all sounds named (#1120)

* 128 left

* all sounds done

* most battle flags

* battle message states

* status bar and shop cleanup

---------

Co-authored-by: HailSanta <Hail2Santa@gmail.com>
This commit is contained in:
HailSanta 2023-10-22 08:39:20 -04:00 committed by GitHub
parent 84185a143b
commit 54e7bb973c
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
496 changed files with 5498 additions and 5306 deletions

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@ -317,32 +317,32 @@ typedef struct PlayerData {
/* 0x008 */ s8 maxBP; /* 0x008 */ s8 maxBP;
/* 0x009 */ s8 level; /* 0x009 */ s8 level;
/* 0x00A */ b8 hasActionCommands; /* 0x00A */ b8 hasActionCommands;
/* 0x00B */ char unk_0B; /* 0x00B */ char pad_00B;
/* 0x00C */ s16 coins; /* 0x00C */ s16 coins;
/* 0x00E */ s8 fortressKeyCount; /* 0x00E */ s8 fortressKeyCount;
/* 0x00F */ u8 starPieces; /* 0x00F */ u8 starPieces;
/* 0x010 */ s8 starPoints; /* 0x010 */ s8 starPoints;
/* 0x011 */ char unk_11; /* 0x011 */ s8 unused_011;
/* 0x012 */ s8 curPartner; /* 0x012 */ s8 curPartner;
/* 0x013 */ char unk_13; /* 0x013 */ char pad_013;
/* 0x014 */ struct PartnerData partners[12]; /* 0x014 */ struct PartnerData partners[12];
/* 0x074 */ s16 keyItems[32]; /* 0x074 */ s16 keyItems[32];
/* 0x0B4 */ s16 badges[128]; /* 0x0B4 */ s16 badges[128];
/* 0x1B4 */ s16 invItems[10]; /* 0x1B4 */ s16 invItems[10];
/* 0x1C8 */ s16 storedItems[32]; /* 0x1C8 */ s16 storedItems[32];
/* 0x208 */ s16 equippedBadges[64]; /* 0x208 */ s16 equippedBadges[64];
/* 0x288 */ s8 unk_288; /* 0x288 */ s8 unused_288;
/* 0x289 */ s8 merleeSpellType; /* 0x289 */ s8 merleeSpellType;
/* 0x28A */ s8 merleeCastsLeft; /* 0x28A */ s8 merleeCastsLeft;
/* 0x28B */ char unk_28B; /* 0x28B */ char pad_28B;
/* 0x28C */ s16 merleeTurnCount; /* 0x28C */ s16 merleeTurnCount;
/* 0x28E */ s8 maxStarPower; /* 0x28E */ s8 maxStarPower;
/* 0x28F */ char unk_28F; /* 0x28F */ char pad_28F;
/* 0x290 */ s16 specialBarsFilled; /* 0x290 */ s16 starPower;
/* 0x292 */ s8 starBeamLevel; /* 0x292 */ s8 starBeamLevel;
/* 0x293 */ char unk_293; /* 0x293 */ char pad_293;
/* 0x294 */ u16 actionCommandAttempts; /* 0x294 */ u16 actionCommandAttempts;
/* 0x296 */ s16 actionCommandSuccesses; /* 0x296 */ u16 actionCommandSuccesses;
/* 0x298 */ u16 hitsTaken; /* 0x298 */ u16 hitsTaken;
/* 0x29A */ u16 hitsBlocked; /* 0x29A */ u16 hitsBlocked;
/* 0x29C */ u16 playerFirstStrikes; /* 0x29C */ u16 playerFirstStrikes;
@ -350,14 +350,14 @@ typedef struct PlayerData {
/* 0x2A0 */ u16 powerBounces; /* 0x2A0 */ u16 powerBounces;
/* 0x2A2 */ u16 battlesCount; /* 0x2A2 */ u16 battlesCount;
/* 0x2A4 */ u16 battlesWon; /* 0x2A4 */ u16 battlesWon;
/* 0x2A6 */ s16 unk_2A6; /* 0x2A6 */ u16 fleeAttempts;
/* 0x2A8 */ s16 battlesFled; /* 0x2A8 */ u16 battlesFled;
/* 0x2AA */ u16 trainingsDone; /* 0x2AA */ u16 trainingsDone;
/* 0x2AC */ s32 walkingStepsTaken; /* 0x2AC */ s32 walkingStepsTaken;
/* 0x2B0 */ s32 runningStepsTaken; /* 0x2B0 */ s32 runningStepsTaken;
/* 0x2B4 */ u32 totalCoinsEarned; /* 0x2B4 */ u32 totalCoinsEarned;
/* 0x2B8 */ s16 idleFrameCounter; /* frames with no inputs, overflows ever ~36 minutes of idling */ /* 0x2B8 */ s16 idleFrameCounter; /* frames with no inputs, overflows ever ~36 minutes of idling */
/* 0x2BA */ char unk_2BA[2]; /* 0x2BA */ char pad_2BA[2];
/* 0x2BC */ u32 frameCounter; /* increases by 2 per frame */ /* 0x2BC */ u32 frameCounter; /* increases by 2 per frame */
/* 0x2C0 */ u16 quizzesAnswered; /* 0x2C0 */ u16 quizzesAnswered;
/* 0x2C2 */ u16 quizzesCorrect; /* 0x2C2 */ u16 quizzesCorrect;
@ -372,27 +372,17 @@ typedef struct PlayerData {
/* 0x336 */ u16 smashGamePlays; /* 0x336 */ u16 smashGamePlays;
/* 0x338 */ u32 smashGameTotal; /* all-time winnings, max = 99999 */ /* 0x338 */ u32 smashGameTotal; /* all-time winnings, max = 99999 */
/* 0x33C */ u16 smashGameRecord; /* 0x33C */ u16 smashGameRecord;
/* 0x33E */ char unk_33E[2]; /* 0x33E */ char pad_33E[2];
/* 0x340 */ char unk_340[0xE0]; /* 0x340 */ char reserved[0xE8]; // unused
/* 0x420 */ s32 starPoints2;
/* 0x424 */ char unk_464[4];
} PlayerData; // size = 0x428 } PlayerData; // size = 0x428
typedef union {
struct {
/* 0x0 */ s16 genericFlagIndex;
/* 0x2 */ char unk_2;
} bytes;
s32 flags;
} TriggerFlags;
typedef struct Trigger { typedef struct Trigger {
/* 0x00 */ TriggerFlags flags; /* 0x00 */ s32 flags;
/* 0x04 */ s32 varIndex; /* 0x04 */ s32 varIndex;
/* 0x08 */ union { /* 0x08 */ union {
s32 colliderID; /* */ s32 colliderID;
Vec4f* pos; /* */ Vec4f* pos;
} location; /* */ } location;
/* 0x0C */ s32 (*onActivateFunc)(struct Trigger*); /* 0x0C */ s32 (*onActivateFunc)(struct Trigger*);
/* 0x10 */ EvtScript* onTriggerEvt; /* 0x10 */ EvtScript* onTriggerEvt;
/* 0x14 */ struct Evt* runningScript; /* 0x14 */ struct Evt* runningScript;
@ -660,32 +650,34 @@ typedef struct MusicProximityTrigger {
/* 0x14 */ s32 manualActivationFlag; /* 0x14 */ s32 manualActivationFlag;
} MusicProximityTrigger; // size = 0x18 } MusicProximityTrigger; // size = 0x18
typedef struct UiStatus { typedef struct StatusBar {
/* 0x00 */ s32 hpIconIndices[2]; /* 0x00 */ s32 hpIconHIDs[2];
/* 0x08 */ s32 fpIconIndices[2]; /* 0x08 */ s32 fpIconHIDs[2];
/* 0x10 */ s32 coinIconIndex; /* 0x10 */ s32 coinIconHID;
/* 0x14 */ s32 coinSparkleIconIndex; /* 0x14 */ s32 coinSparkleHID;
/* 0x18 */ s32 starpointsIconIndex; /* 0x18 */ s32 spIconHID;
/* 0x1C */ s32 starpointsShineIconIndex; /* 0x1C */ s32 spShineHID;
/* 0x20 */ s32 iconIndex8; /* 0x20 */ s32 hpTimesHID;
/* 0x24 */ s32 iconIndex9; /* 0x24 */ s32 fpTimesHID;
/* 0x28 */ s32 iconIndexA; /* 0x28 */ s32 spTimesHID;
/* 0x2C */ s32 iconIndexB; /* 0x2C */ s32 coinTimesHID;
/* 0x30 */ s32 starIconIndex; /* 0x30 */ s32 starIconHID;
/* 0x34 */ s16 drawPosX; /* overall x-offset for whole UI */ /* 0x34 */ s16 drawPosX; // base position of the whole bar
/* 0x36 */ s16 drawPosY; /* modulated as it appears, goes away */ /* 0x36 */ s16 drawPosY; // base position of the whole bar, animated when it appears
/* 0x38 */ s16 showTimer; /* 0x38 */ s16 showTimer;
/* 0x3A */ s8 hidden; /* 0x3A */ b8 hidden;
/* 0x3B */ s8 unk_3B[2]; /* 0x3B */ b8 unk_3B;
/* 0x3C */ b8 unk_3C;
/* 0x3D */ s8 displayHP; /* 0x3D */ s8 displayHP;
/* 0x3E */ s8 displayFP; /* 0x3E */ s8 displayFP;
/* 0x3F */ char unk_3F; /* 0x3F */ char unk_3F;
/* 0x40 */ s16 displayCoins; /* 0x40 */ s16 displayCoins;
/* 0x42 */ s16 displayStarpoints; /* 0x42 */ s16 displayStarpoints;
/* 0x44 */ s8 ignoreChanges; /* set != 0 to prevent automatic opening from HP/FP changes */ /* 0x44 */ s8 ignoreChanges; /* set != 0 to prevent automatic opening from HP/FP changes */
/* 0x45 */ s8 unk_45[2]; /* 0x45 */ s8 openInputDisabled;
/* 0x45 */ s8 alwaysShown; // when set, the status bar will always be shown. used while browsing a shop.
/* 0x47 */ s8 disabled; /* set != 0 for menu to be disabled completely */ /* 0x47 */ s8 disabled; /* set != 0 for menu to be disabled completely */
/* 0x48 */ s16 displaySP; /* 0x48 */ s16 displayStarPower;
/* 0x4A */ s8 hpBlinking; /* bool */ /* 0x4A */ s8 hpBlinking; /* bool */
/* 0x4B */ s8 hpBlinkCounter; /* 0x4B */ s8 hpBlinkCounter;
/* 0x4C */ s8 hpBlinkTimer; /* until stop */ /* 0x4C */ s8 hpBlinkTimer; /* until stop */
@ -704,12 +696,15 @@ typedef struct UiStatus {
/* 0x59 */ s8 unk_59; /* 0x59 */ s8 unk_59;
/* 0x5A */ s8 spBarsToBlink; /* how many sp bars to blink */ /* 0x5A */ s8 spBarsToBlink; /* how many sp bars to blink */
/* 0x5B */ char unk_5B; /* 0x5B */ char unk_5B;
/* 0x5C */ s32 iconIndex10; /* 0x5C */ s32 coinCountTimesHID;
/* 0x60 */ s32 iconIndex11; /* 0x60 */ s32 coinCountIconHID;
/* 0x64 */ s32 iconIndex12; /* 0x64 */ s32 iconIndex12;
/* 0x68 */ s32 iconIndex13; /* 0x68 */ s32 iconIndex13;
/* 0x6C */ s8 unk_6C[4]; /* 0x6C */ s8 coinCounterHideTime;
} UiStatus; // size = 0x70 /* 0x6D */ s8 unk_6D;
/* 0x6E */ s8 unk_6E;
/* 0x6F */ char unk_6F;
} StatusBar; // size = 0x70
typedef struct CameraInitData { typedef struct CameraInitData {
/* 0x00 */ s16 flags; /* 0x00 */ s16 flags;
@ -979,8 +974,8 @@ typedef struct BattleStatus {
/* 0x21C */ s32 stickX; /* 0x21C */ s32 stickX;
/* 0x220 */ s32 stickY; /* 0x220 */ s32 stickY;
/* 0x224 */ s32 inputBitmask; /* 0x224 */ s32 inputBitmask;
/* 0x228 */ s32 dpadX; /* 0-360 */ /* 0x228 */ s32 stickAngle; /* 0-360 */
/* 0x22C */ s32 dpadY; /* 0-60 */ /* 0x22C */ s32 stickMagnitude; /* 0-60 */
/* 0x230 */ s32 holdInputBuffer[64]; /* 0x230 */ s32 holdInputBuffer[64];
/* 0x330 */ s32 pushInputBuffer[64]; /* 0x330 */ s32 pushInputBuffer[64];
/* 0x430 */ s8 holdInputBufferPos; /* 0x430 */ s8 holdInputBufferPos;
@ -1956,7 +1951,7 @@ typedef struct Actor {
/* 0x40C */ s8 targetListLength; /* 0x40C */ s8 targetListLength;
/* 0x40D */ s8 targetIndexList[MAX_ENEMY_ACTORS]; /* into targetData */ /* 0x40D */ s8 targetIndexList[MAX_ENEMY_ACTORS]; /* into targetData */
/* 0x425 */ s8 selectedTargetIndex; /* into target index list */ /* 0x425 */ s8 selectedTargetIndex; /* into target index list */
/* 0x426 */ s8 targetPartIndex; /* 0x426 */ s8 targetPartID;
/* 0x427 */ char unk_427[1]; /* 0x427 */ char unk_427[1];
/* 0x428 */ s16 targetActorID; /* 0x428 */ s16 targetActorID;
/* 0x42A */ char unk_42A[2]; /* 0x42A */ char unk_42A[2];
@ -2000,8 +1995,8 @@ typedef struct PlayerStatus {
/* 0x00B */ char unk_0B; /* 0x00B */ char unk_0B;
/* 0x00C */ s8 peachDisguise; /* 0x00C */ s8 peachDisguise;
/* 0x00D */ s8 availableDisguiseType; ///< set in main map scripts /* 0x00D */ s8 availableDisguiseType; ///< set in main map scripts
/* 0x00E */ u8 alpha1; /* 0x00E */ u8 curAlpha;
/* 0x00F */ u8 alpha2; /* 0x00F */ u8 prevAlpha;
/* 0x010 */ s16 blinkTimer; /* 0x010 */ s16 blinkTimer;
/* 0x012 */ s16 moveFrames; /* 0x012 */ s16 moveFrames;
/* 0x014 */ s8 enableCollisionOverlapsCheck; /* 0x014 */ s8 enableCollisionOverlapsCheck;

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@ -74,13 +74,13 @@
#define spawn_surface_effects dead_spawn_surface_effects #define spawn_surface_effects dead_spawn_surface_effects
#define get_item_entity dead_get_item_entity #define get_item_entity dead_get_item_entity
#define gOverrideFlags dead_gOverrideFlags #define gOverrideFlags dead_gOverrideFlags
#define set_message_msg dead_set_message_msg #define set_message_text_var dead_set_message_text_var
#define gPlayerData dead_gPlayerData #define gPlayerData dead_gPlayerData
#define gPartnerPopupProperties dead_gPartnerPopupProperties #define gPartnerPopupProperties dead_gPartnerPopupProperties
#define increment_status_bar_disabled dead_increment_status_bar_disabled #define increment_status_bar_disabled dead_increment_status_bar_disabled
#define decrement_status_bar_disabled dead_decrement_status_bar_disabled #define decrement_status_bar_disabled dead_decrement_status_bar_disabled
#define sync_status_bar dead_sync_status_bar #define sync_status_bar dead_sync_status_bar
#define set_max_SP dead_set_max_SP #define set_max_star_power dead_set_max_star_power
#define get_current_map_settings dead_get_current_map_settings #define get_current_map_settings dead_get_current_map_settings
#define gGameStatusPtr dead_gGameStatusPtr #define gGameStatusPtr dead_gGameStatusPtr
#define guTranslateF dead_guTranslateF #define guTranslateF dead_guTranslateF

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@ -1799,37 +1799,44 @@ typedef struct Effect65FXData {
/* 0x2AC */ f32 pathLength[30]; /* 0x2AC */ f32 pathLength[30];
} Effect65FXData; // size = 0x324 } Effect65FXData; // size = 0x324
#define TUBBA_MINI_HEART_COUNT 25
enum HeartSwarmFXTypes {
FX_HEART_SWARM_HIT = 0,
FX_HEART_SWARM_MISS = 1,
};
typedef struct TubbaHeartAttackFXData { typedef struct TubbaHeartAttackFXData {
/* 0x000 */ s32 unk_00; /* 0x000 */ s32 type;
/* 0x004 */ f32 unk_04; /* 0x004 */ f32 centerX;
/* 0x008 */ f32 unk_08; /* 0x008 */ f32 centerY;
/* 0x00C */ f32 unk_0C; /* 0x00C */ f32 centerZ;
/* 0x010 */ s32 unk_10; /* 0x010 */ s32 timeLeft;
/* 0x014 */ s32 unk_14; /* 0x014 */ s32 lifetime;
/* 0x018 */ s32 unk_18; /* 0x018 */ s32 primR;
/* 0x01C */ s32 unk_1C; /* 0x01C */ s32 primG;
/* 0x020 */ s32 unk_20; /* 0x020 */ s32 primB;
/* 0x024 */ s32 unk_24; /* 0x024 */ s32 primA;
/* 0x028 */ f32 unk_28; /* 0x028 */ f32 overallScale;
/* 0x02C */ f32 unk_2C[25]; /* 0x02C */ f32 posX[TUBBA_MINI_HEART_COUNT];
/* 0x090 */ f32 unk_90[25]; /* 0x090 */ f32 posY[TUBBA_MINI_HEART_COUNT];
/* 0x0F4 */ f32 unk_F4[25]; /* 0x0F4 */ f32 posZ[TUBBA_MINI_HEART_COUNT];
/* 0x158 */ f32 unk_158[25]; /* 0x158 */ f32 initialX[TUBBA_MINI_HEART_COUNT];
/* 0x1BC */ f32 unk_1BC[25]; /* 0x1BC */ f32 initialY[TUBBA_MINI_HEART_COUNT];
/* 0x220 */ f32 unk_220[25]; /* 0x220 */ f32 initialZ[TUBBA_MINI_HEART_COUNT];
/* 0x284 */ f32 unk_284[25]; /* 0x284 */ f32 finalX[TUBBA_MINI_HEART_COUNT];
/* 0x2E8 */ f32 unk_2E8[25]; /* 0x2E8 */ f32 finalY[TUBBA_MINI_HEART_COUNT];
/* 0x34C */ f32 unk_34C[25]; /* 0x34C */ f32 finalZ[TUBBA_MINI_HEART_COUNT];
/* 0x3B0 */ f32 unk_3B0[25]; /* 0x3B0 */ f32 scaleX[TUBBA_MINI_HEART_COUNT];
/* 0x414 */ f32 unk_414[25]; /* 0x414 */ f32 scaleY[TUBBA_MINI_HEART_COUNT];
/* 0x478 */ f32 unk_478[25]; /* 0x478 */ f32 rotZ[TUBBA_MINI_HEART_COUNT];
/* 0x4DC */ f32 unk_4DC[25]; /* 0x4DC */ f32 rotXY[TUBBA_MINI_HEART_COUNT];
/* 0x540 */ f32 unk_540[25]; /* 0x540 */ f32 shrinkVelX[TUBBA_MINI_HEART_COUNT];
/* 0x5A4 */ f32 unk_5A4[25]; /* 0x5A4 */ f32 shrinkVelY[TUBBA_MINI_HEART_COUNT];
/* 0x608 */ f32 unk_608[25]; /* 0x608 */ f32 shrinkVelZ[TUBBA_MINI_HEART_COUNT];
/* 0x66C */ s32 unk_66C[25]; /* 0x66C */ s32 appearDelay[TUBBA_MINI_HEART_COUNT];
/* 0x6D0 */ s32 unk_6D0[25]; /* 0x6D0 */ s32 state[TUBBA_MINI_HEART_COUNT];
/* 0x734 */ s32 unk_734[25]; /* 0x734 */ s32 stateTime[TUBBA_MINI_HEART_COUNT];
} TubbaHeartAttackFXData; // size = 0x798 } TubbaHeartAttackFXData; // size = 0x798
#define MAX_WHIRLWIND_SEGMENTS 8 #define MAX_WHIRLWIND_SEGMENTS 8
@ -2313,7 +2320,7 @@ typedef struct BreakingJunkFXData {
enum { enum {
FX_BUFF_DATA_WATER_BLOCK = 0, FX_BUFF_DATA_WATER_BLOCK = 0,
FX_BUFF_DATA_CLOUD_NINE = 1, FX_BUFF_DATA_CLOUD_NINE = 1,
FX_BUFF_DATA_TURBO_CHARGE = 2 FX_BUFF_DATA_TURBO_CHARGE = 2,
}; };
typedef struct BuffData { typedef struct BuffData {

