battle partners (#852)

* goompa and goombario

* kooper

* bombette

* parakarry

* watt

* sushie

* lakilester

* bow

* twink

* fix warning

* fix messed fields

* CalculateArcsinDeg

* updated splat entries
This commit is contained in:
Unnunu 2022-11-05 10:06:28 +03:00 committed by GitHub
parent 9da8f0a56a
commit 294602ec98
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
205 changed files with 7088 additions and 4274 deletions

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@ -1899,7 +1899,7 @@ typedef struct Actor {
/* 0x21C */ s8 status;
/* 0x21D */ s8 disableDismissTimer;
/* 0x21E */ s16 unk_21E;
/* 0x220 */ s8 isGlowing; // not the case for goombario
/* 0x220 */ s8 isGlowing; // charge amount for goombario
/* 0x221 */ s8 attackBoost;
/* 0x222 */ s8 defenseBoost;
/* 0x223 */ s8 chillOutAmount; /* attack reduction */

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@ -2093,24 +2093,24 @@ typedef struct ShinyFlareFXData {
} ShinyFlareFXData; // size = 0x30
typedef struct HuffPuffBreathFXData {
/* 0x00 */ s32 unk_00;
/* 0x00 */ s32 type;
/* 0x04 */ Vec3f pos;
/* 0x10 */ s32 timeLeft;
/* 0x14 */ s32 lifeTime;
/* 0x18 */ s32 unk_18;
/* 0x1C */ s32 unk_1C;
/* 0x20 */ s32 unk_20;
/* 0x24 */ s32 unk_24;
/* 0x28 */ s32 unk_28;
/* 0x2C */ s32 unk_2C;
/* 0x30 */ s32 unk_30;
/* 0x34 */ s32 unk_34;
/* 0x38 */ f32 unk_38;
/* 0x3C */ f32 unk_3C;
/* 0x40 */ f32 unk_40;
/* 0x44 */ f32 unk_44;
/* 0x48 */ f32 unk_48;
/* 0x4C */ f32 unk_4C;
/* 0x18 */ s32 primR;
/* 0x1C */ s32 primG;
/* 0x20 */ s32 primB;
/* 0x24 */ s32 primA;
/* 0x28 */ s32 envR;
/* 0x2C */ s32 envG;
/* 0x30 */ s32 envB;
/* 0x34 */ s32 envA;
/* 0x38 */ f32 texOffsetX;
/* 0x3C */ f32 speedX;
/* 0x40 */ f32 texOffsetY;
/* 0x44 */ f32 speedY;
/* 0x48 */ f32 angle;
/* 0x4C */ f32 scale;
} HuffPuffBreathFXData; // size = 0x50
typedef struct ColdBreathFXData {

