Paper Mario DX
Paper Mario (N64) modding
 
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shy_guy_base.inc.c
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1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/ShyGuy.h"
4
5extern s32 N(DefaultAnims)[];
6extern EvtScript N(EVS_Init);
7extern EvtScript N(EVS_Idle);
8extern EvtScript N(EVS_TakeTurn);
9extern EvtScript N(EVS_HandleEvent);
10
11enum N(ActorPartIDs) {
12 PRT_MAIN = 1,
13};
14
15enum N(ActorParams) {
16 DMG_TACKLE = 2,
17 DMG_VAULT = 3,
18};
19
20s32 N(DefenseTable)[] = {
24};
25
26s32 N(StatusTable)[] = {
33 STATUS_KEY_FEAR, 100,
49};
50
51ActorPartBlueprint N(ActorParts)[] = {
52 {
54 .index = PRT_MAIN,
55 .posOffset = { 0, 0, 0 },
56 .targetOffset = { 0, 24 },
57 .opacity = 255,
58 .idleAnimations = N(DefaultAnims),
59 .defenseTable = N(DefenseTable),
60 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
61 .elementImmunityFlags = 0,
62 .projectileTargetOffset = { -1, -10 },
63 },
64};
65
66ActorBlueprint NAMESPACE = {
67 .flags = 0,
68 .type = ACTOR_TYPE_SHY_GUY,
69 .level = ACTOR_LEVEL_SHY_GUY,
70 .maxHP = 7,
71 .partCount = ARRAY_COUNT(N(ActorParts)),
72 .partsData = N(ActorParts),
73 .initScript = &N(EVS_Init),
74 .statusTable = N(StatusTable),
75 .escapeChance = 60,
76 .airLiftChance = 85,
77 .hurricaneChance = 80,
78 .spookChance = 80,
79 .upAndAwayChance = 95,
80 .spinSmashReq = 0,
81 .powerBounceChance = 100,
82 .coinReward = 1,
83 .size = { 28, 24 },
84 .healthBarOffset = { 0, 0 },
85 .statusIconOffset = { -10, 20 },
86 .statusTextOffset = { 10, 20 },
87};
88
89s32 N(DefaultAnims)[] = {
100};
101
102EvtScript N(EVS_Init) = {
103 Call(BindTakeTurn, ACTOR_SELF, Ref(N(EVS_TakeTurn)))
104 Call(BindIdle, ACTOR_SELF, Ref(N(EVS_Idle)))
105 Call(BindHandleEvent, ACTOR_SELF, Ref(N(EVS_HandleEvent)))
106 Return
107 End
108};
109
111
112EvtScript N(EVS_Idle) = {
113 Label(0)
114 Call(GetStatusFlags, ACTOR_SELF, LVar0)
116 Call(SetTargetOffset, ACTOR_SELF, PRT_MAIN, -4, 14)
117 Call(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, 0, 0)
118 Call(N(SetAbsoluteStatusOffsets), -10, 13, 10, 13)
119 Else
120 Call(SetTargetOffset, ACTOR_SELF, PRT_MAIN, 0, 24)
121 Call(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, -1, -10)
122 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
123 EndIf
124 Wait(1)
125 Goto(0)
126 Return
127 End
128};
129
130EvtScript N(EVS_ReturnHome) = {
131 Call(ResetAllActorSounds, ACTOR_SELF)
132 SetConst(LVar0, PRT_MAIN)
135 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim01)
136 Return
137 End
138};
139
140EvtScript N(EVS_HandleEvent) = {
141 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
142 Call(GetLastEvent, ACTOR_SELF, LVar0)
146 SetConst(LVar0, PRT_MAIN)
151 SetConst(LVar0, PRT_MAIN)
156 SetConst(LVar0, PRT_MAIN)
160 SetConst(LVar0, PRT_MAIN)
163 Return
165 SetConst(LVar0, PRT_MAIN)
169 SetConst(LVar0, PRT_MAIN)
172 SetConst(LVar0, PRT_MAIN)
175 Return
177 SetConst(LVar0, PRT_MAIN)
180 SetConst(LVar0, PRT_MAIN)
183 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
184 ExecWait(N(EVS_ReturnHome))
186 SetConst(LVar0, PRT_MAIN)
189 SetConst(LVar0, PRT_MAIN)
192 Return
196 SetConst(LVar0, PRT_MAIN)
201 SetConst(LVar0, PRT_MAIN)
204 Wait(10)
205 SetConst(LVar0, PRT_MAIN)
208 Return
210 SetConst(LVar0, PRT_MAIN)
214 SetConst(LVar0, PRT_MAIN)
218 Return
220 SetConst(LVar0, PRT_MAIN)
224 SetConst(LVar0, PRT_MAIN)
227 Return
230 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
231 Return
232 End
233};
234
235EvtScript N(EVS_Attack_Tackle) = {
236 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
237 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
238 Call(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
239 Call(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
240 Call(BattleCamTargetActor, ACTOR_SELF)
241 Call(MoveBattleCamOver, 20)
242 Call(SetBattleCamTargetingModes, BTL_CAM_YADJ_TARGET, BTL_CAM_XADJ_AVG, FALSE)
243 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim03)
244 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
245 Call(SetGoalToTarget, ACTOR_SELF)
246 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
247 Add(LVar0, 50)
248 Set(LVar1, 0)
249 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
250 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
251 Call(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
255 Set(LVarA, LVar0)
256 Call(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_ACTOR_HOP, 0)
258 Call(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK_INCREMENT, 10, 0)
259 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
