#ifndef _SCRIPT_API_BATTLE_H_ #define _SCRIPT_API_BATTLE_H_ #include "common_structs.h" #include "evt.h" #include "script_api/common.h" #include "battle/action_cmd.h" #include "effects.h" ApiStatus EnablePartnerBlur(Evt* script, s32 isInitialCall); ApiStatus DisablePartnerBlur(Evt* script, s32 isInitialCall); ApiStatus UseBattleCamPreset(Evt* script, s32 isInitialCall); ApiStatus SetBattleCamTarget(Evt* script, s32 isInitialCall); ApiStatus SetBattleCamOffsetZ(Evt* script, s32 isInitialCall); ApiStatus AddBattleCamOffsetZ(Evt* script, s32 isInitialCall); ApiStatus SetBattleCamYaw(Evt* script, s32 isInitialCall); ApiStatus BattleCamTargetActor(Evt* script, s32 isInitialCall); ApiStatus MoveBattleCamOver(Evt* script, s32 isInitialCall); ApiStatus SetBattleCamZoom(Evt* script, s32 isInitialCall); ApiStatus AddBattleCamZoom(Evt* script, s32 isInitialCall); ApiStatus FreezeBattleCam(Evt* script, s32 isInitialCall); ApiStatus func_8024EDA4(Evt* script, s32 isInitialCall); ApiStatus ShowMessageBox(Evt* script, s32 isInitialCall); ApiStatus ShowVariableMessageBox(Evt* script, s32 isInitialCall); ApiStatus IsMessageBoxDisplayed(Evt* script, s32 isInitialCall); ApiStatus WaitForMessageBoxDone(Evt* script, s32 isInitialCall); ApiStatus ForceCloseMessageBox(Evt* script, s32 isInitialCall); ApiStatus SetMessageBoxDuration(Evt* script, s32 isInitialCall); ApiStatus ItemDamageEnemy(Evt* script, s32 isInitialCall); ApiStatus ItemAfflictEnemy(Evt* script, s32 isInitialCall); ApiStatus ItemSpookEnemy(Evt* script, s32 isInitialCall); ApiStatus ItemCheckHit(Evt* script, s32 isInitialCall); ApiStatus ActorSpeak(Evt* script, s32 isInitialCall); ApiStatus EndActorSpeech(Evt* script, s32 isInitialCall); ApiStatus ShowBattleChoice(Evt* script, s32 isInitialCall); ApiStatus OverrideBattleDmaDest(Evt* script, s32 isInitialCall); ApiStatus LoadBattleDmaData(Evt* script, s32 isInitialCall); ApiStatus EnableBattleFloorReflections(Evt* script, s32 isInitialCall); ApiStatus SetDarknessMode(Evt* script, s32 isInitialCall); ApiStatus PlaySoundAtActor(Evt* script, s32 isInitialCall); ApiStatus PlaySoundAtPart(Evt* script, s32 isInitialCall); ApiStatus SetForegroundModelsVisibleUnchecked(Evt* script, s32 isInitialCall); ApiStatus SetForegroundModelsVisible(Evt* script, s32 isInitialCall); ApiStatus MakeStatusField(Evt* script, s32 isInitialCall); ApiStatus MultiplyByActorScale(Evt* script, s32 isInitialCall); ApiStatus MultiplyVec2ByActorScale(Evt* script, s32 isInitialCall); ApiStatus MultiplyVec3ByActorScale(Evt* script, s32 isInitialCall); ApiStatus ApplyShrinkFromOwner(Evt* script, s32 isInitialCall); ApiStatus StartRumble(Evt* script, s32 isInitialCall); ApiStatus HasMerleeCastsLeft(Evt* script, s32 isInitialCall); ApiStatus FXRecoverHP(Evt* script, s32 isInitialCall); ApiStatus FXRecoverFP(Evt* script, s32 isInitialCall); ApiStatus IncrementPlayerHP(Evt* script, s32 isInitialCall); ApiStatus IncrementPlayerFP(Evt* script, s32 isInitialCall); ApiStatus StartRumbleWithParams(Evt* script, s32 isInitialCall); ApiStatus LoadItemScript(Evt* script, s32 isInitialCall); ApiStatus