Paper Mario DX
Paper Mario (N64) modding
 
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battle.h File Reference

Go to the source code of this file.

Variables

EvtScript EVS_Mario_HandlePhase
 
EvtScript EVS_Peach_HandlePhase
 
EvtScript EVS_ExecuteMarioAction
 
EvtScript EVS_ExecutePeachAction
 
EvtScript EVS_Player_HandleEvent
 
EvtScript BtlPutPartnerAway
 
EvtScript BtlBringPartnerOut
 
EvtScript EVS_MarioEnterStage
 
EvtScript EVS_PeachEnterStage
 
EvtScript EVS_PlayerFirstStrike
 
EvtScript EVS_StartDefend
 
EvtScript EVS_RunAwayStart
 
EvtScript EVS_RunAwayFail
 
EvtScript EVS_PlayerDies
 
EvtScript EVS_Unused_EatItem
 
EvtScript EVS_Unused_DrinkItem
 
EvtScript EVS_UseLifeShroom
 
EvtScript EVS_MerleeRunOut
 
EvtScript EVS_MerleeAttackBonus
 
EvtScript EVS_MerleeDefenseBonus
 
EvtScript EVS_MerleeExpBonus
 
EvtScript EVS_PlayerHappy
 
EvtScript EVS_ApplyDizzyAttack
 
EvtScript EVS_PlayerRegainAbility
 
EvtScript EVS_UseMystery
 
EvtScript EVS_PlaySleepHitFX
 
EvtScript EVS_PlayDizzyHitFX
 
EvtScript EVS_PlayParalyzeHitFX
 
EvtScript EVS_PlayPoisonHitFX
 
EvtScript EVS_PlayStopHitFX
 
EvtScript EVS_PlayFreezeHitFX
 
EvtScript EVS_PlayShrinkHitFX
 
EvtScript EVS_ForceNextTarget
 
EvtScript EVS_Enemy_Hit
 
EvtScript EVS_Partner_RunAway
 
EvtScript EVS_Partner_SpikeContact
 
EvtScript EVS_Partner_BombetteSpikeContact
 
EvtScript EVS_Partner_BurnContact
 
EvtScript EVS_Partner_Recover
 
EvtScript EVS_Partner_ShockHit
 
EvtScript EVS_Partner_BurnHit
 
EvtScript EVS_Partner_Hit
 
EvtScript EVS_Partner_Drop
 
EvtScript EVS_Partner_NoDamageHit
 
EvtScript EVS_Partner_LakilesterHit
 
EvtScript EVS_Enemy_HopToPos
 
EvtScript EVS_Enemy_BurnHit
 
EvtScript EVS_Enemy_ShockHit
 
EvtScript EVS_Enemy_ShockHit_Impl
 
EvtScript EVS_Partner_Celebrate
 
EvtScript EVS_Enemy_NoDamageHit
 
EvtScript EVS_Enemy_Death
 
EvtScript EVS_Enemy_DeathWithoutRemove
 
EvtScript EVS_Enemy_ScareAway
 
EvtScript EVS_Enemy_SpinSmashHit
 
EvtScript EVS_Enemy_FlipBackUp
 
EvtScript EVS_Enemy_Knockback
 
EvtScript EVS_Enemy_ReturnHome
 
EvtScript EVS_Enemy_Recover
 
EvtScript EVS_Enemy_HopHome
 
EvtScript EVS_Enemy_AirLift
 
EvtScript EVS_Enemy_BlowAway
 
EvtScript Rumble_1
 
EvtScript Rumble_2
 
EvtScript Rumble_3
 
EvtScript Rumble_4
 
EvtScript Rumble_5
 
EvtScript Rumble_6
 
EvtScript Rumble_7
 
EvtScript Rumble_Unused_1
 
EvtScript Rumble_Unused_2
 
EvtScript Rumble_Unused_3
 
EvtScript Rumble_Unused_4
 

Variable Documentation

◆ EVS_Mario_HandlePhase

EvtScript EVS_Mario_HandlePhase
extern

Definition at line 752 of file player_events.c.

752 {
780 Return
781 End
782};
BSS s32 PopupMenu_SelectedIndex
@ PHASE_PLAYER_HAPPY
Definition enums.h:2073
@ PHASE_MERLEE_ATTACK_BONUS
Definition enums.h:2070
@ PHASE_USE_DEFEND
Definition enums.h:2063
@ PHASE_RUN_AWAY_START
Definition enums.h:2060
@ PHASE_EXECUTE_ACTION
Definition enums.h:2058
@ PHASE_MERLEE_EXP_BONUS
Definition enums.h:2072
@ PHASE_CELEBRATE
Definition enums.h:2062
@ PHASE_USE_LIFE_SHROOM
Definition enums.h:2065
@ PHASE_MERLEE_DEFENSE_BONUS
Definition enums.h:2071
@ PHASE_DEATH
Definition enums.h:2061
@ PHASE_RUN_AWAY_FAIL
Definition enums.h:2064
@ PHASE_FIRST_STRIKE
Definition enums.h:2059
EvtScript EVS_PlayerFirstStrike
EvtScript EVS_MerleeExpBonus
EvtScript EVS_ExecuteMarioAction
EvtScript EVS_PlayerDies
EvtScript EVS_MerleeDefenseBonus
EvtScript EVS_Player_Celebrate
EvtScript EVS_StartDefend
EvtScript EVS_PlayerHappy
EvtScript EVS_UseLifeShroom
EvtScript EVS_RunAwayFail
EvtScript EVS_MerleeAttackBonus
EvtScript EVS_RunAwayStart
#define Switch(LVAR)
Marks the start of a switch statement.
Definition macros.h:311
#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 End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define EndSwitch
Marks the end of a switch statement and any case.
Definition macros.h:362
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define LVar0
Definition macros.h:148
#define Return
Kills the current EVT thread.
Definition macros.h:217

Referenced by btl_state_update_9(), btl_state_update_celebration(), btl_state_update_defeat(), btl_state_update_defend(), btl_state_update_end_player_turn(), btl_state_update_first_strike(), btl_state_update_player_move(), btl_state_update_run_away(), and btl_state_update_victory().

◆ EVS_Peach_HandlePhase

EvtScript EVS_Peach_HandlePhase
extern

Definition at line 784 of file player_events.c.

784 {
790 Return
791 End
792};
EvtScript EVS_ExecutePeachAction

Referenced by btl_state_update_player_move().

◆ EVS_ExecuteMarioAction

EvtScript EVS_ExecuteMarioAction
extern

Definition at line 794 of file player_events.c.

◆ EVS_ExecutePeachAction

◆ EVS_Player_HandleEvent

EvtScript EVS_Player_HandleEvent
extern

Definition at line 854 of file player_events.c.

