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 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 741 of file player_events.c.

741 {
769 Return
770 End
771};
BSS s32 PopupMenu_SelectedIndex
@ PHASE_PLAYER_HAPPY
Definition enums.h:2106
@ PHASE_MERLEE_ATTACK_BONUS
Definition enums.h:2103
@ PHASE_USE_DEFEND
Definition enums.h:2096
@ PHASE_RUN_AWAY_START
Definition enums.h:2093
@ PHASE_EXECUTE_ACTION
Definition enums.h:2091
@ PHASE_MERLEE_EXP_BONUS
Definition enums.h:2105
@ PHASE_CELEBRATE
Definition enums.h:2095
@ PHASE_USE_LIFE_SHROOM
Definition enums.h:2098
@ PHASE_MERLEE_DEFENSE_BONUS
Definition enums.h:2104
@ PHASE_DEATH
Definition enums.h:2094
@ PHASE_RUN_AWAY_FAIL
Definition enums.h:2097
@ PHASE_FIRST_STRIKE
Definition enums.h:2092
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:312
#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:320
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:214
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:476
#define EndSwitch
Marks the end of a switch statement and any case.
Definition macros.h:363
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:577
#define LVar0
Definition macros.h:149
#define Return
Kills the current EVT thread.
Definition macros.h:218

Referenced by btl_state_update_celebration(), btl_state_update_defeat(), btl_state_update_defend(), btl_state_update_first_strike(), btl_state_update_player_move(), btl_state_update_run_away(), btl_state_update_transfer_turn(), btl_state_update_victory(), and btl_substate_try_hpfp_recovery().

◆ EVS_Peach_HandlePhase

EvtScript EVS_Peach_HandlePhase
extern

Definition at line 773 of file player_events.c.

773 {
779 Return
780 End
781};
EvtScript EVS_ExecutePeachAction

Referenced by btl_state_update_player_move().

◆ EVS_ExecuteMarioAction

EvtScript EVS_ExecuteMarioAction
extern

Definition at line 783 of file player_events.c.

◆ EVS_ExecutePeachAction

◆ EVS_Player_HandleEvent

EvtScript EVS_Player_HandleEvent
extern

Definition at line 843 of file player_events.c.

