Paper Mario DX
Paper Mario (N64) modding
 
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spy_guy.inc.c
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1#include "common.h"
2#include "effects.h"
3#include "battle/battle.h"
4#include "script_api/battle.h"
5#include "sprite/npc/SpyGuy.h"
6
7#define NAMESPACE A(spy_guy)
8
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 PRT_STONE = 2,
17};
18
19enum N(ActorVars) {
20 AVAR_ItemState = 0,
21 AVAL_Item_None = 0,
22 AVAL_Item_Fumble = 1,
23 AVAL_Item_KnockAway = 2,
24 AVAL_Item_Gone = 3,
25 AVAR_Knockoff_ItemIdx = 1,
26 AVAR_Weapon = 2,
27 AVAL_Weapon_Slingshot = 0,
28 AVAL_Weapon_Mallet = 1,
29 AVAR_ShouldSwitchWeapon = 3,
30};
31
32enum N(ActorParams) {
33 DMG_SHOOT = 2,
34 DMG_MALLET = 2,
35};
36
37s32 N(MalletAnims)[] = {
38 STATUS_KEY_NORMAL, ANIM_SpyGuy_Anim03,
39 STATUS_KEY_STONE, ANIM_SpyGuy_Anim01,
40 STATUS_KEY_SLEEP, ANIM_SpyGuy_Anim0F,
41 STATUS_KEY_POISON, ANIM_SpyGuy_Anim03,
42 STATUS_KEY_STOP, ANIM_SpyGuy_Anim01,
43 STATUS_KEY_STATIC, ANIM_SpyGuy_Anim03,
44 STATUS_KEY_PARALYZE, ANIM_SpyGuy_Anim01,
45 STATUS_KEY_DIZZY, ANIM_SpyGuy_Anim12,
46 STATUS_KEY_FEAR, ANIM_SpyGuy_Anim12,
48};
49
50s32 N(SlingshotAnims)[] = {
51 STATUS_KEY_NORMAL, ANIM_SpyGuy_Anim02,
52 STATUS_KEY_STONE, ANIM_SpyGuy_Anim00,
53 STATUS_KEY_SLEEP, ANIM_SpyGuy_Anim0F,
54 STATUS_KEY_POISON, ANIM_SpyGuy_Anim02,
55 STATUS_KEY_STOP, ANIM_SpyGuy_Anim00,
56 STATUS_KEY_STATIC, ANIM_SpyGuy_Anim02,
57 STATUS_KEY_PARALYZE, ANIM_SpyGuy_Anim00,
58 STATUS_KEY_DIZZY, ANIM_SpyGuy_Anim12,
59 STATUS_KEY_FEAR, ANIM_SpyGuy_Anim12,
61};
62
63s32 N(StoneAnims)[] = {
64 STATUS_KEY_NORMAL, ANIM_SpyGuy_Anim10,
66};
67
68s32 N(DefenseTable)[] = {
72};
73
74s32 N(StatusTable)[] = {
81 STATUS_KEY_FEAR, 100,
97};
98
99ActorPartBlueprint N(ActorParts)[] = {
100 {
102 .index = PRT_MAIN,
103 .posOffset = { 0, 0, 0 },
104 .targetOffset = { 0, 30 },
105 .opacity = 255,
106 .idleAnimations = N(MalletAnims),
107 .defenseTable = N(DefenseTable),
108 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
109 .elementImmunityFlags = 0,
110 .projectileTargetOffset = { -1, -13 },
111 },
112 {
114 .index = PRT_STONE,
115 .posOffset = { 0, 0, 0 },
116 .targetOffset = { 0, 24 },
117 .opacity = 255,
118 .idleAnimations = N(StoneAnims),
119 .defenseTable = N(DefenseTable),
120 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
121 .elementImmunityFlags = 0,
122 .projectileTargetOffset = { -1, -10 },
123 },
124};
125
126ActorBlueprint NAMESPACE = {
127 .flags = 0,
128 .type = ACTOR_TYPE_SPY_GUY,
129 .level = ACTOR_LEVEL_SPY_GUY,
130 .maxHP = 7,
131 .partCount = ARRAY_COUNT(N(ActorParts)),
132 .partsData = N(ActorParts),
133 .initScript = &N(EVS_Init),
134 .statusTable = N(StatusTable),
135 .escapeChance = 50,
136 .airLiftChance = 85,
137 .hurricaneChance = 80,
138 .spookChance = 60,
139 .upAndAwayChance = 95,
140 .spinSmashReq = 0,
141 .powerBounceChance = 85,
142 .coinReward = 1,
143 .size = { 32, 32 },
144 .healthBarOffset = { 0, 0 },
145 .statusIconOffset = { -10, 20 },
146 .statusTextOffset = { 10, 20 },
147};
148
149EvtScript N(EVS_Init) = {
150 Call(BindTakeTurn, ACTOR_SELF, Ref(N(EVS_TakeTurn)))
151 Call(BindIdle, ACTOR_SELF, Ref(N(EVS_Idle)))
152 Call(BindHandleEvent, ACTOR_SELF, Ref(N(EVS_HandleEvent)))
153 Call(SetActorVar, ACTOR_SELF, AVAR_Weapon, AVAL_Weapon_Mallet)
154 Call(SetActorVar, ACTOR_SELF, AVAR_ShouldSwitchWeapon, FALSE)
155 Call(GetInstigatorValue, ACTOR_SELF, LVar0)
