Paper Mario DX
Paper Mario (N64) modding
 
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bony_beetle.inc.c
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1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/BonyBeetle.h"
4#include "effects.h"
5
6#define NAMESPACE A(bony_beetle)
7
8extern EvtScript N(EVS_Init);
9extern EvtScript N(EVS_Idle);
10extern EvtScript N(EVS_TakeTurn);
11extern EvtScript N(EVS_HandleEvent);
21
22enum N(ActorPartIDs) {
23 PRT_MAIN = 1,
24};
25
26enum N(ActorVars) {
29 AVAR_State = 8,
35};
36
37enum N(ActorParams) {
40};
41
42s32 N(DefaultAnims)[] = {
53};
54
55s32 N(SpikyAnims)[] = {
66};
67
68s32 N(ToppledAnims)[] = {
79};
80
81s32 N(ToppledSpikyAnims)[] = {
92};
93
94s32 N(DefenseTable)[] = {
97};
98
99s32 N(ToppledDefenseTable)[] = {
102};
103
104s32 N(StatusTable)[] = {
115 STATUS_KEY_STOP, 85,
127};
128
129ActorPartBlueprint N(ActorParts)[] = {
130 {
132 .index = PRT_MAIN,
133 .posOffset = { 0, 0, 0 },
134 .targetOffset = { -3, 21 },
135 .opacity = 255,
136 .idleAnimations = N(SpikyAnims),
137 .defenseTable = N(DefenseTable),
139 .elementImmunityFlags = 0,
140 .projectileTargetOffset = { 0, -8 },
141 },
142};
143
144ActorBlueprint NAMESPACE = {
145 .flags = 0,
148 .maxHP = 8,
149 .partCount = ARRAY_COUNT(N(ActorParts)),
150 .partsData = N(ActorParts),
151 .initScript = &N(EVS_Init),
152 .statusTable = N(StatusTable),
153 .escapeChance = 50,
154 .airLiftChance = 70,
155 .hurricaneChance = 60,
156 .spookChance = 60,
157 .upAndAwayChance = 95,
158 .spinSmashReq = 0,
159 .powerBounceChance = 90,
160 .coinReward = 1,
161 .size = { 27, 27 },
162 .healthBarOffset = { 0, 0 },
163 .statusIconOffset = { -10, 20 },
164 .statusTextOffset = { 10, 20 },
165};
166
167EvtScript N(EVS_Init) = {
170 IfEq(LVar0, 1)
171 IfEq(LVar1, 1)
176 Else
178 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(DefaultAnims)))
181 EndIf
182 Else
183 Call(RandInt, 1000, LVar0)
184 IfLt(LVar0, 500)
186 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(DefaultAnims)))
189 Else
194 EndIf
195 EndIf
196EndIf
198Call(SetTargetOffset, ACTOR_SELF, PRT_MAIN, -3, 21)
200Call(BindIdle, ACTOR_SELF, Ref(N(EVS_Idle)))
201Call(BindHandleEvent, ACTOR_SELF, Ref(N(EVS_HandleEvent)))
202Call(BindTakeTurn, ACTOR_SELF, Ref(N(EVS_TakeTurn)))
205Return
206End
207};
208
209EvtScript N(EVS_Idle) = {
210 Return
211 End
212};
213
214EvtScript N(EVS_HandleEvent) = {
229 IfEq(LVar0, 1)
231 IfEq(LVar0, TRUE)
234 EndIf
235 EndIf
238 Return
239 End
240};
241
244 IfLe(LVar0, 0)
245 Return
246 EndIf
249 Return
250 EndIf
251 Label(0)
254 Wait(1)
255 Goto(0)
256 EndIf
264 Wait(25)
271 Wait(25)
272 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(DefaultAnims)))
276 Return
277 End
278};
279
280EvtScript N(EVS_TakeTurn) = {
292 Return
293 End
294};
295
296s32 N(FlipPosOffsets)[] = { 7, 13, 17, 21, 23, 24, 23, 21, 17, 13, 7, 0, 4, 6, 7, 6, 4, 0, 2, 0 };
297
303 SetConst(LVar0, PRT_MAIN)
309 SetConst(LVar0, PRT_MAIN)
315 SetConst(LVar0, PRT_MAIN)
319 SetConst(LVar0, PRT_MAIN)
322 Return
