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https://github.com/pmret/papermario.git
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misc battle cleanup (#943)
* peach NPC flags and missing ANIM_LIST_END * ANIMS * auto smash * misc battle cleanup * misc battle doc 2 * more battle --------- Co-authored-by: HailSanta <Hail2Santa@gmail.com>
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@ -1578,7 +1578,7 @@ typedef struct ActorPart {
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/* 0x77 */ char unk_77[1];
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/* 0x77 */ char unk_77[1];
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/* 0x78 */ u32* defenseTable;
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/* 0x78 */ u32* defenseTable;
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/* 0x7C */ s32 eventFlags;
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/* 0x7C */ s32 eventFlags;
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/* 0x80 */ s32 partFlags3;
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/* 0x80 */ s32 elementalImmunities; // bits from Elements, i.e., ELEMENT_FIRE | ELEMENT_QUAKE
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/* 0x84 */ s32 spriteInstanceID;
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/* 0x84 */ s32 spriteInstanceID;
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/* 0x88 */ u32 currentAnimation;
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/* 0x88 */ u32 currentAnimation;
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/* 0x8C */ s32 animNotifyValue;
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/* 0x8C */ s32 animNotifyValue;
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@ -1860,7 +1860,7 @@ typedef struct Actor {
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/* 0x196 */ s8 unk_196;
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/* 0x196 */ s8 unk_196;
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/* 0x197 */ s8 unk_197;
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/* 0x197 */ s8 unk_197;
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/* 0x198 */ Vec2b unk_198;
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/* 0x198 */ Vec2b unk_198;
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/* 0x19A */ s8 unk_19A;
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/* 0x19A */ s8 verticalRenderOffset; // visual only, does not affect target position
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/* 0x19B */ char unk_19B[1];
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/* 0x19B */ char unk_19B[1];
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/* 0x19C */ s32 actorTypeData1[6]; /* 4 = jump sound, 5 = attack sound */ // TODO: struct
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/* 0x19C */ s32 actorTypeData1[6]; /* 4 = jump sound, 5 = attack sound */ // TODO: struct
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/* 0x1B4 */ s16 actorTypeData1b[2];
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/* 0x1B4 */ s16 actorTypeData1b[2];
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@ -908,6 +908,10 @@ enum SoundIDs {
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SOUND_231 = 0x00000231,
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SOUND_231 = 0x00000231,
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SOUND_233 = 0x00000233,
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SOUND_233 = 0x00000233,
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SOUND_234 = 0x00000234,
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SOUND_234 = 0x00000234,
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SOUND_235 = 0x00000235,
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SOUND_236 = 0x00000236,
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SOUND_237 = 0x00000237,
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SOUND_238 = 0x00000238,
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SOUND_23D = 0x0000023D,
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SOUND_23D = 0x0000023D,
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SOUND_241 = 0x00000241,
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SOUND_241 = 0x00000241,
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SOUND_245 = 0x00000245,
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SOUND_245 = 0x00000245,
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@ -2585,11 +2589,11 @@ enum SpeechFlags {
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SPEECH_FACE_EACH_OTHER = 0,
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SPEECH_FACE_EACH_OTHER = 0,
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};
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};
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enum HitResults {
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typedef enum HitResult {
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HIT_RESULT_TRIGGERED_EXPLODE = -1,
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HIT_RESULT_BACKFIRE = -1,
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HIT_RESULT_HIT = 0,
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HIT_RESULT_HIT = 0,
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HIT_RESULT_1 = 1,
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HIT_RESULT_1 = 1, // KILL?
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HIT_RESULT_QUAKE_IMMUNE = 2,
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HIT_RESULT_NO_DAMAGE = 2,
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HIT_RESULT_3 = 3,
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HIT_RESULT_3 = 3,
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HIT_RESULT_LANDED_ON_SPIKE = 4,
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HIT_RESULT_LANDED_ON_SPIKE = 4,
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HIT_RESULT_LUCKY = 5,
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HIT_RESULT_LUCKY = 5,
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@ -2597,7 +2601,7 @@ enum HitResults {
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HIT_RESULT_HIT_STATIC = 7,
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HIT_RESULT_HIT_STATIC = 7,
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HIT_RESULT_IMMUNE = 8,
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HIT_RESULT_IMMUNE = 8,
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HIT_RESULT_10 = 10,
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HIT_RESULT_10 = 10,
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};
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} HitResult;
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enum ActionRatings {
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enum ActionRatings {
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ACTION_RATING_NICE = 0, ///< sets nice hits = 1
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ACTION_RATING_NICE = 0, ///< sets nice hits = 1
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@ -2703,7 +2707,7 @@ enum Elements {
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ELEMENT_ICE = 0x00000004,
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ELEMENT_ICE = 0x00000004,
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ELEMENT_MYSTERY = 0x00000005,
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ELEMENT_MYSTERY = 0x00000005,
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ELEMENT_MAGIC = 0x00000007,
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ELEMENT_MAGIC = 0x00000007,
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ELEMENT_HAMMER = 0x00000008,
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ELEMENT_SMASH = 0x00000008,
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ELEMENT_JUMP = 0x00000009,
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ELEMENT_JUMP = 0x00000009,
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ELEMENT_COSMIC = 0x0000000A,
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ELEMENT_COSMIC = 0x0000000A,
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ELEMENT_BLAST = 0x0000000B,
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ELEMENT_BLAST = 0x0000000B,
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@ -2726,7 +2730,7 @@ enum Events {
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EVENT_PEACH_BEAM = 0x00000014,
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EVENT_PEACH_BEAM = 0x00000014,
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EVENT_POWER_BOUNCE_HIT = 0x00000015,
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EVENT_POWER_BOUNCE_HIT = 0x00000015,
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EVENT_BLOW_AWAY = 0x00000016,
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EVENT_BLOW_AWAY = 0x00000016,
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EVENT_SCRIPTED_IMMUNE = 0x00000017,
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EVENT_ZERO_DAMAGE = 0x00000017,
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EVENT_18 = 0x00000018,
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EVENT_18 = 0x00000018,
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EVENT_IMMUNE = 0x00000019,
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EVENT_IMMUNE = 0x00000019,
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EVENT_BLOCK = 0x0000001A,
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EVENT_BLOCK = 0x0000001A,
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@ -3312,7 +3316,7 @@ enum DamageTypes {
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DAMAGE_TYPE_WATER = 0x00000004,
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DAMAGE_TYPE_WATER = 0x00000004,
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DAMAGE_TYPE_ICE = 0x00000008,
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DAMAGE_TYPE_ICE = 0x00000008,
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DAMAGE_TYPE_MAGIC = 0x00000010,
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DAMAGE_TYPE_MAGIC = 0x00000010,
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DAMAGE_TYPE_ELECTRIC = 0x00000020,
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DAMAGE_TYPE_SHOCK = 0x00000020,
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DAMAGE_TYPE_SMASH = 0x00000040,
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DAMAGE_TYPE_SMASH = 0x00000040,
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DAMAGE_TYPE_JUMP = 0x00000080,
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DAMAGE_TYPE_JUMP = 0x00000080,
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DAMAGE_TYPE_COSMIC = 0x00000100,
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DAMAGE_TYPE_COSMIC = 0x00000100,
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@ -3355,14 +3359,16 @@ enum PartnerIDs {
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PARTNER_TWINK = 0x0000000B,
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PARTNER_TWINK = 0x0000000B,
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};
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};
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enum AttackEventFlags {
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enum EventSupressFlags {
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ATTACK_EVENT_FLAG_1 = 0x1,
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SUPPRESS_EVENT_SPIKY_TOP = 0x1,
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ATTACK_EVENT_FLAG_2 = 0x2,
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SUPPRESS_EVENT_EXPLODE_CONTACT = 0x2,
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ATTACK_EVENT_FLAG_4 = 0x4,
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SUPPRESS_EVENT_SPIKY_FRONT = 0x4,
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ATTACK_EVENT_FLAG_8 = 0x8,
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SUPPRESS_EVENT_SHOCK_CONTACT = 0x8,
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ATTACK_EVENT_FLAG_10 = 0x10,
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SUPPRESS_EVENT_BURN_CONTACT = 0x10,
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ATTACK_EVENT_FLAG_80 = 0x80,
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SUPPRESS_EVENT_FLAG_80 = 0x80, // supresses events associated with ACTOR_EVENT_FLAG_200000 used by pokeys and spinies
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ATTACK_EVENT_FLAG_200 = 0x200,
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SUPPRESS_EVENT_FLAG_200 = 0x200, // unused?
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SUPPRESS_EVENT_ALL = 0xFFFF,
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SUPPRESS_EVENT_FLAG_10000 = 0x10000, // usage is a bug?
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};
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};
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enum PartnerActions {
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enum PartnerActions {
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@ -3661,7 +3667,7 @@ enum ActorFlags {
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ACTOR_FLAG_100 = 0x00000100,
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ACTOR_FLAG_100 = 0x00000100,
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ACTOR_FLAG_FLYING = 0x00000200, ///< Quake Hammer can't hit.
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ACTOR_FLAG_FLYING = 0x00000200, ///< Quake Hammer can't hit.
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ACTOR_FLAG_400 = 0x00000400,
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ACTOR_FLAG_400 = 0x00000400,
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ACTOR_FLAG_HP_OFFSET_BELOW = 0x00000800, ///< HP bar offset below actor (e.g. Swooper when upside-down). Is this just UPSIDE_DOWN?
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ACTOR_FLAG_HP_OFFSET_BELOW = 0x00000800, ///< HP bar offset below actor (e.g. Swooper when upside-down). Is this just UPSIDE_DOWN? FLIPPED? TOPPLED?
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ACTOR_FLAG_1000 = 0x00001000,
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ACTOR_FLAG_1000 = 0x00001000,
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ACTOR_FLAG_2000 = 0x00002000,
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ACTOR_FLAG_2000 = 0x00002000,
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ACTOR_FLAG_TARGET_ONLY = 0x00004000, ///< Battle ends even if undefeated. No turn.
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ACTOR_FLAG_TARGET_ONLY = 0x00004000, ///< Battle ends even if undefeated. No turn.
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@ -3698,7 +3704,7 @@ enum ActorPartFlags {
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ACTOR_PART_FLAG_400 = 0x00000400,
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ACTOR_PART_FLAG_400 = 0x00000400,
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ACTOR_PART_FLAG_800 = 0x00000800,
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ACTOR_PART_FLAG_800 = 0x00000800,
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ACTOR_PART_FLAG_1000 = 0x00001000,
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ACTOR_PART_FLAG_1000 = 0x00001000,
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ACTOR_PART_FLAG_2000 = 0x00002000, ///< Plays extra hurt SFX?
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ACTOR_PART_FLAG_2000 = 0x00002000, ///< electrified Plays extra hurt SFX?
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ACTOR_PART_FLAG_4000 = 0x00004000,
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ACTOR_PART_FLAG_4000 = 0x00004000,
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ACTOR_PART_FLAG_8000 = 0x00008000,
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ACTOR_PART_FLAG_8000 = 0x00008000,
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ACTOR_PART_FLAG_10000 = 0x00010000,
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ACTOR_PART_FLAG_10000 = 0x00010000,
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@ -3730,13 +3736,13 @@ enum ActorEventFlags {
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ACTOR_EVENT_FLAG_40 = 0x00000040,
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ACTOR_EVENT_FLAG_40 = 0x00000040,
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ACTOR_EVENT_FLAG_ELECTRIFIED = 0x00000080, ///< Player takes shock damage upon contact.
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ACTOR_EVENT_FLAG_ELECTRIFIED = 0x00000080, ///< Player takes shock damage upon contact.
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ACTOR_EVENT_FLAG_100 = 0x00000100,
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ACTOR_EVENT_FLAG_100 = 0x00000100,
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ACTOR_EVENT_FLAG_EXPLOSIVE = 0x00000200, ///< Blast and fire attacks trigger an explosion.
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ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION = 0x00000200, ///< Blast and fire attacks trigger an explosion.
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ACTOR_EVENT_FLAG_400 = 0x00000400,
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ACTOR_EVENT_FLAG_400 = 0x00000400,
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ACTOR_EVENT_FLAG_800 = 0x00000800,
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ACTOR_EVENT_FLAG_800 = 0x00000800,
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ACTOR_EVENT_FLAG_FLIPABLE = 0x00001000, ///< Actor can be flipped; triggered by jump and quake attacks.
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ACTOR_EVENT_FLAG_FLIPABLE = 0x00001000, ///< Actor can be flipped; triggered by jump and quake attacks.
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ACTOR_EVENT_FLAG_2000 = 0x00002000,
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ACTOR_EVENT_FLAG_2000 = 0x00002000,
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ACTOR_EVENT_FLAG_GROUNDABLE = 0x00004000, ///< Actor can be knocked down from flight; triggered by jump attacks.
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ACTOR_EVENT_FLAG_GROUNDABLE = 0x00004000, ///< Actor can be knocked down from flight; triggered by jump attacks.
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ACTOR_EVENT_FLAG_8000 = 0x00008000,
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ACTOR_EVENT_FLAG_EXPLODE_ON_CONTACT = 0x00008000,
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ACTOR_EVENT_FLAG_SPIKY_FRONT = 0x00010000, ///< Player takes spike damage from hammer attacks.
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ACTOR_EVENT_FLAG_SPIKY_FRONT = 0x00010000, ///< Player takes spike damage from hammer attacks.
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ACTOR_EVENT_FLAG_20000 = 0x00020000,
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ACTOR_EVENT_FLAG_20000 = 0x00020000,
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ACTOR_EVENT_FLAG_ENCHANTED = 0x00040000, ///< Actor glows and listens for the Star Beam event.
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ACTOR_EVENT_FLAG_ENCHANTED = 0x00040000, ///< Actor glows and listens for the Star Beam event.
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@ -5014,7 +5020,7 @@ enum EnemyFlags {
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ENEMY_FLAG_4000 = 0x00004000,
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ENEMY_FLAG_4000 = 0x00004000,
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ENEMY_FLAG_8000 = 0x00008000,
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ENEMY_FLAG_8000 = 0x00008000,
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ENEMY_FLAG_10000 = 0x00010000,
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ENEMY_FLAG_10000 = 0x00010000,
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ENEMY_FLAG_20000 = 0x00020000,
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ENEMY_FLAG_USE_PLAYER_SPRITE = 0x00020000, ///< Used for Peach NPCs
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ENEMY_FLAG_40000 = 0x00040000,
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ENEMY_FLAG_40000 = 0x00040000,
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ENEMY_FLAG_80000 = 0x00080000,
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ENEMY_FLAG_80000 = 0x00080000,
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ENEMY_FLAG_100000 = 0x00100000,
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ENEMY_FLAG_100000 = 0x00100000,
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@ -5731,41 +5737,6 @@ enum NpcDropFlags {
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NPC_DROP_FLAG_80 = 0x80,
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NPC_DROP_FLAG_80 = 0x80,
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};
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};
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enum ElementImmunityFlags {
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ELEMENT_IMMUNITY_FLAG_1 = 0x00000001,
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ELEMENT_IMMUNITY_FLAG_2 = 0x00000002,
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ELEMENT_IMMUNITY_FLAG_4 = 0x00000004,
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ELEMENT_IMMUNITY_FLAG_8 = 0x00000008,
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ELEMENT_IMMUNITY_FLAG_10 = 0x00000010,
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ELEMENT_IMMUNITY_FLAG_20 = 0x00000020,
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ELEMENT_IMMUNITY_FLAG_40 = 0x00000040,
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ELEMENT_IMMUNITY_FLAG_80 = 0x00000080,
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ELEMENT_IMMUNITY_FLAG_100 = 0x00000100,
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ELEMENT_IMMUNITY_FLAG_200 = 0x00000200,
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ELEMENT_IMMUNITY_FLAG_400 = 0x00000400,
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ELEMENT_IMMUNITY_FLAG_800 = 0x00000800,
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ELEMENT_IMMUNITY_FLAG_1000 = 0x00001000,
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ELEMENT_IMMUNITY_FLAG_2000 = 0x00002000,
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ELEMENT_IMMUNITY_FLAG_4000 = 0x00004000,
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ELEMENT_IMMUNITY_FLAG_8000 = 0x00008000,
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ELEMENT_IMMUNITY_FLAG_10000 = 0x00010000,
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ELEMENT_IMMUNITY_FLAG_20000 = 0x00020000,
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ELEMENT_IMMUNITY_FLAG_40000 = 0x00040000,
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ELEMENT_IMMUNITY_FLAG_80000 = 0x00080000,
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ELEMENT_IMMUNITY_FLAG_100000 = 0x00100000,
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ELEMENT_IMMUNITY_FLAG_200000 = 0x00200000,
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ELEMENT_IMMUNITY_FLAG_400000 = 0x00400000,
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ELEMENT_IMMUNITY_FLAG_800000 = 0x00800000,
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ELEMENT_IMMUNITY_FLAG_1000000 = 0x01000000,
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ELEMENT_IMMUNITY_FLAG_2000000 = 0x02000000,
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ELEMENT_IMMUNITY_FLAG_4000000 = 0x04000000,
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ELEMENT_IMMUNITY_FLAG_8000000 = 0x08000000,
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ELEMENT_IMMUNITY_FLAG_10000000 = 0x10000000,
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ELEMENT_IMMUNITY_FLAG_20000000 = 0x20000000,
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ELEMENT_IMMUNITY_FLAG_40000000 = 0x40000000,
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ELEMENT_IMMUNITY_FLAG_80000000 = 0x80000000,
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};
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enum FoldStateFlags {
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enum FoldStateFlags {
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FOLD_STATE_FLAG_ENABLED = 0x00000001,
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FOLD_STATE_FLAG_ENABLED = 0x00000001,
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FOLD_STATE_FLAG_G_CULL_BACK = 0x00000002,
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FOLD_STATE_FLAG_G_CULL_BACK = 0x00000002,
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@ -5876,8 +5847,8 @@ enum WindowId {
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WINDOW_ID_5 = 5,
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WINDOW_ID_5 = 5,
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WINDOW_ID_6 = 6,
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WINDOW_ID_6 = 6,
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WINDOW_ID_7 = 7,
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WINDOW_ID_7 = 7,
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WINDOW_ID_8 = 8,
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WINDOW_ID_8 = 8, // battle main?
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WINDOW_ID_9 = 9,
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WINDOW_ID_BATTLE_POPUP = 9,
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WINDOW_ID_ITEM_INFO_NAME = 10,
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WINDOW_ID_ITEM_INFO_NAME = 10,
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WINDOW_ID_ITEM_INFO_DESC = 11,
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WINDOW_ID_ITEM_INFO_DESC = 11,
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WINDOW_ID_12 = 12,
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WINDOW_ID_12 = 12,
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@ -6273,6 +6244,8 @@ enum MsgChars {
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MSG_CHAR_SINGLE_QUOTE_CLOSE = 0xA5,
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MSG_CHAR_SINGLE_QUOTE_CLOSE = 0xA5,
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// 0xA6 to 0xEF are unused
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// 0xA6 to 0xEF are unused
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MSG_CHAR_UNK_C3 = 0xC3,
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// special character codes used when reading from the source buffer
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// special character codes used when reading from the source buffer
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MSG_CHAR_READ_ENDL = 0xF0,
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MSG_CHAR_READ_ENDL = 0xF0,
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MSG_CHAR_READ_WAIT = 0xF1,
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MSG_CHAR_READ_WAIT = 0xF1,
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@ -451,7 +451,7 @@ void set_animation_rate(s32 actorID, s32 partIndex, f32 rate);
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void set_model_flags(u16, s32, s32);
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void set_model_flags(u16, s32, s32);
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void init_enter_world_shared(void);
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void init_enter_world_shared(void);
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s16 update_enter_map_screen_overlay(s16* progress);
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s16 update_enter_map_screen_overlay(s16* progress);
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s32 update_exit_map_screen_overlay(s16* progress);
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s16 update_exit_map_screen_overlay(s16* progress);
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void set_screen_overlay_params_front(u8, f32);
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void set_screen_overlay_params_front(u8, f32);
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void set_screen_overlay_params_back(u8, f32);
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void set_screen_overlay_params_back(u8, f32);
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void set_screen_overlay_alpha(s32, f32);
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void set_screen_overlay_alpha(s32, f32);
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@ -961,11 +961,10 @@ void open_status_menu_short(void);
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void func_8024EFE0(f32 x, f32 y, f32 z, s32, s32, s32);
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void func_8024EFE0(f32 x, f32 y, f32 z, s32, s32, s32);
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void func_802664DC(f32 x, f32 y, f32 z, s32 attack, s32 a);
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void func_802664DC(f32 x, f32 y, f32 z, s32 attack, s32 a);
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s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion);
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s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion);
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s32 calc_partner_test_enemy(void);
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void disable_actor_blur(Actor*);
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void disable_actor_blur(Actor*);
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void reset_actor_blur(Actor*);
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void reset_actor_blur(Actor*);
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void enable_actor_blur(Actor*);
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void enable_actor_blur(Actor*);
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void func_80251474(Actor*);
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void apply_shock_effect(Actor*);
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void func_8025C8A0(s32, ActorPart*, s32 yaw, s32 arg3);
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void func_8025C8A0(s32, ActorPart*, s32 yaw, s32 arg3);
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void func_8025CD28(s32, ActorPart*, s32 yaw, s32 arg3);
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void func_8025CD28(s32, ActorPart*, s32 yaw, s32 arg3);
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void _add_part_decoration(ActorPart*);
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void _add_part_decoration(ActorPart*);
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@ -137,7 +137,8 @@
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#define SPRITE_ID(name, pal_anim) ((name) << 16 | (pal_anim))
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#define SPRITE_ID(name, pal_anim) ((name) << 16 | (pal_anim))
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#define BATTLE_ENTITY_ID_MASK 0x800
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#define BATTLE_NPC_ID_BIT 0x800
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#define BATTLE_ENTITY_ID_BIT 0x800
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#define UNPACK_BTL_AREA(battleID) (((battleID) >> 8) & 0xFF)
|
#define UNPACK_BTL_AREA(battleID) (((battleID) >> 8) & 0xFF)
|
||||||
#define UNPACK_BTL_INDEX(battleID) ((battleID) & 0xFF)
|
#define UNPACK_BTL_INDEX(battleID) ((battleID) & 0xFF)
|
||||||
@ -213,6 +214,12 @@
|
|||||||
.models = { names } \
|
.models = { names } \
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#define STATUS_CHANCE_IGNORE_RES 0xFE
|
||||||
|
#define STATUS_CHANCE_NEVER 0xFF
|
||||||
|
#define DMG_STATUS_CHANCE(typeFlag, duration, chance) (STATUS_FLAG_80000000 | typeFlag | (duration << 8) | chance)
|
||||||
|
#define DMG_STATUS_ALWAYS(typeFlag, duration) (STATUS_FLAG_80000000 | STATUS_FLAG_RIGHT_ON | typeFlag | (duration << 8))
|
||||||
|
#define DMG_STATUS_IGNORE_RES(typeFlag, duration) (typeFlag | (duration << 8) | STATUS_CHANCE_IGNORE_RES)
|
||||||
|
|
||||||
#ifdef OLD_GCC
|
#ifdef OLD_GCC
|
||||||
#define VLA 0
|
#define VLA 0
|
||||||
#else
|
#else
|
||||||
|
@ -283,7 +283,7 @@ typedef struct NpcData {
|
|||||||
/* 0x1E2 */ s8 unk__1E2;
|
/* 0x1E2 */ s8 unk__1E2;
|
||||||
/* 0x1E3 */ u8 aiDetectFlags;
|
/* 0x1E3 */ u8 aiDetectFlags;
|
||||||
/* 0x1E4 */ u32 aiFlags;
|
/* 0x1E4 */ u32 aiFlags;
|
||||||
/* 0x1E8 */ s32* extraAnimations;
|
/* 0x1E8 */ AnimID* extraAnimations;
|
||||||
/* 0x1EC */ s32 tattle;
|
/* 0x1EC */ s32 tattle;
|
||||||
} NpcData; // size = 0x1F0
|
} NpcData; // size = 0x1F0
|
||||||
|
|
||||||
@ -434,13 +434,13 @@ void init_npc_list(void);
|
|||||||
/// Presumably did something once upon a time but got commented out.
|
/// Presumably did something once upon a time but got commented out.
|
||||||
void npc_iter_no_op(void);
|
void npc_iter_no_op(void);
|
||||||
|
|
||||||
s32 _create_npc(NpcBlueprint* blueprint, AnimID* animList, s32 skipLoadingAnims);
|
s32 create_npc_impl(NpcBlueprint* blueprint, AnimID* animList, s32 skipLoadingAnims);
|
||||||
|
|
||||||
s32 _create_npc_basic(NpcBlueprint* blueprint);
|
s32 create_basic_npc(NpcBlueprint* blueprint);
|
||||||
|
|
||||||
s32 _create_npc_standard(NpcBlueprint* blueprint, AnimID* animList);
|
s32 create_standard_npc(NpcBlueprint* blueprint, AnimID* animList);
|
||||||
|
|
||||||
s32 _create_npc_partner(NpcBlueprint* blueprint);
|
s32 create_peach_npc(NpcBlueprint* blueprint);
|
||||||
|
|
||||||
void free_npc_by_index(s32 listIndex);
|
void free_npc_by_index(s32 listIndex);
|
||||||
|
|
||||||
|
@ -27,7 +27,7 @@ ApiStatus WaitForMessageBoxDone(Evt* script, s32 isInitialCall);
|
|||||||
ApiStatus ForceCloseMessageBox(Evt* script, s32 isInitialCall);
|
ApiStatus ForceCloseMessageBox(Evt* script, s32 isInitialCall);
|
||||||
ApiStatus SetMessageBoxDuration(Evt* script, s32 isInitialCall);
|
ApiStatus SetMessageBoxDuration(Evt* script, s32 isInitialCall);
|
||||||
ApiStatus ItemDamageEnemy(Evt* script, s32 isInitialCall);
|
ApiStatus ItemDamageEnemy(Evt* script, s32 isInitialCall);
|
||||||
ApiStatus ItemAfflictEnemy(Evt* script, s32 isInitialCall);
|
ApiStatus ItemSpookEnemy(Evt* script, s32 isInitialCall);
|
||||||
ApiStatus ItemCheckHit(Evt* script, s32 isInitialCall);
|
ApiStatus ItemCheckHit(Evt* script, s32 isInitialCall);
|
||||||
ApiStatus ActorSpeak(Evt* script, s32 isInitialCall);
|
ApiStatus ActorSpeak(Evt* script, s32 isInitialCall);
|
||||||
ApiStatus EndActorSpeech(Evt* script, s32 isInitialCall);
|
ApiStatus EndActorSpeech(Evt* script, s32 isInitialCall);
|
||||||
|
@ -112,7 +112,7 @@ void state_step_change_map(void) {
|
|||||||
update_effects();
|
update_effects();
|
||||||
update_cameras();
|
update_cameras();
|
||||||
|
|
||||||
if ((update_exit_map_screen_overlay(&gMapTransitionAlpha) << 0x10) != 0) {
|
if (update_exit_map_screen_overlay(&gMapTransitionAlpha) != 0) {
|
||||||
gMapTransitionState++;
|
gMapTransitionState++;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
38
src/17D6A0.c
38
src/17D6A0.c
@ -3333,11 +3333,11 @@ void btl_update_message_popup(void* data) {
|
|||||||
case 1:
|
case 1:
|
||||||
if (gBattleStatus.flags1 & BS_FLAGS1_10000) {
|
if (gBattleStatus.flags1 & BS_FLAGS1_10000) {
|
||||||
gBattleStatus.flags1 &= ~BS_FLAGS1_4000;
|
gBattleStatus.flags1 &= ~BS_FLAGS1_4000;
|
||||||
set_window_update(WINDOW_ID_9, WINDOW_UPDATE_SHOW_TRANSPARENT);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_SHOW_TRANSPARENT);
|
||||||
popup->duration = 0;
|
popup->duration = 0;
|
||||||
popup->unk_16 = 2;
|
popup->unk_16 = 2;
|
||||||
} else if (!(gBattleStatus.flags1 & BS_FLAGS1_4000) && (temp_a0 != 2)) {
|
} else if (!(gBattleStatus.flags1 & BS_FLAGS1_4000) && (temp_a0 != 2)) {
|
||||||
set_window_update(WINDOW_ID_9, WINDOW_UPDATE_SHOW_TRANSPARENT);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_SHOW_TRANSPARENT);
|
||||||
switch (popup->messageIndex) {
|
switch (popup->messageIndex) {
|
||||||
case BTL_MSG_31:
|
case BTL_MSG_31:
|
||||||
hud_element_set_script(D_8029F642, &HES_MashAButton);
|
hud_element_set_script(D_8029F642, &HES_MashAButton);
|
||||||
@ -3574,7 +3574,7 @@ void btl_update_message_popup(void* data) {
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
if (shouldDisposeWindow) {
|
if (shouldDisposeWindow) {
|
||||||
set_window_update(WINDOW_ID_9, WINDOW_UPDATE_HIDE);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_HIDE);
|
||||||
bPopupMessage = NULL;
|
bPopupMessage = NULL;
|
||||||
free_popup(popup);
|
free_popup(popup);
|
||||||
}
|
}
|
||||||
@ -3904,8 +3904,8 @@ void btl_show_message_popup(void* data) {
|
|||||||
width = msgWidth;
|
width = msgWidth;
|
||||||
numLines = get_msg_lines(messageID) - 1;
|
numLines = get_msg_lines(messageID) - 1;
|
||||||
height = bMsgHeights[numLines];
|
height = bMsgHeights[numLines];
|
||||||
set_window_properties(WINDOW_ID_9, posX, posY, width, height, 0, func_80250818, popup, -1);
|
set_window_properties(WINDOW_ID_BATTLE_POPUP, posX, posY, width, height, 0, func_80250818, popup, -1);
|
||||||
set_window_update(WINDOW_ID_9, WINDOW_UPDATE_SHOW);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_SHOW);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case BTL_MSG_49:
|
case BTL_MSG_49:
|
||||||
@ -3921,8 +3921,8 @@ void btl_show_message_popup(void* data) {
|
|||||||
posX = 160 - (msgWidth / 2);
|
posX = 160 - (msgWidth / 2);
|
||||||
width = msgWidth;
|
width = msgWidth;
|
||||||
height = 40;
|
height = 40;
|
||||||
set_window_properties(WINDOW_ID_9, posX, posY, width, height, 0, func_80250818, popup, -1);
|
set_window_properties(WINDOW_ID_BATTLE_POPUP, posX, posY, width, height, 0, func_80250818, popup, -1);
|
||||||
set_window_update(WINDOW_ID_9, WINDOW_UPDATE_SHOW);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_SHOW);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case BTL_MSG_04:
