#ifndef GUARD_CONSTANTS_BATTLE_ANIM_H #define GUARD_CONSTANTS_BATTLE_ANIM_H // Sprites start at 10000 and thus must be subtracted of 10000 to account for the true index. #define GET_TRUE_SPRITE_INDEX(i) ((i - ANIM_SPRITES_START)) // Particle ids. #define ANIM_SPRITES_START 10000 #define ANIM_TAG_BONE (ANIM_SPRITES_START + 0) #define ANIM_TAG_SPARK (ANIM_SPRITES_START + 1) #define ANIM_TAG_PENCIL (ANIM_SPRITES_START + 2) #define ANIM_TAG_AIR_WAVE (ANIM_SPRITES_START + 3) #define ANIM_TAG_ORB (ANIM_SPRITES_START + 4) #define ANIM_TAG_SWORD (ANIM_SPRITES_START + 5) #define ANIM_TAG_SEED (ANIM_SPRITES_START + 6) #define ANIM_TAG_EXPLOSION_6 (ANIM_SPRITES_START + 7) #define ANIM_TAG_PINK_ORB (ANIM_SPRITES_START + 8) // unused #define ANIM_TAG_GUST (ANIM_SPRITES_START + 9) #define ANIM_TAG_ICE_CUBE (ANIM_SPRITES_START + 10) #define ANIM_TAG_SPARK_2 (ANIM_SPRITES_START + 11) #define ANIM_TAG_ORANGE (ANIM_SPRITES_START + 12) // unused #define ANIM_TAG_YELLOW_BALL (ANIM_SPRITES_START + 13) #define ANIM_TAG_LOCK_ON (ANIM_SPRITES_START + 14) #define ANIM_TAG_TIED_BAG (ANIM_SPRITES_START + 15) #define ANIM_TAG_BLACK_SMOKE (ANIM_SPRITES_START + 16) #define ANIM_TAG_BLACK_BALL (ANIM_SPRITES_START + 17) #define ANIM_TAG_CONVERSION (ANIM_SPRITES_START + 18) #define ANIM_TAG_GLASS (ANIM_SPRITES_START + 19) // unused #define ANIM_TAG_HORN_HIT (ANIM_SPRITES_START + 20) #define ANIM_TAG_HIT (ANIM_SPRITES_START + 21) #define ANIM_TAG_HIT_2 (ANIM_SPRITES_START + 22) #define ANIM_TAG_BLUE_SHARDS (ANIM_SPRITES_START + 23) // unused #define ANIM_TAG_CLOSING_EYE (ANIM_SPRITES_START + 24) // unused #define ANIM_TAG_WAVING_HAND (ANIM_SPRITES_START + 25) // unused #define ANIM_TAG_HIT_DUPLICATE (ANIM_SPRITES_START + 26) // unused #define ANIM_TAG_LEER (ANIM_SPRITES_START + 27) #define ANIM_TAG_BLUE_BURST (ANIM_SPRITES_START + 28) // unused #define ANIM_TAG_SMALL_EMBER (ANIM_SPRITES_START + 29) #define ANIM_TAG_GRAY_SMOKE (ANIM_SPRITES_START + 30) #define ANIM_TAG_BLUE_STAR (ANIM_SPRITES_START + 31) #define ANIM_TAG_BUBBLE_BURST (ANIM_SPRITES_START + 32) #define ANIM_TAG_FIRE (ANIM_SPRITES_START + 33) #define ANIM_TAG_SPINNING_FIRE (ANIM_SPRITES_START + 34) // unused #define ANIM_TAG_FIRE_PLUME (ANIM_SPRITES_START + 35) #define ANIM_TAG_LIGHTNING_2 (ANIM_SPRITES_START + 36) // unused #define ANIM_TAG_LIGHTNING (ANIM_SPRITES_START + 37) #define ANIM_TAG_CLAW_SLASH_2 (ANIM_SPRITES_START + 38) // unused #define ANIM_TAG_CLAW_SLASH (ANIM_SPRITES_START + 39) #define ANIM_TAG_SCRATCH_3 (ANIM_SPRITES_START + 40) // unused #define ANIM_TAG_SCRATCH_2 (ANIM_SPRITES_START + 41) // unused #define ANIM_TAG_BUBBLE_BURST_2 (ANIM_SPRITES_START + 42) // unused #define ANIM_TAG_ICE_CHUNK (ANIM_SPRITES_START + 43) #define ANIM_TAG_GLASS_2 (ANIM_SPRITES_START + 44) // unused #define ANIM_TAG_PINK_HEART_2 (ANIM_SPRITES_START + 45) // unused #define ANIM_TAG_SAP_DRIP (ANIM_SPRITES_START + 46) // unused #define ANIM_TAG_SAP_DRIP_2 (ANIM_SPRITES_START + 47) // unused #define ANIM_TAG_SPARKLE_1 (ANIM_SPRITES_START + 48) #define ANIM_TAG_SPARKLE_2 (ANIM_SPRITES_START + 49) #define ANIM_TAG_HUMANOID_FOOT (ANIM_SPRITES_START + 50) #define ANIM_TAG_MONSTER_FOOT (ANIM_SPRITES_START + 51) #define ANIM_TAG_HUMANOID_HAND (ANIM_SPRITES_START + 52) // unused #define ANIM_TAG_NOISE_LINE (ANIM_SPRITES_START + 53) #define ANIM_TAG_YELLOW_UNK (ANIM_SPRITES_START + 54) // unused #define ANIM_TAG_RED_FIST (ANIM_SPRITES_START + 55) // unused #define ANIM_TAG_SLAM_HIT (ANIM_SPRITES_START + 56) #define ANIM_TAG_RING (ANIM_SPRITES_START + 57) // unused #define ANIM_TAG_ROCKS (ANIM_SPRITES_START + 58) #define