Paper Mario DX
Paper Mario (N64) modding
 
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hyper_paragoomba.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#include "sprite/npc/Paragoomba.h"
5
6#define NAMESPACE A(hyper_paragoomba)
7
8extern s32 N(FlyingAnims)[];
9extern s32 N(LeftWingAnims)[];
10extern s32 N(RightWingAnims)[];
11extern s32 N(DownedAnims)[];
12
13extern EvtScript N(EVS_Init);
14extern EvtScript N(EVS_Idle);
21extern EvtScript N(EVS_KnockDown);
27
28enum N(ActorPartIDs) {
29 PRT_MAIN = 1, // body after being downed
30 PRT_FLYING = 2, // body while flying
31 PRT_DUMMY_WING_L = 3, // temporary wing while being downed
32 PRT_DUMMY_WING_R = 4, // temporary wing while being downed
33};
34
35enum N(ActorVars) {
38};
39
40enum N(ActorParams) {
41 DMG_SKY_DIVE = 1,
43 DMG_HEADBONK = 1,
45};
46
47s32 N(DownedDefense)[] = {
50};
51
52s32 N(FlyingDefense)[] = {
55};
56
57s32 N(DownedStatusTable)[] = {
64 STATUS_KEY_FEAR, 100,
80};
81
82s32 N(FlyingStatusTable)[] = {
105};
106
108 {
110 .index = PRT_MAIN,
111 .posOffset = { 0, 0, 0 },
112 .targetOffset = { 0, 22 },
113 .opacity = 255,
114 .idleAnimations = N(DownedAnims),
115 .defenseTable = N(DownedDefense),
116 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
117 .elementImmunityFlags = 0,
118 .projectileTargetOffset = { 0, -10 },
119 },
120 {
122 .index = PRT_FLYING,
123 .posOffset = { 0, 0, 0 },
124 .targetOffset = { 0, 24 },
125 .opacity = 255,
126 .idleAnimations = N(FlyingAnims),
127 .defenseTable = N(FlyingDefense),
128 .eventFlags = ACTOR_EVENT_FLAG_GROUNDABLE,
129 .elementImmunityFlags = 0,
130 .projectileTargetOffset = { 0, -10 },
131 },
132 {
134 .index = PRT_DUMMY_WING_L,
135 .posOffset = { 0, 0, 0 },
136 .targetOffset = { -16, 24 },
137 .opacity = 255,
138 .idleAnimations = N(LeftWingAnims),
139 .defenseTable = N(DownedDefense),
140 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
141 .elementImmunityFlags = 0,
142 .projectileTargetOffset = { 0, -10 },
143 },
144 {
146 .index = PRT_DUMMY_WING_R,
147 .posOffset = { 0, 0, 0 },
148 .targetOffset = { -16, 24 },
149 .opacity = 255,
150 .idleAnimations = N(RightWingAnims),
151 .defenseTable = N(DownedDefense),
152 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
153 .elementImmunityFlags = 0,
154 .projectileTargetOffset = { 0, -10 },
155 },
156};
157
158ActorBlueprint NAMESPACE = {
159 .flags = ACTOR_FLAG_FLYING,
162 .maxHP = 7,
163 .partCount = ARRAY_COUNT(N(ActorParts)),
164 .partsData = N(ActorParts),
165 .initScript = &N(EVS_Init),
166 .statusTable = N(FlyingStatusTable),
167 .escapeChance = 50,
168 .airLiftChance = 95,
169 .hurricaneChance = 95,
170 .spookChance = 80,
171 .upAndAwayChance = 95,
172 .spinSmashReq = 0,
173 .powerBounceChance = 90,
174 .coinReward = 1,
175 .size = { 36, 26 },
176 .healthBarOffset = { 0, 0 },
177 .statusIconOffset = { -10, 20 },
178 .statusTextOffset = { 10, 20 },
179};
180
181s32 N(ChargedFlyingAnims)[] = {
192};
193
194EvtScript N(EVS_Init) = {
201 Return
202 End
203};
204
214 Return
215 End
216};
217
223 IfEq(LVar0, 0)
227 Wait(20)
230 Add(LVar1, 10)
233 Wait(30)
246 Return
247 EndIf
252 Loop(20)
254 Wait(1)
256 Wait(1)
257 EndLoop
264 Add(LVar1, 20)
273 Set(LVarA, LVar0)
275 Call(SetActorRotation, ACTOR_SELF, 0, 0, -60)
276 Thread
277 Set(LVar0, -60)
278 Loop(60)
279 Add(LVar0, 19)
281 Wait(1)
282 EndLoop
286 Set(LVar1, 0)
293 Call(AddGoalPos, ACTOR_SELF, -60, 0, 0)
298 EndIf
300 Call(AddGoalPos, ACTOR_SELF, -200, 0, 0)
302 Wait(20)
307 Thread
308 Set(LVar0, 0)
309 Loop(30)
310 Add(LVar0, 24)
312 Wait(1)
313 EndLoop
317 Call(SetActorPos, ACTOR_SELF, 300, 0, 0)
