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script_api/battle.h

UseBattleCamPreset

Call(UseBattleCamPreset, presetIndex) source

SetBattleCamTarget

Call(SetBattleCamTarget, x, y, z) source

SetBattleCamOffsetY

Call(SetBattleCamOffsetY, offsetY) source

AddBattleCamOffsetY

Call(AddBattleCamOffsetY, offsetY) source

SetBattleCamYaw

Call(SetBattleCamYaw, yaw) source

BattleCamTargetActor

Call(BattleCamTargetActor, actorID) source

MoveBattleCamOver

Call(MoveBattleCamOver, duration) source

SetBattleCamDist

Call(SetBattleCamDist, dist) source

AddBattleCamDist

Call(AddBattleCamDist, dist) source

FreezeBattleCam

Call(FreezeBattleCam, frozen) source

DisableBattleCamClampX

Call(DisableBattleCamClampX, disable) source

ShowMessageBox

Call(ShowMessageBox, messageIndex, duration) source

ShowVariableMessageBox

Call(ShowVariableMessageBox, messageIndex, duration, varValue ) source

IsMessageBoxDisplayed

Call(IsMessageBoxDisplayed, outResult) source

WaitForMessageBoxDone

Call(WaitForMessageBoxDone) source

ForceCloseMessageBox

Call(ForceCloseMessageBox) source

SetMessageBoxDuration

Call(SetMessageBoxDuration, duration) source

ItemDamageEnemy

Call(ItemDamageEnemy, outResult, damageType, debuffType, damageAmount, flagsModifier ) source

ItemAfflictEnemy

Call(ItemAfflictEnemy, outResult, damageType, status, statusChance, damageAmount, flagsModifier ) source

ItemSpookEnemy

Call(ItemSpookEnemy, outResult, damageType, debuffType, spookChance, damageAmount, flagsModifier ) source

ItemCheckHit

Call(ItemCheckHit, outResult, damageType, debuffType, damageAmount, flagsModifier ) source

