS_COUNT + 3)
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#define ANIM_ATTACKER_FORCE (MAX_BATTLERS_COUNT + 4)
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|
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// stereo panning constants [0-255]
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//
|
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// 0
|
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// . .
|
|
// . .
|
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// 192 . . 63
|
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// . .
|
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// . .
|
|
// . .
|
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// 127
|
|
//
|
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#define SOUND_PAN_ATTACKER -64
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#define SOUND_PAN_TARGET 63
|
|
|
|
// move background ids
|
|
#define BG_NONE 0 // the same as BG_DARK but is unused
|
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#define BG_DARK 1
|
|
#define BG_GHOST 2
|
|
#define BG_PSYCHIC 3
|
|
#define BG_IMPACT_OPPONENT 4
|
|
#define BG_IMPACT_PLAYER 5
|
|
#define BG_IMPACT_CONTESTS 6
|
|
#define BG_DRILL 7
|
|
#define BG_DRILL_CONTESTS 8
|
|
#define BG_HIGHSPEED_OPPONENT 9
|
|
#define BG_HIGHSPEED_PLAYER 10
|
|
#define BG_THUNDER 11
|
|
#define BG_GUILLOTINE_OPPONENT 12
|
|
#define BG_GUILLOTINE_PLAYER 13
|
|
#define BG_GUILLOTINE_CONTESTS 14
|
|
#define BG_ICE 15
|
|
#define BG_COSMIC 16
|
|
#define BG_IN_AIR 17
|
|
#define BG_SKY 18
|
|
#define BG_SKY_CONTESTS 19
|
|
#define BG_AURORA 20
|
|
#define BG_FISSURE 21
|
|
#define BG_BUG_OPPONENT 22
|
|
#define BG_BUG_PLAYER 23
|
|
#define BG_SOLAR_BEAM_OPPONENT 24
|
|
#define BG_SOLAR_BEAM_PLAYER 25
|
|
#define BG_SOLAR_BEAM_CONTESTS 26
|
|
|
|
// table ids for general animations (gBattleAnims_General)
|
|
#define B_ANIM_CASTFORM_CHANGE 0
|
|
#define B_ANIM_STATS_CHANGE 1
|
|
#define B_ANIM_SUBSTITUTE_FADE 2
|
|
#define B_ANIM_SUBSTITUTE_APPEAR 3
|
|
#define B_ANIM_POKEBLOCK_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_FOCUS_BAND 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
|
|
|
|
// special animations table (gBattleAnims_Special)
|
|
#define B_ANIM_LVL_UP 0
|
|
#define B_ANIM_SWITCH_OUT_PLAYER_MON 1
|
|
#define B_ANIM_SWITCH_OUT_OPPONENT_MON 2
|
|
#define B_ANIM_BALL_THROW 3
|
|
#define B_ANIM_BALL_THROW_WITH_TRAINER 4
|
|
#define B_ANIM_SUBSTITUTE_TO_MON 5
|
|
#define B_ANIM_MON_TO_SUBSTITUTE 6
|
|
|
|
// status animation table (gBattleAnims_StatusConditions)
|
|
#define B_ANIM_STATUS_PSN 0
|
|
#define B_ANIM_STATUS_CONFUSION 1
|
|
#define B_ANIM_STATUS_BRN 2
|
|
#define B_ANIM_STATUS_INFATUATION 3
|
|
#define B_ANIM_STATUS_SLP 4
|
|
#define B_ANIM_STATUS_PRZ 5
|
|
#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
|
|
|
|
// Tasks with return values often assign them to gBattleAnimArgs[7].
|
|
#define ARG_RET_ID 7
|
|
|
|
// For createsprite macro to use internally
|
|
#define ANIMSPRITE_IS_TARGET (1 << 7)
|
|
|
|
// Trapping Wrap-like moves end turn animation.
|
|
#define TRAP_ANIM_BIND 0
|
|
#define TRAP_ANIM_WRAP 0
|
|
#define TRAP_ANIM_FIRE_SPIN 1
|
|
#define TRAP_ANIM_WHIRLPOOL 2
|
|
#define TRAP_ANIM_CLAMP 3
|
|
#define TRAP_ANIM_SAND_TOMB 4
|
|
|
|
// Weather defines for battle animation scripts.
|
|
#define ANIM_WEATHER_NONE 0
|
|
#define ANIM_WEATHER_SUN 1
|
|
#define ANIM_WEATHER_RAIN 2
|
|
#define ANIM_WEATHER_SANDSTORM 3
|
|
#define ANIM_WEATHER_HAIL 4
|
|
|
|
// Flags given to various functions to indicate which palettes to consider.
|
|
// Handled by UnpackSelectedBattlePalettes
|
|
#define F_PAL_BG (1 << 0)
|
|
#define F_PAL_ATTACKER (1 << 1)
|
|
#define F_PAL_TARGET (1 << 2)
|
|
#define F_PAL_ATK_PARTNER (1 << 3)
|
|
#define F_PAL_DEF_PARTNER (1 << 4)
|
|
#define F_PAL_ANIM_1 (1 << 5) // Palette set for GetBattleAnimBg1Data/GetBgDataForTransform. Only used (ineffectually?) by Aromatherapy.
|
|
#define F_PAL_ANIM_2 (1 << 6) // Palette set for GetBattleAnimBgData/GetBgDataForTransform. Unused.
|
|
#define F_PAL_ATK_SIDE (F_PAL_ATTACKER | F_PAL_ATK_PARTNER)
|
|
#define F_PAL_DEF_SIDE (F_PAL_TARGET | F_PAL_DEF_PARTNER)
|
|
#define F_PAL_BATTLERS (F_PAL_ATK_SIDE | F_PAL_DEF_SIDE)
|
|
// The below are only used by AnimTask_BlendBattleAnimPal to get battler sprite palettes by position rather than by role.
|
|
// It's redundant with F_PAL_BATTLERS, because they're only ever used together to refer to all the battlers at once.
|
|
#define F_PAL_BATTLERS_2 (1 << 7 | 1 << 8 | 1 << 9 | 1 << 10)
|
|
|
|
|
|
#endif // GUARD_CONSTANTS_BATTLE_ANIM_H
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