Paper Mario DX
Paper Mario (N64) modding
 
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spiked_gloomba.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/SpikedGoomba.h"
4#include "effects.h"
5
6#define NAMESPACE A(spiked_gloomba)
7
8extern s32 N(DefaultAnims)[];
9extern EvtScript N(EVS_Init);
10extern EvtScript N(EVS_Idle);
11extern EvtScript N(EVS_TakeTurn);
12extern EvtScript N(EVS_HandleEvent);
13
14enum N(ActorPartIDs) {
15 PRT_MAIN = 1,
16};
17
18enum N(ActorParams) {
19 DMG_SPIKEBONK = 3,
20};
21
22s32 N(DefenseTable)[] = {
25};
26
27s32 N(StatusTable)[] = {
50};
51
52ActorPartBlueprint N(ActorParts)[] = {
53 {
55 .index = PRT_MAIN,
56 .posOffset = { 0, 0, 0 },
57 .targetOffset = { 0, 24 },
58 .opacity = 255,
59 .idleAnimations = N(DefaultAnims),
60 .defenseTable = N(DefenseTable),
61 .eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
62 .elementImmunityFlags = 0,
63 .projectileTargetOffset = { 0, -12 },
64 },
65};
66
67ActorBlueprint NAMESPACE = {
68 .flags = 0,
69 .type = ACTOR_TYPE_SPIKED_GLOOMBA,
70 .level = ACTOR_LEVEL_SPIKED_GLOOMBA,
71 .maxHP = 7,
72 .partCount = ARRAY_COUNT(N(ActorParts)),
73 .partsData = N(ActorParts),
74 .initScript = &N(EVS_Init),
75 .statusTable = N(StatusTable),
76 .escapeChance = 65,
77 .airLiftChance = 90,
78 .hurricaneChance = 85,
79 .spookChance = 75,
80 .upAndAwayChance = 95,
81 .spinSmashReq = 0,
82 .powerBounceChance = 100,
83 .coinReward = 1,
84 .size = { 24, 28 },
85 .healthBarOffset = { 0, 0 },
86 .statusIconOffset = { -10, 20 },
87 .statusTextOffset = { 10, 20 },
88};
89
90s32 N(DefaultAnims)[] = {
91 STATUS_KEY_NORMAL, ANIM_SpikedGoomba_Dark_Idle,
92 STATUS_KEY_STONE, ANIM_SpikedGoomba_Dark_Still,
93 STATUS_KEY_SLEEP, ANIM_SpikedGoomba_Dark_Sleep,
94 STATUS_KEY_POISON, ANIM_SpikedGoomba_Dark_Idle,
95 STATUS_KEY_STOP, ANIM_SpikedGoomba_Dark_Still,
96 STATUS_KEY_STATIC, ANIM_SpikedGoomba_Dark_Idle,
97 STATUS_KEY_PARALYZE, ANIM_SpikedGoomba_Dark_Still,
98 STATUS_KEY_DIZZY, ANIM_SpikedGoomba_Dark_Dizzy,
99 STATUS_KEY_FEAR, ANIM_SpikedGoomba_Dark_Dizzy,
101};
102
103s32 N(ShuffleAnims)[] = {
104 STATUS_KEY_NORMAL, ANIM_SpikedGoomba_Dark_Run,
105 STATUS_KEY_STONE, ANIM_SpikedGoomba_Dark_Still,
106 STATUS_KEY_SLEEP, ANIM_SpikedGoomba_Dark_Sleep,
107 STATUS_KEY_POISON, ANIM_SpikedGoomba_Dark_Idle,
108 STATUS_KEY_STOP, ANIM_SpikedGoomba_Dark_Still,
109 STATUS_KEY_STATIC, ANIM_SpikedGoomba_Dark_Run,
110 STATUS_KEY_PARALYZE, ANIM_SpikedGoomba_Dark_Still,
111 STATUS_KEY_DIZZY, ANIM_SpikedGoomba_Dark_Dizzy,
112 STATUS_KEY_FEAR, ANIM_SpikedGoomba_Dark_Dizzy,
114};
115
116EvtScript N(EVS_Init) = {
117 Call(BindTakeTurn, ACTOR_SELF, Ref(N(EVS_TakeTurn)))
118 Call(BindIdle, ACTOR_SELF, Ref(N(EVS_Idle)))
119 Call(BindHandleEvent, ACTOR_SELF, Ref(N(EVS_HandleEvent)))
120 Return
121 End
122};
123
124EvtScript N(EVS_Idle) = {
125 Label(10)
126 Call(RandInt, 80, LVar0)
127 Add(LVar0, 80)
128 Loop(LVar0)
129 Label(0)
130 Call(GetStatusFlags, ACTOR_SELF, LVar1)
132 Wait(1)
133 Goto(0)
134 EndIf
135 Wait(1)
136 EndLoop
137 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
138 Add(LVar0, 5)
139 Call(SetActorIdleSpeed, ACTOR_SELF, Float(1.0))
140 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(ShuffleAnims)))
141 Call(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
142 Call(IdleRunToGoal, ACTOR_SELF, 0)
143 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(DefaultAnims)))
144 Loop(20)
145 Label(1)
146 Call(GetStatusFlags, ACTOR_SELF, LVar1)
148 Wait(1)
149 Goto(1)
150 EndIf
151 Wait(1)
152 EndLoop
153 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
154 Sub(LVar0, 5)
155 Call(SetActorIdleSpeed, ACTOR_SELF, Float(1.0))
156 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(ShuffleAnims)))
157 Call(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
158 Call(IdleRunToGoal, ACTOR_SELF, 0)
159 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(DefaultAnims)))
160 Loop(80)
161 Label(2)
162 Call(GetStatusFlags, ACTOR_SELF, LVar1)
164 Wait(1)
165 Goto(2)
166 EndIf
167 Wait(1)
168 EndLoop
169 Goto(10)
170 Return
171 End
172};
173
174EvtScript N(EVS_HandleEvent) = {
175 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
176 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