324 SetConst(LVar0, PRT_MAIN)
329 SetConst(LVar0, PRT_MAIN)
332 SetConst(LVar0, PRT_MAIN)
335 Return
338 Call(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, 0, -8)
339 Call(SetTargetOffset, ACTOR_SELF, PRT_MAIN, -3, 21)
347 Loop(20)
350 Wait(1)
351 EndLoop
352 Wait(20)
354 SetConst(LVar0, PRT_MAIN)
357 SetConst(LVar0, PRT_MAIN)
360 SetConst(LVar0, PRT_MAIN)
366 SetConst(LVar0, PRT_MAIN)
369 Wait(20)
373 Wait(10)
374 EndIf
377 SetConst(LVar0, PRT_MAIN)
380 SetConst(LVar0, PRT_MAIN)
383 Return
385 SetConst(LVar0, PRT_MAIN)
388 Wait(10)
389 SetConst(LVar0, PRT_MAIN)
392 Return
394 SetConst(LVar0, PRT_MAIN)
398 SetConst(LVar0, PRT_MAIN)
402 Return
404 SetConst(LVar0, PRT_MAIN)
408 SetConst(LVar0, PRT_MAIN)
411 Return
414 Return
415 End
416};
417
428 Goto(100)
429 EndIf
434 Wait(10)
435 Thread
437 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
438 Wait(10)
439 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
440 Wait(5)
441 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
445 Wait(15)
446 Label(100)
453 Set(LVarA, LVar0)
456 Sub(LVar0, 40)
462 EndIf
463 Wait(20)
465 Wait(15)
479 Return
486 Wait(2)
493 Add(LVar0, 40)
494 Set(LVar1, 0)
498 Add(LVar0, 30)
501 Add(LVar0, 20)
504 Wait(15)
506 Wait(5)
508 SetConst(LVar0, PRT_MAIN)
516 Return
517 End
518};
519
525 SetConst(LVar0, PRT_MAIN)
531 SetConst(LVar0, PRT_MAIN)
537 SetConst(LVar0, PRT_MAIN)
541 SetConst(LVar0, PRT_MAIN)
544 Return
546 SetConst(LVar0, PRT_MAIN)
551 SetConst(LVar0, PRT_MAIN)
554 SetConst(LVar0, PRT_MAIN)
557 Return
560 Call(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, 0, -8)
561 Call(SetTargetOffset, ACTOR_SELF, PRT_MAIN, -3, 21)
569 Loop(20)
572 Wait(1)
573 EndLoop
574 Wait(20)
578 SetConst(LVar0, PRT_MAIN)
581 SetConst(LVar0, PRT_MAIN)
584 SetConst(LVar0, PRT_MAIN)
589 SetConst(LVar0, PRT_MAIN)
592 Wait(20)
596 EndIf
597 Wait(10)
600 Wait(10)
605 Add(LVar0, -3)
606 Add(LVar1, 10)
607 Set(LFlag0, TRUE)
608 EndIf
610 Add(LVar0, 0)
611 Add(LVar1, 26)
612 Set(LFlag0, TRUE)
613 EndIf
615 Add(LVar0, -8)
616 Add(LVar1, 26)
617 EndIf
619 Wait(20)
623 SetConst(LVar0, PRT_MAIN)
626 SetConst(LVar0, PRT_MAIN)
629 Return
631 SetConst(LVar0, PRT_MAIN)
634 Wait(10)
635 SetConst(LVar0, PRT_MAIN)
638 Return
640 SetConst(LVar0, PRT_MAIN)
644 SetConst(LVar0, PRT_MAIN)
648 Return
651 Return
652 End
653};
654
665 Wait(10)
666 Goto(100)
667 EndIf
672 Wait(10)
673 Thread
675 PlayEffect(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
676 Wait(10)
677 PlayEffect(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 32, 6, 0, 10, 0)
678 Wait(5)
679 PlayEffect(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 32, 8, 0, 10, 0)
680 Wait(5)
681 PlayEffect(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 32, 10, 0, 10, 0)
682 Wait(5)
683 PlayEffect(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 32, 12, 0, 10, 0)
687 Wait(15)
688 Label(100)
689 Thread
690 Loop(20)
693 Wait(1)
694 EndLoop
702 Set(LVarA, LVar0)
704 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
708 Thread
