3#include "message_ids.h"
4#include "sprite/player.h"
6#define NAMESPACE battle_move_peach_focus
11 AVAR_Twink_PowerLevel = 0,
12 AVAR_Twink_DefensePtr = 1,
15API_CALLABLE(N(IncreaseTwinkDefense)) {
18 s32* twinkDefenseTable = script->varTablePtr[0];
21 twinkDefenseTable[1]++;
33 Call(PlayerRunToGoal, 0)
47 Call(SetBattleCamTarget, -105, -7, 0)
48 Call(SetBattleCamDist, 213)
49 Call(MoveBattleCamOver, 60)
59 Call(ActorSpeak, MSG_CH8_0096,
ACTOR_PLAYER, 0, ANIM_Peach3_Pray, ANIM_Peach3_Pray)
74 Call(N(IncreaseTwinkDefense))
95 Call(PlayerRunToGoal, 0)
@ SOUND_STAR_POWER_RECOVERY
ApiStatus PlaySound(Evt *script, b32 isInitialCall)
ApiStatus FadeBackgroundLighten(Evt *script, b32 isInitialCall)
ApiStatus FadeBackgroundDarken(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 EndIf
Marks the end of an if statement or an else block.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#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.