Alchemy

djinn_beams.c

Revive, Water of Life, Quartz and Dew.

games/tbs/src/effect/parts/djinn_beams.c on GitHub

Revive, Water of Life, Quartz and Dew. Part of effect.c, the battle effect object, compiled only through it.

Functions

BattleFx_RunRevive

void BattleFx_RunRevive(struct BattleEffectArgument *effect)

With a Venus Djinni: beams of light, where motes drift down over each target and a column of light falls on it.

Abilities: Revive, Water of Life (kind 25); Quartz (kind 201).

Used by gBattleFx_EffectHandlers.

Line 18

BattleFx_RunDew

void BattleFx_RunDew(struct BattleEffectArgument *effect)

With a Mercury Djinni: the same beams of light as Revive.

Abilities: Dew (kind 209).

Used by gBattleFx_EffectHandlers.

Line 24

BattleFx_RunDjinnBeams

void BattleFx_RunDjinnBeams(struct BattleEffectArgument *effect, s32 mode)

When effect->prelude is 1, a Djinni appears, sways and then rises out of sight. Over each target in turn, 16 frames apart, eight motes drift down, and from 72 frames after its turn starts a column of light falls on it and narrows away; the battle shows the result on frame 80.

Called by BattleFx_RunRevive and BattleFx_RunDew. Runs BattleFx_RunDjinniEntrance first when effect->prelude is 1. Loads three palettes over the first 64 background colours in turn, so the Djinni's is the one shown; fills PARTICLES 0 to 511, sets BG2PA and BG2X, and builds and frees its blitters every frame.

mode : 0 a Venus Djinni, 1 a Mercury Djinni.

Used by BattleFx_RunDew, BattleFx_RunRevive.

Line 39

Macros, without a comment: DJINN_BEAMS_MOTE_CELLS, DJINN_BEAMS_DJINNI_CELLS.

On this page