ActorSpeak

Call(ActorSpeak, messageID, actorID, partIndex, talkAnim, idleAnim ) source

EndActorSpeech

Call(EndActorSpeech, actorID, partIndex, talkAnim, idleAnim) source

ShowBattleChoice

Call(ShowBattleChoice, messageID) → LVar0: selectedIndex source

OverrideBattleDmaDest

Call(OverrideBattleDmaDest, addr) source

LoadBattleDmaData

Call(LoadBattleDmaData, index) source

EnableBattleFloorReflections

Call(EnableBattleFloorReflections, enable) source

SetDarknessMode

Call(SetDarknessMode, mode) source

PlaySoundAtActor

Call(PlaySoundAtActor, actorID, soundID) source

PlaySoundAtPart

Call(PlaySoundAtPart, actorID, partIndex, soundID) source

SetForegroundModelsVisibleUnchecked

Call(SetForegroundModelsVisibleUnchecked, visible) source

SetForegroundModelsVisible

Call(SetForegroundModelsVisible, visible) source

MakeStatusField

Call(MakeStatusField, outStatus, typeFlag, chance, duration) source

MultiplyByActorScale

Call(MultiplyByActorScale, outValue) source

MultiplyVec2ByActorScale

Call(MultiplyVec2ByActorScale, outX, outY) source

MultiplyVec3ByActorScale

Call(MultiplyVec3ByActorScale, outX, outY, outZ) source

ApplyShrinkFromOwner

Call(ApplyShrinkFromOwner, outDamage) source

StartRumble

Call(StartRumble, type) source

HasMerleeCastsLeft

Call(HasMerleeCastsLeft) → LVar0: result source

SpawnRecoverHeartFX

Call(SpawnRecoverHeartFX, x, y, z, amount) source

SpawnRecoverFlowerFX

Call(SpawnRecoverFlowerFX, x, y, z, amount) source

IncrementPlayerHP

Call(IncrementPlayerHP) source

IncrementPlayerFP

Call(IncrementPlayerFP) source

StartRumbleWithParams

Call(StartRumbleWithParams, frequency, duration) source

LoadItemScript

Call(LoadItemScript) → LVar0: itemScript, LVar1: success source

LoadMoveScript

Call(LoadMoveScript) source

LoadBattleSection

Call(LoadBattleSection, battleSection) source

GetBattlePhase

Call(GetBattlePhase, outPhase) source

GetLastElement

Call(GetLastElement, outElement) source

SetDamageSource

Call(SetDamageSource, damageSource) source

GetDamageSource

Call(GetDamageSource, outDamageSource) source

SetGoalToHome

Call(SetGoalToHome, actorID) source

SetIdleGoalToHome

Call(SetIdleGoalToHome, actorID) source

SetGoalToIndex

Call(SetGoalToIndex, actorID, index) source

GetIndexFromPos

Call(GetIndexFromPos, actorID, outIndex) source

GetIndexFromHome

Call(GetIndexFromHome, actorID, outIndex) source

CountTargets

Call(CountTargets, actorID, targetSelectionFlags, outCount) source

ForceHomePos

Call(ForceHomePos, actorID, x, y, z) source

SetHomePos

Call(SetHomePos, actorID, x, y, z) source

SetGoalToTarget

Call(SetGoalToTarget, actorID) source

SetPartGoalToTarget

Call(SetPartGoalToTarget, actorID, partIndex) source

SetGoalToFirstTarget

Call(SetGoalToFirstTarget, actorID) source

SetGoalPos

Call(SetGoalPos, actorID, x, y, z) source

SetIdleGoal

Call(SetIdleGoal, actorID, x, y, z) source

AddGoalPos

Call(AddGoalPos, actorID, dx, dy, dz) source

GetGoalPos

Call(GetGoalPos, actorID, outX, outY, outZ) source

GetIdleGoal

Call(GetIdleGoal, actorID, outX, outY, outZ) source

GetPartTarget

Call(GetPartTarget, actorID, partIndex, outX, outY, outZ) source

GetActorPos

Call(GetActorPos, actorID, outX, outY, outZ) source

GetPartOffset

Call(GetPartOffset, actorID, partIndex, outX, outY, outZ) source

GetPartPos

Call(GetPartPos, actorID, partIndex, outX, outY, outZ) source

GetHomePos

Call(GetHomePos, actorID, outX, outY, outZ) source

SetActorPos

Call(SetActorPos, actorID, x, y, z) source

SetPartPos

Call(SetPartPos, actorID, partIndex, x, y, z) source

SetEnemyTargetOffset

Call(SetEnemyTargetOffset, actorID, partIndex, offsetX, offsetY ) source

SetAnimation

Call(SetAnimation, actorID, partIndex, animID) source

GetAnimation

Call(GetAnimation, actorID, partIndex, outAnimID) source

SetAnimationRate

Call(SetAnimationRate, actorID, partIndex, rate) source

SetActorYaw

Call(SetActorYaw, actorID, yaw) source

GetActorYaw

Call(GetActorYaw, actorID, outYaw) source

SetPartYaw

Call(SetPartYaw, actorID, partIndex, yaw) source

GetPartYaw

Call(GetPartYaw, actorID, partIndex, outYaw) source

SetActorJumpGravity

Call(SetActorJumpGravity, actorID, jumpScale) source

SetActorIdleJumpGravity

Call(SetActorIdleJumpGravity, actorID, jumpScale) source

SetActorSpeed

Call(SetActorSpeed, actorID, moveSpeed) source

SetActorIdleSpeed

Call(SetActorIdleSpeed, actorID, moveSpeed) source

SetPartJumpGravity

Call(SetPartJumpGravity, actorID, partIndex, jumpScale) source

SetPartMoveSpeed

Call(SetPartMoveSpeed, actorID, partIndex, moveSpeed) source

SetJumpAnimations

Call(SetJumpAnimations, actorID, partIndex, jumpRise, jumpFall, jumpLand ) source