LoadMoveScript(Evt* script, s32 isInitialCall); ApiStatus LoadBattleSection(Evt* script, s32 isInitialCall); ApiStatus GetBattlePhase(Evt* script, s32 isInitialCall); ApiStatus GetLastElement(Evt* script, s32 isInitialCall); ApiStatus SetDamageSource(Evt* script, s32 isInitialCall); ApiStatus GetDamageSource(Evt* script, s32 isInitialCall); ApiStatus SetGoalToHome(Evt* script, s32 isInitialCall); ApiStatus SetIdleGoalToHome(Evt* script, s32 isInitialCall); ApiStatus SetGoalToIndex(Evt* script, s32 isInitialCall); ApiStatus GetIndexFromPos(Evt* script, s32 isInitialCall); ApiStatus GetIndexFromHome(Evt* script, s32 isInitialCall); ApiStatus CountPlayerTargets(Evt* script, s32 isInitialCall); ApiStatus ForceHomePos(Evt* script, s32 isInitialCall); ApiStatus SetHomePos(Evt* script, s32 isInitialCall); ApiStatus SetGoalToTarget(Evt* script, s32 isInitialCall); ApiStatus SetPartGoalToTarget(Evt* script, s32 isInitialCall); ApiStatus SetGoalToFirstTarget(Evt* script, s32 isInitialCall); ApiStatus SetGoalPos(Evt* script, s32 isInitialCall); ApiStatus SetIdleGoal(Evt* script, s32 isInitialCall); ApiStatus AddGoalPos(Evt* script, s32 isInitialCall); ApiStatus GetGoalPos(Evt* script, s32 isInitialCall); ApiStatus GetIdleGoal(Evt* script, s32 isInitialCall); ApiStatus GetPartTarget(Evt* script, s32 isInitialCall); ApiStatus GetActorPos(Evt* script, s32 isInitialCall); ApiStatus GetPartOffset(Evt* script, s32 isInitialCall); ApiStatus GetPartPos(Evt* script, s32 isInitialCall); ApiStatus GetHomePos(Evt* script, s32 isInitialCall); ApiStatus SetActorPos(Evt* script, s32 isInitialCall); ApiStatus SetPartPos(Evt* script, s32 isInitialCall); ApiStatus SetEnemyTargetOffset(Evt* script, s32 isInitialCall); ApiStatus SetAnimation(Evt* script, s32 isInitialCall); ApiStatus GetAnimation(Evt* script, s32 isInitialCall); ApiStatus SetAnimationRate(Evt* script, s32 isInitialCall); ApiStatus SetActorYaw(Evt* script, s32 isInitialCall); ApiStatus GetActorYaw(Evt* script, s32 isInitialCall); ApiStatus SetPartYaw(Evt* script, s32 isInitialCall); ApiStatus GetPartYaw(Evt* script, s32 isInitialCall); ApiStatus SetActorJumpGravity(Evt* script, s32 isInitialCall); ApiStatus SetActorIdleJumpGravity(Evt* script, s32 isInitialCall); ApiStatus SetActorSpeed(Evt* script, s32 isInitialCall); ApiStatus SetActorIdleSpeed(Evt* script, s32 isInitialCall); ApiStatus SetPartJumpGravity(Evt* script, s32 isInitialCall); ApiStatus SetPartMoveSpeed(Evt* script, s32 isInitialCall); ApiStatus SetJumpAnimations(Evt* script, s32 isInitialCall); ApiStatus AddActorPos(Evt* script, s32 isInitialCall); ApiStatus SetActorDispOffset(Evt* script, s32 isInitialCall); ApiStatus GetPartDispOffset(Evt* script, s32 isInitialCall); ApiStatus SetPartDispOffset(Evt* script, s32 isInitialCall); ApiStatus AddPartDispOffset(Evt* script, s32 isInitialCall); ApiStatus FreezeBattleState(Evt* script, s32 isInitialCall); ApiStatus GetActorVar(Evt* script, s32 isInitialCall); ApiStatus SetActorVar(Evt* script, s32 isInitialCall); ApiStatus AddActorVar(Evt* script, s32 isInitialCall); ApiStatus GetPartMovementVar(Evt* script, s32 isInitialCall); ApiStatus