1#ifndef ALCHEMY_UNIT_SCENE_LALIVERO_H
2#define ALCHEMY_UNIT_SCENE_LALIVERO_H
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s16 gLaliveroDoorCells[][2]
u16 gLaliveroDoorOpenSteps[]
const struct ScenePlacement * Lalivero_GetPlacements(void)
The townsfolk, who stand differently once the party is back from Venus Lighthouse.
const struct SceneRegion * Lalivero_GetRegions(void)
struct ScenePlacement gLaliveroPlacements[]
struct SceneEvent gLaliveroEvents[]
const u32 * Lalivero_GetExits(void)
const struct SceneEntrance * Lalivero_GetEntrances(void)
s32 Lalivero_Initialize(void)
Sets Lalivero up as the party enters: the Black Orb prop, the wounded soldiers of the first visit (an...
s32 gLaliveroMournerSobs[]
The mourner's sobbing: the sprite squashes and stretches twice, then rests 80 frames.
u16 gLaliveroGateOpenSteps[]
const struct SceneEvent * Lalivero_GetEvents(void)
What the party can talk to, touch and search, which changes once they are back from Venus Lighthouse.
struct ScenePlacement gLaliveroPlacementsAfterLighthouse[]
struct SceneEvent gLaliveroEventsAfterLighthouse[]
struct SceneEntrance gLaliveroEntrances[]
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.