Alchemy
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kolima_blink.h

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1/// @file
2/// Kolima and its forest bridge: the sparkling dust that falls when Tret's
3/// curse strikes. "That sparkly stuff on the ground... What is it?"
4#include "script.h"
5#include "types.h"
6#include "field_obj.h"
7#include "field_event.h"
8
9/// An object script call, each frame of the fall: the speck flickers between
10/// palettes 10 and 7, every second frame.
11static s32 Kolima_FlickerCurseDust(struct ScriptInterpreter *interpreter) {
12 struct FieldActor *speck = (struct FieldActor *)interpreter;
13 if ((gFrameCount >> 1) & 1) {
15 } else {
17 }
18 return 0;
19}
void ObjectGroup_SetChildValue(struct FieldActor *actor, s32 param)
Sets the param byte of every animated part of an actor's sprite.
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
Field objects and actors, and the scene transition styles.
volatile u32 gFrameCount
Frames WaitFrames has finished.
The field object script interpreter and the operands its commands read.
A field actor: a person or thing on the field with a position, motion toward a target,...
Definition field_obj.h:30
The prefix that command handlers read from a field object's 0x70-byte slot.
Definition script.h:16
The integer types, TRUE, UNUSED and the fixed-address macros.
signed int s32
Definition types.h:14