Go to the source code of this file.
◆ EVS_Enemy_Hit_Impl
Definition at line 1367 of file standard_events.c.
1367 {
1490};
#define Switch(LVAR)
Marks the start of a switch statement.
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define EndLoop
Marks the end of a loop.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define EndSwitch
Marks the end of a switch statement and any case.
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define Loop(TIMES)
Marks the beginning of a loop.
#define Return
Kills the current EVT thread.
◆ EVS_Enemy_SpinAround_Impl
Initial value:= {
}
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#define Sub(VAR, INT_VALUE)
#define Add(VAR, INT_VALUE)
#define Goto(LABEL_ID)
Moves execution to the given label.
#define IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
#define EndIf
Marks the end of an if statement or an else block.
Definition at line 1861 of file standard_events.c.
◆ EVS_Partner_Celebrate
◆ EVS_Partner_RunAway
◆ EVS_Partner_BurnContact
Definition at line 121 of file standard_events.c.
121 {
166};
@ BTL_CAM_PARTNER_HIT_HAZARD
#define EndChildThread
Marks the end of a child thread block.
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
#define ChildThread
Marks the start of a child thread block.
EvtScript EVS_Partner_BurnHit
◆ EVS_Partner_SpikeContact
Definition at line 171 of file standard_events.c.
171 {
215};
@ BTL_CAM_PARTNER_HIT_SPIKE
EvtScript EVS_Partner_Hit
◆ EVS_Partner_BombetteSpikeContact
◆ EVS_Partner_ShockHit
◆ EVS_Partner_UnusedShockHit
◆ EVS_Partner_Recover
Initial value:= {
}
#define Else
Marks the end of an if statement and the start of the else block.
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition at line 388 of file standard_events.c.
◆ EVS_Partner_Drop
◆ EVS_Partner_BurnHit
Definition at line 439 of file standard_events.c.
439 {
452 Call(GetDamageIntensity)
585};
@ DAMAGE_INTENSITY_EXTREME
@ DAMAGE_INTENSITY_MEDIUM
◆ EVS_Partner_Hit_Impl
◆ EVS_Partner_Crushed_Impl
Initial value:= {
}
#define AddF(VAR, FLOAT_VALUE)
#define SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
#define SubF(VAR, FLOAT_VALUE)
Definition at line 725 of file standard_events.c.
◆ EVS_Partner_LakilesterHit
Initial value:= {
}
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
EvtScript EVS_Partner_Crushed_Impl
EvtScript EVS_Partner_Hit_Impl
Definition at line 750 of file standard_events.c.
◆ EVS_Partner_Hit
◆ EVS_Partner_NoDamageHit
◆ EVS_Player_Hit_Impl
◆ EVS_Player_Crushed_Impl
◆ EVS_Player_NextSlapRight_Impl
Initial value:= {
}
EvtScript EVS_Player_Hit_Impl
Definition at line 979 of file standard_events.c.
979 {
988 Call(GetDamageIntensity)
992};
◆ EVS_Player_NextSlapLeft_Impl
◆ EVS_Player_LastSlapRight_Impl
Initial value:= {
}
ApiStatus UpdateLerp(Evt *script, b32 isInitialCall)
ApiStatus MakeLerp(Evt *script, b32 isInitialCall)
Definition at line 1009 of file standard_events.c.
1009 {
1020 Call(GetDamageIntensity)
1025};
◆ EVS_Player_LastSlapLeft_Impl
◆ EVS_Player_ComplexHit
Definition at line 1048 of file standard_events.c.
1048 {
1085};
@ DMG_SRC_NEXT_SLAP_RIGHT
@ DMG_SRC_LAST_SLAP_RIGHT
EvtScript EVS_Player_NextSlapLeft_Impl
EvtScript EVS_Player_LastSlapLeft_Impl
EvtScript EVS_Player_Crushed_Impl
EvtScript EVS_Player_NextSlapRight_Impl
EvtScript EVS_Player_LastSlapRight_Impl
◆ EVS_Player_SimpleHit
◆ EVS_Player_NoDamageHit
Definition at line 1103 of file standard_events.c.
1103 {
1141};
#define STATUS_FLAGS_IMMOBILIZED
@ DMG_SRC_TUTORIAL_GOOMBARIO
#define IfNotFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is unset on LVAR,...
◆ EVS_ForceNextTarget
Definition at line 1143 of file standard_events.c.
1143 {
1146 Call(InitTargetIterator)
1160 Call(InitTargetIterator)
1174 Call(InitTargetIterator)
1184};
@ TARGET_FLAG_PRIMARY_ONLY
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
◆ EVS_Enemy_FanSmack_Impl
Definition at line 1186 of file standard_events.c.