|
case BTL_MSG_04:
|
||||||
@ -3946,8 +3946,8 @@ void btl_show_message_popup(void* data) {
|
|||||||
width = msgWidth;
|
width = msgWidth;
|
||||||
numLines = get_msg_lines(messageID) - 1;
|
numLines = get_msg_lines(messageID) - 1;
|
||||||
height = bMsgHeights[numLines];
|
height = bMsgHeights[numLines];
|
||||||
set_window_properties(WINDOW_ID_9, posX, posY, width, height, 0, func_80250818, popup, -1);
|
set_window_properties(WINDOW_ID_BATTLE_POPUP, posX, posY, width, height, 0, func_80250818, popup, -1);
|
||||||
set_window_update(WINDOW_ID_9, WINDOW_UPDATE_SHOW);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_SHOW);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case BTL_MSG_51:
|
case BTL_MSG_51:
|
||||||
@ -3962,8 +3962,8 @@ void btl_show_message_popup(void* data) {
|
|||||||
width = msgWidth;
|
width = msgWidth;
|
||||||
numLines = get_msg_lines(messageID) - 1;
|
numLines = get_msg_lines(messageID) - 1;
|
||||||
height = bMsgHeights[numLines];
|
height = bMsgHeights[numLines];
|
||||||
set_window_properties(WINDOW_ID_9, posX, posY, width, height, 0, func_80250818, popup, -1);
|
set_window_properties(WINDOW_ID_BATTLE_POPUP, posX, posY, width, height, 0, func_80250818, popup, -1);
|
||||||
set_window_update(WINDOW_ID_9, WINDOW_UPDATE_SHOW);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_SHOW);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case BTL_MSG_2E:
|
case BTL_MSG_2E:
|
||||||
@ -4006,11 +4006,11 @@ void btl_show_message_popup(void* data) {
|
|||||||
D_8029F650 = D_802835D8[numLines];
|
D_8029F650 = D_802835D8[numLines];
|
||||||
|
|
||||||
posY = D_8029F64E + D_8029F650;
|
posY = D_8029F64E + D_8029F650;
|
||||||
set_window_properties(WINDOW_ID_9, posX, posY, width, height, 0, func_80250818, popup, -1);
|
set_window_properties(WINDOW_ID_BATTLE_POPUP, posX, posY, width, height, 0, func_80250818, popup, -1);
|
||||||
if (popup->messageIndex == BTL_MSG_3B) {
|
if (popup->messageIndex == BTL_MSG_3B) {
|
||||||
set_window_update(WINDOW_ID_9, WINDOW_UPDATE_SHOW);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_SHOW);
|
||||||
} else {
|
} else {
|
||||||
set_window_update(WINDOW_ID_9, WINDOW_UPDATE_SHOW_DARKENED);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_SHOW_DARKENED);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
@ -4070,14 +4070,14 @@ ApiStatus func_80251454(Evt* script, s32 isInitialCall) {
|
|||||||
return ApiStatus_DONE2;
|
return ApiStatus_DONE2;
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_80251474(Actor* actor) {
|
void apply_shock_effect(Actor* actor) {
|
||||||
ActorPart* part = actor->partsTable;
|
ActorPart* part = actor->partsTable;
|
||||||
|
|
||||||
while (part != NULL) {
|
while (part != NULL) {
|
||||||
if (!(part->flags & ACTOR_PART_FLAG_INVISIBLE) &&
|
if (!(part->flags & ACTOR_PART_FLAG_INVISIBLE)
|
||||||
part->idleAnimations != NULL &&
|
&& part->idleAnimations != NULL
|
||||||
!(part->flags & ACTOR_PART_FLAG_40000000))
|
&& !(part->flags & ACTOR_PART_FLAG_40000000)
|
||||||
{
|
) {
|
||||||
f32 x = part->currentPos.x;
|
f32 x = part->currentPos.x;
|
||||||
f32 y = part->currentPos.y + (actor->size.y / 10);
|
f32 y = part->currentPos.y + (actor->size.y / 10);
|
||||||
f32 z = part->currentPos.z;
|
f32 z = part->currentPos.z;
|
||||||
|
165
src/17FEB0.c
165
src/17FEB0.c
@ -3,7 +3,7 @@
|
|||||||
#include "script_api/battle.h"
|
#include "script_api/battle.h"
|
||||||
#include "effects.h"
|
#include "effects.h"
|
||||||
|
|
||||||
s32 calc_item_check_hit(void) {
|
HitResult calc_item_check_hit(void) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
ActorState* state = &battleStatus->playerActor->state;
|
ActorState* state = &battleStatus->playerActor->state;
|
||||||
s32 actorID = battleStatus->currentTargetID;
|
s32 actorID = battleStatus->currentTargetID;
|
||||||
@ -12,45 +12,53 @@ s32 calc_item_check_hit(void) {
|
|||||||
Actor* actor;
|
Actor* actor;
|
||||||
ActorPart* actorPart;
|
ActorPart* actorPart;
|
||||||
|
|
||||||
currentTargetPart = currentTargetPartS8 = battleStatus->currentTargetPart;
|
|
||||||
battleStatus->currentTargetID2 = battleStatus->currentTargetID;
|
battleStatus->currentTargetID2 = battleStatus->currentTargetID;
|
||||||
|
currentTargetPart = currentTargetPartS8 = battleStatus->currentTargetPart;
|
||||||
battleStatus->currentTargetPart2 = currentTargetPartS8;
|
battleStatus->currentTargetPart2 = currentTargetPartS8;
|
||||||
|
|
||||||
actor = get_actor(actorID);
|
actor = get_actor(actorID);
|
||||||
if (actor != NULL) {
|
if (actor == NULL) {
|
||||||
|
return HIT_RESULT_HIT;
|
||||||
|
}
|
||||||
|
|
||||||
actorPart = get_actor_part(actor, currentTargetPart);
|
actorPart = get_actor_part(actor, currentTargetPart);
|
||||||
ASSERT(actorPart != NULL);
|
ASSERT(actorPart != NULL);
|
||||||
|
|
||||||
if (!(actorPart->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY)) {
|
if (actorPart->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY) {
|
||||||
|
return HIT_RESULT_MISS;
|
||||||
|
}
|
||||||
|
|
||||||
if (actor->transparentStatus == STATUS_TRANSPARENT) {
|
if (actor->transparentStatus == STATUS_TRANSPARENT) {
|
||||||
return HIT_RESULT_MISS;
|
return HIT_RESULT_MISS;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (actor->stoneStatus == STATUS_STONE) {
|
if (actor->stoneStatus == STATUS_STONE) {
|
||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
return HIT_RESULT_IMMUNE;
|
return HIT_RESULT_IMMUNE;
|
||||||
}
|
}
|
||||||
if ((battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP) && (actorPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP)) {
|
|
||||||
|
if ((battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP)
|
||||||
|
&& (actorPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP))
|
||||||
|
{
|
||||||
sfx_play_sound_at_position(SOUND_HIT_NORMAL, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_NORMAL, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
return HIT_RESULT_LANDED_ON_SPIKE;
|
return HIT_RESULT_LANDED_ON_SPIKE;
|
||||||
}
|
}
|
||||||
} else {
|
|
||||||
return HIT_RESULT_MISS;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return HIT_RESULT_HIT;
|
return HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
s32 calc_item_damage_enemy(void) {
|
HitResult calc_item_damage_enemy(void) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
Actor* player = battleStatus->playerActor;
|
Actor* player = battleStatus->playerActor;
|
||||||
s32 currentTargetID = battleStatus->currentTargetID;
|
s32 currentTargetID = battleStatus->currentTargetID;
|
||||||
Actor* partner = battleStatus->partnerActor;
|
Actor* partner = battleStatus->partnerActor;
|
||||||
s32 currentTargetPartID = battleStatus->currentTargetPart;
|
s32 currentTargetPartID = battleStatus->currentTargetPart;
|
||||||
s32 sp18;
|
s32 partImmuneToElement;
|
||||||
s32 sp1C = FALSE;
|
s32 sp1C = FALSE;
|
||||||
s32 actorClass;
|
s32 actorClass;
|
||||||
s32 isFireDamage = FALSE;
|
s32 isFireDamage = FALSE;
|
||||||
s32 isElectricDamage = FALSE;
|
s32 isWaterDamage = FALSE;
|
||||||
|
s32 isShockDamage = FALSE;
|
||||||
s32 isIceDamage = FALSE;
|
s32 isIceDamage = FALSE;
|
||||||
Actor* target;
|
Actor* target;
|
||||||
ActorPart* targetPart;
|
ActorPart* targetPart;
|
||||||
@ -61,7 +69,7 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
ActorState* state;
|
ActorState* state;
|
||||||
s32 dispatchEvent;
|
s32 dispatchEvent;
|
||||||
s32 wasStatusInflicted;
|
s32 wasStatusInflicted;
|
||||||
s32 ret;
|
s32 hitResult;
|
||||||
|
|
||||||
battleStatus->wasStatusInflicted = FALSE;
|
battleStatus->wasStatusInflicted = FALSE;
|
||||||
battleStatus->lastAttackDamage = 0;
|
battleStatus->lastAttackDamage = 0;
|
||||||
@ -72,7 +80,7 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
wasStatusInflicted = FALSE;
|
wasStatusInflicted = FALSE;
|
||||||
|
|
||||||
if (target == NULL) {
|
if (target == NULL) {
|
||||||
return 0;
|
return HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
targetPart = get_actor_part(target, currentTargetPartID);
|
targetPart = get_actor_part(target, currentTargetPartID);
|
||||||
@ -80,7 +88,6 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
PANIC();
|
PANIC();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
target->lastDamageTaken = 0;
|
target->lastDamageTaken = 0;
|
||||||
actorClass = currentTargetID & ACTOR_CLASS_MASK;
|
actorClass = currentTargetID & ACTOR_CLASS_MASK;
|
||||||
if (!(gBattleStatus.flags1 & BS_FLAGS1_PARTNER_ACTING)) {
|
if (!(gBattleStatus.flags1 & BS_FLAGS1_PARTNER_ACTING)) {
|
||||||
@ -93,12 +100,13 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
fx_ring_blast(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f, 1.0f, 24);
|
fx_ring_blast(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f, 1.0f, 24);
|
||||||
isFireDamage = TRUE;
|
isFireDamage = TRUE;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_ELECTRIC) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_SHOCK) {
|
||||||
func_80251474(target);
|
apply_shock_effect(target);
|
||||||
isElectricDamage = TRUE;
|
isShockDamage = TRUE;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_WATER) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_WATER) {
|
||||||
fx_water_splash(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f, 1.0f, 24);
|
fx_water_splash(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f, 1.0f, 24);
|
||||||
|
isWaterDamage = TRUE;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_ICE) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_ICE) {
|
||||||
fx_big_snowflakes(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f);
|
fx_big_snowflakes(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f);
|
||||||
@ -106,10 +114,12 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_REMOVE_BUFFS)) {
|
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_REMOVE_BUFFS)) {
|
||||||
if ((targetPart->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY) ||
|
if ((targetPart->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY)
|
||||||
((target->transparentStatus == STATUS_TRANSPARENT) || ((targetPart->eventFlags & ACTOR_EVENT_FLAG_800) && !(battleStatus->currentAttackElement & DAMAGE_TYPE_QUAKE))))
|
|| (target->transparentStatus == STATUS_TRANSPARENT)
|
||||||
{
|
|| (targetPart->eventFlags & ACTOR_EVENT_FLAG_800)
|
||||||
return 6;
|
&& !(battleStatus->currentAttackElement & DAMAGE_TYPE_QUAKE)
|
||||||
|
) {
|
||||||
|
return HIT_RESULT_MISS;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -117,18 +127,16 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 1);
|
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 1);
|
||||||
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 0);
|
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 0);
|
||||||
|
|
||||||
if (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) {
|
if (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) {
|
||||||
return 1;
|
return HIT_RESULT_1;
|
||||||
} else {
|
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
|
return HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (targetPart->partFlags3 & battleStatus->currentAttackElement) {
|
if (targetPart->elementalImmunities & battleStatus->currentAttackElement) {
|
||||||
sp18 = TRUE;
|
partImmuneToElement = TRUE;
|
||||||
} else {
|
} else {
|
||||||
sp18 = FALSE;
|
partImmuneToElement = FALSE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (targetPart->eventFlags & (ACTOR_EVENT_FLAG_ENCHANTED | ACTOR_EVENT_FLAG_80000)) {
|
if (targetPart->eventFlags & (ACTOR_EVENT_FLAG_ENCHANTED | ACTOR_EVENT_FLAG_80000)) {
|
||||||
@ -153,13 +161,14 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
|
|
||||||
if (attackDamage <= 0) {
|
if (attackDamage <= 0) {
|
||||||
target->hpChangeCounter = 0;
|
target->hpChangeCounter = 0;
|
||||||
ret = 2;
|
hitResult = HIT_RESULT_NO_DAMAGE;
|
||||||
|
|
||||||
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_STATUS_ALWAYS_HITS)) {
|
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_STATUS_ALWAYS_HITS)) {
|
||||||
dispatchEvent = EVENT_SCRIPTED_IMMUNE;
|
dispatchEvent = EVENT_ZERO_DAMAGE;
|
||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
battleStatus->lastAttackDamage = 0;
|
battleStatus->lastAttackDamage = 0;
|
||||||
} else {
|
} else {
|
||||||
dispatchEvent = EVENT_SCRIPTED_IMMUNE;
|
dispatchEvent = EVENT_ZERO_DAMAGE;
|
||||||
battleStatus->lastAttackDamage = 0;
|
battleStatus->lastAttackDamage = 0;
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
@ -167,8 +176,12 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
target->hpChangeCounter -= attackDamage;
|
target->hpChangeCounter -= attackDamage;
|
||||||
battleStatus->lastAttackDamage = 0;
|
battleStatus->lastAttackDamage = 0;
|
||||||
dispatchEvent = EVENT_HIT_COMBO;
|
dispatchEvent = EVENT_HIT_COMBO;
|
||||||
ret = 0;
|
hitResult = HIT_RESULT_HIT;
|
||||||
if (!(targetPart->flags & ACTOR_PART_FLAG_2000) && !sp18 && !(targetPart->targetFlags & ACTOR_PART_FLAG_4)) {
|
|
||||||
|
if (!(targetPart->flags & ACTOR_PART_FLAG_2000)
|
||||||
|
&& !partImmuneToElement
|
||||||
|
&& !(targetPart->targetFlags & ACTOR_PART_FLAG_4)
|
||||||
|
) {
|
||||||
target->currentHP -= attackDamage;
|
target->currentHP -= attackDamage;
|
||||||
if (target->currentHP <= 0) {
|
if (target->currentHP <= 0) {
|
||||||
target->currentHP = 0;
|
target->currentHP = 0;
|
||||||
@ -184,19 +197,19 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
dispatch_event_actor(target, dispatchEvent);
|
dispatch_event_actor(target, dispatchEvent);
|
||||||
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 3);
|
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 3);
|
||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
return 2;
|
return HIT_RESULT_NO_DAMAGE;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_2000) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_2000) {
|
||||||
battleStatus->lastAttackDamage = 0;
|
battleStatus->lastAttackDamage = 0;
|
||||||
dispatchEvent = EVENT_DEATH;
|
dispatchEvent = EVENT_DEATH;
|
||||||
ret = 0;
|
hitResult = HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
|
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
|
||||||
if (dispatchEvent == EVENT_HIT_COMBO) {
|
if (dispatchEvent == EVENT_HIT_COMBO) {
|
||||||
dispatchEvent = EVENT_HIT;
|
dispatchEvent = EVENT_HIT;
|
||||||
}
|
}
|
||||||
if (dispatchEvent == EVENT_SCRIPTED_IMMUNE) {
|
if (dispatchEvent == EVENT_ZERO_DAMAGE) {
|
||||||
dispatchEvent = EVENT_IMMUNE;
|
dispatchEvent = EVENT_IMMUNE;
|
||||||
}
|
}
|
||||||
if (target->currentHP <= 0 && dispatchEvent == EVENT_IMMUNE) {
|
if (target->currentHP <= 0 && dispatchEvent == EVENT_IMMUNE) {
|
||||||
@ -220,7 +233,7 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_80000) {
|
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_80000) {
|
||||||
dispatchEvent = EVENT_1D;
|
dispatchEvent = EVENT_1D;
|
||||||
}
|
}
|
||||||
ret = 0;
|
hitResult = HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -244,7 +257,7 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
remove_status_transparent(target->hudElementDataIndex);
|
remove_status_transparent(target->hudElementDataIndex);
|
||||||
}
|
}
|
||||||
wasStatusInflicted = TRUE;
|
wasStatusInflicted = TRUE;
|
||||||
ret = 0;
|
hitResult = HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -354,7 +367,7 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
#undef INFLICT_STATUS
|
#undef INFLICT_STATUS
|
||||||
|
|
||||||
if (wasStatusInflicted) {
|
if (wasStatusInflicted) {
|
||||||
if (dispatchEvent == EVENT_SCRIPTED_IMMUNE) {
|
if (dispatchEvent == EVENT_ZERO_DAMAGE) {
|
||||||
dispatchEvent = EVENT_HIT_COMBO;
|
dispatchEvent = EVENT_HIT_COMBO;
|
||||||
}
|
}
|
||||||
if (dispatchEvent == EVENT_IMMUNE) {
|
if (dispatchEvent == EVENT_IMMUNE) {
|
||||||
@ -378,7 +391,7 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
!(target->flags & ACTOR_FLAG_400))
|
!(target->flags & ACTOR_FLAG_400))
|
||||||
{
|
{
|
||||||
dispatchEvent = EVENT_SCARE_AWAY;
|
dispatchEvent = EVENT_SCARE_AWAY;
|
||||||
ret = 0;
|
hitResult = HIT_RESULT_HIT;
|
||||||
sp1C = TRUE;
|
sp1C = TRUE;
|
||||||
gBattleStatus.flags1 |= BS_FLAGS1_SP_EVT_ACTIVE | BS_FLAGS1_10 | BS_FLAGS1_8 | BS_FLAGS1_ACTORS_VISIBLE;
|
gBattleStatus.flags1 |= BS_FLAGS1_SP_EVT_ACTIVE | BS_FLAGS1_10 | BS_FLAGS1_8 | BS_FLAGS1_ACTORS_VISIBLE;
|
||||||
sfx_play_sound_at_position(SOUND_231, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_231, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
@ -386,7 +399,7 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
gBattleStatus.flags1 |= BS_FLAGS1_40;
|
gBattleStatus.flags1 |= BS_FLAGS1_40;
|
||||||
} else {
|
} else {
|
||||||
dispatchEvent = EVENT_IMMUNE;
|
dispatchEvent = EVENT_IMMUNE;
|
||||||
ret = 2;
|
hitResult = HIT_RESULT_NO_DAMAGE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -426,7 +439,7 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
if (!sp1C && !wasStatusInflicted) {
|
if (!sp1C && !wasStatusInflicted) {
|
||||||
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 3);
|
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 3);
|
||||||
}
|
}
|
||||||
} else if (!sp18) {
|
} else if (!partImmuneToElement) {
|
||||||
if (battleStatus->currentAttackElement & (DAMAGE_TYPE_SMASH | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS)) {
|
if (battleStatus->currentAttackElement & (DAMAGE_TYPE_SMASH | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS)) {
|
||||||
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z, battleStatus->lastAttackDamage, 0);
|
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z, battleStatus->lastAttackDamage, 0);
|
||||||
} else {
|
} else {
|
||||||
@ -438,11 +451,11 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->lastAttackDamage > 0 && !sp18) {
|
if (battleStatus->lastAttackDamage > 0 && !partImmuneToElement) {
|
||||||
func_80267018(target, 1);
|
func_80267018(target, 1);
|
||||||
if (isFireDamage) {
|
if (isFireDamage) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
} else if (isElectricDamage) {
|
} else if (isShockDamage) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
} else if (isIceDamage) {
|
} else if (isIceDamage) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_ICE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_ICE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
@ -513,24 +526,24 @@ s32 calc_item_damage_enemy(void) {
|
|||||||
func_80266ADC(target);
|
func_80266ADC(target);
|
||||||
|
|
||||||
if (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) {
|
if (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) {
|
||||||
if (ret == 0) {
|
if (hitResult == HIT_RESULT_HIT) {
|
||||||
ret = 1;
|
hitResult = HIT_RESULT_1;
|
||||||
}
|
}
|
||||||
if (ret == 2) {
|
if (hitResult == HIT_RESULT_NO_DAMAGE) {
|
||||||
ret = 3;
|
hitResult = HIT_RESULT_3;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return ret;
|
return hitResult;
|
||||||
}
|
}
|
||||||
|
|
||||||
ApiStatus ItemDamageEnemy(Evt* script, s32 isInitialCall) {
|
ApiStatus ItemDamageEnemy(Evt* script, s32 isInitialCall) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
Bytecode* args = script->ptrReadPos;
|
Bytecode* args = script->ptrReadPos;
|
||||||
s32 itemDamageOut = *args++;
|
s32 hitResultVarOut = *args++;
|
||||||
s32 flags;
|
s32 flags;
|
||||||
Actor* actor;
|
Actor* actor;
|
||||||
s32 itemDamage;
|
HitResult hitResult;
|
||||||
|
|
||||||
battleStatus->currentAttackElement = *args++;
|
battleStatus->currentAttackElement = *args++;
|
||||||
battleStatus->currentAttackEventSuppression = 0;
|
battleStatus->currentAttackEventSuppression = 0;
|
||||||
@ -574,18 +587,18 @@ ApiStatus ItemDamageEnemy(Evt* script, s32 isInitialCall) {
|
|||||||
battleStatus->currentTargetPart = actor->targetPartIndex;
|
battleStatus->currentTargetPart = actor->targetPartIndex;
|
||||||
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
||||||
|
|
||||||
if (battleStatus->statusChance == 0xFF) {
|
if (battleStatus->statusChance == STATUS_CHANCE_NEVER) {
|
||||||
battleStatus->statusChance = 0;
|
battleStatus->statusChance = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
||||||
|
|
||||||
itemDamage = calc_item_damage_enemy();
|
hitResult = calc_item_damage_enemy();
|
||||||
if (itemDamage < 0) {
|
if (hitResult < 0) {
|
||||||
return ApiStatus_FINISH;
|
return ApiStatus_FINISH;
|
||||||
}
|
}
|
||||||
|
|
||||||
evt_set_variable(script, itemDamageOut, itemDamage);
|
evt_set_variable(script, hitResultVarOut, hitResult);
|
||||||
if (!does_script_exist_by_ref(script)) {
|
if (!does_script_exist_by_ref(script)) {
|
||||||
return ApiStatus_FINISH;
|
return ApiStatus_FINISH;
|
||||||
}
|
}
|
||||||
@ -593,12 +606,12 @@ ApiStatus ItemDamageEnemy(Evt* script, s32 isInitialCall) {
|
|||||||
return ApiStatus_DONE2;
|
return ApiStatus_DONE2;
|
||||||
}
|
}
|
||||||
|
|
||||||
ApiStatus ItemAfflictEnemy(Evt* script, s32 isInitialCall) {
|
ApiStatus ItemSpookEnemy(Evt* script, s32 isInitialCall) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
Bytecode* args = script->ptrReadPos;
|
Bytecode* args = script->ptrReadPos;
|
||||||
s32 itemDamageOut = *args++;
|
s32 hitResultVarOut = *args++;
|
||||||
Actor* actor;
|
Actor* actor;
|
||||||
s32 itemDamage;
|
HitResult hitResult;
|
||||||
s32 flags;
|
s32 flags;
|
||||||
|
|
||||||
battleStatus->currentAttackElement = *args++;
|
battleStatus->currentAttackElement = *args++;
|
||||||
@ -644,18 +657,18 @@ ApiStatus ItemAfflictEnemy(Evt* script, s32 isInitialCall) {
|
|||||||
battleStatus->currentTargetPart = actor->targetPartIndex;
|
battleStatus->currentTargetPart = actor->targetPartIndex;
|
||||||
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
||||||
|
|
||||||
if (battleStatus->statusChance == 0xFF) {
|
if (battleStatus->statusChance == STATUS_CHANCE_NEVER) {
|
||||||
battleStatus->statusChance = 0;
|
battleStatus->statusChance = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
||||||
|
|
||||||
itemDamage = calc_item_damage_enemy();
|
hitResult = calc_item_damage_enemy();
|
||||||
if (itemDamage < 0) {
|
if (hitResult < 0) {
|
||||||
return ApiStatus_FINISH;
|
return ApiStatus_FINISH;
|
||||||
}
|
}
|
||||||
|
|
||||||
evt_set_variable(script, itemDamageOut, itemDamage);
|
evt_set_variable(script, hitResultVarOut, hitResult);
|
||||||
if (!does_script_exist_by_ref(script)) {
|
if (!does_script_exist_by_ref(script)) {
|
||||||
return ApiStatus_FINISH;
|
return ApiStatus_FINISH;
|
||||||
}
|
}
|
||||||
@ -663,13 +676,13 @@ ApiStatus ItemAfflictEnemy(Evt* script, s32 isInitialCall) {
|
|||||||
return ApiStatus_DONE2;
|
return ApiStatus_DONE2;
|
||||||
}
|
}
|
||||||
|
|
||||||
ApiStatus func_80252B3C(Evt* script, s32 isInitialCall) {
|
ApiStatus ItemAfflictEnemy(Evt* script, s32 isInitialCall) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
Bytecode* args = script->ptrReadPos;
|
Bytecode* args = script->ptrReadPos;
|
||||||
s32 itemDamageOut = *args++;
|
s32 hitResultVarOut = *args++;
|
||||||
s32 flags;
|
s32 flags;
|
||||||
Actor* actor;
|
Actor* actor;
|
||||||
s32 itemDamage;
|
HitResult hitResult;
|
||||||
|
|
||||||
battleStatus->currentAttackElement = *args++;
|
battleStatus->currentAttackElement = *args++;
|
||||||
battleStatus->currentAttackEventSuppression = 0;
|
battleStatus->currentAttackEventSuppression = 0;
|
||||||
@ -713,18 +726,18 @@ ApiStatus func_80252B3C(Evt* script, s32 isInitialCall) {
|
|||||||
battleStatus->currentTargetPart = actor->targetPartIndex;
|
battleStatus->currentTargetPart = actor->targetPartIndex;
|
||||||
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
||||||
|
|
||||||
if (battleStatus->statusChance == 0xFF) {
|
if (battleStatus->statusChance == STATUS_CHANCE_NEVER) {
|
||||||
battleStatus->statusChance = 0;
|
battleStatus->statusChance = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
||||||
|
|
||||||
itemDamage = calc_item_damage_enemy();
|
hitResult = calc_item_damage_enemy();
|
||||||
if (itemDamage < 0) {
|
if (hitResult < 0) {
|
||||||
return ApiStatus_FINISH;
|
return ApiStatus_FINISH;
|
||||||
}
|
}
|
||||||
|
|
||||||
evt_set_variable(script, itemDamageOut, itemDamage);
|
evt_set_variable(script, hitResultVarOut, hitResult);
|
||||||
if (!does_script_exist_by_ref(script)) {
|
if (!does_script_exist_by_ref(script)) {
|
||||||
return ApiStatus_FINISH;
|
return ApiStatus_FINISH;
|
||||||
}
|
}
|
||||||
@ -735,10 +748,10 @@ ApiStatus func_80252B3C(Evt* script, s32 isInitialCall) {
|
|||||||
ApiStatus ItemCheckHit(Evt* script, s32 isInitialCall) {
|
ApiStatus ItemCheckHit(Evt* script, s32 isInitialCall) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
Bytecode* args = script->ptrReadPos;
|
Bytecode* args = script->ptrReadPos;
|
||||||
s32 itemDamageOut = *args++;
|
s32 hitResultVarOut = *args++;
|
||||||
s32 flags;
|
s32 flags;
|
||||||
Actor* actor;
|
Actor* actor;
|
||||||
s32 itemDamage;
|
HitResult hitResult;
|
||||||
|
|
||||||
battleStatus->currentAttackElement = *args++;
|
battleStatus->currentAttackElement = *args++;
|
||||||
battleStatus->currentAttackEventSuppression = 0;
|
battleStatus->currentAttackEventSuppression = 0;
|
||||||
@ -782,18 +795,18 @@ ApiStatus ItemCheckHit(Evt* script, s32 isInitialCall) {
|
|||||||
battleStatus->currentTargetPart = actor->targetPartIndex;
|
battleStatus->currentTargetPart = actor->targetPartIndex;
|
||||||
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
||||||
|
|
||||||
if (battleStatus->statusChance == 0xFF) {
|
if (battleStatus->statusChance == STATUS_CHANCE_NEVER) {
|
||||||
battleStatus->statusChance = 0;
|
battleStatus->statusChance = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
||||||
|
|
||||||
itemDamage = calc_item_check_hit();
|
hitResult = calc_item_check_hit();
|
||||||
if (itemDamage < 0) {
|
if (hitResult < 0) {
|
||||||
return ApiStatus_FINISH;
|
return ApiStatus_FINISH;
|
||||||
}
|
}
|
||||||
|
|
||||||
evt_set_variable(script, itemDamageOut, itemDamage);
|
evt_set_variable(script, hitResultVarOut, hitResult);
|
||||||
|
|
||||||
return ApiStatus_DONE2;
|
return ApiStatus_DONE2;
|
||||||
}
|
}
|
||||||
|
@ -179,12 +179,12 @@ ApiStatus ActorSpeak(Evt* script, s32 isInitialCall) {
|
|||||||
|
|
||||||
msg_printer_set_origin_pos(gSpeakingActorPrintCtx, screenX, screenY);
|
msg_printer_set_origin_pos(gSpeakingActorPrintCtx, screenX, screenY);
|
||||||
|
|
||||||
if (gSpeakingActorPrintCtx->stateFlags & 0x40) {
|
if (gSpeakingActorPrintCtx->stateFlags & MSG_STATE_FLAG_40) {
|
||||||
decrement_status_menu_disabled();
|
decrement_status_menu_disabled();
|
||||||
return ApiStatus_DONE1;
|
return ApiStatus_DONE1;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (gSpeakingActorPrintCtx->stateFlags & 0x80) { // "is talking" flag
|
if (gSpeakingActorPrintCtx->stateFlags & MSG_STATE_FLAG_80) { // "is talking" flag
|
||||||
anim = gSpeakingActorTalkAnim;
|
anim = gSpeakingActorTalkAnim;
|
||||||
} else {
|
} else {
|
||||||
anim = gSpeakingActorIdleAnim;
|
anim = gSpeakingActorIdleAnim;
|
||||||
|
@ -750,9 +750,9 @@ void appendGfx_npc_actor(s32 isPartner, s32 actorIndex) {
|
|||||||
}
|
}
|
||||||
actorPosX = actor->currentPos.x + actor->headOffset.x;
|
actorPosX = actor->currentPos.x + actor->headOffset.x;
|
||||||
if (!(actor->flags & ACTOR_FLAG_HP_OFFSET_BELOW)) {
|
if (!(actor->flags & ACTOR_FLAG_HP_OFFSET_BELOW)) {
|
||||||
actorPosY = actor->currentPos.y + actor->headOffset.y + actor->unk_19A;
|
actorPosY = actor->currentPos.y + actor->headOffset.y + actor->verticalRenderOffset;
|
||||||
} else {
|
} else {
|
||||||
actorPosY = actor->currentPos.y - actor->headOffset.y + actor->unk_19A;
|
actorPosY = actor->currentPos.y - actor->headOffset.y + actor->verticalRenderOffset;
|
||||||
}
|
}
|
||||||
actorPosZ = actor->currentPos.z + actor->headOffset.z;
|
actorPosZ = actor->currentPos.z + actor->headOffset.z;
|
||||||
|
|
||||||
@ -1360,7 +1360,7 @@ void appendGfx_player_actor(void* arg0) {
|
|||||||
playerParts = player->partsTable;
|
playerParts = player->partsTable;
|
||||||
|
|
||||||
playerPosX = player->currentPos.x + player->headOffset.x;
|
playerPosX = player->currentPos.x + player->headOffset.x;
|
||||||
playerPosY = player->currentPos.y + player->headOffset.y + player->unk_19A;
|
playerPosY = player->currentPos.y + player->headOffset.y + player->verticalRenderOffset;
|
||||||
playerPosZ = player->currentPos.z + player->headOffset.z;
|
playerPosZ = player->currentPos.z + player->headOffset.z;
|
||||||
|
|
||||||
playerYaw = playerParts->yaw = player->yaw;
|
playerYaw = playerParts->yaw = player->yaw;
|
||||||
|
@ -1122,8 +1122,8 @@ void btl_state_update_celebration(void) {
|
|||||||
width = get_msg_width(MSG_Menus_CantIncrease, 0) + 31;
|
width = get_msg_width(MSG_Menus_CantIncrease, 0) + 31;
|
||||||
x = 160 - (width / 2);
|
x = 160 - (width / 2);
|
||||||
y = 80;
|
y = 80;
|
||||||
set_window_properties(WINDOW_ID_9, x, y, width, 28, 10, draw_content_cant_increase_popup, NULL, -1);
|
set_window_properties(WINDOW_ID_BATTLE_POPUP, x, y, width, 28, 10, draw_content_cant_increase_popup, NULL, -1);
|
||||||
set_window_update(WINDOW_ID_9, WINDOW_UPDATE_SHOW);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_SHOW);
|
||||||
CelebrateSubstateTime = 60;
|
CelebrateSubstateTime = 60;
|
||||||
gBattleSubState = BTL_SUBSTATE_CELEBRATE_LEVEL_UP_INVALID_DELAY;
|
gBattleSubState = BTL_SUBSTATE_CELEBRATE_LEVEL_UP_INVALID_DELAY;
|
||||||
break;
|
break;
|
||||||
@ -1135,7 +1135,7 @@ void btl_state_update_celebration(void) {
|
|||||||
CelebrateSubstateTime--;
|
CelebrateSubstateTime--;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
set_window_update(WINDOW_ID_9, WINDOW_UPDATE_HIDE);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_HIDE);
|
||||||
gBattleSubState = BTL_SUBSTATE_CELEBRATE_LEVEL_UP_CHOOSE;
|
gBattleSubState = BTL_SUBSTATE_CELEBRATE_LEVEL_UP_CHOOSE;
|
||||||
break;
|
break;
|
||||||
case BTL_SUBSTATE_CELEBRATE_SKIPPABLE_END_DELAY:
|
case BTL_SUBSTATE_CELEBRATE_SKIPPABLE_END_DELAY:
|
||||||
|
@ -992,7 +992,7 @@ EvtScript HandleEvent_Player = {
|
|||||||
EVT_EXEC_WAIT(D_80298724)
|
EVT_EXEC_WAIT(D_80298724)
|
||||||
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario_10002)
|
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario_10002)
|
||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, SOUND_208C)
|
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, SOUND_208C)
|
||||||
EVT_SET_CONST(LVar1, ANIM_Mario_10002)
|
EVT_SET_CONST(LVar1, ANIM_Mario_10002)
|
||||||
|
127
src/190B20.c
127
src/190B20.c
@ -1208,7 +1208,7 @@ void load_player_actor(void) {
|
|||||||
player->rotationPivotOffset.x = 0;
|
player->rotationPivotOffset.x = 0;
|
||||||
player->rotationPivotOffset.y = 0;
|
player->rotationPivotOffset.y = 0;
|
||||||
player->rotationPivotOffset.z = 0;
|
player->rotationPivotOffset.z = 0;
|
||||||
player->unk_19A = 0;
|
player->verticalRenderOffset = 0;
|
||||||
player->yaw = 0.0f;
|
player->yaw = 0.0f;
|
||||||
player->renderMode = RENDER_MODE_ALPHATEST;
|
player->renderMode = RENDER_MODE_ALPHATEST;
|
||||||
player->scale.x = 1.0f;
|
player->scale.x = 1.0f;
|
||||||
@ -1309,7 +1309,7 @@ void load_player_actor(void) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
part->eventFlags = 0;
|
part->eventFlags = 0;
|
||||||
part->partFlags3 = 0;
|
part->elementalImmunities = 0;
|
||||||
part->opacity = 255;
|
part->opacity = 255;
|
||||||
part->size.y = player->size.y;
|
part->size.y = player->size.y;
|
||||||
part->size.x = player->size.x;
|
part->size.x = player->size.x;
|
||||||
@ -1463,7 +1463,7 @@ void load_partner_actor(void) {
|
|||||||
partnerActor->scaleModifier.x = 1.0f;
|
partnerActor->scaleModifier.x = 1.0f;
|
||||||
partnerActor->scaleModifier.y = 1.0f;
|
partnerActor->scaleModifier.y = 1.0f;
|
||||||
partnerActor->scaleModifier.z = 1.0f;
|
partnerActor->scaleModifier.z = 1.0f;
|
||||||
partnerActor->unk_19A = 0;
|
partnerActor->verticalRenderOffset = 0;
|
||||||
partnerActor->size.x = ActorBlueprint->size.x;
|
partnerActor->size.x = ActorBlueprint->size.x;
|
||||||
partnerActor->size.y = ActorBlueprint->size.y;
|
partnerActor->size.y = ActorBlueprint->size.y;
|
||||||
partnerActor->healthBarPosition.x = partnerActor->homePos.x;
|
partnerActor->healthBarPosition.x = partnerActor->homePos.x;
|
||||||
@ -1537,7 +1537,7 @@ void load_partner_actor(void) {
|
|||||||
part->defenseTable = ActorPartBlueprint->defenseTable;
|
part->defenseTable = ActorPartBlueprint->defenseTable;
|
||||||
part->idleAnimations = ActorPartBlueprint->idleAnimations;
|
part->idleAnimations = ActorPartBlueprint->idleAnimations;
|
||||||
part->eventFlags = ActorPartBlueprint->eventFlags;
|
part->eventFlags = ActorPartBlueprint->eventFlags;
|
||||||
part->partFlags3 = ActorPartBlueprint->elementImmunityFlags;
|
part->elementalImmunities = ActorPartBlueprint->elementImmunityFlags;
|
||||||
part->opacity = ActorPartBlueprint->opacity;
|
part->opacity = ActorPartBlueprint->opacity;
|
||||||
part->size.y = partnerActor->size.y;
|
part->size.y = partnerActor->size.y;
|
||||||
part->size.x = partnerActor->size.x;
|
part->size.x = partnerActor->size.x;
|
||||||
@ -1708,7 +1708,7 @@ Actor* create_actor(Formation formation) {
|
|||||||
actor->scaleModifier.x = 1.0f;
|
actor->scaleModifier.x = 1.0f;
|
||||||
actor->scaleModifier.y = 1.0f;
|
actor->scaleModifier.y = 1.0f;
|
||||||
actor->scaleModifier.z = 1.0f;
|
actor->scaleModifier.z = 1.0f;
|
||||||
actor->unk_19A = 0;
|
actor->verticalRenderOffset = 0;
|
||||||
actor->extraCoinBonus = 0;
|
actor->extraCoinBonus = 0;
|
||||||
actor->size.x = formationActor->size.x;
|
actor->size.x = formationActor->size.x;
|
||||||
actor->size.y = formationActor->size.y;
|
actor->size.y = formationActor->size.y;
|
||||||
@ -1798,7 +1798,7 @@ Actor* create_actor(Formation formation) {
|
|||||||
part->defenseTable = actorPartBP->defenseTable;
|
part->defenseTable = actorPartBP->defenseTable;
|
||||||
part->idleAnimations = actorPartBP->idleAnimations;
|
part->idleAnimations = actorPartBP->idleAnimations;
|
||||||
part->eventFlags = actorPartBP->eventFlags;
|
part->eventFlags = actorPartBP->eventFlags;
|
||||||
part->partFlags3 = actorPartBP->elementImmunityFlags;
|
part->elementalImmunities = actorPartBP->elementImmunityFlags;
|
||||||
part->opacity = actorPartBP->opacity;
|
part->opacity = actorPartBP->opacity;
|
||||||
if (part->opacity < 255) {
|
if (part->opacity < 255) {
|
||||||
actor->renderMode = RENDER_MODE_SURFACE_XLU_LAYER3;
|
actor->renderMode = RENDER_MODE_SURFACE_XLU_LAYER3;
|
||||||
@ -2185,72 +2185,28 @@ s32 get_defense(Actor* actor, s32* defenseTable, s32 elementFlags) {
|
|||||||
s32 minDefense = 255;
|
s32 minDefense = 255;
|
||||||
|
|
||||||
if (defenseTable != NULL) {
|
if (defenseTable != NULL) {
|
||||||
if (elementFlags & DAMAGE_TYPE_FIRE) {
|
|
||||||
defense = lookup_defense(defenseTable, ELEMENT_FIRE);
|
#define CHECK_DEFENSE(element) \
|
||||||
if (defense < minDefense) {
|
if (elementFlags & DAMAGE_TYPE_##element) { \
|
||||||
minDefense = defense;
|
defense = lookup_defense(defenseTable, ELEMENT_##element); \
|
||||||
}
|
if (defense < minDefense) { \
|
||||||
}
|
minDefense = defense; \
|
||||||
if (elementFlags & DAMAGE_TYPE_WATER) {
|
} \
|
||||||
defense = lookup_defense(defenseTable, ELEMENT_WATER);
|
} \
|
||||||
if (defense < minDefense) {
|
|
||||||
minDefense = defense;
|
CHECK_DEFENSE(FIRE);
|
||||||
}
|
CHECK_DEFENSE(WATER);
|
||||||
}
|
CHECK_DEFENSE(ICE);
|
||||||
if (elementFlags & DAMAGE_TYPE_ICE) {
|
CHECK_DEFENSE(MAGIC);
|
||||||
defense = lookup_defense(defenseTable, ELEMENT_ICE);
|
CHECK_DEFENSE(SMASH);
|
||||||
if (defense < minDefense) {
|
CHECK_DEFENSE(JUMP);
|
||||||
minDefense = defense;
|
CHECK_DEFENSE(COSMIC);
|
||||||
}
|
CHECK_DEFENSE(BLAST);
|
||||||
}
|
CHECK_DEFENSE(SHOCK);
|
||||||
if (elementFlags & DAMAGE_TYPE_MAGIC) {
|
CHECK_DEFENSE(QUAKE);
|
||||||
defense = lookup_defense(defenseTable, ELEMENT_MAGIC);
|
CHECK_DEFENSE(THROW);
|
||||||
if (defense < minDefense) {
|
|
||||||
minDefense = defense;
|
#undef CHECK_DEFENSE
|
||||||
}
|
|
||||||
}
|
|
||||||
if (elementFlags & DAMAGE_TYPE_SMASH) {
|
|
||||||
defense = lookup_defense(defenseTable, ELEMENT_HAMMER);
|
|
||||||
if (defense < minDefense) {
|
|
||||||
minDefense = defense;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (elementFlags & DAMAGE_TYPE_JUMP) {
|
|
||||||
defense = lookup_defense(defenseTable, ELEMENT_JUMP);
|
|
||||||
if (defense < minDefense) {
|
|
||||||
minDefense = defense;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (elementFlags & DAMAGE_TYPE_COSMIC) {
|
|
||||||
defense = lookup_defense(defenseTable, ELEMENT_COSMIC);
|
|
||||||
if (defense < minDefense) {
|
|
||||||
minDefense = defense;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (elementFlags & DAMAGE_TYPE_BLAST) {
|
|
||||||
defense = lookup_defense(defenseTable, ELEMENT_BLAST);
|
|
||||||
if (defense < minDefense) {
|
|
||||||
minDefense = defense;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (elementFlags & DAMAGE_TYPE_ELECTRIC) {
|
|
||||||
defense = lookup_defense(defenseTable, ELEMENT_SHOCK);
|
|
||||||
if (defense < minDefense) {
|
|
||||||
minDefense = defense;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (elementFlags & DAMAGE_TYPE_QUAKE) {
|
|
||||||
defense = lookup_defense(defenseTable, ELEMENT_QUAKE);
|
|
||||||
if (defense < minDefense) {
|
|
||||||
minDefense = defense;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (elementFlags & DAMAGE_TYPE_THROW) {
|
|
||||||
defense = lookup_defense(defenseTable, ELEMENT_THROW);
|
|
||||||
if (defense < minDefense) {
|
|
||||||
minDefense = defense;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// If no element flags were set, fall back to normal defense.
|
// If no element flags were set, fall back to normal defense.
