Misc Labeling (#965)

* A few flag names

* Flag names

* Flags two

* my great commit

* Fixy Fix

* Pascal Case

* fix
This commit is contained in:
Macrepeh 2023-03-07 21:00:11 -05:00 committed by GitHub
parent 5ba2b3a6bd
commit 061e87decd
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
153 changed files with 3402 additions and 3402 deletions

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@ -6,7 +6,7 @@
#define NAMESPACE b_area_arn_hyper_cleft
extern s32 N(idleAnimations_80221CD4)[];
extern s32 N(IdleAnimations_80221CD4)[];
extern EvtScript N(EVS_Init);
extern EvtScript N(idle_80221DD0);
extern EvtScript N(handleEvent_80222140);
@ -16,13 +16,13 @@ extern EvtScript N(nextTurn_80220D3C);
extern EvtScript N(80222F1C);
extern EvtScript N(80223310);
s32 N(defenseTable_80220B40)[] = {
s32 N(DefenseTable_80220B40)[] = {
ELEMENT_NORMAL, 3,
ELEMENT_FIRE, 99,
ELEMENT_END,
};
s32 N(defenseTable_80220B54)[] = {
s32 N(DefenseTable_80220B54)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_FIRE, 99,
ELEMENT_END,
@ -60,8 +60,8 @@ ActorPartBlueprint N(ActorParts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 22 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80221CD4),
.defenseTable = N(defenseTable_80220B40),
.idleAnimations = N(IdleAnimations_80221CD4),
.defenseTable = N(DefenseTable_80220B40),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -91,7 +91,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_80220C60)[] = {
s32 N(IdleAnimations_80220C60)[] = {
STATUS_NORMAL, ANIM_Cleft_Hyper_Anim04,
STATUS_STONE, ANIM_Cleft_Hyper_Anim00,
STATUS_SLEEP, ANIM_Cleft_Hyper_Anim0C,
@ -162,7 +162,7 @@ EvtScript N(80220DC0) = {
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(1.0))
EVT_END_THREAD
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 2)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80220C60)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80220C60)))
EVT_CALL(EnableActorGlow, ACTOR_SELF, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, TRUE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
@ -230,7 +230,7 @@ EvtScript N(80220DC0) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Hyper_Anim02)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80221CD4)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80221CD4)))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
@ -289,7 +289,7 @@ EvtScript N(80220DC0) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Hyper_Anim02)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80221CD4)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80221CD4)))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
@ -349,7 +349,7 @@ EvtScript N(takeTurn_80221A58) = {
EVT_END
};
s32 N(idleAnimations_80221CD4)[] = {
s32 N(IdleAnimations_80221CD4)[] = {
STATUS_NORMAL, ANIM_Cleft_Hyper_Anim02,
STATUS_STONE, ANIM_Cleft_Hyper_Anim00,
STATUS_SLEEP, ANIM_Cleft_Hyper_Anim0C,
@ -362,7 +362,7 @@ s32 N(idleAnimations_80221CD4)[] = {
STATUS_END,
};
s32 N(idleAnimations_80221D20)[] = {
s32 N(IdleAnimations_80221D20)[] = {
STATUS_NORMAL, ANIM_Cleft_Hyper_Anim05,
STATUS_STONE, ANIM_Cleft_Hyper_Anim01,
STATUS_SLEEP, ANIM_Cleft_Hyper_Anim0D,
@ -418,8 +418,8 @@ EvtScript N(80221DE0) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Hyper_Anim03)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80221D20)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_80220B54)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80221D20)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_80220B54)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, 0, 15)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, -7)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
@ -529,7 +529,7 @@ EvtScript N(handleEvent_80222140) = {
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80221CD4)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80221CD4)))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Cleft_Hyper_Anim08)
EVT_EXEC_WAIT(DoShockHit)
@ -548,7 +548,7 @@ EvtScript N(handleEvent_80222140) = {
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80221CD4)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80221CD4)))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Cleft_Hyper_Anim08)
EVT_EXEC_WAIT(DoShockHit)
@ -564,7 +564,7 @@ EvtScript N(handleEvent_80222140) = {
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80221CD4)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80221CD4)))
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_IF_EQ(LVar0, 1)
@ -705,8 +705,8 @@ EvtScript N(80222F1C) = {
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, 0, LVar2)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Hyper_Anim02)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80221CD4)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_80220B40)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80221CD4)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_80220B40)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, 0, 22)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, -10)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, TRUE)

View File

@ -7,10 +7,10 @@
#define NAMESPACE b_area_arn_hyper_paragoomba
extern s32 N(idleAnimations_8021C594)[];
extern s32 N(idleAnimations_8021C62C)[];
extern s32 N(idleAnimations_8021C638)[];
extern s32 N(idleAnimations_8021F05C)[];
extern s32 N(IdleAnimations_8021C594)[];
extern s32 N(IdleAnimations_8021C62C)[];
extern s32 N(IdleAnimations_8021C638)[];
extern s32 N(IdleAnimations_8021F05C)[];
extern EvtScript N(init_8021B564);
extern EvtScript N(idle_8021C690);
extern EvtScript N(handleEvent_8021C9C4);
@ -26,17 +26,17 @@ extern EvtScript N(takeTurn_8021EE34);
extern EvtScript N(takeTurn_8021FE6C);
extern EvtScript N(nextTurn_8021E194);
s32 N(defenseTable_8021B2F0)[] = {
s32 N(DefenseTable_8021B2F0)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(defenseTable_8021B2FC)[] = {
s32 N(DefenseTable_8021B2FC)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021B308)[] = {
s32 N(StatusTable_8021B308)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 80,
@ -61,7 +61,7 @@ s32 N(statusTable_8021B308)[] = {
STATUS_END,
};
s32 N(statusTable_8021B3B4)[] = {
s32 N(StatusTable_8021B3B4)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 80,
@ -86,15 +86,15 @@ s32 N(statusTable_8021B3B4)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8021B460)[] = {
ActorPartBlueprint N(PartsTable_8021B460)[] = {
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 22 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021F05C),
.defenseTable = N(defenseTable_8021B2F0),
.idleAnimations = N(IdleAnimations_8021F05C),
.defenseTable = N(DefenseTable_8021B2F0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -105,8 +105,8 @@ ActorPartBlueprint N(partsTable_8021B460)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021C594),
.defenseTable = N(defenseTable_8021B2FC),
.idleAnimations = N(IdleAnimations_8021C594),
.defenseTable = N(DefenseTable_8021B2FC),
.eventFlags = ACTOR_EVENT_FLAG_GROUNDABLE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -117,8 +117,8 @@ ActorPartBlueprint N(partsTable_8021B460)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -16, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021C62C),
.defenseTable = N(defenseTable_8021B2F0),
.idleAnimations = N(IdleAnimations_8021C62C),
.defenseTable = N(DefenseTable_8021B2F0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -129,8 +129,8 @@ ActorPartBlueprint N(partsTable_8021B460)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -16, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021C638),
.defenseTable = N(defenseTable_8021B2F0),
.idleAnimations = N(IdleAnimations_8021C638),
.defenseTable = N(DefenseTable_8021B2F0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -142,10 +142,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_HYPER_PARAGOOMBA,
.level = 12,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_8021B460)),
.partsData = N(partsTable_8021B460),
.partCount = ARRAY_COUNT( N(PartsTable_8021B460)),
.partsData = N(PartsTable_8021B460),
.initScript = &N(init_8021B564),
.statusTable = N(statusTable_8021B3B4),
.statusTable = N(StatusTable_8021B3B4),
.escapeChance = 50,
.airLiftChance = 95,
.hurricaneChance = 95,
@ -160,7 +160,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021B518)[] = {
s32 N(IdleAnimations_8021B518)[] = {
STATUS_NORMAL, ANIM_Paragoomba_Hyper_Miss,
STATUS_STONE, ANIM_Paragoomba_Hyper_Still,
STATUS_SLEEP, ANIM_Paragoomba_Hyper_Sleep,
@ -220,7 +220,7 @@ EvtScript N(8021B678) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, FALSE, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021B518)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8021B518)))
EVT_CALL(EnableActorGlow, ACTOR_SELF, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, TRUE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
@ -310,7 +310,7 @@ EvtScript N(8021B678) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Paragoomba_Hyper_Idle)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 2, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C594)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8021C594)))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
@ -358,7 +358,7 @@ EvtScript N(8021B678) = {
EVT_EXEC_WAIT(N(8021C94C))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C594)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8021C594)))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
@ -411,7 +411,7 @@ EvtScript N(takeTurn_8021C36C) = {
EVT_END
};
s32 N(idleAnimations_8021C594)[] = {
s32 N(IdleAnimations_8021C594)[] = {
STATUS_NORMAL, ANIM_Paragoomba_Hyper_Idle,
STATUS_STONE, ANIM_Paragoomba_Hyper_Still,
STATUS_SLEEP, ANIM_Paragoomba_Hyper_Sleep,
@ -424,7 +424,7 @@ s32 N(idleAnimations_8021C594)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021C5E0)[] = {
s32 N(IdleAnimations_8021C5E0)[] = {
STATUS_NORMAL, ANIM_Paragoomba_Hyper_Run,
STATUS_STONE, ANIM_Paragoomba_Hyper_Still,
STATUS_SLEEP, ANIM_Paragoomba_Hyper_Sleep,
@ -437,12 +437,12 @@ s32 N(idleAnimations_8021C5E0)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021C62C)[] = {
s32 N(IdleAnimations_8021C62C)[] = {
STATUS_NORMAL, ANIM_Paragoomba_Hyper_LWingStill,
STATUS_END,
};
s32 N(idleAnimations_8021C638)[] = {
s32 N(IdleAnimations_8021C638)[] = {
STATUS_NORMAL, ANIM_Paragoomba_Hyper_RWingStill,
STATUS_END,
};
@ -471,7 +471,7 @@ EvtScript N(idle_8021C690) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.6))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C5E0)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8021C5E0)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, EASING_LINEAR)
EVT_LOOP(20)
@ -488,7 +488,7 @@ EvtScript N(idle_8021C690) = {
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.6))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, EASING_LINEAR)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C594)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8021C594)))
EVT_LOOP(40)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -562,7 +562,7 @@ EvtScript N(handleEvent_8021C9C4) = {
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C594)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8021C594)))
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_Paragoomba_Hyper_Electrocute)
EVT_EXEC_WAIT(DoShockHit)
@ -577,7 +577,7 @@ EvtScript N(handleEvent_8021C9C4) = {
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C594)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8021C594)))
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_Paragoomba_Hyper_Electrocute)
EVT_EXEC_WAIT(DoShockHit)
@ -593,7 +593,7 @@ EvtScript N(handleEvent_8021C9C4) = {
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C594)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8021C594)))
EVT_END_IF
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_Paragoomba_Hyper_Idle)
@ -820,7 +820,7 @@ EvtScript N(8021D9F4) = {
EVT_CALL(SetHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Idle)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, FALSE)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_8021B308)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_8021B308)))
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_HYPER_GOOMBA)
EVT_EXEC_WAIT(N(8021E058))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
@ -830,7 +830,7 @@ EvtScript N(8021D9F4) = {
EVT_END
};
s32 N(idleAnimations_8021DF7C)[] = {
s32 N(IdleAnimations_8021DF7C)[] = {
STATUS_NORMAL, ANIM_Goomba_Hyper_Sleep,
STATUS_STONE, ANIM_Goomba_Hyper_Still,
STATUS_SLEEP, ANIM_Goomba_Hyper_Sleep,
@ -916,7 +916,7 @@ EvtScript N(8021E218) = {
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021DF7C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021DF7C)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Idle)
EVT_CALL(EnableActorGlow, ACTOR_SELF, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, TRUE)
@ -983,7 +983,7 @@ EvtScript N(8021E218) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Idle)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021F05C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021F05C)))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
@ -1038,7 +1038,7 @@ EvtScript N(8021E218) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Idle)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021F05C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021F05C)))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
@ -1091,7 +1091,7 @@ EvtScript N(takeTurn_8021EE34) = {
EVT_END
};
s32 N(idleAnimations_8021F05C)[] = {
s32 N(IdleAnimations_8021F05C)[] = {
STATUS_NORMAL, ANIM_Goomba_Hyper_Idle,
STATUS_STONE, ANIM_Goomba_Hyper_Still,
STATUS_SLEEP, ANIM_Goomba_Hyper_Sleep,
@ -1104,7 +1104,7 @@ s32 N(idleAnimations_8021F05C)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021F0A8)[] = {
s32 N(IdleAnimations_8021F0A8)[] = {
STATUS_NORMAL, ANIM_Goomba_Hyper_Run,
STATUS_STONE, ANIM_Goomba_Hyper_Still,
STATUS_SLEEP, ANIM_Goomba_Hyper_Sleep,
@ -1141,10 +1141,10 @@ EvtScript N(idle_8021F140) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021F0A8)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021F0A8)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021F05C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021F05C)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -1157,10 +1157,10 @@ EvtScript N(idle_8021F140) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021F0A8)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021F0A8)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021F05C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021F05C)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -1219,7 +1219,7 @@ EvtScript N(handleEvent_8021F41C) = {
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021F05C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021F05C)))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Goomba_Hyper_Electrocute)
EVT_EXEC_WAIT(DoShockHit)
@ -1243,7 +1243,7 @@ EvtScript N(handleEvent_8021F41C) = {
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021F05C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021F05C)))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Goomba_Hyper_Electrocute)
EVT_EXEC_WAIT(DoShockHit)
@ -1259,7 +1259,7 @@ EvtScript N(handleEvent_8021F41C) = {
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021F05C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021F05C)))
EVT_END_IF
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Goomba_Hyper_Idle)

View File

@ -6,7 +6,7 @@
#define NAMESPACE b_area_arn_hypergoomba
extern s32 N(idleAnimations_80219818)[];
extern s32 N(IdleAnimations_80219818)[];
extern EvtScript N(init_802188C0);
extern EvtScript N(idle_802198FC);
extern EvtScript N(handleEvent_80219BD8);
@ -14,12 +14,12 @@ extern EvtScript N(takeTurn_802195F0);
extern EvtScript N(nextTurn_80218950);
extern EvtScript N(takeTurn_8021A628);
s32 N(defenseTable_80218770)[] = {
s32 N(DefenseTable_80218770)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021877C)[] = {
s32 N(StatusTable_8021877C)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 80,
@ -44,15 +44,15 @@ s32 N(statusTable_8021877C)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80218828)[] = {
ActorPartBlueprint N(PartsTable_80218828)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 22 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80219818),
.defenseTable = N(defenseTable_80218770),
.idleAnimations = N(IdleAnimations_80219818),
.defenseTable = N(DefenseTable_80218770),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -64,10 +64,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_HYPER_GOOMBA,
.level = 12,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_80218828)),
.partsData = N(partsTable_80218828),
.partCount = ARRAY_COUNT( N(PartsTable_80218828)),
.partsData = N(PartsTable_80218828),
.initScript = &N(init_802188C0),
.statusTable = N(statusTable_8021877C),
.statusTable = N(StatusTable_8021877C),
.escapeChance = 60,
.airLiftChance = 90,
.hurricaneChance = 90,
@ -82,7 +82,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_80218874)[] = {
s32 N(IdleAnimations_80218874)[] = {
STATUS_NORMAL, ANIM_Goomba_Hyper_Sleep,
STATUS_STONE, ANIM_Goomba_Hyper_Still,
STATUS_SLEEP, ANIM_Goomba_Hyper_Sleep,
@ -150,7 +150,7 @@ EvtScript N(802189D4) = {
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80218874)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80218874)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Idle)
EVT_CALL(EnableActorGlow, ACTOR_SELF, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, TRUE)
@ -217,7 +217,7 @@ EvtScript N(802189D4) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Idle)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219818)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219818)))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
@ -272,7 +272,7 @@ EvtScript N(802189D4) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Idle)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219818)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219818)))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
@ -325,7 +325,7 @@ EvtScript N(takeTurn_802195F0) = {
EVT_END
};
s32 N(idleAnimations_80219818)[] = {
s32 N(IdleAnimations_80219818)[] = {
STATUS_NORMAL, ANIM_Goomba_Hyper_Idle,
STATUS_STONE, ANIM_Goomba_Hyper_Still,
STATUS_SLEEP, ANIM_Goomba_Hyper_Sleep,
@ -338,7 +338,7 @@ s32 N(idleAnimations_80219818)[] = {
STATUS_END,
};
s32 N(idleAnimations_80219864)[] = {
s32 N(IdleAnimations_80219864)[] = {
STATUS_NORMAL, ANIM_Goomba_Hyper_Run,
STATUS_STONE, ANIM_Goomba_Hyper_Still,
STATUS_SLEEP, ANIM_Goomba_Hyper_Sleep,
@ -375,10 +375,10 @@ EvtScript N(idle_802198FC) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219864)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219864)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219818)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219818)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -391,10 +391,10 @@ EvtScript N(idle_802198FC) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219864)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219864)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219818)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219818)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -453,7 +453,7 @@ EvtScript N(handleEvent_80219BD8) = {
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219818)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219818)))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Goomba_Hyper_Electrocute)
EVT_EXEC_WAIT(DoShockHit)
@ -477,7 +477,7 @@ EvtScript N(handleEvent_80219BD8) = {
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219818)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219818)))
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Goomba_Hyper_Electrocute)
EVT_EXEC_WAIT(DoShockHit)
@ -493,7 +493,7 @@ EvtScript N(handleEvent_80219BD8) = {
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219818)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219818)))
EVT_END_IF
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Goomba_Hyper_Idle)

View File

@ -15,7 +15,7 @@ extern EvtScript N(80226558);
extern EvtScript N(80226B88);
extern EvtScript N(80227878);
s32 N(idleAnimations_80225C40)[] = {
s32 N(IdleAnimations_80225C40)[] = {
STATUS_NORMAL, ANIM_BattleTubba_Anim01,
STATUS_STONE, ANIM_BattleTubba_Anim00,
STATUS_SLEEP, ANIM_BattleTubba_Anim18,
@ -29,12 +29,12 @@ s32 N(idleAnimations_80225C40)[] = {
STATUS_END,
};
s32 N(defenseTable_80225C94)[] = {
s32 N(DefenseTable_80225C94)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_80225CA0)[] = {
s32 N(StatusTable_80225CA0)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 80,
@ -59,15 +59,15 @@ s32 N(statusTable_80225CA0)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80225D4C)[] = {
ActorPartBlueprint N(PartsTable_80225D4C)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -15, 75 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80225C40),
.defenseTable = N(defenseTable_80225C94),
.idleAnimations = N(IdleAnimations_80225C40),
.defenseTable = N(DefenseTable_80225C94),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -79,10 +79,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_TUBBA_BLUBBA_INVINCIBLE,
.level = 70,
.maxHP = 10,
.partCount = ARRAY_COUNT(N(partsTable_80225D4C)),
.partsData = N(partsTable_80225D4C),
.partCount = ARRAY_COUNT( N(PartsTable_80225D4C)),
.partsData = N(PartsTable_80225D4C),
.initScript = &N(init_80225D98),
.statusTable = N(statusTable_80225CA0),
.statusTable = N(StatusTable_80225CA0),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -17,7 +17,7 @@ extern EvtScript N(80224B3C);
extern EvtScript N(80225258);
extern EvtScript N(802255D8);
s32 N(idleAnimations_80223BC0)[] = {
s32 N(IdleAnimations_80223BC0)[] = {
STATUS_NORMAL, ANIM_TubbasHeart_Anim01,
STATUS_STONE, ANIM_TubbasHeart_Anim00,
STATUS_SLEEP, ANIM_TubbasHeart_Anim04,
@ -32,7 +32,7 @@ s32 N(idleAnimations_80223BC0)[] = {
STATUS_END,
};
s32 N(idleAnimations_80223C1C)[] = {
s32 N(IdleAnimations_80223C1C)[] = {
STATUS_NORMAL, ANIM_TubbasHeart_Anim0B,
STATUS_STONE, ANIM_TubbasHeart_Anim00,
STATUS_SLEEP, ANIM_TubbasHeart_Anim04,
@ -47,12 +47,12 @@ s32 N(idleAnimations_80223C1C)[] = {
STATUS_END,
};
s32 N(defenseTable_80223C78)[] = {
s32 N(DefenseTable_80223C78)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_80223C84)[] = {
s32 N(StatusTable_80223C84)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -77,15 +77,15 @@ s32 N(statusTable_80223C84)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80223D30)[] = {
ActorPartBlueprint N(PartsTable_80223D30)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80223BC0),
.defenseTable = N(defenseTable_80223C78),
.idleAnimations = N(IdleAnimations_80223BC0),
.defenseTable = N(DefenseTable_80223C78),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -96,8 +96,8 @@ ActorPartBlueprint N(partsTable_80223D30)[] = {
.posOffset = { 0, 54, 0 },
.targetOffset = { 0, -30 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80223BC0),
.defenseTable = N(defenseTable_80223C78),
.idleAnimations = N(IdleAnimations_80223BC0),
.defenseTable = N(DefenseTable_80223C78),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -109,10 +109,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_TUBBA_HEART,
.level = 0,
.maxHP = 50,
.partCount = ARRAY_COUNT(N(partsTable_80223D30)),
.partsData = N(partsTable_80223D30),
.partCount = ARRAY_COUNT( N(PartsTable_80223D30)),
.partsData = N(PartsTable_80223D30),
.initScript = &N(init_80223DA0),
.statusTable = N(statusTable_80223C84),
.statusTable = N(StatusTable_80223C84),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -523,7 +523,7 @@ EvtScript N(80225258) = {
EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 3, LVar0, LVar1, LVar2, LVar3, 0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, LVarF)
EVT_CALL(EnableActorGlow, ACTOR_SELF, TRUE)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80223C1C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80223C1C)))
EVT_RETURN
EVT_END
};
@ -564,7 +564,7 @@ EvtScript N(802255D8) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 4, LVar0)
EVT_CALL(RemoveEffect, LVar0)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80223BC0)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80223BC0)))
EVT_END_IF
EVT_CALL(PlaySound, SOUND_20F9)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)

View File

@ -14,7 +14,7 @@ extern EvtScript N(idle);
extern EvtScript N(shakeCam);
extern EvtScript N(attackBodyCrush);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_BattleTubba_Anim02,
STATUS_STONE, ANIM_BattleTubba_Anim00,
STATUS_SLEEP, ANIM_BattleTubba_Anim00,
@ -29,12 +29,12 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 80,
@ -66,8 +66,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -15, 75 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -82,7 +82,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -10,14 +10,14 @@ extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 10,
@ -49,8 +49,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 30 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -65,7 +65,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 90,
.airLiftChance = 85,
.hurricaneChance = 80,
@ -80,7 +80,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 9, 25 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_Dayzee_Amazy_Anim01,
STATUS_STONE, ANIM_Dayzee_Amazy_Anim00,
STATUS_SLEEP, ANIM_Dayzee_Amazy_Anim0C,

View File

@ -10,14 +10,14 @@ extern EvtScript N(EVS_Init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 95,
@ -49,8 +49,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 30 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -65,7 +65,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(EVS_Init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 50,
.airLiftChance = 85,
.hurricaneChance = 80,
@ -80,7 +80,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 9, 25 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_Dayzee_Anim01,
STATUS_STONE, ANIM_Dayzee_Anim00,
STATUS_SLEEP, ANIM_Dayzee_Anim0C,

View File

@ -14,7 +14,7 @@ extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_Lakitu_Anim01,
STATUS_STONE, ANIM_Lakitu_Anim00,
STATUS_SLEEP, ANIM_Lakitu_Anim08,
@ -27,23 +27,23 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations2)[] = {
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_Lakitu_Anim0B,
STATUS_END,
};
s32 N(idleAnimations3)[] = {
s32 N(IdleAnimations3)[] = {
STATUS_NORMAL, ANIM_Spiny_Anim01,
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_MYSTERY, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 50,
@ -75,8 +75,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -5, 35 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -13 },
@ -87,8 +87,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations2),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations2),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -99,8 +99,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations3),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations3),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -115,7 +115,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 40,
.airLiftChance = 90,
.hurricaneChance = 90,

View File

@ -10,7 +10,7 @@ extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_TuffPuff_Idle,
STATUS_STONE, ANIM_TuffPuff_Still,
STATUS_SLEEP, ANIM_TuffPuff_Sleep,
@ -22,13 +22,13 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_MYSTERY, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 50,
@ -60,8 +60,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 26 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -13 },
@ -76,7 +76,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(EVS_Init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 50,
.airLiftChance = 90,
.hurricaneChance = 90,

View File

@ -243,7 +243,7 @@ API_CALLABLE(N(UpdateLerp)) {
s32 N(TuffPuffActorIds)[32] = { };
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_HuffNPuff_Anim01,
STATUS_STONE, ANIM_HuffNPuff_Anim01,
STATUS_SLEEP, ANIM_HuffNPuff_Anim01,
@ -258,7 +258,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations2)[] = {
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_HuffNPuff_Anim02,
STATUS_STONE, ANIM_HuffNPuff_Anim02,
STATUS_SLEEP, ANIM_HuffNPuff_Anim02,
@ -273,7 +273,7 @@ s32 N(idleAnimations2)[] = {
STATUS_END,
};
s32 N(idleAnimations3)[] = {
s32 N(IdleAnimations3)[] = {
STATUS_NORMAL, ANIM_HuffNPuff_Anim03,
STATUS_STONE, ANIM_HuffNPuff_Anim03,
STATUS_SLEEP, ANIM_HuffNPuff_Anim03,
@ -288,27 +288,27 @@ s32 N(idleAnimations3)[] = {
STATUS_END,
};
s32 N(idleAnimations_charged1)[] = {
s32 N(IdleAnimations_charged1)[] = {
STATUS_NORMAL, ANIM_HuffNPuff_Anim11,
STATUS_END,
};
s32 N(idleAnimations_charged2)[] = {
s32 N(IdleAnimations_charged2)[] = {
STATUS_NORMAL, ANIM_HuffNPuff_Anim12,
STATUS_END,
};
s32 N(idleAnimations_charged3)[] = {
s32 N(IdleAnimations_charged3)[] = {
STATUS_NORMAL, ANIM_HuffNPuff_Anim13,
STATUS_END,
};
s32 N(idleAnimations4)[] = {
s32 N(IdleAnimations4)[] = {
STATUS_NORMAL, ANIM_RuffPuff_Anim02,
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 99,
ELEMENT_MYSTERY, 0,
@ -317,7 +317,7 @@ s32 N(defenseTable)[] = {
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -349,8 +349,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -10, 40 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -15, -50 },
@ -361,8 +361,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations2),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations2),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -373,8 +373,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations3),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations3),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -385,8 +385,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations4),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations4),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -401,7 +401,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(EVS_Init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -2219,9 +2219,9 @@ EvtScript N(electricCharge) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_HuffNPuff_Anim11)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_HuffNPuff_Anim12)
EVT_CALL(SetAnimation, ACTOR_SELF, 3, ANIM_HuffNPuff_Anim13)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_charged1)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_charged2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 3, EVT_PTR(N(idleAnimations_charged3)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_charged1)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_charged2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 3, EVT_PTR(N(IdleAnimations_charged3)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ELECTRIFIED, TRUE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_35C)
EVT_CALL(N(StartRumbleWithParams), 70, 120)
@ -2272,9 +2272,9 @@ EvtScript N(attackGroundLightning) = {
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_EFFECT_SNAKING_STATIC), LVar0)
EVT_CALL(RemoveEffect, LVar0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 3, EVT_PTR(N(idleAnimations3)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 3, EVT_PTR(N(IdleAnimations3)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_HuffNPuff_Anim0E)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_HuffNPuff_Anim0F)
EVT_CALL(SetAnimation, ACTOR_SELF, 3, ANIM_HuffNPuff_Anim10)
@ -2363,9 +2363,9 @@ EvtScript N(electicCharge_copy) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_HuffNPuff_Anim11)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_HuffNPuff_Anim12)
EVT_CALL(SetAnimation, ACTOR_SELF, 3, ANIM_HuffNPuff_Anim13)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_charged1)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_charged2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 3, EVT_PTR(N(idleAnimations_charged3)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_charged1)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_charged2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 3, EVT_PTR(N(IdleAnimations_charged3)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ELECTRIFIED, TRUE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_35C)
EVT_CALL(N(StartRumbleWithParams), 70, 120)
@ -2436,9 +2436,9 @@ EvtScript N(attackDirectLightning) = {
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_EFFECT_SNAKING_STATIC), LVar0)
EVT_CALL(RemoveEffect, LVar0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 3, EVT_PTR(N(idleAnimations3)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 3, EVT_PTR(N(IdleAnimations3)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_HuffNPuff_Anim0E)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_HuffNPuff_Anim0F)
EVT_CALL(SetAnimation, ACTOR_SELF, 3, ANIM_HuffNPuff_Anim10)

View File

@ -6,21 +6,21 @@
#define NAMESPACE b_area_flo2_monty_mole_boss
extern s32 N(idleAnimations)[];
extern s32 N(idleAnimations2)[];
extern s32 N(IdleAnimations)[];
extern s32 N(IdleAnimations2)[];
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SMASH, 0,
ELEMENT_THROW, -3,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -52,8 +52,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 16 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -7 },
@ -64,8 +64,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, -15 },
.targetOffset = { 0, 16 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -7 },
@ -76,8 +76,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations2),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations2),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -92,7 +92,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 50,
.airLiftChance = 55,
.hurricaneChance = 40,
@ -107,7 +107,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_MontyMole_Dark_Anim01,
STATUS_STONE, ANIM_MontyMole_Dark_Anim00,
STATUS_SLEEP, ANIM_MontyMole_Dark_Anim14,
@ -120,17 +120,17 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations2)[] = {
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_MontyMole_Dark_Anim0F,
STATUS_END,
};
s32 N(idleAnimations_hole)[] = {
s32 N(IdleAnimations_hole)[] = {
STATUS_NORMAL, ANIM_MontyMole_Dark_Anim12,
STATUS_END,
};
s32 N(idleAnimations_unused)[] = {
s32 N(IdleAnimations_unused)[] = {
STATUS_NORMAL, ANIM_MontyMole_Dark_Anim06,
STATUS_END,
};
@ -142,7 +142,7 @@ ActorPartBlueprint N(parts_hole)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_hole),
.idleAnimations = N(IdleAnimations_hole),
.defenseTable = NULL,
.eventFlags = 0,
.elementImmunityFlags = 0,
@ -305,7 +305,7 @@ EvtScript N(handleEvent) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MontyMole_Dark_Anim08)
EVT_WAIT(15)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TARGET_ONLY | ACTOR_FLAG_NO_DMG_APPLY, TRUE)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_hole)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_hole)))
EVT_RETURN
EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
EVT_SET_CONST(LVar0, 1)

View File

@ -11,7 +11,7 @@ extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_BattleLakilester_Idle,
STATUS_STONE, ANIM_BattleLakilester_Still,
STATUS_SLEEP, ANIM_BattleLakilester_Block,
@ -24,17 +24,17 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations_spiny)[] = {
s32 N(IdleAnimations_spiny)[] = {
STATUS_NORMAL, ANIM_BattleLakilester_Spiny,
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 40,
@ -66,8 +66,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -5, 35 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -13 },
@ -78,8 +78,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_spiny),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_spiny),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -94,7 +94,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -20,7 +20,7 @@ extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern EvtScript N(nextTurn);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_RuffPuff_Anim02,
STATUS_STONE, ANIM_RuffPuff_Anim00,
STATUS_SLEEP, ANIM_RuffPuff_Anim02,
@ -35,7 +35,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations2)[] = {
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_RuffPuff_Anim03,
STATUS_STONE, ANIM_RuffPuff_Anim01,
STATUS_SLEEP, ANIM_RuffPuff_Anim03,
@ -50,7 +50,7 @@ s32 N(idleAnimations2)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 99,
ELEMENT_MYSTERY, 0,
@ -59,7 +59,7 @@ s32 N(defenseTable)[] = {
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -91,8 +91,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -104,7 +104,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { 0, -50 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -119,7 +119,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -146,7 +146,7 @@ EvtScript N(init) = {
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -1, 9)
EVT_CALL(SetTargetOffset, ACTOR_SELF, 2, -1, -41)
EVT_CALL(SetActorSize, ACTOR_SELF, 20, 25)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_RuffPuff_Anim02)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_IS_BIG), 0)
EVT_ELSE
@ -155,7 +155,7 @@ EvtScript N(init) = {
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, 1, 14)
EVT_CALL(SetTargetOffset, ACTOR_SELF, 2, 1, -36)
EVT_CALL(SetActorSize, ACTOR_SELF, 28, 35)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_RuffPuff_Anim03)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_IS_BIG), 1)
EVT_END_IF