843 {
860 Sub(LVar0, 60)
861 Add(LVar1, 40)
865 Call(PlayerHopToGoal, 5, 0, 1)
867 Set(LVar2, 0)
872 Add(LVar0, 30)
873 Set(LVar1, 0)
876 Call(PlayerHopToGoal, 10, 0, 2)
877 Sub(LVar0, 20)
879 Call(PlayerHopToGoal, 7, 0, 2)
880 Sub(LVar0, 10)
882 Call(PlayerHopToGoal, 4, 0, 2)
883 IfEq(LVarF, 39)
884 Return
885 EndIf
892 Sub(LVar0, 60)
893 Add(LVar1, 40)
897 Call(PlayerHopToGoal, 5, 0, 1)
900 Add(LVar5, 5)
901 Add(LVar6, 4)
902 Add(LVar7, 5)
904 Wait(2)
906 Add(LVar5, -5)
907 Add(LVar6, 18)
908 Add(LVar7, 5)
912 Set(LVar2, 0)
917 Add(LVar0, 30)
918 Set(LVar1, 0)
921 Call(PlayerHopToGoal, 10, 0, 2)
922 Sub(LVar0, 20)
924 Call(PlayerHopToGoal, 7, 0, 2)
925 Sub(LVar0, 10)
927 Call(PlayerHopToGoal, 4, 0, 2)
928 IfEq(LVarF, 36)
929 Return
930 EndIf
937 Sub(LVar0, 60)
938 Add(LVar1, 40)
942 Call(PlayerHopToGoal, 5, 0, 1)
945 Set(LVar2, 0)
950 Add(LVar0, 30)
951 Set(LVar1, 0)
954 Call(PlayerHopToGoal, 10, 0, 2)
955 Sub(LVar0, 20)
957 Call(PlayerHopToGoal, 7, 0, 2)
958 Sub(LVar0, 10)
960 Call(PlayerHopToGoal, 4, 0, 2)
961 IfEq(LVarF, 38)
962 Return
963 EndIf
969 Wait(30)
971 Else
972 Wait(30)
973 EndIf
979 Call(PlayerHopToGoal, 15, 0, 0)
987 Wait(10)
993 Call(PlayerHopToGoal, 15, 0, 0)
1003 Set(LVar2, 0)
1016 SetConst(LVar0, 1)
1019 Wait(10)
1023 Set(LVar2, 0)
1028 Set(LVar2, 0)
1031 Return
1034 Set(LVar2, 0)
1036 Return
1042 Call(PlayerHopToGoal, 15, 0, 0)
1045 EndSwitch
1047 Return
1048 End
1049};
@ BS_FLAGS1_EXECUTING_MOVE
Definition enums.h:3611
@ BTL_CAM_DEFAULT
Definition enums.h:4409
@ BTL_CAM_PLAYER_HIT_HAZARD
Definition enums.h:4438
@ BTL_CAM_PLAYER_HIT_SPIKE
Definition enums.h:4437
@ SOUND_NO_DAMGE
Definition enums.h:1436
@ ACTOR_SELF
Definition enums.h:2117
@ EVENT_LUCKY
Definition enums.h:2205
@ EVENT_HIT
Definition enums.h:2165
@ EVENT_SPIKE_DEATH
Definition enums.h:2193
@ EVENT_BURN_HIT
Definition enums.h:2169
@ EVENT_SPIKE_CONTACT
Definition enums.h:2196
@ EVENT_FIRE_DEATH
Definition enums.h:2195
@ EVENT_IMMUNE
Definition enums.h:2179
@ EVENT_BURN_DEATH
Definition enums.h:2190
@ EVENT_ZERO_DAMAGE
Definition enums.h:2177
@ EVENT_SHOCK_DEATH
Definition enums.h:2192
@ EVENT_BLOCK
Definition enums.h:2180
@ EVENT_18
Definition enums.h:2178
@ EVENT_HIT_COMBO
Definition enums.h:2164
@ EVENT_DEATH
Definition enums.h:2186
@ EVENT_RECOVER_FROM_KO
Definition enums.h:2203
@ EVENT_SHOCK_HIT
Definition enums.h:2198
@ EVENT_BURN_CONTACT
Definition enums.h:2197
@ EVENT_RECOVER_STATUS
Definition enums.h:2200
@ EVENT_RECOVER_FROZEN
Definition enums.h:2201
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:296
#define LVar6
Definition macros.h:155
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:366
#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:323
#define EndChildThread
Marks the end of a child thread block.
Definition macros.h:564
#define Sub(VAR, INT_VALUE)
Definition macros.h:378
#define LVarF
Definition macros.h:164
#define Add(VAR, INT_VALUE)
Definition macros.h:377
#define IfFalse(b)
Definition macros.h:650
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
Definition macros.h:353
#define Float(DOUBLE)
Definition macros.h:52
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
Definition macros.h:342
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:299
#define LVar5
Definition macros.h:154
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
Definition macros.h:338
#define LVar7
Definition macros.h:156
#define LVar8
Definition macros.h:157
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:255
#define LVar9
Definition macros.h:158
#define PlayEffect(args...)
Definition macros.h:811
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:270
#define ChildThread
Marks the start of a child thread block.
Definition macros.h:561
#define SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
Definition macros.h:371

Referenced by dispatch_event_player(), and dispatch_event_player_continue_turn().

◆ EVS_PlayerFirstStrike

◆ EVS_StartDefend

EvtScript EVS_StartDefend
extern

Definition at line 837 of file player_events.c.

837 {
839 Return
840 End
841};

◆ EVS_RunAwayStart

EvtScript EVS_RunAwayStart
extern

Definition at line 1161 of file player_events.c.

