List of Sound Effects: Difference between revisions

RRad (talk | contribs)
Some more identified sounds
RRad (talk | contribs)
Elaborating on a few sounds
 
(42 intermediate revisions by the same user not shown)
Line 15: Line 15:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 58: Line 58:
|D03P11A
|D03P11A
|m03a1002
|m03a1002
|Unlocking special episodes, recruiting legendaries.
|Unlocking special episodes, recruiting legendaries. The normally-unused enemy evolution function will also use this if enabled.
|-
|-
|6
|6
Line 100: Line 100:
|D79P41A
|D79P41A
|s02p0701
|s02p0701
|Louder howling wind. Might be exclusive to scene after Froslass's boss fight in Crevice Cave.
|Louder howling wind. Exclusively used in scene after Froslass's boss fight in Crevice Cave. PMD1 used an earlier iteration of this if the stirring wind was getting closer, but PMD2 solely uses ME #10 for this.
|-
|-
|12
|12
Line 107: Line 107:
|None
|None
|None
|None
|Water attack sound 1. Appears to be unused.
|Ominous bubble sound. Unused; an earlier iteration of this sound was used for the stirring wind in PMD1's water dungeons. PMD2 solely uses ME #10 for this in all dungeons.
|-
|-
|13
|13
Line 114: Line 114:
|None
|None
|None
|None
|Water attack sound 2. Appears to be unused.
|Sounds like a water attack. Unused; an earlier iteration of this was used as the stirring wind was getting closer in PMD1's water dungeons.
|}
|}


Line 132: Line 132:
|0x101
|0x101
|SE_NUM_MOTION_ANIM_10
|SE_NUM_MOTION_ANIM_10
|Jumping. Dig uses this, for example.
|Secondary sound used for the Pokémon's hopping animation. Used by moves such as Dig or Bounce.
|-
|-
|258
|258
|0x102
|0x102
|SE_NUM_MOTION_ANIM_11
|SE_NUM_MOTION_ANIM_11
|
|Secondary sound used for the Pokémon's charging animation. Used by moves such as Glare, Detect, Bulk Up and Focus Punch.
|-
|-
|259
|259
|0x103
|0x103
|SE_NUM_MOTION_ANIM_12
|SE_NUM_MOTION_ANIM_12
|Used with a Pokémon's rotate animation, e.g. throwing an item and many moves.
|Secondary sound used for the Pokémon's rotating animation, e.g. throwing an item and many moves.
|-
|-
|260
|260
Line 152: Line 152:
|0x105
|0x105
|SE_NUM_MOTION_ANIM_4_1
|SE_NUM_MOTION_ANIM_4_1
|Special Scratch sound used by Charmander specifically. There may be more use cases. PMD1 name: ANIM_4_SCRATCH
|Scratch/Slash used by Charmander, various kick moves used by the Machop line, Fake Out used by Buneary/Lopunny and Weavile. PMD1 name suffix: SCRATCH
|-
|-
|262
|262
|0x106
|0x106
|SE_NUM_MOTION_ANIM_4_2
|SE_NUM_MOTION_ANIM_4_2
|Forcing Lickitung to use Scratch uses this sound effect, needs more investigation. The move Lick does not work. PMD1 name: ANIM_4_LICK
|Special Scratch/Comet Punch sound assigned to Lickitung only, but it cannot naturally learn either of these moves. Apparently unused? PMD1 suffix: LICK
|-
|-
|263
|263
|0x107
|0x107
|SE_NUM_MOTION_ANIM_4_3
|SE_NUM_MOTION_ANIM_4_3
|PMD1 name: ANIM_4_GORE
|Special Headbutt sound assigned to Heracross only, but it cannot naturally learn this move. Apparently unused? PMD1 suffix: GORE
|-
|-
|264
|264
|0x108
|0x108
|SE_NUM_MOTION_ANIM_4_4
|SE_NUM_MOTION_ANIM_4_4
|PMD1 name: ANIM_4_ATTACK
|Special Bide sound assigned to Golem only, but it cannot naturally learn this move. Apparently unused? PMD1 suffix: ATTACK
|-
|-
|265
|265
|0x109
|0x109
|SE_NUM_MOTION_ANIM_4_5
|SE_NUM_MOTION_ANIM_4_5
|PMD1 name: ANIM_4_HEEL_DOWN
|Special Double Kick sound used by Blaziken only. PMD1 suffix: HEEL_DOWN
|-
|-
|266
|266
|0x10A
|0x10A
|SE_NUM_MOTION_ANIM_4_6
|SE_NUM_MOTION_ANIM_4_6
|Special Tail Whip sound. Only used by some Pokémon with very specific animations, e.g. Rattata line, Eevee, Zigzagoon and Skitty line. PMD1 name: ANIM_4_WAG_TAIL
|Special Tail Whip sound. Only used by Rattata/Raticate, Eevee/Flareon, Zigzagoon, Azurill and Skitty/Delcatty. PMD1 suffix: WAG_TAIL
|-
|-
|267
|267
|0x10B
|0x10B
|SE_NUM_MOTION_ANIM_4_7
|SE_NUM_MOTION_ANIM_4_7
|PMD1 name: ANIM_4_PAWUP
|Special Sand-Attack sound used by Stantler only. PMD1 suffix: PAWUP
|-
|-
|268
|268
|0x10C
|0x10C
|SE_NUM_MOTION_ANIM_4_9
|SE_NUM_MOTION_ANIM_4_9
|Small wing flapping sound. Only used by some Pokémon with very specific animations, e.g. Taillow line. PMD1 name: ANIM_4_WING_S
|Quick wing flapping sound. Used by Taillow using Odor Sleuth or Zubat/Swablu/Honchkrow using Steel Wing, among others. PMD1 suffix: WING_S
|-
|-
|269
|269
|0x10D
|0x10D
|SE_NUM_MOTION_ANIM_4_10
|SE_NUM_MOTION_ANIM_4_10
|PMD1 name: ANIM_4_WING_M
|Louder wing flapping sound. Steel Wing used by Fearow, Aerodactyl, Noctowl, Murkrow and Tropius or various orb effects used by Taillow/Swellow specifically produce this sound. PMD1 suffix: WING_M
|-
|-
|270
|270
|0x10E
|0x10E
|SE_NUM_MOTION_ANIM_4_11
|SE_NUM_MOTION_ANIM_4_11
|PMD1 name: ANIM_4_WING_L
|Another wing flapping sound. Only Wing Attack used by Moltres or Steel Wing used by Ho-Oh and Lugia appear to produce this sound naturally. PMD1 suffix: WING_L
|-
|-
|271
|271
|0x10F
|0x10F
|SE_NUM_MOTION_ANIM_4_12
|SE_NUM_MOTION_ANIM_4_12
|Peck, Tail Whip variant 2 (Vulpix and Ninetales only). PMD1 name: ANIM_4_SHAKE
|Peck, Tail Whip used by Vulpix/Ninetales, Attract used by Pichu, Corsola and Ralts. PMD1 suffix: SHAKE
|-
|-
|272
|272
|0x110
|0x110
|SE_NUM_MOTION_ANIM_4_13
|SE_NUM_MOTION_ANIM_4_13
|PMD1 name: ANIM_4_JUMP
|Harden used by Seedot or Nosepass, Steel Wing used by Pidgey line, Spearow, Zapdos, Natu, Taillow/Swellow and Starly line. PMD1 suffix: JUMP
|-
|-
|273
|273
|0x111
|0x111
|SE_NUM_MOTION_ANIM_4_14
|SE_NUM_MOTION_ANIM_4_14
|PMD1 name: ANIM_4_ATTACK_LIGHT
|Special Destiny Bond sound used by Cacnea and Cacturne only; it accompanies their eye flash. Cacturne also uses it for Ingrain. PMD1 suffix: ATTACK_LIGHT
|-
|-
|274
|274
|0x112
|0x112
|SE_NUM_MOTION_ANIM_8
|SE_NUM_MOTION_ANIM_8
|
|Secondary sound used for the Pokémon's rotating animation while using Rolling Kick, Thief or Flame Wheel.
|-
|-
|275
|275
|0x113
|0x113
|SE_NUM_MOTION_ANIM_9
|SE_NUM_MOTION_ANIM_9
|Double Team.
|Secondary sound used for the Pokémon's "Double" animation while using Double Team or Agility.
|-
|-
|276
|276
Line 232: Line 232:
|0x115
|0x115
|SE_NUM_EFF_INVOKE_1
|SE_NUM_EFF_INVOKE_1
|
|Used as a startup sound by too many moves to count.
|-
|-
|278
|278
Line 242: Line 242:
|0x117
|0x117
|SE_NUM_EFF_INVOKE
|SE_NUM_EFF_INVOKE
|Stat changes reset.
|Stat changes reset. Also used as a startup sound by many moves.
|-
|-
|280
|280
|0x118
|0x118
|SE_NUM_EFF_LARGE_DAMAGE
|SE_NUM_EFF_LARGE_DAMAGE
|
|Normal hit.
|-
|-
|281
|281
|0x119
|0x119
|SE_NUM_EFF_MIDDLE_DAMAGE
|SE_NUM_EFF_MIDDLE_DAMAGE
|
|Not very effective hit.
|-
|-
|282
|282
|0x11A
|0x11A
|SE_NUM_EFF_PAIN_2
|SE_NUM_EFF_PAIN_2
|
|Power Swap or Guard Swap hit.
|-
|-
|283
|283
|0x11B
|0x11B
|SE_NUM_EFF_SMALL_SMALL
|SE_NUM_EFF_SMALL_SMALL
|Not very effective hit.
|Hit by a weak thrown item or little-effective hit (Normal attack on Ghost etc.).
|-
|-
|284
|284
|0x11C
|0x11C
|SE_NUM_MOTION_SWITCH
|SE_NUM_MOTION_SWITCH
|
|Step on trap or Wonder Tile.
|}
|}


Line 276: Line 276:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 284: Line 284:
|None
|None
|None
|None
|
|Eruption (move).
|-
|-
|514
|514
Line 291: Line 291:
|None
|None
|None
|None
|
|A high pitched chirp paired with effect animation #429, which is a copy of the exclamation mark. Cringing etc. does not use this, so it is probably unused.
|-
|-
|515
|515
Line 298: Line 298:
|None
|None
|None
|None
|
|Dropeye Seed.
|-
|-
|516
|516
Line 319: Line 319:
|None
|None
|None
|None
|
|Sticky Trap.
|-
|-
|519
|519
Line 326: Line 326:
|None
|None
|None
|None
|
|Special Defense down.
|-
|-
|520
|520
Line 333: Line 333:
|None
|None
|None
|None
|Open keyhole block in dungeons.
|Keyhole block opens in dungeons. Preceded by #553.
|-
|-
|521
|521
Line 347: Line 347:
|None
|None
|None
|None
|
|"Secret Machine" is the Japanese name for HMs. However, the game does not allow the player to use HMs in dungeons and won't use this sound in the overworld or waypoints. Probably unused.
|-
|-
|523
|523
Line 361: Line 361:
|None
|None
|None
|None
|
|X-Eye Seed. Same sound as #4105.
|-
|-
|525
|525
Line 389: Line 389:
|None
|None
|None
|None
|
|Seismic Toss and Drought Orb drying effect (see #3350 for the sound effect used by the animation)
|-
|-
|529
|529
Line 409: Line 409:
|SE_NUM_EFF_DEFENCE_UP
|SE_NUM_EFF_DEFENCE_UP
|P01P04A
|P01P04A
|
|s30a0701
|Defense up.
|Defense up.
|-
|-
Line 417: Line 417:
|None
|None
|None
|None
|
|Earthquake or Magnitude attack. #1548 contains the hit sound.
|-
|-
|533
|533
Line 430: Line 430:
|SE_NUM_EFF_DEFENCE_DOWN
|SE_NUM_EFF_DEFENCE_DOWN
|P01P04A
|P01P04A
|
|s30a0701
|Defense lowered.
|Defense lowered.
|-
|-
Line 438: Line 438:
|None
|None
|None
|None
|
|Accuracy lowered.
|-
|-
|536
|536
Line 466: Line 466:
|None
|None
|None
|None
|
|Accuracy up? Drawing a blank on any methods, Lock-On, Acupressure etc. won't use this...
|-
|-
|540
|540
Line 473: Line 473:
|None
|None
|None
|None
|
|Turning invisible (Vanish Seed).
|-
|-
|541
|541
Line 494: Line 494:
|None
|None
|None
|None
|
|Appears to be unused. PMD1 previously used this during Jirachi's post-battle cutscene (if not recruited).
|-
|-
|544
|544
Line 501: Line 501:
|None
|None
|None
|None
|
|Attack lowered.
|-
|-
|545
|545
Line 508: Line 508:
|None
|None
|None
|None
|
|Bounce.
|-
|-
|546
|546
Line 515: Line 515:
|None
|None
|None
|None
|
|Trawl Orb item pull effect.
|-
|-
|547
|547
Line 529: Line 529:
|None
|None
|None
|None
|
|Charge (move).
|-
|-
|549
|549
Line 536: Line 536:
|None
|None
|None
|None
|
|Attack speed down? Uncertain if this and the effect animation (#549) are ever used.
|-
|-
|550
|550
Line 550: Line 550:
|None
|None
|None
|None
|
|Whiffer status (SmokeScreen etc.).
|-
|-
|552
|552
Line 557: Line 557:
|None
|None
|None
|None
|
|Rising multicolor smoke (Trace ability activates).
|-
|-
|553
|553
Line 564: Line 564:
|None
|None
|None
|None
|
|Using a key on a keyhole block. Followed by #520.
|}
|}


