Make rainbow effect anim change based on side (#8269)
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@ -32015,7 +32015,8 @@ gBattleAnimGeneral_Rainbow::
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createvisualtask AnimTask_BlendBattleAnimPal, 10, (F_PAL_BG | F_PAL_BATTLERS_2), 1, 6, 0, RGB_WHITE
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waitforvisualfinish
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delay 30
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fadetobg BG_RAINBOW
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goto SetRainbowBackground
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AnimGeneral_RainbowContinue:
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panse_adjustnone SE_M_ABSORB_2, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, +1, 0
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delay 90
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blendoff
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@ -32023,6 +32024,14 @@ gBattleAnimGeneral_Rainbow::
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waitbgfadein
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clearmonbg ANIM_ATK_PARTNER
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end
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SetRainbowBackground:
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createvisualtask AnimTask_GetAttackerSide, 2
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jumprettrue SetRainbowBgOppoentSide
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fadetobg BG_RAINBOW_PLAYER
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goto AnimGeneral_RainbowContinue
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SetRainbowBgOppoentSide:
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fadetobg BG_RAINBOW_OPPONENT
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goto AnimGeneral_RainbowContinue
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gBattleAnimGeneral_SeaOfFire::
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loadspritegfx ANIM_TAG_SMALL_EMBER
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@ -1,19 +0,0 @@
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JASC-PAL
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0100
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16
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109 92 75
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255 255 255
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255 107 122
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255 200 102
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255 255 107
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143 255 160
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107 255 255
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107 129 255
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220 114 255
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199 255 250
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232 240 248
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224 232 240
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208 224 240
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191 202 224
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183 189 202
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157 166 181
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Binary file not shown.
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Before Width: | Height: | Size: 20 KiB |
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BIN
graphics/battle_anims/backgrounds/rainbow_opponent_tile.png
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BIN
graphics/battle_anims/backgrounds/rainbow_opponent_tile.png
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After Width: | Height: | Size: 3.9 KiB |
BIN
graphics/battle_anims/backgrounds/rainbow_player_tile.bin
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BIN
graphics/battle_anims/backgrounds/rainbow_player_tile.bin
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BIN
graphics/battle_anims/backgrounds/rainbow_player_tile.png
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BIN
graphics/battle_anims/backgrounds/rainbow_player_tile.png
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After Width: | Height: | Size: 3.8 KiB |
@ -533,8 +533,9 @@
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#define BG_STEEL_BEAM_OPPONENT 78
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#define BG_STEEL_BEAM_PLAYER 79
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#define BG_CHLOROBLAST 80
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#define BG_RAINBOW 81
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#define BG_SWAMP 82
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#define BG_RAINBOW_PLAYER 81
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#define BG_RAINBOW_OPPONENT 82
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#define BG_SWAMP 83
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// table ids for general animations (sBattleAnims_General)
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#define B_ANIM_STATS_CHANGE 0
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@ -3196,9 +3196,11 @@ extern const u32 gBattleAnimBgTilemap_Sandstorm[];
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extern const u32 gBattleAnimBgImage_Sandstorm[];
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// Pledge Effect field status - Rainbow
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extern const u32 gBattleAnimBgImage_Rainbow[];
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extern const u32 gBattleAnimBgImage_RainbowPlayer[];
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extern const u32 gBattleAnimBgImage_RainbowOpponent[];
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extern const u16 gBattleAnimBGPalette_Rainbow[];
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extern const u32 gBattleAnimBgTilemap_Rainbow[];
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extern const u32 gBattleAnimBgTilemap_RainbowPlayer[];
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extern const u32 gBattleAnimBgTilemap_RainbowOpponent[];
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// Pledge Effect field status - Swamp
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extern const u32 gBattleAnimBgImage_Swamp[];
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@ -2031,6 +2031,7 @@ const struct BattleAnimBackground gBattleAnimBackgroundTable[] =
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[BG_STEEL_BEAM_OPPONENT] = {gBattleAnimBgImage_Highspeed, gBattleAnimBgPalette_SteelBeam, gBattleAnimBgTilemap_HighspeedOpponent},
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[BG_STEEL_BEAM_PLAYER] = {gBattleAnimBgImage_Highspeed, gBattleAnimBgPalette_SteelBeam, gBattleAnimBgTilemap_HighspeedPlayer},
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[BG_CHLOROBLAST] = {gBattleAnimBgImage_HydroCannon, gBattleAnimBgPalette_Chloroblast, gBattleAnimBgTilemap_HydroCannon},
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[BG_RAINBOW] = {gBattleAnimBgImage_Rainbow, gBattleAnimBGPalette_Rainbow, gBattleAnimBgTilemap_Rainbow},
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[BG_RAINBOW_PLAYER] = {gBattleAnimBgImage_RainbowPlayer, gBattleAnimBGPalette_Rainbow, gBattleAnimBgTilemap_RainbowPlayer},
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[BG_RAINBOW_OPPONENT] = {gBattleAnimBgImage_RainbowOpponent, gBattleAnimBGPalette_Rainbow, gBattleAnimBgTilemap_RainbowOpponent},
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[BG_SWAMP] = {gBattleAnimBgImage_Swamp, gBattleAnimBGPalette_Swamp, gBattleAnimBgTilemap_Swamp},
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};
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@ -1673,9 +1673,11 @@ const u32 gBattleAnimSpriteGfx_WhiteShadow[] = INCBIN_U32("graphics/battle_anims
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const u16 gBattleAnimSpritePal_WhiteShadow[] = INCBIN_U16("graphics/battle_anims/sprites/white_shadow.gbapal");
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// Pledge Effect field status - Rainbow
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const u32 gBattleAnimBgImage_Rainbow[] = INCBIN_U32("graphics/battle_anims/backgrounds/rainbow.4bpp.smol");
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const u16 gBattleAnimBGPalette_Rainbow[] = INCBIN_U16("graphics/battle_anims/backgrounds/rainbow.gbapal");
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const u32 gBattleAnimBgTilemap_Rainbow[] = INCBIN_U32("graphics/battle_anims/backgrounds/rainbow.bin.smolTM");
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const u32 gBattleAnimBgImage_RainbowPlayer[] = INCBIN_U32("graphics/battle_anims/backgrounds/rainbow_player_tile.4bpp.smol");
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const u32 gBattleAnimBgImage_RainbowOpponent[] = INCBIN_U32("graphics/battle_anims/backgrounds/rainbow_opponent_tile.4bpp.smol");
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const u16 gBattleAnimBGPalette_Rainbow[] = INCBIN_U16("graphics/battle_anims/backgrounds/rainbow_player_tile.gbapal");
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const u32 gBattleAnimBgTilemap_RainbowPlayer[] = INCBIN_U32("graphics/battle_anims/backgrounds/rainbow_player_tile.bin.smolTM");
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const u32 gBattleAnimBgTilemap_RainbowOpponent[] = INCBIN_U32("graphics/battle_anims/backgrounds/rainbow_opponent_tile.bin.smolTM");
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// Pledge Effect field status - Swamp
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const u32 gBattleAnimBgImage_Swamp[] = INCBIN_U32("graphics/battle_anims/backgrounds/swampswizzle.4bpp.smol");
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