ANIM_TAG_Z (ANIM_SPRITES_START + 59) // unused #define ANIM_TAG_YELLOW_UNK_2 (ANIM_SPRITES_START + 60) // unused #define ANIM_TAG_AIR_SLASH (ANIM_SPRITES_START + 61) // unused #define ANIM_TAG_SPINNING_GREEN_ORBS (ANIM_SPRITES_START + 62) // unused #define ANIM_TAG_LEAF (ANIM_SPRITES_START + 63) #define ANIM_TAG_FINGER (ANIM_SPRITES_START + 64) #define ANIM_TAG_POISON_POWDER (ANIM_SPRITES_START + 65) #define ANIM_TAG_BROWN_TRIANGLE (ANIM_SPRITES_START + 66) // unused #define ANIM_TAG_SLEEP_POWDER (ANIM_SPRITES_START + 67) #define ANIM_TAG_STUN_SPORE (ANIM_SPRITES_START + 68) #define ANIM_TAG_POWDER (ANIM_SPRITES_START + 69) // unused #define ANIM_TAG_SPARKLE_3 (ANIM_SPRITES_START + 70) #define ANIM_TAG_SPARKLE_4 (ANIM_SPRITES_START + 71) #define ANIM_TAG_MUSIC_NOTES (ANIM_SPRITES_START + 72) #define ANIM_TAG_DUCK (ANIM_SPRITES_START + 73) #define ANIM_TAG_MUD_SAND (ANIM_SPRITES_START + 74) #define ANIM_TAG_ALERT (ANIM_SPRITES_START + 75) #define ANIM_TAG_BLUE_FLAMES (ANIM_SPRITES_START + 76) // unused #define ANIM_TAG_BLUE_FLAMES_2 (ANIM_SPRITES_START + 77) // unused #define ANIM_TAG_SHOCK_4 (ANIM_SPRITES_START + 78) // unused #define ANIM_TAG_SHOCK (ANIM_SPRITES_START + 79) #define ANIM_TAG_BELL_2 (ANIM_SPRITES_START + 80) // unused #define ANIM_TAG_PINK_GLOVE (ANIM_SPRITES_START + 81) // unused #define ANIM_TAG_BLUE_LINES (ANIM_SPRITES_START + 82) // unused #define ANIM_TAG_IMPACT_3 (ANIM_SPRITES_START + 83) // unused #define ANIM_TAG_IMPACT_2 (ANIM_SPRITES_START + 84) // unused #define ANIM_TAG_RETICLE (ANIM_SPRITES_START + 85) // unused #define ANIM_TAG_BREATH (ANIM_SPRITES_START + 86) #define ANIM_TAG_ANGER (ANIM_SPRITES_START + 87) #define ANIM_TAG_SNOWBALL (ANIM_SPRITES_START + 88) // unused #define ANIM_TAG_VINE (ANIM_SPRITES_START + 89) // unused #define ANIM_TAG_SWORD_2 (ANIM_SPRITES_START + 90) // unused #define ANIM_TAG_CLAPPING (ANIM_SPRITES_START + 91) // unused #define ANIM_TAG_RED_TUBE (ANIM_SPRITES_START + 92) // unused #define ANIM_TAG_AMNESIA (ANIM_SPRITES_START + 93) #define ANIM_TAG_STRING_2 (ANIM_SPRITES_START + 94) // unused #define ANIM_TAG_PENCIL_2 (ANIM_SPRITES_START + 95) // unused #define ANIM_TAG_PETAL (ANIM_SPRITES_START + 96) // unused #define ANIM_TAG_BENT_SPOON (ANIM_SPRITES_START + 97) #define ANIM_TAG_WEB (ANIM_SPRITES_START + 98) // unused #define ANIM_TAG_MILK_BOTTLE (ANIM_SPRITES_START + 99) #define ANIM_TAG_COIN (ANIM_SPRITES_START + 100) #define ANIM_TAG_CRACKED_EGG (ANIM_SPRITES_START + 101) // unused #define ANIM_TAG_HATCHED_EGG (ANIM_SPRITES_START + 102) // unused #define ANIM_TAG_FRESH_EGG (ANIM_SPRITES_START + 103) // unused #define ANIM_TAG_FANGS (ANIM_SPRITES_START + 104) // unused #define ANIM_TAG_EXPLOSION_2 (ANIM_SPRITES_START + 105) // unused #define ANIM_TAG_EXPLOSION_3 (ANIM_SPRITES_START + 106) // unused #define ANIM_TAG_WATER_DROPLET (ANIM_SPRITES_START + 107) // unused #define ANIM_TAG_WATER_DROPLET_2 (ANIM_SPRITES_START + 108) // unused #define ANIM_TAG_SEED_2 (ANIM_SPRITES_START + 109) // unused #define ANIM_TAG_SPROUT (ANIM_SPRITES_START + 110) // unused #define ANIM_TAG_RED_WAND (ANIM_SPRITES_START + 111) // unused #define ANIM_TAG_PURPLE_GREEN_UNK (ANIM_SPRITES_START + 112) // unused #define ANIM_TAG_WATER_COLUMN (ANIM_SPRITES_START + 113) // unused #define ANIM_TAG_MUD_UNK (ANIM_SPRITES_START + 114) // unused #define ANIM_TAG_RAIN_DROPS (ANIM_SPRITES_START + 115) #define ANIM_TAG_FURY_SWIPES (ANIM_SPRITES_START + 116) // unused #define ANIM_TAG_VINE_2 (ANIM_SPRITES_START + 117) // unused #define ANIM_TAG_TEETH (ANIM_SPRITES_START + 118) // unused #define ANIM_TAG_BONE_2 (ANIM_SPRITES_START + 119) // unused #define ANIM_TAG_WHITE_BAG (ANIM_SPRITES_START + 120) // unused #define ANIM_TAG_UNKNOWN (ANIM_SPRITES_START + 121) // unused #define ANIM_TAG_PURPLE_CORAL (ANIM_SPRITES_START + 122) // unused #define ANIM_TAG_PURPLE_DROPLET (ANIM_SPRITES_START + 123) // unused #define ANIM_TAG_SHOCK_2 (ANIM_SPRITES_START + 124) // unused #define ANIM_TAG_CLOSING_EYE_2 (ANIM_SPRITES_START + 125) // unused #define ANIM_TAG_METAL_BALL (ANIM_SPRITES_START + 126) // unused #define ANIM_TAG_MONSTER_DOLL (ANIM_SPRITES_START + 127) // unused #define ANIM_TAG_WHIRLWIND (ANIM_SPRITES_START + 128) // unused #define ANIM_TAG_WHIRLWIND_2 (ANIM_SPRITES_START + 129) // unused #define ANIM_TAG_EXPLOSION_4 (ANIM_SPRITES_START + 130) // unused #define ANIM_TAG_EXPLOSION_5 (ANIM_SPRITES_START + 131) // unused #define ANIM_TAG_TONGUE (ANIM_SPRITES_START + 132) // unused #define ANIM_TAG_SMOKE (ANIM_SPRITES_START + 133) // unused #define ANIM_TAG_SMOKE_2 (ANIM_SPRITES_START + 134) // unused #define ANIM_TAG_IMPACT (ANIM_SPRITES_START + 135) #define ANIM_TAG_CIRCLE_IMPACT (ANIM_SPRITES_START + 136) #define ANIM_TAG_SCRATCH (ANIM_SPRITES_START + 137) #define ANIM_TAG_CUT (ANIM_SPRITES_START + 138) #define ANIM_TAG_SHARP_TEETH (ANIM_SPRITES_START + 139) #define ANIM_TAG_RAINBOW_RINGS (ANIM_SPRITES_START + 140) #define ANIM_TAG_ICE_CRYSTALS (ANIM_SPRITES_START + 141) #define ANIM_TAG_ICE_SPIKES (ANIM_SPRITES_START + 142) #define ANIM_TAG_HANDS_AND_FEET (ANIM_SPRITES_START + 143) #define ANIM_TAG_MIST_CLOUD (ANIM_SPRITES_START + 144) #define ANIM_TAG_CLAMP (ANIM_SPRITES_START + 145) #define ANIM_TAG_BUBBLE (ANIM_SPRITES_START + 146) #define ANIM_TAG_ORBS (ANIM_SPRITES_START + 147) #define ANIM_TAG_WATER_IMPACT (ANIM_SPRITES_START + 148) #define ANIM_TAG_WATER_ORB (ANIM_SPRITES_START + 149) #define ANIM_TAG_POISON_BUBBLE (ANIM_SPRITES_START + 150) #define ANIM_TAG_TOXIC_BUBBLE (ANIM_SPRITES_START + 151) #define ANIM_TAG_SPIKES (ANIM_SPRITES_START + 152) #define ANIM_TAG_HORN_HIT_2 (ANIM_SPRITES_START + 153) #define ANIM_TAG_AIR_WAVE_2 (ANIM_SPRITES_START + 154) #define ANIM_TAG_SMALL_BUBBLES (ANIM_SPRITES_START + 155) #define ANIM_TAG_ROUND_SHADOW (ANIM_SPRITES_START + 156) #define ANIM_TAG_SUNLIGHT (ANIM_SPRITES_START + 157) #define ANIM_TAG_SPORE (ANIM_SPRITES_START + 158) #define ANIM_TAG_FLOWER (ANIM_SPRITES_START + 159) #define ANIM_TAG_RAZOR_LEAF (ANIM_SPRITES_START + 160) #define ANIM_TAG_NEEDLE (ANIM_SPRITES_START + 161) #define ANIM_TAG_WHIRLWIND_LINES (ANIM_SPRITES_START + 162) #define ANIM_TAG_GOLD_RING (ANIM_SPRITES_START + 163) #define ANIM_TAG_PURPLE_RING (ANIM_SPRITES_START + 164) #define ANIM_TAG_BLUE_RING (ANIM_SPRITES_START + 165) #define ANIM_TAG_GREEN_LIGHT_WALL (ANIM_SPRITES_START + 166) #define ANIM_TAG_BLUE_LIGHT_WALL (ANIM_SPRITES_START + 167) #define ANIM_TAG_RED_LIGHT_WALL (ANIM_SPRITES_START + 168) #define ANIM_TAG_GRAY_LIGHT_WALL (ANIM_SPRITES_START + 169) #define ANIM_TAG_ORANGE_LIGHT_WALL (ANIM_SPRITES_START + 170) #define ANIM_TAG_BLACK_BALL_2 (ANIM_SPRITES_START + 171) #define ANIM_TAG_PURPLE_GAS_CLOUD (ANIM_SPRITES_START + 172) #define ANIM_TAG_SPARK_H (ANIM_SPRITES_START + 173) #define ANIM_TAG_YELLOW_STAR (ANIM_SPRITES_START + 174) #define ANIM_TAG_LARGE_FRESH_EGG (ANIM_SPRITES_START + 175) #define ANIM_TAG_SHADOW_BALL (ANIM_SPRITES_START + 176) #define ANIM_TAG_LICK (ANIM_SPRITES_START + 177) #define ANIM_TAG_VOID_LINES (ANIM_SPRITES_START + 178) #define ANIM_TAG_STRING (ANIM_SPRITES_START + 179) #define ANIM_TAG_WEB_THREAD (ANIM_SPRITES_START + 180) #define ANIM_TAG_SPIDER_WEB (ANIM_SPRITES_START + 181) #define