Make rainbow effect anim change based on side (#8269)

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FosterProgramming 2025-11-18 23:31:47 +01:00 committed by GitHub
parent a914c11b30
commit 4a69268bd5
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11 changed files with 24 additions and 28 deletions

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@ -32015,7 +32015,8 @@ gBattleAnimGeneral_Rainbow::
createvisualtask AnimTask_BlendBattleAnimPal, 10, (F_PAL_BG | F_PAL_BATTLERS_2), 1, 6, 0, RGB_WHITE
waitforvisualfinish
delay 30
fadetobg BG_RAINBOW
goto SetRainbowBackground
AnimGeneral_RainbowContinue:
panse_adjustnone SE_M_ABSORB_2, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, +1, 0
delay 90
blendoff
@ -32023,6 +32024,14 @@ gBattleAnimGeneral_Rainbow::
waitbgfadein
clearmonbg ANIM_ATK_PARTNER
end
SetRainbowBackground:
createvisualtask AnimTask_GetAttackerSide, 2
jumprettrue SetRainbowBgOppoentSide
fadetobg BG_RAINBOW_PLAYER
goto AnimGeneral_RainbowContinue
SetRainbowBgOppoentSide:
fadetobg BG_RAINBOW_OPPONENT
goto AnimGeneral_RainbowContinue
gBattleAnimGeneral_SeaOfFire::
loadspritegfx ANIM_TAG_SMALL_EMBER

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@ -1,19 +0,0 @@
JASC-PAL
0100
16
109 92 75
255 255 255
255 107 122
255 200 102
255 255 107
143 255 160
107 255 255
107 129 255
220 114 255
199 255 250
232 240 248
224 232 240
208 224 240
191 202 224
183 189 202
157 166 181

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@ -533,8 +533,9 @@
#define BG_STEEL_BEAM_OPPONENT 78
#define BG_STEEL_BEAM_PLAYER 79
#define BG_CHLOROBLAST 80
#define BG_RAINBOW 81
#define BG_SWAMP 82
#define BG_RAINBOW_PLAYER 81
#define BG_RAINBOW_OPPONENT 82
#define BG_SWAMP 83
// table ids for general animations (sBattleAnims_General)
#define B_ANIM_STATS_CHANGE 0

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@ -3196,9 +3196,11 @@ extern const u32 gBattleAnimBgTilemap_Sandstorm[];
extern const u32 gBattleAnimBgImage_Sandstorm[];
// Pledge Effect field status - Rainbow
extern const u32 gBattleAnimBgImage_Rainbow[];
extern const u32 gBattleAnimBgImage_RainbowPlayer[];
extern const u32 gBattleAnimBgImage_RainbowOpponent[];
extern const u16 gBattleAnimBGPalette_Rainbow[];
extern const u32 gBattleAnimBgTilemap_Rainbow[];
extern const u32 gBattleAnimBgTilemap_RainbowPlayer[];
extern const u32 gBattleAnimBgTilemap_RainbowOpponent[];
// Pledge Effect field status - Swamp
extern const u32 gBattleAnimBgImage_Swamp[];

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@ -2031,6 +2031,7 @@ const struct BattleAnimBackground gBattleAnimBackgroundTable[] =
[BG_STEEL_BEAM_OPPONENT] = {gBattleAnimBgImage_Highspeed, gBattleAnimBgPalette_SteelBeam, gBattleAnimBgTilemap_HighspeedOpponent},
[BG_STEEL_BEAM_PLAYER] = {gBattleAnimBgImage_Highspeed, gBattleAnimBgPalette_SteelBeam, gBattleAnimBgTilemap_HighspeedPlayer},
[BG_CHLOROBLAST] = {gBattleAnimBgImage_HydroCannon, gBattleAnimBgPalette_Chloroblast, gBattleAnimBgTilemap_HydroCannon},
[BG_RAINBOW] = {gBattleAnimBgImage_Rainbow, gBattleAnimBGPalette_Rainbow, gBattleAnimBgTilemap_Rainbow},
[BG_RAINBOW_PLAYER] = {gBattleAnimBgImage_RainbowPlayer, gBattleAnimBGPalette_Rainbow, gBattleAnimBgTilemap_RainbowPlayer},
[BG_RAINBOW_OPPONENT] = {gBattleAnimBgImage_RainbowOpponent, gBattleAnimBGPalette_Rainbow, gBattleAnimBgTilemap_RainbowOpponent},
[BG_SWAMP] = {gBattleAnimBgImage_Swamp, gBattleAnimBGPalette_Swamp, gBattleAnimBgTilemap_Swamp},
};

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@ -1673,9 +1673,11 @@ const u32 gBattleAnimSpriteGfx_WhiteShadow[] = INCBIN_U32("graphics/battle_anims
const u16 gBattleAnimSpritePal_WhiteShadow[] = INCBIN_U16("graphics/battle_anims/sprites/white_shadow.gbapal");
// Pledge Effect field status - Rainbow
const u32 gBattleAnimBgImage_Rainbow[] = INCBIN_U32("graphics/battle_anims/backgrounds/rainbow.4bpp.smol");
const u16 gBattleAnimBGPalette_Rainbow[] = INCBIN_U16("graphics/battle_anims/backgrounds/rainbow.gbapal");
const u32 gBattleAnimBgTilemap_Rainbow[] = INCBIN_U32("graphics/battle_anims/backgrounds/rainbow.bin.smolTM");
const u32 gBattleAnimBgImage_RainbowPlayer[] = INCBIN_U32("graphics/battle_anims/backgrounds/rainbow_player_tile.4bpp.smol");
const u32 gBattleAnimBgImage_RainbowOpponent[] = INCBIN_U32("graphics/battle_anims/backgrounds/rainbow_opponent_tile.4bpp.smol");
const u16 gBattleAnimBGPalette_Rainbow[] = INCBIN_U16("graphics/battle_anims/backgrounds/rainbow_player_tile.gbapal");
const u32 gBattleAnimBgTilemap_RainbowPlayer[] = INCBIN_U32("graphics/battle_anims/backgrounds/rainbow_player_tile.bin.smolTM");
const u32 gBattleAnimBgTilemap_RainbowOpponent[] = INCBIN_U32("graphics/battle_anims/backgrounds/rainbow_opponent_tile.bin.smolTM");
// Pledge Effect field status - Swamp
const u32 gBattleAnimBgImage_Swamp[] = INCBIN_U32("graphics/battle_anims/backgrounds/swampswizzle.4bpp.smol");