854 {
871 Sub(LVar0, 60)
872 Add(LVar1, 40)
876 Call(PlayerHopToGoal, 5, 0, 1)
878 Set(LVar2, 0)
883 Add(LVar0, 30)
884 Set(LVar1, 0)
887 Call(PlayerHopToGoal, 10, 0, 2)
888 Sub(LVar0, 20)
890 Call(PlayerHopToGoal, 7, 0, 2)
891 Sub(LVar0, 10)
893 Call(PlayerHopToGoal, 4, 0, 2)
894 IfEq(LVarF, 39)
895 Return
896 EndIf
903 Sub(LVar0, 60)
904 Add(LVar1, 40)
908 Call(PlayerHopToGoal, 5, 0, 1)
911 Add(LVar5, 5)
912 Add(LVar6, 4)
913 Add(LVar7, 5)
915 Wait(2)
917 Add(LVar5, -5)
918 Add(LVar6, 18)
919 Add(LVar7, 5)
923 Set(LVar2, 0)
928 Add(LVar0, 30)
929 Set(LVar1, 0)
932 Call(PlayerHopToGoal, 10, 0, 2)
933 Sub(LVar0, 20)
935 Call(PlayerHopToGoal, 7, 0, 2)
936 Sub(LVar0, 10)
938 Call(PlayerHopToGoal, 4, 0, 2)
939 IfEq(LVarF, 36)
940 Return
941 EndIf
948 Sub(LVar0, 60)
949 Add(LVar1, 40)
953 Call(PlayerHopToGoal, 5, 0, 1)
956 Set(LVar2, 0)
961 Add(LVar0, 30)
962 Set(LVar1, 0)
965 Call(PlayerHopToGoal, 10, 0, 2)
966 Sub(LVar0, 20)
968 Call(PlayerHopToGoal, 7, 0, 2)
969 Sub(LVar0, 10)
971 Call(PlayerHopToGoal, 4, 0, 2)
972 IfEq(LVarF, 38)
973 Return
974 EndIf
980 Wait(30)
982 Else
983 Wait(30)
984 EndIf
990 Call(PlayerHopToGoal, 15, 0, 0)
998 Wait(10)
1004 Call(PlayerHopToGoal, 15, 0, 0)
1014 Set(LVar2, 0)
1027 SetConst(LVar0, 1)
1030 Wait(10)
1034 Set(LVar2, 0)
1039 Set(LVar2, 0)
1042 Return
1045 Set(LVar2, 0)
1047 Return
1053 Call(PlayerHopToGoal, 15, 0, 0)
1056 EndSwitch
1058 Return
1059 End
1060};
@ BS_FLAGS1_EXECUTING_MOVE
Definition enums.h:3577
@ BTL_CAM_DEFAULT
Definition enums.h:4823
@ BTL_CAM_PLAYER_HIT_HAZARD
Definition enums.h:4852
@ BTL_CAM_PLAYER_HIT_SPIKE
Definition enums.h:4851
@ SOUND_NO_DAMGE
Definition enums.h:1433
@ ACTOR_SELF
Definition enums.h:2084
@ EVENT_LUCKY
Definition enums.h:2172
@ EVENT_HIT
Definition enums.h:2132
@ EVENT_SPIKE_DEATH
Definition enums.h:2160
@ EVENT_BURN_HIT
Definition enums.h:2136
@ EVENT_SPIKE_CONTACT
Definition enums.h:2163
@ EVENT_FIRE_DEATH
Definition enums.h:2162
@ 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_BLOCK
Definition enums.h:2147
@ EVENT_18
Definition enums.h:2145
@ EVENT_HIT_COMBO
Definition enums.h:2131
@ EVENT_DEATH
Definition enums.h:2153
@ EVENT_RECOVER_FROM_KO
Definition enums.h:2170
@ EVENT_SHOCK_HIT
Definition enums.h:2165
@ EVENT_32
Definition enums.h:2168
@ EVENT_BURN_CONTACT
Definition enums.h:2164
@ EVENT_RECOVER_STATUS
Definition enums.h:2167
EvtScript EVS_Player_NoDamageHit
EvtScript EVS_Player_SimpleHit
EvtScript EVS_Player_ComplexHit
#define Else
Marks the end of an if statement and the start of the else block.
Definition macros.h:295
#define LVar6
Definition macros.h:154
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#define CaseNe(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:322
#define EndChildThread
Marks the end of a child thread block.
Definition macros.h:563
#define Sub(VAR, INT_VALUE)
Definition macros.h:377
#define LVarF
Definition macros.h:163
#define Add(VAR, INT_VALUE)
Definition macros.h:376
#define IfFalse(b)
Definition macros.h:646
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
Definition macros.h:352
#define Float(DOUBLE)
Definition macros.h:51
#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 LVar7
Definition macros.h:155
#define LVar8
Definition macros.h:156
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define LVar9
Definition macros.h:157
#define PlayEffect(args...)
Definition macros.h:807
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:269
#define ChildThread
Marks the start of a child thread block.
Definition macros.h:560
#define SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
Definition macros.h:370

Referenced by dispatch_event_player(), and dispatch_event_player_continue_turn().

◆ BtlPutPartnerAway

EvtScript BtlPutPartnerAway
extern

Definition at line 51 of file 16C8E0.c.

51 {
54 SetF(LVar0, Float(1.0))
55 Loop(10)
57 SubF(LVar0, Float(0.1))
58 Wait(1)
64 Add(LVar1, 25)
67#if VERSION_JP
68 Call(JumpToGoal, ACTOR_PARTNER, 10, 0, 1, 1)
69#else
70 Call(JumpToGoal, ACTOR_PARTNER, 10, 0, 0, 1)
71#endif
73 Return
74 End
75};
@ SOUND_PARTNER_GET_OUT
Definition enums.h:559
@ ACTOR_PARTNER
Definition enums.h:2086
@ EVENT_PUT_PARTNER_AWAY
Definition enums.h:2177
#define EndLoop
Marks the end of a loop.
Definition macros.h:248
#define SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
Definition macros.h:373
#define SubF(VAR, FLOAT_VALUE)
Definition macros.h:384
#define Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:245

Referenced by btl_state_update_change_partner().

◆ BtlBringPartnerOut

EvtScript BtlBringPartnerOut
extern

Definition at line 77 of file 16C8E0.c.

77 {
79 SetF(LVar0, Float(0.1))
80 Loop(20)
82 AddF(LVar0, Float(0.05))
83 Wait(1)
90 IfEq(LVar1, 0)
91 Call(JumpToGoal, ACTOR_PARTNER, 20, 0, 0, 1)
92 Else
93#if VERSION_JP
94 Call(JumpToGoal, ACTOR_PARTNER, 20, 0, 1, 1)
95#else
96 Call(JumpToGoal, ACTOR_PARTNER, 20, 0, 0, 1)
97#endif
98 EndIf
101 Return
102 End
103};
@ SOUND_PARTNER_PUT_AWAY
Definition enums.h:558
#define AddF(VAR, FLOAT_VALUE)
Definition macros.h:383

Referenced by btl_state_update_change_partner().

◆ EVS_MarioEnterStage

EvtScript EVS_MarioEnterStage
extern

Definition at line 683 of file player_events.c.

