Disassemble mac, hos, and nok Battle Maps (#602)

* voodoo magic

* Cleanup + match func_802180D0_464560

* work

* Finish mac battle map

* Add to gBattleAreas

* splat

* Disassembled hos and nok battle maps

* Match Kent C Function

* fix build

* Fix

* Work on disasm_script

Co-authored-by: Ethan Roseman <ethteck@gmail.com>
This commit is contained in:
JoshDuMan 2022-01-05 06:01:44 -05:00 committed by GitHub
parent 55228bd3a7
commit 4657f3621b
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
68 changed files with 17342 additions and 4853 deletions

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@ -1075,9 +1075,6 @@ enum PlayerAnims {
ANIM_8001B = 0x0008001B,
ANIM_8001D = 0x0008001D,
ANIM_8001E = 0x0008001E,
ANIM_90004 = 0x00090004,
ANIM_90005 = 0x00090005,
ANIM_90006 = 0x00090006,
};
enum AmbientSounds {

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@ -33,6 +33,7 @@ ApiStatus EndActorSpeech(Evt* script, s32 isInitialCall);
ApiStatus ShowBattleChoice(Evt* script, s32 isInitialCall);
ApiStatus OverrideBattleDmaDest(Evt* script, s32 isInitialCall);
ApiStatus LoadBattleDmaData(Evt* script, s32 isInitialCall);
ApiStatus func_802536A8(Evt* script, s32 isInitialCall);
ApiStatus PlaySoundAtActor(Evt* script, s32 isInitialCall);
ApiStatus PlaySoundAtPart(Evt* script, s32 isInitialCall);
ApiStatus SetForegroundModelsVisibleUnchecked(Evt* script, s32 isInitialCall);
@ -61,6 +62,7 @@ ApiStatus CloseActionCommandInfo(Evt* script, s32 isInitialCall);
ApiStatus LoadBattleSection(Evt* script, s32 isInitialCall);
ApiStatus GetBattlePhase(Evt* script, s32 isInitialCall);
ApiStatus GetLastElement(Evt* script, s32 isInitialCall);
ApiStatus func_80269EAC(Evt* script, s32 isInitialCall);
ApiStatus func_80269E80(Evt* script, s32 isInitialCall);
ApiStatus SetGoalToHome(Evt* script, s32 isInitialCall);
ApiStatus SetIdleGoalToHome(Evt* script, s32 isInitialCall);
@ -161,6 +163,7 @@ ApiStatus GetTargetListLength(Evt* script, s32 isInitialCall);
ApiStatus GetOwnerTarget(Evt* script, s32 isInitialCall);
ApiStatus GetPlayerActorID(Evt* script, s32 isInitialCall);
ApiStatus GetDistanceToGoal(Evt* script, s32 isInitialCall);
ApiStatus func_8026EA7C(Evt* script, s32 isInitialCall);
ApiStatus AddActorDecoration(Evt* script, s32 isInitialCall);
ApiStatus RemoveActorDecoration(Evt* script, s32 isInitialCall);
ApiStatus ModifyActorDecoration(Evt* script, s32 isInitialCall);
@ -301,6 +304,13 @@ ApiStatus func_80276EFC(Evt* script, s32 isInitialCall);
ApiStatus func_802D7520(Evt* script, s32 isInitialCall);
ApiStatus func_802D75D8(Evt* script, s32 isInitialCall);
ApiStatus func_80273444(Evt *script, s32 isInitialCall);
ApiStatus GetActionCommandMode(Evt*, s32);
ApiStatus SetActionCommandMode(Evt*, s32);
ApiStatus WaitForState(Evt*, s32);
ApiStatus func_8026E020(Evt*, s32);
ApiStatus GetActionResult(Evt*, s32);
ApiStatus SetBattleState(Evt*, s32);
ApiStatus func_8027D434(Evt*, s32);
extern EvtSource PlayerScriptDispatcher;
extern EvtSource PeachScriptDispatcher;

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@ -284,6 +284,9 @@
/// It also marks the end of any previous case.
#define EVT_CASE_RANGE(MIN, MAX) EVT_CMD(EVT_OP_CASE_RANGE, MIN, MAX),
/// Marks the end of a switch case
#define EVT_BREAK_SWITCH EVT_CMD(EVT_OP_BREAK_SWITCH),
/// Marks the end of a switch statement and any case.
#define EVT_END_SWITCH EVT_CMD(EVT_OP_END_SWITCH),
@ -361,12 +364,12 @@
/// `VAR &= VALUE`
#define EVT_BITWISE_AND(VAR, VALUE) EVT_CMD(EVT_OP_BITWISE_AND, VAR, VALUE),
/// `VAR |= VALUE`
#define EVT_BITWISE_OR(VAR, VALUE) EVT_CMD(EVT_OP_BITWISE_OR, VAR, VALUE),
/// `VAR &= CONST`, but CONST is treated as-is rather than dereferenced with evt_get_variable.
#define EVT_BITWISE_AND_CONST(VAR, CONST) EVT_CMD(EVT_OP_BITWISE_AND_CONST, VAR, CONST),
/// `VAR |= VALUE`
#define EVT_BITWISE_OR(VAR, VALUE) EVT_CMD(EVT_OP_BITWISE_OR, VAR, VALUE),
/// `VAR |= CONST`, but CONST is treated as-is rather than dereferenced with evt_get_variable.
#define EVT_BITWISE_OR_CONST(VAR, CONST) EVT_CMD(EVT_OP_BITWISE_OR_CONST, VAR, CONST),

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@ -0,0 +1,8 @@
#ifndef _JUMP_H_
#define _JUMP_H_
#include "common_structs.h"
ApiStatus action_command_jump_CreateHudElements(Evt* script, s32 isInitialCall);
#endif

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@ -1,10 +0,0 @@
#include "common.h"
#define NAMESPACE b_area_hos
ApiStatus func_80218000_47F0B0(Evt* script, s32 isInitialCall) {
PlayerData* playerData = &gPlayerData;
playerData->currentPartner = PARTNER_GOOMBARIO;
return ApiStatus_DONE2;
}

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@ -1,15 +0,0 @@
#include "common.h"
#define NAMESPACE b_area_hos
#include "common/UnkSfxFunc.inc.c"
#include "common/ShrinkActor.inc.c"
#include "common/GetSelectedMoveID.inc.c"
#include "common/UnkBattleFunc1.inc.c"
#include "common/StartRumbleWithParams.inc.c"
#include "world/common/UnkFunc52.inc.c"

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@ -1,9 +0,0 @@
#include "common.h"
INCLUDE_ASM(s32, "battle/area_hos/47F570", func_802184C0_47F570);
INCLUDE_ASM(s32, "battle/area_hos/47F570", func_802186B8_47F768);
INCLUDE_ASM(s32, "battle/area_hos/47F570", func_802189D0_47FA80);
INCLUDE_ASM(s32, "battle/area_hos/47F570", func_80218CEC_47FD9C);

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@ -0,0 +1,781 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/bubble.h"
#define NAMESPACE b_area_hos_ember
s32 N(defenseTable_8021ACB0)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_WATER, 4294967294,
ELEMENT_ICE, 4294967294,
ELEMENT_FIRE, 99,
ELEMENT_END,
};
s32 N(statusTable_8021ACD4)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
STATUS_POISON, 50,
STATUS_FROZEN, 0,
STATUS_DIZZY, 100,
STATUS_FEAR, 0,
STATUS_STATIC, 50,
STATUS_PARALYZE, 0,
STATUS_SHRINK, 90,
STATUS_STOP, 85,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 1,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
extern s32 N(idleAnimations_8021AE5C)[];
extern s32 N(idleAnimations_8021AEA8)[];
ActorPartDesc N(partsTable_8021AD80)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 25 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021AE5C),
.defenseTable = N(defenseTable_8021ACB0),
.eventFlags = ACTOR_EVENT_FLAG_FIREY,
.elementImmunityFlags = 0,
.unk_1C = -522,
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_100000,
.index = 2,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021AEA8),
.defenseTable = N(defenseTable_8021ACB0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = -10,
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_100000,
.index = 3,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021AEA8),
.defenseTable = N(defenseTable_8021ACB0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = -10,
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_100000,
.index = 4,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021AEA8),
.defenseTable = N(defenseTable_8021ACB0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = -10,
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_100000,
.index = 5,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021AEA8),
.defenseTable = N(defenseTable_8021ACB0),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = -10,
},
};
extern EvtSource N(init_8021AEB4);
ActorDesc NAMESPACE = {
.flags = ACTOR_FLAG_FLYING,
.type = ACTOR_TYPE_EMBER,
.level = 24,
.maxHP = 10,
.partCount = ARRAY_COUNT(N(partsTable_8021AD80)),
.partsData = N(partsTable_8021AD80),
.script = N(init_8021AEB4),
.statusTable = N(statusTable_8021ACD4),
.escapeChance = 60,
.airLiftChance = 80,
.spookChance = 75,
.baseStatusChance = 50,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 80,
.coinReward = 2,
.size = { 33, 32 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021AE5C)[] = {
STATUS_NORMAL, NPC_ANIM_bubble_Palette_01_Anim_1,
STATUS_STONE, NPC_ANIM_bubble_Palette_01_Anim_0,
STATUS_SLEEP, NPC_ANIM_bubble_Palette_01_Anim_1,
STATUS_POISON, NPC_ANIM_bubble_Palette_01_Anim_1,
STATUS_STOP, NPC_ANIM_bubble_Palette_01_Anim_0,
STATUS_STATIC, NPC_ANIM_bubble_Palette_01_Anim_1,
STATUS_PARALYZE, NPC_ANIM_bubble_Palette_01_Anim_0,
STATUS_DIZZY, NPC_ANIM_bubble_Palette_01_Anim_A,
STATUS_FEAR, NPC_ANIM_bubble_Palette_01_Anim_A,
STATUS_END,
};
s32 N(idleAnimations_8021AEA8)[] = {
STATUS_NORMAL, NPC_ANIM_bubble_Palette_01_Anim_1,
STATUS_END,
};
extern EvtSource N(takeTurn_8021D284);
extern EvtSource N(idle_8021B07C);
extern EvtSource N(handleEvent_8021B8BC);
EvtSource N(init_8021AEB4) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_ADDR(N(takeTurn_8021D284)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_ADDR(N(idle_8021B07C)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_ADDR(N(handleEvent_8021B8BC)))
EVT_CALL(GetActorVar, -127, 0, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_EQ(0)
EVT_CALL(SetActorVar, -127, 0, 1)
EVT_CASE_EQ(1)
EVT_CALL(SetActorVar, -127, 0, 0)
EVT_END_SWITCH
EVT_CALL(SetPartScale, -127, 2, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_CALL(SetPartScale, -127, 3, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_CALL(SetPartScale, -127, 4, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_CALL(SetPartScale, -127, 5, EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_CALL(SetActorVar, -127, 1, 0)
EVT_CALL(SetActorVar, -127, 2, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(1), 5)
EVT_CALL(ForceHomePos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_RETURN
EVT_END
};
EvtSource N(idle_8021B07C) = {
EVT_LABEL(0)
EVT_CALL(MakeLerp, 0, 10, 25, 10)
EVT_LABEL(1)
EVT_CALL(UpdateLerp)
EVT_CALL(GetHomePos, -127, LW(2), LW(3), LW(4))
EVT_ADD(LW(0), LW(3))
EVT_CALL(SetActorPos, ACTOR_SELF, LW(2), LW(0), LW(4))
EVT_IF_EQ(LW(1), 1)
EVT_LABEL(11)
EVT_WAIT_FRAMES(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(0))
EVT_IF_FLAG(LW(0), 0x35D000)
EVT_GOTO(11)
EVT_END_IF
EVT_CALL(GetActorVar, -127, 2, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_GOTO(11)
EVT_END_IF
EVT_GOTO(1)
EVT_END_IF
EVT_CALL(MakeLerp, 10, 0, 25, 10)
EVT_LABEL(2)
EVT_CALL(UpdateLerp)
EVT_CALL(GetHomePos, -127, LW(2), LW(3), LW(4))
EVT_ADD(LW(0), LW(3))
EVT_CALL(SetActorPos, ACTOR_SELF, LW(2), LW(0), LW(4))
EVT_IF_EQ(LW(1), 1)
EVT_LABEL(22)
EVT_WAIT_FRAMES(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(0))
EVT_IF_FLAG(LW(0), 0x35D000)
EVT_GOTO(22)
EVT_END_IF
EVT_CALL(GetActorVar, -127, 2, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_GOTO(22)
EVT_END_IF
EVT_GOTO(2)
EVT_END_IF
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/UnkSfxFunc.inc.c"
EvtSource N(8021B2FC) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_3)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_THREAD
EVT_CALL(N(UnkSfxFunc))
EVT_END_THREAD
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 1, 11)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_1)
EVT_RETURN
EVT_END
};
EvtSource N(8021B398) = {
EVT_CALL(EnemyCreateTargetList, 32770)
EVT_CALL(InitTargetIterator)
EVT_LABEL(0)
EVT_CALL(GetOwnerTarget, LW(0), LW(5))
EVT_CALL(GetIndexFromHome, LW(0), LW(5))
EVT_MOD(LW(5), 4)
EVT_SWITCH(LW(5))
EVT_CASE_EQ(0)
EVT_SET(LF(1), 1)
EVT_CASE_EQ(1)
EVT_SET(LF(2), 1)
EVT_CASE_EQ(2)
EVT_SET(LF(3), 1)
EVT_CASE_EQ(3)
EVT_SET(LF(4), 1)
EVT_END_SWITCH
EVT_CALL(ChooseNextTarget, 0, LW(0))
EVT_IF_NE(LW(0), -1)
EVT_GOTO(0)
EVT_END_IF
EVT_IF_EQ(LF(1), 0)
EVT_SET(LW(10), 0)
EVT_RETURN
EVT_END_IF
EVT_IF_EQ(LF(2), 0)
EVT_SET(LW(10), 1)
EVT_RETURN
EVT_END_IF
EVT_IF_EQ(LF(3), 0)
EVT_SET(LW(10), 2)
EVT_RETURN
EVT_END_IF
EVT_IF_EQ(LF(4), 0)
EVT_SET(LW(10), 3)
EVT_RETURN
EVT_END_IF
EVT_SET(LW(10), -1)
EVT_RETURN
EVT_END
};
Vec3i N(vector3D_8021B594) = { 0, 0xFFFFFC18, 0, };
Formation N(specialFormation_8021B5A0) = {
{ .actor = &NAMESPACE, .home = { .vec = &N(vector3D_8021B594) }},
};
EvtSource N(split) = {
EVT_CALL(GetLastDamage, -127, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetActorHP, -127, LW(0))
EVT_IF_LE(LW(0), 0)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetLastElement, LW(0))
EVT_IF_FLAG(LW(0), 0x20000000)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetActorVar, -127, 1, LW(0))
EVT_IF_GE(LW(0), 2)
EVT_RETURN
EVT_END_IF
EVT_EXEC_WAIT(N(8021B398))
EVT_SWITCH(LW(10))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(1)
EVT_CASE_OR_EQ(2)
EVT_CASE_OR_EQ(3)
EVT_CALL(SummonEnemy, EVT_ADDR(N(specialFormation_8021B5A0)), 0)
EVT_CALL(SetActorVar, LW(0), 2, 1)
EVT_CALL(GetActorHP, -127, LW(11))
EVT_CALL(SetEnemyHP, LW(0), LW(11))
EVT_CALL(GetActorPos, ACTOR_SELF, LW(11), LW(12), LW(13))
EVT_CALL(SetActorPos, LW(0), LW(11), LW(12), LW(13))
EVT_CALL(SetGoalToIndex, LW(0), LW(10))
EVT_CALL(GetGoalPos, LW(0), LW(11), LW(12), LW(13))
EVT_CALL(SetHomePos, LW(0), LW(11), LW(12), LW(13))
EVT_CALL(SetActorJumpGravity, LW(0), EVT_FLOAT(1.2001953125))
EVT_CALL(JumpToGoal, LW(0), 20, FALSE, TRUE, FALSE)
EVT_CALL(HPBarToHome, LW(0))
EVT_CALL(GetActorVar, -127, 1, LW(1))
EVT_SWITCH(LW(1))
EVT_CASE_EQ(0)
EVT_CALL(SetActorVar, LW(0), 1, 1)
EVT_CASE_EQ(1)
EVT_CALL(SetActorVar, LW(0), 1, 2)
EVT_END_SWITCH
EVT_CALL(SetActorVar, -127, 1, 3)
EVT_CALL(SetActorVar, LW(0), 2, 0)
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
EvtSource N(handleEvent_8021B8BC) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_EXEC(N(split))
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_7)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_EXEC(N(split))
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_8)
EVT_SET_CONST(LW(2), NPC_ANIM_bubble_Palette_01_Anim_9)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_8)
EVT_SET_CONST(LW(2), NPC_ANIM_bubble_Palette_01_Anim_9)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_9)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(11)
EVT_EXEC(N(split))
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_7)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(33)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_7)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_7)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(47)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_759)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_7)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_7)
EVT_EXEC_WAIT(DoJumpBack)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_CASE_EQ(38)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_759)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_7)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_7)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_CASE_OR_EQ(28)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_1)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(32)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_7)
EVT_EXEC_WAIT(DoNormalHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_7)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(56)
EVT_CALL(SetActorPos, ACTOR_SELF, 20, 0, 0)
EVT_CALL(HPBarToCurrent, ACTOR_SELF)
EVT_CASE_EQ(53)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_1)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_3)
EVT_SET_CONST(LW(2), NPC_ANIM_bubble_Palette_01_Anim_7)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(58)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_3)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_bubble_Palette_01_Anim_3)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_EQ(61)
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(8021BE64) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_3)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 30)
EVT_SET(LW(1), 5)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_THREAD
EVT_CALL(N(UnkSfxFunc))
EVT_END_THREAD
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 0, 11)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_1)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), 0, 0, 1, 16)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(LW(10), LW(0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_4)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 20)
EVT_SET(LW(1), 0)
EVT_ADD(LW(2), 1)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_IF_EQ(LW(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(10), DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_SUB(LW(0), 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_SUB(LW(0), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_SUB(LW(0), 10)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 3, FALSE, TRUE, FALSE)
EVT_WAIT_FRAMES(14)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_4)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(2), 1)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6005859375))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_FIRE, 0, 0, 4, 32)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_SET(LW(0), 1)
EVT_SET(LW(1), 4587780)
EVT_EXEC_WAIT(DoJumpBack)
EVT_WAIT_FRAMES(5)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(8021C454) = {
EVT_SET(LW(6), 2)
EVT_LOOP(4)
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(10))
EVT_IF_FLAG(LW(10), 0x80000)
EVT_CALL(SetPartScale, -127, LW(6), EVT_FLOAT(0.2001953125), EVT_FLOAT(0.2001953125), EVT_FLOAT(0.2001953125))
EVT_ELSE
EVT_CALL(SetPartScale, -127, LW(6), EVT_FLOAT(0.5), EVT_FLOAT(0.5), EVT_FLOAT(0.5))
EVT_END_IF
EVT_CALL(SetPartPos, ACTOR_SELF, LW(6), LW(0), LW(1), LW(2))
EVT_CALL(SetPartFlagBits, -127, LW(6), 1, 0)
EVT_CALL(SetPartMoveSpeed, -127, LW(6), EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, -127, LW(6), EVT_FLOAT(0.0107421875))
EVT_CALL(SetPartSounds, -127, LW(6), 2, 720, 0)
EVT_CALL(JumpPartTo, -127, LW(6), LW(3), LW(4), LW(5), 0, 0)
EVT_CALL(SetPartFlagBits, -127, LW(6), 1, 1)
EVT_END_THREAD
EVT_WAIT_FRAMES(3)
EVT_ADD(LW(6), 1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtSource N(8021C5F8) = {
EVT_EXEC(N(8021C454))
EVT_CALL(GetDistanceToGoal, -127, LW(0))
EVT_DIVF(LW(0), EVT_FLOAT(8.0))
EVT_ADD(LW(0), 1)
EVT_WAIT_FRAMES(LW(0))
EVT_RETURN
EVT_END
};
EvtSource N(8021C654) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LW(0), LW(1), LW(2))
EVT_CALL(GetActorVar, -127, 0, LW(10))
EVT_IF_EQ(LW(10), 1)
EVT_ADD(LW(0), 100)
EVT_SET(LW(1), 5)
EVT_ELSE
EVT_ADD(LW(0), 30)
EVT_SET(LW(1), 50)
EVT_END_IF
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_3)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_THREAD
EVT_CALL(N(UnkSfxFunc))
EVT_END_THREAD
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, 11)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_1)
EVT_WAIT_FRAMES(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_5)
EVT_WAIT_FRAMES(30)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), 0, 0, 1, 16)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(LW(10), LW(0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_6)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 5)
EVT_ADD(LW(1), 4)
EVT_ADD(LW(2), 2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(3), LW(4), LW(5))
EVT_SUB(LW(3), 100)
EVT_ADD(LW(5), 2)
EVT_EXEC_WAIT(N(8021C5F8))
EVT_IF_EQ(LW(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_WAIT_FRAMES(20)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_WAIT_FRAMES(20)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_6)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 5)
EVT_ADD(LW(1), 4)
EVT_ADD(LW(2), 2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(3), LW(4), LW(5))
EVT_SUB(LW(4), 6)
EVT_ADD(LW(5), 2)
EVT_EXEC_WAIT(N(8021C5F8))
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), (DAMAGE_TYPE_FIRE | DAMAGE_TYPE_NO_CONTACT), 0, 0, 3, 32)
EVT_WAIT_FRAMES(20)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(8021CBC8) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_3)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 30, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_THREAD
EVT_CALL(N(UnkSfxFunc))
EVT_END_THREAD
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, 11)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), 0, 0, 1, 16)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(LW(10), LW(0))
EVT_WAIT_FRAMES(10)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2CF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.80078125))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_4)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(ResetActorSounds, -127, 2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 30)
EVT_ADD(LW(2), 2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_4)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 4)
EVT_IF_EQ(LW(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_WAIT_FRAMES(30)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2CF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.80078125))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_bubble_Palette_01_Anim_4)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(ResetActorSounds, -127, 2)
EVT_SET(LW(10), LW(0))
EVT_SET(LW(11), LW(1))
EVT_SET(LW(12), LW(2))
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2EF)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(2), 2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 4)
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_FIRE, 0, 0, 4, 32)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(10), LW(11), LW(12))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
EVT_WAIT_FRAMES(20)
EVT_EXEC_WAIT(N(8021B2FC))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(takeTurn_8021D284) = {
EVT_CALL(GetBattlePhase, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_CALL(GetActorVar, -127, 0, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_EQ(1)
EVT_EXEC_WAIT(N(8021BE64))
EVT_CASE_EQ(0)
EVT_EXEC_WAIT(N(8021CBC8))
EVT_END_SWITCH
EVT_RETURN
EVT_END_IF
EVT_CALL(GetActorVar, -127, 0, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_EQ(1)
EVT_CALL(GetStatusFlags, ACTOR_PARTNER, LW(0))
EVT_IF_FLAG(LW(0), 0x1000000)
EVT_EXEC_WAIT(N(8021BE64))
EVT_ELSE
EVT_CALL(RandInt, 1000, LW(0))
EVT_IF_LE(LW(0), 300)
EVT_EXEC_WAIT(N(8021C654))
EVT_ELSE
EVT_EXEC_WAIT(N(8021BE64))
EVT_END_IF
EVT_END_IF
EVT_CASE_EQ(0)
EVT_CALL(GetStatusFlags, ACTOR_PARTNER, LW(0))
EVT_IF_FLAG(LW(0), 0x1000000)
EVT_EXEC_WAIT(N(8021CBC8))
EVT_ELSE
EVT_CALL(RandInt, 1000, LW(0))
EVT_IF_LE(LW(0), 300)
EVT_EXEC_WAIT(N(8021C654))
EVT_ELSE
EVT_EXEC_WAIT(N(8021CBC8))
EVT_END_IF
EVT_END_IF
EVT_END_SWITCH
EVT_RETURN
EVT_END
};

View File

@ -0,0 +1,537 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "battle/action_cmd/jump.h"
#include "sprite/npc/battle_goombario.h"
#define NAMESPACE b_area_hos_goombario_tutor
s32 N(idleAnimations_80219010)[] = {
STATUS_NORMAL, NPC_ANIM_battle_goombario_default_idle,
STATUS_STONE, NPC_ANIM_battle_goombario_default_still,
STATUS_SLEEP, NPC_ANIM_battle_goombario_default_still,
STATUS_POISON, NPC_ANIM_battle_goombario_default_idle,
STATUS_STOP, NPC_ANIM_battle_goombario_default_still,
STATUS_STATIC, NPC_ANIM_battle_goombario_default_still,
STATUS_PARALYZE, NPC_ANIM_battle_goombario_default_still,
STATUS_DIZZY, NPC_ANIM_battle_goombario_default_still,
STATUS_DIZZY, NPC_ANIM_battle_goombario_default_still,
STATUS_END,
};
s32 N(defenseTable_8021905C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_80219068)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
STATUS_POISON, 0,
STATUS_FROZEN, 0,
STATUS_DIZZY, 0,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 0,
STATUS_SHRINK, 0,
STATUS_STOP, 0,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
ActorPartDesc 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),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 0,
},
};
extern EvtSource N(init_80219160);
ActorDesc NAMESPACE = {
.flags = ACTOR_FLAG_40000,
.type = ACTOR_TYPE_GOOMBARIO_TUTOR1,
.level = 99,
.maxHP = 99,
.partCount = ARRAY_COUNT(N(partsTable_80219114)),
.partsData = N(partsTable_80219114),
.script = N(init_80219160),
.statusTable = N(statusTable_80219068),
.escapeChance = 0,
.airLiftChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 100,
.coinReward = 0,
.size = { 24, 32 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
extern EvtSource N(takeTurn_80219444);
extern EvtSource N(idle_802191D0);
extern EvtSource N(handleEvent_802191E0);
extern EvtSource N(80219C74);
EvtSource N(init_80219160) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_ADDR(N(takeTurn_80219444)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_ADDR(N(idle_802191D0)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_ADDR(N(handleEvent_802191E0)))
EVT_CALL(SetActorVar, -127, 0, 1)
EVT_EXEC(N(80219C74))
EVT_RETURN
EVT_END
};
EvtSource N(idle_802191D0) = {
EVT_RETURN
EVT_END
};
EvtSource N(handleEvent_802191E0) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_THREAD
EVT_CALL(func_8026BF48, 1)
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_EQ(10)
EVT_CALL(GetActorVar, -127, 0, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_CALL(RandInt, 2, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_EQ(0)
EVT_CALL(ActorSpeak, 655405, -127, 1, 589834, 589826)
EVT_CASE_EQ(1)
EVT_CALL(ActorSpeak, 655406, -127, 1, 589834, 589826)
EVT_CASE_EQ(2)
EVT_END_SWITCH
EVT_END_IF
EVT_END_SWITCH
EVT_CALL(func_8026BF48, 0)
EVT_END_THREAD
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_battle_goombario_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_battle_goombario_default_idle)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(48)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_battle_goombario_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(1000)
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(takeTurn_80219444) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(SetBattleCamZoom, 400)
EVT_CALL(SetBattleCamOffsetZ, 40)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_battle_goombario_default_run)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_battle_goombario_default_idle)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -1, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 10, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_battle_goombario_default_headbonk)
EVT_CALL(UseBattleCamPreset, 66)
EVT_CALL(SetBattleCamZoom, 400)
EVT_CALL(SetBattleCamOffsetZ, 40)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -10, 0, 0)
EVT_CALL(GetBattleFlags2, LW(0))
EVT_IF_FLAG(LW(0), 0x200)
EVT_CALL(AddGoalPos, ACTOR_SELF, 5, 10, 0)
EVT_END_IF
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.1005859375))
EVT_THREAD
EVT_WAIT_FRAMES(4)
EVT_SET(LW(0), 0)
EVT_LOOP(4)
EVT_ADD(LW(0), 45)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LW(0))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_battle_goombario_default_headbonk)
EVT_END_THREAD
EVT_THREAD
EVT_CALL(LoadActionCommand, 1)
EVT_CALL(action_command_jump_CreateHudElements)
EVT_CALL(func_802694A4, 1)
EVT_WAIT_FRAMES(10)
EVT_CALL(func_802A9120_421B10, 12, 3)
EVT_END_THREAD
EVT_CALL(PlaySound, SOUND_JUMP_3E2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 22, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_battle_goombario_default_headbonk)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1005859375), EVT_FLOAT(0.80078125), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.30078125), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(GetActionCommandMode, LW(0))
EVT_IF_EQ(LW(0), 2)
EVT_CALL(SetActionCommandMode, 3)
EVT_LOOP(0)
EVT_CALL(GetActionCommandMode, LW(0))
EVT_IF_LT(LW(0), 2)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_IF
EVT_CALL(GetActorVar, -127, 0, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_CALL(func_80269EAC, 5)
EVT_END_IF
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), 0, 0, 0, 1, 32)
EVT_CALL(CloseActionCommandInfo)
EVT_SET(LW(15), LW(0))
EVT_SWITCH(LW(15))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CASE_OR_EQ(10)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1005859375), EVT_FLOAT(0.80078125), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_battle_goombario_default_idle)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 40)
EVT_SET(LW(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.80078125))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_ADD(LW(0), 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_ADD(LW(0), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_SUB(LW(0), 10)
EVT_CALL(JumpToGoal, ACTOR_SELF, 4, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_battle_goombario_default_idle)
EVT_WAIT_FRAMES(8)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_battle_goombario_default_idle)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_battle_goombario_default_run)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_battle_goombario_default_idle)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
ApiStatus func_80218000_47F0B0(Evt* script, s32 isInitialCall) {
PlayerData* playerData = &gPlayerData;
playerData->currentPartner = PARTNER_GOOMBARIO;
return ApiStatus_DONE2;
}
EvtSource N(80219C74) = {
EVT_CALL(SetBattleFlagBits, 33554432, 1)
EVT_CALL(func_802535B4, 0)
EVT_CALL(WaitForState, 13)
EVT_WAIT_FRAMES(15)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_PARTNER, 0)
EVT_CALL(SetActorJumpGravity, ACTOR_PARTNER, EVT_FLOAT(1.0))
EVT_CALL(GetActorPos, ACTOR_PARTNER, LW(0), LW(1), LW(2))
EVT_CALL(SetGoalPos, ACTOR_PARTNER, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_PARTNER, 10, FALSE, FALSE, FALSE)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, 655385, 256, 1, 2097161, 2097157)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(func_8026E020, 1)
EVT_CALL(SetActionCommandMode, 2)
EVT_CALL(WaitForState, 18)
EVT_CALL(UseBattleCamPreset, 2)
EVT_WAIT_FRAMES(15)
EVT_CALL(SetGoalPos, ACTOR_PARTNER, -73, 40, 202)
EVT_CALL(FlyToGoal, ACTOR_PARTNER, 20, 20, 10)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, 655386, 256, 1, 2097161, 2097157)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetActionCommandMode, 1)
EVT_CALL(SetBattleFlagBits, 16384, 0)
EVT_CALL(SetMessageBoxDuration, -1)
EVT_THREAD
EVT_LOOP(15)
EVT_CALL(SetMessageBoxDuration, 35)
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_WAIT_FRAMES(15)
EVT_CALL(SetGoalToHome, ACTOR_PARTNER)
EVT_CALL(FlyToGoal, ACTOR_PARTNER, 20, 20, 10)
EVT_CALL(SetActionCommandMode, 2)
EVT_CALL(WaitForState, 0)
EVT_CALL(SetBattleFlagBits2, 512, 1)
EVT_LOOP(0)
EVT_CALL(GetActionCommandMode, LW(0))
EVT_IF_NE(LW(0), 2)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, 655387, 256, 1, 2097161, 2097157)
EVT_LOOP(0)
EVT_CALL(CheckButtonDown, 32768, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_LOOP(0)
EVT_CALL(CheckButtonPress, 32768, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(EndActorSpeech, 256, 1, 2097161, 2097157)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetActionSuccess, 1)
EVT_CALL(SetActionCommandMode, 1)
EVT_CALL(WaitForState, 8)
EVT_CALL(UseBattleCamPreset, 2)
EVT_WAIT_FRAMES(15)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, 655389, 256, 1, 2097161, 2097157)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(WaitForState, 9)
EVT_CALL(UseBattleCamPreset, 2)
EVT_WAIT_FRAMES(15)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, 655390, 512, 1, 589839, 589825)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetActionCommandMode, 2)
EVT_CALL(WaitForState, 0)
EVT_LOOP(0)
EVT_CALL(GetActionCommandMode, LW(0))
EVT_IF_NE(LW(0), 2)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, 655391, 256, 1, 2097161, 2097157)
EVT_LOOP(0)
EVT_CALL(CheckButtonDown, 32768, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_LOOP(0)
EVT_CALL(CheckButtonPress, 32768, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(EndActorSpeech, 256, 1, 2097161, 2097157)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetActionSuccess, 1)
EVT_CALL(SetActionCommandMode, -1)
EVT_CALL(WaitForState, 6)
EVT_CALL(UseBattleCamPreset, 2)
EVT_WAIT_FRAMES(15)
EVT_CALL(SetActionCommandMode, 1)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, 655392, 256, 1, 2097161, 2097157)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(WaitForState, 13)
EVT_CALL(func_8026E020, 2)
EVT_CALL(SetActionCommandMode, 2)
EVT_CALL(WaitForState, 18)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, 655394, 256, 1, 2097161, 2097157)
EVT_LOOP(0)
EVT_CALL(CheckButtonDown, 262144, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_LOOP(0)
EVT_CALL(CheckButtonPress, 262144, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(EndActorSpeech, 256, 1, 2097161, 2097157)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetActionCommandMode, 1)
EVT_CALL(WaitForState, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActionCommandMode, 2)
EVT_LOOP(0)
EVT_CALL(GetActionCommandMode, LW(0))
EVT_IF_NE(LW(0), 2)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(CheckButtonDown, 262144, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_CALL(SetActionCommandMode, -1)
EVT_CALL(PauseTakeTurn, 0)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, 655395, 256, 1, 2097161, 2097157)
EVT_LOOP(0)
EVT_CALL(CheckButtonPress, 262144, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(EndActorSpeech, 256, 1, 2097161, 2097157)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetActionCommandMode, 2)
EVT_CALL(ResumeTakeTurn, 0)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_LOOP(0)
EVT_CALL(GetActionResult, LW(0))
EVT_IF_EQ(LW(0), 3)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, 655396, 256, 1, 2097161, 2097157)
EVT_LOOP(0)
EVT_CALL(CheckButtonDown, 262144, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(EndActorSpeech, 256, 1, 2097161, 2097157)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetActionSuccess, 1)
EVT_CALL(SetActionCommandMode, 1)
EVT_CALL(WaitForState, 8)
EVT_CALL(UseBattleCamPreset, 2)
EVT_WAIT_FRAMES(15)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, 655397, 256, 1, 2097161, 2097157)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY0, ACTOR_FLAG_NO_ATTACK, 1)
EVT_CALL(WaitForState, 0)
EVT_CALL(WaitForState, 13)
EVT_CALL(ShowBattleChoice, 1966109)
EVT_CALL(EndActorSpeech, 256, 1, 2097161, 2097157)
EVT_IF_EQ(LW(0), 1)
EVT_CALL(ActorSpeak, 655399, 256, 1, 2097161, 2097157)
EVT_GOTO(100)
EVT_END_IF
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, 655400, 256, 1, 2097161, 2097157)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetActorVar, -127, 0, 0)
EVT_CALL(SetBattleFlagBits2, 512, 0)
EVT_LABEL(10)
EVT_CALL(func_8026E020, 131)
EVT_CALL(SetActionCommandMode, 2)
EVT_CALL(WaitForState, 18)
EVT_CALL(GetMenuSelection, LW(0), LW(1), LW(2))
EVT_IF_EQ(LW(0), 7)
EVT_GOTO(99)
EVT_END_IF
EVT_CALL(SetActionCommandMode, 1)
EVT_CALL(WaitForState, 8)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(func_80269524, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_EQ(-1)
EVT_CALL(ActorSpeak, 655402, 256, 1, 2097161, 2097157)
EVT_CASE_EQ(0)
EVT_CALL(ActorSpeak, 655403, 256, 1, 2097161, 2097157)
EVT_CASE_EQ(1)
EVT_CALL(ActorSpeak, 655401, 256, 1, 2097161, 2097157)
EVT_END_SWITCH
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetEnemyHP, 512, 99)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY0, ACTOR_FLAG_NO_ATTACK, 0)
EVT_CALL(SetActionCommandMode, 1)
EVT_CALL(WaitForState, 6)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(GetBlockResult, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_EQ(-1)
EVT_CALL(ActorSpeak, 655402, 256, 1, 2097161, 2097157)
EVT_CASE_EQ(0)
EVT_CALL(ActorSpeak, 655403, 256, 1, 2097161, 2097157)
EVT_CASE_EQ(1)
EVT_CALL(ActorSpeak, 655401, 256, 1, 2097161, 2097157)
EVT_END_SWITCH
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(WaitForState, 13)
EVT_GOTO(10)
EVT_LABEL(99)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, 655404, 256, 1, 2097161, 2097157)
EVT_LABEL(100)
EVT_CALL(WaitForState, 0)
EVT_CALL(SetBattleState, 30)
EVT_CALL(func_80218000_47F0B0)
EVT_WAIT_FRAMES(10000)
EVT_RETURN
EVT_END
};

