List of Effect Animations
This page lists the various effect animations used by the game in both dungeon and ground modes along with descriptions. There are some limitations depending on the type:
- WAN: The most common type. Functions in both dungeon and ground modes.
- WAN File 0: Functions only in dungeon mode. Ignore this for
SetEffect(EFFECT_NONE, 3);. - WAN File 1: Functions only in ground mode.
- WAT: Uses the 3D engine. Not recommended for dungeon mode as it corrupts parts of the UI.
- Screen: Covers the entire screen. Functions in both dungeon and ground modes, as long as the background only uses a single layer.
- WBA: ???
This video by Hecka Bad demonstrates all effect animations and their paired SFX, apart from the WAN File 1 animations that appear to be playable only in ground mode.
| ID | File Type | SFX ID | Point | Loop | Scene | Description |
|---|---|---|---|---|---|---|
| 0 | WAN File 0 | -1 | None | Many | No animation; this is a crucial ID used to stop looping effects. Can be called using SetEffect(EFFECT_NONE, 3);.
| |
| 1 | WAN | 4124 | Center | None | Nightmare. | |
| 2 | WAN | 1797 | None | Dive. Also used by coro EFFECT_MOVE_DIVE. | ||
| 3 | WAN | 1796 | None | None | Dig. | |
| 4 | WAN File 0 | 1030 | Center | None | Used as a hit animation by a number of Orb effects. Used by Switcher, Blowback, Stayaway, Observer, Decoy Maker, etc. | |
| 5 | WAN | 4366 | Head | None | Mind Reader. | |
| 6 | WAN | 1291 | None | None | Swagger. | |
| 7 | WAN File 0 | 4890 | None | None | HP restored. | |
| 8 | WAN File 0 | 283 | Center | None | Hit by a weak thrown item or little-effective move (Normal on Ghost etc.) | |
| 9 | WAN File 0 | 281 | Center | None | Not very effective hit. | |
| 10 | WAN File 0 | 280 | Center | None | Normal hit. | |
| 11 | WAN File 0 | 276 | Center | None | Super effective hit. | |
| 12 | WAN File 0 | 1817 | Center | None | Sweet Scent. | |
| 13 | WAN File 0 | 4610 | None | None | Evasion up. | |
| 14 | WAN File 0 | 4609 | None | None | Evasion lowered. | |
| 15 | WAN | 1285 | Head | None | Attract hit. | |
| 16 | Screen | 4614 | None | None | Rain begins. | |
| 17 | WAN | 4106 | None | None | Confuse Ray. | |
| 18 | WAN | 4885 | Head | None | Aromatherapy flower rises. | |
| 19 | WAN | 3585 | Center | None | Aromatherapy flower falls down. | |
| 20 | Screen | 4637 | None | None | Hail begins. | |
| 21 | WAN File 0 | 279 | Head | None | Stat changes reset. Also used as a startup animation by many moves. | |
| 22 | WAN File 0 | 277 | Head | None | Used as a startup animation by too many moves to count. | |
| 23 | WAN | 1286 | Right Hand | ✓ | None | Ice Ball projectile. |
| 24 | WAN File 0 | 1287 | Center | None | Ice Ball hit. | |
| 25 | WAN | 4631 | Head | None | Yawn (both move and status). | |
| 26 | WAN | 3610 | Head | None | Lovely Kiss. | |
| 27 | WAN | 4364 | None | None | Morning Sun. | |
| 28 | WAN | 3355 | Head | None | Bubble. | |
| 29 | WAN | 3356 | Head | None | Bubble hit. | |
| 30 | WAN | 3352 | Head | None | Encore (clapping). | |
| 31 | WAN | 3353 | None | None | Encore affects target. | |
| 32 | WAN | 1804 | Center | None | Fury Cutter. | |
| 33 | WAN File 0 | 4379 | Center | None | Blue smoke (Substitute). | |
| 34 | WAN File 0 | -1 | Center | None | Brown smoke (unused). | |
| 35 | WAN File 0 | -1 | Center | None | Dark blue smoke (unused). | |
| 36 | WAN File 0 | -1 | Center | None | Yellow smoke (unused). | |
| 37 | WAN File 0 | 4380 | Center | None | Pink smoke (Sleep Seed, probably other sleep-causing effects). | |
| 38 | WAN File 0 | -1 | Center | None | Red smoke (unused). | |
| 39 | WAN File 0 | 1812 | Center | None | Purple smoke (Poison Tail). | |