177 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
178 Call(GetLastEvent, ACTOR_SELF, LVar0)
182 SetConst(LVar0, PRT_MAIN)
183 SetConst(LVar1, ANIM_SpikedGoomba_Dark_Hurt)
187 SetConst(LVar0, PRT_MAIN)
188 SetConst(LVar1, ANIM_SpikedGoomba_Dark_BurnEyesClosed)
189 SetConst(LVar2, ANIM_SpikedGoomba_Dark_BurnEyesOpen)
192 SetConst(LVar0, PRT_MAIN)
193 SetConst(LVar1, ANIM_SpikedGoomba_Dark_BurnEyesClosed)
194 SetConst(LVar2, ANIM_SpikedGoomba_Dark_BurnEyesOpen)
196 SetConst(LVar0, PRT_MAIN)
197 SetConst(LVar1, ANIM_SpikedGoomba_Dark_BurnEyesOpen)
199 Return
201 SetConst(LVar0, PRT_MAIN)
202 SetConst(LVar1, ANIM_SpikedGoomba_Dark_Hurt)
205 SetConst(LVar0, PRT_MAIN)
206 SetConst(LVar1, ANIM_SpikedGoomba_Dark_Hurt)
208 SetConst(LVar0, PRT_MAIN)
209 SetConst(LVar1, ANIM_SpikedGoomba_Dark_HurtStill)
211 Return
213 SetConst(LVar0, PRT_MAIN)
214 SetConst(LVar1, ANIM_SpikedGoomba_Dark_Electrocute)
216 SetConst(LVar0, PRT_MAIN)
217 SetConst(LVar1, ANIM_SpikedGoomba_Dark_Hurt)
219 Call(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
220 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
221 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Dizzy)
222 Call(SetGoalToHome, ACTOR_SELF)
223 Call(SetActorSpeed, ACTOR_SELF, Float(8.0))
224 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
225 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
226 Wait(5)
227 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Idle)
228 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.6))
229 Call(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
231 SetConst(LVar0, PRT_MAIN)
232 SetConst(LVar1, ANIM_SpikedGoomba_Dark_Electrocute)
234 SetConst(LVar0, PRT_MAIN)
235 SetConst(LVar1, ANIM_SpikedGoomba_Dark_HurtStill)
237 Return
242 SetConst(LVar0, PRT_MAIN)
243 SetConst(LVar1, ANIM_SpikedGoomba_Dark_Idle)
247 SetConst(LVar0, PRT_MAIN)
248 SetConst(LVar1, ANIM_SpikedGoomba_Dark_Hurt)
250 Wait(10)
251 SetConst(LVar0, PRT_MAIN)
252 SetConst(LVar1, ANIM_SpikedGoomba_Dark_HurtStill)
254 Return
256 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
257 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Run)
258 Call(SetGoalToHome, ACTOR_SELF)
259 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
260 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
261 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
262 Call(HPBarToHome, ACTOR_SELF)
264 SetConst(LVar0, PRT_MAIN)
265 SetConst(LVar1, ANIM_SpikedGoomba_Dark_Idle)
268 SetConst(LVar0, PRT_MAIN)
269 SetConst(LVar1, ANIM_SpikedGoomba_Dark_Run)
270 SetConst(LVar2, ANIM_SpikedGoomba_Dark_Hurt)
272 Return
274 SetConst(LVar0, PRT_MAIN)
275 SetConst(LVar1, ANIM_SpikedGoomba_Dark_Run)
278 SetConst(LVar0, PRT_MAIN)
279 SetConst(LVar1, ANIM_SpikedGoomba_Dark_Hurt)
281 Return
283 Call(GetStatusFlags, ACTOR_SELF, LVar0)
285 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Laugh)
286 EndIf
287 Wait(10)
288 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
289 Call(GetStatusFlags, ACTOR_SELF, LVar3)
291 Add(LVar1, 10)
292 Else
293 Add(LVar1, 26)
294 EndIf
295 PlayEffect(EFFECT_LENS_FLARE, 0, LVar0, LVar1, LVar2, 20, 0)
296 Wait(20)
299 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Idle)
300 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
301 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
302 Return
303 End
304};
305
306#include "common/CalculateArcsinDeg.inc.c"
307
308EvtScript N(EVS_TakeTurn) = {
309 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
310 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
311 Call(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
312 Call(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
313 Call(BattleCamTargetActor, ACTOR_SELF)
314 Call(SetBattleCamTargetingModes, BTL_CAM_YADJ_TARGET, BTL_CAM_XADJ_AVG, FALSE)
315 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Run)
316 Call(SetGoalToTarget, ACTOR_SELF)
317 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
318 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
319 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
320 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Idle)
321 Call(SetActorDispOffset, ACTOR_SELF, 0, -1, 0)
322 Wait(1)
323 Call(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