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#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_hos
extern ActorDesc N(goombario_tutor);
extern ActorDesc N(ember);
extern ActorDesc N(magikoopa_flying);
extern Stage N(hos_00);
extern Stage N(hos_01);
extern Stage N(hos_02);
Formation N(formation_00) = {
{ .actor = &N(goombario_tutor), .home = { .index = 1 }, .priority = 10 },
};
Formation N(formation_01) = {
{ .actor = &N(ember), .home = { .index = 1 }, .priority = 10 },
{ .actor = &N(ember), .home = { .index = 2 }, .priority = 9 },
};
Formation N(formation_02) = {
{ .actor = &N(ember), .home = { .index = 0 }, .priority = 10 },
{ .actor = &N(ember), .home = { .index = 1 }, .priority = 9 },
{ .actor = &N(ember), .home = { .index = 2 }, .priority = 8 },
};
Formation N(formation_03) = {
{ .actor = &N(magikoopa_flying), .home = { .index = 5 }, .priority = 10 },
};
BattleList N(formationTable) = {
BATTLE("クリオ(ACヘルプ)", N(formation_00), &N(hos_02)),
BATTLE("エルモスx", N(formation_01), &N(hos_01)),
BATTLE("エルモスx", N(formation_02), &N(hos_01)),
BATTLE("カメック(ACヘルプご)", N(formation_03), &N(hos_02)),
{},
};
StageList N(stageTable) = {
{ "hos_00", &N(hos_00) },
{ "hos_01", &N(hos_01) },
{ "hos_02", &N(hos_02) },
{},
};

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#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_hos_hos_00
EvtSource N(802255E0) = {
EVT_SET(LW(10), LW(0))
EVT_LABEL(0)
EVT_CALL(TranslateModel, LW(10), 0, 2, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(TranslateModel, LW(10), 0, 0, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(TranslateModel, LW(10), 0, 2, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(TranslateModel, LW(10), 0, 0, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(RandInt, 30, LW(0))
EVT_ADD(LW(0), 30)
EVT_WAIT_FRAMES(LW(0))
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtSource N(beforeBattle_802256E8) = {
EVT_CALL(SetSpriteShading, -1)
EVT_THREAD
EVT_SET(LW(0), 19)
EVT_EXEC(N(802255E0))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 20)
EVT_EXEC(N(802255E0))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 21)
EVT_EXEC(N(802255E0))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 22)
EVT_EXEC(N(802255E0))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 23)
EVT_EXEC(N(802255E0))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 24)
EVT_EXEC(N(802255E0))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 25)
EVT_EXEC(N(802255E0))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 26)
EVT_EXEC(N(802255E0))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 27)
EVT_EXEC(N(802255E0))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 28)
EVT_EXEC(N(802255E0))
EVT_END_THREAD
EVT_RETURN
EVT_END
};
EvtSource N(afterBattle_8022589C) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_802258AC)[] = {
0x00000020, 0x0000001E, 0x00000000,
};
Stage NAMESPACE = {
.texture = "nok_tex",
.shape = "nok_bt02_shape",
.hit = "nok_bt02_hit",
.bg = "nok_bg",
.preBattle = N(beforeBattle_802256E8),
.postBattle = N(afterBattle_8022589C),
.foregroundModelList = N(foregroundModelList_802258AC),
};

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#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_hos_hos_01
s32 func_802184C0_47F570(void);
INCLUDE_ASM(s32, "battle/area_hos/47F570", func_802184C0_47F570);
s32 func_802186B8_47F768(void);
INCLUDE_ASM(s32, "battle/area_hos/47F570", func_802186B8_47F768);
s32 func_802189D0_47FA80(void);
INCLUDE_ASM(s32, "battle/area_hos/47F570", func_802189D0_47FA80);
s32 func_80218CEC_47FD9C(void);
INCLUDE_ASM(s32, "battle/area_hos/47F570", func_80218CEC_47FD9C);
s32 D_80224BB0_48BC60[] = {
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
};
EvtSource N(beforeBattle_80224BD0) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(MakeLocalVertexCopy, 0, 5, 1)
EVT_CALL(SetCustomGfxBuilders, 1, EVT_ADDR(func_802184C0_47F570), 0)
EVT_CALL(SetModelCustomGfx, 5, 1, -1)
EVT_CALL(SetModelFlags, 5, 128, 1)
EVT_CALL(MakeLocalVertexCopy, 1, 16, 1)
EVT_CALL(SetCustomGfxBuilders, 2, EVT_ADDR(func_802184C0_47F570), 0)
EVT_CALL(SetModelCustomGfx, 16, 2, -1)
EVT_CALL(SetModelFlags, 16, 128, 1)
EVT_CALL(MakeLocalVertexCopy, 2, 19, 1)
EVT_CALL(SetCustomGfxBuilders, 3, EVT_ADDR(func_802184C0_47F570), 0)
EVT_CALL(SetModelCustomGfx, 19, 3, -1)
EVT_CALL(SetModelFlags, 19, 128, 1)
EVT_CALL(MakeLocalVertexCopy, 3, 28, 1)
EVT_CALL(SetCustomGfxBuilders, 4, EVT_ADDR(func_802184C0_47F570), 0)
EVT_CALL(SetModelCustomGfx, 28, 4, -1)
EVT_CALL(SetModelFlags, 28, 128, 1)
EVT_CALL(MakeLocalVertexCopy, 4, 31, 1)
EVT_CALL(SetCustomGfxBuilders, 5, EVT_ADDR(func_802184C0_47F570), 0)
EVT_CALL(SetModelCustomGfx, 31, 5, -1)
EVT_CALL(SetModelFlags, 31, 128, 1)
EVT_CALL(MakeLocalVertexCopy, 5, 7, 1)
EVT_CALL(SetCustomGfxBuilders, 6, EVT_ADDR(func_802186B8_47F768), 0)
EVT_CALL(SetModelCustomGfx, 7, 6, -1)
EVT_CALL(SetModelFlags, 7, 128, 1)
EVT_CALL(MakeLocalVertexCopy, 6, 37, 1)
EVT_CALL(SetCustomGfxBuilders, 7, EVT_ADDR(func_802186B8_47F768), 0)
EVT_CALL(SetModelCustomGfx, 37, 7, -1)
EVT_CALL(SetModelFlags, 37, 128, 1)
EVT_CALL(MakeLocalVertexCopy, 7, 9, 1)
EVT_CALL(SetCustomGfxBuilders, 8, EVT_ADDR(func_802189D0_47FA80), 0)
EVT_CALL(SetModelCustomGfx, 9, 8, -1)
EVT_CALL(SetModelFlags, 9, 128, 1)
EVT_CALL(MakeLocalVertexCopy, 8, 25, 1)
EVT_CALL(SetCustomGfxBuilders, 9, EVT_ADDR(func_802189D0_47FA80), 0)
EVT_CALL(SetModelCustomGfx, 25, 9, -1)
EVT_CALL(SetModelFlags, 25, 128, 1)
EVT_CALL(MakeLocalVertexCopy, 9, 22, 1)
EVT_CALL(SetCustomGfxBuilders, 10, EVT_ADDR(func_80218CEC_47FD9C), 0)
EVT_CALL(SetModelCustomGfx, 22, 10, -1)
EVT_CALL(SetModelFlags, 22, 128, 1)
EVT_THREAD
EVT_CALL(SetTexPanner, 4, 0)
EVT_CALL(SetTexPanner, 12, 0)
EVT_CALL(SetTexPanner, 13, 0)
EVT_CALL(SetTexPanner, 14, 0)
EVT_SET(LW(0), 0)
EVT_SET(LW(1), 0)
EVT_SET(LW(2), 0)
EVT_SET(LW(3), 0)
EVT_LOOP(0)
EVT_ADD(LW(0), 80)
EVT_ADD(LW(1), -150)
EVT_IF_GT(LW(0), 32768)
EVT_ADD(LW(0), -32768)
EVT_END_IF
EVT_IF_LT(LW(1), -32768)
EVT_ADD(LW(1), 32768)
EVT_END_IF
EVT_ADD(LW(2), -50)
EVT_ADD(LW(3), 100)
EVT_IF_LT(LW(2), -32768)
EVT_ADD(LW(2), 32768)
EVT_END_IF
EVT_IF_GT(LW(3), 32768)
EVT_ADD(LW(3), -32768)
EVT_END_IF
EVT_CALL(SetTexPanOffset, 0, 0, LW(0), LW(1))
EVT_CALL(SetTexPanOffset, 0, 1, LW(2), LW(3))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_LABEL(2)
EVT_CALL(MakeLerp, -7, 7, 30, 10)
EVT_LABEL(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, 18, 0, LW(0), 0)
EVT_CALL(TranslateModel, 19, 0, LW(0), 0)
EVT_CALL(TranslateModel, 27, 0, LW(0), 0)
EVT_CALL(TranslateModel, 28, 0, LW(0), 0)
EVT_CALL(TranslateModel, 31, 0, LW(0), 0)
EVT_CALL(TranslateModel, 30, 0, LW(0), 0)
EVT_WAIT_FRAMES(1)
EVT_IF_EQ(LW(1), 1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(MakeLerp, 7, -7, 30, 10)
EVT_LABEL(1)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, 18, 0, LW(0), 0)
EVT_CALL(TranslateModel, 19, 0, LW(0), 0)
EVT_CALL(TranslateModel, 27, 0, LW(0), 0)
EVT_CALL(TranslateModel, 28, 0, LW(0), 0)
EVT_CALL(TranslateModel, 31, 0, LW(0), 0)
EVT_CALL(TranslateModel, 30, 0, LW(0), 0)
EVT_WAIT_FRAMES(1)
EVT_IF_EQ(LW(1), 1)
EVT_GOTO(1)
EVT_END_IF
EVT_GOTO(2)
EVT_END_THREAD
EVT_THREAD
EVT_LABEL(3)
EVT_CALL(MakeLerp, 7, -7, 30, 10)
EVT_LABEL(4)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, 33, 0, LW(0), 0)
EVT_CALL(TranslateModel, 34, 0, LW(0), 0)
EVT_CALL(TranslateModel, 15, 0, LW(0), 0)
EVT_CALL(TranslateModel, 16, 0, LW(0), 0)
EVT_WAIT_FRAMES(1)
EVT_IF_EQ(LW(1), 1)
EVT_GOTO(4)
EVT_END_IF
EVT_CALL(MakeLerp, -7, 7, 30, 10)
EVT_LABEL(5)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, 33, 0, LW(0), 0)
EVT_CALL(TranslateModel, 34, 0, LW(0), 0)
EVT_CALL(TranslateModel, 15, 0, LW(0), 0)
EVT_CALL(TranslateModel, 16, 0, LW(0), 0)
EVT_WAIT_FRAMES(1)
EVT_IF_EQ(LW(1), 1)
EVT_GOTO(5)
EVT_END_IF
EVT_GOTO(3)
EVT_END_THREAD
EVT_RETURN
EVT_END
};
EvtSource N(afterBattle_80225598) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_802255A8)[] = {
0x00000005, 0x00000000,
};
Stage NAMESPACE = {
.texture = "hos_tex\0",
.shape = "hos_bt01_shape",
.hit = "hos_bt01_hit",
.bg = "hos_bg",
.preBattle = N(beforeBattle_80224BD0),
.postBattle = N(afterBattle_80225598),
.foregroundModelList = N(foregroundModelList_802255A8),
};

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@ -0,0 +1,102 @@
#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_hos_hos_02
EvtSource N(beforeBattle_802258E0) = {
EVT_THREAD
EVT_CALL(SetTexPanner, 21, 1)
EVT_CALL(SetTexPanner, 22, 1)
EVT_SET(LW(0), 0)
EVT_SET(LW(1), 0)
EVT_SET(LW(2), 0)
EVT_SET(LW(3), 0)
EVT_LOOP(0)
EVT_ADD(LW(0), -50)
EVT_ADD(LW(1), 300)
EVT_ADD(LW(2), 90)
EVT_ADD(LW(3), -200)
EVT_CALL(SetTexPanOffset, 1, 0, LW(0), LW(1))
EVT_CALL(SetTexPanOffset, 1, 1, LW(2), LW(3))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_SET(LW(10), 0)
EVT_LABEL(2)
EVT_CALL(MakeLerp, -7, 7, 40, 10)
EVT_LABEL(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, 17, 0, LW(0), 0)
EVT_CALL(TranslateModel, 21, 0, LW(0), 0)
EVT_MUL(LW(0), 3)
EVT_CALL(RotateModel, 17, LW(10), 0, 0, 1)
EVT_ADD(LW(10), -3)
EVT_CALL(ClampAngleFloat, LW(10))
EVT_WAIT_FRAMES(1)
EVT_IF_EQ(LW(1), 1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(MakeLerp, 7, -7, 40, 10)
EVT_LABEL(1)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, 17, 0, LW(0), 0)
EVT_CALL(TranslateModel, 21, 0, LW(0), 0)
EVT_MUL(LW(0), 3)
EVT_CALL(RotateModel, 17, LW(10), 0, 0, 1)
EVT_ADD(LW(10), -3)
EVT_CALL(ClampAngleFloat, LW(10))
EVT_WAIT_FRAMES(1)
EVT_IF_EQ(LW(1), 1)
EVT_GOTO(1)
EVT_END_IF
EVT_GOTO(2)
EVT_END_THREAD
EVT_THREAD
EVT_SET(LW(10), 0)
EVT_LABEL(2)
EVT_CALL(MakeLerp, -10, 4, 40, 10)
EVT_LABEL(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, 19, 0, LW(0), 0)
EVT_CALL(TranslateModel, 22, 0, LW(0), 0)
EVT_MUL(LW(0), -3)
EVT_CALL(RotateModel, 19, LW(10), 0, 0, 1)
EVT_ADD(LW(10), -3)
EVT_CALL(ClampAngleFloat, LW(10))
EVT_WAIT_FRAMES(1)
EVT_IF_EQ(LW(1), 1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(MakeLerp, 4, -10, 40, 10)
EVT_LABEL(1)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, 19, 0, LW(0), 0)
EVT_CALL(TranslateModel, 22, 0, LW(0), 0)
EVT_MUL(LW(0), -3)
EVT_CALL(RotateModel, 19, LW(10), 0, 0, 1)
EVT_ADD(LW(10), -3)
EVT_CALL(ClampAngleFloat, LW(10))
EVT_WAIT_FRAMES(1)
EVT_IF_EQ(LW(1), 1)
EVT_GOTO(1)
EVT_END_IF
EVT_GOTO(2)
EVT_END_THREAD
EVT_RETURN
EVT_END
};
EvtSource N(afterBattle_80225E20) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "hos_tex",
.shape = "hos_bt02_shape",
.hit = "hos_bt02_hit",
.bg = "nok_bg",
.preBattle = N(beforeBattle_802258E0),
.postBattle = N(afterBattle_80225E20),
};

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@ -1,456 +1,5 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/goomba.h"
#define NAMESPACE b_area_kmr_part_1_goomba
s32 N(defenseTable_80219610)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021961C)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
STATUS_POISON, 100,
STATUS_FROZEN, 100,
STATUS_DIZZY, 100,
STATUS_FEAR, 100,
STATUS_STATIC, 100,
STATUS_PARALYZE, 100,
STATUS_SHRINK, 100,
STATUS_STOP, 100,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
extern s32 N(idleAnimations_80219714)[];
extern EvtSource N(init_802197AC);
ActorPartDesc N(partsTable_802196C8)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80219714),
.defenseTable = N(defenseTable_80219610),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
};
ActorDesc NAMESPACE = {
.flags = 0,
.type = ACTOR_TYPE_GOOMBA,
.level = 5,
.maxHP = 2,
.partCount = ARRAY_COUNT(N(partsTable_802196C8)),
.partsData = N(partsTable_802196C8),
.script = N(init_802197AC),
.statusTable = N(statusTable_8021961C),
.escapeChance = 90,
.airLiftChance = 100,
.spookChance = 90,
.baseStatusChance = 100,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,
.coinReward = 1,
.size = { 24, 24 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_80219714)[] = {
STATUS_NORMAL, NPC_ANIM_goomba_normal_idle,
STATUS_STONE, NPC_ANIM_goomba_normal_still,
STATUS_SLEEP, NPC_ANIM_goomba_normal_asleep,
STATUS_POISON, NPC_ANIM_goomba_normal_idle,
STATUS_STOP, NPC_ANIM_goomba_normal_still,
STATUS_STATIC, NPC_ANIM_goomba_normal_idle,
STATUS_PARALYZE, NPC_ANIM_goomba_normal_still,
STATUS_DIZZY, NPC_ANIM_goomba_normal_dizzy,
STATUS_FEAR, NPC_ANIM_goomba_normal_dizzy,
STATUS_END,
};
s32 N(idleAnimations_80219760)[] = {
STATUS_NORMAL, NPC_ANIM_goomba_normal_run,
STATUS_STONE, NPC_ANIM_goomba_normal_still,
STATUS_SLEEP, NPC_ANIM_goomba_normal_asleep,
STATUS_POISON, NPC_ANIM_goomba_normal_idle,
STATUS_STOP, NPC_ANIM_goomba_normal_still,
STATUS_STATIC, NPC_ANIM_goomba_normal_run,
STATUS_PARALYZE, NPC_ANIM_goomba_normal_still,
STATUS_DIZZY, NPC_ANIM_goomba_normal_dizzy,
STATUS_FEAR, NPC_ANIM_goomba_normal_dizzy,
STATUS_END,
};
extern EvtSource N(takeTurn_8021A300);
extern EvtSource N(idle_802197F8);
extern EvtSource N(handleEvent_80219AD4);
EvtSource N(init_802197AC) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_8021A300)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_802197F8)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_80219AD4)))
EVT_RETURN
EVT_END
};
EvtSource N(idle_802197F8) = {
EVT_LABEL(10)
EVT_CALL(RandInt, 80, EVT_VAR(0))
EVT_ADD(EVT_VAR(0), 80)
EVT_LOOP(EVT_VAR(0))
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(0)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_ADD(EVT_VAR(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FIXED(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219760)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219714)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(1)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_SUB(EVT_VAR(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FIXED(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219760)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219714)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(2)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_GOTO(10)
EVT_RETURN
EVT_END
};
EvtSource N(handleEvent_80219AD4) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_CALL(GetLastEvent, ACTOR_SELF, EVT_VAR(0))
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_burn_pain)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_burn_pain)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(11)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(33)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(47)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_dizzy)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CASE_EQ(38)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(19)
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_idle)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(32)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(53)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(4.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_idle)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_run)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(58)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_run)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "common/anglestuff.inc.c"
EvtSource N(takeTurn_8021A300) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(6.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -1, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, EVT_VAR(0), 0, 0, 1, 16)
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(EVT_VAR(10), EVT_VAR(0))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_SUB(EVT_VAR(0), 10)
EVT_SET(EVT_VAR(1), 10)
EVT_ADD(EVT_VAR(2), 3)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.2))
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(1), EVT_VAR(2), EVT_VAR(0))
EVT_SET(EVT_VAR(0), 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(4), EVT_VAR(5), EVT_VAR(6))
EVT_CALL(N(AngleCalculate), EVT_VAR(1), EVT_VAR(2), EVT_VAR(4), EVT_VAR(5), EVT_VAR(0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, EVT_VAR(0))
EVT_SET(EVT_VAR(1), EVT_VAR(4))
EVT_SET(EVT_VAR(2), EVT_VAR(5))
EVT_SET(EVT_VAR(3), EVT_VAR(6))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_WAIT_FRAMES(6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_asleep)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 5, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.3), EVT_FIXED(0.5), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 7, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pain)
EVT_WAIT_FRAMES(5)
EVT_IF_EQ(EVT_VAR(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, EVT_VAR(0), ((0x80000000)), 0, 0, 0)
EVT_END_IF
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_ADD(EVT_VAR(0), 20)
EVT_SET(EVT_VAR(1), 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(2.0))
EVT_THREAD
EVT_WAIT_FRAMES(4)
EVT_SET(EVT_VAR(0), 180)
EVT_LOOP(4)
EVT_SUB(EVT_VAR(0), 45)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, EVT_VAR(0))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_dizzy)
EVT_WAIT_FRAMES(5)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.2))
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(1), EVT_VAR(2), EVT_VAR(0))
EVT_SET(EVT_VAR(0), 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(4), EVT_VAR(5), EVT_VAR(6))
EVT_CALL(N(AngleCalculate), EVT_VAR(1), EVT_VAR(2), EVT_VAR(4), EVT_VAR(5), EVT_VAR(0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, EVT_VAR(0))
EVT_SET(EVT_VAR(1), EVT_VAR(4))
EVT_SET(EVT_VAR(2), EVT_VAR(5))
EVT_SET(EVT_VAR(3), EVT_VAR(6))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_WAIT_FRAMES(6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pre_headbonk)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.3), EVT_FIXED(0.5), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_END_SWITCH
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, EVT_VAR(0), 0, 0, 0, 1, 32)
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(GetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_ADD(EVT_VAR(0), 40)
EVT_SET(EVT_VAR(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_ADD(EVT_VAR(0), 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_ADD(EVT_VAR(0), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_WAIT_FRAMES(3)
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "battle/common/actor/goomba.inc.c"