683 {
685 Call(SetBattleCamTarget, -80, 35, 8)
688 Sub(LVar0, 100)
690 Call(RandInt, 100, LVar0)
692 CaseGt(50)
697 CaseGt(20)
702 Call(PlayerHopToGoal, 18, 0, 0)
704 Wait(7)
712 Call(ShakeCam, 1, 0, 5, Float(1.0))
716 Wait(10)
718 Wait(10)
721 Return
722 End
723};
@ BTL_CAM_PLAYER_ENTRY
Definition enums.h:4843
@ SOUND_TRIP
Definition enums.h:784
ApiStatus RandInt(Evt *script, b32 isInitialCall)
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
#define CaseGt(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:328

Referenced by btl_state_update_normal_start().

◆ EVS_PeachEnterStage

◆ EVS_PlayerFirstStrike

◆ EVS_StartDefend

EvtScript EVS_StartDefend
extern

Definition at line 848 of file player_events.c.

848 {
850 Return
851 End
852};

◆ EVS_RunAwayStart

EvtScript EVS_RunAwayStart
extern

Definition at line 1172 of file player_events.c.

1172 {
1178 Return
1179 EndIf
1184 Call(SetupMashMeter, 1, 100, 0, 0, 0, 0)
1189 Wait(1)
1191 Wait(1)
1193 Wait(1)
1195 Wait(1)
1197 Wait(1)
1199 Wait(5)
1202 Wait(5)
1203 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1204 Wait(2)
1205 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1206 Wait(5)
1207 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1208 Wait(2)
1209 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1210 Wait(2)
1211 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1212 Wait(5)
1213 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1214 Wait(2)
1215 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1216 Wait(5)
1217 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1218 Wait(15)
1219 Wait(30)
1224 Call(PlayerHopToGoal, 8, 0, 0)
1227 IfEq(LVar0, 1)
1230 Call(SetGoalPos, ACTOR_PLAYER, -240, 0, 10)
1233 Wait(5)
1234 Else
1236 Call(ShakeCam, 1, 0, 5, Float(1.0))
1240 Call(SetGoalPos, ACTOR_PLAYER, -100, 0, 10)
1243 Set(LVar3, 6)
1246 Loop(2)
1249 Wait(5)
1250 EndLoop
1252 Loop(10)
1253 Sub(LVar0, LVar3)
1254 Sub(LVar3, 1)
1255 IfLt(LVar3, 1)
1256 Set(LVar3, 1)
1257 EndIf
1259 Wait(1)
1260 EndLoop
1261 Wait(15)
1264 Wait(20)
1267 Wait(7)
1268 Loop(2)
1270 Sub(LVar0, 8)
1271 Add(LVar1, 14)
1272 Add(LVar2, 5)
1274 Wait(5)
1275 EndLoop
1277 Wait(5)
1279 Wait(10)
1280 EndIf
1282 Return
1283 End
1284};
@ AC_DIFFICULTY_3
Definition action_cmd.h:45
@ AC_MODE_NOT_LEARNED
Definition action_cmd.h:60
@ ACTION_COMMAND_FLEE
Definition enums.h:3475
@ SOUND_PLAYER_RUN_IN_PLACE
Definition enums.h:780
@ SOUND_DUST_OFF
Definition enums.h:791
@ SOUND_PLAYER_RUN_AWAY
Definition enums.h:781
EvtScript EVS_RunAwayNoCommand
#define IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
Definition macros.h:275
#define LVar3
Definition macros.h:151

◆ EVS_RunAwayFail

◆ EVS_PlayerDies

EvtScript EVS_PlayerDies
extern

Definition at line 1299 of file player_events.c.

1299 {
1303 Wait(15)
1306 Set(LVar0, 0)
1307 Loop(30)
1308 Add(LVar0, 60)
1310 Wait(1)
1311 EndLoop
1312 Set(LVar0, 0)
1313 Loop(10)
1314 Add(LVar0, 36)
1316 Wait(1)
1317 EndLoop
1319 Wait(30)
1321 Set(LVar0, 0)
1322 Set(LVar1, 1)
1323 Loop(0)
1324 IfEq(LVar0, 90)
1325 BreakLoop
1326 EndIf
1327 Add(LVar0, LVar1)
1328 Add(LVar1, 2)
1329 IfGt(LVar0, 90)
1330 Set(LVar0, 90)
1331 EndIf
1333 Wait(1)
1334 EndLoop
1336 Add(LVar1, 2)
1339 Add(LVar2, 20)
1341 Wait(15)
1342 Return
1343 End
1344};
@ BTL_CAM_PLAYER_DIES
Definition enums.h:4845
@ SOUND_PLAYER_COLLAPSE
Definition enums.h:1312
@ SOUND_PLAYER_SPINNING
Definition enums.h:1185
@ ACTOR_BLUR_ENABLE
Definition enums.h:6413
#define IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
Definition macros.h:278
#define BreakLoop
Breaks out of the innermost loop.
Definition macros.h:251

◆ EVS_Unused_EatItem

EvtScript EVS_Unused_EatItem
extern

Definition at line 1421 of file player_events.c.

1421 {
1422 Thread
1423 Loop(4)
1425 Wait(10)
1426 EndLoop
1427 EndThread
1429 Wait(45)
1430 Return
1431 End
1432};
@ SOUND_EAT_OR_DRINK
Definition enums.h:1441
#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

◆ EVS_Unused_DrinkItem

EvtScript EVS_Unused_DrinkItem
extern

Definition at line 1434 of file player_events.c.

1434 {
1435 Thread
1436 Loop(4)
1438 Wait(10)
1439 EndLoop
1440 EndThread
1442 Wait(45)
1443 Return
1444 End
1445};

◆ EVS_UseLifeShroom

EvtScript EVS_UseLifeShroom
extern

Definition at line 1447 of file player_events.c.

