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CLOSES #1206, CLOSES #1189, CLOSES #1175, CLOSES #1129, CLOSES #1119, CLOSES #1089, CLOSES #1073, CLOSES #1069, CLOSES #1065, CLOSES #1010, CLOSES #990, CLOSES #989, CLOSES #988, CLOSES #978, CLOSES #944, CLOSES #936, CLOSES #1221, CLOSES #1220, CLOSES #1193, CLOSES #1101, CLOSES #1066, CLOSES #1056, CLOSES #1041, CLOSES #984, CLOSES #1225, CLOSES #1214, CLOSES #1011, CLOSES #1035, CLOSES #1219, CLOSES #1048, CLOSES #1047, CLOSES #964, CLOSES #949, CLOSES #1149, CLOSES #1007, CLOSES #914, CLOSES #1115, CLOSES #1146, CLOSES #999, CLOSES #1207, CLOSES #1029, CLOSES #1120, CLOSES #987, CLOSES #983
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@@ -203,13 +203,13 @@ do
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eq(tb.waitFrames, 60, "for the 60 frames AnimationBlinkEnemyMon takes")
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end
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-- the OPTIONS animation toggle still gates the whole thing; the sound does not
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-- engine/battle/animations.asm PlayApplyingAttackAnimation
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do
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local tb = freshBattle()
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Game.save.options.animations = false
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tb:applyHitFx({ animType = 5, sfx = "Damage" })
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eq(tb.fx.shakeProg, nil, "animations off arms no shake")
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eq(tb.fx.blink, nil, "and no blink")
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check(tb.fx.shakeProg ~= nil, "animations off keeps the hit shake")
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eq(tb.fx.blink, nil, "type 5 remains a shake, not a blink")
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Game.save.options.animations = true
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end
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