156 IfNe(LVar0, 0)
157 Call(SetActorVar, ACTOR_SELF, AVAR_Weapon, AVAL_Weapon_Slingshot)
158 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(SlingshotAnims)))
159 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim02)
160 EndIf
161 Return
162 End
163};
164
165EvtScript N(EVS_Idle) = {
166 Return
167 End
168};
169
170EvtScript N(EVS_TrySwitchWeapon) = {
171 Call(GetActorVar, ACTOR_SELF, AVAR_ShouldSwitchWeapon, LVar0)
172 IfEq(LVar0, 0)
173 Return
174 EndIf
175 Call(GetLastDamage, ACTOR_SELF, LVar0)
176 IfEq(LVar0, 0)
177 Call(SetActorVar, ACTOR_SELF, AVAR_ShouldSwitchWeapon, FALSE)
178 Return
179 EndIf
180 Call(GetStatusFlags, ACTOR_SELF, LVar0)
182 Call(SetActorVar, ACTOR_SELF, AVAR_ShouldSwitchWeapon, FALSE)
183 Return
184 EndIf
185 Call(GetActorVar, ACTOR_SELF, AVAR_Weapon, LVar0)
187 CaseEq(AVAL_Weapon_Slingshot)
188 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim02)
189 CaseEq(AVAL_Weapon_Mallet)
190 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim03)
192 Label(0)
193 Call(GetBattleFlags, LVar0)
195 Wait(1)
196 Goto(0)
197 EndIf
198 Call(GetActorVar, ACTOR_SELF, AVAR_Weapon, LVar0)
200 CaseEq(AVAL_Weapon_Slingshot)
201 Call(SetActorVar, ACTOR_SELF, AVAR_Weapon, AVAL_Weapon_Mallet)
202 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(MalletAnims)))
203 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim17)
204 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
205 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.4))
206 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
207 Call(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
208 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim19)
209 Wait(5)
210 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim03)
211 CaseEq(AVAL_Weapon_Mallet)
212 Call(SetActorVar, ACTOR_SELF, AVAR_Weapon, AVAL_Weapon_Slingshot)
213 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(SlingshotAnims)))
214 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim18)
215 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
216 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.4))
217 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
218 Call(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
219 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim1A)
220 Wait(5)
221 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim02)
223 Wait(10)
224 Call(SetActorVar, ACTOR_SELF, AVAR_ShouldSwitchWeapon, FALSE)
225 Return
226 End
227};
228
229EvtScript N(EVS_HandleEvent) = {
230 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
231 Call(GetLastEvent, ACTOR_SELF, LVar0)
234 SetConst(LVar0, PRT_MAIN)
235 SetConst(LVar1, ANIM_SpyGuy_Anim0B)
237 Call(SetActorVar, ACTOR_SELF, AVAR_ShouldSwitchWeapon, TRUE)
239 SetConst(LVar0, PRT_MAIN)
240 SetConst(LVar1, ANIM_SpyGuy_Anim0B)
242 Call(SetActorVar, ACTOR_SELF, AVAR_ShouldSwitchWeapon, TRUE)
243 ExecWait(N(EVS_TrySwitchWeapon))
245 SetConst(LVar0, PRT_MAIN)
246 SetConst(LVar1, ANIM_SpyGuy_Anim0D)
247 SetConst(LVar2, ANIM_SpyGuy_Anim0E)
249 Call(SetActorVar, ACTOR_SELF, AVAR_ShouldSwitchWeapon, TRUE)
250 ExecWait(N(EVS_TrySwitchWeapon))
252 SetConst(LVar0, PRT_MAIN)
253 SetConst(LVar1, ANIM_SpyGuy_Anim0D)
254 SetConst(LVar2, ANIM_SpyGuy_Anim0E)
256 SetConst(LVar0, PRT_MAIN)
257 SetConst(LVar1, ANIM_SpyGuy_Anim0E)
259 Return
261 SetConst(LVar0, PRT_MAIN)
262 SetConst(LVar1, ANIM_SpyGuy_Anim0B)
264 Call(SetActorVar, ACTOR_SELF, AVAR_ShouldSwitchWeapon, TRUE)