View File

@ -1,934 +1,5 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/goomba.h"
#include "sprite/npc/paragoomba.h"
#define NAMESPACE b_area_kmr_part_1_paragoomba
ApiStatus N(AngleCalculate)(Evt* script, s32 isInitialCall);
s32 N(defenseTable_8021CB00)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(defenseTable_8021CB0C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021CB18)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
STATUS_POISON, 100,
STATUS_FROZEN, 100,
STATUS_DIZZY, 100,
STATUS_FEAR, 100,
STATUS_STATIC, 100,
STATUS_PARALYZE, 100,
STATUS_SHRINK, 100,
STATUS_STOP, 100,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
s32 N(statusTable_8021CBC4)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
STATUS_POISON, 80,
STATUS_FROZEN, 100,
STATUS_DIZZY, 100,
STATUS_FEAR, 80,
STATUS_STATIC, 80,
STATUS_PARALYZE, 100,
STATUS_SHRINK, 100,
STATUS_STOP, 100,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 1,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
extern s32 N(idleAnimations_8021E4EC)[];
extern s32 N(idleAnimations_8021CD28)[];
extern s32 N(idleAnimations_8021CDC0)[];
extern s32 N(idleAnimations_8021CDCC)[];
extern EvtSource N(init_8021CDD8);
ActorPartDesc N(partsTable_8021CC70)[] = {
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021E4EC),
.defenseTable = N(defenseTable_8021CB00),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 2,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021CD28),
.defenseTable = N(defenseTable_8021CB0C),
.eventFlags = ACTOR_EVENT_FLAG_GROUNDABLE,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 3,
.posOffset = { 0, 0, 0 },
.targetOffset = { -16, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021CDC0),
.defenseTable = N(defenseTable_8021CB00),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 4,
.posOffset = { 0, 0, 0 },
.targetOffset = { -16, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021CDCC),
.defenseTable = N(defenseTable_8021CB00),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
};
ActorDesc NAMESPACE = {
.flags = ACTOR_FLAG_FLYING,
.type = ACTOR_TYPE_PARAGOOMBA,
.level = 6,
.maxHP = 2,
.partCount = ARRAY_COUNT(N(partsTable_8021CC70)),
.partsData = N(partsTable_8021CC70),
.script = N(init_8021CDD8),
.statusTable = N(statusTable_8021CBC4),
.escapeChance = 90,
.airLiftChance = 100,
.spookChance = 100,
.baseStatusChance = 100,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,
.coinReward = 1,
.size = { 36, 26 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021CD28)[] = {
STATUS_NORMAL, NPC_ANIM_paragoomba_default_idle,
STATUS_STONE, NPC_ANIM_paragoomba_default_still,
STATUS_SLEEP, NPC_ANIM_paragoomba_default_sleep,
STATUS_POISON, NPC_ANIM_paragoomba_default_idle,
STATUS_STOP, NPC_ANIM_paragoomba_default_still,
STATUS_STATIC, NPC_ANIM_paragoomba_default_idle,
STATUS_PARALYZE, NPC_ANIM_paragoomba_default_still,
STATUS_DIZZY, NPC_ANIM_paragoomba_default_dizzy,
STATUS_FEAR, NPC_ANIM_paragoomba_default_dizzy,
STATUS_END,
};
s32 N(idleAnimations_8021CD74)[] = {
STATUS_NORMAL, NPC_ANIM_paragoomba_default_run,
STATUS_STONE, NPC_ANIM_paragoomba_default_still,
STATUS_SLEEP, NPC_ANIM_paragoomba_default_sleep,
STATUS_POISON, NPC_ANIM_paragoomba_default_idle,
STATUS_STOP, NPC_ANIM_paragoomba_default_still,
STATUS_STATIC, NPC_ANIM_paragoomba_default_run,
STATUS_PARALYZE, NPC_ANIM_paragoomba_default_still,
STATUS_DIZZY, NPC_ANIM_paragoomba_default_dizzy,
STATUS_FEAR, NPC_ANIM_paragoomba_default_dizzy,
STATUS_END,
};
s32 N(idleAnimations_8021CDC0)[] = {
STATUS_NORMAL, NPC_ANIM_paragoomba_default_left_wing_only,
STATUS_END,
};
s32 N(idleAnimations_8021CDCC)[] = {
STATUS_NORMAL, NPC_ANIM_paragoomba_default_right_wing_only,
STATUS_END,
};
extern EvtSource N(takeTurn_8021D74C);
extern EvtSource N(idle_8021CE24);
extern EvtSource N(handleEvent_8021D158);
EvtSource N(init_8021CDD8) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_8021D74C)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8021CE24)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8021D158)))
EVT_RETURN
EVT_END
};
EvtSource N(idle_8021CE24) = {
EVT_LABEL(10)
EVT_CALL(RandInt, 80, EVT_VAR(0))
EVT_ADD(EVT_VAR(0), 80)
EVT_LOOP(EVT_VAR(0))
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(0)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_ADD(EVT_VAR(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FIXED(0.6))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021CD74)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, 0)
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(1)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_SUB(EVT_VAR(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FIXED(0.6))
EVT_CALL(SetIdleGoal, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021CD28)))
EVT_LOOP(40)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(2)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_GOTO(10)
EVT_RETURN
EVT_END
};
EvtSource N(8021D0E0) = {
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(7.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 1, 11)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_idle)
EVT_RETURN
EVT_END
};
extern EvtSource N(8021DF64);
EvtSource N(handleEvent_8021D158) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetLastEvent, ACTOR_SELF, EVT_VAR(0))
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_CALL(GetBattlePhase, EVT_VAR(0))
EVT_IF_EQ(EVT_VAR(0), 1)
EVT_CALL(GetEncounterState, EVT_VAR(0))
EVT_IF_EQ(EVT_VAR(0), 4)
EVT_EXEC_WAIT(N(8021DF64))
EVT_END_IF
EVT_END_IF
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_burn_pain)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_paragoomba_default_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_burn_pain)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_paragoomba_default_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_burn_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(12)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_EXEC_WAIT(N(8021DF64))
EVT_CASE_EQ(15)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_burn_pain)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_paragoomba_default_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_EXEC_WAIT(N(8021DF64))
EVT_CASE_EQ(47)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_dizzy)
EVT_EXEC_WAIT(N(8021D0E0))
EVT_CASE_EQ(38)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(19)
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_idle)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(32)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(56)
EVT_CALL(SetActorPos, ACTOR_SELF, 20, 0, 0)
EVT_CALL(HPBarToCurrent, ACTOR_SELF)
EVT_CASE_EQ(53)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_EXEC_WAIT(N(8021D0E0))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_idle)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, 512, 0)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_run)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(58)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_run)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(takeTurn_8021D74C) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(6.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, EVT_VAR(0), 0, 0, 1, 16)
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(EVT_VAR(10), EVT_VAR(0))
EVT_WAIT_FRAMES(10)
EVT_CALL(UseBattleCamPreset, 66)
EVT_CALL(SetBattleCamZoom, 300)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 8416)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.8))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_attack)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_UNUSED_2C1)
EVT_CALL(SetActorSounds, -127, 1, 0, 0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_SUB(EVT_VAR(0), 80)
EVT_SET(EVT_VAR(1), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_attack)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 4)
EVT_THREAD
EVT_LOOP(4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 8415)
EVT_WAIT_FRAMES(4)
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_aim)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 2, 0, 2)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 2, EVT_FIXED(3.0))
EVT_WAIT_FRAMES(10)
EVT_IF_EQ(EVT_VAR(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, EVT_VAR(0), ((0x80000000)), 0, 0, 0)
EVT_END_IF
EVT_WAIT_FRAMES(10)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 2, EVT_FIXED(1.0))
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_EXEC_WAIT(N(8021D0E0))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 2, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_WAIT_FRAMES(10)
EVT_CALL(UseBattleCamPreset, 66)
EVT_CALL(SetBattleCamZoom, 300)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 8416)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.8))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_attack)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_UNUSED_2C1)
EVT_CALL(SetActorSounds, -127, 1, 0, 0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_attack)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
EVT_END_SWITCH
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, EVT_VAR(0), 0, 0, 0, 1, 32)
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 10, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(6.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_WAIT_FRAMES(5)
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_EXEC_WAIT(N(8021D0E0))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
extern EvtSource N(8021E584);
#include "common/StartRumbleWithParams.inc.c"
EvtSource N(8021DF64) = {
EVT_CALL(func_8027D32C, -127)
EVT_CALL(SetPartFlags, ACTOR_SELF, 2, 131077)
EVT_CALL(SetPartFlags, ACTOR_SELF, 3, 1179652)
EVT_CALL(SetPartFlags, ACTOR_SELF, 4, 1179652)
EVT_CALL(SetPartFlags, ACTOR_SELF, 1, 8388612)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetPartPos, ACTOR_SELF, 3, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 3, -9, 7, -2)
EVT_CALL(SetPartPos, ACTOR_SELF, 4, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 4, 11, 7, -2)
EVT_CALL(GetLastEvent, ACTOR_SELF, EVT_VAR(0))
EVT_IF_EQ(EVT_VAR(0), 15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_burn_dead)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pain)
EVT_END_IF
EVT_CALL(SetActorSounds, -127, 2, 769, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_SET(EVT_VAR(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(N(StartRumbleWithParams), 100, 10)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FIXED(0.3))
EVT_END_THREAD
EVT_CALL(ResetActorSounds, -127, 2)
EVT_CALL(GetLastEvent, ACTOR_SELF, EVT_VAR(3))
EVT_IF_EQ(EVT_VAR(3), 15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pain)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(3), EVT_VAR(4), EVT_VAR(5))
EVT_ADD(EVT_VAR(4), 10)
EVT_ADD(EVT_VAR(5), 5)
EVT_CALL(PlayEffect, 0x27, 0, EVT_VAR(3), EVT_VAR(4), EVT_VAR(5), EVT_FIXED(1.0), 10, 0, 0, 0, 0, 0, 0, 0)
EVT_END_IF
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_LOOP(10)
EVT_CALL(SetPartFlagBits, -127, 3, 1, 1)
EVT_CALL(SetPartFlagBits, -127, 4, 1, 1)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetPartFlagBits, -127, 3, 1, 0)
EVT_CALL(SetPartFlagBits, -127, 4, 1, 0)
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(SetPartFlagBits, -127, 3, 1, 1)
EVT_CALL(SetPartFlagBits, -127, 4, 1, 1)
EVT_CALL(GetIndexFromHome, -127, EVT_VAR(0))
EVT_MOD(EVT_VAR(0), 4)
EVT_CALL(SetGoalToIndex, -127, EVT_VAR(0))
EVT_CALL(GetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetHomePos, -127, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, 512, 0)
EVT_CALL(SetStatusTable, -127, EVT_PTR(N(statusTable_8021CB18)))
EVT_CALL(SetActorType, -127, 7)
EVT_EXEC_WAIT(N(8021E584))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, 4096, 1)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_RETURN
EVT_END
};
// Copy of goomba.c follows..................
// TODO: deduplicate
s32 N(idleAnimations_8021E4EC)[] = {
STATUS_NORMAL, NPC_ANIM_goomba_normal_idle,
STATUS_STONE, NPC_ANIM_goomba_normal_still,
STATUS_SLEEP, NPC_ANIM_goomba_normal_asleep,
STATUS_POISON, NPC_ANIM_goomba_normal_idle,
STATUS_STOP, NPC_ANIM_goomba_normal_still,
STATUS_STATIC, NPC_ANIM_goomba_normal_idle,
STATUS_PARALYZE, NPC_ANIM_goomba_normal_still,
STATUS_DIZZY, NPC_ANIM_goomba_normal_dizzy,
STATUS_FEAR, NPC_ANIM_goomba_normal_dizzy,
STATUS_END,
};
s32 N(idleAnimations_8021E538)[] = {
STATUS_NORMAL, NPC_ANIM_goomba_normal_run,
STATUS_STONE, NPC_ANIM_goomba_normal_still,
STATUS_SLEEP, NPC_ANIM_goomba_normal_asleep,
STATUS_POISON, NPC_ANIM_goomba_normal_idle,
STATUS_STOP, NPC_ANIM_goomba_normal_still,
STATUS_STATIC, NPC_ANIM_goomba_normal_run,
STATUS_PARALYZE, NPC_ANIM_goomba_normal_still,
STATUS_DIZZY, NPC_ANIM_goomba_normal_dizzy,
STATUS_FEAR, NPC_ANIM_goomba_normal_dizzy,
STATUS_END,
};
extern EvtSource N(takeTurn_8021F0D8);
extern EvtSource N(idle_8021E5D0);
extern EvtSource N(handleEvent_8021E8AC);
EvtSource N(8021E584) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_8021F0D8)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8021E5D0)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8021E8AC)))
EVT_RETURN
EVT_END
};
EvtSource N(idle_8021E5D0) = {
EVT_LABEL(10)
EVT_CALL(RandInt, 80, EVT_VAR(0))
EVT_ADD(EVT_VAR(0), 80)
EVT_LOOP(EVT_VAR(0))
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(0)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_ADD(EVT_VAR(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FIXED(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021E538)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021E4EC)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(1)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_SUB(EVT_VAR(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FIXED(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021E538)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021E4EC)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(2)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_GOTO(10)
EVT_RETURN
EVT_END
};
EvtSource N(handleEvent_8021E8AC) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_CALL(GetLastEvent, ACTOR_SELF, EVT_VAR(0))
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_burn_pain)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_burn_pain)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(11)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(33)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(47)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_dizzy)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CASE_EQ(38)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(19)
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_idle)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(32)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(53)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(4.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_idle)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_run)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(58)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_run)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "common/anglestuff.inc.c"
EvtSource N(takeTurn_8021F0D8) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(6.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -1, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, EVT_VAR(0), 0, 0, 1, 16)
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(EVT_VAR(10), EVT_VAR(0))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_SUB(EVT_VAR(0), 10)
EVT_SET(EVT_VAR(1), 10)
EVT_ADD(EVT_VAR(2), 3)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.2))
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(1), EVT_VAR(2), EVT_VAR(0))
EVT_SET(EVT_VAR(0), 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(4), EVT_VAR(5), EVT_VAR(6))
EVT_CALL(N(AngleCalculate), EVT_VAR(1), EVT_VAR(2), EVT_VAR(4), EVT_VAR(5), EVT_VAR(0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, EVT_VAR(0))
EVT_SET(EVT_VAR(1), EVT_VAR(4))
EVT_SET(EVT_VAR(2), EVT_VAR(5))
EVT_SET(EVT_VAR(3), EVT_VAR(6))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_WAIT_FRAMES(6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_asleep)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 5, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.3), EVT_FIXED(0.5), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 7, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pain)
EVT_WAIT_FRAMES(5)
EVT_IF_EQ(EVT_VAR(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, EVT_VAR(0), ((0x80000000)), 0, 0, 0)
EVT_END_IF
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_ADD(EVT_VAR(0), 20)
EVT_SET(EVT_VAR(1), 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(2.0))
EVT_THREAD
EVT_WAIT_FRAMES(4)
EVT_SET(EVT_VAR(0), 180)
EVT_LOOP(4)
EVT_SUB(EVT_VAR(0), 45)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, EVT_VAR(0))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_dizzy)
EVT_WAIT_FRAMES(5)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.2))
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(1), EVT_VAR(2), EVT_VAR(0))
EVT_SET(EVT_VAR(0), 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(4), EVT_VAR(5), EVT_VAR(6))
EVT_CALL(N(AngleCalculate), EVT_VAR(1), EVT_VAR(2), EVT_VAR(4), EVT_VAR(5), EVT_VAR(0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, EVT_VAR(0))
EVT_SET(EVT_VAR(1), EVT_VAR(4))
EVT_SET(EVT_VAR(2), EVT_VAR(5))
EVT_SET(EVT_VAR(3), EVT_VAR(6))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_WAIT_FRAMES(6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pre_headbonk)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.3), EVT_FIXED(0.5), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_END_SWITCH
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, EVT_VAR(0), 0, 0, 0, 1, 32)
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(GetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_ADD(EVT_VAR(0), 40)
EVT_SET(EVT_VAR(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_ADD(EVT_VAR(0), 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_ADD(EVT_VAR(0), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_WAIT_FRAMES(3)
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "battle/common/actor/paragoomba.inc.c"

View File

@ -1,477 +1,5 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/spiked_goomba.h"
#define NAMESPACE b_area_kmr_part_1_spiked_goomba
s32 N(defenseTable_8021AFD0)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021AFDC)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
STATUS_POISON, 80,
STATUS_FROZEN, 100,
STATUS_DIZZY, 100,
STATUS_FEAR, 80,
STATUS_STATIC, 80,
STATUS_PARALYZE, 100,
STATUS_SHRINK, 100,
STATUS_STOP, 100,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
extern s32 N(idleAnimations_8021B0D4)[];
extern EvtSource N(init_8021B16C);
ActorPartDesc N(partsTable_8021B088)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021B0D4),
.defenseTable = N(defenseTable_8021AFD0),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
.elementImmunityFlags = 0,
.unk_1C = 244,
},
};
ActorDesc NAMESPACE = {
.flags = 0,
.type = ACTOR_TYPE_SPIKED_GOOMBA,
.level = 6,
.maxHP = 2,
.partCount = ARRAY_COUNT(N(partsTable_8021B088)),
.partsData = N(partsTable_8021B088),
.script = N(init_8021B16C),
.statusTable = N(statusTable_8021AFDC),
.escapeChance = 90,
.airLiftChance = 95,
.spookChance = 90,
.baseStatusChance = 100,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,
.coinReward = 1,
.size = { 24, 28 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021B0D4)[] = {
STATUS_NORMAL, NPC_ANIM_spiked_goomba_default_idle,
STATUS_STONE, NPC_ANIM_spiked_goomba_default_still,
STATUS_SLEEP, NPC_ANIM_spiked_goomba_default_sleep,
STATUS_POISON, NPC_ANIM_spiked_goomba_default_idle,
STATUS_STOP, NPC_ANIM_spiked_goomba_default_still,
STATUS_STATIC, NPC_ANIM_spiked_goomba_default_idle,
STATUS_PARALYZE, NPC_ANIM_spiked_goomba_default_still,
STATUS_DIZZY, NPC_ANIM_spiked_goomba_default_dizzy,
STATUS_FEAR, NPC_ANIM_spiked_goomba_default_dizzy,
STATUS_END,
};
s32 N(idleAnimations_8021B120)[] = {
STATUS_NORMAL, NPC_ANIM_spiked_goomba_default_run,
STATUS_STONE, NPC_ANIM_spiked_goomba_default_still,
STATUS_SLEEP, NPC_ANIM_spiked_goomba_default_sleep,
STATUS_POISON, NPC_ANIM_spiked_goomba_default_idle,
STATUS_STOP, NPC_ANIM_spiked_goomba_default_still,
STATUS_STATIC, NPC_ANIM_spiked_goomba_default_run,
STATUS_PARALYZE, NPC_ANIM_spiked_goomba_default_still,
STATUS_DIZZY, NPC_ANIM_spiked_goomba_default_dizzy,
STATUS_FEAR, NPC_ANIM_spiked_goomba_default_dizzy,
STATUS_END,
};
extern EvtSource N(takeTurn_8021BDDC);
extern EvtSource N(idle_8021B1B8);
extern EvtSource N(handleEvent_8021B494);
EvtSource N(init_8021B16C) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_8021BDDC)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8021B1B8)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8021B494)))
EVT_RETURN
EVT_END
};
EvtSource N(idle_8021B1B8) = {
EVT_LABEL(10)
EVT_CALL(RandInt, 80, EVT_VAR(0))
EVT_ADD(EVT_VAR(0), 80)
EVT_LOOP(EVT_VAR(0))
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(0)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_ADD(EVT_VAR(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FIXED(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B120)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B0D4)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(1)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_SUB(EVT_VAR(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FIXED(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B120)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B0D4)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(2)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_GOTO(10)
EVT_RETURN
EVT_END
};
EvtSource N(handleEvent_8021B494) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_CALL(GetLastEvent, ACTOR_SELF, EVT_VAR(0))
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_burn_dead)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_spiked_goomba_default_burn_pain)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_burn_dead)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_spiked_goomba_default_burn_pain)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_burn_pain)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(11)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_pain)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(33)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_pain)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(47)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_pain)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_dizzy)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_idle)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CASE_EQ(38)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(19)
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_idle)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(32)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(53)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(4.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_idle)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_run)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_spiked_goomba_default_pain)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(58)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_run)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_spiked_goomba_default_pain)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_EQ(27)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(0))
EVT_IF_NOT_FLAG(EVT_VAR(0), 0x35D000)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_laugh)
EVT_END_IF
EVT_WAIT_FRAMES(10)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(3))
EVT_IF_FLAG(EVT_VAR(3), 0x80000)
EVT_ADD(EVT_VAR(1), 10)
EVT_ELSE
EVT_ADD(EVT_VAR(1), 26)
EVT_END_IF
EVT_CALL(PlayEffect, 0x1A, 0, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2), 20, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_WAIT_FRAMES(20)
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_idle)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "common/anglestuff.inc.c"
EvtSource N(takeTurn_8021BDDC) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_run)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(6.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_idle)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -1, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_headbonk)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, EVT_VAR(0), 0, 0, 1, 16)
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(EVT_VAR(10), EVT_VAR(0))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_SUB(EVT_VAR(0), 10)
EVT_SET(EVT_VAR(1), 10)
EVT_ADD(EVT_VAR(2), 3)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.2))
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(1), EVT_VAR(2), EVT_VAR(0))
EVT_SET(EVT_VAR(0), 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(4), EVT_VAR(5), EVT_VAR(6))
EVT_CALL(N(AngleCalculate), EVT_VAR(1), EVT_VAR(2), EVT_VAR(4), EVT_VAR(5), EVT_VAR(0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, EVT_VAR(0))
EVT_SET(EVT_VAR(1), EVT_VAR(4))
EVT_SET(EVT_VAR(2), EVT_VAR(5))
EVT_SET(EVT_VAR(3), EVT_VAR(6))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_WAIT_FRAMES(6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_sleep)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 5, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.3), EVT_FIXED(0.5), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 7, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_pain)
EVT_WAIT_FRAMES(5)
EVT_IF_EQ(EVT_VAR(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, EVT_VAR(0), ((0x80000000)), 0, 0, 0)
EVT_END_IF
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_headbonk)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_ADD(EVT_VAR(0), 20)
EVT_SET(EVT_VAR(1), 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(2.0))
EVT_THREAD
EVT_WAIT_FRAMES(4)
EVT_SET(EVT_VAR(0), 180)
EVT_LOOP(4)
EVT_SUB(EVT_VAR(0), 45)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, EVT_VAR(0))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_dizzy)
EVT_WAIT_FRAMES(5)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_idle)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.2))
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(1), EVT_VAR(2), EVT_VAR(0))
EVT_SET(EVT_VAR(0), 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(4), EVT_VAR(5), EVT_VAR(6))
EVT_CALL(N(AngleCalculate), EVT_VAR(1), EVT_VAR(2), EVT_VAR(4), EVT_VAR(5), EVT_VAR(0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, EVT_VAR(0))
EVT_SET(EVT_VAR(1), EVT_VAR(4))
EVT_SET(EVT_VAR(2), EVT_VAR(5))
EVT_SET(EVT_VAR(3), EVT_VAR(6))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_WAIT_FRAMES(6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_headbonk)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.3), EVT_FIXED(0.5), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_END_SWITCH
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, EVT_VAR(0), 0, 0, 0, 2, 32)
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_idle)
EVT_CALL(GetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_ADD(EVT_VAR(0), 40)
EVT_SET(EVT_VAR(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_ADD(EVT_VAR(0), 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_ADD(EVT_VAR(0), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(GetLastDamage, 0, EVT_VAR(0))
EVT_IF_GT(EVT_VAR(0), 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_laugh)
EVT_WAIT_FRAMES(15)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_idle)
EVT_WAIT_FRAMES(3)
EVT_END_IF
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "battle/common/actor/spiked_goomba.inc.c"

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@ -1,8 +1,6 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "message_ids.h"
#include "sprite/npc/goomba_bros.h"
#define NAMESPACE b_area_kmr_part_2

View File

@ -1,928 +1,5 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/paragoomba.h"
#include "sprite/npc/goomba.h"
#define NAMESPACE b_area_kmr_part_3_paragoomba2
s32 N(defenseTable_8021F750)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(defenseTable_8021F75C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021F768)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
STATUS_POISON, 100,
STATUS_FROZEN, 100,
STATUS_DIZZY, 100,
STATUS_FEAR, 100,
STATUS_STATIC, 100,
STATUS_PARALYZE, 100,
STATUS_SHRINK, 100,
STATUS_STOP, 100,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
s32 N(statusTable_8021F814)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
STATUS_POISON, 80,
STATUS_FROZEN, 100,
STATUS_DIZZY, 100,
STATUS_FEAR, 80,
STATUS_STATIC, 80,
STATUS_PARALYZE, 100,
STATUS_SHRINK, 100,
STATUS_STOP, 100,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 1,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
extern s32 N(idleAnimations_8022113C)[];
extern s32 N(idleAnimations_8021F978)[];
extern s32 N(idleAnimations_8021FA10)[];
extern s32 N(idleAnimations_8021FA1C)[];
extern EvtSource N(init_8021FA28);
extern EvtSource N(takeTurn_8022039C);
extern EvtSource N(idle_8021FA74);
extern EvtSource N(handleEvent_8021FDA8);
ActorPartDesc N(partsTable_8021F8C0)[] = {
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8022113C),
.defenseTable = N(defenseTable_8021F750),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 2,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021F978),
.defenseTable = N(defenseTable_8021F75C),
.eventFlags = ACTOR_EVENT_FLAG_GROUNDABLE,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 3,
.posOffset = { 0, 0, 0 },
.targetOffset = { -16, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021FA10),
.defenseTable = N(defenseTable_8021F750),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 4,
.posOffset = { 0, 0, 0 },
.targetOffset = { -16, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021FA1C),
.defenseTable = N(defenseTable_8021F750),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
};
ActorDesc NAMESPACE = {
.flags = ACTOR_FLAG_FLYING,
.type = ACTOR_TYPE_PARAGOOMBA,
.level = 6,
.maxHP = 2,
.partCount = ARRAY_COUNT(N(partsTable_8021F8C0)),
.partsData = N(partsTable_8021F8C0),
.script = N(init_8021FA28),
.statusTable = N(statusTable_8021F814),
.escapeChance = 90,
.airLiftChance = 100,
.spookChance = 100,
.baseStatusChance = 100,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,
.coinReward = 1,
.size = { 36, 26 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021F978)[] = {
STATUS_NORMAL, NPC_ANIM_paragoomba_default_idle,
STATUS_STONE, NPC_ANIM_paragoomba_default_still,
STATUS_SLEEP, NPC_ANIM_paragoomba_default_sleep,
STATUS_POISON, NPC_ANIM_paragoomba_default_idle,
STATUS_STOP, NPC_ANIM_paragoomba_default_still,
STATUS_STATIC, NPC_ANIM_paragoomba_default_idle,
STATUS_PARALYZE, NPC_ANIM_paragoomba_default_still,
STATUS_DIZZY, NPC_ANIM_paragoomba_default_dizzy,
STATUS_FEAR, NPC_ANIM_paragoomba_default_dizzy,
STATUS_END,
};
s32 N(idleAnimations_8021F9C4)[] = {
STATUS_NORMAL, NPC_ANIM_paragoomba_default_run,
STATUS_STONE, NPC_ANIM_paragoomba_default_still,
STATUS_SLEEP, NPC_ANIM_paragoomba_default_sleep,
STATUS_POISON, NPC_ANIM_paragoomba_default_idle,
STATUS_STOP, NPC_ANIM_paragoomba_default_still,
STATUS_STATIC, NPC_ANIM_paragoomba_default_run,
STATUS_PARALYZE, NPC_ANIM_paragoomba_default_still,
STATUS_DIZZY, NPC_ANIM_paragoomba_default_dizzy,
STATUS_FEAR, NPC_ANIM_paragoomba_default_dizzy,
STATUS_END,
};
s32 N(idleAnimations_8021FA10)[] = {
STATUS_NORMAL, NPC_ANIM_paragoomba_default_left_wing_only,
STATUS_END,
};
s32 N(idleAnimations_8021FA1C)[] = {
STATUS_NORMAL, NPC_ANIM_paragoomba_default_right_wing_only,
STATUS_END,
};
EvtSource N(init_8021FA28) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_ADDR(N(takeTurn_8022039C)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_ADDR(N(idle_8021FA74)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_ADDR(N(handleEvent_8021FDA8)))
EVT_RETURN
EVT_END
};
EvtSource N(idle_8021FA74) = {
EVT_LABEL(10)
EVT_CALL(RandInt, 80, LW(0))
EVT_ADD(LW(0), 80)
EVT_LOOP(LW(0))
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(0)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.6005859375))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_ADDR(N(idleAnimations_8021F9C4)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, 0)
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(1)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.6005859375))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_ADDR(N(idleAnimations_8021F978)))
EVT_LOOP(40)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(2)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_GOTO(10)
EVT_RETURN
EVT_END
};
EvtSource N(8021FD30) = {
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(7.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 1, 11)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_idle)
EVT_RETURN
EVT_END
};
extern EvtSource N(80220BB4);
EvtSource N(handleEvent_8021FDA8) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_CALL(GetBattlePhase, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_CALL(GetEncounterState, LW(0))
EVT_IF_EQ(LW(0), 4)
EVT_EXEC_WAIT(N(80220BB4))
EVT_END_IF
EVT_END_IF
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_burn_pain)
EVT_SET_CONST(LW(2), NPC_ANIM_paragoomba_default_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_burn_pain)
EVT_SET_CONST(LW(2), NPC_ANIM_paragoomba_default_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_burn_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(12)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_EXEC_WAIT(N(80220BB4))
EVT_CASE_EQ(15)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_burn_pain)
EVT_SET_CONST(LW(2), NPC_ANIM_paragoomba_default_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_EXEC_WAIT(N(80220BB4))
EVT_CASE_EQ(47)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_dizzy)
EVT_EXEC_WAIT(N(8021FD30))
EVT_CASE_EQ(38)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(19)
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_idle)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(32)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(56)
EVT_CALL(SetActorPos, ACTOR_SELF, 20, 0, 0)
EVT_CALL(HPBarToCurrent, ACTOR_SELF)
EVT_CASE_EQ(53)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_EXEC_WAIT(N(8021FD30))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_idle)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, 512, 0)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_run)
EVT_SET_CONST(LW(2), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(58)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_run)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_SET_CONST(LW(0), 0x00000002)
EVT_SET_CONST(LW(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(takeTurn_8022039C) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), ((0)), 0, 1, 16)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(LW(10), LW(0))
EVT_WAIT_FRAMES(10)
EVT_CALL(UseBattleCamPreset, 66)
EVT_CALL(SetBattleCamZoom, 300)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E0)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.80078125))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_attack)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_UNUSED_2C1)
EVT_CALL(SetActorSounds, -127, 1, 0, 0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_SUB(LW(0), 80)
EVT_SET(LW(1), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_attack)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 4)
EVT_THREAD
EVT_LOOP(4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20DF)
EVT_WAIT_FRAMES(4)
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_aim)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 2, 0, 2)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 2, EVT_FLOAT(3.0))
EVT_WAIT_FRAMES(10)
EVT_IF_EQ(LW(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), 0x80000000, 0, 0, 0)
EVT_END_IF
EVT_WAIT_FRAMES(10)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 2, EVT_FLOAT(1.0))
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_EXEC_WAIT(N(8021FD30))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 2, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_WAIT_FRAMES(10)
EVT_CALL(UseBattleCamPreset, 66)
EVT_CALL(SetBattleCamZoom, 300)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20E0)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.80078125))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_attack)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_UNUSED_2C1)
EVT_CALL(SetActorSounds, -127, 1, 0, 0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_attack)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
EVT_END_SWITCH
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), ((0)), 0, 0, 1, 32)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 10, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_WAIT_FRAMES(5)
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_EXEC_WAIT(N(8021FD30))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "common/StartRumbleWithParams.inc.c"
extern EvtSource N(802211D4);
EvtSource N(80220BB4) = {
EVT_CALL(func_8027D32C, -127)
EVT_CALL(SetPartFlags, ACTOR_SELF, 2, 131077)
EVT_CALL(SetPartFlags, ACTOR_SELF, 3, 1179652)
EVT_CALL(SetPartFlags, ACTOR_SELF, 4, 1179652)
EVT_CALL(SetPartFlags, ACTOR_SELF, 1, 8388612)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetPartPos, ACTOR_SELF, 3, LW(0), LW(1), LW(2))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 3, -9, 7, -2)
EVT_CALL(SetPartPos, ACTOR_SELF, 4, LW(0), LW(1), LW(2))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 4, 11, 7, -2)
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_IF_EQ(LW(0), 15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_burn_dead)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pain)
EVT_END_IF
EVT_CALL(SetActorSounds, -127, 2, 769, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SET(LW(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.80078125))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(N(StartRumbleWithParams), 100, 10)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(0.30078125))
EVT_END_THREAD
EVT_CALL(ResetActorSounds, -127, 2)
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(3))
EVT_IF_EQ(LW(3), 15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pain)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(3), LW(4), LW(5))
EVT_ADD(LW(4), 10)
EVT_ADD(LW(5), 5)
EVT_CALL(PlayEffect, 0x27, 0, LW(3), LW(4), LW(5), EVT_FLOAT(1.0), 10, 0, 0, 0, 0, 0, 0, 0)
EVT_END_IF
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_LOOP(10)
EVT_CALL(SetPartFlagBits, -127, 3, 1, 1)
EVT_CALL(SetPartFlagBits, -127, 4, 1, 1)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetPartFlagBits, -127, 3, 1, 0)
EVT_CALL(SetPartFlagBits, -127, 4, 1, 0)
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(SetPartFlagBits, -127, 3, 1, 1)
EVT_CALL(SetPartFlagBits, -127, 4, 1, 1)
EVT_CALL(GetIndexFromHome, -127, LW(0))
EVT_MOD(LW(0), 4)
EVT_CALL(SetGoalToIndex, -127, LW(0))
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetHomePos, -127, LW(0), LW(1), LW(2))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, 512, 0)
EVT_CALL(SetStatusTable, -127, EVT_ADDR(N(statusTable_8021F768)))
EVT_CALL(SetActorType, -127, 7)
EVT_EXEC_WAIT(N(802211D4))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, 4096, 1)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_RETURN
EVT_END
};
s32 N(idleAnimations_8022113C)[] = {
STATUS_NORMAL, NPC_ANIM_goomba_normal_idle,
STATUS_STONE, NPC_ANIM_goomba_normal_still,
STATUS_SLEEP, NPC_ANIM_goomba_normal_asleep,
STATUS_POISON, NPC_ANIM_goomba_normal_idle,
STATUS_STOP, NPC_ANIM_goomba_normal_still,
STATUS_STATIC, NPC_ANIM_goomba_normal_idle,
STATUS_PARALYZE, NPC_ANIM_goomba_normal_still,
STATUS_DIZZY, NPC_ANIM_goomba_normal_dizzy,
STATUS_FEAR, NPC_ANIM_goomba_normal_dizzy,
STATUS_END,
};
s32 N(idleAnimations_80221188)[] = {
STATUS_NORMAL, NPC_ANIM_goomba_normal_run,
STATUS_STONE, NPC_ANIM_goomba_normal_still,
STATUS_SLEEP, NPC_ANIM_goomba_normal_asleep,
STATUS_POISON, NPC_ANIM_goomba_normal_idle,
STATUS_STOP, NPC_ANIM_goomba_normal_still,
STATUS_STATIC, NPC_ANIM_goomba_normal_run,
STATUS_PARALYZE, NPC_ANIM_goomba_normal_still,
STATUS_DIZZY, NPC_ANIM_goomba_normal_dizzy,
STATUS_FEAR, NPC_ANIM_goomba_normal_dizzy,
STATUS_END,
};
extern EvtSource N(takeTurn_80221D28);
extern EvtSource N(idle_80221220);
extern EvtSource N(handleEvent_802214FC);
EvtSource N(802211D4) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_ADDR(N(takeTurn_80221D28)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_ADDR(N(idle_80221220)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_ADDR(N(handleEvent_802214FC)))
EVT_RETURN
EVT_END
};
EvtSource N(idle_80221220) = {
EVT_LABEL(10)
EVT_CALL(RandInt, 80, LW(0))
EVT_ADD(LW(0), 80)
EVT_LOOP(LW(0))
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(0)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_80221188)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_8022113C)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(1)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_80221188)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_8022113C)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(2)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_GOTO(10)
EVT_RETURN
EVT_END
};
EvtSource N(handleEvent_802214FC) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_burn_pain)
EVT_SET_CONST(LW(2), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_burn_pain)
EVT_SET_CONST(LW(2), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(11)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(33)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(47)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_dizzy)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6005859375))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CASE_EQ(38)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(19)
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_idle)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(32)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(53)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_idle)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_run)
EVT_SET_CONST(LW(2), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(58)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_run)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "common/anglestuff.inc.c"
EvtSource N(takeTurn_80221D28) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -1, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), ((0)), 0, 1, 16)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(LW(10), LW(0))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 10)
EVT_SET(LW(1), 10)
EVT_ADD(LW(2), 3)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2001953125))
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LW(1), LW(2), LW(0))
EVT_SET(LW(0), 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(4), LW(5), LW(6))
EVT_CALL(N(AngleCalculate), LW(1), LW(2), LW(4), LW(5), LW(0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LW(0))
EVT_SET(LW(1), LW(4))
EVT_SET(LW(2), LW(5))
EVT_SET(LW(3), LW(6))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_WAIT_FRAMES(6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_asleep)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1005859375), EVT_FLOAT(0.80078125), EVT_FLOAT(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 5, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.30078125), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 7, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pain)
EVT_WAIT_FRAMES(5)
EVT_IF_EQ(LW(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), 0x80000000, 0, 0, 0)
EVT_END_IF
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 20)
EVT_SET(LW(1), 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(2.0))
EVT_THREAD
EVT_WAIT_FRAMES(4)
EVT_SET(LW(0), 180)
EVT_LOOP(4)
EVT_SUB(LW(0), 45)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LW(0))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_dizzy)
EVT_WAIT_FRAMES(5)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6005859375))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2001953125))
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LW(1), LW(2), LW(0))
EVT_SET(LW(0), 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(4), LW(5), LW(6))
EVT_CALL(N(AngleCalculate), LW(1), LW(2), LW(4), LW(5), LW(0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LW(0))
EVT_SET(LW(1), LW(4))
EVT_SET(LW(2), LW(5))
EVT_SET(LW(3), LW(6))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_WAIT_FRAMES(6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pre_headbonk)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1005859375), EVT_FLOAT(0.80078125), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.30078125), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_END_SWITCH
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), ((0)), 0, 0, 1, 32)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1005859375), EVT_FLOAT(0.80078125), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 40)
EVT_SET(LW(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.80078125))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_ADD(LW(0), 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_ADD(LW(0), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_WAIT_FRAMES(3)
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "battle/common/actor/paragoomba.inc.c"

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#include "common.h"
#define NAMESPACE b_area_mac
#include "common/UnkBattleFunc1.inc.c"