320 Call(AddGoalPos, ACTOR_SELF, 30, 0, 0)
334 Return
338 Call(SetActorRotation, ACTOR_SELF, 0, 0, -70)
343 Wait(2)
350 Thread
352 Set(LVar0, -70)
353 Loop(60)
354 Add(LVar0, 18)
356 Wait(1)
357 EndLoop
363 Set(LVar1, 0)
364 Sub(LVar0, 70)
367 Sub(LVar0, 60)
370 Wait(20)
384 Return
385 End
386};
387
393 Return
394 EndIf
396 IfEq(LVar0, 1)
398 Return
399 EndIf
402 CaseEq(0)
404 IfEq(LVar0, 0)
405 Call(RandInt, 1000, LVar0)
406 IfLt(LVar0, 750)
409 Else
412 EndIf
413 Else
414 Call(RandInt, 1000, LVar0)
415 IfLt(LVar0, 500)
418 Else
421 EndIf
422 EndIf
423 CaseEq(1)
425 CaseEq(2)
428 Return
429 End
430};
431
432s32 N(FlyingAnims)[] = {
443};
444
445s32 N(FlyingShuffleAnims)[] = {
456};
457
458s32 N(LeftWingAnims)[] = {
461};
462
463s32 N(RightWingAnims)[] = {
466};
467
472 Return
473 End
474};
475
476EvtScript N(EVS_Idle) = {
477 Label(10)
478 Call(RandInt, 80, LVar0)
479 Add(LVar0, 80)
480 Loop(LVar0)
481 Label(0)
484 Wait(1)
485 Goto(0)
486 EndIf
487 Wait(1)
488 EndLoop
490 Add(LVar0, 5)
495 Loop(20)
496 Label(1)
499 Wait(1)
500 Goto(1)
501 EndIf
502 Wait(1)
503 EndLoop
505 Sub(LVar0, 5)
510 Loop(40)
511 Label(2)
514 Wait(1)
515 Goto(2)
516 EndIf
517 Wait(1)
518 EndLoop
519 Goto(10)
520 Return
521 End
522};
523
530 Return
531 End
532};
533
549 EndIf
550 EndIf
565 Return
605 Return
608 IfEq(LVar0, 1)
615 EndIf
630 Wait(10)
634 Return
636 Call(SetActorPos, ACTOR_SELF, 20, 0, 0)
652 Return
661 Return
666 Return
667 End
668};
669
680 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
687 Set(LVarA, LVar0)
688 Wait(10)
704 Sub(LVar0, 80)
705 Set(LVar1, 20)
710 Thread
711 Loop(4)
713 Wait(4)
714 EndLoop
719 Wait(10)
722 EndIf
723 Wait(10)
735 Return
738 Wait(10)
758 Wait(2)
765 Call(AddGoalPos, ACTOR_SELF, 50, 10, 0)
770 Wait(5)
778 Return
779 End
780};
781
782#include "common/StartRumbleWithParams.inc.c"
783
798 Else
800 EndIf
803 Set(LVar1, 0)
807 Call(N(StartRumbleWithParams), 100, 10)
808 Thread
809 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(0.3))
816 Add(LVar4, 10)
817 Add(LVar5, 5)
819 EndIf
824 Loop(10)
827 Wait(1)
830 Wait(1)
831 EndLoop
835 Mod(LVar0, 4)
847 Return
848 End
849};
850
851s32 N(DownedChargedAnims)[] = {
862};
863
871 Return
872 End
873};
874
882 CaseEq(0)
884 CaseEq(1)
891 Return
892 End
893};
894
895// everything below is copied from Hyper Goomba actor
896
906 Return
907 End
908};
909
916 IfEq(LVar0, 0)
920 Wait(20)
923 Add(LVar1, 10)
926 Wait(30)
934 Call(N(StartRumbleWithParams), 128, 10)
935 Thread
936 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(0.5))
943 Wait(2)
946 Return
947 EndIf
951 Loop(20)
953 Wait(1)
955 Wait(1)
956 EndLoop
962 Set(LVarA, LVar0)
963 Thread
964 Loop(0)
966 Add(LVar0, 30)
970 EndIf
971 Wait(1)
972 EndLoop
976 EndIf
977 Wait(15)
984 Call(AddGoalPos, ACTOR_SELF, -200, 0, 0)
993 Wait(20)
997 Call(SetActorPos, ACTOR_SELF, 300, 0, 0)
1009 Return
1011 EndSwitch
1014 Call(SetActorRotation, ACTOR_SELF, 0, 0, 80)
1019 Wait(2)
1021 Switch(LVar0)
1024 Thread
1026 Set(LVar0, 80)
1027 Loop(60)
1028 Add(LVar0, 18)
1030 Wait(1)
1031 EndLoop
1034 EndThread
1039 Set(LVar1, 0)
1040 Sub(LVar0, 50)
1043 Sub(LVar0, 40)
1046 Sub(LVar0, 30)
1049 Wait(10)
1063 EndSwitch
1066 Return
1067 End
1068};
1069
1075 Return
1076 EndIf
1078 IfEq(LVar0, 1)
1080 Return
1081 EndIf
1083 Switch(LVar0)
1084 CaseEq(0)
1086 IfEq(LVar0, 0)
1087 Call(RandInt, 1000, LVar0)
1088 IfLt(LVar0, 750)
1091 Else
1094 EndIf
1095 Else
1096 Call(RandInt, 1000, LVar0)
1097 IfLt(LVar0, 500)
1100 Else
1103 EndIf
1104 EndIf
1105 CaseEq(1)
1107 CaseEq(2)
1109 EndSwitch
1110 Return
1111 End
1112};
1113
1114s32 N(DownedAnims)[] = {