AddActorPos

Call(AddActorPos, actorID, dx, dy, dz) source

SetActorDispOffset

Call(SetActorDispOffset, actorID, x, y, z) source

GetPartDispOffset

Call(GetPartDispOffset, actorID, partIndex, outX, outY, outZ ) source

SetPartDispOffset

Call(SetPartDispOffset, actorID, partIndex, x, y, z) source

AddPartDispOffset

Call(AddPartDispOffset, actorID, partIndex, dx, dy, dz) source

FreezeBattleState

Call(FreezeBattleState, freeze) source

GetActorVar

Call(GetActorVar, actorID, varIndex, outValue) source

SetActorVar

Call(SetActorVar, actorID, varIndex, value) source

AddActorVar

Call(AddActorVar, actorID, varIndex, amount) source

GetPartMovementVar

Call(GetPartMovementVar, actorID, partIndex, varIndex, outValue ) source

SetPartMovementVar

Call(SetPartMovementVar, actorID, partIndex, varIndex, value ) source

AddPartMovementVar

Call(AddPartMovementVar, actorID, partIndex, varIndex, amount ) source

SetActorRotation

Call(SetActorRotation, actorID, x, y, z) source

SetActorRotationOffset

Call(SetActorRotationOffset, actorID, dx, dy, dz) source

GetActorRotation

Call(GetActorRotation, actorID, outX, outY, outZ) source

SetPartRotation

Call(SetPartRotation, actorID, partIndex, x, y, z) source

SetPartRotationOffset

Call(SetPartRotationOffset, actorID, partIndex, dx, dy, dz) source

GetPartRotation

Call(GetPartRotation, actorID, partIndex, outX, outY, outZ) source

SetActorScale

Call(SetActorScale, actorID, x, y, z) source

SetActorScaleModifier

Call(SetActorScaleModifier, actorID, x, y, z) source

GetActorScale

Call(GetActorScale, actorID, outX, outY, outZ) source

SetPartScale

Call(SetPartScale, actorID, partIndex, x, y, z) source

GetPartScale

Call(GetPartScale, actorID, partIndex, outX, outY, outZ) source

GetBattleFlags

Call(GetBattleFlags, outFlags) source

SetBattleFlagBits

Call(SetBattleFlagBits, flags, mode) source

GetBattleFlags2

Call(GetBattleFlags2, outFlags) source

SetBattleFlagBits2

Call(SetBattleFlagBits2, flags, mode) source

SetActorFlags

Call(SetActorFlags, actorID, flags) source

SetActorFlagBits

Call(SetActorFlagBits, actorID, flags, mode) source

GetActorFlags

Call(GetActorFlags, actorID, outFlags) source

SetPartFlags

Call(SetPartFlags, actorID, partIndex, flags) source

SetPartFlagBits

Call(SetPartFlagBits, actorID, partIndex, flags, mode) source

SetPartTargetFlags

Call(SetPartTargetFlags, actorID, partIndex, flags) source

SetPartTargetFlagBits

Call(SetPartTargetFlagBits, actorID, partIndex, flags, mode) source

GetPartFlags

Call(GetPartFlags, actorID, partIndex, outFlags) source

GetPartTargetFlags

Call(GetPartTargetFlags, actorID, partIndex, outFlags) source

SetPartEventFlags

Call(SetPartEventFlags, actorID, partIndex, flags) source

SetPartEventBits

Call(SetPartEventBits, actorID, partIndex, flags, mode) source

GetPartEventFlags

Call(GetPartEventFlags, actorID, partIndex, outFlags) source

HPBarToHome

Call(HPBarToHome, actorID) source

HPBarToCurrent

Call(HPBarToCurrent, actorID) source

SetHPBarOffset

Call(SetHPBarOffset, actorID, offsetX, offsetY) source

SetActorStatusOffsets

Call(SetActorStatusOffsets, actorID, iconOffsetX, iconOffsetY, textOffsetX, textOffsetY ) source

