Healing motes: Ply, Wish, Cure, Cure Poison. More...
Go to the source code of this file.
Macros | |
| #define | HEALING_DJINNI_CELLS 0x1000 |
| the djinni picture in the sheet | |
| #define | HEALING_MOTES 512 |
| motes in PARTICLES | |
| #define | HEALING_SLOTS 64 |
| particles reserved for each target | |
| #define | HEALING_STAGGER 8 |
| frames between one target's start and the next | |
| #define | HEALING_SOUND_DELAY 20 |
| frames from a target's start to its sound | |
| #define | HEALING_TINT_DELAY 36 |
| frames from a target's start to its tint | |
| #define | HEALING_TINT_FRAMES 28 |
| frames a target stays tinted white | |
| #define | HEALING_DAMAGE_FRAME 40 |
| the frame the battle shows the recovery | |
Functions | |
| void | BattleFx_RunPly (struct BattleEffectArgument *effect) |
| Ply: sparkles of light swirl around each target and close in on it, in the ice shard's or ice block's colours; the canvas is shown at its own width, centred on the first target. | |
| void | BattleFx_RunWish (struct BattleEffectArgument *effect) |
| Wish (scattering style 1): healing motes tumble in from all around each target. | |
| void | BattleFx_RunCure (struct BattleEffectArgument *effect) |
| Cure (mode 2): a ring of healing motes below each target closes in on it, in the blast sheet's colours. | |
| void | BattleFx_RunCurePoison (struct BattleEffectArgument *effect) |
| Cure Poison: sparkles twinkle around each target, four more a frame, and go out one by one instead of closing in. | |
| UNUSED void | BattleFx_RunHealingMotesMode4 (struct BattleEffectArgument *effect) |
| Healing sparkles with scattering style 4, sent out from each target, as Cure Poison plays them for variants other than 0. | |
| void | BattleFx_RunTonic (struct BattleEffectArgument *effect) |
| Tonic (scattering style 5): sparkles twinkle around each target, turning on two axes, and go out one by one; mode 5 plays as mode 4 does. | |
| void | BattleFx_RunPsyCrystal (struct BattleEffectArgument *effect) |
| Psy Crystal: healing motes gather around each target in the Mars Djinni palette; with a prelude, a Mars Djinni appears first. | |
| void | BattleFx_RunHealingMotes (struct BattleEffectArgument *effect, u32 mode) |
| Healing sparkles: motes of light scattered around each target swirl in towards it, one target every 8 frames, with the recovery sound on each target's 20th frame and a tint on its 36th. | |
Healing motes: Ply, Wish, Cure, Cure Poison.
Part of effect.c, the battle effect object, compiled only through it.
Definition in file healing.c.
| #define HEALING_DJINNI_CELLS 0x1000 |
the djinni picture in the sheet
Definition at line 17 of file healing.c.
Referenced by BattleFx_RunHealingMotes().
| #define HEALING_MOTES 512 |
motes in PARTICLES
Definition at line 75 of file healing.c.
Referenced by BattleFx_RunHealingMotes().
| #define HEALING_SLOTS 64 |
particles reserved for each target
Definition at line 76 of file healing.c.
Referenced by BattleFx_RunHealingMotes().
| #define HEALING_STAGGER 8 |
frames between one target's start and the next
Definition at line 77 of file healing.c.
Referenced by BattleFx_RunHealingMotes().
| #define HEALING_SOUND_DELAY 20 |
frames from a target's start to its sound
Definition at line 78 of file healing.c.
Referenced by BattleFx_RunHealingMotes().
| #define HEALING_TINT_DELAY 36 |
frames from a target's start to its tint
Definition at line 79 of file healing.c.
Referenced by BattleFx_RunHealingMotes().
| #define HEALING_TINT_FRAMES 28 |
frames a target stays tinted white
Definition at line 80 of file healing.c.
Referenced by BattleFx_RunHealingMotes().
| #define HEALING_DAMAGE_FRAME 40 |
the frame the battle shows the recovery
Definition at line 81 of file healing.c.
Referenced by BattleFx_RunHealingMotes().
| void BattleFx_RunPly | ( | struct BattleEffectArgument * | effect | ) |
Ply: sparkles of light swirl around each target and close in on it, in the ice shard's or ice block's colours; the canvas is shown at its own width, centred on the first target.
