3#include "sprite/player.h"
7#define NAMESPACE battle_item_electro_pop
11API_CALLABLE(N(func_802A123C_7307DC)) {
20API_CALLABLE(N(SpawnHeartRecoveryFX)) {
27 fx_recover(0, a, b, c, d);
32API_CALLABLE(N(SpawnFlowerRecoveryFX)) {
39 fx_recover(1, a, b, c, d);
47API_CALLABLE(N(func_802A1450_7309F0)) {
56 script->varTable[3] = item->
potencyA;
61API_CALLABLE(N(AddFP)) {
65 s32 newFP = playerData->
curFP + amt;
71 playerData->
curFP = newFP;
77API_CALLABLE(N(func_802A14F0_730A90)) {
90 script->varTable[3] = item->
potencyB;
106 Call(N(func_802A123C_7307DC))
108 Call(N(func_802A14F0_730A90))
127 Call(WaitForMessageBoxDone)
@ SOUND_VOLT_SHROOM_APPLY
s32 evt_get_variable(Evt *script, Bytecode var)
s32 inflict_status(Actor *, s32, s32)
ApiStatus PlaySound(Evt *script, b32 isInitialCall)
ApiStatus ShowRecoveryShimmer(Evt *script, b32 isInitialCall)
ApiStatus ShowStartRecoveryShimmer(Evt *script, b32 isInitialCall)
ApiStatus GetItemPower(Evt *script, b32 isInitialCall)
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define PlayEffect(args...)
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#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.
struct Actor * playerActor
BattleStatus gBattleStatus