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https://github.com/Ninjdai1/pokeemerald.git
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fix aqua ring heal anim
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@ -827,6 +827,7 @@ gBattleAnims_General::
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.4byte General_GulpMissile @ B_ANIM_GULP_MISSILE
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.4byte General_GulpMissile @ B_ANIM_GULP_MISSILE
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.4byte General_StrongWinds @ B_ANIM_STRONG_WINDS
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.4byte General_StrongWinds @ B_ANIM_STRONG_WINDS
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.4byte General_PrimalReversion @ B_ANIM_PRIMAL_REVERSION
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.4byte General_PrimalReversion @ B_ANIM_PRIMAL_REVERSION
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.4byte General_AquaRingHeal @ B_ANIM_AQUA_RING_HEAL
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.align 2
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.align 2
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gBattleAnims_Special::
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gBattleAnims_Special::
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@ -1707,10 +1708,12 @@ Move_HEART_SWAP:
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end
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end
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Move_AQUA_RING:
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Move_AQUA_RING:
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General_AquaRingHeal:
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loadspritegfx ANIM_TAG_BLUE_STAR
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loadspritegfx ANIM_TAG_BLUE_STAR
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loadspritegfx ANIM_TAG_SMALL_BUBBLES
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loadspritegfx ANIM_TAG_SMALL_BUBBLES
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loadspritegfx ANIM_TAG_ICE_CRYSTALS
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loadspritegfx ANIM_TAG_ICE_CRYSTALS
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loadspritegfx ANIM_TAG_GUARD_RING
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loadspritegfx ANIM_TAG_GUARD_RING
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createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_GUARD_RING, 0, 14, 14, RGB_BLUE
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monbg ANIM_ATK_PARTNER
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monbg ANIM_ATK_PARTNER
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setalpha 12, 8
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setalpha 12, 8
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createvisualtask AnimTask_ShakeMon, 5, ANIM_ATTACKER, 0, 2, 23, 1
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createvisualtask AnimTask_ShakeMon, 5, ANIM_ATTACKER, 0, 2, 23, 1
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@ -1751,9 +1754,6 @@ Move_AQUA_RING:
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waitforvisualfinish
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waitforvisualfinish
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clearmonbg ANIM_ATK_PARTNER
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clearmonbg ANIM_ATK_PARTNER
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blendoff
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blendoff
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delay 1
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call HealingEffect
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waitforvisualfinish
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end
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end
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Move_MAGNET_RISE:
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Move_MAGNET_RISE:
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@ -6959,7 +6959,7 @@ BattleScript_TurnHeal:
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end2
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end2
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BattleScript_AquaRingHeal::
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BattleScript_AquaRingHeal::
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playanimation BS_ATTACKER, B_ANIM_INGRAIN_HEAL, NULL
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playanimation BS_ATTACKER, B_ANIM_AQUA_RING_HEAL, NULL
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printstring STRINGID_AQUARINGHEAL
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printstring STRINGID_AQUARINGHEAL
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goto BattleScript_TurnHeal
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goto BattleScript_TurnHeal
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@ -532,6 +532,7 @@
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#define B_ANIM_GULP_MISSILE 29
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#define B_ANIM_GULP_MISSILE 29
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#define B_ANIM_STRONG_WINDS 30
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#define B_ANIM_STRONG_WINDS 30
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#define B_ANIM_PRIMAL_REVERSION 31
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#define B_ANIM_PRIMAL_REVERSION 31
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#define B_ANIM_AQUA_RING_HEAL 32
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// special animations table (gBattleAnims_Special)
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// special animations table (gBattleAnims_Special)
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#define B_ANIM_LVL_UP 0
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#define B_ANIM_LVL_UP 0
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