5#include "sprite/player.h"
7#define NAMESPACE battle_item_fright_jar
23 Call(MoveBattleCamOver, 50)
40 Call(AddBattleCamDist, -100)
41 Call(MoveBattleCamOver, 2)
43 Call(AddBattleCamDist, 100)
44 Call(MoveBattleCamOver, 2)
48 Call(MoveBattleCamOver, 20)
49 Call(InitTargetIterator)
@ BS_FLAGS1_TRIGGER_EVENTS
@ DAMAGE_TYPE_STATUS_ALWAYS_HITS
@ DAMAGE_TYPE_MULTIPLE_POPUPS
ApiStatus FadeBackgroundLighten(Evt *script, b32 isInitialCall)
ApiStatus FadeBackgroundDarken(Evt *script, b32 isInitialCall)
#define AddF(VAR, FLOAT_VALUE)
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#define EndLoop
Marks the end of a loop.
#define Goto(LABEL_ID)
Moves execution to the given label.
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
#define EndIf
Marks the end of an if statement or an else block.
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
#define Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define PlayEffect(args...)
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define Loop(TIMES)
Marks the beginning of a loop.
#define SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
#define Return
Kills the current EVT thread.