|
||||||
@ -2354,8 +2310,8 @@ void func_802666E4(Actor* actor, f32 x, f32 y, f32 z, s32 damage) {
|
|||||||
do {
|
do {
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE) {
|
||||||
fx_ring_blast(0, x, y, z, 1.0f, 0x18);
|
fx_ring_blast(0, x, y, z, 1.0f, 0x18);
|
||||||
} else if (battleStatus->currentAttackElement & DAMAGE_TYPE_ELECTRIC) {
|
} else if (battleStatus->currentAttackElement & DAMAGE_TYPE_SHOCK) {
|
||||||
func_80251474(actor);
|
apply_shock_effect(actor);
|
||||||
} else if (battleStatus->currentAttackElement & DAMAGE_TYPE_WATER) {
|
} else if (battleStatus->currentAttackElement & DAMAGE_TYPE_WATER) {
|
||||||
fx_water_splash(0, x, y, z, 1.0f, 24);
|
fx_water_splash(0, x, y, z, 1.0f, 24);
|
||||||
} else {
|
} else {
|
||||||
@ -2540,32 +2496,33 @@ void func_80266B14(void) {
|
|||||||
// TODO dumb label required to match, clean up
|
// TODO dumb label required to match, clean up
|
||||||
s32 try_inflict_status(Actor* actor, s32 statusTypeKey, s32 statusKey) {
|
s32 try_inflict_status(Actor* actor, s32 statusTypeKey, s32 statusKey) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
s32 phi_s0;
|
s32 chance;
|
||||||
s32 duration;
|
s32 duration;
|
||||||
|
|
||||||
if (battleStatus->statusChance == 0xFE) {
|
if (battleStatus->statusChance == STATUS_CHANCE_IGNORE_RES) {
|
||||||
duration = battleStatus->statusDuration;
|
duration = battleStatus->statusDuration;
|
||||||
return inflict_status_set_duration(actor, statusTypeKey, statusKey,
|
duration += lookup_status_duration_mod(actor->statusTable, statusKey);
|
||||||
duration + lookup_status_duration_mod(actor->statusTable, statusKey));
|
return inflict_status_set_duration(actor, statusTypeKey, statusKey, duration);
|
||||||
}
|
}
|
||||||
|
|
||||||
duration = 0;
|
duration = 0;
|
||||||
|
|
||||||
if (actor->statusTable != NULL) {
|
if (actor->statusTable != NULL) {
|
||||||
if (!(battleStatus->currentAttackStatus & 0x40000000)) {
|
if (!(battleStatus->currentAttackStatus & STATUS_FLAG_RIGHT_ON)) {
|
||||||
phi_s0 = lookup_status_chance(actor->statusTable, statusTypeKey);
|
chance = lookup_status_chance(actor->statusTable, statusTypeKey);
|
||||||
} else {
|
} else {
|
||||||
if (lookup_status_chance(actor->statusTable, statusTypeKey) != 0) {
|
if (lookup_status_chance(actor->statusTable, statusTypeKey) != 0) {
|
||||||
phi_s0 = 100;
|
chance = 100;
|
||||||
} else {
|
} else {
|
||||||
goto meow;
|
goto meow;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (phi_s0 > 0) {
|
if (chance > 0) {
|
||||||
phi_s0 = (phi_s0 * battleStatus->statusChance) / 100;
|
chance = (chance * battleStatus->statusChance) / 100;
|
||||||
if (phi_s0 > 0 && phi_s0 >= rand_int(100)) {
|
if (chance > 0 && chance >= rand_int(100)) {
|
||||||
duration = lookup_status_duration_mod(actor->statusTable, statusKey) + 3;
|
duration = 3;
|
||||||
|
duration += lookup_status_duration_mod(actor->statusTable, statusKey);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
|
343
src/19FAF0.c
343
src/19FAF0.c
@ -175,57 +175,70 @@ void dispatch_event_player_continue_turn(s32 eventType) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
s32 calc_player_test_enemy(void) {
|
// Determines whether an attack from the player will hit an enemy or
|
||||||
|
HitResult calc_player_test_enemy(void) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
Actor* player = battleStatus->playerActor;
|
Actor* player = battleStatus->playerActor;
|
||||||
s32 currentTargetID = battleStatus->currentTargetID;
|
|
||||||
s32 targetPart = battleStatus->currentTargetPart;
|
|
||||||
ActorState* state = &player->state;
|
ActorState* state = &player->state;
|
||||||
|
s32 targetActorID = battleStatus->currentTargetID;
|
||||||
|
s32 targetPartIdx = battleStatus->currentTargetPart;
|
||||||
Actor* target;
|
Actor* target;
|
||||||
ActorPart* part;
|
ActorPart* targetPart;
|
||||||
|
|
||||||
battleStatus->currentTargetID2 = battleStatus->currentTargetID;
|
battleStatus->currentTargetID2 = battleStatus->currentTargetID;
|
||||||
battleStatus->currentTargetPart2 = battleStatus->currentTargetPart;
|
battleStatus->currentTargetPart2 = battleStatus->currentTargetPart;
|
||||||
|
|
||||||
target = get_actor(currentTargetID);
|
target = get_actor(targetActorID);
|
||||||
if (target == NULL) {
|
if (target == NULL) {
|
||||||
return HIT_RESULT_HIT;
|
return HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
part = get_actor_part(target, targetPart);
|
targetPart = get_actor_part(target, targetPartIdx);
|
||||||
ASSERT(part != NULL);
|
ASSERT(targetPart != NULL);
|
||||||
|
|
||||||
if (part->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY) {
|
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY) {
|
||||||
return HIT_RESULT_MISS;
|
return HIT_RESULT_MISS;
|
||||||
} else if (target->transparentStatus == STATUS_TRANSPARENT || ((part->eventFlags & ACTOR_EVENT_FLAG_800) &&
|
}
|
||||||
!(battleStatus->currentAttackElement & DAMAGE_TYPE_QUAKE)))
|
|
||||||
|
if (target->transparentStatus == STATUS_TRANSPARENT
|
||||||
|
|| (targetPart->eventFlags & ACTOR_EVENT_FLAG_800)
|
||||||
|
&& !(battleStatus->currentAttackElement & DAMAGE_TYPE_QUAKE))
|
||||||
{
|
{
|
||||||
return HIT_RESULT_MISS;
|
return HIT_RESULT_MISS;
|
||||||
} else if (target->stoneStatus == STATUS_STONE) {
|
}
|
||||||
|
|
||||||
|
if (target->stoneStatus == STATUS_STONE) {
|
||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
return HIT_RESULT_IMMUNE;
|
return HIT_RESULT_IMMUNE;
|
||||||
} else if ((battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP) && (part->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP) &&
|
}
|
||||||
!player_team_is_ability_active(player, ABILITY_SPIKE_SHIELD))
|
|
||||||
|
if ((battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP)
|
||||||
|
&& (targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP)
|
||||||
|
&& !player_team_is_ability_active(player, ABILITY_SPIKE_SHIELD))
|
||||||
{
|
{
|
||||||
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
return HIT_RESULT_LANDED_ON_SPIKE;
|
return HIT_RESULT_LANDED_ON_SPIKE;
|
||||||
} else if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_JUMP)) &&
|
}
|
||||||
(part->eventFlags & ACTOR_EVENT_FLAG_SPIKY_FRONT) &&
|
|
||||||
(!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_4) &&
|
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_JUMP))
|
||||||
!player_team_is_ability_active(player, ABILITY_SPIKE_SHIELD)))
|
&& (targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_FRONT)
|
||||||
|
&& (!(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SPIKY_FRONT)
|
||||||
|
&& !player_team_is_ability_active(player, ABILITY_SPIKE_SHIELD)))
|
||||||
{
|
{
|
||||||
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_damage_event_player_1(1, EVENT_SPIKE_CONTACT);
|
dispatch_damage_event_player_1(1, EVENT_SPIKE_CONTACT);
|
||||||
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
||||||
return HIT_RESULT_TRIGGERED_EXPLODE;
|
return HIT_RESULT_BACKFIRE;
|
||||||
} else if (player->staticStatus != STATUS_STATIC && target->staticStatus == STATUS_STATIC) {
|
}
|
||||||
|
|
||||||
|
if (player->staticStatus != STATUS_STATIC && target->staticStatus == STATUS_STATIC) {
|
||||||
return HIT_RESULT_HIT_STATIC;
|
return HIT_RESULT_HIT_STATIC;
|
||||||
}
|
}
|
||||||
|
|
||||||
return HIT_RESULT_HIT;
|
return HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
s32 calc_player_damage_enemy(void) {
|
HitResult calc_player_damage_enemy(void) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
Actor* player = battleStatus->playerActor;
|
Actor* player = battleStatus->playerActor;
|
||||||
s32 currentTargetID = battleStatus->currentTargetID;
|
s32 currentTargetID = battleStatus->currentTargetID;
|
||||||
@ -234,15 +247,15 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
Evt* evt;
|
Evt* evt;
|
||||||
Actor* target;
|
Actor* target;
|
||||||
ActorPart* targetPart;
|
ActorPart* targetPart;
|
||||||
s32 retVal;
|
s32 hitResult;
|
||||||
s32 currentAttackDamage;
|
s32 currentAttackDamage;
|
||||||
s32 targetDefense;
|
s32 targetDefense;
|
||||||
s32 dispatchEvent;
|
s32 dispatchEvent;
|
||||||
s32 sp1C;
|
s32 partImmuneToElement;
|
||||||
s32 sp20;
|
s32 sp20;
|
||||||
s32 sp24;
|
s32 sp24;
|
||||||
s32 isFireDamage;
|
s32 isFireDamage;
|
||||||
s32 isElectricDamage;
|
s32 isShockDamage;
|
||||||
s32 isWaterDamage;
|
s32 isWaterDamage;
|
||||||
s32 isIceDamage;
|
s32 isIceDamage;
|
||||||
s32 tempBinary;
|
s32 tempBinary;
|
||||||
@ -251,10 +264,11 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
|
|
||||||
sp20 = FALSE;
|
sp20 = FALSE;
|
||||||
isFireDamage = FALSE;
|
isFireDamage = FALSE;
|
||||||
isElectricDamage = FALSE;
|
isWaterDamage = FALSE;
|
||||||
|
isShockDamage = FALSE;
|
||||||
isIceDamage = FALSE;
|
isIceDamage = FALSE;
|
||||||
tempBinary = FALSE;
|
tempBinary = FALSE;
|
||||||
sp1C = FALSE;
|
partImmuneToElement = FALSE;
|
||||||
wasStatusInflicted = FALSE;
|
wasStatusInflicted = FALSE;
|
||||||
sp24 = FALSE;
|
sp24 = FALSE;
|
||||||
|
|
||||||
@ -267,7 +281,7 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
state = &player->state;
|
state = &player->state;
|
||||||
|
|
||||||
if (target == NULL) {
|
if (target == NULL) {
|
||||||
return 0;
|
return HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
targetPart = get_actor_part(target, currentTargetPartID);
|
targetPart = get_actor_part(target, currentTargetPartID);
|
||||||
@ -277,8 +291,8 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
target->lastDamageTaken = 0;
|
target->lastDamageTaken = 0;
|
||||||
|
|
||||||
if (gBattleStatus.flags1 & BS_FLAGS1_FORCE_HIT_IMMUNE) {
|
if (gBattleStatus.flags1 & BS_FLAGS1_FORCE_HIT_IMMUNE) {
|
||||||
retVal = 2;
|
hitResult = HIT_RESULT_NO_DAMAGE;
|
||||||
dispatchEvent = EVENT_SCRIPTED_IMMUNE;
|
dispatchEvent = EVENT_ZERO_DAMAGE;
|
||||||
} else {
|
} else {
|
||||||
if (player_team_is_ability_active(player, ABILITY_ICE_POWER)) {
|
if (player_team_is_ability_active(player, ABILITY_ICE_POWER)) {
|
||||||
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)) {
|
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)) {
|
||||||
@ -286,61 +300,79 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY || (target->transparentStatus == STATUS_TRANSPARENT ||
|
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY
|
||||||
targetPart->eventFlags & ACTOR_EVENT_FLAG_800 && !(battleStatus->currentAttackElement & DAMAGE_TYPE_QUAKE))) {
|
|| (target->transparentStatus == STATUS_TRANSPARENT
|
||||||
return 6;
|
|| targetPart->eventFlags & ACTOR_EVENT_FLAG_800
|
||||||
|
&& !(battleStatus->currentAttackElement & DAMAGE_TYPE_QUAKE))
|
||||||
|
) {
|
||||||
|
return HIT_RESULT_MISS;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (target->stoneStatus == STATUS_STONE) {
|
if (target->stoneStatus == STATUS_STONE) {
|
||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 1);
|
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 1);
|
||||||
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 0);
|
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 0);
|
||||||
return (gBattleStatus.flags1 & (BS_FLAGS1_200 | BS_FLAGS1_40)) ? 1 : 0;
|
if (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) {
|
||||||
|
return HIT_RESULT_1;
|
||||||
|
}
|
||||||
|
return HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (targetPart->partFlags3 & battleStatus->currentAttackElement) {
|
if (targetPart->elementalImmunities & battleStatus->currentAttackElement) {
|
||||||
sp1C = TRUE;
|
partImmuneToElement = TRUE;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP)
|
||||||
|
&& (targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP)
|
||||||
|
&& !player_team_is_ability_active(player, ABILITY_SPIKE_SHIELD))
|
||||||
|
{
|
||||||
|
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
|
dispatch_damage_event_player_1(1, EVENT_SPIKE_CONTACT);
|
||||||
|
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
||||||
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP) || !(targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP) ||
|
|
||||||
player_team_is_ability_active(player, ABILITY_SPIKE_SHIELD)) {
|
|
||||||
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SMASH))) {
|
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SMASH))) {
|
||||||
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_8000) {
|
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_EXPLODE_ON_CONTACT) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_PLAYER_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_PLAYER_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_damage_event_player_1(1, EVENT_BURN_CONTACT);
|
dispatch_damage_event_player_1(1, EVENT_BURN_CONTACT);
|
||||||
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
|
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_FIREY && !(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_10) &&
|
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_FIREY
|
||||||
!(player_team_is_ability_active(player, ABILITY_FIRE_SHIELD)) && !(player_team_is_ability_active(player, ABILITY_ICE_POWER))) {
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_BURN_CONTACT)
|
||||||
|
&& !(player_team_is_ability_active(player, ABILITY_FIRE_SHIELD))
|
||||||
|
&& !(player_team_is_ability_active(player, ABILITY_ICE_POWER))
|
||||||
|
) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_PLAYER_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_PLAYER_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_damage_event_player_1(1, EVENT_BURN_CONTACT);
|
dispatch_damage_event_player_1(1, EVENT_BURN_CONTACT);
|
||||||
dispatch_event_actor(target, EVENT_BURN_TAUNT);
|
dispatch_event_actor(target, EVENT_BURN_TAUNT);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE && battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE &&
|
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE
|
||||||
targetPart->eventFlags & (ACTOR_EVENT_FLAG_400 | ACTOR_EVENT_FLAG_EXPLOSIVE)) {
|
&& battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE
|
||||||
|
&& targetPart->eventFlags & (ACTOR_EVENT_FLAG_400 | ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION)
|
||||||
|
) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_PLAYER_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_PLAYER_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
|
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
|
||||||
return (gBattleStatus.flags1 & (BS_FLAGS1_200 | BS_FLAGS1_40)) ? 1 : 0;
|
if (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) {
|
||||||
|
return HIT_RESULT_1;
|
||||||
|
}
|
||||||
|
return HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SMASH)) &&
|
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SMASH))
|
||||||
targetPart->eventFlags & ACTOR_EVENT_FLAG_200000 &&
|
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_200000
|
||||||
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_80) && !(player_team_is_ability_active(player, ABILITY_SPIKE_SHIELD))) {
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_FLAG_80)
|
||||||
|
&& !player_team_is_ability_active(player, ABILITY_SPIKE_SHIELD)
|
||||||
|
) {
|
||||||
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_damage_event_player_1(1, EVENT_SPIKE_CONTACT);
|
dispatch_damage_event_player_1(1, EVENT_SPIKE_CONTACT);
|
||||||
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
|
||||||
} else {
|
|
||||||
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
|
||||||
dispatch_damage_event_player_1(1, EVENT_SPIKE_CONTACT);
|
|
||||||
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
|
||||||
return -1;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE) {
|
||||||
@ -348,9 +380,9 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
isFireDamage = TRUE;
|
isFireDamage = TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_ELECTRIC) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_SHOCK) {
|
||||||
func_80251474(target);
|
apply_shock_effect(target);
|
||||||
isElectricDamage = TRUE;
|
isShockDamage = TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_WATER) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_WATER) {
|
||||||
@ -390,15 +422,15 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!is_ability_active(ABILITY_ZAP_TAP)) {
|
if (!is_ability_active(ABILITY_ZAP_TAP)
|
||||||
if (player->staticStatus != STATUS_STATIC && (target->staticStatus == STATUS_STATIC ||
|
&& player->staticStatus != STATUS_STATIC
|
||||||
targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED) &&
|
&& (target->staticStatus == STATUS_STATIC || targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED)
|
||||||
!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_ELECTRIC)) &&
|
&& !(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SHOCK))
|
||||||
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8)) {
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SHOCK_CONTACT)
|
||||||
|
) {
|
||||||
gBattleStatus.flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
|
gBattleStatus.flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
|
||||||
sp20 = TRUE;
|
sp20 = TRUE;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
if (targetPart->eventFlags & (ACTOR_EVENT_FLAG_80000 | ACTOR_EVENT_FLAG_ENCHANTED)) {
|
if (targetPart->eventFlags & (ACTOR_EVENT_FLAG_80000 | ACTOR_EVENT_FLAG_ENCHANTED)) {
|
||||||
battleStatus->currentAttackElement &= ~DAMAGE_TYPE_IGNORE_DEFENSE;
|
battleStatus->currentAttackElement &= ~DAMAGE_TYPE_IGNORE_DEFENSE;
|
||||||
@ -520,7 +552,7 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE && battleStatus->currentAttackElement & DAMAGE_TYPE_BLAST &&
|
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE && battleStatus->currentAttackElement & DAMAGE_TYPE_BLAST &&
|
||||||
targetPart->eventFlags & ACTOR_EVENT_FLAG_EXPLOSIVE) {
|
targetPart->eventFlags & ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION) {
|
||||||
targetDefense = 0;
|
targetDefense = 0;
|
||||||
currentAttackDamage = target->currentHP;
|
currentAttackDamage = target->currentHP;
|
||||||
}
|
}
|
||||||
@ -557,27 +589,34 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
|
|
||||||
if (currentAttackDamage < 1) {
|
if (currentAttackDamage < 1) {
|
||||||
target->hpChangeCounter = 0;
|
target->hpChangeCounter = 0;
|
||||||
retVal = 2;
|
hitResult = HIT_RESULT_NO_DAMAGE;
|
||||||
|
|
||||||
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_STATUS_ALWAYS_HITS)) {
|
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_STATUS_ALWAYS_HITS)) {
|
||||||
dispatchEvent = EVENT_SCRIPTED_IMMUNE;
|
dispatchEvent = EVENT_ZERO_DAMAGE;
|
||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
} else {
|
} else {
|
||||||
dispatchEvent = (target->currentHP <= 0) ? EVENT_DEATH : EVENT_SCRIPTED_IMMUNE;
|
if (target->currentHP < 1) {
|
||||||
|
dispatchEvent = EVENT_DEATH;
|
||||||
|
} else {
|
||||||
|
dispatchEvent = EVENT_ZERO_DAMAGE;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
battleStatus->lastAttackDamage = 0;
|
battleStatus->lastAttackDamage = 0;
|
||||||
} else {
|
} else {
|
||||||
target->damageCounter += currentAttackDamage;
|
target->damageCounter += currentAttackDamage;
|
||||||
dispatchEvent = EVENT_HIT_COMBO;
|
dispatchEvent = EVENT_HIT_COMBO;
|
||||||
retVal = 0;
|
hitResult = HIT_RESULT_HIT;
|
||||||
target->hpChangeCounter -= currentAttackDamage;
|
target->hpChangeCounter -= currentAttackDamage;
|
||||||
|
|
||||||
if (!(targetPart->flags & ACTOR_PART_FLAG_2000) && !(gBattleStatus.flags1 & BS_FLAGS1_TUTORIAL_BATTLE) && !sp1C &&
|
if (!(targetPart->flags & ACTOR_PART_FLAG_2000)
|
||||||
!(targetPart->targetFlags & ACTOR_PART_FLAG_4)) {
|
&& !(gBattleStatus.flags1 & BS_FLAGS1_TUTORIAL_BATTLE)
|
||||||
|
&& !partImmuneToElement
|
||||||
|
&& !(targetPart->targetFlags & ACTOR_PART_FLAG_4)
|
||||||
|
) {
|
||||||
target->currentHP -= currentAttackDamage;
|
target->currentHP -= currentAttackDamage;
|
||||||
|
|
||||||
if (target->currentHP <= 0) {
|
if (target->currentHP < 1) {
|
||||||
target->currentHP = 0;
|
target->currentHP = 0;
|
||||||
dispatchEvent = EVENT_DEATH;
|
dispatchEvent = EVENT_DEATH;
|
||||||
}
|
}
|
||||||
@ -589,33 +628,45 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (targetPart->flags & ACTOR_PART_FLAG_2000) {
|
if (targetPart->flags & ACTOR_PART_FLAG_2000) {
|
||||||
if (is_ability_active(ABILITY_ZAP_TAP) || player->staticStatus == STATUS_STATIC || (target->staticStatus != STATUS_STATIC &&
|
if (!is_ability_active(ABILITY_ZAP_TAP)
|
||||||
!(targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED)) || battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT ||
|
&& player->staticStatus != STATUS_STATIC
|
||||||
battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8 || battleStatus->currentAttackElement & DAMAGE_TYPE_ELECTRIC) {
|
&& (target->staticStatus == STATUS_STATIC || (targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED))
|
||||||
dispatchEvent = (!(gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)) ? EVENT_SCRIPTED_IMMUNE : EVENT_IMMUNE;
|
&& !(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)
|
||||||
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SHOCK_CONTACT)
|
||||||
|
&& !(battleStatus->currentAttackElement & DAMAGE_TYPE_SHOCK)
|
||||||
|
) {
|
||||||
|
sfx_play_sound_at_position(SOUND_HIT_PLAYER_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
|
apply_shock_effect(player);
|
||||||
|
dispatch_damage_event_player_1(1, EVENT_SHOCK_HIT);
|
||||||
|
return HIT_RESULT_BACKFIRE;
|
||||||
|
} else {
|
||||||
|
dispatchEvent = (!(gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)) ? EVENT_ZERO_DAMAGE : EVENT_IMMUNE;
|
||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_event_actor(target, dispatchEvent);
|
dispatch_event_actor(target, dispatchEvent);
|
||||||
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 3);
|
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 3);
|
||||||
return (gBattleStatus.flags1 & (BS_FLAGS1_200 | BS_FLAGS1_40)) ? 1 : 0;
|
if (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) {
|
||||||
} else {
|
return HIT_RESULT_1;
|
||||||
sfx_play_sound_at_position(SOUND_HIT_PLAYER_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
}
|
||||||
func_80251474(player);
|
return HIT_RESULT_HIT;
|
||||||
dispatch_damage_event_player_1(1, EVENT_SHOCK_HIT);
|
|
||||||
return -1;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
|
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_FEAR &&
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_FEAR
|
||||||
rand_int(99) < (target->actorBlueprint->escapeChance * battleStatus->statusChance) / 100 &&
|
&& rand_int(99) < (target->actorBlueprint->escapeChance * battleStatus->statusChance) / 100
|
||||||
!(target->debuff == STATUS_FEAR ||
|
&& !(target->debuff == STATUS_FEAR
|
||||||
target->debuff == STATUS_DIZZY ||
|
|| target->debuff == STATUS_DIZZY
|
||||||
target->debuff == STATUS_PARALYZE ||
|
|| target->debuff == STATUS_PARALYZE
|
||||||
target->debuff == STATUS_SLEEP ||
|
|| target->debuff == STATUS_SLEEP
|
||||||
target->debuff == STATUS_FROZEN ||
|
|| target->debuff == STATUS_FROZEN
|
||||||
target->debuff == STATUS_STOP) && !(target->flags & ACTOR_FLAG_400)) {
|
|| target->debuff == STATUS_STOP)
|
||||||
|
&& !(target->flags & ACTOR_FLAG_400)
|
||||||
|
) {
|
||||||
dispatch_event_actor(target, EVENT_SCARE_AWAY);
|
dispatch_event_actor(target, EVENT_SCARE_AWAY);
|
||||||
return (gBattleStatus.flags1 & (BS_FLAGS1_200 | BS_FLAGS1_40)) ? 1 : 0;
|
if (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) {
|
||||||
|
return HIT_RESULT_1;
|
||||||
|
}
|
||||||
|
return HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -625,11 +676,11 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
dispatchEvent = EVENT_HIT;
|
dispatchEvent = EVENT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (dispatchEvent == EVENT_SCRIPTED_IMMUNE) {
|
if (dispatchEvent == EVENT_ZERO_DAMAGE) {
|
||||||
dispatchEvent = EVENT_IMMUNE;
|
dispatchEvent = EVENT_IMMUNE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (target->currentHP <= 0) {
|
if (target->currentHP < 1) {
|
||||||
if (dispatchEvent == EVENT_IMMUNE) {
|
if (dispatchEvent == EVENT_IMMUNE) {
|
||||||
dispatchEvent = EVENT_DEATH;
|
dispatchEvent = EVENT_DEATH;
|
||||||
}
|
}
|
||||||
@ -643,8 +694,11 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_SPIN_SMASH) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_SPIN_SMASH) {
|
||||||
PlayerData* playerData = &gPlayerData;
|
PlayerData* playerData = &gPlayerData;
|
||||||
|
|
||||||
if (target->actorBlueprint->spinSmashReq != 255 && playerData->hammerLevel + 1 >= target->actorBlueprint->spinSmashReq &&
|
if (target->actorBlueprint->spinSmashReq != 255
|
||||||
battleStatus->lastAttackDamage > 0 && gBattleStatus.flags1 & BS_FLAGS1_40) {
|
&& playerData->hammerLevel + 1 >= target->actorBlueprint->spinSmashReq
|
||||||
|
&& battleStatus->lastAttackDamage > 0
|
||||||
|
&& gBattleStatus.flags1 & BS_FLAGS1_40
|
||||||
|
) {
|
||||||
if (dispatchEvent == EVENT_HIT_COMBO) {
|
if (dispatchEvent == EVENT_HIT_COMBO) {
|
||||||
dispatchEvent = EVENT_SPIN_SMASH_HIT;
|
dispatchEvent = EVENT_SPIN_SMASH_HIT;
|
||||||
}
|
}
|
||||||
@ -653,7 +707,7 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
dispatchEvent = EVENT_SPIN_SMASH_HIT;
|
dispatchEvent = EVENT_SPIN_SMASH_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (dispatchEvent == EVENT_SCRIPTED_IMMUNE) {
|
if (dispatchEvent == EVENT_ZERO_DAMAGE) {
|
||||||
dispatchEvent = EVENT_SPIN_SMASH_HIT;
|
dispatchEvent = EVENT_SPIN_SMASH_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -677,7 +731,7 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
dispatchEvent = EVENT_POWER_BOUNCE_HIT;
|
dispatchEvent = EVENT_POWER_BOUNCE_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (dispatchEvent == EVENT_SCRIPTED_IMMUNE) {
|
if (dispatchEvent == EVENT_ZERO_DAMAGE) {
|
||||||
dispatchEvent = EVENT_POWER_BOUNCE_HIT;
|
dispatchEvent = EVENT_POWER_BOUNCE_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -730,7 +784,7 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
dispatchEvent = EVENT_FLIP_TRIGGER;
|
dispatchEvent = EVENT_FLIP_TRIGGER;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (dispatchEvent == EVENT_SCRIPTED_IMMUNE) {
|
if (dispatchEvent == EVENT_ZERO_DAMAGE) {
|
||||||
dispatchEvent = EVENT_FLIP_TRIGGER;
|
dispatchEvent = EVENT_FLIP_TRIGGER;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -789,7 +843,7 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
#undef INFLICT_STATUS
|
#undef INFLICT_STATUS
|
||||||
|
|
||||||
if (wasStatusInflicted) {
|
if (wasStatusInflicted) {
|
||||||
if (dispatchEvent == EVENT_SCRIPTED_IMMUNE) {
|
if (dispatchEvent == EVENT_ZERO_DAMAGE) {
|
||||||
dispatchEvent = EVENT_HIT_COMBO;
|
dispatchEvent = EVENT_HIT_COMBO;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -813,7 +867,7 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 3);
|
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 3);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else if (!sp1C) {
|
} else if (!partImmuneToElement) {
|
||||||
if (battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS | DAMAGE_TYPE_SMASH)) {
|
if (battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS | DAMAGE_TYPE_SMASH)) {
|
||||||
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z, battleStatus->lastAttackDamage, 0);
|
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z, battleStatus->lastAttackDamage, 0);
|
||||||
} else {
|
} else {
|
||||||
@ -843,7 +897,6 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
if (sp24) {
|
if (sp24) {
|
||||||
func_802667F0(1, target, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
func_802667F0(1, target, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
}
|
}
|
||||||
@ -852,13 +905,12 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
func_80266970(target);
|
func_80266970(target);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->lastAttackDamage > 0 || tempBinary) {
|
if ((battleStatus->lastAttackDamage > 0 || tempBinary) && !partImmuneToElement) {
|
||||||
if (!sp1C) {
|
|
||||||
func_80267018(target, 1);
|
func_80267018(target, 1);
|
||||||
|
|
||||||
if (isFireDamage) {
|
if (isFireDamage) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
} else if (isElectricDamage) {
|
} else if (isShockDamage) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
} else if (isIceDamage) {
|
} else if (isIceDamage) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_ICE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_ICE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
@ -866,14 +918,13 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
sfx_play_sound_at_position(SOUND_HIT_NORMAL, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_NORMAL, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
if (battleStatus->lastAttackDamage <= 0 && !tempBinary && !sp20 || targetPart->flags & ACTOR_PART_FLAG_2000) {
|
if (battleStatus->lastAttackDamage < 1 && !tempBinary && !sp20 || targetPart->flags & ACTOR_PART_FLAG_2000) {
|
||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_SLEEP && wasStatusInflicted) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_SLEEP && wasStatusInflicted) {
|
||||||
evt = start_script((EvtScript*) DoSleepHit, EVT_PRIORITY_A, 0);
|
evt = start_script(&DoSleepHit, EVT_PRIORITY_A, 0);
|
||||||
evt->varTable[0] = state->goalPos.x;
|
evt->varTable[0] = state->goalPos.x;
|
||||||
evt->varTable[1] = state->goalPos.y;
|
evt->varTable[1] = state->goalPos.y;
|
||||||
evt->varTable[2] = state->goalPos.z;
|
evt->varTable[2] = state->goalPos.z;
|
||||||
@ -881,7 +932,7 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_DIZZY && wasStatusInflicted) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_DIZZY && wasStatusInflicted) {
|
||||||
evt = start_script((EvtScript*) DoDizzyHit, EVT_PRIORITY_A, 0);
|
evt = start_script(&DoDizzyHit, EVT_PRIORITY_A, 0);
|
||||||
evt->varTable[0] = state->goalPos.x;
|
evt->varTable[0] = state->goalPos.x;
|
||||||
evt->varTable[1] = state->goalPos.y;
|
evt->varTable[1] = state->goalPos.y;
|
||||||
evt->varTable[2] = state->goalPos.z;
|
evt->varTable[2] = state->goalPos.z;
|
||||||
@ -889,7 +940,7 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_PARALYZE && wasStatusInflicted) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_PARALYZE && wasStatusInflicted) {
|
||||||
evt = start_script((EvtScript*) DoParalyzeHit, EVT_PRIORITY_A, 0);
|
evt = start_script(&DoParalyzeHit, EVT_PRIORITY_A, 0);
|
||||||
evt->varTable[0] = state->goalPos.x;
|
evt->varTable[0] = state->goalPos.x;
|
||||||
evt->varTable[1] = state->goalPos.y;
|
evt->varTable[1] = state->goalPos.y;
|
||||||
evt->varTable[2] = state->goalPos.z;
|
evt->varTable[2] = state->goalPos.z;
|
||||||
@ -897,7 +948,7 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_POISON && wasStatusInflicted) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_POISON && wasStatusInflicted) {
|
||||||
evt = start_script((EvtScript*) DoPoisonHit, EVT_PRIORITY_A, 0);
|
evt = start_script(&DoPoisonHit, EVT_PRIORITY_A, 0);
|
||||||
evt->varTable[0] = state->goalPos.x;
|
evt->varTable[0] = state->goalPos.x;
|
||||||
evt->varTable[1] = state->goalPos.y;
|
evt->varTable[1] = state->goalPos.y;
|
||||||
evt->varTable[2] = state->goalPos.z;
|
evt->varTable[2] = state->goalPos.z;
|
||||||
@ -905,7 +956,7 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_STOP && wasStatusInflicted) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_STOP && wasStatusInflicted) {
|
||||||
evt = start_script((EvtScript*) DoStopHit, EVT_PRIORITY_A, 0);
|
evt = start_script(&DoStopHit, EVT_PRIORITY_A, 0);
|
||||||
evt->varTable[0] = state->goalPos.x;
|
evt->varTable[0] = state->goalPos.x;
|
||||||
evt->varTable[1] = state->goalPos.y;
|
evt->varTable[1] = state->goalPos.y;
|
||||||
evt->varTable[2] = state->goalPos.z;
|
evt->varTable[2] = state->goalPos.z;
|
||||||
@ -913,7 +964,7 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_FROZEN && wasStatusInflicted) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_FROZEN && wasStatusInflicted) {
|
||||||
evt = start_script((EvtScript*) DoFreezeHit, EVT_PRIORITY_A, 0);
|
evt = start_script(&DoFreezeHit, EVT_PRIORITY_A, 0);
|
||||||
evt->varTable[0] = state->goalPos.x;
|
evt->varTable[0] = state->goalPos.x;
|
||||||
evt->varTable[1] = state->goalPos.y;
|
evt->varTable[1] = state->goalPos.y;
|
||||||
evt->varTable[2] = state->goalPos.z;
|
evt->varTable[2] = state->goalPos.z;
|
||||||
@ -922,7 +973,7 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_SHRINK && wasStatusInflicted) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_SHRINK && wasStatusInflicted) {
|
||||||
evt = start_script((EvtScript*) DoShrinkHit, EVT_PRIORITY_A, 0);
|
evt = start_script(&DoShrinkHit, EVT_PRIORITY_A, 0);
|
||||||
evt->varTable[0] = state->goalPos.x;
|
evt->varTable[0] = state->goalPos.x;
|
||||||
evt->varTable[1] = state->goalPos.y;
|
evt->varTable[1] = state->goalPos.y;
|
||||||
evt->varTable[2] = state->goalPos.z;
|
evt->varTable[2] = state->goalPos.z;
|
||||||
@ -937,27 +988,27 @@ s32 calc_player_damage_enemy(void) {
|
|||||||
func_80266ADC(target);
|
func_80266ADC(target);
|
||||||
|
|
||||||
if (gBattleStatus.flags1 & (BS_FLAGS1_200 | BS_FLAGS1_40)) {
|
if (gBattleStatus.flags1 & (BS_FLAGS1_200 | BS_FLAGS1_40)) {
|
||||||
if (retVal == 0) {
|
if (hitResult == HIT_RESULT_HIT) {
|
||||||
retVal = 1;
|
hitResult = HIT_RESULT_1;
|
||||||
}
|
}
|
||||||
if (retVal == 2) {
|
if (hitResult == HIT_RESULT_NO_DAMAGE) {
|
||||||
retVal = 3;
|
hitResult = HIT_RESULT_3;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!is_ability_active(ABILITY_ZAP_TAP)) {
|
if (!is_ability_active(ABILITY_ZAP_TAP)
|
||||||
if (player->staticStatus != STATUS_STATIC && (target->staticStatus == STATUS_STATIC ||
|
&& (player->staticStatus != STATUS_STATIC)
|
||||||
targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED) &&
|
&& (target->staticStatus == STATUS_STATIC || targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED)
|
||||||
!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_ELECTRIC)) &&
|
&& !(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SHOCK))
|
||||||
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8)) {
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SHOCK_CONTACT)
|
||||||
|
) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_PLAYER_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_PLAYER_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
func_80251474(player);
|
apply_shock_effect(player);
|
||||||
dispatch_damage_event_player_1(1, EVENT_SHOCK_HIT);
|
dispatch_damage_event_player_1(1, EVENT_SHOCK_HIT);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return retVal;
|
return hitResult;
|
||||||
}
|
}
|
||||||
|
|
||||||
s32 dispatch_damage_event_player(s32 damageAmount, s32 event, s32 arg2) {
|
s32 dispatch_damage_event_player(s32 damageAmount, s32 event, s32 arg2) {
|
||||||
@ -973,7 +1024,7 @@ s32 dispatch_damage_event_player(s32 damageAmount, s32 event, s32 arg2) {
|
|||||||
|
|
||||||
battleStatus->currentAttackDamage = damageAmount;
|
battleStatus->currentAttackDamage = damageAmount;
|
||||||
|
|
||||||
temp = (s16)damageAmount; // usage of temp here required to match
|
temp = (s16)damageAmount; //TODO usage of temp here required to match
|
||||||
player->hpChangeCounter += temp;
|
player->hpChangeCounter += temp;
|
||||||
|
|
||||||
temp = player->hpChangeCounter;
|
temp = player->hpChangeCounter;
|
||||||
@ -987,7 +1038,7 @@ s32 dispatch_damage_event_player(s32 damageAmount, s32 event, s32 arg2) {
|
|||||||
oldPlayerHP = player->currentHP;
|
oldPlayerHP = player->currentHP;
|
||||||
|
|
||||||
dispatchEvent = event;
|
dispatchEvent = event;
|
||||||
if (player->currentHP <= 0) {
|
if (player->currentHP < 1) {
|
||||||
battleStatus->lastAttackDamage += oldPlayerHP;
|
battleStatus->lastAttackDamage += oldPlayerHP;
|
||||||
player->currentHP = 0;
|
player->currentHP = 0;
|
||||||
dispatchEvent = EVENT_DEATH;
|
dispatchEvent = EVENT_DEATH;
|
||||||
@ -998,7 +1049,7 @@ s32 dispatch_damage_event_player(s32 damageAmount, s32 event, s32 arg2) {
|
|||||||
if (dispatchEvent == EVENT_HIT_COMBO) {
|
if (dispatchEvent == EVENT_HIT_COMBO) {
|
||||||
dispatchEvent = EVENT_HIT;
|
dispatchEvent = EVENT_HIT;
|
||||||
}
|
}
|
||||||
if (dispatchEvent == EVENT_SCRIPTED_IMMUNE) {
|
if (dispatchEvent == EVENT_ZERO_DAMAGE) {
|
||||||
dispatchEvent = EVENT_IMMUNE;
|
dispatchEvent = EVENT_IMMUNE;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1446,10 +1497,10 @@ ApiStatus GetPlayerHP(Evt* script, s32 isInitialCall) {
|
|||||||
ApiStatus PlayerDamageEnemy(Evt* script, s32 isInitialCall) {
|
ApiStatus PlayerDamageEnemy(Evt* script, s32 isInitialCall) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
Bytecode* args = script->ptrReadPos;
|
Bytecode* args = script->ptrReadPos;
|
||||||
s32 a0 = *args++;
|
s32 hitResultOutVar = *args++;
|
||||||
s32 flags;
|
s32 flags;
|
||||||
Actor* target;
|
Actor* target;
|
||||||
s32 temp_v0_2;
|
HitResult hitResult;
|
||||||
|
|
||||||
battleStatus->currentAttackElement = *args++;
|
battleStatus->currentAttackElement = *args++;
|
||||||
battleStatus->currentAttackEventSuppression = *args++;
|
battleStatus->currentAttackEventSuppression = *args++;
|
||||||
@ -1496,16 +1547,16 @@ ApiStatus PlayerDamageEnemy(Evt* script, s32 isInitialCall) {
|
|||||||
battleStatus->currentTargetID = target->targetActorID;
|
battleStatus->currentTargetID = target->targetActorID;
|
||||||
battleStatus->currentTargetPart = target->targetPartIndex;
|
battleStatus->currentTargetPart = target->targetPartIndex;
|
||||||
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
||||||
if (battleStatus->statusChance == 0xFF) {
|
if (battleStatus->statusChance == STATUS_CHANCE_NEVER) {
|
||||||
battleStatus->statusChance = 0;
|
battleStatus->statusChance = 0;
|
||||||
}
|
}
|
||||||
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
||||||
|
|
||||||
temp_v0_2 = calc_player_damage_enemy();
|
hitResult = calc_player_damage_enemy();
|
||||||
if (temp_v0_2 < 0) {
|
if (hitResult < 0) {
|
||||||
return ApiStatus_FINISH;
|
return ApiStatus_FINISH;
|
||||||
}
|
}
|
||||||
evt_set_variable(script, a0, temp_v0_2);
|
evt_set_variable(script, hitResultOutVar, hitResult);
|
||||||
|
|
||||||
if (!does_script_exist_by_ref(script)) {
|
if (!does_script_exist_by_ref(script)) {
|
||||||
return ApiStatus_FINISH;
|
return ApiStatus_FINISH;
|
||||||
@ -1517,10 +1568,10 @@ ApiStatus PlayerDamageEnemy(Evt* script, s32 isInitialCall) {
|
|||||||
ApiStatus PlayerPowerBounceEnemy(Evt* script, s32 isInitialCall) {
|
ApiStatus PlayerPowerBounceEnemy(Evt* script, s32 isInitialCall) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
Bytecode* args = script->ptrReadPos;
|
Bytecode* args = script->ptrReadPos;
|
||||||
s32 a0 = *args++;
|
s32 hitResultOutVar = *args++;
|
||||||
s32 flags;
|
s32 flags;
|
||||||
Actor* target;
|
Actor* target;
|
||||||
s32 temp_v0_2;
|
HitResult hitResult;
|
||||||
|
|
||||||
battleStatus->currentAttackElement = *args++;
|
battleStatus->currentAttackElement = *args++;
|
||||||
battleStatus->currentAttackEventSuppression = *args++;
|
battleStatus->currentAttackEventSuppression = *args++;
|
||||||
@ -1567,16 +1618,16 @@ ApiStatus PlayerPowerBounceEnemy(Evt* script, s32 isInitialCall) {
|
|||||||
battleStatus->currentTargetID = target->targetActorID;
|
battleStatus->currentTargetID = target->targetActorID;
|
||||||
battleStatus->currentTargetPart = target->targetPartIndex;
|
battleStatus->currentTargetPart = target->targetPartIndex;
|
||||||
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
||||||
if (battleStatus->statusChance == 0xFF) {
|
if (battleStatus->statusChance == STATUS_CHANCE_NEVER) {
|
||||||
battleStatus->statusChance = 0;
|
battleStatus->statusChance = 0;
|
||||||
}
|
}
|
||||||
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
||||||
|
|
||||||
temp_v0_2 = calc_player_damage_enemy();
|
hitResult = calc_player_damage_enemy();
|
||||||
if (temp_v0_2 < 0) {
|
if (hitResult < 0) {
|
||||||
return ApiStatus_FINISH;
|
return ApiStatus_FINISH;
|
||||||
}
|
}
|
||||||
evt_set_variable(script, a0, temp_v0_2);
|
evt_set_variable(script, hitResultOutVar, hitResult);
|
||||||
|
|
||||||
if (!does_script_exist_by_ref(script)) {
|
if (!does_script_exist_by_ref(script)) {
|
||||||
return ApiStatus_FINISH;
|
return ApiStatus_FINISH;
|
||||||
@ -1588,10 +1639,10 @@ ApiStatus PlayerPowerBounceEnemy(Evt* script, s32 isInitialCall) {
|
|||||||
ApiStatus PlayerTestEnemy(Evt* script, s32 isInitialCall) {
|
ApiStatus PlayerTestEnemy(Evt* script, s32 isInitialCall) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
Bytecode* args = script->ptrReadPos;
|
Bytecode* args = script->ptrReadPos;
|
||||||
s32 a0 = *args++;
|
s32 hitResultOutVar = *args++;
|
||||||
s32 flags;
|
s32 flags;
|
||||||
Actor* target;
|
Actor* target;
|
||||||
s32 temp_v0_2;
|
HitResult hitResult;
|
||||||
|
|
||||||
battleStatus->currentAttackElement = *args++;
|
battleStatus->currentAttackElement = *args++;
|
||||||
battleStatus->currentAttackEventSuppression = *args++;
|
battleStatus->currentAttackEventSuppression = *args++;
|
||||||
@ -1638,16 +1689,16 @@ ApiStatus PlayerTestEnemy(Evt* script, s32 isInitialCall) {
|
|||||||
battleStatus->currentTargetID = target->targetActorID;
|
battleStatus->currentTargetID = target->targetActorID;
|
||||||
battleStatus->currentTargetPart = target->targetPartIndex;
|
battleStatus->currentTargetPart = target->targetPartIndex;
|
||||||
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
||||||
if (battleStatus->statusChance == 0xFF) {
|
if (battleStatus->statusChance == STATUS_CHANCE_NEVER) {
|
||||||
battleStatus->statusChance = 0;
|
battleStatus->statusChance = 0;
|
||||||
}
|
}
|
||||||
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
||||||
|
|
||||||
temp_v0_2 = calc_player_test_enemy();
|
hitResult = calc_player_test_enemy();
|
||||||
if (temp_v0_2 < 0) {
|
if (hitResult < 0) {
|
||||||
return ApiStatus_FINISH;
|
return ApiStatus_FINISH;
|
||||||
}
|
}
|
||||||
evt_set_variable(script, a0, temp_v0_2);
|
evt_set_variable(script, hitResultOutVar, hitResult);
|
||||||
return ApiStatus_DONE2;
|
return ApiStatus_DONE2;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
261
src/1A5830.c
261
src/1A5830.c
@ -127,7 +127,7 @@ void dispatch_event_actor(Actor* actor, s32 event) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
s32 calc_enemy_test_target(Actor* actor) {
|
HitResult calc_enemy_test_target(Actor* actor) {
|
||||||
PlayerData* playerData = &gPlayerData;
|
PlayerData* playerData = &gPlayerData;
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
s32 targetID = battleStatus->currentTargetID;
|
s32 targetID = battleStatus->currentTargetID;
|
||||||
@ -181,7 +181,7 @@ s32 calc_enemy_test_target(Actor* actor) {
|
|||||||
switch (actorClass) {
|
switch (actorClass) {
|
||||||
case ACTOR_CLASS_PLAYER:
|
case ACTOR_CLASS_PLAYER:
|
||||||
if (battleStatus->cloudNineTurnsLeft) {
|
if (battleStatus->cloudNineTurnsLeft) {
|
||||||
if (rand_int(100) < (s8) battleStatus->cloudNineDodgeChance) {
|
if (rand_int(100) < battleStatus->cloudNineDodgeChance) {
|
||||||
hitResult = HIT_RESULT_MISS;
|
hitResult = HIT_RESULT_MISS;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -231,7 +231,7 @@ s32 calc_enemy_test_target(Actor* actor) {
|
|||||||
return HIT_RESULT_HIT;
|
return HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
s32 calc_enemy_damage_target(Actor* attacker) {
|
HitResult calc_enemy_damage_target(Actor* attacker) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
ActorState* state = &attacker->state;
|
ActorState* state = &attacker->state;
|
||||||
s32 targetID = battleStatus->currentTargetID;
|
s32 targetID = battleStatus->currentTargetID;
|
||||||
@ -240,12 +240,14 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
Actor* target;
|
Actor* target;
|
||||||
ActorPart* targetPart;
|
ActorPart* targetPart;
|
||||||
s32 hitResult;
|
s32 hitResult;
|
||||||
s32 t = TRUE;
|
s32 one = TRUE;
|
||||||
s32 statusInflicted = FALSE;
|
s32 statusInflicted = FALSE;
|
||||||
s32 statusInflicted2 = FALSE;
|
s32 statusInflicted2 = FALSE;
|
||||||
s32 isFire = FALSE;
|
s32 isFire = FALSE;
|
||||||
|
s32 isWater = FALSE;
|
||||||
|
s32 isIce = FALSE;
|
||||||
s32 isElectric = FALSE;
|
s32 isElectric = FALSE;
|
||||||
s32 isEnchanted = FALSE;
|
s32 madeElectricContact = FALSE;
|
||||||
s32 isPlayer;
|
s32 isPlayer;
|
||||||
s32 defense;
|
s32 defense;
|
||||||
s32 event;
|
s32 event;
|
||||||
@ -281,11 +283,16 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// handle defender status
|
||||||
|
|
||||||
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY) {
|
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY) {
|
||||||
return HIT_RESULT_MISS;
|
return HIT_RESULT_MISS;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (target->transparentStatus == STATUS_TRANSPARENT || targetPart->eventFlags & ACTOR_EVENT_FLAG_800 && !(battleStatus->currentAttackElement & DAMAGE_TYPE_QUAKE)) {
|
if (target->transparentStatus == STATUS_TRANSPARENT
|
||||||
|
|| targetPart->eventFlags & ACTOR_EVENT_FLAG_800
|
||||||
|
&& !(battleStatus->currentAttackElement & DAMAGE_TYPE_QUAKE)
|
||||||
|
) {
|
||||||
return HIT_RESULT_MISS;
|
return HIT_RESULT_MISS;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -296,46 +303,53 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
dispatch_event_general(target, EVENT_IMMUNE);
|
dispatch_event_general(target, EVENT_IMMUNE);
|
||||||
return HIT_RESULT_HIT;
|
return HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// handle attack element
|
||||||
|
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_BLAST) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_BLAST) {
|
||||||
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) && (targetPart->eventFlags & ACTOR_EVENT_FLAG_EXPLOSIVE)) {
|
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)
|
||||||
|
&& (targetPart->eventFlags & ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION)
|
||||||
|
) {
|
||||||
do {
|
do {
|
||||||
play_hit_sound(attacker, state->goalPos.x, state->goalPos.y, state->goalPos.z, 3);
|
play_hit_sound(attacker, state->goalPos.x, state->goalPos.y, state->goalPos.z, 3);
|
||||||
} while (0); // TODO ?
