Fix AnimTask_HorizontalShake uses for shaking screen in battle anims (#5562)
Co-authored-by: ghoulslash <pokevoyager0@gmail.com>
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1421ed1b24
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1 changed files with 25 additions and 25 deletions
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@ -9288,8 +9288,8 @@ Move_THOUSAND_ARROWS::
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playsewithpan SE_M_THUNDERBOLT2, SOUND_PAN_ATTACKER
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waitforvisualfinish
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delay 0x30
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 0x32
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 0x32
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 0x32
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 0x32
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call ThousandArrowsDown
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call ThousandArrowsDown
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call ThousandArrowsDown
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@ -9489,8 +9489,8 @@ Move_LANDS_WRATH::
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fadetobg BG_FISSURE
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waitbgfadeout
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playsewithpan SE_M_EARTHQUAKE, 0x0
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 0x32
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 0x32
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 0x32
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 0x32
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createvisualtask AnimTask_PositionFissureBgOnBattler, 5, ANIM_TARGET, 5, -1
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waitbgfadein
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waitforvisualfinish
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@ -9657,8 +9657,8 @@ Move_PRECIPICE_BLADES::
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fadetobg 0x15
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waitbgfadeout
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createvisualtask AnimTask_PositionFissureBgOnBattler, 5, ANIM_TARGET, 5, -1
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 0x5
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 0x5
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 0x5
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 0x5
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playsewithpan SE_M_EARTHQUAKE, 0x0
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createvisualtask AnimTask_IsTargetPlayerSide, 0x2
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jumpargeq 0x7, ANIM_TARGET, PrecipiceBladesOpponent
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@ -11771,8 +11771,8 @@ Move_STOMPING_TANTRUM::
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monbg ANIM_TARGET
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createvisualtask AnimTask_Splash, 2, ANIM_ATTACKER, 3
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delay 0x5
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 0x5
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 0x5
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 0x5
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 0x5
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createsprite gStompingTantrumRockTemplate, ANIM_ATTACKER, 2, 0x0, 0x0
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createsprite gStompingTantrumRockTemplate, ANIM_ATTACKER, 2, 0x0, 0x1
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createsprite gStompingTantrumRockTemplate, ANIM_ATTACKER, 2, 0x0, 0x2
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@ -11907,8 +11907,8 @@ Move_PRISMATIC_LASER::
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unloadspritegfx ANIM_TAG_ICE_CHUNK
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unloadspritegfx ANIM_TAG_CIRCLE_OF_LIGHT
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delay 0x1E
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 0x32
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 0x32
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 0x32
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 0x32
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playsewithpan SE_M_SOLAR_BEAM, SOUND_PAN_ATTACKER
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call PrismaticLaserRain
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call PrismaticLaserRain
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@ -16157,8 +16157,8 @@ Move_GIGATON_HAMMER::
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delay 18
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createvisualtask AnimTask_SquishTarget, 0x2
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delay 6
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 50
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 50
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 50
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 50
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call GigatonHammerImpact
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waitforvisualfinish
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end
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@ -19839,8 +19839,8 @@ Move_LOW_KICK::
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end
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Move_EARTHQUAKE::
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 50
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 50
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 50
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 50
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playsewithpan SE_M_EARTHQUAKE, 0
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delay 10
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createsprite gComplexPaletteBlendSpriteTemplate, ANIM_ATTACKER, 2, F_PAL_BG, 3, 1, RGB_BLACK, 14, RGB_WHITE, 14
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@ -19850,8 +19850,8 @@ Move_EARTHQUAKE::
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Move_FISSURE::
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loadspritegfx ANIM_TAG_MUD_SAND
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createvisualtask AnimTask_HorizontalShake, 3, ANIM_PLAYER_RIGHT, 10, 50
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createvisualtask AnimTask_HorizontalShake, 3, ANIM_TARGET, 10, 50
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 50
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 50
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playsewithpan SE_M_EARTHQUAKE, SOUND_PAN_TARGET
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delay 8
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call FissureDirtPlumeFar
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@ -20577,13 +20577,13 @@ Move_MAGNITUDE::
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MagnitudeEnd:
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end
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MagnitudeRegular:
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 0, 50
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 0, 50
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 0, 50
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 0, 50
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loopsewithpan SE_M_STRENGTH, SOUND_PAN_TARGET, 8, 10
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goto MagnitudeEnd
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MagnitudeIntense:
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 0, 50
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 0, 50
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 0, 50
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 0, 50
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loopsewithpan SE_M_STRENGTH, SOUND_PAN_TARGET, 8, 10
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delay 10
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createsprite gComplexPaletteBlendSpriteTemplate, ANIM_ATTACKER, 2, F_PAL_BG, 3, 1, RGB_BLACK, 14, RGB_WHITE, 14
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@ -21056,8 +21056,8 @@ Move_ERUPTION::
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createsprite gEruptionFallingRockSpriteTemplate, ANIM_ATTACKER, 40, 110, -32, 64, 50, 0
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createsprite gEruptionFallingRockSpriteTemplate, ANIM_ATTACKER, 40, 60, -32, 80, 70, 1
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delay 22
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 8, 60
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 8, 60
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 8, 60
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 8, 60
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loopsewithpan SE_M_ROCK_THROW, SOUND_PAN_TARGET, 16, 12
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delay 80
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createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 40, F_PAL_BG | F_PAL_BATTLERS, 4, 4, 0, RGB_RED
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@ -21087,7 +21087,7 @@ Move_IMPRISON::
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waitforvisualfinish
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delay 4
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createsprite gRedXSpriteTemplate, ANIM_ATTACKER, 5, ANIM_ATTACKER, 40
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 1, 10
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 1, 10
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playsewithpan SE_M_HYPER_BEAM, SOUND_PAN_ATTACKER
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clearmonbg ANIM_DEF_PARTNER
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call UnsetPsychicBg
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@ -28522,8 +28522,8 @@ Move_BREAKNECK_BLITZ::
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loadspritegfx ANIM_TAG_CIRCLE_OF_LIGHT
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loadspritegfx ANIM_TAG_METEOR
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loadspritegfx ANIM_TAG_FLAT_ROCK
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 5, 32 @ shake screen
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createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 5, 32 @ shake banks
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createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 5, 32 @ shake screen
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createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 5, 32 @ shake banks
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playsewithpan SE_M_EARTHQUAKE, 0x0
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monbg ANIM_ATTACKER
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splitbgprio ANIM_ATTACKER
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