Paper Mario DX
Paper Mario (N64) modding
 
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goomba_family.inc.cpp
Go to the documentation of this file.
1#include "common.h"
2#include "effects.h"
3#include "battle/battle.h"
4#include "script_api/battle.h"
5#include "sprite/npc/Goomba.h"
6#include "sprite/npc/Paragoomba.h"
7#include "sprite/npc/SpikedGoomba.h"
8
9namespace battle::actor {
10
11namespace goomba {
12
13extern EvtScript EVS_Idle;
16
17// Actor Stats
18constexpr s32 hp = 2;
19constexpr s32 dmgHeadbonk = 1;
20
21extern EvtScript EVS_Init;
22extern s32 DefaultAnims[];
23
26};
27
28s32 DefenseTable[] = {
31};
32
57
59 {
61 .index = PRT_MAIN,
62 .posOffset = { 0, 0, 0 },
63 .targetOffset = { 0, 20 },
64 .opacity = 255,
65 .idleAnimations = DefaultAnims,
66 .defenseTable = DefenseTable,
67 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
68 .elementImmunityFlags = 0,
69 .projectileTargetOffset = { 0, -10 },
70 },
71};
72
86
87// while shuffling around during idle
101
102
110
160
164 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
186 Return
198 Return
206 Call(JumpToGoal, ACTOR_SELF, 5, false, true, false)
211 Call(RunToGoal, ACTOR_SELF, 0, false)
213 Wait(5)
216 Call(JumpToGoal, ACTOR_SELF, 5, false, true, false)
224 Return
226 // do nothing
238 Wait(10)
242 Return
248 Call(RunToGoal, ACTOR_SELF, 0, false)
260 Return
269 Return
275 Return
276 End
277};
278
280
290 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
292 Call(RunToGoal, ACTOR_SELF, 0, false)
295 Wait(1)
297 Wait(5)
304 Set(LVarA, LVar0)
307 Sub(LVar0, 10)
308 Set(LVar1, 10)
309 Add(LVar2, 3)
312 Thread
314 Set(LVar0, 0)
315 Loop(16)
319 Set(LVar1, LVar4)
320 Set(LVar2, LVar5)
321 Set(LVar3, LVar6)
322 Wait(1)
323 EndLoop
325 Thread
326 Wait(6)
329 Call(JumpToGoal, ACTOR_SELF, 16, false, true, false)
331 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
333 Wait(1)
334 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
336 Wait(1)
337 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
340 Wait(5)
343 EndIf
344 Wait(5)
349 Add(LVar0, 20)
350 Set(LVar1, 0)
353 Thread
354 Wait(4)
355 Set(LVar0, 180)
356 Loop(4)
357 Sub(LVar0, 45)
359 Wait(1)
360 EndLoop
363 Call(JumpToGoal, ACTOR_SELF, 15, false, true, false)
365 Wait(5)
375 Call(RunToGoal, ACTOR_SELF, 0, false)
378 Wait(5)
381 Call(JumpToGoal, ACTOR_SELF, 5, false, true, false)
385 Return
390 Thread
392 Set(LVar0, 0)
393 Loop(16)
397 Set(LVar1, LVar4)
398 Set(LVar2, LVar5)
399 Set(LVar3, LVar6)
400 Wait(1)
401 EndLoop
403 Thread
404 Wait(6)
407 Call(JumpToGoal, ACTOR_SELF, 16, false, true, false)
409 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
410 Wait(1)
411 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
412 Wait(1)
418 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
419 Wait(1)
420 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
421 Wait(1)
427 Add(LVar0, 40)
428 Set(LVar1, 0)
431 Call(JumpToGoal, ACTOR_SELF, 10, false, true, false)
432 Add(LVar0, 30)
434 Call(JumpToGoal, ACTOR_SELF, 8, false, true, false)
435 Add(LVar0, 20)
437 Call(JumpToGoal, ACTOR_SELF, 6, false, true, false)
439 Wait(3)
447 Call(RunToGoal, ACTOR_SELF, 0, false)
453 Return
454 End
455};
456
458
464
465}; // namespace goomba
466
467namespace paragoomba {
468
469extern s32 DefaultAnims[];
