Paper Mario DX
Paper Mario (N64) modding
 
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koopatrol.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/Koopatrol.h"
4#include "effects.h"
5
6#define NAMESPACE A(koopatrol)
7
8extern EvtScript N(EVS_Init);
9extern EvtScript N(EVS_Idle);
10extern EvtScript N(EVS_TakeTurn);
13
14enum N(ActorPartIDs) {
15 PRT_MAIN = 1,
16};
17
18enum N(ActorVars) {
19 AVAR_State = 0,
26};
27
28enum N(ActorParams) {
31};
32
33s32 N(DefaultAnims)[] = {
44};
45
46s32 N(ShuffleAnims)[] = {
57};
58
59s32 N(ToppledAnims)[] = {
70};
71
72s32 N(ChargedAnims)[] = {
83};
84
85s32 N(DefenseTable)[] = {
89};
90
91s32 N(ToppledDefense)[] = {
94};
95
96s32 N(ChargedDefense)[] = {
98 ELEMENT_FIRE, 3,
100};
101
102s32 N(StatusTable)[] = {
113 STATUS_KEY_STOP, 80,
125};
126
127s32 N(ChargedStatusTable)[] = {
148};
149
151 {
153 .index = PRT_MAIN,
154 .posOffset = { 0, 0, 0 },
155 .targetOffset = { 0, 32 },
156 .opacity = 255,
157 .idleAnimations = N(DefaultAnims),
158 .defenseTable = N(DefenseTable),
160 .elementImmunityFlags = 0,
161 .projectileTargetOffset = { 0, -12 },
162 },
163};
164
165ActorBlueprint NAMESPACE = {
166 .flags = 0,
167 .type = ACTOR_TYPE_KOOPATROL,
168 .level = ACTOR_LEVEL_KOOPATROL,
169 .maxHP = 8,
170 .partCount = ARRAY_COUNT(N(ActorParts)),
171 .partsData = N(ActorParts),
172 .initScript = &N(EVS_Init),
173 .statusTable = N(StatusTable),
174 .escapeChance = 50,
175 .airLiftChance = 75,
176 .hurricaneChance = 65,
177 .spookChance = 60,
178 .upAndAwayChance = 95,
179 .spinSmashReq = 0,
180 .powerBounceChance = 85,
181 .coinReward = 2,
182 .size = { 32, 42 },
183 .healthBarOffset = { 0, 0 },
184 .statusIconOffset = { -15, 32 },
185 .statusTextOffset = { 5, 32 },
186};
187
190
191EvtScript N(EVS_Init) = {
201 CaseEq(0)
203 CaseEq(1)
205 CaseEq(2)
207 CaseEq(3)
210 Return
211 End
212};
213
222 Return
223 End
224};
225
232 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
233 Else
236 Call(N(SetAbsoluteStatusOffsets), -15, 32, 5, 32)
237 EndIf
241 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
245 Call(N(SetAbsoluteStatusOffsets), -15, 22, 5, 22)
247 Return
248 End
249};
250
251EvtScript N(EVS_Idle) = {
252 Label(0)
253 Call(RandInt, 80, LVarA)
254 Add(LVarA, 80)
255 Loop(LVarA)
256 Label(1)
261 Wait(1)
262 Goto(1)
263 EndIf
265 Wait(1)
266 Goto(1)
267 EndIf
268 Wait(1)
269 EndLoop
271 Add(LVar0, 5)
283 Loop(20)
284 Label(2)
289 Wait(1)
290 Goto(2)
291 EndIf
293 Wait(1)
294 Goto(2)
295 EndIf
296 Wait(1)
297 EndLoop
299 Sub(LVar0, 5)
311 Loop(80)
312 Label(3)
317 Wait(1)
318 Goto(3)
319 EndIf
321 Wait(1)
322 Goto(3)
323 EndIf
324 Wait(1)
325 EndLoop
326 Goto(0)
327 Return
328 End
329};
330
331s32 N(FlipPosOffsets)[] = { 9, 16, 22, 26, 30, 32, 33, 32, 30, 26, 22, 16, 9, 0, 4, 6, 7, 6, 4, 0, 2, 0 };
332
368 Return
400 Wait(5)
416 Thread
417 Wait(4)
419 Wait(1)
421 Wait(1)
422 Call(SetActorRotation, ACTOR_SELF, 0, 0, -30)
423 Wait(1)
424 Call(SetActorRotation, ACTOR_SELF, 0, 0, -60)
425 Wait(1)