324 Wait(5)
325 Call(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
326 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Midair)
327 Call(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
331 Set(LVarA, LVar0)
332 Call(SetGoalToTarget, ACTOR_SELF)
333 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
334 Sub(LVar0, 10)
335 Set(LVar1, 10)
336 Add(LVar2, 3)
337 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
338 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.2))
339 Thread
340 Call(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar0)
341 Set(LVar0, 0)
342 Loop(16)
343 Call(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
344 Call(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
345 Call(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
346 Set(LVar1, LVar4)
347 Set(LVar2, LVar5)
348 Set(LVar3, LVar6)
349 Wait(1)
350 EndLoop
352 Thread
353 Wait(6)
354 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Midair)
356 Call(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
357 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Sleep)
358 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
359 Call(SetActorDispOffset, ACTOR_SELF, 0, 5, 0)
360 Wait(1)
361 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
362 Call(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
363 Wait(1)
364 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
365 Call(SetActorDispOffset, ACTOR_SELF, 0, 7, 0)
366 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Hurt)
367 Wait(5)
369 Call(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
370 EndIf
371 Wait(5)
372 Call(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
373 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Midair)
374 Call(SetGoalToTarget, ACTOR_SELF)
375 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
376 Add(LVar0, 20)
377 Set(LVar1, 0)
378 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
379 Call(SetActorJumpGravity, ACTOR_SELF, Float(2.0))
380 Thread
381 Wait(4)
382 Set(LVar0, 180)
383 Loop(4)
384 Sub(LVar0, 45)
385 Call(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
386 Wait(1)
387 EndLoop
388 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Midair)
390 Call(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
391 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Dizzy)
392 Wait(5)
393 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
394 Call(YieldTurn)
395 Call(SetActorYaw, ACTOR_SELF, 180)
396 Call(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
397 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
398 Call(SetGoalToHome, ACTOR_SELF)
399 Call(SetActorSpeed, ACTOR_SELF, Float(8.0))
400 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
401 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
402 Call(SetActorYaw, ACTOR_SELF, 0)
403 Wait(5)
404 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Idle)
405 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.6))
406 Call(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
407 Call(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
408 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
409 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
410 Return
413 Call(SetGoalToTarget, ACTOR_SELF)
414 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.2))
415 Thread
416 Call(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar0)
417 Set(LVar0, 0)
418 Loop(16)
419 Call(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
420 Call(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
421 Call(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
422 Set(LVar1, LVar4)
423 Set(LVar2, LVar5)
424 Set(LVar3, LVar6)
425 Wait(1)
426 EndLoop
428 Thread
429 Wait(6)
430 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Midair)
432 Call(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
433 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Midair)
434 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
435 Wait(1)
436 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
437 Wait(1)
439 Call(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_SPIKEBONK, BS_FLAGS1_TRIGGER_EVENTS)
443 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