ANIM_TAG_LIGHTBULB (ANIM_SPRITES_START + 182) // unused #define ANIM_TAG_SLASH (ANIM_SPRITES_START + 183) #define ANIM_TAG_FOCUS_ENERGY (ANIM_SPRITES_START + 184) #define ANIM_TAG_SPHERE_TO_CUBE (ANIM_SPRITES_START + 185) #define ANIM_TAG_TENDRILS (ANIM_SPRITES_START + 186) #define ANIM_TAG_EYE (ANIM_SPRITES_START + 187) #define ANIM_TAG_WHITE_SHADOW (ANIM_SPRITES_START + 188) #define ANIM_TAG_TEAL_ALERT (ANIM_SPRITES_START + 189) #define ANIM_TAG_OPENING_EYE (ANIM_SPRITES_START + 190) #define ANIM_TAG_ROUND_WHITE_HALO (ANIM_SPRITES_START + 191) #define ANIM_TAG_FANG_ATTACK (ANIM_SPRITES_START + 192) #define ANIM_TAG_PURPLE_HAND_OUTLINE (ANIM_SPRITES_START + 193) #define ANIM_TAG_MOON (ANIM_SPRITES_START + 194) #define ANIM_TAG_GREEN_SPARKLE (ANIM_SPRITES_START + 195) #define ANIM_TAG_SPIRAL (ANIM_SPRITES_START + 196) #define ANIM_TAG_SNORE_Z (ANIM_SPRITES_START + 197) #define ANIM_TAG_EXPLOSION (ANIM_SPRITES_START + 198) #define ANIM_TAG_NAIL (ANIM_SPRITES_START + 199) #define ANIM_TAG_GHOSTLY_SPIRIT (ANIM_SPRITES_START + 200) #define ANIM_TAG_WARM_ROCK (ANIM_SPRITES_START + 201) #define ANIM_TAG_BREAKING_EGG (ANIM_SPRITES_START + 202) #define ANIM_TAG_THIN_RING (ANIM_SPRITES_START + 203) #define ANIM_TAG_PUNCH_IMPACT (ANIM_SPRITES_START + 204) // unused #define ANIM_TAG_BELL (ANIM_SPRITES_START + 205) #define ANIM_TAG_MUSIC_NOTES_2 (ANIM_SPRITES_START + 206) #define ANIM_TAG_SPEED_DUST (ANIM_SPRITES_START + 207) #define ANIM_TAG_TORN_METAL (ANIM_SPRITES_START + 208) #define ANIM_TAG_THOUGHT_BUBBLE (ANIM_SPRITES_START + 209) #define ANIM_TAG_MAGENTA_HEART (ANIM_SPRITES_START + 210) #define ANIM_TAG_ELECTRIC_ORBS (ANIM_SPRITES_START + 211) #define ANIM_TAG_CIRCLE_OF_LIGHT (ANIM_SPRITES_START + 212) #define ANIM_TAG_ELECTRICITY (ANIM_SPRITES_START + 213) #define ANIM_TAG_FINGER_2 (ANIM_SPRITES_START + 214) #define ANIM_TAG_MOVEMENT_WAVES (ANIM_SPRITES_START + 215) #define ANIM_TAG_RED_HEART (ANIM_SPRITES_START + 216) #define ANIM_TAG_RED_ORB (ANIM_SPRITES_START + 217) #define ANIM_TAG_EYE_SPARKLE (ANIM_SPRITES_START + 218) #define ANIM_TAG_PINK_HEART (ANIM_SPRITES_START + 219) #define ANIM_TAG_ANGEL (ANIM_SPRITES_START + 220) #define ANIM_TAG_DEVIL (ANIM_SPRITES_START + 221) #define ANIM_TAG_SWIPE (ANIM_SPRITES_START + 222) #define ANIM_TAG_ROOTS (ANIM_SPRITES_START + 223) #define ANIM_TAG_ITEM_BAG (ANIM_SPRITES_START + 224) #define ANIM_TAG_JAGGED_MUSIC_NOTE (ANIM_SPRITES_START + 225) #define ANIM_TAG_POKEBALL (ANIM_SPRITES_START + 226) #define ANIM_TAG_SPOTLIGHT (ANIM_SPRITES_START + 227) #define ANIM_TAG_LETTER_Z (ANIM_SPRITES_START + 228) #define ANIM_TAG_RAPID_SPIN (ANIM_SPRITES_START + 229) #define ANIM_TAG_TRI_ATTACK_TRIANGLE (ANIM_SPRITES_START + 230) #define ANIM_TAG_WISP_ORB (ANIM_SPRITES_START + 231) #define ANIM_TAG_WISP_FIRE (ANIM_SPRITES_START + 232) #define ANIM_TAG_GOLD_STARS (ANIM_SPRITES_START + 233) #define ANIM_TAG_ECLIPSING_ORB (ANIM_SPRITES_START + 234) #define ANIM_TAG_GRAY_ORB (ANIM_SPRITES_START + 235) #define ANIM_TAG_BLUE_ORB (ANIM_SPRITES_START + 236) #define ANIM_TAG_RED_ORB_2 (ANIM_SPRITES_START + 237) #define ANIM_TAG_PINK_PETAL (ANIM_SPRITES_START + 238) #define ANIM_TAG_PAIN_SPLIT (ANIM_SPRITES_START + 239) #define ANIM_TAG_CONFETTI (ANIM_SPRITES_START + 240) #define ANIM_TAG_GREEN_STAR (ANIM_SPRITES_START + 241) #define ANIM_TAG_PINK_CLOUD (ANIM_SPRITES_START + 242) #define ANIM_TAG_SWEAT_DROP (ANIM_SPRITES_START + 243) #define ANIM_TAG_GUARD_RING (ANIM_SPRITES_START + 244) #define ANIM_TAG_PURPLE_SCRATCH (ANIM_SPRITES_START + 245) #define ANIM_TAG_PURPLE_SWIPE (ANIM_SPRITES_START + 246) #define