#ifndef GUARD_CONSTANTS_BATTLE_ANIM_H #define GUARD_CONSTANTS_BATTLE_ANIM_H // battlers #define ANIM_ATTACKER 0 #define ANIM_TARGET 1 #define ANIM_ATK_PARTNER 2 #define ANIM_DEF_PARTNER 3 // move background ids #define BG_DARK_ 0 // the same as BG_DARK but is unused #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_SEISMICTOSS_SKUUPPERCUT 17 #define BG_FLYING 18 #define BG_FLYING_CONTESTS 19 #define BG_AURORABEAM 20 #define BG_FISSURE 21 #define BG_BUG_OPPONENT 22 #define BG_BUG_PLAYER 23 #define BG_SOLARBEAM_OPPONENT 24 #define BG_SOLARBEAM_PLAYER 25 #define BG_SOLARBEAM_CONTESTS 26 // table ids for general animations #define B_ANIM_CASTFORM_CHANGE 0x0 #define B_ANIM_STATS_CHANGE 0x1 #define B_ANIM_SUBSTITUTE_FADE 0x2 #define B_ANIM_SUBSTITUTE_APPEAR 0x3 #define B_ANIM_x4 0x4 #define B_ANIM_ITEM_KNOCKOFF 0x5 #define B_ANIM_TURN_TRAP 0x6 #define B_ANIM_ITEM_EFFECT 0x7 #define B_ANIM_SMOKEBALL_ESCAPE 0x8 #define B_ANIM_HANGED_ON 0x9 #define B_ANIM_RAIN_CONTINUES 0xA #define B_ANIM_SUN_CONTINUES 0xB #define B_ANIM_SANDSTORM_CONTINUES 0xC #define B_ANIM_HAIL_CONTINUES 0xD #define B_ANIM_LEECH_SEED_DRAIN 0xE #define B_ANIM_MON_HIT 0xF #define B_ANIM_ITEM_STEAL 0x10 #define B_ANIM_SNATCH_MOVE 0x11 #define B_ANIM_FUTURE_SIGHT_HIT 0x12 #define B_ANIM_DOOM_DESIRE_HIT 0x13 #define B_ANIM_x14 0x14 #define B_ANIM_INGRAIN_HEAL 0x15 #define B_ANIM_WISH_HEAL 0x16 #define B_ANIM_MEGA_EVOLUTION 0x17 // special animations table #define B_ANIM_LVL_UP 0x0 #define B_ANIM_SWITCH_OUT_PLAYER_MON 0x1 #define B_ANIM_SWITCH_OUT_OPPONENT_MON 0x2 #define B_ANIM_BALL_THROW 0x3 #define B_ANIM_SAFARI_BALL_THROW 0x4 #define B_ANIM_SUBSTITUTE_TO_MON 0x5 #define B_ANIM_MON_TO_SUBSTITUTE 0x6 // status animation table #define B_ANIM_STATUS_PSN 0x0 #define B_ANIM_STATUS_CONFUSION 0x1 #define B_ANIM_STATUS_BRN 0x2 #define B_ANIM_STATUS_INFATUATION 0x3 #define B_ANIM_STATUS_SLP 0x4 #define B_ANIM_STATUS_PRZ 0x5 #define B_ANIM_STATUS_FRZ 0x6 #define B_ANIM_STATUS_CURSED 0x7 #define B_ANIM_STATUS_NIGHTMARE 0x8 #define B_ANIM_STATUS_WRAPPED 0x9 // does not actually exist #endif // GUARD_CONSTANTS_BATTLE_ANIM_H