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.
s32 Djinn_Transfer(s32 source, s32 element, s32 djinnIndex, s32 target)
Moves a Djinni from one unit to another, keeping it set or on standby.
Song and sound effect ids, indices into gSound_SongTable.
void Engine_AudioPlayCue()
s32 DjinnRecovery_TickTwenty(void)
Runs DjinnRecovery_Tick twenty times, which sets every recovering Djinni of a party member with HP.
The integer types, TRUE, UNUSED and the fixed-address macros.
void UnitCalc(s32 owner)
Recomputes a unit's stats from its base stats, equipment, set Djinn, class and battle stat levels,...
struct BattleUnit * UnitGet(u32 owner)
Returns the unit record of owner: 0 to 7 are the playable characters in the game state,...
static s32 Vault_ReturnIsaacsDjinni(void)
Brings every Djinni back from recovery (twenty rounds of it), then, if Ivan holds the first Venus Dji...