1447 {
1451 IfEq(LVar0, 1)
1454 Set(LVar0, 255)
1455 Loop(10)
1456 Sub(LVar0, 25)
1457 IfLt(LVar0, 0)
1458 Set(LVar0, 0)
1459 EndIf
1461 Wait(1)
1462 EndLoop
1464 EndIf
1469 Set(LVarA, LVar0)
1471 Set(LVar3, 30)
1472 Set(LVar4, 16)
1473 Loop(LVar3)
1474 Add(LVar4, 8)
1475 IfGt(LVar4, 255)
1476 Set(LVar4, 255)
1477 EndIf
1478 AddF(LVar1, Float(1.0))
1480 Wait(1)
1481 EndLoop
1482 Set(LVar3, LVar0)
1483 Set(LVar4, LVar1)
1484 Set(LVar5, LVar2)
1487 IfGt(LVar0, 0)
1488 Wait(LVar0)
1489 Wait(15)
1491 EndIf
1493 Add(LVar4, 15)
1495 Set(LVar0, LVarF)
1496 Loop(4)
1497 Call(SetItemFlags, LVarA, 64, 1)
1498 Wait(2)
1499 Call(SetItemFlags, LVarA, 64, 0)
1500 Wait(8)
1501 EndLoop
1505 PlayEffect(EFFECT_STARS_SHIMMER, 1, LVar3, LVar4, LVar5, 70, 70, 10, 20)
1506 Wait(20)
1509 PlayEffect(EFFECT_STARS_SHIMMER, 2, LVar0, LVar1, LVar2, 50, 20, 32, 30)
1510 Wait(40)
1511 PlayEffect(EFFECT_STARS_SHIMMER, 2, LVar0, LVar1, LVar2, 30, 50, 32, 30)
1513 Loop(3)
1515 Wait(4)
1517 Wait(4)
1518 EndLoop
1519 Loop(3)
1521 Wait(2)
1523 Wait(2)
1524 EndLoop
1525 Loop(7)
1527 Wait(1)
1529 Wait(1)
1530 EndLoop
1532 Wait(50)
1541 Add(LVar1, 25)
1548 IfEq(LVar0, 1)
1550 Set(LVar0, 0)
1551 Loop(10)
1552 Add(LVar0, 25)
1553 IfGt(LVar0, 255)
1554 Set(LVar0, 255)
1555 EndIf
1557 Wait(1)
1558 EndLoop
1561 EndIf
1564 Loop(5)
1565 Wait(2)
1567 PlayEffect(EFFECT_MISC_PARTICLES, 2, LVar0, LVar1, LVar2, 20, 20, Float(1.0), 10, 50)
1568 EndLoop
1574 Set(LVar1, 0)
1577 Call(PlayerHopToGoal, 20, 0, 0)
1579 Wait(4)
1581 Wait(10)
1584 Return
1585 End
1586};
@ SOUND_REVIVAL_MAGIC
Definition enums.h:1187
@ SOUND_START_RECOVERY
Definition enums.h:1385
@ SOUND_PLAYER_REVIVE
Definition enums.h:1188
@ SOUND_LIFE_SHROOM_CHIME
Definition enums.h:1186
@ SOUND_LONG_PLAYER_JUMP
Definition enums.h:782
@ ACTOR_FLAG_NO_SHADOW
Hide shadow.
Definition enums.h:3325
@ EVENT_REVIVE
Definition enums.h:2180
@ EVENT_LIFE_SHROOM_PROC
Definition enums.h:2179
ApiStatus RemoveItemEntity(Evt *script, b32 isInitialCall)
ApiStatus SetItemPos(Evt *script, b32 isInitialCall)
ApiStatus SetItemFlags(Evt *script, b32 isInitialCall)
ApiStatus RemoveEffect(Evt *script, b32 isInitialCall)
ApiStatus MakeItemEntity(Evt *script, b32 isInitialCall)
#define LVarA
Definition macros.h:158
#define LVar4
Definition macros.h:152

◆ EVS_MerleeRunOut

EvtScript EVS_MerleeRunOut
extern

Definition at line 1588 of file player_events.c.

1588 {
1590 IfEq(LVar0, 1)
1591 Return
1592 EndIf
1593 Wait(15)
1596 Return
1597 End
1598};
@ BTL_MSG_MERLEE_DONE
Definition enums.h:4060

◆ EVS_MerleeAttackBonus

EvtScript EVS_MerleeAttackBonus
extern

Definition at line 1600 of file player_events.c.

1600 {
1603 Wait(10)
1605 Call(SetBattleCamTarget, 0, 80, 0)
1609 Wait(10)
1613 Call(SetNpcPos, NPC_BTL_MERLEE, 0, 65, 20)
1618 Wait(30)
1624 Wait(20)
1633 Wait(15)
1638 Call(PlayerHopToGoal, 18, 0, 0)
1640 Wait(4)
1645 Return
1646 End
1647};
@ BTL_MSG_MERLEE_ATK_UP
Definition enums.h:4057
@ BTL_CAM_REPOSITION
Definition enums.h:4840
@ NPC_BTL_MERLEE
Definition enums.h:2529
@ SOUND_MAGIC_DESCENDING
Definition enums.h:1414
@ NPC_FLAG_IGNORE_CAMERA_FOR_YAW
Definition enums.h:3016
EvtScript EVS_MerleeRunOut
ApiStatus DeleteNpc(Evt *script, b32 isInitialCall)
ApiStatus SetNpcAnimation(Evt *script, b32 isInitialCall)
ApiStatus SetNpcRenderMode(Evt *script, b32 isInitialCall)
ApiStatus CreateNpc(Evt *script, b32 isInitialCall)
ApiStatus SetNpcPos(Evt *script, b32 isInitialCall)
ApiStatus SetNpcFlagBits(Evt *script, b32 isInitialCall)

◆ EVS_MerleeDefenseBonus

EvtScript EVS_MerleeDefenseBonus
extern

Definition at line 1649 of file player_events.c.

1649 {
1652 Wait(10)
1654 Call(SetBattleCamTarget, 0, 80, 0)
1658 Wait(10)
1662 Call(SetNpcPos, NPC_BTL_MERLEE, 0, 65, 20)
1667 Wait(30)
1673 Wait(20)
1682 Wait(15)
1685 Wait(22)
1686 Else
1691 Call(PlayerHopToGoal, 18, 0, 0)
1693 Wait(4)
1695 EndIf
1699 Return
1700 End
1701};
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ BTL_MSG_MERLEE_DEF_UP
Definition enums.h:4058
#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

◆ EVS_MerleeExpBonus

EvtScript EVS_MerleeExpBonus
extern

Definition at line 1703 of file player_events.c.

1703 {
1706 Wait(10)
1708 Call(SetBattleCamTarget, 0, 80, 0)
1712 Wait(10)
1716 Call(SetNpcPos, NPC_BTL_MERLEE, 0, 65, 20)
1721 Wait(30)
1727 Wait(20)
1736 Wait(15)
1741 Call(PlayerHopToGoal, 18, 0, 0)
1743 Wait(4)
1748 Return
1749 End
1750};
@ BTL_MSG_MERLEE_EXP_UP
Definition enums.h:4059

◆ EVS_PlayerHappy

EvtScript EVS_PlayerHappy
extern

Definition at line 1752 of file player_events.c.

1752 {
1758 Add(LVar0, 0)
1759 Add(LVar1, 35)
1760 Set(LVar3, LVarA)
1761 Add(LVar3, LVarB)
1762 IfGt(LVar3, 0)
1764 EndIf
1766 Add(LVar0, 20)
1767 Add(LVar1, 25)
1768 IfGt(LVarC, 0)
1770 EndIf
1771 Set(LVar3, LVarA)
1772 Add(LVar3, LVarB)
1774 Add(LVar1, 25)
1776 Wait(10)
1777 Set(LVar0, LVarA)
1778 IfGt(LVar0, 0)
1779 Loop(LVar0)
1781 Wait(1)
1782 EndLoop
1783 EndIf
1784 Set(LVar0, LVarB)
1785 IfGt(LVar0, 0)
1786 Loop(LVar0)
1788 Wait(1)
1789 EndLoop
1790 EndIf
1791 Set(LVar0, LVarC)
1792 IfGt(LVar0, 0)
1793 Loop(LVar0)
1795 Wait(1)
1796 EndLoop
1797 EndIf
1798 Wait(30)
1802 Return
1803 End
1804};
ApiStatus ShowStartRecoveryShimmer(Evt *script, b32 isInitialCall)
#define LVarC
Definition macros.h:160
#define LVarB
Definition macros.h:159

◆ EVS_ApplyDizzyAttack

EvtScript EVS_ApplyDizzyAttack
extern

Definition at line 1806 of file player_events.c.