|
} while (0); // TODO required to match
|
||||||
dispatch_event_general(target, EVENT_EXPLODE_TRIGGER);
|
dispatch_event_general(target, EVENT_EXPLODE_TRIGGER);
|
||||||
return HIT_RESULT_TRIGGERED_EXPLODE;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if ((battleStatus->currentAttackElement & DAMAGE_TYPE_QUAKE) && (target->flags & ACTOR_FLAG_FLYING)) {
|
if ((battleStatus->currentAttackElement & DAMAGE_TYPE_QUAKE) && (target->flags & ACTOR_FLAG_FLYING)) {
|
||||||
play_hit_sound(attacker, state->goalPos.x, state->goalPos.y, state->goalPos.z, 1);
|
play_hit_sound(attacker, state->goalPos.x, state->goalPos.y, state->goalPos.z, 1);
|
||||||
return HIT_RESULT_QUAKE_IMMUNE;
|
return HIT_RESULT_NO_DAMAGE;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE) {
|
||||||
fx_ring_blast(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f, 1.0f, 0x18);
|
fx_ring_blast(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f, 1.0f, 24);
|
||||||
isFire = TRUE;
|
isFire = TRUE;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_ELECTRIC) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_SHOCK) {
|
||||||
func_80251474(target);
|
apply_shock_effect(target);
|
||||||
isElectric = TRUE;
|
isElectric = TRUE;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_WATER) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_WATER) {
|
||||||
fx_water_splash(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f, 1.0f, 0x18);
|
fx_water_splash(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f, 1.0f, 24);
|
||||||
|
isWater = TRUE;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_ICE) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_ICE) {
|
||||||
fx_big_snowflakes(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f);
|
fx_big_snowflakes(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f);
|
||||||
|
isIce = TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!(attacker->staticStatus == STATUS_STATIC)) {
|
if (!(attacker->staticStatus == STATUS_STATIC)
|
||||||
if ((target->staticStatus == STATUS_STATIC) || (targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED)) {
|
&& ((target->staticStatus == STATUS_STATIC) || (targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED))
|
||||||
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_NO_CONTACT))) {
|
&& !(battleStatus->currentAttackElement & (DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT))
|
||||||
if (!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8)) {
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SHOCK_CONTACT)
|
||||||
if (!has_enchanted_part(attacker)) {
|
&& !has_enchanted_part(attacker)) // enchanted attacks ignore electrified defenders
|
||||||
isEnchanted = TRUE;
|
{
|
||||||
|
madeElectricContact = TRUE;
|
||||||
gBattleStatus.flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
|
gBattleStatus.flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
// begin calulating damage
|
||||||
}
|
|
||||||
}
|
|
||||||
gBattleStatus.flags1 &= ~BS_FLAGS1_ATK_BLOCKED;
|
gBattleStatus.flags1 &= ~BS_FLAGS1_ATK_BLOCKED;
|
||||||
|
|
||||||
defense = get_defense(target, targetPart->defenseTable, battleStatus->currentAttackElement);
|
defense = get_defense(target, targetPart->defenseTable, battleStatus->currentAttackElement);
|
||||||
@ -384,7 +398,7 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
if (damage > 99) {
|
if (damage > 99) {
|
||||||
damage = 99;
|
damage = 99;
|
||||||
}
|
}
|
||||||
if (damage <= 0) {
|
if (damage < 1) {
|
||||||
defense = 0;
|
defense = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -453,16 +467,18 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
func_80266970(target);
|
func_80266970(target);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// deal damage and determine resulting battle event
|
||||||
|
|
||||||
event = EVENT_HIT_COMBO;
|
event = EVENT_HIT_COMBO;
|
||||||
if (damage <= 0) {
|
if (damage < 1) {
|
||||||
target->hpChangeCounter = 0;
|
target->hpChangeCounter = 0;
|
||||||
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_STATUS_ALWAYS_HITS)) {
|
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_STATUS_ALWAYS_HITS)) {
|
||||||
hitResult = HIT_RESULT_QUAKE_IMMUNE;
|
hitResult = HIT_RESULT_NO_DAMAGE;
|
||||||
event = EVENT_SCRIPTED_IMMUNE;
|
event = EVENT_ZERO_DAMAGE;
|
||||||
} else {
|
} else {
|
||||||
hitResult = HIT_RESULT_QUAKE_IMMUNE;
|
hitResult = HIT_RESULT_NO_DAMAGE;
|
||||||
event = EVENT_SCRIPTED_IMMUNE;
|
event = EVENT_ZERO_DAMAGE;
|
||||||
if (target->currentHP <= 0) {
|
if (target->currentHP < 1) {
|
||||||
event = EVENT_DEATH;
|
event = EVENT_DEATH;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -472,18 +488,18 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
target->hpChangeCounter -= damage;
|
target->hpChangeCounter -= damage;
|
||||||
battleStatus->lastAttackDamage = 0;
|
battleStatus->lastAttackDamage = 0;
|
||||||
hitResult = HIT_RESULT_HIT;
|
hitResult = HIT_RESULT_HIT;
|
||||||
if (!(targetPart->flags & ACTOR_PART_FLAG_2000)) {
|
if (!(targetPart->flags & ACTOR_PART_FLAG_2000)
|
||||||
if (!(gBattleStatus.flags1 & BS_FLAGS1_TUTORIAL_BATTLE)) {
|
&& !(gBattleStatus.flags1 & BS_FLAGS1_TUTORIAL_BATTLE)
|
||||||
|
) {
|
||||||
if (!(target->flags & ACTOR_FLAG_NO_DMG_APPLY)) {
|
if (!(target->flags & ACTOR_FLAG_NO_DMG_APPLY)) {
|
||||||
target->currentHP -= damage;
|
target->currentHP -= damage;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (target->currentHP <= 0) {
|
if (target->currentHP < 1) {
|
||||||
target->currentHP = 0;
|
target->currentHP = 0;
|
||||||
event = EVENT_DEATH;
|
event = EVENT_DEATH;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
battleStatus->lastAttackDamage += damage;
|
battleStatus->lastAttackDamage += damage;
|
||||||
target->lastDamageTaken = battleStatus->lastAttackDamage;
|
target->lastDamageTaken = battleStatus->lastAttackDamage;
|
||||||
target->hpChangeCounter = 0;
|
target->hpChangeCounter = 0;
|
||||||
@ -498,10 +514,10 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
if (event == EVENT_HIT_COMBO) {
|
if (event == EVENT_HIT_COMBO) {
|
||||||
event = EVENT_HIT;
|
event = EVENT_HIT;
|
||||||
}
|
}
|
||||||
if (event == EVENT_SCRIPTED_IMMUNE) {
|
if (event == EVENT_ZERO_DAMAGE) {
|
||||||
event = EVENT_IMMUNE;
|
event = EVENT_IMMUNE;
|
||||||
}
|
}
|
||||||
if (target->currentHP <= 0 && event == EVENT_IMMUNE) {
|
if (target->currentHP < 1 && event == EVENT_IMMUNE) {
|
||||||
event = EVENT_DEATH;
|
event = EVENT_DEATH;
|
||||||
}
|
}
|
||||||
} else if (event == EVENT_DEATH) {
|
} else if (event == EVENT_DEATH) {
|
||||||
@ -512,9 +528,10 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
func_80266E14(targetPart);
|
func_80266E14(targetPart);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
|
if ((gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
if (battleStatus->currentAttackElement & (DAMAGE_TYPE_POW | DAMAGE_TYPE_QUAKE | DAMAGE_TYPE_JUMP)) {
|
&& (battleStatus->currentAttackElement & (DAMAGE_TYPE_POW | DAMAGE_TYPE_QUAKE | DAMAGE_TYPE_JUMP))
|
||||||
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_FLIPABLE) {
|
&& (targetPart->eventFlags & ACTOR_EVENT_FLAG_FLIPABLE)
|
||||||
|
) {
|
||||||
if (event == EVENT_HIT) {
|
if (event == EVENT_HIT) {
|
||||||
event = EVENT_FLIP_TRIGGER;
|
event = EVENT_FLIP_TRIGGER;
|
||||||
}
|
}
|
||||||
@ -522,24 +539,22 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
event = EVENT_FLIP_TRIGGER;
|
event = EVENT_FLIP_TRIGGER;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!(gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)) {
|
if (!(gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
if (battleStatus->currentAttackElement & (DAMAGE_TYPE_POW | DAMAGE_TYPE_QUAKE | DAMAGE_TYPE_JUMP)) {
|
&& (battleStatus->currentAttackElement & (DAMAGE_TYPE_POW | DAMAGE_TYPE_QUAKE | DAMAGE_TYPE_JUMP))
|
||||||
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_FLIPABLE) {
|
&& (targetPart->eventFlags & ACTOR_EVENT_FLAG_FLIPABLE)
|
||||||
|
) {
|
||||||
if (event == EVENT_HIT_COMBO) {
|
if (event == EVENT_HIT_COMBO) {
|
||||||
event = EVENT_FLIP_TRIGGER;
|
event = EVENT_FLIP_TRIGGER;
|
||||||
}
|
}
|
||||||
if (event == EVENT_SCRIPTED_IMMUNE) {
|
if (event == EVENT_ZERO_DAMAGE) {
|
||||||
event = EVENT_FLIP_TRIGGER;
|
event = EVENT_FLIP_TRIGGER;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
|
if ((gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
if (battleStatus->currentAttackElement & (DAMAGE_TYPE_FIRE | DAMAGE_TYPE_BLAST | DAMAGE_TYPE_4000)) {
|
&& (battleStatus->currentAttackElement & (DAMAGE_TYPE_FIRE | DAMAGE_TYPE_BLAST | DAMAGE_TYPE_4000))
|
||||||
|
) {
|
||||||
if (event == EVENT_HIT) {
|
if (event == EVENT_HIT) {
|
||||||
event = EVENT_BURN_HIT;
|
event = EVENT_BURN_HIT;
|
||||||
}
|
}
|
||||||
@ -548,7 +563,7 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
}
|
}
|
||||||
isFire = TRUE;
|
isFire = TRUE;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
if (gBattleStatus.flags1 & BS_FLAGS1_ATK_BLOCKED) {
|
if (gBattleStatus.flags1 & BS_FLAGS1_ATK_BLOCKED) {
|
||||||
if (event == EVENT_HIT_COMBO) {
|
if (event == EVENT_HIT_COMBO) {
|
||||||
@ -557,7 +572,7 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
if (event == EVENT_HIT) {
|
if (event == EVENT_HIT) {
|
||||||
event = EVENT_BLOCK;
|
event = EVENT_BLOCK;
|
||||||
}
|
}
|
||||||
if (event == EVENT_SCRIPTED_IMMUNE) {
|
if (event == EVENT_ZERO_DAMAGE) {
|
||||||
event = EVENT_18;
|
event = EVENT_18;
|
||||||
}
|
}
|
||||||
if (event == EVENT_IMMUNE) {
|
if (event == EVENT_IMMUNE) {
|
||||||
@ -568,66 +583,71 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
|
// try inflicting status effect
|
||||||
if (battleStatus->lastAttackDamage >= 0 && event != EVENT_DEATH && event != EVENT_SPIN_SMASH_DEATH) {
|
|
||||||
if (event != EVENT_EXPLODE_TRIGGER) {
|
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE
|
||||||
if (!(gBattleStatus.flags1 & BS_FLAGS1_ATK_BLOCKED)) {
|
&& battleStatus->lastAttackDamage >= 0
|
||||||
if (!(gBattleStatus.flags2 & BS_FLAGS2_1000000)) {
|
&& event != EVENT_DEATH
|
||||||
if (actorClass != ACTOR_PLAYER || !is_ability_active(ABILITY_HEALTHY_HEALTHY) || !(rand_int(100) < 50)) {
|
&& event != EVENT_SPIN_SMASH_DEATH
|
||||||
|
&& event != EVENT_EXPLODE_TRIGGER
|
||||||
|
&& !(gBattleStatus.flags1 & BS_FLAGS1_ATK_BLOCKED)
|
||||||
|
&& !(gBattleStatus.flags2 & BS_FLAGS2_1000000)
|
||||||
|
&& !(actorClass == ACTOR_PLAYER && is_ability_active(ABILITY_HEALTHY_HEALTHY) && (rand_int(100) < 50)))
|
||||||
|
{
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_SHRINK && try_inflict_status(target, STATUS_SHRINK, STATUS_SHRINK_TURN_MOD)) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_SHRINK && try_inflict_status(target, STATUS_SHRINK, STATUS_SHRINK_TURN_MOD)) {
|
||||||
statusInflicted = t;
|
statusInflicted = one;
|
||||||
statusInflicted2 = t;
|
statusInflicted2 = one;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_POISON && try_inflict_status(target, STATUS_POISON, STATUS_POISON_TURN_MOD)) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_POISON && try_inflict_status(target, STATUS_POISON, STATUS_POISON_TURN_MOD)) {
|
||||||
statusInflicted = t;
|
statusInflicted = one;
|
||||||
statusInflicted2 = t;
|
statusInflicted2 = one;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_STONE && try_inflict_status(target, STATUS_STONE, STATUS_STONE_TURN_MOD)) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_STONE && try_inflict_status(target, STATUS_STONE, STATUS_STONE_TURN_MOD)) {
|
||||||
statusInflicted = t;
|
statusInflicted = one;
|
||||||
statusInflicted2 = t;
|
statusInflicted2 = one;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_SLEEP && try_inflict_status(target, STATUS_SLEEP, STATUS_SLEEP_TURN_MOD)) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_SLEEP && try_inflict_status(target, STATUS_SLEEP, STATUS_SLEEP_TURN_MOD)) {
|
||||||
statusInflicted = t;
|
statusInflicted = one;
|
||||||
statusInflicted2 = t;
|
statusInflicted2 = one;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_DIZZY && try_inflict_status(target, STATUS_DIZZY, STATUS_DIZZY_TURN_MOD)) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_DIZZY && try_inflict_status(target, STATUS_DIZZY, STATUS_DIZZY_TURN_MOD)) {
|
||||||
statusInflicted = t;
|
statusInflicted = one;
|
||||||
statusInflicted2 = t;
|
statusInflicted2 = one;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_STOP && try_inflict_status(target, STATUS_STOP, STATUS_STOP_TURN_MOD)) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_STOP && try_inflict_status(target, STATUS_STOP, STATUS_STOP_TURN_MOD)) {
|
||||||
statusInflicted = t;
|
statusInflicted = one;
|
||||||
statusInflicted2 = t;
|
statusInflicted2 = one;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_STATIC && try_inflict_status(target, STATUS_STATIC, STATUS_STATIC_TURN_MOD)) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_STATIC && try_inflict_status(target, STATUS_STATIC, STATUS_STATIC_TURN_MOD)) {
|
||||||
statusInflicted = t;
|
statusInflicted = one;
|
||||||
statusInflicted2 = t;
|
statusInflicted2 = one;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_PARALYZE && try_inflict_status(target, STATUS_PARALYZE, STATUS_PARALYZE_TURN_MOD)) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_PARALYZE && try_inflict_status(target, STATUS_PARALYZE, STATUS_PARALYZE_TURN_MOD)) {
|
||||||
statusInflicted = t;
|
statusInflicted = one;
|
||||||
statusInflicted2 = t;
|
statusInflicted2 = one;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_FEAR && try_inflict_status(target, STATUS_FEAR, STATUS_FEAR_TURN_MOD)) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_FEAR && try_inflict_status(target, STATUS_FEAR, STATUS_FEAR_TURN_MOD)) {
|
||||||
statusInflicted = t;
|
statusInflicted = one;
|
||||||
statusInflicted2 = t;
|
statusInflicted2 = one;
|
||||||
}
|
}
|
||||||
|
|
||||||
// BUG? repeated paralyze and dizzy infliction
|
// @bug? repeated paralyze and dizzy infliction
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_PARALYZE && try_inflict_status(target, STATUS_PARALYZE, STATUS_PARALYZE_TURN_MOD)) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_PARALYZE && try_inflict_status(target, STATUS_PARALYZE, STATUS_PARALYZE_TURN_MOD)) {
|
||||||
statusInflicted = t;
|
statusInflicted = one;
|
||||||
statusInflicted2 = t;
|
statusInflicted2 = one;
|
||||||
}
|
}
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_DIZZY && try_inflict_status(target, STATUS_DIZZY, STATUS_DIZZY_TURN_MOD)) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_DIZZY && try_inflict_status(target, STATUS_DIZZY, STATUS_DIZZY_TURN_MOD)) {
|
||||||
statusInflicted = t;
|
statusInflicted = one;
|
||||||
statusInflicted2 = t;
|
statusInflicted2 = one;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_FROZEN && target->debuff != STATUS_FROZEN && try_inflict_status(target, STATUS_FROZEN, STATUS_FROZEN_TURN_MOD)) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_FROZEN && target->debuff != STATUS_FROZEN && try_inflict_status(target, STATUS_FROZEN, STATUS_FROZEN_TURN_MOD)) {
|
||||||
statusInflicted = t;
|
statusInflicted = one;
|
||||||
statusInflicted2 = t;
|
statusInflicted2 = one;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (statusInflicted) {
|
if (statusInflicted) {
|
||||||
if (event == EVENT_SCRIPTED_IMMUNE) {
|
if (event == EVENT_ZERO_DAMAGE) {
|
||||||
event = EVENT_HIT_COMBO;
|
event = EVENT_HIT_COMBO;
|
||||||
}
|
}
|
||||||
if (event == EVENT_IMMUNE) {
|
if (event == EVENT_IMMUNE) {
|
||||||
@ -635,11 +655,8 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
// dispatch events and play damage effects
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
battleStatus->wasStatusInflicted = statusInflicted;
|
battleStatus->wasStatusInflicted = statusInflicted;
|
||||||
|
|
||||||
@ -655,11 +672,14 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (actorClass == ACTOR_CLASS_PARTNER) {
|
if (actorClass == ACTOR_CLASS_PARTNER
|
||||||
if (battleStatus->lastAttackDamage > 0 && gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE && !(target->flags & ACTOR_FLAG_NO_DMG_APPLY)) {
|
&& battleStatus->lastAttackDamage > 0
|
||||||
|
&& gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE
|
||||||
|
&& !(target->flags & ACTOR_FLAG_NO_DMG_APPLY))
|
||||||
|
{
|
||||||
inflict_partner_ko(target, STATUS_DAZE, battleStatus->lastAttackDamage);
|
inflict_partner_ko(target, STATUS_DAZE, battleStatus->lastAttackDamage);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
if (!(target->flags & ACTOR_FLAG_NO_DMG_POPUP)) {
|
if (!(target->flags & ACTOR_FLAG_NO_DMG_POPUP)) {
|
||||||
switch (actorClass) {
|
switch (actorClass) {
|
||||||
case ACTOR_CLASS_PLAYER:
|
case ACTOR_CLASS_PLAYER:
|
||||||
@ -714,7 +734,7 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
play_hit_sound(target, state->goalPos.x, state->goalPos.y, state->goalPos.z, hitSound);
|
play_hit_sound(target, state->goalPos.x, state->goalPos.y, state->goalPos.z, hitSound);
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((battleStatus->lastAttackDamage <= 0 && !statusInflicted2 && !isEnchanted) || targetPart->flags & ACTOR_PART_FLAG_2000) {
|
if ((battleStatus->lastAttackDamage < 1 && !statusInflicted2 && !madeElectricContact) || targetPart->flags & ACTOR_PART_FLAG_2000) {
|
||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -775,20 +795,17 @@ s32 calc_enemy_damage_target(Actor* attacker) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func_80266ADC(target);
|
func_80266ADC(target);
|
||||||
if ((
|
if (attacker->staticStatus != STATUS_STATIC
|
||||||
attacker->staticStatus != STATUS_STATIC
|
&& (target->staticStatus == STATUS_STATIC || targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED)
|
||||||
&& (target->staticStatus == STATUS_STATIC || (targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED))
|
|
||||||
)
|
|
||||||
&& !(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)
|
&& !(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)
|
||||||
&& !(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8)
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SHOCK_CONTACT)
|
||||||
&& (attacker->transparentStatus != STATUS_TRANSPARENT)
|
&& (attacker->transparentStatus != STATUS_TRANSPARENT)
|
||||||
&& !has_enchanted_part(attacker)
|
&& !has_enchanted_part(attacker))
|
||||||
) {
|
{
|
||||||
// enum mismatch? shock vs explode :raised_eyebrow:
|
|
||||||
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
func_80251474(attacker);
|
apply_shock_effect(attacker);
|
||||||
dispatch_damage_event_actor_1(attacker, 1, EVENT_SHOCK_HIT);
|
dispatch_damage_event_actor_1(attacker, 1, EVENT_SHOCK_HIT);
|
||||||
return HIT_RESULT_TRIGGERED_EXPLODE;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
}
|
||||||
|
|
||||||
return hitResult;
|
return hitResult;
|
||||||
@ -827,7 +844,7 @@ s32 dispatch_damage_event_actor(Actor* actor, s32 damageAmount, s32 originalEven
|
|||||||
if (dispatchEvent == EVENT_HIT_COMBO) {
|
if (dispatchEvent == EVENT_HIT_COMBO) {
|
||||||
dispatchEvent = EVENT_HIT;
|
dispatchEvent = EVENT_HIT;
|
||||||
}
|
}
|
||||||
if (dispatchEvent == EVENT_SCRIPTED_IMMUNE) {
|
if (dispatchEvent == EVENT_ZERO_DAMAGE) {
|
||||||
dispatchEvent = EVENT_IMMUNE;
|
dispatchEvent = EVENT_IMMUNE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -2678,46 +2695,46 @@ ApiStatus DropStarPoints(Evt* script, s32 isInitialCall) {
|
|||||||
ApiStatus SetDefenseTable(Evt* script, s32 isInitialCall) {
|
ApiStatus SetDefenseTable(Evt* script, s32 isInitialCall) {
|
||||||
Bytecode* args = script->ptrReadPos;
|
Bytecode* args = script->ptrReadPos;
|
||||||
s32 actorID = evt_get_variable(script, *args++);
|
s32 actorID = evt_get_variable(script, *args++);
|
||||||
s32 partIndex;
|
s32 partIdx;
|
||||||
u32* var2;
|
u32* table;
|
||||||
|
|
||||||
if (actorID == ACTOR_SELF) {
|
if (actorID == ACTOR_SELF) {
|
||||||
actorID = script->owner1.actorID;
|
actorID = script->owner1.actorID;
|
||||||
}
|
}
|
||||||
|
|
||||||
partIndex = evt_get_variable(script, *args++);
|
partIdx = evt_get_variable(script, *args++);
|
||||||
var2 = (u32*) evt_get_variable(script, *args++);
|
table = (u32*) evt_get_variable(script, *args++);
|
||||||
get_actor_part(get_actor(actorID), partIndex)->defenseTable = var2;
|
get_actor_part(get_actor(actorID), partIdx)->defenseTable = table;
|
||||||
return ApiStatus_DONE2;
|
return ApiStatus_DONE2;
|
||||||
}
|
}
|
||||||
|
|
||||||
ApiStatus SetStatusTable(Evt* script, s32 isInitialCall) {
|
ApiStatus SetStatusTable(Evt* script, s32 isInitialCall) {
|
||||||
Bytecode* args = script->ptrReadPos;
|
Bytecode* args = script->ptrReadPos;
|
||||||
s32 actorID = evt_get_variable(script, *args++);
|
s32 actorID = evt_get_variable(script, *args++);
|
||||||
u32* var1;
|
u32* table;
|
||||||
|
|
||||||
if (actorID == ACTOR_SELF) {
|
if (actorID == ACTOR_SELF) {
|
||||||
actorID = script->owner1.actorID;
|
actorID = script->owner1.actorID;
|
||||||
}
|
}
|
||||||
|
|
||||||
var1 = (u32*) evt_get_variable(script, *args++);
|
table = (u32*) evt_get_variable(script, *args++);
|
||||||
get_actor(actorID)->statusTable = var1;
|
get_actor(actorID)->statusTable = table;
|
||||||
return ApiStatus_DONE2;
|
return ApiStatus_DONE2;
|
||||||
}
|
}
|
||||||
|
|
||||||
ApiStatus SetIdleAnimations(Evt* script, s32 isInitialCall) {
|
ApiStatus SetIdleAnimations(Evt* script, s32 isInitialCall) {
|
||||||
Bytecode* args = script->ptrReadPos;
|
Bytecode* args = script->ptrReadPos;
|
||||||
s32 actorID = evt_get_variable(script, *args++);
|
s32 actorID = evt_get_variable(script, *args++);
|
||||||
s32 partIndex;
|
s32 partIdx;
|
||||||
u32* var2;
|
u32* var2;
|
||||||
|
|
||||||
if (actorID == ACTOR_SELF) {
|
if (actorID == ACTOR_SELF) {
|
||||||
actorID = script->owner1.actorID;
|
actorID = script->owner1.actorID;
|
||||||
}
|
}
|
||||||
|
|
||||||
partIndex = evt_get_variable(script, *args++);
|
partIdx = evt_get_variable(script, *args++);
|
||||||
var2 = (u32*) evt_get_variable(script, *args++);
|
var2 = (u32*) evt_get_variable(script, *args++);
|
||||||
get_actor_part(get_actor(actorID), partIndex)->idleAnimations = var2;
|
get_actor_part(get_actor(actorID), partIdx)->idleAnimations = var2;
|
||||||
return ApiStatus_DONE2;
|
return ApiStatus_DONE2;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -2747,7 +2764,6 @@ ApiStatus EnemyDamageTarget(Evt *script, s32 isInitialCall) {
|
|||||||
Actor* actor;
|
Actor* actor;
|
||||||
s32 outVar;
|
s32 outVar;
|
||||||
s32 hitResult;
|
s32 hitResult;
|
||||||
u8 attackStatus;
|
|
||||||
s32 battleStatusFlags1Temp;
|
s32 battleStatusFlags1Temp;
|
||||||
s32 battleFlagsModifier;
|
s32 battleFlagsModifier;
|
||||||
|
|
||||||
@ -2763,7 +2779,7 @@ ApiStatus EnemyDamageTarget(Evt *script, s32 isInitialCall) {
|
|||||||
battleStatus->currentAttackDamage = evt_get_variable(script, *args++);
|
battleStatus->currentAttackDamage = evt_get_variable(script, *args++);
|
||||||
battleFlagsModifier = *args++;
|
battleFlagsModifier = *args++;
|
||||||
|
|
||||||
if (battleFlagsModifier & 0x10) {
|
if (battleFlagsModifier & BS_FLAGS1_10) {
|
||||||
gBattleStatus.flags1 |= BS_FLAGS1_10;
|
gBattleStatus.flags1 |= BS_FLAGS1_10;
|
||||||
gBattleStatus.flags1 &= ~BS_FLAGS1_SP_EVT_ACTIVE;
|
gBattleStatus.flags1 &= ~BS_FLAGS1_SP_EVT_ACTIVE;
|
||||||
} else if (battleFlagsModifier & BS_FLAGS1_SP_EVT_ACTIVE) {
|
} else if (battleFlagsModifier & BS_FLAGS1_SP_EVT_ACTIVE) {
|
||||||
@ -2790,19 +2806,16 @@ ApiStatus EnemyDamageTarget(Evt *script, s32 isInitialCall) {
|
|||||||
gBattleStatus.flags1 &= ~BS_FLAGS1_80;
|
gBattleStatus.flags1 &= ~BS_FLAGS1_80;
|
||||||
}
|
}
|
||||||
|
|
||||||
attackStatus = battleStatus->currentAttackStatus;
|
|
||||||
battleStatus->currentTargetID = actor->targetActorID;
|
battleStatus->currentTargetID = actor->targetActorID;
|
||||||
|
|
||||||
battleStatus->currentTargetPart = actor->targetPartIndex;
|
battleStatus->currentTargetPart = actor->targetPartIndex;
|
||||||
battleStatus->statusChance = attackStatus;
|
|
||||||
|
|
||||||
if ((attackStatus & 0xFF) == 0xFF) {
|
battleStatus->statusChance = battleStatus->currentAttackStatus & 0xFF;
|
||||||
|
if (battleStatus->statusChance == STATUS_CHANCE_NEVER) {
|
||||||
battleStatus->statusChance = 0;
|
battleStatus->statusChance = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
|
||||||
hitResult = calc_enemy_damage_target(actor);
|
|
||||||
|
|
||||||
|
hitResult = calc_enemy_damage_target(actor);
|
||||||
if (hitResult < 0) {
|
if (hitResult < 0) {
|
||||||
return ApiStatus_FINISH;
|
return ApiStatus_FINISH;
|
||||||
}
|
}
|
||||||
@ -2835,7 +2848,7 @@ ApiStatus EnemyFollowupAfflictTarget(Evt* script, s32 isInitialCall) {
|
|||||||
battleStatus->currentTargetPart = actor->targetPartIndex;
|
battleStatus->currentTargetPart = actor->targetPartIndex;
|
||||||
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
battleStatus->statusChance = battleStatus->currentAttackStatus;
|
||||||
|
|
||||||
if (battleStatus->statusChance == 0xFF) {
|
if (battleStatus->statusChance == STATUS_CHANCE_NEVER) {
|
||||||
battleStatus->statusChance = 0;
|
battleStatus->statusChance = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
390
src/1AC760.c
390
src/1AC760.c
@ -3,7 +3,6 @@
|
|||||||
#include "script_api/battle.h"
|
#include "script_api/battle.h"
|
||||||
#include "effects.h"
|
#include "effects.h"
|
||||||
|
|
||||||
s32 calc_partner_damage_enemy(void);
|
|
||||||
s32 dispatch_damage_event_partner_1(s32, s32);
|
s32 dispatch_damage_event_partner_1(s32, s32);
|
||||||
|
|
||||||
void dispatch_event_partner(s32 lastEventType) {
|
void dispatch_event_partner(s32 lastEventType) {
|
||||||
@ -47,7 +46,7 @@ void dispatch_event_partner_continue_turn(s8 lastEventType) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
s32 calc_partner_test_enemy(void) {
|
HitResult calc_partner_test_enemy(void) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
Actor* partner = battleStatus->partnerActor;
|
Actor* partner = battleStatus->partnerActor;
|
||||||
s32 currentTargetID = battleStatus->currentTargetID;
|
s32 currentTargetID = battleStatus->currentTargetID;
|
||||||
@ -60,107 +59,117 @@ s32 calc_partner_test_enemy(void) {
|
|||||||
battleStatus->currentTargetPart2 = battleStatus->currentTargetPart;
|
battleStatus->currentTargetPart2 = battleStatus->currentTargetPart;
|
||||||
target = get_actor(currentTargetID);
|
target = get_actor(currentTargetID);
|
||||||
state = &partner->state;
|
state = &partner->state;
|
||||||
if (target != NULL) {
|
|
||||||
|
if (target == NULL) {
|
||||||
|
return HIT_RESULT_HIT;
|
||||||
|
}
|
||||||
|
|
||||||
part = get_actor_part(target, currentTargetPart);
|
part = get_actor_part(target, currentTargetPart);
|
||||||
ASSERT(part != NULL);
|
ASSERT(part != NULL);
|
||||||
|
|
||||||
if (target->stoneStatus == STATUS_STONE) {
|
if (target->stoneStatus == STATUS_STONE) {
|
||||||
return 8;
|
return HIT_RESULT_IMMUNE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((part->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY) || target->transparentStatus == STATUS_TRANSPARENT) {
|
if ((part->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY) || target->transparentStatus == STATUS_TRANSPARENT) {
|
||||||
return 6;
|
return HIT_RESULT_MISS;
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO not sure about the flags2
|
// check partner jumping on top-spiky enemy (cannot be suppressed)
|
||||||
if ((battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP) &&
|
if ((battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP)
|
||||||
(part->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP) &&
|
&& (part->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP)
|
||||||
!(target->flags2 & ACTOR_FLAG_HP_OFFSET_BELOW))
|
&& !(target->flags2 & ACTOR_FLAG_HP_OFFSET_BELOW)
|
||||||
{
|
) {
|
||||||
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
return 4;
|
return HIT_RESULT_LANDED_ON_SPIKE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_JUMP)) &&
|
// check partner contacting front-spiky enemy
|
||||||
(part->eventFlags & ACTOR_EVENT_FLAG_SPIKY_FRONT) &&
|
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_JUMP))
|
||||||
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_4) &&
|
&& (part->eventFlags & ACTOR_EVENT_FLAG_SPIKY_FRONT)
|
||||||
!player_team_is_ability_active(partner, ABILITY_SPIKE_SHIELD))
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SPIKY_FRONT)
|
||||||
{
|
&& !player_team_is_ability_active(partner, ABILITY_SPIKE_SHIELD)
|
||||||
|
) {
|
||||||
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
|
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
|
||||||
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SMASH)) &&
|
// check partner contacting fiery enemy
|
||||||
(part->eventFlags & ACTOR_EVENT_FLAG_FIREY) &&
|
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SMASH))
|
||||||
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_10))
|
&& (part->eventFlags & ACTOR_EVENT_FLAG_FIREY)
|
||||||
{
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_BURN_CONTACT)
|
||||||
|
) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_damage_event_partner_1(1, EVENT_BURN_CONTACT);
|
dispatch_damage_event_partner_1(1, EVENT_BURN_CONTACT);
|
||||||
dispatch_event_actor(target, EVENT_BURN_TAUNT);
|
dispatch_event_actor(target, EVENT_BURN_TAUNT);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// specifal handling for air lift
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_AIR_LIFT) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_AIR_LIFT) {
|
||||||
|
// check partner airlifting top-spiky enemy
|
||||||
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)) {
|
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)) {
|
||||||
if ((part->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP) &&
|
if ((part->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP)
|
||||||
!(target->flags & ACTOR_FLAG_HP_OFFSET_BELOW) &&
|
&& !(target->flags & ACTOR_FLAG_HP_OFFSET_BELOW)
|
||||||
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_1))
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SPIKY_TOP)
|
||||||
{
|
) {
|
||||||
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
|
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
|
||||||
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) &&
|
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)
|
||||||
(part->eventFlags & ACTOR_EVENT_FLAG_200000) &&
|
&& (part->eventFlags & ACTOR_EVENT_FLAG_200000)
|
||||||
!(target->flags & ACTOR_FLAG_HP_OFFSET_BELOW) &&
|
&& !(target->flags & ACTOR_FLAG_HP_OFFSET_BELOW)
|
||||||
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_80))
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_FLAG_80)
|
||||||
{
|
) {
|
||||||
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
|
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
|
||||||
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// check partner airlifting electrified enemy
|
||||||
if (partner->staticStatus != STATUS_STATIC &&
|
if (partner->staticStatus != STATUS_STATIC &&
|
||||||
(target->staticStatus == STATUS_STATIC || (part->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED)) &&
|
(target->staticStatus == STATUS_STATIC || (part->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED)) &&
|
||||||
!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) &&
|
!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) &&
|
||||||
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8))
|
!(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SHOCK_CONTACT))
|
||||||
{
|
{
|
||||||
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
func_80251474(partner);
|
apply_shock_effect(partner);
|
||||||
dispatch_damage_event_partner_1(1, EVENT_SHOCK_HIT);
|
dispatch_damage_event_partner_1(1, EVENT_SHOCK_HIT);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// check partner airlifting fiery enemy
|
||||||
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SMASH)) &&
|
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SMASH)) &&
|
||||||
(part->eventFlags & ACTOR_EVENT_FLAG_FIREY) &&
|
(part->eventFlags & ACTOR_EVENT_FLAG_FIREY) &&
|
||||||
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_10))
|
!(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_BURN_CONTACT))
|
||||||
{
|
{
|
||||||
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_damage_event_partner_1(1, EVENT_BURN_CONTACT);
|
dispatch_damage_event_partner_1(1, EVENT_BURN_CONTACT);
|
||||||
dispatch_event_actor(target, EVENT_BURN_TAUNT);
|
dispatch_event_actor(target, EVENT_BURN_TAUNT);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
}
|
||||||
dispatch_event_actor(target, EVENT_BEGIN_AIR_LIFT);
|
dispatch_event_actor(target, EVENT_BEGIN_AIR_LIFT);
|
||||||
}
|
}
|
||||||
}
|
return HIT_RESULT_HIT;
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
s32 calc_partner_damage_enemy(void) {
|
HitResult calc_partner_damage_enemy(void) {
|
||||||
BattleStatus* battleStatus = &gBattleStatus;
|
BattleStatus* battleStatus = &gBattleStatus;
|
||||||
Actor* partner = battleStatus->partnerActor;
|
Actor* partner = battleStatus->partnerActor;
|
||||||
s32 currentTargetID = battleStatus->currentTargetID;
|
s32 currentTargetID = battleStatus->currentTargetID;
|
||||||
s32 currentTargetPartID = battleStatus->currentTargetPart;
|
s32 currentTargetPartID = battleStatus->currentTargetPart;
|
||||||
s32 retVal;
|
s32 retVal;
|
||||||
s32 sp2C = FALSE;
|
s32 partImmuneToElement = FALSE;
|
||||||
s32 isFireDamage = FALSE;
|
s32 isFireDamage = FALSE;
|
||||||
s32 isElectricDamage = FALSE;
|
s32 isWaterDamage = FALSE;
|
||||||
|
s32 isShockDamage = FALSE;
|
||||||
s32 isIceDamage = FALSE;
|
s32 isIceDamage = FALSE;
|
||||||
s32 tempBinary = FALSE;
|
s32 tempBinary = FALSE;
|
||||||
s32 wasStatusInflicted = FALSE;
|
s32 wasStatusInflicted = FALSE;
|
||||||
@ -181,7 +190,7 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
state = &partner->state;
|
state = &partner->state;
|
||||||
|
|
||||||
if (target == NULL) {
|
if (target == NULL) {
|
||||||
return 0;
|
return HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
targetPart = get_actor_part(target, currentTargetPartID);
|
targetPart = get_actor_part(target, currentTargetPartID);
|
||||||
@ -192,102 +201,159 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
|
|
||||||
if (gBattleStatus.flags1 & BS_FLAGS1_FORCE_HIT_IMMUNE) {
|
if (gBattleStatus.flags1 & BS_FLAGS1_FORCE_HIT_IMMUNE) {
|
||||||
retVal = 2;
|
retVal = 2;
|
||||||
dispatchEvent = EVENT_SCRIPTED_IMMUNE;
|
dispatchEvent = EVENT_ZERO_DAMAGE;
|
||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
} else {
|
} else {
|
||||||
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY || target->transparentStatus == STATUS_TRANSPARENT ||
|
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY
|
||||||
targetPart->eventFlags & ACTOR_EVENT_FLAG_800 && !(battleStatus->currentAttackElement & DAMAGE_TYPE_QUAKE)) {
|
|| target->transparentStatus == STATUS_TRANSPARENT
|
||||||
return 6;
|
|| (targetPart->eventFlags & ACTOR_EVENT_FLAG_800 && !(battleStatus->currentAttackElement & DAMAGE_TYPE_QUAKE))
|
||||||
|
) {
|
||||||
|
return HIT_RESULT_MISS;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (target->stoneStatus == STATUS_STONE) {
|
if (target->stoneStatus == STATUS_STONE) {
|
||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 1);
|
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 1);
|
||||||
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 0);
|
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 0);
|
||||||
return (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) ? 1 : 0;
|
if (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) {
|
||||||
|
return HIT_RESULT_1;
|
||||||
|
}
|
||||||
|
return HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (targetPart->partFlags3 & battleStatus->currentAttackElement) {
|
if (targetPart->elementalImmunities & battleStatus->currentAttackElement) {
|
||||||
sp2C = 1;
|
partImmuneToElement = TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP && targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP) {
|
// check jumping on spiky enemy
|
||||||
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP
|
||||||
|
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP
|
||||||
|
) {
|
||||||
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
|
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
|
||||||
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
} else if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) && targetPart->eventFlags & ACTOR_EVENT_FLAG_8000) {
|
}
|
||||||
|
|
||||||
|
// check explode on contact