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@ -593,7 +593,7 @@ enum SoundIDs {
SOUND_LRAW_TROMP_ROLL = 0x00000052, SOUND_LRAW_TROMP_ROLL = 0x00000052,
SOUND_ISK_DRAINING_SAND = 0x00000053, // #looping SOUND_ISK_DRAINING_SAND = 0x00000053, // #looping
SOUND_ISK_FLIP_STAIRS = 0x00000054, SOUND_ISK_FLIP_STAIRS = 0x00000054,
SOUND_LENS_FLARE = 0x00000055, SOUND_LARGE_LENS_FLARE = 0x00000055,
SOUND_LRAW_ISK_LOWER_STAIRS = 0x00000056, SOUND_LRAW_ISK_LOWER_STAIRS = 0x00000056,
SOUND_ISK_STAIR_DROP_THUD = 0x00000057, SOUND_ISK_STAIR_DROP_THUD = 0x00000057,
SOUND_ISK_STAIRS_EMERGE_RUMBLE = 0x00000058, SOUND_ISK_STAIRS_EMERGE_RUMBLE = 0x00000058,
@ -727,8 +727,7 @@ enum SoundIDs {
SOUND_ACTOR_HURT = 0x0000010F, SOUND_ACTOR_HURT = 0x0000010F,
SOUND_HIT_RATTLE = 0x00000110, SOUND_HIT_RATTLE = 0x00000110,
SOUND_HEART_BLOCK = 0x00000131, SOUND_HEART_BLOCK = 0x00000131,
SOUND_0132 = 0x00000132, // #unused SOUND_UNUSED_HEAL_BLOCK = 0x00000133, // #unused
SOUND_0133 = 0x00000133, // #unused
SOUND_ASCENDING_CHIMES = 0x00000134, // #unused SOUND_ASCENDING_CHIMES = 0x00000134, // #unused
SOUND_DESCENDING_CHIMES = 0x00000135, // #unused SOUND_DESCENDING_CHIMES = 0x00000135, // #unused
SOUND_STAR_CARD_APPEARS = 0x00000137, SOUND_STAR_CARD_APPEARS = 0x00000137,
@ -753,13 +752,13 @@ enum SoundIDs {
SOUND_SEARCH_BUSH = 0x00000153, SOUND_SEARCH_BUSH = 0x00000153,
SOUND_PLAYER_CHARGE = 0x00000156, SOUND_PLAYER_CHARGE = 0x00000156,
SOUND_BLOCK_SHATTER = 0x00000158, SOUND_BLOCK_SHATTER = 0x00000158,
SOUND_0159 = 0x00000159, // #unused SOUND_SMALL_BOING = 0x00000159, // #spring #boing #unused
SOUND_ACTOR_JUMPED_1 = 0x0000015A, // #unused SOUND_ACTOR_JUMPED_1 = 0x0000015A, // #unused
SOUND_ACTOR_JUMPED_2 = 0x0000015B, // #unused SOUND_ACTOR_JUMPED_2 = 0x0000015B, // #unused
SOUND_ACTOR_JUMPED_3 = 0x0000015C, // #unused SOUND_ACTOR_JUMPED_3 = 0x0000015C, // #unused
SOUND_PLAYER_RUN_IN_PLACE = 0x0000015D, SOUND_PLAYER_RUN_IN_PLACE = 0x0000015D,
SOUND_PLAYER_RUN_AWAY = 0x0000015E, SOUND_PLAYER_RUN_AWAY = 0x0000015E,
SOUND_PLAYER_JUMP = 0x00000160, SOUND_LONG_PLAYER_JUMP = 0x00000160,
SOUND_PLAYER_LONG_FALL = 0x00000161, SOUND_PLAYER_LONG_FALL = 0x00000161,
SOUND_TRIP = 0x00000162, SOUND_TRIP = 0x00000162,
SOUND_ENTER_PIPE = 0x00000163, SOUND_ENTER_PIPE = 0x00000163,
@ -972,18 +971,19 @@ enum SoundIDs {
SOUND_LRAW_WATER_FLOWING_4 = 0x00000276, // #water #flowing SOUND_LRAW_WATER_FLOWING_4 = 0x00000276, // #water #flowing
SOUND_GOOMBARIO_HEADBONK = 0x00000281, // #descending #falling SOUND_GOOMBARIO_HEADBONK = 0x00000281, // #descending #falling
SOUND_TATTLE_WINDOW_OPEN = 0x00000282, SOUND_TATTLE_WINDOW_OPEN = 0x00000282,
SOUND_0283 = 0x00000283, SOUND_KOOPER_SHELL_KICK = 0x00000283,
SOUND_0284 = 0x00000284, SOUND_KOOPER_SHELL_SWIRL = 0x00000284,
SOUND_0286 = 0x00000286, SOUND_KOOPER_PICKUP = 0x00000286,
SOUND_LRAW_BOMBETTE_FUSE = 0x00000287, SOUND_LRAW_BOMBETTE_FUSE = 0x00000287,
SOUND_0288 = 0x00000288, SOUND_LAKILESTER_HURRICANE_WIND = 0x00000288,
SOUND_0289 = 0x00000289, SOUND_WATT_CHARGE = 0x00000289,
SOUND_028A = 0x0000028A, SOUND_WATT_POWER_SHOCK = 0x0000028A,
SOUND_028B = 0x0000028B, SOUND_WATT_TURBO_CHARGE = 0x0000028B,
SOUND_028C = 0x0000028C, SOUND_WATT_MEGA_DISCHARGE = 0x0000028C,
SOUND_028E = 0x0000028E, SOUND_WATT_WHOOSH_SHOCK = 0x0000028D, // #unused
SOUND_028F = 0x0000028F, SOUND_ROARING_FIRE = 0x0000028E,
SOUND_0290 = 0x00000290, SOUND_FIRE_SHELL_LAUNCH = 0x0000028F,
SOUND_DIZZY_SHELL_LAUNCH = 0x00000290,
SOUND_BOW_SPOOK = 0x00000291, SOUND_BOW_SPOOK = 0x00000291,
SOUND_BOOTLER_SPOOK = 0x00000292, SOUND_BOOTLER_SPOOK = 0x00000292,
SOUND_BOOTLER_HIDE = 0x00000293, SOUND_BOOTLER_HIDE = 0x00000293,
@ -1007,8 +1007,8 @@ enum SoundIDs {
SOUND_TWINK_FLY_B = 0x000002AA, SOUND_TWINK_FLY_B = 0x000002AA,
SOUND_PARAGOOMBA_DIVE = 0x000002C1, SOUND_PARAGOOMBA_DIVE = 0x000002C1,
SOUND_HURT_PLANT_BITE = 0x000002C4, SOUND_HURT_PLANT_BITE = 0x000002C4,
SOUND_LAKILESTER_SUMMON_SPINY = 0x000002C5, SOUND_SPIKE_SUMMON_SPINY = 0x000002C5,
SOUND_LAKILESTER_THROW_SPINY = 0x000002C6, SOUND_SPIKE_THROW_SPINY = 0x000002C6,
SOUND_SPINY_SPIN_UP = 0x000002C7, SOUND_SPINY_SPIN_UP = 0x000002C7,
SOUND_BULLET_BILL_FIRE = 0x000002C8, SOUND_BULLET_BILL_FIRE = 0x000002C8,
SOUND_BULLET_BILL_MOTION = 0x000002C9, SOUND_BULLET_BILL_MOTION = 0x000002C9,
@ -1027,14 +1027,14 @@ enum SoundIDs {
SOUND_DAYZEE_STEP = 0x000002D6, SOUND_DAYZEE_STEP = 0x000002D6,
SOUND_DAYZEE_SONG = 0x000002D7, SOUND_DAYZEE_SONG = 0x000002D7,
SOUND_POWER_UP = 0x000002D8, SOUND_POWER_UP = 0x000002D8,
SOUND_02D9 = 0x000002D9, SOUND_HYPER_CLEFT_LAND = 0x000002D9,
SOUND_02DA = 0x000002DA, SOUND_HYPER_CLEFT_CHARGE = 0x000002DA,
SOUND_02DB = 0x000002DB, SOUND_MAGIKOOPA_VANISH = 0x000002DB,
SOUND_02DC = 0x000002DC, SOUND_MAGIKOOPA_WAND_STRIKE = 0x000002DC,
SOUND_02DD = 0x000002DD, SOUND_MAGIKOOPA_POWER_UP = 0x000002DD,
SOUND_02DE = 0x000002DE, SOUND_SUMMON_CRYSTAL_BITS = 0x000002DE, // #windy #chimes
SOUND_02DF = 0x000002DF, SOUND_SUMMON_CRYSTAL_CLONES = 0x000002DF,
SOUND_02E0 = 0x000002E0, SOUND_CRYSTAL_KING_ICE_BOLT = 0x000002E0,
SOUND_SKY_GUY_BALLOON_POP = 0x000002E1, SOUND_SKY_GUY_BALLOON_POP = 0x000002E1,
SOUND_GROOVE_GUY_TWIRL = 0x000002E2, SOUND_GROOVE_GUY_TWIRL = 0x000002E2,
SOUND_GROOVE_GUY_LEAP = 0x000002E3, SOUND_GROOVE_GUY_LEAP = 0x000002E3,
@ -1057,24 +1057,24 @@ enum SoundIDs {
SOUND_AI_ALERT_A = 0x000002F4, SOUND_AI_ALERT_A = 0x000002F4,
SOUND_AI_ALERT_B = 0x000002F5, SOUND_AI_ALERT_B = 0x000002F5,
SOUND_TWEESTER_LAUNCH = 0x000002F6, SOUND_TWEESTER_LAUNCH = 0x000002F6,
SOUND_02F7 = 0x000002F7, SOUND_SENTINEL_PICKUP = 0x000002F7,
SOUND_02F8 = 0x000002F8, SOUND_GATHER_SMALL = 0x000002F8,
SOUND_02F9 = 0x000002F9, SOUND_TOSS = 0x000002F9,
SOUND_02FA = 0x000002FA, SOUND_SPEAR_GUY_DANCE_1 = 0x000002FA,
SOUND_02FB = 0x000002FB, SOUND_SPEAR_GUY_DANCE_2 = 0x000002FB,
SOUND_02FC = 0x000002FC, SOUND_SPEAR_GUY_RIP_SKIRT = 0x000002FC,
SOUND_02FD = 0x000002FD, SOUND_ALBINO_DINO_STEP_B = 0x000002FD,
SOUND_CLOSE_SHELL = 0x000002FF, SOUND_CLOSE_SHELL = 0x000002FF,
SOUND_JR_TROOPA_TRANSFORM = 0x00000300, SOUND_JR_TROOPA_NEW_POWER = 0x00000300,
SOUND_FALL_QUICK = 0x00000301, SOUND_FALL_QUICK = 0x00000301,
SOUND_FALL_LONG = 0x00000302, SOUND_FALL_LONG = 0x00000302,
SOUND_LARGE_FALL_QUICK = 0x00000303, SOUND_LARGE_FALL_QUICK = 0x00000303,
SOUND_LARGE_FALL_LONG = 0x00000304, // unused SOUND_LARGE_FALL_LONG = 0x00000304, // unused
SOUND_0305 = 0x00000305, SOUND_LONG_FLUTTER_FALL_A = 0x00000305,
SOUND_0306 = 0x00000306, SOUND_LONG_FLUTTER_FALL_B = 0x00000306,
SOUND_0309 = 0x00000309, SOUND_SPEAR_STAB = 0x00000309,
SOUND_030A = 0x0000030A, SOUND_SPEAR_THROW = 0x0000030A, // #whoosh
SOUND_030B = 0x0000030B, SOUND_ALBINO_DINO_STEP_A = 0x0000030B,
SOUND_SHY_GUY_SCREAMS1 = 0x0000030C, SOUND_SHY_GUY_SCREAMS1 = 0x0000030C,
SOUND_SHY_GUY_SCREAMS2 = 0x0000030D, SOUND_SHY_GUY_SCREAMS2 = 0x0000030D,
SOUND_SHY_GUY_SCREAMS3 = 0x0000030E, SOUND_SHY_GUY_SCREAMS3 = 0x0000030E,
@ -1096,11 +1096,12 @@ enum SoundIDs {
SOUND_BURROW_SURFACE = 0x00000321, SOUND_BURROW_SURFACE = 0x00000321,
SOUND_BURROW_DIG = 0x00000322, SOUND_BURROW_DIG = 0x00000322,
SOUND_MOLE_POP = 0x00000323, SOUND_MOLE_POP = 0x00000323,
SOUND_0327 = 0x00000327, SOUND_MALLET_SWING = 0x00000327,
SOUND_0328 = 0x00000328, SOUND_BLASTER_FIRE = 0x00000328,
SOUND_032B = 0x0000032B, SOUND_CREEPY_LAUGH = 0x00000329, // #unused
SOUND_032C = 0x0000032C, SOUND_SKID = 0x0000032B,
SOUND_032D = 0x0000032D, SOUND_NPC_JUMP = 0x0000032C,
SOUND_LOWER_NPC_JUMP = 0x0000032D,
SOUND_LRAW_SENTINEL_ALARM = 0x0000032E, SOUND_LRAW_SENTINEL_ALARM = 0x0000032E,
SOUND_SNORE_INHALE_A = 0x0000032F, SOUND_SNORE_INHALE_A = 0x0000032F,
SOUND_SNORE_INHALE_B = 0x00000330, SOUND_SNORE_INHALE_B = 0x00000330,
@ -1127,77 +1128,80 @@ enum SoundIDs {
SOUND_POKEY_LEAN_BACK = 0x00000345, SOUND_POKEY_LEAN_BACK = 0x00000345,
SOUND_POKEY_EMERGE_FROM_GROUND = 0x00000346, SOUND_POKEY_EMERGE_FROM_GROUND = 0x00000346,
SOUND_LRAW_CHEERING = 0x00000349, SOUND_LRAW_CHEERING = 0x00000349,
SOUND_034A = 0x0000034A, SOUND_SHORT_CLAP = 0x0000034A,
SOUND_034E = 0x0000034E, SOUND_MULTI_CLAP = 0x0000034B, // #unused
SOUND_TOY_TANK_EXPLODE = 0x0000034E, // #explosion
SOUND_SLOT_REELS = 0x00000350, // #unused
SOUND_ACTOR_FLIGHT = 0x00000351, SOUND_ACTOR_FLIGHT = 0x00000351,
SOUND_0353 = 0x00000353, SOUND_KOOPA_BROS_SPINUP = 0x00000353,
SOUND_0354 = 0x00000354, SOUND_KOOPA_BROS_TOWER_SPIN_1 = 0x00000354,
SOUND_0355 = 0x00000355, SOUND_KOOPA_BROS_TOWER_SPIN_2 = 0x00000355,
SOUND_0356 = 0x00000356, SOUND_KOOPA_BROS_TOWER_SPIN_3 = 0x00000356,
SOUND_0357 = 0x00000357, SOUND_BZZAP_BUZZ = 0x00000357, // #looping
SOUND_0358 = 0x00000358, SOUND_MINI_BZZAP_BUZZ = 0x00000358,
SOUND_EMBER_FLY = 0x00000359, // #looping SOUND_EMBER_FLY = 0x00000359, // #looping
SOUND_035B = 0x0000035B, SOUND_HUFF_N_PUFF_FIRE_LIGHTNING = 0x0000035B, // #electric #boom #echoing
SOUND_CHARGE_LIGHTNING = 0x0000035C, SOUND_CHARGE_LIGHTNING = 0x0000035C, // #electric #ascending
SOUND_035D = 0x0000035D, SOUND_HEAVY_WIND_LOOP = 0x0000035D, // #looping #windy
SOUND_035E = 0x0000035E, SOUND_HEAVY_NPC_SWIPE = 0x0000035E,
SOUND_035F = 0x0000035F, SOUND_BABY_BLOOPER_MOVE = 0x0000035F,
SOUND_0361 = 0x00000361, SOUND_PUT_ON_CAP = 0x00000361,
SOUND_0362 = 0x00000362, SOUND_BECOME_STONE = 0x00000362,
SOUND_0363 = 0x00000363, SOUND_WINTERY_JINGLE = 0x00000363,
SOUND_0364 = 0x00000364, SOUND_SHEEP_STAMPEDE = 0x00000364,
SOUND_0365 = 0x00000365, SOUND_THUNDER_BOLT = 0x00000365,
SOUND_LIGHTNING_STRIKE = 0x00000366, SOUND_LIGHTNING_STRIKE = 0x00000366,
SOUND_0367 = 0x00000367, SOUND_FRIGHT_JAR = 0x00000367,
SOUND_0368 = 0x00000368, SOUND_MYSTERY_REEL = 0x00000368,
SOUND_0369 = 0x00000369, SOUND_HUSTLE_WHISTLE = 0x00000369,
SOUND_036B = 0x0000036B, SOUND_SMALL_GLASS_BREAK = 0x00000369, // #unused
SOUND_CRYSTAL_KING_DISAPPEAR = 0x0000036B,
SOUND_LRAW_SHY_GUY_CROWD_1 = 0x0000036C, SOUND_LRAW_SHY_GUY_CROWD_1 = 0x0000036C,
SOUND_LRAW_SHY_GUY_CROWD_2 = 0x0000036D, SOUND_LRAW_SHY_GUY_CROWD_2 = 0x0000036D,
SOUND_036E = 0x0000036E, SOUND_MONSTAR_STAR_STORM = 0x0000036E,
SOUND_036F = 0x0000036F, SOUND_TOY_TANK_FALL_APART = 0x0000036F,
SOUND_0370 = 0x00000370, SOUND_KENT_C_SHELL_TOSS_LOOP = 0x00000370, // #looping
SOUND_0371 = 0x00000371, SOUND_PLAYER_SPINNING = 0x00000371,
SOUND_0372 = 0x00000372, SOUND_LIFE_SHROOM_CHIME = 0x00000372,
SOUND_0373 = 0x00000373, SOUND_REVIVAL_MAGIC = 0x00000373, // #magic #chimes
SOUND_0374 = 0x00000374, SOUND_PLAYER_REVIVE = 0x00000374,
SOUND_0375 = 0x00000375, SOUND_REPEL_GEL_APPLY = 0x00000375,
SOUND_0376 = 0x00000376, SOUND_REPEL_GEL_VANISH = 0x00000376,
SOUND_0377 = 0x00000377, SOUND_PLANT_FIRE_FLOWER = 0x00000377,
SOUND_0378 = 0x00000378, SOUND_RECOVERY_SHMMER = 0x00000378,
SOUND_0379 = 0x00000379, SOUND_VOLT_SHROOM_APPLY = 0x00000379,
SOUND_HIT_PLAYER_SHOCK = 0x0000037A, SOUND_HIT_PLAYER_SHOCK = 0x0000037A,
SOUND_HIT_SHOCK = 0x0000037B, SOUND_HIT_SHOCK = 0x0000037B,
SOUND_037C = 0x0000037C, SOUND_KOOPA_LAUNCH_SHELL = 0x0000037C,
SOUND_037D = 0x0000037D, SOUND_LANTERN_GHOST_STEP = 0x0000037D,
SOUND_037E = 0x0000037E, SOUND_TOY_TANK_STEP = 0x0000037E,
SOUND_SHYGUY_FLY = 0x00000380, SOUND_SHY_GUY_FLY = 0x00000380,
SOUND_0381 = 0x00000381, SOUND_GOURMET_GUY_SHOCK_1 = 0x00000381,
SOUND_0382 = 0x00000382, SOUND_GOURMET_GUY_SHOCK_2 = 0x00000382,
SOUND_0383 = 0x00000383, SOUND_GOURMET_GUY_SHOCK_3 = 0x00000383,
SOUND_0384 = 0x00000384, SOUND_GOURMET_GUY_RUN = 0x00000384,
SOUND_0385 = 0x00000385, SOUND_GOURMET_GUY_LAUNCH = 0x00000385,
SOUND_0386 = 0x00000386, SOUND_BIG_DRUM_A = 0x00000386,
SOUND_0387 = 0x00000387, SOUND_BIG_DRUM_B = 0x00000387,
SOUND_LRAW_OMO_SLOT_MACHINE = 0x00000388, SOUND_LRAW_OMO_SLOT_MACHINE = 0x00000388,
SOUND_0389 = 0x00000389, SOUND_SAM_POND_CRACK_1 = 0x00000389,
SOUND_038A = 0x0000038A, SOUND_SAM_POND_CRACK_2 = 0x0000038A,
SOUND_038B = 0x0000038B, SOUND_SAM_POND_SHATTER = 0x0000038B,
SOUND_038C = 0x0000038C, SOUND_SAM_SNOWMAN_JUMP = 0x0000038C,
SOUND_038D = 0x0000038D, SOUND_SAM_SNOWMEN_RAISE_WALL = 0x0000038D,
SOUND_038E = 0x0000038E, SOUND_SAM_SNOWMEN_OPEN_PASSAGE = 0x0000038E,
SOUND_0390 = 0x00000390, SOUND_TOSS_PLAYER = 0x00000390,
SOUND_LRAW_SPINNING_FLOWER = 0x00000391, SOUND_LRAW_SPINNING_FLOWER = 0x00000391,
SOUND_0392 = 0x00000392, SOUND_MUNCHLESIA_CHEW = 0x00000392,
SOUND_MUNCHLESIA_SPIT = 0x00000393, SOUND_MUNCHLESIA_SPIT = 0x00000393,
SOUND_OVEN_TIMER_TICKING = 0x00000394, // #looping SOUND_OVEN_TIMER_TICKING = 0x00000394, // #looping
SOUND_GENERAL_WHISTLE = 0x00000395, SOUND_GENERAL_WHISTLE = 0x00000395,
SOUND_0396 = 0x00000396, SOUND_ICE_SHATTER = 0x00000396,
SOUND_0397 = 0x00000397, SOUND_PENGUIN_WHISTLE = 0x00000397, // identical to SOUND_GENERAL_WHISTLE
SOUND_0398 = 0x00000398, SOUND_DRAG_PLAYER = 0x00000398, // #looping #windy #scraping
SOUND_0399 = 0x00000399, SOUND_SAM07_RAISE_FLOOR = 0x00000399, // #ascending
SOUND_039A = 0x0000039A, SOUND_SAM07_LOWER_FLOOR = 0x0000039A, // #descending
SOUND_039B = 0x0000039B, SOUND_SAM08_RAISE_FLOOR = 0x0000039B, // #ascending
SOUND_SAM_STAIRS_ACTIVATE = 0x0000039C, SOUND_SAM_STAIRS_ACTIVATE = 0x0000039C,
SOUND_SAM_STAIRS_LOUD_THUD = 0x0000039D, SOUND_SAM_STAIRS_LOUD_THUD = 0x0000039D,
SOUND_LRAW_SAM_STAIRS_RISE = 0x0000039E, SOUND_LRAW_SAM_STAIRS_RISE = 0x0000039E,
@ -1216,35 +1220,37 @@ enum SoundIDs {
SOUND_PIRANHA_BREATH = 0x000003AB, SOUND_PIRANHA_BREATH = 0x000003AB,
SOUND_GOOMBA_BROS_STEP = 0x000003AC, SOUND_GOOMBA_BROS_STEP = 0x000003AC,
SOUND_LRAW_FIGHTING = 0x000003AD, SOUND_LRAW_FIGHTING = 0x000003AD,
SOUND_03AE = 0x000003AE, SOUND_TANK_BULB_SHATTER = 0x000003AE,
SOUND_03AF = 0x000003AF, SOUND_CRYSTAL_KING_INHALE = 0x000003AF,
SOUND_03B0 = 0x000003B0, SOUND_HUFF_N_PUFF_INHALE = 0x000003B0, // #looping
SOUND_03B1 = 0x000003B1, SOUND_PIRANHA_SPIN = 0x000003B1,
SOUND_03B2 = 0x000003B2, SOUND_PIRANHA_CHOMP = 0x000003B2,
SOUND_03B3 = 0x000003B3, SOUND_HUFF_N_PUFF_REAR_UP = 0x000003B3,
SOUND_ACTOR_STEP_B = 0x000003B4, SOUND_ACTOR_STEP_B = 0x000003B4,
SOUND_FAKE_BOWSER_BLAST = 0x000003B5, // large blasting sound when the fake bowser robot is destroyed SOUND_FAKE_BOWSER_BLAST = 0x000003B5, // large blasting sound when the fake bowser robot is destroyed
SOUND_SHY_GUY_STEP_A = 0x000003B6, SOUND_SHY_GUY_STEP_A = 0x000003B6,
SOUND_SHY_GUY_STEP_B = 0x000003B7, SOUND_SHY_GUY_STEP_B = 0x000003B7,
SOUND_03B9 = 0x000003B9, SOUND_MASTER_LEAP = 0x000003B9,
SOUND_03BB = 0x000003BB, SOUND_BUBBLE_DOWN = 0x000003BA, // #unused #descending
SOUND_LAVA_PIRANHA_RECOVER = 0x000003BB,
SOUND_LRAW_RUMBLE = 0x000003BC, SOUND_LRAW_RUMBLE = 0x000003BC,
SOUND_03BD = 0x000003BD, SOUND_BOWSER_FIRE_BREATH_LOOP = 0x000003BD, // #looping #wind #rumble
SOUND_03BE = 0x000003BE, SOUND_FAKE_BOWSER_LONG_WALK = 0x000003BE, // #rattle
SOUND_03C0 = 0x000003C0, SOUND_HUFF_N_PUFF_EMERGE = 0x000003C0,
SOUND_03C1 = 0x000003C1, SOUND_LAVA_PIRANHA_INHALE = 0x000003C1,
SOUND_03C3 = 0x000003C3, SOUND_LAVA_PIRANHA_SHRIVEL = 0x000003C2, // #unused
SOUND_03C4 = 0x000003C4, SOUND_LAVA_PIRANHA_SPIT_FIRE = 0x000003C3,
SOUND_03C5 = 0x000003C5, SOUND_LAVA_PIRANHA_FIRE_BREATH = 0x000003C4,
SOUND_03C6 = 0x000003C6, SOUND_LAVA_PIRANHA_EMERGE = 0x000003C5,
SOUND_03C7 = 0x000003C7, SOUND_LAVA_PIRANHA_DEFEAT = 0x000003C6,
SOUND_03C8 = 0x000003C8, SOUND_LAVA_BUD_WITHER = 0x000003C7,
SOUND_03C9 = 0x000003C9, SOUND_LAVA_PIRANHA_WITHER = 0x000003C8,
SOUND_03CA = 0x000003CA, SOUND_LAVA_BUD_SPIT_PETIT = 0x000003C9,
SOUND_03CB = 0x000003CB, SOUND_PETIT_PIRANHA_ASCEND = 0x000003CA,
SOUND_03CC = 0x000003CC, SOUND_PETIT_PIRANHA_DIVE = 0x000003CB,
SOUND_03CD = 0x000003CD, SOUND_LAVA_PIRANHA_WRITHE = 0x000003CC,
SOUND_03CE = 0x000003CE, SOUND_LAVA_PIRANHA_COLLAPSE = 0x000003CD,
SOUND_PIRANHA_STEP = 0x000003CE,
SOUND_LANTERN_GHOST_INHALE = 0x000003CF, SOUND_LANTERN_GHOST_INHALE = 0x000003CF,
SOUND_LANTERN_GHOST_BLOW = 0x000003D0, SOUND_LANTERN_GHOST_BLOW = 0x000003D0,
SOUND_HUFF_N_PUFF_FLY = 0x000003D1, SOUND_HUFF_N_PUFF_FLY = 0x000003D1,
@ -1253,13 +1259,13 @@ enum SoundIDs {
SOUND_OPEN_SHELL = 0x000003D4, SOUND_OPEN_SHELL = 0x000003D4,
SOUND_RUFF_PUFF_FLY_A = 0x000003D5, SOUND_RUFF_PUFF_FLY_A = 0x000003D5,
SOUND_RUFF_PUFF_FLY_B = 0x000003D6, SOUND_RUFF_PUFF_FLY_B = 0x000003D6,
SOUND_03D9 = 0x000003D9, SOUND_LIGHT_THROW = 0x000003D9,
SOUND_SQUEEZE = 0x000003DB, SOUND_SQUEEZE = 0x000003DB,
SOUND_03DC = 0x000003DC, SOUND_BLOOPER_MOVE = 0x000003DC,
SOUND_03DD = 0x000003DD, SOUND_BLOOPER_FALL = 0x000003DD,
SOUND_03DE = 0x000003DE, SOUND_BLOOPER_SQUIRT = 0x000003DE,
SOUND_03E0 = 0x000003E0, SOUND_LEECH = 0x000003E0,
SOUND_03E1 = 0x000003E1, SOUND_AI_FOUND_PLAYER_JUMP = 0x000003E1,
SOUND_ACTOR_JUMP = 0x000003E2, SOUND_ACTOR_JUMP = 0x000003E2,
SOUND_ACTOR_TRIP = 0x000003E3, SOUND_ACTOR_TRIP = 0x000003E3,
SOUND_ACTOR_TWITCH = 0x000003E4, SOUND_ACTOR_TWITCH = 0x000003E4,
@ -1267,13 +1273,13 @@ enum SoundIDs {
SOUND_BIG_POWER_UP = 0x000003E6, SOUND_BIG_POWER_UP = 0x000003E6,
SOUND_LARGE_ACTOR_JUMP = 0x000003E7, SOUND_LARGE_ACTOR_JUMP = 0x000003E7,
SOUND_MOLE_THROW = 0x000003E8, SOUND_MOLE_THROW = 0x000003E8,
SOUND_03E9 = 0x000003E9, SOUND_KOOPA_BROS_LAND = 0x000003E9,
SOUND_03EA = 0x000003EA, SOUND_FAKE_BOWSER_STEP = 0x000003EA,
SOUND_03EB = 0x000003EB, SOUND_SMALL_CROWD_WALK = 0x000003EB,
SOUND_03EC = 0x000003EC, SOUND_LARGE_CROWD_WALK = 0x000003EC,
SOUND_03ED = 0x000003ED, SOUND_MASTER_SMACK = 0x000003ED, // #electric #impact
SOUND_03EE = 0x000003EE, SOUND_MASTER_PUNCH = 0x000003EE,
SOUND_03EF = 0x000003EF, SOUND_BOWSER_CHARGE_LIGHTNING = 0x000003EF,
SOUND_DANGER = 0x000003F1, SOUND_DANGER = 0x000003F1,
SOUND_PERIL = 0x000003F2, SOUND_PERIL = 0x000003F2,
SOUND_DING = 0x000003F3, SOUND_DING = 0x000003F3,
@ -1282,17 +1288,17 @@ enum SoundIDs {
SOUND_DRIP = 0x000003F6, SOUND_DRIP = 0x000003F6,
STONE_STONE_CHOMP_STEP = 0x000003F9, STONE_STONE_CHOMP_STEP = 0x000003F9,
SOUND_THROW = 0x000003FA, SOUND_THROW = 0x000003FA,
SOUND_03FB = 0x000003FB, SOUND_PLAYER_COLLAPSE = 0x000003FB,
SOUND_03FC = 0x000003FC, SOUND_LUCKY = 0x000003FC,
SOUND_2003 = 0x00002003, SOUND_GOOMBARIO_GATHERING = 0x00002003,
SOUND_2004 = 0x00002004, SOUND_PARAKARRY_PREDIVE = 0x00002004,
SOUND_2005 = 0x00002005, SOUND_PARAKARRY_DIVE = 0x00002005,
SOUND_2006 = 0x00002006, SOUND_PARAKARRY_SHELL_SHOT = 0x00002006,
SOUND_2009 = 0x00002009, SOUND_PARAKARRY_FLAP = 0x00002009,
SOUND_200A = 0x0000200A, SOUND_PARAKARRY_AIR_RAID_1 = 0x0000200A, // #whoosh
SOUND_200B = 0x0000200B, SOUND_PARAKARRY_AIR_RAID_2 = 0x0000200B, // #whoosh #echoing
SOUND_200C = 0x0000200C, SOUND_KOOPER_SHELL_SPINUP = 0x0000200C,
SOUND_200D = 0x0000200D, SOUND_GOOMBARIO_JUMP = 0x0000200D,
SOUND_BOW_VANISH = 0x0000200E, SOUND_BOW_VANISH = 0x0000200E,
SOUND_BOW_APPEAR = 0x0000200F, SOUND_BOW_APPEAR = 0x0000200F,
SOUND_EGG_MISSILE_BLAST = 0x00002010, SOUND_EGG_MISSILE_BLAST = 0x00002010,
@ -1304,25 +1310,25 @@ enum SoundIDs {
SOUND_BOMBETTE_BLAST_LV1 = 0x00002016, SOUND_BOMBETTE_BLAST_LV1 = 0x00002016,
SOUND_BOMBETTE_BLAST_LV2 = 0x00002017, SOUND_BOMBETTE_BLAST_LV2 = 0x00002017,
SOUND_BOMBETTE_BLAST_LV3 = 0x00002018, SOUND_BOMBETTE_BLAST_LV3 = 0x00002018,
SOUND_2019 = 0x00002019, SOUND_BOW_SMACK = 0x00002019,
SOUND_201A = 0x0000201A, SOUND_BOW_FAN_SMACK = 0x0000201A,
SOUND_201B = 0x0000201B, SOUND_LAKILESTER_THROW_SPINY_A = 0x0000201B,
SOUND_201C = 0x0000201C, SOUND_LAKILESTER_THROW_SPINY_B = 0x0000201C,
SOUND_201D = 0x0000201D, SOUND_LAKILESTER_MAKE_CLOUD_NINE = 0x0000201D,
SOUND_201E = 0x0000201E, SOUND_LAKILESTER_HURRICANE_INHALE = 0x0000201E,
SOUND_201F = 0x0000201F, SOUND_LAKILESTER_HURRICANE_EXHALE = 0x0000201F,
SOUND_2020 = 0x00002020, SOUND_BOMBETTE_BODY_SLAM = 0x00002020,
SOUND_2021 = 0x00002021, SOUND_SHELL_SPIN = 0x00002021,
SOUND_2022 = 0x00002022, SOUND_FAN_SMACK_HIT = 0x00002022, // #windy
SOUND_2023 = 0x00002023, SOUND_FAN_SMACK_END = 0x00002023, // #windy
SOUND_2024 = 0x00002024, SOUND_WATT_MEGA_CHARGE_WAVE = 0x00002024,
SOUND_DIZZY_SHELL = 0x00002026, SOUND_DIZZY_SHELL = 0x00002026,
SOUND_SHUFFLE_CARD_A = 0x0000202A, SOUND_SHUFFLE_CARD_A = 0x0000202A,
SOUND_SHUFFLE_CARD_B = 0x0000202B, SOUND_SHUFFLE_CARD_B = 0x0000202B,
SOUND_FIRE_FLOWER_A = 0x0000202C, SOUND_FIRE_FLOWER_A = 0x0000202C,
SOUND_FIRE_FLOWER_B = 0x0000202D, SOUND_FIRE_FLOWER_B = 0x0000202D,
SOUND_SNOWMAN_DOLL_JUMP = 0x0000202E, SOUND_SNOWMAN_DOLL_JUMP = 0x0000202E,
SOUND_202F = 0x0000202F, // unused SOUND_NOISE_RUSH = 0x0000202F, // unused
SOUND_POW_BLOCK = 0x00002030, SOUND_POW_BLOCK = 0x00002030,
SOUND_INFLICT_SLEEP = 0x00002031, SOUND_INFLICT_SLEEP = 0x00002031,
SOUND_INFLICT_STATUS = 0x00002032, SOUND_INFLICT_STATUS = 0x00002032,
@ -1335,10 +1341,10 @@ enum SoundIDs {
SOUND_TUBBA_SNORE_EXHALE = 0x00002039, SOUND_TUBBA_SNORE_EXHALE = 0x00002039,
SOUND_KPA_BRIDGE_COLLAPSE_A = 0x0000203A, SOUND_KPA_BRIDGE_COLLAPSE_A = 0x0000203A,
SOUND_KPA_BRIDGE_COLLAPSE_B = 0x0000203B, SOUND_KPA_BRIDGE_COLLAPSE_B = 0x0000203B,
SOUND_203C = 0x0000203C, SOUND_KPA_ARENA_EXPLODING = 0x0000203C,
SOUND_203D = 0x0000203D, SOUND_OBK_STAIRS_DROP = 0x0000203D,
SOUND_203E = 0x0000203E, SOUND_SHY_GUY_OUCH = 0x0000203E,
SOUND_203F = 0x0000203F, SOUND_SHY_GUY_RUN_AWAY = 0x0000203F,
SOUND_KPA_FLIP_BRIDGE_PANEL = 0x00002040, SOUND_KPA_FLIP_BRIDGE_PANEL = 0x00002040,
SOUND_STAR_SPIRIT_APPEAR_A = 0x00002041, SOUND_STAR_SPIRIT_APPEAR_A = 0x00002041,
SOUND_STAR_SPIRIT_APPEAR_B = 0x00002042, SOUND_STAR_SPIRIT_APPEAR_B = 0x00002042,
@ -1347,10 +1353,10 @@ enum SoundIDs {
SOUND_STAR_SPIRIT_DEPART_1 = 0x00002045, SOUND_STAR_SPIRIT_DEPART_1 = 0x00002045,
SOUND_STAR_SPIRIT_DEPART_2 = 0x00002046, SOUND_STAR_SPIRIT_DEPART_2 = 0x00002046,
SOUND_STAR_SPIRIT_DEPART_3 = 0x00002047, SOUND_STAR_SPIRIT_DEPART_3 = 0x00002047,
SOUND_2049 = 0x00002049, SOUND_DARK_TOAD_DISPEL = 0x00002049,
SOUND_OPEN_MAGIC_CHEST = 0x0000204A, SOUND_OPEN_MAGIC_CHEST = 0x0000204A,
SOUND_CLOSE_MAGIC_CHEST = 0x0000204B, SOUND_CLOSE_MAGIC_CHEST = 0x0000204B,
SOUND_204C = 0x0000204C, // unused SOUND_QUICK_HINGE = 0x0000204C, // unused
SOUND_FLO_MOVE_PILLAR = 0x0000204D, SOUND_FLO_MOVE_PILLAR = 0x0000204D,
SOUND_WISH_ASCENDING = 0x00002051, SOUND_WISH_ASCENDING = 0x00002051,
SOUND_UP_AND_AWAY_SEND_AWAY = 0x00002052, SOUND_UP_AND_AWAY_SEND_AWAY = 0x00002052,
@ -1368,32 +1374,33 @@ enum SoundIDs {
SOUND_CHAIN_CHOMP_BITE = 0x00002061, SOUND_CHAIN_CHOMP_BITE = 0x00002061,
SOUND_CHAIN_CHOMP_THUD = 0x00002062, SOUND_CHAIN_CHOMP_THUD = 0x00002062,
SOUND_CHAIN_RATTLE = 0x00002063, SOUND_CHAIN_RATTLE = 0x00002063,
SOUND_2064 = 0x00002064, SOUND_SHY_STACK_SQUISH = 0x00002064,
SOUND_2065 = 0x00002065, SOUND_STILT_GUY_UNFOLD = 0x00002065,
SOUND_2066 = 0x00002066, SOUND_STILT_GUY_STEP = 0x00002066,
SOUND_2067 = 0x00002067, SOUND_STILTS_FALL = 0x00002067, // #woody
SOUND_2069 = 0x00002069, SOUND_TANK_BULB_FIRE = 0x00002069, // #electric