1186 {
1221};
@ DMG_SRC_NEXT_FAN_SMACK_LEFT
@ DMG_SRC_LAST_FAN_SMACK_LEFT
@ DMG_SRC_NEXT_FAN_SMACK_RIGHT
@ DMG_SRC_LAST_FAN_SMACK_RIGHT
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
ApiStatus RemoveEffect(Evt *script, b32 isInitialCall)
ApiStatus DismissEffect(Evt *script, b32 isInitialCall)
#define DivF(VAR, FLOAT_VALUE)
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
#define MulF(VAR, FLOAT_VALUE)
◆ EVS_Enemy_Hit
Definition at line 1223 of file standard_events.c.
1223 {
1231 CaseOrEq(ACTOR_TYPE_MONTY_MOLE_BOSS)
1249 CaseOrEq(ACTOR_TYPE_MONTY_MOLE_BOSS)
1284 Call(GetDamageIntensity)
1302 Call(GetDamageIntensity)
1319 Call(GetDamageIntensity)
1337 Call(GetDamageIntensity)
1346 Call(GetDamageIntensity)
1358 Call(GetDamageIntensity)
1363};
#define Mod(VAR, INT_VALUE)
#define KillThread(TID)
Kills a thread by its thread ID.
#define ExecGetTID(EVT_SOURCE, OUTVAR)
Identical to Exec, but the newly-launched thread ID is stored in OUTVAR.
#define Exec(EVT_SOURCE)
Launches a new thread.
EvtScript EVS_Enemy_FanSmack_Impl
EvtScript EVS_Enemy_Hit_Impl
EvtScript EVS_Enemy_SpinAround_Impl
◆ EVS_Enemy_BurnHit
Definition at line 1492 of file standard_events.c.
1492 {
1504 CaseOrEq(ACTOR_TYPE_MONTY_MOLE_BOSS)
1522 CaseOrEq(ACTOR_TYPE_MONTY_MOLE_BOSS)
1585};
@ ACTOR_EVENT_FLAG_FIREY
Player takes burn damage upon contact.
@ ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION
Blast and fire attacks trigger an explosion.
◆ EVS_Enemy_ShockHit
◆ EVS_Enemy_ShockHit_Impl
◆ EVS_Enemy_NoDamageHit
◆ EVS_Enemy_Death
Initial value:= {
}
EvtScript EVS_Enemy_DeathWithoutRemove
EvtScript EVS_ForceNextTarget
Definition at line 1697 of file standard_events.c.
◆ EVS_Enemy_DeathWithoutRemove
◆ EVS_Enemy_ScareAway
Definition at line 1764 of file standard_events.c.
1764 {
1799};
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
◆ EVS_Enemy_SpinSmash_HitNext
Definition at line 1801 of file standard_events.c.
1801 {
1803 Call(InitTargetIterator)
1847
1859};
@ BS_FLAGS1_TRIGGER_EVENTS
@ TARGET_FLAG_ALLOW_TARGET_ONLY
@ STATUS_FLAG_TRANSPARENT
@ ACTOR_FLAG_TARGET_ONLY
Battle ends even if undefeated. No turn.
@ EVENT_SPIN_SMASH_LAUNCH_HIT
@ DAMAGE_TYPE_IGNORE_DEFENSE
@ DAMAGE_TYPE_MULTIPLE_POPUPS
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
◆ EVS_Enemy_SpinSmash_ShakeCam
Initial value:= {
}
#define Mul(VAR, INT_VALUE)
#define CaseLt(RVAR)
Marks the start of a switch case that executes only if LVAR < RVAR. It also marks the end of any prev...
Definition at line 1875 of file standard_events.c.
◆ EVS_Enemy_SpinSmashHit
Definition at line 1896 of file standard_events.c.
1896 {
1926};
EvtScript EVS_Enemy_SpinSmash_HitNext
EvtScript EVS_Enemy_SpinSmash_ShakeCam
◆ EVS_Enemy_FlipBackUp
◆ EVS_Enemy_Knockback
◆ EVS_Enemy_ReturnHome
Initial value:= {
}
ApiStatus GetDist2D(Evt *script, b32 isInitialCall)
#define IfGe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR >= RVAR.
Definition at line 1974 of file standard_events.c.
◆ EVS_Enemy_Recover
◆ EVS_Enemy_HopHome
◆ EVS_Enemy_HopToPos
◆ EVS_Enemy_AirLift
◆ EVS_Enemy_BlowAway