Paper Mario DX
Paper Mario (N64) modding
 
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swoopula.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "effects.h"
4#include "sprite/npc/Swooper.h"
5#include "sprite/player.h"
7
8#define NAMESPACE A(swoopula)
9
10extern s32 N(CeilingAnims)[];
11extern EvtScript N(EVS_Init);
12extern EvtScript N(EVS_Idle);
13extern EvtScript N(EVS_TakeTurn);
15
16enum N(ActorPartIDs) {
17 PRT_MAIN = 1,
18};
19
20enum N(ActorVars) {
21 AVAR_IN_SnapToIndexPos = 0, // -1 = no, 0 = yes
22 AVAR_IsFlying = 8, // false when attached to ceiling
23};
24
25enum N(ActorParams) {
26 DMG_LEECH = 2,
28};
29
30s32 N(DefenseTable)[] = {
33};
34
35s32 N(StatusTable)[] = {
58};
59
61 {
63 .index = PRT_MAIN,
64 .posOffset = { 0, 0, 0 },
65 .targetOffset = { 0, 29 },
66 .opacity = 255,
67 .idleAnimations = N(CeilingAnims),
68 .defenseTable = N(DefenseTable),
69 .eventFlags = 0,
70 .elementImmunityFlags = 0,
71 .projectileTargetOffset = { 1, 15 },
72 },
73};
74
75ActorBlueprint NAMESPACE = {
77 .type = ACTOR_TYPE_SWOOPULA,
78 .level = ACTOR_LEVEL_SWOOPULA,
79 .maxHP = 8,
80 .partCount = ARRAY_COUNT(N(ActorParts)),
81 .partsData = N(ActorParts),
82 .initScript = &N(EVS_Init),
83 .statusTable = N(StatusTable),
84 .escapeChance = 30,
85 .airLiftChance = 95,
86 .hurricaneChance = 95,
87 .spookChance = 70,
88 .upAndAwayChance = 95,
89 .spinSmashReq = 0,
90 .powerBounceChance = 80,
91 .coinReward = 1,
92 .size = { 31, 24 },
93 .healthBarOffset = { 0, 0 },
94 .statusIconOffset = { -10, -20 },
95 .statusTextOffset = { 10, -20 },
96};
97
98s32 N(CeilingAnims)[] = {
109};
110
111s32 N(FlyingAnims)[] = {
122};
123
124EvtScript N(EVS_Init) = {
129 Return
130 End
131};
132
133EvtScript N(EVS_Idle) = {
134 Return
135 End
136};
137
141 CaseEq(0)
145 Call(AddGoalPos, ACTOR_SELF, 0, -24, 0)
151 Add(LVar1, 24)
154 CaseEq(1)
160 Return
161 End
162};
163
188 Return
201 Thread
202 Wait(30)
208 Return
220 Wait(10)
224 Return
235 Return
244 Return
248 Return
249 End
250};
251
252#include "common/battle/SetAbsoluteStatusOffsets.inc.c"
253
257 IfLe(LVar0, 0)
258 Return
259 EndIf
264 Sub(LVar1, 24)
267 IfEq(LVarA, -1)
273 Else
278 Mod(LVarA, 4)
279 Add(LVarA, 4)
286 EndIf
289 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
294 Return
295 End
296};
297
300 IfEq(LVar0, 1)
302 Return
303 EndIf
314 Else
318 EndIf
325 Else
330 EndIf
338 Else
344 EndIf
355 Else
363 EndIf
364 Return
377 Thread
378 Wait(30)
384 Return
397 Wait(10)
401 Else
405 Wait(10)
409 EndIf
410 Return
415 Call(SetActorPos, ACTOR_SELF, 20, 0, 0)
429 Return
433 Return
434 End
435};
436
437#include "common/SpawnEnemyDrainFX.inc.c"
438
447 Call(AddGoalPos, ACTOR_SELF, 50, 10, 0)
451 Else
457 Call(AddGoalPos, ACTOR_SELF, 50, 10, 0)
460 EndIf
465 Set(LVarA, LVar0)
466 Wait(10)
475 Sub(LVar0, 50)
481 Wait(15)
485 EndIf
495 Return
501 Else
502 Set(LFlag0, TRUE)
503 EndIf
505 Wait(10)
513 Call(AddGoalPos, ACTOR_SELF, -4, -8, -15)
519 Return