View File

@ -8,7 +8,7 @@
#define NAMESPACE b_area_hos_goombario_tutor
s32 N(idleAnimations_80219010)[] = {
s32 N(IdleAnimations_80219010)[] = {
STATUS_NORMAL, ANIM_BattleGoombario_Idle,
STATUS_STONE, ANIM_BattleGoombario_Still,
STATUS_SLEEP, ANIM_BattleGoombario_Still,
@ -21,12 +21,12 @@ s32 N(idleAnimations_80219010)[] = {
STATUS_END,
};
s32 N(defenseTable_8021905C)[] = {
s32 N(DefenseTable_8021905C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_80219068)[] = {
s32 N(StatusTable_80219068)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -51,15 +51,15 @@ s32 N(statusTable_80219068)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80219114)[] = {
ActorPartBlueprint N(PartsTable_80219114)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -4, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80219010),
.defenseTable = N(defenseTable_8021905C),
.idleAnimations = N(IdleAnimations_80219010),
.defenseTable = N(DefenseTable_8021905C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -73,10 +73,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_GOOMBARIO_TUTOR1,
.level = 99,
.maxHP = 99,
.partCount = ARRAY_COUNT(N(partsTable_80219114)),
.partsData = N(partsTable_80219114),
.partCount = ARRAY_COUNT( N(PartsTable_80219114)),
.partsData = N(PartsTable_80219114),
.initScript = &N(init_80219160),
.statusTable = N(statusTable_80219068),
.statusTable = N(StatusTable_80219068),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -6,17 +6,17 @@
#define NAMESPACE b_area_hos_magikoopa
s32 N(defenseTable_8021D480)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(defenseTable_8021D48C)[] = {
s32 N(DefenseTable_flying)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021D498)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
@ -41,7 +41,7 @@ s32 N(statusTable_8021D498)[] = {
STATUS_END,
};
s32 N(statusTable_8021D544)[] = {
s32 N(StatusTable_flying)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
@ -66,35 +66,35 @@ s32 N(statusTable_8021D544)[] = {
STATUS_END,
};
extern s32 N(idleAnimations_8021D6D0)[];
extern s32 N(IdleAnimations)[];
ActorPartBlueprint N(partsTable_8021D5F0)[] = {
ActorPartBlueprint N(parts)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 2, 35 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021D6D0),
.defenseTable = N(defenseTable_8021D480),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -5, -12 },
},
};
extern s32 N(idleAnimations_8021D71C)[];
extern s32 N(idleAnimations_8021D768)[];
extern s32 N(IdleAnimations_flying)[];
extern s32 N(IdleAnimations_broomstick)[];
ActorPartBlueprint N(partsTable_8021D614)[] = {
ActorPartBlueprint N(parts_flying)[] = {
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 2, 35 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021D6D0),
.defenseTable = N(defenseTable_8021D48C),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable_flying),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -5, -12 },
@ -105,8 +105,8 @@ ActorPartBlueprint N(partsTable_8021D614)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -10, 35 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021D71C),
.defenseTable = N(defenseTable_8021D48C),
.idleAnimations = N(IdleAnimations_flying),
.defenseTable = N(DefenseTable_flying),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -117,8 +117,8 @@ ActorPartBlueprint N(partsTable_8021D614)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021D768),
.defenseTable = N(defenseTable_8021D48C),
.idleAnimations = N(IdleAnimations_broomstick),
.defenseTable = N(DefenseTable_flying),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -132,10 +132,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_MAGIKOOPA_BOSS,
.level = 32,
.maxHP = 8,
.partCount = ARRAY_COUNT(N(partsTable_8021D5F0)),
.partsData = N(partsTable_8021D5F0),
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init_8021E100),
.statusTable = N(statusTable_8021D498),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -157,10 +157,10 @@ ActorBlueprint N(flying) = {
.type = ACTOR_TYPE_FLYING_MAGIKOOPA_BOSS,
.level = 32,
.maxHP = 8,
.partCount = ARRAY_COUNT(N(partsTable_8021D614)),
.partsData = N(partsTable_8021D614),
.partCount = ARRAY_COUNT(N(parts_flying)),
.partsData = N(parts_flying),
.initScript = &N(init_8021E2C0),
.statusTable = N(statusTable_8021D544),
.statusTable = N(StatusTable_flying),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -175,7 +175,7 @@ ActorBlueprint N(flying) = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021D6D0)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_Magikoopa_Anim01,
STATUS_STONE, ANIM_Magikoopa_Anim00,
STATUS_SLEEP, ANIM_Magikoopa_Anim08,
@ -188,7 +188,7 @@ s32 N(idleAnimations_8021D6D0)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021D71C)[] = {
s32 N(IdleAnimations_flying)[] = {
STATUS_NORMAL, ANIM_FlyingMagikoopa_Anim01,
STATUS_STONE, ANIM_FlyingMagikoopa_Anim00,
STATUS_SLEEP, ANIM_FlyingMagikoopa_Anim08,
@ -201,7 +201,7 @@ s32 N(idleAnimations_8021D71C)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021D768)[] = {
s32 N(IdleAnimations_broomstick)[] = {
STATUS_NORMAL, ANIM_FlyingMagikoopa_Anim0A,
STATUS_END,
};
@ -305,7 +305,7 @@ EvtScript N(8021D890) = {
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, FALSE)
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8021E6D8)))
EVT_CALL(SetActorType, ACTOR_SELF, 149)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_8021D498)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable)))
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 32)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
@ -1204,17 +1204,17 @@ EvtScript N(init_80221478) = {
EVT_END
};
s32 N(defenseTable_802214B4)[] = {
s32 N(DefenseTable_802214B4)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(defenseTable_802214C0)[] = {
s32 N(DefenseTable_802214C0)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_802214CC)[] = {
s32 N(StatusTable_802214CC)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -1239,7 +1239,7 @@ s32 N(statusTable_802214CC)[] = {
STATUS_END,
};
s32 N(statusTable_80221578)[] = {
s32 N(StatusTable_80221578)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -1264,30 +1264,30 @@ s32 N(statusTable_80221578)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80221624)[] = {
ActorPartBlueprint N(PartsTable_80221624)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 2, 35 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021D6D0),
.defenseTable = N(defenseTable_802214B4),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable_802214B4),
.eventFlags = ACTOR_EVENT_FLAG_ILLUSORY,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -5, -12 },
},
};
ActorPartBlueprint N(partsTable_80221648)[] = {
ActorPartBlueprint N(PartsTable_80221648)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -10, 35 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021D71C),
.defenseTable = N(defenseTable_802214C0),
.idleAnimations = N(IdleAnimations_flying),
.defenseTable = N(DefenseTable_802214C0),
.eventFlags = ACTOR_EVENT_FLAG_ILLUSORY,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -1299,10 +1299,10 @@ ActorBlueprint N(clone) = {
.type = ACTOR_TYPE_MAGICLONE,
.level = 26,
.maxHP = 11,
.partCount = ARRAY_COUNT(N(partsTable_80221624)),
.partsData = N(partsTable_80221624),
.partCount = ARRAY_COUNT( N(PartsTable_80221624)),
.partsData = N(PartsTable_80221624),
.initScript = &N(init_8022143C),
.statusTable = N(statusTable_802214CC),
.statusTable = N(StatusTable_802214CC),
.escapeChance = 40,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -1322,10 +1322,10 @@ ActorBlueprint N(flying_clone) = {
.type = ACTOR_TYPE_FLYING_MAGICLONE,
.level = 26,
.maxHP = 11,
.partCount = ARRAY_COUNT(N(partsTable_80221648)),
.partsData = N(partsTable_80221648),
.partCount = ARRAY_COUNT( N(PartsTable_80221648)),
.partsData = N(PartsTable_80221648),
.initScript = &N(init_80221478),
.statusTable = N(statusTable_80221578),
.statusTable = N(StatusTable_80221578),
.escapeChance = 40,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -6,8 +6,8 @@
#define NAMESPACE b_area_isk_part_1_pokey_mummy
extern s32 N(idleAnimations_80218DC8)[];
extern s32 N(idleAnimations_80218EB8)[];
extern s32 N(IdleAnimations_80218DC8)[];
extern s32 N(IdleAnimations_80218EB8)[];
extern EvtScript N(init_80218EC4);
extern EvtScript N(takeTurn_80219D88);
extern EvtScript N(idle_80219040);
@ -19,12 +19,12 @@ extern EvtScript N(8021B1B4);
extern EvtScript N(8021BDE4);
extern EvtScript N(8021C2BC);
s32 N(defenseTable_80218C10)[] = {
s32 N(DefenseTable_80218C10)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_80218C1C)[] = {
s32 N(StatusTable_80218C1C)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 80,
@ -49,15 +49,15 @@ s32 N(statusTable_80218C1C)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80218CC8)[] = {
ActorPartBlueprint N(PartsTable_80218CC8)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218DC8),
.defenseTable = N(defenseTable_80218C10),
.idleAnimations = N(IdleAnimations_80218DC8),
.defenseTable = N(DefenseTable_80218C10),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP | ACTOR_EVENT_FLAG_200000,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -69,7 +69,7 @@ ActorPartBlueprint N(partsTable_80218CC8)[] = {
.targetOffset = { 0, 72 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable_80218C10),
.defenseTable = N(DefenseTable_80218C10),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP | ACTOR_EVENT_FLAG_200000,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -81,7 +81,7 @@ ActorPartBlueprint N(partsTable_80218CC8)[] = {
.targetOffset = { 0, 54 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable_80218C10),
.defenseTable = N(DefenseTable_80218C10),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP | ACTOR_EVENT_FLAG_200000,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -93,7 +93,7 @@ ActorPartBlueprint N(partsTable_80218CC8)[] = {
.targetOffset = { 0, 36 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable_80218C10),
.defenseTable = N(DefenseTable_80218C10),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP | ACTOR_EVENT_FLAG_200000,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -105,7 +105,7 @@ ActorPartBlueprint N(partsTable_80218CC8)[] = {
.targetOffset = { 0, 16 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable_80218C10),
.defenseTable = N(DefenseTable_80218C10),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP | ACTOR_EVENT_FLAG_200000,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -116,8 +116,8 @@ ActorPartBlueprint N(partsTable_80218CC8)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218EB8),
.defenseTable = N(defenseTable_80218C10),
.idleAnimations = N(IdleAnimations_80218EB8),
.defenseTable = N(DefenseTable_80218C10),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP | ACTOR_EVENT_FLAG_200000,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -129,10 +129,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_POKEY_MUMMY,
.level = 10,
.maxHP = 4,
.partCount = ARRAY_COUNT(N(partsTable_80218CC8)),
.partsData = N(partsTable_80218CC8),
.partCount = ARRAY_COUNT( N(PartsTable_80218CC8)),
.partsData = N(PartsTable_80218CC8),
.initScript = &N(init_80218EC4),
.statusTable = N(statusTable_80218C1C),
.statusTable = N(StatusTable_80218C1C),
.escapeChance = 60,
.airLiftChance = 90,
.hurricaneChance = 85,
@ -147,7 +147,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 65 },
};
s32 N(idleAnimations_80218DC8)[] = {
s32 N(IdleAnimations_80218DC8)[] = {
STATUS_NORMAL, ANIM_Pokey_Mummy_Anim04,
STATUS_STONE, ANIM_Pokey_Mummy_Anim00,
STATUS_SLEEP, ANIM_Pokey_Mummy_Anim25,
@ -158,7 +158,7 @@ s32 N(idleAnimations_80218DC8)[] = {
STATUS_END,
};
s32 N(idleAnimations_80218E04)[] = {
s32 N(IdleAnimations_80218E04)[] = {
STATUS_NORMAL, ANIM_Pokey_Mummy_Anim05,
STATUS_STONE, ANIM_Pokey_Mummy_Anim01,
STATUS_SLEEP, ANIM_Pokey_Mummy_Anim26,
@ -169,7 +169,7 @@ s32 N(idleAnimations_80218E04)[] = {
STATUS_END,
};
s32 N(idleAnimations_80218E40)[] = {
s32 N(IdleAnimations_80218E40)[] = {
STATUS_NORMAL, ANIM_Pokey_Mummy_Anim06,
STATUS_STONE, ANIM_Pokey_Mummy_Anim02,
STATUS_SLEEP, ANIM_Pokey_Mummy_Anim27,
@ -180,7 +180,7 @@ s32 N(idleAnimations_80218E40)[] = {
STATUS_END,
};
s32 N(idleAnimations_80218E7C)[] = {
s32 N(IdleAnimations_80218E7C)[] = {
STATUS_NORMAL, ANIM_Pokey_Mummy_Anim07,
STATUS_STONE, ANIM_Pokey_Mummy_Anim03,
STATUS_SLEEP, ANIM_Pokey_Mummy_Anim28,
@ -191,7 +191,7 @@ s32 N(idleAnimations_80218E7C)[] = {
STATUS_END,
};
s32 N(idleAnimations_80218EB8)[] = {
s32 N(IdleAnimations_80218EB8)[] = {
STATUS_NORMAL, ANIM_Pokey_Mummy_Anim16,
STATUS_END,
};
@ -753,7 +753,7 @@ EvtScript N(8021B1B4) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 5, 0x00310113)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, 0x0031011A)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 0x0031011B)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80218E04)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80218E04)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_NO_TARGET, FALSE)
@ -770,7 +770,7 @@ EvtScript N(8021B1B4) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 5, 0x00310115)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, 0x0031011C)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 0x0031011D)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80218E40)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80218E40)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_NO_TARGET, FALSE)
@ -785,7 +785,7 @@ EvtScript N(8021B1B4) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 0x0031010F)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, 0x0031011E)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 0x0031011F)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80218E7C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80218E7C)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 5, ACTOR_PART_FLAG_NO_TARGET, FALSE)

View File

@ -12,7 +12,7 @@ extern EvtScript N(handleEvent_80222364);
extern EvtScript N(8022181C);
extern EvtScript N(80222324);
s32 N(idleAnimations_80221450)[] = {
s32 N(IdleAnimations_80221450)[] = {
STATUS_NORMAL, ANIM_StoneChomp_Anim01,
STATUS_STONE, ANIM_StoneChomp_Anim00,
STATUS_SLEEP, ANIM_StoneChomp_Anim0A,
@ -23,7 +23,7 @@ s32 N(idleAnimations_80221450)[] = {
STATUS_END,
};
s32 N(idleAnimations_8022148C)[] = {
s32 N(IdleAnimations_8022148C)[] = {
STATUS_NORMAL, ANIM_StoneChomp_Anim03,
STATUS_POISON, ANIM_StoneChomp_Anim03,
STATUS_STOP, ANIM_StoneChomp_Anim00,
@ -34,7 +34,7 @@ s32 N(idleAnimations_8022148C)[] = {
STATUS_END,
};
s32 N(idleAnimations_802214C8)[] = {
s32 N(IdleAnimations_802214C8)[] = {
STATUS_NORMAL, ANIM_StoneChomp_Anim04,
STATUS_POISON, ANIM_StoneChomp_Anim04,
STATUS_STOP, ANIM_StoneChomp_Anim00,
@ -45,7 +45,7 @@ s32 N(idleAnimations_802214C8)[] = {
STATUS_END,
};
s32 N(idleAnimations_80221504)[] = {
s32 N(IdleAnimations_80221504)[] = {
STATUS_NORMAL, ANIM_StoneChomp_Anim05,
STATUS_POISON, ANIM_StoneChomp_Anim05,
STATUS_STOP, ANIM_StoneChomp_Anim00,
@ -56,17 +56,17 @@ s32 N(idleAnimations_80221504)[] = {
STATUS_END,
};
s32 N(idleAnimations_80221540)[] = {
s32 N(IdleAnimations_80221540)[] = {
STATUS_NORMAL, ANIM_StoneChomp_Anim02,
STATUS_END,
};
s32 N(defenseTable_8022154C)[] = {
s32 N(DefenseTable_8022154C)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_END,
};
s32 N(statusTable_80221558)[] = {
s32 N(StatusTable_80221558)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -91,15 +91,15 @@ s32 N(statusTable_80221558)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80221604)[] = {
ActorPartBlueprint N(PartsTable_80221604)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80221450),
.defenseTable = N(defenseTable_8022154C),
.idleAnimations = N(IdleAnimations_80221450),
.defenseTable = N(DefenseTable_8022154C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -110,8 +110,8 @@ ActorPartBlueprint N(partsTable_80221604)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -13, 40 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80221450),
.defenseTable = N(defenseTable_8022154C),
.idleAnimations = N(IdleAnimations_80221450),
.defenseTable = N(DefenseTable_8022154C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -14 },
@ -122,8 +122,8 @@ ActorPartBlueprint N(partsTable_80221604)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80221540),
.defenseTable = N(defenseTable_8022154C),
.idleAnimations = N(IdleAnimations_80221540),
.defenseTable = N(DefenseTable_8022154C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -134,8 +134,8 @@ ActorPartBlueprint N(partsTable_80221604)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80221540),
.defenseTable = N(defenseTable_8022154C),
.idleAnimations = N(IdleAnimations_80221540),
.defenseTable = N(DefenseTable_8022154C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -146,8 +146,8 @@ ActorPartBlueprint N(partsTable_80221604)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80221540),
.defenseTable = N(defenseTable_8022154C),
.idleAnimations = N(IdleAnimations_80221540),
.defenseTable = N(DefenseTable_8022154C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -158,8 +158,8 @@ ActorPartBlueprint N(partsTable_80221604)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80221540),
.defenseTable = N(defenseTable_8022154C),
.idleAnimations = N(IdleAnimations_80221540),
.defenseTable = N(DefenseTable_8022154C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -170,8 +170,8 @@ ActorPartBlueprint N(partsTable_80221604)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80221540),
.defenseTable = N(defenseTable_8022154C),
.idleAnimations = N(IdleAnimations_80221540),
.defenseTable = N(DefenseTable_8022154C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -182,8 +182,8 @@ ActorPartBlueprint N(partsTable_80221604)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80221540),
.defenseTable = N(defenseTable_8022154C),
.idleAnimations = N(IdleAnimations_80221540),
.defenseTable = N(DefenseTable_8022154C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -194,8 +194,8 @@ ActorPartBlueprint N(partsTable_80221604)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80221540),
.defenseTable = N(defenseTable_8022154C),
.idleAnimations = N(IdleAnimations_80221540),
.defenseTable = N(DefenseTable_8022154C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -206,8 +206,8 @@ ActorPartBlueprint N(partsTable_80221604)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80221540),
.defenseTable = N(defenseTable_8022154C),
.idleAnimations = N(IdleAnimations_80221540),
.defenseTable = N(DefenseTable_8022154C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -219,10 +219,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_STONE_CHOMP,
.level = 14,
.maxHP = 4,
.partCount = ARRAY_COUNT(N(partsTable_80221604)),
.partsData = N(partsTable_80221604),
.partCount = ARRAY_COUNT( N(PartsTable_80221604)),
.partsData = N(PartsTable_80221604),
.initScript = &N(init_80221ABC),
.statusTable = N(statusTable_80221558),
.statusTable = N(StatusTable_80221558),
.escapeChance = 0,
.airLiftChance = 25,
.hurricaneChance = 25,
@ -448,7 +448,7 @@ EvtScript N(idle_80221D00) = {
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80221504)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80221504)))
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -480,7 +480,7 @@ EvtScript N(idle_80221D00) = {
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_802214C8)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_802214C8)))
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -494,7 +494,7 @@ EvtScript N(idle_80221D00) = {
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80221504)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80221504)))
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -523,7 +523,7 @@ EvtScript N(idle_80221D00) = {
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8022148C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8022148C)))
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)

View File

@ -15,7 +15,7 @@ extern EvtScript N(8021A200);
extern EvtScript N(8021B41C);
extern EvtScript N(8021B50C);
s32 N(idleAnimations_80218B40)[] = {
s32 N(IdleAnimations_80218B40)[] = {
STATUS_NORMAL, ANIM_ChainChomp_Anim01,
STATUS_STONE, ANIM_ChainChomp_Anim00,
STATUS_SLEEP, ANIM_ChainChomp_Anim07,
@ -27,7 +27,7 @@ s32 N(idleAnimations_80218B40)[] = {
STATUS_END,
};
s32 N(idleAnimations_80218B84)[] = {
s32 N(IdleAnimations_80218B84)[] = {
STATUS_NORMAL, ANIM_ChainChomp_Anim03,
STATUS_POISON, ANIM_ChainChomp_Anim03,
STATUS_STOP, ANIM_ChainChomp_Anim00,
@ -39,7 +39,7 @@ s32 N(idleAnimations_80218B84)[] = {
STATUS_END,
};
s32 N(idleAnimations_80218BC8)[] = {
s32 N(IdleAnimations_80218BC8)[] = {
STATUS_NORMAL, ANIM_ChainChomp_Anim04,
STATUS_POISON, ANIM_ChainChomp_Anim04,
STATUS_STOP, ANIM_ChainChomp_Anim00,
@ -51,7 +51,7 @@ s32 N(idleAnimations_80218BC8)[] = {
STATUS_END,
};
s32 N(idleAnimations_80218C0C)[] = {
s32 N(IdleAnimations_80218C0C)[] = {
STATUS_NORMAL, ANIM_ChainChomp_Anim05,
STATUS_POISON, ANIM_ChainChomp_Anim05,
STATUS_STOP, ANIM_ChainChomp_Anim00,
@ -63,12 +63,12 @@ s32 N(idleAnimations_80218C0C)[] = {
STATUS_END,
};
s32 N(idleAnimations_80218C50)[] = {
s32 N(IdleAnimations_80218C50)[] = {
STATUS_NORMAL, ANIM_ChainChomp_Anim02,
STATUS_END,
};
s32 N(defenseTable_80218C5C)[] = {
s32 N(DefenseTable_80218C5C)[] = {
ELEMENT_NORMAL, 3,
ELEMENT_SHOCK, 3,
ELEMENT_FIRE, 99,
@ -77,7 +77,7 @@ s32 N(defenseTable_80218C5C)[] = {
ELEMENT_END,
};
s32 N(statusTable_80218C88)[] = {
s32 N(StatusTable_80218C88)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -102,15 +102,15 @@ s32 N(statusTable_80218C88)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80218D34)[] = {
ActorPartBlueprint N(PartsTable_80218D34)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218B40),
.defenseTable = N(defenseTable_80218C5C),
.idleAnimations = N(IdleAnimations_80218B40),
.defenseTable = N(DefenseTable_80218C5C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -121,8 +121,8 @@ ActorPartBlueprint N(partsTable_80218D34)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -13, 40 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218B40),
.defenseTable = N(defenseTable_80218C5C),
.idleAnimations = N(IdleAnimations_80218B40),
.defenseTable = N(DefenseTable_80218C5C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -16 },
@ -133,8 +133,8 @@ ActorPartBlueprint N(partsTable_80218D34)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218C50),
.defenseTable = N(defenseTable_80218C5C),
.idleAnimations = N(IdleAnimations_80218C50),
.defenseTable = N(DefenseTable_80218C5C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -145,8 +145,8 @@ ActorPartBlueprint N(partsTable_80218D34)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218C50),
.defenseTable = N(defenseTable_80218C5C),
.idleAnimations = N(IdleAnimations_80218C50),
.defenseTable = N(DefenseTable_80218C5C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -157,8 +157,8 @@ ActorPartBlueprint N(partsTable_80218D34)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218C50),
.defenseTable = N(defenseTable_80218C5C),
.idleAnimations = N(IdleAnimations_80218C50),
.defenseTable = N(DefenseTable_80218C5C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -169,8 +169,8 @@ ActorPartBlueprint N(partsTable_80218D34)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218C50),
.defenseTable = N(defenseTable_80218C5C),
.idleAnimations = N(IdleAnimations_80218C50),
.defenseTable = N(DefenseTable_80218C5C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -181,8 +181,8 @@ ActorPartBlueprint N(partsTable_80218D34)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218C50),
.defenseTable = N(defenseTable_80218C5C),
.idleAnimations = N(IdleAnimations_80218C50),
.defenseTable = N(DefenseTable_80218C5C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -193,8 +193,8 @@ ActorPartBlueprint N(partsTable_80218D34)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218C50),
.defenseTable = N(defenseTable_80218C5C),
.idleAnimations = N(IdleAnimations_80218C50),
.defenseTable = N(DefenseTable_80218C5C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -205,8 +205,8 @@ ActorPartBlueprint N(partsTable_80218D34)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218C50),
.defenseTable = N(defenseTable_80218C5C),
.idleAnimations = N(IdleAnimations_80218C50),
.defenseTable = N(DefenseTable_80218C5C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -217,8 +217,8 @@ ActorPartBlueprint N(partsTable_80218D34)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 12 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218C50),
.defenseTable = N(defenseTable_80218C5C),
.idleAnimations = N(IdleAnimations_80218C50),
.defenseTable = N(DefenseTable_80218C5C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -230,10 +230,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_CHOMP,
.level = 14,
.maxHP = 4,
.partCount = ARRAY_COUNT(N(partsTable_80218D34)),
.partsData = N(partsTable_80218D34),
.partCount = ARRAY_COUNT( N(PartsTable_80218D34)),
.partsData = N(PartsTable_80218D34),
.initScript = &N(init_80218EC4),
.statusTable = N(statusTable_80218C88),
.statusTable = N(StatusTable_80218C88),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -422,7 +422,7 @@ EvtScript N(idle_80219108) = {
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80218C0C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80218C0C)))
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -454,7 +454,7 @@ EvtScript N(idle_80219108) = {
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80218BC8)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80218BC8)))
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -468,7 +468,7 @@ EvtScript N(idle_80219108) = {
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80218C0C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80218C0C)))
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -497,7 +497,7 @@ EvtScript N(idle_80219108) = {
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80218B84)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80218B84)))
EVT_CALL(SetActorIdleJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)

View File

@ -26,7 +26,7 @@ extern EvtScript N(8021F5E8);
extern EvtScript N(8021F80C);
extern EvtScript N(8021FA54);
s32 N(idleAnimations_8021B960)[] = {
s32 N(IdleAnimations_8021B960)[] = {
STATUS_NORMAL, ANIM_Tutankoopa_Anim01,
STATUS_STONE, ANIM_Tutankoopa_Anim00,
STATUS_SLEEP, ANIM_Tutankoopa_Anim0C,
@ -39,7 +39,7 @@ s32 N(idleAnimations_8021B960)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021B9AC)[] = {
s32 N(IdleAnimations_8021B9AC)[] = {
STATUS_NORMAL, ANIM_Tutankoopa_Anim0A,
STATUS_STONE, ANIM_Tutankoopa_Anim07,
STATUS_SLEEP, ANIM_Tutankoopa_Anim0D,
@ -52,27 +52,27 @@ s32 N(idleAnimations_8021B9AC)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021B9F8)[] = {
s32 N(IdleAnimations_8021B9F8)[] = {
STATUS_NORMAL, ANIM_BuzzyBeetle_Anim06,
STATUS_END,
};
s32 N(idleAnimations_8021BA04)[] = {
s32 N(IdleAnimations_8021BA04)[] = {
STATUS_NORMAL, ANIM_Tutankoopa_Anim16,
STATUS_END,
};
s32 N(idleAnimations_8021BA10)[] = {
s32 N(IdleAnimations_8021BA10)[] = {
STATUS_NORMAL, ANIM_Tutankoopa_Anim16,
STATUS_END,
};
s32 N(defenseTable_8021BA1C)[] = {
s32 N(DefenseTable_8021BA1C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021BA28)[] = {
s32 N(StatusTable_8021BA28)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 20,
@ -97,15 +97,15 @@ s32 N(statusTable_8021BA28)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8021BAD4)[] = {
ActorPartBlueprint N(PartsTable_8021BAD4)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 40 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021B960),
.defenseTable = N(defenseTable_8021BA1C),
.idleAnimations = N(IdleAnimations_8021B960),
.defenseTable = N(DefenseTable_8021BA1C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -116,8 +116,8 @@ ActorPartBlueprint N(partsTable_8021BAD4)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 39 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021B960),
.defenseTable = N(defenseTable_8021BA1C),
.idleAnimations = N(IdleAnimations_8021B960),
.defenseTable = N(DefenseTable_8021BA1C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -5, -15 },
@ -128,7 +128,7 @@ ActorPartBlueprint N(partsTable_8021BAD4)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021B9F8),
.idleAnimations = N(IdleAnimations_8021B9F8),
.defenseTable = NULL,
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
@ -140,7 +140,7 @@ ActorPartBlueprint N(partsTable_8021BAD4)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021B9F8),
.idleAnimations = N(IdleAnimations_8021B9F8),
.defenseTable = NULL,
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
@ -152,7 +152,7 @@ ActorPartBlueprint N(partsTable_8021BAD4)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021B9F8),
.idleAnimations = N(IdleAnimations_8021B9F8),
.defenseTable = NULL,
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
@ -164,7 +164,7 @@ ActorPartBlueprint N(partsTable_8021BAD4)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021BA04),
.idleAnimations = N(IdleAnimations_8021BA04),
.defenseTable = NULL,
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
@ -176,7 +176,7 @@ ActorPartBlueprint N(partsTable_8021BAD4)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021BA04),
.idleAnimations = N(IdleAnimations_8021BA04),
.defenseTable = NULL,
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
@ -188,7 +188,7 @@ ActorPartBlueprint N(partsTable_8021BAD4)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021BA10),
.idleAnimations = N(IdleAnimations_8021BA10),
.defenseTable = NULL,
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
@ -201,10 +201,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_TUTANKOOPA,
.level = 55,
.maxHP = 30,
.partCount = ARRAY_COUNT(N(partsTable_8021BAD4)),
.partsData = N(partsTable_8021BAD4),
.partCount = ARRAY_COUNT( N(PartsTable_8021BAD4)),
.partsData = N(PartsTable_8021BAD4),
.initScript = &N(init_8021BC1C),
.statusTable = N(statusTable_8021BA28),
.statusTable = N(StatusTable_8021BA28),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -479,7 +479,7 @@ EvtScript N(8021C974) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 2)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B9AC)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021B9AC)))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(HPBarToHome, ACTOR_SELF)
@ -1135,7 +1135,7 @@ EvtScript N(8021F80C) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3B4)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Tutankoopa_Anim01)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B960)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021B960)))
EVT_WAIT(10)
EVT_CALL(GetActorVar, ACTOR_SELF, 4, LVar0)
EVT_IF_EQ(LVar0, 0)

View File

@ -8,23 +8,23 @@
#define NAMESPACE b_area_iwa_buzzar
extern EvtScript N(init_8021B7E4);
extern EvtScript N(takeTurn_8021BCD8);
extern EvtScript N(idle_8021B930);
extern EvtScript N(handleEvent_8021B940);
extern EvtScript N(nextTurn_8021B918);
extern EvtScript N(8021BEBC);
extern EvtScript N(8021CCE8);
extern EvtScript N(8021DF2C);
extern EvtScript N(8021F030);
extern EvtScript N(8021F7EC);
extern EvtScript N(8021F808);
extern EvtScript N(8021F824);
extern EvtScript N(8021FA2C);
extern EvtScript N(EVS_Init);
extern EvtScript N(EVS_TakeTurn);
extern EvtScript N(EVS_Idle);
extern EvtScript N(EVS_HandleEvent);
extern EvtScript N(EVS_NextTurn);
extern EvtScript N(EVS_Attack_WindBlast);
extern EvtScript N(EVS_Attack_FeatherFling);
extern EvtScript N(EVS_Attack_GrappleDrop);
extern EvtScript N(EVS_Attack_ClawSwipe);
extern EvtScript N(EVS_FlyToHome);
extern EvtScript N(EVS_FlyToHome_GrappleFail);
extern EvtScript N(EVS_FlyToHome_Impl);
extern EvtScript N(EVS_FlyToHome_GrappleFail_Impl);
extern EvtScript N(8021FC34);
s32 N(idleAnimations_8021B600)[] = {
s32 N(IdleAnimations_8021B600)[] = {
STATUS_NORMAL, ANIM_Buzzar_Anim01,
STATUS_STONE, ANIM_Buzzar_Anim00,
STATUS_SLEEP, ANIM_Buzzar_Anim19,
@ -36,17 +36,17 @@ s32 N(idleAnimations_8021B600)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021B644)[] = {
s32 N(IdleAnimations_8021B644)[] = {
STATUS_NORMAL, ANIM_Buzzar_Anim14,
STATUS_END,
};
s32 N(defenseTable_8021B650)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021B65C)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -71,15 +71,15 @@ s32 N(statusTable_8021B65C)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8021B708)[] = {
ActorPartBlueprint N(PartsTable)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -20, 60 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021B600),
.defenseTable = N(defenseTable_8021B650),
.idleAnimations = N(IdleAnimations_8021B600),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -90,8 +90,8 @@ ActorPartBlueprint N(partsTable_8021B708)[] = {
.posOffset = { 0, 31, 0 },
.targetOffset = { -14, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021B600),
.defenseTable = N(defenseTable_8021B650),
.idleAnimations = N(IdleAnimations_8021B600),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -14 },
@ -102,8 +102,8 @@ ActorPartBlueprint N(partsTable_8021B708)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021B644),
.defenseTable = N(defenseTable_8021B650),
.idleAnimations = N(IdleAnimations_8021B644),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -114,8 +114,8 @@ ActorPartBlueprint N(partsTable_8021B708)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021B644),
.defenseTable = N(defenseTable_8021B650),
.idleAnimations = N(IdleAnimations_8021B644),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -126,8 +126,8 @@ ActorPartBlueprint N(partsTable_8021B708)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021B644),
.defenseTable = N(defenseTable_8021B650),
.idleAnimations = N(IdleAnimations_8021B644),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -139,10 +139,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_BUZZAR,
.level = 35,
.maxHP = 40,
.partCount = ARRAY_COUNT(N(partsTable_8021B708)),
.partsData = N(partsTable_8021B708),
.initScript = &N(init_8021B7E4),
.statusTable = N(statusTable_8021B65C),
.partCount = ARRAY_COUNT( N(PartsTable)),
.partsData = N(PartsTable),
.initScript = &N(EVS_Init),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -157,15 +157,15 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 1, 58 },
};
EvtScript N(init_8021B7E4) = {
EvtScript N(EVS_Init) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 0)
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_8021BCD8)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8021B930)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8021B940)))
EVT_CALL(BindNextTurn, ACTOR_SELF, EVT_PTR(N(nextTurn_8021B918)))
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(EVS_TakeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(EVS_Idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(EVS_HandleEvent)))
EVT_CALL(BindNextTurn, ACTOR_SELF, EVT_PTR(N(EVS_NextTurn)))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 40)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -175,18 +175,18 @@ EvtScript N(init_8021B7E4) = {
EVT_END
};
EvtScript N(nextTurn_8021B918) = {
EvtScript N(EVS_NextTurn) = {
EVT_RETURN
EVT_RETURN
EVT_END
};
EvtScript N(idle_8021B930) = {
EvtScript N(EVS_Idle) = {
EVT_RETURN
EVT_END
};
EvtScript N(handleEvent_8021B940) = {
EvtScript N(EVS_HandleEvent) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
@ -220,7 +220,7 @@ EvtScript N(handleEvent_8021B940) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_EXEC_WAIT(N(8021F7EC))
EVT_EXEC_WAIT(N(EVS_FlyToHome))
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Buzzar_Anim0B)
@ -256,7 +256,7 @@ EvtScript N(handleEvent_8021B940) = {
EVT_END
};
EvtScript N(takeTurn_8021BCD8) = {
EvtScript N(EVS_TakeTurn) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
@ -267,13 +267,13 @@ EvtScript N(takeTurn_8021BCD8) = {
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
EVT_EXEC_WAIT(N(8021BEBC))
EVT_EXEC_WAIT(N(EVS_Attack_WindBlast))
EVT_CASE_EQ(2)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 3)
EVT_EXEC_WAIT(N(8021F030))
EVT_EXEC_WAIT(N(EVS_Attack_ClawSwipe))
EVT_CASE_EQ(4)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 5)
EVT_EXEC_WAIT(N(8021CCE8))
EVT_EXEC_WAIT(N(EVS_Attack_FeatherFling))
EVT_CASE_DEFAULT
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_IF_EQ(LVar0, 5)
@ -282,7 +282,7 @@ EvtScript N(takeTurn_8021BCD8) = {
EVT_ADD(LVar0, 1)
EVT_END_IF
EVT_CALL(SetActorVar, ACTOR_SELF, 0, LVar0)
EVT_EXEC_WAIT(N(8021DF2C))
EVT_EXEC_WAIT(N(EVS_Attack_GrappleDrop))
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
@ -292,7 +292,7 @@ EvtScript N(takeTurn_8021BCD8) = {
#include "common/StartRumbleWithParams.inc.c"
EvtScript N(8021BEBC) = {
EvtScript N(EVS_Attack_WindBlast) = {
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_13)
@ -355,7 +355,7 @@ EvtScript N(8021BEBC) = {
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_WAIT(25)
EVT_EXEC_WAIT(N(8021F7EC))
EVT_EXEC_WAIT(N(EVS_FlyToHome))
EVT_RETURN
EVT_CASE_DEFAULT
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
@ -419,7 +419,7 @@ EvtScript N(8021BEBC) = {
EVT_WAIT(25)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)
EVT_EXEC_WAIT(N(8021F7EC))
EVT_EXEC_WAIT(N(EVS_FlyToHome))
EVT_RETURN
EVT_END_SWITCH
EVT_CASE_DEFAULT
@ -504,13 +504,13 @@ EvtScript N(8021BEBC) = {
EVT_WAIT(25)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)
EVT_EXEC_WAIT(N(8021F7EC))
EVT_EXEC_WAIT(N(EVS_FlyToHome))
EVT_CALL(func_8026BF48, 0)
EVT_RETURN
EVT_END
};
EvtScript N(8021CCE8) = {
EvtScript N(EVS_Attack_FeatherFling) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
@ -630,7 +630,7 @@ EvtScript N(8021CCE8) = {
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_EXEC_WAIT(N(8021F7EC))
EVT_EXEC_WAIT(N(EVS_FlyToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
@ -710,7 +710,7 @@ EvtScript N(8021CCE8) = {
EVT_END_THREAD
EVT_WAIT(30)
EVT_CALL(YieldTurn)
EVT_EXEC_WAIT(N(8021F7EC))
EVT_EXEC_WAIT(N(EVS_FlyToHome))
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
@ -718,7 +718,7 @@ EvtScript N(8021CCE8) = {
EVT_END
};
EvtScript N(8021DCB8) = {
EvtScript N(EVS_LiftMarioario) = {
EVT_CALL(GetAnimation, ACTOR_SELF, 1, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(ANIM_Buzzar_Anim01)
@ -761,7 +761,7 @@ EvtScript N(8021DCB8) = {
EVT_END
};
EvtScript N(8021DF2C) = {
EvtScript N(EVS_Attack_GrappleDrop) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
@ -818,7 +818,7 @@ EvtScript N(8021DF2C) = {
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_EXEC_WAIT(N(8021F808))
EVT_EXEC_WAIT(N(EVS_FlyToHome_GrappleFail))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
@ -867,7 +867,7 @@ EvtScript N(8021DF2C) = {
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 0, EASING_LINEAR)
EVT_WAIT(20)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_EXEC_WAIT(N(8021F7EC))
EVT_EXEC_WAIT(N(EVS_FlyToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
@ -929,7 +929,7 @@ EvtScript N(8021DF2C) = {
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_4000, FALSE)
EVT_CALL(ShowActionHud, TRUE)
EVT_CALL(action_command_break_free_start, 0, 60, 30, 3)
EVT_EXEC_GET_TID(N(8021DCB8), LVarA)
EVT_EXEC_GET_TID(N(EVS_LiftMarioario), LVarA)
EVT_WAIT(62)
EVT_CALL(GetActionSuccessCopy, LVar0)
EVT_IF_GT(LVar0, 0)
@ -948,7 +948,7 @@ EvtScript N(8021DF2C) = {
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
EVT_WAIT(8)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_EXEC_WAIT(N(8021F808))
EVT_EXEC_WAIT(N(EVS_FlyToHome_GrappleFail))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
@ -1001,7 +1001,7 @@ EvtScript N(8021DF2C) = {
EVT_WAIT(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(YieldTurn)
EVT_EXEC_WAIT(N(8021F7EC))
EVT_EXEC_WAIT(N(EVS_FlyToHome))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
@ -1010,7 +1010,7 @@ EvtScript N(8021DF2C) = {
EVT_END
};
EvtScript N(8021F030) = {
EvtScript N(EVS_Attack_ClawSwipe) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
@ -1065,7 +1065,7 @@ EvtScript N(8021F030) = {
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_EXEC_WAIT(N(8021F7EC))
EVT_EXEC_WAIT(N(EVS_FlyToHome))
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
@ -1117,7 +1117,7 @@ EvtScript N(8021F030) = {
EVT_WAIT(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(YieldTurn)
EVT_EXEC_WAIT(N(8021F7EC))
EVT_EXEC_WAIT(N(EVS_FlyToHome))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
@ -1126,19 +1126,19 @@ EvtScript N(8021F030) = {
EVT_END
};
EvtScript N(8021F7EC) = {
EVT_EXEC_WAIT(N(8021F824))
EvtScript N(EVS_FlyToHome) = {
EVT_EXEC_WAIT(N(EVS_FlyToHome_Impl))
EVT_RETURN
EVT_END
};
EvtScript N(8021F808) = {
EVT_EXEC_WAIT(N(8021FA2C))
EvtScript N(EVS_FlyToHome_GrappleFail) = {
EVT_EXEC_WAIT(N(EVS_FlyToHome_GrappleFail_Impl))
EVT_RETURN
EVT_END
};
EvtScript N(8021F824) = {
EvtScript N(EVS_FlyToHome_Impl) = {
EVT_CALL(GetAnimation, ACTOR_SELF, 1, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(ANIM_Buzzar_Anim01)
@ -1172,7 +1172,7 @@ EvtScript N(8021F824) = {
EVT_END
};
EvtScript N(8021FA2C) = {
EvtScript N(EVS_FlyToHome_GrappleFail_Impl) = {
EVT_CALL(GetAnimation, ACTOR_SELF, 1, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(ANIM_Buzzar_Anim01)

