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https://github.com/Ninjdai1/pokeemerald.git
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infestation between turn anim
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commit
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@ -23929,6 +23929,7 @@ General_TurnTrap:
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jumpargeq 0, TRAP_ANIM_WHIRLPOOL, Status_Whirlpool
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jumpargeq 0, TRAP_ANIM_WHIRLPOOL, Status_Whirlpool
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jumpargeq 0, TRAP_ANIM_CLAMP, Status_Clamp
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jumpargeq 0, TRAP_ANIM_CLAMP, Status_Clamp
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jumpargeq 0, TRAP_ANIM_SAND_TOMB, Status_SandTomb
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jumpargeq 0, TRAP_ANIM_SAND_TOMB, Status_SandTomb
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jumpargeq 0, TRAP_ANIM_INFESTATION, Status_Infestation
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goto Status_BindWrap
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goto Status_BindWrap
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Status_BindWrap:
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Status_BindWrap:
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loadspritegfx ANIM_TAG_TENDRILS
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loadspritegfx ANIM_TAG_TENDRILS
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@ -24002,6 +24003,25 @@ Status_SandTomb:
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stopsound
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stopsound
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end
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end
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Status_Infestation:
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loadspritegfx ANIM_TAG_HANDS_AND_FEET @black color
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loadspritegfx ANIM_TAG_SMALL_BUBBLES @circle particles
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monbg ANIM_DEF_PARTNER
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monbgprio_28 ANIM_TARGET
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createvisualtask AnimTask_BlendBattleAnimPal, 10, ANIM_PAL_DEF, 0x2, 0x0, 0x9, 0x7320
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launchtask AnimTask_ShakeMon 0x2 0x5 ANIM_TARGET 0x3 0x0 0x4f 0x1
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loopsewithpan SE_M_CHARGE, SOUND_PAN_ATTACKER, 0x0, 0x4F
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call InfestationVortex
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call InfestationVortex
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call InfestationVortex
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call InfestationVortex
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call InfestationVortex
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waitforvisualfinish
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launchtask AnimTask_BlendBattleAnimPal 0xA 0x5 ANIM_PAL_DEF 0x2 0x9 0x0 0x7320
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waitforvisualfinish
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clearmonbg ANIM_DEF_PARTNER
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end
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General_HeldItemEffect:
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General_HeldItemEffect:
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loadspritegfx ANIM_TAG_THIN_RING
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loadspritegfx ANIM_TAG_THIN_RING
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loadspritegfx ANIM_TAG_SPARKLE_2
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loadspritegfx ANIM_TAG_SPARKLE_2
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@ -558,6 +558,7 @@
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#define TRAP_ANIM_WHIRLPOOL 2
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#define TRAP_ANIM_WHIRLPOOL 2
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#define TRAP_ANIM_CLAMP 3
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#define TRAP_ANIM_CLAMP 3
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#define TRAP_ANIM_SAND_TOMB 4
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#define TRAP_ANIM_SAND_TOMB 4
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#define TRAP_ANIM_INFESTATION 5
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// Weather defines for battle animation scripts.
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// Weather defines for battle animation scripts.
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#define ANIM_WEATHER_NONE 0
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#define ANIM_WEATHER_NONE 0
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@ -2494,6 +2494,8 @@ void AnimTask_GetTrappedMoveAnimId(u8 taskId)
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gBattleAnimArgs[0] = TRAP_ANIM_CLAMP;
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gBattleAnimArgs[0] = TRAP_ANIM_CLAMP;
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else if (gBattleSpritesDataPtr->animationData->animArg == MOVE_SAND_TOMB)
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else if (gBattleSpritesDataPtr->animationData->animArg == MOVE_SAND_TOMB)
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gBattleAnimArgs[0] = TRAP_ANIM_SAND_TOMB;
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gBattleAnimArgs[0] = TRAP_ANIM_SAND_TOMB;
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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
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else
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gBattleAnimArgs[0] = TRAP_ANIM_BIND;
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gBattleAnimArgs[0] = TRAP_ANIM_BIND;
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