Paper Mario DX
Paper Mario (N64) modding
 
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gloomba.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/Goomba.h"
4
5#define NAMESPACE A(gloomba)
6
7extern s32 N(DefaultAnims)[];
8extern EvtScript N(EVS_Init);
9extern EvtScript N(EVS_Idle);
10extern EvtScript N(EVS_TakeTurn);
11extern EvtScript N(EVS_HandleEvent);
12
13enum N(ActorPartIDs) {
14 PRT_MAIN = 1,
15};
16
17enum N(ActorParams) {
18 DMG_HEADBONK = 2,
19};
20
21s32 N(DefenseTable)[] = {
24};
25
26s32 N(StatusTable)[] = {
33 STATUS_KEY_FEAR, 100,
49};
50
51ActorPartBlueprint N(ActorParts)[] = {
52 {
54 .index = PRT_MAIN,
55 .posOffset = { 0, 0, 0 },
56 .targetOffset = { 0, 20 },
57 .opacity = 255,
58 .idleAnimations = N(DefaultAnims),
59 .defenseTable = N(DefenseTable),
60 .eventFlags = 0,
61 .elementImmunityFlags = 0,
62 .projectileTargetOffset = { 0, -10 },
63 },
64};
65
66ActorBlueprint NAMESPACE = {
67 .flags = 0,
68 .type = ACTOR_TYPE_GLOOMBA,
69 .level = ACTOR_LEVEL_GLOOMBA,
70 .maxHP = 7,
71 .partCount = ARRAY_COUNT(N(ActorParts)),
72 .partsData = N(ActorParts),
73 .initScript = &N(EVS_Init),
74 .statusTable = N(StatusTable),
75 .escapeChance = 70,
76 .airLiftChance = 90,
77 .hurricaneChance = 85,
78 .spookChance = 80,
79 .upAndAwayChance = 95,
80 .spinSmashReq = 0,
81 .powerBounceChance = 100,
82 .coinReward = 1,
83 .size = { 24, 24 },
84 .healthBarOffset = { 0, 0 },
85 .statusIconOffset = { -10, 20 },
86 .statusTextOffset = { 10, 20 },
87};
88
89s32 N(DefaultAnims)[] = {
90 STATUS_KEY_NORMAL, ANIM_Goomba_Dark_Idle,
91 STATUS_KEY_STONE, ANIM_Goomba_Dark_Still,
92 STATUS_KEY_SLEEP, ANIM_Goomba_Dark_Sleep,
93 STATUS_KEY_POISON, ANIM_Goomba_Dark_Idle,
94 STATUS_KEY_STOP, ANIM_Goomba_Dark_Still,
95 STATUS_KEY_STATIC, ANIM_Goomba_Dark_Idle,
96 STATUS_KEY_PARALYZE, ANIM_Goomba_Dark_Still,
97 STATUS_KEY_DIZZY, ANIM_Goomba_Dark_Dizzy,
98 STATUS_KEY_FEAR, ANIM_Goomba_Dark_Dizzy,
100};
101
102s32 N(ShuffleAnims)[] = {
103 STATUS_KEY_NORMAL, ANIM_Goomba_Dark_Run,
104 STATUS_KEY_STONE, ANIM_Goomba_Dark_Still,
105 STATUS_KEY_SLEEP, ANIM_Goomba_Dark_Sleep,
106 STATUS_KEY_POISON, ANIM_Goomba_Dark_Idle,
107 STATUS_KEY_STOP, ANIM_Goomba_Dark_Still,
108 STATUS_KEY_STATIC, ANIM_Goomba_Dark_Run,
109 STATUS_KEY_PARALYZE, ANIM_Goomba_Dark_Still,
110 STATUS_KEY_DIZZY, ANIM_Goomba_Dark_Dizzy,
111 STATUS_KEY_FEAR, ANIM_Goomba_Dark_Dizzy,
113};
114
115EvtScript N(EVS_Init) = {
116 Call(BindTakeTurn, ACTOR_SELF, Ref(N(EVS_TakeTurn)))
117 Call(BindIdle, ACTOR_SELF, Ref(N(EVS_Idle)))
118 Call(BindHandleEvent, ACTOR_SELF, Ref(N(EVS_HandleEvent)))
119 Return
120 End
121};
122
123EvtScript N(EVS_Idle) = {
124 Label(10)
125 Call(RandInt, 80, LVar0)
126 Add(LVar0, 80)
127 Loop(LVar0)
128 Label(0)
129 Call(GetStatusFlags, ACTOR_SELF, LVar1)
131 Wait(1)
132 Goto(0)
133 EndIf
134 Wait(1)
135 EndLoop
136 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
137 Add(LVar0, 5)
138 Call(SetActorIdleSpeed, ACTOR_SELF, Float(1.0))
139 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(ShuffleAnims)))
140 Call(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
141 Call(IdleRunToGoal, ACTOR_SELF, 0)
142 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(DefaultAnims)))
143 Loop(20)
144 Label(1)
145 Call(GetStatusFlags, ACTOR_SELF, LVar1)
147 Wait(1)
148 Goto(1)
149 EndIf
150 Wait(1)
151 EndLoop
152 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
153 Sub(LVar0, 5)
154 Call(SetActorIdleSpeed, ACTOR_SELF, Float(1.0))
155 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(ShuffleAnims)))
156 Call(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
157 Call(IdleRunToGoal, ACTOR_SELF, 0)
158 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(DefaultAnims)))
159 Loop(80)
160 Label(2)
161 Call(GetStatusFlags, ACTOR_SELF, LVar1)
163 Wait(1)
164 Goto(2)
165 EndIf
166 Wait(1)
167 EndLoop
168 Goto(10)
169 Return
170 End
171};
172
173EvtScript N(EVS_HandleEvent) = {
174 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
175 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
176 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
177 Call(GetLastEvent, ACTOR_SELF, LVar0)
181 SetConst(LVar0, PRT_MAIN)
182 SetConst(LVar1, ANIM_Goomba_Dark_Hurt)
186 SetConst(LVar0, PRT_MAIN)
187 SetConst(LVar1, ANIM_Goomba_Dark_BurnHurt)
188 SetConst(LVar2, ANIM_Goomba_Dark_BurnStill)
191 SetConst(LVar0, PRT_MAIN)
192 SetConst(LVar1, ANIM_Goomba_Dark_BurnHurt)
193 SetConst(LVar2, ANIM_Goomba_Dark_BurnStill)
195 SetConst(LVar0, PRT_MAIN)
196 SetConst(LVar1, ANIM_Goomba_Dark_BurnStill)
198 Return
200 SetConst(LVar0, PRT_MAIN)
201 SetConst(LVar1, ANIM_Goomba_Dark_Hurt)
204 SetConst(LVar0, PRT_MAIN)
205 SetConst(LVar1, ANIM_Goomba_Dark_Hurt)
207 SetConst(LVar0, PRT_MAIN)
208 SetConst(LVar1, ANIM_Goomba_Dark_Dead)
210 Return
212 SetConst(LVar0, PRT_MAIN)
213 SetConst(LVar1, ANIM_Goomba_Dark_Electrocute)
215 SetConst(LVar0, PRT_MAIN)
216 SetConst(LVar1, ANIM_Goomba_Dark_Hurt)
218 Call(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
219 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