426 Call(SetActorRotation, ACTOR_SELF, 0, 0, -75)
427 Wait(1)
433 Wait(1)
434 EndLoop
458 Return
470 EndIf
475 EndIf
487 Wait(10)
488 EndIf
500 Wait(10)
505 Add(LVar1, 16)
506 Set(LFlag0, TRUE)
507 EndIf
509 Add(LVar0, -14)
510 Add(LVar1, 20)
511 Set(LFlag0, TRUE)
512 EndIf
514 Add(LVar0, -14)
515 Add(LVar1, 20)
516 Set(LFlag0, TRUE)
517 EndIf
520 Add(LVar1, 23)
521 Set(LFlag0, TRUE)
522 EndIf
524 Add(LVar1, 42)
525 EndIf
527 Wait(20)
536 Wait(10)
540 Return
547 Wait(5)
551 Return
578 Return
615 Return
633 Return
634 End
635};
636
644 Else
648 Sub(LVar0, 1)
649 IfGt(LVar0, 0)
653 Wait(15)
656 Else
659 Wait(10)
665 Set(LVar0, 0)
667 Thread
668 Loop(5)
669 Add(LVar0, 15)
671 Wait(1)
672 EndLoop
690 EndIf
693 Return
694 EndIf
698 Wait(10)
700 Wait(10)
701 Thread
703 Add(LVar1, 4)
704 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
705 Wait(3)
706 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
707 Wait(2)
708 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
712 Wait(10)
714 EndIf
721 Set(LVarA, LVar0)
723 Call(AddGoalPos, ACTOR_SELF, -40, 0, 0)
733 EndIf
736 EndIf
738 Wait(8)
741 Wait(4)
743 Wait(1)
746 Add(LVar1, 20)
751 Wait(6)
752 Sub(LVar1, 20)
769 Return
776 Wait(2)
783 Add(LVar0, 40)
784 Set(LVar1, 0)
788 Add(LVar0, 30)
791 Add(LVar0, 20)
795 Wait(8)
805 Return
806 End
807};
808
815 IfEq(LVar0, AVAL_State_Normal) // charge for attack
821 Add(LVar1, 10)
824 Wait(30)
827 Thread
828 Wait(8)
836 Call(N(StartRumbleWithParams), 128, 10)
837 Thread
838 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(0.5))
848 Wait(10)
851 Return
852 EndIf
856 Loop(20)
858 Wait(1)
860 Wait(1)
861 EndLoop
869 Set(LVarA, LVar0)
870 Thread
871 Loop(0)
873 Add(LVar0, 30)
877 EndIf
878 Wait(1)
879 EndLoop
883 EndIf
884 Wait(15)
887 Thread
888 Loop(30)
891 Wait(1)
892 EndLoop
895 Call(AddGoalPos, ACTOR_SELF, -200, 0, 0)
898 Wait(15)
902 EndIf
906 Call(SetActorPos, ACTOR_SELF, 300, 0, 0)
918 Wait(10)
921 Return
924 Thread
925 Loop(30)
928 Wait(1)
929 EndLoop
934 Wait(2)
940 Thread
942 Set(LVar0, 0)
943 Loop(60)
944 Add(LVar0, 18)
946 Wait(1)
947 EndLoop
953 Sub(LVar0, 50)
956 Sub(LVar0, 40)
959 Sub(LVar0, 30)
962 Wait(20)
967 EndIf
970 Call(SetActorPos, ACTOR_SELF, 300, 0, 0)
984 Return
985 End
986};
987
991 Label(1)
997 Set(LVarA, -1)
998 Return
1000 EndSwitch
1003 Goto(1)
1004 EndIf
1005 Set(LFlag1, FALSE)
1006 Set(LFlag2, FALSE)
1007 Set(LFlag3, FALSE)
1008 Set(LFlag4, FALSE)
1011 Label(0)
1014 Mod(LVar1, 4)
1015 Switch(LVar1)
1016 CaseEq(0)
1017 Set(LFlag1, TRUE)
1018 CaseEq(1)
1019 Set(LFlag2, TRUE)
1020 CaseEq(2)
1021 Set(LFlag3, TRUE)
1022 CaseEq(3)
1023 Set(LFlag4, TRUE)
1024 EndSwitch
1027 Goto(0)
1028 EndIf
1029 IfEq(LFlag1, FALSE)
1030 Set(LVarA, 0)
1031 Return
1032 EndIf
1033 IfEq(LFlag2, FALSE)
1034 Set(LVarA, 1)
1035 Return
1036 EndIf
1037 IfEq(LFlag3, FALSE)
1038 Set(LVarA, 2)
1039 Return
1040 EndIf
1041 IfEq(LFlag4, FALSE)
1042 Set(LVarA, 3)
1043 Return
1044 EndIf
1045 Set(LVarA, -1)
1046 Return
1047 End
1048};
1049
1051
1053 ACTOR_BY_POS(NAMESPACE, N(SummonPos), 100)
1054};
