List of Sound Effects: Difference between revisions

RRad (talk | contribs)
More additions and corrections
RRad (talk | contribs)
Elaborating on a few sounds
 
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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 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
Line 257: Line 257:
|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
|Little-effective hit (Normal attack on Ghost etc.).
|Hit by a weak thrown item or little-effective hit (Normal attack on Ghost etc.).
|-
|-
|284
|284
Line 276: Line 276:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 284: Line 284:
|None
|None
|None
|None
|Paired with effect animation #417, needs more investigation.
|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 326: Line 326:
|None
|None
|None
|None
|
|Special Defense down.
|-
|-
|520
|520
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 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 602: Line 602:
|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 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
Line 755: Line 755:
|0x40A
|0x40A
|SE_NUM_EFF_RASTAPARGE
|SE_NUM_EFF_RASTAPARGE
|Luster Purge.
|Luster Purge or Luminous Orb.
|-
|-
|1035
|1035
Line 775: Line 775:
|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
Line 800: Line 800:
|0x413
|0x413
|SE_NUM_EFF_BOOST
|SE_NUM_EFF_BOOST
|
|Psycho Boost hit.
|-
|-
|1044
|1044
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
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
Line 888: Line 888:
|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
Line 938: Line 938:
|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
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
Line 1,011: Line 1,011:
|0x608
|0x608
|SE_NUM_EFF_TOSENBO
|SE_NUM_EFF_TOSENBO
|Disable and Seal Trap.
|Seal Trap, Silence Orb and Imprison.
|-
|-
|1545
|1545
Line 1,031: Line 1,031:
|0x60C
|0x60C
|SE_NUM_EFF_WANA_DEL
|SE_NUM_EFF_WANA_DEL
|Trapbust Orb.
|Earthquake or Magnitude hit, Trapbust Orb.
|-
|-
|1549
|1549
Line 1,061: Line 1,061:
|0x612
|0x612
|SE_NUM_EFF_BARRIA
|SE_NUM_EFF_BARRIA
|
|White beam (Barrier or Iron Defense)
|-
|-
|1555
|1555
|0x613
|0x613
|SE_NUM_EFF_BARRIA_2
|SE_NUM_EFF_BARRIA_2
|
|Green beam (Mirror Move activated)
|-
|-
|1556
|1556
Line 1,121: Line 1,121:
|0x61E
|0x61E
|SE_NUM_EFF_KOWAIKAO
|SE_NUM_EFF_KOWAIKAO
|Scary Face.
|Scary Face or Shocker Orb.
|-
|-
|1567
|1567
|0x61F
|0x61F
|SE_NUM_EFF_KYUUSYUU
|SE_NUM_EFF_KYUUSYUU
|Lower pitched version of #1028. Might be unused?
|SolarBeam charge. Lower pitched version of #1028.
|-
|-
|1568
|1568
|0x620
|0x620
|SE_NUM_EFF_MEISOU
|SE_NUM_EFF_MEISOU
|Calm Mind.
|Calm Mind, Radar Orb.
|}
|}