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@ -648,6 +648,7 @@ enum SoundIDs {
SOUND_IMMUNE = 0x0000010C,
SOUND_HIT_BONES = 0x0000010D,
SOUND_10F = 0x0000010F,
SOUND_110 = 0x00000110,
SOUND_131 = 0x00000131,
SOUND_133 = 0x00000133,
SOUND_134 = 0x00000134,
@ -845,11 +846,21 @@ enum SoundIDs {
SOUND_283 = 0x00000283,
SOUND_284 = 0x00000284,
SOUND_286 = 0x00000286,
SOUND_287 = 0x00000287,
SOUND_288 = 0x00000288,
SOUND_289 = 0x00000289,
SOUND_28A = 0x0000028A,
SOUND_28B = 0x0000028B,
SOUND_28C = 0x0000028C,
SOUND_28E = 0x0000028E,
SOUND_28F = 0x0000028F,
SOUND_290 = 0x00000290,
SOUND_BOW_SPOOK = 0x00000291,
SOUND_292 = 0x00000292,
SOUND_293 = 0x00000293,
SOUND_295 = 0x00000295,
SOUND_297 = 0x00000297,
SOUND_298 = 0x00000298,
SOUND_299 = 0x00000299,
SOUND_29A = 0x0000029A,
SOUND_29B = 0x0000029B,
@ -862,6 +873,7 @@ enum SoundIDs {
SOUND_2A4 = 0x000002A4,
SOUND_2A6 = 0x000002A6,
SOUND_2A7 = 0x000002A7,
SOUND_2AA = 0x000002AA,
SOUND_UNUSED_2C1 = 0x000002C1,
SOUND_2C4 = 0x000002C4,
SOUND_2C5 = 0x000002C5,
@ -930,6 +942,7 @@ enum SoundIDs {
SOUND_TOY_TANK_MOVE1 = 0x0000030F,
SOUND_TOY_TANK_MOVE2 = 0x00000310,
SOUND_311 = 0x00000311,
SOUND_312 = 0x00000312,
SOUND_315 = 0x00000315,
SOUND_BURROW_SURFACE = 0x00000321,
SOUND_BURROW_DIG = 0x00000322,
@ -1118,6 +1131,7 @@ enum SoundIDs {
SOUND_2003 = 0x00002003,
SOUND_2004 = 0x00002004,
SOUND_2005 = 0x00002005,
SOUND_2006 = 0x00002006,
SOUND_2009 = 0x00002009,
SOUND_200A = 0x0000200A,
SOUND_200B = 0x0000200B,
@ -1133,10 +1147,15 @@ enum SoundIDs {
SOUND_CANNON3 = 0x00002018,
SOUND_2019 = 0x00002019,
SOUND_201B = 0x0000201B,
SOUND_201C = 0x0000201C,
SOUND_201D = 0x0000201D,
SOUND_201E = 0x0000201E,
SOUND_201F = 0x0000201F,
SOUND_2020 = 0x00002020,
SOUND_2021 = 0x00002021,
SOUND_2022 = 0x00002022,
SOUND_2023 = 0x00002023,
SOUND_2024 = 0x00002024,
SOUND_2026 = 0x00002026,
SOUND_202A = 0x0000202A,
SOUND_202B = 0x0000202B,
@ -1149,6 +1168,7 @@ enum SoundIDs {
SOUND_INFLICT_STATUS = 0x00002032, //< Stop poison paralyze,
SOUND_2033 = 0x00002033,
SOUND_2034 = 0x00002034,
SOUND_2035 = 0x00002035,
SOUND_2036 = 0x00002036,
SOUND_2037 = 0x00002037,
SOUND_2038 = 0x00002038,
@ -1201,6 +1221,8 @@ enum SoundIDs {
SOUND_207B = 0x0000207B,
SOUND_207C = 0x0000207C,
SOUND_207D = 0x0000207D,
SOUND_207E = 0x0000207E,
SOUND_207F = 0x0000207F,
SOUND_JUMP_2081 = 0x00002081,
SOUND_JUMP_8BIT_MARIO = 0x00002082,
SOUND_2085 = 0x00002085,
@ -2602,6 +2624,7 @@ enum Events {
EVENT_SCARE_AWAY = 0x00000039,
EVENT_BEGIN_AIR_LIFT = 0x0000003A,
EVENT_UP_AND_AWAY = 0x0000003D,
EVENT_62 = 0x0000003E,
EVENT_SWAP_PARTNER = 0x0000003F,
EVENT_LIFE_SHROOM_PROC = 0x00000040,
EVENT_REVIVE = 0x00000041,
@ -3263,6 +3286,7 @@ enum AttackEventFlags {
ATTACK_EVENT_FLAG_8 = 0x8,
ATTACK_EVENT_FLAG_10 = 0x10,
ATTACK_EVENT_FLAG_80 = 0x80,
ATTACK_EVENT_FLAG_200 = 0x200,
};
enum PartnerActions {

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@ -18,6 +18,7 @@ ApiStatus MoveBattleCamOver(Evt* script, s32 isInitialCall);
ApiStatus SetBattleCamZoom(Evt* script, s32 isInitialCall);
ApiStatus AddBattleCamZoom(Evt* script, s32 isInitialCall);
ApiStatus FreezeBattleCam(Evt* script, s32 isInitialCall);
ApiStatus func_8024EDA4(Evt* script, s32 isInitialCall);
ApiStatus ShowMessageBox(Evt* script, s32 isInitialCall);
ApiStatus ShowVariableMessageBox(Evt* script, s32 isInitialCall);
ApiStatus IsMessageBoxDisplayed(Evt* script, s32 isInitialCall);
@ -294,14 +295,13 @@ ApiStatus InitAnimatedModels(Evt* script, s32 isInitialCall);
ApiStatus func_8024CE9C(Evt* script, s32 isInitialCall);
ApiStatus func_802CABE8(Evt* script, s32 isInitialCall);
ApiStatus func_802CAE50(Evt* script, s32 isInitialCall);
ApiStatus func_802A9000_430020(Evt* script, s32 isInitialCall);
ApiStatus func_802A9120_421B10(Evt* script, s32 isInitialCall);
ApiStatus func_802807D0(Evt* script, s32 isInitialCall);
ApiStatus func_802694A4(Evt* script, s32 isInitialCall);
ApiStatus func_80269524(Evt* script, s32 isInitialCall);
ApiStatus func_80269550(Evt* script, s32 isInitialCall);
ApiStatus func_8026919C(Evt* script, s32 isInitialCall);
ApiStatus func_80280818(Evt* script, s32 isInitialCall); ///< YieldTurn copy
ApiStatus PartnerYieldTurn(Evt* script, s32 isInitialCall); ///< YieldTurn copy
ApiStatus func_8024ECF8(Evt* script, s32 isInitialCall);
ApiStatus UseBattleCamPresetImmediately(Evt* script, s32 isInitialCall);
ApiStatus UseBattleCamPresetWait(Evt* script, s32 isInitialCall);
@ -314,6 +314,7 @@ ApiStatus ShowStartRecoveryShimmer(Evt* script, s32 isInitialCall);
ApiStatus ShowRecoveryShimmer(Evt* script, s32 isInitialCall);
ApiStatus func_80273444(Evt* script, s32 isInitialCall);
ApiStatus GetActionCommandMode(Evt* script, s32 isInitialCall);
ApiStatus func_80269344(Evt* script, s32 isInitialCall);
ApiStatus SetActionCommandMode(Evt* script, s32 isInitialCall);
ApiStatus SetCommandAutoSuccess(Evt* script, s32 isInitialCall);
ApiStatus func_802693F0(Evt* script, s32 isInitialCall);
@ -329,6 +330,7 @@ ApiStatus func_8026ED20(Evt* script, s32 isInitialCall);
ApiStatus func_8026EBF8(Evt* script, s32 isInitialCall);
ApiStatus SetupMashMeter(Evt* script, s32 isInitialCall);
ApiStatus SetActionResult(Evt* script, s32 isInitialCall);
ApiStatus func_80269600(Evt* script, s32 isInitialCall);
ApiStatus BattleCamTargetActorPart(Evt* script, s32 isInitialCall);
ApiStatus func_802537C0(Evt* script, s32 isInitialCall);
ApiStatus CancelEnemyTurn(Evt* script, s32 isInitialCall);
@ -370,15 +372,15 @@ extern EvtScript DoFreezeHit;
extern EvtScript DoShrinkHit;
extern EvtScript ForceNextTarget;
extern EvtScript DoNormalHit;
extern EvtScript D_80294AFC;
extern EvtScript D_80294FE4;
extern EvtScript DoPartnerRunAway;
extern EvtScript DoPartnerSpikeContact;
extern EvtScript D_80295350;
extern EvtScript D_80294C68;
extern EvtScript DoPartnerBurnContact;
extern EvtScript DoPartnerRecover;
extern EvtScript D_80295744;
extern EvtScript D_8029621C;
extern EvtScript DoPartnerBurn;
extern EvtScript D_802977BC;
extern EvtScript D_80296014;
extern EvtScript DoPartnerHit;
extern EvtScript DoPartnerBlock;
extern EvtScript D_802976E8;
extern EvtScript D_8029C12C;