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#include "common.h"
#define NAMESPACE b_area_mac
INCLUDE_ASM(s32, "battle/area_mac/464560", func_802180D0_464560);
INCLUDE_ASM(s32, "battle/area_mac/464560", func_80218100_464590);
INCLUDE_ASM(s32, "battle/area_mac/464560", func_80218300_464790);
#include "common/ActorJumpToPos.inc.c"
#include "common/UnkActorSizeFunc.inc.c"
#include "common/UnkEffect6CFunc.inc.c"
ApiStatus func_80218DF4_465284(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
UnkStruct0* unkStruct0 = (UnkStruct0*)evt_get_variable(script, *args++);
unkStruct0->unk_0C->unk_08 = -1000.0f;
return ApiStatus_DONE2;
}
ApiStatus func_80218E2C_4652BC(Evt* script, s32 isInitialCall) {
UnkStruct0* unkStruct0 = (UnkStruct0*) evt_get_variable(script, *script->ptrReadPos);
unkStruct0->unk_0C->unk_08 = 144.0f;
unkStruct0->flags |= 0x10;
return ApiStatus_DONE2;
}
#define NAMESPACE dup_b_area_mac
#include "common/UnkBattleFunc1.inc.c"
#define NAMESPACE b_area_mac
#include "common/UnkActorPosFunc.inc.c"
#define NAMESPACE dup_b_area_mac
#include "common/UnkActorPosFunc.inc.c"
#define NAMESPACE b_area_mac
INCLUDE_ASM(s32, "battle/area_mac/464560", func_80219188_465618);
ApiStatus func_80219604_465A94(Evt* script, s32 isInitialCall) {
UnkDuplighost* unkDuplighost = (UnkDuplighost*)get_actor(script->owner1.actorID)->state.varTable[3];
unkDuplighost->flags = 0;
if (unkDuplighost->effect1 != NULL) {
unkDuplighost->effect1->flags |= EFFECT_INSTANCE_FLAGS_10;
}
if (unkDuplighost->effect2 != NULL) {
unkDuplighost->effect2->flags |= EFFECT_INSTANCE_FLAGS_10;
}
return ApiStatus_DONE2;
}
ApiStatus func_80219658_465AE8(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
UnkDuplighost* unkDuplighost = (UnkDuplighost*)get_actor(script->owner1.enemyID)->state.varTable[3];
unkDuplighost->unk_04 = evt_get_variable(script, *args++);
return ApiStatus_DONE2;
}
ApiStatus func_802196A4_465B34(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
UnkDuplighost* unkDuplighost = (UnkDuplighost*)get_actor(script->owner1.enemyID)->state.varTable[3];
unkDuplighost->unk_0C = evt_get_variable(script, *args++);
return ApiStatus_DONE2;
}
ApiStatus func_802196F0_465B80(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
UnkDuplighost* unkDuplighost = (UnkDuplighost*)get_actor(script->owner1.enemyID)->state.varTable[3];
unkDuplighost->unk_10 = evt_get_variable(script, *args++);
return ApiStatus_DONE2;
}
#include "common/UnkBackgroundFunc3.inc.c"
#include "common/SetBackgroundAlpha.inc.c"
ApiStatus func_802197B8_465C48(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
evt_set_variable(script, *args++, gPlayerData.currentPartner);
evt_set_variable(script, *args++, gPlayerData.partners[gPlayerData.currentPartner].level);
return ApiStatus_DONE2;
}
INCLUDE_ASM(s32, "battle/area_mac/464560", func_80219824_465CB4);

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#include "common.h"
#define NAMESPACE b_area_mac
INCLUDE_ASM(s32, "battle/area_mac/465D90", func_80219900_465D90);

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#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/chan.h"
#define NAMESPACE b_area_mac_chan
s32 N(defenseTable_80219D50)[] = {
ELEMENT_NORMAL, 2,
ELEMENT_FIRE, 99,
ELEMENT_BLAST, 99,
ELEMENT_END,
};
s32 N(defenseTable_80219D6C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_80219D78)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 30,
STATUS_POISON, 0,
STATUS_FROZEN, 0,
STATUS_DIZZY, 50,
STATUS_FEAR, 0,
STATUS_STATIC, 50,
STATUS_PARALYZE, 50,
STATUS_SHRINK, 50,
STATUS_STOP, 100,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
extern s32 N(idleAnimations_80219EBC)[];
extern EvtSource N(init_8021CCDC);
ActorPartDesc 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),
.eventFlags = ACTOR_EVENT_FLAG_FLIPABLE,
.elementImmunityFlags = 0,
.unk_1C = 263,
},
};
ActorDesc NAMESPACE = {
.flags = ACTOR_FLAG_HP_OFFSET_BELOW,
.type = ACTOR_TYPE_CHAN,
.level = 0,
.maxHP = 15,
.partCount = ARRAY_COUNT(N(partsTable_80219E24)),
.partsData = N(partsTable_80219E24),
.script = N(init_8021CCDC),
.statusTable = N(statusTable_80219D78),
.escapeChance = 100,
.airLiftChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 100,
.coinReward = 0,
.size = { 22, 18 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_80219E70)[] = {
STATUS_NORMAL, NPC_ANIM_chan_Palette_00_Anim_1,
STATUS_STONE, NPC_ANIM_chan_Palette_00_Anim_0,
STATUS_SLEEP, NPC_ANIM_chan_Palette_00_Anim_A,
STATUS_POISON, NPC_ANIM_chan_Palette_00_Anim_1,
STATUS_STOP, NPC_ANIM_chan_Palette_00_Anim_0,
STATUS_STATIC, NPC_ANIM_chan_Palette_00_Anim_1,
STATUS_PARALYZE, NPC_ANIM_chan_Palette_00_Anim_0,
STATUS_DIZZY, NPC_ANIM_chan_Palette_00_Anim_B,
STATUS_FEAR, NPC_ANIM_chan_Palette_00_Anim_B,
STATUS_END,
};
s32 N(idleAnimations_80219EBC)[] = {
STATUS_NORMAL, NPC_ANIM_chan_Palette_00_Anim_1,
STATUS_STONE, NPC_ANIM_chan_Palette_00_Anim_0,
STATUS_SLEEP, NPC_ANIM_chan_Palette_00_Anim_A,
STATUS_POISON, NPC_ANIM_chan_Palette_00_Anim_1,
STATUS_STOP, NPC_ANIM_chan_Palette_00_Anim_0,
STATUS_STATIC, NPC_ANIM_chan_Palette_00_Anim_1,
STATUS_PARALYZE, NPC_ANIM_chan_Palette_00_Anim_0,
STATUS_DIZZY, NPC_ANIM_chan_Palette_00_Anim_B,
STATUS_FEAR, NPC_ANIM_chan_Palette_00_Anim_B,
STATUS_END,
};
s32 N(idleAnimations_80219F08)[] = {
STATUS_NORMAL, NPC_ANIM_chan_Palette_00_Anim_2,
STATUS_STONE, NPC_ANIM_chan_Palette_00_Anim_F,
STATUS_SLEEP, NPC_ANIM_chan_Palette_00_Anim_10,
STATUS_POISON, NPC_ANIM_chan_Palette_00_Anim_2,
STATUS_STOP, NPC_ANIM_chan_Palette_00_Anim_F,
STATUS_STATIC, NPC_ANIM_chan_Palette_00_Anim_2,
STATUS_DIZZY, NPC_ANIM_chan_Palette_00_Anim_11,
STATUS_FEAR, NPC_ANIM_chan_Palette_00_Anim_11,
STATUS_END,
};
#include "common/UnkBattleFunc1.inc.c"
extern EvtSource N(idle_8021A11C);
extern EvtSource N(takeTurn_8021B81C);
extern EvtSource N(handleEvent_8021A560);
extern EvtSource N(takeTurn_Chan);
extern EvtSource N(handleEvent_8021AAB8);
EvtSource N(80219F4C) = {
EVT_CALL(BindIdle, ACTOR_SELF, EVT_ADDR(N(idle_8021A11C)))
EVT_CALL(GetActorVar, -127, 0, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_CALL(SetActorVar, -127, 8, 0)
EVT_CALL(N(UnkBattleFunc1), -10, 0, 10, 0)
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_ADDR(N(takeTurn_8021B81C)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_ADDR(N(handleEvent_8021A560)))
EVT_CALL(SetPartEventBits, -127, 1, 4096, 0)
EVT_ELSE
EVT_CALL(SetActorVar, -127, 8, 1)
EVT_CALL(SetTargetOffset, -127, 1, 0, 16)
EVT_CALL(func_8027D4C8, -127, 1, -1, -9)
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_ADDR(N(takeTurn_Chan)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_ADDR(N(handleEvent_8021AAB8)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_80219E70)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HP_OFFSET_BELOW, 0)
EVT_CALL(SetPartEventBits, -127, 1, 4096, 1)
EVT_END_IF
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(idle_8021A11C) = {
EVT_RETURN
EVT_END
};
EvtSource N(8021A12C) = {
EVT_CALL(func_8027D32C, -127)
EVT_CALL(SetActorVar, -127, 8, 2)
EVT_CALL(SetTargetOffset, -127, 1, 0, 16)
EVT_CALL(func_8027D4C8, -127, 1, -1, -9)
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 20)
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_ADDR(N(takeTurn_Chan)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_ADDR(N(handleEvent_8021AAB8)))
EVT_CALL(SetActorVar, -127, 9, 1)
EVT_CALL(SetDefenseTable, -127, 1, EVT_ADDR(N(defenseTable_80219D6C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_80219F08)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HP_OFFSET_BELOW, 0)
EVT_CALL(SetPartEventBits, -127, 1, 16, 0)
EVT_CALL(SetPartEventBits, -127, 1, 4096, 1)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, 1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_7)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(1), 24)
EVT_CALL(SetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SET(LW(1), 0)
EVT_CALL(SetActorSounds, -127, 2, 769, 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.80078125))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(GetIndexFromPos, -127, LW(10))
EVT_MOD(LW(10), 4)
EVT_CALL(SetGoalToIndex, -127, LW(10))
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(10), LW(11), LW(12))
EVT_CALL(SetHomePos, -127, LW(10), LW(11), LW(12))
EVT_SET(LW(13), LW(10))
EVT_SET(LW(14), LW(11))
EVT_SET(LW(15), LW(12))
EVT_SUB(LW(13), LW(0))
EVT_SUB(LW(14), LW(1))
EVT_SUB(LW(15), LW(2))
EVT_DIV(LW(13), 2)
EVT_DIV(LW(14), 2)
EVT_DIV(LW(15), 2)
EVT_ADD(LW(0), LW(13))
EVT_ADD(LW(1), LW(14))
EVT_ADD(LW(2), LW(15))
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(10), LW(11), LW(12))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_RETURN
EVT_END
};
EvtSource N(handleEvent_8021A560) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_EQ(9)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoNormalHit)
EVT_CASE_EQ(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoNormalHit)
EVT_EXEC_WAIT(N(8021A12C))
EVT_CASE_EQ(13)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoNormalHit)
EVT_EXEC_WAIT(N(8021A12C))
EVT_CASE_EQ(14)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoBurnHit)
EVT_EXEC_WAIT(N(8021A12C))
EVT_CASE_EQ(36)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(47)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoJumpBack)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_4)
EVT_EXEC_WAIT(DoReturnHome)
EVT_CASE_EQ(38)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(23)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_C)
EVT_EXEC_WAIT(DoImmune)
EVT_CASE_EQ(25)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_C)
EVT_EXEC_WAIT(DoImmune)
EVT_WAIT_FRAMES(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(0))
EVT_IF_NOT_FLAG(LW(0), 0x200000)
EVT_EXEC_WAIT(N(8021A12C))
EVT_END_IF
EVT_CASE_EQ(32)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(49)
EVT_CASE_EQ(57)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, 1)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_4)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(8021AA1C) = {
EVT_CALL(GetActorVar, -127, 8, LW(3))
EVT_IF_EQ(LW(3), 2)
EVT_SET(LW(1), LW(2))
EVT_END_IF
EVT_RETURN
EVT_END
};
s32 N(intTable_8021AA6C)[] = {
0x00000007, 0x0000000D, 0x00000011, 0x00000015, 0x00000017, 0x00000018, 0x00000017, 0x00000015,
0x00000011, 0x0000000D, 0x00000007, 0x00000000, 0x00000004, 0x00000007, 0x00000006, 0x00000004,
0x00000000, 0x00000002, 0x00000000,
};
EvtSource N(handleEvent_8021AAB8) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_7)
EVT_EXEC_WAIT(N(8021AA1C))
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_NE(LW(0), 2)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoBurnHit)
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_14)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_15)
EVT_EXEC_WAIT(DoBurnHit)
EVT_END_IF
EVT_CASE_EQ(36)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_NE(LW(0), 2)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoDeath)
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_14)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_15)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_15)
EVT_EXEC_WAIT(DoDeath)
EVT_END_IF
EVT_RETURN
EVT_CASE_EQ(11)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_7)
EVT_EXEC_WAIT(N(8021AA1C))
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(13)
EVT_CALL(SetActorVar, -127, 8, 2)
EVT_CALL(SetTargetOffset, -127, 1, 0, 16)
EVT_CALL(func_8027D4C8, -127, 1, -1, -9)
EVT_CALL(SetActorVar, -127, 9, 1)
EVT_CALL(SetDefenseTable, -127, 1, EVT_ADDR(N(defenseTable_80219D6C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_80219F08)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, 1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_6)
EVT_CALL(SetActorRotationOffset, -127, 0, 12, 0)
EVT_THREAD
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, -45)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, -90)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, -135)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, -180)
EVT_WAIT_FRAMES(1)
EVT_END_THREAD
EVT_USE_BUF(EVT_ADDR(N(intTable_8021AA6C)))
EVT_LOOP(19)
EVT_BUF_READ1(LW(0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, LW(0), 0)
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotationOffset, -127, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_7)
EVT_CASE_EQ(47)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoJumpBack)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_4)
EVT_EXEC_WAIT(DoReturnHome)
EVT_CASE_EQ(38)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(23)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_C)
EVT_EXEC_WAIT(DoImmune)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_D)
EVT_WAIT_FRAMES(8)
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_2)
EVT_EXEC_WAIT(DoImmune)
EVT_END_IF
EVT_CASE_EQ(25)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_C)
EVT_EXEC_WAIT(DoImmune)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_D)
EVT_WAIT_FRAMES(8)
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_2)
EVT_EXEC_WAIT(DoImmune)
EVT_END_IF
EVT_CASE_EQ(27)
EVT_WAIT_FRAMES(10)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(3))
EVT_IF_FLAG(LW(3), 0x80000)
EVT_ADD(LW(1), 9)
EVT_ELSE
EVT_ADD(LW(1), 24)
EVT_END_IF
EVT_CALL(PlayEffect, 0x1A, 0, LW(0), LW(1), LW(2), 20, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_WAIT_FRAMES(20)
EVT_CASE_EQ(32)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_7)
EVT_EXEC_WAIT(N(8021AA1C))
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_7)
EVT_EXEC_WAIT(N(8021AA1C))
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(33)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_7)
EVT_EXEC_WAIT(N(8021AA1C))
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_7)
EVT_EXEC_WAIT(N(8021AA1C))
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(49)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_1)
EVT_EXEC_WAIT(DoRecover)
EVT_END_IF
EVT_CASE_EQ(57)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_4)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_2)
EVT_EXEC_WAIT(DoImmune)
EVT_END_IF
EVT_CASE_EQ(58)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_4)
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_2)
EVT_END_IF
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_6)
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_7)
EVT_END_IF
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_EQ(31)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_C)
EVT_EXEC_WAIT(DoImmune)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_D)
EVT_WAIT_FRAMES(8)
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_2)
EVT_EXEC_WAIT(DoImmune)
EVT_END_IF
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(takeTurn_8021B81C) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetActorVar, -127, 8, 1)
EVT_CALL(SetTargetOffset, -127, 1, 0, 16)
EVT_CALL(func_8027D4C8, -127, 1, -1, -9)
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 20)
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_ADDR(N(takeTurn_Chan)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_ADDR(N(handleEvent_8021AAB8)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_80219E70)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HP_OFFSET_BELOW, 0)
EVT_CALL(SetPartEventBits, -127, 1, 4096, 1)
EVT_CALL(GetIndexFromPos, -127, LW(0))
EVT_MOD(LW(0), 4)
EVT_CALL(SetGoalToIndex, -127, LW(0))
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetHomePos, -127, LW(0), LW(1), LW(2))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(GetBattlePhase, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(3), LW(4), LW(5))
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorPos, ACTOR_SELF, LW(0), LW(4), LW(2))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_0)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_4)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(3), LW(4), LW(5))
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(4), LW(2))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_0)
EVT_WAIT_FRAMES(8)
EVT_END_IF
EVT_CALL(SetActorSounds, -127, 2, 769, 0)
EVT_CALL(GetBattlePhase, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_CALL(UseBattleCamPreset, 5)
EVT_CALL(SetBattleCamZoom, 430)
EVT_CALL(SetBattleCamOffsetZ, 20)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_END_IF
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), 0, 0, 3, 16)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(LW(10), LW(0))
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(SetPartYaw, -127, 1, 180)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_7)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(1), 24)
EVT_CALL(SetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.80078125))
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SET(LW(1), 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_IF_EQ(LW(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_ADD(LW(0), 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_THREAD
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_0)
EVT_END_THREAD
EVT_ADD(LW(0), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_WAIT_FRAMES(8)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(YieldTurn)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_4)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_1)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_7)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(1), 24)
EVT_CALL(SetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.80078125))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(3), LW(4), LW(5))
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SET(LW(1), LW(4))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), 0, 65535, 0, 3, 32)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 30)
EVT_SET(LW(1), 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_THREAD
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_0)
EVT_END_THREAD
EVT_ADD(LW(0), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_WAIT_FRAMES(8)
EVT_CALL(YieldTurn)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_4)
EVT_EXEC_WAIT(DoReturnHome)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_1)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_LABEL(10)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(takeTurn_Chan) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 2)
EVT_CALL(GetActorVar, -127, 9, LW(0))
EVT_SUB(LW(0), 1)
EVT_IF_GT(LW(0), 0)
EVT_CALL(SetActorVar, -127, 9, LW(0))
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_WAIT_FRAMES(30)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(UseBattleCamPreset, 2)
EVT_ELSE
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_WAIT_FRAMES(20)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_2)
EVT_SET_CONST(LW(2), NPC_ANIM_chan_Palette_00_Anim_1)
EVT_EXEC_WAIT(0x8029BBB4)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetActorVar, -127, 8, 1)
EVT_CALL(SetTargetOffset, -127, 1, 0, 16)
EVT_CALL(func_8027D4C8, -127, 1, -1, -9)
EVT_CALL(SetDefenseTable, -127, 1, EVT_ADDR(N(defenseTable_80219D50)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_80219E70)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_ADDR(N(idle_8021A11C)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, 0)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_IF
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_C)
EVT_WAIT_FRAMES(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_9)
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(PlayEffect, 0x1D, 1, LW(0), LW(1), LW(2), 32, 4, 0, 10, 0, 0, 0, 0, 0)
EVT_WAIT_FRAMES(10)
EVT_CALL(PlayEffect, 0x1D, 1, LW(0), LW(1), LW(2), 32, 4, 0, 10, 0, 0, 0, 0, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(PlayEffect, 0x1D, 1, LW(0), LW(1), LW(2), 32, 4, 0, 10, 0, 0, 0, 0, 0)
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2021)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_5)
EVT_WAIT_FRAMES(20)
EVT_CALL(SetActorSounds, -127, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20D3)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), 0, 0, 2, 16)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(LW(10), LW(0))
EVT_THREAD
EVT_LOOP(0)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 30)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(3), LW(4), LW(5))
EVT_IF_GT(LW(0), LW(3))
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(UseBattleCamPreset, 1)
EVT_IF_EQ(LW(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_WAIT_FRAMES(15)
EVT_CALL(UseBattleCamPreset, 2)
EVT_END_THREAD
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -150, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(14.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_WAIT_FRAMES(15)
EVT_CALL(YieldTurn)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 200)
EVT_CALL(SetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(10.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_WAIT_FRAMES(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_D)
EVT_WAIT_FRAMES(10)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(14.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), 0, 65535, 0, 2, 32)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 40)
EVT_SET(LW(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.80078125))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_ADD(LW(0), 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_ADD(LW(0), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_1)
EVT_WAIT_FRAMES(8)
EVT_CALL(YieldTurn)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_chan_Palette_00_Anim_4)
EVT_EXEC_WAIT(DoReturnHome)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_chan_Palette_00_Anim_1)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
extern EvtSource N(handleEvent_8021D0CC);
extern EvtSource N(nextTurn_8021CD7C);
EvtSource N(init_8021CCDC) = {
EVT_EXEC_WAIT(N(80219F4C))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_ADDR(N(handleEvent_8021D0CC)))
EVT_CALL(BindNextTurn, -127, EVT_ADDR(N(nextTurn_8021CD7C)))
EVT_CALL(SetActorVar, -127, 0, 0)
EVT_CALL(SetActorVar, -127, 1, 0)
EVT_CALL(SetActorVar, -127, 2, 0)
EVT_CALL(SetBattleFlagBits, 8388608, 1)
EVT_RETURN
EVT_END
};
EvtSource N(nextTurn_8021CD7C) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetBattlePhase, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_EQ(10)
EVT_CALL(GetActorVar, -127, 0, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, 131103, -127, 1, 10682372, 10682371)
EVT_CALL(SetActorVar, -127, 0, 1)
EVT_END_IF
EVT_CASE_EQ(12)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 2)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(0))
EVT_IF_FLAG(LW(0), 0x37100A)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_SET_CONST(LW(10), NPC_ANIM_chan_Palette_00_Anim_4)
EVT_SET_CONST(LW(11), NPC_ANIM_chan_Palette_00_Anim_3)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 2)
EVT_SET_CONST(LW(10), NPC_ANIM_chan_Palette_00_Anim_7)
EVT_SET_CONST(LW(11), NPC_ANIM_chan_Palette_00_Anim_2)
EVT_END_IF
EVT_CALL(GetActorHP, -127, LW(0))
EVT_CALL(GetEnemyMaxHP, -127, LW(1))
EVT_DIV(LW(1), 2)
EVT_IF_LE(LW(0), LW(1))
EVT_CALL(GetActorVar, -127, 2, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, 131105, -127, 1, LW(10), LW(11))
EVT_CALL(SetActorVar, -127, 2, 1)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_END_IF
EVT_CALL(GetPlayerHP, LW(0))
EVT_IF_LE(LW(0), 5)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, 131106, -127, 1, LW(10), LW(11))
EVT_BREAK_SWITCH
EVT_END_IF
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(handleEvent_8021D0CC) = {
EVT_EXEC_WAIT(N(handleEvent_8021AAB8))
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_EQ(13)
EVT_CALL(GetBattleFlags, LW(0))
EVT_IF_NOT_FLAG(LW(0), 0x20)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(0))
EVT_IF_FLAG(LW(0), 0x3F1000)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_SET(LF(0), 0)
EVT_CALL(GetMenuSelection, LW(0), LW(1), LW(2))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(1)
EVT_CASE_OR_EQ(0)
EVT_SET(LF(0), 1)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_IF_EQ(LF(0), 0)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_WAIT_FRAMES(30)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 2)
EVT_CALL(GetActorVar, -127, 1, LW(0))
EVT_ADD(LW(0), 1)
EVT_SWITCH(LW(0))
EVT_CASE_EQ(1)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, 131104, -127, 1, 10682375, 10682370)
EVT_CASE_EQ(2)
EVT_CASE_EQ(3)
EVT_SET(LW(0), 0)
EVT_END_SWITCH
EVT_CALL(SetActorVar, -127, 1, LW(0))
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_END_SWITCH
EVT_RETURN
EVT_END
};

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@ -0,0 +1,406 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/the_master.h"
#define NAMESPACE b_area_mac_master1
s32 N(idleAnimations_8022A260)[] = {
STATUS_NORMAL, NPC_ANIM_the_master_Palette_00_Anim_5,
STATUS_STONE, NPC_ANIM_the_master_Palette_00_Anim_0,
STATUS_SLEEP, NPC_ANIM_the_master_Palette_00_Anim_1C,
STATUS_POISON, NPC_ANIM_the_master_Palette_00_Anim_0,
STATUS_STOP, NPC_ANIM_the_master_Palette_00_Anim_0,
STATUS_STATIC, NPC_ANIM_the_master_Palette_00_Anim_0,
STATUS_PARALYZE, NPC_ANIM_the_master_Palette_00_Anim_0,
STATUS_DIZZY, NPC_ANIM_the_master_Palette_00_Anim_1E,
STATUS_DIZZY, NPC_ANIM_the_master_Palette_00_Anim_1E,
STATUS_END,
};
s32 N(defenseTable_8022A2AC)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8022A2B8)[] = {
STATUS_NORMAL, 50,
STATUS_DEFAULT, 50,
STATUS_SLEEP, 40,
STATUS_POISON, 50,
STATUS_FROZEN, 0,
STATUS_DIZZY, 40,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 50,
STATUS_SHRINK, 60,
STATUS_STOP, 70,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, -1,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, -1,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, -1,
STATUS_PARALYZE_TURN_MOD, -1,
STATUS_SHRINK_TURN_MOD, -1,
STATUS_STOP_TURN_MOD, -1,
STATUS_END,
};
ActorPartDesc 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),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 761,
},
};
extern EvtSource N(init_8022A3B0);
ActorDesc NAMESPACE = {
.flags = 0,
.type = ACTOR_TYPE_THE_MASTER_1,
.level = 0,
.maxHP = 50,
.partCount = ARRAY_COUNT(N(partsTable_8022A364)),
.partsData = N(partsTable_8022A364),
.script = N(init_8022A3B0),
.statusTable = N(statusTable_8022A2B8),
.escapeChance = 100,
.airLiftChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 80,
.coinReward = 0,
.size = { 30, 35 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 30 },
.statusMessageOffset = { 10, 30 },
};
extern EvtSource N(takeTurn_8022AA54);
extern EvtSource N(idle_8022A494);
extern EvtSource N(handleEvent_8022B2CC);
extern EvtSource N(nextTurn_8022B06C);
EvtSource N(init_8022A3B0) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_ADDR(N(takeTurn_8022AA54)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_ADDR(N(idle_8022A494)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_ADDR(N(handleEvent_8022B2CC)))
EVT_CALL(BindNextTurn, -127, EVT_ADDR(N(nextTurn_8022B06C)))
EVT_CALL(SetActorVar, -127, 0, 0)
EVT_CALL(SetActorVar, -127, 1, 0)
EVT_CALL(SetActorVar, -127, 2, 0)
EVT_CALL(SetActorVar, -127, 3, 2)
EVT_SET(GSWF(102), 1)
EVT_CALL(SetBattleFlagBits, 8388608, 1)
EVT_RETURN
EVT_END
};
EvtSource N(idle_8022A494) = {
EVT_RETURN
EVT_END
};
EvtSource N(8022A4A4) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_17)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_1A)
EVT_SET_CONST(LW(2), NPC_ANIM_the_master_Palette_00_Anim_1B)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_1A)
EVT_SET_CONST(LW(2), NPC_ANIM_the_master_Palette_00_Anim_1B)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_19)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(11)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_17)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(47)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_17)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_17)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_7)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_5)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6005859375))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_2)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(38)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_17)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_19)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(32)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_17)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_19)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(33)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_17)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_19)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(53)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_2)
EVT_EXEC_WAIT(DoReturnHome)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_2)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_7)
EVT_SET_CONST(LW(2), NPC_ANIM_the_master_Palette_00_Anim_17)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(takeTurn_8022AA54) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_7)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 30, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.6005859375))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_2)
EVT_WAIT_FRAMES(10)
EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_WAIT_FRAMES(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_10)
EVT_WAIT_FRAMES(10)
EVT_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_11)
EVT_WAIT_FRAMES(7)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_12)
EVT_END_THREAD
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(RunToGoal, ACTOR_SELF, 8, TRUE)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(10), 0, 0, 0, 16)
EVT_SWITCH(LW(10))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_CALL(UseBattleCamPreset, 2)
EVT_WAIT_FRAMES(10)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 20)
EVT_SET(LW(1), 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_7)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(RunToGoal, ACTOR_SELF, 10, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_2)
EVT_WAIT_FRAMES(3)
EVT_IF_EQ(LW(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_2)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.80078125))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_7)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_2)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3ED)
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), 0, 0, 0, 6, 48)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 20)
EVT_SET(LW(1), 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_7)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(RunToGoal, ACTOR_SELF, 10, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_2)
EVT_WAIT_FRAMES(20)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_2)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_7)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_2)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(nextTurn_8022B06C) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetBattlePhase, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_EQ(10)
EVT_CALL(GetActorVar, -127, 0, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, 131118, -127, 1, 10616841, 10616837)
EVT_CALL(SetActorVar, -127, 0, 1)
EVT_END_IF
EVT_CASE_EQ(12)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(0))
EVT_IF_FLAG(LW(0), 0x351000)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(GetActorHP, -127, LW(0))
EVT_CALL(GetEnemyMaxHP, -127, LW(1))
EVT_DIV(LW(1), 2)
EVT_IF_LE(LW(0), LW(1))
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, 131121, -127, 1, 10616841, 10616837)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(GetPlayerHP, LW(0))
EVT_IF_LE(LW(0), 5)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, 131122, -127, 1, 10616841, 10616837)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(handleEvent_8022B2CC) = {
EVT_EXEC_WAIT(N(8022A4A4))
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(0))
EVT_IF_FLAG(LW(0), 0x351000)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetBattleFlags, LW(0))
EVT_IF_FLAG(LW(0), 0x240)
EVT_CALL(GetLastDamage, -127, LW(0))
EVT_IF_GT(LW(0), 0)
EVT_CALL(SetActorVar, -127, 2, 1)
EVT_CALL(AddActorVar, -127, 3, 1)
EVT_END_IF
EVT_END_IF
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(10)
EVT_CASE_OR_EQ(14)
EVT_CASE_OR_EQ(11)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_CALL(GetActorVar, -127, 2, LW(10))
EVT_CALL(GetActorVar, -127, 3, LW(11))
EVT_CALL(SetActorVar, -127, 2, 0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(0))
EVT_IF_FLAG(LW(0), 0x3F1000)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_SET(LF(0), 0)
EVT_CALL(GetMenuSelection, LW(0), LW(1), LW(2))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(1)
EVT_CASE_OR_EQ(0)
EVT_SET(LF(0), 1)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_IF_EQ(LF(0), 0)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_IF_EQ(LW(10), 1)
EVT_IF_GT(LW(11), 2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, 131120, -127, 1, 10616841, 10616837)
EVT_CALL(SetActorVar, -127, 3, 0)
EVT_END_IF
EVT_ELSE
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, 131119, -127, 1, 10616841, 10616837)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_RETURN
EVT_END
};