260 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim04)
261 Call(SetGoalToTarget, ACTOR_SELF)
262 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
263 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim05)
264 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
265 Call(SetActorJumpGravity, ACTOR_SELF, Float(0.5))
266 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
267 Sub(LVar0, 30)
268 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
269 Call(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
271 Call(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
272 EndIf
273 Call(ResetAllActorSounds, ACTOR_SELF)
274 Sub(LVar0, 20)
275 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
276 Call(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
277 Wait(15)
278 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
279 Call(SetActorYaw, ACTOR_SELF, 180)
280 Call(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
281 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
282 SetConst(LVar0, PRT_MAIN)
285 Call(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
286 Call(SetActorYaw, ACTOR_SELF, 0)
287 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim01)
288 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
289 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
290 Return
293 Thread
294 Wait(3)
295 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_ACTOR_HOP)
298 Call(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK_INCREMENT, 10, 0)
299 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
300 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim04)
301 Call(SetGoalToTarget, ACTOR_SELF)
302 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
303 Add(LVar0, 10)
304 Set(LVar1, 0)
305 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
306 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
307 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim05)
308 Wait(2)
309 Call(SetGoalToTarget, ACTOR_SELF)
310 Call(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_TACKLE, BS_FLAGS1_TRIGGER_EVENTS)
311 Call(ResetAllActorSounds, ACTOR_SELF)
312 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
313 Call(MoveBattleCamOver, 15)
314 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
315 Add(LVar0, 30)
316 Set(LVar1, 0)
317 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.8))
318 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
319 Call(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
320 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim01)
321 Wait(8)
322 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
323 ExecWait(N(EVS_ReturnHome))
324 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
325 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
326 Return
327 End
328};
329
330EvtScript N(EVS_Attack_Vault) = {
331 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
332 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
333 Call(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
334 Call(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
335 Call(BattleCamTargetActor, ACTOR_SELF)
336 Call(MoveBattleCamOver, 20)
337 Call(SetBattleCamTargetingModes, BTL_CAM_YADJ_TARGET, BTL_CAM_XADJ_AVG, FALSE)
338 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_TIMING_BAR_GO)
339 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim09)
340 Wait(20)
341 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim03)
342 Call(SetActorSpeed, ACTOR_SELF, Float(3.0))
343 Call(SetGoalToTarget, ACTOR_SELF)
344 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
345 Add(LVar0, 80)
346 Set(LVar1, 0)
347 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
348 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
350 Call(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK_INCREMENT, 10, 0)
351 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim04)
352 Call(SetActorSpeed, ACTOR_SELF, Float(5.0))
353 Sub(LVar0, 40)
354 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
355 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
356 Call(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
360 Set(LVarA, LVar0)
361 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
362 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim09)
363 Thread
364 Wait(12)
365 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim0A)
367 Call(SetActorJumpGravity, ACTOR_SELF, Float(0.8))
368 Call(SetGoalToTarget, ACTOR_SELF)
369 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
370 Sub(LVar0, 10)
371 Set(LVar1, 0)
