Paper Mario DX
Paper Mario (N64) modding
 
Loading...
Searching...
No Matches
standard_events.c File Reference

Go to the source code of this file.

Variables

EvtScript EVS_Enemy_Hit_Impl
 
EvtScript EVS_Enemy_SpinAround_Impl
 
EvtScript EVS_Partner_Celebrate
 
EvtScript EVS_Partner_RunAway
 
EvtScript EVS_Partner_BurnContact
 
EvtScript EVS_Partner_SpikeContact
 
EvtScript EVS_Partner_BombetteSpikeContact
 
EvtScript EVS_Partner_ShockHit
 
EvtScript EVS_Partner_UnusedShockHit
 
EvtScript EVS_Partner_Recover
 
EvtScript EVS_Partner_Drop
 
EvtScript EVS_Partner_BurnHit
 
EvtScript EVS_Partner_Hit_Impl
 
EvtScript EVS_Partner_Crushed_Impl
 
EvtScript EVS_Partner_LakilesterHit
 
EvtScript EVS_Partner_Hit
 
EvtScript EVS_Partner_NoDamageHit
 
EvtScript EVS_Player_Hit_Impl
 
EvtScript EVS_Player_Crushed_Impl
 
EvtScript EVS_Player_NextSlapRight_Impl
 
EvtScript EVS_Player_NextSlapLeft_Impl
 
EvtScript EVS_Player_LastSlapRight_Impl
 
EvtScript EVS_Player_LastSlapLeft_Impl
 
EvtScript EVS_Player_ComplexHit
 
EvtScript EVS_Player_SimpleHit
 
EvtScript EVS_Player_NoDamageHit
 
EvtScript EVS_ForceNextTarget
 
EvtScript EVS_Enemy_FanSmack_Impl
 
EvtScript EVS_Enemy_Hit
 
EvtScript EVS_Enemy_BurnHit
 
EvtScript EVS_Enemy_ShockHit
 
EvtScript EVS_Enemy_ShockHit_Impl
 
EvtScript EVS_Enemy_NoDamageHit
 
EvtScript EVS_Enemy_Death
 
EvtScript EVS_Enemy_DeathWithoutRemove
 
EvtScript EVS_Enemy_ScareAway
 
EvtScript EVS_Enemy_SpinSmash_HitNext
 
EvtScript EVS_Enemy_SpinSmash_ShakeCam
 
EvtScript EVS_Enemy_SpinSmashHit
 
EvtScript EVS_Enemy_FlipBackUp
 
EvtScript EVS_Enemy_Knockback
 
EvtScript EVS_Enemy_ReturnHome
 
EvtScript EVS_Enemy_Recover
 
EvtScript EVS_Enemy_HopHome
 
EvtScript EVS_Enemy_HopToPos
 
EvtScript EVS_Enemy_AirLift
 
EvtScript EVS_Enemy_BlowAway
 

Variable Documentation

◆ EVS_Enemy_Hit_Impl

EvtScript EVS_Enemy_Hit_Impl

Definition at line 1367 of file standard_events.c.

1367 {
1368 Switch(LVar0)
1369 CaseEq(0)
1371 Wait(1)
1373 Wait(1)
1375 Wait(1)
1377 Wait(1)
1379 Wait(1)
1381 Wait(1)
1383 Wait(1)
1384 Loop(2)
1386 Wait(1)
1388 Wait(1)
1389 EndLoop
1390 Loop(4)
1392 Wait(1)
1394 Wait(1)
1395 EndLoop
1397 CaseEq(1)
1399 Wait(1)
1401 Wait(1)
1403 Wait(1)
1405 Wait(1)
1407 Wait(1)
1409 Wait(1)
1411 Wait(1)
1412 Loop(2)
1414 Wait(1)
1416 Wait(1)
1417 EndLoop
1418 Loop(6)
1420 Wait(1)
1422 Wait(1)
1423 EndLoop
1425 CaseEq(2)
1427 Wait(1)
1429 Wait(1)
1431 Wait(1)
1433 Wait(1)
1435 Wait(1)
1437 Wait(1)
1439 Wait(1)
1440 Loop(2)
1442 Wait(1)
1444 Wait(1)
1445 EndLoop
1446 Loop(6)
1448 Wait(1)
1450 Wait(1)
1451 EndLoop
1453 CaseEq(3)
1455 Wait(1)
1457 Wait(1)
1459 Wait(1)
1461 Wait(1)
1463 Wait(1)
1465 Wait(1)
1467 Wait(1)
1468 Loop(2)
1470 Wait(1)
1472 Wait(1)
1473 EndLoop
1474 Loop(6)
1476 Wait(1)
1478 Wait(1)
1479 EndLoop
1480 Loop(2)
1482 Wait(1)
1484 Wait(1)
1485 EndLoop
1487 EndSwitch
1488 Return
1489 End
1490};
BSS s32 PopupMenu_SelectedIndex
@ ACTOR_SELF
Definition enums.h:2084
#define Switch(LVAR)
Marks the start of a switch statement.
Definition macros.h:311
#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 End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define EndLoop
Marks the end of a loop.
Definition macros.h:248
#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 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 LVar0
Definition macros.h:148
#define Return
Kills the current EVT thread.
Definition macros.h:217

◆ EVS_Enemy_SpinAround_Impl

EvtScript EVS_Enemy_SpinAround_Impl
Initial value:
= {
Set(LVar0, 0)
Label(0)
Sub(LVar0, 30)
IfLt(LVar0, 0)
Add(LVar0, 360)
Wait(1)
Goto(0)
}
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#define Sub(VAR, INT_VALUE)
Definition macros.h:377
#define Add(VAR, INT_VALUE)
Definition macros.h:376
#define Goto(LABEL_ID)
Moves execution to the given label.
Definition macros.h:232
#define IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
Definition macros.h:275
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
Definition macros.h:227
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:298

Definition at line 1861 of file standard_events.c.