Line 1,164: Line 1,164:
|0x705
|0x705
|SE_NUM_EFF_DIVE
|SE_NUM_EFF_DIVE
|
|Dive.
|-
|-
|1798
|1798
Line 1,179: Line 1,179:
|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
|"Fubuki" is the Japanese name for Blizzard, but it doesn't seem to use this sound. Might be unused?
|Ice Beam projectile.
|-
|-
|1802
|1802
|0x70A
|0x70A
|SE_NUM_EFF_FUBUKI_BRK
|SE_NUM_EFF_FUBUKI_BRK
|Blizzard hit.
|Ice Beam, Blizzard or Icicle Spear hit.
|-
|-
|1803
|1803
|0x70B
|0x70B
|SE_NUM_EFF_FURAFURA
|SE_NUM_EFF_FURAFURA
|Teeter Dance. The sound cuts off once confusion triggers, so it remains almost entirely unheard unless the user is wearing a Persim Band and it is used in an empty room.
|Teeter Dance or Totter Orb.
|-
|-
|1804
|1804
|0x70C
|0x70C
|SE_NUM_EFF_IAIGIRI
|SE_NUM_EFF_IAIGIRI
|
|Fury Cutter.
|-
|-
|1805
|1805
Line 1,214: Line 1,214:
|0x70F
|0x70F
|SE_NUM_EFF_NAMINORI
|SE_NUM_EFF_NAMINORI
|Surf.
|Surf or Cleanse Orb.
|-
|-
|1808
|1808
Line 1,224: Line 1,224:
|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.
|Conversion or Camouflage.
|-
|-
|1819
|1819
Line 1,327: Line 1,327:
|0x806
|0x806
|SE_NUM_EFF_DENJIFUYUU
|SE_NUM_EFF_DENJIFUYUU
|Magnet Rise. Might also be used by Croagunk Swap?
|Magnet Rise. Identical to the sound used by Croagunk's Swap Shop (#8718).
|-
|-
|2055
|2055
Line 1,347: Line 1,347:
|0x80A
|0x80A
|SE_NUM_EFF_DOUBLE_ATTACK
|SE_NUM_EFF_DOUBLE_ATTACK
|
|Double Hit.
|-
|-
|2059
|2059
Line 1,490: Line 1,490:
|0x901
|0x901
|SE_NUM_EFF_HUNEN
|SE_NUM_EFF_HUNEN
|
|Lava Plume.
|-
|-
|2306
|2306
Line 1,595: Line 1,595:
|0x916
|0x916
|SE_NUM_EFF_KIRIBARAI
|SE_NUM_EFF_KIRIBARAI
|Using Defog on foggy weather or regular enemies does not use this sound. Needs more investigation, particularly by using the move on an enemy with Safeguard, Light Screen etc.
|Paired with effect animation #489; this appears to be an unused "hit" effect for Defog.
|-
|-
|2327
|2327
Line 1,811: Line 1,811:
|0xB01
|0xB01
|SE_NUM_EFF_POWERSUWAPP
|SE_NUM_EFF_POWERSUWAPP
|Power Swap projectile.
|Power Swap or Guard Swap projectile.
|-
|-
|2818
|2818
Line 1,881: Line 1,881:
|0xB0F
|0xB0F
|SE_NUM_EFF_SAKIDORI
|SE_NUM_EFF_SAKIDORI
|Me First affects user.
|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 target.
|Me First on user.
|-
|-
|2834
|2834
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.
|Bite or Crunch.
|-
|-
|3075
|3075
Line 2,099: Line 2,099:
|0xC1A
|0xC1A
|SE_NUM_EFF_ANGEL_KISS
|SE_NUM_EFF_ANGEL_KISS
|
|Sweet Kiss.
|-
|-
|3099
|3099
Line 2,114: Line 2,114:
|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
|BubbleBeam shoot.
|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
Line 2,157: Line 2,157:
|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
Line 2,172: Line 2,172:
|0xD09
|0xD09
|SE_NUM_EFF_CORNER
|SE_NUM_EFF_CORNER
|
|Sharpen.
|-
|-
|3338
|3338
Line 2,202: Line 2,202:
|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
|Poison Powder. Same(?) sound as #3846 and #4116.
|PoisonPowder. Same(?) sound as #3846 and #4116.
|-
|-
|3345
|3345
Line 2,227: Line 2,227:
|0xD14
|0xD14
|SE_NUM_EFF_DOROASOBI_2
|SE_NUM_EFF_DOROASOBI_2
|Mud Sport does not use this short sound. Might be unused?
|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
Line 2,272: Line 2,272:
|0xD1D
|0xD1D
|SE_NUM_EFF_BULLET_3
|SE_NUM_EFF_BULLET_3
|
|Mud Shot projectile.
|}
|}