1055
1064 Wait(20)
1065 Loop(2)
1067 Wait(8)
1071 Wait(8)
1073 Wait(8)
1077 Wait(8)
1078 EndLoop
1081 Thread
1082 Wait(8)
1086 EndThread
1094 Add(LVar1, 200)
1103 Wait(10)
1109 Switch(LVar1)
1110 CaseEq(0)
1112 CaseEq(1)
1114 EndSwitch
1117 Switch(LVar1)
1118 CaseEq(0)
1120 Add(LVar0, 1)
1122 CaseEq(1)
1124 Add(LVar0, 1)
1126 CaseEq(2)
1128 Add(LVar0, 1)
1130 CaseEq(3)
1132 Add(LVar0, 1)
1134 EndSwitch
1137 Return
1138 End
1139};
1140
1142 Set(LVar9, 0)
1145 Label(0)
1148 Switch(LVar2)
1155 Switch(LVar3)
1156 CaseOrEq(0)
1157 CaseOrEq(1)
1159 Switch(LVar3)
1160 CaseEq(0)
1162 CaseEq(1)
1164 CaseEq(2)
1166 CaseEq(3)
1168 EndSwitch
1169 IfLt(LVar4, 2)
1170 Add(LVar9, 1)
1171 EndIf
1173 CaseEq(2)
1174 EndSwitch
1175 EndIf
1176 EndIf
1177 EndSwitch
1180 Goto(0)
1181 EndIf
1182 Return
1183 End
1184};
1185
1191 Return
1192 EndIf
1194 Switch(LVar0)
1197 Switch(LVar0)
1198 CaseEq(0)
1200 Switch(LVar0)
1201 CaseOrEq(0)
1202 CaseOrEq(1)
1204 Switch(LVar0)
1205 CaseEq(0)
1207 CaseEq(1)
1209 CaseEq(2)
1211 CaseEq(3)
1213 EndSwitch
1214 IfGe(LVar1, 2)
1215 Call(RandInt, 1000, LVar0)
1216 IfLt(LVar0, 300)
1219 Else
1222 EndIf
1223 Return
1224 EndIf
1226 CaseEq(2)
1227 Call(RandInt, 1000, LVar0)
1228 IfLt(LVar0, 300)
1231 Else
1234 EndIf
1235 Return
1236 EndSwitch
1238 IfEq(LVarA, -1)
1239 Call(RandInt, 1000, LVar0)
1240 IfLt(LVar0, 300)
1243 Else
1246 EndIf
1247 Return
1248 EndIf
1250 Switch(LVar9)
1251 CaseEq(1)
1252 Call(RandInt, 1000, LVar0)
1253 IfLt(LVar0, 400)
1256 Return
1257 EndIf
1258 CaseEq(2)
1259 Call(RandInt, 1000, LVar0)
1260 IfLt(LVar0, 200)
1263 Return
1264 EndIf
1265 CaseEq(3)
1266 Call(RandInt, 1000, LVar0)
1267 IfLt(LVar0, 100)
1270 Return
1271 EndIf
1272 EndSwitch
1273 Call(RandInt, 1000, LVar0)
1274 IfLt(LVar0, 300)
1277 Else
1280 EndIf
1281 CaseEq(1)
1283 Switch(LVar0)
1284 CaseOrEq(0)
1285 CaseOrEq(1)
1287 Switch(LVar0)
1288 CaseEq(0)
1290 CaseEq(1)
1292 CaseEq(2)
1294 CaseEq(3)
1296 EndSwitch
1297 IfGe(LVar1, 2)
1298 Call(RandInt, 1000, LVar0)
1299 IfLt(LVar0, 300)
1302 Else
1305 EndIf
1306 Return
1307 EndIf
1309 CaseEq(2)
1311 Return
1312 EndSwitch
1314 IfEq(LVarA, -1)
1316 Return
1317 EndIf
1319 Switch(LVar9)
1320 CaseEq(1)
1321 Call(RandInt, 1000, LVar0)
1322 IfLt(LVar0, 400)
1324 Return
1325 EndIf
1326 CaseEq(2)
1327 Call(RandInt, 1000, LVar0)
1328 IfLt(LVar0, 200)
1330 Return
1331 EndIf
1332 CaseEq(3)
1333 Call(RandInt, 1000, LVar0)
1334 IfLt(LVar0, 100)
1336 Return
1337 EndIf
1338 EndSwitch
1340 CaseEq(2)
1342 EndSwitch
1348 EndSwitch
1349 Return
1350 End
1351};
1352
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ ACTOR_SOUND_WALK
Definition enums.h:2034
@ 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_FIRE
Definition enums.h:2116
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_SHOCK
Definition enums.h:2125
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ITER_NO_MORE
Definition enums.h:2030
@ ITER_NEXT
Definition enums.h:2025
@ ACTOR_EVENT_FLAG_ATTACK_CHARGED
Actor has charged an attack that can be removed with Star Beam.
