Document more battle anim effects

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Marcus Huderle authored and huderlem committed 2021-02-28 09:54:55 -06:00
1 parent ea748ff7f5
commit a85fada314
27 files changed
+365 -372

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