1161 {
1167 Return
1168 EndIf
1173 Call(SetupMashMeter, 1, 100, 0, 0, 0, 0)
1178 Wait(1)
1180 Wait(1)
1182 Wait(1)
1184 Wait(1)
1186 Wait(1)
1188 Wait(5)
1191 Wait(5)
1192 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1193 Wait(2)
1194 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1195 Wait(5)
1196 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1197 Wait(2)
1198 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1199 Wait(2)
1200 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1201 Wait(5)
1202 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1203 Wait(2)
1204 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1205 Wait(5)
1206 Call(AddActorPos, ACTOR_PLAYER, 2, 0, 0)
1207 Wait(15)
1208 Wait(30)
1213 Call(PlayerHopToGoal, 8, 0, 0)
1216 IfEq(LVar0, 1)
1219 Call(SetGoalPos, ACTOR_PLAYER, -240, 0, 10)
1222 Wait(5)
1223 Else
1225 Call(ShakeCam, 1, 0, 5, Float(1.0))
1229 Call(SetGoalPos, ACTOR_PLAYER, -100, 0, 10)
1232 Set(LVar3, 6)
1235 Loop(2)
1238 Wait(5)
1239 EndLoop
1241 Loop(10)
1242 Sub(LVar0, LVar3)
1243 Sub(LVar3, 1)
1244 IfLt(LVar3, 1)
1245 Set(LVar3, 1)
1246 EndIf
1248 Wait(1)
1249 EndLoop
1250 Wait(15)
1253 Wait(20)
1256 Wait(7)
1257 Loop(2)
1259 Sub(LVar0, 8)
1260 Add(LVar1, 14)
1261 Add(LVar2, 5)
1263 Wait(5)
1264 EndLoop
1266 Wait(5)
1268 Wait(10)
1269 EndIf
1271 Return
1272 End
1273};
@ AC_DIFFICULTY_3
Definition action_cmd.h:45
@ AC_MODE_NOT_LEARNED
Definition action_cmd.h:60
@ ACTION_COMMAND_FLEE
Definition enums.h:3509
@ SOUND_PLAYER_RUN_IN_PLACE
Definition enums.h:783
@ SOUND_TRIP
Definition enums.h:787
@ SOUND_DUST_OFF
Definition enums.h:794
@ SOUND_PLAYER_RUN_AWAY
Definition enums.h:784
EvtScript EVS_RunAwayNoCommand
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
#define EndLoop
Marks the end of a loop.
Definition macros.h:249
#define IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
Definition macros.h:276
#define Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:246
#define LVar3
Definition macros.h:152

◆ EVS_RunAwayFail

◆ EVS_PlayerDies

EvtScript EVS_PlayerDies
extern

Definition at line 1288 of file player_events.c.

1288 {
1292 Wait(15)
1295 Set(LVar0, 0)
1296 Loop(30)
1297 Add(LVar0, 60)
1299 Wait(1)
1300 EndLoop
1301 Set(LVar0, 0)
1302 Loop(10)
1303 Add(LVar0, 36)
1305 Wait(1)
1306 EndLoop
1308 Wait(30)
1310 Set(LVar0, 0)
1311 Set(LVar1, 1)
1312 Loop(0)
1313 IfEq(LVar0, 90)
1314 BreakLoop
1315 EndIf
1316 Add(LVar0, LVar1)
1317 Add(LVar1, 2)
1318 IfGt(LVar0, 90)
1319 Set(LVar0, 90)
1320 EndIf
1322 Wait(1)
1323 EndLoop
1325 Add(LVar1, 2)
1328 Add(LVar2, 20)
1330 Wait(15)
1331 Return
1332 End
1333};
@ BTL_CAM_PLAYER_DIES
Definition enums.h:4431
@ SOUND_PLAYER_COLLAPSE
Definition enums.h:1315
@ SOUND_PLAYER_SPINNING
Definition enums.h:1188
@ ACTOR_BLUR_ENABLE
Definition enums.h:6005
#define IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
Definition macros.h:279
#define BreakLoop
Breaks out of the innermost loop.
Definition macros.h:252

◆ EVS_Unused_EatItem

EvtScript EVS_Unused_EatItem
extern

Definition at line 1410 of file player_events.c.

1410 {
1411 Thread
1412 Loop(4)
1414 Wait(10)
1415 EndLoop
1416 EndThread
1418 Wait(45)
1419 Return
1420 End
1421};
@ SOUND_EAT_OR_DRINK
Definition enums.h:1444
#define Thread
Marks the start of a thread block.
Definition macros.h:545
#define EndThread
Marks the end of a thread block.
Definition macros.h:548

◆ EVS_Unused_DrinkItem

EvtScript EVS_Unused_DrinkItem
extern

Definition at line 1423 of file player_events.c.

1423 {
1424 Thread
1425 Loop(4)
1427 Wait(10)
1428 EndLoop
1429 EndThread
1431 Wait(45)
1432 Return
1433 End
1434};

◆ EVS_UseLifeShroom

EvtScript EVS_UseLifeShroom
extern

Definition at line 1436 of file player_events.c.