|
||||||
|
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)
|
||||||
|
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_EXPLODE_ON_CONTACT
|
||||||
|
) {
|
||||||
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
|
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
|
||||||
|
|
||||||
if (!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_2)) {
|
if (!(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_EXPLODE_CONTACT)) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_damage_event_partner_1(1, EVENT_BURN_CONTACT);
|
dispatch_damage_event_partner_1(1, EVENT_BURN_CONTACT);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
}
|
||||||
|
|
||||||
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
return (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) ? 1 : 0;
|
if (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) {
|
||||||
} else if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SMASH)) &&
|
return HIT_RESULT_1;
|
||||||
targetPart->eventFlags & ACTOR_EVENT_FLAG_FIREY && !(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_10)) {
|
}
|
||||||
|
return HIT_RESULT_HIT;
|
||||||
|
}
|
||||||
|
|
||||||
|
// check touching fiery enemy
|
||||||
|
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SMASH))
|
||||||
|
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_FIREY
|
||||||
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_BURN_CONTACT)
|
||||||
|
) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_damage_event_partner_1(1, EVENT_BURN_CONTACT);
|
dispatch_damage_event_partner_1(1, EVENT_BURN_CONTACT);
|
||||||
dispatch_event_actor(target, EVENT_BURN_TAUNT);
|
dispatch_event_actor(target, EVENT_BURN_TAUNT);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
} else if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_JUMP)) &&
|
|
||||||
targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_FRONT && !(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_4)) {
|
|
||||||
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
|
||||||
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
|
|
||||||
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
|
||||||
return -1;
|
|
||||||
} else if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE && battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE &&
|
|
||||||
targetPart->eventFlags & (ACTOR_EVENT_FLAG_400 | ACTOR_EVENT_FLAG_EXPLOSIVE)) {
|
|
||||||
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
|
||||||
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
|
|
||||||
return (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) ? 1 : 0;
|
|
||||||
} else if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) && targetPart->eventFlags & ACTOR_EVENT_FLAG_200000 &&
|
|
||||||
!(target->flags & ACTOR_FLAG_HP_OFFSET_BELOW) && !(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_80)) {
|
|
||||||
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
|
||||||
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
|
|
||||||
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
|
||||||
return -1;
|
|
||||||
} else if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) && targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP &&
|
|
||||||
!(target->flags & ACTOR_FLAG_HP_OFFSET_BELOW) && !(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_1)) {
|
|
||||||
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
|
||||||
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
|
|
||||||
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
|
||||||
return -1;
|
|
||||||
} else if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE && battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE &&
|
|
||||||
targetPart->eventFlags & (ACTOR_EVENT_FLAG_400 | ACTOR_EVENT_FLAG_EXPLOSIVE)) {
|
|
||||||
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
|
||||||
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
|
|
||||||
return (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) ? 1 : 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// check touching spiky-front enemy
|
||||||
|
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_JUMP))
|
||||||
|
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_FRONT
|
||||||
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SPIKY_FRONT)
|
||||||
|
) {
|
||||||
|
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
|
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
|
||||||
|
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
||||||
|
return HIT_RESULT_BACKFIRE;
|
||||||
|
}
|
||||||
|
|
||||||
|
// check explode on ignition
|
||||||
|
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE
|
||||||
|
&& battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE
|
||||||
|
&& targetPart->eventFlags & (ACTOR_EVENT_FLAG_400 | ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION)
|
||||||
|
) {
|
||||||
|
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
|
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
|
||||||
|
if (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) {
|
||||||
|
return HIT_RESULT_1;
|
||||||
|
}
|
||||||
|
return HIT_RESULT_HIT;
|
||||||
|
}
|
||||||
|
|
||||||
|
// unknown alternate spiky #1
|
||||||
|
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)
|
||||||
|
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_200000
|
||||||
|
&& !(target->flags & ACTOR_FLAG_HP_OFFSET_BELOW)
|
||||||
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_FLAG_80)
|
||||||
|
) {
|
||||||
|
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
|
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
|
||||||
|
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
||||||
|
return HIT_RESULT_BACKFIRE;
|
||||||
|
}
|
||||||
|
|
||||||
|
// unknown alternate spiky top
|
||||||
|
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)
|
||||||
|
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP
|
||||||
|
&& !(target->flags & ACTOR_FLAG_HP_OFFSET_BELOW)
|
||||||
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SPIKY_TOP)
|
||||||
|
) {
|
||||||
|
sfx_play_sound_at_position(SOUND_108, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
|
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
|
||||||
|
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
|
||||||
|
return HIT_RESULT_BACKFIRE;
|
||||||
|
}
|
||||||
|
|
||||||
|
// check explode on ignition (duplicate of previous check)
|
||||||
|
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE
|
||||||
|
&& battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE
|
||||||
|
&& targetPart->eventFlags & (ACTOR_EVENT_FLAG_400 | ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION)
|
||||||
|
) {
|
||||||
|
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
|
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
|
||||||
|
if (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) {
|
||||||
|
return HIT_RESULT_1;
|
||||||
|
}
|
||||||
|
return HIT_RESULT_HIT;
|
||||||
|
}
|
||||||
|
|
||||||
|
// check shock contact for airlift
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_AIR_LIFT) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_AIR_LIFT) {
|
||||||
if (partner->staticStatus != STATUS_STATIC && (target->staticStatus == STATUS_STATIC ||
|
if (partner->staticStatus != STATUS_STATIC
|
||||||
targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED) && !(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) &&
|
&& (target->staticStatus == STATUS_STATIC || targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED)
|
||||||
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8)) {
|
&& !(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)
|
||||||
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SHOCK_CONTACT)
|
||||||
|
) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
func_80251474(partner);
|
apply_shock_effect(partner);
|
||||||
dispatch_damage_event_partner_1(1, EVENT_SHOCK_HIT);
|
dispatch_damage_event_partner_1(1, EVENT_SHOCK_HIT);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
}
|
||||||
|
return HIT_RESULT_HIT;
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE) {
|
||||||
fx_ring_blast(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f, 1.0f, 0x18);
|
fx_ring_blast(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f, 1.0f, 24);
|
||||||
isFireDamage = TRUE;
|
isFireDamage = TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_ELECTRIC) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_SHOCK) {
|
||||||
func_80251474(target);
|
apply_shock_effect(target);
|
||||||
isElectricDamage = TRUE;
|
isShockDamage = TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_WATER) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_WATER) {
|
||||||
fx_water_splash(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f, 1.0f, 0x18);
|
fx_water_splash(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f, 1.0f, 24);
|
||||||
|
isWaterDamage = TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_ICE) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_ICE) {
|
||||||
@ -295,10 +361,11 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
isIceDamage = TRUE;
|
isIceDamage = TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (partner->staticStatus != STATUS_STATIC && (target->staticStatus == STATUS_STATIC ||
|
if (partner->staticStatus != STATUS_STATIC
|
||||||
targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED) &&
|
&& (target->staticStatus == STATUS_STATIC || targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED)
|
||||||
!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_ELECTRIC)) &&
|
&& !(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SHOCK))
|
||||||
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8)) {
|
&& !(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SHOCK_CONTACT)
|
||||||
|
) {
|
||||||
gBattleStatus.flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
|
gBattleStatus.flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -315,13 +382,13 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
damageDealt = battleStatus->currentAttackDamage + partner->attackBoost;
|
damageDealt = battleStatus->currentAttackDamage + partner->attackBoost;
|
||||||
|
|
||||||
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
|
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_BLAST) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_BLAST
|
||||||
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_EXPLOSIVE) {
|
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION
|
||||||
|
) {
|
||||||
statusChanceOrDefense = 0;
|
statusChanceOrDefense = 0;
|
||||||
damageDealt = target->currentHP;
|
damageDealt = target->currentHP;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_STATUS_ALWAYS_HITS) {
|
if (battleStatus->currentAttackElement & DAMAGE_TYPE_STATUS_ALWAYS_HITS) {
|
||||||
statusChanceOrDefense = 0;
|
statusChanceOrDefense = 0;
|
||||||
@ -368,11 +435,15 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
|
|
||||||
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_STATUS_ALWAYS_HITS)) {
|
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_STATUS_ALWAYS_HITS)) {
|
||||||
retVal = 2;
|
retVal = 2;
|
||||||
dispatchEvent = EVENT_SCRIPTED_IMMUNE;
|
dispatchEvent = EVENT_ZERO_DAMAGE;
|
||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
} else {
|
} else {
|
||||||
retVal = 2;
|
retVal = 2;
|
||||||
dispatchEvent = (target->currentHP <= 0) ? EVENT_DEATH : EVENT_SCRIPTED_IMMUNE;
|
if (target->currentHP < 1) {
|
||||||
|
dispatchEvent = EVENT_DEATH;
|
||||||
|
} else {
|
||||||
|
dispatchEvent = EVENT_ZERO_DAMAGE;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
battleStatus->lastAttackDamage = 0;
|
battleStatus->lastAttackDamage = 0;
|
||||||
@ -383,10 +454,10 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
dispatchEvent = EVENT_HIT_COMBO;
|
dispatchEvent = EVENT_HIT_COMBO;
|
||||||
retVal = 0;
|
retVal = 0;
|
||||||
|
|
||||||
if (!(targetPart->flags & ACTOR_PART_FLAG_2000) && !(gBattleStatus.flags1 & BS_FLAGS1_TUTORIAL_BATTLE) && !sp2C && !(targetPart->targetFlags & ACTOR_PART_FLAG_4)) {
|
if (!(targetPart->flags & ACTOR_PART_FLAG_2000) && !(gBattleStatus.flags1 & BS_FLAGS1_TUTORIAL_BATTLE) && !partImmuneToElement && !(targetPart->targetFlags & ACTOR_PART_FLAG_4)) {
|
||||||
target->currentHP -= damageDealt;
|
target->currentHP -= damageDealt;
|
||||||
|
|
||||||
if (target->currentHP <= 0) {
|
if (target->currentHP < 1) {
|
||||||
target->currentHP = 0;
|
target->currentHP = 0;
|
||||||
dispatchEvent = EVENT_DEATH;
|
dispatchEvent = EVENT_DEATH;
|
||||||
}
|
}
|
||||||
@ -398,20 +469,25 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (targetPart->flags & ACTOR_PART_FLAG_2000) {
|
if (targetPart->flags & ACTOR_PART_FLAG_2000) {
|
||||||
if (partner->staticStatus == STATUS_STATIC || (target->staticStatus != STATUS_STATIC &&
|
if (partner->staticStatus == STATUS_STATIC
|
||||||
!(targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED)) || battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT ||
|
|| !(target->staticStatus == STATUS_STATIC || (targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED))
|
||||||
battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8) {
|
|| battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT
|
||||||
dispatchEvent = (!(gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)) ? EVENT_SCRIPTED_IMMUNE : EVENT_IMMUNE;
|
|| battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SHOCK_CONTACT
|
||||||
|
) {
|
||||||
|
dispatchEvent = (!(gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)) ? EVENT_ZERO_DAMAGE : EVENT_IMMUNE;
|
||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
dispatch_event_actor(target, dispatchEvent);
|
dispatch_event_actor(target, dispatchEvent);
|
||||||
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 3);
|
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 3);
|
||||||
return (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) ? 1 : 0;
|
if (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) {
|
||||||
|
return HIT_RESULT_1;
|
||||||
|
}
|
||||||
|
return HIT_RESULT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
func_80251474(partner);
|
apply_shock_effect(partner);
|
||||||
dispatch_damage_event_partner_1(1, EVENT_SHOCK_HIT);
|
dispatch_damage_event_partner_1(1, EVENT_SHOCK_HIT);
|
||||||
return -1;
|
return HIT_RESULT_BACKFIRE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -420,11 +496,11 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
dispatchEvent = EVENT_HIT;
|
dispatchEvent = EVENT_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (dispatchEvent == EVENT_SCRIPTED_IMMUNE) {
|
if (dispatchEvent == EVENT_ZERO_DAMAGE) {
|
||||||
dispatchEvent = EVENT_IMMUNE;
|
dispatchEvent = EVENT_IMMUNE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (target->currentHP <= 0) {
|
if (target->currentHP < 1) {
|
||||||
if (dispatchEvent == EVENT_IMMUNE) {
|
if (dispatchEvent == EVENT_IMMUNE) {
|
||||||
dispatchEvent = EVENT_DEATH;
|
dispatchEvent = EVENT_DEATH;
|
||||||
}
|
}
|
||||||
@ -457,7 +533,7 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
dispatchEvent = EVENT_POWER_BOUNCE_HIT;
|
dispatchEvent = EVENT_POWER_BOUNCE_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (dispatchEvent == EVENT_SCRIPTED_IMMUNE) {
|
if (dispatchEvent == EVENT_ZERO_DAMAGE) {
|
||||||
dispatchEvent = EVENT_POWER_BOUNCE_HIT;
|
dispatchEvent = EVENT_POWER_BOUNCE_HIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -502,13 +578,15 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!(gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) && battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP &&
|
if (!(gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
targetPart->eventFlags & ACTOR_EVENT_FLAG_FLIPABLE) {
|
&& battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP
|
||||||
|
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_FLIPABLE
|
||||||
|
) {
|
||||||
if (dispatchEvent == EVENT_HIT_COMBO) {
|
if (dispatchEvent == EVENT_HIT_COMBO) {
|
||||||
dispatchEvent = EVENT_FLIP_TRIGGER;
|
dispatchEvent = EVENT_FLIP_TRIGGER;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (dispatchEvent == EVENT_SCRIPTED_IMMUNE) {
|
if (dispatchEvent == EVENT_ZERO_DAMAGE) {
|
||||||
dispatchEvent = EVENT_FLIP_TRIGGER;
|
dispatchEvent = EVENT_FLIP_TRIGGER;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -517,8 +595,10 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
|
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE
|
||||||
if (battleStatus->currentAttackElement & DAMAGE_TYPE_BLAST && targetPart->eventFlags & ACTOR_EVENT_FLAG_EXPLOSIVE) {
|
&& battleStatus->currentAttackElement & DAMAGE_TYPE_BLAST
|
||||||
|
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION
|
||||||
|
) {
|
||||||
if (dispatchEvent == EVENT_DEATH) {
|
if (dispatchEvent == EVENT_DEATH) {
|
||||||
dispatchEvent = EVENT_EXPLODE_TRIGGER;
|
dispatchEvent = EVENT_EXPLODE_TRIGGER;
|
||||||
}
|
}
|
||||||
@ -549,9 +629,13 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
do { // TODO remove this do while
|
do { // TODO remove this do while
|
||||||
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE && battleStatus->lastAttackDamage >= 0 && dispatchEvent != EVENT_DEATH &&
|
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE
|
||||||
dispatchEvent != EVENT_SPIN_SMASH_DEATH &&
|
&& battleStatus->lastAttackDamage >= 0
|
||||||
dispatchEvent != EVENT_EXPLODE_TRIGGER && !(targetPart->targetFlags & ACTOR_PART_FLAG_4)) {
|
&& dispatchEvent != EVENT_DEATH
|
||||||
|
&& dispatchEvent != EVENT_SPIN_SMASH_DEATH
|
||||||
|
&& dispatchEvent != EVENT_EXPLODE_TRIGGER
|
||||||
|
&& !(targetPart->targetFlags & ACTOR_PART_FLAG_4)
|
||||||
|
) {
|
||||||
#define INFLICT_STATUS(STATUS_TYPE) \
|
#define INFLICT_STATUS(STATUS_TYPE) \
|
||||||
if ((battleStatus->currentAttackStatus & STATUS_FLAG_##STATUS_TYPE) && \
|
if ((battleStatus->currentAttackStatus & STATUS_FLAG_##STATUS_TYPE) && \
|
||||||
try_inflict_status(target, STATUS_##STATUS_TYPE, STATUS_##STATUS_TYPE##_TURN_MOD)) { \
|
try_inflict_status(target, STATUS_##STATUS_TYPE, STATUS_##STATUS_TYPE##_TURN_MOD)) { \
|
||||||
@ -581,12 +665,14 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
|
|
||||||
if (battleStatus->currentAttackStatus & STATUS_FLAG_400000) {
|
if (battleStatus->currentAttackStatus & STATUS_FLAG_400000) {
|
||||||
if (rand_int(99) < statusChanceOrDefense) {
|
if (rand_int(99) < statusChanceOrDefense) {
|
||||||
if (!(target->debuff == STATUS_FEAR ||
|
if (!(target->debuff == STATUS_FEAR
|
||||||
target->debuff == STATUS_DIZZY ||
|
|| target->debuff == STATUS_DIZZY
|
||||||
target->debuff == STATUS_PARALYZE ||
|
|| target->debuff == STATUS_PARALYZE
|
||||||
target->debuff == STATUS_SLEEP ||
|
|| target->debuff == STATUS_SLEEP
|
||||||
target->debuff == STATUS_FROZEN ||
|
|| target->debuff == STATUS_FROZEN
|
||||||
target->debuff == STATUS_STOP) && !(target->flags & ACTOR_FLAG_400)) {
|
|| target->debuff == STATUS_STOP)
|
||||||
|
&& !(target->flags & ACTOR_FLAG_400)
|
||||||
|
) {
|
||||||
dispatchEvent = EVENT_SCARE_AWAY;
|
dispatchEvent = EVENT_SCARE_AWAY;
|
||||||
wasStatusInflicted = TRUE;
|
wasStatusInflicted = TRUE;
|
||||||
retVal = 0;
|
retVal = 0;
|
||||||
@ -604,7 +690,7 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (wasStatusInflicted) {
|
if (wasStatusInflicted) {
|
||||||
if (dispatchEvent == EVENT_SCRIPTED_IMMUNE) {
|
if (dispatchEvent == EVENT_ZERO_DAMAGE) {
|
||||||
dispatchEvent = EVENT_HIT_COMBO;
|
dispatchEvent = EVENT_HIT_COMBO;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -615,7 +701,6 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
} while (0);
|
} while (0);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
statusChanceOrDefense = target->actorBlueprint->spookChance;
|
statusChanceOrDefense = target->actorBlueprint->spookChance;
|
||||||
statusChanceOrDefense = (battleStatus->statusChance * statusChanceOrDefense) / 100;
|
statusChanceOrDefense = (battleStatus->statusChance * statusChanceOrDefense) / 100;
|
||||||
@ -651,12 +736,10 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
|
|
||||||
if (!(target->flags & ACTOR_FLAG_NO_DMG_POPUP)) {
|
if (!(target->flags & ACTOR_FLAG_NO_DMG_POPUP)) {
|
||||||
if (battleStatus->lastAttackDamage == 0) {
|
if (battleStatus->lastAttackDamage == 0) {
|
||||||
if (!tempBinary) {
|
if (!tempBinary && !wasStatusInflicted) {
|
||||||
if (!wasStatusInflicted) {
|
|
||||||
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 3);
|
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 3);
|
||||||
}
|
}
|
||||||
}
|
} else if (!partImmuneToElement) {
|
||||||
} else if (!sp2C) {
|
|
||||||
if (battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS | DAMAGE_TYPE_SMASH)) {
|
if (battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS | DAMAGE_TYPE_SMASH)) {
|
||||||
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z, battleStatus->lastAttackDamage, 0);
|
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z, battleStatus->lastAttackDamage, 0);
|
||||||
} else {
|
} else {
|
||||||
@ -688,7 +771,7 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->lastAttackDamage > 0) {
|
if (battleStatus->lastAttackDamage > 0) {
|
||||||
if (sp2C == 0) {
|
if (partImmuneToElement == 0) {
|
||||||
if (partner->actorTypeData1[5] != 0) {
|
if (partner->actorTypeData1[5] != 0) {
|
||||||
sfx_play_sound_at_position(partner->actorTypeData1[5], SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(partner->actorTypeData1[5], SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
}
|
}
|
||||||
@ -697,7 +780,7 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
|
|
||||||
if (isFireDamage) {
|
if (isFireDamage) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
} else if (isElectricDamage) {
|
} else if (isShockDamage) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
} else if (isIceDamage) {
|
} else if (isIceDamage) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_ICE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_ICE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
@ -707,7 +790,10 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (battleStatus->lastAttackDamage <= 0 && !tempBinary && !wasStatusInflicted || targetPart->flags & ACTOR_PART_FLAG_2000) {
|
if (battleStatus->lastAttackDamage < 1
|
||||||
|
&& !(tempBinary || wasStatusInflicted)
|
||||||
|
|| targetPart->flags & ACTOR_PART_FLAG_2000
|
||||||
|
) {
|
||||||
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_IMMUNE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -787,9 +873,9 @@ s32 calc_partner_damage_enemy(void) {
|
|||||||
|
|
||||||
if (partner->staticStatus != STATUS_STATIC && (target->staticStatus == STATUS_STATIC ||
|
if (partner->staticStatus != STATUS_STATIC && (target->staticStatus == STATUS_STATIC ||
|
||||||
targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED) && !(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) &&
|
targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED) && !(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) &&
|
||||||
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8)) {
|
!(battleStatus->currentAttackEventSuppression & SUPPRESS_EVENT_SHOCK_CONTACT)) {
|
||||||
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
sfx_play_sound_at_position(SOUND_HIT_SHOCK, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
|
||||||
func_80251474(partner);
|
apply_shock_effect(partner);
|
||||||
dispatch_damage_event_partner_1(1, EVENT_SHOCK_HIT);
|
dispatch_damage_event_partner_1(1, EVENT_SHOCK_HIT);
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
@ -819,7 +905,7 @@ s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion) {
|
|||||||
oldHP = partner->currentHP;
|
oldHP = partner->currentHP;
|
||||||
|
|
||||||
|
|
||||||
if (partner->currentHP <= 0) {
|
if (partner->currentHP < 1) {
|
||||||
event = EVENT_DEATH;
|
event = EVENT_DEATH;
|
||||||
battleStatus->lastAttackDamage += oldHP;
|
battleStatus->lastAttackDamage += oldHP;
|
||||||
partner->currentHP = 0;
|
partner->currentHP = 0;
|
||||||
@ -832,7 +918,7 @@ s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion) {
|
|||||||
if (event == EVENT_HIT_COMBO) {
|
if (event == EVENT_HIT_COMBO) {
|
||||||
event = EVENT_HIT;
|
event = EVENT_HIT;
|
||||||
}
|
}
|
||||||
if (event == EVENT_SCRIPTED_IMMUNE) {
|
if (event == EVENT_ZERO_DAMAGE) {
|
||||||
event = EVENT_IMMUNE;
|
event = EVENT_IMMUNE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -1000,7 +1086,7 @@ ApiStatus PartnerDamageEnemy(Evt* script, s32 isInitialCall) {
|
|||||||
battleStatus->currentTargetPart = enemy->targetPartIndex;
|
battleStatus->currentTargetPart = enemy->targetPartIndex;
|
||||||
battleStatus->statusChance = statusChance;
|
battleStatus->statusChance = statusChance;
|
||||||
|
|
||||||
if (statusChance == 0xFF) {
|
if (statusChance == STATUS_CHANCE_NEVER) {
|
||||||
battleStatus->statusChance = 0;
|
battleStatus->statusChance = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1077,7 +1163,7 @@ ApiStatus PartnerAfflictEnemy(Evt* script, s32 isInitialCall) {
|
|||||||
battleStatus->currentTargetPart = actor->targetPartIndex;
|
battleStatus->currentTargetPart = actor->targetPartIndex;
|
||||||
battleStatus->statusChance = statusChance;
|
battleStatus->statusChance = statusChance;
|
||||||
|
|
||||||
if (statusChance == 0xFF) {
|
if (statusChance == STATUS_CHANCE_NEVER) {
|
||||||
battleStatus->statusChance = 0;
|
battleStatus->statusChance = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1153,7 +1239,7 @@ ApiStatus PartnerPowerBounceEnemy(Evt* script, s32 isInitialCall) {
|
|||||||
battleStatus->currentTargetPart = actor->targetPartIndex;
|
battleStatus->currentTargetPart = actor->targetPartIndex;
|
||||||
battleStatus->statusChance = statusChance;
|
battleStatus->statusChance = statusChance;
|
||||||
|
|
||||||
if (statusChance == 0xFF) {
|
if (statusChance == STATUS_CHANCE_NEVER) {
|
||||||
battleStatus->statusChance = 0;
|
battleStatus->statusChance = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1234,7 +1320,7 @@ ApiStatus PartnerTestEnemy(Evt* script, s32 isInitialCall) {
|
|||||||
battleStatus->currentTargetPart = enemy->targetPartIndex;
|
battleStatus->currentTargetPart = enemy->targetPartIndex;
|
||||||
battleStatus->statusChance = statusChance;
|
battleStatus->statusChance = statusChance;
|
||||||
|
|
||||||
if (statusChance == 0xFF) {
|
if (statusChance == STATUS_CHANCE_NEVER) {
|
||||||
battleStatus->statusChance = 0;
|
battleStatus->statusChance = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1773,7 +1773,7 @@ EvtScript D_8029B494 = {
|
|||||||
EVT_GOTO(1)
|
EVT_GOTO(1)
|
||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_GOTO(1)
|
EVT_GOTO(1)
|
||||||
EVT_LABEL(10)
|
EVT_LABEL(10)
|
||||||
EVT_CHILD_THREAD
|
EVT_CHILD_THREAD
|
||||||
|
94
src/415D90.c
94
src/415D90.c
@ -1181,15 +1181,15 @@ s32 btl_submenu_moves_update(void) {
|
|||||||
moveX = 20;
|
moveX = 20;
|
||||||
moveY = BattleMenu_Moves_PosY;
|
moveY = BattleMenu_Moves_PosY;
|
||||||
set_window_properties(8, moveX, 186, 280, 32, 20, func_802A4494, NULL, -1);
|
set_window_properties(8, moveX, 186, 280, 32, 20, func_802A4494, NULL, -1);
|
||||||
set_window_update(WINDOW_ID_1, 1);
|
set_window_update(WINDOW_ID_1, WINDOW_UPDATE_SHOW);
|
||||||
if (!BattleMenu_UsingSpiritsSubmenu) {
|
if (!BattleMenu_UsingSpiritsSubmenu) {
|
||||||
set_window_update(WINDOW_ID_2, 1);
|
set_window_update(WINDOW_ID_2, WINDOW_UPDATE_SHOW);
|
||||||
set_window_update(WINDOW_ID_3, 1);
|
set_window_update(WINDOW_ID_3, WINDOW_UPDATE_SHOW);
|
||||||
} else {
|
} else {
|
||||||
set_window_update(WINDOW_ID_4, 1);
|
set_window_update(WINDOW_ID_4, WINDOW_UPDATE_SHOW);
|
||||||
set_window_update(WINDOW_ID_5, 1);
|
set_window_update(WINDOW_ID_5, WINDOW_UPDATE_SHOW);
|
||||||
}
|
}
|
||||||
set_window_update(WINDOW_ID_8, 1);
|
set_window_update(WINDOW_ID_8, WINDOW_UPDATE_SHOW);
|
||||||
|
|
||||||
do {
|
do {
|
||||||
cond = FALSE;
|
cond = FALSE;
|
||||||
@ -1299,15 +1299,15 @@ s32 btl_submenu_moves_update(void) {
|
|||||||
|
|
||||||
hud_element_set_script(BattleMenu_Moves_CursorID, &HES_HandPointer);
|
hud_element_set_script(BattleMenu_Moves_CursorID, &HES_HandPointer);
|
||||||
BattleMenu_Moves_TextColor = MSG_PAL_0D;
|
BattleMenu_Moves_TextColor = MSG_PAL_0D;
|
||||||
set_window_update(WINDOW_ID_1, 4);
|
set_window_update(WINDOW_ID_1, WINDOW_UPDATE_DARKENED);
|
||||||
if (!BattleMenu_UsingSpiritsSubmenu) {
|
if (!BattleMenu_UsingSpiritsSubmenu) {
|
||||||
set_window_update(WINDOW_ID_2, 4);
|
set_window_update(WINDOW_ID_2, WINDOW_UPDATE_DARKENED);
|
||||||
set_window_update(WINDOW_ID_3, 4);
|
set_window_update(WINDOW_ID_3, WINDOW_UPDATE_DARKENED);
|
||||||
} else {
|
} else {
|
||||||
set_window_update(WINDOW_ID_4, 4);
|
set_window_update(WINDOW_ID_4, WINDOW_UPDATE_DARKENED);
|
||||||
set_window_update(WINDOW_ID_5, 4);
|
set_window_update(WINDOW_ID_5, WINDOW_UPDATE_DARKENED);
|
||||||
}
|
}
|
||||||
set_window_update(WINDOW_ID_8, 2);
|
set_window_update(WINDOW_ID_8, WINDOW_UPDATE_HIDE);
|
||||||
if (!BattleMenu_UsingSpiritsSubmenu) {
|
if (!BattleMenu_UsingSpiritsSubmenu) {
|
||||||
status_menu_stop_blinking_fp();
|
status_menu_stop_blinking_fp();
|
||||||
} else {
|
} else {
|
||||||
@ -1323,15 +1323,15 @@ s32 btl_submenu_moves_update(void) {
|
|||||||
}
|
}
|
||||||
return 255;
|
return 255;
|
||||||
case BTL_SUBMENU_MOVES_STATE_UNK_A:
|
case BTL_SUBMENU_MOVES_STATE_UNK_A:
|
||||||
set_window_update(WINDOW_ID_1, 2);
|
set_window_update(WINDOW_ID_1, WINDOW_UPDATE_HIDE);
|
||||||
if (!BattleMenu_UsingSpiritsSubmenu) {
|
if (!BattleMenu_UsingSpiritsSubmenu) {
|
||||||
set_window_update(WINDOW_ID_2, 2);
|
set_window_update(WINDOW_ID_2, WINDOW_UPDATE_HIDE);
|
||||||
set_window_update(WINDOW_ID_3, 2);
|
set_window_update(WINDOW_ID_3, WINDOW_UPDATE_HIDE);
|
||||||
} else {
|
} else {
|
||||||
set_window_update(WINDOW_ID_4, 2);
|
set_window_update(WINDOW_ID_4, WINDOW_UPDATE_HIDE);
|
||||||
set_window_update(WINDOW_ID_5, 2);
|
set_window_update(WINDOW_ID_5, WINDOW_UPDATE_HIDE);
|
||||||
}
|
}
|
||||||
set_window_update(WINDOW_ID_8, 2);
|
set_window_update(WINDOW_ID_8, WINDOW_UPDATE_HIDE);
|
||||||
if (!BattleMenu_UsingSpiritsSubmenu) {
|
if (!BattleMenu_UsingSpiritsSubmenu) {
|
||||||
status_menu_stop_blinking_fp();
|
status_menu_stop_blinking_fp();
|
||||||
} else {
|
} else {
|
||||||
@ -1344,28 +1344,28 @@ s32 btl_submenu_moves_update(void) {
|
|||||||
battle_menu_moveOptionActive = battle_menu_moveCursorPos;
|
battle_menu_moveOptionActive = battle_menu_moveCursorPos;
|
||||||
return BattleMenu_Moves_OptionIndexMap[battle_menu_moveCursorPos] + 1;
|
return BattleMenu_Moves_OptionIndexMap[battle_menu_moveCursorPos] + 1;
|
||||||
case BTL_SUBMENU_MOVES_STATE_UNK_14:
|
case BTL_SUBMENU_MOVES_STATE_UNK_14:
|
||||||
set_window_update(WINDOW_ID_1, 1);
|
set_window_update(WINDOW_ID_1, WINDOW_UPDATE_SHOW);
|
||||||
if (!BattleMenu_UsingSpiritsSubmenu) {
|
if (!BattleMenu_UsingSpiritsSubmenu) {
|
||||||
set_window_update(WINDOW_ID_2, 1);
|
set_window_update(WINDOW_ID_2, WINDOW_UPDATE_SHOW);
|
||||||
set_window_update(WINDOW_ID_3, 1);
|
set_window_update(WINDOW_ID_3, WINDOW_UPDATE_SHOW);
|
||||||
} else {
|
} else {
|
||||||
set_window_update(WINDOW_ID_4, 1);
|
set_window_update(WINDOW_ID_4, WINDOW_UPDATE_SHOW);
|
||||||
set_window_update(WINDOW_ID_5, 1);
|
set_window_update(WINDOW_ID_5, WINDOW_UPDATE_SHOW);
|
||||||
}
|
}
|
||||||
set_window_update(WINDOW_ID_8, 1);
|
set_window_update(WINDOW_ID_8, WINDOW_UPDATE_SHOW);
|
||||||
battle_menu_moveState = BTL_SUBMENU_MOVES_STATE_UNK_1;
|
battle_menu_moveState = BTL_SUBMENU_MOVES_STATE_UNK_1;
|
||||||
battle_menu_moveOptionActive = battle_menu_moveCursorPos;
|
battle_menu_moveOptionActive = battle_menu_moveCursorPos;
|
||||||
return BattleMenu_Moves_OptionIndexMap[battle_menu_moveCursorPos] + 1;
|
return BattleMenu_Moves_OptionIndexMap[battle_menu_moveCursorPos] + 1;
|
||||||
case BTL_SUBMENU_MOVES_STATE_UNK_1E:
|
case BTL_SUBMENU_MOVES_STATE_UNK_1E:
|
||||||
set_window_update(WINDOW_ID_1, 9);
|
set_window_update(WINDOW_ID_1, WINDOW_UPDATE_9);
|
||||||
if (!BattleMenu_UsingSpiritsSubmenu) {
|
if (!BattleMenu_UsingSpiritsSubmenu) {
|
||||||
set_window_update(WINDOW_ID_2, 9);
|
set_window_update(WINDOW_ID_2, WINDOW_UPDATE_9);
|
||||||
set_window_update(WINDOW_ID_3, 9);
|
set_window_update(WINDOW_ID_3, WINDOW_UPDATE_9);
|
||||||
} else {
|
} else {
|
||||||
set_window_update(WINDOW_ID_4, 9);
|
set_window_update(WINDOW_ID_4, WINDOW_UPDATE_9);
|
||||||
set_window_update(WINDOW_ID_5, 9);
|
set_window_update(WINDOW_ID_5, WINDOW_UPDATE_9);
|
||||||
}
|
}
|
||||||
set_window_update(WINDOW_ID_8, 2);
|
set_window_update(WINDOW_ID_8, WINDOW_UPDATE_HIDE);
|
||||||
battle_menu_moveState = BTL_SUBMENU_MOVES_STATE_UNK_NEGATIVE_ONE;
|
battle_menu_moveState = BTL_SUBMENU_MOVES_STATE_UNK_NEGATIVE_ONE;
|
||||||
break;
|
break;
|
||||||
case BTL_SUBMENU_MOVES_STATE_UNK_28:
|
case BTL_SUBMENU_MOVES_STATE_UNK_28:
|
||||||
@ -1373,15 +1373,15 @@ s32 btl_submenu_moves_update(void) {
|
|||||||
battle_menu_moveState = BTL_SUBMENU_MOVES_STATE_UNK_29;
|
battle_menu_moveState = BTL_SUBMENU_MOVES_STATE_UNK_29;
|
||||||
return -1;
|
return -1;
|
||||||
case BTL_SUBMENU_MOVES_STATE_UNK_29:
|
case BTL_SUBMENU_MOVES_STATE_UNK_29:
|
||||||
set_window_update(WINDOW_ID_1, 2);
|
set_window_update(WINDOW_ID_1, WINDOW_UPDATE_HIDE);
|
||||||
if (!BattleMenu_UsingSpiritsSubmenu) {
|
if (!BattleMenu_UsingSpiritsSubmenu) {
|
||||||
set_window_update(WINDOW_ID_2, 2);
|
set_window_update(WINDOW_ID_2, WINDOW_UPDATE_HIDE);
|
||||||
set_window_update(WINDOW_ID_3, 2);
|
set_window_update(WINDOW_ID_3, WINDOW_UPDATE_HIDE);
|
||||||
} else {
|
} else {
|
||||||
set_window_update(WINDOW_ID_4, 2);
|
set_window_update(WINDOW_ID_4, WINDOW_UPDATE_HIDE);
|
||||||
set_window_update(WINDOW_ID_5, 2);
|
set_window_update(WINDOW_ID_5, WINDOW_UPDATE_HIDE);
|
||||||
}
|
}
|
||||||
set_window_update(WINDOW_ID_8, 2);
|
set_window_update(WINDOW_ID_8, WINDOW_UPDATE_HIDE);
|
||||||
|
|
||||||
msgID = MSG_Menus_Battle_CantSelectNow;
|
msgID = MSG_Menus_Battle_CantSelectNow;
|
||||||
if (D_802AD258 == 0) {
|
if (D_802AD258 == 0) {
|
||||||
@ -1395,7 +1395,7 @@ s32 btl_submenu_moves_update(void) {
|
|||||||
msgWidth = get_msg_width(msgID, 0) + 23;
|
msgWidth = get_msg_width(msgID, 0) + 23;
|
||||||
moveX = (SCREEN_WIDTH / 2) - (msgWidth / 2);
|
moveX = (SCREEN_WIDTH / 2) - (msgWidth / 2);
|
||||||
set_window_properties(9, moveX, 80, msgWidth, D_802AB340[get_msg_lines(msgID) - 1], 20, func_802A4534, NULL, -1);
|
set_window_properties(9, moveX, 80, msgWidth, D_802AB340[get_msg_lines(msgID) - 1], 20, func_802A4534, NULL, -1);
|
||||||
set_window_update(WINDOW_ID_9, 1);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_SHOW);
|
||||||
D_802AD10B = 60;
|
D_802AD10B = 60;
|
||||||
battle_menu_moveState = BTL_SUBMENU_MOVES_STATE_UNK_2A;
|
battle_menu_moveState = BTL_SUBMENU_MOVES_STATE_UNK_2A;
|
||||||
return -1;
|
return -1;
|
||||||
@ -1407,16 +1407,16 @@ s32 btl_submenu_moves_update(void) {
|
|||||||
D_802AD10B--;
|
D_802AD10B--;
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
set_window_update(WINDOW_ID_9, 2);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_HIDE);
|
||||||
set_window_update(WINDOW_ID_1, 1);
|
set_window_update(WINDOW_ID_1, WINDOW_UPDATE_SHOW);
|
||||||
if (!BattleMenu_UsingSpiritsSubmenu) {
|
if (!BattleMenu_UsingSpiritsSubmenu) {
|
||||||
set_window_update(WINDOW_ID_2, 1);
|
set_window_update(WINDOW_ID_2, WINDOW_UPDATE_SHOW);
|
||||||
set_window_update(WINDOW_ID_3, 1);
|
set_window_update(WINDOW_ID_3, WINDOW_UPDATE_SHOW);
|
||||||
} else {
|
} else {
|
||||||
set_window_update(WINDOW_ID_4, 1);
|
set_window_update(WINDOW_ID_4, WINDOW_UPDATE_SHOW);
|
||||||
set_window_update(WINDOW_ID_5, 1);
|
set_window_update(WINDOW_ID_5, WINDOW_UPDATE_SHOW);
|
||||||
}
|
}
|
||||||
set_window_update(WINDOW_ID_8, 1);
|
set_window_update(WINDOW_ID_8, WINDOW_UPDATE_SHOW);
|
||||||
battle_menu_moveState = BTL_SUBMENU_MOVES_STATE_UNK_1;
|
battle_menu_moveState = BTL_SUBMENU_MOVES_STATE_UNK_1;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -1930,8 +1930,8 @@ s32 func_802A4A54(void) {
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
width = get_msg_width(msgID, 0) + 23;
|
width = get_msg_width(msgID, 0) + 23;
|
||||||
set_window_properties(WINDOW_ID_9, (SCREEN_WIDTH / 2) - (width / 2), 80, width, 28, 20, func_802A57C8, NULL, -1);
|
set_window_properties(WINDOW_ID_BATTLE_POPUP, (SCREEN_WIDTH / 2) - (width / 2), 80, width, 28, 20, func_802A57C8, NULL, -1);
|
||||||
set_window_update(WINDOW_ID_9, 1);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_SHOW);
|
||||||