520 EndIf
523 Wait(10)
524 Loop(2)
526 Wait(21)
527 Loop(2)
529 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
530 Wait(1)
531 Call(SetActorScale, ACTOR_SELF, Float(0.9), Float(1.2), Float(1.0))
532 Wait(1)
533 Call(SetActorScale, ACTOR_SELF, Float(0.8), Float(1.3), Float(1.0))
534 Wait(1)
535 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.4), Float(1.0))
536 Wait(1)
537 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.5), Float(1.0))
538 Wait(1)
539 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.4), Float(1.0))
540 Wait(1)
541 Call(SetActorScale, ACTOR_SELF, Float(0.8), Float(1.3), Float(1.0))
542 Wait(1)
543 Call(SetActorScale, ACTOR_SELF, Float(0.9), Float(1.2), Float(1.0))
544 Wait(1)
545 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
546 Wait(1)
547 EndLoop
548 Wait(5)
549 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
550 Wait(1)
551 Call(SetActorScale, ACTOR_SELF, Float(0.9), Float(1.2), Float(1.0))
552 Wait(1)
553 Call(SetActorScale, ACTOR_SELF, Float(0.8), Float(1.3), Float(1.0))
554 Wait(1)
555 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.4), Float(1.0))
556 Wait(1)
557 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.5), Float(1.0))
558 Wait(2)
559 Call(SetActorScale, ACTOR_SELF, Float(0.6), Float(1.6), Float(1.0))
560 Wait(10)
561 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
562 Wait(2)
564 Wait(30)
565 EndLoop
566 Else
571 Call(SetupMashMeter, 1, 30, 0, 0, 0, 0)
572 Wait(10)
575 Set(LVarD, 0)
579 Loop(21)
581 IfEq(LVar1, 1)
582 Set(LFlag0, TRUE)
584 EndIf
585 Wait(1)
586 EndLoop
590 EndIf
593 Loop(2)
595 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
597 Loop(1)
599 IfEq(LVar1, 1)
600 Set(LFlag0, TRUE)
602 EndIf
603 Wait(1)
604 EndLoop
608 EndIf
609 Call(SetActorScale, ACTOR_SELF, Float(0.9), Float(1.2), Float(1.0))
611 Loop(1)
613 IfEq(LVar1, 1)
614 Set(LFlag0, TRUE)
616 EndIf
617 Wait(1)
618 EndLoop
622 EndIf
623 Call(SetActorScale, ACTOR_SELF, Float(0.8), Float(1.3), Float(1.0))
625 Loop(1)
627 IfEq(LVar1, 1)
628 Set(LFlag0, TRUE)
630 EndIf
631 Wait(1)
632 EndLoop
636 EndIf
637 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.4), Float(1.0))
639 Loop(1)
641 IfEq(LVar1, 1)
642 Set(LFlag0, TRUE)
644 EndIf
645 Wait(1)
646 EndLoop
650 EndIf
651 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.5), Float(1.0))
653 Loop(1)
655 IfEq(LVar1, 1)
656 Set(LFlag0, TRUE)
658 EndIf
659 Wait(1)
660 EndLoop
664 EndIf
665 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.4), Float(1.0))
667 Loop(1)
669 IfEq(LVar1, 1)
670 Set(LFlag0, TRUE)
672 EndIf
673 Wait(1)
674 EndLoop
678 EndIf
679 Call(SetActorScale, ACTOR_SELF, Float(0.8), Float(1.3), Float(1.0))
681 Loop(1)
683 IfEq(LVar1, 1)
684 Set(LFlag0, TRUE)
686 EndIf
687 Wait(1)
688 EndLoop
692 EndIf
693 Call(SetActorScale, ACTOR_SELF, Float(0.9), Float(1.2), Float(1.0))
695 Loop(1)
697 IfEq(LVar1, 1)
698 Set(LFlag0, TRUE)
700 EndIf
701 Wait(1)
702 EndLoop
706 EndIf