SummonEnemy

Call(SummonEnemy, formationPtr, priority) → LVar0: newActorID source

GetOwnerID

Call(GetOwnerID, outActorID) source

SetOwnerID

Call(SetOwnerID, actorID) source

ActorExists

Call(ActorExists, actorID, outExists) source

SetEnabledStarPowers

Call(SetEnabledStarPowers, starPowersMask) source

SetBattleInputMask

Call(SetBattleInputMask, mask) source

SetBattleInputButtons

Call(SetBattleInputButtons, down, pressed, held) source

CheckButtonPress

Call(CheckButtonPress, buttons, outResult) source

CheckButtonHeld

Call(CheckButtonHeld, buttons, outResult) source

CheckButtonDown

Call(CheckButtonDown, buttons, outResult) source

GetBattleState

Call(GetBattleState, outState) source

CreateCurrentPosTargetList

Call(CreateCurrentPosTargetList, targetSelectionFlags) source

CreateHomeTargetList

Call(CreateHomeTargetList, targetSelectionFlags) source

InitTargetIterator

Call(InitTargetIterator) source

SetOwnerTarget

Call(SetOwnerTarget, actorID, partIndex) source

ChooseNextTarget

Call(ChooseNextTarget, mode, outResult) source

GetTargetListLength

Call(GetTargetListLength, outLength) source

GetOwnerTarget

Call(GetOwnerTarget, outActorID, outPartIndex) source

func_8026E914

Call(func_8026E914, outTargetID, outTargetPart) source

GetPlayerActorID

Call(GetPlayerActorID, outActorID) source

GetDistanceToGoal

Call(GetDistanceToGoal, actorID, outDist) source

SetActorPaletteEffect

Call(SetActorPaletteEffect, actorID, partIndex, palAdjustment ) source

AddActorDecoration

Call(AddActorDecoration, actorID, partIndex, decorationIndex, decorationType ) source

RemoveActorDecoration

Call(RemoveActorDecoration, actorID, partIndex, decorationIndex ) source

ModifyActorDecoration

Call(ModifyActorDecoration, actorID, partIndex, decorationIndex, data0, data1, data2, data3 ) source

UseIdleAnimation

Call(UseIdleAnimation, actorID, useIdle) source

GetStatusFlags

Call(GetStatusFlags, actorID, outFlags) source

RemovePlayerBuffs

Call(RemovePlayerBuffs, buffsFlags) source

SetPartAlpha

Call(SetPartAlpha, actorID, partIndex, alpha) source

CreatePartShadow

Call(CreatePartShadow, actorID, partIndex) source

RemovePartShadow

Call(RemovePartShadow, actorID, partIndex) source

SetEndBattleFadeOutRate

Call(SetEndBattleFadeOutRate, rate) source

SetBattleVar

Call(SetBattleVar, index, value) source

GetBattleVar

Call(GetBattleVar, index, outValue) source

ResetAllActorSounds

Call(ResetAllActorSounds, actorID) source

SetActorSounds

Call(SetActorSounds, actorID, soundType, sound1, sound2) source

ResetActorSounds

Call(ResetActorSounds, actorID, soundType, sound1, sound2) source

SetPartSounds

Call(SetPartSounds, actorID, partIndex, soundType, sound1, sound2 ) source

SetActorType

Call(SetActorType, actorID, actorType) source

ShowShockEffect

Call(ShowShockEffect, actorID) source

GetActorAttackBoost

Call(GetActorAttackBoost, actorID, outValue) source

GetActorDefenseBoost

Call(GetActorDefenseBoost, actorID, outValue) source

BoostAttack

Call(BoostAttack, actorID, amount) source

BoostDefense

Call(BoostDefense, actorID, amount) source

VanishActor

Call(VanishActor, actorID, duration) source

ElectrifyActor

Call(ElectrifyActor, actorID, duration) source

HealActor

Call(HealActor, actorID, amount, plural) source

WaitForBuffDone

Call(WaitForBuffDone) source

CopyBuffs

Call(CopyBuffs, sourceActorID, targetActorID) source

GetMenuSelection

Call(GetMenuSelection, outCategory, outItem, outMove) source

PlayerFallToGoal

Call(PlayerFallToGoal, moveTime) source

PlayerLandJump

Call(PlayerLandJump) source

PlayerRunToGoal

Call(PlayerRunToGoal, moveTime) source

CancelablePlayerRunToGoal

Call(CancelablePlayerRunToGoal, moveTime, outSkipped) source

GetPlayerHP

Call(GetPlayerHP, outValue) source

PlayerDamageEnemy

Call(PlayerDamageEnemy, outResult, damageType, suppressEventFlags, debuffType, damageAmount, flagsModifier ) source