ANIM_TAG_TAG_HAND (ANIM_SPRITES_START + 247) #define ANIM_TAG_SMALL_RED_EYE (ANIM_SPRITES_START + 248) #define ANIM_TAG_HOLLOW_ORB (ANIM_SPRITES_START + 249) #define ANIM_TAG_X_SIGN (ANIM_SPRITES_START + 250) #define ANIM_TAG_BLUEGREEN_ORB (ANIM_SPRITES_START + 251) #define ANIM_TAG_PAW_PRINT (ANIM_SPRITES_START + 252) #define ANIM_TAG_PURPLE_FLAME (ANIM_SPRITES_START + 253) #define ANIM_TAG_RED_BALL (ANIM_SPRITES_START + 254) #define ANIM_TAG_SMELLINGSALT_EFFECT (ANIM_SPRITES_START + 255) #define ANIM_TAG_METEOR (ANIM_SPRITES_START + 256) #define ANIM_TAG_FLAT_ROCK (ANIM_SPRITES_START + 257) #define ANIM_TAG_MAGNIFYING_GLASS (ANIM_SPRITES_START + 258) #define ANIM_TAG_BROWN_ORB (ANIM_SPRITES_START + 259) #define ANIM_TAG_METAL_SOUND_WAVES (ANIM_SPRITES_START + 260) #define ANIM_TAG_FLYING_DIRT (ANIM_SPRITES_START + 261) #define ANIM_TAG_ICICLE_SPEAR (ANIM_SPRITES_START + 262) #define ANIM_TAG_HAIL (ANIM_SPRITES_START + 263) #define ANIM_TAG_GLOWY_RED_ORB (ANIM_SPRITES_START + 264) #define ANIM_TAG_GLOWY_GREEN_ORB (ANIM_SPRITES_START + 265) #define ANIM_TAG_GREEN_SPIKE (ANIM_SPRITES_START + 266) #define ANIM_TAG_WHITE_CIRCLE_OF_LIGHT (ANIM_SPRITES_START + 267) #define ANIM_TAG_GLOWY_BLUE_ORB (ANIM_SPRITES_START + 268) #define ANIM_TAG_POKEBLOCK (ANIM_SPRITES_START + 269) #define ANIM_TAG_WHITE_FEATHER (ANIM_SPRITES_START + 270) #define ANIM_TAG_SPARKLE_6 (ANIM_SPRITES_START + 271) #define ANIM_TAG_SPLASH (ANIM_SPRITES_START + 272) #define ANIM_TAG_SWEAT_BEAD (ANIM_SPRITES_START + 273) #define ANIM_TAG_GEM_1 (ANIM_SPRITES_START + 274) // unused #define ANIM_TAG_GEM_2 (ANIM_SPRITES_START + 275) // unused #define ANIM_TAG_GEM_3 (ANIM_SPRITES_START + 276) // unused #define ANIM_TAG_SLAM_HIT_2 (ANIM_SPRITES_START + 277) #define ANIM_TAG_RECYCLE (ANIM_SPRITES_START + 278) #define ANIM_TAG_RED_PARTICLES (ANIM_SPRITES_START + 279) // unused #define ANIM_TAG_PROTECT (ANIM_SPRITES_START + 280) #define ANIM_TAG_DIRT_MOUND (ANIM_SPRITES_START + 281) #define ANIM_TAG_SHOCK_3 (ANIM_SPRITES_START + 282) #define ANIM_TAG_WEATHER_BALL (ANIM_SPRITES_START + 283) #define ANIM_TAG_BIRD (ANIM_SPRITES_START + 284) #define ANIM_TAG_CROSS_IMPACT (ANIM_SPRITES_START + 285) #define ANIM_TAG_SLASH_2 (ANIM_SPRITES_START + 286) #define ANIM_TAG_WHIP_HIT (ANIM_SPRITES_START + 287) #define ANIM_TAG_BLUE_RING_2 (ANIM_SPRITES_START + 288) //new particles #define ANIM_TAG_WHITE_STREAK (ANIM_SPRITES_START + 289) #define ANIM_TAG_PURPLE_JAB (ANIM_SPRITES_START + 290) #define ANIM_TAG_TOXIC_SPIKES (ANIM_SPRITES_START + 291) #define ANIM_TAG_ENERGY_BALL (ANIM_SPRITES_START + 292) #define ANIM_TAG_SEED_BROWN (ANIM_SPRITES_START + 293) #define ANIM_TAG_FEINT (ANIM_SPRITES_START + 294) #define ANIM_TAG_MEGA_STONE (ANIM_SPRITES_START + 295) #define ANIM_TAG_MEGA_SYMBOL (ANIM_SPRITES_START + 296) #define ANIM_TAG_MEGA_PARTICLES (ANIM_SPRITES_START + 297) #define ANIM_TAG_TRUMP_CARD (ANIM_SPRITES_START + 298) #define ANIM_TAG_TRUMP_CARD_PARTICLES (ANIM_SPRITES_START + 299) #define ANIM_TAG_ACUPRESSURE (ANIM_SPRITES_START + 300) #define ANIM_TAG_WRING_OUT (ANIM_SPRITES_START + 301) #define ANIM_TAG_COLORED_ORBS (ANIM_SPRITES_START + 302) #define ANIM_TAG_WORRY_SEED (ANIM_SPRITES_START + 303) #define ANIM_TAG_SMALL_CLOUD (ANIM_SPRITES_START + 304) #define ANIM_TAG_ATTACK_ORDER (ANIM_SPRITES_START + 305) #define ANIM_TAG_DRAGON_PULSE (ANIM_SPRITES_START + 306) #define ANIM_TAG_WOOD_HAMMER (ANIM_SPRITES_START + 307) #define ANIM_TAG_PSYCHO_CUT (ANIM_SPRITES_START + 308) #define ANIM_TAG_POWER_GEM (ANIM_SPRITES_START + 309) #define ANIM_TAG_STONE_EDGE (ANIM_SPRITES_START + 310) #define