View File

@ -6,26 +6,26 @@
#define NAMESPACE b_area_iwa_cleft
extern s32 N(idleAnimations_80218838)[];
extern s32 N(IdleAnimations_80218838)[];
extern EvtScript N(init_802188D0);
extern EvtScript N(idle_80218934);
extern EvtScript N(takeTurn_8021A3EC);
extern EvtScript N(handleEvent_80218C3C);
s32 N(defenseTable_80218710)[] = {
s32 N(DefenseTable_80218710)[] = {
ELEMENT_NORMAL, 2,
ELEMENT_FIRE, 99,
ELEMENT_MAGIC, 0,
ELEMENT_END,
};
s32 N(defenseTable_8021872C)[] = {
s32 N(DefenseTable_8021872C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_FIRE, 99,
ELEMENT_END,
};
s32 N(statusTable_80218740)[] = {
s32 N(StatusTable_80218740)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 40,
@ -50,15 +50,15 @@ s32 N(statusTable_80218740)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_802187EC)[] = {
ActorPartBlueprint N(PartsTable_802187EC)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 22 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218838),
.defenseTable = N(defenseTable_80218710),
.idleAnimations = N(IdleAnimations_80218838),
.defenseTable = N(DefenseTable_80218710),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -70,10 +70,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_CLEFT,
.level = 10,
.maxHP = 2,
.partCount = ARRAY_COUNT(N(partsTable_802187EC)),
.partsData = N(partsTable_802187EC),
.partCount = ARRAY_COUNT( N(PartsTable_802187EC)),
.partsData = N(PartsTable_802187EC),
.initScript = &N(init_802188D0),
.statusTable = N(statusTable_80218740),
.statusTable = N(StatusTable_80218740),
.escapeChance = 80,
.airLiftChance = 40,
.hurricaneChance = 40,
@ -88,7 +88,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_80218838)[] = {
s32 N(IdleAnimations_80218838)[] = {
STATUS_NORMAL, ANIM_Cleft_Anim02,
STATUS_STONE, ANIM_Cleft_Anim00,
STATUS_SLEEP, ANIM_Cleft_Anim0C,
@ -101,7 +101,7 @@ s32 N(idleAnimations_80218838)[] = {
STATUS_END,
};
s32 N(idleAnimations_80218884)[] = {
s32 N(IdleAnimations_80218884)[] = {
STATUS_NORMAL, ANIM_Cleft_Anim05,
STATUS_STONE, ANIM_Cleft_Anim01,
STATUS_SLEEP, ANIM_Cleft_Anim0D,
@ -159,8 +159,8 @@ EvtScript N(80218944) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Anim03)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80218884)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_8021872C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80218884)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_8021872C)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, 0, 15)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, -7)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
@ -413,8 +413,8 @@ EvtScript N(802197AC) = {
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, 0, LVar2)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Anim02)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80218838)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_80218710)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80218838)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_80218710)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, 0, 22)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, -10)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, TRUE)

View File

@ -10,7 +10,7 @@ extern EvtScript N(takeTurn_8021E33C);
extern EvtScript N(idle_8021DAE4);
extern EvtScript N(handleEvent_8021DCF4);
s32 N(idleAnimations_8021D940)[] = {
s32 N(IdleAnimations_8021D940)[] = {
STATUS_NORMAL, ANIM_HurtPlant_Anim02,
STATUS_STONE, ANIM_HurtPlant_Anim00,
STATUS_SLEEP, ANIM_HurtPlant_Anim0C,
@ -23,13 +23,13 @@ s32 N(idleAnimations_8021D940)[] = {
STATUS_END,
};
s32 N(defenseTable_8021D98C)[] = {
s32 N(DefenseTable_8021D98C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_FIRE, 0,
ELEMENT_END,
};
s32 N(statusTable_8021D9A0)[] = {
s32 N(StatusTable_8021D9A0)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 95,
@ -54,15 +54,15 @@ s32 N(statusTable_8021D9A0)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8021DA4C)[] = {
ActorPartBlueprint N(PartsTable_8021DA4C)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -10, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021D940),
.defenseTable = N(defenseTable_8021D98C),
.idleAnimations = N(IdleAnimations_8021D940),
.defenseTable = N(DefenseTable_8021D98C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -8, -5 },
@ -74,10 +74,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_HURT_PLANT,
.level = 16,
.maxHP = 8,
.partCount = ARRAY_COUNT(N(partsTable_8021DA4C)),
.partsData = N(partsTable_8021DA4C),
.partCount = ARRAY_COUNT( N(PartsTable_8021DA4C)),
.partsData = N(PartsTable_8021DA4C),
.initScript = &N(init_8021DA98),
.statusTable = N(statusTable_8021D9A0),
.statusTable = N(StatusTable_8021D9A0),
.escapeChance = 70,
.airLiftChance = 20,
.hurricaneChance = 20,

View File

@ -7,20 +7,20 @@
#define NAMESPACE b_area_jan_jungle_fuzzy
extern s32 N(idleAnimations_8021EADC)[];
extern s32 N(IdleAnimations_8021EADC)[];
extern EvtScript N(init_8021EB28);
extern EvtScript N(takeTurn_80221628);
extern EvtScript N(idle_8021EB8C);
extern EvtScript N(handleEvent_8021EB9C);
extern Formation N(specialFormation_8022180C);
s32 N(defenseTable_8021E9D0)[] = {
s32 N(DefenseTable_8021E9D0)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_FIRE, 0,
ELEMENT_END,
};
s32 N(statusTable_8021E9E4)[] = {
s32 N(StatusTable_8021E9E4)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 95,
@ -45,15 +45,15 @@ s32 N(statusTable_8021E9E4)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8021EA90)[] = {
ActorPartBlueprint N(PartsTable_8021EA90)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021EADC),
.defenseTable = N(defenseTable_8021E9D0),
.idleAnimations = N(IdleAnimations_8021EADC),
.defenseTable = N(DefenseTable_8021E9D0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -65,10 +65,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_JUNGLE_FUZZY,
.level = 16,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_8021EA90)),
.partsData = N(partsTable_8021EA90),
.partCount = ARRAY_COUNT( N(PartsTable_8021EA90)),
.partsData = N(PartsTable_8021EA90),
.initScript = &N(init_8021EB28),
.statusTable = N(statusTable_8021E9E4),
.statusTable = N(StatusTable_8021E9E4),
.escapeChance = 30,
.airLiftChance = 85,
.hurricaneChance = 80,
@ -83,7 +83,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021EADC)[] = {
s32 N(IdleAnimations_8021EADC)[] = {
STATUS_NORMAL, ANIM_Fuzzy_Jungle_Idle,
STATUS_STONE, ANIM_Fuzzy_Jungle_Still,
STATUS_SLEEP, ANIM_Fuzzy_Jungle_Sleep,
@ -294,7 +294,7 @@ EvtScript N(divide) = {
EVT_END
};
#include "common/UnkBattleFunc2.inc.c"
#include "common/SpawnEnemyDrainFX.inc.c"
EvtScript N(leechAttack) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
@ -562,11 +562,11 @@ EvtScript N(leechAttack) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_214)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(N(UnkBattleFunc2), LVar0, LVar1, LVar2, LVar3)
EVT_CALL(N(SpawnDrainHealthStartFX), LVar0, LVar1, LVar2, LVar3)
EVT_THREAD
EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_25C)
EVT_CALL(N(UnkBattleFunc2_2), LVar0, LVar1, LVar2, LVar3)
EVT_CALL(N(SpawnDrainHealthContinueFX), LVar0, LVar1, LVar2, LVar3)
EVT_END_THREAD
EVT_ADD(LVar0, 20)
EVT_ADD(LVar1, 20)

View File

@ -10,7 +10,7 @@ extern EvtScript N(takeTurn_80221F78);
extern EvtScript N(idle_802219D4);
extern EvtScript N(handleEvent_80221A74);
s32 N(idleAnimations_80221830)[] = {
s32 N(IdleAnimations_80221830)[] = {
STATUS_NORMAL, ANIM_MBush_Anim02,
STATUS_STONE, ANIM_MBush_Anim01,
STATUS_SLEEP, ANIM_MBush_Anim08,
@ -23,13 +23,13 @@ s32 N(idleAnimations_80221830)[] = {
STATUS_END,
};
s32 N(defenseTable_8022187C)[] = {
s32 N(DefenseTable_8022187C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_FIRE, 0,
ELEMENT_END,
};
s32 N(statusTable_80221890)[] = {
s32 N(StatusTable_80221890)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 95,
@ -54,15 +54,15 @@ s32 N(statusTable_80221890)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8022193C)[] = {
ActorPartBlueprint N(PartsTable_8022193C)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 22 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80221830),
.defenseTable = N(defenseTable_8022187C),
.idleAnimations = N(IdleAnimations_80221830),
.defenseTable = N(DefenseTable_8022187C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -74,10 +74,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_M_BUSH,
.level = 16,
.maxHP = 8,
.partCount = ARRAY_COUNT(N(partsTable_8022193C)),
.partsData = N(partsTable_8022193C),
.partCount = ARRAY_COUNT( N(PartsTable_8022193C)),
.partsData = N(PartsTable_8022193C),
.initScript = &N(init_80221988),
.statusTable = N(statusTable_80221890),
.statusTable = N(StatusTable_80221890),
.escapeChance = 70,
.airLiftChance = 85,
.hurricaneChance = 80,

View File

@ -7,7 +7,7 @@
#define NAMESPACE b_area_jan_spear_guy
extern s32 N(idleAnimations_8021BF40)[];
extern s32 N(IdleAnimations_8021BF40)[];
extern EvtScript N(init_80218980);
extern EvtScript N(takeTurn_8021BCB4);
extern EvtScript N(handleEvent_80218E3C);
@ -20,7 +20,7 @@ extern EvtScript N(8021BF8C);
extern Formation N(specialFormation_8021A8C0);
extern Formation N(specialFormation_8021A8DC);
s32 N(idleAnimations_802185C0)[] = {
s32 N(IdleAnimations_802185C0)[] = {
STATUS_NORMAL, ANIM_SpearGuy_Anim04,
STATUS_STONE, ANIM_SpearGuy_Anim02,
STATUS_SLEEP, ANIM_SpearGuy_Anim0D,
@ -33,7 +33,7 @@ s32 N(idleAnimations_802185C0)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021860C)[] = {
s32 N(IdleAnimations_8021860C)[] = {
STATUS_NORMAL, ANIM_SpearGuy_Anim03,
STATUS_STONE, ANIM_SpearGuy_Anim0D,
STATUS_SLEEP, ANIM_SpearGuy_Anim0D,
@ -46,29 +46,29 @@ s32 N(idleAnimations_8021860C)[] = {
STATUS_END,
};
s32 N(idleAnimations_80218658)[] = {
s32 N(IdleAnimations_80218658)[] = {
STATUS_NORMAL, ANIM_SpearGuy_Anim14,
STATUS_END,
};
s32 N(idleAnimations_80218664)[] = {
s32 N(IdleAnimations_80218664)[] = {
STATUS_NORMAL, ANIM_SpearGuy_Anim19,
STATUS_END,
};
s32 N(defenseTable_80218670)[] = {
s32 N(DefenseTable_80218670)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_FIRE, 0,
ELEMENT_END,
};
s32 N(defenseTable_80218684)[] = {
s32 N(DefenseTable_80218684)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 0,
ELEMENT_END,
};
s32 N(statusTable_80218698)[] = {
s32 N(StatusTable_80218698)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -93,7 +93,7 @@ s32 N(statusTable_80218698)[] = {
STATUS_END,
};
s32 N(statusTable_80218744)[] = {
s32 N(StatusTable_80218744)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -118,15 +118,15 @@ s32 N(statusTable_80218744)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_802187F0)[] = {
ActorPartBlueprint N(PartsTable_802187F0)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 2,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 22 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802185C0),
.defenseTable = N(defenseTable_80218670),
.idleAnimations = N(IdleAnimations_802185C0),
.defenseTable = N(DefenseTable_80218670),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_FRONT,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -3, -8 },
@ -137,8 +137,8 @@ ActorPartBlueprint N(partsTable_802187F0)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021BF40),
.defenseTable = N(defenseTable_80218684),
.idleAnimations = N(IdleAnimations_8021BF40),
.defenseTable = N(DefenseTable_80218684),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -149,8 +149,8 @@ ActorPartBlueprint N(partsTable_802187F0)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218658),
.defenseTable = N(defenseTable_80218684),
.idleAnimations = N(IdleAnimations_80218658),
.defenseTable = N(DefenseTable_80218684),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -161,8 +161,8 @@ ActorPartBlueprint N(partsTable_802187F0)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218664),
.defenseTable = N(defenseTable_80218684),
.idleAnimations = N(IdleAnimations_80218664),
.defenseTable = N(DefenseTable_80218684),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -174,10 +174,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_SPEAR_GUY,
.level = 16,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_802187F0)),
.partsData = N(partsTable_802187F0),
.partCount = ARRAY_COUNT( N(PartsTable_802187F0)),
.partsData = N(PartsTable_802187F0),
.initScript = &N(init_80218980),
.statusTable = N(statusTable_80218698),
.statusTable = N(StatusTable_80218698),
.escapeChance = 50,
.airLiftChance = 85,
.hurricaneChance = 80,
@ -197,11 +197,11 @@ EvtScript N(setSpearStance) = {
EVT_CASE_EQ(2)
EVT_CASE_EQ(0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_802185C0)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_802185C0)))
EVT_CALL(SetPartEventFlags, ACTOR_SELF, 2, 0x00010000)
EVT_CASE_EQ(1)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021860C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8021860C)))
EVT_CALL(SetPartEventFlags, ACTOR_SELF, 2, 16)
EVT_END_SWITCH
EVT_RETURN
@ -229,7 +229,7 @@ EvtScript N(init_80218980) = {
EVT_CASE_OR_EQ(4)
EVT_CASE_OR_EQ(6)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_SPIKY_FRONT, FALSE)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021860C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8021860C)))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_SpearGuy_Anim03)
EVT_END_CASE_GROUP
EVT_END_SWITCH
@ -264,16 +264,16 @@ EvtScript N(idle_80218BE0) = {
EVT_CASE_EQ(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SLEEP | STATUS_FLAG_FEAR | STATUS_FLAG_DIZZY)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021860C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8021860C)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_SPIKY_TOP, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_SPIKY_FRONT, FALSE)
EVT_ELSE
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_802185C0)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_802185C0)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_SPIKY_FRONT, TRUE)
EVT_END_IF
EVT_CASE_EQ(1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021860C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8021860C)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_SPIKY_TOP, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_SPIKY_FRONT, FALSE)
EVT_END_SWITCH
@ -646,7 +646,7 @@ EvtScript N(summonBackup) = {
EVT_CALL(GetActorVar, LVar1, 0, LVar4)
EVT_IF_EQ(LVar4, 0)
EVT_CALL(SetActorVar, LVar1, 0, 1)
EVT_CALL(SetIdleAnimations, LVar1, 2, EVT_PTR(N(idleAnimations_8021860C)))
EVT_CALL(SetIdleAnimations, LVar1, 2, EVT_PTR(N(IdleAnimations_8021860C)))
EVT_CALL(SetPartEventFlags, LVar1, 2, 16)
EVT_CALL(SetAnimation, LVar1, 2, ANIM_SpearGuy_Anim03)
EVT_END_IF
@ -777,7 +777,7 @@ EvtScript N(becomeShyGuy) = {
EVT_EXEC_WAIT(N(8021BF8C))
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_SHY_GUY)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_80218744)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_80218744)))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_RETURN
@ -1088,7 +1088,7 @@ EvtScript N(takeTurn_8021BCB4) = {
EVT_END
};
s32 N(idleAnimations_8021BF40)[] = {
s32 N(IdleAnimations_8021BF40)[] = {
STATUS_NORMAL, ANIM_ShyGuy_Red_Anim01,
STATUS_STONE, ANIM_ShyGuy_Red_Anim00,
STATUS_SLEEP, ANIM_ShyGuy_Red_Anim12,

View File

@ -14,7 +14,7 @@ extern EvtScript N(handleEvent_80219ED4);
extern EvtScript N(nextTurn_80218C58);
extern EvtScript N(8021A2E8);
s32 N(idleAnimations_802189B0)[] = {
s32 N(IdleAnimations_802189B0)[] = {
STATUS_NORMAL, ANIM_Fuzzipede_Anim04,
STATUS_STONE, ANIM_Fuzzipede_Anim00,
STATUS_SLEEP, ANIM_Fuzzipede_Anim29,
@ -27,7 +27,7 @@ s32 N(idleAnimations_802189B0)[] = {
STATUS_END,
};
s32 N(idleAnimations_802189FC)[] = {
s32 N(IdleAnimations_802189FC)[] = {
STATUS_NORMAL, ANIM_Fuzzipede_Anim06,
STATUS_STONE, ANIM_Fuzzipede_Anim02,
STATUS_SLEEP, ANIM_Fuzzipede_Anim2A,
@ -40,12 +40,12 @@ s32 N(idleAnimations_802189FC)[] = {
STATUS_END,
};
s32 N(defenseTable_80218A48)[] = {
s32 N(DefenseTable_80218A48)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_80218A54)[] = {
s32 N(StatusTable_80218A54)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 50,
@ -70,15 +70,15 @@ s32 N(statusTable_80218A54)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80218B00)[] = {
ActorPartBlueprint N(PartsTable_80218B00)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 2, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802189B0),
.defenseTable = N(defenseTable_80218A48),
.idleAnimations = N(IdleAnimations_802189B0),
.defenseTable = N(DefenseTable_80218A48),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -2, -10 },
@ -90,7 +90,7 @@ ActorPartBlueprint N(partsTable_80218B00)[] = {
.targetOffset = { 2, -16 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable_80218A48),
.defenseTable = N(DefenseTable_80218A48),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -2, -10 },
@ -102,10 +102,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_FUZZIPEDE,
.level = 43,
.maxHP = 20,
.partCount = ARRAY_COUNT(N(partsTable_80218B00)),
.partsData = N(partsTable_80218B00),
.partCount = ARRAY_COUNT( N(PartsTable_80218B00)),
.partsData = N(PartsTable_80218B00),
.initScript = &N(init_80218B70),
.statusTable = N(statusTable_80218A54),
.statusTable = N(StatusTable_80218A54),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -177,7 +177,7 @@ EvtScript N(80218D68) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzipede_Anim04)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_802189B0)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_802189B0)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_802197FC)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING | ACTOR_FLAG_UPSIDE_DOWN, FALSE)
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, 2, 24)
@ -202,7 +202,7 @@ EvtScript N(80218FC8) = {
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_EXEC_WAIT(D_8029C12C)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_802189B0)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_802189B0)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_802197FC)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING | ACTOR_FLAG_UPSIDE_DOWN, FALSE)
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, 2, 24)
@ -259,7 +259,7 @@ EvtScript N(802191AC) = {
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_802189FC)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_802189FC)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzipede_Anim06)
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_80219ED4)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_UPSIDE_DOWN, TRUE)
@ -407,7 +407,7 @@ EvtScript N(80219D68) = {
EVT_END_IF
EVT_CALL(func_8027D32C, ACTOR_SELF)
EVT_EXEC_WAIT(N(8021A2E8))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_802189B0)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_802189B0)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_802197FC)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING | ACTOR_FLAG_UPSIDE_DOWN, FALSE)
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, 2, 24)

View File

@ -17,22 +17,22 @@ extern EvtScript N(handleEvent);
extern EvtScript N(speakOnHit);
extern EvtScript N(onDeath);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_BattleKammy_Anim05,
STATUS_END,
};
s32 N(idleAnimations_broomstick)[] = {
s32 N(IdleAnimations_broomstick)[] = {
STATUS_NORMAL, ANIM_BattleKammy_Anim0C,
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -64,8 +64,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -10, 35 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -76,8 +76,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_broomstick),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_broomstick),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -92,7 +92,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -5,12 +5,12 @@
#define NAMESPACE b_area_kmr_part_2_blue_goomba
s32 N(defenseTable_802198B0)[] = {
s32 N(DefenseTable_802198B0)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_802198BC)[] = {
s32 N(StatusTable_802198BC)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
@ -35,7 +35,7 @@ s32 N(statusTable_802198BC)[] = {
STATUS_END,
};
extern s32 N(idleAnimations_802199B4)[];
extern s32 N(IdleAnimations_802199B4)[];
extern EvtScript N(init_8021B268);
extern EvtScript N(doDeath_8021B388);
extern EvtScript N(takeTurn_8021A5A0);
@ -43,15 +43,15 @@ extern EvtScript N(idle_80219A98);
extern EvtScript N(handleEvent_80219D74);
extern EvtScript N(takeTurn_8021B2C8);
ActorPartBlueprint N(partsTable_80219968)[] = {
ActorPartBlueprint N(PartsTable_80219968)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802199B4),
.defenseTable = N(defenseTable_802198B0),
.idleAnimations = N(IdleAnimations_802199B4),
.defenseTable = N(DefenseTable_802198B0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -3 },
@ -63,10 +63,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_BLUE_GOOMBA_BOSS,
.level = 20,
.maxHP = 6,
.partCount = ARRAY_COUNT(N(partsTable_80219968)),
.partsData = N(partsTable_80219968),
.partCount = ARRAY_COUNT( N(PartsTable_80219968)),
.partsData = N(PartsTable_80219968),
.initScript = &N(init_8021B268),
.statusTable = N(statusTable_802198BC),
.statusTable = N(StatusTable_802198BC),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -81,7 +81,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 8, 25 },
};
s32 N(idleAnimations_802199B4)[] = {
s32 N(IdleAnimations_802199B4)[] = {
STATUS_NORMAL, ANIM_GoombaBros_Blue_Idle,
STATUS_STONE, ANIM_GoombaBros_Blue_Still,
STATUS_SLEEP, ANIM_GoombaBros_Blue_Sleep,
@ -94,7 +94,7 @@ s32 N(idleAnimations_802199B4)[] = {
STATUS_END,
};
s32 N(idleAnimations_80219A00)[] = {
s32 N(IdleAnimations_80219A00)[] = {
STATUS_NORMAL, ANIM_GoombaBros_Blue_Run,
STATUS_STONE, ANIM_GoombaBros_Blue_Still,
STATUS_SLEEP, ANIM_GoombaBros_Blue_Sleep,
@ -131,10 +131,10 @@ EvtScript N(idle_80219A98) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219A00)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219A00)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_802199B4)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_802199B4)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -147,10 +147,10 @@ EvtScript N(idle_80219A98) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219A00)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219A00)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_802199B4)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_802199B4)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)

View File

@ -5,12 +5,12 @@
#define NAMESPACE b_area_kmr_part_2_blue_goomba_2
s32 N(defenseTable_8021D400)[] = {
s32 N(DefenseTable_8021D400)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021D40C)[] = {
s32 N(StatusTable_8021D40C)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
@ -35,21 +35,21 @@ s32 N(statusTable_8021D40C)[] = {
STATUS_END,
};
extern s32 N(idleAnimations_8021D504)[];
extern s32 N(IdleAnimations_8021D504)[];
extern EvtScript N(init_8021EDB8);
extern EvtScript N(takeTurn_8021E0F0);
extern EvtScript N(idle_8021D5E8);
extern EvtScript N(handleEvent_8021D8C4);
ActorPartBlueprint N(partsTable_8021D4B8)[] = {
ActorPartBlueprint N(PartsTable_8021D4B8)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021D504),
.defenseTable = N(defenseTable_8021D400),
.idleAnimations = N(IdleAnimations_8021D504),
.defenseTable = N(DefenseTable_8021D400),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -3 },
@ -61,10 +61,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_BLUE_GOOMBA_BOSS,
.level = 20,
.maxHP = 6,
.partCount = ARRAY_COUNT(N(partsTable_8021D4B8)),
.partsData = N(partsTable_8021D4B8),
.partCount = ARRAY_COUNT( N(PartsTable_8021D4B8)),
.partsData = N(PartsTable_8021D4B8),
.initScript = &N(init_8021EDB8),
.statusTable = N(statusTable_8021D40C),
.statusTable = N(StatusTable_8021D40C),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -79,7 +79,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 8, 25 },
};
s32 N(idleAnimations_8021D504)[] = {
s32 N(IdleAnimations_8021D504)[] = {
STATUS_NORMAL, ANIM_GoombaBros_Blue_Idle,
STATUS_STONE, ANIM_GoombaBros_Blue_Still,
STATUS_SLEEP, ANIM_GoombaBros_Blue_Sleep,
@ -92,7 +92,7 @@ s32 N(idleAnimations_8021D504)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021D550)[] = {
s32 N(IdleAnimations_8021D550)[] = {
STATUS_NORMAL, ANIM_GoombaBros_Blue_Run,
STATUS_STONE, ANIM_GoombaBros_Blue_Still,
STATUS_SLEEP, ANIM_GoombaBros_Blue_Sleep,
@ -129,10 +129,10 @@ EvtScript N(idle_8021D5E8) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021D550)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021D550)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021D504)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021D504)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -145,10 +145,10 @@ EvtScript N(idle_8021D5E8) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021D550)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021D550)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021D504)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021D504)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)

View File

@ -6,7 +6,7 @@
#define NAMESPACE b_area_kmr_part_2_goomba_king
s32 N(idleAnimations_80220800)[] = {
s32 N(IdleAnimations_80220800)[] = {
STATUS_NORMAL, ANIM_GoombaKing_Idle,
STATUS_STONE, ANIM_GoombaKing_Still,
STATUS_SLEEP, ANIM_GoombaKing_Sleep,
@ -18,7 +18,7 @@ s32 N(idleAnimations_80220800)[] = {
STATUS_END,
};
s32 N(idleAnimations_80220844)[] = {
s32 N(IdleAnimations_80220844)[] = {
STATUS_NORMAL, ANIM_GoombaKing_Run,
STATUS_STONE, ANIM_GoombaKing_Still,
STATUS_SLEEP, ANIM_GoombaKing_Sleep,
@ -30,7 +30,7 @@ s32 N(idleAnimations_80220844)[] = {
STATUS_END,
};
s32 N(idleAnimations_80220888)[] = {
s32 N(IdleAnimations_80220888)[] = {
STATUS_NORMAL, ANIM_GoombaKing_Dizzy,
STATUS_STONE, ANIM_GoombaKing_Still,
STATUS_SLEEP, ANIM_GoombaKing_Sleep,
@ -42,7 +42,7 @@ s32 N(idleAnimations_80220888)[] = {
STATUS_END,
};
s32 N(idleAnimations_802208CC)[] = {
s32 N(IdleAnimations_802208CC)[] = {
STATUS_NORMAL, ANIM_GoombaKing_Angry,
STATUS_STONE, ANIM_GoombaKing_Still,
STATUS_SLEEP, ANIM_GoombaKing_Sleep,
@ -54,12 +54,12 @@ s32 N(idleAnimations_802208CC)[] = {
STATUS_END,
};
s32 N(defenseTable_80220910)[] = {
s32 N(DefenseTable_80220910)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8022091C)[] = {
s32 N(StatusTable_8022091C)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
@ -84,15 +84,15 @@ s32 N(statusTable_8022091C)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_802209C8)[] = {
ActorPartBlueprint N(PartsTable_802209C8)[] = {
{
.flags = ACTOR_PART_FLAG_20 | ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -25, 15 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80220800),
.defenseTable = N(defenseTable_80220910),
.idleAnimations = N(IdleAnimations_80220800),
.defenseTable = N(DefenseTable_80220910),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -104,7 +104,7 @@ ActorPartBlueprint N(partsTable_802209C8)[] = {
.targetOffset = { 0, 80 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable_80220910),
.defenseTable = N(DefenseTable_80220910),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -126,10 +126,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_GOOMBA_KING,
.level = 49,
.maxHP = 10,
.partCount = ARRAY_COUNT(N(partsTable_802209C8)),
.partsData = N(partsTable_802209C8),
.partCount = ARRAY_COUNT( N(PartsTable_802209C8)),
.partsData = N(PartsTable_802209C8),
.initScript = &N(init_80220A38),
.statusTable = N(statusTable_8022091C),
.statusTable = N(StatusTable_8022091C),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -186,10 +186,10 @@ EvtScript N(idle_80220B50) = {
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80220844)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80220844)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80220800)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80220800)))
EVT_WAIT(20)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
@ -200,10 +200,10 @@ EvtScript N(idle_80220B50) = {
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80220844)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80220844)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80220800)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80220800)))
EVT_WAIT(80)
EVT_GOTO(0)
EVT_RETURN

View File

@ -5,18 +5,18 @@
#define NAMESPACE b_area_kmr_part_2_goomnut_tree
s32 N(idleAnimations_802232D0)[] = {
s32 N(IdleAnimations_802232D0)[] = {
STATUS_NORMAL, ANIM_SpikyGoomnut_Still,
STATUS_END,
};
s32 N(defenseTable_802232DC)[] = {
s32 N(DefenseTable_802232DC)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SMASH, 0,
ELEMENT_END,
};
s32 N(statusTable_802232F0)[] = {
s32 N(StatusTable_802232F0)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -48,7 +48,7 @@ extern EvtScript N(handleEvent_80223688);
extern EvtScript N(shake_goomnut_tree);
extern EvtScript N(80223DBC);
ActorPartBlueprint N(partsTable_8022339C)[] = {
ActorPartBlueprint N(PartsTable_8022339C)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
@ -56,7 +56,7 @@ ActorPartBlueprint N(partsTable_8022339C)[] = {
.targetOffset = { 0, 10 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable_802232DC),
.defenseTable = N(DefenseTable_802232DC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -67,8 +67,8 @@ ActorPartBlueprint N(partsTable_8022339C)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 10 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802232D0),
.defenseTable = N(defenseTable_802232DC),
.idleAnimations = N(IdleAnimations_802232D0),
.defenseTable = N(DefenseTable_802232DC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -79,8 +79,8 @@ ActorPartBlueprint N(partsTable_8022339C)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 10 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802232D0),
.defenseTable = N(defenseTable_802232DC),
.idleAnimations = N(IdleAnimations_802232D0),
.defenseTable = N(DefenseTable_802232DC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -91,8 +91,8 @@ ActorPartBlueprint N(partsTable_8022339C)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 10 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802232D0),
.defenseTable = N(defenseTable_802232DC),
.idleAnimations = N(IdleAnimations_802232D0),
.defenseTable = N(DefenseTable_802232DC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -103,8 +103,8 @@ ActorPartBlueprint N(partsTable_8022339C)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 10 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802232D0),
.defenseTable = N(defenseTable_802232DC),
.idleAnimations = N(IdleAnimations_802232D0),
.defenseTable = N(DefenseTable_802232DC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -116,10 +116,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_GOOMNUT_TREE,
.level = 1,
.maxHP = 255,
.partCount = ARRAY_COUNT(N(partsTable_8022339C)),
.partsData = N(partsTable_8022339C),
.partCount = ARRAY_COUNT( N(PartsTable_8022339C)),
.partsData = N(PartsTable_8022339C),
.initScript = &N(init_80223488),
.statusTable = N(statusTable_802232F0),
.statusTable = N(StatusTable_802232F0),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -5,12 +5,12 @@
#define NAMESPACE b_area_kmr_part_2_red_goomba
s32 N(defenseTable_8021B6C0)[] = {
s32 N(DefenseTable_8021B6C0)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021B6CC)[] = {
s32 N(StatusTable_8021B6CC)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
@ -35,7 +35,7 @@ s32 N(statusTable_8021B6CC)[] = {
STATUS_END,
};
extern s32 N(idleAnimations_8021B7C4)[];
extern s32 N(IdleAnimations_8021B7C4)[];
extern EvtScript N(idle_8021B8A8);
extern EvtScript N(handleEvent_8021BB84);
extern EvtScript N(takeTurn_8021C3B0);
@ -43,15 +43,15 @@ extern EvtScript N(init_8021D078);
extern EvtScript N(doDeath_8021D0C4);
ActorPartBlueprint N(partsTable_8021B778)[] = {
ActorPartBlueprint N(PartsTable_8021B778)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021B7C4),
.defenseTable = N(defenseTable_8021B6C0),
.idleAnimations = N(IdleAnimations_8021B7C4),
.defenseTable = N(DefenseTable_8021B6C0),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -3 },
@ -63,10 +63,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_RED_GOOMBA_BOSS,
.level = 20,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_8021B778)),
.partsData = N(partsTable_8021B778),
.partCount = ARRAY_COUNT( N(PartsTable_8021B778)),
.partsData = N(PartsTable_8021B778),
.initScript = &N(init_8021D078),
.statusTable = N(statusTable_8021B6CC),
.statusTable = N(StatusTable_8021B6CC),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -81,7 +81,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 8, 25 },
};
s32 N(idleAnimations_8021B7C4)[] = {
s32 N(IdleAnimations_8021B7C4)[] = {
STATUS_NORMAL, ANIM_GoombaBros_Red_Idle,
STATUS_STONE, ANIM_GoombaBros_Red_Still,
STATUS_SLEEP, ANIM_GoombaBros_Red_Sleep,
@ -94,7 +94,7 @@ s32 N(idleAnimations_8021B7C4)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021B810)[] = {
s32 N(IdleAnimations_8021B810)[] = {
STATUS_NORMAL, ANIM_GoombaBros_Red_Run,
STATUS_STONE, ANIM_GoombaBros_Red_Still,
STATUS_SLEEP, ANIM_GoombaBros_Red_Sleep,
@ -131,10 +131,10 @@ EvtScript N(idle_8021B8A8) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B810)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021B810)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B7C4)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021B7C4)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -147,10 +147,10 @@ EvtScript N(idle_8021B8A8) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B810)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021B810)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B7C4)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021B7C4)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)

