5#include "sprite/player.h"
7#define NAMESPACE battle_item_thunder_bolt
11API_CALLABLE(N(SpawnLightningFX)) {
28 posY -= actor->
size.
y / 2;
31 fx_lightning(
rand_int(2) + 3, posX, posY, posZ, scaleX, scaleY);
50 Call(MoveBattleCamOver, 20)
55 Call(InitTargetIterator)
61 Call(N(SpawnLightningFX))
70 Call(MoveBattleCamOver, 20)
@ BS_FLAGS1_TRIGGER_EVENTS
@ BTL_RUMBLE_PLAYER_EXTREME
@ DAMAGE_TYPE_IGNORE_DEFENSE
@ DAMAGE_TYPE_MULTIPLE_POPUPS
Actor * get_actor(s32 actorID)
void sfx_play_sound(s32 soundID)
ApiStatus PlaySound(Evt *script, b32 isInitialCall)
ApiStatus FadeBackgroundLighten(Evt *script, b32 isInitialCall)
ApiStatus FadeBackgroundDarken(Evt *script, b32 isInitialCall)
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
ApiStatus GetItemPower(Evt *script, b32 isInitialCall)
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#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 SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
#define Return
Kills the current EVT thread.