1861 {
1862 Set(LVar0, 0)
1863 Label(0)
1864 Sub(LVar0, 30)
1865 IfLt(LVar0, 0)
1866 Add(LVar0, 360)
1867 EndIf
1869 Wait(1)
1870 Goto(0)
1871 Return
1872 End
1873};

◆ EVS_Partner_Celebrate

EvtScript EVS_Partner_Celebrate

Definition at line 39 of file standard_events.c.

39 {
41 Loop(2)
43 Call(AddActorPos, ACTOR_SELF, 0, 6, 0)
44 Wait(1)
45 Call(AddActorPos, ACTOR_SELF, 0, 4, 0)
46 Wait(1)
47 Call(AddActorPos, ACTOR_SELF, 0, 3, 0)
48 Wait(1)
49 Call(AddActorPos, ACTOR_SELF, 0, 2, 0)
50 Wait(1)
51 Call(AddActorPos, ACTOR_SELF, 0, 1, 0)
52 Wait(1)
53 Call(AddActorPos, ACTOR_SELF, 0, -1, 0)
54 Wait(1)
55 Call(AddActorPos, ACTOR_SELF, 0, -2, 0)
56 Wait(1)
57 Call(AddActorPos, ACTOR_SELF, 0, -3, 0)
58 Wait(1)
59 Call(AddActorPos, ACTOR_SELF, 0, -4, 0)
60 Wait(1)
61 Call(AddActorPos, ACTOR_SELF, 0, -6, 0)
62 Wait(1)
63 Wait(1)
65 Wait(1)
68 Call(AddActorPos, ACTOR_SELF, 0, 6, 0)
69 Wait(1)
70 Call(AddActorPos, ACTOR_SELF, 0, 4, 0)
71 Wait(1)
72 Call(AddActorPos, ACTOR_SELF, 0, 3, 0)
73 Wait(1)
74 Call(AddActorPos, ACTOR_SELF, 0, 2, 0)
75 Wait(1)
76 Call(AddActorPos, ACTOR_SELF, 0, 1, 0)
77 Wait(1)
78 Call(AddActorPos, ACTOR_SELF, 0, -1, 0)
79 Wait(1)
80 Call(AddActorPos, ACTOR_SELF, 0, -2, 0)
81 Wait(1)
82 Call(AddActorPos, ACTOR_SELF, 0, -3, 0)
83 Wait(1)
84 Call(AddActorPos, ACTOR_SELF, 0, -4, 0)
85 Wait(1)
86 Call(AddActorPos, ACTOR_SELF, 0, -6, 0)
87 Wait(1)
88 Wait(1)
90 Return
91 End
92};
@ ACTOR_PARTNER
Definition enums.h:2086
#define LVar2
Definition macros.h:150
#define LVar1
Definition macros.h:149
#define LVar3
Definition macros.h:151

◆ EVS_Partner_RunAway

EvtScript EVS_Partner_RunAway

◆ EVS_Partner_BurnContact

EvtScript EVS_Partner_BurnContact

Definition at line 121 of file standard_events.c.

121 {
122 Set(LVarA, LVar1)
123 Set(LVarB, LVar2)
124 Set(LVarC, LVar3)
126 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
131 Sub(LVar0, 60)
132 Add(LVar1, 40)
137 Set(LVar1, LVarA)
138 Set(LVar2, LVarC)
143 Set(LVar0, 0)
144 Loop(15)
145 Add(LVar0, 48)
147 Wait(1)
148 EndLoop
153 Add(LVar0, 30)
154 Set(LVar1, 0)
158 Sub(LVar0, 20)
161 Sub(LVar0, 10)
164 Return
165 End
166};
@ BTL_CAM_DEFAULT
Definition enums.h:4823
@ BTL_CAM_PARTNER_HIT_HAZARD
Definition enums.h:4883
#define EndChildThread
Marks the end of a child thread block.
Definition macros.h:563
#define LVarC
Definition macros.h:160
#define LVarB
Definition macros.h:159
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define LVarA
Definition macros.h:158
#define ChildThread
Marks the start of a child thread block.
Definition macros.h:560
EvtScript EVS_Partner_BurnHit

◆ EVS_Partner_SpikeContact

EvtScript EVS_Partner_SpikeContact

Definition at line 171 of file standard_events.c.

171 {
172 Set(LVarA, LVar1)
173 Set(LVarB, LVar2)
175 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
180 Sub(LVar0, 60)
181 Add(LVar1, 40)
186 Set(LVar1, LVarA)
187 Set(LVar2, 0)
192 Set(LVar0, 0)
193 Loop(15)
194 Add(LVar0, 48)
196 Wait(1)
197 EndLoop
202 Add(LVar0, 30)
203 Set(LVar1, 0)
207 Sub(LVar0, 20)
210 Sub(LVar0, 10)
213 Return
214 End
215};
@ BTL_CAM_PARTNER_HIT_SPIKE
Definition enums.h:4882
EvtScript EVS_Partner_Hit

◆ EVS_Partner_BombetteSpikeContact

EvtScript EVS_Partner_BombetteSpikeContact

Definition at line 221 of file standard_events.c.

221 {
222 Set(LVarA, LVar1)
223 Set(LVarB, LVar2)
224 Set(LVarC, LVar3)
226 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
231 Sub(LVar0, 60)
232 Add(LVar1, 40)
237 Set(LVar1, LVarA)
238 Set(LVar2, 0)
243 Set(LVar0, 0)
244 Loop(15)
245 Add(LVar0, 48)
247 Wait(1)
248 EndLoop
253 Add(LVar0, 30)
254 Set(LVar1, 0)
259 Wait(1)
261 Sub(LVar0, 20)
265 Wait(1)
267 Sub(LVar0, 10)
270 Return
271 End
272};

◆ EVS_Partner_ShockHit

EvtScript EVS_Partner_ShockHit

Definition at line 277 of file standard_events.c.