707 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
709 Loop(1)
711 IfEq(LVar1, 1)
712 Set(LFlag0, TRUE)
714 EndIf
715 Wait(1)
716 EndLoop
720 EndIf
721 EndLoop
724 EndIf
726 Loop(5)
728 IfEq(LVar1, 1)
729 Set(LFlag0, TRUE)
731 EndIf
732 Wait(1)
733 EndLoop
737 EndIf
739 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
741 Loop(1)
743 IfEq(LVar1, 1)
744 Set(LFlag0, TRUE)
746 EndIf
747 Wait(1)
748 EndLoop
752 EndIf
753 Call(SetActorScale, ACTOR_SELF, Float(0.9), Float(1.2), Float(1.0))
755 Loop(1)
757 IfEq(LVar1, 1)
758 Set(LFlag0, TRUE)
760 EndIf
761 Wait(1)
762 EndLoop
766 EndIf
767 Call(SetActorScale, ACTOR_SELF, Float(0.8), Float(1.3), Float(1.0))
769 Loop(1)
771 IfEq(LVar1, 1)
772 Set(LFlag0, TRUE)
774 EndIf
775 Wait(1)
776 EndLoop
780 EndIf
781 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.4), Float(1.0))
783 Loop(1)
785 IfEq(LVar1, 1)
786 Set(LFlag0, TRUE)
788 EndIf
789 Wait(1)
790 EndLoop
794 EndIf
795 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.5), Float(1.0))
797 Loop(2)
799 IfEq(LVar1, 1)
800 Set(LFlag0, TRUE)
802 EndIf
803 Wait(1)
804 EndLoop
808 EndIf
809 Call(SetActorScale, ACTOR_SELF, Float(0.6), Float(1.6), Float(1.0))
811 Loop(10)
813 IfEq(LVar1, 1)
814 Set(LFlag0, TRUE)
816 EndIf
817 Wait(1)
818 EndLoop
822 EndIf
823 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
825 Loop(2)
827 IfEq(LVar1, 1)
828 Set(LFlag0, TRUE)
830 EndIf
831 Wait(1)
832 EndLoop
836 EndIf
840 IfNe(LVar3, 0)
844 Add(LVar1, 15)
846 Thread
847 Wait(15)
851 Add(LVar0, 20)
852 Add(LVar1, 20)
855 Add(LVar0, LVar3)
857 Else
858 Add(LVarD, 1)
859 IfGt(LVarD, 1)
862 EndIf
863 EndIf
865 IfEq(LVar1, 0)
868 EndIf
870 Loop(30)
872 IfEq(LVar1, 1)
873 Set(LFlag0, TRUE)
875 EndIf
876 Wait(1)
877 EndLoop
880 EndIf
881 EndLoop
883 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
884 EndIf
887 Call(AddGoalPos, ACTOR_SELF, 50, 10, 0)
891 Wait(10)
896 Return
897 End
898};
899
902 IfEq(LVar0, 1)
904 Return
905 EndIf
915 Sub(LVar1, 24)
921 Set(LVarA, LVar0)
922 Wait(10)
928 Call(AddGoalPos, ACTOR_SELF, -50, 0, 0)
933 Wait(15)
937 EndIf
947 Return
953 Else
954 Set(LFlag0, TRUE)
955 EndIf
957 Wait(10)
962 Call(AddGoalPos, ACTOR_SELF, -4, -8, -15)
968 Return
969 EndIf
972 Wait(10)
973 Loop(2)
975 Wait(21)
976 Loop(2)
978 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
979 Wait(1)
980 Call(SetActorScale, ACTOR_SELF, Float(0.9), Float(1.2), Float(1.0))
981 Wait(1)
982 Call(SetActorScale, ACTOR_SELF, Float(0.8), Float(1.3), Float(1.0))
983 Wait(1)
984 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.4), Float(1.0))
985 Wait(1)
986 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.5), Float(1.0))
987 Wait(1)
988 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.4), Float(1.0))
989 Wait(1)
990 Call(SetActorScale, ACTOR_SELF, Float(0.8), Float(1.3), Float(1.0))
991 Wait(1)
992 Call(SetActorScale, ACTOR_SELF, Float(0.9), Float(1.2), Float(1.0))
993 Wait(1)