1806 {
1807 Set(LVar0, 0)
1808 Loop(40)
1809 Add(LVar0, 72)
1811 Wait(1)
1812 EndLoop
1815 Return
1816 End
1817};
@ ACTOR_ENEMY0
Definition enums.h:2087

Referenced by btl_state_update_normal_start().

◆ EVS_PlayerRegainAbility

EvtScript EVS_PlayerRegainAbility
extern

◆ EVS_UseMystery

EvtScript EVS_UseMystery
extern

Definition at line 203 of file use_items.c.

203 {
204 Wait(2)
207 Return
208 End
209};

◆ EVS_PlaySleepHitFX

EvtScript EVS_PlaySleepHitFX
extern

◆ EVS_PlayDizzyHitFX

EvtScript EVS_PlayDizzyHitFX
extern

◆ EVS_PlayParalyzeHitFX

EvtScript EVS_PlayParalyzeHitFX
extern

◆ EVS_PlayPoisonHitFX

EvtScript EVS_PlayPoisonHitFX
extern

◆ EVS_PlayStopHitFX

EvtScript EVS_PlayStopHitFX
extern

◆ EVS_PlayFreezeHitFX

◆ EVS_PlayShrinkHitFX

EvtScript EVS_PlayShrinkHitFX
extern

◆ EVS_ForceNextTarget

EvtScript EVS_ForceNextTarget
extern

Definition at line 1143 of file standard_events.c.

1143 {
1147 Label(0)
1149 IfNe(LVar0, LVarA)
1152 Return
1153 EndIf
1154 EndIf
1157 Goto(0)
1158 EndIf
1161 Label(1)
1163 IfNe(LVar0, LVarA)
1165 IfNe(LVar3, 1)
1166 Return
1167 EndIf
1168 EndIf
1171 Goto(1)
1172 EndIf
1175 Label(2)
1180 Goto(2)
1181 EndIf
1182 Return
1183 End
1184};
@ ITER_NO_MORE
Definition enums.h:2030
@ ITER_NEXT
Definition enums.h:2025
@ TARGET_FLAG_PRIMARY_ONLY
Definition enums.h:1863
@ TARGET_FLAG_2
Definition enums.h:1850
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
Definition enums.h:3340
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
Definition enums.h:3339
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
Definition macros.h:272
#define Goto(LABEL_ID)
Moves execution to the given label.
Definition macros.h:232
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
Definition macros.h:227

◆ EVS_Enemy_Hit

EvtScript EVS_Enemy_Hit
extern

Definition at line 1223 of file standard_events.c.

1223 {
1226 Switch(LVar2)
1229 Switch(LVar5)
1236 Add(LVar1, 55)
1239 EndSwitch
1240 Set(LVar5, 0)
1241 Loop(30)
1242 Add(LVar5, 48)
1244 Wait(1)
1245 EndLoop
1247 Switch(LVar7)
1250 Wait(30)
1253 Sub(LVar1, 55)
1255 IfEq(LVar1, 0)
1262 Else
1269 EndIf
1270 EndSwitch
1275 EndIf
1277 Set(LVar0, 0)
1278 Loop(10)
1279 Add(LVar0, 36)
1281 Wait(1)
1282 EndLoop
1291 EndIf
1294 Label(0)
1297 Wait(1)
1298 IfEq(LVar1, 1)
1299 Goto(0)
1300 EndIf
1304 Wait(60)
1310 EndIf
1312 Set(LVar0, 360)
1313 Loop(10)
1314 Sub(LVar0, 36)
1316 Wait(1)
1317 EndLoop
1326 EndIf
1329 Label(1)
1332 Wait(1)
1333 IfEq(LVar1, 1)
1334 Goto(1)
1335 EndIf
1339 Wait(60)
1348 Label(2)
1350 Mod(LVar1, 360)
1351 IfNe(LVar1, 0)
1352 Wait(1)
1353 Goto(2)
1354 EndIf
1360 EndSwitch
1361 Return
1362 End
1363};
@ DAMAGE_INTENSITY_EXTREME
Definition enums.h:3509
@ EASING_COS_IN_OUT
Definition enums.h:520
@ DMG_SRC_NEXT_SLAP_RIGHT
Definition enums.h:1999
@ DMG_SRC_LAST_SLAP_RIGHT
Definition enums.h:2001
@ DMG_SRC_NEXT_FAN_SMACK_LEFT
Definition enums.h:2002
@ DMG_SRC_LAST_FAN_SMACK_LEFT
Definition enums.h:2004
@ DMG_SRC_POWER_SHELL
Definition enums.h:1995
@ DMG_SRC_SPIN_SMASH
Definition enums.h:1990
@ DMG_SRC_NEXT_SLAP_LEFT
Definition enums.h:1998
@ DMG_SRC_NEXT_FAN_SMACK_RIGHT
Definition enums.h:2003
@ DMG_SRC_SPOOK
Definition enums.h:2006
@ DMG_SRC_LAST_SLAP_LEFT
Definition enums.h:2000
@ DMG_SRC_LAST_FAN_SMACK_RIGHT
Definition enums.h:2005
ApiStatus UpdateLerp(Evt *script, b32 isInitialCall)
ApiStatus MakeLerp(Evt *script, b32 isInitialCall)
#define Mod(VAR, INT_VALUE)
Definition macros.h:380
#define KillThread(TID)
Kills a thread by its thread ID.
Definition macros.h:510
#define ExecGetTID(EVT_SOURCE, OUTVAR)
Identical to Exec, but the newly-launched thread ID is stored in OUTVAR.
Definition macros.h:460
#define Exec(EVT_SOURCE)
Launches a new thread.
Definition macros.h:455
EvtScript EVS_Enemy_FanSmack_Impl
EvtScript EVS_Enemy_Hit_Impl
EvtScript EVS_Enemy_SpinAround_Impl

◆ EVS_Partner_RunAway

◆ EVS_Partner_SpikeContact

EvtScript EVS_Partner_SpikeContact
extern

Definition at line 171 of file standard_events.c.

171 {
172 Set(LVarA, LVar1)
173 Set(LVarB, LVar2)
175 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
180 Sub(LVar0, 60)
181 Add(LVar1, 40)
186 Set(LVar1, LVarA)
187 Set(LVar2, 0)
192 Set(LVar0, 0)
193 Loop(15)
194 Add(LVar0, 48)
196 Wait(1)
197 EndLoop
202 Add(LVar0, 30)
203 Set(LVar1, 0)
207 Sub(LVar0, 20)
210 Sub(LVar0, 10)
213 Return
214 End
215};
@ BTL_CAM_PARTNER_HIT_SPIKE
Definition enums.h:4882
EvtScript EVS_Partner_Hit

◆ EVS_Partner_BombetteSpikeContact

EvtScript EVS_Partner_BombetteSpikeContact
extern

Definition at line 221 of file standard_events.c.