View File

@ -5,12 +5,12 @@
#define NAMESPACE b_area_kmr_part_2_red_goomba_2
s32 N(defenseTable_8021EE00)[] = {
s32 N(DefenseTable_8021EE00)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021EE0C)[] = {
s32 N(StatusTable_8021EE0C)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
@ -35,21 +35,21 @@ s32 N(statusTable_8021EE0C)[] = {
STATUS_END,
};
extern s32 N(idleAnimations_8021EF04)[];
extern s32 N(IdleAnimations_8021EF04)[];
extern EvtScript N(init_802207B8);
extern EvtScript N(takeTurn_8021FAF0);
extern EvtScript N(idle_8021EFE8);
extern EvtScript N(handleEvent_8021F2C4);
ActorPartBlueprint N(partsTable_8021EEB8)[] = {
ActorPartBlueprint N(PartsTable_8021EEB8)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021EF04),
.defenseTable = N(defenseTable_8021EE00),
.idleAnimations = N(IdleAnimations_8021EF04),
.defenseTable = N(DefenseTable_8021EE00),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -3 },
@ -61,10 +61,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_RED_GOOMBA_BOSS,
.level = 20,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_8021EEB8)),
.partsData = N(partsTable_8021EEB8),
.partCount = ARRAY_COUNT( N(PartsTable_8021EEB8)),
.partsData = N(PartsTable_8021EEB8),
.initScript = &N(init_802207B8),
.statusTable = N(statusTable_8021EE0C),
.statusTable = N(StatusTable_8021EE0C),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -79,7 +79,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 8, 25 },
};
s32 N(idleAnimations_8021EF04)[] = {
s32 N(IdleAnimations_8021EF04)[] = {
STATUS_NORMAL, ANIM_GoombaBros_Red_Idle,
STATUS_STONE, ANIM_GoombaBros_Red_Still,
STATUS_SLEEP, ANIM_GoombaBros_Red_Sleep,
@ -92,7 +92,7 @@ s32 N(idleAnimations_8021EF04)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021EF50)[] = {
s32 N(IdleAnimations_8021EF50)[] = {
STATUS_NORMAL, ANIM_GoombaBros_Red_Run,
STATUS_STONE, ANIM_GoombaBros_Red_Still,
STATUS_SLEEP, ANIM_GoombaBros_Red_Sleep,
@ -129,10 +129,10 @@ EvtScript N(idle_8021EFE8) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021EF50)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021EF50)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021EF04)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021EF04)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -145,10 +145,10 @@ EvtScript N(idle_8021EFE8) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021EF50)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021EF50)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021EF04)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021EF04)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)

View File

@ -5,7 +5,7 @@
#define NAMESPACE b_area_kmr_part_3_egg_jr_troopa
s32 N(idleAnimations_80224380)[] = {
s32 N(IdleAnimations_80224380)[] = {
STATUS_NORMAL, ANIM_JrTroopa_Idle,
STATUS_SLEEP, ANIM_JrTroopa_Sleep,
STATUS_STONE, ANIM_JrTroopa_Still,
@ -16,7 +16,7 @@ s32 N(idleAnimations_80224380)[] = {
STATUS_END,
};
s32 N(idleAnimations_802243BC)[] = {
s32 N(IdleAnimations_802243BC)[] = {
STATUS_NORMAL, ANIM_JrTroopa_Idle,
STATUS_SLEEP, ANIM_JrTroopa_Still,
STATUS_STONE, ANIM_JrTroopa_Still,
@ -27,18 +27,18 @@ s32 N(idleAnimations_802243BC)[] = {
STATUS_END,
};
s32 N(idleAnimations_802243F8)[] = {
s32 N(IdleAnimations_802243F8)[] = {
STATUS_NORMAL, ANIM_JrTroopa_EggIdle,
STATUS_STOP, ANIM_JrTroopa_EggStill,
STATUS_END,
};
s32 N(defenseTable_8022440C)[] = {
s32 N(DefenseTable_8022440C)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_END,
};
s32 N(statusTable_80224418)[] = {
s32 N(StatusTable_80224418)[] = {
STATUS_NORMAL, 100,
STATUS_DEFAULT, 100,
STATUS_SLEEP, 80,
@ -63,15 +63,15 @@ s32 N(statusTable_80224418)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_802244C4)[] = {
ActorPartBlueprint N(PartsTable_802244C4)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -6, 18 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80224380),
.defenseTable = N(defenseTable_8022440C),
.idleAnimations = N(IdleAnimations_80224380),
.defenseTable = N(DefenseTable_8022440C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 5, -4 },
@ -85,10 +85,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_JR_TROOPA2,
.level = 44,
.maxHP = 15,
.partCount = ARRAY_COUNT(N(partsTable_802244C4)),
.partsData = N(partsTable_802244C4),
.partCount = ARRAY_COUNT( N(PartsTable_802244C4)),
.partsData = N(PartsTable_802244C4),
.initScript = &N(init_80224A94),
.statusTable = N(statusTable_80224418),
.statusTable = N(StatusTable_80224418),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -133,7 +133,7 @@ EvtScript N(802245E8) = {
EVT_END
};
s32 N(idleAnimations_8022464C)[] = {
s32 N(IdleAnimations_8022464C)[] = {
STATUS_NORMAL, ANIM_JrTroopa_Defeated,
STATUS_END,
};
@ -182,7 +182,7 @@ EvtScript N(80224658) = {
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Collapse)
EVT_WAIT(12)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, LVarA, EVT_PTR(N(idleAnimations_8022464C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, LVarA, EVT_PTR(N(IdleAnimations_8022464C)))
EVT_WAIT(60)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, 0x00400000, TRUE)
EVT_RETURN
@ -198,7 +198,7 @@ EvtScript N(80224964) = {
EVT_PLAY_EFFECT(EFFECT_WALKING_DUST, 0, LVar0, LVar1, LVar2, -4, 0, 0)
EVT_PLAY_EFFECT(EFFECT_WALKING_DUST, 0, LVar0, LVar1, LVar2, 4, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_JrTroopa_EnterEgg)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_802243F8)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_802243F8)))
EVT_WAIT(10)
EVT_RETURN
EVT_END

View File

@ -9,7 +9,7 @@
#include "common/UnkBattleFunc1.inc.c"
s32 N(idleAnimations_8022C370)[] = {
s32 N(IdleAnimations_8022C370)[] = {
STATUS_NORMAL, ANIM_JrTroopa_Idle,
STATUS_SLEEP, ANIM_JrTroopa_Sleep,
STATUS_STONE, ANIM_JrTroopa_Still,
@ -19,7 +19,7 @@ s32 N(idleAnimations_8022C370)[] = {
STATUS_END,
};
s32 N(idleAnimations_8022C3A4)[] = {
s32 N(IdleAnimations_8022C3A4)[] = {
STATUS_NORMAL, ANIM_SpikedParaJrTroopa_Idle,
STATUS_SLEEP, ANIM_SpikedParaJrTroopa_Sleep,
STATUS_STONE, ANIM_SpikedParaJrTroopa_Still,
@ -29,7 +29,7 @@ s32 N(idleAnimations_8022C3A4)[] = {
STATUS_END,
};
s32 N(idleAnimations_8022C3D8)[] = {
s32 N(IdleAnimations_8022C3D8)[] = {
STATUS_NORMAL, ANIM_MageJrTroopa_Idle,
STATUS_SLEEP, ANIM_MageJrTroopa_Sleep,
STATUS_STONE, ANIM_MageJrTroopa_Still,
@ -39,27 +39,27 @@ s32 N(idleAnimations_8022C3D8)[] = {
STATUS_END,
};
s32 N(idleAnimations_8022C40C)[] = {
s32 N(IdleAnimations_8022C40C)[] = {
STATUS_NORMAL, ANIM_JrTroopa_Defeated,
STATUS_END,
};
s32 N(defenseTable_8022C418)[] = {
s32 N(DefenseTable_8022C418)[] = {
ELEMENT_NORMAL, 2,
ELEMENT_END,
};
s32 N(defenseTable_8022C424)[] = {
s32 N(DefenseTable_8022C424)[] = {
ELEMENT_NORMAL, 2,
ELEMENT_END,
};
s32 N(defenseTable_8022C430)[] = {
s32 N(DefenseTable_8022C430)[] = {
ELEMENT_NORMAL, 2,
ELEMENT_END,
};
s32 N(statusTable_8022C43C)[] = {
s32 N(StatusTable_8022C43C)[] = {
STATUS_NORMAL, 100,
STATUS_DEFAULT, 100,
STATUS_SLEEP, 30,
@ -84,7 +84,7 @@ s32 N(statusTable_8022C43C)[] = {
STATUS_END,
};
s32 N(statusTable_8022C4E8)[] = {
s32 N(StatusTable_8022C4E8)[] = {
STATUS_NORMAL, 100,
STATUS_DEFAULT, 100,
STATUS_SLEEP, 30,
@ -109,7 +109,7 @@ s32 N(statusTable_8022C4E8)[] = {
STATUS_END,
};
s32 N(statusTable_8022C594)[] = {
s32 N(StatusTable_8022C594)[] = {
STATUS_NORMAL, 100,
STATUS_DEFAULT, 100,
STATUS_SLEEP, 30,
@ -134,15 +134,15 @@ s32 N(statusTable_8022C594)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8022C640)[] = {
ActorPartBlueprint N(PartsTable_8022C640)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 26 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022C370),
.defenseTable = N(defenseTable_8022C418),
.idleAnimations = N(IdleAnimations_8022C370),
.defenseTable = N(DefenseTable_8022C418),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -2, -6 },
@ -153,8 +153,8 @@ ActorPartBlueprint N(partsTable_8022C640)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -5, 32 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022C3A4),
.defenseTable = N(defenseTable_8022C424),
.idleAnimations = N(IdleAnimations_8022C3A4),
.defenseTable = N(DefenseTable_8022C424),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -11 },
@ -165,8 +165,8 @@ ActorPartBlueprint N(partsTable_8022C640)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 28 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022C3D8),
.defenseTable = N(defenseTable_8022C430),
.idleAnimations = N(IdleAnimations_8022C3D8),
.defenseTable = N(DefenseTable_8022C430),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -2, -7 },
@ -180,10 +180,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_JR_TROOPA6,
.level = 74,
.maxHP = 60,
.partCount = ARRAY_COUNT(N(partsTable_8022C640)),
.partsData = N(partsTable_8022C640),
.partCount = ARRAY_COUNT( N(PartsTable_8022C640)),
.partsData = N(PartsTable_8022C640),
.initScript = &N(init_8022CF80),
.statusTable = N(statusTable_8022C43C),
.statusTable = N(StatusTable_8022C43C),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -281,7 +281,7 @@ EvtScript N(8022CC04) = {
EVT_END
};
s32 N(idleAnimations_8022CC68)[] = {
s32 N(IdleAnimations_8022CC68)[] = {
STATUS_NORMAL, ANIM_JrTroopa_Defeated,
STATUS_END,
};
@ -330,7 +330,7 @@ EvtScript N(8022CC74) = {
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Collapse)
EVT_WAIT(12)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, LVarA, EVT_PTR(N(idleAnimations_8022CC68)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, LVarA, EVT_PTR(N(IdleAnimations_8022CC68)))
EVT_WAIT(60)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_DMG_APPLY, TRUE)
EVT_RETURN
@ -625,7 +625,7 @@ EvtScript N(8022DD48) = {
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 2)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_8022C4E8)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_8022C4E8)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, TRUE)
EVT_RETURN
EVT_END
@ -656,7 +656,7 @@ EvtScript N(8022DF54) = {
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 3)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_8022C594)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_8022C594)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, FALSE)
EVT_RETURN
EVT_END
@ -1520,7 +1520,7 @@ EvtScript N(802318F8) = {
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8022C40C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8022C40C)))
EVT_WAIT(60)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_DMG_APPLY, TRUE)
EVT_RETURN

View File

@ -6,7 +6,7 @@
#define NAMESPACE b_area_kmr_part_3_jr_troopa
s32 N(idleAnimations_802229F0)[] = {
s32 N(IdleAnimations_802229F0)[] = {
STATUS_NORMAL, ANIM_JrTroopa_Idle,
STATUS_STONE, ANIM_JrTroopa_Still,
STATUS_SLEEP, ANIM_JrTroopa_Still,
@ -17,12 +17,12 @@ s32 N(idleAnimations_802229F0)[] = {
STATUS_END,
};
s32 N(defenseTable_80222A2C)[] = {
s32 N(DefenseTable_80222A2C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_80222A38)[] = {
s32 N(StatusTable_80222A38)[] = {
STATUS_NORMAL, 100,
STATUS_DEFAULT, 100,
STATUS_SLEEP, 100,
@ -47,15 +47,15 @@ s32 N(statusTable_80222A38)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80222AE4)[] = {
ActorPartBlueprint N(PartsTable_80222AE4)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 30 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802229F0),
.defenseTable = N(defenseTable_80222A2C),
.idleAnimations = N(IdleAnimations_802229F0),
.defenseTable = N(DefenseTable_80222A2C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -69,10 +69,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_JR_TROOPA1,
.level = 41,
.maxHP = 5,
.partCount = ARRAY_COUNT(N(partsTable_80222AE4)),
.partsData = N(partsTable_80222AE4),
.partCount = ARRAY_COUNT( N(PartsTable_80222AE4)),
.partsData = N(PartsTable_80222AE4),
.initScript = &N(init_80223180),
.statusTable = N(statusTable_80222A38),
.statusTable = N(StatusTable_80222A38),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -117,7 +117,7 @@ EvtScript N(80222C08) = {
EVT_END
};
s32 N(idleAnimations_80222C6C)[] = {
s32 N(IdleAnimations_80222C6C)[] = {
STATUS_NORMAL, ANIM_JrTroopa_Defeated,
STATUS_END,
};
@ -166,7 +166,7 @@ EvtScript N(80222C78) = {
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Collapse)
EVT_WAIT(12)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, LVarA, EVT_PTR(N(idleAnimations_80222C6C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, LVarA, EVT_PTR(N(IdleAnimations_80222C6C)))
EVT_WAIT(30)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)

View File

@ -7,7 +7,7 @@
#define NAMESPACE b_area_kmr_part_3_mage_jr_troopa
s32 N(idleAnimations_8022A550)[] = {
s32 N(IdleAnimations_8022A550)[] = {
STATUS_NORMAL, ANIM_MageJrTroopa_Idle,
STATUS_SLEEP, ANIM_MageJrTroopa_Sleep,
STATUS_STONE, ANIM_MageJrTroopa_Still,
@ -19,7 +19,7 @@ s32 N(idleAnimations_8022A550)[] = {
STATUS_END,
};
s32 N(idleAnimations_8022A594)[] = {
s32 N(IdleAnimations_8022A594)[] = {
STATUS_NORMAL, ANIM_MageJrTroopa_Idle,
STATUS_SLEEP, ANIM_MageJrTroopa_Still,
STATUS_STONE, ANIM_MageJrTroopa_Still,
@ -31,7 +31,7 @@ s32 N(idleAnimations_8022A594)[] = {
STATUS_END,
};
s32 N(idleAnimations_8022A5D8)[] = {
s32 N(IdleAnimations_8022A5D8)[] = {
STATUS_NORMAL, ANIM_JrTroopa_Idle,
STATUS_SLEEP, ANIM_JrTroopa_Sleep,
STATUS_STONE, ANIM_JrTroopa_Still,
@ -43,17 +43,17 @@ s32 N(idleAnimations_8022A5D8)[] = {
STATUS_END,
};
s32 N(idleAnimations_8022A61C)[] = {
s32 N(IdleAnimations_8022A61C)[] = {
STATUS_NORMAL, ANIM_JrTroopa_Defeated,
STATUS_END,
};
s32 N(defenseTable_8022A628)[] = {
s32 N(DefenseTable_8022A628)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_END,
};
s32 N(statusTable_8022A634)[] = {
s32 N(StatusTable_8022A634)[] = {
STATUS_NORMAL, 100,
STATUS_DEFAULT, 100,
STATUS_SLEEP, 35,
@ -78,15 +78,15 @@ s32 N(statusTable_8022A634)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8022A6E0)[] = {
ActorPartBlueprint N(PartsTable_8022A6E0)[] = {
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 28 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022A550),
.defenseTable = N(defenseTable_8022A628),
.idleAnimations = N(IdleAnimations_8022A550),
.defenseTable = N(DefenseTable_8022A628),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -2, -7 },
@ -97,8 +97,8 @@ ActorPartBlueprint N(partsTable_8022A6E0)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 30 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022A5D8),
.defenseTable = N(defenseTable_8022A628),
.idleAnimations = N(IdleAnimations_8022A5D8),
.defenseTable = N(DefenseTable_8022A628),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -112,10 +112,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_JR_TROOPA5,
.level = 65,
.maxHP = 50,
.partCount = ARRAY_COUNT(N(partsTable_8022A6E0)),
.partsData = N(partsTable_8022A6E0),
.partCount = ARRAY_COUNT( N(PartsTable_8022A6E0)),
.partsData = N(PartsTable_8022A6E0),
.initScript = &N(init_8022ACE4),
.statusTable = N(statusTable_8022A634),
.statusTable = N(StatusTable_8022A634),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -572,7 +572,7 @@ EvtScript N(8022BF1C) = {
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8022A61C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8022A61C)))
EVT_WAIT(60)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_DMG_APPLY, TRUE)
EVT_RETURN

View File

@ -6,7 +6,7 @@
#define NAMESPACE b_area_kmr_part_3_para_jr_troopa
s32 N(idleAnimations_80225DC0)[] = {
s32 N(IdleAnimations_80225DC0)[] = {
STATUS_NORMAL, ANIM_ParaJrTroopa_Idle,
STATUS_SLEEP, ANIM_ParaJrTroopa_Sleep,
STATUS_STONE, ANIM_ParaJrTroopa_Still,
@ -18,7 +18,7 @@ s32 N(idleAnimations_80225DC0)[] = {
STATUS_END,
};
s32 N(idleAnimations_80225E04)[] = {
s32 N(IdleAnimations_80225E04)[] = {
STATUS_NORMAL, ANIM_JrTroopa_Idle,
STATUS_SLEEP, ANIM_JrTroopa_Sleep,
STATUS_STONE, ANIM_JrTroopa_Still,
@ -30,17 +30,17 @@ s32 N(idleAnimations_80225E04)[] = {
STATUS_END,
};
s32 N(idleAnimations_80225E48)[] = {
s32 N(IdleAnimations_80225E48)[] = {
STATUS_NORMAL, ANIM_JrTroopa_Defeated,
STATUS_END,
};
s32 N(defenseTable_80225E54)[] = {
s32 N(DefenseTable_80225E54)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_END,
};
s32 N(statusTable_80225E60)[] = {
s32 N(StatusTable_80225E60)[] = {
STATUS_NORMAL, 100,
STATUS_DEFAULT, 100,
STATUS_SLEEP, 50,
@ -65,15 +65,15 @@ s32 N(statusTable_80225E60)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80225F0C)[] = {
ActorPartBlueprint N(PartsTable_80225F0C)[] = {
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 35 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80225DC0),
.defenseTable = N(defenseTable_80225E54),
.idleAnimations = N(IdleAnimations_80225DC0),
.defenseTable = N(DefenseTable_80225E54),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -6 },
@ -84,8 +84,8 @@ ActorPartBlueprint N(partsTable_80225F0C)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 30 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80225E04),
.defenseTable = N(defenseTable_80225E54),
.idleAnimations = N(IdleAnimations_80225E04),
.defenseTable = N(DefenseTable_80225E54),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -99,10 +99,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_JR_TROOPA3,
.level = 52,
.maxHP = 40,
.partCount = ARRAY_COUNT(N(partsTable_80225F0C)),
.partsData = N(partsTable_80225F0C),
.partCount = ARRAY_COUNT( N(PartsTable_80225F0C)),
.partsData = N(PartsTable_80225F0C),
.initScript = &N(init_80226510),
.statusTable = N(statusTable_80225E60),
.statusTable = N(StatusTable_80225E60),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -574,7 +574,7 @@ EvtScript N(802279B0) = {
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_80225E48)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_80225E48)))
EVT_WAIT(60)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, 0x00400000, TRUE)
EVT_RETURN

View File

@ -6,17 +6,17 @@
#define NAMESPACE b_area_kmr_part_3_paragoomba1
s32 N(defenseTable_8021C1B0)[] = {
s32 N(DefenseTable_8021C1B0)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(defenseTable_8021C1BC)[] = {
s32 N(DefenseTable_8021C1BC)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021C1C8)[] = {
s32 N(StatusTable_8021C1C8)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
@ -41,7 +41,7 @@ s32 N(statusTable_8021C1C8)[] = {
STATUS_END,
};
s32 N(statusTable_8021C274)[] = {
s32 N(StatusTable_8021C274)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
@ -66,24 +66,24 @@ s32 N(statusTable_8021C274)[] = {
STATUS_END,
};
extern s32 N(idleAnimations_8021DB9C)[];
extern s32 N(idleAnimations_8021C3D8)[];
extern s32 N(idleAnimations_8021C470)[];
extern s32 N(idleAnimations_8021C47C)[];
extern s32 N(IdleAnimations_8021DB9C)[];
extern s32 N(IdleAnimations_8021C3D8)[];
extern s32 N(IdleAnimations_8021C470)[];
extern s32 N(IdleAnimations_8021C47C)[];
extern EvtScript N(init_8021F450);
extern EvtScript N(takeTurn_8021CDFC);
extern EvtScript N(idle_8021C4D4);
extern EvtScript N(handleEvent_8021C808);
ActorPartBlueprint N(partsTable)[] = {
ActorPartBlueprint N(PartsTable)[] = {
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021DB9C),
.defenseTable = N(defenseTable_8021C1B0),
.idleAnimations = N(IdleAnimations_8021DB9C),
.defenseTable = N(DefenseTable_8021C1B0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -94,8 +94,8 @@ ActorPartBlueprint N(partsTable)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021C3D8),
.defenseTable = N(defenseTable_8021C1BC),
.idleAnimations = N(IdleAnimations_8021C3D8),
.defenseTable = N(DefenseTable_8021C1BC),
.eventFlags = ACTOR_EVENT_FLAG_GROUNDABLE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -106,8 +106,8 @@ ActorPartBlueprint N(partsTable)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -16, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021C470),
.defenseTable = N(defenseTable_8021C1B0),
.idleAnimations = N(IdleAnimations_8021C470),
.defenseTable = N(DefenseTable_8021C1B0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -118,8 +118,8 @@ ActorPartBlueprint N(partsTable)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -16, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021C47C),
.defenseTable = N(defenseTable_8021C1B0),
.idleAnimations = N(IdleAnimations_8021C47C),
.defenseTable = N(DefenseTable_8021C1B0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -131,10 +131,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_PARAGOOMBA,
.level = 6,
.maxHP = 2,
.partCount = ARRAY_COUNT(N(partsTable)),
.partsData = N(partsTable),
.partCount = ARRAY_COUNT( N(PartsTable)),
.partsData = N(PartsTable),
.initScript = &N(init_8021F450),
.statusTable = N(statusTable_8021C274),
.statusTable = N(StatusTable_8021C274),
.escapeChance = 90,
.airLiftChance = 100,
.hurricaneChance = 100,
@ -149,7 +149,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021C3D8)[] = {
s32 N(IdleAnimations_8021C3D8)[] = {
STATUS_NORMAL, ANIM_Paragoomba_Idle,
STATUS_STONE, ANIM_Paragoomba_Still,
STATUS_SLEEP, ANIM_Paragoomba_Sleep,
@ -162,7 +162,7 @@ s32 N(idleAnimations_8021C3D8)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021C424)[] = {
s32 N(IdleAnimations_8021C424)[] = {
STATUS_NORMAL, ANIM_Paragoomba_Run,
STATUS_STONE, ANIM_Paragoomba_Still,
STATUS_SLEEP, ANIM_Paragoomba_Sleep,
@ -175,12 +175,12 @@ s32 N(idleAnimations_8021C424)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021C470)[] = {
s32 N(IdleAnimations_8021C470)[] = {
STATUS_NORMAL, ANIM_Paragoomba_LWingStill,
STATUS_END,
};
s32 N(idleAnimations_8021C47C)[] = {
s32 N(IdleAnimations_8021C47C)[] = {
STATUS_NORMAL, ANIM_Paragoomba_RWingStill,
STATUS_END,
};
@ -209,7 +209,7 @@ EvtScript N(idle_8021C4D4) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.6))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C424)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8021C424)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, EASING_LINEAR)
EVT_LOOP(20)
@ -226,7 +226,7 @@ EvtScript N(idle_8021C4D4) = {
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.6))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, EASING_LINEAR)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C3D8)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_8021C3D8)))
EVT_LOOP(40)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -538,7 +538,7 @@ EvtScript N(8021D614) = {
EVT_CALL(SetHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Idle)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, 512, FALSE)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_8021C1C8)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_8021C1C8)))
EVT_CALL(SetActorType, ACTOR_SELF, 7)
EVT_EXEC_WAIT(N(8021DC34))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, 0x00001000, TRUE)
@ -548,7 +548,7 @@ EvtScript N(8021D614) = {
EVT_END
};
s32 N(idleAnimations_8021DB9C)[] = {
s32 N(IdleAnimations_8021DB9C)[] = {
STATUS_NORMAL, ANIM_Goomba_Idle,
STATUS_STONE, ANIM_Goomba_Still,
STATUS_SLEEP, ANIM_Goomba_Sleep,
@ -561,7 +561,7 @@ s32 N(idleAnimations_8021DB9C)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021DBE8)[] = {
s32 N(IdleAnimations_8021DBE8)[] = {
STATUS_NORMAL, ANIM_Goomba_Run,
STATUS_STONE, ANIM_Goomba_Still,
STATUS_SLEEP, ANIM_Goomba_Sleep,
@ -602,10 +602,10 @@ EvtScript N(idle) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021DBE8)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021DBE8)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021DB9C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021DB9C)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -618,10 +618,10 @@ EvtScript N(idle) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021DBE8)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021DBE8)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021DB9C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021DB9C)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)

View File

@ -5,12 +5,12 @@
#define NAMESPACE b_area_kmr_part_3_spiked_goomba
s32 N(defenseTable_8021A390)[] = {
s32 N(DefenseTable_8021A390)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021A39C)[] = {
s32 N(StatusTable_8021A39C)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
@ -35,21 +35,21 @@ s32 N(statusTable_8021A39C)[] = {
STATUS_END,
};
extern s32 N(idleAnimations_8021A494)[];
extern s32 N(IdleAnimations_8021A494)[];
extern EvtScript N(init_8021BEBC);
extern EvtScript N(takeTurn_8021B19C);
extern EvtScript N(idle_8021A578);
extern EvtScript N(handleEvent_8021A854);
ActorPartBlueprint N(partsTable_8021A448)[] = {
ActorPartBlueprint N(PartsTable_8021A448)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021A494),
.defenseTable = N(defenseTable_8021A390),
.idleAnimations = N(IdleAnimations_8021A494),
.defenseTable = N(DefenseTable_8021A390),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -12 },
@ -61,10 +61,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_SPIKED_GOOMBA,
.level = 6,
.maxHP = 2,
.partCount = ARRAY_COUNT(N(partsTable_8021A448)),
.partsData = N(partsTable_8021A448),
.partCount = ARRAY_COUNT( N(PartsTable_8021A448)),
.partsData = N(PartsTable_8021A448),
.initScript = &N(init_8021BEBC),
.statusTable = N(statusTable_8021A39C),
.statusTable = N(StatusTable_8021A39C),
.escapeChance = 90,
.airLiftChance = 95,
.hurricaneChance = 90,
@ -79,7 +79,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021A494)[] = {
s32 N(IdleAnimations_8021A494)[] = {
STATUS_NORMAL, ANIM_SpikedGoomba_Idle,
STATUS_STONE, ANIM_SpikedGoomba_Still,
STATUS_SLEEP, ANIM_SpikedGoomba_Sleep,
@ -92,7 +92,7 @@ s32 N(idleAnimations_8021A494)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021A4E0)[] = {
s32 N(IdleAnimations_8021A4E0)[] = {
STATUS_NORMAL, ANIM_SpikedGoomba_Run,
STATUS_STONE, ANIM_SpikedGoomba_Still,
STATUS_SLEEP, ANIM_SpikedGoomba_Sleep,
@ -129,10 +129,10 @@ EvtScript N(idle_8021A578) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021A4E0)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021A4E0)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021A494)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021A494)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -145,10 +145,10 @@ EvtScript N(idle_8021A578) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021A4E0)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021A4E0)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021A494)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8021A494)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)

View File

@ -7,7 +7,7 @@
#define NAMESPACE b_area_kmr_part_3_spiked_para_jr_troopa
s32 N(idleAnimations_80227F00)[] = {
s32 N(IdleAnimations_80227F00)[] = {
STATUS_NORMAL, ANIM_SpikedParaJrTroopa_Idle,
STATUS_SLEEP, ANIM_SpikedParaJrTroopa_Sleep,
STATUS_STONE, ANIM_SpikedParaJrTroopa_Still,
@ -19,22 +19,22 @@ s32 N(idleAnimations_80227F00)[] = {
STATUS_END,
};
s32 N(idleAnimations_80227F44)[] = {
s32 N(IdleAnimations_80227F44)[] = {
STATUS_NORMAL, ANIM_JrTroopa_OutOfBreath,
STATUS_END,
};
s32 N(idleAnimations_80227F50)[] = {
s32 N(IdleAnimations_80227F50)[] = {
STATUS_NORMAL, ANIM_JrTroopa_Defeated,
STATUS_END,
};
s32 N(defenseTable_80227F5C)[] = {
s32 N(DefenseTable_80227F5C)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_END,
};
s32 N(statusTable_80227F68)[] = {
s32 N(StatusTable_80227F68)[] = {
STATUS_NORMAL, 100,
STATUS_DEFAULT, 100,
STATUS_SLEEP, 40,
@ -59,15 +59,15 @@ s32 N(statusTable_80227F68)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80228014)[] = {
ActorPartBlueprint N(PartsTable_80228014)[] = {
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -5, 32 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80227F00),
.defenseTable = N(defenseTable_80227F5C),
.idleAnimations = N(IdleAnimations_80227F00),
.defenseTable = N(DefenseTable_80227F5C),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -11 },
@ -78,8 +78,8 @@ ActorPartBlueprint N(partsTable_80228014)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 30 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80227F44),
.defenseTable = N(defenseTable_80227F5C),
.idleAnimations = N(IdleAnimations_80227F44),
.defenseTable = N(DefenseTable_80227F5C),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -93,10 +93,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_JR_TROOPA4,
.level = 59,
.maxHP = 40,
.partCount = ARRAY_COUNT(N(partsTable_80228014)),
.partsData = N(partsTable_80228014),
.partCount = ARRAY_COUNT( N(PartsTable_80228014)),
.partsData = N(PartsTable_80228014),
.initScript = &N(init_80228618),
.statusTable = N(statusTable_80227F68),
.statusTable = N(StatusTable_80227F68),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -673,7 +673,7 @@ EvtScript N(8022A018) = {
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_80227F50)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_80227F50)))
EVT_WAIT(60)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, 0x00400000, TRUE)
EVT_RETURN