SetPartMovementVar(Evt* script, s32 isInitialCall); ApiStatus AddPartMovementVar(Evt* script, s32 isInitialCall); ApiStatus SetActorRotation(Evt* script, s32 isInitialCall); ApiStatus SetActorRotationOffset(Evt* script, s32 isInitialCall); ApiStatus GetActorRotation(Evt* script, s32 isInitialCall); ApiStatus SetPartRotation(Evt* script, s32 isInitialCall); ApiStatus SetPartRotationOffset(Evt* script, s32 isInitialCall); ApiStatus GetPartRotation(Evt* script, s32 isInitialCall); ApiStatus SetActorScale(Evt* script, s32 isInitialCall); ApiStatus SetActorScaleModifier(Evt* script, s32 isInitialCall); ApiStatus GetActorScale(Evt* script, s32 isInitialCall); ApiStatus SetPartScale(Evt* script, s32 isInitialCall); ApiStatus GetPartScale(Evt* script, s32 isInitialCall); ApiStatus GetBattleFlags(Evt* script, s32 isInitialCall); ApiStatus SetBattleFlagBits(Evt* script, s32 isInitialCall); ApiStatus GetBattleFlags2(Evt* script, s32 isInitialCall); ApiStatus SetBattleFlagBits2(Evt* script, s32 isInitialCall); ApiStatus SetActorFlags(Evt* script, s32 isInitialCall); ApiStatus SetActorFlagBits(Evt* script, s32 isInitialCall); ApiStatus GetActorFlags(Evt* script, s32 isInitialCall); ApiStatus SetPartFlags(Evt* script, s32 isInitialCall); ApiStatus SetPartFlagBits(Evt* script, s32 isInitialCall); ApiStatus SetPartTargetFlags(Evt* script, s32 isInitialCall); ApiStatus SetPartTargetFlagBits(Evt* script, s32 isInitialCall); ApiStatus GetPartFlags(Evt* script, s32 isInitialCall); ApiStatus GetPartTargetFlags(Evt* script, s32 isInitialCall); ApiStatus SetPartEventFlags(Evt* script, s32 isInitialCall); ApiStatus SetPartEventBits(Evt* script, s32 isInitialCall); ApiStatus GetPartEventFlags(Evt* script, s32 isInitialCall); ApiStatus HPBarToHome(Evt* script, s32 isInitialCall); ApiStatus HPBarToCurrent(Evt* script, s32 isInitialCall); ApiStatus func_8026D940(Evt* script, s32 isInitialCall); ApiStatus SetActorStatusOffsets(Evt* script, s32 isInitialCall); ApiStatus SummonEnemy(Evt* script, s32 isInitialCall); ApiStatus GetOwnerID(Evt* script, s32 isInitialCall); ApiStatus SetOwnerID(Evt* script, s32 isInitialCall); ApiStatus ActorExists(Evt* script, s32 isInitialCall); ApiStatus SetEnabledStarPowers(Evt* script, s32 isInitialCall); ApiStatus SetBattleInputMask(Evt* script, s32 isInitialCall); ApiStatus SetBattleInputButtons(Evt* script, s32 isInitialCall); ApiStatus CheckButtonPress(Evt* script, s32 isInitialCall); ApiStatus CheckButtonHeld(Evt* script, s32 isInitialCall); ApiStatus CheckButtonDown(Evt* script, s32 isInitialCall); ApiStatus GetBattleState(Evt* script, s32 isInitialCall); ApiStatus PlayerCreateTargetList(Evt* script, s32 isInitialCall); ApiStatus EnemyCreateTargetList(Evt* script, s32 isInitialCall); ApiStatus InitTargetIterator(Evt* script, s32 isInitialCall); ApiStatus SetOwnerTarget(Evt* script, s32 isInitialCall); ApiStatus ChooseNextTarget(Evt* script, s32 isInitialCall); ApiStatus GetTargetListLength(Evt* script, s32 isInitialCall); ApiStatus GetOwnerTarget(Evt* script, s32 isInitialCall); ApiStatus func_8026E914(Evt* script, s32 isInitialCall); ApiStatus