470extern s32 LeftWingAnims[];
471extern s32 RightWingAnims[];
472extern EvtScript EVS_Init;
473extern EvtScript EVS_Idle;
477
479 PRT_MAIN = 1, // body after being downed (must use same name as Goomba part #1)
480 PRT_FLYING = 2, // body while flying
481 PRT_DUMMY_WING_L = 3, // temporary wing while being downed
482 PRT_DUMMY_WING_R = 4, // temporary wing while being downed
483};
484
485// Actor Stats
486constexpr s32 hp = 2;
487constexpr s32 dmgAirKick = 1;
488
492};
493
518
520 {
522 .index = PRT_MAIN,
523 .posOffset = { 0, 0, 0 },
524 .targetOffset = { 0, 20 },
525 .opacity = 255,
526 .idleAnimations = goomba::DefaultAnims,
527 .defenseTable = goomba::DefenseTable,
528 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
529 .elementImmunityFlags = 0,
530 .projectileTargetOffset = { 0, -10 },
531 },
532 {
534 .index = PRT_FLYING,
535 .posOffset = { 0, 0, 0 },
536 .targetOffset = { 0, 24 },
537 .opacity = 255,
538 .idleAnimations = DefaultAnims,
539 .defenseTable = FlyingDefense,
540 .eventFlags = ACTOR_EVENT_FLAG_GROUNDABLE,
541 .elementImmunityFlags = 0,
542 .projectileTargetOffset = { 0, -10 },
543 },
544 {
546 .index = PRT_DUMMY_WING_L,
547 .posOffset = { 0, 0, 0 },
548 .targetOffset = { -16, 24 },
549 .opacity = 255,
550 .idleAnimations = LeftWingAnims,
551 .defenseTable = goomba::DefenseTable,
552 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
553 .elementImmunityFlags = 0,
554 .projectileTargetOffset = { 0, -10 },
555 },
556 {
558 .index = PRT_DUMMY_WING_R,
559 .posOffset = { 0, 0, 0 },
560 .targetOffset = { -16, 24 },
561 .opacity = 255,
562 .idleAnimations = RightWingAnims,
563 .defenseTable = goomba::DefenseTable,
564 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
565 .elementImmunityFlags = 0,
566 .projectileTargetOffset = { 0, -10 },
567 },
568};
569
582
595
600
605
613
661
671
687 EndIf
688 EndIf
703 Return
731 Return
744 Wait(10)
748 Return
750 Call(SetActorPos, ACTOR_SELF, 20, 0, 0)
766 Return
775 Return
780 Return
781 End
782};
783
794 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
801 Set(LVarA, LVar0)
802 Wait(10)
814 Call(JumpToGoal, ACTOR_SELF, 10, false, false, false)
818 Sub(LVar0, 80)
819 Set(LVar1, 20)
824 Thread
825 Loop(4)
827 Wait(4)
828 EndLoop
833 Wait(10)
836 EndIf
837 Wait(10)
849 Return
852 Wait(10)
864 Call(JumpToGoal, ACTOR_SELF, 10, false, false, false)
872 Wait(2)
879 Call(AddGoalPos, ACTOR_SELF, 50, 10, 0)
884 Wait(5)
892 Return
893 End
894};
895
897
912 Else
914 EndIf
917 Set(LVar1, 0)
920 Call(JumpToGoal, ACTOR_SELF, 15, false, true, false)
922 Thread
923 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(0.3))
930 Add(LVar4, 10)
931 Add(LVar5, 5)
933 EndIf
935 Call(JumpToGoal, ACTOR_SELF, 10, false, true, false)
937 Call(JumpToGoal, ACTOR_SELF, 5, false, true, false)
938 Loop(10)
941 Wait(1)
944 Wait(1)
945 EndLoop
949 Mod(LVar0, 4)
961 Return
962 End
963};
964
965}; // namespace paragoomba
966
967namespace spiked_goomba {
968
969extern s32 DefaultAnims[];
970extern EvtScript EVS_Init;
971extern EvtScript EVS_Idle;
974
977};
978
979// Spiked Goomba Actor Stats
980constexpr s32 hp = 2;
981constexpr s32 dmgSpikebonk = 2;
982
986};
987
1012
1014 {
1016 .index = PRT_MAIN,
1017 .posOffset = { 0, 0, 0 },
1018 .targetOffset = { 0, 24 },
1019 .opacity = 255,
1020 .idleAnimations = DefaultAnims,