277 {
278 Set(LVarA, LVar1)
279 Set(LVarB, LVar2)
281 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
286 Sub(LVar0, 60)
287 Add(LVar1, 40)
293 Set(LVar1, LVarA)
294 Set(LVar2, 0)
299 Set(LVar0, 0)
300 Loop(15)
301 Add(LVar0, 48)
303 Wait(1)
304 EndLoop
309 Add(LVar0, 30)
310 Set(LVar1, 0)
314 Sub(LVar0, 20)
317 Sub(LVar0, 10)
320 Return
321 End
322};

◆ EVS_Partner_UnusedShockHit

EvtScript EVS_Partner_UnusedShockHit

Definition at line 329 of file standard_events.c.

329 {
330 Set(LVarA, LVar1)
331 Set(LVarB, LVar2)
332 Set(LVarC, LVar3)
334 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
339 Sub(LVar0, 60)
340 Add(LVar1, 40)
346 Set(LVar1, LVarA)
347 Set(LVar2, 0)
352 Set(LVar0, 0)
353 Loop(15)
354 Add(LVar0, 48)
356 Wait(1)
357 EndLoop
362 Add(LVar0, 30)
363 Set(LVar1, 0)
368 Wait(1)
370 Sub(LVar0, 20)
374 Wait(1)
376 Sub(LVar0, 10)
379 Return
380 End
381};

◆ EVS_Partner_Recover

EvtScript EVS_Partner_Recover
Initial value:
= {
IfEq(LVar6, 0)
}
#define Else
Marks the end of an if statement and the start of the else block.
Definition macros.h:295
#define LVar6
Definition macros.h:154
#define LVar7
Definition macros.h:155
#define LVar8
Definition macros.h:156
#define LVar9
Definition macros.h:157
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:269

Definition at line 388 of file standard_events.c.

◆ EVS_Partner_Drop

EvtScript EVS_Partner_Drop
Initial value:

Definition at line 410 of file standard_events.c.

◆ EVS_Partner_BurnHit

EvtScript EVS_Partner_BurnHit

Definition at line 439 of file standard_events.c.

439 {
443 Add(LVar5, -5)
444 Add(LVar6, 18)
445 Add(LVar7, 5)
447 Wait(2)
448 Add(LVar5, 10)
449 Add(LVar6, -14)
457 Wait(1)
459 Wait(1)
461 Wait(1)
463 Wait(1)
465 Wait(1)
467 Wait(1)
469 Wait(1)
470 Loop(2)
472 Wait(1)
474 Wait(1)
475 EndLoop
476 Loop(4)
478 Wait(1)
480 Wait(1)
481 EndLoop
483 Wait(10)
487 Wait(1)
489 Wait(1)
491 Wait(1)
493 Wait(1)
495 Wait(1)
497 Wait(1)
499 Wait(1)
500 Loop(2)
502 Wait(1)
504 Wait(1)
505 EndLoop
506 Loop(6)
508 Wait(1)
510 Wait(1)
511 EndLoop
513 Wait(10)
517 Wait(1)
519 Wait(1)
521 Wait(1)
523 Wait(1)
525 Wait(1)
527 Wait(1)
529 Wait(1)
530 Loop(2)
532 Wait(1)
534 Wait(1)
535 EndLoop
536 Loop(6)
538 Wait(1)
540 Wait(1)
541 EndLoop
543 Wait(10)
547 Wait(1)
549 Wait(1)
551 Wait(1)
553 Wait(1)
555 Wait(1)
557 Wait(1)
559 Wait(1)
560 Loop(2)
562 Wait(1)
564 Wait(1)
565 EndLoop
566 Loop(6)
568 Wait(1)
570 Wait(1)
571 EndLoop
572 Loop(2)
574 Wait(1)
576 Wait(1)
577 EndLoop
579 Wait(10)
582 Wait(8)
583 Return
584 End
585};
@ DAMAGE_INTENSITY_EXTREME
Definition enums.h:3509
@ DAMAGE_INTENSITY_LIGHT
Definition enums.h:3506
@ DAMAGE_INTENSITY_HEAVY
Definition enums.h:3508
@ DAMAGE_INTENSITY_MEDIUM
Definition enums.h:3507
@ BTL_RUMBLE_HIT_HEAVY
Definition enums.h:4255
@ BTL_RUMBLE_HIT_LIGHT
Definition enums.h:4254
@ BTL_RUMBLE_HIT_EXTREME
Definition enums.h:4256
#define LVar5
Definition macros.h:153

◆ EVS_Partner_Hit_Impl

EvtScript EVS_Partner_Hit_Impl

Definition at line 589 of file standard_events.c.

589 {
596 Wait(1)
598 Wait(1)
600 Wait(1)
602 Wait(1)
604 Wait(1)
606 Wait(1)
608 Wait(1)
609 Loop(2)
611 Wait(1)
613 Wait(1)
614 EndLoop
615 Loop(4)
617 Wait(1)
619 Wait(1)
620 EndLoop
622 Wait(10)
626 Wait(1)
628 Wait(1)
630 Wait(1)
632 Wait(1)
634 Wait(1)
636 Wait(1)
638 Wait(1)
639 Loop(2)
641 Wait(1)
643 Wait(1)
644 EndLoop
645 Loop(6)
647 Wait(1)
649 Wait(1)
650 EndLoop
652 Wait(10)
656 Wait(1)
658 Wait(1)
660 Wait(1)
662 Wait(1)
664 Wait(1)
666 Wait(1)
668 Wait(1)
669 Loop(2)
671 Wait(1)
673 Wait(1)
674 EndLoop
675 Loop(6)
677 Wait(1)
679 Wait(1)
680 EndLoop
682 Wait(10)
686 Wait(1)
688 Wait(1)
690 Wait(1)
692 Wait(1)
694 Wait(1)
696 Wait(1)
698 Wait(1)
699 Loop(2)
701 Wait(1)
703 Wait(1)
704 EndLoop
705 Loop(6)
707 Wait(1)
709 Wait(1)
710 EndLoop
711 Loop(2)
713 Wait(1)
715 Wait(1)
716 EndLoop
718 Wait(10)
720 Return
721 End
722};