D_802AD612 = 60;
|
D_802AD612 = 60;
|
||||||
BattleSubmenuStratsState = 42;
|
BattleSubmenuStratsState = 42;
|
||||||
return -1;
|
return -1;
|
||||||
@ -1943,7 +1943,7 @@ s32 func_802A4A54(void) {
|
|||||||
D_802AD612--;
|
D_802AD612--;
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
set_window_update(WINDOW_ID_9, WINDOW_UPDATE_HIDE);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_HIDE);
|
||||||
set_window_update(WINDOW_ID_6, WINDOW_UPDATE_SHOW);
|
set_window_update(WINDOW_ID_6, WINDOW_UPDATE_SHOW);
|
||||||
set_window_update(WINDOW_ID_7, WINDOW_UPDATE_SHOW);
|
set_window_update(WINDOW_ID_7, WINDOW_UPDATE_SHOW);
|
||||||
set_window_update(WINDOW_ID_8, WINDOW_UPDATE_SHOW);
|
set_window_update(WINDOW_ID_8, WINDOW_UPDATE_SHOW);
|
||||||
|
@ -635,7 +635,7 @@ Npc* peach_make_disguise_npc(s32 peachDisguise) {
|
|||||||
bpPtr->onUpdate = NULL;
|
bpPtr->onUpdate = NULL;
|
||||||
bpPtr->onRender = NULL;
|
bpPtr->onRender = NULL;
|
||||||
|
|
||||||
PeachDisguiseNpcIndex = _create_npc_standard(bpPtr, PeachDisguiseExtraAnims[playerStatus->peachDisguise]);
|
PeachDisguiseNpcIndex = create_standard_npc(bpPtr, PeachDisguiseExtraAnims[playerStatus->peachDisguise]);
|
||||||
npc = get_npc_by_index(PeachDisguiseNpcIndex);
|
npc = get_npc_by_index(PeachDisguiseNpcIndex);
|
||||||
|
|
||||||
disable_npc_shadow(npc);
|
disable_npc_shadow(npc);
|
||||||
|
@ -113,7 +113,7 @@ void hide_popup_menu(void) {
|
|||||||
set_window_update(WINDOW_ID_14, (s32) basic_hidden_window_update);
|
set_window_update(WINDOW_ID_14, (s32) basic_hidden_window_update);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
set_window_update(WINDOW_ID_21, 2);
|
set_window_update(WINDOW_ID_21, WINDOW_UPDATE_HIDE);
|
||||||
} else {
|
} else {
|
||||||
switch (gPopupMenu->popupType) {
|
switch (gPopupMenu->popupType) {
|
||||||
case POPUP_MENU_USE_ITEM:
|
case POPUP_MENU_USE_ITEM:
|
||||||
@ -127,13 +127,13 @@ void hide_popup_menu(void) {
|
|||||||
case POPUP_MENU_READ_LETTER:
|
case POPUP_MENU_READ_LETTER:
|
||||||
case POPUP_MENU_TAKE_FROM_CHEST:
|
case POPUP_MENU_TAKE_FROM_CHEST:
|
||||||
case POPUP_MENU_USEKEY:
|
case POPUP_MENU_USEKEY:
|
||||||
set_window_update(WINDOW_ID_14, 2);
|
set_window_update(WINDOW_ID_14, WINDOW_UPDATE_HIDE);
|
||||||
set_window_update(WINDOW_ID_19, 2);
|
set_window_update(WINDOW_ID_19, WINDOW_UPDATE_HIDE);
|
||||||
break;
|
break;
|
||||||
case POPUP_MENU_READ_DIARY_PAGE:
|
case POPUP_MENU_READ_DIARY_PAGE:
|
||||||
case POPUP_MENU_READ_POSTCARD:
|
case POPUP_MENU_READ_POSTCARD:
|
||||||
case POPUP_MENU_POST_OFFICE:
|
case POPUP_MENU_POST_OFFICE:
|
||||||
set_window_update(WINDOW_ID_14, 2);
|
set_window_update(WINDOW_ID_14, WINDOW_UPDATE_HIDE);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -235,18 +235,18 @@ void func_800F16CC(void) {
|
|||||||
case POPUP_MENU_READ_LETTER:
|
case POPUP_MENU_READ_LETTER:
|
||||||
case POPUP_MENU_TAKE_FROM_CHEST:
|
case POPUP_MENU_TAKE_FROM_CHEST:
|
||||||
case POPUP_MENU_USEKEY:
|
case POPUP_MENU_USEKEY:
|
||||||
set_window_update(WINDOW_ID_14, 1);
|
set_window_update(WINDOW_ID_14, WINDOW_UPDATE_SHOW);
|
||||||
set_window_update(WINDOW_ID_19, 1);
|
set_window_update(WINDOW_ID_19, WINDOW_UPDATE_SHOW);
|
||||||
break;
|
break;
|
||||||
case POPUP_MENU_SWITCH_PARTNER:
|
case POPUP_MENU_SWITCH_PARTNER:
|
||||||
case POPUP_MENU_UPGRADE_PARTNER:
|
case POPUP_MENU_UPGRADE_PARTNER:
|
||||||
set_window_update(WINDOW_ID_14, 1);
|
set_window_update(WINDOW_ID_14, WINDOW_UPDATE_SHOW);
|
||||||
set_window_update(WINDOW_ID_19, 1);
|
set_window_update(WINDOW_ID_19, WINDOW_UPDATE_SHOW);
|
||||||
break;
|
break;
|
||||||
case POPUP_MENU_READ_DIARY_PAGE:
|
case POPUP_MENU_READ_DIARY_PAGE:
|
||||||
case POPUP_MENU_READ_POSTCARD:
|
case POPUP_MENU_READ_POSTCARD:
|
||||||
case POPUP_MENU_POST_OFFICE:
|
case POPUP_MENU_POST_OFFICE:
|
||||||
set_window_update(WINDOW_ID_14, 1);
|
set_window_update(WINDOW_ID_14, WINDOW_UPDATE_SHOW);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -849,8 +849,8 @@ s32 popup_menu_update(void) {
|
|||||||
set_window_update(WINDOW_ID_21, WINDOW_UPDATE_HIDE);
|
set_window_update(WINDOW_ID_21, WINDOW_UPDATE_HIDE);
|
||||||
}
|
}
|
||||||
width = get_msg_width(MSG_Menus_006B, 0) + 23;
|
width = get_msg_width(MSG_Menus_006B, 0) + 23;
|
||||||
set_window_properties(WINDOW_ID_9, 160 - (width / 2), 0x50, width, 0x28, 0x14, func_800F4CF0, NULL, -1);
|
set_window_properties(WINDOW_ID_BATTLE_POPUP, 160 - (width / 2), 0x50, width, 0x28, 0x14, func_800F4CF0, NULL, -1);
|
||||||
set_window_update(WINDOW_ID_9, WINDOW_UPDATE_SHOW);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_SHOW);
|
||||||
D_8010D644 = 0x3C;
|
D_8010D644 = 0x3C;
|
||||||
D_8010D640 = 0x20;
|
D_8010D640 = 0x20;
|
||||||
return 0;
|
return 0;
|
||||||
@ -862,7 +862,7 @@ s32 popup_menu_update(void) {
|
|||||||
D_8010D644--;
|
D_8010D644--;
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
set_window_update(WINDOW_ID_9, WINDOW_UPDATE_HIDE);
|
set_window_update(WINDOW_ID_BATTLE_POPUP, WINDOW_UPDATE_HIDE);
|
||||||
set_window_update(WINDOW_ID_14, WINDOW_UPDATE_SHOW);
|
set_window_update(WINDOW_ID_14, WINDOW_UPDATE_SHOW);
|
||||||
set_window_update(WINDOW_ID_19, WINDOW_UPDATE_SHOW);
|
set_window_update(WINDOW_ID_19, WINDOW_UPDATE_SHOW);
|
||||||
if (D_8010D68E) {
|
if (D_8010D68E) {
|
||||||
|
@ -1869,7 +1869,7 @@ ApiStatus GetPartEventFlags(Evt* script, s32 isInitialCall) {
|
|||||||
return ApiStatus_DONE2;
|
return ApiStatus_DONE2;
|
||||||
}
|
}
|
||||||
|
|
||||||
ApiStatus func_8026D51C(Evt* script, s32 isInitialCall) {
|
ApiStatus SetPartImmunityFlags(Evt* script, s32 isInitialCall) {
|
||||||
Bytecode* args = script->ptrReadPos;
|
Bytecode* args = script->ptrReadPos;
|
||||||
s32 actorID = evt_get_variable(script, *args++);
|
s32 actorID = evt_get_variable(script, *args++);
|
||||||
ActorPart* actorPart;
|
ActorPart* actorPart;
|
||||||
@ -1883,16 +1883,17 @@ ApiStatus func_8026D51C(Evt* script, s32 isInitialCall) {
|
|||||||
partIndex = evt_get_variable(script, *args++);
|
partIndex = evt_get_variable(script, *args++);
|
||||||
flagBits = *args++;
|
flagBits = *args++;
|
||||||
|
|
||||||
get_actor_part(get_actor(actorID), partIndex)->partFlags3 = flagBits;
|
get_actor_part(get_actor(actorID), partIndex)->elementalImmunities = flagBits;
|
||||||
|
|
||||||
return ApiStatus_DONE2;
|
return ApiStatus_DONE2;
|
||||||
}
|
}
|
||||||
|
|
||||||
ApiStatus func_8026D5A4(Evt* script, s32 isInitialCall) {
|
ApiStatus SetPartImmunityBits(Evt* script, s32 isInitialCall) {
|
||||||
Bytecode* args = script->ptrReadPos;
|
Bytecode* args = script->ptrReadPos;
|
||||||
s32 actorID = evt_get_variable(script, *args++);
|
s32 actorID = evt_get_variable(script, *args++);
|
||||||
|
Actor* actor;
|
||||||
ActorPart* actorPart;
|
ActorPart* actorPart;
|
||||||
s32 partIndex;
|
s32 partIdx;
|
||||||
s32 flagBits;
|
s32 flagBits;
|
||||||
s32 mode;
|
s32 mode;
|
||||||
|
|
||||||
@ -1900,16 +1901,17 @@ ApiStatus func_8026D5A4(Evt* script, s32 isInitialCall) {
|
|||||||
actorID = script->owner1.actorID;
|
actorID = script->owner1.actorID;
|
||||||
}
|
}
|
||||||
|
|
||||||
partIndex = evt_get_variable(script, *args++);
|
partIdx = evt_get_variable(script, *args++);
|
||||||
flagBits = *args++;
|
flagBits = *args++;
|
||||||
mode = evt_get_variable(script, *args++);
|
mode = evt_get_variable(script, *args++);
|
||||||
|
|
||||||
actorPart = get_actor_part(get_actor(actorID), partIndex);
|
actor = get_actor(actorID);
|
||||||
|
actorPart = get_actor_part(actor, partIdx);
|
||||||
|
|
||||||
if (mode != 0) {
|
if (mode != 0) {
|
||||||
actorPart->partFlags3 |= flagBits;
|
actorPart->elementalImmunities |= flagBits;
|
||||||
} else {
|
} else {
|
||||||
actorPart->partFlags3 &= ~flagBits;
|
actorPart->elementalImmunities &= ~flagBits;
|
||||||
}
|
}
|
||||||
|
|
||||||
return ApiStatus_DONE2;
|
return ApiStatus_DONE2;
|
||||||
@ -3117,7 +3119,7 @@ ApiStatus ShowShockEffect(Evt* script, s32 isInitialCall) {
|
|||||||
actorID = script->owner1.actorID;
|
actorID = script->owner1.actorID;
|
||||||
}
|
}
|
||||||
|
|
||||||
func_80251474(get_actor(actorID));
|
apply_shock_effect(get_actor(actorID));
|
||||||
return ApiStatus_DONE2;
|
return ApiStatus_DONE2;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -68,7 +68,7 @@ ApiStatus N(init)(Evt* script, s32 isInitialCall) {
|
|||||||
hud_element_set_flags(id, HUD_ELEMENT_FLAG_80 | HUD_ELEMENT_FLAG_DISABLED);
|
hud_element_set_flags(id, HUD_ELEMENT_FLAG_80 | HUD_ELEMENT_FLAG_DISABLED);
|
||||||
hud_element_set_render_pos(id, actionCommandStatus->hudPosX, actionCommandStatus->hudPosY);
|
hud_element_set_render_pos(id, actionCommandStatus->hudPosX, actionCommandStatus->hudPosY);
|
||||||
hud_element_set_render_depth(id, 0);
|
hud_element_set_render_depth(id, 0);
|
||||||
hud_element_set_alpha(id, 0xFF);
|
hud_element_set_alpha(id, 255);
|
||||||
|
|
||||||
return ApiStatus_DONE2;
|
return ApiStatus_DONE2;
|
||||||
}
|
}
|
||||||
|
@ -253,7 +253,7 @@ EvtScript N(80220DC0) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 8, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 8, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 16, 0)
|
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 16, 0)
|
||||||
@ -461,7 +461,7 @@ EvtScript N(handleEvent_80222140) = {
|
|||||||
EVT_CASE_FLAG(DAMAGE_TYPE_BLAST)
|
EVT_CASE_FLAG(DAMAGE_TYPE_BLAST)
|
||||||
EVT_EXEC_WAIT(N(80221DE0))
|
EVT_EXEC_WAIT(N(80221DE0))
|
||||||
EVT_CASE_DEFAULT
|
EVT_CASE_DEFAULT
|
||||||
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLOSIVE, 1)
|
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION, 1)
|
||||||
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
|
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
|
||||||
EVT_IF_EQ(LVar0, 1)
|
EVT_IF_EQ(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -474,7 +474,7 @@ EvtScript N(handleEvent_80222140) = {
|
|||||||
EVT_SET_CONST(LVar2, -1)
|
EVT_SET_CONST(LVar2, -1)
|
||||||
EVT_EXEC_WAIT(DoBurnHit)
|
EVT_EXEC_WAIT(DoBurnHit)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLOSIVE, 0)
|
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION, 0)
|
||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_CASE_EQ(EVENT_BURN_DEATH)
|
EVT_CASE_EQ(EVENT_BURN_DEATH)
|
||||||
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
|
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
|
||||||
@ -591,7 +591,7 @@ EvtScript N(handleEvent_80222140) = {
|
|||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(PlayEffect, EFFECT_LENS_FLARE, 0, LVar0, LVar1, LVar2, 20, 0, 0, 0, 0, 0, 0, 0, 0)
|
EVT_CALL(PlayEffect, EFFECT_LENS_FLARE, 0, LVar0, LVar1, LVar2, 20, 0, 0, 0, 0, 0, 0, 0, 0)
|
||||||
EVT_WAIT(20)
|
EVT_WAIT(20)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
|
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
|
||||||
@ -804,7 +804,7 @@ EvtScript N(80223310) = {
|
|||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_ADD(LVar0, 15)
|
EVT_ADD(LVar0, 15)
|
||||||
|
@ -326,7 +326,7 @@ EvtScript N(8021B678) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 8, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 8, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
@ -598,7 +598,7 @@ EvtScript N(handleEvent_8021C9C4) = {
|
|||||||
EVT_SET_CONST(LVar0, 2)
|
EVT_SET_CONST(LVar0, 2)
|
||||||
EVT_SET_CONST(LVar1, ANIM_Paragoomba_Hyper_Idle)
|
EVT_SET_CONST(LVar1, ANIM_Paragoomba_Hyper_Idle)
|
||||||
EVT_EXEC_WAIT(DoImmune)
|
EVT_EXEC_WAIT(DoImmune)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 2)
|
EVT_SET_CONST(LVar0, 2)
|
||||||
@ -741,7 +741,7 @@ EvtScript N(takeTurn_8021D1DC) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 10, 0)
|
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 10, 0)
|
||||||
@ -1000,7 +1000,7 @@ EvtScript N(8021E218) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 8, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 8, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
|
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
|
||||||
EVT_SET(LVar0, 80)
|
EVT_SET(LVar0, 80)
|
||||||
@ -1264,7 +1264,7 @@ EvtScript N(handleEvent_8021F41C) = {
|
|||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_Goomba_Hyper_Idle)
|
EVT_SET_CONST(LVar1, ANIM_Goomba_Hyper_Idle)
|
||||||
EVT_EXEC_WAIT(DoImmune)
|
EVT_EXEC_WAIT(DoImmune)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -1452,7 +1452,7 @@ EvtScript N(takeTurn_8021FE6C) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
|
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
|
||||||
EVT_WAIT(1)
|
EVT_WAIT(1)
|
||||||
|
@ -234,7 +234,7 @@ EvtScript N(802189D4) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 8, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 8, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
|
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
|
||||||
EVT_SET(LVar0, 80)
|
EVT_SET(LVar0, 80)
|
||||||
@ -498,7 +498,7 @@ EvtScript N(handleEvent_80219BD8) = {
|
|||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_Goomba_Hyper_Idle)
|
EVT_SET_CONST(LVar1, ANIM_Goomba_Hyper_Idle)
|
||||||
EVT_EXEC_WAIT(DoImmune)
|
EVT_EXEC_WAIT(DoImmune)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -686,7 +686,7 @@ EvtScript N(takeTurn_8021A628) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
|
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
|
||||||
EVT_WAIT(1)
|
EVT_WAIT(1)
|
||||||
|
@ -207,7 +207,7 @@ EvtScript N(handleEvent_802260D0) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim14)
|
EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim14)
|
||||||
EVT_EXEC_WAIT(DoJumpBack)
|
EVT_EXEC_WAIT(DoJumpBack)
|
||||||
EVT_EXEC_WAIT(N(80225FD4))
|
EVT_EXEC_WAIT(N(80225FD4))
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -336,7 +336,7 @@ EvtScript N(80226558) = {
|
|||||||
EVT_CALL(MoveBattleCamOver, 30)
|
EVT_CALL(MoveBattleCamOver, 30)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_WAIT(30)
|
EVT_WAIT(30)
|
||||||
EVT_SET(LVar1, 7012353)
|
EVT_SET(LVar1, 7012353)
|
||||||
EVT_EXEC_WAIT(N(80225F8C))
|
EVT_EXEC_WAIT(N(80225F8C))
|
||||||
@ -443,7 +443,7 @@ EvtScript N(80226B88) = {
|
|||||||
EVT_CALL(MoveBattleCamOver, 30)
|
EVT_CALL(MoveBattleCamOver, 30)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
|
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
|
||||||
EVT_IF_FLAG(LVar5, STATUS_FLAG_SHRINK)
|
EVT_IF_FLAG(LVar5, STATUS_FLAG_SHRINK)
|
||||||
EVT_GOTO(1)
|
EVT_GOTO(1)
|
||||||
|
@ -227,7 +227,7 @@ EvtScript N(handleEvent_80224038) = {
|
|||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TubbasHeart_Anim03)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TubbasHeart_Anim03)
|
||||||
EVT_EXEC_WAIT(N(802244DC))
|
EVT_EXEC_WAIT(N(802244DC))
|
||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET(LVar1, 7077889)
|
EVT_SET(LVar1, 7077889)
|
||||||
@ -449,7 +449,7 @@ EvtScript N(80224B3C) = {
|
|||||||
EVT_SET(LVarF, LVar0)
|
EVT_SET(LVarF, LVar0)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TubbasHeart_Anim01)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TubbasHeart_Anim01)
|
||||||
|
@ -249,7 +249,7 @@ EvtScript N(handleEvent_80219338) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim14)
|
EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim14)
|
||||||
EVT_EXEC_WAIT(DoJumpBack)
|
EVT_EXEC_WAIT(DoJumpBack)
|
||||||
EVT_EXEC_WAIT(N(80219238))
|
EVT_EXEC_WAIT(N(80219238))
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_EXEC_WAIT(N(802192E0))
|
EVT_EXEC_WAIT(N(802192E0))
|
||||||
@ -454,7 +454,7 @@ EvtScript N(80219D88) = {
|
|||||||
EVT_CALL(MoveBattleCamOver, 30)
|
EVT_CALL(MoveBattleCamOver, 30)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_WAIT(30)
|
EVT_WAIT(30)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim02)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim02)
|
||||||
@ -562,7 +562,7 @@ EvtScript N(8021A36C) = {
|
|||||||
EVT_SET(LVarF, LVar0)
|
EVT_SET(LVarF, LVar0)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
|
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
|
||||||
EVT_IF_FLAG(LVar5, STATUS_FLAG_SHRINK)
|
EVT_IF_FLAG(LVar5, STATUS_FLAG_SHRINK)
|
||||||
|
@ -174,7 +174,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_Dayzee_Amazy_Anim08)
|
EVT_SET_CONST(LVar1, ANIM_Dayzee_Amazy_Anim08)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -310,7 +310,7 @@ EvtScript N(attackPainfulSong) = {
|
|||||||
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
|
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, STATUS_FLAG_1 | 0x00000002 | STATUS_FLAG_4 | STATUS_FLAG_8 | STATUS_FLAG_100 | STATUS_FLAG_200 | STATUS_FLAG_SLEEP | STATUS_FLAG_80000000, 20, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, DMG_STATUS_CHANCE(STATUS_FLAG_SLEEP, 3, 15), 20, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(0)
|
EVT_CASE_OR_EQ(0)
|
||||||
EVT_CASE_OR_EQ(2)
|
EVT_CASE_OR_EQ(2)
|
||||||
|
@ -167,7 +167,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_Dayzee_Anim08)
|
EVT_SET_CONST(LVar1, ANIM_Dayzee_Anim08)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -303,7 +303,7 @@ EvtScript N(attackPainfulSong) = {
|
|||||||
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
|
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, STATUS_FLAG_4 | 0x00000010 | STATUS_FLAG_100 | STATUS_FLAG_200 | STATUS_FLAG_SLEEP | STATUS_FLAG_80000000, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, DMG_STATUS_CHANCE(STATUS_FLAG_SLEEP, 3, 20), 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(0)
|
EVT_CASE_OR_EQ(0)
|
||||||
EVT_CASE_OR_EQ(2)
|
EVT_CASE_OR_EQ(2)
|
||||||
|
@ -210,7 +210,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim04)
|
EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim04)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
|
@ -181,7 +181,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_TuffPuff_Hurt)
|
EVT_SET_CONST(LVar1, ANIM_TuffPuff_Hurt)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -312,7 +312,7 @@ EvtScript N(takeTurn) = {
|
|||||||
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
|
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
|
||||||
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
|
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 65535, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(0)
|
EVT_CASE_OR_EQ(0)
|
||||||
EVT_CASE_OR_EQ(2)
|
EVT_CASE_OR_EQ(2)
|
||||||
|
@ -313,7 +313,7 @@ s32 N(defenseTable)[] = {
|
|||||||
ELEMENT_SHOCK, 99,
|
ELEMENT_SHOCK, 99,
|
||||||
ELEMENT_MYSTERY, 0,
|
ELEMENT_MYSTERY, 0,
|
||||||
ELEMENT_JUMP, 0,
|
ELEMENT_JUMP, 0,
|
||||||
ELEMENT_HAMMER, 0,
|
ELEMENT_SMASH, 0,
|
||||||
ELEMENT_END,
|
ELEMENT_END,
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -994,7 +994,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_EXEC_WAIT(N(OnBurn))
|
EVT_EXEC_WAIT(N(OnBurn))
|
||||||
EVT_EXEC_WAIT(N(OnBurnDeath))
|
EVT_EXEC_WAIT(N(OnBurnDeath))
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_EXEC_WAIT(N(OnImmune))
|
EVT_EXEC_WAIT(N(OnImmune))
|
||||||
EVT_CASE_EQ(EVENT_IMMUNE)
|
EVT_CASE_EQ(EVENT_IMMUNE)
|
||||||
EVT_EXEC_WAIT(N(OnImmune))
|
EVT_EXEC_WAIT(N(OnImmune))
|
||||||
@ -1602,7 +1602,7 @@ EvtScript N(attackBodySlam) = {
|
|||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
EVT_CALL(ShakeCam, 1, 0, 20, EVT_FLOAT(1.0))
|
EVT_CALL(ShakeCam, 1, 0, 20, EVT_FLOAT(1.0))
|
||||||
EVT_END_THREAD
|
EVT_END_THREAD
|
||||||
@ -2197,7 +2197,7 @@ EvtScript N(attackWindBreath) = {
|
|||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_HuffNPuff_Anim01)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_HuffNPuff_Anim01)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_HuffNPuff_Anim02)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_HuffNPuff_Anim02)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 3, ANIM_HuffNPuff_Anim03)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 3, ANIM_HuffNPuff_Anim03)
|
||||||
@ -2338,7 +2338,7 @@ EvtScript N(attackGroundLightning) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_QUAKE | DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_CONTACT, 0, 0, 12, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_QUAKE | DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_CONTACT, 0, 0, 12, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(GetLastDamage, ACTOR_PLAYER, LVar0)
|
EVT_CALL(GetLastDamage, ACTOR_PLAYER, LVar0)
|
||||||
EVT_IF_GT(LVar0, 0)
|
EVT_IF_GT(LVar0, 0)
|
||||||
EVT_CALL(GetActorVar, ACTOR_ENEMY0, N(VAR_FLAGS), LVar0)
|
EVT_CALL(GetActorVar, ACTOR_ENEMY0, N(VAR_FLAGS), LVar0)
|
||||||
@ -2573,7 +2573,7 @@ EvtScript N(attackDirectLightning) = {
|
|||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
|
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_CONTACT, 0, 0, 10, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_CONTACT, 0, 0, 10, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(0)
|
EVT_CASE_OR_EQ(0)
|
||||||
EVT_CASE_OR_EQ(2)
|
EVT_CASE_OR_EQ(2)
|
||||||
@ -3793,7 +3793,7 @@ EvtScript N(attackGroundSlam) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_QUAKE | DAMAGE_TYPE_NO_CONTACT, 0, 0, LVarA, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_QUAKE | DAMAGE_TYPE_NO_CONTACT, 0, 0, LVarA, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_WAIT(50)
|
EVT_WAIT(50)
|
||||||
EVT_SET(LVarA, 0)
|
EVT_SET(LVarA, 0)
|
||||||
EVT_CALL(SetGoalToHome, ACTOR_SELF)
|
EVT_CALL(SetGoalToHome, ACTOR_SELF)
|
||||||
|
@ -15,7 +15,7 @@ extern EvtScript N(handleEvent);
|
|||||||
|
|
||||||
s32 N(defenseTable)[] = {
|
s32 N(defenseTable)[] = {
|
||||||
ELEMENT_NORMAL, 0,
|
ELEMENT_NORMAL, 0,
|
||||||
ELEMENT_HAMMER, 0,
|
ELEMENT_SMASH, 0,
|
||||||
ELEMENT_THROW, -3,
|
ELEMENT_THROW, -3,
|
||||||
ELEMENT_END,
|
ELEMENT_END,
|
||||||
};
|
};
|
||||||
@ -263,7 +263,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_MontyMole_Dark_Anim0C)
|
EVT_SET_CONST(LVar1, ANIM_MontyMole_Dark_Anim0C)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CALL(GetLastElement, LVar0)
|
EVT_CALL(GetLastElement, LVar0)
|
||||||
EVT_IF_FLAG(LVar0, DAMAGE_TYPE_SMASH)
|
EVT_IF_FLAG(LVar0, DAMAGE_TYPE_SMASH)
|
||||||
@ -417,7 +417,7 @@ EvtScript N(takeTurn) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
|
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
|
||||||
EVT_SUB(LVar0, 55)
|
EVT_SUB(LVar0, 55)
|
||||||
EVT_SET(LVar1, 0)
|
EVT_SET(LVar1, 0)
|
||||||
|
@ -187,7 +187,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Dead)
|
EVT_SET_CONST(LVar1, ANIM_BattleLakilester_Dead)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -363,7 +363,7 @@ EvtScript N(attack) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_WAIT(15)
|
EVT_WAIT(15)
|
||||||
EVT_CALL(YieldTurn)
|
EVT_CALL(YieldTurn)
|
||||||
|
@ -55,7 +55,7 @@ s32 N(defenseTable)[] = {
|
|||||||
ELEMENT_SHOCK, 99,
|
ELEMENT_SHOCK, 99,
|
||||||
ELEMENT_MYSTERY, 0,
|
ELEMENT_MYSTERY, 0,
|
||||||
ELEMENT_JUMP, 0,
|
ELEMENT_JUMP, 0,
|
||||||
ELEMENT_HAMMER, 0,
|
ELEMENT_SMASH, 0,
|
||||||
ELEMENT_END,
|
ELEMENT_END,
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -305,7 +305,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_IS_BIG), LVar1)
|
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_IS_BIG), LVar1)
|
||||||
EVT_IF_EQ(LVar1, 0)
|
EVT_IF_EQ(LVar1, 0)
|
||||||
|
@ -397,7 +397,7 @@ EvtScript N(handleEvent_80219050) = {
|
|||||||
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
|
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVar1)
|
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVar1)
|
||||||
@ -555,12 +555,12 @@ EvtScript N(takeTurn_80219D88) = {
|
|||||||
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(0.1))
|
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(0.1))
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 6, ANIM_Pokey_Mummy_Anim16)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 6, ANIM_Pokey_Mummy_Anim16)
|
||||||
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, 1)
|
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, 1)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0x00000008 | 0x00000020 | STATUS_FLAG_100 | STATUS_FLAG_200 | STATUS_FLAG_POISON | STATUS_FLAG_80000000, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 40), 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar1)
|
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar1)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
|
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
|
||||||
EVT_SUB(LVar0, 55)
|
EVT_SUB(LVar0, 55)
|
||||||
EVT_SET(LVar1, 0)
|
EVT_SET(LVar1, 0)
|
||||||
@ -680,11 +680,11 @@ EvtScript N(8021A6C8) = {
|
|||||||
EVT_END_CHILD_THREAD
|
EVT_END_CHILD_THREAD
|
||||||
EVT_CALL(JumpToGoal, ACTOR_SELF, 18, FALSE, TRUE, FALSE)
|
EVT_CALL(JumpToGoal, ACTOR_SELF, 18, FALSE, TRUE, FALSE)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0x00000004 | 0x00000020 | 0x00000040 | STATUS_FLAG_100 | STATUS_FLAG_200 | STATUS_FLAG_POISON | STATUS_FLAG_80000000, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 100), 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Mummy_Anim07)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Pokey_Mummy_Anim07)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
|
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
|
||||||
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
|
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
|
||||||
|
@ -631,7 +631,7 @@ EvtScript N(handleEvent_80222364) = {
|
|||||||
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_CALL(SetPartPos, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
|
EVT_CALL(SetPartPos, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
|
||||||
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
|
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_StoneChomp_Anim01)
|
EVT_SET_CONST(LVar1, ANIM_StoneChomp_Anim01)
|
||||||
@ -806,7 +806,7 @@ EvtScript N(takeTurn_80222ED0) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_StoneChomp_Anim04)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_StoneChomp_Anim04)
|
||||||
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
|
@ -630,7 +630,7 @@ EvtScript N(handleEvent_802197C4) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_ChainChomp_Anim01)
|
EVT_SET_CONST(LVar1, ANIM_ChainChomp_Anim01)
|
||||||
EVT_EXEC_WAIT(DoImmune)
|
EVT_EXEC_WAIT(DoImmune)
|
||||||
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
|
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_ChainChomp_Anim01)
|
EVT_SET_CONST(LVar1, ANIM_ChainChomp_Anim01)
|
||||||
|
@ -338,7 +338,7 @@ EvtScript N(handleEvent_8021BFD0) = {
|
|||||||
EVT_EXEC_WAIT(DoReturnHome)
|
EVT_EXEC_WAIT(DoReturnHome)
|
||||||
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6))
|
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6))
|
||||||
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
|
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
|
@ -229,7 +229,7 @@ EvtScript N(handleEvent_8021B940) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_Buzzar_Anim0B)
|
EVT_SET_CONST(LVar1, ANIM_Buzzar_Anim0B)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -413,7 +413,7 @@ EvtScript N(8021BEBC) = {
|
|||||||
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
|
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
|
||||||
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
|
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_UNBLOCKABLE | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_UNBLOCKABLE | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Buzzar_Anim01)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Buzzar_Anim01)
|
||||||
EVT_WAIT(25)
|
EVT_WAIT(25)
|
||||||
@ -491,14 +491,14 @@ EvtScript N(8021BEBC) = {
|
|||||||
EVT_CALL(GetActionResult, LVar1)
|
EVT_CALL(GetActionResult, LVar1)
|
||||||
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
|
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_UNBLOCKABLE | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_UNBLOCKABLE | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(ActorExists, ACTOR_PARTNER, LVar0)
|
EVT_CALL(ActorExists, ACTOR_PARTNER, LVar0)
|
||||||
EVT_IF_EQ(LVar0, TRUE)
|
EVT_IF_EQ(LVar0, TRUE)
|
||||||
EVT_WAIT(3)
|
EVT_WAIT(3)
|
||||||
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
|
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
|
||||||
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
|
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_UNBLOCKABLE | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_UNBLOCKABLE | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Buzzar_Anim01)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Buzzar_Anim01)
|
||||||
EVT_WAIT(25)
|
EVT_WAIT(25)
|
||||||
@ -974,7 +974,7 @@ EvtScript N(8021DF2C) = {
|
|||||||
EVT_SET(LVarF, LVar0)
|
EVT_SET(LVarF, LVar0)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 10, 0)
|
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 10, 0)
|
||||||
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
|
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
|
||||||
@ -1090,7 +1090,7 @@ EvtScript N(8021F030) = {
|
|||||||
EVT_SET(LVarF, LVar0)
|
EVT_SET(LVarF, LVar0)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(GetAnimation, ACTOR_SELF, 1, LVar0)
|
EVT_CALL(GetAnimation, ACTOR_SELF, 1, LVar0)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(ANIM_Buzzar_Anim01)
|
EVT_CASE_OR_EQ(ANIM_Buzzar_Anim01)
|
||||||
|
@ -198,7 +198,7 @@ EvtScript N(handleEvent_80218C3C) = {
|
|||||||
EVT_CASE_FLAG(DAMAGE_TYPE_BLAST)
|
EVT_CASE_FLAG(DAMAGE_TYPE_BLAST)
|
||||||
EVT_EXEC_WAIT(N(80218944))
|
EVT_EXEC_WAIT(N(80218944))
|
||||||
EVT_CASE_DEFAULT
|
EVT_CASE_DEFAULT
|
||||||
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLOSIVE, 1)
|
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION, 1)
|
||||||
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
|
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
|
||||||
EVT_IF_EQ(LVar0, 1)
|
EVT_IF_EQ(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -211,7 +211,7 @@ EvtScript N(handleEvent_80218C3C) = {
|
|||||||
EVT_SET_CONST(LVar2, -1)
|
EVT_SET_CONST(LVar2, -1)
|
||||||
EVT_EXEC_WAIT(DoBurnHit)
|
EVT_EXEC_WAIT(DoBurnHit)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLOSIVE, 0)
|
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION, 0)
|
||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_CASE_EQ(EVENT_BURN_DEATH)
|
EVT_CASE_EQ(EVENT_BURN_DEATH)
|
||||||
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
|
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
|
||||||
@ -299,7 +299,7 @@ EvtScript N(handleEvent_80218C3C) = {
|
|||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(PlayEffect, EFFECT_LENS_FLARE, 0, LVar0, LVar1, LVar2, 20, 0, 0, 0, 0, 0, 0, 0, 0)
|
EVT_CALL(PlayEffect, EFFECT_LENS_FLARE, 0, LVar0, LVar1, LVar2, 20, 0, 0, 0, 0, 0, 0, 0, 0)
|
||||||
EVT_WAIT(20)
|
EVT_WAIT(20)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
|
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
|
||||||
@ -512,7 +512,7 @@ EvtScript N(80219BA0) = {
|
|||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_ADD(LVar0, 15)
|
EVT_ADD(LVar0, 15)
|
||||||
|
@ -199,7 +199,7 @@ EvtScript N(handleEvent_8021DCF4) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_HurtPlant_Anim0E)
|
EVT_SET_CONST(LVar1, ANIM_HurtPlant_Anim0E)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -330,11 +330,11 @@ EvtScript N(takeTurn_8021E33C) = {
|
|||||||
EVT_IF_FLAG(LVar0, STATUS_FLAG_POISON)
|
EVT_IF_FLAG(LVar0, STATUS_FLAG_POISON)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, STATUS_FLAG_4 | STATUS_FLAG_20 | STATUS_FLAG_40 | STATUS_FLAG_100 | STATUS_FLAG_200 | STATUS_FLAG_POISON | STATUS_FLAG_80000000, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 100), 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_HurtPlant_Anim07)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_HurtPlant_Anim07)
|
||||||
EVT_WAIT(5)
|
EVT_WAIT(5)
|
||||||
|
@ -120,7 +120,7 @@ EvtScript N(handleEvent_8021EB9C) = {
|
|||||||
EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
|
EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
|
||||||
EVT_CASE_OR_EQ(EVENT_HIT)
|
EVT_CASE_OR_EQ(EVENT_HIT)
|
||||||
EVT_CALL(GetLastElement, LVar0)
|
EVT_CALL(GetLastElement, LVar0)
|
||||||
EVT_IF_FLAG(LVar0, DAMAGE_TYPE_ELECTRIC)
|
EVT_IF_FLAG(LVar0, DAMAGE_TYPE_SHOCK)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Jungle_HurtShock)
|
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Jungle_HurtShock)
|
||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
@ -178,7 +178,7 @@ EvtScript N(handleEvent_8021EB9C) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Jungle_HurtShock)
|
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Jungle_HurtShock)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Jungle_Idle)
|
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Jungle_Idle)
|
||||||
@ -186,7 +186,7 @@ EvtScript N(handleEvent_8021EB9C) = {
|
|||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
EVT_CASE_EQ(EVENT_DEATH)
|
EVT_CASE_EQ(EVENT_DEATH)
|
||||||
EVT_CALL(GetLastElement, LVar0)
|
EVT_CALL(GetLastElement, LVar0)
|
||||||
EVT_IF_FLAG(LVar0, DAMAGE_TYPE_ELECTRIC)
|
EVT_IF_FLAG(LVar0, DAMAGE_TYPE_SHOCK)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Jungle_HurtShock)
|
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Jungle_HurtShock)
|
||||||
EVT_EXEC_WAIT(DoNormalHit)
|
EVT_EXEC_WAIT(DoNormalHit)
|
||||||
|
@ -170,7 +170,7 @@ EvtScript N(handleEvent_80221A74) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_MBush_Anim07)
|
EVT_SET_CONST(LVar1, ANIM_MBush_Anim07)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -270,10 +270,10 @@ EvtScript N(takeTurn_80221F78) = {
|
|||||||
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
|
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
|
||||||
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, STATUS_FLAG_1 | STATUS_FLAG_8 | 0x00000010 | STATUS_FLAG_200 | STATUS_FLAG_POISON | STATUS_FLAG_80000000, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 2, 25), 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_ADD(LVar0, 30)
|
EVT_ADD(LVar0, 30)
|
||||||
|
@ -402,7 +402,7 @@ EvtScript N(handleEvent_80218E3C) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_SpearGuy_Anim09)
|
EVT_SET_CONST(LVar1, ANIM_SpearGuy_Anim09)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 2)
|
EVT_SET_CONST(LVar0, 2)
|
||||||
@ -573,7 +573,7 @@ EvtScript N(spearStab) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_WAIT(20)
|
EVT_WAIT(20)
|
||||||
EVT_EXEC_WAIT(N(80218D7C))
|
EVT_EXEC_WAIT(N(80218D7C))
|
||||||
@ -917,7 +917,7 @@ EvtScript N(spearThrow) = {
|
|||||||
EVT_EXEC_WAIT(N(becomeShyGuy))
|
EVT_EXEC_WAIT(N(becomeShyGuy))
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
|
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
|
||||||
@ -1194,7 +1194,7 @@ EvtScript N(handleEvent_8021C14C) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
|
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -1418,7 +1418,7 @@ EvtScript N(8021CD50) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(MoveBattleCamOver, 15)
|
EVT_CALL(MoveBattleCamOver, 15)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
|
@ -366,7 +366,7 @@ EvtScript N(handleEvent_802197FC) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_Fuzzipede_Anim1B)
|
EVT_SET_CONST(LVar1, ANIM_Fuzzipede_Anim1B)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_Fuzzipede_Anim04)
|
EVT_SET_CONST(LVar1, ANIM_Fuzzipede_Anim04)
|
||||||
@ -477,7 +477,7 @@ EvtScript N(handleEvent_80219ED4) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_Fuzzipede_Anim1B)
|
EVT_SET_CONST(LVar1, ANIM_Fuzzipede_Anim1B)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_RECOVER_STATUS)
|
EVT_CASE_OR_EQ(EVENT_RECOVER_STATUS)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -648,7 +648,7 @@ EvtScript N(8021A6D8) = {
|
|||||||
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
|
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzipede_Anim04)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Fuzzipede_Anim04)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
@ -822,7 +822,7 @@ EvtScript N(8021B22C) = {
|
|||||||
EVT_END_THREAD
|
EVT_END_THREAD
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_SET(LocalFlag(0), 0)
|
EVT_SET(LocalFlag(0), 0)
|
||||||
EVT_CALL(GetBattleFlags, LVar0)
|
EVT_CALL(GetBattleFlags, LVar0)
|
||||||
EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_ATK_BLOCKED)
|
EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_ATK_BLOCKED)
|
||||||
|
@ -128,7 +128,7 @@ ApiStatus N(unknownFunction)(Evt* script, s32 isInitialCall) {
|
|||||||
|
|
||||||
N(unknownCounter) += 9;
|
N(unknownCounter) += 9;
|
||||||
N(unknownCounter) = clamp_angle(N(unknownCounter));
|