SOUND_206A = 0x0000206A, SOUND_TOY_TANK_OPEN_HATCH = 0x0000206A,
SOUND_206B = 0x0000206B, SOUND_TOY_TANK_CLOSE_HATCH = 0x0000206B,
SOUND_206D = 0x0000206D, SOUND_WOODEN_BLOCK = 0x0000206C, // #unused
SOUND_206E = 0x0000206E, SOUND_RECOVER_HEART = 0x0000206D, // #magic
SOUND_206F = 0x0000206F, SOUND_FUZZY_RUMBLE = 0x0000206E,
SOUND_2070 = 0x00002070, SOUND_FUZZY_SHAKE = 0x0000206F,
SOUND_FUZZY_DIVIDE = 0x00002070,
SOUND_UP_AND_AWAY_CAPTURE = 0x00002071, SOUND_UP_AND_AWAY_CAPTURE = 0x00002071,
SOUND_2072 = 0x00002072, SOUND_YOSHI = 0x00002072,
SOUND_2073 = 0x00002073, SOUND_HIT_WHACKA = 0x00002073,
SOUND_2074 = 0x00002074, SOUND_MAGIC_ASCENDING = 0x00002074, // #magic #ascending
SOUND_2075 = 0x00002075, SOUND_MAGIC_DESCENDING = 0x00002075, // #magic #descending
SOUND_BOMB_BLAST = 0x00002076, SOUND_BOMB_BLAST = 0x00002076,
SOUND_BULLET_BILL_EXPLODE_A = 0x00002078, SOUND_BULLET_BILL_EXPLODE_A = 0x00002078,
SOUND_BULLET_BILL_EXPLODE_B = 0x00002079, SOUND_BULLET_BILL_EXPLODE_B = 0x00002079,
SOUND_207A = 0x0000207A, SOUND_KAMMY_SUMMON_MAGIC = 0x0000207A,
SOUND_207B = 0x0000207B, SOUND_KAMMY_SUMMON_BLOCK = 0x0000207B,
SOUND_207C = 0x0000207C, SOUND_KAMMY_RAISE_OBJECT = 0x0000207C,
SOUND_207D = 0x0000207D, SOUND_KAMMY_LOWER_OBJECT = 0x0000207D,
SOUND_207E = 0x0000207E, SOUND_TWINK_ATTACK = 0x0000207E,
SOUND_207F = 0x0000207F, SOUND_TWINK_FLY_A = 0x0000207F,
SOUND_JUMP_2081 = 0x00002081, SOUND_QUICK_PLAYER_JUMP = 0x00002081,
SOUND_JUMP_8BIT_MARIO = 0x00002082, SOUND_JUMP_8BIT_MARIO = 0x00002082,
SOUND_STAR_BOX_LAUNCHER = 0x00002085, SOUND_STAR_BOX_LAUNCHER = 0x00002085,
SOUND_SPRING = 0x00002086, SOUND_SPRING = 0x00002086,
@ -1425,85 +1432,87 @@ enum SoundIDs {
SOUND_IWA_SLIDE_GATE = 0x000020A2, SOUND_IWA_SLIDE_GATE = 0x000020A2,
SOUND_CREAKY_WINDOW_OPEN = 0x000020A3, SOUND_CREAKY_WINDOW_OPEN = 0x000020A3,
SOUND_CREAKY_WINDOW_CLOSE = 0x000020A4, SOUND_CREAKY_WINDOW_CLOSE = 0x000020A4,
SOUND_20A5 = 0x000020A5, SOUND_TRAIN_DOOR_OPEN = 0x000020A5,
SOUND_20A6 = 0x000020A6, SOUND_TRAIN_DOOR_CLOSE = 0x000020A6,
SOUND_20A7 = 0x000020A7, SOUND_TURN_MECHANISM = 0x000020A7,
SOUND_20A8 = 0x000020A8, SOUND_CAPSULE_OPEN = 0x000020A8,
SOUND_20AB = 0x000020AB, SOUND_FLIP_PANEL = 0x000020AB,
SOUND_20AC = 0x000020AC, SOUND_CLOSE_PANEL = 0x000020AC,
SOUND_20AD = 0x000020AD, SOUND_WATER_SPLASH = 0x000020AD,
SOUND_20AE = 0x000020AE, SOUND_BREAK_CRATE = 0x000020AE, // #boing
SOUND_20B1 = 0x000020B1, SOUND_HOLLOW_RISING = 0x000020AF, // #unused
SOUND_20B2 = 0x000020B2, SOUND_HOLLOW_FALLING = 0x000020B0, // #unused
SOUND_20B3 = 0x000020B3, SOUND_PIRANHA_SPIN_1 = 0x000020B1,
SOUND_20B4 = 0x000020B4, SOUND_PIRANHA_SPIN_2 = 0x000020B2,
SOUND_20B6 = 0x000020B6, SOUND_PIRANHA_TENSE = 0x000020B3,
SOUND_20B7 = 0x000020B7, SOUND_HEAVY_NPC_STEP_B = 0x000020B4,
SOUND_20B8 = 0x000020B8, SOUND_HUFF_N_PUFF_JIGGLE = 0x000020B6,
SOUND_20B9 = 0x000020B9, SOUND_HUFF_N_PUFF_WOBBLE = 0x000020B7,
SOUND_GHOST_TRANSFORM = 0x000020B8,
SOUND_JR_TROOPA_TRANSFORM = 0x000020B9,
SOUND_ACTOR_STEP_A = 0x000020BA, SOUND_ACTOR_STEP_A = 0x000020BA,
SOUND_20BB = 0x000020BB, SOUND_MASTER_FLUTTER = 0x000020BB,
SOUND_20BC = 0x000020BC, SOUND_MASTER_KICK = 0x000020BC,
SOUND_MASTER_STANCE_CHANGE = 0x000020BD, SOUND_MASTER_STANCE_CHANGE = 0x000020BD,
SOUND_20BE = 0x000020BE, SOUND_MASTER_FLIP = 0x000020BE,
SOUND_20BF = 0x000020BF, SOUND_LAVA_BUD_RECOVER = 0x000020BF,
SOUND_20C1 = 0x000020C1, SOUND_SMALL_NPC_STEP = 0x000020C1,
SOUND_20C2 = 0x000020C2, SOUND_BANDIT_STEAL = 0x000020C2,
SOUND_20C3 = 0x000020C3, SOUND_DISAPPOINTED = 0x000020C3,
SOUND_20C4 = 0x000020C4, SOUND_CLUBBA_STEP = 0x000020C4,
SOUND_20C5 = 0x000020C5, SOUND_CLUBBA_SWING = 0x000020C5,
SOUND_20C6 = 0x000020C6, SOUND_MBUSH_STEP = 0x000020C6,
SOUND_TUBBA_HEART_JUMP = 0x000020C8, SOUND_TUBBA_HEART_JUMP = 0x000020C8,
SOUND_20C9 = 0x000020C9, SOUND_MBUSH_LEAP = 0x000020C9,
SOUND_20CA = 0x000020CA, SOUND_BZZAP_STING = 0x000020CA,
SOUND_20CB = 0x000020CB, SOUND_MINI_BZZAP_STING = 0x000020CB,
SOUND_20CC = 0x000020CC, SOUND_BZZAP_CALL_SWARM = 0x000020CC,
SOUND_20CD = 0x000020CD, SOUND_BONY_BEETLE_STEP = 0x000020CD,
SOUND_20CE = 0x000020CE, SOUND_BONY_BEETLE_EXTEND_SPIKES = 0x000020CE,
SOUND_20CF = 0x000020CF, SOUND_BONY_BEETLE_RETRACT_SPIKES = 0x000020CF,
SOUND_20D0 = 0x000020D0, SOUND_CLEFT_STEP = 0x000020D0,
SOUND_20D1 = 0x000020D1, SOUND_CLEFT_TACKLE = 0x000020D1,
SOUND_20D2 = 0x000020D2, SOUND_LAKITU_THROW_SPINY = 0x000020D2,
SOUND_20D3 = 0x000020D3, SOUND_SHELL_TOSS = 0x000020D3,
SOUND_SPELL_CAST1 = 0x000020D4, SOUND_SPELL_CAST1 = 0x000020D4,
SOUND_SPELL_CAST2 = 0x000020D5, SOUND_SPELL_CAST2 = 0x000020D5,
SOUND_SPELL_CAST3 = 0x000020D6, SOUND_SPELL_CAST3 = 0x000020D6,
SOUND_SPELL_CAST4 = 0x000020D7, SOUND_SPELL_CAST4 = 0x000020D7,
SOUND_SPELL_CAST5 = 0x000020D8, // unused SOUND_SPELL_CAST5 = 0x000020D8, // unused
SOUND_FUZZIPEDE_MOTION = 0x000020D9, SOUND_FUZZIPEDE_MOTION = 0x000020D9,
SOUND_20DA = 0x000020DA, SOUND_FUZZIPEDE_LEAP = 0x000020DA, // #boing #spring #bounce
SOUND_20DB = 0x000020DB, SOUND_FUZZIPEDE_STRIKE = 0x000020DB, // #boing #spring
SOUND_20DC = 0x000020DC, SOUND_COMMAND_LOSS = 0x000020DC,
SOUND_GOOMBA_STEP = 0x000020DD, SOUND_GOOMBA_STEP = 0x000020DD,
SOUND_20DE = 0x000020DE, SOUND_PIRANHA_BITE = 0x000020DE,
SOUND_PARAGOOMBA_FLY = 0x000020DF, SOUND_PARAGOOMBA_FLY = 0x000020DF,
SOUND_PARAGOOMBA_PREDIVE = 0x000020E0, SOUND_PARAGOOMBA_PREDIVE = 0x000020E0,
SOUND_20E1 = 0x000020E1, SOUND_TUTANKOOPA_MAGIC = 0x000020E1,
SOUND_20E2 = 0x000020E2, SOUND_JR_TOOPA_JUMP = 0x000020E2,
SOUND_20E3 = 0x000020E3, SOUND_ACTOR_WITHER = 0x000020E3,
SOUND_20E4 = 0x000020E4, SOUND_ACTOR_COLLAPSE = 0x000020E4,
SOUND_20E5 = 0x000020E5, SOUND_KNOCKOUT_CHIRPING = 0x000020E5, // #bird #chirping
SOUND_20E6 = 0x000020E6, SOUND_TUTANKOOPA_LEVITATE = 0x000020E6,
SOUND_LEVITATE = 0x000020E7, SOUND_SPOOKY_LEVITATE = 0x000020E7,
SOUND_ILLUSION_DISSOLVE = 0x000020E8, SOUND_ILLUSION_DISSOLVE = 0x000020E8,
SOUND_20E9 = 0x000020E9, SOUND_HEAVY_NPC_FALLING = 0x000020E9, // #falling
SOUND_20EA = 0x000020EA, SOUND_HEAVY_NPC_LANDING = 0x000020EA, // #echoing #thud #impact
SOUND_20EB = 0x000020EB, SOUND_TUTANKOOPA_DEBRIS_FALL = 0x000020EB, // #falling
SOUND_20EC = 0x000020EC, SOUND_HEAVY_NPC_STEP_A = 0x000020EC,
SOUND_20ED = 0x000020ED, SOUND_GOOMBA_KING_SPIN = 0x000020ED,
SOUND_20EE = 0x000020EE, SOUND_GULPIT_LICK = 0x000020EE,
SOUND_20EF = 0x000020EF, SOUND_BUZZAR_FLAP = 0x000020EF,
SOUND_20F0 = 0x000020F0, SOUND_BUZZAR_WHIRLWIND = 0x000020F0, // #windy
SOUND_20F1 = 0x000020F1, SOUND_BUZZAR_WINDUP = 0x000020F1,
SOUND_20F2 = 0x000020F2, SOUND_BUZZAR_DIVE = 0x000020F2,
SOUND_20F3 = 0x000020F3, SOUND_SMALL_LENS_FLARE = 0x000020F3,
SOUND_20F4 = 0x000020F4, SOUND_BUZZAR_THROW = 0x000020F4,
SOUND_20F5 = 0x000020F5, SOUND_BUZZAR_GRAB = 0x000020F5,
SOUND_20F6 = 0x000020F6, SOUND_HEAVY_NPC_STEP_C = 0x000020F6,
SOUND_20F7 = 0x000020F7, SOUND_TUBBAS_HEART_CHARGE = 0x000020F7,
SOUND_20F9 = 0x000020F9, SOUND_TUBBAS_HEART_SWARM_ATTACK = 0x000020F9,
SOUND_20FB = 0x000020FB, SOUND_TUBBAS_HEART_SWARM_DISPERSE = 0x000020FB,
SOUND_20FC = 0x000020FC, SOUND_TUBBAS_HEART_SWARM_VANISH = 0x000020FC,
SOUND_FAKE_BOWSER_SWING = 0x000020FD, SOUND_FAKE_BOWSER_SWING = 0x000020FD,
SOUND_FAKE_BOWSER_STRIKE = 0x000020FE, SOUND_FAKE_BOWSER_STRIKE = 0x000020FE,
SOUND_FILE_MENU_MOVE_CURSOR = 0x00002101, SOUND_FILE_MENU_MOVE_CURSOR = 0x00002101,
@ -1533,11 +1542,11 @@ enum SoundIDs {
SOUND_SPIN_SMASH_1 = 0x0000211E, SOUND_SPIN_SMASH_1 = 0x0000211E,
SOUND_SPIN_SMASH_2 = 0x0000211F, SOUND_SPIN_SMASH_2 = 0x0000211F,
SOUND_SPIN_SMASH_3 = 0x00002120, SOUND_SPIN_SMASH_3 = 0x00002120,
SOUND_2121 = 0x00002121, SOUND_BOWSER_STAR_ROD_USE = 0x00002121,
SOUND_2122 = 0x00002122, SOUND_BOWSER_STAR_ROD_DRAIN_WAVE = 0x00002122,
SOUND_2123 = 0x00002123, SOUND_BOWSER_STAR_ROD_GATHER = 0x00002123,
SOUND_2124 = 0x00002124, SOUND_BOWSER_STAR_ROD_SHOCKWAVE = 0x00002124,
SOUND_2125 = 0x00002125, SOUND_BOWSER_STAR_ROD_ENCHANT = 0x00002125,
SOUND_BOWSER_CAST_RECOVER = 0x00002126, SOUND_BOWSER_CAST_RECOVER = 0x00002126,
SOUND_BOWSER_LIGHTNING = 0x00002127, SOUND_BOWSER_LIGHTNING = 0x00002127,
SOUND_BOWSER_POWER_DOWN = 0x00002128, SOUND_BOWSER_POWER_DOWN = 0x00002128,
@ -1895,9 +1904,9 @@ enum EncounterOutcomes {
}; };
enum MerleeSpellType { enum MerleeSpellType {
MERLEE_SPELL_0 = 0, MERLEE_SPELL_NONE = 0,
MERLEE_SPELL_1 = 1, MERLEE_SPELL_ATK_BOOST = 1,
MERLEE_SPELL_2 = 2, MERLEE_SPELL_DEF_BOOST = 2,
MERLEE_SPELL_EXP_BOOST = 3, MERLEE_SPELL_EXP_BOOST = 3,
MERLEE_SPELL_COIN_BOOST = 4, MERLEE_SPELL_COIN_BOOST = 4,
}; };
@ -1936,9 +1945,9 @@ enum SpeechFlags {
typedef enum HitResult { typedef enum HitResult {
HIT_RESULT_BACKFIRE = -1, HIT_RESULT_BACKFIRE = -1,
HIT_RESULT_HIT = 0, HIT_RESULT_HIT = 0,
HIT_RESULT_1 = 1, // KILL? HIT_RESULT_NICE = 1,
HIT_RESULT_NO_DAMAGE = 2, HIT_RESULT_NO_DAMAGE = 2,
HIT_RESULT_3 = 3, HIT_RESULT_NICE_NO_DAMAGE = 3,
HIT_RESULT_LANDED_ON_SPIKE = 4, HIT_RESULT_LANDED_ON_SPIKE = 4,
HIT_RESULT_LUCKY = 5, HIT_RESULT_LUCKY = 5,
HIT_RESULT_MISS = 6, HIT_RESULT_MISS = 6,
@ -2688,20 +2697,20 @@ enum ItemEntityFlags {
ITEM_ENTITY_FLAG_CAM3 = 0x00000008, ITEM_ENTITY_FLAG_CAM3 = 0x00000008,
ITEM_ENTITY_FLAG_10 = 0x00000010, ITEM_ENTITY_FLAG_10 = 0x00000010,
ITEM_ENTITY_FLAG_HIDDEN = 0x00000040, // do not render; player cant pickup ITEM_ENTITY_FLAG_HIDDEN = 0x00000040, // do not render; player cant pickup
ITEM_ENTITY_FLAG_80 = 0x00000080, ITEM_ENTITY_FLAG_JUST_SPAWNED = 0x00000080,
ITEM_ENTITY_FLAG_AUTO_COLLECT = 0x00000100, ITEM_ENTITY_FLAG_AUTO_COLLECT = 0x00000100,
ITEM_ENTITY_FLAG_NEVER_VANISH = 0x00000200, ITEM_ENTITY_FLAG_NEVER_VANISH = 0x00000200,
ITEM_ENTITY_FLAG_SAVE_ON_TOUCH = 0x00000400, // sets bound game flag when the item is touched ITEM_ENTITY_FLAG_SAVE_ON_TOUCH = 0x00000400, // sets bound game flag when the item is touched
ITEM_ENTITY_FLAG_800 = 0x00000800, ITEM_ENTITY_FLAG_SAVE_ON_INIT = 0x00000800,
ITEM_ENTITY_FLAG_1000 = 0x00001000, ITEM_ENTITY_FLAG_1000 = 0x00001000,
ITEM_ENTITY_FLAG_NO_GRAVITY = 0x00002000, ITEM_ENTITY_FLAG_NO_GRAVITY = 0x00002000,
ITEM_ENTITY_RESIZABLE = 0x00004000, ITEM_ENTITY_RESIZABLE = 0x00004000,
ITEM_ENTITY_FLAG_8000 = 0x00008000, ITEM_ENTITY_FLAG_8000 = 0x00008000,
ITEM_ENTITY_FLAG_TOSS_LOWER = 0x00010000, ITEM_ENTITY_FLAG_TOSS_LOWER = 0x00010000,
ITEM_ENTITY_FLAG_20000 = 0x00020000, ITEM_ENTITY_FLAG_ODD_SPAWN_PARITY = 0x00020000, // every other item entity spawned will have this set
ITEM_ENTITY_FLAG_40000 = 0x00040000, ITEM_ENTITY_FLAG_FULLSIZE = 0x00040000,
ITEM_ENTITY_FLAG_TRANSPARENT = 0x00080000, ITEM_ENTITY_FLAG_TRANSPARENT = 0x00080000,
ITEM_ENTITY_FLAG_100000 = 0x00100000, ITEM_ENTITY_FLAG_INVISIBLE = 0x00100000, // spawned with ITEM_SPAWN_MODE_INVISIBLE
ITEM_ENTITY_FLAG_CANT_COLLECT = 0x00200000, ITEM_ENTITY_FLAG_CANT_COLLECT = 0x00200000,
ITEM_ENTITY_FLAG_400000 = 0x00400000, ITEM_ENTITY_FLAG_400000 = 0x00400000,
ITEM_ENTITY_FLAG_800000 = 0x00800000, ITEM_ENTITY_FLAG_800000 = 0x00800000,
@ -2898,6 +2907,26 @@ enum EventSupressFlags {
SUPPRESS_EVENT_FLAG_10000 = 0x10000, // usage is a bug? SUPPRESS_EVENT_FLAG_10000 = 0x10000, // usage is a bug?
}; };
// combination used for hammer-based attacks
#define SUPPRESS_EVENTS_HAMMER \
SUPPRESS_EVENT_SPIKY_TOP \
| SUPPRESS_EVENT_SHOCK_CONTACT \
| SUPPRESS_EVENT_BURN_CONTACT
// combination used for mostly for kooper's attacks
#define SUPPRESS_EVENTS_KOOPER_TEST \
SUPPRESS_EVENT_SPIKY_FRONT \
| SUPPRESS_EVENT_BURN_CONTACT
// combination used for mostly for kooper's attacks
#define SUPPRESS_EVENTS_KOOPER_DAMAGE \
SUPPRESS_EVENT_SPIKY_TOP \
| SUPPRESS_EVENT_EXPLODE_CONTACT \
| SUPPRESS_EVENT_SPIKY_FRONT \
| SUPPRESS_EVENT_SHOCK_CONTACT \
| SUPPRESS_EVENT_BURN_CONTACT \
| SUPPRESS_EVENT_ALT_SPIKY
enum PartnerActions { enum PartnerActions {
PARTNER_ACTION_NONE = 0, // generic state PARTNER_ACTION_NONE = 0, // generic state
PARTNER_ACTION_USE = 1, // generic state PARTNER_ACTION_USE = 1, // generic state
@ -3136,14 +3165,14 @@ enum PopupState {
POPUP_STATE_MINUS_3 = -3, POPUP_STATE_MINUS_3 = -3,
POPUP_STATE_MINUS_4 = -4, POPUP_STATE_MINUS_4 = -4,
POPUP_STATE_MINUS_5 = -5, POPUP_STATE_MINUS_5 = -5,
POPUP_STATE_MINUS_6 = -6, POPUP_STATE_CHOSE_SWAP = -6,
POPUP_STATE_MINUS_7 = -7, POPUP_STATE_MINUS_7 = -7,
POPUP_STATE_MINUS_8 = -8, POPUP_STATE_MINUS_8 = -8,
}; };
enum PopupResult { enum PopupResult {
POPUP_RESULT_MINUS_1 = -1, POPUP_RESULT_INVALID = -1,
POPUP_RESULT_MINUS_2 = -2, POPUP_RESULT_SWAP_MENU = -2,
POPUP_RESULT_CHOOSING = 0, POPUP_RESULT_CHOOSING = 0,
POPUP_RESULT_CANCEL = 255, POPUP_RESULT_CANCEL = 255,
}; };
@ -3523,18 +3552,22 @@ enum BattleStatusFlags1 {
BS_FLAGS1_MENU_OPEN = 0x00000002, BS_FLAGS1_MENU_OPEN = 0x00000002,
BS_FLAGS1_TATTLE_OPEN = 0x00000004, BS_FLAGS1_TATTLE_OPEN = 0x00000004,
BS_FLAGS1_SHOW_PLAYER_DECORATIONS = 0x00000008, // enables effects for Frozen, Water Block, and Cloud Nine to appear and follow the player BS_FLAGS1_SHOW_PLAYER_DECORATIONS = 0x00000008, // enables effects for Frozen, Water Block, and Cloud Nine to appear and follow the player
BS_FLAGS1_10 = 0x00000010, // enable attack bonuses (power plus, etc) // Enables attack bonuses like Power Plus and Merlee ATK boost.
BS_FLAGS1_SP_EVT_ACTIVE = 0x00000020, // enable special events (other than hit/death/immune?) // Almost always used with TestTarget functions when not called with DAMAGE_TYPE_TRIGGER_LUCKY.
BS_FLAGS1_40 = 0x00000040, BS_FLAGS1_INCLUDE_POWER_UPS = 0x00000010,
BS_FLAGS1_80 = 0x00000080, // Current hit may trigger special events on the target (other than hit/death/immune)
// These include FLIP_TRIGGER, FALL_TRIGGER, BURN_HIT, SPIN_SMASH_HIT, etc.
// This has no bearing on contact hazard events which affect the attacker like SPIKE_CONTACT or BURN_CONTACT.
BS_FLAGS1_TRIGGER_EVENTS = 0x00000020,
BS_FLAGS1_NICE_HIT = 0x00000040,
BS_FLAGS1_NO_RATING = 0x00000080, // prevents 'Nice!' or 'Super!' messages from appearing
BS_FLAGS1_EXECUTING_MOVE = 0x00000100, BS_FLAGS1_EXECUTING_MOVE = 0x00000100,
BS_FLAGS1_200 = 0x00000200, BS_FLAGS1_SUPER_HIT = 0x00000200, // only works for partners and items, NOT player hits
BS_FLAGS1_400 = 0x00000400, // UNUSED BS_FLAGS1_FORCE_IMMUNE_HIT = 0x00000800,
BS_FLAGS1_FORCE_HIT_IMMUNE = 0x00000800,
BS_FLAGS1_AUTO_SUCCEED_ACTION = 0x00001000, BS_FLAGS1_AUTO_SUCCEED_ACTION = 0x00001000,
BS_FLAGS1_2000 = 0x00002000, BS_FLAGS1_2000 = 0x00002000,
BS_FLAGS1_4000 = 0x00004000, BS_FLAGS1_4000 = 0x00004000,
BS_FLAGS1_8000 = 0x00008000, BS_FLAGS1_FREE_ACTION_COMMAND = 0x00008000,
BS_FLAGS1_10000 = 0x00010000, BS_FLAGS1_10000 = 0x00010000,
BS_FLAGS1_DISABLE_CELEBRATION = 0x00020000, BS_FLAGS1_DISABLE_CELEBRATION = 0x00020000,
BS_FLAGS1_BATTLE_FLED = 0x00040000, // used both when the player flees sucessfully or an enemy flees BS_FLAGS1_BATTLE_FLED = 0x00040000, // used both when the player flees sucessfully or an enemy flees
@ -3557,16 +3590,16 @@ enum BattleStatusFlags2 {
BS_FLAGS2_AWARDING_STAR_POINTS = 0x00000001, // star points move to the center of the screen BS_FLAGS2_AWARDING_STAR_POINTS = 0x00000001, // star points move to the center of the screen
BS_FLAGS2_PLAYER_TURN_USED = 0x00000002, // set after player has used their action for this turn BS_FLAGS2_PLAYER_TURN_USED = 0x00000002, // set after player has used their action for this turn
BS_FLAGS2_PARTNER_TURN_USED = 0x00000004, // set after partner has used their action for this turn BS_FLAGS2_PARTNER_TURN_USED = 0x00000004, // set after partner has used their action for this turn
BS_FLAGS2_8 = 0x00000008, BS_FLAGS2_OVERRIDE_INACTIVE_PLAYER = 0x00000008, // override inactive player animations and effects
BS_FLAGS2_10 = 0x00000010, BS_FLAGS2_OVERRIDE_INACTIVE_PARTNER = 0x00000010, // override inactive partner animations and effects
BS_FLAGS2_CANT_FLEE = 0x00000020, BS_FLAGS2_CANT_FLEE = 0x00000020,
BS_FLAGS2_PEACH_BATTLE = 0x00000040, BS_FLAGS2_PEACH_BATTLE = 0x00000040,
BS_FLAGS2_STORED_TURBO_CHARGE_TURN = 0x00000100, // prevents turbo charge turns from decrementing on begin player turn BS_FLAGS2_STORED_TURBO_CHARGE_TURN = 0x00000100, // prevents turbo charge turns from decrementing on begin player turn
BS_FLAGS2_DOING_JUMP_TUTORIAL = 0x00000200, BS_FLAGS2_DOING_JUMP_TUTORIAL = 0x00000200,
BS_FLAGS2_400 = 0x00000400, BS_FLAGS2_FINAL_BOWSER_PART_1 = 0x00000400, // no other use for this flag, purpose unknown
BS_FLAGS2_NO_TARGET_AVAILABLE = 0x00001000, BS_FLAGS2_NO_TARGET_AVAILABLE = 0x00001000,
BS_FLAGS2_IGNORE_DARKNESS = 0x00004000, BS_FLAGS2_IGNORE_DARKNESS = 0x00004000,
BS_FLAGS2_10000 = 0x00010000, BS_FLAGS2_HIDE_BUFF_COUNTERS = 0x00010000, // hide turn counters for partner buffs (Cloud Nine, Water Block, etc)
BS_FLAGS2_NO_PLAYER_PAL_ADJUST = 0x00100000, BS_FLAGS2_NO_PLAYER_PAL_ADJUST = 0x00100000,
BS_FLAGS2_IS_FIRST_STRIKE = 0x01000000, BS_FLAGS2_IS_FIRST_STRIKE = 0x01000000,
BS_FLAGS2_DONT_STOP_MUSIC = 0x02000000, // don't stop playing the current song when the battle ends BS_FLAGS2_DONT_STOP_MUSIC = 0x02000000, // don't stop playing the current song when the battle ends
@ -4099,11 +4132,23 @@ enum BattleMessages {
// states after INIT are different for each type of battle message // states after INIT are different for each type of battle message
enum BattleMessageStates { enum BattleMessageStates {
// generic INIT state shared by all message types
BTL_MSG_STATE_INIT = 0, BTL_MSG_STATE_INIT = 0,
BTL_MSG_STATE_1 = 1, // states for popup messages like BTL_MSG_MERLEE_ATK_UP or BTL_MSG_ENEMY_ASLEEP
BTL_MSG_STATE_2 = 2, BTL_MSG_STATE_POPUP_PRE_DELAY = 1,
BTL_MSG_STATE_3 = 3, BTL_MSG_STATE_POPUP_DELAY = 2,
BTL_MSG_STATE_4 = 4, BTL_MSG_STATE_POPUP_POST_DELAY = 3,
BTL_MSG_STATE_POPUP_DISPOSE = 4,
// states for action tip messages
BTL_MSG_STATE_ACTION_TIP_DELAY = 1,
BTL_MSG_STATE_ACTION_TIP_DISPOSE = 2,
// states for error messages like BTL_MSG_NO_JUMP_TARGET or BTL_MSG_CANT_SELECT_NOW
BTL_MSG_STATE_ERROR_PRE_DELAY = 1,
BTL_MSG_STATE_ERROR_DELAY = 2,
BTL_MSG_STATE_ERROR_POST_DELAY = 3,
BTL_MSG_STATE_ERROR_DISPOSE = 4,
// states for command disable notifications like BTL_MSG_ITEMS_DISABLED
BTL_MSG_STATE_DISABLED_DELAY = 1,
}; };
// BattleMenuState // BattleMenuState
@ -4235,22 +4280,22 @@ enum DebuffTypes {
enum GlobalOverrides { enum GlobalOverrides {
GLOBAL_OVERRIDES_DISABLE_RENDER_WORLD = 0x00000002, GLOBAL_OVERRIDES_DISABLE_RENDER_WORLD = 0x00000002,
GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME = 0x00000008, GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME = 0x00000008,
GLOBAL_OVERRIDES_10 = 0x00000010, GLOBAL_OVERRIDES_MESSAGES_OVER_FRONTUI = 0x00000010,
GLOBAL_OVERRIDES_ENABLE_TRANSITION_STENCIL = 0x00000020, GLOBAL_OVERRIDES_SOFT_RESET = 0x00000020, // unused but functional
GLOBAL_OVERRIDES_40 = 0x00000040, GLOBAL_OVERRIDES_40 = 0x00000040,
GLOBAL_OVERRIDES_ENABLE_FLOOR_REFLECTION = 0x00000080, GLOBAL_OVERRIDES_ENABLE_FLOOR_REFLECTION = 0x00000080,
GLOBAL_OVERRIDES_DISABLE_BATTLES = 0x00000100, GLOBAL_OVERRIDES_DISABLE_BATTLES = 0x00000100,
GLOBAL_OVERRIDES_200 = 0x00000200, GLOBAL_OVERRIDES_200 = 0x00000200,
GLOBAL_OVERRIDES_400 = 0x00000400, GLOBAL_OVERRIDES_400 = 0x00000400,
GLOBAL_OVERRIDES_800 = 0x00000800, GLOBAL_OVERRIDES_800 = 0x00000800,
GLOBAL_OVERRIDES_1000 = 0x00001000, GLOBAL_OVERRIDES_PREV_DISABLE_BATTLES = 0x00001000,
GLOBAL_OVERRIDES_2000 = 0x00002000, GLOBAL_OVERRIDES_PREV_200 = 0x00002000,
GLOBAL_OVERRIDES_4000 = 0x00004000, GLOBAL_OVERRIDES_PREV_400 = 0x00004000,
GLOBAL_OVERRIDES_8000 = 0x00008000, GLOBAL_OVERRIDES_PREV_800 = 0x00008000,
GLOBAL_OVERRIDES_WINDOWS_IN_FRONT_OF_CURTAINS = 0x00010000, GLOBAL_OVERRIDES_WINDOWS_OVER_CURTAINS = 0x00010000,
GLOBAL_OVERRIDES_20000 = 0x00020000, GLOBAL_OVERRIDES_DONT_RESUME_SONG_AFTER_BATTLE = 0x00020000,
GLOBAL_OVERRIDES_DISABLE_MENUS = 0x00040000, GLOBAL_OVERRIDES_DISABLE_MENUS = 0x00040000,
GLOBAL_OVERRIDES_MESSAGES_IN_FRONT_OF_CURTAINS = 0x00100000, GLOBAL_OVERRIDES_MESSAGES_OVER_CURTAINS = 0x00100000,
GLOBAL_OVERRIDES_CANT_PICK_UP_ITEMS = 0x00200000, GLOBAL_OVERRIDES_CANT_PICK_UP_ITEMS = 0x00200000,
}; };
@ -4582,13 +4627,18 @@ typedef enum SurfaceInteractMode {
SURFACE_INTERACT_LAND = 2, SURFACE_INTERACT_LAND = 2,
} SurfaceInteractMode; } SurfaceInteractMode;
// flags that can be set on colliders
// passed into collision queries to selectively ignore certain types of objects or colliders
enum ColliderFlags { enum ColliderFlags {
COLLIDER_FLAGS_UPPER_MASK = 0x7FFFFE00, // map data dumper needs this to be first COLLIDER_FLAGS_UPPER_MASK = 0x7FFFFE00, // map data dumper needs this to be first
COLLIDER_FLAGS_SURFACE_TYPE_MASK = 0x000000FF, COLLIDER_FLAGS_SURFACE_TYPE_MASK = 0x000000FF,
COLLIDER_FLAG_SAFE_FLOOR = 0x00000100, COLLIDER_FLAG_SAFE_FLOOR = 0x00000100,
COLLIDER_FLAG_IGNORE_SHELL = 0x00008000, COLLIDER_FLAG_IGNORE_SHELL = 0x00008000, // colliders marked with this flag are not solid for shells
COLLIDER_FLAG_IGNORE_PLAYER = 0x00010000, COLLIDER_FLAG_IGNORE_PLAYER = 0x00010000, // colliders marked with this flag are not solid for player or partners
COLLIDER_FLAG_80000 = 0x00080000, // test version of DOCK walls? COLLIDER_FLAG_IGNORE_NPC = 0x00020000, // colliders marked with this flag are not solid for npcs or item entities
COLLISION_IGNORE_ENTITIES = 0x00040000, // used for collision queries, not set for colliders
COLLIDER_FLAG_DOCK_WALL = 0x00080000,
COLLISION_ONLY_ENTITIES = 0x00100000, // used for collision queries, not set for colliders
COLLIDER_FLAG_HAS_MODEL_PARENT = 0x80000000 COLLIDER_FLAG_HAS_MODEL_PARENT = 0x80000000
}; };
@ -4599,13 +4649,12 @@ enum ColliderFlagsModifyMode {
MODIFY_COLLIDER_FLAGS_SET_SURFACE = 3, MODIFY_COLLIDER_FLAGS_SET_SURFACE = 3,
}; };
enum CollisionChannels { enum PlayerCollisionTests {
COLLISION_CHANNEL_8000 = 0x00008000, PLAYER_COLLISION_0 = 0,
COLLISION_CHANNEL_10000 = 0x00010000, PLAYER_COLLISION_1 = 1,
COLLISION_CHANNEL_20000 = 0x00020000, PLAYER_COLLISION_2 = 2,
COLLISION_IGNORE_ENTITIES = 0x00040000, PLAYER_COLLISION_3 = 3,
COLLISION_CHANNEL_80000 = 0x00080000, PLAYER_COLLISION_4 = 4,
COLLISION_ONLY_ENTITIES = 0x00100000,
}; };
enum CameraFlags { enum CameraFlags {
@ -4622,8 +4671,8 @@ enum CameraFlags {
enum CameraMoveFlags { enum CameraMoveFlags {
CAMERA_MOVE_IGNORE_PLAYER_Y = 0x00000001, CAMERA_MOVE_IGNORE_PLAYER_Y = 0x00000001,
CAMERA_MOVE_FLAG_2 = 0x00000002, CAMERA_MOVE_NO_INTERP_Y = 0x00000002,
CAMERA_MOVE_FLAG_4 = 0x00000004, CAMERA_MOVE_ACCEL_INTERP_Y = 0x00000004,
}; };
enum CameraUpdateType { enum CameraUpdateType {
@ -4798,8 +4847,8 @@ enum ModelAnimatorFlags {
}; };
enum ShopFlags { enum ShopFlags {
SHOP_FLAG_1 = 0x00000001, SHOP_FLAG_SHOWING_ITEM_INFO = 0x1,
SHOP_FLAG_8 = 0x00000008, SHOP_FLAG_INTERACT_SCRIPT_RUNNING = 0x8,
}; };
enum { enum {

