3#include "sprite/npc/BattleSkolar.h"
5#define NAMESPACE battle_move_star_storm
9API_CALLABLE(N(SpawnShootingStarFX)) {
14 if (script->varTable[0] % 4 != 0) {
23API_CALLABLE(N(SpawnDamageStarsFX)) {
35 ExecWait(N(EVS_StarPower_WishForSpirit))
37 ExecWait(N(EVS_StarPower_SpiritSummoned))
45 Call(N(SpawnShootingStarFX))
49 Call(N(SpawnShootingStarFX))
74 Call(InitTargetIterator)
91 ExecWait(N(EVS_StarPower_SpiritDeparts))
@ BS_FLAGS1_TRIGGER_EVENTS
@ SOUND_SHOOTING_STAR_FALL_B
@ SOUND_SHOOTING_STAR_FALL_A
@ BTL_RUMBLE_PLAYER_LIGHT
@ DAMAGE_TYPE_IGNORE_DEFENSE
@ DAMAGE_TYPE_MULTIPLE_POPUPS
s32 evt_get_variable(Evt *script, Bytecode var)
ApiStatus PlaySound(Evt *script, b32 isInitialCall)
ApiStatus SetNpcAnimation(Evt *script, b32 isInitialCall)
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#define EndLoop
Marks the end of a loop.
#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 EndIf
Marks the end of an if statement or an else block.
#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 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 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.
void fx_damage_stars(s32, f32, f32, f32, f32, f32, f32, s32)