PlayerPowerBounceEnemy

Call(PlayerPowerBounceEnemy, outResult, damageType, suppressEventFlags, debuffType, damageAmount, powerBounceCounter, flagsModifier ) source

PlayerTestEnemy

Call(PlayerTestEnemy, outResult, damageType, suppressEventFlags, debuffType, damageAmount, flagsModifier ) source

DispatchDamagePlayerEvent

Call(DispatchDamagePlayerEvent, damageAmount, event) source

EnablePlayerBlur

Call(EnablePlayerBlur, enabled) source

PlayerBasicJumpToGoal

Call(PlayerBasicJumpToGoal, moveTime, moveArcAmplitude) source

PlayerSuperJumpToGoal

Call(PlayerSuperJumpToGoal, moveTime, moveArcAmplitude) source

PlayerUltraJumpToGoal

Call(PlayerUltraJumpToGoal, moveTime, moveArcAmplitude) source

GetPlayerActionQuality

Call(GetPlayerActionQuality, outQuality) source

BindTakeTurn

Call(BindTakeTurn, actorID, script) source

PauseTakeTurn

Call(PauseTakeTurn, actorID) source

ResumeTakeTurn

Call(ResumeTakeTurn, actorID) source

BindIdle

Call(BindIdle, actorID, script) source

EnableIdleScript

Call(EnableIdleScript, actorID, mode) source

BindHandleEvent

Call(BindHandleEvent, actorID, script) source

BindHandlePhase

Call(BindHandlePhase, actorID, script) source

JumpToGoal

Call(JumpToGoal, actorID, moveTime, useJumpAnims, makeDustEffects, playJumpSounds ) source

IdleJumpToGoal

Call(IdleJumpToGoal, actorID, moveTime, useJumpAnims, makeDustEffects ) source

JumpWithBounce

Call(JumpWithBounce, actorID, moveTime, bounceDivisor) source

LandJump

Call(LandJump, actorID) source

FallToGoal

Call(FallToGoal, actorID, moveTime) source

RunToGoal

Call(RunToGoal, actorID, moveTime, moveArcAmplitude) source

IdleRunToGoal

Call(IdleRunToGoal, actorID, moveTime) source

JumpPartTo

Call(JumpPartTo, actorID, partIndex, x, y, z, moveTime, dustFlag ) source

FallPartTo

Call(FallPartTo, actorID, partIndex, x, y, z, moveTime) source

LandJumpPart

Call(LandJumpPart, actorID, partIndex) source

RunPartTo

Call(RunPartTo, actorID, partIndex, x, y, z, drawDustEffects ) source

FlyToGoal

Call(FlyToGoal, actorID, duration, arcHeight, easing) source

IdleFlyToGoal

Call(IdleFlyToGoal, actorID, duration, arcHeight, easing) source

FlyPartTo

Call(FlyPartTo, actorID, partIndex, x, y, z, duration, arcHeight, easing ) source

GetLastEvent

Call(GetLastEvent, actorID, outEvent) source

SetTargetActor

Call(SetTargetActor, attackerID, defenderID) source

SetEnemyHP

Call(SetEnemyHP, actorID, newHP) source

GetActorHP

Call(GetActorHP, actorID, outHP) source

GetEnemyMaxHP

Call(GetEnemyMaxHP, actorID, outMaxHP) source

RemoveActor

Call(RemoveActor, actorID) source

DropStarPoints

Call(DropStarPoints, actorID) source

SetDefenseTable

Call(SetDefenseTable, actorID, partIndex, defenseTablePtr) source

SetStatusTable

Call(SetStatusTable, actorID, statusTablePtr) source

SetIdleAnimations

Call(SetIdleAnimations, actorID, partIndex, idleAnimsPtr) source

EnemyDamageTarget

Call(EnemyDamageTarget, actorID, outResult, damageType, suppressEventFlags, debuffType, damageAmount, flagsModifier ) source