994 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
995 Wait(1)
996 EndLoop
997 Wait(5)
999 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
1000 Wait(1)
1001 Call(SetActorScale, ACTOR_SELF, Float(0.9), Float(1.2), Float(1.0))
1002 Wait(1)
1003 Call(SetActorScale, ACTOR_SELF, Float(0.8), Float(1.3), Float(1.0))
1004 Wait(1)
1005 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.4), Float(1.0))
1006 Wait(1)
1007 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.5), Float(1.0))
1008 Wait(2)
1009 Call(SetActorScale, ACTOR_SELF, Float(0.6), Float(1.6), Float(1.0))
1010 Wait(10)
1011 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
1012 Wait(2)
1014 Wait(30)
1015 EndLoop
1016 Else
1021 Call(SetupMashMeter, 1, 30, 0, 0, 0, 0)
1022 Wait(10)
1025 Set(LVarD, 0)
1028 Set(LFlag0, FALSE)
1029 Loop(21)
1031 IfEq(LVar1, 1)
1032 Set(LFlag0, TRUE)
1033 BreakLoop
1034 EndIf
1035 Wait(1)
1036 EndLoop
1037 IfEq(LFlag0, TRUE)
1039 BreakLoop
1040 EndIf
1044 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
1045 Set(LFlag0, FALSE)
1046 Loop(1)
1048 IfEq(LVar1, 1)
1049 Set(LFlag0, TRUE)
1050 BreakLoop
1051 EndIf
1052 Wait(1)
1053 EndLoop
1054 IfEq(LFlag0, TRUE)
1056 BreakLoop
1057 EndIf
1058 Call(SetActorScale, ACTOR_SELF, Float(0.9), Float(1.2), Float(1.0))
1059 Set(LFlag0, FALSE)
1060 Loop(1)
1062 IfEq(LVar1, 1)
1063 Set(LFlag0, TRUE)
1064 BreakLoop
1065 EndIf
1066 Wait(1)
1067 EndLoop
1068 IfEq(LFlag0, TRUE)
1070 BreakLoop
1071 EndIf
1072 Call(SetActorScale, ACTOR_SELF, Float(0.8), Float(1.3), Float(1.0))
1073 Set(LFlag0, FALSE)
1074 Loop(1)
1076 IfEq(LVar1, 1)
1077 Set(LFlag0, TRUE)
1078 BreakLoop
1079 EndIf
1080 Wait(1)
1081 EndLoop
1082 IfEq(LFlag0, TRUE)
1084 BreakLoop
1085 EndIf
1086 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.4), Float(1.0))
1087 Set(LFlag0, FALSE)
1088 Loop(1)
1090 IfEq(LVar1, 1)
1091 Set(LFlag0, TRUE)
1092 BreakLoop
1093 EndIf
1094 Wait(1)
1095 EndLoop
1096 IfEq(LFlag0, TRUE)
1098 BreakLoop
1099 EndIf
1100 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.5), Float(1.0))
1101 Set(LFlag0, FALSE)
1102 Loop(2)
1104 IfEq(LVar1, 1)
1105 Set(LFlag0, TRUE)
1106 BreakLoop
1107 EndIf
1108 Wait(1)
1109 EndLoop
1110 IfEq(LFlag0, TRUE)
1112 BreakLoop
1113 EndIf
1114 Call(SetActorScale, ACTOR_SELF, Float(0.6), Float(1.6), Float(1.0))
1115 Set(LFlag0, FALSE)
1116 Loop(10)
1118 IfEq(LVar1, 1)
1119 Set(LFlag0, TRUE)
1120 BreakLoop
1121 EndIf
1122 Wait(1)
1123 EndLoop
1124 IfEq(LFlag0, TRUE)
1126 BreakLoop
1127 EndIf
1128 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
1129 Set(LFlag0, FALSE)
1130 Loop(2)
1132 IfEq(LVar1, 1)
1133 Set(LFlag0, TRUE)
1134 BreakLoop
1135 EndIf
1136 Wait(1)
1137 EndLoop
1138 IfEq(LFlag0, TRUE)
1140 BreakLoop
1141 EndIf
1145 IfNe(LVar3, 0)
1149 Add(LVar1, 15)
1151 Thread
1152 Wait(15)
1155 EndThread
1156 Add(LVar0, 20)
1157 Add(LVar1, 20)
1160 Add(LVar0, LVar3)
1162 Else
1163 Add(LVarD, 1)
1164 IfGt(LVarD, 1)
1166 BreakLoop
1167 EndIf
1168 EndIf