710 Set(LVar0, 0)
711 Loop(10)
712 Add(LVar0, 18)
714 Wait(1)
715 EndLoop
720 Sub(LVar0, 20)
721 Set(LVar1, 0)
726 EndIf
727 Thread
729 Set(LVar0, 180)
730 Loop(15)
731 Add(LVar0, 12)
733 Wait(1)
734 EndLoop
738 Sub(LVar0, 50)
739 Set(LVar1, 0)
742 Thread
744 Set(LVar0, 0)
745 Loop(10)
746 Add(LVar0, 18)
748 Wait(1)
749 EndLoop
751 Sub(LVar0, 40)
754 Thread
756 Set(LVar0, 180)
757 Loop(5)
758 Add(LVar0, 18)
760 Wait(1)
761 EndLoop
763 Sub(LVar0, 30)
766 Wait(5)
774 SetConst(LVar0, PRT_MAIN)
781 Return
785 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
788 Thread
790 Set(LVar0, 0)
791 Loop(10)
792 Add(LVar0, 18)
794 Wait(1)
795 EndLoop
801 Wait(2)
807 Thread
809 Set(LVar0, 180)
810 Loop(15)
811 Add(LVar0, 12)
813 Wait(1)
814 EndLoop
818 Sub(LVar0, 50)
819 Set(LVar1, 0)
822 Thread
824 Set(LVar0, 0)
825 Loop(10)
826 Add(LVar0, 18)
828 Wait(1)
829 EndLoop
831 Sub(LVar0, 40)
834 Thread
836 Set(LVar0, 180)
837 Loop(5)
838 Add(LVar0, 18)
840 Wait(1)
841 EndLoop
843 Sub(LVar0, 30)
846 Wait(5)
850 Wait(5)
853 SetConst(LVar0, PRT_MAIN)
861 Return
862 End
863};
864
865#include "common/battle/SetAbsoluteStatusOffsets.inc.c"
866
867// unused
875 Call(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, 0, -8)
876 Call(SetTargetOffset, ACTOR_SELF, PRT_MAIN, -3, 21)
877 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
881 Sub(LVar1, 24)
883 Set(LVar1, 0)
896 Return
897 End
898};
899
905 SetConst(LVar0, PRT_MAIN)
910 SetConst(LVar0, PRT_MAIN)
915 SetConst(LVar0, PRT_MAIN)
919 SetConst(LVar0, PRT_MAIN)
922 Return
924 SetConst(LVar0, PRT_MAIN)
928 SetConst(LVar0, PRT_MAIN)
931 SetConst(LVar0, PRT_MAIN)
934 Return
937 Call(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, 0, -8)
938 Call(SetTargetOffset, ACTOR_SELF, PRT_MAIN, -3, 21)
939 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
946 Loop(20)
949 Wait(1)
950 EndLoop
951 Wait(20)
956 SetConst(LVar0, PRT_MAIN)
961 SetConst(LVar0, PRT_MAIN)
964 SetConst(LVar0, PRT_MAIN)
967 Return
969 SetConst(LVar0, PRT_MAIN)
972 Wait(10)
973 SetConst(LVar0, PRT_MAIN)
976 Return
978 SetConst(LVar0, PRT_MAIN)
982 SetConst(LVar0, PRT_MAIN)
986 SetConst(LVar0, PRT_MAIN)
990 Return
991 End
992};
993
999 Sub(LVar0, 1)
1000 IfGt(LVar0, 0)
1004 Wait(20)
1007 Else
1014 Wait(20)
1018 Wait(20)
1021 Call(SetDefenseTable, ACTOR_SELF, PRT_MAIN, Ref(N(DefenseTable)))
1022 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(DefaultAnims)))
1024 EndIf
1028 Return
1029 End
1030};
1031
1034 Switch(LVar0)
1037 SetConst(LVar0, PRT_MAIN)
1042 SetConst(LVar0, PRT_MAIN)
1047 SetConst(LVar0, PRT_MAIN)
1051 SetConst(LVar0, PRT_MAIN)
1054 Return
1056 SetConst(LVar0, PRT_MAIN)
1060 SetConst(LVar0, PRT_MAIN)
1063 SetConst(LVar0, PRT_MAIN)
1066 Return
1069 Call(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, 0, -8)
1070 Call(SetTargetOffset, ACTOR_SELF, PRT_MAIN, -3, 21)
1071 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
1078 Loop(20)
1081 Wait(1)
1082 EndLoop
1083 Wait(20)
1088 SetConst(LVar0, PRT_MAIN)
1093 SetConst(LVar0, PRT_MAIN)