EnemyFollowupAfflictTarget

Call(EnemyFollowupAfflictTarget, actorID, outResult) source

EnemyTestTarget

Call(EnemyTestTarget, actorID, outResult, damageType, debuffType, damageAmount, flagsModifier ) source

DispatchDamageEvent

Call(DispatchDamageEvent, actorID, damageAmount, event) source

DispatchEvent

Call(DispatchEvent, actorID, event) source

ShowHealthBar

Call(ShowHealthBar, actorID) source

SetTargetOffset

Call(SetTargetOffset, actorID, partIndex, offsetX, offsetY) source

SetProjectileTargetOffset

Call(SetProjectileTargetOffset, actorID, partIndex, offsetX, offsetY ) source

EnableActorBlur

Call(EnableActorBlur, actorID, enabled) source

AfflictActor

Call(AfflictActor, actorID, status, duration) source

GetInstigatorValue

Call(GetInstigatorValue, actorID, outValue) source

GetEncounterTrigger

Call(GetEncounterTrigger, outTrigger) source

YieldTurn

Call(YieldTurn) source

SetActorSize

Call(SetActorSize, actorID, sizeX, sizeY) source

GetActorSize

Call(GetActorSize, actorID, outSizeX, outSizeY) source

SetPartSize

Call(SetPartSize, actorID, partIndex, sizeX, sizeY) source

GetOriginalActorType

Call(GetOriginalActorType, actorID, outType) source

GetCurrentActorType

Call(GetCurrentActorType, actorID, outType) source

GetLastDamage

Call(GetLastDamage, actorID, outDamage) source

EnableActorGlow

Call(EnableActorGlow, actorID, enabled) source

WasStatusInflicted

Call(WasStatusInflicted, actorID, outResult) source

CopyStatusEffects

Call(CopyStatusEffects, sourceActorID, targetActorID) source

ClearStatusEffects

Call(ClearStatusEffects, actorID) source

MakeOwnerTargetIndex

Call(MakeOwnerTargetIndex, actorID, homeIndex, outTargetIndex ) source

GetActorLevel

Call(GetActorLevel, actorID, outLevel) source

PartnerDamageEnemy

Call(PartnerDamageEnemy, outResult, damageType, suppressEventFlags, debuffType, damageAmount, flagsModifier ) source

PartnerAfflictEnemy

Call(PartnerAfflictEnemy, outResult, damageType, suppressEventFlags, status, statusChance, damageAmount, flagsModifier ) source

PartnerPowerBounceEnemy

Call(PartnerPowerBounceEnemy, outResult, damageType, suppressEventFlags, debuffType, damageAmount, powerBounceCounter, flagsModifier ) source

PartnerTestEnemy

Call(PartnerTestEnemy, outResult, damageType, suppressEventFlags, debuffType, damageAmount, flagsModifier ) source