◆ EVS_Partner_Crushed_Impl

EvtScript EVS_Partner_Crushed_Impl
Initial value:
= {
SetF(LVar0, Float(1.0))
SetF(LVar1, Float(1.0))
Loop(10)
AddF(LVar0, Float(0.1))
SubF(LVar1, Float(0.08))
Wait(1)
Wait(45)
Loop(5)
SubF(LVar0, Float(0.22))
AddF(LVar1, Float(0.2))
Wait(1)
}
@ BTL_RUMBLE_HIT_MAX
Definition enums.h:4257
#define AddF(VAR, FLOAT_VALUE)
Definition macros.h:383
#define SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
Definition macros.h:373
#define SubF(VAR, FLOAT_VALUE)
Definition macros.h:384

Definition at line 725 of file standard_events.c.

725 {
727 SetF(LVar0, Float(1.0))
728 SetF(LVar1, Float(1.0))
729 Loop(10)
730 AddF(LVar0, Float(0.1))
731 SubF(LVar1, Float(0.08))
733 Wait(1)
734 EndLoop
735 Wait(45)
736 Loop(5)
737 SubF(LVar0, Float(0.22))
738 AddF(LVar1, Float(0.2))
740 Wait(1)
741 EndLoop
742 Call(SetActorScale, ACTOR_PARTNER, Float(1.0), Float(1.0), Float(1.0))
743 Return
744 End
745};

◆ EVS_Partner_LakilesterHit

EvtScript EVS_Partner_LakilesterHit
Initial value:
= {
IfNe(LVar2, 0)
Wait(8)
}
@ DMG_SRC_CRUSH
Definition enums.h:2012
@ DMG_SRC_DEFAULT
Definition enums.h:1988
@ DMG_SRC_TUBBA_SMASH
Definition enums.h:2011
@ DMG_SRC_CRUSH_PARTNER
Definition enums.h:2013
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
Definition macros.h:272
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
Definition macros.h:352
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
Definition macros.h:341
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
Definition macros.h:337
EvtScript EVS_Partner_Crushed_Impl
EvtScript EVS_Partner_Hit_Impl

Definition at line 750 of file standard_events.c.

◆ EVS_Partner_Hit

EvtScript EVS_Partner_Hit
Initial value:

Definition at line 774 of file standard_events.c.

774 {
776 IfNe(LVar2, 0)
778 Wait(8)
779 EndIf
780 Return
781 End
782};

◆ EVS_Partner_NoDamageHit

EvtScript EVS_Partner_NoDamageHit
Initial value:

Definition at line 787 of file standard_events.c.

787 {
790 Call(AddActorPos, ACTOR_SELF, -2, 0, 0)
791 Wait(1)
792 Call(AddActorPos, ACTOR_SELF, 2, 0, 0)
793 Wait(1)
794 Call(AddActorPos, ACTOR_SELF, -4, 0, 0)
795 Wait(1)
796 Call(AddActorPos, ACTOR_SELF, 4, 0, 0)
797 Wait(1)
798 Call(AddActorPos, ACTOR_SELF, -2, 0, 0)
799 Wait(1)
800 Call(AddActorPos, ACTOR_SELF, 2, 0, 0)
801 Wait(1)
802 Call(AddActorPos, ACTOR_SELF, -3, 0, 0)
803 Wait(1)
804 Call(AddActorPos, ACTOR_SELF, 3, 0, 0)
805 Wait(1)
806 Call(AddActorPos, ACTOR_SELF, -2, 0, 0)
807 Wait(1)
808 Call(AddActorPos, ACTOR_SELF, 2, 0, 0)
809 Wait(1)
810 Call(AddActorPos, ACTOR_SELF, -1, 0, 0)
811 Wait(1)
812 Call(AddActorPos, ACTOR_SELF, 1, 0, 0)
813 Wait(1)
814 Return
815 End
816};

◆ EVS_Player_Hit_Impl

EvtScript EVS_Player_Hit_Impl

Definition at line 822 of file standard_events.c.

822 {
829 Wait(1)
831 Wait(1)
833 Wait(1)
835 Wait(1)
837 Wait(1)
839 Wait(1)
841 Wait(1)
842 Loop(2)
844 Wait(1)
846 Wait(1)
847 EndLoop
848 Loop(4)
850 Wait(1)
852 Wait(1)
853 EndLoop
855 Wait(10)
859 Wait(1)
861 Wait(1)
863 Wait(1)
865 Wait(1)
867 Wait(1)
869 Wait(1)
871 Wait(1)
872 Loop(2)
874 Wait(1)
876 Wait(1)
877 EndLoop
878 Loop(6)
880 Wait(1)
882 Wait(1)
883 EndLoop
885 Wait(10)
889 Wait(1)
891 Wait(1)
893 Wait(1)
895 Wait(1)
897 Wait(1)
899 Wait(1)
901 Wait(1)
902 Loop(2)
904 Wait(1)
906 Wait(1)
907 EndLoop
908 Loop(6)
910 Wait(1)
912 Wait(1)
913 EndLoop
915 Wait(10)
919 Wait(1)
921 Wait(1)
923 Wait(1)
925 Wait(1)
927 Wait(1)
929 Wait(1)
931 Wait(1)
932 Loop(2)
934 Wait(1)
936 Wait(1)
937 EndLoop
938 Loop(6)
940 Wait(1)
942 Wait(1)
943 EndLoop
944 Loop(2)
946 Wait(1)
948 Wait(1)
949 EndLoop
951 Wait(10)
953 Return
954 End
955};
@ ACTOR_PLAYER
Definition enums.h:2085

◆ EVS_Player_Crushed_Impl

EvtScript EVS_Player_Crushed_Impl
Initial value:

Definition at line 957 of file standard_events.c.