View File

@ -33,7 +33,7 @@ extern EvtScript N(attackSpikeBounce);
extern EvtScript N(standUp);
extern EvtScript N(standUp_spiky);
s32 N(idleAnimations_normal)[] = {
s32 N(IdleAnimations_normal)[] = {
STATUS_NORMAL, ANIM_BonyBeetle_Anim04,
STATUS_STONE, ANIM_BonyBeetle_Anim00,
STATUS_SLEEP, ANIM_BonyBeetle_Anim2A,
@ -46,7 +46,7 @@ s32 N(idleAnimations_normal)[] = {
STATUS_END,
};
s32 N(idleAnimations_spiky)[] = {
s32 N(IdleAnimations_spiky)[] = {
STATUS_NORMAL, ANIM_BonyBeetle_Anim05,
STATUS_STONE, ANIM_BonyBeetle_Anim01,
STATUS_SLEEP, ANIM_BonyBeetle_Anim2B,
@ -59,7 +59,7 @@ s32 N(idleAnimations_spiky)[] = {
STATUS_END,
};
s32 N(idleAnimations_flipped)[] = {
s32 N(IdleAnimations_flipped)[] = {
STATUS_NORMAL, ANIM_BonyBeetle_Anim06,
STATUS_STONE, ANIM_BonyBeetle_Anim02,
STATUS_SLEEP, ANIM_BonyBeetle_Anim2C,
@ -72,7 +72,7 @@ s32 N(idleAnimations_flipped)[] = {
STATUS_END,
};
s32 N(idleAnimations_spiky_flipped)[] = {
s32 N(IdleAnimations_spiky_flipped)[] = {
STATUS_NORMAL, ANIM_BonyBeetle_Anim07,
STATUS_STONE, ANIM_BonyBeetle_Anim03,
STATUS_SLEEP, ANIM_BonyBeetle_Anim2D,
@ -85,17 +85,17 @@ s32 N(idleAnimations_spiky_flipped)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 4,
ELEMENT_END,
};
s32 N(defenseTable_flipped)[] = {
s32 N(DefenseTable_flipped)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -127,8 +127,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -3, 21 },
.opacity = 255,
.idleAnimations = N(idleAnimations_spiky),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_spiky),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP | ACTOR_EVENT_FLAG_FLIPABLE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -143,7 +143,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 50,
.airLiftChance = 70,
.hurricaneChance = 60,
@ -164,12 +164,12 @@ EvtScript N(init) = {
EVT_IF_EQ(LVar0, 1)
EVT_IF_EQ(LVar1, 1)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_STATE), N(STATE_SPIKY))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_spiky)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_spiky)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BonyBeetle_Anim05)
EVT_ELSE
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_STATE), N(STATE_NORMAL))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_normal)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_normal)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BonyBeetle_Anim04)
EVT_END_IF
@ -177,12 +177,12 @@ EvtScript N(init) = {
EVT_CALL(RandInt, 1000, LVar0)
EVT_IF_LT(LVar0, 500)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_STATE), N(STATE_NORMAL))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_normal)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_normal)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BonyBeetle_Anim04)
EVT_ELSE
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_STATE), N(STATE_SPIKY))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_spiky)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_spiky)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BonyBeetle_Anim05)
EVT_END_IF
@ -256,14 +256,14 @@ EvtScript N(changeSpikesState) = {
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BonyBeetle_Anim2E)
EVT_WAIT(25)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_spiky)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_spiky)))
EVT_CASE_EQ(N(STATE_SPIKY))
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20CF)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_STATE), N(STATE_NORMAL))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BonyBeetle_Anim2F)
EVT_WAIT(25)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_normal)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_normal)))
EVT_CASE_EQ(N(STATE_FLIPPED))
EVT_CASE_EQ(N(STATE_SPIKY_FLIPPED))
EVT_END_SWITCH
@ -332,8 +332,8 @@ EvtScript N(handleEvent_normal) = {
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, -8)
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -3, 21)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_FLIP_TRIGGERED), 1)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_flipped)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_flipped)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BonyBeetle_Anim08)
@ -554,8 +554,8 @@ EvtScript N(handleEvent_spiky) = {
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, -8)
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -3, 21)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_FLIP_TRIGGERED), 1)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_spiky_flipped)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_spiky_flipped)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BonyBeetle_Anim09)
@ -862,8 +862,8 @@ EvtScript N(8021B7C8) = {
EVT_CALL(func_8027D32C, ACTOR_SELF)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_STATE), N(STATE_FLIPPED))
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_FLIP_TRIGGERED), 1)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_flipped)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_flipped)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_UPSIDE_DOWN, FALSE)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, -8)
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -3, 21)
@ -931,8 +931,8 @@ EvtScript N(handleEvent_flipped) = {
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -3, 21)
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 20)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_FLIP_TRIGGERED), 1)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_flipped)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_flipped)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BonyBeetle_Anim1A)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_USE_BUF(N(bounceTable))
@ -1011,8 +1011,8 @@ EvtScript N(standUp) = {
EVT_WAIT(20)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_STATE), N(STATE_NORMAL))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_normal)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_normal)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_END_IF
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
@ -1063,8 +1063,8 @@ EvtScript N(handleEvent_spiky_flipped) = {
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -3, 21)
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 20)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_FLIP_TRIGGERED), 1)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_spiky_flipped)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_spiky_flipped)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BonyBeetle_Anim1B)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_USE_BUF(N(bounceTable))
@ -1144,8 +1144,8 @@ EvtScript N(standUp_spiky) = {
EVT_WAIT(20)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_STATE), N(STATE_SPIKY))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_spiky)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_spiky)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_END_IF

View File

@ -11,7 +11,7 @@ extern EvtScript N(takeTurn);
extern EvtScript N(handleEvent);
extern EvtScript N(nextTurn);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_DryBones_Anim02,
STATUS_STONE, ANIM_DryBones_Anim00,
STATUS_SLEEP, ANIM_DryBones_Anim0E,
@ -24,31 +24,31 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations_dead)[] = {
s32 N(IdleAnimations_dead)[] = {
STATUS_NORMAL, ANIM_DryBones_Anim01,
STATUS_END,
};
s32 N(idleAnimations_bone)[] = {
s32 N(IdleAnimations_bone)[] = {
STATUS_NORMAL, ANIM_DryBones_Anim0F,
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 2,
ELEMENT_FIRE, -10,
ELEMENT_BLAST, -10,
ELEMENT_END,
};
s32 N(defenseTable_dead)[] = {
s32 N(DefenseTable_dead)[] = {
ELEMENT_NORMAL, 99,
ELEMENT_FIRE, -10,
ELEMENT_BLAST, -10,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -73,7 +73,7 @@ s32 N(statusTable)[] = {
STATUS_END,
};
s32 N(statusTable_dead)[] = {
s32 N(StatusTable_dead)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -105,8 +105,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -8, 30 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -117,8 +117,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_bone),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_bone),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -133,7 +133,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 50,
.airLiftChance = 75,
.hurricaneChance = 70,
@ -235,9 +235,9 @@ EvtScript N(reassemble) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_DryBones_Anim08)
EVT_WAIT(20)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_dead)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_dead)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_dead)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_dead)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_dead)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_dead)))
EVT_CALL(ClearStatusEffects, ACTOR_SELF)
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -1, 10)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, 0)
@ -444,9 +444,9 @@ EvtScript N(takeTurn) = {
EVT_WAIT(20)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_2000, FALSE)
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -8, 30)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -10)

View File

@ -26,7 +26,7 @@ extern EvtScript N(attackHeavyJump);
extern EvtScript N(returnHome);
extern EvtScript N(recover);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_BattleBowser_Idle,
STATUS_STONE, ANIM_BattleBowser_Still,
STATUS_SLEEP, ANIM_BattleBowser_Idle,
@ -40,12 +40,12 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 30,
@ -77,8 +77,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -18, 72 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = ELEMENT_FIRE,
.projectileTargetOffset = { 0, -8 },
@ -93,7 +93,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -28,7 +28,7 @@ extern EvtScript N(attackFireBreath);
extern EvtScript N(returnHome);
extern EvtScript N(useStarRod);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_BattleBowser_Idle,
STATUS_STONE, ANIM_BattleBowser_Still,
STATUS_SLEEP, ANIM_BattleBowser_Idle,
@ -42,17 +42,17 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(defenseTable_boosted)[] = {
s32 N(DefenseTable_boosted)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -77,7 +77,7 @@ s32 N(statusTable)[] = {
STATUS_END,
};
s32 N(statusTable_boosted)[] = {
s32 N(StatusTable_boosted)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -109,8 +109,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -18, 72 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -125,7 +125,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -493,8 +493,8 @@ EvtScript N(powerUp) = {
EVT_CALL(SetBattleCamOffsetZ, 0)
EVT_CALL(MoveBattleCamOver, 25)
EVT_CALL(ActorSpeak, MSG_Intro_005A, ACTOR_SELF, 1, ANIM_BattleBowser_RearUpMock, ANIM_BattleBowser_RearUpStill)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_boosted)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_boosted)))
EVT_RETURN
EVT_END
};
@ -573,8 +573,8 @@ EvtScript N(useStarRod) = {
EVT_CALL(RemoveEffect, LVarD)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ENCHANTED, TRUE)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 1, ACTOR_DECORATION_RADIAL_STAR_EMITTER)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_boosted)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_boosted)))
EVT_CALL(N(RemoveChillOut))
EVT_WAIT(3)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)

View File

@ -42,7 +42,7 @@ extern EvtScript N(onSpinSmashOrNormalHit);
extern EvtScript N(onBurnHit);
extern EvtScript N(makeWalkingSounds);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_BattleBowser_Idle,
STATUS_STONE, ANIM_BattleBowser_Still,
STATUS_SLEEP, ANIM_BattleBowser_Idle,
@ -56,17 +56,17 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_END,
};
s32 N(defenseTable_boosted)[] = {
s32 N(DefenseTable_boosted)[] = {
ELEMENT_NORMAL, 4,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 30,
@ -91,7 +91,7 @@ s32 N(statusTable)[] = {
STATUS_END,
};
s32 N(statusTable_boosted)[] = {
s32 N(StatusTable_boosted)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -123,8 +123,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -18, 72 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -139,7 +139,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -375,8 +375,8 @@ EvtScript N(handleEvent) = {
EVT_PLAY_EFFECT(EFFECT_SHIMMER_BURST, 1, LVar0, LVar1, LVar2, EVT_FLOAT(0.7), 30, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ENCHANTED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_TURNS_SINCE_LAST_STAR_BEAM), 0)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable)))
EVT_SET(LVar1, ANIM_BattleBowser_Hurt)
EVT_EXEC_WAIT(N(onHit))
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_FLAGS), LVar0)
@ -630,8 +630,8 @@ EvtScript N(useStarRod) = {
EVT_CALL(RemoveEffect, LVarD)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ENCHANTED, TRUE)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 1, ACTOR_DECORATION_RADIAL_STAR_EMITTER)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_boosted)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_boosted)))
EVT_CALL(N(RemoveChillOut))
EVT_WAIT(3)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)

View File

@ -40,7 +40,7 @@ extern EvtScript N(onBurnHit);
extern EvtScript N(makeWalkingSounds);
extern EvtScript N(unkDecorationScript);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_BattleBowser_Idle,
STATUS_STONE, ANIM_BattleBowser_Still,
STATUS_SLEEP, ANIM_BattleBowser_Idle,
@ -54,17 +54,17 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 2,
ELEMENT_END,
};
s32 N(defenseTable_boosted)[] = {
s32 N(DefenseTable_boosted)[] = {
ELEMENT_NORMAL, 99,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -89,7 +89,7 @@ s32 N(statusTable)[] = {
STATUS_END,
};
s32 N(statusTable_boosted)[] = {
s32 N(StatusTable_boosted)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -121,8 +121,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -27, 108 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -137,7 +137,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -481,8 +481,8 @@ EvtScript N(useStarRod) = {
EVT_CALL(RemoveEffect, LVarD)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED, TRUE)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 1, ACTOR_DECORATION_RADIAL_STAR_EMITTER)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_boosted)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_boosted)))
EVT_CALL(N(RemoveChillOut))
EVT_WAIT(3)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)

View File

@ -43,7 +43,7 @@ extern EvtScript N(onBurnHit);
extern EvtScript N(makeWalkingSounds);
extern EvtScript N(unkDecorationScript);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_BattleBowser_Idle,
STATUS_STONE, ANIM_BattleBowser_Still,
STATUS_SLEEP, ANIM_BattleBowser_Idle,
@ -57,17 +57,17 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 2,
ELEMENT_END,
};
s32 N(defenseTable_boosted)[] = {
s32 N(DefenseTable_boosted)[] = {
ELEMENT_NORMAL, 99,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -92,7 +92,7 @@ s32 N(statusTable)[] = {
STATUS_END,
};
s32 N(statusTable_boosted)[] = {
s32 N(StatusTable_boosted)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -124,8 +124,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -27, 108 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -140,7 +140,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -230,8 +230,8 @@ EvtScript N(init) = {
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_A)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED, TRUE)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 1, ACTOR_DECORATION_RADIAL_STAR_EMITTER)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_boosted)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_boosted)))
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
@ -462,8 +462,8 @@ EvtScript N(handleEvent) = {
EVT_PLAY_EFFECT(EFFECT_SHIMMER_BURST, 1, LVar0, LVar1, LVar2, EVT_FLOAT(1.05), 50, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_TURNS_SINCE_LAST_STAR_BEAM), 0)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable)))
EVT_SET(LVar1, ANIM_BattleBowser_Hurt)
EVT_EXEC_WAIT(N(doOnHit))
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_FLAGS), LVar0)
@ -740,8 +740,8 @@ EvtScript N(useStarRod) = {
EVT_CALL(RemoveEffect, LVarD)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED, TRUE)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 1, ACTOR_DECORATION_RADIAL_STAR_EMITTER)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_boosted)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_boosted)))
EVT_CALL(N(RemoveChillOut))
EVT_WAIT(3)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)

View File

@ -5,18 +5,18 @@
#define NAMESPACE b_area_kpa3_anti_guy
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 50,
@ -48,8 +48,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -64,7 +64,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -79,7 +79,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_ShyGuy_Black_Anim01,
STATUS_STONE, ANIM_ShyGuy_Black_Anim00,
STATUS_SLEEP, ANIM_ShyGuy_Black_Anim12,

View File

@ -12,14 +12,14 @@ extern EvtScript N(takeTurn);
extern EvtScript N(handleEvent);
extern EvtScript N(playExplosionEffects);
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -51,8 +51,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 16 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_FIRE_EXPLODE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -6 },
@ -67,7 +67,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 40,
.airLiftChance = 100,
.hurricaneChance = 95,
@ -82,7 +82,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_BulletBill_Gold_Anim01,
STATUS_STONE, ANIM_BulletBill_Gold_Anim00,
STATUS_STOP, ANIM_BulletBill_Gold_Anim00,

View File

@ -15,14 +15,14 @@ extern EvtScript N(handleEvent);
extern EvtScript N(bulletShot);
extern EvtScript N(wait);
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 4,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -54,8 +54,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -6, 29 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -9 },
@ -70,7 +70,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 15,
.hurricaneChance = 10,
@ -85,7 +85,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 5, 25 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_BillBlaster_Gold_Anim01,
STATUS_STONE, ANIM_BillBlaster_Gold_Anim00,
STATUS_STOP, ANIM_BillBlaster_Gold_Anim00,

View File

@ -5,14 +5,14 @@
#define NAMESPACE b_area_kzn_lava_bubble
extern s32 N(idleAnimations_80218FC4)[];
extern s32 N(idleAnimations_80219010)[];
extern s32 N(IdleAnimations_80218FC4)[];
extern s32 N(IdleAnimations_80219010)[];
extern EvtScript N(init_8021901C);
extern EvtScript N(takeTurn_8021AEA4);
extern EvtScript N(idle_802191E4);
extern EvtScript N(handleEvent_80219500);
s32 N(defenseTable_80218E10)[] = {
s32 N(DefenseTable_80218E10)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_WATER, -2,
ELEMENT_ICE, -2,
@ -21,7 +21,7 @@ s32 N(defenseTable_80218E10)[] = {
ELEMENT_END,
};
s32 N(statusTable_80218E3C)[] = {
s32 N(StatusTable_80218E3C)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 50,
@ -46,15 +46,15 @@ s32 N(statusTable_80218E3C)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80218EE8)[] = {
ActorPartBlueprint N(PartsTable_80218EE8)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 25 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218FC4),
.defenseTable = N(defenseTable_80218E10),
.idleAnimations = N(IdleAnimations_80218FC4),
.defenseTable = N(DefenseTable_80218E10),
.eventFlags = ACTOR_EVENT_FLAG_FIREY,
.elementImmunityFlags = ELEMENT_FIRE,
.projectileTargetOffset = { -3, -10 },
@ -65,8 +65,8 @@ ActorPartBlueprint N(partsTable_80218EE8)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80219010),
.defenseTable = N(defenseTable_80218E10),
.idleAnimations = N(IdleAnimations_80219010),
.defenseTable = N(DefenseTable_80218E10),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -77,8 +77,8 @@ ActorPartBlueprint N(partsTable_80218EE8)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80219010),
.defenseTable = N(defenseTable_80218E10),
.idleAnimations = N(IdleAnimations_80219010),
.defenseTable = N(DefenseTable_80218E10),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -89,8 +89,8 @@ ActorPartBlueprint N(partsTable_80218EE8)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80219010),
.defenseTable = N(defenseTable_80218E10),
.idleAnimations = N(IdleAnimations_80219010),
.defenseTable = N(DefenseTable_80218E10),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -101,8 +101,8 @@ ActorPartBlueprint N(partsTable_80218EE8)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80219010),
.defenseTable = N(defenseTable_80218E10),
.idleAnimations = N(IdleAnimations_80219010),
.defenseTable = N(DefenseTable_80218E10),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -114,10 +114,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_LAVA_BUBBLE,
.level = 17,
.maxHP = 9,
.partCount = ARRAY_COUNT(N(partsTable_80218EE8)),
.partsData = N(partsTable_80218EE8),
.partCount = ARRAY_COUNT( N(PartsTable_80218EE8)),
.partsData = N(PartsTable_80218EE8),
.initScript = &N(init_8021901C),
.statusTable = N(statusTable_80218E3C),
.statusTable = N(StatusTable_80218E3C),
.escapeChance = 50,
.airLiftChance = 90,
.hurricaneChance = 85,
@ -132,7 +132,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_80218FC4)[] = {
s32 N(IdleAnimations_80218FC4)[] = {
STATUS_NORMAL, ANIM_LavaBubble_Anim01,
STATUS_STONE, ANIM_LavaBubble_Anim00,
STATUS_SLEEP, ANIM_LavaBubble_Anim01,
@ -145,7 +145,7 @@ s32 N(idleAnimations_80218FC4)[] = {
STATUS_END,
};
s32 N(idleAnimations_80219010)[] = {
s32 N(IdleAnimations_80219010)[] = {
STATUS_NORMAL, ANIM_LavaBubble_Anim01,
STATUS_END,
};

View File

@ -48,25 +48,25 @@ enum {
#define VINE_1_BASE (s32) Vine1Base
#define VINE_2_BASE (s32) Vine2Base
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_LavaBud_Anim03,
STATUS_STOP, ANIM_LavaBud_Anim02,
STATUS_END,
};
s32 N(idleAnimations_fiery)[] = {
s32 N(IdleAnimations_fiery)[] = {
STATUS_NORMAL, ANIM_LavaBud_Anim04,
STATUS_STOP, ANIM_LavaBud_Anim02,
STATUS_END,
};
s32 N(idleAnimations_wet)[] = {
s32 N(IdleAnimations_wet)[] = {
STATUS_NORMAL, ANIM_LavaBud_Anim0F,
STATUS_STOP, ANIM_LavaBud_Anim0F,
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_WATER, 0,
ELEMENT_ICE, 0,
@ -75,7 +75,7 @@ s32 N(defenseTable)[] = {
ELEMENT_END,
};
s32 N(defenseTable_fiery)[] = {
s32 N(DefenseTable_fiery)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_WATER, -2,
ELEMENT_ICE, -2,
@ -84,7 +84,7 @@ s32 N(defenseTable_fiery)[] = {
ELEMENT_END,
};
s32 N(defenseTable_wet)[] = {
s32 N(DefenseTable_wet)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_WATER, 0,
ELEMENT_ICE, 0,
@ -93,7 +93,7 @@ s32 N(defenseTable_wet)[] = {
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 75,
@ -125,8 +125,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -138,7 +138,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -153,7 +153,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -351,9 +351,9 @@ EvtScript N(onBurnHit) = {
EVT_EXEC_WAIT(N(playModelAnimation))
EVT_CALL(SetActorVar, ACTOR_SELF, 7, ANIM_LavaBud_Anim03)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, ANIM_LavaBud_Anim09)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 2, EVT_PTR(N(defenseTable_fiery)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 2, EVT_PTR(N(DefenseTable_fiery)))
EVT_THREAD
EVT_WAIT(14)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
@ -636,9 +636,9 @@ EvtScript N(onDeath) = {
EVT_CALL(RemoveEffect, LVar0)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, 0)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_wet)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_wet)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 2, EVT_PTR(N(defenseTable_wet)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_wet)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_wet)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 2, EVT_PTR(N(DefenseTable_wet)))
EVT_CALL(SetActorVar, ACTOR_SELF, 7, ANIM_LavaBud_Anim0F)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, ANIM_LavaBud_Anim09)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBud_Anim0F)
@ -672,7 +672,7 @@ EvtScript N(onDeath) = {
EVT_END_IF
EVT_CALL(LoadBattleDmaData, 21)
EVT_EXEC_WAIT(N(playModelAnimation))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_wet)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_wet)))
EVT_CALL(SetActorVar, ACTOR_SELF, 7, ANIM_LavaBud_Anim0F)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, ANIM_LavaBud_Anim09)
EVT_WAIT(29)
@ -878,9 +878,9 @@ EvtScript N(onHit) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_PLAY_EFFECT(EFFECT_COLD_BREATH, 0, LVar0, LVar1, LVar2, EVT_FLOAT(2.0), 45, 0)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_wet)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_wet)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 2, EVT_PTR(N(defenseTable_wet)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_wet)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_wet)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 2, EVT_PTR(N(DefenseTable_wet)))
EVT_CALL(SetActorVar, ACTOR_SELF, 7, ANIM_LavaBud_Anim0F)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, ANIM_LavaBud_Anim09)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaBud_Anim0F)

View File

@ -118,9 +118,9 @@ extern StaticAnimatorNode* N(AnimModel_SideHeadVine)[];
extern StaticAnimatorNode* N(AnimModel_ExtraVine)[];
extern AnimScript N(anim1_8021A364);
extern s32 b_area_kzn2_lava_bud_idleAnimations_fiery[];
extern s32 N(defenseTable_fiery)[];
extern s32 b_area_kzn2_lava_bud_defenseTable_fiery[];
extern s32 b_area_kzn2_lava_bud_IdleAnimations_fiery[];
extern s32 N(DefenseTable_fiery)[];
extern s32 b_area_kzn2_lava_bud_DefenseTable_fiery[];
API_CALLABLE(SetAnimatorFlags);
API_CALLABLE(GetAnimatedPositionByTreeIndex);
@ -132,7 +132,7 @@ API_CALLABLE(DeleteAnimatedModel);
extern Formation N(formation_lava_bud_1);
extern Formation N(formation_lava_bud_2);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_LavaPiranha_Anim03,
STATUS_STONE, ANIM_LavaPiranha_Anim00,
STATUS_SLEEP, ANIM_LavaPiranha_Anim0A,
@ -145,7 +145,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations_fiery)[] = {
s32 N(IdleAnimations_fiery)[] = {
STATUS_NORMAL, ANIM_LavaPiranha_Anim04,
STATUS_STONE, ANIM_LavaPiranha_Anim00,
STATUS_SLEEP, ANIM_LavaPiranha_Anim04,
@ -158,13 +158,13 @@ s32 N(idleAnimations_fiery)[] = {
STATUS_END,
};
s32 N(idleAnimations_wet)[] = {
s32 N(IdleAnimations_wet)[] = {
STATUS_NORMAL, ANIM_LavaPiranha_Anim10,
STATUS_STOP, ANIM_LavaPiranha_Anim00,
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_WATER, 0,
ELEMENT_ICE, 0,
@ -173,7 +173,7 @@ s32 N(defenseTable)[] = {
ELEMENT_END,
};
s32 N(defenseTable_fiery)[] = {
s32 N(DefenseTable_fiery)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_WATER, -2,
ELEMENT_ICE, -2,
@ -182,7 +182,7 @@ s32 N(defenseTable_fiery)[] = {
ELEMENT_END,
};
s32 N(defenseTable_wet)[] = {
s32 N(DefenseTable_wet)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_WATER, 0,
ELEMENT_ICE, 0,
@ -191,7 +191,7 @@ s32 N(defenseTable_wet)[] = {
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 25,
@ -223,8 +223,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 40 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -236,7 +236,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { 0, 40 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -251,7 +251,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -1050,9 +1050,9 @@ EvtScript N(onBurnHit) = {
EVT_CALL(PlayModelAnimation, VINE_0, VINE_0_BASE)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, ANIM_LavaPiranha_Anim03)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, ANIM_LavaPiranha_Anim09)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 2, EVT_PTR(N(defenseTable_fiery)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 2, EVT_PTR(N(DefenseTable_fiery)))
EVT_THREAD
EVT_WAIT(14)
EVT_CALL(OverrideBattleDmaDest, VINE_0_BASE)
@ -1538,15 +1538,15 @@ EvtScript N(onDeath) = {
EVT_CALL(SetActorVar, ACTOR_ENEMY1, 8, ANIM_LavaBud_Anim0B)
EVT_CALL(SetActorVar, ACTOR_ENEMY2, 7, ANIM_LavaBud_Anim04)
EVT_CALL(SetActorVar, ACTOR_ENEMY2, 8, ANIM_LavaBud_Anim0B)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(b_area_kzn2_lava_bud_idleAnimations_fiery))
EVT_CALL(SetIdleAnimations, ACTOR_ENEMY1, 1, EVT_PTR(b_area_kzn2_lava_bud_idleAnimations_fiery))
EVT_CALL(SetIdleAnimations, ACTOR_ENEMY2, 1, EVT_PTR(b_area_kzn2_lava_bud_idleAnimations_fiery))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 2, EVT_PTR(N(defenseTable_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY1, 1, EVT_PTR(b_area_kzn2_lava_bud_defenseTable_fiery))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY1, 2, EVT_PTR(b_area_kzn2_lava_bud_defenseTable_fiery))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY2, 1, EVT_PTR(b_area_kzn2_lava_bud_defenseTable_fiery))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY2, 2, EVT_PTR(b_area_kzn2_lava_bud_defenseTable_fiery))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(b_area_kzn2_lava_bud_IdleAnimations_fiery))
EVT_CALL(SetIdleAnimations, ACTOR_ENEMY1, 1, EVT_PTR(b_area_kzn2_lava_bud_IdleAnimations_fiery))
EVT_CALL(SetIdleAnimations, ACTOR_ENEMY2, 1, EVT_PTR(b_area_kzn2_lava_bud_IdleAnimations_fiery))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 2, EVT_PTR(N(DefenseTable_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY1, 1, EVT_PTR(b_area_kzn2_lava_bud_DefenseTable_fiery))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY1, 2, EVT_PTR(b_area_kzn2_lava_bud_DefenseTable_fiery))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY2, 1, EVT_PTR(b_area_kzn2_lava_bud_DefenseTable_fiery))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY2, 2, EVT_PTR(b_area_kzn2_lava_bud_DefenseTable_fiery))
EVT_CALL(SetPartImmunityBits, ACTOR_SELF, 1, ELEMENT_FIRE, 1)
EVT_CALL(SetPartImmunityBits, ACTOR_SELF, 2, ELEMENT_FIRE, 1)
EVT_CALL(SetPartImmunityBits, ACTOR_ENEMY1, 1, ELEMENT_FIRE, 1)
@ -1888,9 +1888,9 @@ EvtScript N(ignite) = {
EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_FLAME, 1, LVar3, LVar4, LVar2, EVT_FLOAT(0.3), LVarA, 0)
EVT_CALL(SetActorVar, ACTOR_ENEMY1, 6, LVarA)
EVT_CALL(SetIdleAnimations, ACTOR_ENEMY1, 1, EVT_PTR(b_area_kzn2_lava_bud_idleAnimations_fiery))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY1, 1, EVT_PTR(b_area_kzn2_lava_bud_defenseTable_fiery))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY1, 2, EVT_PTR(b_area_kzn2_lava_bud_defenseTable_fiery))
EVT_CALL(SetIdleAnimations, ACTOR_ENEMY1, 1, EVT_PTR(b_area_kzn2_lava_bud_IdleAnimations_fiery))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY1, 1, EVT_PTR(b_area_kzn2_lava_bud_DefenseTable_fiery))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY1, 2, EVT_PTR(b_area_kzn2_lava_bud_DefenseTable_fiery))
EVT_CALL(SetPartEventBits, ACTOR_ENEMY1, 1, ACTOR_EVENT_FLAG_FIREY, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_ENEMY1, 2, ACTOR_EVENT_FLAG_FIREY, TRUE)
EVT_CALL(SetActorVar, ACTOR_ENEMY1, 7, ANIM_LavaBud_Anim04)
@ -1909,9 +1909,9 @@ EvtScript N(ignite) = {
EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_FLAME, 1, LVar3, LVar4, LVar2, EVT_FLOAT(0.3), LVarA, 0)
EVT_CALL(SetActorVar, ACTOR_ENEMY2, 6, LVarA)
EVT_CALL(SetIdleAnimations, ACTOR_ENEMY2, 1, EVT_PTR(b_area_kzn2_lava_bud_idleAnimations_fiery))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY2, 1, EVT_PTR(b_area_kzn2_lava_bud_defenseTable_fiery))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY2, 2, EVT_PTR(b_area_kzn2_lava_bud_defenseTable_fiery))
EVT_CALL(SetIdleAnimations, ACTOR_ENEMY2, 1, EVT_PTR(b_area_kzn2_lava_bud_IdleAnimations_fiery))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY2, 1, EVT_PTR(b_area_kzn2_lava_bud_DefenseTable_fiery))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY2, 2, EVT_PTR(b_area_kzn2_lava_bud_DefenseTable_fiery))
EVT_CALL(SetPartEventBits, ACTOR_ENEMY2, 1, ACTOR_EVENT_FLAG_FIREY, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_ENEMY2, 2, ACTOR_EVENT_FLAG_FIREY, TRUE)
EVT_CALL(SetActorVar, ACTOR_ENEMY2, 7, ANIM_LavaBud_Anim04)
@ -1930,9 +1930,9 @@ EvtScript N(ignite) = {
EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_FLAME, 1, LVar3, LVar4, LVar2, EVT_FLOAT(0.7), LVarA, 0)
EVT_CALL(SetActorVar, ACTOR_ENEMY0, 6, LVarA)
EVT_CALL(SetIdleAnimations, ACTOR_ENEMY0, 1, EVT_PTR(N(idleAnimations_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY0, 1, EVT_PTR(N(defenseTable_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY0, 2, EVT_PTR(N(defenseTable_fiery)))
EVT_CALL(SetIdleAnimations, ACTOR_ENEMY0, 1, EVT_PTR(N(IdleAnimations_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY0, 1, EVT_PTR(N(DefenseTable_fiery)))
EVT_CALL(SetDefenseTable, ACTOR_ENEMY0, 2, EVT_PTR(N(DefenseTable_fiery)))
EVT_CALL(SetPartEventBits, ACTOR_ENEMY0, 1, ACTOR_EVENT_FLAG_FIREY, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_ENEMY0, 2, ACTOR_EVENT_FLAG_FIREY, TRUE)
EVT_CALL(SetActorVar, ACTOR_ENEMY0, 7, ANIM_LavaPiranha_Anim04)
@ -2028,9 +2028,9 @@ EvtScript N(doOnHit) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_PLAY_EFFECT(EFFECT_COLD_BREATH, 0, LVar0, LVar1, LVar2, EVT_FLOAT(3.0), 50, 0)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_wet)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_wet)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 2, EVT_PTR(N(defenseTable_wet)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_wet)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_wet)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 2, EVT_PTR(N(DefenseTable_wet)))
EVT_CALL(SetActorVar, ACTOR_SELF, 7, ANIM_LavaPiranha_Anim0A)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, ANIM_LavaPiranha_Anim09)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_FIREY, FALSE)

View File

@ -12,7 +12,7 @@ extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern EvtScript N(onDeath);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_PetitPiranha_Anim01,
STATUS_STONE, ANIM_PetitPiranha_Anim01,
STATUS_SLEEP, ANIM_PetitPiranha_Anim01,
@ -26,7 +26,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_WATER, -2,
ELEMENT_ICE, -2,
@ -35,7 +35,7 @@ s32 N(defenseTable)[] = {
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
@ -67,8 +67,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_FIREY,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -2, -22 },
@ -83,7 +83,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -10,7 +10,7 @@ extern EvtScript N(idle);
extern EvtScript N(takeTurn);
extern EvtScript N(handleEvent);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_PetitPiranha_Anim01,
STATUS_STONE, ANIM_PetitPiranha_Anim00,
STATUS_SLEEP, ANIM_PetitPiranha_Anim00,
@ -24,7 +24,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_WATER, -2,
ELEMENT_ICE, -2,
@ -33,7 +33,7 @@ s32 N(defenseTable)[] = {
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -65,8 +65,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_FIREY,
.elementImmunityFlags = ELEMENT_FIRE,
.projectileTargetOffset = { -2, -22 },
@ -81,7 +81,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -5,19 +5,19 @@
#define NAMESPACE b_area_mac_chan
s32 N(defenseTable_80219D50)[] = {
s32 N(DefenseTable_80219D50)[] = {
ELEMENT_NORMAL, 2,
ELEMENT_FIRE, 99,
ELEMENT_BLAST, 99,
ELEMENT_END,
};
s32 N(defenseTable_80219D6C)[] = {
s32 N(DefenseTable_80219D6C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_80219D78)[] = {
s32 N(StatusTable_80219D78)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 30,
@ -42,18 +42,18 @@ s32 N(statusTable_80219D78)[] = {
STATUS_END,
};
extern s32 N(idleAnimations_80219EBC)[];
extern s32 N(IdleAnimations_80219EBC)[];
extern EvtScript N(init_8021CCDC);
ActorPartBlueprint N(partsTable_80219E24)[] = {
ActorPartBlueprint N(PartsTable_80219E24)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 16 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80219EBC),
.defenseTable = N(defenseTable_80219D50),
.idleAnimations = N(IdleAnimations_80219EBC),
.defenseTable = N(DefenseTable_80219D50),
.eventFlags = ACTOR_EVENT_FLAG_FLIPABLE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 1, 7 },
@ -65,10 +65,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_CHAN,
.level = 0,
.maxHP = 15,
.partCount = ARRAY_COUNT(N(partsTable_80219E24)),
.partsData = N(partsTable_80219E24),
.partCount = ARRAY_COUNT( N(PartsTable_80219E24)),
.partsData = N(PartsTable_80219E24),
.initScript = &N(init_8021CCDC),
.statusTable = N(statusTable_80219D78),
.statusTable = N(StatusTable_80219D78),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -83,7 +83,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_80219E70)[] = {
s32 N(IdleAnimations_80219E70)[] = {
STATUS_NORMAL, ANIM_Chan_Idle,
STATUS_STONE, ANIM_Chan_Still,
STATUS_SLEEP, ANIM_Chan_Sleep,
@ -96,7 +96,7 @@ s32 N(idleAnimations_80219E70)[] = {
STATUS_END,
};
s32 N(idleAnimations_80219EBC)[] = {
s32 N(IdleAnimations_80219EBC)[] = {
STATUS_NORMAL, ANIM_Chan_Idle,
STATUS_STONE, ANIM_Chan_Still,
STATUS_SLEEP, ANIM_Chan_Sleep,
@ -109,7 +109,7 @@ s32 N(idleAnimations_80219EBC)[] = {
STATUS_END,
};
s32 N(idleAnimations_80219F08)[] = {
s32 N(IdleAnimations_80219F08)[] = {
STATUS_NORMAL, ANIM_Chan_Toppled,
STATUS_STONE, ANIM_Chan_ToppledStill,
STATUS_SLEEP, ANIM_Chan_ToppledSleep,
@ -144,7 +144,7 @@ EvtScript N(80219F4C) = {
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -9)
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_Chan)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8021AAB8)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219E70)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219E70)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_UPSIDE_DOWN, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_FLIPABLE, TRUE)
EVT_END_IF
@ -169,8 +169,8 @@ EvtScript N(8021A12C) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_Chan)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8021AAB8)))
EVT_CALL(SetActorVar, ACTOR_SELF, 9, 1)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_80219D6C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219F08)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_80219D6C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219F08)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_UPSIDE_DOWN, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_FLIPABLE, TRUE)
@ -375,8 +375,8 @@ EvtScript N(handleEvent_8021AAB8) = {
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, 0, 16)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -9)
EVT_CALL(SetActorVar, ACTOR_SELF, 9, 1)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_80219D6C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219F08)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_80219D6C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219F08)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Chan_Hurt)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
@ -555,7 +555,7 @@ EvtScript N(takeTurn_8021B81C) = {
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 20)
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_Chan)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8021AAB8)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219E70)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219E70)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_UPSIDE_DOWN, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_FLIPABLE, TRUE)
EVT_CALL(GetIndexFromPos, ACTOR_SELF, LVar0)
@ -711,8 +711,8 @@ EvtScript N(takeTurn_Chan) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, 0, 16)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -9)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_80219D50)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219E70)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_80219D50)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80219E70)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8021A11C)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_END_IF