221 {
222 Set(LVarA, LVar1)
223 Set(LVarB, LVar2)
224 Set(LVarC, LVar3)
226 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
231 Sub(LVar0, 60)
232 Add(LVar1, 40)
237 Set(LVar1, LVarA)
238 Set(LVar2, 0)
243 Set(LVar0, 0)
244 Loop(15)
245 Add(LVar0, 48)
247 Wait(1)
248 EndLoop
253 Add(LVar0, 30)
254 Set(LVar1, 0)
259 Wait(1)
261 Sub(LVar0, 20)
265 Wait(1)
267 Sub(LVar0, 10)
270 Return
271 End
272};

◆ EVS_Partner_BurnContact

EvtScript EVS_Partner_BurnContact
extern

Definition at line 121 of file standard_events.c.

121 {
122 Set(LVarA, LVar1)
123 Set(LVarB, LVar2)
124 Set(LVarC, LVar3)
126 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
131 Sub(LVar0, 60)
132 Add(LVar1, 40)
137 Set(LVar1, LVarA)
138 Set(LVar2, LVarC)
143 Set(LVar0, 0)
144 Loop(15)
145 Add(LVar0, 48)
147 Wait(1)
148 EndLoop
153 Add(LVar0, 30)
154 Set(LVar1, 0)
158 Sub(LVar0, 20)
161 Sub(LVar0, 10)
164 Return
165 End
166};
@ BTL_CAM_PARTNER_HIT_HAZARD
Definition enums.h:4883
EvtScript EVS_Partner_BurnHit

◆ EVS_Partner_Recover

◆ EVS_Partner_ShockHit

EvtScript EVS_Partner_ShockHit
extern

Definition at line 277 of file standard_events.c.

277 {
278 Set(LVarA, LVar1)
279 Set(LVarB, LVar2)
281 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
286 Sub(LVar0, 60)
287 Add(LVar1, 40)
293 Set(LVar1, LVarA)
294 Set(LVar2, 0)
299 Set(LVar0, 0)
300 Loop(15)
301 Add(LVar0, 48)
303 Wait(1)
304 EndLoop
309 Add(LVar0, 30)
310 Set(LVar1, 0)
314 Sub(LVar0, 20)
317 Sub(LVar0, 10)
320 Return
321 End
322};

◆ EVS_Partner_BurnHit

EvtScript EVS_Partner_BurnHit
extern

Definition at line 439 of file standard_events.c.

439 {
443 Add(LVar5, -5)
444 Add(LVar6, 18)
445 Add(LVar7, 5)
447 Wait(2)
448 Add(LVar5, 10)
449 Add(LVar6, -14)
457 Wait(1)
459 Wait(1)
461 Wait(1)
463 Wait(1)
465 Wait(1)
467 Wait(1)
469 Wait(1)
470 Loop(2)
472 Wait(1)
474 Wait(1)
475 EndLoop
476 Loop(4)
478 Wait(1)
480 Wait(1)
481 EndLoop
483 Wait(10)
487 Wait(1)
489 Wait(1)
491 Wait(1)
493 Wait(1)
495 Wait(1)
497 Wait(1)
499 Wait(1)
500 Loop(2)
502 Wait(1)
504 Wait(1)
505 EndLoop
506 Loop(6)
508 Wait(1)
510 Wait(1)
511 EndLoop
513 Wait(10)
517 Wait(1)
519 Wait(1)
521 Wait(1)
523 Wait(1)
525 Wait(1)
527 Wait(1)
529 Wait(1)
530 Loop(2)
532 Wait(1)
534 Wait(1)
535 EndLoop
536 Loop(6)
538 Wait(1)
540 Wait(1)
541 EndLoop
543 Wait(10)
547 Wait(1)
549 Wait(1)
551 Wait(1)
553 Wait(1)
555 Wait(1)
557 Wait(1)
559 Wait(1)
560 Loop(2)
562 Wait(1)
564 Wait(1)
565 EndLoop
566 Loop(6)
568 Wait(1)
570 Wait(1)
571 EndLoop
572 Loop(2)
574 Wait(1)
576 Wait(1)
577 EndLoop
579 Wait(10)
582 Wait(8)
583 Return
584 End
585};
@ DAMAGE_INTENSITY_LIGHT
Definition enums.h:3506
@ DAMAGE_INTENSITY_HEAVY
Definition enums.h:3508
@ DAMAGE_INTENSITY_MEDIUM
Definition enums.h:3507
@ BTL_RUMBLE_HIT_HEAVY
Definition enums.h:4255
@ BTL_RUMBLE_HIT_LIGHT
Definition enums.h:4254
@ BTL_RUMBLE_HIT_EXTREME
Definition enums.h:4256

◆ EVS_Partner_Hit

EvtScript EVS_Partner_Hit
extern

Definition at line 774 of file standard_events.c.

774 {
776 IfNe(LVar2, 0)
778 Wait(8)
779 EndIf
780 Return
781 End
782};
EvtScript EVS_Partner_Hit_Impl

◆ EVS_Partner_Drop

◆ EVS_Partner_NoDamageHit

EvtScript EVS_Partner_NoDamageHit
extern

Definition at line 787 of file standard_events.c.

787 {
790 Call(AddActorPos, ACTOR_SELF, -2, 0, 0)
791 Wait(1)
792 Call(AddActorPos, ACTOR_SELF, 2, 0, 0)
793 Wait(1)
794 Call(AddActorPos, ACTOR_SELF, -4, 0, 0)
795 Wait(1)
796 Call(AddActorPos, ACTOR_SELF, 4, 0, 0)
797 Wait(1)
798 Call(AddActorPos, ACTOR_SELF, -2, 0, 0)
799 Wait(1)
800 Call(AddActorPos, ACTOR_SELF, 2, 0, 0)
801 Wait(1)
802 Call(AddActorPos, ACTOR_SELF, -3, 0, 0)
803 Wait(1)
804 Call(AddActorPos, ACTOR_SELF, 3, 0, 0)
805 Wait(1)
806 Call(AddActorPos, ACTOR_SELF, -2, 0, 0)
807 Wait(1)
808 Call(AddActorPos, ACTOR_SELF, 2, 0, 0)
809 Wait(1)
810 Call(AddActorPos, ACTOR_SELF, -1, 0, 0)
811 Wait(1)
812 Call(AddActorPos, ACTOR_SELF, 1, 0, 0)
813 Wait(1)
814 Return
815 End
816};

◆ EVS_Partner_LakilesterHit

EvtScript EVS_Partner_LakilesterHit
extern

Definition at line 750 of file standard_events.c.

◆ EVS_Enemy_HopToPos

EvtScript EVS_Enemy_HopToPos
extern

Definition at line 2021 of file standard_events.c.

