Paper Mario DX
Paper Mario (N64) modding
 
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dark_paratroopa.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/ParaTroopa.h"
4#include "sprite/npc/KoopaTroopa.h"
5#include "effects.h"
6
7#define NAMESPACE A(dark_paratroopa)
8
14
20extern EvtScript N(EVS_FallDown);
21
22extern s32 N(KoopaAnims)[];
23extern s32 N(FlyingAnims)[];
24extern s32 N(WingAnims)[];
25
26enum N(ActorPartIDs) {
27 PRT_MAIN = 1,
28 PRT_FLYING = 2,
29 PRT_WINGS = 3,
30};
31
32enum N(ActorVars) {
35 AVAR_State = 8,
41};
42
43enum N(ActorParams) {
44 DMG_SKY_DIVE = 3,
46};
47
48#define SWEAT_DECOR_IDX 0
49#define WHIRLWIND_DECOR_IDX 1
50
51s32 N(UprightDefenseTable)[] = {
54 ELEMENT_JUMP, 2,
58};
59
60s32 N(defenseTable2)[] = {
63};
64
65s32 N(ToppledDefenseTable)[] = {
68};
69
70s32 N(StatusTable)[] = {
93};
94
95s32 N(FlyingStatusTable)[] = {
106 STATUS_KEY_STOP, 90,
118};
119
121 {
123 .index = PRT_MAIN,
124 .posOffset = { 0, 0, 0 },
125 .targetOffset = { -2, 36 },
126 .opacity = 255,
127 .idleAnimations = N(KoopaAnims),
128 .defenseTable = N(UprightDefenseTable),
129 .eventFlags = ACTOR_EVENT_FLAG_FLIPABLE,
130 .elementImmunityFlags = 0,
131 .projectileTargetOffset = { 0, -7 },
132 },
133 {
135 .index = PRT_FLYING,
136 .posOffset = { 0, 0, 0 },
137 .targetOffset = { -4, 36 },
138 .opacity = 255,
139 .idleAnimations = N(FlyingAnims),
140 .defenseTable = N(defenseTable2),
141 .eventFlags = ACTOR_EVENT_FLAG_GROUNDABLE,
142 .elementImmunityFlags = 0,
143 .projectileTargetOffset = { 2, -14 },
144 },
145 {
147 .index = PRT_WINGS,
148 .posOffset = { 0, 0, 0 },
149 .targetOffset = { 0, 32 },
150 .opacity = 255,
151 .idleAnimations = N(WingAnims),
152 .defenseTable = N(UprightDefenseTable),
153 .eventFlags = 0,
154 .elementImmunityFlags = 0,
155 .projectileTargetOffset = { 0, -10 },
156 },
157};
158
159ActorBlueprint NAMESPACE = {
160 .flags = ACTOR_FLAG_FLYING,
163 .maxHP = 8,
164 .partCount = ARRAY_COUNT(N(ActorParts)),
165 .partsData = N(ActorParts),
166 .initScript = &N(EVS_Init_Flying),
167 .statusTable = N(FlyingStatusTable),
168 .escapeChance = 50,
169 .airLiftChance = 90,
170 .hurricaneChance = 80,
171 .spookChance = 70,
172 .upAndAwayChance = 95,
173 .spinSmashReq = 0,
174 .powerBounceChance = 85,
175 .coinReward = 2,
176 .size = { 50, 38 },
177 .healthBarOffset = { 0, 0 },
178 .statusIconOffset = { -10, 29 },
179 .statusTextOffset = { 8, 30 },
180};
181
182s32 N(FlyingAnims)[] = {
193};
194
195s32 N(FlyingShuffleAnims)[] = {
206};
207
208s32 N(WingAnims)[] = {
219};
220
223 Return
224 End
225};
226
233 Return
234 End
235};
236
239
244 Call(N(SetAbsoluteStatusOffsets), -19, 25, 4, 28)
245 Else
248 Call(N(SetAbsoluteStatusOffsets), -10, 29, 8, 30)
249 EndIf
250 Return
251 End
252};
253
255 Label(10)
256 Call(RandInt, 80, LVar0)
257 Add(LVar0, 80)
258 Loop(LVar0)
259 Label(0)
263 Wait(1)
264 Goto(0)
265 EndIf
266 Wait(1)
267 EndLoop
269 Add(LVar0, 5)
275 Loop(20)
276 Label(1)
280 Wait(1)
281 Goto(1)
282 EndIf
283 Wait(1)
284 EndLoop
286 Sub(LVar0, 5)
292 Loop(40)
293 Label(2)
297 Wait(1)
298 Goto(2)
299 EndIf
300 Wait(1)
301 EndLoop
302 Goto(10)
303 Return