GetPlayerActorID(Evt* script, s32 isInitialCall); ApiStatus GetDistanceToGoal(Evt* script, s32 isInitialCall); ApiStatus SetActorPaletteEffect(Evt* script, s32 isInitialCall); ApiStatus AddActorDecoration(Evt* script, s32 isInitialCall); ApiStatus RemoveActorDecoration(Evt* script, s32 isInitialCall); ApiStatus ModifyActorDecoration(Evt* script, s32 isInitialCall); ApiStatus UseIdleAnimation(Evt* script, s32 isInitialCall); ApiStatus GetStatusFlags(Evt* script, s32 isInitialCall); ApiStatus RemovePlayerBuffs(Evt* script, s32 isInitialCall); ApiStatus SetPartAlpha(Evt* script, s32 isInitialCall); ApiStatus CreatePartShadow(Evt* script, s32 isInitialCall); ApiStatus RemovePartShadow(Evt* script, s32 isInitialCall); ApiStatus SetEndBattleFadeOutRate(Evt* script, s32 isInitialCall); ApiStatus SetBattleVar(Evt* script, s32 isInitialCall); ApiStatus GetBattleVar(Evt* script, s32 isInitialCall); ApiStatus ResetAllActorSounds(Evt* script, s32 isInitialCall); ApiStatus SetActorSounds(Evt* script, s32 isInitialCall); ApiStatus ResetActorSounds(Evt* script, s32 isInitialCall); ApiStatus SetPartSounds(Evt* script, s32 isInitialCall); ApiStatus SetActorType(Evt* script, s32 isInitialCall); ApiStatus ShowShockEffect(Evt* script, s32 isInitialCall); ApiStatus GetActorAttackBoost(Evt* script, s32 isInitialCall); ApiStatus GetActorDefenseBoost(Evt* script, s32 isInitialCall); ApiStatus BoostAttack(Evt* script, s32 isInitialCall); ApiStatus BoostDefense(Evt* script, s32 isInitialCall); ApiStatus VanishActor(Evt* script, s32 isInitialCall); ApiStatus ElectrifyActor(Evt* script, s32 isInitialCall); ApiStatus HealActor(Evt* script, s32 isInitialCall); ApiStatus WaitForBuffDone(Evt* script, s32 isInitialCall); ApiStatus CopyBuffs(Evt* script, s32 isInitialCall); ApiStatus GetMenuSelection(Evt* script, s32 isInitialCall); ApiStatus PlayerFallToGoal(Evt* script, s32 isInitialCall); ApiStatus PlayerLandJump(Evt* script, s32 isInitialCall); ApiStatus PlayerRunToGoal(Evt* script, s32 isInitialCall); ApiStatus CancelablePlayerRunToGoal(Evt* script, s32 isInitialCall); ApiStatus GetPlayerHP(Evt* script, s32 isInitialCall); ApiStatus PlayerDamageEnemy(Evt* script, s32 isInitialCall); ApiStatus PlayerPowerBounceEnemy(Evt* script, s32 isInitialCall); ApiStatus PlayerTestEnemy(Evt* script, s32 isInitialCall); ApiStatus DispatchDamagePlayerEvent(Evt* script, s32 isInitialCall); ApiStatus EnablePlayerBlur(Evt* script, s32 isInitialCall); ApiStatus func_80274A18(Evt* script, s32 isInitialCall); ApiStatus func_802752AC(Evt* script, s32 isInitialCall); ApiStatus func_80275F00(Evt* script, s32 isInitialCall); ApiStatus DidActionSucceed(Evt* script, s32 isInitialCall); ApiStatus BindTakeTurn(Evt* script, s32 isInitialCall); ApiStatus PauseTakeTurn(Evt* script, s32 isInitialCall); ApiStatus ResumeTakeTurn(Evt* script, s32 isInitialCall); ApiStatus BindIdle(Evt* script, s32 isInitialCall); ApiStatus EnableIdleScript(Evt* script, s32 isInitialCall); ApiStatus BindHandleEvent(Evt* script, s32 isInitialCall); ApiStatus BindNextTurn(Evt* script, s32 isInitialCall); ApiStatus JumpToGoal(Evt* script, s32 