Document more battle anim effects
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@@ -423,7 +423,7 @@ void AnimTask_MoveAttackerMementoShadow(u8 taskId)
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task->data[3] = GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker);
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if (task->data[3] == 1)
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{
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GetDefaultBattleAnimBgData(&animBg);
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GetBattleAnimBg1Data(&animBg);
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task->data[10] = gBattle_BG1_Y;
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SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND | BLDCNT_TGT1_BG1);
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FillPalette(0, animBg.paletteId * 16, 32);
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@@ -564,7 +564,7 @@ void AnimTask_MoveTargetMementoShadow(u8 taskId)
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case 1:
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if (task->data[3] == 1)
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{
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GetDefaultBattleAnimBgData(&animBg);
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GetBattleAnimBg1Data(&animBg);
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task->data[10] = gBattle_BG1_Y;
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FillPalette(0, animBg.paletteId * 16, 32);
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}
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@@ -787,10 +787,10 @@ void AnimTask_InitMementoShadow(u8 taskId)
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void sub_8114470(u8 taskId)
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{
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u8 toBG2 = GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker) ^ 1 ? 1 : 0;
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sub_80A477C(toBG2);
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ResetBattleAnimBg(toBG2);
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if (IsBattlerSpriteVisible(BATTLE_PARTNER(gBattleAnimAttacker)))
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sub_80A477C(toBG2 ^ 1);
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ResetBattleAnimBg(toBG2 ^ 1);
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DestroyAnimVisualTask(taskId);
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}
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@@ -858,9 +858,9 @@ void AnimTask_MetallicShine(u8 taskId)
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}
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spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
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newSpriteId = sub_80A89C8(gBattleAnimAttacker, spriteId, species);
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newSpriteId = CreateInvisibleSpriteCopy(gBattleAnimAttacker, spriteId, species);
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GetDefaultBattleAnimBgData(&animBg);
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GetBattleAnimBg1Data(&animBg);
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AnimLoadCompressedBgTilemap(animBg.bgId, gMetalShineTilemap);
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AnimLoadCompressedBgGfx(animBg.bgId, gMetalShineGfx, animBg.tilesOffset);
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LoadCompressedPalette(gMetalShinePalette, animBg.paletteId * 16, 32);
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@@ -903,8 +903,8 @@ static void AnimTask_MetallicShine_Step(u8 taskId)
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SetGreyscaleOrOriginalPalette(paletteNum, TRUE);
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DestroySprite(&gSprites[gTasks[taskId].data[0]]);
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GetDefaultBattleAnimBgData(&animBg);
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sub_80A6C68(animBg.bgId);
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GetBattleAnimBg1Data(&animBg);
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ClearBattleAnimBg(animBg.bgId);
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if (gTasks[taskId].data[6] == 1)
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gSprites[gBattlerSpriteIds[BATTLE_PARTNER(gBattleAnimAttacker)]].oam.priority++;
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}
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