1#ifndef ALCHEMY_UNIT_SCENE_LUNPA_H
2#define ALCHEMY_UNIT_SCENE_LUNPA_H
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
const struct SceneEvent * Scene_GetEvents(void)
const u32 * Scene_GetExits(void)
Both scenes share one exit table.
const struct SceneRegion * Scene_GetRegions(void)
s32 Scene_Initialize(void)
Sets up whichever scene is being entered and runs its arrival events.
const s32 * gEffectScripts[]
The scene table formats: entrances, exits, placements and events, and the macros that write them.
struct SceneEvent gGateEvents[]
struct SceneEvent gLunpaReopenedEvents[]
struct SceneEntrance gGateEntrances[]
s32 gMediumEffectScript[]
struct SceneEvent gLunpaSealedEvents[]
struct ScenePlacement gLunpaPlacements[]
struct SceneEntrance gLunpaEntrances[]
struct ScenePlacement gGatePlacements[]
s32 gShortEffectScript[]
How long an effect of common/effect_spawn.h lasts: 22, 44 or 126 frames, then it moves away and is fr...
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.