444 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
445 Wait(1)
446 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
447 Wait(1)
448 Call(SetActorRotation, ACTOR_SELF, 0, 0, 0)
449 Call(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
450 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Idle)
451 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
452 Add(LVar0, 40)
453 Set(LVar1, 0)
454 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.8))
455 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
456 Call(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
457 Add(LVar0, 30)
458 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
459 Call(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
460 Add(LVar0, 20)
461 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
462 Call(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
463 Call(GetLastDamage, ACTOR_PLAYER, LVar0)
464 IfGt(LVar0, 0)
465 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Laugh)
466 Wait(15)
467 Else
468 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Idle)
469 Wait(3)
470 EndIf
471 Call(YieldTurn)
472 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
473 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Run)
474 Call(SetGoalToHome, ACTOR_SELF)
475 Call(SetActorSpeed, ACTOR_SELF, Float(8.0))
476 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
477 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
480 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
481 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
482 Return
483 End
484};
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ BTL_CAM_XADJ_AVG
Definition enums.h:4900
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3575
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3571
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAG_SPIKY_TOP
Player takes spike damage from jump attacks.
Definition enums.h:3373
@ 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
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6408
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6407
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ 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_STAR_BEAM
Definition enums.h:2140
@ EVENT_END_FIRST_STRIKE
Definition enums.h:2171
@ 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_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_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 LVar6
Definition macros.h:154
#define Ref(sym)
Address/pointer constant.
Definition macros.h:60
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
Definition macros.h:319
#define Sub(VAR, INT_VALUE)
Definition macros.h:377
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define Add(VAR, INT_VALUE)
Definition macros.h:376
#define EndLoop
Marks the end of a loop.
Definition macros.h:248
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
Definition macros.h:352
#define Goto(LABEL_ID)
Moves execution to the given label.
Definition macros.h:232
#define ARRAY_COUNT(arr)
Definition macros.h:40
#define IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
Definition macros.h:278
#define Float(DOUBLE)
Definition macros.h:51
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
Definition macros.h:227
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
Definition macros.h:341
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:298
#define LVar5
Definition macros.h:153
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
Definition macros.h:337
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define 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 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 PlayEffect(args...)
Definition macros.h:807
#define EndSwitch
Marks the end of a switch statement and any case.
Definition macros.h:362
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:269
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:245
#define LVar4
Definition macros.h:152
#define LVar3
Definition macros.h:151
#define LVar0
Definition macros.h:148
#define SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
Definition macros.h:370
#define Return
Kills the current EVT thread.
Definition macros.h:217