isInitialCall); ApiStatus IdleJumpToGoal(Evt* script, s32 isInitialCall); ApiStatus JumpWithBounce(Evt* script, s32 isInitialCall); ApiStatus LandJump(Evt* script, s32 isInitialCall); ApiStatus FallToGoal(Evt* script, s32 isInitialCall); ApiStatus RunToGoal(Evt* script, s32 isInitialCall); ApiStatus IdleRunToGoal(Evt* script, s32 isInitialCall); ApiStatus JumpPartTo(Evt* script, s32 isInitialCall); ApiStatus FallPartTo(Evt* script, s32 isInitialCall); ApiStatus LandJumpPart(Evt* script, s32 isInitialCall); ApiStatus RunPartTo(Evt* script, s32 isInitialCall); ApiStatus FlyToGoal(Evt* script, s32 isInitialCall); ApiStatus IdleFlyToGoal(Evt* script, s32 isInitialCall); ApiStatus FlyPartTo(Evt* script, s32 isInitialCall); ApiStatus GetLastEvent(Evt* script, s32 isInitialCall); ApiStatus SetTargetActor(Evt* script, s32 isInitialCall); ApiStatus SetEnemyHP(Evt* script, s32 isInitialCall); ApiStatus GetActorHP(Evt* script, s32 isInitialCall); ApiStatus GetEnemyMaxHP(Evt* script, s32 isInitialCall); ApiStatus RemoveActor(Evt* script, s32 isInitialCall); ApiStatus DropStarPoints(Evt* script, s32 isInitialCall); ApiStatus SetDefenseTable(Evt* script, s32 isInitialCall); ApiStatus SetStatusTable(Evt* script, s32 isInitialCall); ApiStatus SetIdleAnimations(Evt* script, s32 isInitialCall); ApiStatus EnemyDamageTarget(Evt* script, s32 isInitialCall); ApiStatus EnemyFollowupAfflictTarget(Evt* script, s32 isInitialCall); ApiStatus EnemyTestTarget(Evt* script, s32 isInitialCall); ApiStatus DispatchDamageEvent(Evt* script, s32 isInitialCall); ApiStatus DispatchEvent(Evt* script, s32 isInitialCall); ApiStatus ShowHealthBar(Evt* script, s32 isInitialCall); ApiStatus SetTargetOffset(Evt* script, s32 isInitialCall); ApiStatus SetProjectileTargetOffset(Evt* script, s32 isInitialCall); ApiStatus EnableActorBlur(Evt* script, s32 isInitialCall); ApiStatus AfflictActor(Evt* script, s32 isInitialCall); ApiStatus GetInstigatorValue(Evt* script, s32 isInitialCall); ApiStatus GetEncounterState(Evt* script, s32 isInitialCall); ApiStatus YieldTurn(Evt* script, s32 isInitialCall); ApiStatus SetActorSize(Evt* script, s32 isInitialCall); ApiStatus GetActorSize(Evt* script, s32 isInitialCall); ApiStatus SetPartSize(Evt* script, s32 isInitialCall); ApiStatus GetOriginalActorType(Evt* script, s32 isInitialCall); ApiStatus GetCurrentActorType(Evt* script, s32 isInitialCall); ApiStatus GetLastDamage(Evt* script, s32 isInitialCall); ApiStatus EnableActorGlow(Evt* script, s32 isInitialCall); ApiStatus WasStatusInflicted(Evt* script, s32 isInitialCall); ApiStatus CopyStatusEffects(Evt* script, s32 isInitialCall); ApiStatus ClearStatusEffects(Evt* script, s32 isInitialCall); ApiStatus MakeOwnerTargetIndex(Evt* script, s32 isInitialCall); ApiStatus GetActorLevel(Evt* script, s32 isInitialCall); ApiStatus PartnerDamageEnemy(Evt* script, s32 isInitialCall); ApiStatus PartnerAfflictEnemy(Evt* script, s32 isInitialCall); ApiStatus PartnerPowerBounceEnemy(Evt* script, s32 isInitialCall); ApiStatus PartnerTestEnemy(Evt* script, s32 isInitialCall); ApiStatus DeletePartner(Evt* script, s32 