1096 SetConst(LVar0, PRT_MAIN)
1099 Return
1101 SetConst(LVar0, PRT_MAIN)
1104 Wait(10)
1105 SetConst(LVar0, PRT_MAIN)
1108 Return
1110 SetConst(LVar0, PRT_MAIN)
1114 SetConst(LVar0, PRT_MAIN)
1118 SetConst(LVar0, PRT_MAIN)
1121 Return
1122 EndSwitch
1123 Return
1124 End
1125};
1126
1132 Sub(LVar0, 1)
1133 IfGt(LVar0, 0)
1137 Wait(20)
1140 Else
1147 Wait(20)
1151 Wait(20)
1154 Call(SetDefenseTable, ACTOR_SELF, PRT_MAIN, Ref(N(DefenseTable)))
1158 EndIf
1162 Return
1163 End
1164};
1165
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ ACTOR_SOUND_WALK
Definition enums.h:2034
@ ACTOR_SOUND_JUMP
Definition enums.h:2036
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ BS_FLAGS1_EXECUTING_MOVE
Definition enums.h:3577
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAG_FLIPABLE
Actor can be flipped; triggered by jump and quake attacks.
Definition enums.h:3380
@ ACTOR_EVENT_FLAG_SPIKY_TOP
Player takes spike damage from jump attacks.
Definition enums.h:3373
@ ACTOR_DECORATION_SWEAT
Definition enums.h:2045
@ PHASE_FIRST_STRIKE
Definition enums.h:2059
@ STATUS_KEY_PARALYZE
Definition enums.h:2201
@ STATUS_TURN_MOD_DEFAULT
Definition enums.h:2227
@ STATUS_TURN_MOD_PARALYZE
Definition enums.h:2234
@ STATUS_KEY_FROZEN
Definition enums.h:2203
@ STATUS_TURN_MOD_SLEEP
Definition enums.h:2228
@ STATUS_TURN_MOD_DIZZY
Definition enums.h:2232
@ STATUS_KEY_STATIC
Definition enums.h:2207
@ STATUS_END
Definition enums.h:2196
@ STATUS_TURN_MOD_POISON
Definition enums.h:2233
@ STATUS_KEY_FEAR
Definition enums.h:2199
@ STATUS_TURN_MOD_STOP
Definition enums.h:2237
@ STATUS_KEY_SLEEP
Definition enums.h:2202
@ STATUS_KEY_STONE
Definition enums.h:2208
@ STATUS_KEY_STOP
Definition enums.h:2204
@ STATUS_TURN_MOD_FROZEN
Definition enums.h:2230
@ STATUS_KEY_SHRINK
Definition enums.h:2206
@ STATUS_KEY_DIZZY
Definition enums.h:2200
@ STATUS_KEY_POISON
Definition enums.h:2205
@ STATUS_TURN_MOD_STATIC
Definition enums.h:2229
@ STATUS_TURN_MOD_FEAR
Definition enums.h:2231
@ STATUS_KEY_NORMAL
Definition enums.h:2197
@ STATUS_TURN_MOD_SHRINK
Definition enums.h:2235
@ STATUS_KEY_DEFAULT
Definition enums.h:2198
@ HIT_RESULT_NO_DAMAGE
Definition enums.h:1952
@ HIT_RESULT_HIT
Definition enums.h:1950
@ HIT_RESULT_LUCKY
Definition enums.h:1955
@ HIT_RESULT_MISS
Definition enums.h:1956
@ BTL_CAM_DEFAULT
Definition enums.h:4823
@ BTL_CAM_INTERRUPT
Definition enums.h:4822
@ BTL_CAM_ACTOR_FAR
Definition enums.h:4836
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4884
@ SUPPRESS_EVENT_ALL
Definition enums.h:2907
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ STATUS_FLAG_DIZZY
Definition enums.h:2818
@ SOUND_BONY_BEETLE_EXTEND_SPIKES
Definition enums.h:1492
@ SOUND_NONE
Definition enums.h:547
@ SOUND_SHELL_SPIN
Definition enums.h:1342
@ SOUND_BONY_BEETLE_RETRACT_SPIKES
Definition enums.h:1493
@ SOUND_FALL_QUICK
Definition enums.h:1090
@ SOUND_SHELL_TOSS
Definition enums.h:1497
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
Definition enums.h:3331
@ ACTOR_FLAG_FLIPPED
Actor has been flipped over.
