3#include "sprite/npc/BattleMisstar.h"
4#include "sprite/player.h"
6#define NAMESPACE battle_move_smooch
12API_CALLABLE(N(SpawnRecoverFX)) {
19 fx_recover(0, x, y, z, duration);
24Vec2i N(RecoverEffectPositions)[] = {
33 ExecWait(N(EVS_StarPower_WishForSpirit))
35 ExecWait(N(EVS_StarPower_SpiritSummoned))
92 ExecWait(N(EVS_StarPower_SpiritDeparts))
156 Call(PlayerYieldTurn)
161 Call(SetJumpAnimations,
ACTOR_PLAYER, 0, ANIM_Mario1_Jump, ANIM_Mario1_Fall, ANIM_Mario1_Land)
163 Call(PlayerHopToGoal, 20, 0, 0)
170 Call(PlayerRunToGoal, 0)
s32 evt_get_variable(Evt *script, Bytecode var)
ApiStatus PlaySound(Evt *script, b32 isInitialCall)
ApiStatus FadeBackgroundLighten(Evt *script, b32 isInitialCall)
ApiStatus SetNpcAnimation(Evt *script, b32 isInitialCall)
ApiStatus SetNpcRotation(Evt *script, b32 isInitialCall)
ApiStatus ShowStartRecoveryShimmer(Evt *script, b32 isInitialCall)
ApiStatus NpcFlyTo(Evt *script, b32 isInitialCall)
#define Ref(sym)
Address/pointer constant.
#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 UseBuf(INT_PTR)
Loads a s32 pointer for use with subsequent EVT_BUF_READ commands.
#define Add(VAR, INT_VALUE)
#define EndLoop
Marks the end of a loop.
#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 Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define BufRead2(VAR1, VAR2)
Consumes the next two s32s from the buffer and stores them in the given variables.
#define PlayEffect(args...)
#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.