Paper Mario DX
Paper Mario (N64) modding
 
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goomba.inc.c
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1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/Goomba.h"
4
5#ifndef NESTED_GOOMBA_INCLUDE
6#define NAMESPACE A(goomba)
7#endif
8
9extern EvtScript N(EVS_Idle);
10extern EvtScript N(EVS_TakeTurn);
11extern EvtScript N(EVS_HandleEvent);
12
13enum N(ActorParams) {
14 DMG_HEADBONK = 1,
15};
16
17#ifndef NESTED_GOOMBA_INCLUDE
18
19extern EvtScript N(EVS_Init);
20extern s32 N(DefaultAnims)[];
21
22enum N(ActorPartIDs) {
23 PRT_MAIN = 1,
24};
25
26s32 N(DefenseTable)[] = {
29};
30
31s32 N(StatusTable)[] = {
38 STATUS_KEY_FEAR, 100,
42 STATUS_KEY_STOP, 100,
54};
55
56ActorPartBlueprint N(ActorParts)[] = {
57 {
59 .index = PRT_MAIN,
60 .posOffset = { 0, 0, 0 },
61 .targetOffset = { 0, 20 },
62 .opacity = 255,
63 .idleAnimations = N(DefaultAnims),
64 .defenseTable = N(DefenseTable),
65 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
66 .elementImmunityFlags = 0,
67 .projectileTargetOffset = { 0, -10 },
68 },
69};
70
71ActorBlueprint NAMESPACE = {
72 .flags = 0,
73 .type = ACTOR_TYPE_GOOMBA,
74 .level = ACTOR_LEVEL_GOOMBA,
75 .maxHP = 2,
76 .partCount = ARRAY_COUNT(N(ActorParts)),
77 .partsData = N(ActorParts),
78 .initScript = &N(EVS_Init),
79 .statusTable = N(StatusTable),
80 .escapeChance = 90,
81 .airLiftChance = 100,
82 .hurricaneChance = 90,
83 .spookChance = 100,
84 .upAndAwayChance = 95,
85 .spinSmashReq = 0,
86 .powerBounceChance = 100,
87 .coinReward = 1,
88 .size = { 24, 24 },
89 .healthBarOffset = { 0, 0 },
90 .statusIconOffset = { -10, 20 },
91 .statusTextOffset = { 10, 20 },
92};
93
94#endif // NESTED_GOOMBA_INCLUDE
95
96s32 N(DefaultAnims)[] = {
97 STATUS_KEY_NORMAL, ANIM_Goomba_Idle,
98 STATUS_KEY_STONE, ANIM_Goomba_Still,
99 STATUS_KEY_SLEEP, ANIM_Goomba_Sleep,
100 STATUS_KEY_POISON, ANIM_Goomba_Idle,
101 STATUS_KEY_STOP, ANIM_Goomba_Still,
102 STATUS_KEY_STATIC, ANIM_Goomba_Idle,
103 STATUS_KEY_PARALYZE, ANIM_Goomba_Still,
104 STATUS_KEY_DIZZY, ANIM_Goomba_Dizzy,
105 STATUS_KEY_FEAR, ANIM_Goomba_Dizzy,
107};
108
109// while shuffling around during idle
110s32 N(ShuffleAnims)[] = {
111 STATUS_KEY_NORMAL, ANIM_Goomba_Run,
112 STATUS_KEY_STONE, ANIM_Goomba_Still,
113 STATUS_KEY_SLEEP, ANIM_Goomba_Sleep,
114 STATUS_KEY_POISON, ANIM_Goomba_Idle,
115 STATUS_KEY_STOP, ANIM_Goomba_Still,
116 STATUS_KEY_STATIC, ANIM_Goomba_Run,
117 STATUS_KEY_PARALYZE, ANIM_Goomba_Still,
118 STATUS_KEY_DIZZY, ANIM_Goomba_Dizzy,
119 STATUS_KEY_FEAR, ANIM_Goomba_Dizzy,
121};
122
123EvtScript N(EVS_Init) = {
124 Call(BindTakeTurn, ACTOR_SELF, Ref(N(EVS_TakeTurn)))
125 Call(BindIdle, ACTOR_SELF, Ref(N(EVS_Idle)))
126 Call(BindHandleEvent, ACTOR_SELF, Ref(N(EVS_HandleEvent)))
127 Return
128 End
129};
130
131EvtScript N(EVS_Idle) = {
132 Label(10)
133 Call(RandInt, 80, LVar0)
134 Add(LVar0, 80)
135 Loop(LVar0)
136 Label(0)
137 Call(GetStatusFlags, ACTOR_SELF, LVar1)
139 Wait(1)
140 Goto(0)
141 EndIf
142 Wait(1)
143 EndLoop
144 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
145 Add(LVar0, 5)
146 Call(SetActorIdleSpeed, ACTOR_SELF, Float(1.0))
147 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(ShuffleAnims)))
148 Call(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
149 Call(IdleRunToGoal, ACTOR_SELF, 0)
150 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(DefaultAnims)))
151 Loop(20)
152 Label(1)
153 Call(GetStatusFlags, ACTOR_SELF, LVar1)
155 Wait(1)
156 Goto(1)
157 EndIf
158 Wait(1)
159 EndLoop
160 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
161 Sub(LVar0, 5)
162 Call(SetActorIdleSpeed, ACTOR_SELF, Float(1.0))
163 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(ShuffleAnims)))
164 Call(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
165 Call(IdleRunToGoal, ACTOR_SELF, 0)
166 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(DefaultAnims)))
167 Loop(80)
168 Label(2)
169 Call(GetStatusFlags, ACTOR_SELF, LVar1)
171 Wait(1)
172 Goto(2)
173 EndIf
174 Wait(1)
175 EndLoop
176 Goto(10)
177 Return
178 End
179};
180
181EvtScript N(EVS_HandleEvent) = {
182 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
183 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
184 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
185 Call(GetLastEvent, ACTOR_SELF, LVar0)
189 SetConst(LVar0, PRT_MAIN)
190 SetConst(LVar1, ANIM_Goomba_Hurt)
194 SetConst(LVar0, PRT_MAIN)
195 SetConst(LVar1, ANIM_Goomba_BurnHurt)
196 SetConst(LVar2, ANIM_Goomba_BurnStill)
199 SetConst(LVar0, PRT_MAIN)
