Alchemy
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djinn_beams.c File Reference

Revive, Water of Life, Quartz and Dew. More...

Go to the source code of this file.

Macros

#define DJINN_BEAMS_MOTE_CELLS   0x2710
 the motes (CrescentMoonSheet, 24x24)
#define DJINN_BEAMS_DJINNI_CELLS   0x65c0
 the Djinni (40x40)

Functions

void BattleFx_RunRevive (struct BattleEffectArgument *effect)
 With a Venus Djinni: beams of light, where motes drift down over each target and a column of light falls on it.
void BattleFx_RunDew (struct BattleEffectArgument *effect)
 With a Mercury Djinni: the same beams of light as Revive.
void BattleFx_RunDjinnBeams (struct BattleEffectArgument *effect, s32 mode)
 When effect->prelude is 1, a Djinni appears, sways and then rises out of sight.

Detailed Description

Revive, Water of Life, Quartz and Dew.

Part of effect.c, the battle effect object, compiled only through it.

Definition in file djinn_beams.c.

Macro Definition Documentation

◆ DJINN_BEAMS_MOTE_CELLS

#define DJINN_BEAMS_MOTE_CELLS   0x2710

the motes (CrescentMoonSheet, 24x24)

Definition at line 11 of file djinn_beams.c.

Referenced by BattleFx_RunDjinnBeams().

◆ DJINN_BEAMS_DJINNI_CELLS

#define DJINN_BEAMS_DJINNI_CELLS   0x65c0

the Djinni (40x40)

Definition at line 12 of file djinn_beams.c.

Referenced by BattleFx_RunDjinnBeams().

Function Documentation

◆ BattleFx_RunRevive()

void BattleFx_RunRevive ( struct BattleEffectArgument * effect)

With a Venus Djinni: beams of light, where motes drift down over each target and a column of light falls on it.

Abilities: Revive, Water of Life (kind 25); Quartz (kind 201).

Definition at line 18 of file djinn_beams.c.

Referenced by BattleFx_RunRevive().

◆ BattleFx_RunDew()

void BattleFx_RunDew ( struct BattleEffectArgument * effect)

With a Mercury Djinni: the same beams of light as Revive.

Abilities: Dew (kind 209).

Definition at line 24 of file djinn_beams.c.

Referenced by BattleFx_RunDew().

◆ BattleFx_RunDjinnBeams()

void BattleFx_RunDjinnBeams ( struct BattleEffectArgument * effect,
s32 mode )

When effect->prelude is 1, a Djinni appears, sways and then rises out of sight.

Over each target in turn, 16 frames apart, eight motes drift down, and from 72 frames after its turn starts a column of light falls on it and narrows away; the battle shows the result on frame 80.

Called by BattleFx_RunRevive and BattleFx_RunDew. Runs BattleFx_RunDjinniEntrance first when effect->prelude is 1. Loads three palettes over the first 64 background colours in turn, so the Djinni's is the one shown; fills PARTICLES 0 to 511, sets BG2PA and BG2X, and builds and frees its blitters every frame.

mode : 0 a Venus Djinni, 1 a Mercury Djinni.

Definition at line 39 of file djinn_beams.c.

Referenced by BattleFx_RunDew(), BattleFx_RunDjinnBeams(), and BattleFx_RunRevive().