Line 2,310: Line 2,310:
|0xE06
|0xE06
|SE_NUM_EFF_GURAD_S
|SE_NUM_EFF_GURAD_S
|
|Safeguard.
|-
|-
|3591
|3591
Line 2,340: Line 2,340:
|0xE0C
|0xE0C
|SE_NUM_EFF_HATUGA
|SE_NUM_EFF_HATUGA
|
|Leech Seed hit.
|-
|-
|3597
|3597
Line 2,370: Line 2,370:
|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
Line 2,395: Line 2,395:
|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
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
Line 2,513: Line 2,513:
|0xF0F
|0xF0F
|SE_NUM_EFF_LEEF_CUTER
|SE_NUM_EFF_LEEF_CUTER
|
|Razor Leaf startup (truncated in-game).
|-
|-
|3856
|3856
Line 2,543: Line 2,543:
|0xF15
|0xF15
|SE_NUM_EFF_NEOHARU_1
|SE_NUM_EFF_NEOHARU_1
|Intended for Ingrain, but it uses sound #1289 instead. Might be unused?
|Frenzy Plant.
|-
|-
|3862
|3862
|0xF16
|0xF16
|SE_NUM_EFF_MIRACULOUS
|SE_NUM_EFF_MIRACULOUS
|
|Reversal.
|-
|-
|3863
|3863
Line 2,611: Line 2,611:
|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 2,676: Line 2,676:
|0x1013
|0x1013
|SE_NUM_EFF_SHELL_PLACES
|SE_NUM_EFF_SHELL_PLACES
|
|Clamp.
|-
|-
|4116
|4116
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
Line 2,726: Line 2,726:
|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
Line 2,749: Line 2,749:
|0x1103
|0x1103
|SE_NUM_EFF_SNOW
|SE_NUM_EFF_SNOW
|
|Powder Snow.
|-
|-
|4356
|4356
Line 2,759: Line 2,759:
|0x1105
|0x1105
|SE_NUM_EFF_SONICKBOOM
|SE_NUM_EFF_SONICKBOOM
|SonicBoom.
|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
Line 2,794: Line 2,794:
|0x110C
|0x110C
|SE_NUM_EFF_SUN
|SE_NUM_EFF_SUN
|
|Morning Sun.
|-
|-
|4365
|4365
Line 2,804: Line 2,804:
|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
Line 2,829: Line 2,829:
|0x1113
|0x1113
|SE_NUM_EFF_TANE_BULLET
|SE_NUM_EFF_TANE_BULLET
|Worry Seed projectile (among others?).  
|Worry Seed and Leech Seed projectile.
|-
|-
|4372
|4372
Line 2,849: Line 2,849:
|0x1117
|0x1117
|SE_NUM_EFF_THREE_WAY
|SE_NUM_EFF_THREE_WAY
|
|Wide Slash.
|-
|-
|4376
|4376
Line 2,859: Line 2,859:
|0x1119
|0x1119
|SE_NUM_EFF_SMALL_BOMB
|SE_NUM_EFF_SMALL_BOMB
|Blast Seed.
|Blast Seed or Egg Bomb hit.
|-
|-
|4378
|4378
Line 2,869: Line 2,869:
|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 2,917: 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 2,937: Line 2,937:
|0x120B
|0x120B
|SE_NUM_EFF_TOUGH
|SE_NUM_EFF_TOUGH
|
|Harden.
|-
|-
|4620
|4620
|0x120C
|0x120C
|SE_NUM_EFF_TRYATTACK
|SE_NUM_EFF_TRYATTACK
|It doesn't sound like Tri Attack uses this short sound.
|Tri Attack projectile.
|-
|-
|4621
|4621
Line 2,972: Line 2,972:
|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
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 3,017: 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 3,121: Line 3,121:
|None
|None
|None
|None
|
|Barrage projectile.
|-
|-
|4877
|4877
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.
|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 3,156: Line 3,156:
|None
|None
|None
|None
|
|Drinking a Max Elixir, vitamin drinks, etc.
|-
|-
|4882
|4882
Line 3,191: Line 3,191:
|None
|None
|None
|None
|
|Spite.
|-
|-
|4887
|4887
Line 3,198: Line 3,198:
|None
|None
|None
|None
|
|Placing an item on the ground.
|-
|-
|4888
|4888
Line 3,205: Line 3,205:
|None
|None
|None
|None
|
|Psychic, Skill Swap.
|-
|-
|4889
|4889
Line 3,212: Line 3,212:
|None
|None
|None
|None
|
|SolarBeam 2nd turn (effect anim #247).
|-
|-
|4890
|4890
Line 3,242: Line 3,242:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 3,255: 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 3,262: 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 3,332: 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 3,341: 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 3,353: 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 3,362: 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 3,402: 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 3,420: Line 3,420:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 3,517: 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 3,545: Line 3,545:
|0x1912
|0x1912
|SE_NUM_EVENT_MAIN03_JIBACOIL
|SE_NUM_EVENT_MAIN03_JIBACOIL
|
|D03P11A
|
|m03a1002
|Magnezone police.
|Magnezone police.
|-
|-
Line 3,554: 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 3,566: Line 3,566:
|0x1915
|0x1915
|SE_NUM_EVENT_MAIN03_JUPUTORU_02
|SE_NUM_EVENT_MAIN03_JUPUTORU_02
|
|V03P11A
|
|m03a1312
|Grovyle dashing.
|Grovyle dashing.
|-
|-
Line 3,573: 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 3,605: Line 3,605:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 3,748: Line 3,748:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 3,919: Line 3,919:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,113: 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 4,132: Line 4,132:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,175: 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 4,324: Line 4,324:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,425: Line 4,425:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,589: Line 4,589:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,662: Line 4,662:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,777: Line 4,777:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,818: 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 4,839: 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 4,869: Line 4,869:
|None
|None
|None
|None
|Baton Pass.
|Identical sound to #1813.
|-
|-
|8718
|8718
Line 4,875: 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 4,890: 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 4,913: Line 4,913:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 4,919: 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 4,961: 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 4,982: 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 5,017: 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 5,038: 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 5,056: Line 5,056:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,143: Line 5,143:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,286: Line 5,286:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,321: 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 5,366: Line 5,366:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,460: Line 5,460:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,496: Line 5,496:
|D54P31A
|D54P31A
|n06a0501
|n06a0501
|"Guuuuuuuu!" Wigglytuff snoring.
|"Guuuuuuuu!" Wigglytuff either snoring or stomach sound while asleep.
|-
|-
|10246
|10246
Line 5,582: Line 5,582:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,641: Line 5,641:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,756: Line 5,756:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,883: 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 5,890: Line 5,890:
|S14P01A
|S14P01A
|s30a0303
|s30a0303
|Another Project P sound.
|Pointing arrow graphic appears in Project P cutscene.
|-
|-
|11028
|11028
Line 5,897: 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 5,906: Line 5,906:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 5,993: Line 5,993:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 6,143: Line 6,143:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 6,228: 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.
|}
|}


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