DeletePartner

Call(DeletePartner) source

GetDamageIntensity

Call(GetDamageIntensity) → LVar0: intensity source

AddEffectOffset

Call(AddEffectOffset, effectPtr, x, y, z) source

LoadStarPowerScript

Call(LoadStarPowerScript) → LVar0: starPowerScript, LVar1: success source

ForceBattleCamTarget

Call(ForceBattleCamTarget, x, y, z) source

SetBattleCamParam

Call(SetBattleCamParam, param, value) source

GetPartAnimNotify

Call(GetPartAnimNotify, actorID, partIndex, outNotify) source

PartnerYieldTurn

Call(PartnerYieldTurn) source

SetBattleCamTargetingModes

Call(SetBattleCamTargetingModes, preTargetMode, postTargetMode, done ) source

UseBattleCamPresetImmediately

Call(UseBattleCamPresetImmediately, presetIndex) source

UseBattleCamPresetWait

Call(UseBattleCamPresetWait, presetIndex) source

HideHealthBar

Call(HideHealthBar, actorID) source

GetPartnerActionQuality

Call(GetPartnerActionQuality, outQuality) source

EnableBattleStatusBar

Call(EnableBattleStatusBar, enable) source

PlayerYieldTurn

Call(PlayerYieldTurn) source

PlayerHopToGoal

Call(PlayerHopToGoal, moveTime, moveArcAmplitude, landingBehavior ) source

WaitForState

Call(WaitForState, state) source

SetBattleMenuEnabledFlags

Call(SetBattleMenuEnabledFlags, flags) source

SetBattleState

Call(SetBattleState, state) source

func_8027D434

Call(func_8027D434, actorID, partIndex, targetPriorityOffset ) source

func_8026F1A0

Call(func_8026F1A0, actorID, outFlags) source

PlayLoopingSoundAtActor

Call(PlayLoopingSoundAtActor, actorID, index, soundID) source

StopLoopingSoundAtActor

Call(StopLoopingSoundAtActor, actorID, index) source

EnableActorPaletteEffects

Call(EnableActorPaletteEffects, actorID, partIndex, enable) source

SetActorPaletteSwapParams

Call(SetActorPaletteSwapParams, actorID, partIndex, blendPalA, blendPalB, timeHoldA, timeAtoB, timeHoldB, timeBtoA, unused1, unused2 ) source