ANIM_TAG_STEALTH_ROCK (ANIM_SPRITES_START + 311) #define ANIM_TAG_POISON_JAB (ANIM_SPRITES_START + 312) #define ANIM_TAG_GREEN_POISON_BUBBLE (ANIM_SPRITES_START + 313) #define ANIM_TAG_FLASH_CANNON_BALL (ANIM_SPRITES_START + 314) #define ANIM_TAG_WATER_GUN (ANIM_SPRITES_START + 315) #define ANIM_TAG_PUNISHMENT_BLADES (ANIM_SPRITES_START + 316) #define ANIM_TAG_QUICK_GUARD_HAND (ANIM_SPRITES_START + 317) #define ANIM_TAG_SHELL_RIGHT (ANIM_SPRITES_START + 318) #define ANIM_TAG_SHELL_LEFT (ANIM_SPRITES_START + 319) #define ANIM_TAG_RAZOR_SHELL (ANIM_SPRITES_START + 320) #define ANIM_TAG_HYDRO_PUMP (ANIM_SPRITES_START + 321) #define ANIM_TAG_BRINE (ANIM_SPRITES_START + 322) #define ANIM_TAG_GEAR (ANIM_SPRITES_START + 323) #define ANIM_TAG_ASSURANCE_HAND (ANIM_SPRITES_START + 324) #define ANIM_TAG_WISHIWASHI_FISH (ANIM_SPRITES_START + 325) #define ANIM_TAG_ZYGARDE_HEXES (ANIM_SPRITES_START + 326) #define ANIM_TAG_AURA_SPHERE (ANIM_SPRITES_START + 327) #define ANIM_TAG_OMEGA_STONE (ANIM_SPRITES_START + 328) #define ANIM_TAG_ALPHA_STONE (ANIM_SPRITES_START + 329) #define ANIM_TAG_BERRY_NORMAL (ANIM_SPRITES_START + 330) #define ANIM_TAG_BERRY_EATEN (ANIM_SPRITES_START + 331) #define ANIM_TAG_DRAGON_ASCENT (ANIM_SPRITES_START + 332) #define ANIM_TAG_PINK_DIAMOND (ANIM_SPRITES_START + 333) #define ANIM_TAG_STEAM_ERUPTION (ANIM_SPRITES_START + 334) #define ANIM_TAG_CONFIDE (ANIM_SPRITES_START + 335) #define ANIM_TAG_VERTICAL_HEX (ANIM_SPRITES_START + 336) #define ANIM_TAG_UNAVAILABLE_1 (ANIM_SPRITES_START + 337) //0x2862.. supposedly used elsewhere? #define ANIM_TAG_UNAVAILABLE_2 (ANIM_SPRITES_START + 338) #define ANIM_TAG_POWER_TRICK (ANIM_SPRITES_START + 339) #define ANIM_TAG_CHAIN_LINK (ANIM_SPRITES_START + 340) #define ANIM_TAG_ANCHOR (ANIM_SPRITES_START + 341) #define ANIM_TAG_HORSESHOE_SIDE_FIST (ANIM_SPRITES_START + 342) #define ANIM_TAG_DRAGON_ASCENT_FOE (ANIM_SPRITES_START + 343) #define ANIM_TAG_CRAFTY_SHIELD (ANIM_SPRITES_START + 344) #define ANIM_TAG_BLACEPHALON_HEAD (ANIM_SPRITES_START + 345) #define ANIM_TAG_FAIRY_LOCK_CHAINS (ANIM_SPRITES_START + 346) #define ANIM_TAG_IONS (ANIM_SPRITES_START + 347) #define ANIM_TAG_CHOP (ANIM_SPRITES_START + 348) #define ANIM_TAG_HEART_STAMP (ANIM_SPRITES_START + 349) #define ANIM_TAG_HORN_LEECH (ANIM_SPRITES_START + 350) #define ANIM_TAG_STEAMROLLER (ANIM_SPRITES_START + 351) #define ANIM_TAG_HOOPA_HAND (ANIM_SPRITES_START + 352) #define ANIM_TAG_HOOPA_RING (ANIM_SPRITES_START + 353) #define ANIM_TAG_METAL_BITS (ANIM_SPRITES_START + 354) #define ANIM_TAG_SMALL_ROCK (ANIM_SPRITES_START + 355) #define ANIM_TAG_SPIRIT_ARROW (ANIM_SPRITES_START + 356) #define ANIM_TAG_ULTRA_BURST_SYMBOL (ANIM_SPRITES_START + 357) #define ANIM_TAG_Z_MOVE_SYMBOL (ANIM_SPRITES_START + 358) #define ANIM_TAG_REALLY_BIG_ROCK (ANIM_SPRITES_START + 359) #define ANIM_TAG_COCOON (ANIM_SPRITES_START + 360) #define ANIM_TAG_CORKSCREW (ANIM_SPRITES_START + 361) #define ANIM_TAG_HAVOC_SPEAR (ANIM_SPRITES_START + 362) #define ANIM_TAG_PURPLE_DRAKE (ANIM_SPRITES_START + 363) #define ANIM_TAG_MUD_BOMB (ANIM_SPRITES_START + 364) #define ANIM_TAG_BRANCH (ANIM_SPRITES_START + 365) #define ANIM_TAG_APPLE (ANIM_SPRITES_START + 366) #define ANIM_TAG_OBSTRUCT_CROSS (ANIM_SPRITES_START + 367) #define ANIM_TAG_POISON_COLUMN (ANIM_SPRITES_START + 368) #define ANIM_TAG_GARBAGE_COLUMN (ANIM_SPRITES_START + 369) #define ANIM_TAG_LARGE_SPIKE (ANIM_SPRITES_START + 370) #define ANIM_TAG_DRAGON_PULSE_RING (ANIM_SPRITES_START + 371) #define ANIM_TAG_STONE_PILLAR (ANIM_SPRITES_START + 372) #define ANIM_TAG_MUSHROOM (ANIM_SPRITES_START + 373) #define