View File

@ -13,7 +13,7 @@
#define NAMESPACE b_area_mac_lee
s32 N(idleAnimations_8021D360)[] = {
s32 N(IdleAnimations_8021D360)[] = {
STATUS_NORMAL, ANIM_Lee_Idle,
STATUS_STONE, ANIM_Lee_Still,
STATUS_SLEEP, ANIM_Lee_Sleep,
@ -26,7 +26,7 @@ s32 N(idleAnimations_8021D360)[] = {
STATUS_END,
};
s32 N(idleAnimations_8021D3AC)[] = {
s32 N(IdleAnimations_8021D3AC)[] = {
STATUS_NORMAL, ANIM_Lee_Hurt,
STATUS_END,
};
@ -35,12 +35,12 @@ s32 N(unk_missing_8021D3B8)[] = {
0x00000001, 0x00A40004, 0x00000000,
};
s32 N(defenseTable_8021D3C4)[] = {
s32 N(DefenseTable_8021D3C4)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021D3D0)[] = {
s32 N(StatusTable_8021D3D0)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -65,15 +65,15 @@ s32 N(statusTable_8021D3D0)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8021D47C)[] = {
ActorPartBlueprint N(PartsTable_8021D47C)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -5, 25 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021D360),
.defenseTable = N(defenseTable_8021D3C4),
.idleAnimations = N(IdleAnimations_8021D360),
.defenseTable = N(DefenseTable_8021D3C4),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -2, -10 },
@ -87,10 +87,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_LEE,
.level = 0,
.maxHP = 20,
.partCount = ARRAY_COUNT(N(partsTable_8021D47C)),
.partsData = N(partsTable_8021D47C),
.partCount = ARRAY_COUNT( N(PartsTable_8021D47C)),
.partsData = N(PartsTable_8021D47C),
.initScript = &N(init_8021D4C8),
.statusTable = N(statusTable_8021D3D0),
.statusTable = N(StatusTable_8021D3D0),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -372,7 +372,7 @@ EvtScript N(8021E118) = {
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_SHADOW, TRUE)
EVT_CALL(SetActorVar, LVarA, 8, 2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, LVar0, 1, TRUE)
EVT_CALL(SetIdleAnimations, LVarA, 1, EVT_PTR(N(idleAnimations_8021D3AC)))
EVT_CALL(SetIdleAnimations, LVarA, 1, EVT_PTR(N(IdleAnimations_8021D3AC)))
EVT_CALL(SetAnimation, LVarA, 1, ANIM_Lee_Hurt)
EVT_WAIT(30)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
@ -391,7 +391,7 @@ EvtScript N(8021E118) = {
EVT_END_IF
EVT_CALL(ForceHomePos, LVarA, LVarB, LVarC, LVarD)
EVT_CALL(HPBarToHome, LVarA)
EVT_CALL(SetIdleAnimations, LVarA, 1, EVT_PTR(N(idleAnimations_8021D360)))
EVT_CALL(SetIdleAnimations, LVarA, 1, EVT_PTR(N(IdleAnimations_8021D360)))
EVT_CALL(SetAnimation, LVarA, 1, ANIM_Lee_Idle)
EVT_CALL(SetActorPos, ACTOR_SELF, NPC_DISPOSE_LOCATION)
EVT_CALL(ForceHomePos, ACTOR_SELF, NPC_DISPOSE_LOCATION)
@ -449,7 +449,7 @@ EvtScript N(8021E5DC) = {
Vec3i N(vector3D_8021E940) = { NPC_DISPOSE_LOCATION };
s32 N(idleAnimations_8021E94C)[] = {
s32 N(IdleAnimations_8021E94C)[] = {
STATUS_NORMAL, ANIM_BattleGoombario_Idle,
STATUS_STONE, ANIM_BattleGoombario_Still,
STATUS_SLEEP, ANIM_BattleGoombario_Still,
@ -462,12 +462,12 @@ s32 N(idleAnimations_8021E94C)[] = {
STATUS_END,
};
s32 N(defenseTable_8021E998)[] = {
s32 N(DefenseTable_8021E998)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021E9A4)[] = {
s32 N(StatusTable_8021E9A4)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -492,15 +492,15 @@ s32 N(statusTable_8021E9A4)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8021EA50)[] = {
ActorPartBlueprint N(PartsTable_8021EA50)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021E94C),
.defenseTable = N(defenseTable_8021E998),
.idleAnimations = N(IdleAnimations_8021E94C),
.defenseTable = N(DefenseTable_8021E998),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -9 },
@ -514,10 +514,10 @@ ActorBlueprint N(goombario) = {
.type = ACTOR_TYPE_LEE_GOOMBARIO,
.level = 0,
.maxHP = 20,
.partCount = ARRAY_COUNT(N(partsTable_8021EA50)),
.partsData = N(partsTable_8021EA50),
.partCount = ARRAY_COUNT( N(PartsTable_8021EA50)),
.partsData = N(PartsTable_8021EA50),
.initScript = &N(init_Goombario),
.statusTable = N(statusTable_8021E9A4),
.statusTable = N(StatusTable_8021E9A4),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -1066,7 +1066,7 @@ Formation N(formation_goombario) = {
{ .actor = &N(goombario), .home = { .vec = &N(vector3D_8021E940) }},
};
s32 N(idleAnimations_80220540)[] = {
s32 N(IdleAnimations_80220540)[] = {
STATUS_NORMAL, ANIM_BattleKooper_Idle,
STATUS_STONE, ANIM_BattleKooper_Still,
STATUS_SLEEP, ANIM_BattleKooper_Still,
@ -1079,7 +1079,7 @@ s32 N(idleAnimations_80220540)[] = {
STATUS_END,
};
s32 N(idleAnimations_8022058C)[] = {
s32 N(IdleAnimations_8022058C)[] = {
STATUS_NORMAL, ANIM_BattleKooper_Toppled,
STATUS_STONE, ANIM_BattleKooper_StillToppled,
STATUS_SLEEP, ANIM_BattleKooper_StillToppled,
@ -1092,17 +1092,17 @@ s32 N(idleAnimations_8022058C)[] = {
STATUS_END,
};
s32 N(defenseTable_802205D8)[] = {
s32 N(DefenseTable_802205D8)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_END,
};
s32 N(defenseTable_802205E4)[] = {
s32 N(DefenseTable_802205E4)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_802205F0)[] = {
s32 N(StatusTable_802205F0)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -1127,15 +1127,15 @@ s32 N(statusTable_802205F0)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8022069C)[] = {
ActorPartBlueprint N(PartsTable_8022069C)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 32 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80220540),
.defenseTable = N(defenseTable_802205D8),
.idleAnimations = N(IdleAnimations_80220540),
.defenseTable = N(DefenseTable_802205D8),
.eventFlags = ACTOR_EVENT_FLAG_FLIPABLE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -16 },
@ -1149,10 +1149,10 @@ ActorBlueprint N(kooper) = {
.type = ACTOR_TYPE_LEE_KOOPER,
.level = 0,
.maxHP = 20,
.partCount = ARRAY_COUNT(N(partsTable_8022069C)),
.partsData = N(partsTable_8022069C),
.partCount = ARRAY_COUNT( N(PartsTable_8022069C)),
.partsData = N(PartsTable_8022069C),
.initScript = &N(init_Kooper),
.statusTable = N(statusTable_802205F0),
.statusTable = N(StatusTable_802205F0),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -1255,8 +1255,8 @@ EvtScript N(handleEvent_80220908) = {
EVT_CASE_EQ(13)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, 1)
EVT_CALL(SetActorVar, ACTOR_SELF, 5, 1)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_802205E4)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8022058C)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_802205E4)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8022058C)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, 5, 15)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, -6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleKooper_Hurt)
@ -1408,8 +1408,8 @@ EvtScript N(takeTurn_80221200) = {
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleKooper_Idle)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, 0)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_802205D8)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80220540)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_802205D8)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80220540)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -2, 38)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -3, -9)
EVT_END_IF
@ -1595,7 +1595,7 @@ Formation N(formation_kooper) = {
{ .actor = &N(kooper), .home = { .vec = &N(vector3D_8021E940) }}
};
s32 N(idleAnimations_80222290)[] = {
s32 N(IdleAnimations_80222290)[] = {
STATUS_NORMAL, ANIM_BattleBombette_Idle,
STATUS_STONE, ANIM_BattleBombette_Still,
STATUS_SLEEP, ANIM_BattleBombette_Still,
@ -1608,12 +1608,12 @@ s32 N(idleAnimations_80222290)[] = {
STATUS_END,
};
s32 N(defenseTable_802222DC)[] = {
s32 N(DefenseTable_802222DC)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_802222E8)[] = {
s32 N(StatusTable_802222E8)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -1638,15 +1638,15 @@ s32 N(statusTable_802222E8)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80222394)[] = {
ActorPartBlueprint N(PartsTable_80222394)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 22 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80222290),
.defenseTable = N(defenseTable_802222DC),
.idleAnimations = N(IdleAnimations_80222290),
.defenseTable = N(DefenseTable_802222DC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -2, -7 },
@ -1660,10 +1660,10 @@ ActorBlueprint N(bombette) = {
.type = ACTOR_TYPE_LEE_BOMBETTE,
.level = 0,
.maxHP = 20,
.partCount = ARRAY_COUNT(N(partsTable_80222394)),
.partsData = N(partsTable_80222394),
.partCount = ARRAY_COUNT( N(PartsTable_80222394)),
.partsData = N(PartsTable_80222394),
.initScript = &N(init_LeeBombette),
.statusTable = N(statusTable_802222E8),
.statusTable = N(StatusTable_802222E8),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -1949,7 +1949,7 @@ Formation N(formation_bombette) = {
{ .actor = &N(bombette), .home = { .vec = &N(vector3D_8021E940) }}
};
s32 N(idleAnimations_80223388)[] = {
s32 N(IdleAnimations_80223388)[] = {
STATUS_NORMAL, ANIM_BattleParakarry_Idle,
STATUS_STONE, ANIM_BattleParakarry_Still,
STATUS_SLEEP, ANIM_BattleParakarry_Still,
@ -1962,12 +1962,12 @@ s32 N(idleAnimations_80223388)[] = {
STATUS_END,
};
s32 N(defenseTable_802233D4)[] = {
s32 N(DefenseTable_802233D4)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_END,
};
s32 N(statusTable_802233E0)[] = {
s32 N(StatusTable_802233E0)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -1992,15 +1992,15 @@ s32 N(statusTable_802233E0)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8022348C)[] = {
ActorPartBlueprint N(PartsTable_8022348C)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -3, 32 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80223388),
.defenseTable = N(defenseTable_802233D4),
.idleAnimations = N(IdleAnimations_80223388),
.defenseTable = N(DefenseTable_802233D4),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -16 },
@ -2012,7 +2012,7 @@ ActorPartBlueprint N(partsTable_8022348C)[] = {
.targetOffset = { -3, -18 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable_802233D4),
.defenseTable = N(DefenseTable_802233D4),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -16 },
@ -2026,10 +2026,10 @@ ActorBlueprint N(parakarry) = {
.type = ACTOR_TYPE_LEE_PARAKARRY,
.level = 0,
.maxHP = 20,
.partCount = ARRAY_COUNT(N(partsTable_8022348C)),
.partsData = N(partsTable_8022348C),
.partCount = ARRAY_COUNT( N(PartsTable_8022348C)),
.partsData = N(PartsTable_8022348C),
.initScript = &N(init_Parakarry),
.statusTable = N(statusTable_802233E0),
.statusTable = N(StatusTable_802233E0),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -2311,7 +2311,7 @@ Formation N(formation_parakarry) = {
{ .actor = &N(parakarry), .home = { .vec = &N(vector3D_8021E940) }}
};
s32 N(idleAnimations_80224410)[] = {
s32 N(IdleAnimations_80224410)[] = {
STATUS_NORMAL, ANIM_BattleBow_Idle,
STATUS_STONE, ANIM_BattleBow_Still,
STATUS_SLEEP, ANIM_BattleBow_Still,
@ -2324,12 +2324,12 @@ s32 N(idleAnimations_80224410)[] = {
STATUS_END,
};
s32 N(defenseTable_8022445C)[] = {
s32 N(DefenseTable_8022445C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_80224468)[] = {
s32 N(StatusTable_80224468)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -2354,15 +2354,15 @@ s32 N(statusTable_80224468)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80224514)[] = {
ActorPartBlueprint N(PartsTable_80224514)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80224410),
.defenseTable = N(defenseTable_8022445C),
.idleAnimations = N(IdleAnimations_80224410),
.defenseTable = N(DefenseTable_8022445C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -2374,7 +2374,7 @@ ActorPartBlueprint N(partsTable_80224514)[] = {
.targetOffset = { 0, -26 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable_8022445C),
.defenseTable = N(DefenseTable_8022445C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -2388,10 +2388,10 @@ ActorBlueprint N(bow) = {
.type = ACTOR_TYPE_LEE_BOW,
.level = 0,
.maxHP = 20,
.partCount = ARRAY_COUNT(N(partsTable_80224514)),
.partsData = N(partsTable_80224514),
.partCount = ARRAY_COUNT( N(PartsTable_80224514)),
.partsData = N(PartsTable_80224514),
.initScript = &N(init_Bow),
.statusTable = N(statusTable_80224468),
.statusTable = N(StatusTable_80224468),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -2762,7 +2762,7 @@ Formation N(formation_bow) = {
{ .actor = &N(bow), .home = { .vec = &N(vector3D_8021E940) }}
};
s32 N(idleAnimations_80225974)[] = {
s32 N(IdleAnimations_80225974)[] = {
STATUS_NORMAL, ANIM_BattleWatt_Idle,
STATUS_STONE, ANIM_BattleWatt_Still,
STATUS_SLEEP, ANIM_BattleWatt_Still,
@ -2775,13 +2775,13 @@ s32 N(idleAnimations_80225974)[] = {
STATUS_END,
};
s32 N(defenseTable_802259C0)[] = {
s32 N(DefenseTable_802259C0)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 99,
ELEMENT_END,
};
s32 N(statusTable_802259D4)[] = {
s32 N(StatusTable_802259D4)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -2806,15 +2806,15 @@ s32 N(statusTable_802259D4)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80225A80)[] = {
ActorPartBlueprint N(PartsTable_80225A80)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -1, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80225974),
.defenseTable = N(defenseTable_802259C0),
.idleAnimations = N(IdleAnimations_80225974),
.defenseTable = N(DefenseTable_802259C0),
.eventFlags = ACTOR_EVENT_FLAG_ELECTRIFIED,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -2826,7 +2826,7 @@ ActorPartBlueprint N(partsTable_80225A80)[] = {
.targetOffset = { -1, -30 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable_802259C0),
.defenseTable = N(DefenseTable_802259C0),
.eventFlags = ACTOR_EVENT_FLAG_ELECTRIFIED,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -2840,10 +2840,10 @@ ActorBlueprint N(watt) = {
.type = ACTOR_TYPE_LEE_WATT,
.level = 0,
.maxHP = 20,
.partCount = ARRAY_COUNT(N(partsTable_80225A80)),
.partsData = N(partsTable_80225A80),
.partCount = ARRAY_COUNT( N(PartsTable_80225A80)),
.partsData = N(PartsTable_80225A80),
.initScript = &N(init_Watt),
.statusTable = N(statusTable_802259D4),
.statusTable = N(StatusTable_802259D4),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -3241,7 +3241,7 @@ Formation N(formation_watt) = {
{ .actor = &N(watt), .home = { .vec = &N(vector3D_8021E940) }}
};
s32 N(idleAnimations_8022697C)[] = {
s32 N(IdleAnimations_8022697C)[] = {
STATUS_NORMAL, ANIM_BattleSushie_Idle,
STATUS_STONE, ANIM_BattleSushie_Still,
STATUS_SLEEP, ANIM_BattleSushie_Still,
@ -3254,12 +3254,12 @@ s32 N(idleAnimations_8022697C)[] = {
STATUS_END,
};
s32 N(defenseTable_802269C8)[] = {
s32 N(DefenseTable_802269C8)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_802269D4)[] = {
s32 N(StatusTable_802269D4)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -3284,15 +3284,15 @@ s32 N(statusTable_802269D4)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80226A80)[] = {
ActorPartBlueprint N(PartsTable_80226A80)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022697C),
.defenseTable = N(defenseTable_802269C8),
.idleAnimations = N(IdleAnimations_8022697C),
.defenseTable = N(DefenseTable_802269C8),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -12 },
@ -3306,10 +3306,10 @@ ActorBlueprint N(sushie) = {
.type = ACTOR_TYPE_LEE_SUSHIE,
.level = 0,
.maxHP = 20,
.partCount = ARRAY_COUNT(N(partsTable_80226A80)),
.partsData = N(partsTable_80226A80),
.partCount = ARRAY_COUNT( N(PartsTable_80226A80)),
.partsData = N(PartsTable_80226A80),
.initScript = &N(init_Sushie),
.statusTable = N(statusTable_802269D4),
.statusTable = N(StatusTable_802269D4),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -3715,7 +3715,7 @@ Formation N(formation_sushie) = {
{ .actor = &N(sushie), .home = { .vec = &N(vector3D_8021E940) }}
};
s32 N(idleAnimations_8022840C)[] = {
s32 N(IdleAnimations_8022840C)[] = {
STATUS_NORMAL, ANIM_BattleLakilester_Idle,
STATUS_STONE, ANIM_BattleLakilester_Still,
STATUS_SLEEP, ANIM_BattleLakilester_Still,
@ -3728,17 +3728,17 @@ s32 N(idleAnimations_8022840C)[] = {
STATUS_END,
};
s32 N(idleAnimations_80228458)[] = {
s32 N(IdleAnimations_80228458)[] = {
STATUS_NORMAL, ANIM_BattleLakilester_Spiny,
STATUS_END,
};
s32 N(defenseTable_80228464)[] = {
s32 N(DefenseTable_80228464)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_80228470)[] = {
s32 N(StatusTable_80228470)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -3763,15 +3763,15 @@ s32 N(statusTable_80228470)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8022851C)[] = {
ActorPartBlueprint N(PartsTable_8022851C)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -3, 33 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022840C),
.defenseTable = N(defenseTable_80228464),
.idleAnimations = N(IdleAnimations_8022840C),
.defenseTable = N(DefenseTable_80228464),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -2, -10 },
@ -3782,8 +3782,8 @@ ActorPartBlueprint N(partsTable_8022851C)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80228458),
.defenseTable = N(defenseTable_80228464),
.idleAnimations = N(IdleAnimations_80228458),
.defenseTable = N(DefenseTable_80228464),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -3797,10 +3797,10 @@ ActorBlueprint N(lakilester) = {
.type = ACTOR_TYPE_LEE_LAKILESTER,
.level = 0,
.maxHP = 20,
.partCount = ARRAY_COUNT(N(partsTable_8022851C)),
.partsData = N(partsTable_8022851C),
.partCount = ARRAY_COUNT( N(PartsTable_8022851C)),
.partsData = N(PartsTable_8022851C),
.initScript = &N(init_Lakilester),
.statusTable = N(statusTable_80228470),
.statusTable = N(StatusTable_80228470),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -5,7 +5,7 @@
#define NAMESPACE b_area_mac_master1
s32 N(idleAnimations_8022A260)[] = {
s32 N(IdleAnimations_8022A260)[] = {
STATUS_NORMAL, ANIM_TheMaster_Walk,
STATUS_STONE, ANIM_TheMaster_Still,
STATUS_SLEEP, ANIM_TheMaster_Sleep,
@ -18,12 +18,12 @@ s32 N(idleAnimations_8022A260)[] = {
STATUS_END,
};
s32 N(defenseTable_8022A2AC)[] = {
s32 N(DefenseTable_8022A2AC)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8022A2B8)[] = {
s32 N(StatusTable_8022A2B8)[] = {
STATUS_NORMAL, 50,
STATUS_DEFAULT, 50,
STATUS_SLEEP, 40,
@ -48,15 +48,15 @@ s32 N(statusTable_8022A2B8)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8022A364)[] = {
ActorPartBlueprint N(PartsTable_8022A364)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -5, 28 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022A260),
.defenseTable = N(defenseTable_8022A2AC),
.idleAnimations = N(IdleAnimations_8022A260),
.defenseTable = N(DefenseTable_8022A2AC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 2, -7 },
@ -70,10 +70,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_THE_MASTER_1,
.level = 0,
.maxHP = 50,
.partCount = ARRAY_COUNT(N(partsTable_8022A364)),
.partsData = N(partsTable_8022A364),
.partCount = ARRAY_COUNT( N(PartsTable_8022A364)),
.partsData = N(PartsTable_8022A364),
.initScript = &N(init_8022A3B0),
.statusTable = N(statusTable_8022A2B8),
.statusTable = N(StatusTable_8022A2B8),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -5,7 +5,7 @@
#define NAMESPACE b_area_mac_master2
s32 N(idleAnimations_8022B640)[] = {
s32 N(IdleAnimations_8022B640)[] = {
STATUS_NORMAL, ANIM_TheMaster_Walk,
STATUS_STONE, ANIM_TheMaster_Still,
STATUS_SLEEP, ANIM_TheMaster_Sleep,
@ -18,7 +18,7 @@ s32 N(idleAnimations_8022B640)[] = {
STATUS_END,
};
s32 N(idleAnimations_8022B68C)[] = {
s32 N(IdleAnimations_8022B68C)[] = {
STATUS_NORMAL, ANIM_TheMaster_AscendedWalk,
STATUS_STONE, ANIM_TheMaster_AscendedStill,
STATUS_SLEEP, ANIM_TheMaster_AscendedSleep,
@ -31,12 +31,12 @@ s32 N(idleAnimations_8022B68C)[] = {
STATUS_END,
};
s32 N(defenseTable_8022B6D8)[] = {
s32 N(DefenseTable_8022B6D8)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8022B6E4)[] = {
s32 N(StatusTable_8022B6E4)[] = {
STATUS_NORMAL, 50,
STATUS_DEFAULT, 50,
STATUS_SLEEP, 30,
@ -61,15 +61,15 @@ s32 N(statusTable_8022B6E4)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8022B790)[] = {
ActorPartBlueprint N(PartsTable_8022B790)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -5, 28 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022B640),
.defenseTable = N(defenseTable_8022B6D8),
.idleAnimations = N(IdleAnimations_8022B640),
.defenseTable = N(DefenseTable_8022B6D8),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 2, -7 },
@ -83,10 +83,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_THE_MASTER_2,
.level = 0,
.maxHP = 75,
.partCount = ARRAY_COUNT(N(partsTable_8022B790)),
.partsData = N(partsTable_8022B790),
.partCount = ARRAY_COUNT( N(PartsTable_8022B790)),
.partsData = N(PartsTable_8022B790),
.initScript = &N(init_8022B7DC),
.statusTable = N(statusTable_8022B6E4),
.statusTable = N(StatusTable_8022B6E4),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -534,7 +534,7 @@ EvtScript N(nextTurn_8022CFFC) = {
EVT_WAIT(1)
EVT_END_LOOP
EVT_WAIT(15)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8022B68C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8022B68C)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedRun)
EVT_WAIT(15)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)

View File

@ -5,7 +5,7 @@
#define NAMESPACE b_area_mac_master3
s32 N(idleAnimations_8022D9A0)[] = {
s32 N(IdleAnimations_8022D9A0)[] = {
STATUS_NORMAL, ANIM_TheMaster_Walk,
STATUS_STONE, ANIM_TheMaster_Still,
STATUS_SLEEP, ANIM_TheMaster_Sleep,
@ -18,7 +18,7 @@ s32 N(idleAnimations_8022D9A0)[] = {
STATUS_END,
};
s32 N(idleAnimations_8022D9EC)[] = {
s32 N(IdleAnimations_8022D9EC)[] = {
STATUS_NORMAL, ANIM_TheMaster_AscendedWalk,
STATUS_STONE, ANIM_TheMaster_AscendedStill,
STATUS_SLEEP, ANIM_TheMaster_AscendedSleep,
@ -31,12 +31,12 @@ s32 N(idleAnimations_8022D9EC)[] = {
STATUS_END,
};
s32 N(defenseTable_8022DA38)[] = {
s32 N(DefenseTable_8022DA38)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_END,
};
s32 N(statusTable_8022DA44)[] = {
s32 N(StatusTable_8022DA44)[] = {
STATUS_NORMAL, 50,
STATUS_DEFAULT, 50,
STATUS_SLEEP, 20,
@ -61,15 +61,15 @@ s32 N(statusTable_8022DA44)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8022DAF0)[] = {
ActorPartBlueprint N(PartsTable_8022DAF0)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -5, 28 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022D9A0),
.defenseTable = N(defenseTable_8022DA38),
.idleAnimations = N(IdleAnimations_8022D9A0),
.defenseTable = N(DefenseTable_8022DA38),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 2, -7 },
@ -80,8 +80,8 @@ ActorPartBlueprint N(partsTable_8022DAF0)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022D9A0),
.defenseTable = N(defenseTable_8022DA38),
.idleAnimations = N(IdleAnimations_8022D9A0),
.defenseTable = N(DefenseTable_8022DA38),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -95,10 +95,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_THE_MASTER_3,
.level = 0,
.maxHP = 99,
.partCount = ARRAY_COUNT(N(partsTable_8022DAF0)),
.partsData = N(partsTable_8022DAF0),
.partCount = ARRAY_COUNT( N(PartsTable_8022DAF0)),
.partsData = N(PartsTable_8022DAF0),
.initScript = &N(init_8022DB60),
.statusTable = N(statusTable_8022DA44),
.statusTable = N(StatusTable_8022DA44),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -911,7 +911,7 @@ EvtScript N(nextTurn_80230D44) = {
EVT_WAIT(1)
EVT_END_LOOP
EVT_WAIT(15)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8022D9EC)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_8022D9EC)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedRun)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TheMaster_AscendedUppercut)
EVT_WAIT(2)

View File

@ -6,19 +6,19 @@
#define NAMESPACE b_area_mim_forest_fuzzy
extern s32 N(idleAnimations_802184C4)[];
extern s32 N(IdleAnimations_802184C4)[];
extern EvtScript N(init_80218510);
extern EvtScript N(takeTurn_8021A61C);
extern EvtScript N(idle_80218574);
extern EvtScript N(handleEvent_80218584);
extern Formation N(specialFormation_8021A800);
s32 N(defenseTable_802183C0)[] = {
s32 N(DefenseTable_802183C0)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_802183CC)[] = {
s32 N(StatusTable_802183CC)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 95,
@ -43,15 +43,15 @@ s32 N(statusTable_802183CC)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80218478)[] = {
ActorPartBlueprint N(PartsTable_80218478)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802184C4),
.defenseTable = N(defenseTable_802183C0),
.idleAnimations = N(IdleAnimations_802184C4),
.defenseTable = N(DefenseTable_802183C0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -63,10 +63,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_FOREST_FUZZY,
.level = 11,
.maxHP = 6,
.partCount = ARRAY_COUNT(N(partsTable_80218478)),
.partsData = N(partsTable_80218478),
.partCount = ARRAY_COUNT( N(PartsTable_80218478)),
.partsData = N(PartsTable_80218478),
.initScript = &N(init_80218510),
.statusTable = N(statusTable_802183CC),
.statusTable = N(StatusTable_802183CC),
.escapeChance = 40,
.airLiftChance = 90,
.hurricaneChance = 90,
@ -81,7 +81,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_802184C4)[] = {
s32 N(IdleAnimations_802184C4)[] = {
STATUS_NORMAL, ANIM_Fuzzy_Forest_Idle,
STATUS_STONE, ANIM_Fuzzy_Forest_Still,
STATUS_SLEEP, ANIM_Fuzzy_Forest_Sleep,
@ -292,7 +292,7 @@ EvtScript N(80218C48) = {
EVT_END
};
#include "common/UnkBattleFunc2.inc.c"
#include "common/SpawnEnemyDrainFX.inc.c"
EvtScript N(80219054) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
@ -426,11 +426,11 @@ EvtScript N(80219054) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_214)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(N(UnkBattleFunc2), LVar0, LVar1, LVar2, LVar3)
EVT_CALL(N(SpawnDrainHealthStartFX), LVar0, LVar1, LVar2, LVar3)
EVT_THREAD
EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_25C)
EVT_CALL(N(UnkBattleFunc2_2), LVar0, LVar1, LVar2, LVar3)
EVT_CALL(N(SpawnDrainHealthContinueFX), LVar0, LVar1, LVar2, LVar3)
EVT_END_THREAD
EVT_ADD(LVar0, 20)
EVT_ADD(LVar1, 20)

View File

@ -11,7 +11,7 @@ extern EvtScript N(takeTurn_8021DCD4);
extern EvtScript N(idle_8021D4E4);
extern EvtScript N(handleEvent_8021D60C);
s32 N(idleAnimations_8021D330)[] = {
s32 N(IdleAnimations_8021D330)[] = {
STATUS_NORMAL, ANIM_SmallPiranha_Anim01,
STATUS_STONE, ANIM_SmallPiranha_Anim00,
STATUS_SLEEP, ANIM_SmallPiranha_Anim00,
@ -34,12 +34,12 @@ s32 N(unk_missing_8021D388)[] = {
STATUS_END,
};
s32 N(defenseTable_8021D394)[] = {
s32 N(DefenseTable_8021D394)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021D3A0)[] = {
s32 N(StatusTable_8021D3A0)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 95,
@ -64,15 +64,15 @@ s32 N(statusTable_8021D3A0)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_8021D44C)[] = {
ActorPartBlueprint N(PartsTable_8021D44C)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 35 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021D330),
.defenseTable = N(defenseTable_8021D394),
.idleAnimations = N(IdleAnimations_8021D330),
.defenseTable = N(DefenseTable_8021D394),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -84,10 +84,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_PIRANHA_PLANT,
.level = 11,
.maxHP = 5,
.partCount = ARRAY_COUNT(N(partsTable_8021D44C)),
.partsData = N(partsTable_8021D44C),
.partCount = ARRAY_COUNT( N(PartsTable_8021D44C)),
.partsData = N(PartsTable_8021D44C),
.initScript = &N(init_8021D498),
.statusTable = N(statusTable_8021D3A0),
.statusTable = N(StatusTable_8021D3A0),
.escapeChance = 70,
.airLiftChance = 20,
.hurricaneChance = 20,

View File

@ -12,7 +12,7 @@ s32 N(intTable_80227910)[] = {
0x00000007, 0x00000006, 0x00000004, 0x00000000, 0x00000002, 0x00000000,
};
s32 N(idleAnimations_80227968)[] = {
s32 N(IdleAnimations_80227968)[] = {
STATUS_NORMAL, ANIM_KentCKoopa_Anim01,
STATUS_STONE, ANIM_KentCKoopa_Anim00,
STATUS_SLEEP, ANIM_KentCKoopa_Anim13,
@ -25,35 +25,35 @@ s32 N(idleAnimations_80227968)[] = {
STATUS_END,
};
s32 N(idleAnimations_802279B4)[] = {
s32 N(IdleAnimations_802279B4)[] = {
STATUS_NORMAL, ANIM_KentCKoopa_Anim1A,
STATUS_STOP, ANIM_KentCKoopa_Anim19,
STATUS_PARALYZE, ANIM_KentCKoopa_Anim19,
STATUS_END,
};
s32 N(idleAnimations_802279D0)[] = {
s32 N(IdleAnimations_802279D0)[] = {
STATUS_NORMAL, ANIM_Coin_Rotate,
STATUS_END,
};
s32 N(defenseTable_802279DC)[] = {
s32 N(DefenseTable_802279DC)[] = {
ELEMENT_NORMAL, 6,
ELEMENT_BLAST, 6,
ELEMENT_END,
};
s32 N(defenseTable_802279F0)[] = {
s32 N(DefenseTable_802279F0)[] = {
ELEMENT_NORMAL, 3,
ELEMENT_END,
};
s32 N(defenseTable_802279FC)[] = {
s32 N(DefenseTable_802279FC)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_80227A08)[] = {
s32 N(StatusTable_80227A08)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 80,
@ -78,15 +78,15 @@ s32 N(statusTable_80227A08)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80227AB4)[] = {
ActorPartBlueprint N(PartsTable_80227AB4)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 60 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80227968),
.defenseTable = N(defenseTable_802279DC),
.idleAnimations = N(IdleAnimations_80227968),
.defenseTable = N(DefenseTable_802279DC),
.eventFlags = ACTOR_EVENT_FLAG_FLIPABLE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -98,7 +98,7 @@ ActorPartBlueprint N(partsTable_80227AB4)[] = {
.targetOffset = { 0, -20 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable_802279F0),
.defenseTable = N(DefenseTable_802279F0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -110,7 +110,7 @@ ActorPartBlueprint N(partsTable_80227AB4)[] = {
.targetOffset = { -70, 26 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable_802279FC),
.defenseTable = N(DefenseTable_802279FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -121,8 +121,8 @@ ActorPartBlueprint N(partsTable_80227AB4)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802279D0),
.defenseTable = N(defenseTable_802279FC),
.idleAnimations = N(IdleAnimations_802279D0),
.defenseTable = N(DefenseTable_802279FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -133,8 +133,8 @@ ActorPartBlueprint N(partsTable_80227AB4)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802279D0),
.defenseTable = N(defenseTable_802279FC),
.idleAnimations = N(IdleAnimations_802279D0),
.defenseTable = N(DefenseTable_802279FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -145,8 +145,8 @@ ActorPartBlueprint N(partsTable_80227AB4)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802279D0),
.defenseTable = N(defenseTable_802279FC),
.idleAnimations = N(IdleAnimations_802279D0),
.defenseTable = N(DefenseTable_802279FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -157,8 +157,8 @@ ActorPartBlueprint N(partsTable_80227AB4)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802279D0),
.defenseTable = N(defenseTable_802279FC),
.idleAnimations = N(IdleAnimations_802279D0),
.defenseTable = N(DefenseTable_802279FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -169,8 +169,8 @@ ActorPartBlueprint N(partsTable_80227AB4)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802279D0),
.defenseTable = N(defenseTable_802279FC),
.idleAnimations = N(IdleAnimations_802279D0),
.defenseTable = N(DefenseTable_802279FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -181,8 +181,8 @@ ActorPartBlueprint N(partsTable_80227AB4)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802279D0),
.defenseTable = N(defenseTable_802279FC),
.idleAnimations = N(IdleAnimations_802279D0),
.defenseTable = N(DefenseTable_802279FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -196,10 +196,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_KENT_C_KOOPA,
.level = 55,
.maxHP = 70,
.partCount = ARRAY_COUNT(N(partsTable_80227AB4)),
.partsData = N(partsTable_80227AB4),
.partCount = ARRAY_COUNT( N(PartsTable_80227AB4)),
.partsData = N(PartsTable_80227AB4),
.initScript = &N(init_80227C20),
.statusTable = N(statusTable_80227A08),
.statusTable = N(StatusTable_80227A08),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -557,13 +557,13 @@ EvtScript N(takeTurn_80228A7C) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_KentCKoopa_Anim0C)
EVT_WAIT(10)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_802279DC)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_802279DC)))
EVT_CALL(SetEnemyTargetOffset, ACTOR_SELF, 1, 0, 60)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, 0x00020000, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, 0x00800000, FALSE)
EVT_CALL(SetPartFlags, ACTOR_SELF, 2, 0x00020004)
EVT_CALL(SetPartFlags, ACTOR_SELF, 1, 0x00800004)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80227968)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_80227968)))
EVT_CALL(N(UnkBattleFunc1), -26, 38, 2, 63)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0x0047001C)
@ -998,8 +998,8 @@ EvtScript N(8022AD84) = {
EvtScript N(flipOver_KentC) = {
EVT_CALL(SetEnemyTargetOffset, ACTOR_SELF, 1, 0, 40)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_802279F0)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_802279B4)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_802279F0)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_802279B4)))
EVT_CALL(N(UnkBattleFunc1), -24, 47, 23, 37)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_KentCKoopa_Anim1C)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)