Line 597: Line 597:
|0x305
|0x305
|SE_NUM_MOTION_DOOR_GENERAL
|SE_NUM_MOTION_DOOR_GENERAL
|Step on trap.
|Sounds like a more quiet version of #284.
|-
|-
|774
|774
|0x306
|0x306
|SE_NUM_MOTION_WAVE_LARGE
|SE_NUM_MOTION_WAVE_LARGE
|
|Loud wave sound. Unused; an earlier iteration of this sound was used for the final stirring wind that carries the player out of PMD1's water dungeons. As previously mentioned, PMD2 solely uses ME #10 for all stirring wind effects.
|-
|-
|775
|775
|0x307
|0x307
|SE_NUM_MOTION_WIND_LARGE
|SE_NUM_MOTION_WIND_LARGE
|
|Loud ominous wind sound. Unused; an earlier iteration of this was used in PMD1 for the final stirring wind that carries the player out of non-water dungeons.
|-
|-
|776
|776
Line 642: Line 642:
|0x30E
|0x30E
|SE_NUM_TRAP_SLEEP
|SE_NUM_TRAP_SLEEP
|
|Healing sleep status from Rest. Other ways of falling asleep do not seem to use this.
|-
|-
|783
|783
Line 687: Line 687:
|0x317
|0x317
|SE_NUM_EFF_MUD_TRAP
|SE_NUM_EFF_MUD_TRAP
|Grimy trap.
|Mud Trap.
|-
|-
|792
|792
|0x318
|0x318
|SE_NUM_EFF_MUD_TRAP_1
|SE_NUM_EFF_MUD_TRAP_1
|
|Grimy trap.
|-
|-
|793
|793
Line 710: Line 710:
|0x401
|0x401
|SE_NUM_EFF_FIRE_4
|SE_NUM_EFF_FIRE_4
|
|Flame Wheel start.
|-
|-
|1026
|1026
|0x402
|0x402
|SE_NUM_EFF_FIRE_5
|SE_NUM_EFF_FIRE_5
|
|Flamethrower projectile.
|-
|-
|1027
|1027
|0x403
|0x403
|SE_NUM_EFF_FIRE_DAMEGE
|SE_NUM_EFF_FIRE_DAMEGE
|
|Flamethrower/Flame Wheel hit.
|-
|-
|1028
|1028
|0x404
|0x404
|SE_NUM_EFF_GIGA_DRAIN
|SE_NUM_EFF_GIGA_DRAIN
|Absorb or Mega Drain. Higher pitched version of #1566.
|Absorb or Mega Drain. Higher pitched version of #1567.
|-
|-
|1029
|1029
Line 735: Line 735:
|0x406
|0x406
|SE_NUM_EFF_LIGHT_WALL
|SE_NUM_EFF_LIGHT_WALL
|
|Used as a hit sound by a number of Orb effects. Used by Switcher, Blowback, Stayaway, Observer, Decoy Maker, etc.
|-
|-
|1031
|1031
|0x407
|0x407
|SE_NUM_EFF_PAIN1
|SE_NUM_EFF_PAIN1
|
|Two-Edge Orb/Trick/Role Play on target.
|-
|-
|1032
|1032
|0x408
|0x408
|SE_NUM_EFF_PAIN
|SE_NUM_EFF_PAIN
|
|Two-Edge Orb, Trick or Role Play.
|-
|-
|1033
|1033
|0x409
|0x409
|SE_NUM_EFF_PSYCHO_WAVE
|SE_NUM_EFF_PSYCHO_WAVE
|
|Psywave projectile. Appears to be identical to #1036.
|-
|-
|1034
|1034
|0x40A
|0x40A
|SE_NUM_EFF_RASTAPARGE
|SE_NUM_EFF_RASTAPARGE
|
|Luster Purge or Luminous Orb.
|-
|-
|1035
|1035
|0x40B
|0x40B
|SE_NUM_EFF_RASTERKANON
|SE_NUM_EFF_RASTERKANON
|
|Flash Cannon charge.
|-
|-
|1036
|1036
|0x40C
|0x40C
|SE_NUM_EFF_SAIKE
|SE_NUM_EFF_SAIKE
|
|Psybeam projectile. Appears to be identical to #1033.
|-
|-
|1037
|1037
|0x40D
|0x40D
|SE_NUM_EFF_SAIMIN
|SE_NUM_EFF_SAIMIN
|
|Hypnosis projectile.
|-
|-
|1038
|1038
|0x40E
|0x40E
|SE_NUM_EFF_SAND_HELL
|SE_NUM_EFF_SAND_HELL
|
|Sand Tomb.
|-
|-
|1039
|1039
|0x40F
|0x40F
|SE_NUM_EFF_STAFF_BULLET2
|SE_NUM_EFF_STAFF_BULLET2
|
|Transfer/Stayaway Orb projectile.
|-
|-
|1040
|1040
|0x410
|0x410
|SE_NUM_EFF_STAFF_BULLET
|SE_NUM_EFF_STAFF_BULLET
|
|Switcher/Blowback Orb projectile.
|-
|-
|1041
|1041
|0x411
|0x411
|SE_NUM_EFF_SUKETTI
|SE_NUM_EFF_SUKETTI
|
|Sketch (truncated if the move connects).
|-
|-
|1042
|1042
|0x412
|0x412
|SE_NUM_EFF_SUPUNMAGE
|SE_NUM_EFF_SUPUNMAGE
|
|Kinesis (bending spoon).
|-
|-
|1043
|1043
|0x413
|0x413
|SE_NUM_EFF_BOOST
|SE_NUM_EFF_BOOST
|
|Psycho Boost hit.
|-
|-
|1044
|1044
|0x414
|0x414
|SE_NUM_EFF_BUREIBUBIRD_BG
|SE_NUM_EFF_BUREIBUBIRD_BG
|
|Brave Bird background sound (truncated if the move connects).
|-
|-
|1045
|1045
Line 815: Line 815:
|0x416
|0x416
|SE_NUM_EFF_DETECT
|SE_NUM_EFF_DETECT
|Agility windup.
|Scanner Orb, Odor Sleuth or Agility windup.
|-
|-
|1047
|1047
|0x417
|0x417
|SE_NUM_EFF_FIRE_3
|SE_NUM_EFF_FIRE_3
|
|Unused; paired with effect animation #77 (3 small fireballs), which was previously used as a Flame Wheel startup animation in PMD1.
|-
|-
|1048
|1048
|0x418
|0x418
|SE_NUM_EFF_JIWARE_0
|SE_NUM_EFF_JIWARE_0
|Silence.
|Fissure opens (new to Sky).
|-
|-
|1049
|1049
|0x419
|0x419
|SE_NUM_EFF_JIWARE_2
|SE_NUM_EFF_JIWARE_2
|Silence.
|Fissure closes (new to Sky).
|}
|}


Line 843: Line 843:
|0x501
|0x501
|SE_NUM_EFF_BRK_STONE
|SE_NUM_EFF_BRK_STONE
|
|Rollout hit. Also assigned to Excavate, an unused move (ID #361).
|-
|-
|1282
|1282
|0x502
|0x502
|SE_NUM_EFF_BULLET_1
|SE_NUM_EFF_BULLET_1
|Water Gun.
|Hydro Cannon projectile.
|-
|-
|1283
|1283
|0x503
|0x503
|SE_NUM_EFF_BULLET_2
|SE_NUM_EFF_BULLET_2
|
|Hydro Pump projectile.
|-
|-
|1284
|1284
|0x504
|0x504
|SE_NUM_EFF_FIRE_STORM
|SE_NUM_EFF_FIRE_STORM
|
|Fire Spin.
|-
|-
|1285
|1285
|0x505
|0x505
|SE_NUM_EFF_HEART
|SE_NUM_EFF_HEART
|
|Attract hit.
|-
|-
|1286
|1286
|0x506
|0x506
|SE_NUM_EFF_ICE_BALL
|SE_NUM_EFF_ICE_BALL
|
|Ice Ball.
|-
|-
|1287
|1287
|0x507
|0x507
|SE_NUM_EFF_ICE_BREAK
|SE_NUM_EFF_ICE_BREAK
|
|Ice Ball hit.
|-
|-
|1288
|1288
Line 883: Line 883:
|0x509
|0x509
|SE_NUM_EFF_NEOHARU
|SE_NUM_EFF_NEOHARU
|
|Ingrain.
|-
|-
|1290
|1290
|0x50A
|0x50A
|SE_NUM_EFF_SMOKE_UP
|SE_NUM_EFF_SMOKE_UP
|
|Spikes or Toxic Spikes (setting the trap).
|-
|-
|1291
|1291
|0x50B
|0x50B
|SE_NUM_EFF_STRENGTH_UP
|SE_NUM_EFF_STRENGTH_UP
|
|Swagger.
|-
|-
|1292
|1292
|0x50C
|0x50C
|SE_NUM_EFF_TOBIGERI
|SE_NUM_EFF_TOBIGERI
|
|(Hi) Jump Kick, Low Kick, Double/Triple Kick and Rolling Kick.
|-
|-
|1293
|1293
Line 913: Line 913:
|0x50F
|0x50F
|SE_NUM_EFF_WATER_BULLET
|SE_NUM_EFF_WATER_BULLET
|
|Water Gun projectile.
|-
|-
|1296
|1296
|0x510
|0x510
|SE_NUM_EFF_WATER_WAVE
|SE_NUM_EFF_WATER_WAVE
|
|Water Pulse projectile.
|-
|-
|1297
|1297
|0x511
|0x511
|SE_NUM_EFF_WEATHER_1
|SE_NUM_EFF_WEATHER_1
|
|Weather Ball bullet.
|-
|-
|1298
|1298
|0x512
|0x512
|SE_NUM_EFF_WEATHER_2
|SE_NUM_EFF_WEATHER_2
|
|Weather Ball hit in sunny weather (fire).
|-
|-
|1299
|1299
|0x513
|0x513
|SE_NUM_EFF_WEATHER_3
|SE_NUM_EFF_WEATHER_3
|
|Weather Ball hit in rainy weather (bubbles).
|-
|-
|1300
|1300
|0x514
|0x514
|SE_NUM_EFF_AURORA
|SE_NUM_EFF_AURORA
|
|Aurora Beam.
|-
|-
|1301
|1301
|0x515
|0x515
|SE_NUM_EFF_BARRIA_1
|SE_NUM_EFF_BARRIA_1
|
|Yellow beam (Reviver Seed, Magic Coat, warping out of the dungeon).
|-
|-
|1302
|1302
|0x516
|0x516
|SE_NUM_EFF_BARRIA_4
|SE_NUM_EFF_BARRIA_4
|
|Blue beam (Reflect).
|-
|-
|1303
|1303
|0x517
|0x517
|SE_NUM_EFF_BIRUDOUP
|SE_NUM_EFF_BIRUDOUP
|
|Bulk Up.
|-
|-
|1304
|1304
|0x518
|0x518
|SE_NUM_EFF_BRAKECROW
|SE_NUM_EFF_BRAKECROW
|
|Crush Claw.
|-
|-
|1305
|1305
|0x519
|0x519
|SE_NUM_EFF_SHIM_FORM
|SE_NUM_EFF_SHIM_FORM
|Silence.
|Using a Gracidea on Shaymin to change to Sky Forme (new to Sky). Same or very similar sound as #11018.
|}
|}