N(unknownCounter) = clamp_angle(N(unknownCounter));
|
||||||
actor->unk_19A = sin_rad(DEG_TO_RAD(N(unknownCounter))) * 3.0f;
|
actor->verticalRenderOffset = sin_rad(DEG_TO_RAD(N(unknownCounter))) * 3.0f;
|
||||||
|
|
||||||
return ApiStatus_DONE2;
|
return ApiStatus_DONE2;
|
||||||
}
|
}
|
||||||
@ -154,7 +154,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_EXEC_WAIT(DoNormalHit)
|
EVT_EXEC_WAIT(DoNormalHit)
|
||||||
EVT_EXEC_WAIT(N(speakOnHit))
|
EVT_EXEC_WAIT(N(speakOnHit))
|
||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_BattleKammy_Anim05)
|
EVT_SET_CONST(LVar1, ANIM_BattleKammy_Anim05)
|
||||||
@ -353,7 +353,7 @@ EvtScript N(takeTurn) = {
|
|||||||
EVT_SET(LVarF, LVar0)
|
EVT_SET(LVarF, LVar0)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_WAIT(19)
|
EVT_WAIT(19)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
|
@ -620,7 +620,7 @@ EvtScript N(80221CD4) = {
|
|||||||
EVT_WAIT(24)
|
EVT_WAIT(24)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 65535, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_EQ(10)
|
EVT_CASE_EQ(10)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
|
@ -12,7 +12,7 @@ s32 N(idleAnimations_802232D0)[] = {
|
|||||||
|
|
||||||
s32 N(defenseTable_802232DC)[] = {
|
s32 N(defenseTable_802232DC)[] = {
|
||||||
ELEMENT_NORMAL, 0,
|
ELEMENT_NORMAL, 0,
|
||||||
ELEMENT_HAMMER, 0,
|
ELEMENT_SMASH, 0,
|
||||||
ELEMENT_END,
|
ELEMENT_END,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -1258,7 +1258,7 @@ EvtScript N(80230794) = {
|
|||||||
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, 0, LVar5)
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, 0, LVar5)
|
||||||
EVT_CALL(PlayEffect, 0x5E, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0, 0, 0, 0)
|
EVT_CALL(PlayEffect, 0x5E, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0, 0, 0, 0)
|
||||||
EVT_WAIT(14)
|
EVT_WAIT(14)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, (DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_NO_CONTACT), 0, 65536, 9, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, (DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT), 0, SUPPRESS_EVENT_FLAG_10000, 9, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(MakeLerp, 200, 0, 60, 0)
|
EVT_CALL(MakeLerp, 200, 0, 60, 0)
|
||||||
EVT_LABEL(2)
|
EVT_LABEL(2)
|
||||||
|
@ -355,7 +355,7 @@ EvtScript N(handleEvent_normal) = {
|
|||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_BonyBeetle_Anim0E)
|
EVT_SET_CONST(LVar1, ANIM_BonyBeetle_Anim0E)
|
||||||
EVT_EXEC_WAIT(DoReturnHome)
|
EVT_EXEC_WAIT(DoReturnHome)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -479,10 +479,10 @@ EvtScript N(attackShellToss) = {
|
|||||||
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
|
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
|
||||||
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 65535, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_ADD(LVar0, 40)
|
EVT_ADD(LVar0, 40)
|
||||||
@ -579,7 +579,7 @@ EvtScript N(handleEvent_spiky) = {
|
|||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_BonyBeetle_Anim0F)
|
EVT_SET_CONST(LVar1, ANIM_BonyBeetle_Anim0F)
|
||||||
EVT_EXEC_WAIT(DoReturnHome)
|
EVT_EXEC_WAIT(DoReturnHome)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_BonyBeetle_Anim11)
|
EVT_SET_CONST(LVar1, ANIM_BonyBeetle_Anim11)
|
||||||
@ -794,10 +794,10 @@ EvtScript N(attackSpikeBounce) = {
|
|||||||
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
|
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
|
||||||
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 65535, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 16, 0)
|
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 16, 0)
|
||||||
@ -944,7 +944,7 @@ EvtScript N(handleEvent_flipped) = {
|
|||||||
EVT_END_LOOP
|
EVT_END_LOOP
|
||||||
EVT_WAIT(20)
|
EVT_WAIT(20)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCARE_AWAY)
|
EVT_CASE_OR_EQ(EVENT_SCARE_AWAY)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -1076,7 +1076,7 @@ EvtScript N(handleEvent_spiky_flipped) = {
|
|||||||
EVT_END_LOOP
|
EVT_END_LOOP
|
||||||
EVT_WAIT(20)
|
EVT_WAIT(20)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCARE_AWAY)
|
EVT_CASE_OR_EQ(EVENT_SCARE_AWAY)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
|
@ -298,12 +298,12 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_DryBones_Anim07)
|
EVT_SET_CONST(LVar1, ANIM_DryBones_Anim07)
|
||||||
EVT_EXEC_WAIT(DoNormalHit)
|
EVT_EXEC_WAIT(DoNormalHit)
|
||||||
EVT_CASE_EQ(EVENT_BURN_HIT)
|
EVT_CASE_EQ(EVENT_BURN_HIT)
|
||||||
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLOSIVE, 1)
|
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION, 1)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_DryBones_Anim0B)
|
EVT_SET_CONST(LVar1, ANIM_DryBones_Anim0B)
|
||||||
EVT_SET_CONST(LVar2, ANIM_DryBones_Anim0C)
|
EVT_SET_CONST(LVar2, ANIM_DryBones_Anim0C)
|
||||||
EVT_EXEC_WAIT(DoBurnHit)
|
EVT_EXEC_WAIT(DoBurnHit)
|
||||||
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLOSIVE, 0)
|
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION, 0)
|
||||||
EVT_CASE_EQ(EVENT_BURN_DEATH)
|
EVT_CASE_EQ(EVENT_BURN_DEATH)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_DryBones_Anim0B)
|
EVT_SET_CONST(LVar1, ANIM_DryBones_Anim0B)
|
||||||
@ -322,7 +322,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_DryBones_Anim07)
|
EVT_SET_CONST(LVar1, ANIM_DryBones_Anim07)
|
||||||
EVT_EXEC_WAIT(DoSpinSmashHit)
|
EVT_EXEC_WAIT(DoSpinSmashHit)
|
||||||
EVT_EXEC_WAIT(N(reassemble))
|
EVT_EXEC_WAIT(N(reassemble))
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
|
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
|
||||||
EVT_IF_EQ(LVar0, 0)
|
EVT_IF_EQ(LVar0, 0)
|
||||||
@ -529,7 +529,7 @@ EvtScript N(takeTurn) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(GetPartOffset, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
|
EVT_CALL(GetPartOffset, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
|
||||||
EVT_SUB(LVar0, 100)
|
EVT_SUB(LVar0, 100)
|
||||||
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(0.7))
|
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(0.7))
|
||||||
|
@ -80,7 +80,7 @@ ActorPartBlueprint N(parts)[] = {
|
|||||||
.idleAnimations = N(idleAnimations),
|
.idleAnimations = N(idleAnimations),
|
||||||
.defenseTable = N(defenseTable),
|
.defenseTable = N(defenseTable),
|
||||||
.eventFlags = 0,
|
.eventFlags = 0,
|
||||||
.elementImmunityFlags = 2,
|
.elementImmunityFlags = ELEMENT_FIRE,
|
||||||
.unk_1C = 0,
|
.unk_1C = 0,
|
||||||
.unk_1D = -8,
|
.unk_1D = -8,
|
||||||
},
|
},
|
||||||
@ -161,7 +161,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_BattleBowser_Hurt)
|
EVT_SET_CONST(LVar1, ANIM_BattleBowser_Hurt)
|
||||||
EVT_EXEC_WAIT(N(onDeath))
|
EVT_EXEC_WAIT(N(onDeath))
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_SET(LVar1, ANIM_BattleBowser_Hurt)
|
EVT_SET(LVar1, ANIM_BattleBowser_Hurt)
|
||||||
EVT_EXEC_WAIT(N(onHit))
|
EVT_EXEC_WAIT(N(onHit))
|
||||||
@ -304,7 +304,7 @@ EvtScript N(attackClawSwipe) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_WAIT(30)
|
EVT_WAIT(30)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Mock)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Mock)
|
||||||
@ -389,7 +389,7 @@ EvtScript N(attackHeavyJump) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_ADD(LVar0, 40)
|
EVT_ADD(LVar0, 40)
|
||||||
@ -464,10 +464,10 @@ EvtScript N(attackFlameBreath) = {
|
|||||||
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_3), LVar0)
|
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_3), LVar0)
|
||||||
EVT_MUL(LVar0, 8)
|
EVT_MUL(LVar0, 8)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, 65535, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_PostFireBreath)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_PostFireBreath)
|
||||||
EVT_WAIT(15)
|
EVT_WAIT(15)
|
||||||
@ -558,7 +558,7 @@ EvtScript N(attackShockwaveDrain) = {
|
|||||||
EVT_CALL(RemovePlayerBuffs, 268435455)
|
EVT_CALL(RemovePlayerBuffs, 268435455)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Idle)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Idle)
|
||||||
EVT_WAIT(15)
|
EVT_WAIT(15)
|
||||||
|
@ -252,7 +252,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_BattleBowser_Hurt)
|
EVT_SET_CONST(LVar1, ANIM_BattleBowser_Hurt)
|
||||||
EVT_EXEC_WAIT(N(onDeath))
|
EVT_EXEC_WAIT(N(onDeath))
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET(LVar1, ANIM_BattleBowser_Idle)
|
EVT_SET(LVar1, ANIM_BattleBowser_Idle)
|
||||||
@ -373,7 +373,7 @@ EvtScript N(attackClawSwipe) = {
|
|||||||
EVT_END_THREAD
|
EVT_END_THREAD
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_WAIT(30)
|
EVT_WAIT(30)
|
||||||
EVT_IF_EQ(LVarF, HIT_RESULT_10)
|
EVT_IF_EQ(LVarF, HIT_RESULT_10)
|
||||||
@ -428,10 +428,10 @@ EvtScript N(attackFireBreath) = {
|
|||||||
EVT_WAIT(30)
|
EVT_WAIT(30)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, 65535, 0, 10, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, 10, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_PostFireBreath)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_PostFireBreath)
|
||||||
|
@ -324,7 +324,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_BattleBowser_Hurt)
|
EVT_SET_CONST(LVar1, ANIM_BattleBowser_Hurt)
|
||||||
EVT_EXEC_WAIT(N(onDeath))
|
EVT_EXEC_WAIT(N(onDeath))
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CALL(func_80269E80, LVar2)
|
EVT_CALL(func_80269E80, LVar2)
|
||||||
EVT_SWITCH(LVar2)
|
EVT_SWITCH(LVar2)
|
||||||
@ -1270,17 +1270,17 @@ EvtScript N(attackClawSwipe) = {
|
|||||||
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_ENCHANTED)
|
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_ENCHANTED)
|
||||||
EVT_SET(LVar0, 12)
|
EVT_SET(LVar0, 12)
|
||||||
EVT_CALL(func_80269EAC, 12)
|
EVT_CALL(func_80269EAC, 12)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, STATUS_FLAG_4 | STATUS_FLAG_20 | STATUS_FLAG_40 | STATUS_FLAG_100 | STATUS_FLAG_200 | STATUS_FLAG_POISON | STATUS_FLAG_80000000, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar0, 6)
|
EVT_SET(LVar0, 6)
|
||||||
EVT_CALL(func_80269EAC, 12)
|
EVT_CALL(func_80269EAC, 12)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, STATUS_FLAG_4 | STATUS_FLAG_20 | STATUS_FLAG_40 | STATUS_FLAG_100 | STATUS_FLAG_200 | STATUS_FLAG_POISON | STATUS_FLAG_80000000, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(MoveBattleCamOver, 20)
|
EVT_CALL(MoveBattleCamOver, 20)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_WAIT(30)
|
EVT_WAIT(30)
|
||||||
EVT_IF_EQ(LVarF, HIT_RESULT_10)
|
EVT_IF_EQ(LVarF, HIT_RESULT_10)
|
||||||
@ -1394,7 +1394,7 @@ EvtScript N(attackShockwaveDrain) = {
|
|||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar1, 3)
|
EVT_SET(LVar1, 3)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(RemovePlayerBuffs, 65536)
|
EVT_CALL(RemovePlayerBuffs, 65536)
|
||||||
EVT_IF_NE(LVarA, HIT_RESULT_LUCKY)
|
EVT_IF_NE(LVarA, HIT_RESULT_LUCKY)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Idle)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Idle)
|
||||||
@ -1415,7 +1415,7 @@ EvtScript N(attackShockwaveDrain) = {
|
|||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar1, 3)
|
EVT_SET(LVar1, 3)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(func_8026BF48, 0)
|
EVT_CALL(func_8026BF48, 0)
|
||||||
EVT_END_THREAD
|
EVT_END_THREAD
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
@ -1425,11 +1425,11 @@ EvtScript N(attackShockwaveDrain) = {
|
|||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar1, 4)
|
EVT_SET(LVar1, 4)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(RemovePlayerBuffs, 268435455)
|
EVT_CALL(RemovePlayerBuffs, 268435455)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Idle)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Idle)
|
||||||
EVT_WAIT(15)
|
EVT_WAIT(15)
|
||||||
@ -1537,10 +1537,10 @@ EvtScript N(attackFlameBreath) = {
|
|||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar0, 8)
|
EVT_SET(LVar0, 8)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, 65535, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_WAIT(10)
|
EVT_WAIT(10)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_FireBreathLoop)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_FireBreathLoop)
|
||||||
@ -1622,7 +1622,7 @@ EvtScript N(onBurnHit) = {
|
|||||||
EVT_SWITCH(LVar1)
|
EVT_SWITCH(LVar1)
|
||||||
EVT_CASE_EQ(EVENT_BURN_HIT)
|
EVT_CASE_EQ(EVENT_BURN_HIT)
|
||||||
EVT_CALL(GetPartEventFlags, ACTOR_SELF, LVar0, LVar1)
|
EVT_CALL(GetPartEventFlags, ACTOR_SELF, LVar0, LVar1)
|
||||||
EVT_IF_NOT_FLAG(LVar1, ACTOR_EVENT_FLAG_FIREY | ACTOR_EVENT_FLAG_EXPLOSIVE)
|
EVT_IF_NOT_FLAG(LVar1, ACTOR_EVENT_FLAG_FIREY | ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION)
|
||||||
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_CALL(GetActorSize, ACTOR_SELF, LVar3, LVar4)
|
EVT_CALL(GetActorSize, ACTOR_SELF, LVar3, LVar4)
|
||||||
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
|
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
|
||||||
|
@ -264,7 +264,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
|
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
|
||||||
EVT_SET(LVar1, ANIM_BattleBowser_Walk)
|
EVT_SET(LVar1, ANIM_BattleBowser_Walk)
|
||||||
EVT_EXEC_WAIT(N(returnHome))
|
EVT_EXEC_WAIT(N(returnHome))
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CALL(func_80269E80, LVar2)
|
EVT_CALL(func_80269E80, LVar2)
|
||||||
EVT_SWITCH(LVar2)
|
EVT_SWITCH(LVar2)
|
||||||
@ -1123,15 +1123,15 @@ EvtScript N(attackClawSwipe) = {
|
|||||||
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
|
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
|
||||||
EVT_SET(LVar0, 16)
|
EVT_SET(LVar0, 16)
|
||||||
EVT_CALL(func_80269EAC, 12)
|
EVT_CALL(func_80269EAC, 12)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, STATUS_FLAG_4 | STATUS_FLAG_20 | STATUS_FLAG_40 | STATUS_FLAG_100 | STATUS_FLAG_200 | STATUS_FLAG_POISON | STATUS_FLAG_80000000, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar0, 8)
|
EVT_SET(LVar0, 8)
|
||||||
EVT_CALL(func_80269EAC, 12)
|
EVT_CALL(func_80269EAC, 12)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, STATUS_FLAG_4 | STATUS_FLAG_20 | STATUS_FLAG_40 | STATUS_FLAG_100 | STATUS_FLAG_200 | STATUS_FLAG_POISON | STATUS_FLAG_80000000, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_WAIT(30)
|
EVT_WAIT(30)
|
||||||
EVT_IF_EQ(LVarF, HIT_RESULT_10)
|
EVT_IF_EQ(LVarF, HIT_RESULT_10)
|
||||||
@ -1245,7 +1245,7 @@ EvtScript N(attackShockwaveDrain) = {
|
|||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar1, 3)
|
EVT_SET(LVar1, 3)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(RemovePlayerBuffs, 65536)
|
EVT_CALL(RemovePlayerBuffs, 65536)
|
||||||
EVT_IF_NE(LVarA, HIT_RESULT_LUCKY)
|
EVT_IF_NE(LVarA, HIT_RESULT_LUCKY)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Idle)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Idle)
|
||||||
@ -1266,7 +1266,7 @@ EvtScript N(attackShockwaveDrain) = {
|
|||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar1, 3)
|
EVT_SET(LVar1, 3)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(func_8026BF48, 0)
|
EVT_CALL(func_8026BF48, 0)
|
||||||
EVT_END_THREAD
|
EVT_END_THREAD
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
@ -1276,11 +1276,11 @@ EvtScript N(attackShockwaveDrain) = {
|
|||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar1, 6)
|
EVT_SET(LVar1, 6)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(RemovePlayerBuffs, 268435455)
|
EVT_CALL(RemovePlayerBuffs, 268435455)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Idle)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Idle)
|
||||||
EVT_WAIT(15)
|
EVT_WAIT(15)
|
||||||
@ -1395,10 +1395,10 @@ EvtScript N(attackFlameBreath) = {
|
|||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar0, 10)
|
EVT_SET(LVar0, 10)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, 65535, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_WAIT(10)
|
EVT_WAIT(10)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_FireBreathLoop)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_FireBreathLoop)
|
||||||
@ -1475,7 +1475,7 @@ EvtScript N(onBurnHit) = {
|
|||||||
EVT_SWITCH(LVar1)
|
EVT_SWITCH(LVar1)
|
||||||
EVT_CASE_EQ(EVENT_BURN_HIT)
|
EVT_CASE_EQ(EVENT_BURN_HIT)
|
||||||
EVT_CALL(GetPartEventFlags, ACTOR_SELF, LVar0, LVar1)
|
EVT_CALL(GetPartEventFlags, ACTOR_SELF, LVar0, LVar1)
|
||||||
EVT_IF_NOT_FLAG(LVar1, ACTOR_EVENT_FLAG_FIREY | ACTOR_EVENT_FLAG_EXPLOSIVE)
|
EVT_IF_NOT_FLAG(LVar1, ACTOR_EVENT_FLAG_FIREY | ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION)
|
||||||
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_CALL(GetActorSize, ACTOR_SELF, LVar3, LVar4)
|
EVT_CALL(GetActorSize, ACTOR_SELF, LVar3, LVar4)
|
||||||
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
|
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
|
||||||
@ -1582,14 +1582,14 @@ EvtScript N(attackLightningBlast) = {
|
|||||||
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar0)
|
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar0)
|
||||||
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
|
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
|
||||||
EVT_SET(LVar0, 20)
|
EVT_SET(LVar0, 20)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar0, 10)
|
EVT_SET(LVar0, 10)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_WAIT(30)
|
EVT_WAIT(30)
|
||||||
EVT_CALL(N(UnfadeBackgroundToBlack))
|
EVT_CALL(N(UnfadeBackgroundToBlack))
|
||||||
|
@ -403,7 +403,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_BattleBowser_Hurt)
|
EVT_SET_CONST(LVar1, ANIM_BattleBowser_Hurt)
|
||||||
EVT_EXEC_WAIT(N(onDeath))
|
EVT_EXEC_WAIT(N(onDeath))
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CALL(func_80269E80, LVar2)
|
EVT_CALL(func_80269E80, LVar2)
|
||||||
EVT_SWITCH(LVar2)
|
EVT_SWITCH(LVar2)
|
||||||
@ -1356,15 +1356,15 @@ EvtScript N(attackClawSwipe) = {
|
|||||||
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
|
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
|
||||||
EVT_SET(LVar0, 16)
|
EVT_SET(LVar0, 16)
|
||||||
EVT_CALL(func_80269EAC, 12)
|
EVT_CALL(func_80269EAC, 12)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, STATUS_FLAG_4 | STATUS_FLAG_20 | STATUS_FLAG_40 | STATUS_FLAG_100 | STATUS_FLAG_200 | STATUS_FLAG_POISON | STATUS_FLAG_80000000, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar0, 8)
|
EVT_SET(LVar0, 8)
|
||||||
EVT_CALL(func_80269EAC, 12)
|
EVT_CALL(func_80269EAC, 12)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, STATUS_FLAG_4 | STATUS_FLAG_20 | STATUS_FLAG_40 | STATUS_FLAG_100 | STATUS_FLAG_200 | STATUS_FLAG_POISON | STATUS_FLAG_80000000, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_WAIT(30)
|
EVT_WAIT(30)
|
||||||
EVT_IF_EQ(LVarF, HIT_RESULT_10)
|
EVT_IF_EQ(LVarF, HIT_RESULT_10)
|
||||||
@ -1478,7 +1478,7 @@ EvtScript N(attackShockwaveDrain) = {
|
|||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar1, 3)
|
EVT_SET(LVar1, 3)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(RemovePlayerBuffs, 65536)
|
EVT_CALL(RemovePlayerBuffs, 65536)
|
||||||
EVT_IF_NE(LVarA, 5)
|
EVT_IF_NE(LVarA, 5)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Idle)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Idle)
|
||||||
@ -1499,7 +1499,7 @@ EvtScript N(attackShockwaveDrain) = {
|
|||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar1, 3)
|
EVT_SET(LVar1, 3)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(func_8026BF48, 0)
|
EVT_CALL(func_8026BF48, 0)
|
||||||
EVT_END_THREAD
|
EVT_END_THREAD
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
@ -1509,7 +1509,7 @@ EvtScript N(attackShockwaveDrain) = {
|
|||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar1, 6)
|
EVT_SET(LVar1, 6)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(RemovePlayerBuffs, 268435455)
|
EVT_CALL(RemovePlayerBuffs, 268435455)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(0)
|
EVT_CASE_OR_EQ(0)
|
||||||
@ -1628,10 +1628,10 @@ EvtScript N(attackFlameBreath) = {
|
|||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar0, 10)
|
EVT_SET(LVar0, 10)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, 65535, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_WAIT(10)
|
EVT_WAIT(10)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_FireBreathLoop)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_FireBreathLoop)
|
||||||
@ -1708,7 +1708,7 @@ EvtScript N(onBurnHit) = {
|
|||||||
EVT_SWITCH(LVar1)
|
EVT_SWITCH(LVar1)
|
||||||
EVT_CASE_EQ(EVENT_BURN_HIT)
|
EVT_CASE_EQ(EVENT_BURN_HIT)
|
||||||
EVT_CALL(GetPartEventFlags, ACTOR_SELF, LVar0, LVar1)
|
EVT_CALL(GetPartEventFlags, ACTOR_SELF, LVar0, LVar1)
|
||||||
EVT_IF_NOT_FLAG(LVar1, ACTOR_EVENT_FLAG_FIREY | ACTOR_EVENT_FLAG_EXPLOSIVE)
|
EVT_IF_NOT_FLAG(LVar1, ACTOR_EVENT_FLAG_FIREY | ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION)
|
||||||
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_CALL(GetActorSize, ACTOR_SELF, LVar3, LVar4)
|
EVT_CALL(GetActorSize, ACTOR_SELF, LVar3, LVar4)
|
||||||
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
|
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
|
||||||
@ -1815,14 +1815,14 @@ EvtScript N(attackLightningBlast) = {
|
|||||||
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar0)
|
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar0)
|
||||||
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
|
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
|
||||||
EVT_SET(LVar0, 20)
|
EVT_SET(LVar0, 20)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_SET(LVar0, 10)
|
EVT_SET(LVar0, 10)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_WAIT(30)
|
EVT_WAIT(30)
|
||||||
EVT_CALL(N(UnfadeBackgroundToBlack))
|
EVT_CALL(N(UnfadeBackgroundToBlack))
|
||||||
|
@ -184,7 +184,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Black_Anim0C)
|
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Black_Anim0C)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -408,7 +408,7 @@ EvtScript N(acrobaticAttack) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 12, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 12, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(MoveBattleCamOver, 15)
|
EVT_CALL(MoveBattleCamOver, 15)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
|
@ -185,7 +185,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_EXEC_WAIT(DoShockHit)
|
EVT_EXEC_WAIT(DoShockHit)
|
||||||
EVT_EXEC_WAIT(N(explode))
|
EVT_EXEC_WAIT(N(explode))
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
|
@ -133,7 +133,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_BillBlaster_Gold_Anim03)
|
EVT_SET_CONST(LVar1, ANIM_BillBlaster_Gold_Anim03)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
|
@ -56,7 +56,7 @@ ActorPartBlueprint N(partsTable_80218EE8)[] = {
|
|||||||
.idleAnimations = N(idleAnimations_80218FC4),
|
.idleAnimations = N(idleAnimations_80218FC4),
|
||||||
.defenseTable = N(defenseTable_80218E10),
|
.defenseTable = N(defenseTable_80218E10),
|
||||||
.eventFlags = ACTOR_EVENT_FLAG_FIREY,
|
.eventFlags = ACTOR_EVENT_FLAG_FIREY,
|
||||||
.elementImmunityFlags = ELEMENT_IMMUNITY_FLAG_2,
|
.elementImmunityFlags = ELEMENT_FIRE,
|
||||||
.unk_1C = 0xFD,
|
.unk_1C = 0xFD,
|
||||||
.unk_1D = 0xF6,
|
.unk_1D = 0xF6,
|
||||||
},
|
},
|
||||||
@ -295,7 +295,7 @@ EvtScript N(handleEvent_80219500) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Anim07)
|
EVT_SET_CONST(LVar1, ANIM_LavaBubble_Anim07)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_CASE_OR_EQ(EVENT_BURN_TAUNT)
|
EVT_CASE_OR_EQ(EVENT_BURN_TAUNT)
|
||||||
@ -413,7 +413,7 @@ EvtScript N(fireTackle) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_FIRE, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_FIRE, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_SET(LVar0, 1)
|
EVT_SET(LVar0, 1)
|
||||||
EVT_SET(LVar1, 4587524)
|
EVT_SET(LVar1, 4587524)
|
||||||
@ -536,7 +536,7 @@ EvtScript N(fireballs_Partner) = {
|
|||||||
EVT_WAIT(20)
|
EVT_WAIT(20)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_EXEC_WAIT(N(80219464))
|
EVT_EXEC_WAIT(N(80219464))
|
||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
@ -625,7 +625,7 @@ EvtScript N(fireballs_Player) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_FIRE, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_FIRE, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
|
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
|
||||||
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
|
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
|
||||||
|
@ -285,7 +285,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_EXEC_WAIT(DoShockHit)
|
EVT_EXEC_WAIT(DoShockHit)
|
||||||
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
|
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
|
||||||
EVT_EXEC_WAIT(DoShockHit)
|
EVT_EXEC_WAIT(DoShockHit)
|
||||||
EVT_CASE_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_IF_NOT_FLAG(LVarE, DAMAGE_TYPE_FIRE)
|
EVT_IF_NOT_FLAG(LVarE, DAMAGE_TYPE_FIRE)
|
||||||
EVT_EXEC_WAIT(N(onHitCombo))
|
EVT_EXEC_WAIT(N(onHitCombo))
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
@ -1052,10 +1052,10 @@ EvtScript N(attackPetitSpit) = {
|
|||||||
EVT_CALL(SetGoalToTarget, LVar5)
|
EVT_CALL(SetGoalToTarget, LVar5)
|
||||||
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
|
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar9, DAMAGE_TYPE_FIRE, 65535, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar9, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar9)
|
EVT_SWITCH(LVar9)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_CALL(SetPartFlagBits, LVar5, 1, ACTOR_PART_FLAG_INVISIBLE, 1)
|
EVT_CALL(SetPartFlagBits, LVar5, 1, ACTOR_PART_FLAG_INVISIBLE, 1)
|
||||||
EVT_CALL(SetGoalToTarget, LVar5)
|
EVT_CALL(SetGoalToTarget, LVar5)
|
||||||
|
@ -126,7 +126,7 @@ API_CALLABLE(SetAnimatorFlags);
|
|||||||
API_CALLABLE(GetAnimatedPositionByTreeIndex);
|
API_CALLABLE(GetAnimatedPositionByTreeIndex);
|
||||||
API_CALLABLE(GetAnimatedRotationByTreeIndex);
|
API_CALLABLE(GetAnimatedRotationByTreeIndex);
|
||||||
API_CALLABLE(GetAnimatedModelRootPosition);
|
API_CALLABLE(GetAnimatedModelRootPosition);
|
||||||
ApiStatus func_8026D5A4(Evt* script, s32 isInitialCall);
|
ApiStatus SetPartImmunityBits(Evt* script, s32 isInitialCall);
|
||||||
ApiStatus DeleteAnimatedModel(Evt* script, s32 isInitialCall);
|
ApiStatus DeleteAnimatedModel(Evt* script, s32 isInitialCall);
|
||||||
|
|
||||||
extern Formation N(formation_lava_bud_1);
|
extern Formation N(formation_lava_bud_1);
|
||||||
@ -985,7 +985,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
|
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
|
||||||
EVT_EXEC_WAIT(N(onDeath))
|
EVT_EXEC_WAIT(N(onDeath))
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_IF_NOT_FLAG(LVarE, DAMAGE_TYPE_FIRE)
|
EVT_IF_NOT_FLAG(LVarE, DAMAGE_TYPE_FIRE)
|
||||||
EVT_EXEC_WAIT(N(onComboHit))
|
EVT_EXEC_WAIT(N(onComboHit))
|
||||||
EVT_EXEC_WAIT(N(playHitAnimation))
|
EVT_EXEC_WAIT(N(playHitAnimation))
|
||||||
@ -1188,11 +1188,11 @@ EvtScript N(attackFlameSpew) = {
|
|||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_FIRE, 65535, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SET(LVarF, LVar0)
|
EVT_SET(LVarF, LVar0)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaPiranha_Anim03)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LavaPiranha_Anim03)
|
||||||
EVT_WAIT(19)
|
EVT_WAIT(19)
|
||||||
@ -1272,7 +1272,7 @@ EvtScript N(attackFireStream) = {
|
|||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_FIRE, 65535, 0, 7, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, 7, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_WAIT(20)
|
EVT_WAIT(20)
|
||||||
EVT_CALL(OverrideBattleDmaDest, VINE_0_BASE)
|
EVT_CALL(OverrideBattleDmaDest, VINE_0_BASE)
|
||||||
EVT_CALL(LoadBattleDmaData, 3)
|
EVT_CALL(LoadBattleDmaData, 3)
|
||||||
@ -1549,12 +1549,12 @@ EvtScript N(onDeath) = {
|
|||||||
EVT_CALL(SetDefenseTable, ACTOR_ENEMY1, 2, EVT_PTR(b_area_kzn2_lava_bud_defenseTable_fiery))
|
EVT_CALL(SetDefenseTable, ACTOR_ENEMY1, 2, EVT_PTR(b_area_kzn2_lava_bud_defenseTable_fiery))
|
||||||
EVT_CALL(SetDefenseTable, ACTOR_ENEMY2, 1, EVT_PTR(b_area_kzn2_lava_bud_defenseTable_fiery))
|
EVT_CALL(SetDefenseTable, ACTOR_ENEMY2, 1, EVT_PTR(b_area_kzn2_lava_bud_defenseTable_fiery))
|
||||||
EVT_CALL(SetDefenseTable, ACTOR_ENEMY2, 2, EVT_PTR(b_area_kzn2_lava_bud_defenseTable_fiery))
|
EVT_CALL(SetDefenseTable, ACTOR_ENEMY2, 2, EVT_PTR(b_area_kzn2_lava_bud_defenseTable_fiery))
|
||||||
EVT_CALL(func_8026D5A4, ACTOR_SELF, 1, 2, 1)
|
EVT_CALL(SetPartImmunityBits, ACTOR_SELF, 1, ELEMENT_FIRE, 1)
|
||||||
EVT_CALL(func_8026D5A4, ACTOR_SELF, 2, 2, 1)
|
EVT_CALL(SetPartImmunityBits, ACTOR_SELF, 2, ELEMENT_FIRE, 1)
|
||||||
EVT_CALL(func_8026D5A4, ACTOR_ENEMY1, 1, 2, 1)
|
EVT_CALL(SetPartImmunityBits, ACTOR_ENEMY1, 1, ELEMENT_FIRE, 1)
|
||||||
EVT_CALL(func_8026D5A4, ACTOR_ENEMY1, 2, 2, 1)
|
EVT_CALL(SetPartImmunityBits, ACTOR_ENEMY1, 2, ELEMENT_FIRE, 1)
|
||||||
EVT_CALL(func_8026D5A4, ACTOR_ENEMY2, 1, 2, 1)
|
EVT_CALL(SetPartImmunityBits, ACTOR_ENEMY2, 1, ELEMENT_FIRE, 1)
|
||||||
EVT_CALL(func_8026D5A4, ACTOR_ENEMY2, 2, 2, 1)
|
EVT_CALL(SetPartImmunityBits, ACTOR_ENEMY2, 2, ELEMENT_FIRE, 1)
|
||||||
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY1, 2, ACTOR_PART_FLAG_2000, 0)
|
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY1, 2, ACTOR_PART_FLAG_2000, 0)
|
||||||
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY2, 2, ACTOR_PART_FLAG_2000, 0)
|
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY2, 2, ACTOR_PART_FLAG_2000, 0)
|
||||||
EVT_SET(LVar0, ACTOR_ENEMY0)
|
EVT_SET(LVar0, ACTOR_ENEMY0)
|
||||||
|
@ -170,7 +170,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
|
EVT_SET_CONST(LVar1, ANIM_PetitPiranha_Anim03)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -357,10 +357,10 @@ EvtScript N(takeTurn) = {
|
|||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_SET(LVar8, 6)
|
EVT_SET(LVar8, 6)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar9, DAMAGE_TYPE_FIRE, 65535, 0, LVar8, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar9, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar8, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar9)
|
EVT_SWITCH(LVar9)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_CALL(MakeLerp, 160, 10, 20, 1)
|
EVT_CALL(MakeLerp, 160, 10, 20, 1)
|
||||||
EVT_LOOP(0)
|
EVT_LOOP(0)
|
||||||
|
@ -68,7 +68,7 @@ ActorPartBlueprint N(parts)[] = {
|
|||||||
.idleAnimations = N(idleAnimations),
|
.idleAnimations = N(idleAnimations),
|
||||||
.defenseTable = N(defenseTable),
|
.defenseTable = N(defenseTable),
|
||||||
.eventFlags = ACTOR_EVENT_FLAG_FIREY,
|
.eventFlags = ACTOR_EVENT_FLAG_FIREY,
|
||||||
.elementImmunityFlags = DAMAGE_TYPE_FIRE, // not sure about enum type
|
.elementImmunityFlags = ELEMENT_FIRE,
|
||||||
.unk_1C = -2,
|
.unk_1C = -2,
|
||||||
.unk_1D = -22,
|
.unk_1D = -22,
|
||||||
},
|
},
|
||||||
|
@ -655,7 +655,7 @@ EvtScript N(takeTurn_8021B81C) = {
|
|||||||
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
|
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
|
||||||
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 65535, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(0)
|
EVT_CASE_OR_EQ(0)
|
||||||
EVT_CASE_OR_EQ(2)
|
EVT_CASE_OR_EQ(2)
|
||||||
@ -790,7 +790,7 @@ EvtScript N(takeTurn_Chan) = {
|
|||||||
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(14.0))
|
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(14.0))
|
||||||
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
|
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 65535, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(0)
|
EVT_CASE_OR_EQ(0)
|
||||||
EVT_CASE_OR_EQ(2)
|
EVT_CASE_OR_EQ(2)
|
||||||
|
@ -1530,13 +1530,13 @@ EvtScript N(takeTurn_80221200) = {
|
|||||||
EVT_SWITCH(LVar9)
|
EVT_SWITCH(LVar9)
|
||||||
EVT_CASE_EQ(0)
|
EVT_CASE_EQ(0)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 65535, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CASE_EQ(1)
|
EVT_CASE_EQ(1)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 65535, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CASE_EQ(2)
|
EVT_CASE_EQ(2)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 65535, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(0)
|
EVT_CASE_OR_EQ(0)
|
||||||
@ -2890,7 +2890,7 @@ ApiStatus func_80219188_465618(Evt* script, s32 isInitialCall) {
|
|||||||
wattEffectData->unk_0C = TRUE;
|
wattEffectData->unk_0C = TRUE;
|
||||||
wattEffectData->unk_10 = 0;
|
wattEffectData->unk_10 = 0;
|
||||||
wattEffectData->effect1 = fx_static_status(0, actor->currentPos.x, actor->currentPos.y, actor->currentPos.z, (actor->debuff != STATUS_SHRINK) ? 1.0f : 0.4f, 5, 0);
|
wattEffectData->effect1 = fx_static_status(0, actor->currentPos.x, actor->currentPos.y, actor->currentPos.z, (actor->debuff != STATUS_SHRINK) ? 1.0f : 0.4f, 5, 0);
|
||||||
wattEffectData->effect2 = fx_static_status(1, actor->currentPos.x, -1000.0f, actor->currentPos.z, (actor->debuff != STATUS_SHRINK) ? 1.0f : 0.4f, 5, 0);
|
wattEffectData->effect2 = fx_static_status(1, actor->currentPos.x, NPC_DISPOSE_POS_Y, actor->currentPos.z, (actor->debuff != STATUS_SHRINK) ? 1.0f : 0.4f, 5, 0);
|
||||||
wattEffectData->flags = TRUE;
|
wattEffectData->flags = TRUE;
|
||||||
wattEffectData->debuff = actor->debuff;
|
wattEffectData->debuff = actor->debuff;
|
||||||
}
|
}
|
||||||
@ -2901,10 +2901,10 @@ ApiStatus func_80219188_465618(Evt* script, s32 isInitialCall) {
|
|||||||
wattEffectData->angle += 15;
|
wattEffectData->angle += 15;
|
||||||
wattEffectData->angle = clamp_angle(wattEffectData->angle);
|
wattEffectData->angle = clamp_angle(wattEffectData->angle);
|
||||||
}
|
}
|
||||||
actor->unk_19A = sin_rad(DEG_TO_RAD(wattEffectData->angle)) * 3.0f;
|
actor->verticalRenderOffset = sin_rad(DEG_TO_RAD(wattEffectData->angle)) * 3.0f;
|
||||||
|
|
||||||
x = actor->currentPos.x + actor->headOffset.x;
|
x = actor->currentPos.x + actor->headOffset.x;
|
||||||
y = actor->currentPos.y + actor->headOffset.y + actor->unk_19A + (actor->debuff != STATUS_SHRINK ? 12.0 : 4.800000000000001); // 4.8 doesn't match
|
y = actor->currentPos.y + actor->headOffset.y + actor->verticalRenderOffset + (actor->debuff != STATUS_SHRINK ? 12.0 : 4.800000000000001); // 4.8 doesn't match
|
||||||
z = actor->currentPos.z + actor->headOffset.z;
|
z = actor->currentPos.z + actor->headOffset.z;
|
||||||
if (wattEffectData->unk_0C) {
|
if (wattEffectData->unk_0C) {
|
||||||
switch (wattEffectData->unk_10) {
|
switch (wattEffectData->unk_10) {
|
||||||
@ -3191,13 +3191,13 @@ EvtScript N(takeTurn_80226004) = {
|
|||||||
EVT_SWITCH(LVar9)
|
EVT_SWITCH(LVar9)
|
||||||
EVT_CASE_EQ(0)
|
EVT_CASE_EQ(0)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, (DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_IGNORE_DEFENSE), 65535, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, (DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_IGNORE_DEFENSE), SUPPRESS_EVENT_ALL, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CASE_EQ(1)
|
EVT_CASE_EQ(1)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, (DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_IGNORE_DEFENSE), 65535, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, (DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_IGNORE_DEFENSE), SUPPRESS_EVENT_ALL, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CASE_EQ(2)
|
EVT_CASE_EQ(2)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, (DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_IGNORE_DEFENSE), 65535, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, (DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_IGNORE_DEFENSE), SUPPRESS_EVENT_ALL, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(0)
|
EVT_CASE_OR_EQ(0)
|
||||||
|
@ -118,7 +118,7 @@ EvtScript N(handleEvent_80218584) = {
|
|||||||
EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
|
EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
|
||||||
EVT_CASE_OR_EQ(EVENT_HIT)
|
EVT_CASE_OR_EQ(EVENT_HIT)
|
||||||
EVT_CALL(GetLastElement, LVar0)
|
EVT_CALL(GetLastElement, LVar0)
|
||||||
EVT_IF_FLAG(LVar0, DAMAGE_TYPE_ELECTRIC)
|
EVT_IF_FLAG(LVar0, DAMAGE_TYPE_SHOCK)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Forest_HurtShock)
|
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Forest_HurtShock)
|
||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
@ -176,7 +176,7 @@ EvtScript N(handleEvent_80218584) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Forest_HurtShock)
|
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Forest_HurtShock)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Forest_Idle)