isInitialCall); ApiStatus GetDamageIntensity(Evt* script, s32 isInitialCall); ApiStatus AddEffectOffset(Evt* script, s32 isInitialCall); ApiStatus LoadStarPowerScript(Evt* script, s32 isInitialCall); ApiStatus CamPresetUpdate_B(Evt* script, s32 isInitialCall); ApiStatus CamPresetUpdate_F(Evt* script, s32 isInitialCall); ApiStatus CamPresetUpdate_M(Evt* script, s32 isInitialCall); ApiStatus CamPresetUpdate_G(Evt* script, s32 isInitialCall); ApiStatus CamPresetUpdate_I(Evt* script, s32 isInitialCall); ApiStatus CamPresetUpdate_H(Evt* script, s32 isInitialCall); ApiStatus CamPresetUpdate_N(Evt* script, s32 isInitialCall); ApiStatus BattleCamImpl_Default(Evt* script, s32 isInitialCall); ApiStatus CamPresetUpdate_D(Evt* script, s32 isInitialCall); ApiStatus CamPresetUpdate_E(Evt* script, s32 isInitialCall); ApiStatus CamPresetUpdate_J(Evt* script, s32 isInitialCall); ApiStatus CamPresetUpdate_K(Evt* script, s32 isInitialCall); ApiStatus CamPresetUpdate_L(Evt* script, s32 isInitialCall); ApiStatus SetBattleCamPos(Evt* script, s32 isInitialCall); ApiStatus SetBattleCamParam(Evt* script, s32 isInitialCall); ApiStatus func_8026DF88(Evt* script, s32 isInitialCall); ApiStatus InitAnimatedModels(Evt* script, s32 isInitialCall); ApiStatus func_8024CE9C(Evt* script, s32 isInitialCall); ApiStatus func_802CAE50(Evt* script, s32 isInitialCall); ApiStatus func_802807D0(Evt* script, s32 isInitialCall); ApiStatus PartnerYieldTurn(Evt* script, s32 isInitialCall); ///< YieldTurn copy ApiStatus func_8024ECF8(Evt* script, s32 isInitialCall); ApiStatus UseBattleCamPresetImmediately(Evt* script, s32 isInitialCall); ApiStatus UseBattleCamPresetWait(Evt* script, s32 isInitialCall); ApiStatus HideHealthBar(Evt* script, s32 isInitialCall); ApiStatus GetActionCommandResult(Evt* script, s32 isInitialCall); ApiStatus CreateNpc(Evt* script, s32 isInitialCall); ApiStatus EnableBattleStatusBar(Evt* script, s32 isInitialCall); ApiStatus PlayerYieldTurn(Evt* script, s32 isInitialCall); ApiStatus ShowStartRecoveryShimmer(Evt* script, s32 isInitialCall); ApiStatus ShowRecoveryShimmer(Evt* script, s32 isInitialCall); ApiStatus func_80273444(Evt* script, s32 isInitialCall); ApiStatus WaitForState(Evt* script, s32 isInitialCall); ApiStatus SetBattleMenuDisableFlags(Evt* script, s32 isInitialCall); ApiStatus SetBattleState(Evt* script, s32 isInitialCall); ApiStatus func_8027D434(Evt* script, s32 isInitialCall); ApiStatus func_8026F1A0(Evt* script, s32 isInitialCall); ApiStatus PlayLoopingSoundAtActor(Evt* script, s32 isInitialCall); ApiStatus StopLoopingSoundAtActor(Evt* script, s32 isInitialCall); ApiStatus func_8026ED20(Evt* script, s32 isInitialCall); ApiStatus SetActorPaletteSwapParams(Evt* script, s32 isInitialCall); ApiStatus BattleCamTargetActorPart(Evt* script, s32 isInitialCall); ApiStatus func_802537C0(Evt* script, s32 isInitialCall); ApiStatus CancelEnemyTurn(Evt* script, s32 isInitialCall); ApiStatus GetAnimatedNodeRotation(Evt* script, s32 isInitialCall); ApiStatus GetAnimatedNodePosition(Evt* script, s32 isInitialCall); ApiStatus DispatchEventPlayer(Evt* script, s32 isInitialCall); extern