372 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
373 Call(JumpToGoal, ACTOR_SELF, 24, FALSE, TRUE, FALSE)
375 Call(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
376 EndIf
377 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim05)
378 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
379 Call(SetActorJumpGravity, ACTOR_SELF, Float(0.5))
380 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
381 Sub(LVar0, 30)
382 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
383 Call(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
384 Sub(LVar0, 20)
385 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
386 Call(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
387 Wait(15)
388 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
389 Call(MoveBattleCamOver, 15)
390 Call(SetActorYaw, ACTOR_SELF, 180)
391 Call(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
392 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
393 SetConst(LVar0, PRT_MAIN)
396 Call(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
397 Call(SetActorYaw, ACTOR_SELF, 0)
398 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim01)
399 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
400 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
401 Return
404 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
405 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim09)
406 Thread
407 Wait(9)
408 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim0A)
410 Call(SetActorJumpGravity, ACTOR_SELF, Float(0.8))
411 Call(SetGoalToTarget, ACTOR_SELF)
412 Call(JumpToGoal, ACTOR_SELF, 18, FALSE, TRUE, FALSE)
413 Wait(2)
414 Call(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_VAULT, BS_FLAGS1_TRIGGER_EVENTS)
418 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
419 Call(MoveBattleCamOver, 15)
420 Thread
421 Call(SetActorRotationOffset, ACTOR_SELF, 0, 14, 0)
422 Set(LVar3, 0)
423 Loop(20)
424 Sub(LVar3, 30)
425 IfLt(LVar3, 0)
426 Add(LVar3, 360)
427 EndIf
428 Call(SetActorRotation, ACTOR_SELF, 0, 0, LVar3)
429 Wait(1)
430 EndLoop
431 Call(SetActorRotation, ACTOR_SELF, 0, 0, 0)
432 Call(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
434 Call(GetBattleFlags, LVar0)
436 Goto(1)
437 EndIf
438 Call(GetLastDamage, ACTOR_PLAYER, LVar0)
439 IfEq(LVar0, 0)
440 Goto(1)
441 EndIf
442 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
443 Add(LVar0, 40)
444 Set(LVar1, 0)
445 Call(SetActorJumpGravity, ACTOR_SELF, Float(0.8))
446 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
447 Call(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
448 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_LRAW_CHEERING)
450 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim09)
451 Wait(10)
452 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim07)
453 Wait(15)
454 Goto(2)
455 Label(1)
456 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
457 Add(LVar0, 40)
458 Set(LVar1, 0)
459 Call(SetActorJumpGravity, ACTOR_SELF, Float(0.8))
460 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
461 Call(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
462 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_ACTOR_COLLAPSE)
463 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim10)
464 Wait(10)
465 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_DISAPPOINTED)
466 Call(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
467 Call(RandInt, 100, LVar0)
468 IfLt(LVar0, 50)
469 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim11)
470 Else
471 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim13)
472 EndIf
473 Wait(25)
474 Call(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
475 Call(SetActorYaw, ACTOR_SELF, 180)
476 Label(2)
477 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
478 SetConst(LVar0, PRT_MAIN)
481 Call(SetActorYaw, ACTOR_SELF, 0)
482 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim01)
485 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
486 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
487 Return
488 End
489};
490
491EvtScript N(EVS_TakeTurn) = {
492 Call(RandInt, 1, LVar0)
493 IfEq(LVar0, 0)
494 ExecWait(N(EVS_Attack_Tackle))
495 Else
496 ExecWait(N(EVS_Attack_Vault))
497 EndIf
498 Return
499 End
500};
#define ANIM_SHYGUY_Anim00
#define ANIM_SHYGUY_Anim0E
#define ANIM_SHYGUY_Anim05
#define ANIM_SHYGUY_Anim11
#define ANIM_SHYGUY_Anim14
#define ANIM_SHYGUY_Anim10
#define ANIM_SHYGUY_Anim01
#define ANIM_SHYGUY_Anim07
#define ANIM_SHYGUY_Anim13
#define ANIM_SHYGUY_Anim0A
#define ANIM_SHYGUY_Anim0D
#define ANIM_SHYGUY_Anim0C
#define ANIM_SHYGUY_Anim09