View File

@ -208,7 +208,7 @@ s32 draw_box(s32 flags, WindowStyle windowStyle, s32 posX, s32 posY, s32 posZ, s
void* drawContentsArg0, Matrix4f rotScaleMtx, s32 translateX, s32 translateY, Matrix4f outMtx); void* drawContentsArg0, Matrix4f rotScaleMtx, s32 translateX, s32 translateY, Matrix4f outMtx);
s32 get_msg_width(s32 msgID, u16 charset); s32 get_msg_width(s32 msgID, u16 charset);
s32 partner_player_can_pause(void); s32 partner_can_open_world_menus(void);
s32 disable_player_static_collisions(void); s32 disable_player_static_collisions(void);
s32 disable_player_input(void); s32 disable_player_input(void);
void func_80027088(s32); void func_80027088(s32);
@ -380,7 +380,7 @@ void btl_popup_messages_update(void);
void btl_popup_messages_draw_world_geometry(void); void btl_popup_messages_draw_world_geometry(void);
void func_80255FD8(void); void func_80255FD8(void);
void set_actor_pal_effect(Actor* actor, s32 arg1); void set_actor_glow_pal(Actor* actor, s32 arg1);
void btl_set_popup_duration(s32 duration); void btl_set_popup_duration(s32 duration);
void switch_to_partner(s32 arg0); void switch_to_partner(s32 arg0);
@ -619,7 +619,7 @@ void suggest_player_anim_always_forward(AnimID anim);
void suggest_player_anim_allow_backward(AnimID anim); void suggest_player_anim_allow_backward(AnimID anim);
void subtract_hp(s32 amt); void subtract_hp(s32 amt);
void draw_status_ui(void); void draw_status_ui(void);
void open_status_bar_long(void); void open_status_bar_slowly(void);
void suspend_all_group(s32 groupFlags); void suspend_all_group(s32 groupFlags);
void kill_script(Evt* instanceToKill); void kill_script(Evt* instanceToKill);
@ -795,8 +795,8 @@ void basic_ai_loiter_init(Evt* script, MobileAISettings* aiSettings, EnemyDetect
void PatrolAI_LoiterInit(Evt* script, MobileAISettings* aiSettings, EnemyDetectVolume* territory); void PatrolAI_LoiterInit(Evt* script, MobileAISettings* aiSettings, EnemyDetectVolume* territory);
s32 func_80263230(Actor*, Actor*); s32 func_80263230(Actor*, Actor*);
void set_part_pal_effect(ActorPart*, s32); void set_part_glow_pal(ActorPart*, s32);
void func_80266E40(Actor*); void clear_actor_static_pal_adjustments(Actor*);
void set_actor_flash_mode(Actor* actor, s32 arg1); void set_actor_flash_mode(Actor* actor, s32 arg1);
void remove_player_buffs(s32); void remove_player_buffs(s32);
s32 is_actor_health_bar_visible(Actor*); s32 is_actor_health_bar_visible(Actor*);
@ -823,7 +823,7 @@ void draw_msg(s32 msgID, s32 posX, s32 posY, s32 opacity, s32 palette, u8 style)
void get_background_color_blend(u8* r, u8* g, u8* b, u8* a); void get_background_color_blend(u8* r, u8* g, u8* b, u8* a);
s32 entity_base_block_idle(Entity* entity); s32 entity_base_block_idle(Entity* entity);
void add_SP(s32 amt); void add_star_power(s32 amt);
s32 recover_hp(s32 amt); s32 recover_hp(s32 amt);
s32 recover_fp(s32 amt); s32 recover_fp(s32 amt);
s32 entity_can_collide_with_jumping_player(Entity* entity); s32 entity_can_collide_with_jumping_player(Entity* entity);
@ -929,14 +929,14 @@ s32 func_800E06D8(void);
void func_800E01DC(void); void func_800E01DC(void);
void collision_lateral_peach(void); void collision_lateral_peach(void);
void func_800E5520(void); void func_800E5520(void);
void func_800E6B68(void); void clear_world_menus(void);
void func_800E9810(void); void setup_status_bar_for_battle(void);
void func_800E983C(void); void enable_status_bar_input(void);
void func_800E984C(void); void disable_status_bar_input(void);
s32 func_800E9860(void); b32 can_control_status_bar(void);
void status_bar_respond_to_changes(void); void status_bar_respond_to_changes(void);
void func_800E98EC(void); void status_bar_always_show_on(void);
void func_800E9900(void); void status_bar_always_show_off(void);
void func_800F0C9C(void); void func_800F0C9C(void);
void func_800F0CB0(s32, f32, f32, f32); void func_800F0CB0(s32, f32, f32, f32);
void func_800F0D5C(void); void func_800F0D5C(void);
@ -948,10 +948,10 @@ s32 get_stored_count(void);
s32 get_item_empty_count(void); s32 get_item_empty_count(void);
void shop_open_item_select_popup(s32 mode); void shop_open_item_select_popup(s32 mode);
void hide_coin_counter(void); void hide_coin_counter(void);
void set_message_msg(s32 msgID, s32 index); void set_message_text_var(s32 msgID, s32 index);
void set_message_value(s32 value, s32 index); void set_message_int_var(s32 value, s32 index);
s32 store_item(s32 itemID); s32 store_item(s32 itemID);
void open_status_bar_short(void); void open_status_bar_quickly(void);
void show_immune_bonk(f32 x, f32 y, f32 z, s32, s32, s32); void show_immune_bonk(f32 x, f32 y, f32 z, s32, s32, s32);
void show_primary_damage_popup(f32 x, f32 y, f32 z, s32 attack, s32 a); void show_primary_damage_popup(f32 x, f32 y, f32 z, s32 attack, s32 a);
s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion); s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion);
@ -1015,7 +1015,7 @@ void status_bar_draw_number(s32 iconID, s32 x, s32 y, s32 value, s32 numDigits);
void status_bar_draw_stat(s32 id, s32 x, s32 y, s32, s32); void status_bar_draw_stat(s32 id, s32 x, s32 y, s32, s32);
void set_background_size(s16, s16, s16, s16); void set_background_size(s16, s16, s16, s16);
void read_background_size(BackgroundHeader*); void read_background_size(BackgroundHeader*);
void set_max_SP(s8); void set_max_star_power(s8);
void sync_status_bar(void); void sync_status_bar(void);
void create_cameras_a(void); void create_cameras_a(void);
void func_80045AC0(void); void func_80045AC0(void);

View File

@ -104,6 +104,9 @@
#define MAX_STAR_PIECES 222 #define MAX_STAR_PIECES 222
#define SP_PER_BAR 256
#define SP_PER_SEG 32
#define SCREEN_WIDTH 320 #define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240 #define SCREEN_HEIGHT 240

View File

@ -371,6 +371,12 @@ typedef struct Encounter {
/* 0x4A */ char unk_4C[2]; /* 0x4A */ char unk_4C[2];
} Encounter; // size = 0x4C } Encounter; // size = 0x4C
typedef struct FieldStatus {
/* 0x00 */ s8 status;
/* 0x01 */ char pad_01;
/* 0x02 */ s16 duration;
} FieldStatus;
typedef struct EncounterStatus { typedef struct EncounterStatus {
/* 0x000 */ s32 flags; /* 0x000 */ s32 flags;
/* 0x004 */ s8 firstStrikeType; /* 0 = none, 1 = player, 2 = enemy */ /* 0x004 */ s8 firstStrikeType; /* 0 = none, 1 = player, 2 = enemy */
@ -396,7 +402,7 @@ typedef struct EncounterStatus {
/* 0x01F */ u8 curEntryIndex; /* 0x01F */ u8 curEntryIndex;
/* 0x020 */ s8 mapID; /* 0x020 */ s8 mapID;
/* 0x021 */ s8 resetMapEncounterFlags; /* 0x021 */ s8 resetMapEncounterFlags;
/* 0x021 */ char unk_22[2]; /* 0x022 */ char unk_22[2];
/* 0x024 */ s32* npcGroupList; /* 0x024 */ s32* npcGroupList;
/* 0x028 */ Encounter* encounterList[24]; /* 0x028 */ Encounter* encounterList[24];
/* 0x088 */ Encounter* curEncounter; /* 0x088 */ Encounter* curEncounter;
@ -405,18 +411,10 @@ typedef struct EncounterStatus {
/* 0x094 */ s32 unk_94; /* 0x094 */ s32 unk_94;
/* 0x098 */ s32 fadeOutAccel; /* 0x098 */ s32 fadeOutAccel;
/* 0x09C */ s32 battleStartCountdown; /* 0x09C */ s32 battleStartCountdown;
/* 0x0A0 */ s8 dizzyAttackStatus; /* 0x0A0 */ FieldStatus dizzyAttack;
/* 0x0A1 */ char unk_A1[0x1]; /* 0x0A4 */ FieldStatus unusedAttack1;
/* 0x0A2 */ s16 dizzyAttackDuration; /* 0x0A8 */ FieldStatus unusedAttack2;
/* 0x0A4 */ s8 unk_A4; /* 0x0AC */ FieldStatus unusedAttack3;
/* 0x0A5 */ char unk_A5[0x1];
/* 0x0A6 */ s16 unk_A6;
/* 0x0A8 */ s8 unk_A8;
/* 0x0A9 */ char unk_A9[0x1];
/* 0x0AA */ s16 unk_AA;
/* 0x0AC */ s8 unk_AC;
/* 0x0AD */ char unk_AD[0x1];
/* 0x0AE */ s16 unk_AE;
/* 0x0B0 */ s32 defeatFlags[60][12]; /* 0x0B0 */ s32 defeatFlags[60][12];
/* 0xFB0 */ s16 recentMaps[2]; /* 0xFB0 */ s16 recentMaps[2];
/* 0xFB4 */ char unk_FB4[4]; /* 0xFB4 */ char unk_FB4[4];

View File

@ -35,6 +35,6 @@ extern EvtScript EnterSplitDoubleDoor;
extern EvtScript BaseExitDoor; extern EvtScript BaseExitDoor;
extern EvtScript BaseEnterDoor; extern EvtScript BaseEnterDoor;
extern EvtScript EnterPostPipe; extern EvtScript EnterPostPipe;
extern EvtScript ItemShopInteract; extern EvtScript EVS_ShopOwnerDialog;
#endif #endif

View File

@ -123,7 +123,7 @@ extern s32 bMarioDefendAnims[];
extern s32 bPeachIdleAnims[]; extern s32 bPeachIdleAnims[];
extern PartnerStatus gPartnerStatus; extern PartnerStatus gPartnerStatus;
extern UiStatus gUIStatus; extern StatusBar gStatusBar;
extern PlayerStatus gPlayerStatus; extern PlayerStatus gPlayerStatus;
extern PlayerSpinState gPlayerSpinState; extern PlayerSpinState gPlayerSpinState;
extern PlayerData gPlayerData; extern PlayerData gPlayerData;

View File

@ -141,7 +141,7 @@ void spawn_drops(Enemy* enemy) {
} }
} }
if (is_ability_active(ABILITY_HEART_FINDER) != 0) { if (is_ability_active(ABILITY_HEART_FINDER)) {
dropCount += 1 + rand_int(2); dropCount += 1 + rand_int(2);
} }
if (enemy->flags & ENEMY_FLAG_NO_DROPS) { if (enemy->flags & ENEMY_FLAG_NO_DROPS) {
@ -195,7 +195,7 @@ void spawn_drops(Enemy* enemy) {
} }
} }
if (is_ability_active(ABILITY_FLOWER_FINDER) != 0) { if (is_ability_active(ABILITY_FLOWER_FINDER)) {
dropCount += 1 + rand_int(2); dropCount += 1 + rand_int(2);
} }
if (enemy->flags & ENEMY_FLAG_NO_DROPS) { if (enemy->flags & ENEMY_FLAG_NO_DROPS) {
@ -253,7 +253,7 @@ void spawn_drops(Enemy* enemy) {
} }
dropCount = dropCount + encounter->coinsEarned; dropCount = dropCount + encounter->coinsEarned;
if (is_ability_active(ABILITY_PAY_OFF) != 0) { if (is_ability_active(ABILITY_PAY_OFF)) {
dropCount += encounter->damageTaken / 2; dropCount += encounter->damageTaken / 2;
encounter->damageTaken = 0; encounter->damageTaken = 0;
} }
@ -261,7 +261,7 @@ void spawn_drops(Enemy* enemy) {
encounter->hasMerleeCoinBonus = FALSE; encounter->hasMerleeCoinBonus = FALSE;
dropCount *= 3; dropCount *= 3;
} }
if (is_ability_active(ABILITY_MONEY_MONEY) != 0) { if (is_ability_active(ABILITY_MONEY_MONEY)) {
dropCount *= 2; dropCount *= 2;
} }
if (dropCount > 20) { if (dropCount > 20) {
@ -458,7 +458,7 @@ s32 basic_ai_check_player_dist(EnemyDetectVolume* territory, Enemy* enemy, f32 r
y = npc->pos.y + npc->collisionHeight * 0.5; y = npc->pos.y + npc->collisionHeight * 0.5;
z = npc->pos.z; z = npc->pos.z;
dist = dist2D(npc->pos.x, npc->pos.z, playerStatus->pos.x, playerStatus->pos.z); dist = dist2D(npc->pos.x, npc->pos.z, playerStatus->pos.x, playerStatus->pos.z);
if (npc_test_move_simple_with_slipping(COLLISION_CHANNEL_10000 | COLLISION_IGNORE_ENTITIES, if (npc_test_move_simple_with_slipping(COLLIDER_FLAG_IGNORE_PLAYER | COLLISION_IGNORE_ENTITIES,
&x, &y, &z, &x, &y, &z,
dist, atan2(npc->pos.x, npc->pos.z, playerStatus->pos.x, playerStatus->pos.z), dist, atan2(npc->pos.x, npc->pos.z, playerStatus->pos.x, playerStatus->pos.z),
0.1f, 0.1f)) { 0.1f, 0.1f)) {
@ -716,7 +716,7 @@ void basic_ai_found_player_jump_init(Evt* script, MobileAISettings* npcAISetting
Enemy* enemy = script->owner1.enemy; Enemy* enemy = script->owner1.enemy;
Npc* npc = get_npc_unsafe(enemy->npcID); Npc* npc = get_npc_unsafe(enemy->npcID);
ai_enemy_play_sound(npc, SOUND_03E1, 0); ai_enemy_play_sound(npc, SOUND_AI_FOUND_PLAYER_JUMP, 0);
npc->curAnim = enemy->animList[ENEMY_ANIM_INDEX_JUMP]; npc->curAnim = enemy->animList[ENEMY_ANIM_INDEX_JUMP];
npc->jumpVel = 10.0f; npc->jumpVel = 10.0f;
npc->jumpScale = 2.5f; npc->jumpScale = 2.5f;
@ -814,7 +814,7 @@ void basic_ai_chase(Evt* script, MobileAISettings* aiSettings, EnemyDetectVolume
npc_move_heading(npc, npc->moveSpeed, npc->yaw); npc_move_heading(npc, npc->moveSpeed, npc->yaw);
if (npc->moveSpeed > 8.0 && !(gGameStatusPtr->frameCounter % 5)) { if (npc->moveSpeed > 8.0 && !(gGameStatusPtr->frameCounter % 5)) {
ai_enemy_play_sound(npc, SOUND_20C1, 0); ai_enemy_play_sound(npc, SOUND_SMALL_NPC_STEP, 0);
} }
if (npc->duration > 0) { if (npc->duration > 0) {