265 ExecWait(N(EVS_TrySwitchWeapon))
267 SetConst(LVar0, PRT_MAIN)
268 SetConst(LVar1, ANIM_SpyGuy_Anim0B)
270 SetConst(LVar0, PRT_MAIN)
271 SetConst(LVar1, ANIM_SpyGuy_Anim0C)
273 Return
275 SetConst(LVar0, PRT_MAIN)
276 Call(GetActorVar, ACTOR_SELF, AVAR_Weapon, LVar1)
277 IfEq(LVar1, AVAL_Weapon_Slingshot)
278 SetConst(LVar1, ANIM_SpyGuy_Anim02)
279 Else
280 SetConst(LVar1, ANIM_SpyGuy_Anim03)
281 EndIf
285 SetConst(LVar0, PRT_MAIN)
286 Call(GetActorVar, ACTOR_SELF, AVAR_Weapon, LVar1)
287 IfEq(LVar1, AVAL_Weapon_Slingshot)
288 SetConst(LVar1, ANIM_SpyGuy_Anim02)
289 Else
290 SetConst(LVar1, ANIM_SpyGuy_Anim03)
291 EndIf
293 ExecWait(N(EVS_TrySwitchWeapon))
296 SetConst(LVar0, PRT_MAIN)
297 SetConst(LVar1, ANIM_SpyGuy_Anim0B)
299 Wait(10)
300 SetConst(LVar0, PRT_MAIN)
301 SetConst(LVar1, ANIM_SpyGuy_Anim0C)
303 Return
305 SetConst(LVar0, PRT_MAIN)
306 Call(GetActorVar, ACTOR_SELF, AVAR_Weapon, LVar1)
307 IfEq(LVar1, AVAL_Weapon_Slingshot)
308 SetConst(LVar1, ANIM_SpyGuy_Anim02)
309 Else
310 SetConst(LVar1, ANIM_SpyGuy_Anim03)
311 EndIf
314 SetConst(LVar0, PRT_MAIN)
315 Call(GetActorVar, ACTOR_SELF, AVAR_Weapon, LVar1)
316 IfEq(LVar1, AVAL_Weapon_Slingshot)
317 SetConst(LVar1, ANIM_SpyGuy_Anim06)
318 Else
319 SetConst(LVar1, ANIM_SpyGuy_Anim07)
320 EndIf
321 SetConst(LVar2, ANIM_SpyGuy_Anim11)
323 Return
325 SetConst(LVar0, PRT_MAIN)
326 Call(GetActorVar, ACTOR_SELF, AVAR_Weapon, LVar1)
327 IfEq(LVar1, AVAL_Weapon_Slingshot)
328 SetConst(LVar1, ANIM_SpyGuy_Anim06)
329 Else
330 SetConst(LVar1, ANIM_SpyGuy_Anim07)
331 EndIf
334 SetConst(LVar0, PRT_MAIN)
335 Call(GetActorVar, ACTOR_SELF, AVAR_Weapon, LVar1)
336 IfEq(LVar1, AVAL_Weapon_Slingshot)
337 SetConst(LVar1, ANIM_SpyGuy_Anim06)
338 Else
339 SetConst(LVar1, ANIM_SpyGuy_Anim07)
340 EndIf
342 Return
345 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
346 Return
347 End
348};
349
350EvtScript N(EVS_Attack_Slingshot) = {
351 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
352 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
353 Call(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
354 Call(GetBattlePhase, LVar0)
356 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
357 Call(MoveBattleCamOver, 1)
358 EndIf
359 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_SLINGSHOT_DRAW)
360 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim15)
361 Wait(12)
362 Wait(12)
363 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim16)
364 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
365 Add(LVar0, 10)
366 Add(LVar1, 10)
367 Call(SetPartPos, ACTOR_SELF, PRT_STONE, LVar0, LVar1, LVar2)
368 Call(SetPartFlagBits, ACTOR_SELF, PRT_STONE, ACTOR_PART_FLAG_INVISIBLE, FALSE)
369 Call(GetStatusFlags, ACTOR_SELF, LVar0)
371 Call(SetPartScale, ACTOR_SELF, PRT_STONE, Float(0.4), Float(0.4), Float(0.4))
372 EndIf
373 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_SLINGSHOT_FIRE)
374 Call(SetPartSounds, ACTOR_SELF, PRT_STONE, ACTOR_SOUND_JUMP, SOUND_NONE, SOUND_NONE)
375 Call(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
379 Set(LVarA, LVar0)
380 Thread
381 Loop(0)
382 Call(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
383 Call(GetPartOffset, ACTOR_SELF, PRT_STONE, LVar3, LVar4, LVar5)
386 EndIf
387 Wait(1)
388 EndLoop
390 Call(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
391 EndIf
393 Call(SetGoalToTarget, ACTOR_SELF)
394 Call(AddGoalPos, ACTOR_SELF, -100, 0, 0)