Line 976: Line 976:
|0x601
|0x601
|SE_NUM_EFF_POWER
|SE_NUM_EFF_POWER
|
|Focus Energy and Focus Punch charge.
|-
|-
|1538
|1538
|0x602
|0x602
|SE_NUM_EFF_PUNCH
|SE_NUM_EFF_PUNCH
|
|Comet Punch.
|-
|-
|1539
|1539
|0x603
|0x603
|SE_NUM_EFF_SHADOW_DIVE
|SE_NUM_EFF_SHADOW_DIVE
|
|Shadow Force.
|-
|-
|1540
|1540
|0x604
|0x604
|SE_NUM_EFF_SURIKAE
|SE_NUM_EFF_SURIKAE
|
|Placeholder "sweat drop" sound.
|-
|-
|1541
|1541
Line 1,006: Line 1,006:
|0x607
|0x607
|SE_NUM_EFF_TOBOE
|SE_NUM_EFF_TOBOE
|
|Howl.
|-
|-
|1544
|1544
|0x608
|0x608
|SE_NUM_EFF_TOSENBO
|SE_NUM_EFF_TOSENBO
|Disable.
|Seal Trap, Silence Orb and Imprison.
|-
|-
|1545
|1545
|0x609
|0x609
|SE_NUM_EFF_TUNODETUKU
|SE_NUM_EFF_TUNODETUKU
|
|Horn Attack.
|-
|-
|1546
|1546
|0x60A
|0x60A
|SE_NUM_EFF_TWINES
|SE_NUM_EFF_TWINES
|
|Wrap.
|-
|-
|1546
|1547
|0x60B
|0x60B
|SE_NUM_EFF_VOLTEKKA
|SE_NUM_EFF_VOLTEKKA
|
|Volt Tackle startup.
|-
|-
|1547
|1548
|0x60C
|0x60C
|SE_NUM_EFF_WANA_DEL
|SE_NUM_EFF_WANA_DEL
|
|Earthquake or Magnitude hit, Trapbust Orb.
|-
|-
|1548
|1549
|0x60D
|0x60D
|SE_NUM_EFF_WEB
|SE_NUM_EFF_WEB
|
|String Shot.
|-
|-
|1549
|1550
|0x60E
|0x60E
|SE_NUM_EFF_WEB_2
|SE_NUM_EFF_WEB_2
|
|String Shot hit.
|-
|-
|1550
|1551
|0x60F
|0x60F
|SE_NUM_EFF_AQUA_JET
|SE_NUM_EFF_AQUA_JET
|Aqua Jet start.
|Aqua Jet start.
|-
|-
|1551
|1552
|0x610
|0x610
|SE_NUM_EFF_AQUA_JET_1
|SE_NUM_EFF_AQUA_JET_1
|Aqua Jet/Aqua Tail hit.
|Aqua Jet/Aqua Tail hit.
|-
|-
|1552
|1553
|0x611
|0x611
|SE_NUM_EFF_AQUA_TAIL
|SE_NUM_EFF_AQUA_TAIL
|Aqua Tail start.
|Aqua Tail start.
|-
|-
|1553
|1554
|0x612
|0x612
|SE_NUM_EFF_BARRIA
|SE_NUM_EFF_BARRIA
|
|White beam (Barrier or Iron Defense)
|-
|-
|1554
|1555
|0x613
|0x613
|SE_NUM_EFF_BARRIA_2
|SE_NUM_EFF_BARRIA_2
|
|Green beam (Mirror Move activated)
|-
|-
|1555
|1556
|0x614
|0x614
|SE_NUM_EFF_BELL
|SE_NUM_EFF_BELL
|Heal Bell.
|Heal Bell and Beat Up.
|-
|-
|1556
|1557
|0x615
|0x615
|SE_NUM_EFF_BOONRASH_HIT
|SE_NUM_EFF_BOONRASH_HIT
|
|Bonemerang.
|-
|-
|1557
|1558
|0x616
|0x616
|SE_NUM_EFF_COSMO
|SE_NUM_EFF_COSMO
|
|Cosmic Power.
|-
|-
|1558
|1559
|0x617
|0x617
|SE_NUM_EFF_CYOUHATU
|SE_NUM_EFF_CYOUHATU
|
|This sound was clearly intended for Taunt, but only sound #259 is heard when using the move in-game. Might be unused?
|-
|-
|1559
|1560
|0x618
|0x618
|SE_NUM_EFF_CYOUHATU_1
|SE_NUM_EFF_CYOUHATU_1
|
|Taunt takes effect on opponent.
|-
|-
|1560
|1561
|0x619
|0x619
|SE_NUM_EFF_DAMASI
|SE_NUM_EFF_DAMASI
|Faint Attack.
|Faint Attack.
|-
|-
|1561
|1562
|0x61A
|0x61A
|SE_NUM_EFF_DENGEKIHA
|SE_NUM_EFF_DENGEKIHA
|Shock Wave hit.
|Shock Wave hit.
|-
|-
|1562
|1563
|0x61B
|0x61B
|SE_NUM_EFF_DENGEKIHA_TAMA
|SE_NUM_EFF_DENGEKIHA_TAMA
|Shock Wave shoot.
|Shock Wave shoot.
|-
|-
|1563
|1564
|0x61C
|0x61C
|SE_NUM_EFF_DUST_SHOOT
|SE_NUM_EFF_DUST_SHOOT
|
|Gunk Shot.
|-
|-
|1564
|1565
|0x61D
|0x61D
|SE_NUM_EFF_DUST_SHOOT_BG
|SE_NUM_EFF_DUST_SHOOT_BG
|
|Gunk Shot background sound (truncated in-game)
|-
|-
|1565
|1566
|0x61E
|0x61E
|SE_NUM_EFF_KOWAIKAO
|SE_NUM_EFF_KOWAIKAO
|
|Scary Face or Shocker Orb.
|-
|-
|1566
|1567
|0x61F
|0x61F
|SE_NUM_EFF_KYUUSYUU
|SE_NUM_EFF_KYUUSYUU
|Absorb or Mega Drain. Lower pitched version of #1028.
|SolarBeam charge. Lower pitched version of #1028.
|-
|-
|1567
|1568
|0x620
|0x620
|SE_NUM_EFF_MEISOU
|SE_NUM_EFF_MEISOU
|
|Calm Mind, Radar Orb.
|}
|}


Line 1,144: Line 1,144:
|0x701
|0x701
|SE_NUM_EFF_AKUUSETUDAN_1
|SE_NUM_EFF_AKUUSETUDAN_1
|
|Spacial Rend.
|-
|-
|1794
|1794
Line 1,159: Line 1,159:
|0x704
|0x704
|SE_NUM_EFF_DIG
|SE_NUM_EFF_DIG
|
|Dig. Used for both the act of burying and the attack itself.
|-
|-
|1797
|1797
|0x705
|0x705
|SE_NUM_EFF_DIVE
|SE_NUM_EFF_DIVE
|
|Dive.
|-
|-
|1798
|1798
Line 1,174: Line 1,174:
|0x707
|0x707
|SE_NUM_EFF_FANG
|SE_NUM_EFF_FANG
|
|Super Fang.
|-
|-
|1800
|1800
|0x708
|0x708
|SE_NUM_EFF_FIX
|SE_NUM_EFF_FIX
|
|Disable (by user).
|-
|-
|1801
|1801
|0x709
|0x709
|SE_NUM_EFF_FUBUKI
|SE_NUM_EFF_FUBUKI
|
|Ice Beam projectile.
|-
|-
|1802
|1802
|0x70A
|0x70A
|SE_NUM_EFF_FUBUKI_BRK
|SE_NUM_EFF_FUBUKI_BRK
|
|Ice Beam, Blizzard or Icicle Spear hit.
|-
|-
|1803
|1803
|0x70B
|0x70B
|SE_NUM_EFF_FURAFURA
|SE_NUM_EFF_FURAFURA
|
|Teeter Dance or Totter Orb.
|-
|-
|1804
|1804
|0x70C
|0x70C
|SE_NUM_EFF_IAIGIRI
|SE_NUM_EFF_IAIGIRI
|
|Fury Cutter.
|-
|-
|1805
|1805
Line 1,209: Line 1,209:
|0x70E
|0x70E
|SE_NUM_EFF_MISTBALL
|SE_NUM_EFF_MISTBALL
|
|Mist Ball projectile.
|-
|-
|1807
|1807
|0x70F
|0x70F
|SE_NUM_EFF_NAMINORI
|SE_NUM_EFF_NAMINORI
|
|Surf or Cleanse Orb.
|-
|-
|1808
|1808
|0x710
|0x710
|SE_NUM_EFF_OKUTAN
|SE_NUM_EFF_OKUTAN
|
|Octazooka projectile.
|-
|-
|1809
|1809
|0x711
|0x711
|SE_NUM_EFF_POWER_PUNCH
|SE_NUM_EFF_POWER_PUNCH
|
|Mega Punch.
|-
|-
|1810
|1810
|0x712
|0x712
|SE_NUM_EFF_SIROIKIRI
|SE_NUM_EFF_SIROIKIRI
|Mist.
|Mist or Pokémon Trap.
|-
|-
|1811
|1811
Line 1,239: Line 1,239:
|0x714
|0x714
|SE_NUM_EFF_SMOKE_7
|SE_NUM_EFF_SMOKE_7
|
|Purple smoke (Poison Tail).
|-
|-
|1813
|1813
|0x715
|0x715
|SE_NUM_EFF_SMOKE_9
|SE_NUM_EFF_SMOKE_9
|
|White smoke (Baton Pass, Explosion Trap fails due to damp conditions).
|-
|-
|1814
|1814
|0x716
|0x716
|SE_NUM_EFF_SMOKE_10
|SE_NUM_EFF_SMOKE_10
|Octazooka.
|Black smoke (Octazooka hit, Blinker Seed).
|-
|-
|1815
|1815
|0x717
|0x717
|SE_NUM_EFF_STAN
|SE_NUM_EFF_STAN
|
|Petrify Orb or Trawl Orb.
|-
|-
|1816
|1816
|0x718
|0x718
|SE_NUM_EFF_STONE_3
|SE_NUM_EFF_STONE_3
|
|Fissure hit. Precedes the actual "fissure" effect (#1048 and #1049).
|-
|-
|1817
|1817
Line 1,269: Line 1,269:
|0x71A
|0x71A
|SE_NUM_EFF_TEXTURE
|SE_NUM_EFF_TEXTURE
|
|Conversion or Camouflage.
|-
|-
|1819
|1819
|0x71B
|0x71B
|SE_NUM_EFF_TOUMEI
|SE_NUM_EFF_TOUMEI
|
|Invisify Orb.
|-
|-
|1820
|1820
|0x71C
|0x71C
|SE_NUM_EFF_AIRSLASH
|SE_NUM_EFF_AIRSLASH
|
|Air Slash.
|-
|-
|1821
|1821
Line 1,289: Line 1,289:
|0x71E
|0x71E
|SE_NUM_EFF_AKUUSETUDAN
|SE_NUM_EFF_AKUUSETUDAN
|
|Spacial Rend startup.
|}
|}


Line 1,307: Line 1,307:
|0x802
|0x802
|SE_NUM_EFF_CHARGE_BEAM_2
|SE_NUM_EFF_CHARGE_BEAM_2
|
|Charge Beam impact.
|-
|-
|2051
|2051
Line 1,317: Line 1,317:
|0x804
|0x804
|SE_NUM_EFF_DAMEOSHI
|SE_NUM_EFF_DAMEOSHI
|
|Assurance.
|-
|-
|2053
|2053
|0x805
|0x805
|SE_NUM_EFF_DARK_HOLE
|SE_NUM_EFF_DARK_HOLE
|
|Dark Void.
|-
|-
|2054
|2054
|0x806
|0x806
|SE_NUM_EFF_DENJIFUYUU
|SE_NUM_EFF_DENJIFUYUU
|
|Magnet Rise. Identical to the sound used by Croagunk's Swap Shop (#8718).
|-
|-
|2055
|2055
|0x807
|0x807
|SE_NUM_EFF_DOKUDUKI
|SE_NUM_EFF_DOKUDUKI
|
|Poison Jab.
|-
|-
|2056
|2056
Line 1,342: Line 1,342:
|0x809
|0x809
|SE_NUM_EFF_DOROBAKUDAN_1
|SE_NUM_EFF_DOROBAKUDAN_1
|
|Mud Bomb hit.
|-
|-
|2058
|2058
|0x80A
|0x80A
|SE_NUM_EFF_DOUBLE_ATTACK
|SE_NUM_EFF_DOUBLE_ATTACK
|
|Double Hit.
|-
|-
|2059
|2059
|0x80B
|0x80B
|SE_NUM_EFF_DRAGON_DIVE
|SE_NUM_EFF_DRAGON_DIVE
|
|Dragon Rush.
|-
|-
|2060
|2060
|0x80C
|0x80C
|SE_NUM_EFF_DRAIN_PUNCH
|SE_NUM_EFF_DRAIN_PUNCH
|
|Drain Punch.
|-
|-
|2061
|2061
Line 1,367: Line 1,367:
|0x80E
|0x80E
|SE_NUM_EFF_ENERGYBALL
|SE_NUM_EFF_ENERGYBALL
|Energy Ball.
|Energy Ball shoot.
|-
|-
|2063
|2063
|0x80F
|0x80F
|SE_NUM_EFF_ENERGYBALL_1
|SE_NUM_EFF_ENERGYBALL_1
|
|Fits as a second part to the previous sound effect, but Energy Ball does not use this. Might be unused?
|-
|-
|2064
|2064
|0x810
|0x810
|SE_NUM_EFF_ENERGYBALL_2
|SE_NUM_EFF_ENERGYBALL_2
|
|Energy Ball hits.
|-
|-
|2065
|2065
Line 1,392: Line 1,392:
|0x813
|0x813
|SE_NUM_EFF_GANSEKIHOU
|SE_NUM_EFF_GANSEKIHOU
|
|"Gansekihou" is the Japanese name for Rock Wrecker, but its startup animation shares #3081 with Stone Edge instead. Might be unused.
|-
|-
|2068
|2068
Line 1,402: Line 1,402:
|0x815
|0x815
|SE_NUM_EFF_GANSEKIHOU_2
|SE_NUM_EFF_GANSEKIHOU_2
|
|Rock Wrecker impact.
|-
|-
|2070
|2070
Line 1,422: Line 1,422:
|0x819
|0x819
|SE_NUM_EFF_HADOUDAN_BG
|SE_NUM_EFF_HADOUDAN_BG
|
|Aura Sphere background sound (truncated in-game; the full sound is longer).
|-
|-
|2074
|2074
|0x81A
|0x81A
|SE_NUM_EFF_HAKKEI
|SE_NUM_EFF_HAKKEI
|
|Force Palm.
|-
|-
|2075
|2075
|0x81B
|0x81B
|SE_NUM_EFF_HANEYASUME
|SE_NUM_EFF_HANEYASUME
|
|Roost (truncated slightly in-game).
|-
|-
|2076
|2076
Line 1,447: Line 1,447:
|0x81E
|0x81E
|SE_NUM_EFF_RASTERKANON_1
|SE_NUM_EFF_RASTERKANON_1
|
|Flash Cannon hit.
|-
|-
|2079
|2079
|0x81F
|0x81F
|SE_NUM_EFF_STEALTH_ROCK_1
|SE_NUM_EFF_STEALTH_ROCK_1
|
|Stealth Rock trap.
|-
|-
|2080
|2080
|0x820
|0x820
|SE_NUM_EFF_BOUGYOSHIREI
|SE_NUM_EFF_BOUGYOSHIREI
|
|Defend Order.
|-
|-
|2081
|2081
Line 1,477: Line 1,477:
|0x824
|0x824
|SE_NUM_EFF_CHARGE_BEAM
|SE_NUM_EFF_CHARGE_BEAM
|
|Charge Beam charging.
|}
|}