1124 STATUS_END,
1125};
1126
1127s32 N(DownedShuffleAnims)[] = {
1137 STATUS_END,
1138};
1139
1144 Return
1145 End
1146};
1147
1149 Label(10)
1150 Call(RandInt, 80, LVar0)
1151 Add(LVar0, 80)
1152 Loop(LVar0)
1153 Label(0)
1156 Wait(1)
1157 Goto(0)
1158 EndIf
1159 Wait(1)
1160 EndLoop
1162 Add(LVar0, 5)
1168 Loop(20)
1169 Label(1)
1172 Wait(1)
1173 Goto(1)
1174 EndIf
1175 Wait(1)
1176 EndLoop
1178 Sub(LVar0, 5)
1184 Loop(80)
1185 Label(2)
1188 Wait(1)
1189 Goto(2)
1190 EndIf
1191 Wait(1)
1192 EndLoop
1193 Goto(10)
1194 Return
1195 End
1196};
1197
1201 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
1203 Switch(LVar0)
1223 Return
1235 Return
1256 Wait(5)
1273 Return
1276 IfEq(LVar0, 1)
1283 EndIf
1298 Wait(10)
1302 Return
1320 Return
1329 Return
1331 EndSwitch
1335 Return
1336 End
1337};
1338
1339#include "common/CalculateArcsinDeg.inc.c"
1340
1350 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
1355 Wait(1)
1357 Wait(5)
1361 Switch(LVar0)
1364 Set(LVarA, LVar0)
1367 Sub(LVar0, 10)
1368 Set(LVar1, 10)
1369 Add(LVar2, 3)
1372 Thread
1374 Set(LVar0, 0)
1375 Loop(16)
1379 Set(LVar1, LVar4)
1380 Set(LVar2, LVar5)
1381 Set(LVar3, LVar6)
1382 Wait(1)
1383 EndLoop
1384 EndThread
1385 Thread
1386 Wait(6)
1388 EndThread
1391 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
1393 Wait(1)
1394 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
1396 Wait(1)
1397 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
1400 Wait(5)
1403 EndIf
1404 Wait(5)
1409 Add(LVar0, 20)
1410 Set(LVar1, 0)
1413 Thread
1414 Wait(4)
1415 Set(LVar0, 180)
1416 Loop(4)
1417 Sub(LVar0, 45)
1419 Wait(1)
1420 EndLoop
1422 EndThread
1425 Wait(5)
1436 Wait(5)
1443 Return
1448 Thread
1450 Set(LVar0, 0)
1451 Loop(16)
1455 Set(LVar1, LVar4)
1456 Set(LVar2, LVar5)
1457 Set(LVar3, LVar6)
1458 Wait(1)
1459 EndLoop
1460 EndThread
1461 Thread
1462 Wait(6)
1464 EndThread
1467 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
1468 Wait(1)
1469 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
1470 Wait(1)
1471 EndSwitch
1473 Switch(LVar0)
1477 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
1478 Wait(1)
1479 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
1480 Wait(1)
1485 Add(LVar0, 40)
1486 Set(LVar1, 0)
1490 Add(LVar0, 30)
1493 Add(LVar0, 20)
1497 Wait(3)
1506 EndSwitch
1509 Return
1510 End
1511};
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_DECORATION_SWEAT
Definition enums.h:2045
@ PHASE_ENEMY_BEGIN
Definition enums.h:2068
@ PHASE_PLAYER_BEGIN
Definition enums.h:2066
@ PHASE_ENEMY_END
Definition enums.h:2067
@ 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_INTERRUPT
Definition enums.h:4822
@ BTL_CAM_ACTOR
Definition enums.h:4835
@ 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
@ SOUND_POWER_UP
Definition enums.h:1050
@ SOUND_PARAGOOMBA_FLY
Definition enums.h:1509
@ SOUND_ACTOR_HURT
Definition enums.h:748
@ SOUND_NONE
Definition enums.h:547
@ SOUND_PARAGOOMBA_PREDIVE
Definition enums.h:1510
@ SOUND_GOOMBA_STEP
Definition enums.h:1507
@ 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_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
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 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 BreakLoop
Breaks out of the innermost loop.
Definition macros.h:251
#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 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
@ BTL_VAL_HyperSync_Active
Definition battle.h:86
@ BTL_VAL_HyperSync_Done
Definition battle.h:85
@ BTL_VAL_HyperSync_None
Definition battle.h:84
@ BTL_VAR_HyperSync
Definition battle.h:83