BattleCamTargetActorPart

Call(BattleCamTargetActorPart, actorID, partIndex) source

GetDarknessStatus

Call(GetDarknessStatus, outLayer, outIsLight) source

CancelEnemyTurn

Call(CancelEnemyTurn, cancelMode) source

DispatchEventPlayer

Call(DispatchEventPlayer, event) source

EVS_Mario_HandlePhase

extern EvtScript EVS_Mario_HandlePhase source

EVS_Peach_HandlePhase

extern EvtScript EVS_Peach_HandlePhase source

EVS_ExecuteMarioAction

extern EvtScript EVS_ExecuteMarioAction source

EVS_ExecutePeachAction

extern EvtScript EVS_ExecutePeachAction source

EVS_Player_HandleEvent

extern EvtScript EVS_Player_HandleEvent source

EVS_PlayerFirstStrike

extern EvtScript EVS_PlayerFirstStrike source

EVS_StartDefend

extern EvtScript EVS_StartDefend source

EVS_RunAwayStart

extern EvtScript EVS_RunAwayStart source

EVS_RunAwayFail

extern EvtScript EVS_RunAwayFail source

EVS_PlayerDies

extern EvtScript EVS_PlayerDies source

EVS_Unused_EatItem

extern EvtScript EVS_Unused_EatItem source

EVS_Unused_DrinkItem

extern EvtScript EVS_Unused_DrinkItem source

EVS_UseLifeShroom

extern EvtScript EVS_UseLifeShroom source

EVS_MerleeRunOut

extern EvtScript EVS_MerleeRunOut source

EVS_MerleeAttackBonus

extern EvtScript EVS_MerleeAttackBonus source

EVS_MerleeDefenseBonus

extern EvtScript EVS_MerleeDefenseBonus source

EVS_MerleeExpBonus

extern EvtScript EVS_MerleeExpBonus source

EVS_PlayerHappy

extern EvtScript EVS_PlayerHappy source

EVS_ApplyDizzyAttack

extern EvtScript EVS_ApplyDizzyAttack source

EVS_PlayerRegainAbility

extern EvtScript EVS_PlayerRegainAbility source

EVS_UseMystery

extern EvtScript EVS_UseMystery source

EVS_PlaySleepHitFX

extern EvtScript EVS_PlaySleepHitFX source

EVS_PlayDizzyHitFX

extern EvtScript EVS_PlayDizzyHitFX source

EVS_PlayParalyzeHitFX

extern EvtScript EVS_PlayParalyzeHitFX source

EVS_PlayPoisonHitFX

extern EvtScript EVS_PlayPoisonHitFX source

EVS_PlayStopHitFX

extern EvtScript EVS_PlayStopHitFX source

EVS_PlayFreezeHitFX

extern EvtScript EVS_PlayFreezeHitFX source

EVS_PlayShrinkHitFX

extern EvtScript EVS_PlayShrinkHitFX source

EVS_ForceNextTarget

extern EvtScript EVS_ForceNextTarget source

EVS_Enemy_Hit

extern EvtScript EVS_Enemy_Hit source

EVS_Partner_RunAway

extern EvtScript EVS_Partner_RunAway source

EVS_Partner_SpikeContact

extern EvtScript EVS_Partner_SpikeContact source

EVS_Partner_BombetteSpikeContact

extern EvtScript EVS_Partner_BombetteSpikeContact source

EVS_Partner_BurnContact

extern EvtScript EVS_Partner_BurnContact source

EVS_Partner_Recover

extern EvtScript EVS_Partner_Recover source

EVS_Partner_ShockHit

extern EvtScript EVS_Partner_ShockHit source

EVS_Partner_BurnHit

extern EvtScript EVS_Partner_BurnHit source

EVS_Partner_Hit

extern EvtScript EVS_Partner_Hit source

EVS_Partner_Drop

extern EvtScript EVS_Partner_Drop source

EVS_Partner_NoDamageHit

extern EvtScript EVS_Partner_NoDamageHit source

EVS_Partner_LakilesterHit

extern EvtScript EVS_Partner_LakilesterHit source

EVS_Enemy_HopToPos

extern EvtScript EVS_Enemy_HopToPos source

EVS_Enemy_BurnHit

extern EvtScript EVS_Enemy_BurnHit source

EVS_Enemy_ShockHit

extern EvtScript EVS_Enemy_ShockHit source

EVS_Enemy_ShockHit_Impl

extern EvtScript EVS_Enemy_ShockHit_Impl source

EVS_Partner_Celebrate

extern EvtScript EVS_Partner_Celebrate source

EVS_Enemy_NoDamageHit

extern EvtScript EVS_Enemy_NoDamageHit source

EVS_Enemy_Death

extern EvtScript EVS_Enemy_Death source

EVS_Enemy_DeathWithoutRemove

extern EvtScript EVS_Enemy_DeathWithoutRemove source

EVS_Enemy_ScareAway

extern EvtScript EVS_Enemy_ScareAway source

EVS_Enemy_SpinSmashHit

extern EvtScript EVS_Enemy_SpinSmashHit source

EVS_Enemy_FlipBackUp

extern EvtScript EVS_Enemy_FlipBackUp source

EVS_Enemy_Knockback

extern EvtScript EVS_Enemy_Knockback source

EVS_Enemy_ReturnHome

extern EvtScript EVS_Enemy_ReturnHome source

EVS_Enemy_Recover

extern EvtScript EVS_Enemy_Recover source

EVS_Enemy_HopHome

extern EvtScript EVS_Enemy_HopHome source

EVS_Enemy_AirLift

extern EvtScript EVS_Enemy_AirLift source

EVS_Enemy_BlowAway

extern EvtScript EVS_Enemy_BlowAway source

Rumble_1

extern EvtScript Rumble_1 source

Rumble_2

extern EvtScript Rumble_2 source

Rumble_3

extern EvtScript Rumble_3 source

Rumble_4

extern EvtScript Rumble_4 source

Rumble_5

extern EvtScript Rumble_5 source

Rumble_6

extern EvtScript Rumble_6 source

Rumble_7

extern EvtScript Rumble_7 source

Rumble_Unused_1

extern EvtScript Rumble_Unused_1 source

Rumble_Unused_2

extern EvtScript Rumble_Unused_2 source

Rumble_Unused_3

extern EvtScript Rumble_Unused_3 source

Rumble_Unused_4

extern EvtScript Rumble_Unused_4 source