Line 1,490: Line 1,490:
|0x901
|0x901
|SE_NUM_EFF_HUNEN
|SE_NUM_EFF_HUNEN
|
|Lava Plume.
|-
|-
|2306
|2306
|0x902
|0x902
|SE_NUM_EFF_HUREADORAIBU
|SE_NUM_EFF_HUREADORAIBU
|
|Flare Blitz startup.
|-
|-
|2307
|2307
|0x903
|0x903
|SE_NUM_EFF_HUREADORAIBU_1
|SE_NUM_EFF_HUREADORAIBU_1
|
|Flare Blitz impact.
|-
|-
|2308
|2308
Line 1,510: Line 1,510:
|0x905
|0x905
|SE_NUM_EFF_IEKI_1
|SE_NUM_EFF_IEKI_1
|
|Gastro Acid.
|-
|-
|2310
|2310
|0x906
|0x906
|SE_NUM_EFF_INFIGHT
|SE_NUM_EFF_INFIGHT
|
|Close Combat.
|-
|-
|2311
|2311
|0x907
|0x907
|SE_NUM_EFF_IRON_HEAD
|SE_NUM_EFF_IRON_HEAD
|
|Iron Head.
|-
|-
|2312
|2312
|0x908
|0x908
|SE_NUM_EFF_IRON_HUMMER
|SE_NUM_EFF_IRON_HUMMER
|
|Hammer Arm.
|-
|-
|2313
|2313
|0x909
|0x909
|SE_NUM_EFF_IYASHINONAGAI
|SE_NUM_EFF_IYASHINONAGAI
|
|Healing Wish charges and rises.
|-
|-
|2314
|2314
Line 1,540: Line 1,540:
|0x90B
|0x90B
|SE_NUM_EFF_IYASHINONAGAI_2
|SE_NUM_EFF_IYASHINONAGAI_2
|
|Healing Wish falls onto recipient.
|-
|-
|2316
|2316
|0x90C
|0x90C
|SE_NUM_EFF_JYUURYOKU
|SE_NUM_EFF_JYUURYOKU
|
|Gravity.
|-
|-
|2317
|2317
|0x90D
|0x90D
|SE_NUM_EFF_KAGEUCHI
|SE_NUM_EFF_KAGEUCHI
|
|Shadow Sneak start (truncated in-game; the full sound is longer).
|-
|-
|2318
|2318
|0x90E
|0x90E
|SE_NUM_EFF_KAGEUCHI_1
|SE_NUM_EFF_KAGEUCHI_1
|Shadow Sneak.
|Shadow Sneak part 2.
|-
|-
|2319
|2319
|0x90F
|0x90F
|SE_NUM_EFF_KAIFUKUFUUJI
|SE_NUM_EFF_KAIFUKUFUUJI
|
|Heal Block.
|-
|-
|2320
|2320
|0x910
|0x910
|SE_NUM_EFF_KAIFUKUSHIREI
|SE_NUM_EFF_KAIFUKUSHIREI
|
|Heal Order.
|-
|-
|2321
|2321
Line 1,575: Line 1,575:
|0x912
|0x912
|SE_NUM_EFF_KIAIDAMA
|SE_NUM_EFF_KIAIDAMA
|
|Focus Blast charge.
|-
|-
|2323
|2323
Line 1,585: Line 1,585:
|0x914
|0x914
|SE_NUM_EFF_KIAIDAMA_2
|SE_NUM_EFF_KIAIDAMA_2
|
|Focus Blast impact.
|-
|-
|2325
|2325
|0x915
|0x915
|SE_NUM_EFF_KIAIDAMA_BG
|SE_NUM_EFF_KIAIDAMA_BG
|
|Focus Blast background sound (truncated if the move connects).
|-
|-
|2326
|2326
|0x916
|0x916
|SE_NUM_EFF_KIRIBARAI
|SE_NUM_EFF_KIRIBARAI
|
|Paired with effect animation #489; this appears to be an unused "hit" effect for Defog.
|-
|-
|2327
|2327
|0x917
|0x917
|SE_NUM_EFF_KIRIBARAI_BG
|SE_NUM_EFF_KIRIBARAI_BG
|
|Defog background sound.
|-
|-
|2328
|2328
|0x918
|0x918
|SE_NUM_EFF_KIRIFUDA
|SE_NUM_EFF_KIRIFUDA
|
|Trump Card.
|-
|-
|2329
|2329
|0x919
|0x919
|SE_NUM_EFF_MIKADUKINOMAI
|SE_NUM_EFF_MIKADUKINOMAI
|
|Lunar Dance charge (truncated in-game; the full sound is longer)
|-
|-
|2330
|2330
|0x91A
|0x91A
|SE_NUM_EFF_MIKADUKINOMAI_1
|SE_NUM_EFF_MIKADUKINOMAI_1
|
|Lunar Dance (moon graphic rises).
|-
|-
|2331
|2331
Line 1,630: Line 1,630:
|0x91D
|0x91D
|SE_NUM_EFF_HONOONOKIBA
|SE_NUM_EFF_HONOONOKIBA
|
|Fire Fang.
|-
|-
|2334
|2334
Line 1,645: Line 1,645:
|0x920
|0x920
|SE_NUM_EFF_HUIUCHI
|SE_NUM_EFF_HUIUCHI
|
|Sucker Punch.
|}
|}


Line 1,663: Line 1,663:
|0xA02
|0xA02
|SE_NUM_EFF_MANETKKO
|SE_NUM_EFF_MANETKKO
|
|Copycat.
|-
|-
|2563
|2563
Line 1,673: Line 1,673:
|0xA04
|0xA04
|SE_NUM_EFF_MANETKKO_2
|SE_NUM_EFF_MANETKKO_2
|
|Copycat startup.
|-
|-
|2565
|2565
|0xA05
|0xA05
|SE_NUM_EFF_METARUBARST
|SE_NUM_EFF_METARUBARST
|
|Metal Burst fire.
|-
|-
|2566
|2566
|0xA06
|0xA06
|SE_NUM_EFF_METARUBARST_1
|SE_NUM_EFF_METARUBARST_1
|
|Metal Burst hit.
|-
|-
|2567
|2567
|0xA07
|0xA07
|SE_NUM_EFF_MEZAMASHIBINTA
|SE_NUM_EFF_MEZAMASHIBINTA
|
|Wake-Up Slap.
|-
|-
|2568
|2568
|0xA08
|0xA08
|SE_NUM_EFF_MIRAKURUAI
|SE_NUM_EFF_MIRAKURUAI
|
|Miracle Eye charge (sound gets truncated in-game; the full sound is longer and quite strange).
|-
|-
|2569
|2569
|0xA09
|0xA09
|SE_NUM_EFF_MIRAKURUAI_1
|SE_NUM_EFF_MIRAKURUAI_1
|
|Miracle Eye hit.
|-
|-
|2570
|2570
Line 1,718: Line 1,718:
|0xA0D
|0xA0D
|SE_NUM_EFF_MOROHANOZUTUKI
|SE_NUM_EFF_MOROHANOZUTUKI
|
|Head Smash.
|-
|-
|2574
|2574
|0xA0E
|0xA0E
|SE_NUM_EFF_MUSHIKUI
|SE_NUM_EFF_MUSHIKUI
|
|Bug Bite.
|-
|-
|2575
|2575
|0xA0F
|0xA0F
|SE_NUM_EFF_MUSHINOSAZAMEKI
|SE_NUM_EFF_MUSHINOSAZAMEKI
|
|Bug Buzz.
|-
|-
|2576
|2576
Line 1,738: Line 1,738:
|0xA11
|0xA11
|SE_NUM_EFF_NAYAMINOTANE_1
|SE_NUM_EFF_NAYAMINOTANE_1
|
|Worry Seed hit.
|-
|-
|2578
|2578
|0xA12
|0xA12
|SE_NUM_EFF_NIGIRITUBUSU
|SE_NUM_EFF_NIGIRITUBUSU
|
|Crush Grip.
|-
|-
|2579
|2579
|0xA13
|0xA13
|SE_NUM_EFF_KOORINOKIBA
|SE_NUM_EFF_KOORINOKIBA
|
|Ice Fang.
|-
|-
|2580
|2580
|0xA14
|0xA14
|SE_NUM_EFF_KOORINOTUBUTE
|SE_NUM_EFF_KOORINOTUBUTE
|
|Ice Shard startup.
|-
|-
|2581
|2581
Line 1,763: Line 1,763:
|0xA16
|0xA16
|SE_NUM_EFF_KOORINOTUBUTE_2
|SE_NUM_EFF_KOORINOTUBUTE_2
|
|Ice Shard hit.
|-
|-
|2583
|2583
|0xA17
|0xA17
|SE_NUM_EFF_KOUGEKISHIREI
|SE_NUM_EFF_KOUGEKISHIREI
|
|Attack Order.
|-
|-
|2584
|2584
|0xA18
|0xA18
|SE_NUM_EFF_KUSAMUSUBI
|SE_NUM_EFF_KUSAMUSUBI
|
|Grass Knot.
|-
|-
|2585
|2585
|0xA19
|0xA19
|SE_NUM_EFF_LEAFSTOME
|SE_NUM_EFF_LEAFSTOME
|
|Leaf Storm charge/shoot.
|-
|-
|2586
|2586
Line 1,788: Line 1,788:
|0xA1B
|0xA1B
|SE_NUM_EFF_LEAFSTOME_2
|SE_NUM_EFF_LEAFSTOME_2
|
|Leaf Storm hit.
|-
|-
|2588
|2588
|0xA1C
|0xA1C
|SE_NUM_EFF_LEAFSTOME_BG
|SE_NUM_EFF_LEAFSTOME_BG
|
|Leaf Storm background sound (truncated if the move connects).
|-
|-
|2589
|2589
|0xA1D
|0xA1D
|SE_NUM_EFF_MAGUMASTOME
|SE_NUM_EFF_MAGUMASTOME
|
|Magma Storm.
|}
|}


