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. | |
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.
| #define DJINN_BEAMS_MOTE_CELLS 0x2710 |
the motes (CrescentMoonSheet, 24x24)
Definition at line 11 of file djinn_beams.c.
Referenced by BattleFx_RunDjinnBeams().
| #define DJINN_BEAMS_DJINNI_CELLS 0x65c0 |
the Djinni (40x40)
Definition at line 12 of file djinn_beams.c.
Referenced by BattleFx_RunDjinnBeams().
| 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().
| 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().
| 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().