1436 {
1440 IfEq(LVar0, 1)
1443 Set(LVar0, 255)
1444 Loop(10)
1445 Sub(LVar0, 25)
1446 IfLt(LVar0, 0)
1447 Set(LVar0, 0)
1448 EndIf
1450 Wait(1)
1451 EndLoop
1453 EndIf
1458 Set(LVarA, LVar0)
1460 Set(LVar3, 30)
1461 Set(LVar4, 16)
1462 Loop(LVar3)
1463 Add(LVar4, 8)
1464 IfGt(LVar4, 255)
1465 Set(LVar4, 255)
1466 EndIf
1467 AddF(LVar1, Float(1.0))
1469 Wait(1)
1470 EndLoop
1471 Set(LVar3, LVar0)
1472 Set(LVar4, LVar1)
1473 Set(LVar5, LVar2)
1476 IfGt(LVar0, 0)
1477 Wait(LVar0)
1478 Wait(15)
1480 EndIf
1482 Add(LVar4, 15)
1484 Set(LVar0, LVarF)
1485 Loop(4)
1486 Call(SetItemFlags, LVarA, 64, 1)
1487 Wait(2)
1488 Call(SetItemFlags, LVarA, 64, 0)
1489 Wait(8)
1490 EndLoop
1494 PlayEffect(EFFECT_STARS_SHIMMER, 1, LVar3, LVar4, LVar5, 70, 70, 10, 20)
1495 Wait(20)
1498 PlayEffect(EFFECT_STARS_SHIMMER, 2, LVar0, LVar1, LVar2, 50, 20, 32, 30)
1499 Wait(40)
1500 PlayEffect(EFFECT_STARS_SHIMMER, 2, LVar0, LVar1, LVar2, 30, 50, 32, 30)
1502 Loop(3)
1504 Wait(4)
1506 Wait(4)
1507 EndLoop
1508 Loop(3)
1510 Wait(2)
1512 Wait(2)
1513 EndLoop
1514 Loop(7)
1516 Wait(1)
1518 Wait(1)
1519 EndLoop
1521 Wait(50)
1530 Add(LVar1, 25)
1537 IfEq(LVar0, 1)
1539 Set(LVar0, 0)
1540 Loop(10)
1541 Add(LVar0, 25)
1542 IfGt(LVar0, 255)
1543 Set(LVar0, 255)
1544 EndIf
1546 Wait(1)
1547 EndLoop
1550 EndIf
1553 Loop(5)
1554 Wait(2)
1556 PlayEffect(EFFECT_MISC_PARTICLES, 2, LVar0, LVar1, LVar2, 20, 20, Float(1.0), 10, 50)
1557 EndLoop
1563 Set(LVar1, 0)
1566 Call(PlayerHopToGoal, 20, 0, 0)
1568 Wait(4)
1570 Wait(10)
1573 Return
1574 End
1575};
@ SOUND_REVIVAL_MAGIC
Definition enums.h:1190
@ SOUND_START_RECOVERY
Definition enums.h:1388
@ SOUND_PLAYER_REVIVE
Definition enums.h:1191
@ SOUND_LIFE_SHROOM_CHIME
Definition enums.h:1189
@ SOUND_LONG_PLAYER_JUMP
Definition enums.h:785
@ ACTOR_PARTNER
Definition enums.h:2119
@ ACTOR_FLAG_NO_SHADOW
Hide shadow.
Definition enums.h:3359
@ EVENT_REVIVE
Definition enums.h:2213
@ EVENT_LIFE_SHROOM_PROC
Definition enums.h:2212
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 AddF(VAR, FLOAT_VALUE)
Definition macros.h:384
#define LVarA
Definition macros.h:159
#define LVar4
Definition macros.h:153

◆ EVS_MerleeRunOut

EvtScript EVS_MerleeRunOut
extern

Definition at line 1577 of file player_events.c.

1577 {
1579 IfEq(LVar0, 1)
1580 Return
1581 EndIf
1582 Wait(15)
1585 Return
1586 End
1587};
@ BTL_MSG_MERLEE_DONE
Definition enums.h:3703

◆ EVS_MerleeAttackBonus

EvtScript EVS_MerleeAttackBonus
extern

Definition at line 1589 of file player_events.c.