304 End
305};
306
313 Return
314 End
315};
316
336 EndIf
337 EndIf
349 Return
363 Return
390 Return
406 EndIf
407 EndIf
413 Wait(10)
417 Return
419 Call(SetActorPos, ACTOR_SELF, 20, 0, 0)
434 Return
443 Return
448 Return
449 End
450};
451
462 Call(AddGoalPos, ACTOR_SELF, 40, 30, 0)
466 Wait(5)
471 Set(LVarA, LVar0)
477 Call(AddGoalPos, ACTOR_SELF, 6, 6, 0)
480 Wait(6)
484 Sub(LVar0, 25)
485 Set(LVar1, 0)
491 Sub(LVar0, 30)
494 Thread
496 Set(LVar0, 0)
497 Loop(8)
498 Add(LVar0, 90)
499 IfGe(LVar0, 360)
500 Sub(LVar0, 360)
501 EndIf
503 Wait(1)
504 EndLoop
510 Sub(LVar0, 30)
516 Sub(LVar0, 30)
523 EndIf
525 Add(LVar1, 30)
527 Wait(20)
538 Return
546 Call(AddGoalPos, ACTOR_SELF, 6, 6, 0)
549 Wait(6)
556 Wait(2)
563 Call(AddGoalPos, ACTOR_SELF, 40, 30, 0)
566 Thread
568 Set(LVar0, 0)
569 Loop(12)
570 Sub(LVar0, 90)
571 IfLt(LVar0, 0)
572 Add(LVar0, 360)
573 EndIf
575 Wait(1)
576 EndLoop
582 Wait(10)
590 Return
591 End
592};
593
601 Add(LVar1, 8)
602 Sub(LVar2, 2)
609 Set(LVar1, 0)
613 Call(N(StartRumbleWithParams), 128, 7)
614 Thread
615 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(0.3))
622 Loop(10)
624 Wait(1)
626 Wait(1)
627 EndLoop
629 Else
631 Set(LVar1, 0)
635 Thread
636 Loop(10)
638 Wait(1)
640 Wait(1)
641 EndLoop
644 Call(N(StartRumbleWithParams), 150, 7)
645 Thread
646 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(0.3))
649 EndIf
651 Mod(LVar0, 4)
664 IfNe(LVarA, 0)
666 EndIf
667 Return
668 End
669};
670
671// everything below this point refers to plain Dark Koopa
672
673s32 N(KoopaAnims)[] = {
684};
685
686s32 N(ShuffleAnims)[] = {
697};
698
699s32 N(HyperAnims)[] = {
710};
711
712s32 N(HyperShuffleAnims)[] = {
723};
724
725s32 N(ToppledAnims)[] = {
736};
737
742 Call(RandInt, 1000, LVar0)
743 IfLt(LVar0, 300)
745 Else
749 EndIf
751 Return
752 End
753};
754
762 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
763 Else
766 Call(N(SetAbsoluteStatusOffsets), -15, 32, 5, 32)
767 EndIf
773 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
776 Return
777 End
778};
779
781 Label(0)
782 Call(RandInt, 80, LVarA)
783 Add(LVarA, 80)
784 Loop(LVarA)
785 Label(1)
790 Wait(1)
791 Goto(1)
792 EndIf
794 Wait(1)
795 Goto(1)
796 EndIf
798 Wait(1)
799 Goto(1)
800 EndIf
801 Wait(1)
802 EndLoop
811 Add(LVar0, 5)
826 Loop(20)
827 Label(2)
832 Wait(1)
833 Goto(2)
834 EndIf
836 Wait(1)
837 Goto(2)
838 EndIf
840 Wait(1)
841 Goto(2)
842 EndIf
843 Wait(1)
844 EndLoop
853 Sub(LVar0, 5)
868 Loop(50)
869 Label(3)
874 Wait(1)
875 Goto(3)
876 EndIf
878 Wait(1)
879 Goto(3)
880 EndIf
882 Wait(1)
883 Goto(3)
884 EndIf
885 Wait(1)
886 EndLoop
891 Thread
892 Call(MakeLerp, 720, 0, 30, EASING_COS_IN_OUT)
893 Label(10)
896 IfEq(LVar1, 1)
898 IfEq(LVar2, 1)
899 Wait(1)
900 Goto(10)
901 EndIf
902 EndIf
906 Wait(8)
908 Wait(15)
910 Wait(8)
916 Goto(0)
917 Return
918 End
919};
920
921s32 N(FlipPosOffsets)[] = { 9, 16, 22, 26, 30, 32, 33, 32, 30, 26, 22, 16, 9, 0, 4, 6, 7, 6, 4, 0, 2, 0 };
922
929 IfEq(LVar0, TRUE)
932 EndIf
954 Return
966 Return
983 Thread
984 Wait(4)
986 Wait(1)
988 Wait(1)
989 Call(SetActorRotation, ACTOR_SELF, 0, 0, -30)
990 Wait(1)
991 Call(SetActorRotation, ACTOR_SELF, 0, 0, -60)