957 {
959 SetF(LVar0, Float(1.0))
960 SetF(LVar1, Float(1.0))
961 Loop(10)
962 AddF(LVar0, Float(0.1))
963 SubF(LVar1, Float(0.08))
965 Wait(1)
966 EndLoop
967 Wait(45)
968 Loop(5)
969 SubF(LVar0, Float(0.22))
970 AddF(LVar1, Float(0.2))
972 Wait(1)
973 EndLoop
974 Call(SetActorScale, ACTOR_PLAYER, Float(1.0), Float(1.0), Float(1.0))
975 Return
976 End
977};

◆ EVS_Player_NextSlapRight_Impl

EvtScript EVS_Player_NextSlapRight_Impl
Initial value:

Definition at line 979 of file standard_events.c.

979 {
981 Set(LVar0, 0)
982 Loop(10)
983 Add(LVar0, 36)
985 Wait(1)
986 EndLoop
990 Return
991 End
992};

◆ EVS_Player_NextSlapLeft_Impl

EvtScript EVS_Player_NextSlapLeft_Impl

◆ EVS_Player_LastSlapRight_Impl

EvtScript EVS_Player_LastSlapRight_Impl
Initial value:
= {
Label(1)
Wait(1)
IfEq(LVar1, 1)
Goto(1)
Wait(40)
}
@ EASING_COS_IN_OUT
Definition enums.h:520
ApiStatus UpdateLerp(Evt *script, b32 isInitialCall)
ApiStatus MakeLerp(Evt *script, b32 isInitialCall)

Definition at line 1009 of file standard_events.c.

1009 {
1011 Call(MakeLerp, 0, 2160, 60, EASING_COS_IN_OUT)
1012 Label(1)
1015 Wait(1)
1016 IfEq(LVar1, 1)
1017 Goto(1)
1018 EndIf
1022 Wait(40)
1023 Return
1024 End
1025};

◆ EVS_Player_LastSlapLeft_Impl

EvtScript EVS_Player_LastSlapLeft_Impl
Initial value:

Definition at line 1027 of file standard_events.c.

1027 {
1029 Call(MakeLerp, 2160, 0, 60, EASING_COS_IN_OUT)
1030 Label(1)
1033 Wait(1)
1034 IfEq(LVar1, 1)
1035 Goto(1)
1036 EndIf
1040 Wait(40)
1041 Return
1042 End
1043};

◆ EVS_Player_ComplexHit

EvtScript EVS_Player_ComplexHit

Definition at line 1048 of file standard_events.c.

1048 {
1051 Switch(LVar0)
1053 Wait(1000)
1054 Return
1075 Wait(15)
1078 EndSwitch
1079 IfNe(LVar2, 0)
1081 Wait(8)
1082 EndIf
1083 Return
1084 End
1085};
@ DMG_SRC_NEXT_SLAP_RIGHT
Definition enums.h:1999
@ DMG_SRC_LAST_SLAP_RIGHT
Definition enums.h:2001
@ DMG_SRC_LEECH
Definition enums.h:1989
@ DMG_SRC_NEXT_SLAP_LEFT
Definition enums.h:1998
@ DMG_SRC_INK_BLAST
Definition enums.h:2014
@ DMG_SRC_LAST_SLAP_LEFT
Definition enums.h:2000
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

EvtScript EVS_Player_SimpleHit
Initial value:

Definition at line 1090 of file standard_events.c.

1090 {
1092 IfNe(LVar2, 0)
1094 Wait(8)
1095 EndIf
1096 Return
1097 End
1098};

◆ EVS_Player_NoDamageHit

EvtScript EVS_Player_NoDamageHit

Definition at line 1103 of file standard_events.c.

1103 {
1109 EndIf
1111 Wait(1)
1113 Wait(1)
1115 Wait(1)
1117 Wait(1)
1119 Wait(1)
1121 Wait(1)
1123 Wait(1)
1125 Wait(1)
1127 Wait(1)
1129 Wait(1)
1131 Wait(1)
1133 Wait(1)
1135 Switch(LVar0)
1137 Wait(15)
1138 EndSwitch
1139 Return
1140 End
1141};
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ DMG_SRC_TUTORIAL_GOOMBARIO
Definition enums.h:1993
#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

◆ EVS_ForceNextTarget

EvtScript EVS_ForceNextTarget

Definition at line 1143 of file standard_events.c.

1143 {
1147 Label(0)
1149 IfNe(LVar0, LVarA)
1152 Return
1153 EndIf
1154 EndIf
1157 Goto(0)
1158 EndIf
1161 Label(1)
1163 IfNe(LVar0, LVarA)
1165 IfNe(LVar3, 1)
1166 Return
1167 EndIf
1168 EndIf
1171 Goto(1)
1172 EndIf
1175 Label(2)
1180 Goto(2)
1181 EndIf
1182 Return
1183 End
1184};
@ ITER_NO_MORE
Definition enums.h:2030
@ ITER_NEXT
Definition enums.h:2025
@ TARGET_FLAG_PRIMARY_ONLY
Definition enums.h:1863
@ TARGET_FLAG_2
Definition enums.h:1850
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
Definition enums.h:3340
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
Definition enums.h:3339

◆ EVS_Enemy_FanSmack_Impl

EvtScript EVS_Enemy_FanSmack_Impl

Definition at line 1186 of file standard_events.c.