2021 {
2023 Label(0)
2025 IfEq(LVar3, LVar0)
2026 Goto(10)
2027 EndIf
2028 IfLt(LVar3, LVar0)
2029 Set(LVar4, LVar0)
2030 Sub(LVar4, LVar3)
2031 IfLt(LVar4, 30)
2034 Else
2035 Set(LVar4, LVar3)
2036 Add(LVar3, 30)
2039 EndIf
2040 Else
2041 Set(LVar4, LVar3)
2042 Sub(LVar4, LVar0)
2043 IfLt(LVar4, 30)
2046 Else
2047 Sub(LVar3, 30)
2050 EndIf
2051 EndIf
2052 Goto(0)
2053 Label(10)
2054 Return
2055 End
2056};

◆ EVS_Enemy_BurnHit

EvtScript EVS_Enemy_BurnHit
extern

Definition at line 1492 of file standard_events.c.

1492 {
1496 EndIf
1499 Switch(LVar3)
1502 Switch(LVar7)
1509 Add(LVar5, 55)
1512 EndSwitch
1513 Set(LVar7, 0)
1514 Loop(30)
1515 Add(LVar7, 48)
1517 Wait(1)
1518 EndLoop
1520 Switch(LVar7)
1523 Wait(30)
1526 Sub(LVar5, 55)
1528 IfEq(LVar5, 0)
1535 Else
1542 EndIf
1543 EndSwitch
1545 Wait(20)
1546 EndSwitch
1547 IfNe(LVar2, -1)
1549 EndIf
1550 Wait(10)
1552 Switch(LVar1)
1560 MulF(LVar3, Float(0.4))
1561 MulF(LVar4, Float(0.4))
1562 EndIf
1563 DivF(LVar3, Float(2.0))
1566 SubF(LVar1, LVar3)
1567 Else
1568 AddF(LVar1, LVar3)
1569 EndIf
1570 AddF(LVar2, Float(5.0))
1571 DivF(LVar3, Float(10.0))
1574 MulF(LVar3, Float(0.4))
1575 IfLt(LVar3, 1)
1576 SetF(LVar3, Float(1.0))
1577 EndIf
1578 EndIf
1580 EndIf
1582 EndSwitch
1583 Return
1584 End
1585};
@ ACTOR_EVENT_FLAG_FIREY
Player takes burn damage upon contact.
Definition enums.h:3371
@ ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION
Blast and fire attacks trigger an explosion.
Definition enums.h:3377
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ DMG_SRC_FIRE_SHELL
Definition enums.h:1997
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
Definition enums.h:3331
#define DivF(VAR, FLOAT_VALUE)
Definition macros.h:386
#define MulF(VAR, FLOAT_VALUE)
Definition macros.h:385
#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

◆ EVS_Enemy_ShockHit

EvtScript EVS_Enemy_ShockHit
extern

Definition at line 1587 of file standard_events.c.

1587 {
1592 Return
1593 End
1594};
EvtScript EVS_Enemy_ShockHit_Impl

Referenced by A(), and A().

◆ EVS_Enemy_ShockHit_Impl

EvtScript EVS_Enemy_ShockHit_Impl
extern

Definition at line 1596 of file standard_events.c.

1596 {
1600 SetF(LVar5, LVar3)
1601 DivF(LVar5, Float(20.0))
1602 AddF(LVar1, LVar5)
1608 Call(AddActorPos, ACTOR_SELF, 0, 1, 0)
1609 Call(AddEffectOffset, LVarF, 0, 1, 0)
1610 Wait(1)
1611 Call(AddActorPos, ACTOR_SELF, 0, 3, 0)
1612 Call(AddEffectOffset, LVarF, 0, 3, 0)
1613 Wait(1)
1614 Call(AddActorPos, ACTOR_SELF, 0, 12, 0)
1615 Call(AddEffectOffset, LVarF, 0, 12, 0)
1616 Wait(1)
1617 Call(AddActorPos, ACTOR_SELF, 0, -8, 0)
1618 Call(AddEffectOffset, LVarF, 0, -8, 0)
1619 Wait(1)
1620 Call(AddActorPos, ACTOR_SELF, 0, 12, 0)
1621 Call(AddEffectOffset, LVarF, 0, 12, 0)
1622 Wait(1)
1623 Call(AddActorPos, ACTOR_SELF, 0, -4, 0)
1624 Call(AddEffectOffset, LVarF, 0, -4, 0)
1625 Wait(1)
1626 Call(AddActorPos, ACTOR_SELF, 0, -4, 0)
1627 Call(AddEffectOffset, LVarF, 0, -4, 0)
1628 Wait(1)
1629 Call(AddActorPos, ACTOR_SELF, 0, -6, 0)
1630 Call(AddEffectOffset, LVarF, 0, -6, 0)
1631 Wait(1)
1632 Call(AddActorPos, ACTOR_SELF, 0, -6, 0)
1633 Call(AddEffectOffset, LVarF, 0, -6, 0)
1634 Wait(1)
1635 Call(AddActorPos, ACTOR_SELF, 0, 6, 0)
1636 Call(AddEffectOffset, LVarF, 0, 6, 0)
1637 Wait(1)
1638 Call(AddActorPos, ACTOR_SELF, 0, -6, 0)
1639 Call(AddEffectOffset, LVarF, 0, -6, 0)
1640 Wait(1)
1641 Loop(6)
1642 Call(AddActorPos, ACTOR_SELF, 0, 2, 0)
1643 Call(AddEffectOffset, LVarF, 0, 2, 0)
1644 Wait(1)
1645 Call(AddActorPos, ACTOR_SELF, 0, -2, 0)
1646 Call(AddEffectOffset, LVarF, 0, -2, 0)
1647 Wait(1)
1648 EndLoop
1649 Wait(5)
1655 EndIf
1656 Return
1657 End
1658};
@ FX_SHOCK_OVERLAY_SHOCK_HIT
Definition effects.h:1263
@ SOUND_HIT_SHOCK
Definition enums.h:1195

◆ EVS_Partner_Celebrate

EvtScript EVS_Partner_Celebrate
extern

Definition at line 39 of file standard_events.c.

39 {
41 Loop(2)
43 Call(AddActorPos, ACTOR_SELF, 0, 6, 0)
44 Wait(1)
45 Call(AddActorPos, ACTOR_SELF, 0, 4, 0)
46 Wait(1)
47 Call(AddActorPos, ACTOR_SELF, 0, 3, 0)
48 Wait(1)
49 Call(AddActorPos, ACTOR_SELF, 0, 2, 0)
50 Wait(1)
51 Call(AddActorPos, ACTOR_SELF, 0, 1, 0)
52 Wait(1)
53 Call(AddActorPos, ACTOR_SELF, 0, -1, 0)
54 Wait(1)
55 Call(AddActorPos, ACTOR_SELF, 0, -2, 0)
56 Wait(1)
57 Call(AddActorPos, ACTOR_SELF, 0, -3, 0)
58 Wait(1)
59 Call(AddActorPos, ACTOR_SELF, 0, -4, 0)
60 Wait(1)
61 Call(AddActorPos, ACTOR_SELF, 0, -6, 0)
62 Wait(1)
63 Wait(1)
65 Wait(1)
68 Call(AddActorPos, ACTOR_SELF, 0, 6, 0)
69 Wait(1)
70 Call(AddActorPos, ACTOR_SELF, 0, 4, 0)
71 Wait(1)
72 Call(AddActorPos, ACTOR_SELF, 0, 3, 0)
73 Wait(1)
74 Call(AddActorPos, ACTOR_SELF, 0, 2, 0)
75 Wait(1)
76 Call(AddActorPos, ACTOR_SELF, 0, 1, 0)
77 Wait(1)
78 Call(AddActorPos, ACTOR_SELF, 0, -1, 0)
79 Wait(1)
80 Call(AddActorPos, ACTOR_SELF, 0, -2, 0)
81 Wait(1)
82 Call(AddActorPos, ACTOR_SELF, 0, -3, 0)
83 Wait(1)
84 Call(AddActorPos, ACTOR_SELF, 0, -4, 0)
85 Wait(1)
86 Call(AddActorPos, ACTOR_SELF, 0, -6, 0)
87 Wait(1)
88 Wait(1)
90 Return
91 End
92};

◆ EVS_Enemy_NoDamageHit

EvtScript EVS_Enemy_NoDamageHit
extern

Definition at line 1663 of file standard_events.c.