1170 IfEq(LVar1, 0)
1172 BreakLoop
1173 EndIf
1174 Set(LFlag0, FALSE)
1175 Loop(35)
1177 IfEq(LVar1, 1)
1178 Set(LFlag0, TRUE)
1179 BreakLoop
1180 EndIf
1181 Wait(1)
1182 EndLoop
1183 IfEq(LFlag0, TRUE)
1184 BreakLoop
1185 EndIf
1186 EndLoop
1188 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
1189 EndIf
1192 Call(AddGoalPos, ACTOR_SELF, 50, 10, 0)
1196 Wait(10)
1201 Return
1204 Return
1205 End
1206};
BSS s32 PopupMenu_SelectedIndex
@ AC_DIFFICULTY_3
Definition action_cmd.h:45
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ ACTION_COMMAND_STOP_LEECH
Definition enums.h:3478
@ BS_FLAGS1_NICE_HIT
Definition enums.h:3575
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ BS_FLAGS1_4000
Definition enums.h:3582
@ BTL_MSG_ACTION_TIP_MASH_BUTTON
Definition enums.h:4107
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_DECORATION_SWEAT
Definition enums.h:2045
@ 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_HIT_STATIC
Definition enums.h:1957
@ HIT_RESULT_LUCKY
Definition enums.h:1955
@ HIT_RESULT_MISS
Definition enums.h:1956
@ BTL_CAM_DEFAULT
Definition enums.h:4823
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4884
@ EASING_SIN_OUT
Definition enums.h:521
@ EASING_LINEAR
Definition enums.h:510
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ STATUS_FLAG_STATIC
Definition enums.h:2813
@ STATUS_FLAG_STONE
Definition enums.h:2820
@ SOUND_STAR_BOUNCE_A
Definition enums.h:975
@ SOUND_RECOVER_HEART
Definition enums.h:1406
@ SOUND_LEECH
Definition enums.h:1288
@ SOUND_HEART_BOUNCE
Definition enums.h:925
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
Definition enums.h:3329
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
Definition enums.h:3331
@ BTL_CAM_YADJ_TARGET
Definition enums.h:4904
@ EVENT_HIT
Definition enums.h:2132
@ EVENT_SCARE_AWAY
Definition enums.h:2174
@ EVENT_BURN_HIT
Definition enums.h:2136
@ EVENT_BEGIN_FIRST_STRIKE
Definition enums.h:2173
@ 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_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_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_UNBLOCKABLE
Definition enums.h:2875
@ DAMAGE_TYPE_IGNORE_DEFENSE
Definition enums.h:2877
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Hit
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_ShockHit_Impl
EvtScript EVS_Enemy_ShockHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
#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 Mod(VAR, INT_VALUE)
Definition macros.h:380
#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 LVarC
Definition macros.h:160
#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 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 LVarB
Definition macros.h:159
#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 LVarD
Definition macros.h:161
#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 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
#define AC_LEECH_MAX_TIME
Definition stop_leech.h:17