View File

@ -62,7 +62,7 @@ void npc_follow_init(Npc* npc, s32 targetNpcID, FollowAnims* anims, f32 walkSpee
npc->jumpVel = 0.0f; npc->jumpVel = 0.0f;
npc->flags |= NPC_FLAG_GRAVITY; npc->flags |= NPC_FLAG_GRAVITY;
npc->flags &= ~NPC_FLAG_IGNORE_PLAYER_COLLISION; npc->flags &= ~NPC_FLAG_IGNORE_PLAYER_COLLISION;
npc->collisionChannel = COLLISION_CHANNEL_10000; npc->collisionChannel = COLLIDER_FLAG_IGNORE_PLAYER;
} }
void npc_update_npc_tracking(Npc* npc) { void npc_update_npc_tracking(Npc* npc) {

View File

@ -56,7 +56,7 @@ void render_conversation_prompt(void);
void clear_conversation_prompt(void); void clear_conversation_prompt(void);
void check_for_interactables(void); void check_for_interactables(void);
void render_interact_prompt(void); void render_interact_prompt(void);
void func_800E0B14(void); void clear_interact_prompt(void);
void update_partner_timers(void); void update_partner_timers(void);
void player_update_sprite(void); void player_update_sprite(void);
s32 get_player_back_anim(s32 arg0); s32 get_player_back_anim(s32 arg0);
@ -221,7 +221,7 @@ s32 player_raycast_down(f32* x, f32* y, f32* z, f32* length) {
} }
} }
colliderID = test_ray_colliders(0x10000, *x, *y, *z, 0, -1.0f, 0, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz); colliderID = test_ray_colliders(COLLIDER_FLAG_IGNORE_PLAYER, *x, *y, *z, 0, -1.0f, 0, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
if (colliderID >= 0) { if (colliderID >= 0) {
ret = colliderID; ret = colliderID;
} }
@ -338,7 +338,7 @@ s32 player_raycast_up_corner(f32* x, f32* y, f32* z, f32* length) {
sy2 = sy = *y; sy2 = sy = *y;
sz2 = sz = *z; sz2 = sz = *z;
hitDepth = *length; hitDepth = *length;
hitID = test_ray_colliders(0x10000, sx, sy, sz, 0.0f, 1.0f, 0.0f, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz); hitID = test_ray_colliders(COLLIDER_FLAG_IGNORE_PLAYER, sx, sy, sz, 0.0f, 1.0f, 0.0f, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
if (hitID >= 0 && *length > hitDepth) { if (hitID >= 0 && *length > hitDepth) {
*length = hitDepth; *length = hitDepth;
ret = hitID; ret = hitID;
@ -449,17 +449,17 @@ s32 player_raycast_general(s32 mode, f32 startX, f32 startY, f32 startZ, f32 dir
} else { } else {
ret = entityID | COLLISION_WITH_ENTITY_BIT; ret = entityID | COLLISION_WITH_ENTITY_BIT;
} }
} else if (mode == 3) { } else if (mode == PLAYER_COLLISION_3) {
ret = test_ray_colliders(COLLIDER_FLAG_IGNORE_SHELL, startX, startY, startZ, dirX, dirY, dirZ, ret = test_ray_colliders(COLLIDER_FLAG_IGNORE_SHELL, startX, startY, startZ, dirX, dirY, dirZ,
hitX, hitY, hitZ, hitDepth, hitNx, hitNy, hitNz); hitX, hitY, hitZ, hitDepth, hitNx, hitNy, hitNz);
} }
if (mode == 1 || mode == 3) { if (mode == PLAYER_COLLISION_1 || mode == PLAYER_COLLISION_3) {
return ret; return ret;
} }
if (mode == 4) { if (mode == PLAYER_COLLISION_4) {
ignoreFlags = COLLISION_CHANNEL_80000; ignoreFlags = COLLIDER_FLAG_DOCK_WALL;
} else { } else {
ignoreFlags = COLLIDER_FLAG_IGNORE_PLAYER; ignoreFlags = COLLIDER_FLAG_IGNORE_PLAYER;
} }
@ -475,8 +475,8 @@ s32 player_raycast_general(s32 mode, f32 startX, f32 startY, f32 startZ, f32 dir
nAngleZ = 180.0f - atan2(0, 0, *hitNz * 100.0, *hitNy * 100.0); nAngleZ = 180.0f - atan2(0, 0, *hitNz * 100.0, *hitNy * 100.0);
nAngleX = 180.0f - atan2(0, 0, *hitNx * 100.0, *hitNy * 100.0); nAngleX = 180.0f - atan2(0, 0, *hitNx * 100.0, *hitNy * 100.0);
if (!(nAngleZ == 90.0f && nAngleX == 90.0f || fabs(nAngleZ) >= 30.0 || fabs(nAngleX) >= 30.0)) { if (!((nAngleZ == 90.0f && nAngleX == 90.0f) || fabs(nAngleZ) >= 30.0 || fabs(nAngleX) >= 30.0)) {
ret = -1; ret = NO_COLLIDER;
} }
} }
@ -515,7 +515,7 @@ s32 player_test_move_without_slipping(PlayerStatus* playerStatus, f32* x, f32* y
dx = radius * sinTheta; dx = radius * sinTheta;
ret = NO_COLLIDER; ret = NO_COLLIDER;
raycastID = player_raycast_general(0, *x, *y + 0.1, *z, sinTheta, 0, cosTheta, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz); raycastID = player_raycast_general(PLAYER_COLLISION_0, *x, *y + 0.1, *z, sinTheta, 0, cosTheta, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
if (raycastID >= 0 && hitDepth <= depth) { if (raycastID >= 0 && hitDepth <= depth) {
*hasClimbableStep = TRUE; *hasClimbableStep = TRUE;
} }
@ -524,7 +524,7 @@ s32 player_test_move_without_slipping(PlayerStatus* playerStatus, f32* x, f32* y
hitDepth = depth; hitDepth = depth;
dz = radius * cosTheta; dz = radius * cosTheta;
raycastID = player_raycast_general(0, *x, *y + height, *z, sinTheta, 0, cosTheta, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz); raycastID = player_raycast_general(PLAYER_COLLISION_0, *x, *y + height, *z, sinTheta, 0, cosTheta, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
targetDx = 0.0f; targetDx = 0.0f;
targetDz = 0.0f; targetDz = 0.0f;
@ -583,7 +583,7 @@ s32 player_test_move_with_slipping(PlayerStatus* playerStatus, f32* x, f32* y, f
targetDx = length * sinTheta; targetDx = length * sinTheta;
targetDz = length * cosTheta; targetDz = length * cosTheta;
hitID = player_raycast_general(0, *x, *y + height, *z, sinTheta, 0, cosTheta, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz); hitID = player_raycast_general(PLAYER_COLLISION_0, *x, *y + height, *z, sinTheta, 0, cosTheta, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
if (hitID >= 0 && (depthDiff = hitDepth, depthDiff <= length + radius)) { if (hitID >= 0 && (depthDiff = hitDepth, depthDiff <= length + radius)) {
depthDiff -= (length + radius); depthDiff -= (length + radius);
dx = depthDiff * sinTheta; dx = depthDiff * sinTheta;
@ -594,7 +594,7 @@ s32 player_test_move_with_slipping(PlayerStatus* playerStatus, f32* x, f32* y, f
ret = hitID; ret = hitID;
} else { } else {
height = playerStatus->colliderHeight * 0.75; height = playerStatus->colliderHeight * 0.75;
hitID = player_raycast_general(0, *x, *y + height, *z, sinTheta, 0, cosTheta, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz); hitID = player_raycast_general(PLAYER_COLLISION_0, *x, *y + height, *z, sinTheta, 0, cosTheta, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
if (hitID >= 0 && (depthDiff = hitDepth, depthDiff <= length + radius)) { if (hitID >= 0 && (depthDiff = hitDepth, depthDiff <= length + radius)) {
depthDiff -= (length + radius); depthDiff -= (length + radius);
dx = depthDiff * sinTheta; dx = depthDiff * sinTheta;
@ -792,8 +792,8 @@ void player_reset_data(void) {
reset_player_status(); reset_player_status();
playerStatus->shadowID = create_shadow_type(SHADOW_VARYING_CIRCLE, playerStatus->pos.x, playerStatus->pos.y, playerStatus->shadowID = create_shadow_type(SHADOW_VARYING_CIRCLE, playerStatus->pos.x, playerStatus->pos.y,
playerStatus->pos.z); playerStatus->pos.z);
func_800E6B68(); clear_world_menus();
func_800E0B14(); clear_interact_prompt();
clear_conversation_prompt(); clear_conversation_prompt();
clear_pulse_stone_icon(); clear_pulse_stone_icon();
clear_ispy_icon(); clear_ispy_icon();
@ -909,7 +909,7 @@ void update_player_blink(void) {
if (playerStatus->blinkTimer > 0) { if (playerStatus->blinkTimer > 0) {
playerStatus->blinkTimer--; playerStatus->blinkTimer--;
alpha = &playerStatus->alpha1; alpha = &playerStatus->curAlpha;
if (!(gGameStatusPtr->frameCounter & 1)) { if (!(gGameStatusPtr->frameCounter & 1)) {
if (outtaSight) { if (outtaSight) {
phi_v1 = 192; phi_v1 = 192;
@ -923,10 +923,10 @@ void update_player_blink(void) {
if (!playerStatus->blinkTimer) { if (!playerStatus->blinkTimer) {
if (outtaSight) { if (outtaSight) {
playerStatus->alpha1 = 128; playerStatus->curAlpha = 128;
playerStatus->flags |= PS_FLAG_HAZARD_INVINCIBILITY; playerStatus->flags |= PS_FLAG_HAZARD_INVINCIBILITY;
} else { } else {
playerStatus->alpha1 = 255; playerStatus->curAlpha = 255;
playerStatus->flags &= ~PS_FLAG_HAZARD_INVINCIBILITY; playerStatus->flags &= ~PS_FLAG_HAZARD_INVINCIBILITY;
} }
} else { } else {
@ -1096,7 +1096,7 @@ s32 has_valid_conversation_npc(void) {
s32 cond; s32 cond;
if (npc != NULL && !(npc->flags & NPC_FLAG_10000000)) { if (npc != NULL && !(npc->flags & NPC_FLAG_10000000)) {
cond = (playerStatus->flags & (PS_FLAG_HAS_CONVERSATION_NPC | PS_FLAG_INPUT_DISABLED)) == PS_FLAG_HAS_CONVERSATION_NPC; cond = !(playerStatus->flags & PS_FLAG_INPUT_DISABLED) && (playerStatus->flags & PS_FLAG_HAS_CONVERSATION_NPC);
ret = cond; ret = cond;
} }
return ret; return ret;
@ -1230,7 +1230,8 @@ void check_for_interactables(void) {
break; break;
} }
} else if ( } else if (
((playerStatus->flags & (PS_FLAG_HAS_CONVERSATION_NPC | PS_FLAG_INPUT_DISABLED)) == PS_FLAG_HAS_CONVERSATION_NPC) (!(playerStatus->flags & PS_FLAG_INPUT_DISABLED))
&& (playerStatus->flags & PS_FLAG_HAS_CONVERSATION_NPC)
&& (npc != NULL) && (npc != NULL)
&& (npc->flags & NPC_FLAG_10000000) && (npc->flags & NPC_FLAG_10000000)
) { ) {
@ -1306,7 +1307,7 @@ void render_interact_prompt(void) {
} }
} }
void func_800E0B14(void) { void clear_interact_prompt(void) {
InteractNotificationCallback = NULL; InteractNotificationCallback = NULL;
gPlayerStatusPtr->animFlags &= ~PA_FLAG_INTERACT_PROMPT_AVAILABLE; gPlayerStatusPtr->animFlags &= ~PA_FLAG_INTERACT_PROMPT_AVAILABLE;
} }
@ -1491,8 +1492,8 @@ void render_player_model(void) {
get_screen_coords(gCurrentCamID, playerStatus->pos.x, playerStatus->pos.y, get_screen_coords(gCurrentCamID, playerStatus->pos.x, playerStatus->pos.y,
playerStatus->pos.z, &x, &y, &z); playerStatus->pos.z, &x, &y, &z);
if (!(playerStatus->flags & PS_FLAG_SPINNING)) { if (!(playerStatus->flags & PS_FLAG_SPINNING)) {
if (playerStatus->alpha1 != playerStatus->alpha2) { if (playerStatus->curAlpha != playerStatus->prevAlpha) {
if (playerStatus->alpha1 < 254) { if (playerStatus->curAlpha < 254) {
if (!(playerStatus->animFlags & PA_FLAG_MAP_HAS_SWITCH)) { if (!(playerStatus->animFlags & PA_FLAG_MAP_HAS_SWITCH)) {
renderModeTemp = RENDER_MODE_SURFACE_XLU_LAYER1; renderModeTemp = RENDER_MODE_SURFACE_XLU_LAYER1;
} else { } else {
@ -1500,7 +1501,7 @@ void render_player_model(void) {
} }
playerStatus->renderMode = renderModeTemp; playerStatus->renderMode = renderModeTemp;
set_player_imgfx_comp(PLAYER_SPRITE_MAIN, -1, IMGFX_SET_ALPHA, 0, 0, 0, playerStatus->alpha1, 0); set_player_imgfx_comp(PLAYER_SPRITE_MAIN, -1, IMGFX_SET_ALPHA, 0, 0, 0, playerStatus->curAlpha, 0);
} else { } else {
playerStatus->renderMode = RENDER_MODE_ALPHATEST; playerStatus->renderMode = RENDER_MODE_ALPHATEST;
@ -1508,11 +1509,11 @@ void render_player_model(void) {
} }
} }
playerStatus->alpha2 = playerStatus->alpha1; playerStatus->prevAlpha = playerStatus->curAlpha;
} else { } else {
playerStatus->renderMode = RENDER_MODE_SURFACE_XLU_LAYER1; playerStatus->renderMode = RENDER_MODE_SURFACE_XLU_LAYER1;
playerStatus->alpha2 = 0; playerStatus->prevAlpha = 0;
} }
if (!(playerStatus->animFlags & PA_FLAG_INVISIBLE)) { if (!(playerStatus->animFlags & PA_FLAG_INVISIBLE)) {
@ -1727,7 +1728,7 @@ void update_player_shadow(void) {
} }
shadow->pos.y = y; shadow->pos.y = y;
shadow->alpha = (f64)playerStatus->alpha1 / 2; shadow->alpha = (f64)playerStatus->curAlpha / 2;
if (!(gGameStatusPtr->peachFlags & PEACH_STATUS_FLAG_IS_PEACH)) { if (!(gGameStatusPtr->peachFlags & PEACH_STATUS_FLAG_IS_PEACH)) {
set_standard_shadow_scale(shadow, shadowScale); set_standard_shadow_scale(shadow, shadowScale);

View File

@ -67,8 +67,8 @@ void reset_player_status(void) {
playerStatus->availableDisguiseType = 1; playerStatus->availableDisguiseType = 1;
playerStatus->renderMode = RENDER_MODE_ALPHATEST; playerStatus->renderMode = RENDER_MODE_ALPHATEST;
playerStatus->alpha1 = 255; playerStatus->curAlpha = 255;
playerStatus->alpha2 = 255; playerStatus->prevAlpha = 255;
gGameStatusPtr->peachFlags &= ~PEACH_STATUS_FLAG_8; gGameStatusPtr->peachFlags &= ~PEACH_STATUS_FLAG_8;
gGameStatusPtr->peachFlags &= ~PEACH_STATUS_FLAG_DEPRESSED; gGameStatusPtr->peachFlags &= ~PEACH_STATUS_FLAG_DEPRESSED;

View File

@ -538,7 +538,7 @@ void collision_main_lateral(void) {
gCameras[CAM_DEFAULT].targetPos.x = playerStatus->pos.x; gCameras[CAM_DEFAULT].targetPos.x = playerStatus->pos.x;
gCameras[CAM_DEFAULT].targetPos.y = playerStatus->pos.y; gCameras[CAM_DEFAULT].targetPos.y = playerStatus->pos.y;
gCameras[CAM_DEFAULT].targetPos.z = playerStatus->pos.z; gCameras[CAM_DEFAULT].targetPos.z = playerStatus->pos.z;
if (playerStatus->alpha1 != 128) { if (playerStatus->curAlpha != 128) {
collision_check_player_intersecting_world(0, 0, collision_check_player_intersecting_world(0, 0,
atan2(0.0f, 0.0f, playerStatus->pushVel.x, playerStatus->pushVel.z)); atan2(0.0f, 0.0f, playerStatus->pushVel.x, playerStatus->pushVel.z));
} }
@ -710,12 +710,12 @@ void collision_main_lateral(void) {
test1Y = playerY; test1Y = playerY;
test1Z = playerZ; test1Z = playerZ;
yaw = clamp_angle(yaw2 - 35.0); yaw = clamp_angle(yaw2 - 35.0);
test1 = player_test_lateral_overlap(0, playerStatus, &test1X, &test1Y, &test1Z, 0.0f, yaw); test1 = player_test_lateral_overlap(PLAYER_COLLISION_0, playerStatus, &test1X, &test1Y, &test1Z, 0.0f, yaw);
test2X = playerX; test2X = playerX;
test2Z = playerY; test2Z = playerY;
test2Y = playerZ; test2Y = playerZ;
yaw = clamp_angle(yaw2 + 35.0); yaw = clamp_angle(yaw2 + 35.0);
test2 = player_test_lateral_overlap(0, playerStatus, &test2X, &test2Z, &test2Y, 0.0f, yaw); test2 = player_test_lateral_overlap(PLAYER_COLLISION_0, playerStatus, &test2X, &test2Z, &test2Y, 0.0f, yaw);
if (test1 < 0) { if (test1 < 0) {
if (test2 < 0) { if (test2 < 0) {
@ -823,7 +823,7 @@ void collision_check_player_overlaps(void) {
f32 y = playerStatus->pos.y; f32 y = playerStatus->pos.y;
f32 z = playerStatus->pos.z; f32 z = playerStatus->pos.z;
player_test_lateral_overlap(0, &gPlayerStatus, &x, &y, &z, overlapPush, playerStatus->overlapPushYaw); player_test_lateral_overlap(PLAYER_COLLISION_0, &gPlayerStatus, &x, &y, &z, overlapPush, playerStatus->overlapPushYaw);
overlapPush -= playerStatus->runSpeed / 10.0f; overlapPush -= playerStatus->runSpeed / 10.0f;
playerStatus->pos.x = x; playerStatus->pos.x = x;
@ -1014,7 +1014,7 @@ void collision_lava_reset_check_additional_overlaps(void) {
y = playerStatus->pos.y + (playerStatus->colliderHeight * 0.75f); y = playerStatus->pos.y + (playerStatus->colliderHeight * 0.75f);
x = playerStatus->pos.x; x = playerStatus->pos.x;
z = playerStatus->pos.z; z = playerStatus->pos.z;
player_test_lateral_overlap(0, &gPlayerStatus, &x, &y, &z, 0.0f, temp_f0); player_test_lateral_overlap(PLAYER_COLLISION_0, &gPlayerStatus, &x, &y, &z, 0.0f, temp_f0);
playerStatus->pos.x = x; playerStatus->pos.x = x;
playerStatus->pos.z = z; playerStatus->pos.z = z;
@ -1022,7 +1022,7 @@ void collision_lava_reset_check_additional_overlaps(void) {
y = playerStatus->pos.y + (playerStatus->colliderHeight * 0.75f); y = playerStatus->pos.y + (playerStatus->colliderHeight * 0.75f);
x = playerStatus->pos.x; x = playerStatus->pos.x;
z = playerStatus->pos.z; z = playerStatus->pos.z;
player_test_lateral_overlap(0, &gPlayerStatus, &x, &y, &z, 0.0f, temp_f0); player_test_lateral_overlap(PLAYER_COLLISION_0, &gPlayerStatus, &x, &y, &z, 0.0f, temp_f0);
playerStatus->pos.x = x; playerStatus->pos.x = x;
playerStatus->pos.z = z; playerStatus->pos.z = z;
@ -1030,7 +1030,7 @@ void collision_lava_reset_check_additional_overlaps(void) {
x = playerStatus->pos.x; x = playerStatus->pos.x;
y = playerStatus->pos.y; y = playerStatus->pos.y;
z = playerStatus->pos.z; z = playerStatus->pos.z;
player_test_lateral_overlap(0, &gPlayerStatus, &x, &y, &z, 0.0f, temp_f0); player_test_lateral_overlap(PLAYER_COLLISION_0, &gPlayerStatus, &x, &y, &z, 0.0f, temp_f0);
playerStatus->pos.x = x; playerStatus->pos.x = x;
playerStatus->pos.z = z; playerStatus->pos.z = z;
@ -1038,7 +1038,7 @@ void collision_lava_reset_check_additional_overlaps(void) {
x = playerStatus->pos.x; x = playerStatus->pos.x;
y = playerStatus->pos.y; y = playerStatus->pos.y;
z = playerStatus->pos.z; z = playerStatus->pos.z;
player_test_lateral_overlap(0, &gPlayerStatus, &x, &y, &z, 0.0f, temp_f0); player_test_lateral_overlap(PLAYER_COLLISION_0, &gPlayerStatus, &x, &y, &z, 0.0f, temp_f0);
playerStatus->pos.x = x; playerStatus->pos.x = x;
playerStatus->pos.z = z; playerStatus->pos.z = z;
@ -1046,7 +1046,7 @@ void collision_lava_reset_check_additional_overlaps(void) {
x = playerStatus->pos.x; x = playerStatus->pos.x;
y = playerStatus->pos.y; y = playerStatus->pos.y;
z = playerStatus->pos.z; z = playerStatus->pos.z;
player_test_lateral_overlap(0, &gPlayerStatus, &x, &y, &z, 0.0f, temp_f0); player_test_lateral_overlap(PLAYER_COLLISION_0, &gPlayerStatus, &x, &y, &z, 0.0f, temp_f0);
playerStatus->pos.x = x; playerStatus->pos.x = x;
playerStatus->pos.z = z; playerStatus->pos.z = z;
temp_f0 = clamp_angle(playerStatus->targetYaw - 90.0); temp_f0 = clamp_angle(playerStatus->targetYaw - 90.0);
@ -1054,7 +1054,7 @@ void collision_lava_reset_check_additional_overlaps(void) {
x = playerStatus->pos.x; x = playerStatus->pos.x;
y = playerStatus->pos.y; y = playerStatus->pos.y;
z = playerStatus->pos.z; z = playerStatus->pos.z;
player_test_lateral_overlap(0, &gPlayerStatus, &x, &y, &z, 0.0f, temp_f0); player_test_lateral_overlap(PLAYER_COLLISION_0, &gPlayerStatus, &x, &y, &z, 0.0f, temp_f0);
playerStatus->pos.x = x; playerStatus->pos.x = x;
playerStatus->pos.z = z; playerStatus->pos.z = z;
@ -1062,7 +1062,7 @@ void collision_lava_reset_check_additional_overlaps(void) {
x = playerStatus->pos.x; x = playerStatus->pos.x;
y = playerStatus->pos.y; y = playerStatus->pos.y;
z = playerStatus->pos.z; z = playerStatus->pos.z;
player_test_lateral_overlap(0, &gPlayerStatus, &x, &y, &z, 0.0f, temp_f0); player_test_lateral_overlap(PLAYER_COLLISION_0, &gPlayerStatus, &x, &y, &z, 0.0f, temp_f0);
playerStatus->pos.x = x; playerStatus->pos.x = x;
playerStatus->pos.z = z; playerStatus->pos.z = z;
} }

View File

@ -163,9 +163,9 @@ s32 phys_adjust_cam_on_landing(void) {
gCameras[CAM_DEFAULT].moveFlags &= ~CAMERA_MOVE_IGNORE_PLAYER_Y; gCameras[CAM_DEFAULT].moveFlags &= ~CAMERA_MOVE_IGNORE_PLAYER_Y;
} }
} else if (partnerStatus->partnerActionState != PARTNER_ACTION_NONE && partnerStatus->actingPartner == PARTNER_PARAKARRY) { } else if (partnerStatus->partnerActionState != PARTNER_ACTION_NONE && partnerStatus->actingPartner == PARTNER_PARAKARRY) {
gCameras[CAM_DEFAULT].moveFlags |= CAMERA_MOVE_FLAG_2; gCameras[CAM_DEFAULT].moveFlags |= CAMERA_MOVE_NO_INTERP_Y;
} else { } else {
gCameras[CAM_DEFAULT].moveFlags &= ~CAMERA_MOVE_FLAG_2; gCameras[CAM_DEFAULT].moveFlags &= ~CAMERA_MOVE_NO_INTERP_Y;
} }
return ret; return ret;
@ -233,7 +233,7 @@ void phys_update_action_state(void) {
if (playerStatus->camResetDelay != 0) { if (playerStatus->camResetDelay != 0) {
playerStatus->camResetDelay--; playerStatus->camResetDelay--;
if (playerStatus->camResetDelay == 0) { if (playerStatus->camResetDelay == 0) {
gCameras[CAM_DEFAULT].moveFlags |= CAMERA_MOVE_FLAG_4; gCameras[CAM_DEFAULT].moveFlags |= CAMERA_MOVE_ACCEL_INTERP_Y;
} }
} }
@ -676,7 +676,7 @@ s32 peach_disguise_check_overlaps(void) {
f32 x = playerStatus->pos.x + (dx * radius); f32 x = playerStatus->pos.x + (dx * radius);
f32 y = playerStatus->pos.y + 4.0f; f32 y = playerStatus->pos.y + 4.0f;
f32 z = playerStatus->pos.z - (dy * radius); f32 z = playerStatus->pos.z - (dy * radius);
hitID = player_test_lateral_overlap(3, playerStatus, &x, &y, &z, 4.0f, yaw); hitID = player_test_lateral_overlap(PLAYER_COLLISION_3, playerStatus, &x, &y, &z, 4.0f, yaw);
if (hitID >= 0) { if (hitID >= 0) {
break; break;
} }