200 SetConst(LVar1, ANIM_Goomba_BurnHurt)
201 SetConst(LVar2, ANIM_Goomba_BurnStill)
203 SetConst(LVar0, PRT_MAIN)
204 SetConst(LVar1, ANIM_Goomba_BurnStill)
206 Return
208 SetConst(LVar0, PRT_MAIN)
209 SetConst(LVar1, ANIM_Goomba_Hurt)
212 SetConst(LVar0, PRT_MAIN)
213 SetConst(LVar1, ANIM_Goomba_Hurt)
215 SetConst(LVar0, PRT_MAIN)
216 SetConst(LVar1, ANIM_Goomba_Dead)
218 Return
220 SetConst(LVar0, PRT_MAIN)
221 SetConst(LVar1, ANIM_Goomba_Electrocute)
223 SetConst(LVar0, PRT_MAIN)
224 SetConst(LVar1, ANIM_Goomba_Hurt)
226 Call(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
227 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
228 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dizzy)
229 Call(SetGoalToHome, ACTOR_SELF)
230 Call(SetActorSpeed, ACTOR_SELF, Float(8.0))
231 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
232 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
233 Wait(5)
234 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Idle)
235 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.6))
236 Call(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
238 SetConst(LVar0, PRT_MAIN)
239 SetConst(LVar1, ANIM_Goomba_Electrocute)
241 SetConst(LVar0, PRT_MAIN)
242 SetConst(LVar1, ANIM_Goomba_Dead)
244 Return
246 // do nothing
250 SetConst(LVar0, PRT_MAIN)
251 SetConst(LVar1, ANIM_Goomba_Idle)
255 SetConst(LVar0, PRT_MAIN)
256 SetConst(LVar1, ANIM_Goomba_Hurt)
258 Wait(10)
259 SetConst(LVar0, PRT_MAIN)
260 SetConst(LVar1, ANIM_Goomba_Dead)
262 Return
264 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
265 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Run)
266 Call(SetGoalToHome, ACTOR_SELF)
267 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
268 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
269 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
270 Call(HPBarToHome, ACTOR_SELF)
272 SetConst(LVar0, PRT_MAIN)
273 SetConst(LVar1, ANIM_Goomba_Idle)
276 SetConst(LVar0, PRT_MAIN)
277 SetConst(LVar1, ANIM_Goomba_Run)
278 SetConst(LVar2, ANIM_Goomba_Hurt)
280 Return
282 SetConst(LVar0, PRT_MAIN)
283 SetConst(LVar1, ANIM_Goomba_Run)
286 SetConst(LVar0, PRT_MAIN)
287 SetConst(LVar1, ANIM_Goomba_Hurt)
289 Return
292 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Idle)
293 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
294 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
295 Return
296 End
297};
298
299#include "common/CalculateArcsinDeg.inc.c"
300
301EvtScript N(EVS_TakeTurn) = {
302 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
303 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
304 Call(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
305 Call(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
306 Call(BattleCamTargetActor, ACTOR_SELF)
307 Call(SetBattleCamTargetingModes, BTL_CAM_YADJ_TARGET, BTL_CAM_XADJ_AVG, FALSE)
308 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Run)
309 Call(SetGoalToTarget, ACTOR_SELF)
310 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
311 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
312 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
313 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Idle)
314 Call(SetActorDispOffset, ACTOR_SELF, 0, -1, 0)
315 Wait(1)
316 Call(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
317 Wait(5)
318 Call(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
319 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Midair)
320 Call(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
324 Set(LVarA, LVar0)
325 Call(SetGoalToTarget, ACTOR_SELF)
326 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
327 Sub(LVar0, 10)
328 Set(LVar1, 10)
329 Add(LVar2, 3)
330 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
331 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.2))
332 Thread
333 Call(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar0)
334 Set(LVar0, 0)
335 Loop(16)
336 Call(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
337 Call(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
338 Call(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
339 Set(LVar1, LVar4)
340 Set(LVar2, LVar5)
341 Set(LVar3, LVar6)
342 Wait(1)
343 EndLoop
345 Thread
346 Wait(6)
347 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Midair)
349 Call(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
350 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Sleep)
351 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
352 Call(SetActorDispOffset, ACTOR_SELF, 0, 5, 0)
353 Wait(1)