View File

@ -0,0 +1,631 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/the_master.h"
#define NAMESPACE b_area_mac_master2
s32 N(idleAnimations_8022B640)[] = {
STATUS_NORMAL, NPC_ANIM_the_master_Palette_00_Anim_5,
STATUS_STONE, NPC_ANIM_the_master_Palette_00_Anim_0,
STATUS_SLEEP, NPC_ANIM_the_master_Palette_00_Anim_1C,
STATUS_POISON, NPC_ANIM_the_master_Palette_00_Anim_0,
STATUS_STOP, NPC_ANIM_the_master_Palette_00_Anim_0,
STATUS_STATIC, NPC_ANIM_the_master_Palette_00_Anim_0,
STATUS_PARALYZE, NPC_ANIM_the_master_Palette_00_Anim_0,
STATUS_DIZZY, NPC_ANIM_the_master_Palette_00_Anim_1E,
STATUS_DIZZY, NPC_ANIM_the_master_Palette_00_Anim_1E,
STATUS_END,
};
s32 N(idleAnimations_8022B68C)[] = {
STATUS_NORMAL, NPC_ANIM_the_master_Palette_00_Anim_6,
STATUS_STONE, NPC_ANIM_the_master_Palette_00_Anim_1,
STATUS_SLEEP, NPC_ANIM_the_master_Palette_00_Anim_1D,
STATUS_POISON, NPC_ANIM_the_master_Palette_00_Anim_1,
STATUS_STOP, NPC_ANIM_the_master_Palette_00_Anim_1,
STATUS_STATIC, NPC_ANIM_the_master_Palette_00_Anim_1,
STATUS_PARALYZE, NPC_ANIM_the_master_Palette_00_Anim_1,
STATUS_DIZZY, NPC_ANIM_the_master_Palette_00_Anim_1F,
STATUS_DIZZY, NPC_ANIM_the_master_Palette_00_Anim_1F,
STATUS_END,
};
s32 N(defenseTable_8022B6D8)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8022B6E4)[] = {
STATUS_NORMAL, 50,
STATUS_DEFAULT, 50,
STATUS_SLEEP, 30,
STATUS_POISON, 50,
STATUS_FROZEN, 0,
STATUS_DIZZY, 30,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 30,
STATUS_SHRINK, 40,
STATUS_STOP, 50,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, -2,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, -1,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, -1,
STATUS_PARALYZE_TURN_MOD, -1,
STATUS_SHRINK_TURN_MOD, -1,
STATUS_STOP_TURN_MOD, -1,
STATUS_END,
};
ActorPartDesc 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),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 761,
},
};
extern EvtSource N(init_8022B7DC);
ActorDesc NAMESPACE = {
.flags = 0,
.type = ACTOR_TYPE_THE_MASTER_2,
.level = 0,
.maxHP = 75,
.partCount = ARRAY_COUNT(N(partsTable_8022B790)),
.partsData = N(partsTable_8022B790),
.script = N(init_8022B7DC),
.statusTable = N(statusTable_8022B6E4),
.escapeChance = 100,
.airLiftChance = 0,
.spookChance = 0,
.baseStatusChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 75,
.coinReward = 0,
.size = { 30, 35 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 30 },
.statusMessageOffset = { 10, 30 },
};
extern EvtSource N(takeTurn_8022CF48);
extern EvtSource N(idle_8022B8B0);
extern EvtSource N(handleEvent_8022D634);
extern EvtSource N(nextTurn_8022CFFC);
EvtSource N(init_8022B7DC) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_ADDR(N(takeTurn_8022CF48)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_ADDR(N(idle_8022B8B0)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_ADDR(N(handleEvent_8022D634)))
EVT_CALL(BindNextTurn, -127, EVT_ADDR(N(nextTurn_8022CFFC)))
EVT_CALL(SetActorVar, -127, 0, 0)
EVT_CALL(SetActorVar, -127, 1, 0)
EVT_CALL(SetActorVar, -127, 2, 0)
EVT_CALL(SetActorVar, -127, 3, 2)
EVT_CALL(SetBattleFlagBits, 8388608, 1)
EVT_RETURN
EVT_END
};
EvtSource N(idle_8022B8B0) = {
EVT_RETURN
EVT_END
};
EvtSource N(8022B8C0) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_16)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_1A)
EVT_SET_CONST(LW(2), NPC_ANIM_the_master_Palette_00_Anim_1B)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_1A)
EVT_SET_CONST(LW(2), NPC_ANIM_the_master_Palette_00_Anim_1B)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_18)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(11)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_16)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(47)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_16)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_16)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_8)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_6)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6005859375))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_3)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(38)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_16)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_18)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(32)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_16)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_18)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(33)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_16)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_18)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(53)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_3)
EVT_EXEC_WAIT(DoReturnHome)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_3)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_the_master_Palette_00_Anim_8)
EVT_SET_CONST(LW(2), NPC_ANIM_the_master_Palette_00_Anim_16)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(singleStrike2) = {
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_8)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.80078125))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_3)
EVT_WAIT_FRAMES(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BD)
EVT_THREAD
EVT_WAIT_FRAMES(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BD)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_E)
EVT_WAIT_FRAMES(30)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_F)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BC)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(10), 0, 0, 0, 16)
EVT_SWITCH(LW(10))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(EnableActorBlur, -127, 1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -50, 0, 0)
EVT_CALL(RunToGoal, ACTOR_SELF, 10, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_3)
EVT_CALL(EnableActorBlur, -127, 0)
EVT_WAIT_FRAMES(10)
EVT_IF_EQ(LW(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_3)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_8)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_3)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableActorBlur, -127, 1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 0, 0)
EVT_CALL(RunToGoal, ACTOR_SELF, 5, FALSE)
EVT_CALL(EnableActorBlur, -127, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), 0, 0, 0, 8, 48)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_THREAD
EVT_CALL(SetActorRotationOffset, -127, 0, 20, 0)
EVT_SET(LW(0), 0)
EVT_LOOP(10)
EVT_ADD(LW(0), 36)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LW(0))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 50)
EVT_SET(LW(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.2001953125))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_21)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BA)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_23)
EVT_CALL(SetActorRotationOffset, -127, 0, 0, 0)
EVT_WAIT_FRAMES(3)
EVT_ADD(LW(0), 20)
EVT_SET(LW(1), 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_21)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3B4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_23)
EVT_WAIT_FRAMES(20)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_3)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.80078125))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_8)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_3)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(doubleStrike2) = {
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 8)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(SetBattleCamZoom, 200)
EVT_CALL(SetBattleCamOffsetZ, 13)
EVT_CALL(MoveBattleCamOver, 60)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_15)
EVT_WAIT_FRAMES(40)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(UseBattleCamPreset, 7)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 1)
EVT_WAIT_FRAMES(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3B9)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(10), 0, 0, 0, 16)
EVT_SWITCH(LW(10))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(EnableActorBlur, -127, 1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -50, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_13)
EVT_CALL(RunToGoal, ACTOR_SELF, 10, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_3)
EVT_CALL(EnableActorBlur, -127, 0)
EVT_WAIT_FRAMES(10)
EVT_IF_EQ(LW(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_3)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_8)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_3)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableActorBlur, -127, 1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_13)
EVT_CALL(RunToGoal, ACTOR_SELF, 5, FALSE)
EVT_CALL(EnableActorBlur, -127, 0)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(4.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(3.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(2.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), 0, 0, 0, 5, 16)
EVT_WAIT_FRAMES(15)
EVT_CALL(UseBattleCamPreset, 2)
EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JUMP_3E2)
EVT_CALL(EnableActorBlur, -127, 1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_14)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.900390625))
EVT_CALL(JumpToGoal, ACTOR_SELF, 25, FALSE, TRUE, FALSE)
EVT_CALL(EnableActorBlur, -127, 0)
EVT_END_THREAD
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(1.5))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.2001953125))
EVT_END_THREAD
EVT_WAIT_FRAMES(2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3ED)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), 0, 0, 0, 6, 32)
EVT_WAIT_FRAMES(15)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BB)
EVT_THREAD
EVT_CALL(SetActorRotationOffset, -127, 0, 10, 0)
EVT_SET(LW(0), 0)
EVT_LOOP(10)
EVT_ADD(LW(0), 36)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LW(0))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 50)
EVT_SET(LW(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.80078125))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_21)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 30, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BA)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_23)
EVT_CALL(SetActorRotationOffset, -127, 0, 0, 0)
EVT_WAIT_FRAMES(3)
EVT_ADD(LW(0), 20)
EVT_SET(LW(1), 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_21)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3B4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_23)
EVT_WAIT_FRAMES(20)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_3)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.80078125))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_8)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_3)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(takeTurn_8022CF48) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(RandInt, 100, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_LT(20)
EVT_EXEC_WAIT(N(doubleStrike2))
EVT_CASE_DEFAULT
EVT_EXEC_WAIT(N(singleStrike2))
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(nextTurn_8022CFFC) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetBattlePhase, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_EQ(10)
EVT_CALL(GetActorVar, -127, 0, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_CALL(UseBattleCamPreset, 13)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_WAIT_FRAMES(10)
EVT_CALL(ActorSpeak, 131118, -127, 1, 10616841, 10616837)
EVT_CALL(SetActorVar, -127, 0, 1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_D)
EVT_WAIT_FRAMES(15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_C)
EVT_WAIT_FRAMES(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20B8)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(1), 20)
EVT_CALL(PlayEffect, 0x13, 1, LW(0), LW(1), LW(2), EVT_FLOAT(1.0), 30, 0, 0, 0, 0, 0, 0, 0)
EVT_SET(LW(0), 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_0)
EVT_LOOP(15)
EVT_ADD(LW(0), 24)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, LW(0), 0)
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_SET(LW(0), 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_0)
EVT_LOOP(5)
EVT_ADD(LW(0), 18)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, LW(0), 0)
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_SMOKE_BURST)
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(1), 3)
EVT_LOOP(3)
EVT_CALL(PlayEffect, 0x1, LW(0), LW(1), LW(2), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_WAIT_FRAMES(3)
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_0)
EVT_LOOP(5)
EVT_ADD(LW(0), 36)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, LW(0), 0)
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_1)
EVT_LOOP(5)
EVT_ADD(LW(0), 18)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, LW(0), 0)
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_WAIT_FRAMES(15)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_8022B68C)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_the_master_Palette_00_Anim_8)
EVT_WAIT_FRAMES(15)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, 131123, -127, 1, 10616842, 10616838)
EVT_END_IF
EVT_CASE_EQ(12)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(0))
EVT_IF_FLAG(LW(0), 0x351000)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(GetActorHP, -127, LW(0))
EVT_CALL(GetEnemyMaxHP, -127, LW(1))
EVT_DIV(LW(1), 2)
EVT_IF_LE(LW(0), LW(1))
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, 131126, -127, 1, 10616842, 10616838)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(GetPlayerHP, LW(0))
EVT_IF_LE(LW(0), 5)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, 131127, -127, 1, 10616842, 10616838)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(handleEvent_8022D634) = {
EVT_EXEC_WAIT(N(8022B8C0))
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(0))
EVT_IF_FLAG(LW(0), 0x351000)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetBattleFlags, LW(0))
EVT_IF_FLAG(LW(0), 0x240)
EVT_CALL(GetLastDamage, -127, LW(0))
EVT_IF_GT(LW(0), 0)
EVT_CALL(SetActorVar, -127, 2, 1)
EVT_CALL(AddActorVar, -127, 3, 1)
EVT_END_IF
EVT_END_IF
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(10)
EVT_CASE_OR_EQ(14)
EVT_CASE_OR_EQ(11)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_CALL(GetActorVar, -127, 2, LW(10))
EVT_CALL(GetActorVar, -127, 3, LW(11))
EVT_CALL(SetActorVar, -127, 2, 0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(0))
EVT_IF_FLAG(LW(0), 0x3F1000)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_SET(LF(0), 0)
EVT_CALL(GetMenuSelection, LW(0), LW(1), LW(2))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(1)
EVT_CASE_OR_EQ(0)
EVT_SET(LF(0), 1)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_IF_EQ(LF(0), 0)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_IF_EQ(LW(10), 1)
EVT_IF_GT(LW(11), 2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, 131125, -127, 1, 10616842, 10616838)
EVT_CALL(SetActorVar, -127, 3, 0)
EVT_END_IF
EVT_ELSE
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, 131124, -127, 1, 10616842, 10616838)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_RETURN
EVT_END
};

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#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "message_ids.h"
#define NAMESPACE b_area_mac
extern ActorDesc N(chan);
extern ActorDesc N(lee);
extern ActorDesc N(master1);
extern ActorDesc N(master2);
extern ActorDesc N(master3);
extern Stage N(mac_01);
extern Stage N(mac_02);
Formation N(formation_00) = {
{ .actor = &N(chan), .home = { .index = 2 }, .priority = 10 },
};
Formation N(formation_01) = {
{ .actor = &N(lee), .home = { .index = 2 }, .priority = 10 },
};
Formation N(formation_02) = {
{ .actor = &N(master1), .home = { .index = 2 }, .priority = 10 },
};
Formation N(formation_03) = {
{ .actor = &N(master2), .home = { .index = 2 }, .priority = 10 },
};
Formation N(formation_04) = {
{ .actor = &N(master3), .home = { .index = 2 }, .priority = 10 },
};
BattleList N(formationTable) = {
BATTLE("チェン", N(formation_00), &N(mac_02)),
BATTLE("リー", N(formation_01), &N(mac_02)),
BATTLE("シショー その1", N(formation_02), &N(mac_02)),
BATTLE("シショー その2", N(formation_03), &N(mac_02)),
BATTLE("シショー その3", N(formation_04), &N(mac_02)),
{},
};
StageList N(stageTable) = {
{ "mac_01", &N(mac_01) },
{ "mac_02", &N(mac_02) },
{},
};

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#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_mac_mac_01
ApiStatus func_80219900_465D90(Evt*, s32);
INCLUDE_ASM(s32, "battle/area_mac/465D90", func_80219900_465D90);
EvtSource N(80231770) = {
EVT_SET(LW(10), LW(0))
EVT_LABEL(0)
EVT_CALL(func_80219900_465D90, 0)
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -20, 0, 0, 1)
EVT_WAIT_FRAMES(1)
EVT_LOOP(0)
EVT_CALL(func_80219900_465D90, 1)
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -20, 0, 0, 1)
EVT_WAIT_FRAMES(1)
EVT_IF_EQ(LW(11), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -7, 0, 0, 1)
EVT_WAIT_FRAMES(5)
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -27, 0, 0, 1)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -5, 0, 0, 1)
EVT_WAIT_FRAMES(3)
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -20, 0, 0, 1)
EVT_WAIT_FRAMES(5)
EVT_LOOP(0)
EVT_CALL(func_80219900_465D90, 2)
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -20, 0, 0, 1)
EVT_WAIT_FRAMES(1)
EVT_IF_EQ(LW(11), 2)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_CALL(RandInt, 80, LW(11))
EVT_ADD(LW(11), 30)
EVT_LOOP(LW(11))
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -20, 0, 0, 1)
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(RandInt, 5, LW(0))
EVT_IF_NE(LW(0), 0)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(func_80219900_465D90, 3)
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -20, 0, 0, 1)
EVT_WAIT_FRAMES(1)
EVT_LOOP(0)
EVT_CALL(func_80219900_465D90, 1)
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -20, 0, 0, 1)
EVT_WAIT_FRAMES(1)
EVT_IF_EQ(LW(11), 1)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -7, 0, 0, 1)
EVT_WAIT_FRAMES(5)
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -27, 0, 0, 1)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -5, 0, 0, 1)
EVT_WAIT_FRAMES(3)
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -20, 0, 0, 1)
EVT_WAIT_FRAMES(5)
EVT_LOOP(0)
EVT_CALL(func_80219900_465D90, 2)
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -20, 0, 0, 1)
EVT_WAIT_FRAMES(1)
EVT_IF_EQ(LW(11), 2)
EVT_BREAK_LOOP
EVT_END_IF
EVT_END_LOOP
EVT_CALL(RandInt, 80, LW(11))
EVT_ADD(LW(11), 30)
EVT_LOOP(LW(11))
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), LW(2))
EVT_CALL(RotateModel, LW(10), -20, 0, 0, 1)
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtSource N(80231E00) = {
EVT_SET(LW(10), LW(0))
EVT_LOOP(0)
EVT_CALL(TranslateModel, LW(10), 1, 0, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 1, 0, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 1, -1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 2, -1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 2, -1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 2, -1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 3, -2, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 3, -2, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 3, -3, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 3, -3, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 3, -3, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 3, -2, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 2, -2, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 2, -1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 1, 0, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 1, 1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, 1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), -1, 1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), -1, 1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), -1, 0, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), -1, 0, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, 0, 0)
EVT_WAIT_FRAMES(2)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
s32 N(intTable_802321A4)[] = {
0x00000000, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFE, 0xFFFFFFFE, 0xFFFFFFFD, 0xFFFFFFFB, 0xFFFFFFF8,
0xFFFFFFF8, 0xFFFFFFF9, 0xFFFFFFFA, 0xFFFFFFFC, 0xFFFFFFFE, 0xFFFFFFFF, 0x00000000, 0x000000FF,
};
EvtSource N(802321E4) = {
EVT_SET(LW(10), LW(0))
EVT_SET(LW(11), LW(1))
EVT_SET(LW(5), 5)
EVT_USE_BUF(EVT_ADDR(N(intTable_802321A4)))
EVT_LABEL(0)
EVT_BUF_READ1(LW(1))
EVT_IF_EQ(LW(1), 255)
EVT_USE_BUF(EVT_ADDR(N(intTable_802321A4)))
EVT_BUF_READ1(LW(1))
EVT_END_IF
EVT_SET(LW(0), LW(5))
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), 0)
EVT_WAIT_FRAMES(1)
EVT_ADD(LW(5), 1)
EVT_SET(LW(12), LW(11))
EVT_SUB(LW(12), 20)
EVT_IF_GT(LW(5), LW(12))
EVT_GOTO(1)
EVT_END_IF
EVT_SET(LW(0), LW(5))
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), 0)
EVT_WAIT_FRAMES(1)
EVT_ADD(LW(5), 1)
EVT_SET(LW(12), LW(11))
EVT_SUB(LW(12), 20)
EVT_IF_GT(LW(5), LW(12))
EVT_GOTO(1)
EVT_END_IF
EVT_GOTO(0)
EVT_LABEL(1)
EVT_SET(LW(2), 0)
EVT_LOOP(20)
EVT_ADD(LW(5), 1)
EVT_SUB(LW(1), 2)
EVT_SET(LW(0), LW(5))
EVT_CALL(TranslateModel, LW(10), LW(0), LW(1), 0)
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_SUB(LW(5), 280)
EVT_SET(LW(1), 0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtSource N(80232450) = {
EVT_SET(LW(10), LW(0))
EVT_LOOP(0)
EVT_CALL(TranslateModel, LW(10), 0, 0, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, 0, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, -1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, -1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, -1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, -1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, -2, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, -2, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, -3, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, -3, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, -3, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, -2, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, -2, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, -1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, 0, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, 1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, 1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, 1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, 1, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, 0, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, 0, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(TranslateModel, LW(10), 0, 0, 0)
EVT_WAIT_FRAMES(2)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
EvtSource N(beforeBattle_802327F4) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_THREAD
EVT_SET(LW(0), 44)
EVT_EXEC(N(80231E00))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 47)
EVT_EXEC(N(80231E00))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 46)
EVT_EXEC(N(80231E00))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 45)
EVT_EXEC(N(80231E00))
EVT_END_THREAD
EVT_SET(LW(0), 40)
EVT_EXEC(N(80231770))
EVT_RETURN
EVT_END
};
EvtSource N(afterBattle_802328F0) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "mac_tex",
.shape = "mac_bt01_shape",
.hit = "mac_bt01_hit",
.bg = "nok_bg",
.preBattle = N(beforeBattle_802327F4),
.postBattle = N(afterBattle_802328F0),
};

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@ -0,0 +1,27 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#define NAMESPACE b_area_mac_mac_02
EvtSource N(beforeBattle_80232930) = {
EVT_CALL(SetSpriteShading, -1)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(func_802536A8, 1)
EVT_RETURN
EVT_END
};
EvtSource N(afterBattle_8023297C) = {
EVT_CALL(func_802536A8, 0)
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "mac_tex",
.shape = "mac_bt02_shape",
.hit = "mac_bt02_hit",
.preBattle = N(beforeBattle_80232930),
.postBattle = N(afterBattle_8023297C),
};

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@ -1,10 +0,0 @@
#include "common.h"
#define NAMESPACE b_area_nok
#include "common/BattleAreaAngleStuff.inc.c"
#include "common/StartRumbleWithParams.inc.c"
#define NAMESPACE dup_b_area_nok
#include "common/BattleAreaAngleStuff.inc.c"

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@ -1,9 +0,0 @@
#include "common.h"
#define NAMESPACE b_area_nok
#define NAMESPACE dup2_b_area_nok
#include "common/BattleAreaAngleStuff.inc.c"
#define NAMESPACE b_area_nok
#include "common/UnkBattleFunc1.inc.c"

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@ -1,5 +0,0 @@
#include "common.h"
#define NAMESPACE b_area_nok
#include "common/UnkBattleFunc2.inc.c"

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@ -1,11 +0,0 @@
#include "common.h"
#define NAMESPACE b_area_nok
#define NAMESPACE dup_b_area_nok
#include "common/StartRumbleWithParams.inc.c"
#define NAMESPACE b_area_nok
#define NAMESPACE dup_b_area_nok
#include "common/UnkBattleFunc1.inc.c"
#define NAMESPACE b_area_nok

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@ -1,21 +0,0 @@
#include "common.h"
#define NAMESPACE b_area_nok
#define NAMESPACE dup2_b_area_nok
#include "common/StartRumbleWithParams.inc.c"
#define NAMESPACE b_area_nok
#define NAMESPACE dup2_b_area_nok
#include "common/UnkBattleFunc1.inc.c"
#define NAMESPACE b_area_nok
INCLUDE_ASM(s32, "battle/area_nok/48DCF0", func_80218C74_48DE14);
ApiStatus func_80218DF8_48DF98(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
s32 var1 = args++;
evt_get_variable(script, *args++);
return ApiStatus_DONE2;
}

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#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/fuzzy.h"
#define NAMESPACE b_area_nok_fuzzy
s32 N(defenseTable_80222050)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8022205C)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 95,
STATUS_POISON, 90,
STATUS_FROZEN, 100,
STATUS_DIZZY, 90,
STATUS_FEAR, 0,
STATUS_STATIC, 70,
STATUS_PARALYZE, 75,
STATUS_SHRINK, 75,
STATUS_STOP, 100,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
extern s32 N(idleAnimations_80222154)[];
ActorPartDesc N(partsTable_80222108)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80222154),
.defenseTable = N(defenseTable_80222050),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
};
extern EvtSource N(init_802221A0);
ActorDesc NAMESPACE = {
.flags = 0,
.type = ACTOR_TYPE_FUZZY,
.level = 6,
.maxHP = 3,
.partCount = ARRAY_COUNT(N(partsTable_80222108)),
.partsData = N(partsTable_80222108),
.script = N(init_802221A0),
.statusTable = N(statusTable_8022205C),
.escapeChance = 50,
.airLiftChance = 95,
.spookChance = 95,
.baseStatusChance = 95,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,
.coinReward = 1,
.size = { 33, 28 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_80222154)[] = {
STATUS_NORMAL, NPC_ANIM_fuzzy_Palette_00_Anim_1,
STATUS_STONE, NPC_ANIM_fuzzy_Palette_00_Anim_0,
STATUS_SLEEP, NPC_ANIM_fuzzy_Palette_00_Anim_E,
STATUS_POISON, NPC_ANIM_fuzzy_Palette_00_Anim_1,
STATUS_STOP, NPC_ANIM_fuzzy_Palette_00_Anim_0,
STATUS_STATIC, NPC_ANIM_fuzzy_Palette_00_Anim_1,
STATUS_PARALYZE, NPC_ANIM_fuzzy_Palette_00_Anim_0,
STATUS_DIZZY, NPC_ANIM_fuzzy_Palette_00_Anim_F,
STATUS_FEAR, NPC_ANIM_fuzzy_Palette_00_Anim_F,
STATUS_END,
};
extern EvtSource N(takeTurn_80222860);
extern EvtSource N(idle_802221EC);
extern EvtSource N(handleEvent_802221FC);
EvtSource N(init_802221A0) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_ADDR(N(takeTurn_80222860)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_ADDR(N(idle_802221EC)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_ADDR(N(handleEvent_802221FC)))
EVT_RETURN
EVT_END
};
EvtSource N(idle_802221EC) = {
EVT_RETURN
EVT_END
};
EvtSource N(handleEvent_802221FC) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_CALL(GetLastElement, LW(0))
EVT_IF_FLAG(LW(0), 0x20)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_13)
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_8)
EVT_END_IF
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_10)
EVT_SET_CONST(LW(2), NPC_ANIM_fuzzy_Palette_00_Anim_12)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_10)
EVT_SET_CONST(LW(2), NPC_ANIM_fuzzy_Palette_00_Anim_12)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_12)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(11)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_8)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(33)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_8)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_8)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(47)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_13)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_13)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_3)
EVT_EXEC_WAIT(0x8029C0A4)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6005859375))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CASE_EQ(38)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_13)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_8)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_1)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(32)
EVT_CALL(GetLastElement, LW(0))
EVT_IF_FLAG(LW(0), 0x20)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_13)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_13)
EVT_EXEC_WAIT(DoDeath)
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_8)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_8)
EVT_EXEC_WAIT(DoDeath)
EVT_END_IF
EVT_RETURN
EVT_CASE_EQ(49)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_1)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_3)
EVT_SET_CONST(LW(2), NPC_ANIM_fuzzy_Palette_00_Anim_9)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(58)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_3)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_fuzzy_Palette_00_Anim_3)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "common/UnkBattleFunc2.inc.c"
EvtSource N(takeTurn_80222860) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(GetBattlePhase, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 50)
EVT_SET(LW(1), 0)
EVT_CALL(SetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_GOTO(100)
EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_fuzzy_Palette_00_Anim_3)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 50)
EVT_SET(LW(1), 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.80078125))
EVT_EXEC_WAIT(0x8029C12C)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_fuzzy_Palette_00_Anim_1)
EVT_LABEL(100)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 10, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_fuzzy_Palette_00_Anim_4)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 9, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 8, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_IGNORE_DEFENSE, 0, 1, 16)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(LW(10), LW(0))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 5)
EVT_SET(LW(1), 0)
EVT_SUB(LW(2), 5)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_fuzzy_Palette_00_Anim_5)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 11, FALSE, TRUE, FALSE)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_fuzzy_Palette_00_Anim_9)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 20)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 15)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_WAIT_FRAMES(4)
EVT_WAIT_FRAMES(5)
EVT_IF_EQ(LW(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_WAIT_FRAMES(5)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_fuzzy_Palette_00_Anim_3)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.80078125))
EVT_EXEC_WAIT(0x8029C12C)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_EQ(7)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(0))
EVT_IF_FLAG(LW(0), 0x2000)
EVT_SET(LF(0), 0)
EVT_ELSE
EVT_SET(LF(0), 1)
EVT_END_IF
EVT_END_SWITCH
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -3, -12, -15)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_fuzzy_Palette_00_Anim_5)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_IF_EQ(LF(0), 1)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_IGNORE_DEFENSE, 0, 0, 0, 32)
EVT_RETURN
EVT_END_IF
EVT_WAIT_FRAMES(10)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, 0x03000C)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3E0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_fuzzy_Palette_00_Anim_7)
EVT_WAIT_FRAMES(21)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_fuzzy_Palette_00_Anim_0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 330)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x3E0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, -3, -2, 0)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(0.900390625), EVT_FLOAT(1.2001953125), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(0.80078125), EVT_FLOAT(1.30078125), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(0.7001953125), EVT_FLOAT(1.400390625), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(0.7001953125), EVT_FLOAT(1.5), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(2)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(0.6005859375), EVT_FLOAT(1.6005859375), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(10)
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_IGNORE_DEFENSE, 0, 0, 1, 32)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_fuzzy_Palette_00_Anim_1)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(GetLastDamage, 0, LW(3))
EVT_IF_NE(LW(3), 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x206D)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x214)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(1), 10)
EVT_CALL(N(UnkBattleFunc2), LW(0), LW(1), LW(2), LW(3))
EVT_THREAD
EVT_WAIT_FRAMES(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_25C)
EVT_CALL(N(UnkBattleFunc2_2), LW(0), LW(1), LW(2), LW(3))
EVT_END_THREAD
EVT_ADD(LW(0), 20)
EVT_ADD(LW(1), 20)
EVT_CALL(PlayEffect, 0x40, 0, LW(0), LW(1), LW(2), LW(3), 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(GetActorHP, -127, LW(0))
EVT_ADD(LW(0), LW(3))
EVT_CALL(SetEnemyHP, -127, LW(0))
EVT_END_IF
EVT_THREAD
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.6005859375), EVT_FLOAT(0.6005859375), EVT_FLOAT(1.0))
EVT_CALL(SetActorRotationOffset, -127, 0, 10, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 330)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(0.7001953125), EVT_FLOAT(1.5), EVT_FLOAT(1.0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 300)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 270)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(0.7001953125), EVT_FLOAT(1.0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 240)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 210)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(0.7001953125), EVT_FLOAT(1.400390625), EVT_FLOAT(1.0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 180)
EVT_WAIT_FRAMES(2)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(0.7001953125), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(2)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.2001953125), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
EVT_END_THREAD
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 40)
EVT_SET(LW(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.80078125))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.400390625), EVT_FLOAT(0.2001953125), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_THREAD
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.2001953125), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 150)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 120)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 90)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 60)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 30)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotationOffset, -127, 0, 0, 0)
EVT_END_THREAD
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_WAIT_FRAMES(5)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_fuzzy_Palette_00_Anim_3)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.80078125))
EVT_EXEC_WAIT(0x8029C12C)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_fuzzy_Palette_00_Anim_1)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};

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#include "common.h"
#define NAMESPACE b_area_nok_goomba
#include "battle/common/actor/goomba.inc.c"