395 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
396 Call(SetPartMoveSpeed, ACTOR_SELF, PRT_STONE, Float(14.0))
397 Call(SetPartJumpGravity, ACTOR_SELF, PRT_STONE, Float(0.002))
398 Call(JumpPartTo, ACTOR_SELF, PRT_STONE, LVar0, LVar1, LVar2, 0, TRUE)
399 Call(SetPartFlagBits, ACTOR_SELF, PRT_STONE, ACTOR_PART_FLAG_INVISIBLE, TRUE)
400 Call(YieldTurn)
401 Call(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
402 Wait(15)
403 Call(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
404 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
405 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
406 Return
409 Call(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
410 Call(SetGoalToTarget, ACTOR_SELF)
411 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
412 Call(SetPartMoveSpeed, ACTOR_SELF, PRT_STONE, Float(14.0))
413 Call(SetPartJumpGravity, ACTOR_SELF, PRT_STONE, Float(0.002))
414 Call(JumpPartTo, ACTOR_SELF, PRT_STONE, LVar0, LVar1, LVar2, 0, TRUE)
415 Wait(2)
416 Call(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_SHOOT, BS_FLAGS1_TRIGGER_EVENTS)
420 Call(GetPartOffset, ACTOR_SELF, PRT_STONE, LVar0, LVar1, LVar2)
421 Sub(LVar0, 100)
422 Call(SetPartJumpGravity, ACTOR_SELF, PRT_STONE, Float(0.7))
423 Call(JumpPartTo, ACTOR_SELF, PRT_STONE, LVar0, 0, LVar2, 30, TRUE)
424 Call(SetPartFlagBits, ACTOR_SELF, PRT_STONE, ACTOR_PART_FLAG_INVISIBLE, TRUE)
425 Call(YieldTurn)
428 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
429 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
430 Return
431 End
432};
433
434#include "common/ItemEntityJumpToPos.inc.c"
435
437
439
441
443
444EvtScript N(EVS_ManageItemMotion) = {
445 Label(0)
446 Call(GetActorVar, ACTOR_SELF, AVAR_ItemState, LVarA)
448 CaseEq(AVAL_Item_None)
449 // do nothing
450 CaseEq(AVAL_Item_Fumble)
451 Call(GetActorPos, ACTOR_PLAYER, LVar1, LVar2, LVar3)
452 Set(LVar2, 0)
453 Sub(LVar3, 1)
454 Call(N(DisableRandomAbility), LVar4, LVar5)
456 Call(SetActorVar, ACTOR_SELF, AVAR_Knockoff_ItemIdx, LVar0)
457 Add(LVar1, 30)
458 Call(N(ItemEntityJumpToPos), LVar0, LVar1, LVar2, LVar3, 20, Float(1.0))
459 Add(LVar1, 20)
460 Call(N(ItemEntityJumpToPos), LVar0, LVar1, LVar2, LVar3, 10, Float(1.0))
461 Add(LVar1, 10)
462 Call(N(ItemEntityJumpToPos), LVar0, LVar1, LVar2, LVar3, 5, Float(1.0))
463 Call(SetActorVar, ACTOR_SELF, AVAR_ItemState, AVAR_ItemState)
464 CaseEq(AVAL_Item_KnockAway)
465 Call(ShowMessageBox, LVar5, 60)
466 Sub(LVar1, 150)
467 Call(N(ItemEntityJumpToPos), LVar0, LVar1, LVar2, LVar3, 30, Float(1.0))
469 Call(SetActorVar, ACTOR_SELF, AVAR_ItemState, AVAL_Item_Gone)
470 Return
472 Wait(1)
473 Goto(0)
474 Return
475 End
476};
477
478EvtScript N(EVS_Attack_Mallet) = {
479 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
480 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
481 Call(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
482 Call(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
483 Call(BattleCamTargetActor, ACTOR_SELF)
484 Call(SetBattleCamTargetingModes, BTL_CAM_YADJ_TARGET, BTL_CAM_XADJ_AVG, FALSE)
485 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim07)
486 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
487 Call(SetGoalToTarget, ACTOR_SELF)
488 Call(AddGoalPos, ACTOR_SELF, 70, 0, 0)
489 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
491 Call(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK_INCREMENT, 10, 0)