Line 1,811: Line 1,811:
|0xB01
|0xB01
|SE_NUM_EFF_POWERSUWAPP
|SE_NUM_EFF_POWERSUWAPP
|
|Power Swap or Guard Swap projectile.
|-
|-
|2818
|2818
|0xB02
|0xB02
|SE_NUM_EFF_POWERTRICK
|SE_NUM_EFF_POWERTRICK
|
|Power Trick.
|-
|-
|2819
|2819
|0xB03
|0xB03
|SE_NUM_EFF_POWERWIPP
|SE_NUM_EFF_POWERWIPP
|
|Power Whip.
|-
|-
|2820
|2820
|0xB04
|0xB04
|SE_NUM_EFF_PSYCHO_CUTTER
|SE_NUM_EFF_PSYCHO_CUTTER
|
|"Psycho Cutter" is the Japanese name for Psycho Cut, but it shares #2839 with Zen Headbutt instead. Might be unused?
|-
|-
|2821
|2821
|0xB05
|0xB05
|SE_NUM_EFF_PSYCHO_CUTTER_1
|SE_NUM_EFF_PSYCHO_CUTTER_1
|
|Appears to be the same sound as #2820.
|-
|-
|2822
|2822
|0xB06
|0xB06
|SE_NUM_EFF_PSYCHOSHIFT
|SE_NUM_EFF_PSYCHOSHIFT
|
|Psycho Shift startup (truncated in-game; the full sound is longer)
|-
|-
|2823
|2823
|0xB07
|0xB07
|SE_NUM_EFF_PSYCHOSHIFT_1
|SE_NUM_EFF_PSYCHOSHIFT_1
|
|Psycho Shift part 2.
|-
|-
|2824
|2824
Line 1,851: Line 1,851:
|0xB09
|0xB09
|SE_NUM_EFF_ROKKURAIMU
|SE_NUM_EFF_ROKKURAIMU
|
|Rock Climb.
|-
|-
|2826
|2826
|0xB0A
|0xB0A
|SE_NUM_EFF_ROKKURAIMU_1
|SE_NUM_EFF_ROKKURAIMU_1
|
|Rock Climb hit.
|-
|-
|2827
|2827
|0xB0B
|0xB0B
|SE_NUM_EFF_RYUUNOHADOU
|SE_NUM_EFF_RYUUNOHADOU
|
|Dragon Pulse.
|-
|-
|2828
|2828
Line 1,881: Line 1,881:
|0xB0F
|0xB0F
|SE_NUM_EFF_SAKIDORI
|SE_NUM_EFF_SAKIDORI
|
|Me First steals from target.
|-
|-
|2832
|2832
Line 1,891: Line 1,891:
|0xB11
|0xB11
|SE_NUM_EFF_SAKIDORI_2
|SE_NUM_EFF_SAKIDORI_2
|
|Me First on user.
|-
|-
|2834
|2834
|0xB12
|0xB12
|SE_NUM_EFF_SASHIOSAE
|SE_NUM_EFF_SASHIOSAE
|
|Embargo affects target.
|-
|-
|2835
|2835
|0xB13
|0xB13
|SE_NUM_EFF_SCISSOR_CROSS
|SE_NUM_EFF_SCISSOR_CROSS
|
|X-Scissor.
|-
|-
|2836
|2836
Line 1,911: Line 1,911:
|0xB15
|0xB15
|SE_NUM_EFF_SHADOWCROW
|SE_NUM_EFF_SHADOWCROW
|
|Shadow Claw.
|-
|-
|2838
|2838
|0xB16
|0xB16
|SE_NUM_EFF_SHIBORITORU
|SE_NUM_EFF_SHIBORITORU
|
|Wring Out.
|-
|-
|2839
|2839
|0xB17
|0xB17
|SE_NUM_EFF_SHINENNOZUTUKI
|SE_NUM_EFF_SHINENNOZUTUKI
|
|Zen Headbutt startup.
|-
|-
|2840
|2840
|0xB18
|0xB18
|SE_NUM_EFF_SHINENNOZUTUKI_1
|SE_NUM_EFF_SHINENNOZUTUKI_1
|
|Zen Headbutt impact.
|-
|-
|2841
|2841
|0xB19
|0xB19
|SE_NUM_EFF_SHINKUUHA
|SE_NUM_EFF_SHINKUUHA
|
|Vacuum Wave.
|-
|-
|2842
|2842
|0xB1A
|0xB1A
|SE_NUM_EFF_OIKAZE
|SE_NUM_EFF_OIKAZE
|
|Tailwind effect.
|-
|-
|2843
|2843
|0xB1B
|0xB1B
|SE_NUM_EFF_OIKAZE_BG
|SE_NUM_EFF_OIKAZE_BG
|
|Tailwind background sound.
|-
|-
|2844
|2844
|0xB1C
|0xB1C
|SE_NUM_EFF_OSHABERI
|SE_NUM_EFF_OSHABERI
|
|Chatter.
|-
|-
|2845
|2845
Line 1,974: Line 1,974:
|0xC01
|0xC01
|SE_NUM_EFF_BIND_STONE
|SE_NUM_EFF_BIND_STONE
|
|Rock Tomb.
|-
|-
|3074
|3074
|0xC02
|0xC02
|SE_NUM_EFF_BITE
|SE_NUM_EFF_BITE
|
|Bite or Crunch.
|-
|-
|3075
|3075
|0xC03
|0xC03
|SE_NUM_EFF_BLACK_FOG
|SE_NUM_EFF_BLACK_FOG
|
|Haze.
|-
|-
|3076
|3076
|0xC04
|0xC04
|SE_NUM_EFF_BLASTBURN
|SE_NUM_EFF_BLASTBURN
|
|Blast Burn.
|-
|-
|3077
|3077
Line 1,999: Line 1,999:
|0xC06
|0xC06
|SE_NUM_EFF_SHIPPEGAESHI
|SE_NUM_EFF_SHIPPEGAESHI
|
|Payback start (mostly truncated in-game).
|-
|-
|3079
|3079
|0xC07
|0xC07
|SE_NUM_EFF_SHIPPEGAESHI_1
|SE_NUM_EFF_SHIPPEGAESHI_1
|
|Payback activate.
|-
|-
|3080
|3080
|0xC08
|0xC08
|SE_NUM_EFF_SHIZENNOMEGUMI
|SE_NUM_EFF_SHIZENNOMEGUMI
|
|Natural Gift.
|-
|-
|3081
|3081
Line 2,024: Line 2,024:
|0xC0B
|0xC0B
|SE_NUM_EFF_TANEBAKUDAN_1
|SE_NUM_EFF_TANEBAKUDAN_1
|
|Seed Bomb hit.
|-
|-
|3084
|3084
|0xC0C
|0xC0C
|SE_NUM_EFF_TOKINOHOUKOU
|SE_NUM_EFF_TOKINOHOUKOU
|Roar of Time.
|Roar of Time. See #11532 for the alternative variant used during SE5 cutscenes.
|-
|-
|3085
|3085
Line 2,039: Line 2,039:
|0xC0E
|0xC0E
|SE_NUM_EFF_TONBOGAERI
|SE_NUM_EFF_TONBOGAERI
|
|U-turn start.
|-
|-
|3087
|3087
Line 2,049: Line 2,049:
|0xC10
|0xC10
|SE_NUM_EFF_TONBOGAERI_2
|SE_NUM_EFF_TONBOGAERI_2
|
|U-turn attack and return.
|-
|-
|3089
|3089
|0xC11
|0xC11
|SE_NUM_EFF_TOTTEOKI
|SE_NUM_EFF_TOTTEOKI
|
|Last Resort.
|-
|-
|3090
|3090
|0xC12
|0xC12
|SE_NUM_EFF_TUBOWOTUKU
|SE_NUM_EFF_TUBOWOTUKU
|
|Acupressure.
|-
|-
|3091
|3091
|0xC13
|0xC13
|SE_NUM_EFF_TUIBAMU
|SE_NUM_EFF_TUIBAMU
|
|Pluck.
|-
|-
|3092
|3092
Line 2,074: Line 2,074:
|0xC15
|0xC15
|SE_NUM_EFF_WARUDAKUMI
|SE_NUM_EFF_WARUDAKUMI
|
|Nasty Plot.
|-
|-
|3094
|3094
|0xC16
|0xC16
|SE_NUM_EFF_WOODHUNMMER
|SE_NUM_EFF_WOODHUNMMER
|
|Wood Hammer.
|-
|-
|3095
|3095
|0xC17
|0xC17
|SE_NUM_EFF_YUKINADARE
|SE_NUM_EFF_YUKINADARE
|
|Avalanche.
|-
|-
|3096
|3096
|0xC18
|0xC18
|SE_NUM_EFF_YUUWAKU
|SE_NUM_EFF_YUUWAKU
|
|Captivate.
|-
|-
|3097
|3097
Line 2,099: Line 2,099:
|0xC1A
|0xC1A
|SE_NUM_EFF_ANGEL_KISS
|SE_NUM_EFF_ANGEL_KISS
|Attract.
|Sweet Kiss.
|-
|-
|3099
|3099
|0xC1B
|0xC1B
|SE_NUM_EFF_BAKAJIKARA
|SE_NUM_EFF_BAKAJIKARA
|
|Superpower.
|-
|-
|3100
|3100
|0xC1C
|0xC1C
|SE_NUM_EFF_BAKURETUPANCH
|SE_NUM_EFF_BAKURETUPANCH
|
|DynamicPunch.
|-
|-
|3101
|3101
|0xC1D
|0xC1D
|SE_NUM_EFF_BARRIA_3
|SE_NUM_EFF_BARRIA_3
|Reviver Seed activated.
|Pink beam (Mirror Coat).
|-
|-
|3102
|3102
Line 2,132: Line 2,132:
|0xD01
|0xD01
|SE_NUM_EFF_BULLET_4
|SE_NUM_EFF_BULLET_4
|
|Hyper Beam projectile.
|-
|-
|3330
|3330
|0xD02
|0xD02
|SE_NUM_EFF_BULLET_5
|SE_NUM_EFF_BULLET_5
|
|BubbleBeam projectile.
|-
|-
|3331
|3331
|0xD03
|0xD03
|SE_NUM_EFF_BULLET_6
|SE_NUM_EFF_BULLET_6
|
|Aeroblast projectile.
|-
|-
|3332
|3332
|0xD04
|0xD04
|SE_NUM_EFF_BURN
|SE_NUM_EFF_BURN
|Flamethrower.
|Burn status activates.
|-
|-
|3333
|3333
|0xD05
|0xD05
|SE_NUM_EFF_CALL
|SE_NUM_EFF_CALL
|
|Rollcall Orb.
|-
|-
|3334
|3334
|0xD06
|0xD06
|SE_NUM_EFF_CHEW
|SE_NUM_EFF_CHEW
|
|Unused; assigned to effect animation #95 (three bites/chewing), which was previously used by Crunch in PMD1. Crunch shares #3074 with Bite in PMD2.
|-
|-
|3335
|3335
|0xD07
|0xD07
|SE_NUM_EFF_CHOP
|SE_NUM_EFF_CHOP
|
|Karate Chop.
|-
|-
|3336
|3336
|0xD08
|0xD08
|SE_NUM_EFF_CLOSS_CHOP
|SE_NUM_EFF_CLOSS_CHOP
|
|Cross Chop.
|-
|-
|3337
|3337
|0xD09
|0xD09
|SE_NUM_EFF_CORNER
|SE_NUM_EFF_CORNER
|
|Sharpen.
|-
|-
|3338
|3338
|0xD0A
|0xD0A
|SE_NUM_EFF_DAKURYUU
|SE_NUM_EFF_DAKURYUU
|
|Muddy Water.
|-
|-
|3339
|3339
Line 2,192: Line 2,192:
|0xD0D
|0xD0D
|SE_NUM_EFF_DEEP_GRUDGE
|SE_NUM_EFF_DEEP_GRUDGE
|
|Grudge.
|-
|-
|3342
|3342
|0xD0E
|0xD0E
|SE_NUM_EFF_DENZIHOU
|SE_NUM_EFF_DENZIHOU
|
|Zap Cannon shoot.
|-
|-
|3343
|3343
|0xD0F
|0xD0F
|SE_NUM_EFF_DETECT_2
|SE_NUM_EFF_DETECT_2
|
|Lock-On.
|-
|-
|3344
|3344
|0xD10
|0xD10
|SE_NUM_EFF_DOKUNOKONA
|SE_NUM_EFF_DOKUNOKONA
|
|PoisonPowder. Same(?) sound as #3846 and #4116.
|-
|-
|3345
|3345
|0xD11
|0xD11
|SE_NUM_EFF_DORIRU
|SE_NUM_EFF_DORIRU
|
|Drill Peck.
|-
|-
|3346
|3346
Line 2,227: Line 2,227:
|0xD14
|0xD14
|SE_NUM_EFF_DOROASOBI_2
|SE_NUM_EFF_DOROASOBI_2
|
|Mud-Slap.
|-
|-
|3349
|3349
|0xD15
|0xD15
|SE_NUM_EFF_DRESSING
|SE_NUM_EFF_DRESSING
|
|SmellingSalt.
|-
|-
|3350
|3350
|0xD16
|0xD16
|SE_NUM_EFF_DRY
|SE_NUM_EFF_DRY
|
|Drought Orb "sun" animation (see #528 for the actual drying effect).
|-
|-
|3351
|3351
|0xD17
|0xD17
|SE_NUM_EFF_EGG
|SE_NUM_EFF_EGG
|
|Softboiled.
|-
|-
|3352
|3352
Line 2,252: Line 2,252:
|0xD19
|0xD19
|SE_NUM_EFF_ENCORE_2
|SE_NUM_EFF_ENCORE_2
|
|Encore affects target.
|-
|-
|3354
|3354
Line 2,267: Line 2,267:
|0xD1C
|0xD1C
|SE_NUM_EFF_BUBLE_BRK
|SE_NUM_EFF_BUBLE_BRK
|
|Bubble hit.
|-
|-
|3357
|3357
|0xD1D
|0xD1D
|SE_NUM_EFF_BULLET_3
|SE_NUM_EFF_BULLET_3
|
|Mud Shot projectile.
|}
|}


Line 2,285: Line 2,285:
|0xE01
|0xE01
|SE_NUM_EFF_FLOWER_DOWN
|SE_NUM_EFF_FLOWER_DOWN
|Aromatherapy.
|Aromatherapy flower moves down.
|-
|-
|3586
|3586
|0xE02
|0xE02
|SE_NUM_EFF_FUMITUKE
|SE_NUM_EFF_FUMITUKE
|
|Stomp.
|-
|-
|3587
|3587
Line 2,305: Line 2,305:
|0xE05
|0xE05
|SE_NUM_EFF_GODBARD
|SE_NUM_EFF_GODBARD
|
|Sky Attack part 2.
|-
|-
|3590
|3590
|0xE06
|0xE06
|SE_NUM_EFF_GURAD_S
|SE_NUM_EFF_GURAD_S
|
|Safeguard.
|-
|-
|3591
|3591
|0xE07
|0xE07
|SE_NUM_EFF_HAKIDASU
|SE_NUM_EFF_HAKIDASU
|
|Spit Up.
|-
|-
|3592
|3592
Line 2,325: Line 2,325:
|0xE09
|0xE09
|SE_NUM_EFF_HASAMIGIROTIN
|SE_NUM_EFF_HASAMIGIROTIN
|
|Guillotine.
|-
|-
|3594
|3594
|0xE0A
|0xE0A
|SE_NUM_EFF_HASAMU
|SE_NUM_EFF_HASAMU
|
|ViceGrip.
|-
|-
|3595
|3595
|0xE0B
|0xE0B
|SE_NUM_EFF_HATAKIOTOSU
|SE_NUM_EFF_HATAKIOTOSU
|
|Knock Off.
|-
|-
|3596
|3596
|0xE0C
|0xE0C
|SE_NUM_EFF_HATUGA
|SE_NUM_EFF_HATUGA
|
|Leech Seed hit.
|-
|-
|3597
|3597
|0xE0D
|0xE0D
|SE_NUM_EFF_HEDORO_AT
|SE_NUM_EFF_HEDORO_AT
|
|Sludge.
|-
|-
|3598
|3598
|0xE0E
|0xE0E
|SE_NUM_EFF_HEDOROBAKUDAN
|SE_NUM_EFF_HEDOROBAKUDAN
|
|Sludge Bomb shoot. Appears to be the same sound as #3597.
|-
|-
|3599
|3599
|0xE0F
|0xE0F
|SE_NUM_EFF_HISSATUMAE
|SE_NUM_EFF_HISSATUMAE
|
|Hyper Fang.
|-
|-
|3600
|3600
|0xE10
|0xE10
|SE_NUM_EFF_HITKAKU
|SE_NUM_EFF_HITKAKU
|
|Scratch.
|-
|-
|3601
|3601
|0xE11
|0xE11
|SE_NUM_EFF_HOTARUBI
|SE_NUM_EFF_HOTARUBI
|
|Tail Glow.
|-
|-
|3602
|3602
|0xE12
|0xE12
|SE_NUM_EFF_HUMMER
|SE_NUM_EFF_HUMMER
|
|Crabhammer.
|-
|-
|3603
|3603
Line 2,380: Line 2,380:
|0xE14
|0xE14
|SE_NUM_EFF_ICE_OBJ
|SE_NUM_EFF_ICE_OBJ
|
|Sheer Cold.
|-
|-
|3605
|3605
|0xE15
|0xE15
|SE_NUM_EFF_INSTIGATE
|SE_NUM_EFF_INSTIGATE
|
|Flatter.
|-
|-
|3606
|3606
|0xE16
|0xE16
|SE_NUM_EFF_JIKOANJI
|SE_NUM_EFF_JIKOANJI
|
|Psych Up.
|-
|-
|3607
|3607
|0xE17
|0xE17
|SE_NUM_EFF_KAIFUKU
|SE_NUM_EFF_KAIFUKU
|
|Assigned internally to both the dummied out Moonlight healing effect (effect anim #273) and a Healing Wish projectile (effect anim #462) but the move doesn't seem to use this in practice. Might be unused?
|-
|-
|3608
|3608
|0xE18
|0xE18
|SE_NUM_EFF_KINZOKUON
|SE_NUM_EFF_KINZOKUON
|
|Metal Sound.
|-
|-
|3609
|3609
|0xE19
|0xE19
|SE_NUM_EFF_KIRISAKU
|SE_NUM_EFF_KIRISAKU
|
|Slash.
|-
|-
|3610
|3610
|0xE1A
|0xE1A
|SE_NUM_EFF_KISS
|SE_NUM_EFF_KISS
|
|Lovely Kiss.
|-
|-
|3611
|3611
Line 2,420: Line 2,420:
|0xE1C
|0xE1C
|SE_NUM_EFF_FIRE_3_BULLET
|SE_NUM_EFF_FIRE_3_BULLET
|
|Fire Blast projectile.
|-
|-
|3613
|3613
|0xE1D
|0xE1D
|SE_NUM_EFF_FIRE_3_HIT
|SE_NUM_EFF_FIRE_3_HIT
|
|Fire Blast hit.
|-
|-
|3614
|3614
|0xE1E
|0xE1E
|SE_NUM_EFF_FLASHU
|SE_NUM_EFF_FLASHU
|
|Flash.
|}
|}