1589 {
1592 Wait(10)
1594 Call(SetBattleCamTarget, 0, 80, 0)
1598 Wait(10)
1602 Call(SetNpcPos, NPC_BTL_MERLEE, 0, 65, 20)
1607 Wait(30)
1613 Wait(20)
1622 Wait(15)
1627 Call(PlayerHopToGoal, 18, 0, 0)
1629 Wait(4)
1634 Return
1635 End
1636};
@ BTL_MSG_MERLEE_ATK_UP
Definition enums.h:3700
@ BTL_CAM_REPOSITION
Definition enums.h:4426
@ NPC_BTL_MERLEE
Definition enums.h:2515
@ SOUND_MAGIC_DESCENDING
Definition enums.h:1417
@ NPC_FLAG_IGNORE_CAMERA_FOR_YAW
Definition enums.h:3050
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 1638 of file player_events.c.

1638 {
1641 Wait(10)
1643 Call(SetBattleCamTarget, 0, 80, 0)
1647 Wait(10)
1651 Call(SetNpcPos, NPC_BTL_MERLEE, 0, 65, 20)
1656 Wait(30)
1662 Wait(20)
1671 Wait(15)
1674 Wait(22)
1675 Else
1680 Call(PlayerHopToGoal, 18, 0, 0)
1682 Wait(4)
1684 EndIf
1688 Return
1689 End
1690};
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2868
@ BTL_MSG_MERLEE_DEF_UP
Definition enums.h:3701
#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:289

◆ EVS_MerleeExpBonus

EvtScript EVS_MerleeExpBonus
extern

Definition at line 1692 of file player_events.c.

1692 {
1695 Wait(10)
1697 Call(SetBattleCamTarget, 0, 80, 0)
1701 Wait(10)
1705 Call(SetNpcPos, NPC_BTL_MERLEE, 0, 65, 20)
1710 Wait(30)
1716 Wait(20)
1725 Wait(15)
1730 Call(PlayerHopToGoal, 18, 0, 0)
1732 Wait(4)
1737 Return
1738 End
1739};
@ BTL_MSG_MERLEE_EXP_UP
Definition enums.h:3702

◆ EVS_PlayerHappy

EvtScript EVS_PlayerHappy
extern

Definition at line 1741 of file player_events.c.

1741 {
1747 Add(LVar0, 0)
1748 Add(LVar1, 35)
1749 Set(LVar3, LVarA)
1750 Add(LVar3, LVarB)
1751 IfGt(LVar3, 0)
1753 EndIf
1755 Add(LVar0, 20)
1756 Add(LVar1, 25)
1757 IfGt(LVarC, 0)
1759 EndIf
1760 Set(LVar3, LVarA)
1761 Add(LVar3, LVarB)
1763 Add(LVar1, 25)
1765 Wait(10)
1766 Set(LVar0, LVarA)
1767 IfGt(LVar0, 0)
1768 Loop(LVar0)
1770 Wait(1)
1771 EndLoop
1772 EndIf
1773 Set(LVar0, LVarB)
1774 IfGt(LVar0, 0)
1775 Loop(LVar0)
1777 Wait(1)
1778 EndLoop
1779 EndIf
1780 Set(LVar0, LVarC)
1781 IfGt(LVar0, 0)
1782 Loop(LVar0)
1784 Wait(1)
1785 EndLoop
1786 EndIf
1787 Wait(30)
1791 Return
1792 End
1793};
ApiStatus ShowStartRecoveryShimmer(Evt *script, b32 isInitialCall)
#define LVarC
Definition macros.h:161
#define LVarB
Definition macros.h:160

◆ EVS_ApplyDizzyAttack

EvtScript EVS_ApplyDizzyAttack
extern

Definition at line 1795 of file player_events.c.

1795 {
1796 Set(LVar0, 0)
1797 Loop(40)
1798 Add(LVar0, 72)
1800 Wait(1)
1801 EndLoop
1804 Return
1805 End
1806};
@ ACTOR_ENEMY0
Definition enums.h:2120

Referenced by btl_state_update_normal_start().

◆ EVS_PlayerRegainAbility

EvtScript EVS_PlayerRegainAbility
extern

Definition at line 1808 of file player_events.c.

1808 {
1811 Loop(LVar0)
1812 Add(LVarF, 3)
1813 Wait(1)
1814 EndLoop
1816 Switch(LVarA)
1818 Set(LVarE, 0)
1821 Set(LVarE, 1)
1822 Switch(LVarC)
1829 EndSwitch
1831 Set(LVarE, 2)
1832 Switch(LVarB)
1839 EndSwitch
1840 EndSwitch
1842 Add(LVarF, 24)
1843 Add(LVar1, 150)
1845 Set(LVarA, LVar0)
1850 Add(LVar1, 20)
1851 PlayEffect(EFFECT_STARS_SHIMMER, 0, LVar0, LVar1, LVar2, 30, 30, 10, 30)
1854 Return
1855 End
1856};
@ GEAR_RANK_SUPER
Definition enums.h:2046
@ GEAR_RANK_ULTRA
Definition enums.h:2047
@ GEAR_RANK_NORMAL
Definition enums.h:2045
#define LVarE
Definition macros.h:163

Referenced by update_command_loss().