220 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Dizzy)
221 Call(SetGoalToHome, ACTOR_SELF)
222 Call(SetActorSpeed, ACTOR_SELF, Float(8.0))
223 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
224 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
225 Wait(5)
226 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Idle)
227 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.6))
228 Call(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
230 SetConst(LVar0, PRT_MAIN)
231 SetConst(LVar1, ANIM_Goomba_Dark_Electrocute)
233 SetConst(LVar0, PRT_MAIN)
234 SetConst(LVar1, ANIM_Goomba_Dark_Dead)
236 Return
241 SetConst(LVar0, PRT_MAIN)
242 SetConst(LVar1, ANIM_Goomba_Dark_Idle)
246 SetConst(LVar0, PRT_MAIN)
247 SetConst(LVar1, ANIM_Goomba_Dark_Hurt)
249 Wait(10)
250 SetConst(LVar0, PRT_MAIN)
251 SetConst(LVar1, ANIM_Goomba_Dark_Dead)
253 Return
255 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
256 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Run)
257 Call(SetGoalToHome, ACTOR_SELF)
258 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
259 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
260 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
261 Call(HPBarToHome, ACTOR_SELF)
263 SetConst(LVar0, PRT_MAIN)
264 SetConst(LVar1, ANIM_Goomba_Dark_Idle)
267 SetConst(LVar0, PRT_MAIN)
268 SetConst(LVar1, ANIM_Goomba_Dark_Run)
269 SetConst(LVar2, ANIM_Goomba_Dark_Hurt)
271 Return
273 SetConst(LVar0, PRT_MAIN)
274 SetConst(LVar1, ANIM_Goomba_Dark_Run)
277 SetConst(LVar0, PRT_MAIN)
278 SetConst(LVar1, ANIM_Goomba_Dark_Hurt)
280 Return
283 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Idle)
284 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
285 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
286 Return
287 End
288};
289
290#include "common/CalculateArcsinDeg.inc.c"
291
292EvtScript N(EVS_TakeTurn) = {
293 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
294 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
295 Call(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
296 Call(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
297 Call(BattleCamTargetActor, ACTOR_SELF)
298 Call(SetBattleCamTargetingModes, BTL_CAM_YADJ_TARGET, BTL_CAM_XADJ_AVG, FALSE)
299 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Run)
300 Call(SetGoalToTarget, ACTOR_SELF)
301 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
302 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
303 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
304 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Idle)
305 Call(SetActorDispOffset, ACTOR_SELF, 0, -1, 0)
306 Wait(1)
307 Call(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
308 Wait(5)
309 Call(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
310 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Midair)
311 Call(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
315 Set(LVarA, LVar0)
316 Call(SetGoalToTarget, ACTOR_SELF)
317 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
318 Sub(LVar0, 10)
319 Set(LVar1, 10)
320 Add(LVar2, 3)
321 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
322 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.2))
323 Thread
324 Call(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar0)
325 Set(LVar0, 0)
326 Loop(16)
327 Call(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
328 Call(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
329 Call(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
330 Set(LVar1, LVar4)
331 Set(LVar2, LVar5)
332 Set(LVar3, LVar6)
333 Wait(1)
334 EndLoop
336 Thread
337 Wait(6)
338 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Midair)
340 Call(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
341 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Sleep)
342 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
343 Call(SetActorDispOffset, ACTOR_SELF, 0, 5, 0)
344 Wait(1)
345 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
346 Call(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
347 Wait(1)
348 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
349 Call(SetActorDispOffset, ACTOR_SELF, 0, 7, 0)
350 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Hurt)
353 Call(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
354 EndIf
355 Wait(5)
356 Call(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
357 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Midair)
358 Call(SetGoalToTarget, ACTOR_SELF)
359 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
360 Add(LVar0, 20)
361 Set(LVar1, 0)
362 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
363 Call(SetActorJumpGravity, ACTOR_SELF, Float(2.0))
364 Thread
365 Wait(4)
366 Set(LVar0, 180)
367 Loop(4)
368 Sub(LVar0, 45)
369 Call(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
370 Wait(1)
371 EndLoop
372 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Midair)
374 Call(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
