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Use SHINY_ODDS macro where intended
The 3 locations where SHINY_ODDS was added generate mon sprites for display in the dex, at game start and on starter choice. The arguments are intended for otId but in this case they are set to the same value as SHINY_ODDS to prevent the pictures created from using the shiny palette.
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@ -1884,7 +1884,7 @@ static void SpriteCB_MovePlayerDownWhileShrinking(struct Sprite *sprite)
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static u8 NewGameBirchSpeech_CreateLotadSprite(u8 a, u8 b)
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{
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return CreatePicSprite2(SPECIES_LOTAD, 8, 0, 1, a, b, 14, -1);
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return CreatePicSprite2(SPECIES_LOTAD, SHINY_ODDS, 0, 1, a, b, 14, -1);
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}
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static void AddBirchSpeechObjects(u8 taskId)
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@ -4674,7 +4674,7 @@ u32 sub_80C0E68(u16 a)
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u16 CreateMonSpriteFromNationalDexNumber(u16 nationalNum, s16 x, s16 y, u16 paletteSlot)
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{
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nationalNum = NationalPokedexNumToSpecies(nationalNum);
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return CreateMonPicSprite_HandleDeoxys(nationalNum, 8, sub_80C0E68(nationalNum), TRUE, x, y, paletteSlot, 0xFFFF);
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return CreateMonPicSprite_HandleDeoxys(nationalNum, SHINY_ODDS, sub_80C0E68(nationalNum), TRUE, x, y, paletteSlot, 0xFFFF);
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}
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u16 sub_80C0EF8(u16 species, s16 x, s16 y, s8 paletteSlot)
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@ -640,7 +640,7 @@ static u8 CreatePokemonFrontSprite(u16 species, u8 x, u8 y)
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{
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u8 spriteId;
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spriteId = CreatePicSprite2(species, 8, 0, 1, x, y, 0xE, 0xFFFF);
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spriteId = CreatePicSprite2(species, SHINY_ODDS, 0, 1, x, y, 0xE, 0xFFFF);
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gSprites[spriteId].oam.priority = 0;
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return spriteId;
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}
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