3#include "sprite/player.h"
5#define NAMESPACE battle_move_focus
15API_CALLABLE(N(RestoreStarPowerFromPlayer)) {
39API_CALLABLE(N(RestoreStarPowerFromPartner)) {
59 ExecWait(N(EVS_StarPower_WishForSpirit))
60 Call(EnableBattleStatusBar, TRUE)
64 Call(N(RestoreStarPowerFromPlayer))
76 Call(WaitForMessageBoxDone)
81 Call(PlayerRunToGoal, 0)
85 Call(N(RestoreStarPowerFromPartner))
97 Call(WaitForMessageBoxDone)
98 Call(PartnerYieldTurn)
@ BTL_MSG_STAR_POWER_MAXED
@ BTL_MSG_STAR_POWER_RECHARGED
@ BTL_MSG_STAR_POWER_FILLED
@ PARTNER_WISH_ANIM_RETURN
@ SOUND_STAR_POWER_RECOVERY
s32 is_ability_active(s32 arg0)
void add_star_power(s32 amt)
ApiStatus PlaySound(Evt *script, b32 isInitialCall)
ApiStatus FadeBackgroundLighten(Evt *script, b32 isInitialCall)
#define Else
Marks the end of an if statement and the start of the else block.
#define Switch(LVAR)
Marks the start of a switch statement.
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define EndIf
Marks the end of an if statement or an else block.
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define EndSwitch
Marks the end of a switch statement and any case.
#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 Return
Kills the current EVT thread.