|
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Forest_Idle)
|
||||||
@ -184,7 +184,7 @@ EvtScript N(handleEvent_80218584) = {
|
|||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
EVT_CASE_EQ(EVENT_DEATH)
|
EVT_CASE_EQ(EVENT_DEATH)
|
||||||
EVT_CALL(GetLastElement, LVar0)
|
EVT_CALL(GetLastElement, LVar0)
|
||||||
EVT_IF_FLAG(LVar0, DAMAGE_TYPE_ELECTRIC)
|
EVT_IF_FLAG(LVar0, DAMAGE_TYPE_SHOCK)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Forest_HurtShock)
|
EVT_SET_CONST(LVar1, ANIM_Fuzzy_Forest_HurtShock)
|
||||||
EVT_EXEC_WAIT(DoNormalHit)
|
EVT_EXEC_WAIT(DoNormalHit)
|
||||||
|
@ -184,7 +184,7 @@ EvtScript N(handleEvent_8021D60C) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_SmallPiranha_Anim09)
|
EVT_SET_CONST(LVar1, ANIM_SmallPiranha_Anim09)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -354,7 +354,7 @@ EvtScript N(takeTurn_8021DCD4) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_SmallPiranha_Anim08)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_SmallPiranha_Anim08)
|
||||||
|
@ -682,7 +682,7 @@ EvtScript N(shellToss_KentC) = {
|
|||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
|
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
|
||||||
EVT_IF_NOT_FLAG(LVar3, 0x80000)
|
EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK)
|
||||||
EVT_ADD(LVar0, 32)
|
EVT_ADD(LVar0, 32)
|
||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_ADD(LVar0, 12)
|
EVT_ADD(LVar0, 12)
|
||||||
@ -693,16 +693,16 @@ EvtScript N(shellToss_KentC) = {
|
|||||||
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
|
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarE)
|
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarE)
|
||||||
EVT_IF_NOT_FLAG(LVarE, 0x80000)
|
EVT_IF_NOT_FLAG(LVarE, STATUS_FLAG_SHRINK)
|
||||||
EVT_CALL(func_80269EAC, 24)
|
EVT_CALL(func_80269EAC, 24)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 65535, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, SUPPRESS_EVENT_ALL, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SET(LVarA, 0)
|
EVT_SET(LVarA, 0)
|
||||||
EVT_IF_NOT_FLAG(LVarE, 0x80000)
|
EVT_IF_NOT_FLAG(LVarE, STATUS_FLAG_SHRINK)
|
||||||
EVT_CALL(GetBattleFlags, LVar0)
|
EVT_CALL(GetBattleFlags, LVar0)
|
||||||
EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_ATK_BLOCKED)
|
EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_ATK_BLOCKED)
|
||||||
EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0)
|
EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0)
|
||||||
EVT_IF_NOT_FLAG(LVar0, 0x100000)
|
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_STONE)
|
||||||
EVT_SET(LVarA, 1)
|
EVT_SET(LVarA, 1)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
@ -718,7 +718,7 @@ EvtScript N(shellToss_KentC) = {
|
|||||||
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
|
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(func_80269EAC, 25)
|
EVT_CALL(func_80269EAC, 25)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 65535, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(GetBattleFlags, LVar0)
|
EVT_CALL(GetBattleFlags, LVar0)
|
||||||
EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_ATK_BLOCKED)
|
EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_ATK_BLOCKED)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
@ -916,7 +916,7 @@ EvtScript N(tackle_KentC) = {
|
|||||||
EVT_IF_NOT_FLAG(LVarF, 0x80000)
|
EVT_IF_NOT_FLAG(LVarF, 0x80000)
|
||||||
EVT_CALL(func_80269EAC, 24)
|
EVT_CALL(func_80269EAC, 24)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 65535, 0, 10, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, SUPPRESS_EVENT_ALL, 0, 10, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(0)
|
EVT_CASE_OR_EQ(0)
|
||||||
EVT_CASE_OR_EQ(2)
|
EVT_CASE_OR_EQ(2)
|
||||||
|
@ -184,7 +184,7 @@ EvtScript N(handleEvent_80221C20) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Black_Anim0C)
|
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Black_Anim0C)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -408,7 +408,7 @@ EvtScript N(80222824) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 12, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 12, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(MoveBattleCamOver, 15)
|
EVT_CALL(MoveBattleCamOver, 15)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
|
@ -185,7 +185,7 @@ EvtScript N(handleEvent_8021B028) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Blue_Anim0C)
|
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Blue_Anim0C)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -409,7 +409,7 @@ EvtScript N(8021BC2C) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(MoveBattleCamOver, 15)
|
EVT_CALL(MoveBattleCamOver, 15)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
|
@ -185,7 +185,7 @@ EvtScript N(handleEvent_80220128) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Green_Anim0C)
|
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Green_Anim0C)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -409,7 +409,7 @@ EvtScript N(80220D2C) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(MoveBattleCamOver, 15)
|
EVT_CALL(MoveBattleCamOver, 15)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
|
@ -198,7 +198,7 @@ EvtScript N(handleEvent_80224D10) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_GrooveGuy_Anim08)
|
EVT_SET_CONST(LVar1, ANIM_GrooveGuy_Anim08)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_GrooveGuy_Anim01)
|
EVT_SET_CONST(LVar1, ANIM_GrooveGuy_Anim01)
|
||||||
@ -315,7 +315,7 @@ EvtScript N(basicAttack) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
@ -382,10 +382,10 @@ EvtScript N(sleepySpin) = {
|
|||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_STATUS_ALWAYS_HITS, 0, 0x00000002 | 0x00000010 | STATUS_FLAG_20 | STATUS_FLAG_200 | STATUS_FLAG_DIZZY | STATUS_FLAG_80000000, 0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_STATUS_ALWAYS_HITS, 0, DMG_STATUS_CHANCE(STATUS_FLAG_DIZZY, 2, 50), 0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(WasStatusInflicted, ACTOR_SELF, LVar0)
|
EVT_CALL(WasStatusInflicted, ACTOR_SELF, LVar0)
|
||||||
EVT_IF_EQ(LVar0, TRUE)
|
EVT_IF_EQ(LVar0, TRUE)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
|
@ -185,7 +185,7 @@ EvtScript N(handleEvent_8021E628) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Pink_Anim0C)
|
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Pink_Anim0C)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -409,7 +409,7 @@ EvtScript N(8021F22C) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(MoveBattleCamOver, 15)
|
EVT_CALL(MoveBattleCamOver, 15)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
|
@ -30,7 +30,7 @@ s32 N(defenseTable_8022CB4C)[] = {
|
|||||||
ELEMENT_ICE, -2,
|
ELEMENT_ICE, -2,
|
||||||
ELEMENT_FIRE, 99,
|
ELEMENT_FIRE, 99,
|
||||||
ELEMENT_SHOCK, 0,
|
ELEMENT_SHOCK, 0,
|
||||||
ELEMENT_HAMMER, 0,
|
ELEMENT_SMASH, 0,
|
||||||
ELEMENT_BLAST, -1,
|
ELEMENT_BLAST, -1,
|
||||||
ELEMENT_END,
|
ELEMENT_END,
|
||||||
};
|
};
|
||||||
@ -191,7 +191,7 @@ EvtScript N(handleEvent_8022CE60) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_PyroGuy_Anim06)
|
EVT_SET_CONST(LVar1, ANIM_PyroGuy_Anim06)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -306,7 +306,7 @@ EvtScript N(takeTurn_8022D344) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_FIRE, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_FIRE, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
|
@ -430,7 +430,7 @@ EvtScript N(handleEvent_8022A398) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim0A)
|
EVT_SET_CONST(LVar1, ANIM_SkyGuy_Anim0A)
|
||||||
EVT_EXEC_WAIT(N(80229A34))
|
EVT_EXEC_WAIT(N(80229A34))
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CALL(func_8026E914, LVar0, LVar1)
|
EVT_CALL(func_8026E914, LVar0, LVar1)
|
||||||
EVT_IF_GE(LVar1, 3)
|
EVT_IF_GE(LVar1, 3)
|
||||||
EVT_EXEC_WAIT(N(80229CB0))
|
EVT_EXEC_WAIT(N(80229CB0))
|
||||||
@ -575,7 +575,7 @@ EvtScript N(takeTurn_8022A9D0) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
|
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
|
||||||
EVT_SUB(LVar0, 55)
|
EVT_SUB(LVar0, 55)
|
||||||
EVT_SET(LVar1, 0)
|
EVT_SET(LVar1, 0)
|
||||||
@ -699,7 +699,7 @@ EvtScript N(handleEvent_8022B310) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
|
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -923,7 +923,7 @@ EvtScript N(8022BF14) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(MoveBattleCamOver, 15)
|
EVT_CALL(MoveBattleCamOver, 15)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
|
@ -250,7 +250,7 @@ EvtScript N(handleEvent_80227ABC) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_SpyGuy_Anim0C)
|
EVT_SET_CONST(LVar1, ANIM_SpyGuy_Anim0C)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar1)
|
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar1)
|
||||||
EVT_IF_EQ(LVar1, 0)
|
EVT_IF_EQ(LVar1, 0)
|
||||||
@ -395,7 +395,7 @@ EvtScript N(slingshotAttack) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(GetPartOffset, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
|
EVT_CALL(GetPartOffset, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
|
||||||
EVT_SUB(LVar0, 100)
|
EVT_SUB(LVar0, 100)
|
||||||
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(0.7))
|
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(0.7))
|
||||||
@ -513,7 +513,7 @@ EvtScript N(hammerAttack) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_SET(LocalFlag(0), 0)
|
EVT_SET(LocalFlag(0), 0)
|
||||||
EVT_CALL(GetBattleFlags, LVar0)
|
EVT_CALL(GetBattleFlags, LVar0)
|
||||||
EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_ATK_BLOCKED)
|
EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_ATK_BLOCKED)
|
||||||
|
@ -185,7 +185,7 @@ EvtScript N(handleEvent_8021CB28) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Yellow_Anim0C)
|
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Yellow_Anim0C)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -409,7 +409,7 @@ EvtScript N(8021D72C) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(MoveBattleCamOver, 15)
|
EVT_CALL(MoveBattleCamOver, 15)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
|
@ -226,7 +226,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_GeneralGuy_Anim0E)
|
EVT_SET_CONST(LVar1, ANIM_GeneralGuy_Anim0E)
|
||||||
EVT_EXEC_WAIT(DoReturnHome)
|
EVT_EXEC_WAIT(DoReturnHome)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -388,7 +388,7 @@ EvtScript N(attack_throw_bomb) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_BLAST | DAMAGE_TYPE_NO_CONTACT, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_BLAST | DAMAGE_TYPE_NO_CONTACT, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GeneralGuy_Anim02)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GeneralGuy_Anim02)
|
||||||
EVT_WAIT(30)
|
EVT_WAIT(30)
|
||||||
@ -451,7 +451,7 @@ EvtScript N(attack_lightning_shot) = {
|
|||||||
EVT_END_THREAD
|
EVT_END_THREAD
|
||||||
EVT_CALL(PlayEffect, EFFECT_SNAKING_STATIC, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 40, 0, 0, 0, 0, 0, 0, 0)
|
EVT_CALL(PlayEffect, EFFECT_SNAKING_STATIC, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 40, 0, 0, 0, 0, 0, 0, 0)
|
||||||
EVT_WAIT(40)
|
EVT_WAIT(40)
|
||||||
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_NO_CONTACT, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_EQ(HIT_RESULT_MISS)
|
EVT_CASE_EQ(HIT_RESULT_MISS)
|
||||||
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
|
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
|
||||||
@ -462,7 +462,7 @@ EvtScript N(attack_lightning_shot) = {
|
|||||||
EVT_CALL(PlayEffect, EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0, 0, 0, 0)
|
EVT_CALL(PlayEffect, EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0, 0, 0, 0)
|
||||||
EVT_WAIT(12)
|
EVT_WAIT(12)
|
||||||
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
|
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
|
||||||
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_NO_CONTACT, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_IF_NE(LVar0, HIT_RESULT_MISS)
|
EVT_IF_NE(LVar0, HIT_RESULT_MISS)
|
||||||
EVT_CALL(GetModelCenter, 39)
|
EVT_CALL(GetModelCenter, 39)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
@ -472,7 +472,7 @@ EvtScript N(attack_lightning_shot) = {
|
|||||||
EVT_CALL(SetActorVar, ACTOR_ENEMY1, 6, 0)
|
EVT_CALL(SetActorVar, ACTOR_ENEMY1, 6, 0)
|
||||||
EVT_WAIT(12)
|
EVT_WAIT(12)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_ELSE
|
EVT_ELSE
|
||||||
EVT_CALL(SetActorVar, ACTOR_ENEMY1, 6, 0)
|
EVT_CALL(SetActorVar, ACTOR_ENEMY1, 6, 0)
|
||||||
EVT_WAIT(20)
|
EVT_WAIT(20)
|
||||||
@ -527,10 +527,10 @@ EvtScript N(attack_lightning_shot) = {
|
|||||||
EVT_CALL(PlayEffect, EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0, 0, 0, 0)
|
EVT_CALL(PlayEffect, EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0, 0, 0, 0)
|
||||||
EVT_WAIT(12)
|
EVT_WAIT(12)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GeneralGuy_Anim02)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_GeneralGuy_Anim02)
|
||||||
EVT_IF_EQ(LVarF, HIT_RESULT_10)
|
EVT_IF_EQ(LVarF, HIT_RESULT_10)
|
||||||
@ -553,7 +553,7 @@ EvtScript N(attack_lightning_shot) = {
|
|||||||
EVT_CALL(SetActorVar, ACTOR_ENEMY1, 6, 0)
|
EVT_CALL(SetActorVar, ACTOR_ENEMY1, 6, 0)
|
||||||
EVT_WAIT(12)
|
EVT_WAIT(12)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_ELECTRIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_CALL(GetActorVar, ACTOR_ENEMY1, 7, LVar0)
|
EVT_CALL(GetActorVar, ACTOR_ENEMY1, 7, LVar0)
|
||||||
EVT_IF_NE(LVar0, 0)
|
EVT_IF_NE(LVar0, 0)
|
||||||
EVT_CALL(func_80253734, BTL_DARKNESS_MODE_3)
|
EVT_CALL(func_80253734, BTL_DARKNESS_MODE_3)
|
||||||
|
@ -128,7 +128,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
|
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
|
||||||
EVT_EXEC_WAIT(N(onHit))
|
EVT_EXEC_WAIT(N(onHit))
|
||||||
EVT_CASE_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CALL(GetActorVar, ACTOR_ENEMY1, 9, LVar0)
|
EVT_CALL(GetActorVar, ACTOR_ENEMY1, 9, LVar0)
|
||||||
EVT_IF_EQ(LVar0, 0)
|
EVT_IF_EQ(LVar0, 0)
|
||||||
EVT_CALL(func_8026E914, LVar0, LVar1)
|
EVT_CALL(func_8026E914, LVar0, LVar1)
|
||||||
|
@ -255,7 +255,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY0, 1, ACTOR_PART_FLAG_INVISIBLE, 1)
|
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY0, 1, ACTOR_PART_FLAG_INVISIBLE, 1)
|
||||||
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(toy_tank_as_close_hatch))
|
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(toy_tank_as_close_hatch))
|
||||||
EVT_CALL(PlaySoundAtPart, ACTOR_ENEMY0, 1, SOUND_206B)
|
EVT_CALL(PlaySoundAtPart, ACTOR_ENEMY0, 1, SOUND_206B)
|
||||||
EVT_CASE_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CALL(func_8026E914, LVar0, LVar1)
|
EVT_CALL(func_8026E914, LVar0, LVar1)
|
||||||
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(toy_tank_as_close_hatch))
|
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(toy_tank_as_close_hatch))
|
||||||
EVT_CALL(PlaySoundAtPart, ACTOR_ENEMY0, 1, SOUND_206B)
|
EVT_CALL(PlaySoundAtPart, ACTOR_ENEMY0, 1, SOUND_206B)
|
||||||
|
@ -896,7 +896,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_ShySquadGuy_Anim0D)
|
EVT_SET_CONST(LVar1, ANIM_ShySquadGuy_Anim0D)
|
||||||
EVT_EXEC_WAIT(N(onDeath))
|
EVT_EXEC_WAIT(N(onDeath))
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_SPIKE_TAUNT)
|
EVT_CASE_OR_EQ(EVENT_SPIKE_TAUNT)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
|
@ -479,7 +479,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar0, 2)
|
EVT_SET_CONST(LVar0, 2)
|
||||||
EVT_SET_CONST(LVar1, ANIM_StiltGuy_Anim06)
|
EVT_SET_CONST(LVar1, ANIM_StiltGuy_Anim06)
|
||||||
EVT_EXEC_WAIT(DoNormalHit)
|
EVT_EXEC_WAIT(DoNormalHit)
|
||||||
EVT_CASE_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_SET_CONST(LVar0, 2)
|
EVT_SET_CONST(LVar0, 2)
|
||||||
EVT_SET_CONST(LVar1, ANIM_StiltGuy_Anim06)
|
EVT_SET_CONST(LVar1, ANIM_StiltGuy_Anim06)
|
||||||
EVT_EXEC_WAIT(DoNormalHit)
|
EVT_EXEC_WAIT(DoNormalHit)
|
||||||
@ -724,7 +724,7 @@ EvtScript N(attack) = {
|
|||||||
EVT_SET(LVarF, LVar0)
|
EVT_SET(LVarF, LVar0)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
@ -869,7 +869,7 @@ EvtScript N(shy_guy_on_spin_smash) = {
|
|||||||
EVT_END_THREAD
|
EVT_END_THREAD
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(GetOwnerTarget, LVar0, LVar1)
|
EVT_CALL(GetOwnerTarget, LVar0, LVar1)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_GOTO(1)
|
EVT_GOTO(1)
|
||||||
EVT_LABEL(10)
|
EVT_LABEL(10)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_D)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_D)
|
||||||
@ -1016,7 +1016,7 @@ EvtScript N(shy_guy_handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
|
EVT_SET_CONST(LVar1, ANIM_ShyGuy_Red_Anim0C)
|
||||||
EVT_EXEC_WAIT(N(onDeath))
|
EVT_EXEC_WAIT(N(onDeath))
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -1240,7 +1240,7 @@ EvtScript N(shy_guy_attack2) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(MoveBattleCamOver, 15)
|
EVT_CALL(MoveBattleCamOver, 15)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
|
@ -813,7 +813,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_EXEC_WAIT(N(onSpinSmashLaunchDeath))
|
EVT_EXEC_WAIT(N(onSpinSmashLaunchDeath))
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_EQ(EVENT_SHOCK_HIT)
|
EVT_CASE_EQ(EVENT_SHOCK_HIT)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_SPIKE_TAUNT)
|
EVT_CASE_OR_EQ(EVENT_SPIKE_TAUNT)
|
||||||
EVT_CALL(GetBattleFlags, LVar2)
|
EVT_CALL(GetBattleFlags, LVar2)
|
||||||
@ -1335,7 +1335,7 @@ EvtScript N(takeTurn) = {
|
|||||||
EVT_SET(LVarF, LVar0)
|
EVT_SET(LVarF, LVar0)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
EVT_CASE_OR_EQ(HIT_RESULT_10)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_WAIT(15)
|
EVT_WAIT(15)
|
||||||
@ -1357,15 +1357,15 @@ EvtScript N(launch_rock) = {
|
|||||||
EVT_CALL(SetPartScale, ACTOR_SELF, 9, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(1.0))
|
EVT_CALL(SetPartScale, ACTOR_SELF, 9, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(1.0))
|
||||||
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
|
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_EQ(HIT_RESULT_HIT)
|
EVT_CASE_EQ(0)
|
||||||
EVT_ADD(LVar3, -4)
|
EVT_ADD(LVar3, -4)
|
||||||
EVT_ADD(LVar4, 28)
|
EVT_ADD(LVar4, 28)
|
||||||
EVT_SET(LVar2, 9)
|
EVT_SET(LVar2, 9)
|
||||||
EVT_CASE_EQ(HIT_RESULT_1)
|
EVT_CASE_EQ(1)
|
||||||
EVT_ADD(LVar3, -4)
|
EVT_ADD(LVar3, -4)
|
||||||
EVT_ADD(LVar4, 21)
|
EVT_ADD(LVar4, 21)
|
||||||
EVT_SET(LVar2, 8)
|
EVT_SET(LVar2, 8)
|
||||||
EVT_CASE_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_EQ(2)
|
||||||
EVT_ADD(LVar3, -4)
|
EVT_ADD(LVar3, -4)
|
||||||
EVT_ADD(LVar4, 14)
|
EVT_ADD(LVar4, 14)
|
||||||
EVT_SET(LVar2, 7)
|
EVT_SET(LVar2, 7)
|
||||||
@ -1381,7 +1381,7 @@ EvtScript N(launch_rock) = {
|
|||||||
EVT_CALL(SetPartScale, ACTOR_SELF, 9, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
|
EVT_CALL(SetPartScale, ACTOR_SELF, 9, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
|
||||||
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
|
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_EQ(HIT_RESULT_HIT)
|
EVT_CASE_EQ(0)
|
||||||
EVT_ADD(LVar3, -10)
|
EVT_ADD(LVar3, -10)
|
||||||
EVT_ADD(LVar4, 72)
|
EVT_ADD(LVar4, 72)
|
||||||
EVT_SET(LVar2, 9)
|
EVT_SET(LVar2, 9)
|
||||||
@ -1389,7 +1389,7 @@ EvtScript N(launch_rock) = {
|
|||||||
EVT_ADD(LVar3, -10)
|
EVT_ADD(LVar3, -10)
|
||||||
EVT_ADD(LVar4, 54)
|
EVT_ADD(LVar4, 54)
|
||||||
EVT_SET(LVar2, 8)
|
EVT_SET(LVar2, 8)
|
||||||
EVT_CASE_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_EQ(2)
|
||||||
EVT_ADD(LVar3, -10)
|
EVT_ADD(LVar3, -10)
|
||||||
EVT_ADD(LVar4, 36)
|
EVT_ADD(LVar4, 36)
|
||||||
EVT_SET(LVar2, 7)
|
EVT_SET(LVar2, 7)
|
||||||
@ -1420,11 +1420,11 @@ EvtScript N(launch_rock) = {
|
|||||||
EVT_CALL(SetPartFlagBits, ACTOR_SELF, LVar2, ACTOR_PART_FLAG_INVISIBLE, 1)
|
EVT_CALL(SetPartFlagBits, ACTOR_SELF, LVar2, ACTOR_PART_FLAG_INVISIBLE, 1)
|
||||||
EVT_CASE_EQ(1)
|
EVT_CASE_EQ(1)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_EQ(HIT_RESULT_HIT)
|
EVT_CASE_EQ(0)
|
||||||
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar2, EVT_FLOAT(2.2))
|
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar2, EVT_FLOAT(2.2))
|
||||||
EVT_CASE_EQ(HIT_RESULT_1)
|
EVT_CASE_EQ(1)
|
||||||
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar2, EVT_FLOAT(1.8))
|
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar2, EVT_FLOAT(1.8))
|
||||||
EVT_CASE_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_EQ(2)
|
||||||
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar2, EVT_FLOAT(1.4))
|
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar2, EVT_FLOAT(1.4))
|
||||||
EVT_CASE_DEFAULT
|
EVT_CASE_DEFAULT
|
||||||
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar2, EVT_FLOAT(1.0))
|
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar2, EVT_FLOAT(1.0))
|
||||||
|
@ -131,7 +131,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_CASE_OR_EQ(EVENT_SPIN_SMASH_HIT)
|
EVT_CASE_OR_EQ(EVENT_SPIN_SMASH_HIT)
|
||||||
EVT_CASE_OR_EQ(EVENT_SPIN_SMASH_DEATH)
|
EVT_CASE_OR_EQ(EVENT_SPIN_SMASH_DEATH)
|
||||||
EVT_CASE_OR_EQ(EVENT_SHOCK_HIT)
|
EVT_CASE_OR_EQ(EVENT_SHOCK_HIT)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_SPIKE_TAUNT)
|
EVT_CASE_OR_EQ(EVENT_SPIKE_TAUNT)
|
||||||
EVT_CASE_OR_EQ(EVENT_DEATH)
|
EVT_CASE_OR_EQ(EVENT_DEATH)
|
||||||
|
@ -802,7 +802,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_TankGuy_Anim04)
|
EVT_SET_CONST(LVar1, ANIM_TankGuy_Anim04)
|
||||||
EVT_EXEC_WAIT(N(onDeath))
|
EVT_EXEC_WAIT(N(onDeath))
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_SPIKE_TAUNT)
|
EVT_CASE_OR_EQ(EVENT_SPIKE_TAUNT)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
|
@ -422,7 +422,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_BigLanternGhost_Anim09)
|
EVT_SET_CONST(LVar1, ANIM_BigLanternGhost_Anim09)
|
||||||
EVT_EXEC_WAIT(N(onDeath))
|
EVT_EXEC_WAIT(N(onDeath))
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CALL(func_8026E914, LVar0, LVar1)
|
EVT_CALL(func_8026E914, LVar0, LVar1)
|
||||||
EVT_IF_EQ(LVar1, 2)
|
EVT_IF_EQ(LVar1, 2)
|
||||||
@ -601,7 +601,7 @@ EvtScript N(attackHeavyJump) = {
|
|||||||
EVT_SET(LVarF, LVar0)
|
EVT_SET(LVarF, LVar0)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_37D)
|
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_37D)
|
||||||
EVT_CALL(ResetActorSounds, ACTOR_SELF, 2)
|
EVT_CALL(ResetActorSounds, ACTOR_SELF, 2)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
|
||||||
@ -699,20 +699,20 @@ EvtScript N(attackLightBeam) = {
|
|||||||
EVT_IF_EQ(LVar0, 1)
|
EVT_IF_EQ(LVar0, 1)
|
||||||
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
|
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarD, 0, 65535, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarD, 0, SUPPRESS_EVENT_ALL, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
EVT_CASE_DEFAULT
|
EVT_CASE_DEFAULT
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarE, DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarE, DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(ActorExists, ACTOR_PARTNER, LVar0)
|
EVT_CALL(ActorExists, ACTOR_PARTNER, LVar0)
|
||||||
EVT_IF_EQ(LVar0, 1)
|
EVT_IF_EQ(LVar0, 1)
|
||||||
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
|
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarD, DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, 65535, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarD, DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS, SUPPRESS_EVENT_ALL, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_WAIT(40)
|
EVT_WAIT(40)
|
||||||
|
@ -170,7 +170,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim09)
|
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim09)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -299,7 +299,7 @@ EvtScript N(takeTurn) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, STATUS_FLAG_8 | 0x00000010, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, STATUS_FLAG_8 | 0x00000010, 4, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_ADD(LVar0, 40)
|
EVT_ADD(LVar0, 40)
|
||||||
|
@ -289,7 +289,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar2, -1)
|
EVT_SET_CONST(LVar2, -1)
|
||||||
EVT_END_IF
|
EVT_END_IF
|
||||||
EVT_EXEC_WAIT(DoBurnHit)
|
EVT_EXEC_WAIT(DoBurnHit)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
|
@ -635,7 +635,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_EXEC_WAIT(DoBurnHit)
|
EVT_EXEC_WAIT(DoBurnHit)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_CrystalKing_Anim19)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_CrystalKing_Anim19)
|
||||||
EVT_EXEC_WAIT(N(OnHit))
|
EVT_EXEC_WAIT(N(OnHit))
|
||||||
EVT_CASE_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
EVT_SET_CONST(LVar1, ANIM_CrystalKing_Anim09)
|
EVT_SET_CONST(LVar1, ANIM_CrystalKing_Anim09)
|
||||||
@ -1016,7 +1016,7 @@ EvtScript N(AttackIcyBreath) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_ICE | DAMAGE_TYPE_NO_CONTACT, 0, 0, 8, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_ICE | DAMAGE_TYPE_NO_CONTACT, 0, 0, 8, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
@ -1138,7 +1138,7 @@ EvtScript N(AttackIceBolt) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_ICE | DAMAGE_TYPE_NO_CONTACT, 0, 0x00000002 | STATUS_FLAG_4 | STATUS_FLAG_8 | 0x00000010 | STATUS_FLAG_20 | STATUS_FLAG_40 | 0x00000080 | STATUS_FLAG_200 | STATUS_FLAG_FROZEN, 6, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_ICE | DAMAGE_TYPE_NO_CONTACT, 0, 0x00000002 | STATUS_FLAG_4 | STATUS_FLAG_8 | 0x00000010 | STATUS_FLAG_20 | STATUS_FLAG_40 | 0x00000080 | STATUS_FLAG_200 | STATUS_FLAG_FROZEN, 6, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_CALL(PlayEffect, EFFECT_COLD_BREATH, 0, LVar0, LVar1, LVar2, EVT_FLOAT(2.0), 30, 0, 0, 0, 0, 0, 0, 0)
|
EVT_CALL(PlayEffect, EFFECT_COLD_BREATH, 0, LVar0, LVar1, LVar2, EVT_FLOAT(2.0), 30, 0, 0, 0, 0, 0, 0, 0)
|
||||||
@ -1724,7 +1724,7 @@ EvtScript N(AttackIcyBreathWithClones) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_ICE | DAMAGE_TYPE_NO_CONTACT, 0, 0, 8, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_ICE | DAMAGE_TYPE_NO_CONTACT, 0, 0, 8, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_WAIT(20)
|
EVT_WAIT(20)
|
||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
|
@ -187,7 +187,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_LargePiranha_Frost_Anim0E)
|
EVT_SET_CONST(LVar1, ANIM_LargePiranha_Frost_Anim0E)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -361,7 +361,7 @@ EvtScript N(attack_bite) = {
|
|||||||
EVT_SET(LVarF, LVar0)
|
EVT_SET(LVarF, LVar0)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_WAIT(10)
|
EVT_WAIT(10)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LargePiranha_Frost_Anim07)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LargePiranha_Frost_Anim07)
|
||||||
@ -436,7 +436,7 @@ EvtScript N(attack_icy_breath) = {
|
|||||||
EVT_WAIT(1)
|
EVT_WAIT(1)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LargePiranha_Frost_Anim0C)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LargePiranha_Frost_Anim0C)
|
||||||
EVT_WAIT(5)
|
EVT_WAIT(5)
|
||||||
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_ICE, STATUS_FLAG_FROZEN, 1, BS_FLAGS1_10)
|
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_ICE, STATUS_FLAG_FROZEN, 1, BS_FLAGS1_10) //@bug malformed status word
|
||||||
EVT_SWITCH(LVarA)
|
EVT_SWITCH(LVarA)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
|
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
|
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
|
||||||
@ -462,11 +462,11 @@ EvtScript N(attack_icy_breath) = {
|
|||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_ICE | DAMAGE_TYPE_STATUS_ALWAYS_HITS, 65535, 0x00000002 | STATUS_FLAG_4 | STATUS_FLAG_8 | 0x00000010 | STATUS_FLAG_20 | STATUS_FLAG_40 | 0x00000080 | STATUS_FLAG_200 | STATUS_FLAG_FROZEN, 0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_ICE | DAMAGE_TYPE_STATUS_ALWAYS_HITS, SUPPRESS_EVENT_ALL, DMG_STATUS_IGNORE_RES(STATUS_FLAG_FROZEN, 2), 0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SET(LVarF, LVar0)
|
EVT_SET(LVarF, LVar0)
|
||||||
EVT_SWITCH(LVarF)
|
EVT_SWITCH(LVarF)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_WAIT(10)
|
EVT_WAIT(10)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LargePiranha_Frost_Anim0D)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_LargePiranha_Frost_Anim0D)
|
||||||
|
@ -204,7 +204,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_Gulpit_Anim0B)
|
EVT_SET_CONST(LVar1, ANIM_Gulpit_Anim0B)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -304,7 +304,7 @@ EvtScript N(attack_lick) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_WAIT(10)
|
EVT_WAIT(10)
|
||||||
EVT_CALL(YieldTurn)
|
EVT_CALL(YieldTurn)
|
||||||
@ -409,7 +409,7 @@ EvtScript N(attack_rock) = {
|
|||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Gulpit_Anim01)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Gulpit_Anim01)
|
||||||
EVT_CALL(GetPartOffset, ACTOR_SELF, LVarA, LVar0, LVar1, LVar2)
|
EVT_CALL(GetPartOffset, ACTOR_SELF, LVarA, LVar0, LVar1, LVar2)
|
||||||
|
@ -141,7 +141,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_EXEC_WAIT(N(setAnim))
|
EVT_EXEC_WAIT(N(setAnim))
|
||||||
EVT_EXEC_WAIT(DoNormalHit)
|
EVT_EXEC_WAIT(DoNormalHit)
|
||||||
EVT_END_CASE_GROUP
|
EVT_END_CASE_GROUP
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_BEGIN_AIR_LIFT)
|
EVT_CASE_OR_EQ(EVENT_BEGIN_AIR_LIFT)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
|
@ -255,7 +255,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_Monstar_Hurt)
|
EVT_SET_CONST(LVar1, ANIM_Monstar_Hurt)
|
||||||
EVT_EXEC_WAIT(N(OnDeath))
|
EVT_EXEC_WAIT(N(OnDeath))
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
|
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_EQ(0)
|
EVT_CASE_EQ(0)
|
||||||
@ -450,7 +450,7 @@ EvtScript N(attack) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Monstar_Idle1)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Monstar_Idle1)
|
||||||
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
|
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
|
||||||
EVT_CALL(MakeLerp, 200, 0, 60, 0)
|
EVT_CALL(MakeLerp, 200, 0, 60, 0)
|
||||||
@ -621,7 +621,7 @@ EvtScript N(OnBurn) = {
|
|||||||
EVT_SWITCH(LVar1)
|
EVT_SWITCH(LVar1)
|
||||||
EVT_CASE_EQ(EVENT_BURN_HIT)
|
EVT_CASE_EQ(EVENT_BURN_HIT)
|
||||||
EVT_CALL(GetPartEventFlags, ACTOR_SELF, LVar0, LVar1)
|
EVT_CALL(GetPartEventFlags, ACTOR_SELF, LVar0, LVar1)
|
||||||
EVT_IF_NOT_FLAG(LVar1, ACTOR_EVENT_FLAG_FIREY | ACTOR_EVENT_FLAG_EXPLOSIVE)
|
EVT_IF_NOT_FLAG(LVar1, ACTOR_EVENT_FLAG_FIREY | ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION)
|
||||||
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_CALL(GetActorSize, ACTOR_SELF, LVar3, LVar4)
|
EVT_CALL(GetActorSize, ACTOR_SELF, LVar3, LVar4)
|
||||||
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
|
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
|
||||||
|
@ -15,7 +15,7 @@ extern s32 N(idleAnimations)[];
|
|||||||
|
|
||||||
s32 N(defenseTable)[] = {
|
s32 N(defenseTable)[] = {
|
||||||
ELEMENT_NORMAL, 2,
|
ELEMENT_NORMAL, 2,
|
||||||
ELEMENT_HAMMER, 2,
|
ELEMENT_SMASH, 2,
|
||||||
ELEMENT_JUMP, 2,
|
ELEMENT_JUMP, 2,
|
||||||
ELEMENT_WATER, 2,
|
ELEMENT_WATER, 2,
|
||||||
ELEMENT_BLAST, 2,
|
ELEMENT_BLAST, 2,
|
||||||
@ -448,7 +448,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_KoopaTroopa_Dark_Hurt)
|
EVT_SET_CONST(LVar1, ANIM_KoopaTroopa_Dark_Hurt)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
|
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
@ -650,10 +650,10 @@ EvtScript N(attackShellToss) = {
|
|||||||
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
|
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
|
||||||
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_STATUS_ALWAYS_HITS, 65535, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_STATUS_ALWAYS_HITS, SUPPRESS_EVENT_ALL, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_ADD(LVar0, 40)
|
EVT_ADD(LVar0, 40)
|
||||||
@ -752,10 +752,10 @@ EvtScript N(attackDizzyTornado) = {
|
|||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 65535, STATUS_FLAG_4 | STATUS_FLAG_8 | 0x00000010 | STATUS_FLAG_20 | STATUS_FLAG_200 | STATUS_FLAG_DIZZY | STATUS_FLAG_80000000, 0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, SUPPRESS_EVENT_ALL, DMG_STATUS_CHANCE(STATUS_FLAG_DIZZY, 2, 60), 0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
EVT_CALL(WasStatusInflicted, ACTOR_SELF, LVar0)
|
EVT_CALL(WasStatusInflicted, ACTOR_SELF, LVar0)
|
||||||
EVT_IF_EQ(LVar0, 1)
|
EVT_IF_EQ(LVar0, 1)
|
||||||
|
@ -24,7 +24,7 @@ extern s32 N(idleAnimations3)[];
|
|||||||
|
|
||||||
s32 N(defenseTable)[] = {
|
s32 N(defenseTable)[] = {
|
||||||
ELEMENT_NORMAL, 2,
|
ELEMENT_NORMAL, 2,
|
||||||
ELEMENT_HAMMER, 2,
|
ELEMENT_SMASH, 2,
|
||||||
ELEMENT_JUMP, 2,
|
ELEMENT_JUMP, 2,
|
||||||
ELEMENT_WATER, 2,
|
ELEMENT_WATER, 2,
|
||||||
ELEMENT_BLAST, 2,
|
ELEMENT_BLAST, 2,
|
||||||
@ -365,7 +365,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_ParaTroopa_Dark_HurtStill)
|
EVT_SET_CONST(LVar1, ANIM_ParaTroopa_Dark_HurtStill)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
|
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
|
||||||
EVT_SET_CONST(LVar0, 2)
|
EVT_SET_CONST(LVar0, 2)
|
||||||
EVT_SET_CONST(LVar1, ANIM_ParaTroopa_Dark_ShellEnter)
|
EVT_SET_CONST(LVar1, ANIM_ParaTroopa_Dark_ShellEnter)
|
||||||
@ -531,10 +531,10 @@ EvtScript N(takeTurn) = {
|
|||||||
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_ParaTroopa_Dark_ShellDive)
|
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_ParaTroopa_Dark_ShellDive)
|
||||||
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 0, 0)
|
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 0, 0)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 65535, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(AddGoalPos, ACTOR_SELF, 40, 30, 0)
|
EVT_CALL(AddGoalPos, ACTOR_SELF, 40, 30, 0)
|
||||||
@ -1000,7 +1000,7 @@ EvtScript N(handleEvent_koopa) = {
|
|||||||
EVT_SET_CONST(LVar1, ANIM_KoopaTroopa_Dark_Hurt)
|
EVT_SET_CONST(LVar1, ANIM_KoopaTroopa_Dark_Hurt)
|
||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
|
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
@ -1202,10 +1202,10 @@ EvtScript N(koopa_attackShellToss) = {
|
|||||||
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
|
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
|
||||||
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_STATUS_ALWAYS_HITS, 65535, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_STATUS_ALWAYS_HITS, SUPPRESS_EVENT_ALL, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
||||||
EVT_ADD(LVar0, 40)
|
EVT_ADD(LVar0, 40)
|
||||||
@ -1304,10 +1304,10 @@ EvtScript N(koopa_attackDizzyTornado) = {
|
|||||||
EVT_END_SWITCH
|
EVT_END_SWITCH
|
||||||
EVT_WAIT(2)
|
EVT_WAIT(2)
|
||||||
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 65535, STATUS_FLAG_4 | STATUS_FLAG_8 | 0x00000010 | STATUS_FLAG_20 | STATUS_FLAG_200 | STATUS_FLAG_DIZZY | STATUS_FLAG_80000000, 0, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, SUPPRESS_EVENT_ALL, DMG_STATUS_CHANCE(STATUS_FLAG_DIZZY, 2, 60), 0, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_THREAD
|
EVT_THREAD
|
||||||
EVT_CALL(WasStatusInflicted, ACTOR_SELF, LVar0)
|
EVT_CALL(WasStatusInflicted, ACTOR_SELF, LVar0)
|
||||||
EVT_IF_EQ(LVar0, 1)
|
EVT_IF_EQ(LVar0, 1)
|
||||||
|
@ -230,7 +230,7 @@ EvtScript N(handleEvent) = {
|
|||||||
EVT_EXEC_WAIT(DoDeath)
|
EVT_EXEC_WAIT(DoDeath)
|
||||||
EVT_RETURN
|
EVT_RETURN
|
||||||
EVT_CASE_EQ(EVENT_STAR_BEAM)
|
EVT_CASE_EQ(EVENT_STAR_BEAM)
|
||||||
EVT_CASE_OR_EQ(EVENT_SCRIPTED_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
|
||||||
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
EVT_CASE_OR_EQ(EVENT_IMMUNE)
|
||||||
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
|
||||||
EVT_SET_CONST(LVar0, 1)
|
EVT_SET_CONST(LVar0, 1)
|
||||||
@ -418,7 +418,7 @@ EvtScript N(takeTurn) = {
|
|||||||
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
|
||||||
EVT_SWITCH(LVar0)
|
EVT_SWITCH(LVar0)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
||||||
EVT_CASE_OR_EQ(HIT_RESULT_QUAKE_IMMUNE)
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
||||||
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
|
||||||
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
|
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
|
||||||
EVT_WAIT(1)
|
EVT_WAIT(1)
|
||||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user