EvtScript EVS_Mario_HandlePhase; extern EvtScript EVS_Peach_HandlePhase; extern EvtScript EVS_ExecuteMarioAction; extern EvtScript EVS_ExecutePeachAction; extern EvtScript EVS_Player_HandleEvent; extern EvtScript BtlPutPartnerAway; extern EvtScript BtlBringPartnerOut; extern EvtScript EVS_MarioEnterStage; extern EvtScript EVS_PeachEnterStage; extern EvtScript EVS_PlayerFirstStrike; extern EvtScript EVS_StartDefend; extern EvtScript EVS_RunAwayStart; extern EvtScript EVS_RunAwayFail; extern EvtScript EVS_PlayerDies; extern EvtScript EVS_PlayEatFX; extern EvtScript EVS_PlayDrinkFX; extern EvtScript EVS_UseLifeShroom; extern EvtScript EVS_MerleeRunOut; extern EvtScript EVS_MerleeAttackBonus; extern EvtScript EVS_MerleeDefenseBonus; extern EvtScript EVS_MerleeExpBonus; extern EvtScript EVS_PlayerHappy; extern EvtScript EVS_ApplyDizzyAttack; extern EvtScript EVS_PlayerRegainAbility; extern EvtScript EVS_UseMystery; extern EvtScript EVS_PlaySleepHitFX; extern EvtScript EVS_PlayDizzyHitFX; extern EvtScript EVS_PlayParalyzeHitFX; extern EvtScript EVS_PlayPoisonHitFX; extern EvtScript EVS_PlayStopHitFX; extern EvtScript EVS_PlayFreezeHitFX; extern EvtScript EVS_PlayShrinkHitFX; extern EvtScript EVS_ForceNextTarget; extern EvtScript EVS_Enemy_Hit; extern EvtScript EVS_Partner_RunAway; extern EvtScript EVS_Partner_SpikeContact; extern EvtScript EVS_Partner_BombetteSpikeContact; extern EvtScript EVS_Partner_BurnContact; extern EvtScript EVS_Partner_Recover; extern EvtScript EVS_Partner_ShockHit; extern EvtScript EVS_Partner_BurnHit; extern EvtScript EVS_Partner_Hit; extern EvtScript EVS_Partner_Drop; extern EvtScript EVS_Partner_NoDamageHit; extern EvtScript EVS_Partner_LakilesterHit; extern EvtScript EVS_Enemy_HopToPos; extern EvtScript EVS_Enemy_BurnHit; extern EvtScript EVS_Enemy_ShockHit; extern EvtScript EVS_Enemy_ShockHit_Impl; extern EvtScript EVS_Partner_Celebrate; extern EvtScript EVS_Enemy_NoDamageHit; extern EvtScript EVS_Enemy_Death; extern EvtScript EVS_Enemy_DeathWithoutRemove; extern EvtScript EVS_Enemy_ScareAway; extern EvtScript EVS_Enemy_SpinSmashHit; extern EvtScript EVS_Enemy_FlipBackUp; extern EvtScript EVS_Enemy_JumpBack; extern EvtScript EVS_Enemy_ReturnHome; extern EvtScript EVS_Enemy_Recover; extern EvtScript EVS_Enemy_HopHome; extern EvtScript EVS_Enemy_AirLift; extern EvtScript EVS_Enemy_BlowAway; extern EvtScript Rumble_1; extern EvtScript Rumble_2; extern EvtScript Rumble_3; extern EvtScript Rumble_4; extern EvtScript Rumble_5; extern EvtScript Rumble_6; extern EvtScript Rumble_7; extern EvtScript Rumble_Unused_1; extern EvtScript Rumble_Unused_2; extern EvtScript Rumble_Unused_3; extern EvtScript Rumble_Unused_4; extern EvtScript CamPreset_A; extern EvtScript CamPreset_B; extern EvtScript EVS_BattleCam_Default; extern EvtScript CamPreset_D; extern EvtScript CamPreset_E; extern EvtScript CamPreset_F; extern EvtScript CamPreset_G; extern EvtScript CamPreset_H; extern EvtScript CamPreset_I; extern EvtScript CamPreset_J; extern EvtScript CamPreset_K; extern EvtScript CamPreset_L; extern EvtScript CamPreset_M; extern EvtScript CamPreset_N; #endif