1663 {
1668 EndIf
1670 Wait(1)
1672 Wait(1)
1674 Wait(1)
1676 Wait(1)
1678 Wait(1)
1680 Wait(1)
1682 Wait(1)
1684 Wait(1)
1686 Wait(1)
1688 Wait(1)
1690 Wait(1)
1692 Wait(1)
1693 Return
1694 End
1695};

◆ EVS_Enemy_Death

EvtScript EVS_Enemy_Death
extern

Definition at line 1697 of file standard_events.c.

1697 {
1702 Return
1703 End
1704};
EvtScript EVS_Enemy_DeathWithoutRemove
EvtScript EVS_ForceNextTarget

◆ EVS_Enemy_DeathWithoutRemove

EvtScript EVS_Enemy_DeathWithoutRemove
extern

Definition at line 1707 of file standard_events.c.

1707 {
1711 IfNe(LVar1, -1)
1713 Wait(10)
1714 EndIf
1716 Switch(LVar5)
1728 Set(LFlag0, FALSE)
1730 Switch(LVar1)
1736 EndSwitch
1737 IfNe(LVar2, EXEC_DEATH_NO_SPINNING) // special signal value
1738 Set(LVar2, 0)
1739 Loop(24)
1741 Add(LVar2, 30)
1742 Wait(1)
1743 EndLoop
1745 EndIf
1746 EndSwitch
1748 Add(LVar1, 10)
1749 Add(LVar2, 10)
1754 Set(LVar3, 0)
1755 Loop(12)
1757 Add(LVar3, 8)
1758 Wait(1)
1759 EndLoop
1760 Return
1761 End
1762};
@ SOUND_ACTOR_DEATH
Definition enums.h:1293
#define LFlag0
Definition macros.h:167
#define EXEC_DEATH_NO_SPINNING
Definition battle.h:263

◆ EVS_Enemy_ScareAway

◆ EVS_Enemy_SpinSmashHit

EvtScript EVS_Enemy_SpinSmashHit
extern

◆ EVS_Enemy_FlipBackUp

EvtScript EVS_Enemy_FlipBackUp
extern

Definition at line 1928 of file standard_events.c.

1928 {
1929 Set(LVarA, LVar0)
1930 Set(LVarB, LVar1)
1931 Set(LVarC, LVar2)
1933 Set(LVar0, 0)
1934 Set(LVar1, 0)
1935 Set(LVar2, 0)
1936 Loop(5)
1937 Add(LVar0, 30)
1938 Add(LVar1, 4)
1939 Add(LVar2, -2)
1942 Wait(1)
1943 EndLoop
1947 Set(LVar2, -10)
1948 Loop(5)
1949 Add(LVar2, 2)
1951 Wait(1)
1952 EndLoop
1953 Return
1954 End
1955};

◆ EVS_Enemy_Knockback

EvtScript EVS_Enemy_Knockback
extern

◆ EVS_Enemy_ReturnHome

EvtScript EVS_Enemy_ReturnHome
extern

Definition at line 1974 of file standard_events.c.

1974 {
1979 IfGe(LVar9, Float(8.0))
1983 EndIf
1985 Return
1986 End
1987};
ApiStatus GetDist2D(Evt *script, b32 isInitialCall)
#define IfGe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR >= RVAR.
Definition macros.h:284

◆ EVS_Enemy_Recover

◆ EVS_Enemy_HopHome

EvtScript EVS_Enemy_HopHome
extern

Definition at line 2007 of file standard_events.c.

◆ EVS_Enemy_AirLift

EvtScript EVS_Enemy_AirLift
extern

◆ EVS_Enemy_BlowAway

EvtScript EVS_Enemy_BlowAway
extern

Definition at line 2076 of file standard_events.c.

2076 {
2080 Else
2081 Set(LFlag0, FALSE)
2084 Set(LFlag0, TRUE)
2085 EndIf
2086 EndIf
2089 Set(LFlag0, TRUE)
2090 EndIf
2091 EndIf
2094 Set(LFlag0, TRUE)
2095 EndIf
2096 EndIf
2099 Set(LFlag0, TRUE)
2100 EndIf
2101 EndIf
2104 Set(LFlag0, TRUE)
2105 EndIf
2106 EndIf
2109 Set(LFlag0, TRUE)
2110 EndIf
2111 EndIf
2114 Set(LFlag0, TRUE)
2115 EndIf
2116 EndIf
2118 Set(LFlag0, TRUE)
2119 EndIf
2122 Set(LFlag0, TRUE)
2123 EndIf
2124 EndIf
2127 Set(LFlag0, TRUE)
2128 EndIf
2129 EndIf
2130 IfEq(LFlag0, TRUE)
2132 EndIf
2133 EndIf
2135 Wait(1000)
2136 Return
2137 End
2138};
@ STATUS_FLAG_FEAR
Definition enums.h:2815
@ STATUS_FLAG_FROZEN
Definition enums.h:2814
@ STATUS_FLAG_STATIC
Definition enums.h:2813
@ STATUS_FLAG_PARALYZE
Definition enums.h:2816
@ STATUS_FLAG_STONE
Definition enums.h:2820
@ STATUS_FLAG_KO
Definition enums.h:2823
@ STATUS_FLAG_DIZZY
Definition enums.h:2818
@ STATUS_FLAG_SLEEP
Definition enums.h:2812
@ STATUS_FLAG_POISON
Definition enums.h:2817

◆ Rumble_1

EvtScript Rumble_1
extern

◆ Rumble_2

EvtScript Rumble_2
extern

◆ Rumble_3

EvtScript Rumble_3
extern

◆ Rumble_4

EvtScript Rumble_4
extern

◆ Rumble_5

EvtScript Rumble_5
extern

◆ Rumble_6

EvtScript Rumble_6
extern

◆ Rumble_7

EvtScript Rumble_7
extern

◆ Rumble_Unused_1

EvtScript Rumble_Unused_1
extern

◆ Rumble_Unused_2

EvtScript Rumble_Unused_2
extern

◆ Rumble_Unused_3

EvtScript Rumble_Unused_3
extern

◆ Rumble_Unused_4

EvtScript Rumble_Unused_4
extern