View File

@ -5,18 +5,18 @@
#define NAMESPACE b_area_omo_anti_guy
extern s32 N(idleAnimations_80221A14)[];
extern s32 N(IdleAnimations_80221A14)[];
extern EvtScript N(init_80221A60);
extern EvtScript N(takeTurn_802233AC);
extern EvtScript N(idle_80221AAC);
extern EvtScript N(handleEvent_80221C20);
s32 N(defenseTable_80221910)[] = {
s32 N(DefenseTable_80221910)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8022191C)[] = {
s32 N(StatusTable_8022191C)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 50,
@ -45,15 +45,15 @@ enum PartIDs {
PT_MAIN = 1,
};
ActorPartBlueprint N(partsTable_802219C8)[] = {
ActorPartBlueprint N(PartsTable_802219C8)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = PT_MAIN,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80221A14),
.defenseTable = N(defenseTable_80221910),
.idleAnimations = N(IdleAnimations_80221A14),
.defenseTable = N(DefenseTable_80221910),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -65,10 +65,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_ANTI_GUY,
.level = 42,
.maxHP = 50,
.partCount = ARRAY_COUNT(N(partsTable_802219C8)),
.partsData = N(partsTable_802219C8),
.partCount = ARRAY_COUNT( N(PartsTable_802219C8)),
.partsData = N(PartsTable_802219C8),
.initScript = &N(init_80221A60),
.statusTable = N(statusTable_8022191C),
.statusTable = N(StatusTable_8022191C),
.escapeChance = 50,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -83,7 +83,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_80221A14)[] = {
s32 N(IdleAnimations_80221A14)[] = {
STATUS_NORMAL, ANIM_ShyGuy_Black_Anim01,
STATUS_STONE, ANIM_ShyGuy_Black_Anim00,
STATUS_SLEEP, ANIM_ShyGuy_Black_Anim12,

View File

@ -5,19 +5,19 @@
#define NAMESPACE b_area_omo_blue_shy_guy
extern s32 N(idleAnimations_8021AE1C)[];
extern s32 N(IdleAnimations_8021AE1C)[];
extern EvtScript N(init_8021AE68);
extern EvtScript N(takeTurn_8021C7B4);
extern EvtScript N(idle_8021AEB4);
extern EvtScript N(handleEvent_8021B028);
s32 N(defenseTable_8021AD10)[] = {
s32 N(DefenseTable_8021AD10)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 0,
ELEMENT_END,
};
s32 N(statusTable_8021AD24)[] = {
s32 N(StatusTable_8021AD24)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -46,15 +46,15 @@ enum PartIDs {
PT_MAIN = 1,
};
ActorPartBlueprint N(partsTable_8021ADD0)[] = {
ActorPartBlueprint N(PartsTable_8021ADD0)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = PT_MAIN,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021AE1C),
.defenseTable = N(defenseTable_8021AD10),
.idleAnimations = N(IdleAnimations_8021AE1C),
.defenseTable = N(DefenseTable_8021AD10),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -66,10 +66,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_SHY_GUY,
.level = 14,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_8021ADD0)),
.partsData = N(partsTable_8021ADD0),
.partCount = ARRAY_COUNT( N(PartsTable_8021ADD0)),
.partsData = N(PartsTable_8021ADD0),
.initScript = &N(init_8021AE68),
.statusTable = N(statusTable_8021AD24),
.statusTable = N(StatusTable_8021AD24),
.escapeChance = 60,
.airLiftChance = 85,
.hurricaneChance = 80,
@ -84,7 +84,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021AE1C)[] = {
s32 N(IdleAnimations_8021AE1C)[] = {
STATUS_NORMAL, ANIM_ShyGuy_Blue_Anim01,
STATUS_STONE, ANIM_ShyGuy_Blue_Anim00,
STATUS_SLEEP, ANIM_ShyGuy_Blue_Anim12,

View File

@ -5,19 +5,19 @@
#define NAMESPACE b_area_omo_green_shy_guy
extern s32 N(idleAnimations_8021FF1C)[];
extern s32 N(IdleAnimations_8021FF1C)[];
extern EvtScript N(init_8021FF68);
extern EvtScript N(takeTurn_802218B4);
extern EvtScript N(idle_8021FFB4);
extern EvtScript N(handleEvent_80220128);
s32 N(defenseTable_8021FE10)[] = {
s32 N(DefenseTable_8021FE10)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 0,
ELEMENT_END,
};
s32 N(statusTable_8021FE24)[] = {
s32 N(StatusTable_8021FE24)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -46,15 +46,15 @@ enum PartIDs {
PT_MAIN = 1,
};
ActorPartBlueprint N(partsTable_8021FED0)[] = {
ActorPartBlueprint N(PartsTable_8021FED0)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = PT_MAIN,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021FF1C),
.defenseTable = N(defenseTable_8021FE10),
.idleAnimations = N(IdleAnimations_8021FF1C),
.defenseTable = N(DefenseTable_8021FE10),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -66,10 +66,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_SHY_GUY,
.level = 14,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_8021FED0)),
.partsData = N(partsTable_8021FED0),
.partCount = ARRAY_COUNT( N(PartsTable_8021FED0)),
.partsData = N(PartsTable_8021FED0),
.initScript = &N(init_8021FF68),
.statusTable = N(statusTable_8021FE24),
.statusTable = N(StatusTable_8021FE24),
.escapeChance = 60,
.airLiftChance = 85,
.hurricaneChance = 80,
@ -84,7 +84,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021FF1C)[] = {
s32 N(IdleAnimations_8021FF1C)[] = {
STATUS_NORMAL, ANIM_ShyGuy_Green_Anim01,
STATUS_STONE, ANIM_ShyGuy_Green_Anim00,
STATUS_SLEEP, ANIM_ShyGuy_Green_Anim12,

View File

@ -21,7 +21,7 @@ extern Formation N(specialFormation_802273A8);
extern Formation N(specialFormation_802273C4);
extern Formation N(specialFormation_802273E0);
s32 N(idleAnimations_802249E0)[] = {
s32 N(IdleAnimations_802249E0)[] = {
STATUS_NORMAL, ANIM_GrooveGuy_Anim01,
STATUS_STONE, ANIM_GrooveGuy_Anim00,
STATUS_SLEEP, ANIM_GrooveGuy_Anim06,
@ -34,13 +34,13 @@ s32 N(idleAnimations_802249E0)[] = {
STATUS_END,
};
s32 N(defenseTable_80224A2C)[] = {
s32 N(DefenseTable_80224A2C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 0,
ELEMENT_END,
};
s32 N(statusTable_80224A40)[] = {
s32 N(StatusTable_80224A40)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -71,15 +71,15 @@ enum PartIDs {
PT_MAIN = 1,
};
ActorPartBlueprint N(partsTable_80224AEC)[] = {
ActorPartBlueprint N(PartsTable_80224AEC)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = PT_MAIN,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802249E0),
.defenseTable = N(defenseTable_80224A2C),
.idleAnimations = N(IdleAnimations_802249E0),
.defenseTable = N(DefenseTable_80224A2C),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -91,10 +91,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_GROOVE_GUY,
.level = 15,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_80224AEC)),
.partsData = N(partsTable_80224AEC),
.partCount = ARRAY_COUNT( N(PartsTable_80224AEC)),
.partsData = N(PartsTable_80224AEC),
.initScript = &N(init_80224B38),
.statusTable = N(statusTable_80224A40),
.statusTable = N(StatusTable_80224A40),
.escapeChance = 50,
.airLiftChance = 85,
.hurricaneChance = 80,
@ -596,7 +596,7 @@ EvtScript N(randomSummon) = {
EVT_EXEC_WAIT(N(802271A0))
EVT_END_SWITCH
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PT_MAIN, EVT_PTR(N(idleAnimations_802249E0)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PT_MAIN, EVT_PTR(N(IdleAnimations_802249E0)))
EVT_RETURN
EVT_END
};

View File

@ -5,19 +5,19 @@
#define NAMESPACE b_area_omo_pink_shy_guy
extern s32 N(idleAnimations_8021E41C)[];
extern s32 N(IdleAnimations_8021E41C)[];
extern EvtScript N(init_8021E468);
extern EvtScript N(takeTurn_8021FDB4);
extern EvtScript N(idle_8021E4B4);
extern EvtScript N(handleEvent_8021E628);
s32 N(defenseTable_8021E310)[] = {
s32 N(DefenseTable_8021E310)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 0,
ELEMENT_END,
};
s32 N(statusTable_8021E324)[] = {
s32 N(StatusTable_8021E324)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -46,15 +46,15 @@ enum PartIDs {
PT_MAIN = 1,
};
ActorPartBlueprint N(partsTable_8021E3D0)[] = {
ActorPartBlueprint N(PartsTable_8021E3D0)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = PT_MAIN,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021E41C),
.defenseTable = N(defenseTable_8021E310),
.idleAnimations = N(IdleAnimations_8021E41C),
.defenseTable = N(DefenseTable_8021E310),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -66,10 +66,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_SHY_GUY,
.level = 14,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_8021E3D0)),
.partsData = N(partsTable_8021E3D0),
.partCount = ARRAY_COUNT( N(PartsTable_8021E3D0)),
.partsData = N(PartsTable_8021E3D0),
.initScript = &N(init_8021E468),
.statusTable = N(statusTable_8021E324),
.statusTable = N(StatusTable_8021E324),
.escapeChance = 60,
.airLiftChance = 85,
.hurricaneChance = 80,
@ -84,7 +84,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021E41C)[] = {
s32 N(IdleAnimations_8021E41C)[] = {
STATUS_NORMAL, ANIM_ShyGuy_Pink_Anim01,
STATUS_STONE, ANIM_ShyGuy_Pink_Anim00,
STATUS_SLEEP, ANIM_ShyGuy_Pink_Anim12,

View File

@ -11,7 +11,7 @@ extern EvtScript N(takeTurn_8022D344);
extern EvtScript N(idle_8022CCCC);
extern EvtScript N(handleEvent_8022CE60);
s32 N(idleAnimations_8022CB00)[] = {
s32 N(IdleAnimations_8022CB00)[] = {
STATUS_NORMAL, ANIM_PyroGuy_Anim01,
STATUS_STONE, ANIM_PyroGuy_Anim00,
STATUS_SLEEP, ANIM_PyroGuy_Anim07,
@ -24,7 +24,7 @@ s32 N(idleAnimations_8022CB00)[] = {
STATUS_END,
};
s32 N(defenseTable_8022CB4C)[] = {
s32 N(DefenseTable_8022CB4C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_WATER, -2,
ELEMENT_ICE, -2,
@ -35,7 +35,7 @@ s32 N(defenseTable_8022CB4C)[] = {
ELEMENT_END,
};
s32 N(statusTable_8022CB88)[] = {
s32 N(StatusTable_8022CB88)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -64,15 +64,15 @@ enum PartIDs {
PT_MAIN = 1,
};
ActorPartBlueprint N(partsTable_8022CC34)[] = {
ActorPartBlueprint N(PartsTable_8022CC34)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = PT_MAIN,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022CB00),
.defenseTable = N(defenseTable_8022CB4C),
.idleAnimations = N(IdleAnimations_8022CB00),
.defenseTable = N(DefenseTable_8022CB4C),
.eventFlags = ACTOR_EVENT_FLAG_FIREY,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -84,10 +84,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_PYRO_GUY,
.level = 15,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_8022CC34)),
.partsData = N(partsTable_8022CC34),
.partCount = ARRAY_COUNT( N(PartsTable_8022CC34)),
.partsData = N(PartsTable_8022CC34),
.initScript = &N(init_8022CC80),
.statusTable = N(statusTable_8022CB88),
.statusTable = N(StatusTable_8022CB88),
.escapeChance = 60,
.airLiftChance = 85,
.hurricaneChance = 80,

View File

@ -7,7 +7,7 @@
#define NAMESPACE b_area_omo_sky_guy
extern s32 N(idleAnimations_8022B104)[];
extern s32 N(IdleAnimations_8022B104)[];
extern EvtScript N(init_8022987C);
extern EvtScript N(takeTurn_8022A9D0);
extern EvtScript N(takeTurn_8022CA9C);
@ -16,7 +16,7 @@ extern EvtScript N(idle_8022B19C);
extern EvtScript N(handleEvent_8022A398);
extern EvtScript N(handleEvent_8022B310);
s32 N(idleAnimations_802294C0)[] = {
s32 N(IdleAnimations_802294C0)[] = {
STATUS_NORMAL, ANIM_SkyGuy_Anim01,
STATUS_STONE, ANIM_SkyGuy_Anim00,
STATUS_SLEEP, ANIM_SkyGuy_Anim04,
@ -29,7 +29,7 @@ s32 N(idleAnimations_802294C0)[] = {
STATUS_END,
};
s32 N(idleAnimations_8022950C)[] = {
s32 N(IdleAnimations_8022950C)[] = {
STATUS_NORMAL, ANIM_SkyGuy_Anim10,
STATUS_STONE, ANIM_SkyGuy_Anim0D,
STATUS_SLEEP, ANIM_SkyGuy_Anim19,
@ -42,7 +42,7 @@ s32 N(idleAnimations_8022950C)[] = {
STATUS_END,
};
s32 N(idleAnimations_80229558)[] = {
s32 N(IdleAnimations_80229558)[] = {
STATUS_NORMAL, ANIM_SkyGuy_Anim0F,
STATUS_STONE, ANIM_SkyGuy_Anim0C,
STATUS_SLEEP, ANIM_SkyGuy_Anim18,
@ -55,7 +55,7 @@ s32 N(idleAnimations_80229558)[] = {
STATUS_END,
};
s32 N(idleAnimations_802295A4)[] = {
s32 N(IdleAnimations_802295A4)[] = {
STATUS_NORMAL, ANIM_SkyGuy_Anim11,
STATUS_STONE, ANIM_SkyGuy_Anim0E,
STATUS_SLEEP, ANIM_SkyGuy_Anim1A,
@ -68,24 +68,24 @@ s32 N(idleAnimations_802295A4)[] = {
STATUS_END,
};
s32 N(idleAnimations_802295F0)[] = {
s32 N(IdleAnimations_802295F0)[] = {
STATUS_NORMAL, ANIM_SkyGuy_Anim0B,
STATUS_END,
};
s32 N(defenseTable_802295FC)[] = {
s32 N(DefenseTable_802295FC)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 0,
ELEMENT_END,
};
s32 N(defenseTable_80229610)[] = {
s32 N(DefenseTable_80229610)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 0,
ELEMENT_END,
};
s32 N(statusTable_80229624)[] = {
s32 N(StatusTable_80229624)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -110,7 +110,7 @@ s32 N(statusTable_80229624)[] = {
STATUS_END,
};
s32 N(statusTable_802296D0)[] = {
s32 N(StatusTable_802296D0)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -144,15 +144,15 @@ enum PartIDs {
PT_6 = 6,
};
ActorPartBlueprint N(partsTable_8022977C)[] = {
ActorPartBlueprint N(PartsTable_8022977C)[] = {
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = PT_MAIN,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 32 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022B104),
.defenseTable = N(defenseTable_80229610),
.idleAnimations = N(IdleAnimations_8022B104),
.defenseTable = N(DefenseTable_80229610),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -163,8 +163,8 @@ ActorPartBlueprint N(partsTable_8022977C)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802294C0),
.defenseTable = N(defenseTable_802295FC),
.idleAnimations = N(IdleAnimations_802294C0),
.defenseTable = N(DefenseTable_802295FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -175,8 +175,8 @@ ActorPartBlueprint N(partsTable_8022977C)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 2, 50 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022950C),
.defenseTable = N(defenseTable_802295FC),
.idleAnimations = N(IdleAnimations_8022950C),
.defenseTable = N(DefenseTable_802295FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -188,8 +188,8 @@ ActorPartBlueprint N(partsTable_8022977C)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80229558),
.defenseTable = N(defenseTable_802295FC),
.idleAnimations = N(IdleAnimations_80229558),
.defenseTable = N(DefenseTable_802295FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -200,8 +200,8 @@ ActorPartBlueprint N(partsTable_8022977C)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802295A4),
.defenseTable = N(defenseTable_802295FC),
.idleAnimations = N(IdleAnimations_802295A4),
.defenseTable = N(DefenseTable_802295FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -212,8 +212,8 @@ ActorPartBlueprint N(partsTable_8022977C)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_802295F0),
.defenseTable = N(defenseTable_802295FC),
.idleAnimations = N(IdleAnimations_802295F0),
.defenseTable = N(DefenseTable_802295FC),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -225,10 +225,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_SKY_GUY,
.level = 14,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_8022977C)),
.partsData = N(partsTable_8022977C),
.partCount = ARRAY_COUNT( N(PartsTable_8022977C)),
.partsData = N(PartsTable_8022977C),
.initScript = &N(init_8022987C),
.statusTable = N(statusTable_80229624),
.statusTable = N(StatusTable_80229624),
.escapeChance = 50,
.airLiftChance = 90,
.hurricaneChance = 90,
@ -599,7 +599,7 @@ EvtScript N(takeTurn_8022A9D0) = {
EVT_END
};
s32 N(idleAnimations_8022B104)[] = {
s32 N(IdleAnimations_8022B104)[] = {
STATUS_NORMAL, ANIM_ShyGuy_Red_Anim01,
STATUS_STONE, ANIM_ShyGuy_Red_Anim00,
STATUS_SLEEP, ANIM_ShyGuy_Red_Anim12,

View File

@ -11,7 +11,7 @@ extern EvtScript N(takeTurn_802293DC);
extern EvtScript N(idle_802276C4);
extern EvtScript N(handleEvent_80227ABC);
s32 N(idleAnimations_80227400)[] = {
s32 N(IdleAnimations_80227400)[] = {
STATUS_NORMAL, ANIM_SpyGuy_Anim03,
STATUS_STONE, ANIM_SpyGuy_Anim01,
STATUS_SLEEP, ANIM_SpyGuy_Anim0F,
@ -24,7 +24,7 @@ s32 N(idleAnimations_80227400)[] = {
STATUS_END,
};
s32 N(idleAnimations_8022744C)[] = {
s32 N(IdleAnimations_8022744C)[] = {
STATUS_NORMAL, ANIM_SpyGuy_Anim02,
STATUS_STONE, ANIM_SpyGuy_Anim00,
STATUS_SLEEP, ANIM_SpyGuy_Anim0F,
@ -37,18 +37,18 @@ s32 N(idleAnimations_8022744C)[] = {
STATUS_END,
};
s32 N(idleAnimations_80227498)[] = {
s32 N(IdleAnimations_80227498)[] = {
STATUS_NORMAL, ANIM_SpyGuy_Anim10,
STATUS_END,
};
s32 N(defenseTable_802274A4)[] = {
s32 N(DefenseTable_802274A4)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 0,
ELEMENT_END,
};
s32 N(statusTable_802274B8)[] = {
s32 N(StatusTable_802274B8)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -78,15 +78,15 @@ enum PartIDs {
PT_2 = 2,
};
ActorPartBlueprint N(partsTable_80227564)[] = {
ActorPartBlueprint N(PartsTable_80227564)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = PT_MAIN,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 30 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80227400),
.defenseTable = N(defenseTable_802274A4),
.idleAnimations = N(IdleAnimations_80227400),
.defenseTable = N(DefenseTable_802274A4),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -13 },
@ -97,8 +97,8 @@ ActorPartBlueprint N(partsTable_80227564)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80227498),
.defenseTable = N(defenseTable_802274A4),
.idleAnimations = N(IdleAnimations_80227498),
.defenseTable = N(DefenseTable_802274A4),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -110,10 +110,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_SPY_GUY,
.level = 15,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_80227564)),
.partsData = N(partsTable_80227564),
.partCount = ARRAY_COUNT( N(PartsTable_80227564)),
.partsData = N(PartsTable_80227564),
.initScript = &N(init_802275D4),
.statusTable = N(statusTable_802274B8),
.statusTable = N(StatusTable_802274B8),
.escapeChance = 50,
.airLiftChance = 85,
.hurricaneChance = 80,
@ -137,7 +137,7 @@ EvtScript N(init_802275D4) = {
EVT_CALL(GetInstigatorValue, ACTOR_SELF, LVar0)
EVT_IF_NE(LVar0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PT_MAIN, EVT_PTR(N(idleAnimations_8022744C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PT_MAIN, EVT_PTR(N(IdleAnimations_8022744C)))
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_SpyGuy_Anim02)
EVT_END_IF
EVT_RETURN
@ -181,7 +181,7 @@ EvtScript N(802276D4) = {
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PT_MAIN, EVT_PTR(N(idleAnimations_80227400)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PT_MAIN, EVT_PTR(N(IdleAnimations_80227400)))
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_SpyGuy_Anim17)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.4))
@ -192,7 +192,7 @@ EvtScript N(802276D4) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_SpyGuy_Anim03)
EVT_CASE_EQ(1)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PT_MAIN, EVT_PTR(N(idleAnimations_8022744C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PT_MAIN, EVT_PTR(N(IdleAnimations_8022744C)))
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_SpyGuy_Anim18)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.4))
@ -608,7 +608,7 @@ EvtScript N(takeTurn_802293DC) = {
EVT_CALL(GetBattlePhase, LVar0)
EVT_IF_EQ(LVar0, PHASE_FIRST_STRIKE)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PT_MAIN, EVT_PTR(N(idleAnimations_8022744C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PT_MAIN, EVT_PTR(N(IdleAnimations_8022744C)))
EVT_CALL(SetAnimation, ACTOR_SELF, PT_MAIN, ANIM_SpyGuy_Anim02)
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar0)

View File

@ -5,19 +5,19 @@
#define NAMESPACE b_area_omo_yellow_shy_guy
extern s32 N(idleAnimations_8021C91C)[];
extern s32 N(IdleAnimations_8021C91C)[];
extern EvtScript N(init_8021C968);
extern EvtScript N(takeTurn_8021E2B4);
extern EvtScript N(idle_8021C9B4);
extern EvtScript N(handleEvent_8021CB28);
s32 N(defenseTable_8021C810)[] = {
s32 N(DefenseTable_8021C810)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 0,
ELEMENT_END,
};
s32 N(statusTable_8021C824)[] = {
s32 N(StatusTable_8021C824)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -46,15 +46,15 @@ enum PartIDs {
PT_MAIN = 1,
};
ActorPartBlueprint N(partsTable_8021C8D0)[] = {
ActorPartBlueprint N(PartsTable_8021C8D0)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = PT_MAIN,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021C91C),
.defenseTable = N(defenseTable_8021C810),
.idleAnimations = N(IdleAnimations_8021C91C),
.defenseTable = N(DefenseTable_8021C810),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -66,10 +66,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_SHY_GUY,
.level = 14,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_8021C8D0)),
.partsData = N(partsTable_8021C8D0),
.partCount = ARRAY_COUNT( N(PartsTable_8021C8D0)),
.partsData = N(PartsTable_8021C8D0),
.initScript = &N(init_8021C968),
.statusTable = N(statusTable_8021C824),
.statusTable = N(StatusTable_8021C824),
.escapeChance = 60,
.airLiftChance = 85,
.hurricaneChance = 80,
@ -84,7 +84,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021C91C)[] = {
s32 N(IdleAnimations_8021C91C)[] = {
STATUS_NORMAL, ANIM_ShyGuy_Yellow_Anim01,
STATUS_STONE, ANIM_ShyGuy_Yellow_Anim00,
STATUS_SLEEP, ANIM_ShyGuy_Yellow_Anim12,

View File

@ -18,20 +18,20 @@ extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern EvtScript N(attack_throw_bomb);
extern EvtScript N(attack_lightning_shot);
extern s32 N(idleAnimations)[];
extern s32 N(idleAnimations_bomb)[];
extern s32 N(IdleAnimations)[];
extern s32 N(IdleAnimations_bomb)[];
extern Formation N(formation_shy_squad);
#include "common/FadeBackgroundToBlack.inc.c"
#include "common/UnfadeBackgroundToBlack.inc.c"
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -63,8 +63,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 30 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -75,8 +75,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_bomb),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_bomb),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -91,7 +91,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -106,7 +106,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_GeneralGuy_Anim02,
STATUS_STONE, ANIM_GeneralGuy_Anim00,
STATUS_SLEEP, ANIM_GeneralGuy_Anim00,
@ -121,12 +121,12 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations_bomb)[] = {
s32 N(IdleAnimations_bomb)[] = {
STATUS_NORMAL, ANIM_GeneralGuyBomb_Anim00,
STATUS_END,
};
s32 N(idleAnimations3)[] = {
s32 N(IdleAnimations3)[] = {
STATUS_NORMAL, ANIM_GeneralGuy_Anim0E,
STATUS_POISON, ANIM_GeneralGuy_Anim0E,
STATUS_STOP, ANIM_GeneralGuy_Anim00,

View File

@ -29,13 +29,13 @@ extern EvtScript N(onHit);
extern EvtScript N(shake_tank);
extern EvtScript N(onDeath);
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_SHOCK, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -68,7 +68,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { 0, 35 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -14 },
@ -83,7 +83,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -64,12 +64,12 @@ API_CALLABLE(func_802181F4_52B894) {
#include "animation.inc.c"
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 2,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -102,7 +102,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { 0, 60 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -114,7 +114,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { 0, 50 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -127,7 +127,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { -10, 20 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -143,7 +143,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -30,7 +30,7 @@ API_CALLABLE(N(GetActorPartSize)) {
return ApiStatus_DONE2;
}
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
@ -47,12 +47,12 @@ extern EvtScript N(flee);
extern EvtScript N(next_phase);
extern EvtScript N(updateActorSize);
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -84,8 +84,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -96,8 +96,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -108,8 +108,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -120,8 +120,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -132,8 +132,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -144,8 +144,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -156,8 +156,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -168,8 +168,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -180,8 +180,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -192,8 +192,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -204,8 +204,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -216,8 +216,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -228,8 +228,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -240,8 +240,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -252,8 +252,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -264,8 +264,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -280,7 +280,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -295,7 +295,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_ShySquadGuy_Anim01,
STATUS_STONE, ANIM_ShySquadGuy_Anim00,
STATUS_SLEEP, ANIM_ShySquadGuy_Anim12,

View File

@ -17,7 +17,7 @@ API_CALLABLE(N(SetActorLevelToZero)) {
#include "common/UnkBattleFunc1.inc.c"
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
@ -33,7 +33,7 @@ extern EvtScript N(shy_guy_idle);
extern EvtScript N(shy_guy_handleEvent);
s32 N(idleAnimations2)[] = {
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_StiltGuy_Anim01,
STATUS_STONE, ANIM_StiltGuy_Anim00,
STATUS_SLEEP, ANIM_StiltGuy_Anim04,
@ -47,7 +47,7 @@ s32 N(idleAnimations2)[] = {
STATUS_END,
};
s32 N(idleAnimations3)[] = {
s32 N(IdleAnimations3)[] = {
STATUS_NORMAL, ANIM_StiltGuyUnfold_Anim00,
STATUS_END,
};
@ -57,13 +57,13 @@ s32 N(defenseTable2)[] = {
ELEMENT_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -120,8 +120,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -132,7 +132,7 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 40 },
.opacity = 255,
.idleAnimations = N(idleAnimations2),
.idleAnimations = N(IdleAnimations2),
.defenseTable = N(defenseTable2),
.eventFlags = 0,
.elementImmunityFlags = 0,
@ -168,7 +168,7 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations3),
.idleAnimations = N(IdleAnimations3),
.defenseTable = N(defenseTable2),
.eventFlags = 0,
.elementImmunityFlags = 0,
@ -180,7 +180,7 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations3),
.idleAnimations = N(IdleAnimations3),
.defenseTable = N(defenseTable2),
.eventFlags = 0,
.elementImmunityFlags = 0,
@ -192,7 +192,7 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations3),
.idleAnimations = N(IdleAnimations3),
.defenseTable = N(defenseTable2),
.eventFlags = 0,
.elementImmunityFlags = 0,
@ -204,7 +204,7 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations3),
.idleAnimations = N(IdleAnimations3),
.defenseTable = N(defenseTable2),
.eventFlags = 0,
.elementImmunityFlags = 0,
@ -220,7 +220,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -906,7 +906,7 @@ EvtScript N(shy_guy_on_spin_smash) = {
EVT_END
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_ShyGuy_Red_Anim01,
STATUS_STONE, ANIM_ShyGuy_Red_Anim00,
STATUS_SLEEP, ANIM_ShyGuy_Red_Anim12,

View File

@ -17,10 +17,10 @@ API_CALLABLE(func_80231000_54CC70) {
return ApiStatus_DONE2;
}
extern s32 N(idleAnimations)[];
extern s32 N(idleAnimations_rock)[];
extern s32 N(idleAnimations_damage)[];
extern s32 N(idleAnimations_shy_guy)[];
extern s32 N(IdleAnimations)[];
extern s32 N(IdleAnimations_rock)[];
extern s32 N(IdleAnimations_damage)[];
extern s32 N(IdleAnimations_shy_guy)[];
extern EvtScript N(init);
extern EvtScript N(takeTurn);
@ -34,12 +34,12 @@ extern EvtScript N(onSpinSmash);
extern EvtScript N(doSpinSmashHitLastGuy);
extern EvtScript N(doSpinSmashHit);
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -71,8 +71,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -84,7 +84,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { -2, 67 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -96,7 +96,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { -2, 50 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -108,7 +108,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { -2, 33 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -120,7 +120,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { -2, 16 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
@ -131,8 +131,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_rock),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_rock),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -143,8 +143,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_rock),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_rock),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -155,8 +155,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_rock),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_rock),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -167,8 +167,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_rock),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_rock),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -179,8 +179,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_damage),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_damage),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -191,8 +191,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_shy_guy),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_shy_guy),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -203,8 +203,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_shy_guy),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_shy_guy),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -215,8 +215,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_shy_guy),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_shy_guy),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -227,8 +227,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations_shy_guy),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_shy_guy),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -243,7 +243,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -258,7 +258,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 65 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_ShyStackGuy_Anim04,
STATUS_STONE, ANIM_ShyStackGuy_Anim00,
STATUS_SLEEP, ANIM_ShyStackGuy_Anim00,
@ -273,7 +273,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations2)[] = {
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_ShyStackGuy_Anim05,
STATUS_STONE, ANIM_ShyStackGuy_Anim01,
STATUS_SLEEP, ANIM_ShyStackGuy_Anim01,
@ -288,7 +288,7 @@ s32 N(idleAnimations2)[] = {
STATUS_END,
};
s32 N(idleAnimations3)[] = {
s32 N(IdleAnimations3)[] = {
STATUS_NORMAL, ANIM_ShyStackGuy_Anim06,
STATUS_STONE, ANIM_ShyStackGuy_Anim02,
STATUS_SLEEP, ANIM_ShyStackGuy_Anim02,
@ -303,7 +303,7 @@ s32 N(idleAnimations3)[] = {
STATUS_END,
};
s32 N(idleAnimations4)[] = {
s32 N(IdleAnimations4)[] = {
STATUS_NORMAL, ANIM_ShyStackGuy_Anim07,
STATUS_STONE, ANIM_ShyStackGuy_Anim03,
STATUS_SLEEP, ANIM_ShyStackGuy_Anim03,
@ -318,17 +318,17 @@ s32 N(idleAnimations4)[] = {
STATUS_END,
};
s32 N(idleAnimations_rock)[] = {
s32 N(IdleAnimations_rock)[] = {
STATUS_NORMAL, ANIM_ShyStackRock_Anim00,
STATUS_END,
};
s32 N(idleAnimations_damage)[] = {
s32 N(IdleAnimations_damage)[] = {
STATUS_NORMAL, ANIM_ShyStackDamage_Anim00,
STATUS_END,
};
s32 N(idleAnimations_shy_guy)[] = {
s32 N(IdleAnimations_shy_guy)[] = {
STATUS_NORMAL, ANIM_ShyGuy_Red_Anim01,
STATUS_END,
};
@ -969,7 +969,7 @@ EvtScript N(fall_apart) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 4, ANIM_ShyStackGuy_Anim11)
EVT_CALL(SetActorVar, ACTOR_SELF, 5, ANIM_ShyStackGuy_Anim15)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, ANIM_ShyStackGuy_Anim1C)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_NO_TARGET, FALSE)
@ -985,7 +985,7 @@ EvtScript N(fall_apart) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 4, ANIM_ShyStackGuy_Anim12)
EVT_CALL(SetActorVar, ACTOR_SELF, 5, ANIM_ShyStackGuy_Anim16)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, ANIM_ShyStackGuy_Anim1D)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations3)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations3)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_NO_TARGET, FALSE)
@ -1001,7 +1001,7 @@ EvtScript N(fall_apart) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 4, ANIM_ShyStackGuy_Anim13)
EVT_CALL(SetActorVar, ACTOR_SELF, 5, ANIM_ShyStackGuy_Anim17)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, ANIM_ShyStackGuy_Anim1E)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations4)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations4)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 5, ACTOR_PART_FLAG_NO_TARGET, FALSE)

View File

@ -6,19 +6,19 @@
#define NAMESPACE b_area_omo2_4_signal_guy
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -50,8 +50,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -10 },
@ -66,7 +66,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -81,7 +81,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_MarshalGuy_Anim01,
STATUS_END,
};

View File

@ -6,7 +6,7 @@
#define NAMESPACE b_area_omo2_5_shy_squad_dup
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
@ -23,12 +23,12 @@ extern EvtScript N(run_away);
extern EvtScript N(attack);
extern EvtScript N(run_squad_to_pos);
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -60,8 +60,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -72,8 +72,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -84,8 +84,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -96,8 +96,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -108,8 +108,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -120,8 +120,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -132,8 +132,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -144,8 +144,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -156,8 +156,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -168,8 +168,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -180,8 +180,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -192,8 +192,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -204,8 +204,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -216,8 +216,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -228,8 +228,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -240,8 +240,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -256,7 +256,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -271,13 +271,13 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_TankGuy_Anim01,
STATUS_STOP, ANIM_TankGuy_Anim00,
STATUS_END,
};
s32 N(idleAnimations_watt)[] = {
s32 N(IdleAnimations_watt)[] = {
STATUS_NORMAL, ANIM_TankGuy_Anim07,
STATUS_STOP, ANIM_TankGuy_Anim00,
STATUS_END,
@ -426,17 +426,17 @@ EvtScript N(idle) = {
EVT_LABEL(0)
EVT_CALL(GetCurrentPartnerID, LVar0)
EVT_IF_EQ(LVar0, PARTNER_WATT)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_watt)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_watt)))
EVT_SET(LVar0, 2)
EVT_LOOP(15)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, LVar0, EVT_PTR(N(idleAnimations_watt)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, LVar0, EVT_PTR(N(IdleAnimations_watt)))
EVT_ADD(LVar0, 1)
EVT_END_LOOP
EVT_ELSE
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_SET(LVar0, 2)
EVT_LOOP(15)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, LVar0, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, LVar0, EVT_PTR(N(IdleAnimations)))
EVT_ADD(LVar0, 1)
EVT_END_LOOP
EVT_END_IF