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@ -2311,8 +2311,8 @@ ActorBlueprint bPlayerActorBlueprint = {
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 80,

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@ -364,7 +364,7 @@ s32 calc_item_damage_enemy(void) {
}
temp = target->actorBlueprint->baseStatusChance;
temp = target->actorBlueprint->spookChance;
temp = (battleStatus->statusChance * temp) / 100;
if ((gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) && (battleStatus->currentAttackElement & DAMAGE_TYPE_FEAR)) {

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@ -211,7 +211,7 @@ s32 calc_player_test_enemy(void) {
return HIT_RESULT_LANDED_ON_SPIKE;
} else if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_JUMP)) &&
(part->eventFlags & ACTOR_EVENT_FLAG_SPIKY_FRONT) &&
(!(battleStatus->currentAttackEventSuppression & 4) &&
(!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_4) &&
!player_team_is_ability_active(player, ABILITY_SPIKE_SHIELD)))
{
sfx_play_sound_at_position(SOUND_108, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);

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@ -327,7 +327,7 @@ s32 calc_enemy_damage_target(Actor* attacker) {
if (!(attacker->staticStatus == STATUS_STATIC)) {
if ((target->staticStatus == STATUS_STATIC) || (targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED)) {
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_NO_CONTACT))) {
if (!(battleStatus->currentAttackEventSuppression & 8)) {
if (!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8)) {
if (!has_enchanted_part(attacker)) {
isEnchanted = TRUE;
gBattleStatus.flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
@ -780,7 +780,7 @@ s32 calc_enemy_damage_target(Actor* attacker) {
&& (target->staticStatus == STATUS_STATIC || (targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED))
)
&& !(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)
&& !(battleStatus->currentAttackEventSuppression & 8)
&& !(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8)
&& (attacker->transparentStatus != STATUS_TRANSPARENT)
&& !has_enchanted_part(attacker)
) {

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@ -571,7 +571,7 @@ s32 calc_partner_damage_enemy(void) {
#undef INFLICT_STATUS
statusChanceOrDefense = target->actorBlueprint->baseStatusChance;
statusChanceOrDefense = target->actorBlueprint->spookChance;
if (statusChanceOrDefense > 0) {
statusChanceOrDefense = 100;
@ -617,7 +617,7 @@ s32 calc_partner_damage_enemy(void) {
}
}
statusChanceOrDefense = target->actorBlueprint->baseStatusChance;
statusChanceOrDefense = target->actorBlueprint->spookChance;
statusChanceOrDefense = (battleStatus->statusChance * statusChanceOrDefense) / 100;
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
@ -1291,7 +1291,7 @@ ApiStatus GetActionCommandResult(Evt* script, s32 isInitialCall) {
}
/// Seems to be the same functionality as YieldTurn in 1A5830.c
ApiStatus func_80280818(Evt* script, s32 isInitialCall) {
ApiStatus PartnerYieldTurn(Evt* script, s32 isInitialCall) {
gBattleStatus.flags1 |= BS_FLAGS1_200000;
return ApiStatus_DONE2;
}