Definition enums.h:3389
@ ACTOR_EVENT_FLAG_FLIPABLE
Actor can be flipped; triggered by jump and quake attacks.
Definition enums.h:3380
@ ACTOR_EVENT_FLAG_SPIKY_TOP
Player takes spike damage from jump attacks.
Definition enums.h:3373
@ 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
@ 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_ACTOR_TARGET_MIDPOINT
Definition enums.h:4826
@ BTL_CAM_DEFAULT
Definition enums.h:4823
@ BTL_CAM_INTERRUPT
Definition enums.h:4822
@ BTL_CAM_ACTOR
Definition enums.h:4835
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4884
@ TARGET_FLAG_PRIMARY_ONLY
Definition enums.h:1863
@ TARGET_FLAG_2
Definition enums.h:1850
@ SUPPRESS_EVENT_ALL
Definition enums.h:2907
@ IDLE_SCRIPT_RESTART
Definition enums.h:6408
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ STATUS_FLAG_ATTACK_BOOST
Definition enums.h:2826
@ STATUS_FLAG_DEFENSE_BOOST
Definition enums.h:2827
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ STATUS_FLAG_DIZZY
Definition enums.h:2818
@ STATUS_FLAG_SLEEP
Definition enums.h:2812
@ STATUS_FLAG_GLOWING
Definition enums.h:2824
@ SOUND_POWER_UP
Definition enums.h:1050
@ SOUND_NONE
Definition enums.h:547
@ SOUND_RECOVER_HEART
Definition enums.h:1406
@ SOUND_ACTOR_STEP_A
Definition enums.h:1474
@ SOUND_SHELL_SPIN
Definition enums.h:1342
@ SOUND_KOOPA_LAUNCH_SHELL
Definition enums.h:1196
@ SOUND_SHELL_TOSS
Definition enums.h:1497
@ SOUND_ACTOR_JUMP
Definition enums.h:1290
@ SOUND_CALL_FOR_BACKUP
Definition enums.h:1063
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ ACTOR_FLAG_FLIPPED
Actor has been flipped over.
Definition enums.h:3330
@ 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_STAR_BEAM
Definition enums.h:2140
@ EVENT_IMMUNE
Definition enums.h:2146
@ EVENT_BURN_DEATH
Definition enums.h:2157
@ EVENT_ZERO_DAMAGE
Definition enums.h:2144
@ EVENT_SHOCK_DEATH
Definition enums.h:2159
@ EVENT_SPIN_SMASH_HIT
Definition enums.h:2133
@ EVENT_SPIN_SMASH_DEATH
Definition enums.h:2154
@ EVENT_HIT_COMBO
Definition enums.h:2131
@ EVENT_SPIKE_TAUNT
Definition enums.h:2148
@ EVENT_AIR_LIFT_FAILED
Definition enums.h:2152
@ EVENT_BEGIN_AIR_LIFT
Definition enums.h:2175
@ EVENT_DEATH
Definition enums.h:2153
@ EVENT_FLIP_TRIGGER
Definition enums.h:2135
@ 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
@ CAM_BATTLE
Definition enums.h:1801
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
EvtScript EVS_Enemy_ReturnHome
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 Ref(sym)
Address/pointer constant.
Definition macros.h:60
#define IfGe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR >= RVAR.
Definition macros.h:284
#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 LFlag4
Definition macros.h:171
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
Definition macros.h:272
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define UseBuf(INT_PTR)
Loads a s32 pointer for use with subsequent EVT_BUF_READ commands.
Definition macros.h:389
#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 BufRead1(VAR)
Consumes the next s32 from the buffer and stores it in the given variable.
Definition macros.h:392
#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 LFlag1
Definition macros.h:168
#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 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 LFlag0
Definition macros.h:167
#define LVarA
Definition macros.h:158
#define IfNotFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is unset on LVAR,...
Definition macros.h:292
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define LFlag2
Definition macros.h:169
#define LVar9
Definition macros.h:157
#define NPC_DISPOSE_LOCATION
Definition macros.h:162
#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 LFlag3
Definition macros.h:170
#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
#define ACTOR_BY_POS(_name, _pos, _priority, args...)
Definition battle.h:230
@ BTL_VAR_KoopatrolSummonCount_2
Definition battle.h:94
@ BTL_VAL_HyperSync_Active
Definition battle.h:86
@ BTL_VAR_KoopatrolSummonCount_0
Definition battle.h:92
@ BTL_VAL_HyperSync_Done
Definition battle.h:85
@ BTL_VAR_KoopatrolSummonCount_1
Definition battle.h:93
@ BTL_VAL_HyperSync_None
Definition battle.h:84
@ BTL_VAR_HyperSync
Definition battle.h:83
@ BTL_VAR_KoopatrolSummonCount_3
Definition battle.h:95
FormationRow Formation[]
Definition battle.h:167