1186 {
1190 DivF(LVar3, Float(40.0))
1191 IfLt(LVar3, 1)
1192 SetF(LVar3, Float(1.0))
1193 EndIf
1196 MulF(LVar3, Float(0.4))
1197 EndIf
1201 Sub(LVar1, LVar7)
1202 EndIf
1203 Sub(LVar1, 3)
1206 Switch(LVar0)
1209 Wait(10)
1214 Wait(40)
1218 EndSwitch
1219 Return
1220 End
1221};
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ DMG_SRC_NEXT_FAN_SMACK_LEFT
Definition enums.h:2002
@ DMG_SRC_LAST_FAN_SMACK_LEFT
Definition enums.h:2004
@ DMG_SRC_NEXT_FAN_SMACK_RIGHT
Definition enums.h:2003
@ DMG_SRC_LAST_FAN_SMACK_RIGHT
Definition enums.h:2005
@ SOUND_FAN_SMACK_END
Definition enums.h:1344
@ SOUND_FAN_SMACK_HIT
Definition enums.h:1343
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
Definition enums.h:3331
ApiStatus RemoveEffect(Evt *script, b32 isInitialCall)
ApiStatus DismissEffect(Evt *script, b32 isInitialCall)
#define DivF(VAR, FLOAT_VALUE)
Definition macros.h:386
#define LVarF
Definition macros.h:163
#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 MulF(VAR, FLOAT_VALUE)
Definition macros.h:385
#define LVar4
Definition macros.h:152

◆ EVS_Enemy_Hit

EvtScript EVS_Enemy_Hit

Definition at line 1223 of file standard_events.c.

1223 {
1226 Switch(LVar2)
1229 Switch(LVar5)
1236 Add(LVar1, 55)
1239 EndSwitch
1240 Set(LVar5, 0)
1241 Loop(30)
1242 Add(LVar5, 48)
1244 Wait(1)
1245 EndLoop
1247 Switch(LVar7)
1250 Wait(30)
1253 Sub(LVar1, 55)
1255 IfEq(LVar1, 0)
1262 Else
1269 EndIf
1270 EndSwitch
1275 EndIf
1277 Set(LVar0, 0)
1278 Loop(10)
1279 Add(LVar0, 36)
1281 Wait(1)
1282 EndLoop
1291 EndIf
1294 Label(0)
1297 Wait(1)
1298 IfEq(LVar1, 1)
1299 Goto(0)
1300 EndIf
1304 Wait(60)
1310 EndIf
1312 Set(LVar0, 360)
1313 Loop(10)
1314 Sub(LVar0, 36)
1316 Wait(1)
1317 EndLoop
1326 EndIf
1329 Label(1)
1332 Wait(1)
1333 IfEq(LVar1, 1)
1334 Goto(1)
1335 EndIf
1339 Wait(60)
1348 Label(2)
1350 Mod(LVar1, 360)
1351 IfNe(LVar1, 0)
1352 Wait(1)
1353 Goto(2)
1354 EndIf
1360 EndSwitch
1361 Return
1362 End
1363};
@ DMG_SRC_POWER_SHELL
Definition enums.h:1995
@ DMG_SRC_SPIN_SMASH
Definition enums.h:1990
@ DMG_SRC_SPOOK
Definition enums.h:2006
#define Mod(VAR, INT_VALUE)
Definition macros.h:380
#define KillThread(TID)
Kills a thread by its thread ID.
Definition macros.h:510
#define ExecGetTID(EVT_SOURCE, OUTVAR)
Identical to Exec, but the newly-launched thread ID is stored in OUTVAR.
Definition macros.h:460
#define LVarE
Definition macros.h:162
#define Exec(EVT_SOURCE)
Launches a new thread.
Definition macros.h:455
EvtScript EVS_Enemy_FanSmack_Impl
EvtScript EVS_Enemy_Hit_Impl
EvtScript EVS_Enemy_SpinAround_Impl

◆ EVS_Enemy_BurnHit

EvtScript EVS_Enemy_BurnHit

Definition at line 1492 of file standard_events.c.

1492 {
1496 EndIf
1499 Switch(LVar3)
1502 Switch(LVar7)
1509 Add(LVar5, 55)
1512 EndSwitch
1513 Set(LVar7, 0)
1514 Loop(30)
1515 Add(LVar7, 48)
1517 Wait(1)
1518 EndLoop
1520 Switch(LVar7)
1523 Wait(30)
1526 Sub(LVar5, 55)
1528 IfEq(LVar5, 0)
1535 Else
1542 EndIf
1543 EndSwitch
1545 Wait(20)
1546 EndSwitch
1547 IfNe(LVar2, -1)
1549 EndIf
1550 Wait(10)
1552 Switch(LVar1)
1560 MulF(LVar3, Float(0.4))
1561 MulF(LVar4, Float(0.4))
1562 EndIf
1563 DivF(LVar3, Float(2.0))
1566 SubF(LVar1, LVar3)
1567 Else
1568 AddF(LVar1, LVar3)
1569 EndIf
1570 AddF(LVar2, Float(5.0))
1571 DivF(LVar3, Float(10.0))
1574 MulF(LVar3, Float(0.4))
1575 IfLt(LVar3, 1)
1576 SetF(LVar3, Float(1.0))
1577 EndIf
1578 EndIf
1580 EndIf
1582 EndSwitch
1583 Return
1584 End
1585};
@ ACTOR_EVENT_FLAG_FIREY
Player takes burn damage upon contact.
Definition enums.h:3371
@ ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION
Blast and fire attacks trigger an explosion.
Definition enums.h:3377
@ DMG_SRC_FIRE_SHELL
Definition enums.h:1997
@ EVENT_BURN_HIT
Definition enums.h:2136
@ EVENT_BURN_DEATH
Definition enums.h:2157

◆ EVS_Enemy_ShockHit

EvtScript EVS_Enemy_ShockHit
Initial value:

Definition at line 1587 of file standard_events.c.

1587 {
1592 Return
1593 End
1594};

Referenced by A(), and A().