◆ 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:2063
@ ITER_NEXT
Definition enums.h:2058
@ TARGET_FLAG_PRIMARY_ONLY
Definition enums.h:1889
@ TARGET_FLAG_2
Definition enums.h:1876
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
Definition enums.h:3374
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
Definition enums.h:3373
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
Definition macros.h:273
#define Goto(LABEL_ID)
Moves execution to the given label.
Definition macros.h:233
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
Definition macros.h:228

◆ 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:3543
@ EASING_COS_IN_OUT
Definition enums.h:520
@ DMG_SRC_NEXT_SLAP_RIGHT
Definition enums.h:2025
@ DMG_SRC_LAST_SLAP_RIGHT
Definition enums.h:2027
@ DMG_SRC_NEXT_FAN_SMACK_LEFT
Definition enums.h:2028
@ DMG_SRC_LAST_FAN_SMACK_LEFT
Definition enums.h:2030
@ DMG_SRC_POWER_SHELL
Definition enums.h:2021
@ DMG_SRC_SPIN_SMASH
Definition enums.h:2016
@ DMG_SRC_NEXT_SLAP_LEFT
Definition enums.h:2024
@ DMG_SRC_NEXT_FAN_SMACK_RIGHT
Definition enums.h:2029
@ DMG_SRC_SPOOK
Definition enums.h:2032
@ DMG_SRC_LAST_SLAP_LEFT
Definition enums.h:2026
@ DMG_SRC_LAST_FAN_SMACK_RIGHT
Definition enums.h:2031
ApiStatus UpdateLerp(Evt *script, b32 isInitialCall)
ApiStatus MakeLerp(Evt *script, b32 isInitialCall)
#define Mod(VAR, INT_VALUE)
Definition macros.h:381
#define KillThread(TID)
Kills a thread by its thread ID.
Definition macros.h:511
#define ExecGetTID(EVT_SOURCE, OUTVAR)
Identical to Exec, but the newly-launched thread ID is stored in OUTVAR.
Definition macros.h:461
#define Exec(EVT_SOURCE)
Launches a new thread.
Definition macros.h:456
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:4468
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:4469
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:3540
@ DAMAGE_INTENSITY_HEAVY
Definition enums.h:3542
@ DAMAGE_INTENSITY_MEDIUM
Definition enums.h:3541
@ BTL_RUMBLE_HIT_HEAVY
Definition enums.h:3855
@ BTL_RUMBLE_HIT_LIGHT
Definition enums.h:3854
@ BTL_RUMBLE_HIT_EXTREME
Definition enums.h:3856

◆ 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:3405
@ ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION
Blast and fire attacks trigger an explosion.
Definition enums.h:3411
@ STATUS_FLAG_SHRINK
Definition enums.h:2853
@ DMG_SRC_FIRE_SHELL
Definition enums.h:2023
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
Definition enums.h:3365
#define DivF(VAR, FLOAT_VALUE)
Definition macros.h:387
#define SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
Definition macros.h:374
#define MulF(VAR, FLOAT_VALUE)
Definition macros.h:386
#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:293
#define SubF(VAR, FLOAT_VALUE)
Definition macros.h:385

◆ 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:1198

◆ 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:1296
#define LFlag0
Definition macros.h:168
#define EXEC_DEATH_NO_SPINNING
Definition battle.h:273

◆ 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:285

◆ 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_FROZEN
Definition enums.h:2848
@ STATUS_FLAG_STATIC
Definition enums.h:2847
@ STATUS_FLAG_PARALYZE
Definition enums.h:2850
@ STATUS_FLAG_STONE
Definition enums.h:2854
@ STATUS_FLAG_KO
Definition enums.h:2857
@ STATUS_FLAG_DIZZY
Definition enums.h:2852
@ STATUS_FLAG_SLEEP
Definition enums.h:2846
@ STATUS_FLAG_POISON
Definition enums.h:2851
@ STATUS_FLAG_UNUSED
Definition enums.h:2849

◆ 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