| 40 | WAN File 0 | -1 | Center | None | Beige smoke (unused). | |
| 41 | WAN File 0 | 4353 | Center | None | Green smoke (Transform, Run Away activated). | |
| 42 | WAN File 0 | 1813 | Center | None | White smoke (Baton Pass, Explosion Trap fails due to damp conditions). | |
| 43 | WAN | 1805 | Head | None | Torment. | |
| 44 | WAN | 1549 | Head | None | String Shot. | |
| 45 | WAN | -1 | Head | ✓ | None | String Shot projectile. |
| 46 | WAN | 1550 | Center | None | String Shot hit. | |
| 47 | WAN File 0 | 1032 | Center | None | Trick or Role Play. | |
| 48 | WAN File 0 | 1031 | Center | None | Trick or Role Play on target. | |
| 49 | WAN | 1799 | None | None | Super Fang. | |
| 50 | WAN | 1556 | Head | None | Heal Bell and Beat Up. | |
| 88 | WAN File 1 | -1 | Head | m02a0108 | Exclamation mark! Can be called using SetEffect(EFFECT_EXCLAMATION_MARK, 3);
| |
| 89 | WAN File 1 | -1 | Head | m02a0108 | Question mark. Can be called using SetEffect(EFFECT_QUESTION_MARK, 3);
| |
| 90 | WAN File 1 | -1 | Head | ✓ | n04a0104 | Joyous/beaming, often used to portray characters talking without using text boxes. Can be called using SetEffect(EFFECT_JOYOUS, 3);
|
| 91 | WAN File 1 | -1 | Head | m01a0401 | Shocked effect. Can be called using SetEffect(EFFECT_SHOCKED, 3);
| |
| 92 | WAN File 1 | -1 | Head | m02a0108 | Sweat drop down the side. Can be called using SetEffect(EFFECT_SWEAT_DROP, 3);
| |
| 93 | WAN File 1 | -1 | Head | ✓ | m01a0401 | Laughing, often just joyous. Can be called using SetEffect(EFFECT_LAUGHING, 3);
|
| 94 | WAN File 1 | -1 | Head | ✓ | m09a0101 | Angry icon. Can be called using SetEffect(EFFECT_ANGRY, 3);
|
| 101 | WAN | -1 | None | None | PMD1 leftover; 4 flyers dropped by Pelipper and fluttering to the ground. | |
| 102 | WAN | -1 | None | ✓ | None | PMD1 leftover; 3 of the flyers remain in place. |
| 103 | WAN | -1 | Head | n01a3101 | Gathering stars/energy; Jirachi wakes up, SE1 scene. | |
| 104 | WAN | -1 | Head | ✓ | None | Looped continuation of #103. Does not appear to be used. |
| 105 | WAN | -1 | Head | None | PMD1 leftover; Teleport Gem starts gathering light. | |
| 106 | WAN | -1 | Head | ✓ | None | PMD1 leftover; Teleport Gem continues gathering light, looped. |
| 107 | WAN | -1 | Head | None | PMD1 leftover; Teleport Gem fades. | |
| 108 | WAN | -1 | Head | ✓ | None | PMD1 leftover; Teleport Gem lightly pulsating. |
| 111 | WAN | -1 | Head | s22p1401 | Gathering light; Palkia charges up attack aimed at Darkrai. Paired in scene with SFX #8708. | |
| 112 | WAN | -1 | Head | ✓ | None | Looped continuation of #111. Does not appear to be used. |
| 164 | WAN | -1 | Center | None | PMD1 leftover; Teleport Gem teleportation effect. | |
| 165 | WAN | -1 | Head | ✓ | None | PMD1 leftover; Teleport Gem pulsating. |
| 166 | WAN | -1 | Head | ✓ | None | PMD1 leftover; Teleport Gem pulsating faster. |
| 171 | WAN File 1 | -1 | Head | m03a1002 | Sweat/tears drop from both sides. Can be called using SetEffect(EFFECT_SWEAT_DROPS_FROM_BOTH_SIDES_MEDIUM, 3);
| |
| 172 | WAN File 1 | -1 | Head | m02a0108 | Small shock/noticing effect, left side. Can be called using SetEffect(EFFECT_TWO_ARROWS_AT_SIDE_LEFT, 3);
| |
| 173 | WAN File 1 | -1 | Head | ✓ | Small rippling water presumably used as a shadow like in water dungeons, but it looks more unpolished. Used by coro EFFECT_MOVE_WAVE. | |
| 174 | WAN File 1 | -1 | Head | m03a0403 | Small shock/noticing effect, right side. Can be called using SetEffect(EFFECT_TWO_ARROWS_AT_SIDE_RIGHT, 3);
| |
| 268 | WAN File 0 | -1 | Head | None | PMD1 leftover; the Rock, Ice and Steel parts combine to form the Music Box, Buried Relic sub-quest. | |
