5#include "sprite/player.h"
10API_CALLABLE(GetDamageIntensity) {
23API_CALLABLE(AddEffectOffset) {
452 Call(GetDamageIntensity)
591 Call(GetDamageIntensity)
824 Call(GetDamageIntensity)
988 Call(GetDamageIntensity)
1003 Call(GetDamageIntensity)
1020 Call(GetDamageIntensity)
1038 Call(GetDamageIntensity)
1146 Call(InitTargetIterator)
1160 Call(InitTargetIterator)
1174 Call(InitTargetIterator)
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)
1504 CaseOrEq(ACTOR_TYPE_MONTY_MOLE_BOSS)
1522 CaseOrEq(ACTOR_TYPE_MONTY_MOLE_BOSS)
1733 CaseOrEq(ACTOR_TYPE_BOMBSHELL_BILL)
1803 Call(InitTargetIterator)
@ FX_SHOCK_OVERLAY_SHOCK_HIT
struct ShockOverlayFXData * flashingBoxShockwave
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ DAMAGE_INTENSITY_EXTREME
@ DAMAGE_INTENSITY_MEDIUM
@ ACTOR_EVENT_FLAG_FIREY
Player takes burn damage upon contact.
@ ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION
Blast and fire attacks trigger an explosion.
@ BTL_CAM_PARTNER_HIT_SPIKE
@ BTL_CAM_PARTNER_HIT_HAZARD
@ TARGET_FLAG_PRIMARY_ONLY
@ TARGET_FLAG_ALLOW_TARGET_ONLY
@ STATUS_FLAG_TRANSPARENT
@ DMG_SRC_NEXT_SLAP_RIGHT
@ DMG_SRC_LAST_SLAP_RIGHT
@ DMG_SRC_NEXT_FAN_SMACK_LEFT
@ DMG_SRC_LAST_FAN_SMACK_LEFT
@ DMG_SRC_TUTORIAL_GOOMBARIO
@ DMG_SRC_NEXT_FAN_SMACK_RIGHT
@ DMG_SRC_LAST_FAN_SMACK_RIGHT
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
@ ACTOR_FLAG_TARGET_ONLY
Battle ends even if undefeated. No turn.
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
@ EVENT_SPIN_SMASH_LAUNCH_HIT
@ DAMAGE_TYPE_IGNORE_DEFENSE
@ DAMAGE_TYPE_MULTIPLE_POPUPS
s32 evt_get_variable(Evt *script, Bytecode var)
ApiStatus GetDist2D(Evt *script, b32 isInitialCall)
ApiStatus UpdateLerp(Evt *script, b32 isInitialCall)
ApiStatus RemoveEffect(Evt *script, b32 isInitialCall)
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
ApiStatus MakeLerp(Evt *script, b32 isInitialCall)
ApiStatus DismissEffect(Evt *script, b32 isInitialCall)
#define Else
Marks the end of an if statement and the start of the else block.
#define Switch(LVAR)
Marks the start of a switch statement.
#define Mul(VAR, INT_VALUE)
#define DivF(VAR, FLOAT_VALUE)
#define IfGe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR >= RVAR.
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#define AddF(VAR, FLOAT_VALUE)
#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 EndChildThread
Marks the end of a child thread block.
#define Sub(VAR, INT_VALUE)
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Mod(VAR, INT_VALUE)
#define Add(VAR, INT_VALUE)
#define EndLoop
Marks the end of a loop.
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#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 CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
#define EndIf
Marks the end of an if statement or an else block.
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
#define KillThread(TID)
Kills a thread by its thread ID.
#define SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
#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)
#define IfNotFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is unset on LVAR,...
#define ExecGetTID(EVT_SOURCE, OUTVAR)
Identical to Exec, but the newly-launched thread ID is stored in OUTVAR.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define SubF(VAR, FLOAT_VALUE)
#define PlayEffect(args...)
#define EndSwitch
Marks the end of a switch statement and any case.
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
#define CaseLt(RVAR)
Marks the start of a switch case that executes only if LVAR < RVAR. It also marks the end of any prev...
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define ChildThread
Marks the start of a child thread block.
#define Loop(TIMES)
Marks the beginning of a loop.
#define Exec(EVT_SOURCE)
Launches a new thread.
#define Return
Kills the current EVT thread.
#define EXEC_DEATH_NO_SPINNING
EvtScript EVS_Enemy_ReturnHome
EvtScript EVS_Player_NoDamageHit
EvtScript EVS_Partner_Hit
EvtScript EVS_Partner_Recover
EvtScript EVS_Player_SimpleHit
EvtScript EVS_Partner_UnusedShockHit
EvtScript EVS_Enemy_DeathWithoutRemove
EvtScript EVS_Enemy_SpinSmash_HitNext
EvtScript EVS_Enemy_SpinSmash_ShakeCam
EvtScript EVS_Partner_BurnContact
EvtScript EVS_Enemy_Knockback
EvtScript EVS_Enemy_HopToPos
EvtScript EVS_Player_NextSlapLeft_Impl
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Partner_Drop
EvtScript EVS_Partner_NoDamageHit
EvtScript EVS_Enemy_FanSmack_Impl
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_ShockHit_Impl
EvtScript EVS_Enemy_ShockHit
EvtScript EVS_Partner_ShockHit
EvtScript EVS_Enemy_HopHome
EvtScript EVS_Enemy_FlipBackUp
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_Hit_Impl
EvtScript EVS_ForceNextTarget
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Partner_BurnHit
EvtScript EVS_Player_ComplexHit
EvtScript EVS_Enemy_Recover
EvtScript EVS_Partner_Crushed_Impl
EvtScript EVS_Partner_BombetteSpikeContact
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Player_LastSlapLeft_Impl
EvtScript EVS_Partner_Hit_Impl
EvtScript EVS_Enemy_SpinAround_Impl
EvtScript EVS_Partner_Celebrate
EvtScript EVS_Player_Crushed_Impl
EvtScript EVS_Player_NextSlapRight_Impl
EvtScript EVS_Partner_SpikeContact
EvtScript EVS_Partner_LakilesterHit
EvtScript EVS_Player_LastSlapRight_Impl
EvtScript EVS_Partner_RunAway
EvtScript EVS_Player_Hit_Impl
EvtScript EVS_Enemy_NoDamageHit
BattleStatus gBattleStatus