Add Population Bomb animation (#5194)
* Population Bomb animation * Update battle_anim_new.c * Update battle_anim_new.c
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2 changed files with 32 additions and 1 deletions
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@ -17630,9 +17630,30 @@ Move_MALIGNANT_CHAIN::
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waitforvisualfinish
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end
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Move_POPULATION_BOMB::
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loadspritegfx ANIM_TAG_CUT
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monbg ANIM_TARGET
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setalpha 12, 8
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playsewithpan SE_M_CUT, SOUND_PAN_TARGET
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createvisualtask AnimTask_RandomBool, 2
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jumpretfalse PopulationBombSliceRight
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jumprettrue PopulationBombSliceLeft
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PopulationBombSliceRight:
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createsprite gCuttingSliceSpriteTemplate, ANIM_ATTACKER, 2, 40, -32, 0
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goto PopulationBombContinue
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PopulationBombSliceLeft:
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createsprite gCuttingSliceSpriteTemplate, ANIM_ATTACKER, 2, 40, -32, 1
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PopulationBombContinue:
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delay 5
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createvisualtask AnimTask_ShakeMon, 2, ANIM_TARGET, 0, 3, 10, 1
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waitforvisualfinish
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clearmonbg ANIM_TARGET
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blendoff
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waitforvisualfinish
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end
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Move_TERA_BLAST::
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Move_ORDER_UP::
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Move_POPULATION_BOMB::
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Move_GLAIVE_RUSH::
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Move_REVIVAL_BLESSING::
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Move_SALT_CURE::
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@ -9285,3 +9285,13 @@ static void AnimMakingItRain(struct Sprite *sprite)
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sprite->callback = TranslateSpriteInEllipse;
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sprite->callback(sprite);
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}
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void AnimTask_RandomBool(u8 taskId)
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{
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if (RandomPercentage(RNG_NONE, 50))
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gBattleAnimArgs[ARG_RET_ID] = TRUE;
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else
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gBattleAnimArgs[ARG_RET_ID] = FALSE;
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DestroyAnimVisualTask(taskId);
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}
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