Merge branch 'battle_engine' of https://github.com/rh-hideout/pokeemerald-expansion into photonGeyser
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@@ -478,7 +478,7 @@ gBattleAnims_Moves::
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.4byte Move_HEAD_SMASH
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.4byte Move_DOUBLE_HIT
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.4byte Move_ROAR_OF_TIME
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.4byte Move_SPECIAL_REND
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.4byte Move_SPACIAL_REND
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.4byte Move_LUNAR_DANCE
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.4byte Move_CRUSH_GRIP
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.4byte Move_MAGMA_STORM
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@@ -4166,7 +4166,7 @@ Move_ROAR_OF_TIME:
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waitforvisualfinish
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end
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Move_SPECIAL_REND:
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Move_SPACIAL_REND:
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loadspritegfx ANIM_TAG_PUNISHMENT_BLADES
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loadspritegfx ANIM_TAG_PINK_HEART_2 @ANIM_TAG_BERRY_EATEN
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monbg ANIM_ATK_PARTNER
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@@ -6636,7 +6636,7 @@ Move_HURRICANE:
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monbg ANIM_DEF_PARTNER
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monbgprio_28 ANIM_TARGET
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setalpha 12, 8
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fadetobg BG_HIGH_SPEED
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fadetobg BG_HURRICANE
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waitbgfadeout
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launchtask AnimTask_StartSlidingBg 0x5 0x4 0x1000 0x0 0x1 0xffff
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waitbgfadein
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@@ -13940,47 +13940,64 @@ Move_ETERNA_BEAM::
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goto Move_HYPER_BEAM
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Move_STEEL_BEAM::
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loadspritegfx ANIM_TAG_CLAW_SLASH
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loopsewithpan SE_M_HARDEN, SOUND_PAN_ATTACKER, 28, 2
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createvisualtask AnimTask_MetallicShine, 5, 0, 0, 0
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delay 48
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loadspritegfx ANIM_TAG_ELECTRIC_ORBS
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loadspritegfx ANIM_TAG_GUST
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loadspritegfx ANIM_TAG_SPIKES
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launchtask AnimTask_BlendBattleAnimPal 0xa 0x5 ANIM_PAL_BG 0x0 0x0 0x10 0x6B59 @To gray
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launchtask AnimTask_ElectricChargingParticles 0x2 0x4 0x0 0x14 0x0 0x2
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playsewithpan SE_M_CHARGE, SOUND_PAN_ATTACKER
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delay 0x14
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loopsewithpan SE_M_HARDEN, SOUND_PAN_ATTACKER, 0x9, 15
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launchtask AnimTask_ShakeMon 0x2 0x5 ANIM_ATTACKER 0x0 0x4 72 0x1
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call SteelBeamShards
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call SteelBeamShards
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launchtemplate gSlideMonToOffsetSpriteTemplate 0x2 0x5 ANIM_TARGET, -30, 0x0 TRUE 145
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call SteelBeamShards
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call SteelBeamShards
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call SteelBeamShards
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call SteelBeamShards
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call SteelBeamShards
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call SteelBeamShards
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call SteelBeamShards
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call SteelBeamShards
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call SteelBeamShards
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call SteelBeamShards
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call SteelBeamShards
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call SteelBeamShards
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call SteelBeamShards
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call SteelBeamShards
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call SteelBeamShards
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call SteelBeamShards
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waitforvisualfinish
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launchtemplate gSlideMonToOriginalPosSpriteTemplate 0x2 0x3 ANIM_TARGET 0x0 0x6
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launchtask AnimTask_BlendBattleAnimPal 0xa 0x5 ANIM_PAL_BG 0x1 0xE 0x0 0x6B59 @From gray
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delay 20
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loadspritegfx ANIM_TAG_STEEL_BEAM
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call SetSteelBeamBackground
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panse_1B SE_M_SOLAR_BEAM, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, +2, 0
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createvisualtask AnimTask_CreateSmallSteelBeamOrbs, 5
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createsprite gSteelBeamBigOrbSpriteTemplate, ANIM_TARGET, 3, 15, 0, 20, 0
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delay 4
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createsprite gSteelBeamBigOrbSpriteTemplate, ANIM_TARGET, 3, 15, 0, 20, 1
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delay 4
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createvisualtask AnimTask_BlendBattleAnimPal, 10, 4, 1, 0, 10, RGB(24, 24, 48)
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createsprite gSteelBeamBigOrbSpriteTemplate, ANIM_TARGET, 3, 15, 0, 20, 2
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delay 4
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createvisualtask AnimTask_ShakeMon2, 5, ANIM_TARGET, 2, 0, 65, 1
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createsprite gSteelBeamBigOrbSpriteTemplate, ANIM_TARGET, 3, 15, 0, 20, 3
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delay 4
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createsprite gSteelBeamBigOrbSpriteTemplate, ANIM_TARGET, 3, 15, 0, 20, 4
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delay 4
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createsprite gSteelBeamBigOrbSpriteTemplate, ANIM_TARGET, 3, 15, 0, 20, 5
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delay 4
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createsprite gSteelBeamBigOrbSpriteTemplate, ANIM_TARGET, 3, 15, 0, 20, 6
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delay 4
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call SteelBeam_Continuity
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call SteelBeam_Continuity
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waitforvisualfinish
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createvisualtask AnimTask_BlendBattleAnimPal, 10, 4, 1, 10, 0, RGB(24, 24, 48)
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call UnsetHighSpeedBg
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end
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SteelBeamShards:
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launchtemplate gSteelBeamSpikeShardTemplate 0x80, 0x5 0xf 0xf 0x14 0x0 0x0
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launchtemplate gSteelBeamSpikeShardTemplate 0x80, 0x5 0xf 0xf 0x14 0xa 0x5
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launchtemplate gSteelBeamSpikeShardTemplate 0x80, 0x5 0xf 0xf 0x14 0xfff6 0xfffb
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delay 0x2
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launchtemplate gSteelBeamSpikeShardTemplate 0x80, 0x5 0xf 0xf 0x14 0x14 0xa
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launchtemplate gSteelBeamSpikeShardTemplate 0x80, 0x5 0xf 0xf 0x14 0xffec 0xfff6
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delay 0x2
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SteelBeam_Continuity:
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createsprite gSteelBeamBigOrbSpriteTemplate, ANIM_TARGET, 3, 15, 0, 20, 0
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delay 4
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createsprite gSteelBeamBigOrbSpriteTemplate, ANIM_TARGET, 3, 15, 0, 20, 1
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delay 4
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createsprite gSteelBeamBigOrbSpriteTemplate, ANIM_TARGET, 3, 15, 0, 20, 2
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delay 4
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createsprite gSteelBeamBigOrbSpriteTemplate, ANIM_TARGET, 3, 15, 0, 20, 3
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delay 4
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createsprite gSteelBeamBigOrbSpriteTemplate, ANIM_TARGET, 3, 15, 0, 20, 4
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delay 4
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createsprite gSteelBeamBigOrbSpriteTemplate, ANIM_TARGET, 3, 15, 0, 20, 5
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delay 4
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createsprite gSteelBeamBigOrbSpriteTemplate, ANIM_TARGET, 3, 15, 0, 20, 6
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delay 4
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return
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SetSteelBeamBackground:
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createvisualtask AnimTask_GetAttackerSide, 2
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jumprettrue SetSteelBeamBgPlayer
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fadetobg BG_STEEL_BEAM_OPPONENT
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goto SetHighSpeedBgFade
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SetSteelBeamBgPlayer:
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fadetobg BG_STEEL_BEAM_PLAYER
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Move_EXPANDING_FORCE::
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end @to do:
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