View File

@ -5,19 +5,19 @@
#define NAMESPACE b_area_omo2_6_shy_guy_dup
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern EvtScript N(run_to_pos);
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -50,7 +50,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -61,8 +61,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -73,8 +73,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -85,8 +85,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -97,8 +97,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -109,8 +109,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -121,8 +121,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -133,8 +133,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -145,8 +145,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -161,7 +161,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -176,7 +176,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_TankGuy_Anim01,
STATUS_STONE, ANIM_TankGuy_Anim00,
STATUS_SLEEP, ANIM_TankGuy_Anim00,

View File

@ -7,7 +7,7 @@
#define NAMESPACE b_area_omo3_big_lantern_ghost
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
extern EvtScript N(init);
extern EvtScript N(takeTurn);
@ -42,7 +42,7 @@ enum N(MoveIds) {
N(MOVE_LIGHT_BEAM) = 2,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
@ -52,7 +52,7 @@ s32 N(defenseTable2)[] = {
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 40,
@ -84,8 +84,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 54 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -5, -10 },
@ -96,7 +96,7 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { -40, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(defenseTable2),
.eventFlags = 0,
.elementImmunityFlags = 0,
@ -113,7 +113,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -128,7 +128,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 20, 45 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_BigLanternGhost_Anim01,
STATUS_STONE, ANIM_BigLanternGhost_Anim00,
STATUS_SLEEP, ANIM_BigLanternGhost_Anim0C,

View File

@ -11,7 +11,7 @@ extern EvtScript N(idle);
extern EvtScript N(takeTurn);
extern EvtScript N(handleEvent);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_AlbinoDino_Anim03,
STATUS_STONE, ANIM_AlbinoDino_Anim00,
STATUS_SLEEP, ANIM_AlbinoDino_Anim03,
@ -24,13 +24,13 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 4,
ELEMENT_FIRE, 99,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -62,8 +62,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -9, 46 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -6, -17 },
@ -78,7 +78,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 40,
.airLiftChance = 15,
.hurricaneChance = 10,

View File

@ -12,29 +12,29 @@ extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern EvtScript N(nextTurn);
s32 N(idleAnimations_1)[] = {
s32 N(IdleAnimations_1)[] = {
STATUS_NORMAL, ANIM_CrystalKing_Anim0A,
STATUS_END,
};
s32 N(idleAnimations_2)[] = {
s32 N(IdleAnimations_2)[] = {
STATUS_NORMAL, ANIM_CrystalKing_Anim0B,
STATUS_END,
};
s32 N(idleAnimations_3)[] = {
s32 N(IdleAnimations_3)[] = {
STATUS_NORMAL, ANIM_CrystalKing_Anim0C,
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_FIRE, 0,
ELEMENT_ICE, 99,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -66,8 +66,8 @@ ActorPartBlueprint N(parts_1)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 16 },
.opacity = 255,
.idleAnimations = N(idleAnimations_1),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_1),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_ICY,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -79,7 +79,7 @@ ActorPartBlueprint N(parts_1)[] = {
.targetOffset = { 0, -34 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_ICY,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -93,8 +93,8 @@ ActorPartBlueprint N(parts_2)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 16 },
.opacity = 255,
.idleAnimations = N(idleAnimations_2),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_2),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_ICY,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -106,7 +106,7 @@ ActorPartBlueprint N(parts_2)[] = {
.targetOffset = { 0, -34 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_ICY,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -120,8 +120,8 @@ ActorPartBlueprint N(parts_3)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 16 },
.opacity = 255,
.idleAnimations = N(idleAnimations_3),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_3),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_ICY,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -133,7 +133,7 @@ ActorPartBlueprint N(parts_3)[] = {
.targetOffset = { 0, -34 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_ICY,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -148,7 +148,7 @@ ActorBlueprint N(1) = {
.partCount = ARRAY_COUNT(N(parts_1)),
.partsData = N(parts_1),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -171,7 +171,7 @@ ActorBlueprint N(2) = {
.partCount = ARRAY_COUNT(N(parts_2)),
.partsData = N(parts_2),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -194,7 +194,7 @@ ActorBlueprint N(3) = {
.partCount = ARRAY_COUNT(N(parts_3)),
.partsData = N(parts_3),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -55,7 +55,7 @@ extern EvtScript N(AttackIcyBreathWithClones);
extern EvtScript N(NormalAttack);
extern EvtScript N(Heal);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_CrystalKing_Anim09,
STATUS_SLEEP, ANIM_CrystalKing_Anim1B,
STATUS_DIZZY, ANIM_CrystalKing_Anim1A,
@ -64,14 +64,14 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 2,
ELEMENT_FIRE, 0,
ELEMENT_ICE, 99,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 30,
@ -103,8 +103,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 54 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_ICY,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -22 },
@ -119,7 +119,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,

View File

@ -13,7 +13,7 @@ extern EvtScript N(handleEvent);
extern EvtScript N(attack_bite);
extern EvtScript N(attack_icy_breath);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_LargePiranha_Frost_Anim01,
STATUS_STONE, ANIM_LargePiranha_Frost_Anim00,
STATUS_SLEEP, ANIM_LargePiranha_Frost_Anim00,
@ -26,14 +26,14 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_FIRE, -2,
ELEMENT_ICE, 99,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 95,
@ -65,8 +65,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -15, 50 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_ICY,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 3, -14 },
@ -81,7 +81,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 70,
.airLiftChance = 20,
.hurricaneChance = 20,

View File

@ -11,7 +11,7 @@ extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
s32 N(idleAnimations1)[] = {
s32 N(IdleAnimations1)[] = {
STATUS_NORMAL, ANIM_Gulpit_Anim01,
STATUS_STONE, ANIM_Gulpit_Anim00,
STATUS_SLEEP, ANIM_Gulpit_Anim0F,
@ -24,22 +24,22 @@ s32 N(idleAnimations1)[] = {
STATUS_END,
};
s32 N(idleAnimations2)[] = {
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_Gulpit_Anim10,
STATUS_END,
};
s32 N(idleAnimations3)[] = {
s32 N(IdleAnimations3)[] = {
STATUS_NORMAL, ANIM_Gulpit_Anim12,
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
@ -71,8 +71,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -7, 48 },
.opacity = 255,
.idleAnimations = N(idleAnimations1),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations1),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -3, -23 },
@ -83,8 +83,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations2),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations2),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -95,8 +95,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations3),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations3),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -111,7 +111,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 60,
.airLiftChance = 50,
.hurricaneChance = 50,

View File

@ -11,22 +11,22 @@ extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_Gulpit_Anim10,
STATUS_END,
};
s32 N(idleAnimations2)[] = {
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_Gulpit_Anim12,
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -58,8 +58,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 14 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -6 },
@ -74,7 +74,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 100,
.hurricaneChance = 0,
@ -96,12 +96,12 @@ EvtScript N(init) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Gulpit_Anim10)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetActorSize, ACTOR_SELF, 24, 15)
EVT_CASE_EQ(1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Gulpit_Anim12)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, 1)
EVT_CALL(SetActorSize, ACTOR_SELF, 10, 8)

View File

@ -18,13 +18,13 @@ extern EvtScript N(nextTurn);
extern EvtScript N(OnBurn);
extern EvtScript N(OnDeath);
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_COSMIC, 99,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -49,7 +49,7 @@ s32 N(statusTable)[] = {
STATUS_END,
};
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
ActorPartBlueprint N(parts)[] = {
{
@ -58,8 +58,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_100,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 1, -15 },
@ -70,8 +70,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 50, 0 },
.targetOffset = { -6, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_100,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 1, -15 },
@ -86,7 +86,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -101,7 +101,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_Monstar_Idle1,
STATUS_STONE, ANIM_Monstar_Still,
STATUS_SLEEP, ANIM_Monstar_Idle1,
@ -115,7 +115,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations2)[] = {
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_Monstar_GatherStrength1,
STATUS_END,
};
@ -327,7 +327,7 @@ EvtScript N(unused) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Monstar_GatherStrength1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 40)
EVT_SUB(LVar2, 5)
@ -424,7 +424,7 @@ EvtScript N(attack) = {
EVT_SET(LVarA, LVar0)
EVT_WAIT(170)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Monstar_Idle1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_CALL(MakeLerp, 200, 0, 60, EASING_LINEAR)
EVT_LABEL(1)
EVT_CALL(UpdateLerp)
@ -450,7 +450,7 @@ EvtScript N(attack) = {
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Monstar_Idle1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_CALL(MakeLerp, 200, 0, 60, EASING_LINEAR)
EVT_LABEL(2)
EVT_CALL(UpdateLerp)

View File

@ -11,9 +11,9 @@ extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 2,
ELEMENT_SMASH, 2,
ELEMENT_JUMP, 2,
@ -22,12 +22,12 @@ s32 N(defenseTable)[] = {
ELEMENT_END,
};
s32 N(defenseTable_flipped)[] = {
s32 N(DefenseTable_flipped)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 80,
@ -59,8 +59,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 36 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_FLIPABLE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -7 },
@ -75,7 +75,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 60,
.airLiftChance = 85,
.hurricaneChance = 75,
@ -90,7 +90,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 5, 32 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_KoopaTroopa_Dark_Idle,
STATUS_STONE, ANIM_KoopaTroopa_Dark_Still,
STATUS_SLEEP, ANIM_KoopaTroopa_Dark_Sleep,
@ -103,7 +103,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations_step)[] = {
s32 N(IdleAnimations_step)[] = {
STATUS_NORMAL, ANIM_KoopaTroopa_Dark_Walk,
STATUS_STONE, ANIM_KoopaTroopa_Dark_Still,
STATUS_SLEEP, ANIM_KoopaTroopa_Dark_Sleep,
@ -116,7 +116,7 @@ s32 N(idleAnimations_step)[] = {
STATUS_END,
};
s32 N(idleAnimations_active)[] = {
s32 N(IdleAnimations_active)[] = {
STATUS_NORMAL, ANIM_KoopaTroopa_Dark_Scramble,
STATUS_STONE, ANIM_KoopaTroopa_Dark_Still,
STATUS_SLEEP, ANIM_KoopaTroopa_Dark_Sleep,
@ -129,7 +129,7 @@ s32 N(idleAnimations_active)[] = {
STATUS_END,
};
s32 N(idleAnimations_step_active)[] = {
s32 N(IdleAnimations_step_active)[] = {
STATUS_NORMAL, ANIM_KoopaTroopa_Dark_Walk,
STATUS_STONE, ANIM_KoopaTroopa_Dark_Still,
STATUS_SLEEP, ANIM_KoopaTroopa_Dark_Sleep,
@ -142,7 +142,7 @@ s32 N(idleAnimations_step_active)[] = {
STATUS_END,
};
s32 N(idleAnimations_flipped)[] = {
s32 N(IdleAnimations_flipped)[] = {
STATUS_NORMAL, ANIM_KoopaTroopa_Dark_ToppleStruggle,
STATUS_STONE, ANIM_KoopaTroopa_Dark_ToppleStill,
STATUS_SLEEP, ANIM_KoopaTroopa_Dark_ToppleSleep,
@ -164,7 +164,7 @@ EvtScript N(init) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
EVT_ELSE
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_active)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_KoopaTroopa_Dark_Scramble)
EVT_END_IF
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0)
@ -225,9 +225,9 @@ EvtScript N(idle) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_step)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_step)))
EVT_CASE_EQ(1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_step_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_step_active)))
EVT_END_SWITCH
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
@ -237,12 +237,12 @@ EvtScript N(idle) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_CASE_EQ(1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_active)))
EVT_CASE_OR_EQ(2)
EVT_CASE_OR_EQ(3)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_flipped)))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_LOOP(20)
@ -267,9 +267,9 @@ EvtScript N(idle) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_step)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_step)))
EVT_CASE_EQ(1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_step_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_step_active)))
EVT_END_SWITCH
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
@ -279,12 +279,12 @@ EvtScript N(idle) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_CASE_EQ(1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_active)))
EVT_CASE_OR_EQ(2)
EVT_CASE_OR_EQ(3)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_flipped)))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_LOOP(50)
@ -395,8 +395,8 @@ EvtScript N(handleEvent) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 3)
EVT_END_SWITCH
EVT_CALL(SetActorVar, ACTOR_SELF, 9, 1)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_flipped)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_flipped)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -5, 15)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, 0)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
@ -828,7 +828,7 @@ EvtScript N(standUp) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -4, 32)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -4)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
@ -837,10 +837,10 @@ EvtScript N(standUp) = {
EVT_SWITCH(LVar0)
EVT_CASE_EQ(2)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_CASE_EQ(3)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_active)))
EVT_END_SWITCH
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
@ -861,20 +861,20 @@ EvtScript N(takeTurn) = {
EVT_CALL(RandInt, 1000, LVar0)
EVT_IF_LT(LVar0, 300)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_ELSE
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_active)))
EVT_END_IF
EVT_CASE_EQ(1)
EVT_EXEC_WAIT(N(attackDizzyTornado))
EVT_CALL(RandInt, 1000, LVar0)
EVT_IF_LT(LVar0, 300)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_ELSE
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_active)))
EVT_END_IF
EVT_CASE_OR_EQ(2)
EVT_CASE_OR_EQ(3)

View File

@ -18,11 +18,11 @@ extern EvtScript N(takeTurn_koopa);
extern EvtScript N(idle_koopa);
extern EvtScript N(handleEvent_koopa);
extern s32 N(idleAnimations)[];
extern s32 N(idleAnimations2)[];
extern s32 N(idleAnimations3)[];
extern s32 N(IdleAnimations)[];
extern s32 N(IdleAnimations2)[];
extern s32 N(IdleAnimations3)[];
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 2,
ELEMENT_SMASH, 2,
ELEMENT_JUMP, 2,
@ -36,12 +36,12 @@ s32 N(defenseTable2)[] = {
ELEMENT_END,
};
s32 N(defenseTable_koopa_flipped)[] = {
s32 N(DefenseTable_koopa_flipped)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_koopa)[] = {
s32 N(StatusTable_koopa)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 80,
@ -66,7 +66,7 @@ s32 N(statusTable_koopa)[] = {
STATUS_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 80,
@ -98,8 +98,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 36 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_FLIPABLE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -7 },
@ -110,7 +110,7 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -4, 36 },
.opacity = 255,
.idleAnimations = N(idleAnimations2),
.idleAnimations = N(IdleAnimations2),
.defenseTable = N(defenseTable2),
.eventFlags = ACTOR_EVENT_FLAG_GROUNDABLE,
.elementImmunityFlags = 0,
@ -122,8 +122,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 32 },
.opacity = 255,
.idleAnimations = N(idleAnimations3),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations3),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -138,7 +138,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 50,
.airLiftChance = 90,
.hurricaneChance = 80,
@ -153,7 +153,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 8, 30 },
};
s32 N(idleAnimations2)[] = {
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_ParaTroopa_Dark_Idle,
STATUS_STONE, ANIM_ParaTroopa_Dark_Still,
STATUS_SLEEP, ANIM_ParaTroopa_Dark_Sleep,
@ -166,7 +166,7 @@ s32 N(idleAnimations2)[] = {
STATUS_END,
};
s32 N(idleAnimations_step)[] = {
s32 N(IdleAnimations_step)[] = {
STATUS_NORMAL, ANIM_ParaTroopa_Dark_Idle,
STATUS_STONE, ANIM_ParaTroopa_Dark_Still,
STATUS_SLEEP, ANIM_ParaTroopa_Dark_Sleep,
@ -179,7 +179,7 @@ s32 N(idleAnimations_step)[] = {
STATUS_END,
};
s32 N(idleAnimations3)[] = {
s32 N(IdleAnimations3)[] = {
STATUS_NORMAL, ANIM_ParaTroopa_Dark_WingsStill,
STATUS_STONE, ANIM_ParaTroopa_Dark_Still,
STATUS_SLEEP, ANIM_ParaTroopa_Dark_Sleep,
@ -242,10 +242,10 @@ EvtScript N(idle) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.6))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_step)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_step)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, EASING_LINEAR)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -259,10 +259,10 @@ EvtScript N(idle) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.6))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_step)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_step)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, EASING_LINEAR)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations2)))
EVT_LOOP(40)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -628,7 +628,7 @@ EvtScript N(fall) = {
EVT_CALL(SetHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_KoopaTroopa_Dark_Idle)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, FALSE)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_koopa)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_koopa)))
EVT_CALL(BindNextTurn, ACTOR_SELF, 0)
EVT_EXEC_WAIT(N(init_koopa))
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_DARK_KOOPA)
@ -642,7 +642,7 @@ EvtScript N(fall) = {
EVT_END
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_KoopaTroopa_Dark_Idle,
STATUS_STONE, ANIM_KoopaTroopa_Dark_Still,
STATUS_SLEEP, ANIM_KoopaTroopa_Dark_Sleep,
@ -655,7 +655,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations_koopa_step)[] = {
s32 N(IdleAnimations_koopa_step)[] = {
STATUS_NORMAL, ANIM_KoopaTroopa_Dark_Walk,
STATUS_STONE, ANIM_KoopaTroopa_Dark_Still,
STATUS_SLEEP, ANIM_KoopaTroopa_Dark_Sleep,
@ -668,7 +668,7 @@ s32 N(idleAnimations_koopa_step)[] = {
STATUS_END,
};
s32 N(idleAnimations_koopa_active)[] = {
s32 N(IdleAnimations_koopa_active)[] = {
STATUS_NORMAL, ANIM_KoopaTroopa_Dark_Scramble,
STATUS_STONE, ANIM_KoopaTroopa_Dark_Still,
STATUS_SLEEP, ANIM_KoopaTroopa_Dark_Sleep,
@ -681,7 +681,7 @@ s32 N(idleAnimations_koopa_active)[] = {
STATUS_END,
};
s32 N(idleAnimations_koopa_step_active)[] = {
s32 N(IdleAnimations_koopa_step_active)[] = {
STATUS_NORMAL, ANIM_KoopaTroopa_Dark_Walk,
STATUS_STONE, ANIM_KoopaTroopa_Dark_Still,
STATUS_SLEEP, ANIM_KoopaTroopa_Dark_Sleep,
@ -694,7 +694,7 @@ s32 N(idleAnimations_koopa_step_active)[] = {
STATUS_END,
};
s32 N(idleAnimations_koopa_flipped)[] = {
s32 N(IdleAnimations_koopa_flipped)[] = {
STATUS_NORMAL, ANIM_KoopaTroopa_Dark_ToppleStruggle,
STATUS_STONE, ANIM_KoopaTroopa_Dark_ToppleStill,
STATUS_SLEEP, ANIM_KoopaTroopa_Dark_ToppleSleep,
@ -716,7 +716,7 @@ EvtScript N(init_koopa) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
EVT_ELSE
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_koopa_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_koopa_active)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_KoopaTroopa_Dark_Scramble)
EVT_END_IF
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0)
@ -775,9 +775,9 @@ EvtScript N(idle_koopa) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_koopa_step)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_koopa_step)))
EVT_CASE_EQ(1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_koopa_step_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_koopa_step_active)))
EVT_END_SWITCH
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
@ -787,12 +787,12 @@ EvtScript N(idle_koopa) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_CASE_EQ(1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_koopa_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_koopa_active)))
EVT_CASE_OR_EQ(2)
EVT_CASE_OR_EQ(3)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_koopa_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_koopa_flipped)))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_LOOP(20)
@ -817,9 +817,9 @@ EvtScript N(idle_koopa) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_koopa_step)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_koopa_step)))
EVT_CASE_EQ(1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_koopa_step_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_koopa_step_active)))
EVT_END_SWITCH
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
@ -829,12 +829,12 @@ EvtScript N(idle_koopa) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_CASE_EQ(1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_koopa_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_koopa_active)))
EVT_CASE_OR_EQ(2)
EVT_CASE_OR_EQ(3)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_koopa_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_koopa_flipped)))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_LOOP(50)
@ -945,8 +945,8 @@ EvtScript N(handleEvent_koopa) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 3)
EVT_END_SWITCH
EVT_CALL(SetActorVar, ACTOR_SELF, 9, 1)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_koopa_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_koopa_flipped)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable_koopa_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_koopa_flipped)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -5, 15)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, 0)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
@ -1378,7 +1378,7 @@ EvtScript N(koopa_standUp) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(DefenseTable)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -4, 32)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -4)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
@ -1387,10 +1387,10 @@ EvtScript N(koopa_standUp) = {
EVT_SWITCH(LVar0)
EVT_CASE_EQ(2)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_CASE_EQ(3)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_koopa_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_koopa_active)))
EVT_END_SWITCH
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
@ -1411,20 +1411,20 @@ EvtScript N(takeTurn_koopa) = {
EVT_CALL(RandInt, 1000, LVar0)
EVT_IF_LT(LVar0, 300)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_ELSE
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_koopa_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_koopa_active)))
EVT_END_IF
EVT_CASE_EQ(1)
EVT_EXEC_WAIT(N(koopa_attackDizzyTornado))
EVT_CALL(RandInt, 1000, LVar0)
EVT_IF_LT(LVar0, 300)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_ELSE
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_koopa_active)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_koopa_active)))
EVT_END_IF
EVT_CASE_OR_EQ(2)
EVT_CASE_OR_EQ(3)

View File

@ -10,14 +10,14 @@ extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -49,8 +49,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -65,7 +65,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 70,
.airLiftChance = 90,
.hurricaneChance = 85,
@ -80,7 +80,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_Goomba_Dark_Idle,
STATUS_STONE, ANIM_Goomba_Dark_Still,
STATUS_SLEEP, ANIM_Goomba_Dark_Sleep,
@ -93,7 +93,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations_step)[] = {
s32 N(IdleAnimations_step)[] = {
STATUS_NORMAL, ANIM_Goomba_Dark_Run,
STATUS_STONE, ANIM_Goomba_Dark_Still,
STATUS_SLEEP, ANIM_Goomba_Dark_Sleep,
@ -130,10 +130,10 @@ EvtScript N(idle) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_step)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_step)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -146,10 +146,10 @@ EvtScript N(idle) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_step)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_step)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)

View File

@ -17,12 +17,12 @@ extern EvtScript N(takeTurn_gloomba);
extern EvtScript N(idle_gloomba);
extern EvtScript N(handleEvent_gloomba);
extern s32 N(idleAnimations_gloomba)[];
extern s32 N(idleAnimations)[];
extern s32 N(idleAnimations_left_wing)[];
extern s32 N(idleAnimations_right_wing)[];
extern s32 N(IdleAnimations_gloomba)[];
extern s32 N(IdleAnimations)[];
extern s32 N(IdleAnimations_left_wing)[];
extern s32 N(IdleAnimations_right_wing)[];
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
@ -32,7 +32,7 @@ s32 N(defenseTable2)[] = {
ELEMENT_END,
};
s32 N(statusTable_gloomba)[] = {
s32 N(StatusTable_gloomba)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -57,7 +57,7 @@ s32 N(statusTable_gloomba)[] = {
STATUS_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -89,8 +89,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations_gloomba),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_gloomba),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -101,7 +101,7 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(defenseTable2),
.eventFlags = ACTOR_EVENT_FLAG_GROUNDABLE,
.elementImmunityFlags = 0,
@ -113,8 +113,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -16, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_left_wing),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_left_wing),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -125,8 +125,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { -16, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_right_wing),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations_right_wing),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -141,7 +141,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 65,
.airLiftChance = 95,
.hurricaneChance = 90,
@ -156,7 +156,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_Paragoomba_Dark_Idle,
STATUS_STONE, ANIM_Paragoomba_Dark_Still,
STATUS_SLEEP, ANIM_Paragoomba_Dark_Sleep,
@ -169,7 +169,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations_step)[] = {
s32 N(IdleAnimations_step)[] = {
STATUS_NORMAL, ANIM_Paragoomba_Dark_Run,
STATUS_STONE, ANIM_Paragoomba_Dark_Still,
STATUS_SLEEP, ANIM_Paragoomba_Dark_Sleep,
@ -182,12 +182,12 @@ s32 N(idleAnimations_step)[] = {
STATUS_END,
};
s32 N(idleAnimations_left_wing)[] = {
s32 N(IdleAnimations_left_wing)[] = {
STATUS_NORMAL, ANIM_Paragoomba_Dark_LWingStill,
STATUS_END,
};
s32 N(idleAnimations_right_wing)[] = {
s32 N(IdleAnimations_right_wing)[] = {
STATUS_NORMAL, ANIM_Paragoomba_Dark_RWingStill,
STATUS_END,
};
@ -216,7 +216,7 @@ EvtScript N(idle) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.6))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_step)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations_step)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, EASING_LINEAR)
EVT_LOOP(20)
@ -233,7 +233,7 @@ EvtScript N(idle) = {
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.6))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, EASING_LINEAR)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(IdleAnimations)))
EVT_LOOP(40)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -541,7 +541,7 @@ EvtScript N(fall) = {
EVT_CALL(SetHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Dark_Idle)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, FALSE)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_gloomba)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_gloomba)))
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_GLOOMBA)
EVT_EXEC_WAIT(N(init_gloomba))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
@ -551,7 +551,7 @@ EvtScript N(fall) = {
EVT_END
};
s32 N(idleAnimations_gloomba)[] = {
s32 N(IdleAnimations_gloomba)[] = {
STATUS_NORMAL, ANIM_Goomba_Dark_Idle,
STATUS_STONE, ANIM_Goomba_Dark_Still,
STATUS_SLEEP, ANIM_Goomba_Dark_Sleep,
@ -564,7 +564,7 @@ s32 N(idleAnimations_gloomba)[] = {
STATUS_END,
};
s32 N(idleAnimations_gloomba_step)[] = {
s32 N(IdleAnimations_gloomba_step)[] = {
STATUS_NORMAL, ANIM_Goomba_Dark_Run,
STATUS_STONE, ANIM_Goomba_Dark_Still,
STATUS_SLEEP, ANIM_Goomba_Dark_Sleep,
@ -601,10 +601,10 @@ EvtScript N(idle_gloomba) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_gloomba_step)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_gloomba_step)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_gloomba)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_gloomba)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -617,10 +617,10 @@ EvtScript N(idle_gloomba) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_gloomba_step)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_gloomba_step)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_gloomba)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_gloomba)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)

View File

@ -11,14 +11,14 @@ extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern s32 N(idleAnimations)[];
extern s32 N(IdleAnimations)[];
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -50,8 +50,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -12 },
@ -66,7 +66,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 65,
.airLiftChance = 90,
.hurricaneChance = 85,
@ -81,7 +81,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_SpikedGoomba_Dark_Idle,
STATUS_STONE, ANIM_SpikedGoomba_Dark_Still,
STATUS_SLEEP, ANIM_SpikedGoomba_Dark_Sleep,
@ -94,7 +94,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations_step)[] = {
s32 N(IdleAnimations_step)[] = {
STATUS_NORMAL, ANIM_SpikedGoomba_Dark_Run,
STATUS_STONE, ANIM_SpikedGoomba_Dark_Still,
STATUS_SLEEP, ANIM_SpikedGoomba_Dark_Sleep,
@ -131,10 +131,10 @@ EvtScript N(idle) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_step)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_step)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -147,10 +147,10 @@ EvtScript N(idle) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_step)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations_step)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)

View File

@ -89,7 +89,7 @@ extern EvtScript N(onDeath);
extern EvtScript N(attackSpinDrop);
extern EvtScript N(attackInkBlast);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim00,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
@ -100,7 +100,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations2)[] = {
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim0C,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
@ -111,7 +111,7 @@ s32 N(idleAnimations2)[] = {
STATUS_END,
};
s32 N(idleAnimations3)[] = {
s32 N(IdleAnimations3)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim00,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
@ -122,12 +122,12 @@ s32 N(idleAnimations3)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
@ -159,8 +159,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 50 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -172,7 +172,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { 0, 30 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -37 },
@ -187,7 +187,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -227,7 +227,7 @@ EvtScript N(idle) = {
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(11)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
@ -248,7 +248,7 @@ EvtScript N(idle) = {
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(12)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
@ -263,7 +263,7 @@ EvtScript N(idle) = {
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations3)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations3)))
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, -10)

View File

@ -89,7 +89,7 @@ extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern EvtScript N(onDeath);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_BabyBlooper_Anim00,
STATUS_STOP, ANIM_BabyBlooper_Anim00,
STATUS_SLEEP, ANIM_BabyBlooper_Anim06,
@ -100,7 +100,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations2)[] = {
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_BabyBlooper_Anim01,
STATUS_STOP, ANIM_BabyBlooper_Anim00,
STATUS_SLEEP, ANIM_BabyBlooper_Anim06,
@ -111,7 +111,7 @@ s32 N(idleAnimations2)[] = {
STATUS_END,
};
s32 N(idleAnimations3)[] = {
s32 N(IdleAnimations3)[] = {
STATUS_NORMAL, ANIM_BabyBlooper_Anim00,
STATUS_STOP, ANIM_BabyBlooper_Anim00,
STATUS_SLEEP, ANIM_BabyBlooper_Anim06,
@ -122,12 +122,12 @@ s32 N(idleAnimations3)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
@ -159,8 +159,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 85 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -172,7 +172,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 1, -13 },
@ -187,7 +187,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -203,7 +203,7 @@ ActorBlueprint NAMESPACE = {
};
#include "common/StartRumbleWithParams.inc.c"
#include "common/UnkBattleFunc2.inc.c"
#include "common/SpawnEnemyDrainFX.inc.c"
EvtScript N(init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
@ -251,7 +251,7 @@ EvtScript N(idle) = {
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(11)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim01)
@ -272,7 +272,7 @@ EvtScript N(idle) = {
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(12)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BabyBlooper_Anim01)
@ -287,7 +287,7 @@ EvtScript N(idle) = {
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations3)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations3)))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, -5)
@ -563,11 +563,11 @@ EvtScript N(takeTurn) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_214)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(N(UnkBattleFunc2), LVar0, LVar1, LVar2, LVar3)
EVT_CALL(N(SpawnDrainHealthStartFX), LVar0, LVar1, LVar2, LVar3)
EVT_THREAD
EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_25C)
EVT_CALL(N(UnkBattleFunc2_2), LVar0, LVar1, LVar2, LVar3)
EVT_CALL(N(SpawnDrainHealthContinueFX), LVar0, LVar1, LVar2, LVar3)
EVT_END_THREAD
EVT_ADD(LVar0, 20)
EVT_ADD(LVar1, 20)

View File

@ -95,7 +95,7 @@ extern EvtScript N(attackSpinDrop);
extern EvtScript N(attackInkBlast);
extern EvtScript N(charge);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim00,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
@ -106,7 +106,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations2)[] = {
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim0C,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
@ -117,7 +117,7 @@ s32 N(idleAnimations2)[] = {
STATUS_END,
};
s32 N(idleAnimations3)[] = {
s32 N(IdleAnimations3)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim00,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
@ -128,12 +128,12 @@ s32 N(idleAnimations3)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 50,
@ -158,7 +158,7 @@ s32 N(statusTable)[] = {
STATUS_END,
};
s32 N(statusTable_charged)[] = {
s32 N(StatusTable_charged)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 25,
@ -190,8 +190,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 80 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -203,7 +203,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { 0, 60 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -37 },
@ -218,7 +218,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -329,7 +329,7 @@ EvtScript N(idle) = {
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(11)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
@ -350,7 +350,7 @@ EvtScript N(idle) = {
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(12)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
@ -365,7 +365,7 @@ EvtScript N(idle) = {
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations3)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations3)))
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, -10)
@ -867,7 +867,7 @@ EvtScript N(charge) = {
EVT_CALL(SetPartEventFlags, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED | ACTOR_EVENT_FLAG_ELECTRIFIED)
EVT_CALL(func_8026ED20, ACTOR_SELF, 1, 1)
EVT_CALL(func_8026EA7C, ACTOR_SELF, 1, 4)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_charged)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_charged)))
EVT_RETURN
EVT_END
};
@ -886,7 +886,7 @@ EvtScript N(discharge) = {
EVT_END_IF
EVT_CALL(SetPartEventFlags, ACTOR_SELF, 2, 0)
EVT_CALL(func_8026ED20, ACTOR_SELF, 1, 0)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable)))
EVT_RETURN
EVT_END
};

View File

@ -99,7 +99,7 @@ extern EvtScript N(unEnrage);
extern Formation N(formation_baby_1);
extern Formation N(formation_baby_2);
s32 N(idleAnimations)[] = {
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim00,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
@ -110,7 +110,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
s32 N(idleAnimations2)[] = {
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim0C,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
@ -121,7 +121,7 @@ s32 N(idleAnimations2)[] = {
STATUS_END,
};
s32 N(idleAnimations3)[] = {
s32 N(IdleAnimations3)[] = {
STATUS_NORMAL, ANIM_Blooper_Anim00,
STATUS_STOP, ANIM_Blooper_Anim00,
STATUS_SLEEP, ANIM_Blooper_Anim07,
@ -132,12 +132,12 @@ s32 N(idleAnimations3)[] = {
STATUS_END,
};
s32 N(defenseTable)[] = {
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 40,
@ -162,7 +162,7 @@ s32 N(statusTable)[] = {
STATUS_END,
};
s32 N(statusTable_enraged)[] = {
s32 N(StatusTable_enraged)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -194,8 +194,8 @@ ActorPartBlueprint N(parts)[] = {
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 80 },
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
@ -207,7 +207,7 @@ ActorPartBlueprint N(parts)[] = {
.targetOffset = { 0, 60 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(defenseTable),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -30 },
@ -222,7 +222,7 @@ ActorBlueprint NAMESPACE = {
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(statusTable),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -284,7 +284,7 @@ EvtScript N(idle) = {
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(11)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
@ -305,7 +305,7 @@ EvtScript N(idle) = {
EVT_IF_GE(LVar4, LVar1)
EVT_GOTO(12)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations2)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim00)
EVT_WAIT(9)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Blooper_Anim0C)
@ -320,7 +320,7 @@ EvtScript N(idle) = {
EVT_WAIT(1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations3)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations3)))
EVT_CALL(SetIdleGoalToHome, ACTOR_SELF)
EVT_CALL(GetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, -10)
@ -874,7 +874,7 @@ EvtScript N(enrage) = {
EVT_CALL(func_8026ED20, ACTOR_SELF, 1, 1)
EVT_CALL(func_8026EBF8, ACTOR_SELF, 1, 0, 2, 0, 6, 12, 6, 0, 0)
EVT_CALL(func_8026EA7C, ACTOR_SELF, 1, 15)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_enraged)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable_enraged)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, TRUE)
EVT_RETURN
EVT_END
@ -883,7 +883,7 @@ EvtScript N(enrage) = {
EvtScript N(unEnrage) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(func_8026ED20, ACTOR_SELF, 1, 0)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(StatusTable)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_RETURN
EVT_END

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