File diff suppressed because it is too large Load Diff

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#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/koopa_troopa.h"
#define NAMESPACE b_area_nok_koopa_troopa
s32 N(defenseTable_8021FEE0)[] = {
ELEMENT_NORMAL, 1,
ELEMENT_HAMMER, 1,
ELEMENT_JUMP, 1,
ELEMENT_WATER, 1,
ELEMENT_BLAST, 1,
ELEMENT_END,
};
s32 N(defenseTable_8021FF0C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021FF18)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 90,
STATUS_POISON, 60,
STATUS_FROZEN, 100,
STATUS_DIZZY, 90,
STATUS_FEAR, 0,
STATUS_STATIC, 80,
STATUS_PARALYZE, 90,
STATUS_SHRINK, 90,
STATUS_STOP, 100,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 1,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
extern s32 N(idleAnimations_80220010)[];
ActorPartDesc N(partsTable_8021FFC4)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 36 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80220010),
.defenseTable = N(defenseTable_8021FEE0),
.eventFlags = ACTOR_EVENT_FLAG_FLIPABLE,
.elementImmunityFlags = 0,
.unk_1C = 249,
},
};
extern EvtSource N(init_802200F4);
ActorDesc NAMESPACE = {
.flags = 0,
.type = ACTOR_TYPE_KOOPA_TROOPA,
.level = 6,
.maxHP = 4,
.partCount = ARRAY_COUNT(N(partsTable_8021FFC4)),
.partsData = N(partsTable_8021FFC4),
.script = N(init_802200F4),
.statusTable = N(statusTable_8021FF18),
.escapeChance = 70,
.airLiftChance = 90,
.spookChance = 90,
.baseStatusChance = 90,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,
.coinReward = 1,
.size = { 28, 36 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -15, 32 },
.statusMessageOffset = { 5, 32 },
};
s32 N(idleAnimations_80220010)[] = {
STATUS_NORMAL, NPC_ANIM_koopa_troopa_Palette_01_Anim_1,
STATUS_STONE, NPC_ANIM_koopa_troopa_Palette_01_Anim_0,
STATUS_SLEEP, NPC_ANIM_koopa_troopa_Palette_01_Anim_11,
STATUS_POISON, NPC_ANIM_koopa_troopa_Palette_01_Anim_1,
STATUS_STOP, NPC_ANIM_koopa_troopa_Palette_01_Anim_0,
STATUS_STATIC, NPC_ANIM_koopa_troopa_Palette_01_Anim_1,
STATUS_PARALYZE, NPC_ANIM_koopa_troopa_Palette_01_Anim_0,
STATUS_DIZZY, NPC_ANIM_koopa_troopa_Palette_01_Anim_13,
STATUS_FEAR, NPC_ANIM_koopa_troopa_Palette_01_Anim_13,
STATUS_END,
};
s32 N(idleAnimations_8022005C)[] = {
STATUS_NORMAL, NPC_ANIM_koopa_troopa_Palette_01_Anim_3,
STATUS_STONE, NPC_ANIM_koopa_troopa_Palette_01_Anim_0,
STATUS_SLEEP, NPC_ANIM_koopa_troopa_Palette_01_Anim_11,
STATUS_POISON, NPC_ANIM_koopa_troopa_Palette_01_Anim_3,
STATUS_STOP, NPC_ANIM_koopa_troopa_Palette_01_Anim_0,
STATUS_STATIC, NPC_ANIM_koopa_troopa_Palette_01_Anim_3,
STATUS_PARALYZE, NPC_ANIM_koopa_troopa_Palette_01_Anim_0,
STATUS_DIZZY, NPC_ANIM_koopa_troopa_Palette_01_Anim_13,
STATUS_FEAR, NPC_ANIM_koopa_troopa_Palette_01_Anim_13,
STATUS_END,
};
s32 N(idleAnimations_802200A8)[] = {
STATUS_NORMAL, NPC_ANIM_koopa_troopa_Palette_01_Anim_F,
STATUS_STONE, NPC_ANIM_koopa_troopa_Palette_01_Anim_10,
STATUS_SLEEP, NPC_ANIM_koopa_troopa_Palette_01_Anim_12,
STATUS_POISON, NPC_ANIM_koopa_troopa_Palette_01_Anim_F,
STATUS_STOP, NPC_ANIM_koopa_troopa_Palette_01_Anim_10,
STATUS_STATIC, NPC_ANIM_koopa_troopa_Palette_01_Anim_F,
STATUS_PARALYZE, NPC_ANIM_koopa_troopa_Palette_01_Anim_10,
STATUS_DIZZY, NPC_ANIM_koopa_troopa_Palette_01_Anim_14,
STATUS_FEAR, NPC_ANIM_koopa_troopa_Palette_01_Anim_14,
STATUS_END,
};
extern EvtSource N(takeTurn_8022131C);
extern EvtSource N(idle_802202B0);
extern EvtSource N(handleEvent_80220798);
EvtSource N(init_802200F4) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_ADDR(N(takeTurn_8022131C)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_ADDR(N(idle_802202B0)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_ADDR(N(handleEvent_80220798)))
EVT_CALL(SetActorVar, -127, 8, 0)
EVT_RETURN
EVT_END
};
#include "common/UnkBattleFunc1.inc.c"
EvtSource N(80220158) = {
EVT_SWITCH(LW(0))
EVT_CASE_EQ(0)
EVT_IF_FLAG(LW(1), 0x41000)
EVT_CALL(SetTargetOffset, -127, 1, -5, 15)
EVT_CALL(func_8027D4C8, -127, 1, 0, 0)
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 20)
EVT_ELSE
EVT_CALL(SetTargetOffset, -127, 1, -4, 32)
EVT_CALL(func_8027D4C8, -127, 1, -1, -4)
EVT_CALL(N(UnkBattleFunc1), -15, 32, 5, 32)
EVT_END_IF
EVT_CASE_EQ(1)
EVT_CALL(SetTargetOffset, -127, 1, -5, 15)
EVT_CALL(func_8027D4C8, -127, 1, 0, 0)
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 20)
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
EvtSource N(idle_802202B0) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 80, LW(10))
EVT_ADD(LW(10), 80)
EVT_LOOP(LW(10))
EVT_LABEL(1)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_EXEC_WAIT(N(80220158))
EVT_IF_EQ(LW(0), 1)
EVT_WAIT_FRAMES(1)
EVT_GOTO(1)
EVT_END_IF
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(1)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_8022005C)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_EQ(0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_80220010)))
EVT_CASE_EQ(1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_802200A8)))
EVT_END_SWITCH
EVT_LOOP(20)
EVT_LABEL(2)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_EXEC_WAIT(N(80220158))
EVT_IF_EQ(LW(0), 1)
EVT_WAIT_FRAMES(1)
EVT_GOTO(2)
EVT_END_IF
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(2)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_8022005C)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_EQ(0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_80220010)))
EVT_CASE_EQ(1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_802200A8)))
EVT_END_SWITCH
EVT_LOOP(80)
EVT_LABEL(3)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_EXEC_WAIT(N(80220158))
EVT_IF_EQ(LW(0), 1)
EVT_WAIT_FRAMES(1)
EVT_GOTO(3)
EVT_END_IF
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(3)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
s32 N(D_80220740)[] = {
0x00000009, 0x00000010, 0x00000016, 0x0000001A, 0x0000001E, 0x00000020, 0x00000021, 0x00000020,
0x0000001E, 0x0000001A, 0x00000016, 0x00000010, 0x00000009, 0x00000000, 0x00000004, 0x00000006,
0x00000007, 0x00000006, 0x00000004, 0x00000000, 0x00000002, 0x00000000,
};
EvtSource N(handleEvent_80220798) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_B)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_C)
EVT_SET_CONST(LW(2), NPC_ANIM_koopa_troopa_Palette_01_Anim_D)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_C)
EVT_SET_CONST(LW(2), NPC_ANIM_koopa_troopa_Palette_01_Anim_D)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_D)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(11)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_B)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(33)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_B)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_B)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(13)
EVT_CALL(SetActorVar, -127, 8, 1)
EVT_CALL(SetActorVar, -127, 9, 2)
EVT_CALL(SetDefenseTable, -127, 1, EVT_ADDR(N(defenseTable_8021FF0C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_802200A8)))
EVT_CALL(SetTargetOffset, -127, 1, -5, 15)
EVT_CALL(func_8027D4C8, -127, 1, 0, 0)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, 1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_B)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(10))
EVT_CALL(SetActorRotationOffset, -127, 0, 12, 0)
EVT_CHILD_THREAD
EVT_WAIT_FRAMES(4)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 30)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, -30)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, -60)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, -75)
EVT_WAIT_FRAMES(1)
EVT_END_CHILD_THREAD
EVT_USE_BUF(EVT_ADDR(N(D_80220740)))
EVT_LOOP(22)
EVT_BUF_READ1(LW(0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, LW(0), 0)
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(SetActorRotationOffset, -127, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_F)
EVT_CASE_EQ(47)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_B)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_B)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_4)
EVT_EXEC_WAIT(DoReturnHome)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6005859375))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CASE_EQ(38)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_B)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_B)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_7)
EVT_EXEC_WAIT(DoImmune)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(0))
EVT_IF_NOT_FLAG(LW(0), 0x35D000)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_8)
EVT_WAIT_FRAMES(10)
EVT_END_IF
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_F)
EVT_EXEC_WAIT(DoImmune)
EVT_END_IF
EVT_END_CASE_GROUP
EVT_CASE_EQ(32)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_B)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_B)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(53)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_4)
EVT_EXEC_WAIT(DoReturnHome)
EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetHomePos, -127, LW(0), LW(1), LW(2))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_1)
EVT_EXEC_WAIT(DoRecover)
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_F)
EVT_EXEC_WAIT(DoImmune)
EVT_END_IF
EVT_CASE_EQ(57)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_4)
EVT_SET_CONST(LW(2), NPC_ANIM_koopa_troopa_Palette_01_Anim_B)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_F)
EVT_EXEC_WAIT(DoImmune)
EVT_END_IF
EVT_CASE_EQ(58)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_17)
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_F)
EVT_END_IF
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_17)
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_F)
EVT_END_IF
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_EQ(31)
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 0)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_1)
EVT_EXEC_WAIT(DoImmune)
EVT_ELSE
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_F)
EVT_EXEC_WAIT(DoImmune)
EVT_END_IF
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(takeTurn_8022131C) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(GetBattlePhase, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_6)
EVT_ELSE
EVT_CALL(GetActorVar, -127, 8, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_CALL(GetActorVar, -127, 9, LW(0))
EVT_SUB(LW(0), 1)
EVT_IF_GT(LW(0), 0)
EVT_CALL(SetActorVar, -127, 9, LW(0))
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(3.0))
EVT_WAIT_FRAMES(30)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_ELSE
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(3.0))
EVT_WAIT_FRAMES(20)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JUMP_3E2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_F)
EVT_SET(LW(0), 0)
EVT_CALL(SetActorRotationOffset, -127, 0, 12, 0)
EVT_CHILD_THREAD
EVT_LOOP(5)
EVT_ADD(LW(0), 15)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LW(0))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_CHILD_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20BA)
EVT_CALL(SetActorRotationOffset, -127, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_1)
EVT_CALL(SetActorVar, -127, 8, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_80220010)))
EVT_CALL(SetDefenseTable, -127, 1, EVT_ADDR(N(defenseTable_8021FEE0)))
EVT_CALL(SetTargetOffset, -127, 1, -4, 32)
EVT_CALL(func_8027D4C8, -127, 1, -1, -4)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, 0)
EVT_CALL(ResetActorSounds, -127, 2)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_IF
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_WAIT_FRAMES(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_7)
EVT_WAIT_FRAMES(10)
EVT_CHILD_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(1), 4)
EVT_CALL(PlayEffect, 0x1D, 1, LW(0), LW(1), LW(2), 32, 4, 0, 10, 0, 0, 0, 0, 0)
EVT_WAIT_FRAMES(3)
EVT_CALL(PlayEffect, 0x1D, 1, LW(0), LW(1), LW(2), 32, 4, 0, 10, 0, 0, 0, 0, 0)
EVT_WAIT_FRAMES(2)
EVT_CALL(PlayEffect, 0x1D, 1, LW(0), LW(1), LW(2), 32, 4, 0, 10, 0, 0, 0, 0, 0)
EVT_END_CHILD_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x2021)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_6)
EVT_WAIT_FRAMES(10)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 0x20D3)
EVT_CALL(SetActorSounds, -127, 0, 0, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), 0, 0, 1, 16)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(LW(10), LW(0))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -40, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(16.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(GetBattlePhase, LW(0))
EVT_IF_EQ(LW(0), 1)
EVT_CALL(UseBattleCamPreset, 5)
EVT_CALL(SetBattleCamZoom, 300)
EVT_CALL(SetBattleCamOffsetZ, 20)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_8)
EVT_WAIT_FRAMES(8)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_WAIT_FRAMES(4)
EVT_IF_EQ(LW(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_15)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_16)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(1), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(2.0))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_17)
EVT_WAIT_FRAMES(6)
EVT_SUB(LW(1), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_17)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_1)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(SetPartYaw, -127, 1, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(16.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), 0, 65535, 0, 1, 32)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 40)
EVT_SET(LW(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.80078125))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_ADD(LW(0), 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_ADD(LW(0), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_8)
EVT_WAIT_FRAMES(8)
EVT_CALL(YieldTurn)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_koopa_troopa_Palette_01_Anim_4)
EVT_EXEC_WAIT(DoReturnHome)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_koopa_troopa_Palette_01_Anim_1)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};

View File

@ -0,0 +1,5 @@
#include "common.h"
#define NAMESPACE b_area_nok_paragoomba
#include "battle/common/actor/paragoomba.inc.c"

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,5 @@
#include "common.h"
#define NAMESPACE b_area_nok_spiked_goomba
#include "battle/common/actor/spiked_goomba.inc.c"

194
src/battle/area_nok/area.c Normal file
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#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#define NAMESPACE b_area_nok
extern ActorDesc N(goomba);
extern ActorDesc N(spiked_goomba);
extern ActorDesc N(paragoomba);
extern ActorDesc N(koopa_troopa);
extern ActorDesc N(paratroopa);
extern ActorDesc N(fuzzy);
extern ActorDesc N(kent_c_koopa);
extern Stage N(nok_01);
extern Stage N(nok_02);
extern Stage N(nok_03);
extern Stage N(nok_04);
Formation N(formation_00) = {
{ .actor = &N(goomba), .home = { .index = 1 }, .priority = 10 },
{ .actor = &N(goomba), .home = { .index = 2 }, .priority = 9 },
};
Formation N(formation_01) = {
{ .actor = &N(goomba), .home = { .index = 1 }, .priority = 10 },
{ .actor = &N(spiked_goomba), .home = { .index = 2 }, .priority = 9 },
};
Formation N(formation_02) = {
{ .actor = &N(paragoomba), .home = { .index = 5 }, .priority = 10 },
{ .actor = &N(paragoomba), .home = { .index = 6 }, .priority = 9 },
};
Formation N(formation_03) = {
{ .actor = &N(spiked_goomba), .home = { .index = 1 }, .priority = 10 },
{ .actor = &N(paragoomba), .home = { .index = 6 }, .priority = 9 },
};
Formation N(formation_04) = {
{ .actor = &N(spiked_goomba), .home = { .index = 1 }, .priority = 10 },
{ .actor = &N(spiked_goomba), .home = { .index = 2 }, .priority = 9 },
};
Formation N(formation_05) = {
{ .actor = &N(spiked_goomba), .home = { .index = 0 }, .priority = 10 },
{ .actor = &N(goomba), .home = { .index = 1 }, .priority = 9 },
{ .actor = &N(goomba), .home = { .index = 2 }, .priority = 8 },
};
Formation N(formation_06) = {
{ .actor = &N(spiked_goomba), .home = { .index = 0 }, .priority = 10 },
{ .actor = &N(spiked_goomba), .home = { .index = 1 }, .priority = 9 },
{ .actor = &N(spiked_goomba), .home = { .index = 2 }, .priority = 8 },
};
Formation N(formation_07) = {
{ .actor = &N(spiked_goomba), .home = { .index = 0 }, .priority = 10 },
{ .actor = &N(spiked_goomba), .home = { .index = 1 }, .priority = 9 },
{ .actor = &N(spiked_goomba), .home = { .index = 2 }, .priority = 8 },
{ .actor = &N(spiked_goomba), .home = { .index = 3 }, .priority = 7 },
};
Formation N(formation_08) = {
{ .actor = &N(koopa_troopa), .home = { .index = 1 }, .priority = 10 },
{ .actor = &N(goomba), .home = { .index = 2 }, .priority = 9 },
};
Formation N(formation_09) = {
{ .actor = &N(koopa_troopa), .home = { .index = 1 }, .priority = 10 },
{ .actor = &N(koopa_troopa), .home = { .index = 2 }, .priority = 9 },
};
Formation N(formation_0A) = {
{ .actor = &N(koopa_troopa), .home = { .index = 0 }, .priority = 10 },
{ .actor = &N(koopa_troopa), .home = { .index = 1 }, .priority = 9 },
{ .actor = &N(koopa_troopa), .home = { .index = 2 }, .priority = 8 },
};
Formation N(formation_0B) = {
{ .actor = &N(koopa_troopa), .home = { .index = 1 }, .priority = 10 },
{ .actor = &N(spiked_goomba), .home = { .index = 2 }, .priority = 9 },
};
Formation N(formation_0C) = {
{ .actor = &N(koopa_troopa), .home = { .index = 0 }, .priority = 10 },
{ .actor = &N(koopa_troopa), .home = { .index = 1 }, .priority = 9 },
{ .actor = &N(spiked_goomba), .home = { .index = 2 }, .priority = 8 },
};
Formation N(formation_0D) = {
{ .actor = &N(koopa_troopa), .home = { .index = 0 }, .priority = 10 },
{ .actor = &N(spiked_goomba), .home = { .index = 1 }, .priority = 9 },
{ .actor = &N(spiked_goomba), .home = { .index = 2 }, .priority = 8 },
};
Formation N(formation_0E) = {
{ .actor = &N(koopa_troopa), .home = { .index = 0 }, .priority = 10 },
{ .actor = &N(paragoomba), .home = { .index = 5 }, .priority = 9 },
{ .actor = &N(paragoomba), .home = { .index = 6 }, .priority = 8 },
};
Formation N(formation_0F) = {
{ .actor = &N(koopa_troopa), .home = { .index = 0 }, .priority = 10 },
{ .actor = &N(spiked_goomba), .home = { .index = 1 }, .priority = 9 },
{ .actor = &N(paragoomba), .home = { .index = 6 }, .priority = 8 },
};
Formation N(formation_10) = {
{ .actor = &N(koopa_troopa), .home = { .index = 0 }, .priority = 10 },
{ .actor = &N(koopa_troopa), .home = { .index = 1 }, .priority = 9 },
{ .actor = &N(spiked_goomba), .home = { .index = 2 }, .priority = 8 },
{ .actor = &N(paragoomba), .home = { .index = 7 }, .priority = 7 },
};
Formation N(formation_11) = {
{ .actor = &N(paratroopa), .home = { .index = 5 }, .priority = 10 },
{ .actor = &N(paratroopa), .home = { .index = 6 }, .priority = 9 },
};
Formation N(formation_12) = {
{ .actor = &N(paratroopa), .home = { .index = 5 }, .priority = 10 },
{ .actor = &N(koopa_troopa), .home = { .index = 2 }, .priority = 9 },
};
Formation N(formation_13) = {
{ .actor = &N(paratroopa), .home = { .index = 4 }, .priority = 10 },
{ .actor = &N(koopa_troopa), .home = { .index = 1 }, .priority = 9 },
{ .actor = &N(spiked_goomba), .home = { .index = 2 }, .priority = 8 },
};
Formation N(formation_14) = {
{ .actor = &N(paratroopa), .home = { .index = 4 }, .priority = 10 },
{ .actor = &N(koopa_troopa), .home = { .index = 1 }, .priority = 9 },
{ .actor = &N(spiked_goomba), .home = { .index = 2 }, .priority = 8 },
{ .actor = &N(spiked_goomba), .home = { .index = 3 }, .priority = 7 },
};
Formation N(formation_15) = {
{ .actor = &N(fuzzy), .home = { .index = 1 }, .priority = 10 },
};
Formation N(formation_16) = {
{ .actor = &N(fuzzy), .home = { .index = 1 }, .priority = 10 },
{ .actor = &N(fuzzy), .home = { .index = 2 }, .priority = 9 },
};
Formation N(formation_17) = {
{ .actor = &N(fuzzy), .home = { .index = 0 }, .priority = 10 },
{ .actor = &N(fuzzy), .home = { .index = 1 }, .priority = 9 },
{ .actor = &N(fuzzy), .home = { .index = 2 }, .priority = 8 },
{ .actor = &N(fuzzy), .home = { .index = 3 }, .priority = 7 },
};
Formation N(formation_18) = {
{ .actor = &N(kent_c_koopa), .home = { .index = 1 }, .priority = 10 },
};
BattleList N(formationTable) = {
BATTLE("クリボーx", N(formation_00), &N(nok_02)),
BATTLE("クリボー,トゲクリボー", N(formation_01), &N(nok_02)),
BATTLE("パタクリボーx", N(formation_02), &N(nok_02)),
BATTLE("トゲクリボー、パタクリボー", N(formation_03), &N(nok_02)),
BATTLE("トゲクリボーx", N(formation_04), &N(nok_02)),
BATTLE("トゲクリボー、クリボーx2", N(formation_05), &N(nok_02)),
BATTLE("トゲクリボーx", N(formation_06), &N(nok_02)),
BATTLE("トゲクリボーx", N(formation_07), &N(nok_02)),
BATTLE("ノコノコ、クリボー", N(formation_08), &N(nok_02)),
BATTLE("コx", N(formation_09), &N(nok_02)),
BATTLE("コx", N(formation_0A), &N(nok_02)),
BATTLE("ノコノコ、トゲクリボー", N(formation_0B), &N(nok_02)),
BATTLE("コx2、トゲクリ", N(formation_0C), &N(nok_02)),
BATTLE("コ、トゲクリボーx2", N(formation_0D), &N(nok_02)),
BATTLE("コ、パタクリボーx2", N(formation_0E), &N(nok_02)),
BATTLE("ノコノコ、トゲクリボー,パタクリボー", N(formation_0F), &N(nok_02)),
BATTLE("コx2、トゲクリボー,パタクリボー", N(formation_10), &N(nok_02)),
BATTLE("パタパタx2", N(formation_11), &N(nok_02)),
BATTLE("パタパタ、ノコノコ", N(formation_12), &N(nok_02)),
BATTLE("パタパタ、ノコノコ、トゲクリボー", N(formation_13), &N(nok_02)),
BATTLE("パタパタ、コ、トゲクリボーx2", N(formation_14), &N(nok_02)),
BATTLE("チョロボン", N(formation_15), &N(nok_02)),
BATTLE("チョロボンx2", N(formation_16), &N(nok_02)),
BATTLE("チョロボンx4", N(formation_17), &N(nok_02)),
BATTLE("ゼニノコー", N(formation_18), &N(nok_02)),
{},
};
StageList N(stageTable) = {
{ "nok_01", &N(nok_01) },
{ "nok_02", &N(nok_02) },
{ "nok_03", &N(nok_03) },
{ "nok_04", &N(nok_04) },
{},
};

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@ -0,0 +1,60 @@
#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_nok_nok_01
EvtSource N(8022B5F0) = {
EVT_SET(LW(10), LW(0))
EVT_LABEL(0)
EVT_CALL(TranslateModel, LW(10), 0, 2, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(TranslateModel, LW(10), 0, 0, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(TranslateModel, LW(10), 0, 2, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(TranslateModel, LW(10), 0, 0, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(RandInt, 30, LW(0))
EVT_ADD(LW(0), 30)
EVT_WAIT_FRAMES(LW(0))
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtSource N(beforeBattle_8022B6F8) = {
EVT_CALL(SetSpriteShading, -1)
EVT_SET(LW(0), 19)
EVT_EXEC(N(8022B5F0))
EVT_SET(LW(0), 20)
EVT_EXEC(N(8022B5F0))
EVT_SET(LW(0), 21)
EVT_EXEC(N(8022B5F0))
EVT_SET(LW(0), 22)
EVT_EXEC(N(8022B5F0))
EVT_SET(LW(0), 23)
EVT_EXEC(N(8022B5F0))
EVT_SET(LW(0), 24)
EVT_EXEC(N(8022B5F0))
EVT_RETURN
EVT_END
};
EvtSource N(afterBattle_8022B7C0) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_8022B7D0)[] = {
0x0000001E, 0x0000001D, 0x0000001C, 0x00000000,
};
Stage NAMESPACE = {
.texture = "nok_tex",
.shape = "nok_bt01_shape",
.hit = "nok_bt01_hit",
.bg = "nok_bg",
.preBattle = N(beforeBattle_8022B6F8),
.postBattle = N(afterBattle_8022B7C0),
.foregroundModelList = N(foregroundModelList_8022B7D0),
};

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@ -0,0 +1,79 @@
#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_nok_nok_02
EvtSource N(8022B810) = {
EVT_SET(LW(10), LW(0))
EVT_LABEL(0)
EVT_CALL(TranslateModel, LW(10), 0, 2, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(TranslateModel, LW(10), 0, 0, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(TranslateModel, LW(10), 0, 2, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(TranslateModel, LW(10), 0, 0, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(RandInt, 30, LW(0))
EVT_ADD(LW(0), 30)
EVT_WAIT_FRAMES(LW(0))
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtSource N(beforeBattle_8022B918) = {
EVT_CALL(SetSpriteShading, -1)
EVT_THREAD
EVT_SET(LW(0), 19)
EVT_EXEC(N(8022B810))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 20)
EVT_EXEC(N(8022B810))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 21)
EVT_EXEC(N(8022B810))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 22)
EVT_EXEC(N(8022B810))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 23)
EVT_EXEC(N(8022B810))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 24)
EVT_EXEC(N(8022B810))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 25)
EVT_EXEC(N(8022B810))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 26)
EVT_EXEC(N(8022B810))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 27)
EVT_EXEC(N(8022B810))
EVT_WAIT_FRAMES(5)
EVT_SET(LW(0), 28)
EVT_EXEC(N(8022B810))
EVT_END_THREAD
EVT_RETURN
EVT_END
};
EvtSource N(afterBattle_8022BACC) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_8022BADC)[] = {
0x0000001F, 0x00000020, 0x0000001E, 0x00000000,
};
Stage NAMESPACE = {
.texture = "nok_tex",
.shape = "nok_bt02_shape",
.hit = "nok_bt02_hit",
.bg = "nok_bg",
.preBattle = N(beforeBattle_8022B918),
.postBattle = N(afterBattle_8022BACC),
.foregroundModelList = N(foregroundModelList_8022BADC),
};

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@ -0,0 +1,29 @@
#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_nok_nok_03
EvtSource N(beforeBattle_8022BB20) = {
EVT_CALL(SetSpriteShading, -1)
EVT_RETURN
EVT_END
};
EvtSource N(afterBattle_8022BB40) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_8022BB50)[] = {
0x0000000E, 0x0000000F, 0x00000000,
};
Stage NAMESPACE = {
.texture = "nok_tex",
.shape = "nok_bt03_shape",
.hit = "nok_bt03_hit",
.bg = "nok_bg",
.preBattle = N(beforeBattle_8022BB20),
.postBattle = N(afterBattle_8022BB40),
.foregroundModelList = N(foregroundModelList_8022BB50),
};

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@ -0,0 +1,29 @@
#include "common.h"
#include "battle/battle.h"
#define NAMESPACE b_area_nok_nok_04
EvtSource N(beforeBattle_8022BB90) = {
EVT_CALL(SetSpriteShading, -1)
EVT_RETURN
EVT_END
};
EvtSource N(afterBattle_8022BBB0) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_8022BBC0)[] = {
0x0000001B, 0x0000001A, 0x0000001D, 0x0000001C, 0x00000019, 0x00000000,
};
Stage NAMESPACE = {
.texture = "nok_tex",
.shape = "nok_bt04_shape",
.hit = "nok_bt04_hit",
.bg = "nok_bg",
.preBattle = N(beforeBattle_8022BB90),
.postBattle = N(afterBattle_8022BBB0),
.foregroundModelList = N(foregroundModelList_8022BBC0),
};

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@ -16,6 +16,15 @@ extern StageList b_area_kmr_part_2_stageTable;
extern BattleList b_area_kmr_part_3_formationTable;
extern StageList b_area_kmr_part_3_stageTable;
extern BattleList b_area_mac_formationTable;
extern StageList b_area_mac_stageTable;
extern BattleList b_area_hos_formationTable;
extern StageList b_area_hos_stageTable;
extern BattleList b_area_nok_formationTable;
extern StageList b_area_nok_stageTable;
BattleArea gBattleAreas[0x30] = {
{
AREA(area_kmr_part_1),
@ -26,32 +35,32 @@ BattleArea gBattleAreas[0x30] = {
{
AREA(area_kmr_part_2),
.name = "エリア その2",
.battles = b_area_kmr_part_2_formationTable,
.stages = b_area_kmr_part_2_stageTable,
.battles = &b_area_kmr_part_2_formationTable,
.stages = &b_area_kmr_part_2_stageTable,
},
{
AREA(area_kmr_part_3),
.name = "エリア その3",
.battles = b_area_kmr_part_3_formationTable,
.stages = b_area_kmr_part_3_stageTable,
.battles = &b_area_kmr_part_3_formationTable,
.stages = &b_area_kmr_part_3_stageTable,
},
{
AREA(area_mac),
.name = "エリア ",
.battles = 0x80232A5C,
.stages = 0x80232AD4,
.battles = &b_area_mac_formationTable,
.stages = &b_area_mac_stageTable,
},
{
AREA(area_hos),
.name = "エリア ",
.battles = 0x80225F24,
.stages = 0x80225F88,
.battles = &b_area_hos_formationTable,
.stages = &b_area_hos_stageTable,
},
{
AREA(area_nok),
.name = "エリア ",
.battles = 0x80219520,
.stages = 0x80219728,
.battles = &b_area_nok_formationTable,
.stages = &b_area_nok_stageTable,
},
{
AREA(area_trd_part_1),

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@ -0,0 +1,454 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/goomba.h"
s32 N(defenseTable_80219750)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021975C)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
STATUS_POISON, 100,
STATUS_FROZEN, 100,
STATUS_DIZZY, 100,
STATUS_FEAR, 100,
STATUS_STATIC, 100,
STATUS_PARALYZE, 100,
STATUS_SHRINK, 100,
STATUS_STOP, 100,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
extern s32 N(idleAnimations_80219854)[];
extern EvtSource N(init_802198EC);
ActorPartDesc N(partsTable_80219808)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80219854),
.defenseTable = N(defenseTable_80219750),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
};
ActorDesc NAMESPACE = {
.flags = 0,
.type = ACTOR_TYPE_GOOMBA,
.level = 5,
.maxHP = 2,
.partCount = ARRAY_COUNT(N(partsTable_80219808)),
.partsData = N(partsTable_80219808),
.script = N(init_802198EC),
.statusTable = N(statusTable_8021975C),
.escapeChance = 90,
.airLiftChance = 100,
.spookChance = 90,
.baseStatusChance = 100,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,
.coinReward = 1,
.size = { 24, 24 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_80219854)[] = {
STATUS_NORMAL, NPC_ANIM_goomba_normal_idle,
STATUS_STONE, NPC_ANIM_goomba_normal_still,
STATUS_SLEEP, NPC_ANIM_goomba_normal_asleep,
STATUS_POISON, NPC_ANIM_goomba_normal_idle,
STATUS_STOP, NPC_ANIM_goomba_normal_still,
STATUS_STATIC, NPC_ANIM_goomba_normal_idle,
STATUS_PARALYZE, NPC_ANIM_goomba_normal_still,
STATUS_DIZZY, NPC_ANIM_goomba_normal_dizzy,
STATUS_FEAR, NPC_ANIM_goomba_normal_dizzy,
STATUS_END,
};
s32 N(idleAnimations_802198A0)[] = {
STATUS_NORMAL, NPC_ANIM_goomba_normal_run,
STATUS_STONE, NPC_ANIM_goomba_normal_still,
STATUS_SLEEP, NPC_ANIM_goomba_normal_asleep,
STATUS_POISON, NPC_ANIM_goomba_normal_idle,
STATUS_STOP, NPC_ANIM_goomba_normal_still,
STATUS_STATIC, NPC_ANIM_goomba_normal_run,
STATUS_PARALYZE, NPC_ANIM_goomba_normal_still,
STATUS_DIZZY, NPC_ANIM_goomba_normal_dizzy,
STATUS_FEAR, NPC_ANIM_goomba_normal_dizzy,
STATUS_END,
};
extern EvtSource N(takeTurn_8021A440);
extern EvtSource N(idle_80219938);
extern EvtSource N(handleEvent_80219C14);
EvtSource N(init_802198EC) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_ADDR(N(takeTurn_8021A440)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_ADDR(N(idle_80219938)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_ADDR(N(handleEvent_80219C14)))
EVT_RETURN
EVT_END
};
EvtSource N(idle_80219938) = {
EVT_LABEL(10)
EVT_CALL(RandInt, 80, LW(0))
EVT_ADD(LW(0), 80)
EVT_LOOP(LW(0))
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(0)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_802198A0)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_80219854)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(1)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_802198A0)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_ADDR(N(idleAnimations_80219854)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(2)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_GOTO(10)
EVT_RETURN
EVT_END
};
EvtSource N(handleEvent_80219C14) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_burn_pain)
EVT_SET_CONST(LW(2), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_burn_pain)
EVT_SET_CONST(LW(2), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(11)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(33)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(47)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_dizzy)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6005859375))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CASE_EQ(38)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(19)
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_idle)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(32)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(53)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_idle)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_run)
EVT_SET_CONST(LW(2), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(58)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_run)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "common/anglestuff.inc.c"
EvtSource N(takeTurn_8021A440) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -1, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), 0, 0, 1, 16)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(LW(10), LW(0))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 10)
EVT_SET(LW(1), 10)
EVT_ADD(LW(2), 3)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2001953125))
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LW(1), LW(2), LW(0))
EVT_SET(LW(0), 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(4), LW(5), LW(6))
EVT_CALL(N(AngleCalculate), LW(1), LW(2), LW(4), LW(5), LW(0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LW(0))
EVT_SET(LW(1), LW(4))
EVT_SET(LW(2), LW(5))
EVT_SET(LW(3), LW(6))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_WAIT_FRAMES(6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_asleep)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1005859375), EVT_FLOAT(0.80078125), EVT_FLOAT(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 5, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.30078125), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 7, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pain)
EVT_WAIT_FRAMES(5)
EVT_IF_EQ(LW(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 20)
EVT_SET(LW(1), 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(2.0))
EVT_THREAD
EVT_WAIT_FRAMES(4)
EVT_SET(LW(0), 180)
EVT_LOOP(4)
EVT_SUB(LW(0), 45)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LW(0))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_dizzy)
EVT_WAIT_FRAMES(5)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6005859375))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2001953125))
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LW(1), LW(2), LW(0))
EVT_SET(LW(0), 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(4), LW(5), LW(6))
EVT_CALL(N(AngleCalculate), LW(1), LW(2), LW(4), LW(5), LW(0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LW(0))
EVT_SET(LW(1), LW(4))
EVT_SET(LW(2), LW(5))
EVT_SET(LW(3), LW(6))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_WAIT_FRAMES(6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pre_headbonk)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1005859375), EVT_FLOAT(0.80078125), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.30078125), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_END_SWITCH
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), 0, 0, 0, 1, 32)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1005859375), EVT_FLOAT(0.80078125), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 40)
EVT_SET(LW(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.80078125))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_ADD(LW(0), 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_ADD(LW(0), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_WAIT_FRAMES(3)
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};

