Write palette IDs in hex
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@@ -2405,7 +2405,7 @@ void AnimTask_MorningSunLightBeam(u8 taskId)
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}
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AnimLoadCompressedBgGfx(animBg.bgId, gBattleAnimMaskImage_LightBeam, animBg.tilesOffset);
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LoadCompressedPalette(gBattleAnimMaskPalette_LightBeam, animBg.paletteId * 16, 32);
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LoadCompressedPalette(gBattleAnimMaskPalette_LightBeam, BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP);
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gTasks[taskId].data[10] = gBattle_BG1_X;
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gTasks[taskId].data[11] = gBattle_BG1_Y;
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@@ -2601,7 +2601,7 @@ void AnimTask_DoomDesireLightBeam(u8 taskId)
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}
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AnimLoadCompressedBgGfx(animBg.bgId, gBattleAnimMaskImage_LightBeam, animBg.tilesOffset);
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LoadCompressedPalette(gBattleAnimMaskPalette_LightBeam, animBg.paletteId * 16, 32);
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LoadCompressedPalette(gBattleAnimMaskPalette_LightBeam, BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP);
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gTasks[taskId].data[10] = gBattle_BG1_X;
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gTasks[taskId].data[11] = gBattle_BG1_Y;
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gTasks[taskId].data[0]++;
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@@ -3252,7 +3252,7 @@ void AnimTask_RolePlaySilhouette(u8 taskId)
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gSprites[spriteId].oam.priority = priority;
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gSprites[spriteId].oam.objMode = ST_OAM_OBJ_BLEND;
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FillPalette(RGB_WHITE, (gSprites[spriteId].oam.paletteNum << 4) + 0x100, 32);
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FillPalette(RGB_WHITE, OBJ_PLTT_ID(gSprites[spriteId].oam.paletteNum), PLTT_SIZE_4BPP);
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gSprites[spriteId].oam.priority = priority;
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SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL);
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[1], 16 - gTasks[taskId].data[1]));
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@@ -3880,7 +3880,7 @@ void AnimTask_FacadeColorBlend(u8 taskId)
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gTasks[taskId].data[0] = 0;
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gTasks[taskId].data[1] = gBattleAnimArgs[1];
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spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
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gTasks[taskId].data[2] = 0x100 + gSprites[spriteId].oam.paletteNum * 16;
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gTasks[taskId].data[2] = OBJ_PLTT_ID(gSprites[spriteId].oam.paletteNum);
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gTasks[taskId].func = AnimTask_FacadeColorBlend_Step;
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}
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@@ -5145,7 +5145,7 @@ void AnimTask_SnatchOpposingMonMove(u8 taskId)
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spriteId2 = CreateAdditionalMonSpriteForMoveAnim(species, isBackPic, 0, x, GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y), subpriority, personality, otId, gBattleAnimAttacker, FALSE);
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if (gBattleSpritesDataPtr->battlerData[gBattleAnimAttacker].transformSpecies != SPECIES_NONE)
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BlendPalette((gSprites[spriteId2].oam.paletteNum * 16) | 0x100, 16, 6, RGB_WHITE);
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BlendPalette(OBJ_PLTT_ID(gSprites[spriteId2].oam.paletteNum), 16, 6, RGB_WHITE);
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gTasks[taskId].data[15] = spriteId2;
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gTasks[taskId].data[0]++;
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