Snap Trap placeholder anims

Set up animation data for Snap Trap so it can be easily replaced with a proper animation later.
This commit is contained in:
BuffelSaft 2021-11-23 11:05:36 +13:00
parent ff60882b29
commit 6b8f86c276
3 changed files with 9 additions and 2 deletions

View File

@ -13601,8 +13601,8 @@ Move_DRUM_BEATING::
blendoff blendoff
end end
Move_SNAP_TRAP:: Move_SNAP_TRAP:: @ placeholder
end @ to do: goto Move_BITE
Move_PYRO_BALL:: Move_PYRO_BALL::
loadspritegfx ANIM_TAG_FLAT_ROCK loadspritegfx ANIM_TAG_FLAT_ROCK
@ -24209,6 +24209,7 @@ General_TurnTrap:
jumpargeq 0, TRAP_ANIM_SAND_TOMB, Status_SandTomb jumpargeq 0, TRAP_ANIM_SAND_TOMB, Status_SandTomb
jumpargeq 0, TRAP_ANIM_MAGMA_STORM, Status_MagmaStorm jumpargeq 0, TRAP_ANIM_MAGMA_STORM, Status_MagmaStorm
jumpargeq 0, TRAP_ANIM_INFESTATION, Status_Infestation jumpargeq 0, TRAP_ANIM_INFESTATION, Status_Infestation
jumpargeq 0, TRAP_ANIM_SNAP_TRAP, Status_Snap_Trap
goto Status_BindWrap goto Status_BindWrap
Status_BindWrap: Status_BindWrap:
loadspritegfx ANIM_TAG_TENDRILS loadspritegfx ANIM_TAG_TENDRILS
@ -24295,6 +24296,9 @@ Status_Clamp:
waitforvisualfinish waitforvisualfinish
end end
Status_Snap_Trap: @ placeholder
goto Move_BITE
Status_SandTomb: Status_SandTomb:
loadspritegfx ANIM_TAG_MUD_SAND loadspritegfx ANIM_TAG_MUD_SAND
createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 0, 4, 2, 0, 7, RGB(19, 17, 0) createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 0, 4, 2, 0, 7, RGB(19, 17, 0)

View File

@ -569,6 +569,7 @@
#define TRAP_ANIM_SAND_TOMB 4 #define TRAP_ANIM_SAND_TOMB 4
#define TRAP_ANIM_MAGMA_STORM 5 #define TRAP_ANIM_MAGMA_STORM 5
#define TRAP_ANIM_INFESTATION 6 #define TRAP_ANIM_INFESTATION 6
#define TRAP_ANIM_SNAP_TRAP 7
// Weather defines for battle animation scripts. // Weather defines for battle animation scripts.
#define ANIM_WEATHER_NONE 0 #define ANIM_WEATHER_NONE 0

View File

@ -2500,6 +2500,8 @@ void AnimTask_GetTrappedMoveAnimId(u8 taskId)
gBattleAnimArgs[0] = TRAP_ANIM_MAGMA_STORM; gBattleAnimArgs[0] = TRAP_ANIM_MAGMA_STORM;
else if (gBattleSpritesDataPtr->animationData->animArg == MOVE_INFESTATION) else if (gBattleSpritesDataPtr->animationData->animArg == MOVE_INFESTATION)
gBattleAnimArgs[0] = TRAP_ANIM_INFESTATION; gBattleAnimArgs[0] = TRAP_ANIM_INFESTATION;
else if (gBattleSpritesDataPtr->animationData->animArg == MOVE_SNAP_TRAP)
gBattleAnimArgs[0] = TRAP_ANIM_SNAP_TRAP;
else else
gBattleAnimArgs[0] = TRAP_ANIM_BIND; gBattleAnimArgs[0] = TRAP_ANIM_BIND;