Definition enums.h:3330
@ BTL_CAM_YADJ_TARGET
Definition enums.h:4904
@ EVENT_HIT
Definition enums.h:2132
@ EVENT_SCARE_AWAY
Definition enums.h:2174
@ EVENT_BURN_HIT
Definition enums.h:2136
@ EVENT_IMMUNE
Definition enums.h:2146
@ EVENT_BURN_DEATH
Definition enums.h:2157
@ EVENT_ZERO_DAMAGE
Definition enums.h:2144
@ EVENT_SHOCK_DEATH
Definition enums.h:2159
@ EVENT_SPIN_SMASH_HIT
Definition enums.h:2133
@ EVENT_SPIN_SMASH_DEATH
Definition enums.h:2154
@ EVENT_HIT_COMBO
Definition enums.h:2131
@ EVENT_SPIKE_TAUNT
Definition enums.h:2148
@ EVENT_AIR_LIFT_FAILED
Definition enums.h:2152
@ EVENT_BEGIN_AIR_LIFT
Definition enums.h:2175
@ EVENT_DEATH
Definition enums.h:2153
@ EVENT_FLIP_TRIGGER
Definition enums.h:2135
@ EVENT_SHOCK_HIT
Definition enums.h:2165
@ EVENT_RECOVER_STATUS
Definition enums.h:2167
@ EVENT_BLOW_AWAY
Definition enums.h:2143
@ ACTOR_PART_FLAG_PRIMARY_TARGET
Definition enums.h:3362
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
EvtScript EVS_Enemy_ReturnHome
EvtScript EVS_Enemy_Knockback
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Hit
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_ShockHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
ApiStatus RandInt(Evt *script, b32 isInitialCall)
#define Else
Marks the end of an if statement and the start of the else block.
Definition macros.h:295
#define Switch(LVAR)
Marks the start of a switch statement.
Definition macros.h:311
#define Ref(sym)
Address/pointer constant.
Definition macros.h:60
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
Definition macros.h:319
#define Sub(VAR, INT_VALUE)
Definition macros.h:377
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define UseBuf(INT_PTR)
Loads a s32 pointer for use with subsequent EVT_BUF_READ commands.
Definition macros.h:389
#define Add(VAR, INT_VALUE)
Definition macros.h:376
#define EndLoop
Marks the end of a loop.
Definition macros.h:248
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
Definition macros.h:352
#define Goto(LABEL_ID)
Moves execution to the given label.
Definition macros.h:232
#define ARRAY_COUNT(arr)
Definition macros.h:40
#define BufRead1(VAR)
Consumes the next s32 from the buffer and stores it in the given variable.
Definition macros.h:392
#define IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
Definition macros.h:278
#define IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
Definition macros.h:275
#define Float(DOUBLE)
Definition macros.h:51
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
Definition macros.h:227
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
Definition macros.h:341
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:298
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
Definition macros.h:337
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define IfLe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR > RVAR.
Definition macros.h:281
#define Thread
Marks the start of a thread block.
Definition macros.h:544
#define EndThread
Marks the end of a thread block.
Definition macros.h:547
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
Definition macros.h:288
#define LVar2
Definition macros.h:150
#define LVar1
Definition macros.h:149
#define LFlag0
Definition macros.h:167
#define LVarA
Definition macros.h:158
#define IfNotFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is unset on LVAR,...
Definition macros.h:292
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define PlayEffect(args...)
Definition macros.h:807
#define EndSwitch
Marks the end of a switch statement and any case.
Definition macros.h:362
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:269
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:245
#define LVar3
Definition macros.h:151
#define LVar0
Definition macros.h:148
#define SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
Definition macros.h:370
#define Return
Kills the current EVT thread.
Definition macros.h:217