Abilities: Ply, Ply Well, Pure Ply, Herb, Nut, Vial, Potion, Soothing Water (kind 22); Fizz (kind 204).
Definition at line 25 of file healing.c.
Referenced by BattleFx_RunPly().
| void BattleFx_RunWish | ( | struct BattleEffectArgument * | effect | ) |
Wish (scattering style 1): healing motes tumble in from all around each target.
Abilities: Wish, Wish Well, Pure Wish (kind 23); Regenerate (kind 44); Reflect (kind 45); Spritz (kind 206).
Definition at line 33 of file healing.c.
Referenced by BattleFx_RunWish().
| void BattleFx_RunCure | ( | struct BattleEffectArgument * | effect | ) |
Cure (mode 2): a ring of healing motes below each target closes in on it, in the blast sheet's colours.
Abilities: Cure, Cure Well, Potent Cure, Corn (kind 21); Worms (kind 352).
Definition at line 40 of file healing.c.
Referenced by BattleFx_RunCure().
| void BattleFx_RunCurePoison | ( | struct BattleEffectArgument * | effect | ) |
Cure Poison: sparkles twinkle around each target, four more a frame, and go out one by one instead of closing in.
Abilities: Cure Poison, Restore, Antidote, Elixir (kind 24).
Definition at line 47 of file healing.c.
Referenced by BattleFx_RunCurePoison().
| UNUSED void BattleFx_RunHealingMotesMode4 | ( | struct BattleEffectArgument * | effect | ) |
Healing sparkles with scattering style 4, sent out from each target, as Cure Poison plays them for variants other than 0.
No effect table entry reaches this one.
Definition at line 58 of file healing.c.
Referenced by BattleFx_RunHealingMotesMode4().
| void BattleFx_RunTonic | ( | struct BattleEffectArgument * | effect | ) |
Tonic (scattering style 5): sparkles twinkle around each target, turning on two axes, and go out one by one; mode 5 plays as mode 4 does.
Abilities: Tonic (kind 208).
Definition at line 65 of file healing.c.
Referenced by BattleFx_RunTonic().
| void BattleFx_RunPsyCrystal | ( | struct BattleEffectArgument * | effect | ) |
Psy Crystal: healing motes gather around each target in the Mars Djinni palette; with a prelude, a Mars Djinni appears first.
Abilities: Psy Crystal, Adept Ring, Ember (kind 212).
Definition at line 72 of file healing.c.
Referenced by BattleFx_RunPsyCrystal().
| void BattleFx_RunHealingMotes | ( | struct BattleEffectArgument * | effect, |
| u32 | mode ) |
Healing sparkles: motes of light scattered around each target swirl in towards it, one target every 8 frames, with the recovery sound on each target's 20th frame and a tint on its 36th.
Called by the wrappers above: BattleFx_RunPly (mode 0), BattleFx_RunWish (1), BattleFx_RunCure (2), BattleFx_RunCurePoison (3 or 4), BattleFx_RunTonic (5) and BattleFx_RunPsyCrystal (6).
Sets work->effect, overwrites PARTICLES 0 to 511 and the first 64 colours of the background palette, decodes into the battle sheet slot and work->sheet, and in mode 0 writes REG_BG2X and REG_BG2PA. After a djinni prelude it clears effect->variant, so the variant's mote count and resource fall back to variant 0's. The transfer callback it adds is removed again at the end, with the blitters and the canvas layer.
effect: the targets. With prelude 1, a djinni (Mars in mode 6, Mercury otherwise) appears first, sways and rises. variant picks the motes per target (0: 32, 2: 128, others: 64) and, in modes 0, 1, 3, 4 and 5, the resource (0: ice shard, others: ice block). mode: how the motes scatter and turn. Only mode 0 shows the canvas at its own width, centred on the first target. Modes 3, 4 and 5 put the motes out one by one instead of drawing them in; modes 0, 3, 4 and 5 draw sparkle dots. Mode 6 takes the Mars resource, mode 2 the blast resource.
Definition at line 107 of file healing.c.
Referenced by BattleFx_RunCure(), BattleFx_RunCurePoison(), BattleFx_RunHealingMotes(), BattleFx_RunHealingMotesMode4(), BattleFx_RunPly(), BattleFx_RunPsyCrystal(), BattleFx_RunTonic(), and BattleFx_RunWish().