Line 2,443: Line 2,443:
|0xF01
|0xF01
|SE_NUM_EFF_MIDARE
|SE_NUM_EFF_MIDARE
|
|Fury Swipes.
|-
|-
|3842
|3842
Line 2,453: Line 2,453:
|0xF03
|0xF03
|SE_NUM_EFF_MAGICAL_LEEF_BULLET
|SE_NUM_EFF_MAGICAL_LEEF_BULLET
|
|Magical Leaf projectile.
|-
|-
|3844
|3844
|0xF04
|0xF04
|SE_NUM_EFF_MINEUTI
|SE_NUM_EFF_MINEUTI
|
|False Swipe.
|-
|-
|3845
|3845
|0xF05
|0xF05
|SE_NUM_EFF_KUSABUE
|SE_NUM_EFF_KUSABUE
|
|GrassWhistle.
|-
|-
|3846
|3846
|0xF06
|0xF06
|SE_NUM_EFF_NEMURIGONA
|SE_NUM_EFF_NEMURIGONA
|Status powder moves.
|Sleep Powder. Same(?) sound as #3344 and #4116.
|-
|-
|3847
|3847
|0xF07
|0xF07
|SE_NUM_EFF_MITIZURE
|SE_NUM_EFF_MITIZURE
|
|Destiny Bond.
|-
|-
|3848
|3848
|0xF08
|0xF08
|SE_NUM_EFF_MAMORU
|SE_NUM_EFF_MAMORU
|
|Protect.
|-
|-
|3849
|3849
|0xF09
|0xF09
|SE_NUM_EFF_KOGOERUKAZE
|SE_NUM_EFF_KOGOERUKAZE
|
|Icy Wind.
|-
|-
|3850
|3850
Line 2,493: Line 2,493:
|0xF0B
|0xF0B
|SE_NUM_EFF_LOOK_TRAP
|SE_NUM_EFF_LOOK_TRAP
|
|See-Trap Orb.
|-
|-
|3852
|3852
Line 2,503: Line 2,503:
|0xF0D
|0xF0D
|SE_NUM_EFF_KOUGOUSEI
|SE_NUM_EFF_KOUGOUSEI
|
|Synthesis.
|-
|-
|3854
|3854
|0xF0E
|0xF0E
|SE_NUM_EFF_KONOYUBITOMARE
|SE_NUM_EFF_KONOYUBITOMARE
|
|Follow Me.
|-
|-
|3855
|3855
|0xF0F
|0xF0F
|SE_NUM_EFF_LEEF_CUTER
|SE_NUM_EFF_LEEF_CUTER
|
|Razor Leaf startup (truncated in-game).
|-
|-
|3856
|3856
|0xF10
|0xF10
|SE_NUM_EFF_MARUKUNARU
|SE_NUM_EFF_MARUKUNARU
|
|Defense Curl.
|-
|-
|3857
|3857
|0xF11
|0xF11
|SE_NUM_EFF_MEGAKICK
|SE_NUM_EFF_MEGAKICK
|
|Mega Kick.
|-
|-
|3858
|3858
|0xF12
|0xF12
|SE_NUM_EFF_KUROIMANAZASI
|SE_NUM_EFF_KUROIMANAZASI
|
|Mean Look.
|-
|-
|3859
|3859
|0xF13
|0xF13
|SE_NUM_EFF_NEEDLEARM
|SE_NUM_EFF_NEEDLEARM
|
|Needle Arm.
|-
|-
|3860
|3860
Line 2,543: Line 2,543:
|0xF15
|0xF15
|SE_NUM_EFF_NEOHARU_1
|SE_NUM_EFF_NEOHARU_1
|
|Frenzy Plant.
|-
|-
|3862
|3862
|0xF16
|0xF16
|SE_NUM_EFF_MIRACULOUS
|SE_NUM_EFF_MIRACULOUS
|
|Reversal.
|-
|-
|3863
|3863
|0xF17
|0xF17
|SE_NUM_EFF_KUSUGURU
|SE_NUM_EFF_KUSUGURU
|
|Tickle.
|-
|-
|3864
|3864
|0xF18
|0xF18
|SE_NUM_EFF_KOMELTUTOPANCHI
|SE_NUM_EFF_KOMELTUTOPANCHI
|
|Meteor Mash.
|-
|-
|3865
|3865
|0xF19
|0xF19
|SE_NUM_EFF_NEKONOTE
|SE_NUM_EFF_NEKONOTE
|
|Assist.
|-
|-
|3866
|3866
Line 2,573: Line 2,573:
|0xF1B
|0xF1B
|SE_NUM_EFF_MOONLIGHT
|SE_NUM_EFF_MOONLIGHT
|
|Moonlight.
|}
|}


Line 2,586: Line 2,586:
|0x1001
|0x1001
|SE_NUM_EFF_NOMIKOMU
|SE_NUM_EFF_NOMIKOMU
|
|Swallow.
|-
|-
|4098
|4098
|0x1002
|0x1002
|SE_NUM_EFF_NOROI1
|SE_NUM_EFF_NOROI1
|
|Ghost-type Curse takes effect on target
|-
|-
|4099
|4099
|0x1003
|0x1003
|SE_NUM_EFF_NOROI
|SE_NUM_EFF_NOROI
|
|Ghost-type Curse activates (nail pushed in)
|-
|-
|4100
|4100
|0x1004
|0x1004
|SE_NUM_EFF_OVER
|SE_NUM_EFF_OVER
|
|Overheat attack.
|-
|-
|4101
|4101
|0x1005
|0x1005
|SE_NUM_EFF_OVER_2
|SE_NUM_EFF_OVER_2
|
|Overheat start (slightly truncated in-game).
|-
|-
|4102
|4102
|0x1006
|0x1006
|SE_NUM_EFF_PAPPACUTER
|SE_NUM_EFF_PAPPACUTER
|
|Razor Leaf projectile.
|-
|-
|4103
|4103
|0x1007
|0x1007
|SE_NUM_EFF_PATIENT
|SE_NUM_EFF_PATIENT
|
|Bide start.
|-
|-
|4104
|4104
Line 2,626: Line 2,626:
|0x1009
|0x1009
|SE_NUM_EFF_QUESTION
|SE_NUM_EFF_QUESTION
|
|Amnesia. Same sound as #524.
|-
|-
|4106
|4106
Line 2,636: Line 2,636:
|0x100B
|0x100B
|SE_NUM_EFF_REBENJI
|SE_NUM_EFF_REBENJI
|Rock Blast shot.
|Revenge hit.
|-
|-
|4108
|4108
Line 2,646: Line 2,646:
|0x100D
|0x100D
|SE_NUM_EFF_RYUNOMAI
|SE_NUM_EFF_RYUNOMAI
|
|Dragon Dance.
|-
|-
|4110
|4110
|0x100E
|0x100E
|SE_NUM_EFF_SAINT_FIRE
|SE_NUM_EFF_SAINT_FIRE
|
|Sacred Fire startup (truncated if move connects)
|-
|-
|4111
|4111
|0x100F
|0x100F
|SE_NUM_EFF_SAINT_FIRE_D
|SE_NUM_EFF_SAINT_FIRE_D
|
|Sacred Fire hit.
|-
|-
|4112
|4112
|0x1010
|0x1010
|SE_NUM_EFF_SAWAGU
|SE_NUM_EFF_SAWAGU
|Uproar, Beat Up, Rollcall Orb.
|Uproar.
|-
|-
|4113
|4113
|0x1011
|0x1011
|SE_NUM_EFF_SECRET_POWER
|SE_NUM_EFF_SECRET_POWER
|
|Secret Power.
|-
|-
|4114
|4114
Line 2,676: Line 2,676:
|0x1013
|0x1013
|SE_NUM_EFF_SHELL_PLACES
|SE_NUM_EFF_SHELL_PLACES
|
|Clamp.
|-
|-
|4116
|4116
|0x1014
|0x1014
|SE_NUM_EFF_SIBIREGONA
|SE_NUM_EFF_SIBIREGONA
|
|Stun Spore. Same(?) sound as #3344 and #3846.
|-
|-
|4117
|4117
|0x1015
|0x1015
|SE_NUM_EFF_SIGNALBEAM
|SE_NUM_EFF_SIGNALBEAM
|
|Signal Beam.
|-
|-
|4118
|4118
Line 2,696: Line 2,696:
|0x1017
|0x1017
|SE_NUM_EFF_SINKUU
|SE_NUM_EFF_SINKUU
|
|Vacuum-Cut.
|-
|-
|4120
|4120
|0x1018
|0x1018
|SE_NUM_EFF_SIOFUKI_DOWN
|SE_NUM_EFF_SIOFUKI_DOWN
|
|Water Spout falls down onto target.
|-
|-
|4121
|4121
|0x1019
|0x1019
|SE_NUM_EFF_SIOFUKI_UP
|SE_NUM_EFF_SIOFUKI_UP
|
|Water Spout shoot.
|-
|-
|4122
|4122
|0x101A
|0x101A
|SE_NUM_EFF_NEPUU
|SE_NUM_EFF_NEPUU
|
|Heat Wave.
|-
|-
|4123
|4123
Line 2,721: Line 2,721:
|0x101C
|0x101C
|SE_NUM_EFF_NIGHTMARE
|SE_NUM_EFF_NIGHTMARE
|
|Nightmare.
|-
|-
|4125
|4125
|0x101D
|0x101D
|SE_NUM_EFF_NOISE
|SE_NUM_EFF_NOISE
|
|Screech.
|}
|}


Line 2,739: Line 2,739:
|0x1101
|0x1101
|SE_NUM_EFF_SMOKE_8
|SE_NUM_EFF_SMOKE_8
|Run Away activated.
|Green smoke (Transform or Run Away activated).
|-
|-
|4354
|4354
|0x1102
|0x1102
|SE_NUM_EFF_SNORE
|SE_NUM_EFF_SNORE
|
|Snore.
|-
|-
|4355
|4355
|0x1103
|0x1103
|SE_NUM_EFF_SNOW
|SE_NUM_EFF_SNOW
|
|Powder Snow.
|-
|-
|4356
|4356
|0x1104
|0x1104
|SE_NUM_EFF_SOLAR
|SE_NUM_EFF_SOLAR
|
|SolarBeam projectile.
|-
|-
|4357
|4357
|0x1105
|0x1105
|SE_NUM_EFF_SONICKBOOM
|SE_NUM_EFF_SONICKBOOM
|
|SonicBoom or Swift projectiles.
|-
|-
|4358
|4358
|0x1106
|0x1106
|SE_NUM_EFF_SPORE
|SE_NUM_EFF_SPORE
|
|Spore.
|-
|-
|4359
|4359
Line 2,774: Line 2,774:
|0x1108
|0x1108
|SE_NUM_EFF_STONE
|SE_NUM_EFF_STONE
|
|Rock Throw.
|-
|-
|4361
|4361
|0x1109
|0x1109
|SE_NUM_EFF_STONE_1
|SE_NUM_EFF_STONE_1
|
|Rock Slide.
|-
|-
|4362
|4362
|0x110A
|0x110A
|SE_NUM_EFF_SUCKING_BLOOD
|SE_NUM_EFF_SUCKING_BLOOD
|
|Leech Life.
|-
|-
|4363
|4363
|0x110B
|0x110B
|SE_NUM_EFF_SUKAIAPPA
|SE_NUM_EFF_SUKAIAPPA
|
|Sky Uppercut.
|-
|-
|4364
|4364
|0x110C
|0x110C
|SE_NUM_EFF_SUN
|SE_NUM_EFF_SUN
|
|Morning Sun.
|-
|-
|4365
|4365
|0x110D
|0x110D
|SE_NUM_EFF_SUNAKAKE
|SE_NUM_EFF_SUNAKAKE
|
|Sand-Attack.
|-
|-
|4366
|4366
|0x110E
|0x110E
|SE_NUM_EFF_SURELY_HIT
|SE_NUM_EFF_SURELY_HIT
|
|Mind Reader.
|-
|-
|4367
|4367
Line 2,814: Line 2,814:
|0x1110
|0x1110
|SE_NUM_EFF_SURPRISE_2
|SE_NUM_EFF_SURPRISE_2
|
|Illuminate ability ("X blinked!"). Used by effect animation #72.
|-
|-
|4369
|4369
|0x1111
|0x1111
|SE_NUM_EFF_TAKINOBORI
|SE_NUM_EFF_TAKINOBORI
|
|Waterfall.
|-
|-
|4370
|4370
|0x1112
|0x1112
|SE_NUM_EFF_TAKUWAERU
|SE_NUM_EFF_TAKUWAERU
|
|Stockpile.
|-
|-
|4371
|4371
|0x1113
|0x1113
|SE_NUM_EFF_TANE_BULLET
|SE_NUM_EFF_TANE_BULLET
|
|Worry Seed and Leech Seed projectile.
|-
|-
|4372
|4372
|0x1114
|0x1114
|SE_NUM_EFF_TANEMASINGAN
|SE_NUM_EFF_TANEMASINGAN
|
|Bullet Seed.
|-
|-
|4373
|4373
Line 2,844: Line 2,844:
|0x1116
|0x1116
|SE_NUM_EFF_TEXTURE2
|SE_NUM_EFF_TEXTURE2
|
|Conversion 2.
|-
|-
|4375
|4375
|0x1117
|0x1117
|SE_NUM_EFF_THREE_WAY
|SE_NUM_EFF_THREE_WAY
|
|Wide Slash.
|-
|-
|4376
|4376
|0x1118
|0x1118
|SE_NUM_EFF_SITADENAMERU
|SE_NUM_EFF_SITADENAMERU
|
|Lick.
|-
|-
|4377
|4377
|0x1119
|0x1119
|SE_NUM_EFF_SMALL_BOMB
|SE_NUM_EFF_SMALL_BOMB
|
|Blast Seed or Egg Bomb hit.
|-
|-
|4378
|4378
|0x111A
|0x111A
|SE_NUM_EFF_SMALL_FIRE_DAMAGE
|SE_NUM_EFF_SMALL_FIRE_DAMAGE
|
|Ember hit.
|-
|-
|4379
|4379
|0x111B
|0x111B
|SE_NUM_EFF_SMOKE
|SE_NUM_EFF_SMOKE
|Feared Pokémon sound.
|Blue smoke (Substitute).
|-
|-
|4380
|4380
|0x111C
|0x111C
|SE_NUM_EFF_SMOKE_4
|SE_NUM_EFF_SMOKE_4
|
|Pink smoke (Sleep Seed, probably other sleep-causing methods).
|}
|}