ANIM_TAG_GOLDEN_APPLE (ANIM_SPRITES_START + 374) #define ANIM_TAG_ICE_ROCK (ANIM_SPRITES_START + 375) #define ANIM_TAG_TORNADO (ANIM_SPRITES_START + 376) #define ANIM_TAG_STRAIGHT_BEAM (ANIM_SPRITES_START + 377) #define ANIM_TAG_DREEPY (ANIM_SPRITES_START + 378) #define ANIM_TAG_ICE_ROCK_SINGLE (ANIM_SPRITES_START + 379) #define ANIM_TAG_STONE_PILLAR_MULTI (ANIM_SPRITES_START + 380) #define ANIM_TAG_ALPHA_SYMBOL (ANIM_SPRITES_START + 381) #define ANIM_TAG_OMEGA_SYMBOL (ANIM_SPRITES_START + 382) #define ANIM_TAG_STEEL_BEAM (ANIM_SPRITES_START + 383) #define ANIM_TAG_POLTERGEIST (ANIM_SPRITES_START + 384) // battlers #define ANIM_ATTACKER 0 #define ANIM_TARGET 1 #define ANIM_ATK_PARTNER 2 #define ANIM_DEF_PARTNER 3 // stereo panning constants [0-255] // // 0 // . . // . . // 192 . . 63 // . . // . . // . . // 127 // #define SOUND_PAN_ATTACKER -64 #define SOUND_PAN_TARGET 63 // move background ids #define BG_NONE 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_IN_AIR 17 #define BG_SKY 18 #define BG_SKY_CONTESTS 19 #define BG_AURORA 20 #define BG_FISSURE 21 #define BG_BUG_OPPONENT 22 #define BG_BUG_PLAYER 23 #define BG_SOLAR_BEAM_OPPONENT 24 #define BG_SOLAR_BEAM_PLAYER 25 #define BG_SOLAR_BEAM_CONTESTS 26 #define BG_MAGMA_STORM 27 #define BG_GIGA_IMPACT_OPPONENT 28 #define BG_GIGA_IMPACT_PLAYER 29 #define BG_GIGA_IMPACT_CONTEST 30 #define BG_TRICK_ROOM 31 #define BG_ROCK_WRECKER 32 #define BG_SPACIAL_REND_ON_OPPONENT 33 #define BG_SPACIAL_REND_ON_PLAYER 34 #define BG_DARK_VOID 35 #define BG_WATER 36 #define BG_NIGHTMARE 37 #define BG_LEAF_STORM 38 #define BG_FIRE 39 #define BG_FIRE_2 40 #define BG_WATER_2 41 #define BG_POISON 42 #define BG_AEROBLAST 43 #define BG_HURRICANE 44 #define BG_ELECTRIC_TERRAIN 45 #define BG_GRASSY_TERRAIN 46 #define BG_MISTY_TERRAIN 47 #define BG_PSYCHIC_TERRAIN 48 #define BG_FOCUS_BLAST 49 #define BG_GUNK_SHOT 50 #define BG_HYDRO_CANNON 51 #define BG_WONDER_ROOM 52 #define BG_MAGIC_ROOM 53 #define BG_HYPERSPACE_FURY 54 #define BG_BOLT_STRIKE 55 #define BG_ZMOVE_ACTIVATE 56 #define BG_TECTONIC_RAGE 57 #define BG_BLUE_SKY_DAY 58 #define BG_BLUE_SKY_AFTERNOON 59 #define BG_BLUE_SKY_NIGHT 60 #define BG_ZMOVE_MOUNTAIN 61 #define BG_NEVERENDING_NIGHTMARE 62 #define BG_WATER_PULSE 63 #define BG_INFERNO_OVERDRIVE 64 #define BG_BLOOM_DOOM 65 #define BG_SHATTERED_PSYCHE 66 #define BG_TWINKLE_TACKLE 67 #define BG_BLACKHOLE_ECLIPSE 68 #define BG_SOULSTEALING_7STAR_STRIKE 69 #define BG_MALICIOUS_MOONSAULT 70 #define BG_CLANGOROUS_SOULBLAZE 71 #define BG_SNUGGLE_FOREVER 72 #define BG_MAX_LIGHTNING 73 #define BG_GARBAGE_FALLS 74 #define BG_HYPER_BEAM 75 #define BG_DYNAMAX_CANNON 76 #define BG_AURA_SPHERE 77 #define BG_STEEL_BEAM_OPPONENT 78 #define BG_STEEL_BEAM_PLAYER 79 // table ids for general animations (gBattleAnims_General) #define B_ANIM_CASTFORM_CHANGE 0 #define B_ANIM_STATS_CHANGE 1 #define B_ANIM_SUBSTITUTE_FADE 2 #define B_ANIM_SUBSTITUTE_APPEAR 3 #define B_ANIM_POKEBLOCK_THROW 4 #define B_ANIM_ITEM_KNOCKOFF 5 #define B_ANIM_TURN_TRAP 6 #define B_ANIM_HELD_ITEM_EFFECT 7 #define B_ANIM_SMOKEBALL_ESCAPE 8 #define B_ANIM_HANGED_ON 9 #define B_ANIM_RAIN_CONTINUES 10 #define B_ANIM_SUN_CONTINUES 11 #define B_ANIM_SANDSTORM_CONTINUES 12 #define B_ANIM_HAIL_CONTINUES 13 #define B_ANIM_LEECH_SEED_DRAIN 14 #define B_ANIM_MON_HIT 15 #define B_ANIM_ITEM_STEAL 16 #define B_ANIM_SNATCH_MOVE 17 #define B_ANIM_FUTURE_SIGHT_HIT 18 #define B_ANIM_DOOM_DESIRE_HIT 19 #define B_ANIM_FOCUS_PUNCH_SETUP 20 #define B_ANIM_INGRAIN_HEAL 21 #define B_ANIM_WISH_HEAL 22 #define B_ANIM_MEGA_EVOLUTION 23 #define B_ANIM_ILLUSION_OFF 24 #define