1#ifndef ALCHEMY_UNIT_SCENE_IMIL_H
2#define ALCHEMY_UNIT_SCENE_IMIL_H
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 gImil_FaceTargetScript[]
u16 gImil_DoorCellSteps3[]
struct SceneEvent gImil_InteriorEvents[]
u16 * gImil_DoorCellSteps[]
s32 gImil_MiaCheckRoomScript[]
u16 gImil_DoorCellSteps0[]
const u32 * Imil_GetExits(void)
u16 gImil_DoorCellSteps4[]
struct SceneEvent gImil_TownEvents[]
const struct SceneEvent * Imil_GetEvents(void)
The town's or the interiors' conversations and Psynergy targets.
s16 gImil_DoorCellPoints[][2]
Cell position (x, y) for each exit.
struct ScenePlacement gImil_TownPlacements[]
u16 gImil_DoorCellSteps2[]
s32 gImil_ColdVillagerScript[]
const struct SceneEntrance * Imil_GetEntrances(void)
Imil is two maps: the town and its interiors.
u16 gImil_DoorCellSteps5[]
struct SceneEntrance gImil_InteriorEntrances[]
struct ScenePlacement gImil_TownPlacementsCured[]
const struct SceneRegion * Imil_GetRegions(void)
struct ScenePlacement gImil_InteriorPlacements[]
s32 gImil_FollowMiaOutScript[]
s32 gImil_CaretakerHurryScript[]
u16 gImil_DoorCellSteps1[]
struct SceneEntrance gImil_TownEntrances[]
s32 gImil_MiaRunOutScript[]
s32 gImil_LeaderStepAsideScript[]
s32 Imil_Initialize(void)
The town gets its rising effects, map layers and snowman, and the first arrival walks in; each interi...
const struct ScenePlacement * Imil_GetPlacements(void)
Once the epidemic is cured (flag 0x881), the townspeople are well again and the old man is up and abo...
A scene entrance: where and facing which way the party arrives, and the camera's bounds there (-1 for...
A scene event: its kind and detail, the trigger it answers, its condition and its value (a message or...
An actor a scene places: its sprite, the condition for placing it, how it behaves,...
A scene's exit region: the box that, while its condition holds, takes the party leader out through it...
The integer types, TRUE, UNUSED and the fixed-address macros.