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@ -85,7 +85,7 @@ EvtScript D_80294720 = {
EVT_END
};
EvtScript D_80294AFC = {
EvtScript DoPartnerRunAway = {
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(SetAnimation, ACTOR_SELF, LVar0, LVar1)
@ -105,7 +105,7 @@ EvtScript D_80294AFC = {
EVT_END
};
EvtScript D_80294C68 = {
EvtScript DoPartnerBurnContact = {
EVT_SET(LVarA, LVar1)
EVT_SET(LVarB, LVar2)
EVT_SET(LVarC, LVar3)
@ -123,7 +123,7 @@ EvtScript D_80294C68 = {
EVT_CALL(JumpToGoal, ACTOR_PARTNER, 5, FALSE, FALSE, FALSE)
EVT_SET(LVar1, LVarA)
EVT_SET(LVar2, LVarC)
EVT_EXEC_WAIT(D_8029621C)
EVT_EXEC_WAIT(DoPartnerBurn)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CHILD_THREAD
EVT_CALL(SetActorRotationOffset, ACTOR_PARTNER, 0, LVarB, 0)
@ -152,7 +152,7 @@ EvtScript D_80294C68 = {
EVT_END
};
EvtScript D_80294FE4 = {
EvtScript DoPartnerSpikeContact = {
EVT_SET(LVarA, LVar1)
EVT_SET(LVarB, LVar2)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
@ -372,14 +372,14 @@ EvtScript DoPartnerRecover = {
EVT_END
};
EvtScript D_80296014 = {
EvtScript DoPartnerHit = {
EVT_SET(LVarA, LVar1)
EVT_CALL(GetActorPos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
EVT_IF_EQ(LVar1, 0)
EVT_GOTO(10)
EVT_END_IF
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(func_8026F1A0, 256, 1)
EVT_CALL(func_8026F1A0, ACTOR_PARTNER, 1)
EVT_CALL(SetAnimation, ACTOR_PARTNER, -1, LVarA)
EVT_CALL(GetActorPos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 0)
@ -398,7 +398,7 @@ EvtScript D_80296014 = {
EVT_END
};
EvtScript D_8029621C = {
EvtScript DoPartnerBurn = {
EVT_CALL(SetAnimation, ACTOR_PARTNER, -1, LVar1)
EVT_CHILD_THREAD
EVT_CALL(GetActorPos, ACTOR_PARTNER, LVar5, LVar6, LVar7)

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@ -3,6 +3,8 @@
#include "common_structs.h"
ApiStatus func_802A9000_428A70(Evt* script, s32 isInitialCall);
ApiStatus func_802A9184_428BF4(Evt* script, s32 isInitialCall);
void func_802A9278_428CE8(void);
#endif

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@ -16,7 +16,7 @@ s32 D_802A9984_429CA4[] = { 40, 70, 99, 200, };
s32 D_802A9994_429CB4[] = { 35, 60, 80, 99, 200, };
s32 D_802A99A8_429CC8[] = { 35, 35, 60, 80, 99, 200, };
ApiStatus func_802A9000_429320(void) {
ApiStatus func_802A9000_429320(Evt* script, s32 isInitialCall) {
ActionCommandStatus* actionCommandStatus = &gActionCommandStatus;
BattleStatus* battleStatus = &gBattleStatus;
s32 hudElement;
@ -67,7 +67,7 @@ ApiStatus func_802A9000_429320(void) {
#include "common/MashActionCommandInit.inc.c"
void func_802A9294_4295B4(void) {
void func_802A9294_4295B4(Evt* script, s32 isInitialCall) {
ActionCommandStatus* actionCommandStatus = &gActionCommandStatus;
BattleStatus* battleStatus = &gBattleStatus;
Actor* partner = battleStatus->partnerActor;

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@ -3,6 +3,8 @@
#include "common_structs.h"
ApiStatus func_802A9000_429320(Evt* script, s32 isInitialCall);
ApiStatus action_command_air_raid_MashActionCommandInit(Evt* script, s32 isInitialCall);
void func_802A9294_4295B4(void);
#endif

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@ -13,7 +13,7 @@ extern HudScript HES_100pct;
s32 D_802A98E0_42FFC0[8] = { 0, 25, 50, 75, 75, 0, 0, 0 };
ApiStatus func_802A9000_42F6E0(void) {
ApiStatus func_802A9000_42F6E0(Evt* script, s32 isInitialCall) {
ActionCommandStatus* actionCommandStatus = &gActionCommandStatus;
BattleStatus* battleStatus = &gBattleStatus;
s32 id;

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@ -3,6 +3,8 @@
#include "common_structs.h"
ApiStatus func_802A9000_42F6E0(Evt* script, s32 isInitialCall);
ApiStatus func_802A91A0_42F880(Evt* script, s32 isInitialCall);
void func_802A92A0_42F980(void);
#endif

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@ -3,6 +3,8 @@
#include "common_structs.h"
ApiStatus func_802A9000_42DA10(Evt* script, s32 isInitialCall);
ApiStatus func_802A91A0_42DBB0(Evt* script, s32 isInitialCall);
void func_802A92A0_42DCB0(void);
#endif

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@ -3,6 +3,8 @@
#include "common_structs.h"
ApiStatus action_command_power_shock_CreateHudElements(Evt* script, s32 isInitialCall);
ApiStatus func_802A9210_42D120(Evt* script, s32 isInitialCall);
void func_802A9310_42D220(void);
#endif