B_ANIM_FORM_CHANGE 25 #define B_ANIM_SLIDE_OFFSCREEN 26 // for Emergency Exit #define B_ANIM_RESTORE_BG 27 // for Terrain Endings #define B_ANIM_TOTEM_FLARE 28 // Totem boosts aura flare #define B_ANIM_GULP_MISSILE 29 #define B_ANIM_STRONG_WINDS 30 #define B_ANIM_PRIMAL_REVERSION 31 #define B_ANIM_AQUA_RING_HEAL 32 #define B_ANIM_BEAK_BLAST_SETUP 33 #define B_ANIM_SHELL_TRAP_SETUP 34 #define B_ANIM_ZMOVE_ACTIVATE 35 // Using Z Moves #define B_ANIM_AFFECTION_HANGED_ON 36 // special animations table (gBattleAnims_Special) #define B_ANIM_LVL_UP 0 #define B_ANIM_SWITCH_OUT_PLAYER_MON 1 #define B_ANIM_SWITCH_OUT_OPPONENT_MON 2 #define B_ANIM_BALL_THROW 3 #define B_ANIM_BALL_THROW_WITH_TRAINER 4 #define B_ANIM_SUBSTITUTE_TO_MON 5 #define B_ANIM_MON_TO_SUBSTITUTE 6 #define B_ANIM_CRITICAL_CAPTURE_THROW 7 // status animation table (gBattleAnims_StatusConditions) #define B_ANIM_STATUS_PSN 0 #define B_ANIM_STATUS_CONFUSION 1 #define B_ANIM_STATUS_BRN 2 #define B_ANIM_STATUS_INFATUATION 3 #define B_ANIM_STATUS_SLP 4 #define B_ANIM_STATUS_PRZ 5 #define B_ANIM_STATUS_FRZ 6 #define B_ANIM_STATUS_CURSED 7 #define B_ANIM_STATUS_NIGHTMARE 8 #define B_ANIM_STATUS_WRAPPED 9 // does not actually exist // Tasks with return values often assign them to gBattleAnimArgs[7]. #define ARG_RET_ID 7 // For createsprite macro to use internally #define ANIMSPRITE_IS_TARGET (1 << 7) // Trapping Wrap-like moves end turn animation. #define TRAP_ANIM_BIND 0 #define TRAP_ANIM_WRAP 0 #define TRAP_ANIM_FIRE_SPIN 1 #define TRAP_ANIM_WHIRLPOOL 2 #define TRAP_ANIM_CLAMP 3 #define TRAP_ANIM_SAND_TOMB 4 #define TRAP_ANIM_MAGMA_STORM 5 #define TRAP_ANIM_INFESTATION 6 #define TRAP_ANIM_SNAP_TRAP 7 // Weather defines for battle animation scripts. #define ANIM_WEATHER_NONE 0 #define ANIM_WEATHER_SUN 1 #define ANIM_WEATHER_RAIN 2 #define ANIM_WEATHER_SANDSTORM 3 #define ANIM_WEATHER_HAIL 4 // mon pal blend #define ANIM_PAL_BG 0x1 #define ANIM_PAL_ATK 0x2 #define ANIM_PAL_DEF 0x4 #define ANIM_PAL_ATK_PARTNER 0x8 #define ANIM_PAL_DEF_PARTNER 0x10 #define ANIM_PAL_ALL 0x1f #define ANIM_PAL_BG_4 0x20 #define ANIM_PAL_BG_5 0x40 #define ANIM_PAL_ALL_BATTLERS 0x780 #define ANIM_PAL_PLAYER1 0x80 #define ANIM_PAL_PLAYER2 0x100 #define ANIM_PAL_OPPONENT1 0x200 #define ANIM_PAL_OPPONENT2 0x400 // horseshoe/fist frames #define ANIM_RIGHT_FIST 0 #define ANIM_LEFT_FIST 2 // fist/chop frames #define ANIM_FIST_1 0 #define ANIM_FOOT_1 1 #define ANIM_FOOT_2 2 #define ANIM_CHOP 3 // surf wave palettes #define ANIM_SURF_PAL_SURF 0 #define ANIM_SURF_PAL_MUDDY_WATER 1 #define ANIM_SURF_PAL_SLUDGE_WAVE 2 // Flags given to various functions to indicate which palettes to consider. // Handled by UnpackSelectedBattlePalettes #define F_PAL_BG (1 << 0) #define F_PAL_ATTACKER (1 << 1) #define F_PAL_TARGET (1 << 2) #define F_PAL_ATK_PARTNER (1 << 3) #define F_PAL_DEF_PARTNER (1 << 4) #define F_PAL_ANIM_1 (1 << 5) // Palette set for GetBattleAnimBg1Data/GetBgDataForTransform. Only used (ineffectually?) by Aromatherapy. #define F_PAL_ANIM_2 (1 << 6) // Palette set for GetBattleAnimBgData/GetBgDataForTransform. Unused. #define F_PAL_ATK_SIDE (F_PAL_ATTACKER | F_PAL_ATK_PARTNER) #define F_PAL_DEF_SIDE (F_PAL_TARGET | F_PAL_DEF_PARTNER) #define F_PAL_BATTLERS (F_PAL_ATK_SIDE | F_PAL_DEF_SIDE) // The below are only used by AnimTask_BlendBattleAnimPal to get battler sprite palettes by position rather than by role. // It's redundant with F_PAL_BATTLERS, because they're only ever used together to refer to all the battlers at once. #define F_PAL_BATTLERS_2 (1 << 7 | 1 << 8 | 1 << 9 | 1 << 10) #endif // GUARD_CONSTANTS_BATTLE_ANIM_H