354 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
355 Call(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
356 Wait(1)
357 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
358 Call(SetActorDispOffset, ACTOR_SELF, 0, 7, 0)
359 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hurt)
360 Wait(5)
362 Call(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
363 EndIf
364 Wait(5)
365 Call(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
366 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Midair)
367 Call(SetGoalToTarget, ACTOR_SELF)
368 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
369 Add(LVar0, 20)
370 Set(LVar1, 0)
371 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
372 Call(SetActorJumpGravity, ACTOR_SELF, Float(2.0))
373 Thread
374 Wait(4)
375 Set(LVar0, 180)
376 Loop(4)
377 Sub(LVar0, 45)
378 Call(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
379 Wait(1)
380 EndLoop
381 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Midair)
383 Call(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
384 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dizzy)
385 Wait(5)
386 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
387 Call(YieldTurn)
388 Call(SetActorYaw, ACTOR_SELF, 180)
389 Call(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
390 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
391 Call(SetGoalToHome, ACTOR_SELF)
392 Call(SetActorSpeed, ACTOR_SELF, Float(8.0))
393 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
394 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
395 Call(SetActorYaw, ACTOR_SELF, 0)
396 Wait(5)
397 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Idle)
398 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.6))
399 Call(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
400 Call(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
401 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
402 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
403 Return
406 Call(SetGoalToTarget, ACTOR_SELF)
407 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.2))
408 Thread
409 Call(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar0)
410 Set(LVar0, 0)
411 Loop(16)
412 Call(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
413 Call(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
414 Call(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
415 Set(LVar1, LVar4)
416 Set(LVar2, LVar5)
417 Set(LVar3, LVar6)
418 Wait(1)
419 EndLoop
421 Thread
422 Wait(6)
423 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Midair)
425 Call(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
426 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Tense)
427 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
428 Wait(1)
429 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
430 Wait(1)
432 Call(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_HEADBONK, BS_FLAGS1_TRIGGER_EVENTS)
436 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
437 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
438 Wait(1)
439 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
440 Wait(1)
441 Call(SetActorRotation, ACTOR_SELF, 0, 0, 0)
442 Call(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
443 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Idle)
444 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
445 Add(LVar0, 40)
446 Set(LVar1, 0)
447 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.8))
448 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
449 Call(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
450 Add(LVar0, 30)
451 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
452 Call(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
453 Add(LVar0, 20)
454 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
455 Call(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
456 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Idle)
457 Wait(3)
458 Call(YieldTurn)
459 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
460 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Run)
461 Call(SetGoalToHome, ACTOR_SELF)
462 Call(SetActorSpeed, ACTOR_SELF, Float(8.0))
463 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
464 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
467 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
468 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
469 Return
470 End
471};
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_EVENT_FLAGS_NONE
Definition enums.h:3370
@ 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