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@ -39,7 +39,7 @@ s32 D_802A9A20_42EDC0[] = {
0x23, 0x3C, 0x50, 0x63, 0xC8, 0x00,
};
ApiStatus func_802A9000_42E3A0(void) {
ApiStatus func_802A9000_42E3A0(Evt* script, s32 isInitialCall) {
ActionCommandStatus* actionCommandStatus = &gActionCommandStatus;
BattleStatus* battleStatus = &gBattleStatus;
s32 hudElement;

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@ -3,6 +3,9 @@
#include "common_structs.h"
ApiStatus func_802A9000_42E3A0(Evt* script, s32 isInitialCall);
ApiStatus action_command_smack_MashActionCommandInit(Evt* script, s32 isInitialCall);
void func_802A9298_42E638(void);
#endif

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@ -12,7 +12,7 @@ extern HudScript HES_100pct;
s32 D_802A9860_42F680[8] = { 0, 25, 50, 75, 75, 0, 0, 0 };
extern s32 D_802A98C0; // bss?
ApiStatus func_802A9000_42EE20(void) {
ApiStatus func_802A9000_42EE20(Evt* script, s32 isInitialCall) {
ActionCommandStatus* actionCommandStatus = &gActionCommandStatus;
BattleStatus* battleStatus = &gBattleStatus;
s32 id;

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@ -3,6 +3,9 @@
#include "common_structs.h"
ApiStatus func_802A9000_42EE20(Evt* script, s32 isInitialCall);
ApiStatus func_802A916C_42EF8C(Evt* script, s32 isInitialCall);
void func_802A9254_42F074(void);
#endif

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@ -12,7 +12,7 @@ extern s32 D_80294440;
s32 D_802A9920_430940[8] = { 0, 25, 50, 75, 75, 0, 0, 0 };
ApiStatus func_802A9000_430020(void) {
ApiStatus func_802A9000_430020(Evt* script, s32 isInitialCall) {
ActionCommandStatus* actionCommandStatus = &gActionCommandStatus;
BattleStatus* battleStatus = &gBattleStatus;
s32 id;

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@ -3,6 +3,9 @@
#include "common_structs.h"
ApiStatus func_802A9000_430020(Evt* script, s32 isInitialCall);
ApiStatus action_command_spook_MashActionCommandInit(Evt* script, s32 isInitialCall);
void func_802A9298_4302B8(void);
#endif

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@ -12,7 +12,7 @@ extern s32 D_80294380;
s32 D_802A9760_42A480[] = { 300, 300, 265, 220, 175, 175, };
s32 D_802A9778_42A498[] = { 300, 300, 265, 220, 175, 175, };
ApiStatus func_802A9000_429D20(void) {
ApiStatus func_802A9000_429D20(Evt* script, s32 isInitialCall) {
ActionCommandStatus* actionCommandStatus = &gActionCommandStatus;
BattleStatus* battleStatus = &gBattleStatus;
s32 id;
@ -50,7 +50,7 @@ ApiStatus func_802A9000_429D20(void) {
return ApiStatus_DONE2;
}
ApiStatus func_802A911C_429E3C(Evt* script) {
ApiStatus func_802A911C_429E3C(Evt* script, s32 isInitialCall) {
ActionCommandStatus* actionCommandStatus = &gActionCommandStatus;
BattleStatus* battleStatus = &gBattleStatus;
Bytecode* args = script->ptrReadPos;

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@ -3,6 +3,9 @@
#include "common_structs.h"
ApiStatus func_802A9000_429D20(Evt* script, s32 isInitialCall);
ApiStatus func_802A911C_429E3C(Evt* script, s32 isInitialCall);
void func_802A9208_429F28(void);
#endif

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@ -3,6 +3,9 @@
#include "common_structs.h"
ApiStatus action_command_tidal_wave_CreateHudElements(Evt* script, s32 isInitialCall);
ApiStatus func_802A9138_42C828(Evt* script, s32 isInitialCall);
void action_command_tidal_wave_update(void);
#endif

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@ -3,6 +3,8 @@
#include "common_structs.h"
ApiStatus func_802A9000_42A4F0(Evt* script, s32 isInitialCall);
ApiStatus func_802A9398_42A888(Evt* script, s32 isInitialCall);
void func_802A948C_42A97C(void);
#endif

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@ -79,8 +79,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80220B68),
.escapeChance = 70,
.airLiftChance = 30,
.hurricaneChance = 30,
.spookChance = 30,
.baseStatusChance = 30,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 95,

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@ -148,8 +148,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021B3B4),
.escapeChance = 50,
.airLiftChance = 95,
.spookChance = 95,
.baseStatusChance = 80,
.hurricaneChance = 95,
.spookChance = 80,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 90,
@ -1316,7 +1316,7 @@ EvtScript N(handleEvent_8021F41C) = {
EVT_END
};
#include "common/anglestuff.inc.c"
#include "common/CalculateArcsinDeg.inc.c"
EvtScript N(takeTurn_8021FE6C) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
@ -1354,7 +1354,7 @@ EvtScript N(takeTurn_8021FE6C) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)
@ -1430,7 +1430,7 @@ EvtScript N(takeTurn_8021FE6C) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)

