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Fix AnimTask_HorizontalShake uses for shaking screen in battle anims (#…
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…5562)

Co-authored-by: ghoulslash <[email protected]>
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ghoulslash and ghoulslash authored Oct 22, 2024
1 parent 1421ed1 commit 6de4222
Showing 1 changed file with 25 additions and 25 deletions.
50 changes: 25 additions & 25 deletions data/battle_anim_scripts.s
Original file line number Diff line number Diff line change
Expand Up @@ -9288,8 +9288,8 @@ Move_THOUSAND_ARROWS::
playsewithpan SE_M_THUNDERBOLT2, SOUND_PAN_ATTACKER
waitforvisualfinish
delay 0x30
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 0x32
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 0x32
createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 0x32
createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 0x32
call ThousandArrowsDown
call ThousandArrowsDown
call ThousandArrowsDown
Expand Down Expand Up @@ -9489,8 +9489,8 @@ Move_LANDS_WRATH::
fadetobg BG_FISSURE
waitbgfadeout
playsewithpan SE_M_EARTHQUAKE, 0x0
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 0x32
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 0x32
createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 0x32
createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 0x32
createvisualtask AnimTask_PositionFissureBgOnBattler, 5, ANIM_TARGET, 5, -1
waitbgfadein
waitforvisualfinish
Expand Down Expand Up @@ -9657,8 +9657,8 @@ Move_PRECIPICE_BLADES::
fadetobg 0x15
waitbgfadeout
createvisualtask AnimTask_PositionFissureBgOnBattler, 5, ANIM_TARGET, 5, -1
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 0x5
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 0x5
createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 0x5
createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 0x5
playsewithpan SE_M_EARTHQUAKE, 0x0
createvisualtask AnimTask_IsTargetPlayerSide, 0x2
jumpargeq 0x7, ANIM_TARGET, PrecipiceBladesOpponent
Expand Down Expand Up @@ -11771,8 +11771,8 @@ Move_STOMPING_TANTRUM::
monbg ANIM_TARGET
createvisualtask AnimTask_Splash, 2, ANIM_ATTACKER, 3
delay 0x5
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 0x5
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 0x5
createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 0x5
createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 0x5
createsprite gStompingTantrumRockTemplate, ANIM_ATTACKER, 2, 0x0, 0x0
createsprite gStompingTantrumRockTemplate, ANIM_ATTACKER, 2, 0x0, 0x1
createsprite gStompingTantrumRockTemplate, ANIM_ATTACKER, 2, 0x0, 0x2
Expand Down Expand Up @@ -11907,8 +11907,8 @@ Move_PRISMATIC_LASER::
unloadspritegfx ANIM_TAG_ICE_CHUNK
unloadspritegfx ANIM_TAG_CIRCLE_OF_LIGHT
delay 0x1E
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 0x32
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 0x32
createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 0x32
createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 0x32
playsewithpan SE_M_SOLAR_BEAM, SOUND_PAN_ATTACKER
call PrismaticLaserRain
call PrismaticLaserRain
Expand Down Expand Up @@ -16157,8 +16157,8 @@ Move_GIGATON_HAMMER::
delay 18
createvisualtask AnimTask_SquishTarget, 0x2
delay 6
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 50
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 50
createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 50
createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 50
call GigatonHammerImpact
waitforvisualfinish
end
Expand Down Expand Up @@ -19839,8 +19839,8 @@ Move_LOW_KICK::
end

Move_EARTHQUAKE::
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 10, 50
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 10, 50
createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 50
createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 50
playsewithpan SE_M_EARTHQUAKE, 0
delay 10
createsprite gComplexPaletteBlendSpriteTemplate, ANIM_ATTACKER, 2, F_PAL_BG, 3, 1, RGB_BLACK, 14, RGB_WHITE, 14
Expand All @@ -19850,8 +19850,8 @@ Move_EARTHQUAKE::

Move_FISSURE::
loadspritegfx ANIM_TAG_MUD_SAND
createvisualtask AnimTask_HorizontalShake, 3, ANIM_PLAYER_RIGHT, 10, 50
createvisualtask AnimTask_HorizontalShake, 3, ANIM_TARGET, 10, 50
createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 10, 50
createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 10, 50
playsewithpan SE_M_EARTHQUAKE, SOUND_PAN_TARGET
delay 8
call FissureDirtPlumeFar
Expand Down Expand Up @@ -20577,13 +20577,13 @@ Move_MAGNITUDE::
MagnitudeEnd:
end
MagnitudeRegular:
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 0, 50
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 0, 50
createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 0, 50
createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 0, 50
loopsewithpan SE_M_STRENGTH, SOUND_PAN_TARGET, 8, 10
goto MagnitudeEnd
MagnitudeIntense:
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 0, 50
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 0, 50
createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 0, 50
createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 0, 50
loopsewithpan SE_M_STRENGTH, SOUND_PAN_TARGET, 8, 10
delay 10
createsprite gComplexPaletteBlendSpriteTemplate, ANIM_ATTACKER, 2, F_PAL_BG, 3, 1, RGB_BLACK, 14, RGB_WHITE, 14
Expand Down Expand Up @@ -21056,8 +21056,8 @@ Move_ERUPTION::
createsprite gEruptionFallingRockSpriteTemplate, ANIM_ATTACKER, 40, 110, -32, 64, 50, 0
createsprite gEruptionFallingRockSpriteTemplate, ANIM_ATTACKER, 40, 60, -32, 80, 70, 1
delay 22
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 8, 60
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 8, 60
createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 8, 60
createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 8, 60
loopsewithpan SE_M_ROCK_THROW, SOUND_PAN_TARGET, 16, 12
delay 80
createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 40, F_PAL_BG | F_PAL_BATTLERS, 4, 4, 0, RGB_RED
Expand Down Expand Up @@ -21087,7 +21087,7 @@ Move_IMPRISON::
waitforvisualfinish
delay 4
createsprite gRedXSpriteTemplate, ANIM_ATTACKER, 5, ANIM_ATTACKER, 40
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 1, 10
createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 1, 10
playsewithpan SE_M_HYPER_BEAM, SOUND_PAN_ATTACKER
clearmonbg ANIM_DEF_PARTNER
call UnsetPsychicBg
Expand Down Expand Up @@ -28522,8 +28522,8 @@ Move_BREAKNECK_BLITZ::
loadspritegfx ANIM_TAG_CIRCLE_OF_LIGHT
loadspritegfx ANIM_TAG_METEOR
loadspritegfx ANIM_TAG_FLAT_ROCK
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_RIGHT, 5, 32 @ shake screen
createvisualtask AnimTask_HorizontalShake, 5, ANIM_PLAYER_LEFT, 5, 32 @ shake banks
createvisualtask AnimTask_HorizontalShake, 5, (MAX_BATTLERS_COUNT + 1), 5, 32 @ shake screen
createvisualtask AnimTask_HorizontalShake, 5, MAX_BATTLERS_COUNT, 5, 32 @ shake banks
playsewithpan SE_M_EARTHQUAKE, 0x0
monbg ANIM_ATTACKER
splitbgprio ANIM_ATTACKER
Expand Down

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