#define ANIM_SHYGUY_Anim04
#define ANIM_SHYGUY_Anim03
#define ANIM_SHYGUY_Anim12
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4900
@ ACTOR_SOUND_WALK
Definition enums.h:2034
@ ACTOR_SOUND_WALK_INCREMENT
Definition enums.h:2038
@ ACTOR_SOUND_JUMP
Definition enums.h:2036
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3575
@ BS_FLAGS1_ATK_BLOCKED
Definition enums.h:3600
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3571
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_SHOCK
Definition enums.h:2125
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAGS_NONE
Definition enums.h:3370
@ ACTOR_DECORATION_SWEAT
Definition enums.h:2045
@ STATUS_KEY_PARALYZE
Definition enums.h:2201
@ STATUS_TURN_MOD_DEFAULT
Definition enums.h:2227
@ STATUS_TURN_MOD_PARALYZE
Definition enums.h:2234
@ STATUS_KEY_FROZEN
Definition enums.h:2203
@ STATUS_TURN_MOD_SLEEP
Definition enums.h:2228
@ STATUS_TURN_MOD_DIZZY
Definition enums.h:2232
@ STATUS_KEY_STATIC
Definition enums.h:2207
@ STATUS_END
Definition enums.h:2196
@ STATUS_TURN_MOD_POISON
Definition enums.h:2233
@ STATUS_KEY_FEAR
Definition enums.h:2199
@ STATUS_TURN_MOD_STOP
Definition enums.h:2237
@ STATUS_KEY_SLEEP
Definition enums.h:2202
@ STATUS_KEY_STONE
Definition enums.h:2208
@ STATUS_KEY_STOP
Definition enums.h:2204
@ STATUS_TURN_MOD_FROZEN
Definition enums.h:2230
@ STATUS_KEY_SHRINK
Definition enums.h:2206
@ STATUS_KEY_DIZZY
Definition enums.h:2200
@ STATUS_KEY_POISON
Definition enums.h:2205
@ STATUS_TURN_MOD_STATIC
Definition enums.h:2229
@ STATUS_TURN_MOD_FEAR
Definition enums.h:2231
@ STATUS_KEY_NORMAL
Definition enums.h:2197
@ STATUS_TURN_MOD_SHRINK
Definition enums.h:2235
@ STATUS_KEY_DEFAULT
Definition enums.h:2198
@ HIT_RESULT_NO_DAMAGE
Definition enums.h:1952
@ HIT_RESULT_HIT
Definition enums.h:1950
@ HIT_RESULT_LUCKY
Definition enums.h:1955
@ HIT_RESULT_MISS
Definition enums.h:1956
@ BTL_CAM_DEFAULT
Definition enums.h:4824
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4885
@ SOUND_ID_TRIGGER_CHANGE_SOUND
Definition enums.h:532
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6408
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6407
@ STATUS_FLAG_SLEEP
Definition enums.h:2812
@ SOUND_LRAW_CHEERING
Definition enums.h:1151
@ SOUND_TIMING_BAR_GO
Definition enums.h:953
@ SOUND_ACTOR_HOP
Definition enums.h:1073
@ SOUND_ACTOR_COLLAPSE
Definition enums.h:1514
@ SOUND_ACTOR_STEP_A
Definition enums.h:1474
@ SOUND_ACTOR_STEP_B
Definition enums.h:1250
@ SOUND_DISAPPOINTED
Definition enums.h:1482
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ BTL_CAM_YADJ_TARGET
Definition enums.h:4905
@ EVENT_HIT
Definition enums.h:2132
@ EVENT_SCARE_AWAY
Definition enums.h:2174
@ EVENT_BURN_HIT
Definition enums.h:2136
@ 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_AIR_LIFT_FAILED
Definition enums.h:2152
@ EVENT_BEGIN_AIR_LIFT
Definition enums.h:2175
@ EVENT_DEATH
Definition enums.h:2153
@ EVENT_SHOCK_HIT
Definition enums.h:2165
@ EVENT_RECOVER_STATUS
Definition enums.h:2167
@ EVENT_BLOW_AWAY
Definition enums.h:2143
@ ACTOR_PART_FLAG_PRIMARY_TARGET
Definition enums.h:3362
@ 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)
#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 Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
Definition macros.h:319
#define Sub(VAR, INT_VALUE)
Definition macros.h:377
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define 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 IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
Definition macros.h:275
#define Float(DOUBLE)
Definition macros.h:51
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
Definition macros.h:227
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
Definition macros.h:341
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:298
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
Definition macros.h:337
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define Thread
Marks the start of a thread block.
Definition macros.h:544
#define EndThread
Marks the end of a thread block.
Definition macros.h:547
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
Definition macros.h:288
#define LVar2
Definition macros.h:150
#define LVar1
Definition macros.h:149
#define LVarA
Definition macros.h:158
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define EndSwitch
Marks the end of a switch statement and any case.
Definition macros.h:362
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:269
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:245
#define 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