492 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim07)
493 Call(SetActorSpeed, ACTOR_SELF, Float(8.0))
494 Call(SetGoalToTarget, ACTOR_SELF)
495 Call(GetStatusFlags, ACTOR_SELF, LVar1)
497 Call(AddGoalPos, ACTOR_SELF, 20, 0, 0)
498 EndIf
499 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
500 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim03)
501 Wait(10)
502 Call(SetBattleCamTargetingModes, BTL_CAM_YADJ_TARGET, BTL_CAM_XADJ_AVG, FALSE)
503 Thread
504 Wait(4)
505 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_MALLET_SWING)
507 Call(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
511 Set(LVarA, LVar0)
512 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim0A)
513 Wait(6)
515 Call(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
516 EndIf
517 Wait(15)
518 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
519 Call(SetActorYaw, ACTOR_SELF, 180)
520 Call(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
521 SetConst(LVar0, PRT_MAIN)
522 SetConst(LVar1, ANIM_SpyGuy_Anim07)
524 Call(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
525 Call(SetActorYaw, ACTOR_SELF, 0)
526 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
527 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
528 Return
531 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim0A)
532 Wait(5)
533 Wait(2)
534 Wait(2)
535 Call(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_MALLET, BS_FLAGS1_TRIGGER_EVENTS)
539 Set(LFlag0, FALSE)
540 Call(GetBattleFlags, LVar0)
542 Call(N(CheckPlayerCanLoseCommand), LVar0)
543 IfNe(LVar0, -1)
544 Set(LFlag0, TRUE)
545 EndIf
546 EndIf
547 Call(GetLastDamage, ACTOR_PLAYER, LVar0)
548 IfLe(LVar0, 0)
549 Wait(20)
550 Goto(100)
551 EndIf
552 Call(GetStatusFlags, ACTOR_SELF, LVar1)
554 Wait(20)
555 Goto(100)
556 EndIf
557 Call(GetStatusFlags, ACTOR_PLAYER, LVar1)
559 Wait(20)
560 Goto(100)
561 EndIf
562 IfEq(LFlag0, TRUE)
563 Call(SetActorVar, ACTOR_SELF, AVAR_ItemState, AVAL_Item_Fumble)
564 Exec(N(EVS_ManageItemMotion))
565 Wait(8)
566 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim07)
567 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
568 Add(LVar0, 70)
569 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
570 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
571 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
572 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim03)
573 Label(0)
574 Call(GetActorVar, ACTOR_SELF, AVAR_ItemState, LVar0)
575 IfNe(LVar0, AVAL_Item_None)
576 Wait(1)
577 Goto(0)
578 EndIf
579 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim07)
580 Call(GetActorVar, ACTOR_SELF, AVAR_Knockoff_ItemIdx, LVar0)
581 Call(N(GetItemEntityPosition), LVar0, LVar1, LVar2, LVar3)
582 Add(LVar1, 20)
583 Sub(LVar3, 2)
584 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
585 Call(SetGoalPos, ACTOR_SELF, LVar1, LVar2, LVar3)
586 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
587 Thread
588 Wait(5)
589 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_COMMAND_LOSS)
590 Call(N(StartRumbleWithParams), 200, 10)
592 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim09)
593 Wait(5)
594 Call(SetActorVar, ACTOR_SELF, AVAR_ItemState, AVAL_Item_KnockAway)
595 Sub(LVar1, 7)
596 PlayEffect(EFFECT_FIREWORK, 0, LVar1, LVar2, LVar3, Float(1.0), 0, 0)
597 Wait(40)
598 Else
599 Wait(8)
600 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim07)
601 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
