4#define NAMESPACE A(nok_02)
29 Exec(N(EVS_AnimateFlower))
32 Exec(N(EVS_AnimateFlower))
35 Exec(N(EVS_AnimateFlower))
38 Exec(N(EVS_AnimateFlower))
41 Exec(N(EVS_AnimateFlower))
44 Exec(N(EVS_AnimateFlower))
47 Exec(N(EVS_AnimateFlower))
50 Exec(N(EVS_AnimateFlower))
53 Exec(N(EVS_AnimateFlower))
56 Exec(N(EVS_AnimateFlower))
67s32 N(ForegroundModels)[] = {
76 .shape =
"nok_bt02_shape",
77 .hit =
"nok_bt02_hit",
79 .preBattle = &N(EVS_PreBattle),
80 .postBattle = &N(EVS_PostBattle),
81 .foregroundModelList = N(ForegroundModels),
ApiStatus SetSpriteShading(Evt *script, b32 isInitialCall)
ApiStatus TranslateModel(Evt *script, b32 isInitialCall)
Translates the given model's position.
ApiStatus RandInt(Evt *script, b32 isInitialCall)
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#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 Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define Exec(EVT_SOURCE)
Launches a new thread.
#define Return
Kills the current EVT thread.
#define STAGE_MODEL_LIST_END