992 Wait(1)
993 Call(SetActorRotation, ACTOR_SELF, 0, 0, -75)
994 Wait(1)
1000 Wait(1)
1001 EndLoop
1027 Return
1031 Switch(LVar0)
1040 Wait(10)
1041 EndIf
1049 EndSwitch
1055 Wait(10)
1059 Return
1066 EndIf
1076 EndIf
1079 Switch(LVar0)
1086 Return
1094 EndSwitch
1097 Switch(LVar0)
1108 EndSwitch
1112 Switch(LVar0)
1123 EndSwitch
1125 Return
1128 Switch(LVar0)
1141 EndSwitch
1142 EndSwitch
1145 Return
1146 End
1147};
1148
1156 Else
1159 Wait(10)
1161 Wait(10)
1162 Thread
1164 Add(LVar1, 4)
1165 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
1166 Wait(3)
1167 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
1168 Wait(2)
1169 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
1170 EndThread
1173 Wait(10)
1175 EndIf
1179 Switch(LVar0)
1182 Set(LVarA, LVar0)
1185 Call(AddGoalPos, ACTOR_SELF, -40, 0, 0)
1189 Wait(8)
1192 Wait(4)
1195 EndIf
1197 Wait(1)
1200 Add(LVar1, 20)
1205 Wait(6)
1206 Sub(LVar1, 20)
1222 Return
1224 EndSwitch
1229 Wait(2)
1231 Switch(LVar0)
1236 Add(LVar0, 40)
1237 Set(LVar1, 0)
1241 Add(LVar0, 30)
1244 Add(LVar0, 20)
1248 Wait(8)
1255 EndSwitch
1258 Return
1259 End
1260};
1261
1263 Label(10)
1265 Wait(1)
1266 IfEq(LVar0, TRUE)
1267 Goto(10)
1268 EndIf
1278 Call(AddGoalPos, ACTOR_SELF, 8, 0, 0)
1279 Else
1280 Call(AddGoalPos, ACTOR_SELF, 20, 0, 0)
1281 EndIf
1286 Wait(10)
1288 Wait(10)
1289 Thread
1291 Add(LVar1, 4)
1292 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
1293 Wait(3)
1294 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
1295 Wait(2)
1296 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
1297 EndThread
1300 Wait(20)
1303 Wait(40)
1305 Switch(LVar0)
1308 Set(LVarA, LVar0)
1311 Wait(10)
1314 EndIf
1315 Wait(10)
1327 Return
1329 EndSwitch
1330 Wait(2)
1333 Switch(LVar0)
1336 Thread
1338 IfEq(LVar0, 1)
1339 Call(MakeLerp, 0, 1080, 30, EASING_COS_IN_OUT)
1340 Label(0)
1343 Wait(1)
1344 IfEq(LVar1, 1)
1345 Goto(0)
1346 EndIf
1347 EndIf
1348 EndThread
1349 Wait(20)
1352 Wait(10)
1353 Wait(10)
1361 EndSwitch
1364 Return
1365 End
1366};
1367
1374 Sub(LVar0, 1)
1375 IfGt(LVar0, 0)
1379 Wait(30)
1382 Else
1385 Wait(20)
1392 Set(LVar0, 0)
1394 Thread
1395 Loop(5)
1396 Add(LVar0, 15)
1398 Wait(1)
1399 EndLoop
1400 EndThread
1415 Switch(LVar0)
1422 EndSwitch
1423 EndIf
1426 Return
1427 End
1428};
1429
1434 EndIf
1436 Switch(LVar0)
1439 Call(RandInt, 1000, LVar0)
1440 IfLt(LVar0, 300)
1443 Else
1446 EndIf
1449 Call(RandInt, 1000, LVar0)
1450 IfLt(LVar0, 300)
1453 Else
1456 EndIf
1461 EndSwitch
1462 Return
1463 End
1464};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
#define SWEAT_DECOR_IDX
#define WHIRLWIND_DECOR_IDX
#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_FLY
Definition enums.h:2035
@ ACTOR_SOUND_JUMP
Definition enums.h:2036
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ ELEMENT_JUMP
Definition enums.h:2122
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_BLAST
Definition enums.h:2124
@ ELEMENT_SMASH
Definition enums.h:2121
@ ELEMENT_WATER
Definition enums.h:2117
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAG_GROUNDABLE
Actor can be knocked down from flight; triggered by jump attacks.