◆ EVS_Enemy_ShockHit_Impl

EvtScript EVS_Enemy_ShockHit_Impl

Definition at line 1596 of file standard_events.c.

1596 {
1600 SetF(LVar5, LVar3)
1601 DivF(LVar5, Float(20.0))
1602 AddF(LVar1, LVar5)
1608 Call(AddActorPos, ACTOR_SELF, 0, 1, 0)
1609 Call(AddEffectOffset, LVarF, 0, 1, 0)
1610 Wait(1)
1611 Call(AddActorPos, ACTOR_SELF, 0, 3, 0)
1612 Call(AddEffectOffset, LVarF, 0, 3, 0)
1613 Wait(1)
1614 Call(AddActorPos, ACTOR_SELF, 0, 12, 0)
1615 Call(AddEffectOffset, LVarF, 0, 12, 0)
1616 Wait(1)
1617 Call(AddActorPos, ACTOR_SELF, 0, -8, 0)
1618 Call(AddEffectOffset, LVarF, 0, -8, 0)
1619 Wait(1)
1620 Call(AddActorPos, ACTOR_SELF, 0, 12, 0)
1621 Call(AddEffectOffset, LVarF, 0, 12, 0)
1622 Wait(1)
1623 Call(AddActorPos, ACTOR_SELF, 0, -4, 0)
1624 Call(AddEffectOffset, LVarF, 0, -4, 0)
1625 Wait(1)
1626 Call(AddActorPos, ACTOR_SELF, 0, -4, 0)
1627 Call(AddEffectOffset, LVarF, 0, -4, 0)
1628 Wait(1)
1629 Call(AddActorPos, ACTOR_SELF, 0, -6, 0)
1630 Call(AddEffectOffset, LVarF, 0, -6, 0)
1631 Wait(1)
1632 Call(AddActorPos, ACTOR_SELF, 0, -6, 0)
1633 Call(AddEffectOffset, LVarF, 0, -6, 0)
1634 Wait(1)
1635 Call(AddActorPos, ACTOR_SELF, 0, 6, 0)
1636 Call(AddEffectOffset, LVarF, 0, 6, 0)
1637 Wait(1)
1638 Call(AddActorPos, ACTOR_SELF, 0, -6, 0)
1639 Call(AddEffectOffset, LVarF, 0, -6, 0)
1640 Wait(1)
1641 Loop(6)
1642 Call(AddActorPos, ACTOR_SELF, 0, 2, 0)
1643 Call(AddEffectOffset, LVarF, 0, 2, 0)
1644 Wait(1)
1645 Call(AddActorPos, ACTOR_SELF, 0, -2, 0)
1646 Call(AddEffectOffset, LVarF, 0, -2, 0)
1647 Wait(1)
1648 EndLoop
1649 Wait(5)
1655 EndIf
1656 Return
1657 End
1658};
@ FX_SHOCK_OVERLAY_SHOCK_HIT
Definition effects.h:1263
@ SOUND_HIT_SHOCK
Definition enums.h:1195
@ EVENT_SHOCK_DEATH
Definition enums.h:2159

◆ EVS_Enemy_NoDamageHit

EvtScript EVS_Enemy_NoDamageHit

Definition at line 1663 of file standard_events.c.

1663 {
1668 EndIf
1670 Wait(1)
1672 Wait(1)
1674 Wait(1)
1676 Wait(1)
1678 Wait(1)
1680 Wait(1)
1682 Wait(1)
1684 Wait(1)
1686 Wait(1)
1688 Wait(1)
1690 Wait(1)
1692 Wait(1)
1693 Return
1694 End
1695};

◆ EVS_Enemy_Death

◆ EVS_Enemy_DeathWithoutRemove

EvtScript EVS_Enemy_DeathWithoutRemove

Definition at line 1707 of file standard_events.c.

1707 {
1711 IfNe(LVar1, -1)
1713 Wait(10)
1714 EndIf
1716 Switch(LVar5)
1728 Set(LFlag0, FALSE)
1730 Switch(LVar1)
1736 EndSwitch
1737 IfNe(LVar2, EXEC_DEATH_NO_SPINNING) // special signal value
1738 Set(LVar2, 0)
1739 Loop(24)
1741 Add(LVar2, 30)
1742 Wait(1)
1743 EndLoop
1745 EndIf
1746 EndSwitch
1748 Add(LVar1, 10)
1749 Add(LVar2, 10)
1754 Set(LVar3, 0)
1755 Loop(12)
1757 Add(LVar3, 8)
1758 Wait(1)
1759 EndLoop
1760 Return
1761 End
1762};
@ SOUND_ACTOR_DEATH
Definition enums.h:1293
#define LFlag0
Definition macros.h:167
#define EXEC_DEATH_NO_SPINNING
Definition battle.h:263

◆ EVS_Enemy_ScareAway

EvtScript EVS_Enemy_ScareAway

◆ EVS_Enemy_SpinSmash_HitNext

EvtScript EVS_Enemy_SpinSmash_HitNext

Definition at line 1801 of file standard_events.c.

1801 {
1804 Label(0)
1807 IfNe(LVar1, LVar0)
1809 Goto(0)
1810 EndIf
1811 Label(1)
1814 Goto(10)
1815 EndIf
1819 Goto(1)
1820 EndIf
1823 Goto(1)
1824 EndIf
1832 Call(ShakeCam, CAM_BATTLE, 0, 2, Float(1.0))
1837 Switch(LVar1)
1842 Goto(1)
1844 EndSwitch
1846 Goto(1)
1847 // done
1848 Label(10)
1850 Wait(20)
1855 Call(SetGoalPos, ACTOR_SELF, 296, 0, 0)
1857 Return
1858 End
1859};
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BTL_CAM_RETURN_HOME
Definition enums.h:4825
@ TARGET_FLAG_ALLOW_TARGET_ONLY
Definition enums.h:1864
@ TARGET_FLAG_GROUND
Definition enums.h:1851
@ SUPPRESS_EVENT_ALL
Definition enums.h:2907
@ STATUS_FLAG_TRANSPARENT
Definition enums.h:2825
@ ACTOR_FLAG_TARGET_ONLY
Battle ends even if undefeated. No turn.
Definition enums.h:3334
@ EVENT_SPIN_SMASH_LAUNCH_HIT
Definition enums.h:2138
@ CAM_BATTLE
Definition enums.h:1801
@ DAMAGE_TYPE_IGNORE_DEFENSE
Definition enums.h:2877
@ DAMAGE_TYPE_MULTIPLE_POPUPS
Definition enums.h:2879
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)