View File

@ -87,12 +87,12 @@ SHIFT_BSS s8 D_8010D693;
SHIFT_BSS s32 gPopupWorker; SHIFT_BSS s32 gPopupWorker;
SHIFT_BSS s8 PopupNotDipping; SHIFT_BSS s8 PopupNotDipping;
SHIFT_BSS s8 PopupDipMode; SHIFT_BSS s8 PopupDipMode;
SHIFT_BSS s8 D_8010D69A; SHIFT_BSS s8 PopupMenu_WasStatusBarIgnoringChanges;
SHIFT_BSS PopupMenu* gPopupMenu; SHIFT_BSS PopupMenu* gPopupMenu;
SHIFT_BSS MessagePrintState* D_8010D6A0; SHIFT_BSS MessagePrintState* D_8010D6A0;
SHIFT_BSS s32 D_8010D6A4; SHIFT_BSS s32 D_8010D6A4;
s8 func_800E98D4(void); s8 status_bar_is_ignoring_changes(void);
enum PopupTypes { enum PopupTypes {
POPUP_TYPE_USE_ITEM, POPUP_TYPE_USE_ITEM,
@ -214,7 +214,7 @@ void destroy_popup_menu(void) {
gPopupMenu->popupType == POPUP_TYPE_UPGRADE_PARTNER || gPopupMenu->popupType == POPUP_TYPE_UPGRADE_PARTNER ||
gPopupMenu->popupType == POPUP_TYPE_USE_KEY gPopupMenu->popupType == POPUP_TYPE_USE_KEY
) && !gGameStatusPtr->isBattle) { ) && !gGameStatusPtr->isBattle) {
if (D_8010D69A == 0) { if (!PopupMenu_WasStatusBarIgnoringChanges) {
status_bar_respond_to_changes(); status_bar_respond_to_changes();
} }
close_status_bar(); close_status_bar();
@ -929,7 +929,7 @@ s32 popup_menu_update(void) {
if (PopupNotBattle && (gGameStatusPtr->pressedButtons[0] & buttons)) { if (PopupNotBattle && (gGameStatusPtr->pressedButtons[0] & buttons)) {
sfx_play_sound(SOUND_MENU_BACK); sfx_play_sound(SOUND_MENU_BACK);
gPopupState = POPUP_STATE_MINUS_6; gPopupState = POPUP_STATE_CHOSE_SWAP;
break; break;
} }
} }
@ -998,8 +998,8 @@ s32 popup_menu_update(void) {
gPopupState = POPUP_STATE_MINUS_5; gPopupState = POPUP_STATE_MINUS_5;
gPopupMenu->result = POPUP_RESULT_CANCEL; gPopupMenu->result = POPUP_RESULT_CANCEL;
return 255; return 255;
case POPUP_STATE_MINUS_6: case POPUP_STATE_CHOSE_SWAP:
gPopupMenu->result = POPUP_RESULT_MINUS_2; gPopupMenu->result = POPUP_RESULT_SWAP_MENU;
return 255; return 255;
case POPUP_STATE_MINUS_7: case POPUP_STATE_MINUS_7:
case POPUP_STATE_MINUS_5: case POPUP_STATE_MINUS_5:
@ -1023,7 +1023,7 @@ s32 popup_menu_update(void) {
break; break;
case POPUP_STATE_ALREADY_HAVE_PARTNER_BEGIN: case POPUP_STATE_ALREADY_HAVE_PARTNER_BEGIN:
gPopupState = POPUP_STATE_ALREADY_HAVE_PARTNER_SHOW; gPopupState = POPUP_STATE_ALREADY_HAVE_PARTNER_SHOW;
gPopupMenu->result = POPUP_RESULT_MINUS_1; gPopupMenu->result = POPUP_RESULT_INVALID;
return 0; return 0;
case POPUP_STATE_ALREADY_HAVE_PARTNER_SHOW: case POPUP_STATE_ALREADY_HAVE_PARTNER_SHOW:
set_window_update(WINDOW_ID_14, WINDOW_UPDATE_HIDE); set_window_update(WINDOW_ID_14, WINDOW_UPDATE_HIDE);
@ -1225,7 +1225,7 @@ void popup_menu_draw_menu_contents(s32* userData, s32 baseX, s32 baseY, s32 widt
case POPUP_STATE_10: case POPUP_STATE_10:
case POPUP_STATE_CHOSE_WORLD: case POPUP_STATE_CHOSE_WORLD:
case POPUP_STATE_CHOSE_BATTLE: case POPUP_STATE_CHOSE_BATTLE:
case POPUP_STATE_MINUS_6: case POPUP_STATE_CHOSE_SWAP:
case POPUP_STATE_MINUS_7: case POPUP_STATE_MINUS_7:
case POPUP_STATE_MINUS_8: case POPUP_STATE_MINUS_8:
case POPUP_STATE_CHOOSING: case POPUP_STATE_CHOOSING:
@ -1357,7 +1357,7 @@ void popup_menu_draw_menu_contents(s32* userData, s32 baseX, s32 baseY, s32 widt
} else { } else {
msgPal = MSG_PAL_STANDARD; msgPal = MSG_PAL_STANDARD;
} }
set_message_value(gPopupMenu->userIndex[t] + 1, 0); set_message_int_var(gPopupMenu->userIndex[t] + 1, 0);
draw_msg(MSG_Menus_00CD, x + 8, y, PopupMenu_Alpha, msgPal, DRAW_MSG_STYLE_MENU); draw_msg(MSG_Menus_00CD, x + 8, y, PopupMenu_Alpha, msgPal, DRAW_MSG_STYLE_MENU);
break; break;
case POPUP_MENU_READ_POSTCARD: case POPUP_MENU_READ_POSTCARD:
@ -1853,9 +1853,9 @@ void create_standard_popup_menu(PopupMenu* popup) {
s32 initialPos; s32 initialPos;
s32 numEntries; s32 numEntries;
D_8010D69A = func_800E98D4(); PopupMenu_WasStatusBarIgnoringChanges = status_bar_is_ignoring_changes();
status_bar_ignore_changes(); status_bar_ignore_changes();
open_status_bar_short(); open_status_bar_quickly();
gPopupMenu = popup; gPopupMenu = popup;
popup->result = POPUP_RESULT_CHOOSING; popup->result = POPUP_RESULT_CHOOSING;
popup->dipMode = 0; popup->dipMode = 0;
@ -1908,7 +1908,7 @@ void create_shop_popup_menu(PopupMenu* popup) {
popup->result = POPUP_RESULT_CHOOSING; popup->result = POPUP_RESULT_CHOOSING;
popup->dipMode = 0; popup->dipMode = 0;
popup->titleNumber = 0; popup->titleNumber = 0;
D_8010D69A = func_800E98D4(); PopupMenu_WasStatusBarIgnoringChanges = status_bar_is_ignoring_changes();
PopupDipMode = 0; PopupDipMode = 0;
PopupNotDipping = TRUE; PopupNotDipping = TRUE;
if (gPopupMenu->popupType >= POPUP_MENU_DOUBLE_DIP) { if (gPopupMenu->popupType >= POPUP_MENU_DOUBLE_DIP) {
@ -1952,7 +1952,7 @@ void create_battle_popup_menu(PopupMenu* popup) {
popup->result = POPUP_RESULT_CHOOSING; popup->result = POPUP_RESULT_CHOOSING;
D_8010D693 = popup->titleNumber; D_8010D693 = popup->titleNumber;
D_8010D69A = func_800E98D4(); PopupMenu_WasStatusBarIgnoringChanges = status_bar_is_ignoring_changes();
PopupDipMode = 0; PopupDipMode = 0;
PopupNotDipping = TRUE; PopupNotDipping = TRUE;
if (gPopupMenu->popupType >= POPUP_MENU_DOUBLE_DIP) { if (gPopupMenu->popupType >= POPUP_MENU_DOUBLE_DIP) {

View File

@ -397,8 +397,8 @@ void bgm_pop_battle_song(void) {
MusicSettings* musicSetting = gMusicSettings; MusicSettings* musicSetting = gMusicSettings;
if (gGameStatusPtr->demoState == DEMO_STATE_NONE) { if (gGameStatusPtr->demoState == DEMO_STATE_NONE) {
if (gOverrideFlags & GLOBAL_OVERRIDES_20000) { if (gOverrideFlags & GLOBAL_OVERRIDES_DONT_RESUME_SONG_AFTER_BATTLE) {
gOverrideFlags &= ~GLOBAL_OVERRIDES_20000; gOverrideFlags &= ~GLOBAL_OVERRIDES_DONT_RESUME_SONG_AFTER_BATTLE;
} else { } else {
musicSetting->flags |= MUSIC_SETTINGS_FLAG_8; musicSetting->flags |= MUSIC_SETTINGS_FLAG_8;
_bgm_set_song(0, musicSetting->savedSongID, musicSetting->savedVariation, 0, 8); _bgm_set_song(0, musicSetting->savedSongID, musicSetting->savedVariation, 0, 8);
@ -410,7 +410,8 @@ void bgm_pop_battle_song(void) {
void bgm_push_battle_song(void) { void bgm_push_battle_song(void) {
MusicSettings* musicSetting = gMusicSettings; MusicSettings* musicSetting = gMusicSettings;
if (gGameStatusPtr->demoState == DEMO_STATE_NONE && !(gOverrideFlags & GLOBAL_OVERRIDES_20000)) { if (gGameStatusPtr->demoState == DEMO_STATE_NONE) {
if (!(gOverrideFlags & GLOBAL_OVERRIDES_DONT_RESUME_SONG_AFTER_BATTLE)) {
snd_ambient_pause(0, 250); snd_ambient_pause(0, 250);
musicSetting->savedSongID = musicSetting->songID; musicSetting->savedSongID = musicSetting->songID;
musicSetting->savedVariation = musicSetting->variation; musicSetting->savedVariation = musicSetting->variation;
@ -419,6 +420,7 @@ void bgm_push_battle_song(void) {
bgm_set_song(0, musicSetting->battleSongID, musicSetting->battleVariation, 500, 8); bgm_set_song(0, musicSetting->battleSongID, musicSetting->battleVariation, 500, 8);
} }
} }
}
void bgm_set_battle_song(s32 songID, s32 variation) { void bgm_set_battle_song(s32 songID, s32 variation) {
MusicSettings* musicSetting = gMusicSettings; MusicSettings* musicSetting = gMusicSettings;

View File

@ -120,7 +120,7 @@ s32 CUSTOM_ECHO_PARAMS_3[] = {
AlUnkGemini D_80078370[] = { AlUnkGemini D_80078370[] = {
{ {
.sound1 = SOUND_034A, .sound1 = SOUND_SHORT_CLAP,
.sound2 = SOUND_LRAW_CHEERING, .sound2 = SOUND_LRAW_CHEERING,
.flags = 1 .flags = 1
} }

View File

@ -107,7 +107,7 @@ void tattle_cam_post_render(Camera*);
void btl_draw_enemy_health_bars(void); void btl_draw_enemy_health_bars(void);
void btl_update_starpoints_display(void); void btl_update_starpoints_display(void);
void get_dpad_input_radial(f32* angle, f32* magnitude) { void get_stick_input_radial(f32* angle, f32* magnitude) {
BattleStatus* battleStatus = &gBattleStatus; BattleStatus* battleStatus = &gBattleStatus;
f32 maxMagnitude = 60.0f; f32 maxMagnitude = 60.0f;
f32 stickX = battleStatus->stickX; f32 stickX = battleStatus->stickX;
@ -249,8 +249,8 @@ void btl_update(void) {
BattleStatus* battleStatus = &gBattleStatus; BattleStatus* battleStatus = &gBattleStatus;
PlayerData* playerData = &gPlayerData; PlayerData* playerData = &gPlayerData;
Actor* partner = battleStatus->partnerActor; Actor* partner = battleStatus->partnerActor;
f32 dpadAngle; f32 outAngle;
f32 dpadMagnitude; f32 outMagnitude;
s32 cond; s32 cond;
if (battleStatus->inputBitmask != -1) { if (battleStatus->inputBitmask != -1) {
@ -273,9 +273,9 @@ void btl_update(void) {
} }
} }
get_dpad_input_radial(&dpadAngle, &dpadMagnitude); get_stick_input_radial(&outAngle, &outMagnitude);
battleStatus->dpadX = dpadAngle; battleStatus->stickAngle = outAngle;
battleStatus->dpadY = dpadMagnitude; battleStatus->stickMagnitude = outMagnitude;
battleStatus->pushInputBuffer[battleStatus->inputBufferPos] = battleStatus->curButtonsPressed; battleStatus->pushInputBuffer[battleStatus->inputBufferPos] = battleStatus->curButtonsPressed;
battleStatus->holdInputBuffer[battleStatus->inputBufferPos] = battleStatus->curButtonsDown; battleStatus->holdInputBuffer[battleStatus->inputBufferPos] = battleStatus->curButtonsDown;
@ -1124,7 +1124,7 @@ void btl_delete_actor(Actor* actor) {
if (actor->takeTurnScript != NULL) { if (actor->takeTurnScript != NULL) {
kill_script_by_ID(actor->takeTurnScriptID); kill_script_by_ID(actor->takeTurnScriptID);
} }
set_actor_pal_effect(actor, GLOW_PAL_OFF); set_actor_glow_pal(actor, GLOW_PAL_OFF);
part = actor->partsTable; part = actor->partsTable;

View File

@ -156,7 +156,7 @@ API_CALLABLE(ActorSpeak) {
msg_printer_set_origin_pos(gSpeakingActorPrintCtx, screenX, screenY); msg_printer_set_origin_pos(gSpeakingActorPrintCtx, screenX, screenY);
script->functionTemp[0] = 0; script->functionTemp[0] = 0;
gOverrideFlags |= GLOBAL_OVERRIDES_10; gOverrideFlags |= GLOBAL_OVERRIDES_MESSAGES_OVER_FRONTUI;
if (gSpeakingActorTalkAnim >= 0) { if (gSpeakingActorTalkAnim >= 0) {
set_actor_anim_by_ref(actor, part, gSpeakingActorTalkAnim); set_actor_anim_by_ref(actor, part, gSpeakingActorTalkAnim);
} }
@ -196,7 +196,7 @@ API_CALLABLE(ActorSpeak) {
if (gSpeakingActorPrintIsDone == TRUE) { if (gSpeakingActorPrintIsDone == TRUE) {
decrement_status_bar_disabled(); decrement_status_bar_disabled();
gOverrideFlags &= ~GLOBAL_OVERRIDES_10; gOverrideFlags &= ~GLOBAL_OVERRIDES_MESSAGES_OVER_FRONTUI;
return ApiStatus_DONE1; return ApiStatus_DONE1;
} }
} }
@ -263,7 +263,7 @@ API_CALLABLE(EndActorSpeech) {
if (gSpeakingActorPrintIsDone == TRUE) { if (gSpeakingActorPrintIsDone == TRUE) {
decrement_status_bar_disabled(); decrement_status_bar_disabled();
gOverrideFlags &= ~GLOBAL_OVERRIDES_10; gOverrideFlags &= ~GLOBAL_OVERRIDES_MESSAGES_OVER_FRONTUI;
return ApiStatus_DONE1; return ApiStatus_DONE1;
} }
} }

View File

@ -587,7 +587,7 @@ s32 func_80263064(Actor* actor, Actor* targetActor, b32 unused) {
} }
actor->targetActorID = target->actorID = targetActor->actorID; actor->targetActorID = target->actorID = targetActor->actorID;
actor->targetPartIndex = target->partID = partData->index; actor->targetPartID = target->partID = partData->index;
target->truePos.x = x; target->truePos.x = x;
target->truePos.y = y; target->truePos.y = y;
target->truePos.z = z; target->truePos.z = z;
@ -1000,7 +1000,7 @@ s32 count_power_plus(s32 damageType) {
u8 moveID = gItemTable[gPlayerData.equippedBadges[i]].moveID; u8 moveID = gItemTable[gPlayerData.equippedBadges[i]].moveID;
if (gMoveTable[moveID].category == MOVE_TYPE_ATTACK_UP && moveID == MOVE_POWER_PLUS) { if (gMoveTable[moveID].category == MOVE_TYPE_ATTACK_UP && moveID == MOVE_POWER_PLUS) {
if (gBattleStatus.flags1 & BS_FLAGS1_10 || damageType & DAMAGE_TYPE_JUMP) { if (gBattleStatus.flags1 & BS_FLAGS1_INCLUDE_POWER_UPS || damageType & DAMAGE_TYPE_JUMP) {
count++; count++;
} }
} }
@ -2685,7 +2685,7 @@ void clear_part_pal_adjustment(ActorPart* part) {
} }
// TODO: improve match // TODO: improve match
void func_80266E40(Actor* actor) { void clear_actor_static_pal_adjustments(Actor* actor) {
ActorPart* part = actor->partsTable; ActorPart* part = actor->partsTable;
s8 e = ACTOR_PAL_ADJUST_BLEND_PALETTES_UNIFORM_INTERVALS; s8 e = ACTOR_PAL_ADJUST_BLEND_PALETTES_UNIFORM_INTERVALS;
s8 f = ACTOR_PAL_ADJUST_BLEND_PALETTES_VARYING_INTERVALS; s8 f = ACTOR_PAL_ADJUST_BLEND_PALETTES_VARYING_INTERVALS;
@ -2694,10 +2694,11 @@ void func_80266E40(Actor* actor) {
DecorationTable* decorations = part->decorationTable; DecorationTable* decorations = part->decorationTable;
do { do {
if (!(part->flags & (ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION | ACTOR_PART_FLAG_INVISIBLE)) && if (!(part->flags & ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION)
(part->idleAnimations != NULL) && && !(part->flags & ACTOR_PART_FLAG_INVISIBLE)
!(part->flags & ACTOR_PART_FLAG_NO_DECORATIONS)) && (part->idleAnimations != NULL)
{ && !(part->flags & ACTOR_PART_FLAG_NO_DECORATIONS)
) {
if (decorations->paletteAdjustment != e && decorations->paletteAdjustment != f) { if (decorations->paletteAdjustment != e && decorations->paletteAdjustment != f) {
decorations->paletteAdjustment = ACTOR_PAL_ADJUST_NONE; decorations->paletteAdjustment = ACTOR_PAL_ADJUST_NONE;
} }
@ -2707,19 +2708,19 @@ void func_80266E40(Actor* actor) {
} }
} }
void set_part_pal_effect(ActorPart* part, s32 palEffect) { void set_part_glow_pal(ActorPart* part, s32 glowState) {
if (part->idleAnimations != NULL && !(part->flags & ACTOR_PART_FLAG_NO_DECORATIONS)) { if (part->idleAnimations != NULL && !(part->flags & ACTOR_PART_FLAG_NO_DECORATIONS)) {
DecorationTable* decorations = part->decorationTable; DecorationTable* decorations = part->decorationTable;
if (decorations->glowState != palEffect) { if (decorations->glowState != glowState) {
decorations->glowState = palEffect; decorations->glowState = glowState;
decorations->glowUnk1 = 0; decorations->glowUnk1 = 0;
decorations->glowStateChanged = TRUE; decorations->glowStateChanged = TRUE;
} }
} }
} }
void set_actor_pal_effect(Actor* actor, s32 palEffect) { void set_actor_glow_pal(Actor* actor, s32 glowState) {
ActorPart* part; ActorPart* part;
for (part = actor->partsTable; part != NULL; part = part->nextPart) { for (part = actor->partsTable; part != NULL; part = part->nextPart) {
@ -2727,18 +2728,18 @@ void set_actor_pal_effect(Actor* actor, s32 palEffect) {
&& (part->idleAnimations != NULL) && (part->idleAnimations != NULL)
&& !(part->flags & ACTOR_PART_FLAG_NO_DECORATIONS) && !(part->flags & ACTOR_PART_FLAG_NO_DECORATIONS)
) { ) {
set_part_pal_effect(part, palEffect); set_part_glow_pal(part, glowState);
} }
} }
} }
void clear_part_pal_effect(ActorPart* part) { void clear_part_glow_pal(ActorPart* part) {
if (part->idleAnimations != NULL && !(part->flags & ACTOR_PART_FLAG_NO_DECORATIONS)) { if (part->idleAnimations != NULL && !(part->flags & ACTOR_PART_FLAG_NO_DECORATIONS)) {
part->decorationTable->glowState = GLOW_PAL_OFF; part->decorationTable->glowState = GLOW_PAL_OFF;
} }
} }
void clear_actor_pal_effect(Actor* actor) { void clear_actor_glow_pal(Actor* actor) {
ActorPart* part; ActorPart* part;
for (part = actor->partsTable; part != NULL; part = part->nextPart) { for (part = actor->partsTable; part != NULL; part = part->nextPart) {