1021 .defenseTable = DefenseTable,
1022 .eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
1023 .elementImmunityFlags = 0,
1024 .projectileTargetOffset = { 0, -12 },
1025 },
1026};
1027
1040
1053
1061
1111
1115 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
1117 Switch(LVar0)
1137 Return
1149 Return
1157 Call(JumpToGoal, ACTOR_SELF, 5, false, true, false)
1162 Call(RunToGoal, ACTOR_SELF, 0, false)
1164 Wait(5)
1167 Call(JumpToGoal, ACTOR_SELF, 5, false, true, false)
1175 Return
1188 Wait(10)
1192 Return
1198 Call(RunToGoal, ACTOR_SELF, 0, false)
1210 Return
1219 Return
1224 EndIf
1225 Wait(10)
1229 Add(LVar1, 10)
1230 Else
1231 Add(LVar1, 26)
1232 EndIf
1234 Wait(20)
1236 EndSwitch
1240 Return
1241 End
1242};
1243
1245
1255 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
1257 Call(RunToGoal, ACTOR_SELF, 0, false)
1260 Wait(1)
1262 Wait(5)
1266 Switch(LVar0)
1269 Set(LVarA, LVar0)
1272 Sub(LVar0, 10)
1273 Set(LVar1, 10)
1274 Add(LVar2, 3)
1277 Thread
1279 Set(LVar0, 0)
1280 Loop(16)
1284 Set(LVar1, LVar4)
1285 Set(LVar2, LVar5)
1286 Set(LVar3, LVar6)
1287 Wait(1)
1288 EndLoop
1289 EndThread
1290 Thread
1291 Wait(6)
1293 EndThread
1294 Call(JumpToGoal, ACTOR_SELF, 16, false, true, false)
1296 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
1298 Wait(1)
1299 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
1301 Wait(1)
1302 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
1305 Wait(5)
1308 EndIf
1309 Wait(5)
1314 Add(LVar0, 20)
1315 Set(LVar1, 0)
1318 Thread
1319 Wait(4)
1320 Set(LVar0, 180)
1321 Loop(4)
1322 Sub(LVar0, 45)
1324 Wait(1)
1325 EndLoop
1327 EndThread
1328 Call(JumpToGoal, ACTOR_SELF, 15, false, true, false)
1330 Wait(5)
1338 Call(RunToGoal, ACTOR_SELF, 0, false)
1341 Wait(5)
1344 Call(JumpToGoal, ACTOR_SELF, 5, false, true, false)
1348 Return
1353 Thread
1355 Set(LVar0, 0)
1356 Loop(16)
1360 Set(LVar1, LVar4)
1361 Set(LVar2, LVar5)
1362 Set(LVar3, LVar6)
1363 Wait(1)
1364 EndLoop
1365 EndThread
1366 Thread
1367 Wait(6)
1369 EndThread
1370 Call(JumpToGoal, ACTOR_SELF, 16, false, true, false)
1372 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
1373 Wait(1)
1374 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
1375 Wait(1)
1376 EndSwitch
1378 Switch(LVar0)
1382 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
1383 Wait(1)
1384 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
1385 Wait(1)
1390 Add(LVar0, 40)
1391 Set(LVar1, 0)
1394 Call(JumpToGoal, ACTOR_SELF, 10, false, true, false)
1395 Add(LVar0, 30)
1397 Call(JumpToGoal, ACTOR_SELF, 8, false, true, false)
1398 Add(LVar0, 20)
1400 Call(JumpToGoal, ACTOR_SELF, 6, false, true, false)
1402 IfGt(LVar0, 0)
1404 Wait(15)
1405 Else
1407 Wait(3)
1408 EndIf
1414 Call(RunToGoal, ACTOR_SELF, 0, false)
1417 EndSwitch
1420 Return
1421 End
1422};
1423
1424}; // namespace spiked_goomba
1425
1427 .flags = 0,
1428 .maxHP = goomba::hp,
1429 .type = ACTOR_TYPE_GOOMBA,
1430 .level = ACTOR_LEVEL_GOOMBA,
1431 .partCount = ARRAY_COUNT(goomba::ActorParts),
1432 .partsData = goomba::ActorParts,
1433 .initScript = &goomba::EVS_Init,
1434 .statusTable = goomba::StatusTable,
1435 .escapeChance = 90,
1436 .airLiftChance = 100,
1437 .hurricaneChance = 90,
1438 .spookChance = 100,
1439 .upAndAwayChance = 95,
1440 .spinSmashReq = 0,
1441 .powerBounceChance = 100,
1442 .coinReward = 1,