Line 2,897: Line 2,897:
|0x1203
|0x1203
|SE_NUM_EFF_MIYABURU
|SE_NUM_EFF_MIYABURU
|
|Foresight on Ghost-type opponent only.
|-
|-
|4612
|4612
|0x1204
|0x1204
|SE_NUM_EFF_NEGOTO
|SE_NUM_EFF_NEGOTO
|
|Sleep Talk.
|-
|-
|4613
|4613
Line 2,917: Line 2,917:
|0x1207
|0x1207
|SE_NUM_EFF_SAND
|SE_NUM_EFF_SAND
|Cleanse Orb.
|Sandstorm.
|-
|-
|4616
|4616
|0x1208
|0x1208
|SE_NUM_EFF_STONE_2
|SE_NUM_EFF_STONE_2
|
|Rock Smash, Absolute Mover IQ skill (breaking through walls).
|-
|-
|4617
|4617
Line 2,932: Line 2,932:
|0x120A
|0x120A
|SE_NUM_EFF_TORNADO
|SE_NUM_EFF_TORNADO
|
|Twister.
|-
|-
|4619
|4619
|0x120B
|0x120B
|SE_NUM_EFF_TOUGH
|SE_NUM_EFF_TOUGH
|
|Harden.
|-
|-
|4620
|4620
|0x120C
|0x120C
|SE_NUM_EFF_TRYATTACK
|SE_NUM_EFF_TRYATTACK
|
|Tri Attack projectile.
|-
|-
|4621
|4621
|0x120D
|0x120D
|SE_NUM_EFF_TRYATTACK_HIT
|SE_NUM_EFF_TRYATTACK_HIT
|Tri Attack.
|Tri Attack hit.
|-
|-
|4622
|4622
|0x120E
|0x120E
|SE_NUM_EFF_TSUPPARI
|SE_NUM_EFF_TSUPPARI
|
|Arm Thrust.
|-
|-
|4623
|4623
|0x120F
|0x120F
|SE_NUM_EFF_TURARABARI
|SE_NUM_EFF_TURARABARI
|
|Icicle Spear.
|-
|-
|4624
|4624
Line 2,967: Line 2,967:
|0x1211
|0x1211
|SE_NUM_EFF_TURUNOMUTI
|SE_NUM_EFF_TURUNOMUTI
|
|Vine Whip.
|-
|-
|4626
|4626
|0x1212
|0x1212
|SE_NUM_EFF_TYAKUSUI
|SE_NUM_EFF_TYAKUSUI
|
|Assigned to unidentified effect animation #293 (small splash). "Chakusui" translates to "landing on water".
|-
|-
|4627
|4627
|0x1213
|0x1213
|SE_NUM_EFF_WATABOUSI
|SE_NUM_EFF_WATABOUSI
|
|Cotton Spore.
|-
|-
|4628
|4628
Line 2,987: Line 2,987:
|0x1215
|0x1215
|SE_NUM_EFF_WIND
|SE_NUM_EFF_WIND
|Gust.
|Gust and Razor Wind.
|-
|-
|4630
|4630
|0x1216
|0x1216
|SE_NUM_EFF_WIND_1
|SE_NUM_EFF_WIND_1
|
|Razor Wind projectile.
|-
|-
|4631
|4631
Line 3,002: Line 3,002:
|0x1218
|0x1218
|SE_NUM_EFF_YOUKAIEKI
|SE_NUM_EFF_YOUKAIEKI
|Bubble.
|Acid.
|-
|-
|4633
|4633
|0x1219
|0x1219
|SE_NUM_EFF_YUBIWOFURU
|SE_NUM_EFF_YUBIWOFURU
|
|Metronome.
|-
|-
|4634
|4634
Line 3,017: Line 3,017:
|0x121B
|0x121B
|SE_NUM_EFF_ENTOU
|SE_NUM_EFF_ENTOU
|Max HP up.
|Pierce Orb, Max HP up (Life Seed).
|-
|-
|4636
|4636
|0x121C
|0x121C
|SE_NUM_EFF_HIRAISINN
|SE_NUM_EFF_HIRAISINN
|
|LightningRod ability activates.
|-
|-
|4637
|4637
Line 3,036: Line 3,036:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 3,058: Line 3,058:
|None
|None
|None
|None
|Stomach growling. (Belly warning)
|Stomach growling (Belly warning). Identical to the cutscene sound (#8720).
|-
|-
|4868
|4868
Line 3,100: Line 3,100:
|None
|None
|None
|None
|
|Moving down stairs.
|-
|-
|4874
|4874
Line 3,107: Line 3,107:
|None
|None
|None
|None
|
|Moving up stairs.
|-
|-
|4875
|4875
Line 3,114: Line 3,114:
|None
|None
|None
|None
|
|Startup sound used by Tackle, Low Kick, Take Down, etc.
|-
|-
|4876
|4876
Line 3,121: Line 3,121:
|None
|None
|None
|None
|
|Barrage projectile.
|-
|-
|4877
|4877
Line 3,128: Line 3,128:
|None
|None
|None
|None
|
|Used by arc throwing items such as Gravelerocks.
|-
|-
|4878
|4878
Line 3,135: Line 3,135:
|None
|None
|None
|None
|
|Hurling straight throwing items, e.g. Sticks. Also used by moves such as Pin Missile or Spike Cannon.
|-
|-
|4879
|4879
Line 3,142: Line 3,142:
|None
|None
|None
|None
|
|Equipped item gets thrown onto the floor by a Trip Trap.
|-
|-
|4880
|4880
Line 3,149: Line 3,149:
|None
|None
|None
|None
|Fake Tears.
|-
|-
|4881
|4881
Line 3,155: Line 3,156:
|None
|None
|None
|None
|
|Drinking a Max Elixir, vitamin drinks, etc.
|-
|-
|4882
|4882
Line 3,183: Line 3,184:
|None
|None
|None
|None
|
|Aromatherapy flower rises.
|-
|-
|4886
|4886
Line 3,190: Line 3,191:
|None
|None
|None
|None
|
|Spite.
|-
|-
|4887
|4887
Line 3,197: Line 3,198:
|None
|None
|None
|None
|
|Placing an item on the ground.
|-
|-
|4888
|4888
Line 3,204: Line 3,205:
|None
|None
|None
|None
|
|Psychic, Skill Swap.
|-
|-
|4889
|4889
Line 3,211: Line 3,212:
|None
|None
|None
|None
|
|SolarBeam 2nd turn (effect anim #247).
|-
|-
|4890
|4890
Line 3,241: Line 3,242:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 3,254: Line 3,255:
|0x1402
|0x1402
|SE_NUM_EVENT_MOTION_WING_01
|SE_NUM_EVENT_MOTION_WING_01
|
|G01P03A
|
|m02a0302
|Chatot flapping his wings.
|Chatot flapping his wings.
|-
|-
Line 3,261: Line 3,262:
|0x1403
|0x1403
|SE_NUM_EVENT_EFF_BELL_01
|SE_NUM_EVENT_EFF_BELL_01
|
|G01P06B
|
|m04a0301
|Chimecho's dinner bell.
|Chimecho's bell.
|-
|-
|5124
|5124
Line 3,331: Line 3,332:
|0x140D
|0x140D
|SE_NUM_EVENT_EFF_JIKUU_MEMAI
|SE_NUM_EVENT_EFF_JIKUU_MEMAI
|
|T01P01A
|
|m03a0401
|Dimensional Scream beginning, getting dizzy.
|Dimensional Scream beginning, getting dizzy. "Memai" translates to "dizzyness" or "vertigo".
|-
|-
|5134
|5134
Line 3,340: Line 3,341:
|None
|None
|None
|None
|(Loop) Dimensional Scream beginning, getting dizzy.
|(Loop) Dimensional Scream beginning, getting dizzy. Does not appear to be used in favor of the unlooped version.
|-
|-
|5135
|5135
Line 3,352: Line 3,353:
|0x1410
|0x1410
|SE_NUM_EVENT_EFF_WIPE_01
|SE_NUM_EVENT_EFF_WIPE_01
|
|D31P41A
|
|s01p0604
|Boss wipe start.
|The main boss wipe sound. Most commonly called along with its effect by using <code>CallCommon(CORO_BOSS_WIPE_FUNC);</code>, but it does see separate use as well like in the script example.
|-
|-
|5137
|5137
Line 3,361: Line 3,362:
|G01P04A
|G01P04A
|m11a0201
|m11a0201
|(Loop) Clapping, used with actor SetEffect(90, 3);
|(Loop) Clapping, used with actor <code>SetEffect(EFFECT_JOYOUS, 3);</code>. Only used in first Dusknoir scene at the guild.
|-
|-
|5138
|5138
|0x1412
|0x1412
|SE_NUM_EVENT_MOTION_CLAP_02_L
|SE_NUM_EVENT_MOTION_CLAP_02_L
|
|G01P04A
|
|c00a0501
|(Loop) Big cheering! Usually used with actor execute <code>ExecuteCommon(CORO_JUMP_HAPPY_FUNC_SERIES, 0);</code> or <code>SetEffect(90, 3);</code>
|(Loop) Big cheering/clapping! Usually used with actor execute <code>ExecuteCommon(CORO_JUMP_HAPPY_FUNC_SERIES, 0);</code> or <code>SetEffect(EFFECT_JOYOUS, 3);</code>
|-
|-
|5139
|5139
|0x1413
|0x1413
|SE_NUM_EVENT_EFF_JIKUU_WIPE_02
|SE_NUM_EVENT_EFF_JIKUU_WIPE_02
|
|P03P01A
|
|m09d0614
|Dimensional Scream end.
|Dimensional Scream end.
|-
|-
Line 3,401: Line 3,402:
|0x1417
|0x1417
|SE_NUM_EVENT_EFF_FLASH_HEAVY
|SE_NUM_EVENT_EFF_FLASH_HEAVY
|
|D01P41A
|
|m01a0401
|VERY small hit sound, like used a few times right before a boss fight.
|Screen flash sound used a few times right before a boss fight wipe.
|-
|-
|5144
|5144
Line 3,419: Line 3,420:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 3,516: Line 3,517:
|0x190E
|0x190E
|SE_NUM_EVENT_MAIN03_SLEEP_01
|SE_NUM_EVENT_MAIN03_SLEEP_01
|
|T01P01A
|
|m03a0401
|Drowzee hitting the player accidentally.
|Drowzee accidentally bumping into the hero. Also used by Diglett popping up in two scenes (m21a0101 for example).
|-
|-
|6415
|6415
Line 3,544: Line 3,545:
|0x1912
|0x1912
|SE_NUM_EVENT_MAIN03_JIBACOIL
|SE_NUM_EVENT_MAIN03_JIBACOIL
|
|D03P11A
|
|m03a1002
|Magnezone police.
|Magnezone police.
|-
|-
Line 3,553: Line 3,554:
|None
|None
|None
|None
|The internal name suggests this is a hunger sound. Appears to be unused.
|"Kuufuku" translates to empty stomach; this and its position suggests it was intended for the post-Mt. Bristle scene at the guild. Appears to be unused.
|-
|-
|6420
|6420
|0x1914
|0x1914
|SE_NUM_EVENT_MAIN03_JUPUTORU_01_L
|SE_NUM_EVENT_MAIN03_JUPUTORU_01_L
|
|V03P11A
|
|m03a1310
|(Loop) Grovyle running.
|(Loop) Grovyle running.
|-
|-
Line 3,565: Line 3,566:
|0x1915
|0x1915
|SE_NUM_EVENT_MAIN03_JUPUTORU_02
|SE_NUM_EVENT_MAIN03_JUPUTORU_02
|
|V03P11A
|
|m03a1312
|Grovyle dashing.
|Grovyle dashing.
|-
|-
Line 3,572: Line 3,573:
|0x1916
|0x1916
|SE_NUM_EVENT_MAIN04_DIGDA
|SE_NUM_EVENT_MAIN04_DIGDA
|
|G01P04A
|
|m04a0101
|Diglett sound.
|Diglett digging and leaving.
|-
|-
|6423
|6423
Line 3,604: Line 3,605:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 3,747: Line 3,748:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 3,918: Line 3,919:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,112: Line 4,113:
|7196
|7196
|0x1C1C
|0x1C1C
|E_NUM_EVENT_MAIN17_YAMIRAMI_02_L
|SE_NUM_EVENT_MAIN17_YAMIRAMI_02_L
|P05P04A
|P05P04A
|m17a0401
|m17a0401
Line 4,131: Line 4,132:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,174: Line 4,175:
|D01P41A
|D01P41A
|m01a0701
|m01a0701
|Short "Enemy skedaddles away" sound used in many scenes. Despite its position/internal name, Spiritomb uses #7447 instead.
|Short "Enemy runs away" sound used in many scenes. Despite its position/internal name, Spiritomb uses #7447 instead.
|-
|-
|7431
|7431
Line 4,323: Line 4,324:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,338: Line 4,339:
|D28P44A
|D28P44A
|m25a0101
|m25a0101
|"Now! Go!" Deflecting Dusknoir's final attack (cuts off in-game, the full effect is longer)
|"Now! Go!" Deflecting Dusknoir's final attack (truncated in-game, the full sound is longer)
|-
|-
|7683
|7683
Line 4,424: Line 4,425:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,588: Line 4,589:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,661: Line 4,662:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,776: Line 4,777:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,817: Line 4,818:
|0x2206
|0x2206
|SE_NUM_EVENT_MOTION_ITEM
|SE_NUM_EVENT_MOTION_ITEM
|
|D01P41A
|
|m01a0701