375 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Dizzy)
376 Wait(5)
377 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
378 Call(YieldTurn)
379 Call(SetActorYaw, ACTOR_SELF, 180)
380 Call(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
381 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
382 Call(SetGoalToHome, ACTOR_SELF)
383 Call(SetActorSpeed, ACTOR_SELF, Float(8.0))
384 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
385 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
386 Call(SetActorYaw, ACTOR_SELF, 0)
387 Wait(5)
388 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Idle)
389 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.6))
390 Call(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
391 Call(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
392 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
393 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
394 Return
397 Call(SetGoalToTarget, ACTOR_SELF)
398 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.2))
399 Thread
400 Call(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar0)
401 Set(LVar0, 0)
402 Loop(16)
403 Call(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
404 Call(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
405 Call(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
406 Set(LVar1, LVar4)
407 Set(LVar2, LVar5)
408 Set(LVar3, LVar6)
409 Wait(1)
410 EndLoop
412 Thread
413 Wait(6)
414 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Midair)
416 Call(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
417 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Tense)
418 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
419 Wait(1)
420 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
421 Wait(1)
423 Call(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_HEADBONK, BS_FLAGS1_TRIGGER_EVENTS)
427 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
428 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
429 Wait(1)
430 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
431 Wait(1)
432 Call(SetActorRotation, ACTOR_SELF, 0, 0, 0)
433 Call(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
434 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Idle)
435 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
436 Add(LVar0, 40)
437 Set(LVar1, 0)
438 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.8))
439 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
440 Call(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
441 Add(LVar0, 30)
442 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
443 Call(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
444 Add(LVar0, 20)
445 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
446 Call(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
447 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Idle)
448 Wait(3)
449 Call(YieldTurn)
450 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
451 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Run)
452 Call(SetGoalToHome, ACTOR_SELF)
453 Call(SetActorSpeed, ACTOR_SELF, Float(8.0))
454 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
455 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
458 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
459 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
460 Return
461 End
462};
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ BTL_CAM_XADJ_AVG
Definition enums.h:4900
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3575
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3571
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_DECORATION_SWEAT
Definition enums.h:2045
@ 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:4824
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4885
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6408
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6407
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ BTL_CAM_YADJ_TARGET
Definition enums.h:4905
@ EVENT_HIT
Definition enums.h:2132
@ EVENT_SCARE_AWAY
Definition enums.h:2174
@ EVENT_BURN_HIT
Definition enums.h:2136
@ EVENT_STAR_BEAM
Definition enums.h:2140
@ EVENT_END_FIRST_STRIKE
Definition enums.h:2171
@ 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_AIR_LIFT_FAILED
Definition enums.h:2152
@ EVENT_BEGIN_AIR_LIFT
Definition enums.h:2175
@ EVENT_DEATH
Definition enums.h:2153
@ 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_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 Switch(LVAR)
Marks the start of a switch statement.
Definition macros.h:311
#define LVar6
Definition macros.h:154
#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 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 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 LVar1
Definition macros.h:149
#define LVarA
Definition macros.h:158
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#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 LVar4
Definition macros.h:152
#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