◆ EVS_Enemy_SpinSmash_ShakeCam

EvtScript EVS_Enemy_SpinSmash_ShakeCam
Initial value:
= {
CaseLt(1000)
Call(ShakeCam, CAM_BATTLE, 0, 3, Float(0.3))
CaseLt(2000)
Call(ShakeCam, CAM_BATTLE, 0, 3, Float(0.6))
Call(ShakeCam, CAM_BATTLE, 0, 3, Float(0.9))
}
#define Mul(VAR, INT_VALUE)
Definition macros.h:378
#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 macros.h:325

Definition at line 1875 of file standard_events.c.

1875 {
1877 Mul(LVar0, LVar1)
1878 Switch(LVar0)
1879 CaseLt(1000)
1881 Call(ShakeCam, CAM_BATTLE, 0, 3, Float(0.3))
1883 CaseLt(2000)
1885 Call(ShakeCam, CAM_BATTLE, 0, 3, Float(0.6))
1889 Call(ShakeCam, CAM_BATTLE, 0, 3, Float(0.9))
1891 EndSwitch
1892 Return
1893 End
1894};

◆ EVS_Enemy_SpinSmashHit

◆ EVS_Enemy_FlipBackUp

EvtScript EVS_Enemy_FlipBackUp
Initial value:

Definition at line 1928 of file standard_events.c.

1928 {
1929 Set(LVarA, LVar0)
1930 Set(LVarB, LVar1)
1931 Set(LVarC, LVar2)
1933 Set(LVar0, 0)
1934 Set(LVar1, 0)
1935 Set(LVar2, 0)
1936 Loop(5)
1937 Add(LVar0, 30)
1938 Add(LVar1, 4)
1939 Add(LVar2, -2)
1942 Wait(1)
1943 EndLoop
1947 Set(LVar2, -10)
1948 Loop(5)
1949 Add(LVar2, 2)
1951 Wait(1)
1952 EndLoop
1953 Return
1954 End
1955};

◆ EVS_Enemy_Knockback

◆ EVS_Enemy_ReturnHome

EvtScript EVS_Enemy_ReturnHome
Initial value:
= {
IfGe(LVar9, Float(8.0))
}
ApiStatus GetDist2D(Evt *script, b32 isInitialCall)
#define IfGe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR >= RVAR.
Definition macros.h:284

Definition at line 1974 of file standard_events.c.

◆ EVS_Enemy_Recover

◆ EVS_Enemy_HopHome

◆ EVS_Enemy_HopToPos

EvtScript EVS_Enemy_HopToPos

Definition at line 2021 of file standard_events.c.

2021 {
2023 Label(0)
2025 IfEq(LVar3, LVar0)
2026 Goto(10)
2027 EndIf
2028 IfLt(LVar3, LVar0)
2029 Set(LVar4, LVar0)
2030 Sub(LVar4, LVar3)
2031 IfLt(LVar4, 30)
2034 Else
2035 Set(LVar4, LVar3)
2036 Add(LVar3, 30)
2039 EndIf
2040 Else
2041 Set(LVar4, LVar3)
2042 Sub(LVar4, LVar0)
2043 IfLt(LVar4, 30)
2046 Else
2047 Sub(LVar3, 30)
2050 EndIf
2051 EndIf
2052 Goto(0)
2053 Label(10)
2054 Return
2055 End
2056};

◆ EVS_Enemy_AirLift

◆ EVS_Enemy_BlowAway

EvtScript EVS_Enemy_BlowAway

Definition at line 2076 of file standard_events.c.

2076 {
2080 Else
2081 Set(LFlag0, FALSE)
2084 Set(LFlag0, TRUE)
2085 EndIf
2086 EndIf
2089 Set(LFlag0, TRUE)
2090 EndIf
2091 EndIf
2094 Set(LFlag0, TRUE)
2095 EndIf
2096 EndIf
2099 Set(LFlag0, TRUE)
2100 EndIf
2101 EndIf
2104 Set(LFlag0, TRUE)
2105 EndIf
2106 EndIf
2109 Set(LFlag0, TRUE)
2110 EndIf
2111 EndIf
2114 Set(LFlag0, TRUE)
2115 EndIf
2116 EndIf
2118 Set(LFlag0, TRUE)
2119 EndIf
2122 Set(LFlag0, TRUE)
2123 EndIf
2124 EndIf
2127 Set(LFlag0, TRUE)
2128 EndIf
2129 EndIf
2130 IfEq(LFlag0, TRUE)
2132 EndIf
2133 EndIf
2135 Wait(1000)
2136 Return
2137 End
2138};
@ STATUS_FLAG_FEAR
Definition enums.h:2815
@ STATUS_FLAG_FROZEN
Definition enums.h:2814
@ STATUS_FLAG_STATIC
Definition enums.h:2813
@ STATUS_FLAG_PARALYZE
Definition enums.h:2816
@ STATUS_FLAG_STONE
Definition enums.h:2820
@ STATUS_FLAG_KO
Definition enums.h:2823
@ STATUS_FLAG_DIZZY
Definition enums.h:2818
@ STATUS_FLAG_SLEEP
Definition enums.h:2812
@ STATUS_FLAG_POISON
Definition enums.h:2817