View File

@ -70,8 +70,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021877C),
.escapeChance = 60,
.airLiftChance = 90,
.spookChance = 90,
.baseStatusChance = 80,
.hurricaneChance = 90,
.spookChance = 80,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,
@ -550,7 +550,7 @@ EvtScript N(handleEvent_80219BD8) = {
EVT_END
};
#include "common/anglestuff.inc.c"
#include "common/CalculateArcsinDeg.inc.c"
EvtScript N(takeTurn_8021A628) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
@ -588,7 +588,7 @@ EvtScript N(takeTurn_8021A628) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)
@ -664,7 +664,7 @@ EvtScript N(takeTurn_8021A628) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)

View File

@ -85,8 +85,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80225CA0),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 75,

View File

@ -115,8 +115,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80223C84),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 75,

View File

@ -86,8 +86,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80218C78),
.escapeChance = 15,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 90,

View File

@ -86,8 +86,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 75,

View File

@ -69,8 +69,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 90,
.airLiftChance = 85,
.spookChance = 80,
.baseStatusChance = 100,
.hurricaneChance = 80,
.spookChance = 100,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 70,

View File

@ -69,8 +69,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 50,
.airLiftChance = 85,
.spookChance = 80,
.baseStatusChance = 100,
.hurricaneChance = 80,
.spookChance = 100,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 75,

View File

@ -121,8 +121,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 40,
.airLiftChance = 90,
.spookChance = 90,
.baseStatusChance = 50,
.hurricaneChance = 90,
.spookChance = 50,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 85,

View File

@ -80,8 +80,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 50,
.airLiftChance = 90,
.spookChance = 90,
.baseStatusChance = 40,
.hurricaneChance = 90,
.spookChance = 40,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 80,

View File

@ -408,8 +408,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 70,

View File

@ -98,8 +98,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 50,
.airLiftChance = 55,
.spookChance = 40,
.baseStatusChance = 50,
.hurricaneChance = 40,
.spookChance = 50,
.upAndAwayChance = 95,
.spinSmashReq = 4,
.powerBounceChance = 100,
@ -174,8 +174,8 @@ ActorBlueprint N(hole) = {
.statusTable = NULL,
.escapeChance = 80,
.airLiftChance = 0,
.hurricaneChance = 80,
.spookChance = 80,
.baseStatusChance = 80,
.upAndAwayChance = 90,
.spinSmashReq = 4,
.powerBounceChance = 90,

View File

@ -99,8 +99,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 75,

View File

@ -124,8 +124,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 90,

View File

@ -77,8 +77,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80219068),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 100,

View File

@ -140,8 +140,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021D498),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 100,
@ -165,8 +165,8 @@ ActorBlueprint N(flying) = {
.statusTable = N(statusTable_8021D544),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 100,
@ -1308,8 +1308,8 @@ ActorBlueprint N(clone) = {
.statusTable = N(statusTable_802214CC),
.escapeChance = 40,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 75,
@ -1331,8 +1331,8 @@ ActorBlueprint N(flying_clone) = {
.statusTable = N(statusTable_80221578),
.escapeChance = 40,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 75,

View File

@ -135,8 +135,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80218C1C),
.escapeChance = 60,
.airLiftChance = 90,
.spookChance = 85,
.baseStatusChance = 60,
.hurricaneChance = 85,
.spookChance = 60,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 95,

View File

@ -225,8 +225,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80221558),
.escapeChance = 0,
.airLiftChance = 25,
.spookChance = 25,
.baseStatusChance = 0,
.hurricaneChance = 25,
.spookChance = 0,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 85,

View File

@ -236,8 +236,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80218C88),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 95,

View File

@ -208,8 +208,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021BA28),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 70,

View File

@ -145,8 +145,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021B65C),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 75,

View File

@ -76,8 +76,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80218740),
.escapeChance = 80,
.airLiftChance = 40,
.hurricaneChance = 40,
.spookChance = 40,
.baseStatusChance = 40,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 95,

View File

@ -81,8 +81,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021D9A0),
.escapeChance = 70,
.airLiftChance = 20,
.spookChance = 20,
.baseStatusChance = 70,
.hurricaneChance = 20,
.spookChance = 70,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 95,

View File

@ -71,8 +71,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021E9E4),
.escapeChance = 30,
.airLiftChance = 85,
.spookChance = 80,
.baseStatusChance = 75,
.hurricaneChance = 80,
.spookChance = 75,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,

View File

@ -80,8 +80,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80221890),
.escapeChance = 70,
.airLiftChance = 85,
.spookChance = 80,
.baseStatusChance = 60,
.hurricaneChance = 80,
.spookChance = 60,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 85,

View File

@ -182,8 +182,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80218698),
.escapeChance = 50,
.airLiftChance = 85,
.spookChance = 80,
.baseStatusChance = 70,
.hurricaneChance = 80,
.spookChance = 70,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 85,

View File

@ -110,8 +110,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80218A54),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 75,

