1#ifndef ALCHEMY_UNIT_SCENE_XIAN_H
2#define ALCHEMY_UNIT_SCENE_XIAN_H
const s32 * gEffectScripts[]
The scene table formats: entrances, exits, placements and events, and the macros that write them.
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.
s32 gXian_TreeImpactScript[]
The effect at the tree's foot when the student strikes it: 18 frames.
s32 gXian_TrainingTreeJump[]
The struck tree jumps 32 pixels and drops back.
struct ScenePlacement gXian_Placements[]
struct SceneEvent gXian_Events[]
const struct SceneEntrance * Xian_GetEntrances(void)
u16 gXian_DoorSteps1[]
The doors' opening frames, copied from map cells.
s32 gXian_WaterCarrierRoute[]
The water carrier's round: from (280, 232) east to (424, 232), up to (424, 216) and back,...
const struct ScenePlacement * Xian_GetPlacements(void)
Once Xian has heard Hsu is trapped, actor 15 turns to face the party.
s32 gXian_TrainingParticleScript[]
Each particle beside the leaping student, facing west: 16 frames.
struct SceneEntrance gXian_Entrances[]
const u32 * Xian_GetExits(void)
const struct SceneEvent * Xian_GetEvents(void)
s32 Xian_Initialize(void)
Queues sound 169 and sets up the village as the story and this visit left it.
const struct SceneRegion * Xian_GetRegions(void)