602 Add(LVar0, 70)
603 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
604 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
605 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
606 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim03)
607 Wait(10)
608 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
609 Add(LVar1, 10)
610 PlayEffect(EFFECT_EMOTE, EMOTE_QUESTION, 0, LVar0, LVar1, LVar2, 25, -45, 20, 0, 0)
611 Wait(20)
612 EndIf
613 Label(100)
614 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
615 SetConst(LVar0, PRT_MAIN)
616 SetConst(LVar1, ANIM_SpyGuy_Anim07)
620 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
621 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
622 Return
623 End
624};
625
626EvtScript N(EVS_TakeTurn) = {
627 Call(GetBattlePhase, LVar0)
629 Call(SetActorVar, ACTOR_SELF, AVAR_Weapon, AVAL_Weapon_Slingshot)
630 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(SlingshotAnims)))
631 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpyGuy_Anim02)
632 EndIf
633 Call(GetActorVar, ACTOR_SELF, AVAR_Weapon, LVar0)
635 CaseEq(AVAL_Weapon_Slingshot)
636 ExecWait(N(EVS_Attack_Slingshot))
637 CaseEq(AVAL_Weapon_Mallet)
638 ExecWait(N(EVS_Attack_Mallet))
640 Return
641 End
642};
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ BTL_CAM_XADJ_AVG
Definition enums.h:4900
@ EMOTE_QUESTION
Definition enums.h:497
@ 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
@ BS_FLAGS1_EXECUTING_MOVE
Definition enums.h:3578
@ 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
@ ITEM_SPAWN_MODE_DECORATION
Definition enums.h:2292
@ 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_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_RIGHT_ON
Definition enums.h:2829
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ STATUS_FLAG_STONE
Definition enums.h:2820
@ SOUND_NONE
Definition enums.h:547
@ SOUND_SLINGSHOT_DRAW
Definition enums.h:1065
@ SOUND_ACTOR_STEP_A
Definition enums.h:1474
@ SOUND_ACTOR_STEP_B
Definition enums.h:1250
@ SOUND_COMMAND_LOSS
Definition enums.h:1506
@ SOUND_SLINGSHOT_FIRE
Definition enums.h:1066
@ SOUND_MALLET_SWING
Definition enums.h:1120
@ 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_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_RECOVER_STATUS
Definition enums.h:2167
@ EVENT_BLOW_AWAY
Definition enums.h:2143
@ ACTOR_PART_FLAG_PRIMARY_TARGET
Definition enums.h:3362
@ ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION
Definition enums.h:3361
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
Definition enums.h:3360
@ ACTOR_PART_FLAG_INVISIBLE
Definition enums.h:3350
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
@ DAMAGE_TYPE_NO_CONTACT
Definition enums.h:2878
EvtScript EVS_Enemy_ReturnHome
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Hit
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
ApiStatus RemoveItemEntity(Evt *script, b32 isInitialCall)
ApiStatus MakeItemEntity(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 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 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 IfLe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR > RVAR.
Definition macros.h:281
#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 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 Exec(EVT_SOURCE)
Launches a new thread.
Definition macros.h:455
#define Return
Kills the current EVT thread.
Definition macros.h:217