View File

@ -97,8 +97,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 80,

View File

@ -69,8 +69,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_802198BC),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 80,
@ -282,7 +282,7 @@ EvtScript N(handleEvent_80219D74) = {
EVT_END
};
#include "common/anglestuff.inc.c"
#include "common/CalculateArcsinDeg.inc.c"
EvtScript N(takeTurn_8021A5A0) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
@ -320,7 +320,7 @@ EvtScript N(takeTurn_8021A5A0) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)
@ -396,7 +396,7 @@ EvtScript N(takeTurn_8021A5A0) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)

View File

@ -67,8 +67,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021D40C),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 80,
@ -280,7 +280,7 @@ EvtScript N(handleEvent_8021D8C4) = {
EVT_END
};
#include "common/anglestuff.inc.c"
#include "common/CalculateArcsinDeg.inc.c"
EvtScript N(takeTurn_8021E0F0) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
@ -318,7 +318,7 @@ EvtScript N(takeTurn_8021E0F0) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)
@ -394,7 +394,7 @@ EvtScript N(takeTurn_8021E0F0) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)

View File

@ -132,8 +132,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8022091C),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 80,

View File

@ -122,8 +122,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_802232F0),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 0,

View File

@ -69,8 +69,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021B6CC),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 80,
@ -282,7 +282,7 @@ EvtScript N(handleEvent_8021BB84) = {
EVT_END
};
#include "common/anglestuff.inc.c"
#include "common/CalculateArcsinDeg.inc.c"
EvtScript N(takeTurn_8021C3B0) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
@ -320,7 +320,7 @@ EvtScript N(takeTurn_8021C3B0) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)
@ -396,7 +396,7 @@ EvtScript N(takeTurn_8021C3B0) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)

View File

@ -67,8 +67,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021EE0C),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 80,
@ -280,7 +280,7 @@ EvtScript N(handleEvent_8021F2C4) = {
EVT_END
};
#include "common/anglestuff.inc.c"
#include "common/CalculateArcsinDeg.inc.c"
EvtScript N(takeTurn_8021FAF0) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
@ -318,7 +318,7 @@ EvtScript N(takeTurn_8021FAF0) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)
@ -394,7 +394,7 @@ EvtScript N(takeTurn_8021FAF0) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)

View File

@ -92,8 +92,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80224418),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 80,

View File

@ -188,8 +188,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8022C43C),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 70,
@ -905,7 +905,7 @@ EvtScript N(8022ED10) = {
EVT_END
};
ApiStatus N(CalculateRotationZ)(Evt* script, s32 isInitialCall);
ApiStatus N(CalculateArcsinDeg)(Evt* script, s32 isInitialCall);
EvtScript N(8022F468) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
@ -942,7 +942,7 @@ EvtScript N(8022F468) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar3)
EVT_LOOP(20)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetPartRotation, -127, 2, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)
@ -963,7 +963,7 @@ EvtScript N(8022F468) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar3)
EVT_LOOP(14)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_SET(LVar7, LVar0)
EVT_ADD(LVar7, 180)
EVT_CALL(SetPartRotation, -127, 2, 0, 0, LVar7)
@ -1002,7 +1002,7 @@ EvtScript N(8022F468) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar3)
EVT_LOOP(20)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetPartRotation, -127, 2, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)
@ -1023,7 +1023,7 @@ EvtScript N(8022F468) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar3)
EVT_LOOP(14)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_SET(LVar7, LVar0)
EVT_ADD(LVar7, 180)
EVT_CALL(SetPartRotation, -127, 2, 0, 0, LVar7)
@ -1047,7 +1047,7 @@ EvtScript N(8022F468) = {
EVT_END
};
#include "common/anglestuff.inc.c"
#include "common/CalculateArcsinDeg.inc.c"
EvtScript N(80230034) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)

View File

@ -75,8 +75,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80222A38),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 80,

View File

@ -119,8 +119,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8022A634),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 75,

View File

@ -105,8 +105,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80225E60),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 80,

View File

@ -137,8 +137,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021C274),
.escapeChance = 90,
.airLiftChance = 100,
.hurricaneChance = 100,
.spookChance = 100,
.baseStatusChance = 100,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,
@ -753,7 +753,7 @@ EvtScript N(handleEvent_8021DF5C) = {
EVT_END
};
#include "common/anglestuff.inc.c"
#include "common/CalculateArcsinDeg.inc.c"
EvtScript N(takeTurn_8021E788) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
@ -791,7 +791,7 @@ EvtScript N(takeTurn_8021E788) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)
@ -867,7 +867,7 @@ EvtScript N(takeTurn_8021E788) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)

View File

@ -67,8 +67,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021A39C),
.escapeChance = 90,
.airLiftChance = 95,
.spookChance = 90,
.baseStatusChance = 100,
.hurricaneChance = 90,
.spookChance = 100,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,
@ -295,7 +295,7 @@ EvtScript N(handleEvent_8021A854) = {
EVT_END
};
#include "common/anglestuff.inc.c"
#include "common/CalculateArcsinDeg.inc.c"
EvtScript N(takeTurn_8021B19C) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
@ -333,7 +333,7 @@ EvtScript N(takeTurn_8021B19C) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)
@ -409,7 +409,7 @@ EvtScript N(takeTurn_8021B19C) = {
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
EVT_CALL(N(CalculateRotationZ), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
EVT_SET(LVar1, LVar4)
EVT_SET(LVar2, LVar5)

