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
WaitForBuffDone
Call(WaitForBuffDone) source
CopyBuffs
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
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
FallToGoal
Call(FallToGoal, actorID, moveTime) source
RunToGoal
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
FlyToGoal
IdleFlyToGoal
Call(IdleFlyToGoal, actorID, duration, arcHeight, easing) source
FlyPartTo
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
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
DoesActorExport
Call(DoesActorExport, actor, symbolName, outResult) source
Checks whether the given actor's overlay exports a symbol with the given name.
For example, this will exec an exported EVS_OnHit script on ACTOR_ENEMY0 if it has one:
Call(DoesActorExport, ACTOR_ENEMY0, "EVS_OnHit", LVar0)
IfTrue(LVar0)
ExecOnActor(ACTOR_ENEMY0, "EVS_OnHit")
EndIf ExecOnActor
#define ExecOnActor(actor, scriptName) source
Runs an EVT script exported by the given actor's overlay, as that actor, without waiting for it to finish.
ExecOnActor_impl
Call(ExecOnActor_impl) source
ExecWaitOnActor
#define ExecWaitOnActor(actor, scriptName) source
Runs an EVT script exported by the given actor's overlay, as that actor, and waits for it to finish.