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https://github.com/Ninjdai1/pokeemerald.git
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Snap Trap placeholder anims
Set up animation data for Snap Trap so it can be easily replaced with a proper animation later.
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@ -13601,8 +13601,8 @@ Move_DRUM_BEATING::
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blendoff
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end
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Move_SNAP_TRAP::
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end @ to do:
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Move_SNAP_TRAP:: @ placeholder
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goto Move_BITE
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Move_PYRO_BALL::
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loadspritegfx ANIM_TAG_FLAT_ROCK
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@ -24209,6 +24209,7 @@ General_TurnTrap:
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jumpargeq 0, TRAP_ANIM_SAND_TOMB, Status_SandTomb
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jumpargeq 0, TRAP_ANIM_MAGMA_STORM, Status_MagmaStorm
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jumpargeq 0, TRAP_ANIM_INFESTATION, Status_Infestation
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jumpargeq 0, TRAP_ANIM_SNAP_TRAP, Status_Snap_Trap
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goto Status_BindWrap
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Status_BindWrap:
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loadspritegfx ANIM_TAG_TENDRILS
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@ -24295,6 +24296,9 @@ Status_Clamp:
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waitforvisualfinish
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end
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Status_Snap_Trap: @ placeholder
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goto Move_BITE
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Status_SandTomb:
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loadspritegfx ANIM_TAG_MUD_SAND
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createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 0, 4, 2, 0, 7, RGB(19, 17, 0)
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@ -569,6 +569,7 @@
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#define TRAP_ANIM_SAND_TOMB 4
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#define TRAP_ANIM_MAGMA_STORM 5
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#define TRAP_ANIM_INFESTATION 6
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#define TRAP_ANIM_SNAP_TRAP 7
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// Weather defines for battle animation scripts.
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#define ANIM_WEATHER_NONE 0
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@ -2500,6 +2500,8 @@ void AnimTask_GetTrappedMoveAnimId(u8 taskId)
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gBattleAnimArgs[0] = TRAP_ANIM_MAGMA_STORM;
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else if (gBattleSpritesDataPtr->animationData->animArg == MOVE_INFESTATION)
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gBattleAnimArgs[0] = TRAP_ANIM_INFESTATION;
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else if (gBattleSpritesDataPtr->animationData->animArg == MOVE_SNAP_TRAP)
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gBattleAnimArgs[0] = TRAP_ANIM_SNAP_TRAP;
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else
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gBattleAnimArgs[0] = TRAP_ANIM_BIND;
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