pokeemerald/include/constants/battle_anim.h

634 lines
36 KiB
C

#ifndef GUARD_CONSTANTS_BATTLE_ANIM_H
#define GUARD_CONSTANTS_BATTLE_ANIM_H
#include "battle_anim_scripts.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)
#define ANIM_TAG_TEAPOT (ANIM_SPRITES_START + 385)
#define ANIM_TAG_WOOD_HAMMER_HAMMER (ANIM_SPRITES_START + 386)
// battlers
#define ANIM_ATTACKER 0
#define ANIM_TARGET 1
#define ANIM_ATK_PARTNER 2
#define ANIM_DEF_PARTNER 3
// Below are used by AnimTask_ShakeMon2 and AnimTask_SetGrayscaleOrOriginalPal
#define ANIM_PLAYER_LEFT (MAX_BATTLERS_COUNT + 0)
#define ANIM_PLAYER_RIGHT (MAX_BATTLERS_COUNT + 1)
#define ANIM_OPPONENT_LEFT (MAX_BATTLERS_COUNT + 2)
#define ANIM_OPPONENT_RIGHT (MAX_BATTLERS_COUNT + 3)
#define ANIM_ATTACKER_FORCE (MAX_BATTLERS_COUNT + 4)
// 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
#define BG_CHLOROBLAST 80
// table ids for general animations (gBattleAnims_General)
#define B_ANIM_STATS_CHANGE 0
#define B_ANIM_SUBSTITUTE_FADE 1
#define B_ANIM_SUBSTITUTE_APPEAR 2
#define B_ANIM_POKEBLOCK_THROW 3
#define B_ANIM_ITEM_KNOCKOFF 4
#define B_ANIM_TURN_TRAP 5
#define B_ANIM_HELD_ITEM_EFFECT 6
#define B_ANIM_SMOKEBALL_ESCAPE 7
#define B_ANIM_HANGED_ON 8
#define B_ANIM_RAIN_CONTINUES 9
#define B_ANIM_SUN_CONTINUES 10
#define B_ANIM_SANDSTORM_CONTINUES 11
#define B_ANIM_HAIL_CONTINUES 12
#define B_ANIM_LEECH_SEED_DRAIN 13
#define B_ANIM_MON_HIT 14
#define B_ANIM_ITEM_STEAL 15
#define B_ANIM_SNATCH_MOVE 16
#define B_ANIM_FUTURE_SIGHT_HIT 17
#define B_ANIM_DOOM_DESIRE_HIT 18
#define B_ANIM_FOCUS_PUNCH_SETUP 19
#define B_ANIM_INGRAIN_HEAL 20
#define B_ANIM_WISH_HEAL 21
#define B_ANIM_MEGA_EVOLUTION 22
#define B_ANIM_ILLUSION_OFF 23
#define B_ANIM_FORM_CHANGE 24
#define B_ANIM_SLIDE_OFFSCREEN 25 // for Emergency Exit
#define B_ANIM_RESTORE_BG 26 // for Terrain Endings
#define B_ANIM_TOTEM_FLARE 27 // Totem boosts aura flare
#define B_ANIM_GULP_MISSILE 28
#define B_ANIM_STRONG_WINDS 29
#define B_ANIM_PRIMAL_REVERSION 30
#define B_ANIM_AQUA_RING_HEAL 31
#define B_ANIM_BEAK_BLAST_SETUP 32
#define B_ANIM_SHELL_TRAP_SETUP 33
#define B_ANIM_ZMOVE_ACTIVATE 34 // Using Z Moves
#define B_ANIM_AFFECTION_HANGED_ON 35
#define B_ANIM_SNOW_CONTINUES 36
#define B_ANIM_ULTRA_BURST 37
#define B_ANIM_SALT_CURE_DAMAGE 38
// 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
#define TRAP_ANIM_THUNDER_CAGE 8
// 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
#define ANIM_WEATHER_SNOW 5
// 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)
#define F_PAL_ADJACENT (F_PAL_DEF_SIDE | F_PAL_ATK_PARTNER)
#define F_PAL_ALL_BUT_DEF (F_PAL_ATK_SIDE | F_PAL_DEF_PARTNER)
#define F_PAL_ALL_BUT_ATK_PARTNER (F_PAL_ATTACKER | F_PAL_DEF_SIDE)
#endif // GUARD_CONSTANTS_BATTLE_ANIM_H