View File

@ -99,8 +99,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80227F68),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 75,

View File

@ -147,8 +147,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 50,
.airLiftChance = 70,
.hurricaneChance = 60,
.spookChance = 60,
.baseStatusChance = 60,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 90,

View File

@ -138,8 +138,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 50,
.airLiftChance = 75,
.spookChance = 70,
.baseStatusChance = 10,
.hurricaneChance = 70,
.spookChance = 10,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 95,

View File

@ -97,8 +97,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 65,

View File

@ -129,8 +129,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 80,

View File

@ -143,8 +143,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 65,

View File

@ -141,8 +141,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 50,

View File

@ -144,8 +144,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 60,

View File

@ -68,8 +68,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 75,

View File

@ -71,8 +71,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 40,
.airLiftChance = 100,
.spookChance = 95,
.baseStatusChance = 0,
.hurricaneChance = 95,
.spookChance = 0,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 80,

View File

@ -74,8 +74,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 15,
.spookChance = 10,
.baseStatusChance = 0,
.hurricaneChance = 10,
.spookChance = 0,
.upAndAwayChance = 95,
.spinSmashReq = 4,
.powerBounceChance = 100,

View File

@ -125,8 +125,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80218E3C),
.escapeChance = 50,
.airLiftChance = 90,
.spookChance = 85,
.baseStatusChance = 50,
.hurricaneChance = 85,
.spookChance = 50,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 80,

View File

@ -150,8 +150,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 80,

View File

@ -255,8 +255,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 70,

View File

@ -87,8 +87,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 80,

View File

@ -85,8 +85,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 80,

View File

@ -72,8 +72,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80219D78),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 100,

View File

@ -94,8 +94,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021D3D0),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 90,
@ -522,8 +522,8 @@ ActorBlueprint N(goombario) = {
.statusTable = N(statusTable_8021E9A4),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 90,
@ -1157,8 +1157,8 @@ ActorBlueprint N(kooper) = {
.statusTable = N(statusTable_802205F0),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 90,
@ -1669,8 +1669,8 @@ ActorBlueprint N(bombette) = {
.statusTable = N(statusTable_802222E8),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 90,
@ -2035,8 +2035,8 @@ ActorBlueprint N(parakarry) = {
.statusTable = N(statusTable_802233E0),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 90,
@ -2397,8 +2397,8 @@ ActorBlueprint N(bow) = {
.statusTable = N(statusTable_80224468),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 90,
@ -2849,8 +2849,8 @@ ActorBlueprint N(watt) = {
.statusTable = N(statusTable_802259D4),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 90,
@ -3315,8 +3315,8 @@ ActorBlueprint N(sushie) = {
.statusTable = N(statusTable_802269D4),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 90,
@ -3807,8 +3807,8 @@ ActorBlueprint N(lakilester) = {
.statusTable = N(statusTable_80228470),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 90,

View File

@ -77,8 +77,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8022A2B8),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 80,

View File

@ -90,8 +90,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8022B6E4),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 75,

View File

@ -102,8 +102,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8022DA44),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 70,

View File

@ -69,8 +69,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_802183CC),
.escapeChance = 40,
.airLiftChance = 90,
.spookChance = 90,
.baseStatusChance = 85,
.hurricaneChance = 90,
.spookChance = 85,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,

View File

@ -90,8 +90,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021D3A0),
.escapeChance = 70,
.airLiftChance = 20,
.spookChance = 20,
.baseStatusChance = 40,
.hurricaneChance = 20,
.spookChance = 40,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 90,

View File

@ -202,8 +202,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80227A08),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 70,

View File

@ -68,8 +68,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8022191C),
.escapeChance = 50,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 75,

View File

@ -69,8 +69,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021AD24),
.escapeChance = 60,
.airLiftChance = 85,
.hurricaneChance = 80,
.spookChance = 80,
.baseStatusChance = 80,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,

View File

@ -69,8 +69,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021FE24),
.escapeChance = 60,
.airLiftChance = 85,
.hurricaneChance = 80,
.spookChance = 80,
.baseStatusChance = 80,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,

View File

@ -93,8 +93,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80224A40),
.escapeChance = 50,
.airLiftChance = 85,
.spookChance = 80,
.baseStatusChance = 70,
.hurricaneChance = 80,
.spookChance = 70,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 80,

View File

@ -69,8 +69,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8021E324),
.escapeChance = 60,
.airLiftChance = 85,
.hurricaneChance = 80,
.spookChance = 80,
.baseStatusChance = 80,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,

View File

@ -87,8 +87,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_8022CB88),
.escapeChance = 60,
.airLiftChance = 85,
.spookChance = 80,
.baseStatusChance = 60,
.hurricaneChance = 80,
.spookChance = 60,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 85,

View File

@ -227,8 +227,8 @@ ActorBlueprint NAMESPACE = {
.statusTable = N(statusTable_80229624),
.escapeChance = 50,
.airLiftChance = 90,
.spookChance = 90,
.baseStatusChance = 80,
.hurricaneChance = 90,
.spookChance = 80,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 90,

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