Definition enums.h:3382
@ ACTOR_EVENT_FLAG_FLIPABLE
Actor can be flipped; triggered by jump and quake attacks.
Definition enums.h:3380
@ ACTOR_DECORATION_WHIRLWIND
Definition enums.h:2050
@ ACTOR_DECORATION_SWEAT
Definition enums.h:2045
@ PHASE_FIRST_STRIKE
Definition enums.h:2059
@ ENCOUNTER_TRIGGER_HAMMER
Definition enums.h:271
@ 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_ACTOR_TARGET_MIDPOINT
Definition enums.h:4826
@ BTL_CAM_DEFAULT
Definition enums.h:4823
@ BTL_CAM_INTERRUPT
Definition enums.h:4822
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4884
@ SUPPRESS_EVENT_ALL
Definition enums.h:2907
@ EASING_SIN_OUT
Definition enums.h:521
@ EASING_COS_IN_OUT
Definition enums.h:520
@ EASING_LINEAR
Definition enums.h:510
@ IDLE_SCRIPT_RESTART
Definition enums.h:6408
@ 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
@ STATUS_FLAG_SLEEP
Definition enums.h:2812
@ SOUND_NONE
Definition enums.h:547
@ SOUND_PARAGOOMBA_PREDIVE
Definition enums.h:1510
@ SOUND_ACTOR_STEP_A
Definition enums.h:1474
@ SOUND_SHELL_SPIN
Definition enums.h:1342
@ SOUND_FALL_QUICK
Definition enums.h:1090
@ SOUND_SHELL_TOSS
Definition enums.h:1497
@ SOUND_DIZZY_SHELL
Definition enums.h:1346
@ SOUND_ACTOR_JUMP
Definition enums.h:1290
@ SOUND_PARAGOOMBA_DIVE
Definition enums.h:1029
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
Definition enums.h:3329
@ ACTOR_FLAG_TYPE_CHANGED
Indicates actors type has changed, triggers recheck for if HP bar should be shown based on tattle sta...
Definition enums.h:3332
@ 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_BEGIN_FIRST_STRIKE
Definition enums.h:2173
@ EVENT_END_FIRST_STRIKE
Definition enums.h:2171
@ EVENT_IMMUNE
Definition enums.h:2146
@ EVENT_FALL_TRIGGER
Definition enums.h:2134
@ 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_15
Definition enums.h:2137
@ 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
@ ACTOR_PART_FLAG_NO_SHADOW
Definition enums.h:3352
@ ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION
Definition enums.h:3361
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
Definition enums.h:3360
@ ACTOR_PART_FLAG_INVISIBLE
Definition enums.h:3350
@ CAM_BATTLE
Definition enums.h:1801
@ DAMAGE_TYPE_STATUS_ALWAYS_HITS
Definition enums.h:2880
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
@ DAMAGE_TYPE_NO_CONTACT
Definition enums.h:2878
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 UpdateLerp(Evt *script, b32 isInitialCall)
ApiStatus RandInt(Evt *script, b32 isInitialCall)
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
ApiStatus MakeLerp(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 IfGe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR >= RVAR.
Definition macros.h:284
#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 IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
Definition macros.h:272
#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 Mod(VAR, INT_VALUE)
Definition macros.h:380
#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 LVar5
Definition macros.h:153
#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 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 DMG_STATUS_KEY(typeFlag, duration, chance)
Definition macros.h:228
#define LVar1
Definition macros.h:149
#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 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