1443 .size = { 24, 24 },
1444 .healthBarOffset = { 0, 0 },
1445 .statusIconOffset = { -10, 20 },
1446 .statusTextOffset = { 10, 20 },
1447};
1448
1451 .maxHP = paragoomba::hp,
1452 .type = ACTOR_TYPE_PARAGOOMBA,
1453 .level = ACTOR_LEVEL_PARAGOOMBA,
1454 .partCount = ARRAY_COUNT(paragoomba::ActorParts),
1455 .partsData = paragoomba::ActorParts,
1456 .initScript = &paragoomba::EVS_Init,
1457 .statusTable = paragoomba::FlyingStatusTable,
1458 .escapeChance = 90,
1459 .airLiftChance = 100,
1460 .hurricaneChance = 100,
1461 .spookChance = 100,
1462 .upAndAwayChance = 95,
1463 .spinSmashReq = 0,
1464 .powerBounceChance = 100,
1465 .coinReward = 1,
1466 .size = { 36, 26 },
1467 .healthBarOffset = { 0, 0 },
1468 .statusIconOffset = { -10, 20 },
1469 .statusTextOffset = { 10, 20 },
1470};
1471
1473 .flags = 0,
1474 .maxHP = spiked_goomba::hp,
1478 .partsData = spiked_goomba::ActorParts,
1479 .initScript = &spiked_goomba::EVS_Init,
1480 .statusTable = spiked_goomba::StatusTable,
1481 .escapeChance = 90,
1482 .airLiftChance = 95,
1483 .hurricaneChance = 90,
1484 .spookChance = 100,
1485 .upAndAwayChance = 95,
1486 .spinSmashReq = 0,
1487 .powerBounceChance = 100,
1488 .coinReward = 1,
1489 .size = { 24, 28 },
1490 .healthBarOffset = { 0, 0 },
1491 .statusIconOffset = { -10, 20 },
1492 .statusTextOffset = { 10, 20 },
1493};
1494
1495}; // namespace battle::actor
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ 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_END
Definition enums.h:2114
@ 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_ATTACK_CHARGED
Actor has charged an attack that can be removed with Star Beam.
Definition enums.h:3389
@ ACTOR_EVENT_FLAGS_NONE
Definition enums.h:3370
@ 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
@ 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_DEFAULT
Definition enums.h:4823
@ BTL_CAM_ENEMY_DIVE
Definition enums.h:4887
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4884
@ EASING_SIN_OUT
Definition enums.h:521
@ EASING_QUADRATIC_OUT
Definition enums.h:514
@ 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
@ SOUND_PARAGOOMBA_FLY
Definition enums.h:1509
@ SOUND_NONE
Definition enums.h:547
@ SOUND_PARAGOOMBA_PREDIVE
Definition enums.h:1510
@ SOUND_FALL_QUICK
Definition enums.h:1090
@ 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
@ 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_STAR_BEAM
Definition enums.h:2140
@ 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_SPIKE_TAUNT
Definition enums.h:2148
@ 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_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_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
ActorPartBlueprint ActorParts[]
ActorPartBlueprint ActorParts[]
ActorBlueprint Paragoomba
ActorBlueprint SpikedGoomba
ActorBlueprint Goomba
ApiStatus RandInt(Evt *script, b32 isInitialCall)
ApiStatus ShakeCam(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 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 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 IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
Definition macros.h:278
#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 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 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