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@ -0,0 +1,930 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/goomba.h"
#include "sprite/npc/paragoomba.h"
s32 N(defenseTable_8021CB00)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(defenseTable_8021CB0C)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021CB18)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
STATUS_POISON, 100,
STATUS_FROZEN, 100,
STATUS_DIZZY, 100,
STATUS_FEAR, 100,
STATUS_STATIC, 100,
STATUS_PARALYZE, 100,
STATUS_SHRINK, 100,
STATUS_STOP, 100,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
s32 N(statusTable_8021CBC4)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
STATUS_POISON, 80,
STATUS_FROZEN, 100,
STATUS_DIZZY, 100,
STATUS_FEAR, 80,
STATUS_STATIC, 80,
STATUS_PARALYZE, 100,
STATUS_SHRINK, 100,
STATUS_STOP, 100,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 1,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
extern s32 N(idleAnimations_8021E4EC)[];
extern s32 N(idleAnimations_8021CD28)[];
extern s32 N(idleAnimations_8021CDC0)[];
extern s32 N(idleAnimations_8021CDCC)[];
extern EvtSource N(init_8021CDD8);
ActorPartDesc N(partsTable_8021CC70)[] = {
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021E4EC),
.defenseTable = N(defenseTable_8021CB00),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 2,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021CD28),
.defenseTable = N(defenseTable_8021CB0C),
.eventFlags = ACTOR_EVENT_FLAG_GROUNDABLE,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 3,
.posOffset = { 0, 0, 0 },
.targetOffset = { -16, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021CDC0),
.defenseTable = N(defenseTable_8021CB00),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 4,
.posOffset = { 0, 0, 0 },
.targetOffset = { -16, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021CDCC),
.defenseTable = N(defenseTable_8021CB00),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.unk_1C = 246,
},
};
ActorDesc NAMESPACE = {
.flags = ACTOR_FLAG_FLYING,
.type = ACTOR_TYPE_PARAGOOMBA,
.level = 6,
.maxHP = 2,
.partCount = ARRAY_COUNT(N(partsTable_8021CC70)),
.partsData = N(partsTable_8021CC70),
.script = N(init_8021CDD8),
.statusTable = N(statusTable_8021CBC4),
.escapeChance = 90,
.airLiftChance = 100,
.spookChance = 100,
.baseStatusChance = 100,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,
.coinReward = 1,
.size = { 36, 26 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021CD28)[] = {
STATUS_NORMAL, NPC_ANIM_paragoomba_default_idle,
STATUS_STONE, NPC_ANIM_paragoomba_default_still,
STATUS_SLEEP, NPC_ANIM_paragoomba_default_sleep,
STATUS_POISON, NPC_ANIM_paragoomba_default_idle,
STATUS_STOP, NPC_ANIM_paragoomba_default_still,
STATUS_STATIC, NPC_ANIM_paragoomba_default_idle,
STATUS_PARALYZE, NPC_ANIM_paragoomba_default_still,
STATUS_DIZZY, NPC_ANIM_paragoomba_default_dizzy,
STATUS_FEAR, NPC_ANIM_paragoomba_default_dizzy,
STATUS_END,
};
s32 N(idleAnimations_8021CD74)[] = {
STATUS_NORMAL, NPC_ANIM_paragoomba_default_run,
STATUS_STONE, NPC_ANIM_paragoomba_default_still,
STATUS_SLEEP, NPC_ANIM_paragoomba_default_sleep,
STATUS_POISON, NPC_ANIM_paragoomba_default_idle,
STATUS_STOP, NPC_ANIM_paragoomba_default_still,
STATUS_STATIC, NPC_ANIM_paragoomba_default_run,
STATUS_PARALYZE, NPC_ANIM_paragoomba_default_still,
STATUS_DIZZY, NPC_ANIM_paragoomba_default_dizzy,
STATUS_FEAR, NPC_ANIM_paragoomba_default_dizzy,
STATUS_END,
};
s32 N(idleAnimations_8021CDC0)[] = {
STATUS_NORMAL, NPC_ANIM_paragoomba_default_left_wing_only,
STATUS_END,
};
s32 N(idleAnimations_8021CDCC)[] = {
STATUS_NORMAL, NPC_ANIM_paragoomba_default_right_wing_only,
STATUS_END,
};
extern EvtSource N(takeTurn_8021D74C);
extern EvtSource N(idle_8021CE24);
extern EvtSource N(handleEvent_8021D158);
EvtSource N(init_8021CDD8) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_8021D74C)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8021CE24)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8021D158)))
EVT_RETURN
EVT_END
};
EvtSource N(idle_8021CE24) = {
EVT_LABEL(10)
EVT_CALL(RandInt, 80, EVT_VAR(0))
EVT_ADD(EVT_VAR(0), 80)
EVT_LOOP(EVT_VAR(0))
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(0)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_ADD(EVT_VAR(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FIXED(0.6))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021CD74)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, 0)
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(1)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_SUB(EVT_VAR(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FIXED(0.6))
EVT_CALL(SetIdleGoal, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021CD28)))
EVT_LOOP(40)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(2)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_GOTO(10)
EVT_RETURN
EVT_END
};
EvtSource N(8021D0E0) = {
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(7.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 1, 11)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_idle)
EVT_RETURN
EVT_END
};
extern EvtSource N(8021DF64);
EvtSource N(handleEvent_8021D158) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetLastEvent, ACTOR_SELF, EVT_VAR(0))
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_CALL(GetBattlePhase, EVT_VAR(0))
EVT_IF_EQ(EVT_VAR(0), 1)
EVT_CALL(GetEncounterState, EVT_VAR(0))
EVT_IF_EQ(EVT_VAR(0), 4)
EVT_EXEC_WAIT(N(8021DF64))
EVT_END_IF
EVT_END_IF
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_burn_pain)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_paragoomba_default_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_burn_pain)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_paragoomba_default_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_burn_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(12)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_EXEC_WAIT(N(8021DF64))
EVT_CASE_EQ(15)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_burn_pain)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_paragoomba_default_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_EXEC_WAIT(N(8021DF64))
EVT_CASE_EQ(47)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_dizzy)
EVT_EXEC_WAIT(N(8021D0E0))
EVT_CASE_EQ(38)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(19)
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_idle)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(32)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(56)
EVT_CALL(SetActorPos, ACTOR_SELF, 20, 0, 0)
EVT_CALL(HPBarToCurrent, ACTOR_SELF)
EVT_CASE_EQ(53)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_EXEC_WAIT(N(8021D0E0))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_idle)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, 512, 0)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_run)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(58)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_run)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_SET_CONST(EVT_VAR(0), 0x00000002)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_paragoomba_default_pain)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtSource N(takeTurn_8021D74C) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(6.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, EVT_VAR(0), 0, 0, 1, 16)
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(EVT_VAR(10), EVT_VAR(0))
EVT_WAIT_FRAMES(10)
EVT_CALL(UseBattleCamPreset, 66)
EVT_CALL(SetBattleCamZoom, 300)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 8416)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.8))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_attack)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_UNUSED_2C1)
EVT_CALL(SetActorSounds, -127, 1, 0, 0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_SUB(EVT_VAR(0), 80)
EVT_SET(EVT_VAR(1), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_attack)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 4)
EVT_THREAD
EVT_LOOP(4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 8415)
EVT_WAIT_FRAMES(4)
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_aim)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 2, 0, 2)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 2, EVT_FIXED(3.0))
EVT_WAIT_FRAMES(10)
EVT_IF_EQ(EVT_VAR(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, EVT_VAR(0), ((0x80000000)), 0, 0, 0)
EVT_END_IF
EVT_WAIT_FRAMES(10)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 2, EVT_FIXED(1.0))
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_EXEC_WAIT(N(8021D0E0))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 2, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_WAIT_FRAMES(10)
EVT_CALL(UseBattleCamPreset, 66)
EVT_CALL(SetBattleCamZoom, 300)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, 8416)
EVT_CALL(SetActorSounds, -127, 2, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.8))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_attack)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_UNUSED_2C1)
EVT_CALL(SetActorSounds, -127, 1, 0, 0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_attack)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
EVT_END_SWITCH
EVT_WAIT_FRAMES(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, EVT_VAR(0), 0, 0, 0, 1, 32)
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 10, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(6.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_WAIT_FRAMES(5)
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, NPC_ANIM_paragoomba_default_run)
EVT_EXEC_WAIT(N(8021D0E0))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, -1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
extern EvtSource N(8021E584);
#include "common/StartRumbleWithParams.inc.c"
EvtSource N(8021DF64) = {
EVT_CALL(func_8027D32C, -127)
EVT_CALL(SetPartFlags, ACTOR_SELF, 2, 131077)
EVT_CALL(SetPartFlags, ACTOR_SELF, 3, 1179652)
EVT_CALL(SetPartFlags, ACTOR_SELF, 4, 1179652)
EVT_CALL(SetPartFlags, ACTOR_SELF, 1, 8388612)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetPartPos, ACTOR_SELF, 3, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 3, -9, 7, -2)
EVT_CALL(SetPartPos, ACTOR_SELF, 4, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 4, 11, 7, -2)
EVT_CALL(GetLastEvent, ACTOR_SELF, EVT_VAR(0))
EVT_IF_EQ(EVT_VAR(0), 15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_burn_dead)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pain)
EVT_END_IF
EVT_CALL(SetActorSounds, -127, 2, 769, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_SET(EVT_VAR(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(N(StartRumbleWithParams), 100, 10)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FIXED(0.3))
EVT_END_THREAD
EVT_CALL(ResetActorSounds, -127, 2)
EVT_CALL(GetLastEvent, ACTOR_SELF, EVT_VAR(3))
EVT_IF_EQ(EVT_VAR(3), 15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pain)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(3), EVT_VAR(4), EVT_VAR(5))
EVT_ADD(EVT_VAR(4), 10)
EVT_ADD(EVT_VAR(5), 5)
EVT_CALL(PlayEffect, 0x27, 0, EVT_VAR(3), EVT_VAR(4), EVT_VAR(5), EVT_FIXED(1.0), 10, 0, 0, 0, 0, 0, 0, 0)
EVT_END_IF
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_LOOP(10)
EVT_CALL(SetPartFlagBits, -127, 3, 1, 1)
EVT_CALL(SetPartFlagBits, -127, 4, 1, 1)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetPartFlagBits, -127, 3, 1, 0)
EVT_CALL(SetPartFlagBits, -127, 4, 1, 0)
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(SetPartFlagBits, -127, 3, 1, 1)
EVT_CALL(SetPartFlagBits, -127, 4, 1, 1)
EVT_CALL(GetIndexFromHome, -127, EVT_VAR(0))
EVT_MOD(EVT_VAR(0), 4)
EVT_CALL(SetGoalToIndex, -127, EVT_VAR(0))
EVT_CALL(GetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetHomePos, -127, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, 512, 0)
EVT_CALL(SetStatusTable, -127, EVT_PTR(N(statusTable_8021CB18)))
EVT_CALL(SetActorType, -127, 7)
EVT_EXEC_WAIT(N(8021E584))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, 4096, 1)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_RETURN
EVT_END
};
// Copy of goomba.c follows..................
// TODO: deduplicate
s32 N(idleAnimations_8021E4EC)[] = {
STATUS_NORMAL, NPC_ANIM_goomba_normal_idle,
STATUS_STONE, NPC_ANIM_goomba_normal_still,
STATUS_SLEEP, NPC_ANIM_goomba_normal_asleep,
STATUS_POISON, NPC_ANIM_goomba_normal_idle,
STATUS_STOP, NPC_ANIM_goomba_normal_still,
STATUS_STATIC, NPC_ANIM_goomba_normal_idle,
STATUS_PARALYZE, NPC_ANIM_goomba_normal_still,
STATUS_DIZZY, NPC_ANIM_goomba_normal_dizzy,
STATUS_FEAR, NPC_ANIM_goomba_normal_dizzy,
STATUS_END,
};
s32 N(idleAnimations_8021E538)[] = {
STATUS_NORMAL, NPC_ANIM_goomba_normal_run,
STATUS_STONE, NPC_ANIM_goomba_normal_still,
STATUS_SLEEP, NPC_ANIM_goomba_normal_asleep,
STATUS_POISON, NPC_ANIM_goomba_normal_idle,
STATUS_STOP, NPC_ANIM_goomba_normal_still,
STATUS_STATIC, NPC_ANIM_goomba_normal_run,
STATUS_PARALYZE, NPC_ANIM_goomba_normal_still,
STATUS_DIZZY, NPC_ANIM_goomba_normal_dizzy,
STATUS_FEAR, NPC_ANIM_goomba_normal_dizzy,
STATUS_END,
};
extern EvtSource N(takeTurn_8021F0D8);
extern EvtSource N(idle_8021E5D0);
extern EvtSource N(handleEvent_8021E8AC);
EvtSource N(8021E584) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_8021F0D8)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8021E5D0)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8021E8AC)))
EVT_RETURN
EVT_END
};
EvtSource N(idle_8021E5D0) = {
EVT_LABEL(10)
EVT_CALL(RandInt, 80, EVT_VAR(0))
EVT_ADD(EVT_VAR(0), 80)
EVT_LOOP(EVT_VAR(0))
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(0)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_ADD(EVT_VAR(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FIXED(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021E538)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021E4EC)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(1)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_SUB(EVT_VAR(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FIXED(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021E538)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021E4EC)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, EVT_VAR(1))
EVT_IF_FLAG(EVT_VAR(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(2)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_GOTO(10)
EVT_RETURN
EVT_END
};
EvtSource N(handleEvent_8021E8AC) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_CALL(GetLastEvent, ACTOR_SELF, EVT_VAR(0))
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_burn_pain)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_burn_pain)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_burn_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(11)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(33)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(47)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_dizzy)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CASE_EQ(38)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(19)
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_idle)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(32)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(53)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(4.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_idle)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_run)
EVT_SET_CONST(EVT_VAR(2), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(58)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_run)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_SET_CONST(EVT_VAR(0), 0x00000001)
EVT_SET_CONST(EVT_VAR(1), NPC_ANIM_goomba_normal_pain)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "common/anglestuff.inc.c"
EvtSource N(takeTurn_8021F0D8) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(6.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -1, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, EVT_VAR(0), 0, 0, 1, 16)
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(EVT_VAR(10), EVT_VAR(0))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_SUB(EVT_VAR(0), 10)
EVT_SET(EVT_VAR(1), 10)
EVT_ADD(EVT_VAR(2), 3)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.2))
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(1), EVT_VAR(2), EVT_VAR(0))
EVT_SET(EVT_VAR(0), 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(4), EVT_VAR(5), EVT_VAR(6))
EVT_CALL(N(AngleCalculate), EVT_VAR(1), EVT_VAR(2), EVT_VAR(4), EVT_VAR(5), EVT_VAR(0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, EVT_VAR(0))
EVT_SET(EVT_VAR(1), EVT_VAR(4))
EVT_SET(EVT_VAR(2), EVT_VAR(5))
EVT_SET(EVT_VAR(3), EVT_VAR(6))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_WAIT_FRAMES(6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_asleep)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 5, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.3), EVT_FIXED(0.5), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 7, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pain)
EVT_WAIT_FRAMES(5)
EVT_IF_EQ(EVT_VAR(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, EVT_VAR(0), ((0x80000000)), 0, 0, 0)
EVT_END_IF
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_ADD(EVT_VAR(0), 20)
EVT_SET(EVT_VAR(1), 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(2.0))
EVT_THREAD
EVT_WAIT_FRAMES(4)
EVT_SET(EVT_VAR(0), 180)
EVT_LOOP(4)
EVT_SUB(EVT_VAR(0), 45)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, EVT_VAR(0))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_dizzy)
EVT_WAIT_FRAMES(5)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.2))
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(1), EVT_VAR(2), EVT_VAR(0))
EVT_SET(EVT_VAR(0), 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, EVT_VAR(4), EVT_VAR(5), EVT_VAR(6))
EVT_CALL(N(AngleCalculate), EVT_VAR(1), EVT_VAR(2), EVT_VAR(4), EVT_VAR(5), EVT_VAR(0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, EVT_VAR(0))
EVT_SET(EVT_VAR(1), EVT_VAR(4))
EVT_SET(EVT_VAR(2), EVT_VAR(5))
EVT_SET(EVT_VAR(3), EVT_VAR(6))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_WAIT_FRAMES(6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_pre_headbonk)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.3), EVT_FIXED(0.5), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_END_SWITCH
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, EVT_VAR(0), 0, 0, 0, 1, 32)
EVT_SWITCH(EVT_VAR(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_CALL(GetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_ADD(EVT_VAR(0), 40)
EVT_SET(EVT_VAR(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_ADD(EVT_VAR(0), 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_ADD(EVT_VAR(0), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_idle)
EVT_WAIT_FRAMES(3)
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_goomba_normal_run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};

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@ -0,0 +1,475 @@
#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/spiked_goomba.h"
s32 N(defenseTable_8021AFD0)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(statusTable_8021AFDC)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 100,
STATUS_POISON, 80,
STATUS_FROZEN, 100,
STATUS_DIZZY, 100,
STATUS_FEAR, 80,
STATUS_STATIC, 80,
STATUS_PARALYZE, 100,
STATUS_SHRINK, 100,
STATUS_STOP, 100,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
extern s32 N(idleAnimations_8021B0D4)[];
extern EvtSource N(init_8021B16C);
ActorPartDesc N(partsTable_8021B088)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 24 },
.opacity = 255,
.idleAnimations = N(idleAnimations_8021B0D4),
.defenseTable = N(defenseTable_8021AFD0),
.eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
.elementImmunityFlags = 0,
.unk_1C = 244,
},
};
ActorDesc NAMESPACE = {
.flags = 0,
.type = ACTOR_TYPE_SPIKED_GOOMBA,
.level = 6,
.maxHP = 2,
.partCount = ARRAY_COUNT(N(partsTable_8021B088)),
.partsData = N(partsTable_8021B088),
.script = N(init_8021B16C),
.statusTable = N(statusTable_8021AFDC),
.escapeChance = 90,
.airLiftChance = 95,
.spookChance = 90,
.baseStatusChance = 100,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 100,
.coinReward = 1,
.size = { 24, 28 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 10, 20 },
};
s32 N(idleAnimations_8021B0D4)[] = {
STATUS_NORMAL, NPC_ANIM_spiked_goomba_default_idle,
STATUS_STONE, NPC_ANIM_spiked_goomba_default_still,
STATUS_SLEEP, NPC_ANIM_spiked_goomba_default_sleep,
STATUS_POISON, NPC_ANIM_spiked_goomba_default_idle,
STATUS_STOP, NPC_ANIM_spiked_goomba_default_still,
STATUS_STATIC, NPC_ANIM_spiked_goomba_default_idle,
STATUS_PARALYZE, NPC_ANIM_spiked_goomba_default_still,
STATUS_DIZZY, NPC_ANIM_spiked_goomba_default_dizzy,
STATUS_FEAR, NPC_ANIM_spiked_goomba_default_dizzy,
STATUS_END,
};
s32 N(idleAnimations_8021B120)[] = {
STATUS_NORMAL, NPC_ANIM_spiked_goomba_default_run,
STATUS_STONE, NPC_ANIM_spiked_goomba_default_still,
STATUS_SLEEP, NPC_ANIM_spiked_goomba_default_sleep,
STATUS_POISON, NPC_ANIM_spiked_goomba_default_idle,
STATUS_STOP, NPC_ANIM_spiked_goomba_default_still,
STATUS_STATIC, NPC_ANIM_spiked_goomba_default_run,
STATUS_PARALYZE, NPC_ANIM_spiked_goomba_default_still,
STATUS_DIZZY, NPC_ANIM_spiked_goomba_default_dizzy,
STATUS_FEAR, NPC_ANIM_spiked_goomba_default_dizzy,
STATUS_END,
};
extern EvtSource N(takeTurn_8021BDDC);
extern EvtSource N(idle_8021B1B8);
extern EvtSource N(handleEvent_8021B494);
EvtSource N(init_8021B16C) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_8021BDDC)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8021B1B8)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8021B494)))
EVT_RETURN
EVT_END
};
EvtSource N(idle_8021B1B8) = {
EVT_LABEL(10)
EVT_CALL(RandInt, 80, LW(0))
EVT_ADD(LW(0), 80)
EVT_LOOP(LW(0))
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(0)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FIXED(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B120)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B0D4)))
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(1)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FIXED(1.0))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B120)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(IdleRunToGoal, -127, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021B0D4)))
EVT_LOOP(80)
EVT_LABEL(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(1))
EVT_IF_FLAG(LW(1), 0x35D000)
EVT_WAIT_FRAMES(1)
EVT_GOTO(2)
EVT_END_IF
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_GOTO(10)
EVT_RETURN
EVT_END
};
EvtSource N(handleEvent_8021B494) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_CALL(GetLastEvent, ACTOR_SELF, LW(0))
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(9)
EVT_CASE_OR_EQ(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(14)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_burn_dead)
EVT_SET_CONST(LW(2), NPC_ANIM_spiked_goomba_default_burn_pain)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(36)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_burn_dead)
EVT_SET_CONST(LW(2), NPC_ANIM_spiked_goomba_default_burn_pain)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_burn_pain)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(11)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_pain)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(33)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_pain)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(47)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_pain)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_dizzy)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_idle)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CASE_EQ(38)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_electrocute)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(19)
EVT_CASE_OR_EQ(23)
EVT_CASE_OR_EQ(25)
EVT_CASE_OR_EQ(31)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_idle)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(32)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_pain)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT_FRAMES(10)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_dead)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(53)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(4.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(49)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_idle)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(57)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_run)
EVT_SET_CONST(LW(2), NPC_ANIM_spiked_goomba_default_pain)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(58)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_run)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(22)
EVT_SET_CONST(LW(0), 0x00000001)
EVT_SET_CONST(LW(1), NPC_ANIM_spiked_goomba_default_pain)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_EQ(27)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(0))
EVT_IF_NOT_FLAG(LW(0), 0x35D000)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_laugh)
EVT_END_IF
EVT_WAIT_FRAMES(10)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(GetStatusFlags, ACTOR_SELF, LW(3))
EVT_IF_FLAG(LW(3), 0x80000)
EVT_ADD(LW(1), 10)
EVT_ELSE
EVT_ADD(LW(1), 26)
EVT_END_IF
EVT_CALL(PlayEffect, 0x1A, 0, LW(0), LW(1), LW(2), 20, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_WAIT_FRAMES(20)
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_idle)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
#include "common/anglestuff.inc.c"
EvtSource N(takeTurn_8021BDDC) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, 63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_run)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(6.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_idle)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -1, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_headbonk)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), 0, 0, 1, 16)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(6)
EVT_CASE_OR_EQ(5)
EVT_SET(LW(10), LW(0))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_SUB(LW(0), 10)
EVT_SET(LW(1), 10)
EVT_ADD(LW(2), 3)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.2))
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LW(1), LW(2), LW(0))
EVT_SET(LW(0), 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(4), LW(5), LW(6))
EVT_CALL(N(AngleCalculate), LW(1), LW(2), LW(4), LW(5), LW(0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LW(0))
EVT_SET(LW(1), LW(4))
EVT_SET(LW(2), LW(5))
EVT_SET(LW(3), LW(6))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_WAIT_FRAMES(6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_sleep)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 5, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.3), EVT_FIXED(0.5), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 7, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_pain)
EVT_WAIT_FRAMES(5)
EVT_IF_EQ(LW(10), 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LW(0), ((0x80000000)), 0, 0, 0)
EVT_END_IF
EVT_WAIT_FRAMES(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_headbonk)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 20)
EVT_SET(LW(1), 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(2.0))
EVT_THREAD
EVT_WAIT_FRAMES(4)
EVT_SET(LW(0), 180)
EVT_LOOP(4)
EVT_SUB(LW(0), 45)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LW(0))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_dizzy)
EVT_WAIT_FRAMES(5)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_WAIT_FRAMES(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_idle)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.6))
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.2))
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LW(1), LW(2), LW(0))
EVT_SET(LW(0), 0)
EVT_LOOP(16)
EVT_CALL(GetActorPos, ACTOR_SELF, LW(4), LW(5), LW(6))
EVT_CALL(N(AngleCalculate), LW(1), LW(2), LW(4), LW(5), LW(0))
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LW(0))
EVT_SET(LW(1), LW(4))
EVT_SET(LW(2), LW(5))
EVT_SET(LW(3), LW(6))
EVT_WAIT_FRAMES(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_WAIT_FRAMES(6)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_headbonk)
EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_headbonk)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.3), EVT_FIXED(0.5), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_END_SWITCH
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LW(0), 0, 0, 0, 2, 32)
EVT_SWITCH(LW(0))
EVT_CASE_OR_EQ(0)
EVT_CASE_OR_EQ(2)
EVT_CALL(UseBattleCamPreset, 2)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.1), EVT_FIXED(0.8), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FIXED(1.0), EVT_FIXED(1.0), EVT_FIXED(1.0))
EVT_WAIT_FRAMES(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_idle)
EVT_CALL(GetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_ADD(LW(0), 40)
EVT_SET(LW(1), 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FIXED(1.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_ADD(LW(0), 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_ADD(LW(0), 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LW(0), LW(1), LW(2))
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(GetLastDamage, 0, LW(0))
EVT_IF_GT(LW(0), 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_laugh)
EVT_WAIT_FRAMES(15)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_idle)
EVT_WAIT_FRAMES(3)
EVT_END_IF
EVT_CALL(YieldTurn)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(2.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, NPC_ANIM_spiked_goomba_default_run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FIXED(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FIXED(1.0))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};

View File

@ -2,9 +2,10 @@
#include "common.h"
#include "effects.h"
#include "message_ids.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "message_ids.h"
#include "battle/action_cmd/jump.h"
#include "sprite/npc/battle_goombario.h"
extern EffectInstance* D_8023CDA0;
@ -686,7 +687,7 @@ EvtSource N(8023A66C) = {
EvtSource N(8023A754) = {
EVT_CALL(LoadActionCommand, 1)
EVT_CALL(func_802A9000_430020)
EVT_CALL(action_command_jump_CreateHudElements)
EVT_EXEC_WAIT(battle_partner_goombario_8023A52C)
EVT_EXEC_WAIT(battle_partner_goombario_8023A66C)
EVT_CALL(SetAnimation, -127, 1, 589831)
@ -754,7 +755,7 @@ EvtSource N(8023A754) = {
EVT_CALL(func_80269524, EVT_VAR(15))
EVT_CALL(CloseActionCommandInfo)
EVT_CALL(LoadActionCommand, 1)
EVT_CALL(func_802A9000_430020)
EVT_CALL(action_command_jump_CreateHudElements)
EVT_CALL(func_802694A4, 0)
EVT_CALL(func_802A9120_421B10, 24, 3)
EVT_SET(EVT_VAR(10), 24)
@ -791,7 +792,7 @@ EvtSource N(8023A754) = {
EvtSource N(8023ADC4) = {
EVT_CALL(LoadActionCommand, 1)
EVT_CALL(func_802A9000_430020)
EVT_CALL(action_command_jump_CreateHudElements)
EVT_EXEC_WAIT(battle_partner_goombario_8023A52C)
EVT_EXEC_WAIT(battle_partner_goombario_8023A66C)
EVT_CALL(SetAnimation, -127, 1, 589831)
@ -859,7 +860,7 @@ EvtSource N(8023ADC4) = {
EVT_CALL(func_80269524, EVT_VAR(15))
EVT_CALL(CloseActionCommandInfo)
EVT_CALL(LoadActionCommand, 1)
EVT_CALL(func_802A9000_430020)
EVT_CALL(action_command_jump_CreateHudElements)
EVT_CALL(func_802694A4, 0)
EVT_CALL(func_802A9120_421B10, 24, 3)
EVT_SET(EVT_VAR(10), 24)
@ -898,7 +899,7 @@ EvtSource N(8023ADC4) = {
EvtSource N(8023B45C) = {
EVT_CALL(LoadActionCommand, 1)
EVT_CALL(func_802A9000_430020)
EVT_CALL(action_command_jump_CreateHudElements)
EVT_EXEC_WAIT(battle_partner_goombario_8023A52C)
EVT_EXEC_WAIT(battle_partner_goombario_8023A66C)
EVT_CALL(SetAnimation, -127, 1, 589831)
@ -966,7 +967,7 @@ EvtSource N(8023B45C) = {
EVT_CALL(func_80269524, EVT_VAR(15))
EVT_CALL(CloseActionCommandInfo)
EVT_CALL(LoadActionCommand, 1)
EVT_CALL(func_802A9000_430020)
EVT_CALL(action_command_jump_CreateHudElements)
EVT_CALL(func_802694A4, 0)
EVT_CALL(func_802A9120_421B10, 24, 3)
EVT_SET(EVT_VAR(10), 24)
@ -1020,7 +1021,7 @@ s32 D_8023BB98_6ECC78 = 0x000000C8;
EvtSource N(8023BB9C) = {
EVT_CALL(LoadActionCommand, 1)
EVT_CALL(func_802A9000_430020)
EVT_CALL(action_command_jump_CreateHudElements)
EVT_EXEC_WAIT(battle_partner_goombario_8023A52C)
EVT_EXEC_WAIT(battle_partner_goombario_8023A66C)
EVT_CALL(SetAnimation, -127, 1, 589831)
@ -1099,7 +1100,7 @@ EvtSource N(8023BB9C) = {
EVT_CALL(CloseActionCommandInfo)
EVT_CALL(func_8026919C, EVT_PTR(battle_partner_goombario_D_8023BB78_6ECC58))
EVT_CALL(LoadActionCommand, 1)
EVT_CALL(func_802A9000_430020)
EVT_CALL(action_command_jump_CreateHudElements)
EVT_SET(EVT_VAR(10), 24)
EVT_SWITCH(EVT_VAR(15))
EVT_CASE_EQ(0)