|Giving an item. Used in many scenes.
|Giving/picking up an item. Used in many scenes.
|-
|-
|8711
|8711
|0x2207
|0x2207
|SE_NUM_EVENT_MOTION_DOOR
|SE_NUM_EVENT_MOTION_DOOR
|
|G01P04A
|
|m02a0202
|Wigglytuff's door opening (such as in Chapter 2).
|Wigglytuff's door opening (such as in Chapter 2).
|-
|-
Line 4,838: Line 4,839:
|0x2209
|0x2209
|SE_NUM_DUN_MOTION_MONEY
|SE_NUM_DUN_MOTION_MONEY
|
|G01P03A
|
|m02a1001
|Collecting coins.
|Collecting coins. Only used during Chatot's tax scene and Bidoof looking at his coins in SE1.
|-
|-
|8714
|8714
Line 4,868: Line 4,869:
|None
|None
|None
|None
|Baton Pass.
|Identical sound to #1813.
|-
|-
|8718
|8718
Line 4,874: Line 4,875:
|SE_NUM_DUN_EFF_DENJIFUYUU
|SE_NUM_DUN_EFF_DENJIFUYUU
|G01P04A
|G01P04A
|
|enter05
|Swap Shop.
|Croagunk's Swap Shop cauldron swapping an Exclusive Item.
|-
|-
|8719
|8719
Line 4,889: Line 4,890:
|G01P03A
|G01P03A
|m03a1203
|m03a1203
|Belly/Hungry, often used with actor effect <code>SetEffect(88, 3);</code>
|Belly/Hungry, often used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code>. Identical to the dungeon sound (#4867).
|-
|-
|8721
|8721
Line 4,912: Line 4,913:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,918: Line 4,919:
|0x2301
|0x2301
|SE_NUM_EVENT_SIGN_ASE_01
|SE_NUM_EVENT_SIGN_ASE_01
|
|G01P03A
|
|m02a0108
|Sweat drop sound, to be used with actor effect <code>SetEffect(92, 3);</code> This one is for the '''slow drop from the side'''.
|Sweat drop sound, to be used with actor effect <code>SetEffect(EFFECT_SWEAT_DROP, 3);</code> This sound is intended for the '''slow drop from the side'''.
|-
|-
|8962
|8962
|0x2302
|0x2302
|SE_NUM_EVENT_SIGN_HATENA_02
|SE_NUM_EVENT_SIGN_HATENA_02
|
|G01P03A
|
|m02a0108
|Question. Confused. Wondering. To be used with actor effect <code>SetEffect(89, 3);</code>
|Question. Confused. Wondering. To be used with actor effect <code>SetEffect(EFFECT_QUESTION_MARK, 3);</code>
|-
|-
|8963
|8963
|0x2303
|0x2303
|SE_NUM_EVENT_SIGN_HATENA_03
|SE_NUM_EVENT_SIGN_HATENA_03
|
|D05P31A
|
|m07a0701
|Doubled version of #8962.
|Doubled version of #8962. Usually used for looking around along with <code>ExecuteCommon(CORO_LOOK_AROUND_FUNC_SERIES, 0);</code> or simply manually, but it is also used for questioning (s03p2003).
|-
|-
|8964
|8964
|0x2304
|0x2304
|SE_NUM_EVENT_SIGN_NOTICE_01
|SE_NUM_EVENT_SIGN_NOTICE_01
|
|D01P41A
|
|m01a0401
|Exclamation mark. Noticing. To be used with actor effect <code>SetEffect(88, 3);</code>
|Exclamation mark. Usually used in a "surprised!" context, with some exceptions. To be used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code>
|-
|-
|8965
|8965
|0x2305
|0x2305
|SE_NUM_EVENT_SIGN_NOTICE_02
|SE_NUM_EVENT_SIGN_NOTICE_02
|
|G01P01C
|
|m11a0303
|Surprised, higher pitched, to be used with actor effect <code>SetEffect(88, 3);</code>
|Higher pitched; idea! Noticed something! To be used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code>
|-
|-
|8966
|8966
|0x2306
|0x2306
|SE_NUM_EVENT_SIGN_NOTICE_03
|SE_NUM_EVENT_SIGN_NOTICE_03
|
|G01P03A
|
|m03a0506
|Making a discovery.
|Making a discovery.
|-
|-
Line 4,960: Line 4,961:
|0x2307
|0x2307
|SE_NUM_EVENT_SIGN_NOTICE_04
|SE_NUM_EVENT_SIGN_NOTICE_04
|
|D10P21A
|
|m10a0701
|Short, "noticing something", "Hey!", "Oh, I remember", sound, used with actor effect <code>SetEffect(88, 3);</code> or  <code>SetEffect(91, 3);</code>
|Short, "noticing something", "Hey!", "Oh, I remember", sound, used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code> or  <code>SetEffect(EFFECT_SHOCKED, 3);</code>. Sometimes used in a negative context (m03a0801).
|-
|-
|8968
|8968
|0x2308
|0x2308
|SE_NUM_EVENT_SIGN_SHOCK_01
|SE_NUM_EVENT_SIGN_SHOCK_01
|
|D01P41A
|
|m01a0401
|Shocked! To be used with actor effect <code>SetEffect(91, 3);</code>
|Shocked! To be used with actor effect <code>SetEffect(EFFECT_SHOCKED, 3);</code> or <code>SetEffect(EFFECT_SHOCKED_MIRRORED, 3);
|-
|-
|8969
|8969
Line 4,981: Line 4,982:
|0x230A
|0x230A
|SE_NUM_EVENT_SIGN_ANGER_01
|SE_NUM_EVENT_SIGN_ANGER_01
|
|T01P02A
|
|m12a0601
|Loudred angry, wake up? Maybe generic angry? It's a doubled version of #8971. Used with <code>ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);</code>
|Loudred's wake-up call. Also used as a general "very angry" sound. It's a doubled version of #8971. Used with <code>ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);</code>, rarely with actor effect <code>SetEffect(EFFECT_ANGRY, 3);</code> (m13a0101)
|-
|-
|8971
|8971
|0x230B
|0x230B
|SE_NUM_EVENT_SIGN_ANGER_02
|SE_NUM_EVENT_SIGN_ANGER_02
|
|G01P03A
|
|m02a0302
|Angry, used with actor effect <code>SetEffect(94, 3);</code>
|Angry, used with actor effect <code>SetEffect(EFFECT_ANGRY, 3);</code>, <code>SetEffect(EFFECT_ANGRY_MIRRORED, 3);</code> or <code>ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);</code>.
|-
|-
|8972
|8972
|0x230C
|0x230C
|SE_NUM_EVENT_SIGN_TENSION_01
|SE_NUM_EVENT_SIGN_TENSION_01
|
|G01P03A
|
|m02a0108
|Sweat drop, being surprised, "stunned" sort of sound, used with actor effect <code>SetEffect(171, 3);</code> This one is for the ''multiple small drops''.
|Sweat drop, being surprised, "stunned" sort of sound, used with actor effect <code>SetEffect(EFFECT_SWEAT_DROPS_FROM_BOTH_SIDES_MEDIUM, 3);</code>. Intended for the '''multiple small drops'''.
|-
|-
|8973
|8973
|0x230D
|0x230D
|SE_NUM_EVENT_SIGN_SHOCK_03
|SE_NUM_EVENT_SIGN_SHOCK_03
|
|G01P04A
|
|m08a0503
|Surprise? Being found out? Used with <code>SetEffect(448, 3);</code> or <code>SetEffect(88, 3);</code>
|Surprised? Being found out? Used with <code>SetEffect(EFFECT_SHOCKED, 3);</code>, <code>SetEffect(EFFECT_SHOCKED_MIRRORED, 3);</code> or <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code> depending on the character.
|-
|-
|8974
|8974
|0x230E
|0x230E
|SE_NUM_EVENT_MOTION_JUNP_01
|SE_NUM_EVENT_MOTION_JUNP_01
|
|G01P04A
|
|m05a0705
|Surprised short jump, to be used with actor execute common: <code>ExecuteCommon(CORO_JUMP_SURPRISE_FUNC_SERIES, 0)</code>
|Surprised short jump, to be used with actor execute common: <code>ExecuteCommon(CORO_JUMP_SURPRISE_FUNC_SERIES, 0)</code>
|-
|-
Line 5,016: Line 5,017:
|0x230F
|0x230F
|SE_NUM_EVENT_MOTION_JUNP_02
|SE_NUM_EVENT_MOTION_JUNP_02
|
|P19P02A
|
|n02a1002
|Hush! Angry! Annoyed! Used with <code>ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);</code>
|Excited double short jump! Also used for emphasis and sometimes anger. Used with <code>ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);</code>. '''Despite the name, this execute common is often not used in angry context!'''
|-
|-
|8976
|8976
Line 5,037: Line 5,038:
|0x2312
|0x2312
|SE_NUM_EVENT_SIGN_NOTICE_05
|SE_NUM_EVENT_SIGN_NOTICE_05
|
|G01P03A
|
|m02a0108
|Being noticed, "Hey!". To be used with actor effect <code>SetEffect(174, 3);</code> or <code>SetEffect(88, 3);</code>
|Being noticed, "Hey!". To be used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code>, <code>SetEffect(EFFECT_TWO_ARROWS_AT_SIDE_RIGHT, 3);</code> or <code>SetEffect(EFFECT_TWO_ARROWS_AT_SIDE_LEFT, 3);</code>
|-
|-
|8979
|8979
Line 5,055: Line 5,056:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,142: Line 5,143:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,285: Line 5,286:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,320: Line 5,321:
|SE_NUM_EV_S03_TOUCH
|SE_NUM_EV_S03_TOUCH
|P19P01A
|P19P01A
|
|n03a0401
|(Loop) Igglybuff "hitting" the Kangaskhan Rock.
|(Loop) Igglybuff "hitting" the Kangaskhan Rock.
|-
|-
Line 5,365: Line 5,366:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,459: Line 5,460:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,495: Line 5,496:
|D54P31A
|D54P31A
|n06a0501
|n06a0501
|"Guuuuuuuu!" Wigglytuff snoring.
|"Guuuuuuuu!" Wigglytuff either snoring or stomach sound while asleep.
|-
|-
|10246
|10246
Line 5,581: Line 5,582:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,640: Line 5,641:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,755: Line 5,756:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,882: Line 5,883:
|S14P01A
|S14P01A
|s30a0303
|s30a0303
|Something related to Project P?
|Poof! Item and Dungeon graphic appears in Project P explanation cutscene.
|-
|-
|11027
|11027
Line 5,889: Line 5,890:
|S14P01A
|S14P01A
|s30a0303
|s30a0303
|Another Project P sound.
|Pointing arrow graphic appears in Project P cutscene.
|-
|-
|11028
|11028
Line 5,896: Line 5,897:
|S14P01A
|S14P01A
|s30a0303
|s30a0303
|Project P sound 3.
|Poof followed by shiny mystical sound, open treasure chest graphic appears in Project P cutscene.
|}
|}


Line 5,905: Line 5,906:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,992: Line 5,993:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 6,142: Line 6,143:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|16128
|0x3F00
|N/A
|None
|None
|Silence. Commonly paired with moves or Pokémon/move combinations to prevent secondary (MOTION_ANIM) sounds from playing.
|-
|-
|16129
|16129
Line 6,220: Line 6,228:
|None
|None
|None
|None
|Unused cursor sound?
|Selecting a space to move towards while inside a dungeon by using the touch screen.
|}
|}


{{NavScriptTerms}}
{{NavScriptTerms}}
[[Category:Documentation]]
[[Category:Documentation]]