| 307 | WAN | -1 | Head | None | PMD1 leftover; Rayquaza shoots beam at falling meteor. | |
| 308 | WAN | -1 | Head | ✓ | None | PMD1 leftover; #307 continued and looped. |
| 309 | WAN | -1 | Head | ✓ | None | PMD1 leftover; beam hits meteor from the bottom of the screen. |
| 438 | WAN File 1 | -1 | Head | ✓ | m07a1001 | Sweat/tears drop from both sides, looped. Not used often in the vanilla game, but usually in a distressed context. |
| 448 | WAN File 1 | -1 | Head | m03a0403 | Shocked effect, mirrored. Can be called using SetEffect(EFFECT_SHOCKED_MIRRORED, 3);
| |
| 543 | WAN | 3084 | Head | None | Roar of Time used in dungeons. SE5 cutscenes use OBJECT_D52P32A2_419 and SFX #11532 instead, which is a more elaborate effect. | |
| 544 | WAN | 3085 | Center | None | Roar of Time hit. | |
| 621 | Screen | -1 | Center | c00a0701 | Dimensional Scream start. | |
| 622 | WAN File 1 | -1 | Head | m21a0203 | Sweat drop down the side, mirrored. Can be called using SetEffect(EFFECT_SWEAT_DROP_SLOW, 3);
| |
| 623 | WAN File 1 | -1 | Head | ✓ | m02a0302 | Anger symbol, mirrored for up-facing actors. Only appears to be called once in the vanilla game. Can be called using SetEffect(EFFECT_ANGRY_MIRRORED, 3);
|
| 624 | WAN File 1 | -1 | Head | ✓ | c00a0601 | Perfect Apple bouncing on top of Wigglytuff's head. Can be called using SetEffect(EFFECT_APPLE_ON_HEAD, 3);
|
| 625 | WAN File 1 | -1 | Head | ✓ | m05a0603 | Beige rippling water for the hero, partner and Teddiursa, Hot Spring scene. Can be called using SetEffect(EFFECT_STUCK_IN_YELLOW_WATER, 4);
|
| 626 | WAN File 1 | -1 | Head | ✓ | m05a0603 | Beige rippling water for Ursaring, Hot Spring scene. Can be called using SetEffect(EFFECT_STUCK_IN_YELLOW_WATER_DEEP, 4);
|
| 627 | WAN File 1 | -1 | Head | ✓ | m05a0603 | Beige rippling water for Vigoroth, Hot Spring scene. Can be called using SetEffect(EFFECT_STUCK_IN_YELLOW_WATER_MEDIUM, 4);
|
| 628 | WAN File 1 | -1 | Head | ✓ | m05a0603 | Beige rippling water for Mankey, Hot Spring scene. Can be called using SetEffect(EFFECT_STUCK_IN_YELLOW_WATER_MEDIUM2, 4);
|
| 629 | WAN File 1 | -1 | Head | ✓ | m05a0603 | Beige rippling water for Primeape, Hot Spring scene. Can be called using SetEffect(EFFECT_STUCK_IN_YELLOW_WATER_DEEP2, 4);
|
| 642 | WAN File 1 | -1 | Head | ✓ | c00a0601 | Eating effect used during dinner at Wigglytuff's Guild by down and side-facing actors. Also used in a few other scenes. Can be called using SetEffect(EFFECT_EATING, 3);
|
| 643 | WAN File 1 | -1 | Head | ✓ | c00a0601 | Eating effect used during dinner at Wigglytuff's Guild by up-facing actors. Can be called using SetEffect(EFFECT_EATING_SLOW, 3);
|
| 646 | WAN File 1 | -1 | None | ✓ | m22a1004 | Blue animated water ripple effect below Lapras during Wigglytuff/Lapras scene. |
| 653 | WAT | -1 | None | ✓ | m25a0302 | The blue glowing effect from the left side of the screen seen after the partner activates the Rainbow Stoneship. Uses the 3D engine. |
| 664 | WAN File 1 | -1 | None | ✓ | m23a1008 | Beige animated water ripple effect below Lapras during Brine Cave introduction scene. |
| 668 | WAT | -1 | None | ✓ | m23a1003 | The glowing Brine Cave wall pattern. Uses the 3D engine. |
| 692 | WAN File 1 | -1 | None | ✓ | n04a1401 | Copy of the burn status effect animation for cutscenes. |
| 693 | WAN | 1048 | None | None | Fissure opens up. | |
| 694 | WAN | -1 | None | ✓ | None | Fissure held frame. |
| 695 | WAN | 1049 | None | None | Fissure closes. | |
| 696 | WAN File 0 | 1305 | Center | None | Used by Shaymin turning into Sky Forme within dungeons. The Sky Peak cutscene uses OBJECT_D73P41A6_403 and SFX #11018 instead. |