View File

@ -18,19 +18,16 @@ def script_lib(offset=0):
"""
LIB_LINE_RE = re.compile(r"\s+:\s+")
NAME_RE = re.compile(r"({[^}]*})?\s*([a-zA-Z0-9_]+)")
for filename in Path(path.dirname(__file__), "star-rod", "database").rglob("*.lib"):
with open(filename, "r") as file:
for line in file.readlines():
parts = LIB_LINE_RE.split(line)
if len(parts) >= 3:
try:
kind = parts[0]
vaddr = int(parts[1].split(", ")[0], 16)
if name := NAME_RE.match(parts[2]):
name = name.group(2)
_script_lib[vaddr] = name
except:
pass
@ -180,7 +177,6 @@ def get_constants():
if f"#define {enum}_" in line:
this_enum = enum
break;
if this_enum:
name = line.split(" ",2)[1]
id_ = line.split("0x", 1)[1]
@ -269,22 +265,19 @@ def fix_args(self, func, args, info):
# continue
try:
value = (argNum & 0x00FFFFFF)
if func == "SetAnimation" and int(new_args[1], 10) == 0:
call = f"{CONSTANTS['PlayerAnims'][argNum]}"
elif "EVT_" not in args[0] and int(args[0]) >= 0 and CONSTANTS["MAP_NPCS"].get(int(args[0])) == "NPC_PLAYER":
if sprite == 0:
print(f"Func {func} arg {i} ({CONSTANTS['MAP_NPCS'][int(args[0])]}) -- sprite was 0, is this really valid? Arg 0x{argNum:X} -- sprite: {sprite}, palette: {palette}, anim: {anim}")
call = f"0x{argNum:X}"
elif value in CONSTANTS["NPC_SPRITE"]:
self.INCLUDES_NEEDED["sprites"].add(CONSTANTS['NPC_SPRITE'][str(value) + ".h"])
call = CONSTANTS['NPC_SPRITE'][value]
else:
call = f"{CONSTANTS['PlayerAnims'][argNum]}"
else:
if sprite == 0:
print(f"Func {func} arg {i} -- sprite was 0, is this really valid? Arg 0x{argNum:X} -- sprite: {sprite}, palette: {palette}, anim: {anim}")
call = f"0x{argNum:X}"
else:
call = make_anim_macro(self, sprite, palette, anim)
call = f"{argNum:06X}"
except ValueError:
call = f"0x{argNum:06X}"
except KeyError:
call = f"0x{argNum:06X}"
new_args.append(call)
elif info[i] == "CustomMsg":
type_ = (argNum & 0xFF0000) >> 16
@ -301,7 +294,7 @@ def fix_args(self, func, args, info):
enabled.append(f"0x{flag:08X}")
if not enabled:
enabled.append(f"0")
new_args.append("((" + " | ".join(enabled) + "))")
new_args.append(enabled[0] if len(enabled) == 1 else "(" + " | ".join(enabled) + ")")
elif info[i] == "NpcIDs":
if argNum >= 0:
if argNum in CONSTANTS["MAP_NPCS"]:
@ -322,6 +315,18 @@ def fix_args(self, func, args, info):
if not enabled:
enabled.append(f"0")
new_args.append(enabled[0] if len(enabled) == 1 else "(" + " | ".join(enabled) + ")")
elif info[i] == "ActorPartFlags":
enabled = []
for x in range(32):
flag = argNum & (1 << x)
if flag:
if flag in CONSTANTS["ActorPartFlags"]:
enabled.append(CONSTANTS["ActorPartFlags"][flag])
else:
enabled.append(f"0x{flag:08X}")
if not enabled:
enabled.append(f"0")
new_args.append(enabled[0] if len(enabled) == 1 else "(" + " | ".join(enabled) + ")")
elif info[i] == "ActorFlags":
enabled = []
for x in range(32):
@ -363,17 +368,23 @@ def fix_args(self, func, args, info):
replace_funcs = {
"ActorSpeak" :{0:"CustomMsg", 1:"ActorIDs", 3:"CustomAnim", 4:"CustomAnim"},
"AddActorDecoration" :{0:"ActorIDs"},
"AddKeyItem" :{0:"ItemIDs"},
"AddGoalPos" :{0:"ActorIDs"},
"BattleCamTargetActor" :{0:"ActorIDs"},
"BindHandleEvent" :{0:"ActorIDs"},
"BindIdle" :{0:"ActorIDs"},
"BindNextTurn" :{0:"ActorIDs"},
"BindNpcAI" :{0:"NpcIDs"},
"BindNpcDefeat" :{0:"NpcIDs"},
"BindNpcIdle" :{0:"NpcIDs"},
"BindNpcInteract" :{0:"NpcIDs"},
"BindTakeTurn" :{0:"ActorIDs"},
"ContinueSpeech" :{1:"CustomAnim", 2:"CustomAnim", 4:"CustomMsg"},
"CountPlayerTargets" :{0:"ActorIDs"},
"DisablePlayerInput" :{0:"Bool"},
"DisablePlayerPhysics" :{0:"Bool"},
@ -387,21 +398,31 @@ replace_funcs = {
"EnemyTestTarget" :{0:"ActorIDs", 2:"DamageTypes"},
"FindKeyItem" :{0:"ItemIDs"},
"FlyToGoal" :{0:"ActorIDs"},
"ForceHomePos" :{0:"ActorIDs"},
"func_802CFE2C" :{0:"NpcIDs"},
"func_802CFD30" :{0:"NpcIDs"},
"func_802D2520" :{0:"PlayerAnims"},
"GetActorHP" :{0:"ActorIDs"},
"GetActorPos" :{0:"ActorIDs"},
"GetActorVar" :{0:"ActorIDs"},
"GetDistanceToGoal" :{0:"ActorIDs"},
"GetGoalPos" :{0:"ActorIDs"},
"GetHomePos" :{0:"ActorIDs"},
"GetItemPower" :{0:"ItemIDs"},
"GetLastDamage" :{0:"ActorIDs"},
"GetLastEvent" :{0:"ActorIDs"},
"GetNpcPos" :{0:"NpcIDs"},
"GetStatusFlags" :{0:"ActorIDs"},
"HidePlayerShadow" :{0:"Bool"},
"HPBarToCurrent" :{0:"ActorIDs"},
"HPBarToHome" :{0:"ActorIDs"},
"IdleFlyToGoal" :{0:"ActorIDs"},
"IdleRunToGoal" :{0:"ActorIDs"},
"InterpNpcYaw" :{0:"NpcIDs"},
"JumpToGoal" :{0:"ActorIDs"},
@ -422,22 +443,34 @@ replace_funcs = {
"PlaySoundAtActor" :{0:"ActorIDs", 1:"SoundIDs"},
"PlaySoundAtNpc" :{0:"NpcIDs", 1:"SoundIDs"},
"RemoveActor" :{0:"ActorIDs"},
"RemoveActorDecoration" :{0:"ActorIDs"},
"RemoveNpc" :{0:"NpcIDs"},
"ResetActorSounds" :{0:"ActorIDs"},
"ResetAllActorSounds" :{0:"ActorIDs"},
"RunToGoal" :{0:"ActorIDs", 2:"Bool"},
"JumpToGoal" :{0:"ActorIDs", 2:"Bool", 3:"Bool", 4:"Bool"},
"SetActorDispOffset" :{0:"ActorIDs"},
"SetActorFlagBits" :{0:"ActorIDs", 1:"ActorFlags"},
"SetActorIdleSpeed" :{0:"ActorIDs"},
"SetActorJumpGravity" :{0:"ActorIDs"},
"SetActorPos" :{0:"ActorIDs"},
"SetActorRotation" :{0:"ActorIDs"},
"SetActorSpeed" :{0:"ActorIDs"},
"SetActorScale" :{0:"ActorIDs"},
"SetActorSounds" :{0:"ActorIDs"},
"SetActorSpeed" :{0:"ActorIDs"},
"SetActorType" :{0:"ActorIDs", 1:"ActorType"},
"SetActorVar" :{0:"ActorIDs"},
"SetActorYaw" :{0:"ActorIDs"},
"SetAnimation" :{0:"ActorIDs", 2:"CustomAnim"},
"SetAnimationRate" :{0:"ActorIDs"},
"SetGoalPos" :{0:"ActorIDs"},
"SetGoalToHome" :{0:"ActorIDs"},
"SetGoalToTarget" :{0:"ActorIDs"},
"SetHomePos" :{0:"ActorIDs"},
"SetIdleAnimations" :{0:"ActorIDs"},
"SetIdleGoal" :{0:"ActorIDs"},
"SetJumpAnimations" :{0:"ActorIDs", 2:"PlayerAnims", 3:"PlayerAnims", 4:"PlayerAnims"},
"SetMusicTrack" :{1:"SongIDs"},
"SetNpcAnimation" :{0:"NpcIDs", 1:"CustomAnim"},
@ -450,9 +483,16 @@ replace_funcs = {
"SetNpcSpeed" :{0:"NpcIDs"},
"SetNpcSprite" :{1:"Hex"},
"SetNpcYaw" :{0:"NpcIDs"},
"SetPartDispOffset" :{0:"ActorIDs"},
"SetPartFlags" :{0:"ActorIDs"},
"SetPartFlagBits" :{0:"ActorIDs", 2:"ActorPartFlags"},
"SetPartPos" :{0:"ActorIDs"},
"SetPartScale" :{0:"ActorIDs"},
"SetPartSounds" :{0:"ActorIDs"},
"SetPlayerAnimation" :{0:"PlayerAnims"},
"SetSelfEnemyFlagBits" :{0:"NpcFlags", 1:"Bool"},
#"SetSelfVar" :{1:"Bool"}, # apparently this was a bool in some scripts but it passes non-0/1 values, including negatives
"SetStatusTable" :{0:"ActorIDs"},
"SetTargetActor" :{0:"ActorIDs", 1:"ActorIDs"},
"ShowChoice" :{0:"CustomMsg"},
"ShowEmote" :{1:"Emotes"},
@ -462,22 +502,6 @@ replace_funcs = {
"SwitchMessage" :{0:"CustomMsg"},
"UseIdleAnimation" :{0:"ActorIDs", 1:"Bool"},
"BindTakeTurn" :{0:"ActorIDs"},
"BindIdle" :{0:"ActorIDs"},
"BindHandleEvent" :{0:"ActorIDs"},
"SetActorIdleSpeed" :{0:"ActorIDs"},
"SetIdleAnimations" :{0:"ActorIDs"},
"SetIdleGoal" :{0:"ActorIDs"},
"IdleFlyToGoal" :{0:"ActorIDs"},
"GetStatusFlags" :{0:"ActorIDs"},
"ResetAllActorSounds" :{0:"ActorIDs"},
"FlyToGoal" :{0:"ActorIDs"},
"SetActorPos" :{0:"ActorIDs"},
"HPBarToCurrent" :{0:"ActorIDs"},
"SetActorFlagBits" :{0:"ActorIDs", 1:"ActorFlags"},
"SetPartFlags" :{0:"ActorIDs"},
"SetPartPos" :{0:"ActorIDs"},
"SetPartDispOffset" :{0:"ActorIDs"},
}
@ -669,7 +693,6 @@ class ScriptDisassembler:
if self.prelude:
self.prefix_line(f"EvtSource {self.script_name} = {{")
self.write_line("};")
self.done = True
elif opcode == 0x02: self.write_line(f"EVT_RETURN")
elif opcode == 0x03: self.write_line(f"EVT_LABEL({self.var(argv[0])})")
@ -778,12 +801,10 @@ class ScriptDisassembler:
sprite = (argNum & 0xFF0000) >> 16
palette = (argNum & 0xFF00) >> 8
anim = (argNum & 0xFF) >> 0
if sprite > 0:
value = make_anim_macro(self, sprite, palette, anim)
else:
value = f"0x{argNum:08X}"
self.write_line(f"EVT_SET_CONST({self.var(argv[0])}, {value})")
elif opcode == 0x26: self.write_line(f"EVT_SETF({self.var(argv[0])}, {self.var(argv[1])})")
elif opcode == 0x27: self.write_line(f"EVT_ADD({self.var(argv[0])}, {self.var(argv[1])})")
@ -813,16 +834,14 @@ class ScriptDisassembler:
elif opcode == 0x3D: self.write_line(f"EVT_USE_FLAG_ARRAY({self.var(argv[0])})")
elif opcode == 0x3E: self.write_line(f"EVT_MALLOC_ARRAY({self.var(argv[0])}, {self.var(argv[1])})")
elif opcode == 0x3F: self.write_line(f"EVT_BITWISE_AND({self.var(argv[0])}, {self.var(argv[1])})")
elif opcode == 0x40: self.write_line(f"EVT_BITWISE_OR({self.var(argv[0])}, {self.var(argv[1])})")
elif opcode == 0x41: self.write_line(f"EVT_BITWISE_AND_CONST({self.var(argv[0])}, 0x{argv[1]:X})")
elif opcode == 0x40: self.write_line(f"EVT_BITWISE_AND_CONST({self.var(argv[0])}, {self.var(argv[1])})")
elif opcode == 0x41: self.write_line(f"EVT_BITWISE_OR({self.var(argv[0])}, 0x{argv[1]:X})")
elif opcode == 0x42: self.write_line(f"EVT_BITWISE_OR_CONST({self.var(argv[0])}, 0x{argv[1]:X})")
elif opcode == 0x43:
func = self.addr_ref(argv[0])
args = [self.var(a, use_evt_ptr=True) for a in argv[1:]]
args_str = ', '.join(args)
args_str = replace_constants(self, func, args_str)
if func.startswith("evt_"):
# use func-specific macro
self.write_line(f"{func}({args_str})")
@ -877,32 +896,24 @@ class ScriptDisassembler:
argv_str += ", "
argv_str += f"0x{arg:X}"
self.write_line(f"0x{opcode:02X}{argv_str}),")
def collider_id(self, arg):
if arg >= 0x4000 and arg <= 0x5000:
return f"EVT_ENTITY_INDEX({arg - 0x4000})"
else:
return self.var(arg)
class UnsupportedScript(Exception):
pass
if __name__ == "__main__":
import argparse
parser = argparse.ArgumentParser()
parser.add_argument("file", type=str, help="File to dissassemble from")
parser.add_argument("offset", help="Offset to start dissassembling from")
parser.add_argument("-end", "-e", "--e", type=lambda x: int(x, 16), default=0, dest="end", required=False, help="End offset to stop dissassembling from.\nOnly used as a way to find valid scripts.")
parser.add_argument("-vram", "-v", "--v", type=lambda x: int(x, 16), default=0, dest="vram", required=False, help="VRAM start will be tracked and used for the script output name")
parser.add_argument("-si", "--si", action="store_true", default=False, dest="si", required=False, help="Force si script output")
args = parser.parse_args()
vram_base = args.vram
get_constants()
INCLUDED = {}
INCLUDED["functions"] = set()
INCLUDED["includes"] = set()
@ -911,7 +922,6 @@ if __name__ == "__main__":
INCLUDES_NEEDED["forward"] = []
INCLUDES_NEEDED["npcs"] = {}
INCLUDES_NEEDED["sprites"] = set()
try:
offset = int(args.offset, 0)
except ValueError:
@ -920,20 +930,16 @@ if __name__ == "__main__":
print(f"{args.offset} is not a valid symbol name")
exit(1)
offset = info[0]
if args.end > offset:
# Search the given memory range and report scripts
with open(args.file, "rb") as f:
gap = False
first_print = False
while offset < args.end:
f.seek(offset)
script = ScriptDisassembler(f, args.offset, {}, 0x978DE0, INCLUDES_NEEDED, INCLUDED)
try:
script_text = script.disassemble()
if script.instructions > 1 and "_EVT_CMD" not in script_text:
if gap and first_print:
potential_struct_sizes = { "StaticNpc": 0x1F0, "NpcAISettings":0x30, "NpcSettings":0x2C, "NpcGroupList":0xC }
@ -944,7 +950,6 @@ if __name__ == "__main__":
if gap_size % v == 0:
potential_struct = k
potential_count = gap_size // v
print(f"========== 0x{gap_size:X} byte gap ({potential_count} {potential_struct}?) 0x{gap_start:X} - 0x{offset:X} ==========")
print()
gap = False

View File

@ -939,18 +939,14 @@ def disassemble(bytes, midx, symbol_map={}, comments=True, romstart=0, namespace
out += f"s32 {name}[] = {{"
else:
out += f"s32 {name} = {{"
for i in range(0, struct["length"], 4):
if (i % 0x20) == 0:
out += f"\n "
word = int.from_bytes(bytes.read(4), byteorder="big")
if word in symbol_map:
out += f" {symbol_map[word][0][1]},"
else:
out += f" 0x{word:08X},"
out += f"\n}};\n"
out += "\n"
@ -1226,5 +1222,3 @@ if __name__ == "__main__":
print("=======================================\n")
print(disasm.rstrip())

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

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@ -1,6 +1,19 @@
.set noat # allow manual use of $at
.set noreorder # don't insert nops after branches
.section .rodata
dlabel D_80225FB0_48D060
.double 48.62745098039216
dlabel D_80225FB8_48D068
.double 89.41176470588236
dlabel D_80225FC0_48D070
.double 99.6078431372549
.section .text
glabel func_802186B8_47F768
/* 47F768 802186B8 27BDFFB8 */ addiu $sp, $sp, -0x48
/* 47F76C 802186BC AFB20028 */ sw $s2, 0x28($sp)

View File

@ -1,6 +1,16 @@
.set noat # allow manual use of $at
.set noreorder # don't insert nops after branches
.section .rodata
dlabel D_80225FC8_48D078
.double 67.45098039215686
dlabel D_80225FD0_48D080
.double 59.21568627450981
.section .text
glabel func_802189D0_47FA80
/* 47FA80 802189D0 27BDFFB8 */ addiu $sp, $sp, -0x48
/* 47FA84 802189D4 AFB20028 */ sw $s2, 0x28($sp)

View File

@ -1,6 +1,16 @@
.set noat # allow manual use of $at
.set noreorder # don't insert nops after branches
.section .rodata
dlabel D_80225FD8_48D088
.double 80.3921568627451
dlabel D_80225FE0_48D090
.double 96.07843137254902
.section .text
glabel func_80218CEC_47FD9C
/* 47FD9C 80218CEC 27BDFFB8 */ addiu $sp, $sp, -0x48
/* 47FDA0 80218CF0 AFB20028 */ sw $s2, 0x28($sp)
@ -212,5 +222,3 @@ glabel func_80218CEC_47FD9C
/* 4800AC 80218FFC D7B40040 */ ldc1 $f20, 0x40($sp)
/* 4800B0 80219000 03E00008 */ jr $ra
/* 4800B4 80219004 27BD0048 */ addiu $sp, $sp, 0x48
/* 4800B8 80219008 00000000 */ nop
/* 4800BC 8021900C 00000000 */ nop

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@ -1,17 +0,0 @@
.set noat # allow manual use of $at
.set noreorder # don't insert nops after branches
glabel func_802180D0_464560
/* 464560 802180D0 2403000B */ addiu $v1, $zero, 0xb
/* 464564 802180D4 3C028023 */ lui $v0, %hi(D_80232C4C)
/* 464568 802180D8 24422C4C */ addiu $v0, $v0, %lo(D_80232C4C)
.L802180DC:
/* 46456C 802180DC AC400000 */ sw $zero, ($v0)
/* 464570 802180E0 2463FFFF */ addiu $v1, $v1, -1
/* 464574 802180E4 0461FFFD */ bgez $v1, .L802180DC
/* 464578 802180E8 2442FFFC */ addiu $v0, $v0, -4
/* 46457C 802180EC 2402FFFF */ addiu $v0, $zero, -1
/* 464580 802180F0 3C018023 */ lui $at, %hi(D_80232C50)
/* 464584 802180F4 AC222C50 */ sw $v0, %lo(D_80232C50)($at)
/* 464588 802180F8 03E00008 */ jr $ra
/* 46458C 802180FC 24020002 */ addiu $v0, $zero, 2

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@ -1,6 +1,37 @@
.set noat # allow manual use of $at
.set noreorder # don't insert nops after branches
.section .rodata
dlabel D_80232AF0_47EF80
.double 47.0
dlabel D_80232AF8_47EF88
.double 1.12
dlabel D_80232B00_47EF90
.double 0.53
dlabel D_80232B08_47EF98
.double 47.0
dlabel D_80232B10_47EFA0
.double 0.8
dlabel D_80232B18_47EFA8
.double 0.53
dlabel D_80232B20_47EFB0
.double 0.8
dlabel D_80232B28_47EFB8
.double 16.5
dlabel D_80232B30_47EFC0
.double 33.0
.section .text
glabel func_80218300_464790
/* 464790 80218300 27BDFFB8 */ addiu $sp, $sp, -0x48
/* 464794 80218304 AFB40020 */ sw $s4, 0x20($sp)

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@ -1,6 +1,13 @@
.set noat # allow manual use of $at
.set noreorder # don't insert nops after branches
.section .rodata
dlabel D_80232B38_47EFC8
.double 4.800000000000001
.section .text
glabel func_80219188_465618
/* 465618 80219188 27BDFFB8 */ addiu $sp, $sp, -0x48
/* 46561C 8021918C AFBF002C */ sw $ra, 0x2c($sp)

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@ -1,6 +1,13 @@
.set noat # allow manual use of $at
.set noreorder # don't insert nops after branches
.section .rodata
dlabel jtbl_80232B40_47EFD0
.word L80219878_465D08, L80219884_465D14, L80219890_465D20, L8021989C_465D2C, L802198D4_465D64, L802198B4_465D44, L802198C0_465D50, L802198CC_465D5C, L802198A8_465D38, 0, 0, 0
.section .text
glabel func_80219824_465CB4
/* 465CB4 80219824 27BDFFE8 */ addiu $sp, $sp, -0x18
/* 465CB8 80219828 AFB00010 */ sw $s0, 0x10($sp)
@ -24,36 +31,36 @@ glabel func_80219824_465CB4
/* 465D00 80219870 00400008 */ jr $v0
/* 465D04 80219874 00000000 */ nop
dlabel L80219878_465D08
/* 465D08 80219878 3C048022 */ lui $a0, %hi(D_80220524_46C9B4)
/* 465D08 80219878 3C048022 */ lui $a0, %hi(b_area_mac_lee_formation_goombario)
/* 465D0C 8021987C 08086635 */ j L802198D4_465D64
/* 465D10 80219880 24840524 */ addiu $a0, $a0, %lo(D_80220524_46C9B4)
/* 465D10 80219880 24840524 */ addiu $a0, $a0, %lo(b_area_mac_lee_formation_goombario)
dlabel L80219884_465D14
/* 465D14 80219884 3C048022 */ lui $a0, %hi(D_80222274_46E704)
/* 465D14 80219884 3C048022 */ lui $a0, %hi(b_area_mac_lee_formation_kooper)
/* 465D18 80219888 08086635 */ j L802198D4_465D64
/* 465D1C 8021988C 24842274 */ addiu $a0, $a0, %lo(D_80222274_46E704)
/* 465D1C 8021988C 24842274 */ addiu $a0, $a0, %lo(b_area_mac_lee_formation_kooper)
dlabel L80219890_465D20
/* 465D20 80219890 3C048022 */ lui $a0, %hi(D_8022336C_46F7FC)
/* 465D20 80219890 3C048022 */ lui $a0, %hi(b_area_mac_lee_formation_bombette)
/* 465D24 80219894 08086635 */ j L802198D4_465D64
/* 465D28 80219898 2484336C */ addiu $a0, $a0, %lo(D_8022336C_46F7FC)
/* 465D28 80219898 2484336C */ addiu $a0, $a0, %lo(b_area_mac_lee_formation_bombette)
dlabel L8021989C_465D2C
/* 465D2C 8021989C 3C048022 */ lui $a0, %hi(D_802243F4_470884)
/* 465D2C 8021989C 3C048022 */ lui $a0, %hi(b_area_mac_lee_formation_parakerry)
/* 465D30 802198A0 08086635 */ j L802198D4_465D64
/* 465D34 802198A4 248443F4 */ addiu $a0, $a0, %lo(D_802243F4_470884)
/* 465D34 802198A4 248443F4 */ addiu $a0, $a0, %lo(b_area_mac_lee_formation_parakerry)
dlabel L802198A8_465D38
/* 465D38 802198A8 3C048022 */ lui $a0, %hi(D_80225958_471DE8)
/* 465D38 802198A8 3C048022 */ lui $a0, %hi(b_area_mac_lee_formation_bow)
/* 465D3C 802198AC 08086635 */ j L802198D4_465D64
/* 465D40 802198B0 24845958 */ addiu $a0, $a0, %lo(D_80225958_471DE8)
/* 465D40 802198B0 24845958 */ addiu $a0, $a0, %lo(b_area_mac_lee_formation_bow)
dlabel L802198B4_465D44
/* 465D44 802198B4 3C048022 */ lui $a0, %hi(D_80226960_472DF0)
/* 465D44 802198B4 3C048022 */ lui $a0, %hi(b_area_mac_lee_formation_watt)
/* 465D48 802198B8 08086635 */ j L802198D4_465D64
/* 465D4C 802198BC 24846960 */ addiu $a0, $a0, %lo(D_80226960_472DF0)
/* 465D4C 802198BC 24846960 */ addiu $a0, $a0, %lo(b_area_mac_lee_formation_watt)
dlabel L802198C0_465D50
/* 465D50 802198C0 3C048023 */ lui $a0, %hi(D_802283F0_474880)
/* 465D50 802198C0 3C048023 */ lui $a0, %hi(b_area_mac_lee_formation_sushie)
/* 465D54 802198C4 08086635 */ j L802198D4_465D64
/* 465D58 802198C8 248483F0 */ addiu $a0, $a0, %lo(D_802283F0_474880)
/* 465D58 802198C8 248483F0 */ addiu $a0, $a0, %lo(b_area_mac_lee_formation_sushie)
dlabel L802198CC_465D5C
/* 465D5C 802198CC 3C048023 */ lui $a0, %hi(D_8022972C_475BBC)
/* 465D60 802198D0 2484972C */ addiu $a0, $a0, %lo(D_8022972C_475BBC)
/* 465D5C 802198CC 3C048023 */ lui $a0, %hi(b_area_mac_lee_formation_lakilester)
/* 465D60 802198D0 2484972C */ addiu $a0, $a0, %lo(b_area_mac_lee_formation_lakilester)
dlabel L802198D4_465D64
/* 465D64 802198D4 806301F1 */ lb $v1, 0x1f1($v1)
/* 465D68 802198D8 2463000A */ addiu $v1, $v1, 0xa

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@ -1,101 +0,0 @@
.set noat # allow manual use of $at
.set noreorder # don't insert nops after branches
glabel func_80218C74_48DE14
/* 48DE14 80218C74 27BDFFB8 */ addiu $sp, $sp, -0x48
/* 48DE18 80218C78 AFB10014 */ sw $s1, 0x14($sp)
/* 48DE1C 80218C7C 0080882D */ daddu $s1, $a0, $zero
/* 48DE20 80218C80 AFBF0024 */ sw $ra, 0x24($sp)
/* 48DE24 80218C84 AFB40020 */ sw $s4, 0x20($sp)
/* 48DE28 80218C88 AFB3001C */ sw $s3, 0x1c($sp)
/* 48DE2C 80218C8C AFB20018 */ sw $s2, 0x18($sp)
/* 48DE30 80218C90 AFB00010 */ sw $s0, 0x10($sp)
/* 48DE34 80218C94 F7BA0040 */ sdc1 $f26, 0x40($sp)
/* 48DE38 80218C98 F7B80038 */ sdc1 $f24, 0x38($sp)
/* 48DE3C 80218C9C F7B60030 */ sdc1 $f22, 0x30($sp)
/* 48DE40 80218CA0 F7B40028 */ sdc1 $f20, 0x28($sp)
/* 48DE44 80218CA4 8E30000C */ lw $s0, 0xc($s1)
/* 48DE48 80218CA8 8E050000 */ lw $a1, ($s0)
/* 48DE4C 80218CAC 0C0B1EAF */ jal evt_get_variable
/* 48DE50 80218CB0 26100004 */ addiu $s0, $s0, 4
/* 48DE54 80218CB4 0220202D */ daddu $a0, $s1, $zero
/* 48DE58 80218CB8 8E050000 */ lw $a1, ($s0)
/* 48DE5C 80218CBC 0C0B1EAF */ jal evt_get_variable
/* 48DE60 80218CC0 0040902D */ daddu $s2, $v0, $zero
/* 48DE64 80218CC4 24040168 */ addiu $a0, $zero, 0x168
/* 48DE68 80218CC8 0C00A67F */ jal rand_int
/* 48DE6C 80218CCC 0040982D */ daddu $s3, $v0, $zero
/* 48DE70 80218CD0 4482B000 */ mtc1 $v0, $f22
/* 48DE74 80218CD4 00000000 */ nop
/* 48DE78 80218CD8 4680B5A0 */ cvt.s.w $f22, $f22
/* 48DE7C 80218CDC 3C014238 */ lui $at, 0x4238
/* 48DE80 80218CE0 4481C000 */ mtc1 $at, $f24
/* 48DE84 80218CE4 0C00A8D4 */ jal cos_deg
/* 48DE88 80218CE8 4600B306 */ mov.s $f12, $f22
/* 48DE8C 80218CEC 46180002 */ mul.s $f0, $f0, $f24
/* 48DE90 80218CF0 00000000 */ nop
/* 48DE94 80218CF4 4492A000 */ mtc1 $s2, $f20
/* 48DE98 80218CF8 00000000 */ nop
/* 48DE9C 80218CFC 4680A520 */ cvt.s.w $f20, $f20
/* 48DEA0 80218D00 4600A000 */ add.s $f0, $f20, $f0
/* 48DEA4 80218D04 4600008D */ trunc.w.s $f2, $f0
/* 48DEA8 80218D08 44121000 */ mfc1 $s2, $f2
/* 48DEAC 80218D0C 0C00A8BB */ jal sin_deg
/* 48DEB0 80218D10 4600B306 */ mov.s $f12, $f22
/* 48DEB4 80218D14 46180002 */ mul.s $f0, $f0, $f24
/* 48DEB8 80218D18 00000000 */ nop
/* 48DEBC 80218D1C 4493C000 */ mtc1 $s3, $f24
/* 48DEC0 80218D20 00000000 */ nop
/* 48DEC4 80218D24 4680C620 */ cvt.s.w $f24, $f24
/* 48DEC8 80218D28 4600C000 */ add.s $f0, $f24, $f0
/* 48DECC 80218D2C 3C014278 */ lui $at, 0x4278
/* 48DED0 80218D30 4481D000 */ mtc1 $at, $f26
/* 48DED4 80218D34 4600008D */ trunc.w.s $f2, $f0
/* 48DED8 80218D38 44131000 */ mfc1 $s3, $f2
/* 48DEDC 80218D3C 0C00A8D4 */ jal cos_deg
/* 48DEE0 80218D40 4600B306 */ mov.s $f12, $f22
/* 48DEE4 80218D44 461A0002 */ mul.s $f0, $f0, $f26
/* 48DEE8 80218D48 00000000 */ nop
/* 48DEEC 80218D4C 4600A500 */ add.s $f20, $f20, $f0
/* 48DEF0 80218D50 4600A08D */ trunc.w.s $f2, $f20
/* 48DEF4 80218D54 44141000 */ mfc1 $s4, $f2
/* 48DEF8 80218D58 0C00A8BB */ jal sin_deg
/* 48DEFC 80218D5C 4600B306 */ mov.s $f12, $f22
/* 48DF00 80218D60 461A0002 */ mul.s $f0, $f0, $f26
/* 48DF04 80218D64 00000000 */ nop
/* 48DF08 80218D68 26100004 */ addiu $s0, $s0, 4
/* 48DF0C 80218D6C 8E050000 */ lw $a1, ($s0)
/* 48DF10 80218D70 26100004 */ addiu $s0, $s0, 4
/* 48DF14 80218D74 4600C600 */ add.s $f24, $f24, $f0
/* 48DF18 80218D78 0240302D */ daddu $a2, $s2, $zero
/* 48DF1C 80218D7C 4600C08D */ trunc.w.s $f2, $f24
/* 48DF20 80218D80 44121000 */ mfc1 $s2, $f2
/* 48DF24 80218D84 0C0B2026 */ jal evt_set_variable
/* 48DF28 80218D88 0220202D */ daddu $a0, $s1, $zero
/* 48DF2C 80218D8C 8E050000 */ lw $a1, ($s0)
/* 48DF30 80218D90 26100004 */ addiu $s0, $s0, 4
/* 48DF34 80218D94 0220202D */ daddu $a0, $s1, $zero
/* 48DF38 80218D98 0C0B2026 */ jal evt_set_variable
/* 48DF3C 80218D9C 0260302D */ daddu $a2, $s3, $zero
/* 48DF40 80218DA0 8E050000 */ lw $a1, ($s0)
/* 48DF44 80218DA4 26100004 */ addiu $s0, $s0, 4
/* 48DF48 80218DA8 0220202D */ daddu $a0, $s1, $zero
/* 48DF4C 80218DAC 0C0B2026 */ jal evt_set_variable
/* 48DF50 80218DB0 0280302D */ daddu $a2, $s4, $zero
/* 48DF54 80218DB4 0220202D */ daddu $a0, $s1, $zero
/* 48DF58 80218DB8 8E050000 */ lw $a1, ($s0)
/* 48DF5C 80218DBC 0C0B2026 */ jal evt_set_variable
/* 48DF60 80218DC0 0240302D */ daddu $a2, $s2, $zero
/* 48DF64 80218DC4 8FBF0024 */ lw $ra, 0x24($sp)
/* 48DF68 80218DC8 8FB40020 */ lw $s4, 0x20($sp)
/* 48DF6C 80218DCC 8FB3001C */ lw $s3, 0x1c($sp)
/* 48DF70 80218DD0 8FB20018 */ lw $s2, 0x18($sp)
/* 48DF74 80218DD4 8FB10014 */ lw $s1, 0x14($sp)
/* 48DF78 80218DD8 8FB00010 */ lw $s0, 0x10($sp)
/* 48DF7C 80218DDC D7BA0040 */ ldc1 $f26, 0x40($sp)
/* 48DF80 80218DE0 D7B80038 */ ldc1 $f24, 0x38($sp)
/* 48DF84 80218DE4 D7B60030 */ ldc1 $f22, 0x30($sp)
/* 48DF88 80218DE8 D7B40028 */ ldc1 $f20, 0x28($sp)
/* 48DF8C 80218DEC 24020002 */ addiu $v0, $zero, 2
/* 48DF90 80218DF0 03E00008 */ jr $ra
/* 48DF94 80218DF4 27BD0048 */ addiu $sp, $sp, 0x48

View File

@ -3776,32 +3776,49 @@ segments:
vram: 0x80218000
overlay: True
subsegments:
- [0x464490, c]
- [0x464560, c]
- [0x465D90, c]
- [0x4661E0, data]
- [0x464490, c, actor/chan]
- [0x464560, c, actor/lee]
- [0x465D90, c, actor/master1]
- [0x465D90, c, actor/master2]
- [0x465D90, c, actor/master3]
- [0x465D90, c, stage/mac_01]
- [0x4661E0, c, stage/mac_02]
- [0x4661E0, c, area]
- [0x4661E0]
- dir: battle/area_hos
type: code
start: 0x47F0B0
vram: 0x80218000
overlay: True
subsegments:
- [0x47F0B0, c]
- [0x47F0D0, c]
- [0x47F570, c]
- [0x4800C0, data]
- [0x47F0B0, c, actor/goombario_tutor]
- [0x47F0D0, c, actor/ember]
- [0x47F200, c, actor/magikoopa]
- [0x47F570, c, stage/hos_01]
- [0x4800C0, c, stage/hos_00]
- [0x4800C0, c, stage/hos_02]
- [0x4800C0, c, area]
- [0x4800C0]
- dir: battle/area_nok
type: code
start: 0x48D1A0
vram: 0x80218000
subalign: 4
overlay: True
subsegments:
- [0x48D1A0, c]
- [0x48D700, c]
- [0x48DA50, c]
- [0x48DBC0, c]
- [0x48DCF0, c]
- [0x48DFC0, data]
- [0x48D1A0, c, area]
- [0x48D1A0, c, actor/goomba]
- [0x48D420, c, actor/paragoomba]
- [0x48D700, c, actor/spiked_goomba]
- [0x48D980, c, actor/koopa_troopa]
- [0x48DA50, c, actor/fuzzy]
- [0x48DBC0, c, actor/paratroopa]
- [0x48DCF0, c, actor/kent_c_koopa]
- [0x48DFC0, c, stage/nok_01]
- [0x48DFC0, c, stage/nok_02]
- [0x48DFC0, c, stage/nok_03]
- [0x48DFC0, c, stage/nok_04]
- [0x48DFC0]
- dir: battle/area_trd_part_1
type: code
start: 0x4A10A0

View File

@ -6666,14 +6666,14 @@ b_area_mac_SetBackgroundAlpha = 0x80219780; // type:func rom:0x465C10
func_802197B8_465C48 = 0x802197B8; // type:func rom:0x465C48
func_80219824_465CB4 = 0x80219824; // type:func rom:0x465CB4
func_80219900_465D90 = 0x80219900; // type:func rom:0x465D90
D_80220524_46C9B4 = 0x80220524; // type:data rom:0x46C9B4
D_80222274_46E704 = 0x80222274; // type:data rom:0x46E704
D_8022336C_46F7FC = 0x8022336C; // type:data rom:0x46F7FC
D_802243F4_470884 = 0x802243F4; // type:data rom:0x470884
D_80225958_471DE8 = 0x80225958; // type:data rom:0x471DE8
D_80226960_472DF0 = 0x80226960; // type:data rom:0x472DF0
D_802283F0_474880 = 0x802283F0; // type:data rom:0x474880
D_8022972C_475BBC = 0x8022972C; // type:data rom:0x475BBC
b_area_mac_lee_formation_goombario = 0x80220524; // type:data rom:0x46C9B4
b_area_mac_lee_formation_kooper = 0x80222274; // type:data rom:0x46E704
b_area_mac_lee_formation_bombette = 0x8022336C; // type:data rom:0x46F7FC
b_area_mac_lee_formation_parakerry = 0x802243F4; // type:data rom:0x470884
b_area_mac_lee_formation_bow = 0x80225958; // type:data rom:0x471DE8
b_area_mac_lee_formation_watt = 0x80226960; // type:data rom:0x472DF0
b_area_mac_lee_formation_sushie = 0x802283F0; // type:data rom:0x474880
b_area_mac_lee_formation_lakilester = 0x8022972C; // type:data rom:0x475BBC
D_80232AF0_47EF80 = 0x80232AF0; // type:data rom:0x47EF80
D_80232AF8_47EF88 = 0x80232AF8; // type:data rom:0x47EF88
D_80232B00_47EF90 = 0x80232B00; // type:data rom:0x47EF90