View File

@ -343,7 +343,7 @@ HitResult calc_enemy_damage_target(Actor* attacker) {
&& !has_enchanted_part(attacker)) // enchanted attacks ignore electrified defenders && !has_enchanted_part(attacker)) // enchanted attacks ignore electrified defenders
{ {
madeElectricContact = TRUE; madeElectricContact = TRUE;
gBattleStatus.flags1 |= BS_FLAGS1_SP_EVT_ACTIVE; gBattleStatus.flags1 |= BS_FLAGS1_TRIGGER_EVENTS;
} }
// ------------------------------------------------------------------------ // ------------------------------------------------------------------------
@ -473,7 +473,7 @@ HitResult calc_enemy_damage_target(Actor* attacker) {
break; break;
} }
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) { if (gBattleStatus.flags1 & BS_FLAGS1_TRIGGER_EVENTS) {
func_80266970(target); func_80266970(target);
} }
@ -520,7 +520,7 @@ HitResult calc_enemy_damage_target(Actor* attacker) {
} }
} }
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) { if (gBattleStatus.flags1 & BS_FLAGS1_TRIGGER_EVENTS) {
if (event == EVENT_HIT_COMBO) { if (event == EVENT_HIT_COMBO) {
event = EVENT_HIT; event = EVENT_HIT;
} }
@ -534,11 +534,11 @@ HitResult calc_enemy_damage_target(Actor* attacker) {
event = EVENT_HIT_COMBO; event = EVENT_HIT_COMBO;
} }
if (!(gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)) { if (!(gBattleStatus.flags1 & BS_FLAGS1_TRIGGER_EVENTS)) {
clear_part_pal_adjustment(targetPart); clear_part_pal_adjustment(targetPart);
} }
if ((gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) if ((gBattleStatus.flags1 & BS_FLAGS1_TRIGGER_EVENTS)
&& (battleStatus->curAttackElement & (DAMAGE_TYPE_POW | DAMAGE_TYPE_QUAKE | DAMAGE_TYPE_JUMP)) && (battleStatus->curAttackElement & (DAMAGE_TYPE_POW | DAMAGE_TYPE_QUAKE | DAMAGE_TYPE_JUMP))
&& (targetPart->eventFlags & ACTOR_EVENT_FLAG_FLIPABLE) && (targetPart->eventFlags & ACTOR_EVENT_FLAG_FLIPABLE)
) { ) {
@ -550,7 +550,7 @@ HitResult calc_enemy_damage_target(Actor* attacker) {
} }
} }
if (!(gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) if (!(gBattleStatus.flags1 & BS_FLAGS1_TRIGGER_EVENTS)
&& (battleStatus->curAttackElement & (DAMAGE_TYPE_POW | DAMAGE_TYPE_QUAKE | DAMAGE_TYPE_JUMP)) && (battleStatus->curAttackElement & (DAMAGE_TYPE_POW | DAMAGE_TYPE_QUAKE | DAMAGE_TYPE_JUMP))
&& (targetPart->eventFlags & ACTOR_EVENT_FLAG_FLIPABLE) && (targetPart->eventFlags & ACTOR_EVENT_FLAG_FLIPABLE)
) { ) {
@ -562,7 +562,7 @@ HitResult calc_enemy_damage_target(Actor* attacker) {
} }
} }
if ((gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) if ((gBattleStatus.flags1 & BS_FLAGS1_TRIGGER_EVENTS)
&& (battleStatus->curAttackElement & (DAMAGE_TYPE_FIRE | DAMAGE_TYPE_BLAST | DAMAGE_TYPE_4000)) && (battleStatus->curAttackElement & (DAMAGE_TYPE_FIRE | DAMAGE_TYPE_BLAST | DAMAGE_TYPE_4000))
) { ) {
if (event == EVENT_HIT) { if (event == EVENT_HIT) {
@ -594,7 +594,7 @@ HitResult calc_enemy_damage_target(Actor* attacker) {
// try inflicting status effect // try inflicting status effect
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE if (gBattleStatus.flags1 & BS_FLAGS1_TRIGGER_EVENTS
&& battleStatus->lastAttackDamage >= 0 && battleStatus->lastAttackDamage >= 0
&& event != EVENT_DEATH && event != EVENT_DEATH
&& event != EVENT_SPIN_SMASH_DEATH && event != EVENT_SPIN_SMASH_DEATH
@ -683,7 +683,7 @@ HitResult calc_enemy_damage_target(Actor* attacker) {
if (actorClass == ACTOR_CLASS_PARTNER if (actorClass == ACTOR_CLASS_PARTNER
&& battleStatus->lastAttackDamage > 0 && battleStatus->lastAttackDamage > 0
&& gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE && gBattleStatus.flags1 & BS_FLAGS1_TRIGGER_EVENTS
&& !(target->flags & ACTOR_FLAG_NO_DMG_APPLY)) && !(target->flags & ACTOR_FLAG_NO_DMG_APPLY))
{ {
inflict_partner_ko(target, STATUS_KEY_DAZE, battleStatus->lastAttackDamage); inflict_partner_ko(target, STATUS_KEY_DAZE, battleStatus->lastAttackDamage);
@ -850,7 +850,7 @@ s32 dispatch_damage_event_actor(Actor* actor, s32 damageAmount, s32 originalEven
battleStatus->lastAttackDamage += hpChange; battleStatus->lastAttackDamage += hpChange;
actor->lastDamageTaken = battleStatus->lastAttackDamage; actor->lastDamageTaken = battleStatus->lastAttackDamage;
battleStatus->curDamageSource = DMG_SRC_DEFAULT; battleStatus->curDamageSource = DMG_SRC_DEFAULT;
if (battleStatus->flags1 & BS_FLAGS1_SP_EVT_ACTIVE) { if (battleStatus->flags1 & BS_FLAGS1_TRIGGER_EVENTS) {
if (dispatchEvent == EVENT_HIT_COMBO) { if (dispatchEvent == EVENT_HIT_COMBO) {
dispatchEvent = EVENT_HIT; dispatchEvent = EVENT_HIT;
} }
@ -2597,7 +2597,7 @@ ApiStatus SetTargetActor(Evt* script, s32 isInitialCall) {
targetActorID = evt_get_variable(script, *args++); targetActorID = evt_get_variable(script, *args++);
actor = get_actor(actorID); actor = get_actor(actorID);
actor->targetActorID = targetActorID; actor->targetActorID = targetActorID;
actor->targetPartIndex = 1; actor->targetPartID = 1;
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }
@ -2845,35 +2845,38 @@ ApiStatus EnemyDamageTarget(Evt* script, s32 isInitialCall) {
battleStatus->curAttackDamage = evt_get_variable(script, *args++); battleStatus->curAttackDamage = evt_get_variable(script, *args++);
battleFlagsModifier = *args++; battleFlagsModifier = *args++;
if (battleFlagsModifier & BS_FLAGS1_10) { // BS_FLAGS1_INCLUDE_POWER_UPS and BS_FLAGS1_TRIGGER_EVENTS are mutually exclusive
gBattleStatus.flags1 |= BS_FLAGS1_10; if (battleFlagsModifier & BS_FLAGS1_INCLUDE_POWER_UPS) {
gBattleStatus.flags1 &= ~BS_FLAGS1_SP_EVT_ACTIVE; gBattleStatus.flags1 |= BS_FLAGS1_INCLUDE_POWER_UPS;
} else if (battleFlagsModifier & BS_FLAGS1_SP_EVT_ACTIVE) { gBattleStatus.flags1 &= ~BS_FLAGS1_TRIGGER_EVENTS;
gBattleStatus.flags1 &= ~BS_FLAGS1_10; } else if (battleFlagsModifier & BS_FLAGS1_TRIGGER_EVENTS) {
gBattleStatus.flags1 |= BS_FLAGS1_SP_EVT_ACTIVE; gBattleStatus.flags1 &= ~BS_FLAGS1_INCLUDE_POWER_UPS;
gBattleStatus.flags1 |= BS_FLAGS1_TRIGGER_EVENTS;
} else { } else {
gBattleStatus.flags1 &= ~BS_FLAGS1_10; gBattleStatus.flags1 &= ~BS_FLAGS1_INCLUDE_POWER_UPS;
gBattleStatus.flags1 &= ~BS_FLAGS1_SP_EVT_ACTIVE; gBattleStatus.flags1 &= ~BS_FLAGS1_TRIGGER_EVENTS;
} }
if (battleFlagsModifier & BS_FLAGS1_40) { if (battleFlagsModifier & BS_FLAGS1_NICE_HIT) {
gBattleStatus.flags1 |= BS_FLAGS1_40; gBattleStatus.flags1 |= BS_FLAGS1_NICE_HIT;
} else { } else {
gBattleStatus.flags1 &= ~BS_FLAGS1_40; gBattleStatus.flags1 &= ~BS_FLAGS1_NICE_HIT;
} }
if (battleFlagsModifier & BS_FLAGS1_200) {
gBattleStatus.flags1 |= BS_FLAGS1_200; if (battleFlagsModifier & BS_FLAGS1_SUPER_HIT) {
gBattleStatus.flags1 |= BS_FLAGS1_SUPER_HIT;
} else { } else {
gBattleStatus.flags1 &= ~BS_FLAGS1_200; gBattleStatus.flags1 &= ~BS_FLAGS1_SUPER_HIT;
} }
if (battleFlagsModifier & BS_FLAGS1_80) {
gBattleStatus.flags1 |= BS_FLAGS1_80; if (battleFlagsModifier & BS_FLAGS1_NO_RATING) {
gBattleStatus.flags1 |= BS_FLAGS1_NO_RATING;
} else { } else {
gBattleStatus.flags1 &= ~BS_FLAGS1_80; gBattleStatus.flags1 &= ~BS_FLAGS1_NO_RATING;
} }
battleStatus->curTargetID = actor->targetActorID; battleStatus->curTargetID = actor->targetActorID;
battleStatus->curTargetPart = actor->targetPartIndex; battleStatus->curTargetPart = actor->targetPartID;
battleStatus->statusChance = battleStatus->curAttackStatus & 0xFF; battleStatus->statusChance = battleStatus->curAttackStatus & 0xFF;
if (battleStatus->statusChance == STATUS_KEY_NEVER) { if (battleStatus->statusChance == STATUS_KEY_NEVER) {
@ -2911,7 +2914,7 @@ ApiStatus EnemyFollowupAfflictTarget(Evt* script, s32 isInitialCall) {
outVar = *args++; outVar = *args++;
battleStatus->curTargetID = actor->targetActorID; battleStatus->curTargetID = actor->targetActorID;
battleStatus->curTargetPart = actor->targetPartIndex; battleStatus->curTargetPart = actor->targetPartID;
battleStatus->statusChance = battleStatus->curAttackStatus; battleStatus->statusChance = battleStatus->curAttackStatus;
if (battleStatus->statusChance == STATUS_KEY_NEVER) { if (battleStatus->statusChance == STATUS_KEY_NEVER) {
@ -2955,37 +2958,37 @@ ApiStatus EnemyTestTarget(Evt* script, s32 isInitialCall) {
battleStatus->curAttackDamage = evt_get_variable(script, *args++); battleStatus->curAttackDamage = evt_get_variable(script, *args++);
battleFlagsModifier = *args++; battleFlagsModifier = *args++;
if (battleFlagsModifier & BS_FLAGS1_10) { if (battleFlagsModifier & BS_FLAGS1_INCLUDE_POWER_UPS) {
gBattleStatus.flags1 |= BS_FLAGS1_10; gBattleStatus.flags1 |= BS_FLAGS1_INCLUDE_POWER_UPS;
gBattleStatus.flags1 &= ~BS_FLAGS1_SP_EVT_ACTIVE; gBattleStatus.flags1 &= ~BS_FLAGS1_TRIGGER_EVENTS;
} else if (battleFlagsModifier & BS_FLAGS1_SP_EVT_ACTIVE) { } else if (battleFlagsModifier & BS_FLAGS1_TRIGGER_EVENTS) {
gBattleStatus.flags1 &= ~BS_FLAGS1_10; gBattleStatus.flags1 &= ~BS_FLAGS1_INCLUDE_POWER_UPS;
gBattleStatus.flags1 |= BS_FLAGS1_SP_EVT_ACTIVE; gBattleStatus.flags1 |= BS_FLAGS1_TRIGGER_EVENTS;
} else { } else {
gBattleStatus.flags1 &= ~BS_FLAGS1_10; gBattleStatus.flags1 &= ~BS_FLAGS1_INCLUDE_POWER_UPS;
gBattleStatus.flags1 &= ~BS_FLAGS1_SP_EVT_ACTIVE; gBattleStatus.flags1 &= ~BS_FLAGS1_TRIGGER_EVENTS;
} }
if (battleFlagsModifier & BS_FLAGS1_40) { if (battleFlagsModifier & BS_FLAGS1_NICE_HIT) {
gBattleStatus.flags1 |= BS_FLAGS1_40; gBattleStatus.flags1 |= BS_FLAGS1_NICE_HIT;
} else { } else {
gBattleStatus.flags1 &= ~BS_FLAGS1_40; gBattleStatus.flags1 &= ~BS_FLAGS1_NICE_HIT;
} }
if (battleFlagsModifier & BS_FLAGS1_200) { if (battleFlagsModifier & BS_FLAGS1_SUPER_HIT) {
gBattleStatus.flags1 |= BS_FLAGS1_200; gBattleStatus.flags1 |= BS_FLAGS1_SUPER_HIT;
} else { } else {
gBattleStatus.flags1 &= ~BS_FLAGS1_200; gBattleStatus.flags1 &= ~BS_FLAGS1_SUPER_HIT;
} }
if (battleFlagsModifier & BS_FLAGS1_80) { if (battleFlagsModifier & BS_FLAGS1_NO_RATING) {
gBattleStatus.flags1 |= BS_FLAGS1_80; gBattleStatus.flags1 |= BS_FLAGS1_NO_RATING;
} else { } else {
gBattleStatus.flags1 &= ~BS_FLAGS1_80; gBattleStatus.flags1 &= ~BS_FLAGS1_NO_RATING;
} }
attackStatus = battleStatus->curAttackStatus; attackStatus = battleStatus->curAttackStatus;
battleStatus->curTargetID = actor->targetActorID; battleStatus->curTargetID = actor->targetActorID;
battleStatus->curTargetPart = actor->targetPartIndex; battleStatus->curTargetPart = actor->targetPartID;
battleStatus->statusChance = attackStatus; battleStatus->statusChance = attackStatus;
if ((attackStatus & 0xFF) == 0xFF) { if ((attackStatus & 0xFF) == 0xFF) {
@ -3357,7 +3360,7 @@ ApiStatus EnableActorGlow(Evt* script, s32 isInitialCall) {
} }
it = it->nextPart; it = it->nextPart;
} }
set_actor_pal_effect(actor, GLOW_PAL_OFF); set_actor_glow_pal(actor, GLOW_PAL_OFF);
} }
return ApiStatus_DONE2; return ApiStatus_DONE2;

View File

@ -287,7 +287,7 @@ void action_command_init_status(void) {
void action_command_update(void) { void action_command_update(void) {
ActionCommandStatus* actionCommandStatus = &gActionCommandStatus; ActionCommandStatus* actionCommandStatus = &gActionCommandStatus;
if (gBattleStatus.flags1 & BS_FLAGS1_8000) { if (gBattleStatus.flags1 & BS_FLAGS1_FREE_ACTION_COMMAND) {
action_command_free(); action_command_free();
} }
@ -522,7 +522,7 @@ void action_command_free(void) {
actionCommandStatus->actionCommandID = ACTION_COMMAND_NONE; actionCommandStatus->actionCommandID = ACTION_COMMAND_NONE;
gBattleStatus.flags1 &= ~BS_FLAGS1_2000; gBattleStatus.flags1 &= ~BS_FLAGS1_2000;
gBattleStatus.flags1 &= ~BS_FLAGS1_8000; gBattleStatus.flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
gBattleStatus.flags1 &= ~BS_FLAGS1_4000; gBattleStatus.flags1 &= ~BS_FLAGS1_4000;
close_action_command_instruction_popup(); close_action_command_instruction_popup();
btl_set_popup_duration(0); btl_set_popup_duration(0);

View File

@ -3,7 +3,7 @@
#define NAMESPACE action_command_07 #define NAMESPACE action_command_07
void func_8024FAFC(void); void btl_message_unlock_box_pos(void);
BSS s32 D_802A9620; BSS s32 D_802A9620;
@ -32,27 +32,24 @@ API_CALLABLE(N(init)) {
hudElement = hud_element_create(&HES_AButton); hudElement = hud_element_create(&HES_AButton);
actionCommandStatus->hudElements[0] = hudElement; actionCommandStatus->hudElements[0] = hudElement;
hud_element_set_flags(hudElement, HUD_ELEMENT_FLAG_80 | HUD_ELEMENT_FLAG_DISABLED); hud_element_set_flags(hudElement, HUD_ELEMENT_FLAG_80 | HUD_ELEMENT_FLAG_DISABLED);
hud_element_set_render_pos(hudElement, actionCommandStatus->hudPosX, hud_element_set_render_pos(hudElement, actionCommandStatus->hudPosX, actionCommandStatus->hudPosY);
actionCommandStatus->hudPosY);
hud_element_set_render_depth(hudElement, 0); hud_element_set_render_depth(hudElement, 0);
// Weird use of an extra temp settles regalloc here. // Weird use of an extra temp settles regalloc here.
hudElementTemp = hud_element_create(&HES_BlueMeter); hudElementTemp = hud_element_create(&HES_BlueMeter);
hudElement = hudElementTemp; hudElement = hudElementTemp;
actionCommandStatus->hudElements[1] = hudElement; actionCommandStatus->hudElements[1] = hudElement;
hud_element_set_render_pos(hudElement, actionCommandStatus->hudPosX, hud_element_set_render_pos(hudElement, actionCommandStatus->hudPosX, actionCommandStatus->hudPosY + 28);
actionCommandStatus->hudPosY + 28);
hud_element_set_render_depth(hudElement, 0); hud_element_set_render_depth(hudElement, 0);
hud_element_set_flags(hudElement, HUD_ELEMENT_FLAG_80 | HUD_ELEMENT_FLAG_DISABLED); hud_element_set_flags(hudElement, HUD_ELEMENT_FLAG_80 | HUD_ELEMENT_FLAG_DISABLED);
hudElement = hud_element_create(&HES_RunAwayOK); hudElement = hud_element_create(&HES_RunAwayOK);
actionCommandStatus->hudElements[2] = hudElement; actionCommandStatus->hudElements[2] = hudElement;
hud_element_set_render_pos(hudElement, actionCommandStatus->hudPosX, hud_element_set_render_pos(hudElement, actionCommandStatus->hudPosX, actionCommandStatus->hudPosY + 28);
actionCommandStatus->hudPosY + 28);
hud_element_set_render_depth(hudElement, 0); hud_element_set_render_depth(hudElement, 0);
hud_element_set_flags(hudElement, HUD_ELEMENT_FLAG_80 | HUD_ELEMENT_FLAG_DISABLED); hud_element_set_flags(hudElement, HUD_ELEMENT_FLAG_80 | HUD_ELEMENT_FLAG_DISABLED);
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }
@ -73,8 +70,8 @@ API_CALLABLE(N(start)) {
battleStatus->actionSuccess = 0; battleStatus->actionSuccess = 0;
battleStatus->actionResult = ACTION_RESULT_FAIL; battleStatus->actionResult = ACTION_RESULT_FAIL;
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
func_8024FAFC(); btl_message_unlock_box_pos();
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
return ApiStatus_DONE2; return ApiStatus_DONE2;

View File

@ -77,7 +77,7 @@ API_CALLABLE(N(start)) {
mashMeterCutoff = actionCommandStatus->mashMeterCutoffs[actionCommandStatus->mashMeterIntervals - 1]; mashMeterCutoff = actionCommandStatus->mashMeterCutoffs[actionCommandStatus->mashMeterIntervals - 1];
actionCommandStatus->unk_5C = 0; actionCommandStatus->unk_5C = 0;
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
battleStatus->unk_82 = mashMeterCutoff; battleStatus->unk_82 = mashMeterCutoff;

View File

@ -88,7 +88,7 @@ API_CALLABLE(N(start)) {
actionCommandStatus->thresholdLevel = rand_int(actionCommandStatus->unk_5A); actionCommandStatus->thresholdLevel = rand_int(actionCommandStatus->unk_5A);
actionCommandStatus->unk_5C = 0; actionCommandStatus->unk_5C = 0;
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }

View File

@ -22,7 +22,7 @@ API_CALLABLE(N(start)) {
battleStatus->actionSuccess = 0; battleStatus->actionSuccess = 0;
battleStatus->actionResult = ACTION_RESULT_NONE; battleStatus->actionResult = ACTION_RESULT_NONE;
mashMeterCutoff = actionCommandStatus->mashMeterCutoffs[(actionCommandStatus->mashMeterIntervals - 1)]; mashMeterCutoff = actionCommandStatus->mashMeterCutoffs[(actionCommandStatus->mashMeterIntervals - 1)];
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
battleStatus->unk_82 = mashMeterCutoff; battleStatus->unk_82 = mashMeterCutoff;
func_80269118(); func_80269118();

View File

@ -84,7 +84,7 @@ API_CALLABLE(N(start)) {
battleStatus->actionSuccess = 0; battleStatus->actionSuccess = 0;
battleStatus->actionResult = ACTION_RESULT_NONE; battleStatus->actionResult = ACTION_RESULT_NONE;
battleStatus->unk_82 = actionCommandStatus->mashMeterCutoffs[actionCommandStatus->mashMeterIntervals - 1]; battleStatus->unk_82 = actionCommandStatus->mashMeterCutoffs[actionCommandStatus->mashMeterIntervals - 1];
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }

View File

@ -101,7 +101,7 @@ API_CALLABLE(N(start)) {
battleStatus->actionQuality = 0; battleStatus->actionQuality = 0;
battleStatus->actionResult = ACTION_RESULT_FAIL; battleStatus->actionResult = ACTION_RESULT_FAIL;
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
func_80269118(); func_80269118();
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }

View File

@ -82,7 +82,7 @@ API_CALLABLE(N(start)) {
battleStatus->actionSuccess = 0; battleStatus->actionSuccess = 0;
battleStatus->actionResult = ACTION_RESULT_FAIL; battleStatus->actionResult = ACTION_RESULT_FAIL;
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
func_80269118(); func_80269118();

View File

@ -5,6 +5,14 @@
extern s32 actionCmdTableJump[]; extern s32 actionCmdTableJump[];
enum {
AC_JUMP_STATE_0 = 0,
AC_JUMP_STATE_1 = 1,
AC_JUMP_STATE_10 = 10,
AC_JUMP_STATE_11 = 11,
AC_JUMP_STATE_CLEANUP = 12,
};
API_CALLABLE(N(init)) { API_CALLABLE(N(init)) {
s32 hudElement; s32 hudElement;
ActionCommandStatus* actionCommandStatus = &gActionCommandStatus; ActionCommandStatus* actionCommandStatus = &gActionCommandStatus;
@ -62,14 +70,14 @@ API_CALLABLE(N(start)) {
hudElement = actionCommandStatus->hudElements[0]; hudElement = actionCommandStatus->hudElements[0];
actionCommandStatus->hudPosX = 50; actionCommandStatus->hudPosX = 50;
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
battleStatus->flags1 &= ~BS_FLAGS1_2000; battleStatus->flags1 &= ~BS_FLAGS1_2000;
hud_element_set_render_pos(hudElement, actionCommandStatus->hudPosX, actionCommandStatus->hudPosY); hud_element_set_render_pos(hudElement, actionCommandStatus->hudPosX, actionCommandStatus->hudPosY);
if (actionCommandStatus->showHud) { if (actionCommandStatus->showHud) {
hud_element_clear_flags(hudElement, HUD_ELEMENT_FLAG_DISABLED); hud_element_clear_flags(hudElement, HUD_ELEMENT_FLAG_DISABLED);
} }
actionCommandStatus->state = 10; actionCommandStatus->state = AC_JUMP_STATE_10;
func_80269118(); func_80269118();
btl_set_popup_duration(10); btl_set_popup_duration(10);
return ApiStatus_DONE2; return ApiStatus_DONE2;
@ -80,16 +88,16 @@ void N(update)(void) {
ActionCommandStatus* actionCommandStatus = &gActionCommandStatus; ActionCommandStatus* actionCommandStatus = &gActionCommandStatus;
BattleStatus* battleStatus = &gBattleStatus; BattleStatus* battleStatus = &gBattleStatus;
s32 hudElement; s32 hudElement;
s32 temp_s0_3; s32 successWindow;
switch (actionCommandStatus->state) { switch (actionCommandStatus->state) {
case 0: case AC_JUMP_STATE_0:
if (battleStatus->actionCommandMode == ACTION_COMMAND_MODE_TUTORIAL) { if (battleStatus->actionCommandMode == ACTION_COMMAND_MODE_TUTORIAL) {
btl_set_popup_duration(99); btl_set_popup_duration(99);
} }
actionCommandStatus->state = 1; actionCommandStatus->state = AC_JUMP_STATE_1;
break; break;
case 1: case AC_JUMP_STATE_1:
if (battleStatus->actionCommandMode == ACTION_COMMAND_MODE_TUTORIAL) { if (battleStatus->actionCommandMode == ACTION_COMMAND_MODE_TUTORIAL) {
btl_set_popup_duration(99); btl_set_popup_duration(99);
} }
@ -114,28 +122,29 @@ void N(update)(void) {
} }
} }
break; break;
case 10: case AC_JUMP_STATE_10:
if (battleStatus->actionCommandMode == ACTION_COMMAND_MODE_TUTORIAL) { if (battleStatus->actionCommandMode == ACTION_COMMAND_MODE_TUTORIAL) {
btl_set_popup_duration(99); btl_set_popup_duration(99);
} }
temp_s0_3 = battleStatus->actionCmdDifficultyTable[actionCommandStatus->difficulty]; successWindow = battleStatus->actionCmdDifficultyTable[actionCommandStatus->difficulty];
if (((actionCommandStatus->prepareTime - temp_s0_3) - 2) <= 0) { if (((actionCommandStatus->prepareTime - successWindow) - 2) <= 0) {
hud_element_set_script(actionCommandStatus->hudElements[0], &HES_AButtonDown); hud_element_set_script(actionCommandStatus->hudElements[0], &HES_AButtonDown);
} }
if ((battleStatus->curButtonsPressed & BUTTON_A) && (actionCommandStatus->autoSucceed == 0)) { if ((battleStatus->curButtonsPressed & BUTTON_A) && !actionCommandStatus->autoSucceed) {
actionCommandStatus->wrongButtonPressed = TRUE; actionCommandStatus->wrongButtonPressed = TRUE;
battleStatus->actionResult = ACTION_RESULT_EARLY; battleStatus->actionResult = ACTION_RESULT_EARLY;
} }
if ((actionCommandStatus->prepareTime - temp_s0_3) > 0) { if ((actionCommandStatus->prepareTime - successWindow) > 0) {
actionCommandStatus->prepareTime -= 1; actionCommandStatus->prepareTime -= 1;
break; break;
} }
actionCommandStatus->frameCounter = battleStatus->actionCmdDifficultyTable[actionCommandStatus->difficulty]; actionCommandStatus->frameCounter = battleStatus->actionCmdDifficultyTable[actionCommandStatus->difficulty];
battleStatus->actionSuccess = -1; battleStatus->actionSuccess = -1;
actionCommandStatus->state = 11; actionCommandStatus->state = AC_JUMP_STATE_11;
case 11: // fall through
case AC_JUMP_STATE_11:
if (battleStatus->actionCommandMode == ACTION_COMMAND_MODE_TUTORIAL) { if (battleStatus->actionCommandMode == ACTION_COMMAND_MODE_TUTORIAL) {
btl_set_popup_duration(99); btl_set_popup_duration(99);
} }
@ -155,7 +164,7 @@ void N(update)(void) {
if (battleStatus->actionSuccess < 0) { if (battleStatus->actionSuccess < 0) {
if (((battleStatus->curButtonsPressed & BUTTON_A) && if (((battleStatus->curButtonsPressed & BUTTON_A) &&
!actionCommandStatus->wrongButtonPressed) || !actionCommandStatus->wrongButtonPressed) ||
(actionCommandStatus->autoSucceed != 0)) { actionCommandStatus->autoSucceed) {
battleStatus->actionSuccess = 1; battleStatus->actionSuccess = 1;
battleStatus->actionResult = ACTION_RESULT_SUCCESS; battleStatus->actionResult = ACTION_RESULT_SUCCESS;
gBattleStatus.flags1 |= BS_FLAGS1_2000; gBattleStatus.flags1 |= BS_FLAGS1_2000;
@ -170,14 +179,14 @@ void N(update)(void) {
btl_set_popup_duration(0); btl_set_popup_duration(0);
} }
actionCommandStatus->frameCounter = 5; actionCommandStatus->frameCounter = 5;
actionCommandStatus->state = 12; actionCommandStatus->state = AC_JUMP_STATE_CLEANUP;
break; break;
} }
actionCommandStatus->frameCounter -= 1; actionCommandStatus->frameCounter--;
break; break;
case 12: case AC_JUMP_STATE_CLEANUP:
if (actionCommandStatus->frameCounter != 0) { if (actionCommandStatus->frameCounter != 0) {
actionCommandStatus->frameCounter -= 1; actionCommandStatus->frameCounter--;
break; break;
} }
action_command_free(); action_command_free();

View File

@ -83,7 +83,7 @@ API_CALLABLE(N(start)) {
battleStatus->actionSuccess = 0; battleStatus->actionSuccess = 0;
battleStatus->actionResult = ACTION_RESULT_FAIL; battleStatus->actionResult = ACTION_RESULT_FAIL;
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
func_80269118(); func_80269118();
result = ApiStatus_DONE2; result = ApiStatus_DONE2;

View File

@ -90,7 +90,7 @@ API_CALLABLE(N(start)) {
battleStatus->actionSuccess = 0; battleStatus->actionSuccess = 0;
battleStatus->actionResult = ACTION_RESULT_FAIL; battleStatus->actionResult = ACTION_RESULT_FAIL;
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
func_80269118(); func_80269118();
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }

View File

@ -79,7 +79,7 @@ API_CALLABLE(N(start)) {
actionCommandStatus->barFillWidth = 0; actionCommandStatus->barFillWidth = 0;
battleStatus->actionSuccess = 0; battleStatus->actionSuccess = 0;
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
func_80269118(); func_80269118();

View File

@ -67,7 +67,7 @@ API_CALLABLE(N(start)) {
battleStatus->actionSuccess = 0; battleStatus->actionSuccess = 0;
battleStatus->actionResult = ACTION_RESULT_FAIL; battleStatus->actionResult = ACTION_RESULT_FAIL;
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
func_80269118(); func_80269118();
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }

View File

@ -61,7 +61,7 @@ API_CALLABLE(N(start)) {
battleStatus->actionSuccess = 0; battleStatus->actionSuccess = 0;
battleStatus->actionResult = ACTION_RESULT_FAIL; battleStatus->actionResult = ACTION_RESULT_FAIL;
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }

View File

@ -71,7 +71,7 @@ API_CALLABLE(N(start)) {
battleStatus->actionQuality = 0; battleStatus->actionQuality = 0;
battleStatus->actionResult = ACTION_RESULT_FAIL; battleStatus->actionResult = ACTION_RESULT_FAIL;
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
func_80269118(); func_80269118();
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }

View File

@ -236,7 +236,7 @@ API_CALLABLE(N(start)) {
battleStatus->actionSuccess = 0; battleStatus->actionSuccess = 0;
battleStatus->actionResult = ACTION_RESULT_FAIL; battleStatus->actionResult = ACTION_RESULT_FAIL;
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
battleStatus->flags1 &= ~BS_FLAGS1_8000; battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
func_80269118(); func_80269118();
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }
@ -394,7 +394,7 @@ void N(update)(void) {
} }
if (((battleStatus->pushInputBuffer[pos] & BUTTON_A) && !actionCommandStatus->wrongButtonPressed) || if (((battleStatus->pushInputBuffer[pos] & BUTTON_A) && !actionCommandStatus->wrongButtonPressed) ||
(actionCommandStatus->autoSucceed != 0)) { actionCommandStatus->autoSucceed) {
actionCommandStatus->unk_5C = 1; actionCommandStatus->unk_5C = 1;
battleStatus->actionQuality++; battleStatus->actionQuality++;
break; break;
@ -469,7 +469,7 @@ void N(update)(void) {
} }
if (((battleStatus->pushInputBuffer[pos] & BUTTON_A) && !actionCommandStatus->wrongButtonPressed) || if (((battleStatus->pushInputBuffer[pos] & BUTTON_A) && !actionCommandStatus->wrongButtonPressed) ||
(actionCommandStatus->autoSucceed != 0)) { actionCommandStatus->autoSucceed) {
actionCommandStatus->unk_5C = 1; actionCommandStatus->unk_5C = 1;
battleStatus->actionQuality++; battleStatus->actionQuality++;
break; break;
@ -543,7 +543,7 @@ void N(update)(void) {
} }
if (((battleStatus->pushInputBuffer[pos] & BUTTON_A) && !actionCommandStatus->wrongButtonPressed) || if (((battleStatus->pushInputBuffer[pos] & BUTTON_A) && !actionCommandStatus->wrongButtonPressed) ||
(actionCommandStatus->autoSucceed != 0)) { actionCommandStatus->autoSucceed) {
actionCommandStatus->unk_5C = 1; actionCommandStatus->unk_5C = 1;
battleStatus->actionQuality++; battleStatus->actionQuality++;
break; break;

View File

@ -143,7 +143,7 @@ API_CALLABLE(N(start)) {
battleStatus->actionQuality = 3; battleStatus->actionQuality = 3;
} }
actionCommandStatus->state = 10; actionCommandStatus->state = 10;
gBattleStatus.flags1 &= ~BS_FLAGS1_8000; gBattleStatus.flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }

View File

@ -363,7 +363,7 @@ ApiStatus SetGoalToTarget(Evt* script, s32 isInitialCall) {
} }
actor = get_actor(actorID); actor = get_actor(actorID);
set_goal_pos_to_part(&actor->state, actor->targetActorID, actor->targetPartIndex); set_goal_pos_to_part(&actor->state, actor->targetActorID, actor->targetPartID);
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }
@ -379,7 +379,7 @@ ApiStatus SetPartGoalToTarget(Evt* script, s32 isInitialCall) {
} }
actor = get_actor(actorID); actor = get_actor(actorID);
set_part_goal_to_actor_part(get_actor_part(actor, partID)->movement, actor->targetActorID, actor->targetPartIndex); set_part_goal_to_actor_part(get_actor_part(actor, partID)->movement, actor->targetActorID, actor->targetPartID);
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }
@ -2365,7 +2365,7 @@ ApiStatus InitTargetIterator(Evt* script, s32 isInitialCall) {
SelectableTarget* selectableTarget = &actor->targetData[actor->targetIndexList[actor->selectedTargetIndex]]; SelectableTarget* selectableTarget = &actor->targetData[actor->targetIndexList[actor->selectedTargetIndex]];
actor->targetActorID = selectableTarget->actorID; actor->targetActorID = selectableTarget->actorID;
actor->targetPartIndex = selectableTarget->partID; actor->targetPartID = selectableTarget->partID;
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }
@ -2375,7 +2375,7 @@ ApiStatus SetOwnerTarget(Evt* script, s32 isInitialCall) {
Actor* actor = get_actor(script->owner1.enemyID); Actor* actor = get_actor(script->owner1.enemyID);
s16 actorID = evt_get_variable(script, *args++); s16 actorID = evt_get_variable(script, *args++);
actor->targetPartIndex = evt_get_variable(script, *args++); actor->targetPartID = evt_get_variable(script, *args++);
actor->targetActorID = actorID; actor->targetActorID = actorID;
return ApiStatus_DONE2; return ApiStatus_DONE2;
@ -2395,7 +2395,7 @@ ApiStatus ChooseNextTarget(Evt* script, s32 isInitialCall) {
actor->selectedTargetIndex = 0; actor->selectedTargetIndex = 0;
target = &actor->targetData[actor->targetIndexList[0]]; target = &actor->targetData[actor->targetIndexList[0]];
actor->targetActorID = target->actorID; actor->targetActorID = target->actorID;
actor->targetPartIndex = target->partID; actor->targetPartID = target->partID;
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }
@ -2403,7 +2403,7 @@ ApiStatus ChooseNextTarget(Evt* script, s32 isInitialCall) {
actor->selectedTargetIndex = actor->targetListLength - 1; actor->selectedTargetIndex = actor->targetListLength - 1;
target = &actor->targetData[actor->targetIndexList[actor->selectedTargetIndex]]; target = &actor->targetData[actor->targetIndexList[actor->selectedTargetIndex]];
actor->targetActorID = target->actorID; actor->targetActorID = target->actorID;
actor->targetPartIndex = target->partID; actor->targetPartID = target->partID;
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }
@ -2430,7 +2430,7 @@ ApiStatus ChooseNextTarget(Evt* script, s32 isInitialCall) {
actor->selectedTargetIndex = curIdx; actor->selectedTargetIndex = curIdx;
target = &actor->targetData[actor->targetIndexList[actor->selectedTargetIndex]]; target = &actor->targetData[actor->targetIndexList[actor->selectedTargetIndex]];
actor->targetActorID = target->actorID; actor->targetActorID = target->actorID;
actor->targetPartIndex = target->partID; actor->targetPartID = target->partID;
evt_set_variable(script, temp, retVal); evt_set_variable(script, temp, retVal);
return ApiStatus_DONE2; return ApiStatus_DONE2;
@ -2497,7 +2497,7 @@ s32 func_8026E558(Evt* script, s32 isInitialCall) {
if (target->column == column && target->layer == layer && target->row < row) { if (target->column == column && target->layer == layer && target->row < row) {
actor->targetActorID = target->actorID; actor->targetActorID = target->actorID;
actor->targetPartIndex = target->partID; actor->targetPartID = target->partID;
outVal = 0; outVal = 0;
} }
} }
@ -2508,7 +2508,7 @@ s32 func_8026E558(Evt* script, s32 isInitialCall) {
if (target->column == column && target->layer == layer && target->row < row) { if (target->column == column && target->layer == layer && target->row < row) {
actor->targetActorID = target->actorID; actor->targetActorID = target->actorID;
actor->targetPartIndex = target->partID; actor->targetPartID = target->partID;
outVal = 0; outVal = 0;
} }
} }
@ -2519,7 +2519,7 @@ s32 func_8026E558(Evt* script, s32 isInitialCall) {
if (target->column == column && target->layer == layer && target->row < row) { if (target->column == column && target->layer == layer && target->row < row) {
actor->targetActorID = target->actorID; actor->targetActorID = target->actorID;
actor->targetPartIndex = target->partID; actor->targetPartID = target->partID;
outVal = 0; outVal = 0;
} }
} }
@ -2543,7 +2543,7 @@ ApiStatus GetOwnerTarget(Evt* script, s32 isInitialCall) {
s32 partID = *args++; s32 partID = *args++;
evt_set_variable(script, actorID, actor->targetActorID); evt_set_variable(script, actorID, actor->targetActorID);
evt_set_variable(script, partID, actor->targetPartIndex); evt_set_variable(script, partID, actor->targetPartID);
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }
@ -2700,7 +2700,7 @@ ApiStatus func_8026EDE4(Evt* script, s32 isInitialCall) {
actor = get_actor(actorID); actor = get_actor(actorID);
actorPart = get_actor_part(actor, partID); actorPart = get_actor_part(actor, partID);
set_part_pal_effect(actorPart, temp_s3); set_part_glow_pal(actorPart, temp_s3);
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }
@ -2779,7 +2779,7 @@ ApiStatus UseIdleAnimation(Evt* script, s32 isInitialCall) {
if (!useIdle) { if (!useIdle) {
actor->flags &= ~ACTOR_FLAG_USING_IDLE_ANIM; actor->flags &= ~ACTOR_FLAG_USING_IDLE_ANIM;
actor->flags &= ~ACTOR_FLAG_SHOW_STATUS_ICONS; actor->flags &= ~ACTOR_FLAG_SHOW_STATUS_ICONS;
func_80266E40(actor); clear_actor_static_pal_adjustments(actor);
} else { } else {
actor->flags |= ACTOR_FLAG_USING_IDLE_ANIM; actor->flags |= ACTOR_FLAG_USING_IDLE_ANIM;
} }
@ -2801,7 +2801,7 @@ ApiStatus func_8026F1A0(Evt* script, s32 isInitialCall) {
if (temp_s0_3 == 0) { if (temp_s0_3 == 0) {
actor->flags &= ~ACTOR_FLAG_SHOW_STATUS_ICONS; actor->flags &= ~ACTOR_FLAG_SHOW_STATUS_ICONS;
func_80266E40(actor); clear_actor_static_pal_adjustments(actor);
} }
return ApiStatus_DONE2; return ApiStatus_DONE2;

View File

@ -1007,7 +1007,9 @@ void appendGfx_npc_actor(b32 isPartner, s32 actorIndex) {
} while (0); // required to match } while (0); // required to match
if (isPartner) { if (isPartner) {
if ((gBattleStatus.flags2 & (BS_FLAGS2_10 | BS_FLAGS2_PARTNER_TURN_USED)) == BS_FLAGS2_PARTNER_TURN_USED) { if (!(gBattleStatus.flags2 & (BS_FLAGS2_OVERRIDE_INACTIVE_PARTNER))
&& (gBattleStatus.flags2 & BS_FLAGS2_PARTNER_TURN_USED)
) {
do { do {
if (actor->koStatus == 0) { if (actor->koStatus == 0) {
part->curAnimation = get_npc_anim_for_status(part->idleAnimations, STATUS_KEY_INACTIVE); part->curAnimation = get_npc_anim_for_status(part->idleAnimations, STATUS_KEY_INACTIVE);
@ -1017,7 +1019,7 @@ void appendGfx_npc_actor(b32 isPartner, s32 actorIndex) {
} while (0); // required to match } while (0); // required to match
set_actor_pal_adjustment(actor, ACTOR_PAL_ADJUST_PLAYER_DEBUFF); set_actor_pal_adjustment(actor, ACTOR_PAL_ADJUST_PLAYER_DEBUFF);
palChanged = TRUE; palChanged = TRUE;
set_actor_pal_effect(actor, GLOW_PAL_OFF); set_actor_glow_pal(actor, GLOW_PAL_OFF);
decorChanged = TRUE; decorChanged = TRUE;
} }
if (isPartner && (gPlayerData.curPartner == PARTNER_WATT)) { if (isPartner && (gPlayerData.curPartner == PARTNER_WATT)) {
@ -1029,7 +1031,7 @@ void appendGfx_npc_actor(b32 isPartner, s32 actorIndex) {
} }
if (actor->isGlowing) { if (actor->isGlowing) {
if (!decorChanged) { if (!decorChanged) {
set_actor_pal_effect(actor, GLOW_PAL_ON); set_actor_glow_pal(actor, GLOW_PAL_ON);
} }
decorChanged = TRUE; decorChanged = TRUE;
} }
@ -1061,7 +1063,7 @@ void appendGfx_npc_actor(b32 isPartner, s32 actorIndex) {
set_actor_pal_adjustment(actor, ACTOR_PAL_ADJUST_NONE); set_actor_pal_adjustment(actor, ACTOR_PAL_ADJUST_NONE);
} }
if (!decorChanged && !(part->flags & ACTOR_PART_FLAG_HAS_PAL_EFFECT)) { if (!decorChanged && !(part->flags & ACTOR_PART_FLAG_HAS_PAL_EFFECT)) {
set_actor_pal_effect(actor, GLOW_PAL_OFF); set_actor_glow_pal(actor, GLOW_PAL_OFF);
} }
// adjust idle animation for status // adjust idle animation for status
@ -1552,7 +1554,7 @@ void appendGfx_player_actor(void* arg0) {
} }
} }
if (!(gBattleStatus.flags2 & BS_FLAGS2_10000) if (!(gBattleStatus.flags2 & BS_FLAGS2_HIDE_BUFF_COUNTERS)
&& !(gBattleStatus.flags1 & BS_FLAGS1_TATTLE_OPEN) && !(gBattleStatus.flags1 & BS_FLAGS1_TATTLE_OPEN)
&& (player->flags & ACTOR_FLAG_SHOW_STATUS_ICONS) && (player->flags & ACTOR_FLAG_SHOW_STATUS_ICONS)
) { ) {
@ -1628,12 +1630,13 @@ void appendGfx_player_actor(void* arg0) {
lastAnim = playerParts->curAnimation; lastAnim = playerParts->curAnimation;
} while (0); // required to match } while (0); // required to match
if (((((gBattleStatus.flags2 & (BS_FLAGS2_8 | BS_FLAGS2_PLAYER_TURN_USED)) == BS_FLAGS2_PLAYER_TURN_USED) if ((((!(gBattleStatus.flags2 & BS_FLAGS2_OVERRIDE_INACTIVE_PLAYER)
&& (gBattleStatus.flags2 & BS_FLAGS2_PLAYER_TURN_USED))
&& (partner != NULL)) && (partner != NULL))
|| (battleStatus->outtaSightActive > 0)) || (battleStatus->outtaSightActive > 0))
&& !(player->flags & ACTOR_FLAG_NO_INACTIVE_ANIM) && !(player->flags & ACTOR_FLAG_NO_INACTIVE_ANIM)
&& !((partner != NULL) && (partner->flags & ACTOR_FLAG_NO_ATTACK))) && !((partner != NULL) && (partner->flags & ACTOR_FLAG_NO_ATTACK))
{ ) {
if (!(gBattleStatus.flags2 & BS_FLAGS2_NO_PLAYER_PAL_ADJUST)) { if (!(gBattleStatus.flags2 & BS_FLAGS2_NO_PLAYER_PAL_ADJUST)) {
if ((player->debuff != STATUS_KEY_FEAR) if ((player->debuff != STATUS_KEY_FEAR)
&& (player->debuff != STATUS_KEY_PARALYZE) && (player->debuff != STATUS_KEY_PARALYZE)
@ -1665,7 +1668,7 @@ void appendGfx_player_actor(void* arg0) {
} }
palChanged = TRUE; palChanged = TRUE;
set_actor_pal_effect(player, GLOW_PAL_OFF); set_actor_glow_pal(player, GLOW_PAL_OFF);
decorChanged = TRUE; decorChanged = TRUE;
} }
} }
@ -1678,7 +1681,7 @@ void appendGfx_player_actor(void* arg0) {
if (!palChanged) { if (!palChanged) {
set_actor_pal_adjustment(player, ACTOR_PAL_ADJUST_NONE); set_actor_pal_adjustment(player, ACTOR_PAL_ADJUST_NONE);
} }
set_actor_pal_effect(player, GLOW_PAL_OFF); set_actor_glow_pal(player, GLOW_PAL_OFF);
palChanged = TRUE; palChanged = TRUE;
enable_status_debuff(player->hudElementDataIndex); enable_status_debuff(player->hudElementDataIndex);
decorChanged = TRUE; decorChanged = TRUE;
@ -1722,7 +1725,7 @@ void appendGfx_player_actor(void* arg0) {
} }
if (battleStatus->turboChargeTurnsLeft != 0) { if (battleStatus->turboChargeTurnsLeft != 0) {
if (!decorChanged) { if (!decorChanged) {
set_actor_pal_effect(player, GLOW_PAL_ON); set_actor_glow_pal(player, GLOW_PAL_ON);
} }
decorChanged = TRUE; decorChanged = TRUE;
} }
@ -1736,7 +1739,7 @@ void appendGfx_player_actor(void* arg0) {
set_actor_pal_adjustment(player, ACTOR_PAL_ADJUST_NONE); set_actor_pal_adjustment(player, ACTOR_PAL_ADJUST_NONE);
} }
if (!decorChanged) { if (!decorChanged) {
set_actor_pal_effect(player, GLOW_PAL_OFF); set_actor_glow_pal(player, GLOW_PAL_OFF);
} }
if (player->flags & ACTOR_FLAG_USING_IDLE_ANIM) { if (player->flags & ACTOR_FLAG_USING_IDLE_ANIM) {
if (battleStatus->hustleTurns != 0) { if (battleStatus->hustleTurns != 0) {

View File

@ -189,8 +189,8 @@
level: 10 level: 10
nameMsg: MSG_EnemyName_Cleft nameMsg: MSG_EnemyName_Cleft
tattleMsg: MSG_EnemyTattle_Cleft tattleMsg: MSG_EnemyTattle_Cleft
walkSound: [ SOUND_20D0, SOUND_20D0 ] walkSound: [ SOUND_CLEFT_STEP, SOUND_CLEFT_STEP ]
flySound: [ SOUND_20D0, SOUND_20D0 ] flySound: [ SOUND_CLEFT_STEP, SOUND_CLEFT_STEP ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
stepDelay: [ 30, 30 ] stepDelay: [ 30, 30 ]
@ -211,8 +211,8 @@
level: 9 level: 9
nameMsg: MSG_EnemyName_Bandit nameMsg: MSG_EnemyName_Bandit
tattleMsg: MSG_EnemyTattle_Bandit tattleMsg: MSG_EnemyTattle_Bandit
walkSound: [ SOUND_20C1, SOUND_20C1 ] walkSound: [ SOUND_SMALL_NPC_STEP, SOUND_SMALL_NPC_STEP ]
flySound: [ SOUND_20C1, SOUND_20C1 ] flySound: [ SOUND_SMALL_NPC_STEP, SOUND_SMALL_NPC_STEP ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
stepDelay: [ 30, 30 ] stepDelay: [ 30, 30 ]
@ -321,8 +321,8 @@
level: 15 level: 15
nameMsg: MSG_EnemyName_HyperCleft nameMsg: MSG_EnemyName_HyperCleft
tattleMsg: MSG_EnemyTattle_HyperCleft tattleMsg: MSG_EnemyTattle_HyperCleft
walkSound: [ SOUND_20D0, SOUND_20D0 ] walkSound: [ SOUND_CLEFT_STEP, SOUND_CLEFT_STEP ]
flySound: [ SOUND_20D0, SOUND_20D0 ] flySound: [ SOUND_CLEFT_STEP, SOUND_CLEFT_STEP ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
stepDelay: [ 30, 30 ] stepDelay: [ 30, 30 ]
@ -332,8 +332,8 @@
level: 13 level: 13
nameMsg: MSG_EnemyName_Clubba nameMsg: MSG_EnemyName_Clubba
tattleMsg: MSG_EnemyTattle_Clubba tattleMsg: MSG_EnemyTattle_Clubba
walkSound: [ SOUND_20C4, SOUND_20C4 ] walkSound: [ SOUND_CLUBBA_STEP, SOUND_CLUBBA_STEP ]
flySound: [ SOUND_20C4, SOUND_20C4 ] flySound: [ SOUND_CLUBBA_STEP, SOUND_CLUBBA_STEP ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
stepDelay: [ 30, 30 ] stepDelay: [ 30, 30 ]
@ -377,7 +377,7 @@
nameMsg: MSG_EnemyName_MediGuy nameMsg: MSG_EnemyName_MediGuy
tattleMsg: MSG_EnemyTattle_MediGuy tattleMsg: MSG_EnemyTattle_MediGuy
walkSound: [ SOUND_NONE, SOUND_NONE ] walkSound: [ SOUND_NONE, SOUND_NONE ]
flySound: [ SOUND_SHYGUY_FLY, SOUND_NONE ] flySound: [ SOUND_SHY_GUY_FLY, SOUND_NONE ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
stepDelay: [ 30, 30 ] stepDelay: [ 30, 30 ]
@ -431,8 +431,8 @@
level: 16 level: 16
nameMsg: MSG_EnemyName_MBush nameMsg: MSG_EnemyName_MBush
tattleMsg: MSG_EnemyTattle_MBush tattleMsg: MSG_EnemyTattle_MBush
walkSound: [ SOUND_20C6, SOUND_20C6 ] walkSound: [ SOUND_MBUSH_STEP, SOUND_MBUSH_STEP ]
flySound: [ SOUND_20C6, SOUND_20C6 ] flySound: [ SOUND_MBUSH_STEP, SOUND_MBUSH_STEP ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
stepDelay: [ 30, 30 ] stepDelay: [ 30, 30 ]
@ -497,7 +497,7 @@
level: 17 level: 17
nameMsg: MSG_EnemyName_PutridPiranha nameMsg: MSG_EnemyName_PutridPiranha
tattleMsg: MSG_EnemyTattle_PutridPiranha tattleMsg: MSG_EnemyTattle_PutridPiranha
walkSound: [ SOUND_03CE, SOUND_03CE ] walkSound: [ SOUND_PIRANHA_STEP, SOUND_PIRANHA_STEP ]
flySound: [ SOUND_NONE, SOUND_NONE ] flySound: [ SOUND_NONE, SOUND_NONE ]
jumpSound: SOUND_NONE jumpSound: SOUND_NONE
hurtSound: SOUND_NONE hurtSound: SOUND_NONE
@ -541,8 +541,8 @@
level: 19 level: 19
nameMsg: MSG_EnemyName_Bzzap nameMsg: MSG_EnemyName_Bzzap
tattleMsg: MSG_EnemyTattle_Bzzap tattleMsg: MSG_EnemyTattle_Bzzap
walkSound: [ SOUND_0357, SOUND_NONE ] walkSound: [ SOUND_BZZAP_BUZZ, SOUND_NONE ]
flySound: [ SOUND_0357, SOUND_NONE ] flySound: [ SOUND_BZZAP_BUZZ, SOUND_NONE ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
stepDelay: [ 30, 30 ] stepDelay: [ 30, 30 ]
@ -596,8 +596,8 @@
level: 22 level: 22
nameMsg: MSG_EnemyName_Gulpit nameMsg: MSG_EnemyName_Gulpit
tattleMsg: MSG_EnemyTattle_Gulpit tattleMsg: MSG_EnemyTattle_Gulpit
walkSound: [ SOUND_20C4, SOUND_20C4 ] walkSound: [ SOUND_CLUBBA_STEP, SOUND_CLUBBA_STEP ]
flySound: [ SOUND_20C4, SOUND_20C4 ] flySound: [ SOUND_CLUBBA_STEP, SOUND_CLUBBA_STEP ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
stepDelay: [ 30, 30 ] stepDelay: [ 30, 30 ]
@ -618,8 +618,8 @@
level: 23 level: 23
nameMsg: MSG_EnemyName_WhiteClubba nameMsg: MSG_EnemyName_WhiteClubba
tattleMsg: MSG_EnemyTattle_WhiteClubba tattleMsg: MSG_EnemyTattle_WhiteClubba
walkSound: [ SOUND_20C4, SOUND_20C4 ] walkSound: [ SOUND_CLUBBA_STEP, SOUND_CLUBBA_STEP ]
flySound: [ SOUND_20C4, SOUND_20C4 ] flySound: [ SOUND_CLUBBA_STEP, SOUND_CLUBBA_STEP ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
stepDelay: [ 30, 30 ] stepDelay: [ 30, 30 ]
@ -629,7 +629,7 @@
level: 22 level: 22
nameMsg: MSG_EnemyName_FrostPiranha nameMsg: MSG_EnemyName_FrostPiranha
tattleMsg: MSG_EnemyTattle_FrostPiranha tattleMsg: MSG_EnemyTattle_FrostPiranha
walkSound: [ SOUND_03CE, SOUND_03CE ] walkSound: [ SOUND_PIRANHA_STEP, SOUND_PIRANHA_STEP ]
flySound: [ SOUND_NONE, SOUND_NONE ] flySound: [ SOUND_NONE, SOUND_NONE ]
jumpSound: SOUND_NONE jumpSound: SOUND_NONE
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
@ -750,7 +750,7 @@
level: 23 level: 23
nameMsg: MSG_EnemyName_AlbinoDino nameMsg: MSG_EnemyName_AlbinoDino
tattleMsg: MSG_EnemyTattle_AlbinoDino tattleMsg: MSG_EnemyTattle_AlbinoDino
walkSound: [ SOUND_030B, SOUND_02FD ] walkSound: [ SOUND_ALBINO_DINO_STEP_A, SOUND_ALBINO_DINO_STEP_B ]
flySound: [ SOUND_NONE, SOUND_NONE ] flySound: [ SOUND_NONE, SOUND_NONE ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
@ -772,8 +772,8 @@
level: 25 level: 25
nameMsg: MSG_EnemyName_BonyBeetle nameMsg: MSG_EnemyName_BonyBeetle
tattleMsg: MSG_EnemyTattle_BonyBeetle tattleMsg: MSG_EnemyTattle_BonyBeetle
walkSound: [ SOUND_20CD, SOUND_20CD ] walkSound: [ SOUND_BONY_BEETLE_STEP, SOUND_BONY_BEETLE_STEP ]
flySound: [ SOUND_20CD, SOUND_20CD ] flySound: [ SOUND_BONY_BEETLE_STEP, SOUND_BONY_BEETLE_STEP ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
stepDelay: [ 30, 30 ] stepDelay: [ 30, 30 ]
@ -1499,7 +1499,7 @@
level: 41 level: 41
nameMsg: MSG_EnemyName_JrTroopa nameMsg: MSG_EnemyName_JrTroopa
tattleMsg: MSG_NONE tattleMsg: MSG_NONE
walkSound: [ SOUND_20C1, SOUND_20C1 ] walkSound: [ SOUND_SMALL_NPC_STEP, SOUND_SMALL_NPC_STEP ]
flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ] flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
@ -1510,7 +1510,7 @@
level: 44 level: 44
nameMsg: MSG_EnemyName_JrTroopa nameMsg: MSG_EnemyName_JrTroopa
tattleMsg: MSG_EnemyTattle_JrTroopa1 tattleMsg: MSG_EnemyTattle_JrTroopa1
walkSound: [ SOUND_20C1, SOUND_20C1 ] walkSound: [ SOUND_SMALL_NPC_STEP, SOUND_SMALL_NPC_STEP ]
flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ] flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
@ -1521,7 +1521,7 @@
level: 52 level: 52
nameMsg: MSG_EnemyName_JrTroopa nameMsg: MSG_EnemyName_JrTroopa
tattleMsg: MSG_EnemyTattle_JrTroopa2 tattleMsg: MSG_EnemyTattle_JrTroopa2
walkSound: [ SOUND_20C1, SOUND_20C1 ] walkSound: [ SOUND_SMALL_NPC_STEP, SOUND_SMALL_NPC_STEP ]
flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ] flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
@ -1532,7 +1532,7 @@
level: 59 level: 59
nameMsg: MSG_EnemyName_JrTroopa nameMsg: MSG_EnemyName_JrTroopa
tattleMsg: MSG_EnemyTattle_JrTroopa3 tattleMsg: MSG_EnemyTattle_JrTroopa3
walkSound: [ SOUND_20C1, SOUND_20C1 ] walkSound: [ SOUND_SMALL_NPC_STEP, SOUND_SMALL_NPC_STEP ]
flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ] flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
@ -1543,7 +1543,7 @@
level: 65 level: 65
nameMsg: MSG_EnemyName_JrTroopa nameMsg: MSG_EnemyName_JrTroopa
tattleMsg: MSG_EnemyTattle_JrTroopa4 tattleMsg: MSG_EnemyTattle_JrTroopa4
walkSound: [ SOUND_20C1, SOUND_20C1 ] walkSound: [ SOUND_SMALL_NPC_STEP, SOUND_SMALL_NPC_STEP ]
flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ] flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
@ -1554,7 +1554,7 @@
level: 74 level: 74
nameMsg: MSG_EnemyName_JrTroopa nameMsg: MSG_EnemyName_JrTroopa
tattleMsg: MSG_EnemyTattle_JrTroopa5 tattleMsg: MSG_EnemyTattle_JrTroopa5
walkSound: [ SOUND_20C1, SOUND_20C1 ] walkSound: [ SOUND_SMALL_NPC_STEP, SOUND_SMALL_NPC_STEP ]
flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ] flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
@ -1565,7 +1565,7 @@
level: 74 level: 74
nameMsg: MSG_EnemyName_JrTroopa nameMsg: MSG_EnemyName_JrTroopa
tattleMsg: MSG_EnemyTattle_JrTroopa5 tattleMsg: MSG_EnemyTattle_JrTroopa5
walkSound: [ SOUND_20C1, SOUND_20C1 ] walkSound: [ SOUND_SMALL_NPC_STEP, SOUND_SMALL_NPC_STEP ]
flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ] flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
@ -1576,7 +1576,7 @@
level: 74 level: 74
nameMsg: MSG_EnemyName_JrTroopa nameMsg: MSG_EnemyName_JrTroopa
tattleMsg: MSG_EnemyTattle_JrTroopa5 tattleMsg: MSG_EnemyTattle_JrTroopa5
walkSound: [ SOUND_20C1, SOUND_20C1 ] walkSound: [ SOUND_SMALL_NPC_STEP, SOUND_SMALL_NPC_STEP ]
flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ] flySound: [ SOUND_ACTOR_FLIGHT, SOUND_ACTOR_FLIGHT ]
jumpSound: SOUND_ACTOR_JUMP jumpSound: SOUND_ACTOR_JUMP
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
@ -1609,7 +1609,7 @@
level: 49 level: 49
nameMsg: MSG_EnemyName_GoombaKing nameMsg: MSG_EnemyName_GoombaKing
tattleMsg: MSG_EnemyTattle_GoombaKing tattleMsg: MSG_EnemyTattle_GoombaKing
walkSound: [ SOUND_20EC, SOUND_20EC ] walkSound: [ SOUND_HEAVY_NPC_STEP_A, SOUND_HEAVY_NPC_STEP_A ]
flySound: [ SOUND_NONE, SOUND_NONE ] flySound: [ SOUND_NONE, SOUND_NONE ]
jumpSound: SOUND_NONE jumpSound: SOUND_NONE
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
@ -1688,7 +1688,7 @@
level: 0 level: 0
nameMsg: MSG_EnemyName_FakeBowser nameMsg: MSG_EnemyName_FakeBowser
tattleMsg: MSG_EnemyTattle_FakeBowser tattleMsg: MSG_EnemyTattle_FakeBowser
walkSound: [ SOUND_03EA, SOUND_03EA ] walkSound: [ SOUND_FAKE_BOWSER_STEP, SOUND_FAKE_BOWSER_STEP ]
flySound: [ SOUND_NONE, SOUND_NONE ] flySound: [ SOUND_NONE, SOUND_NONE ]
jumpSound: SOUND_NONE jumpSound: SOUND_NONE
hurtSound: SOUND_NONE hurtSound: SOUND_NONE
@ -1766,7 +1766,7 @@
nameMsg: MSG_EnemyName_Buzzar nameMsg: MSG_EnemyName_Buzzar
tattleMsg: MSG_EnemyTattle_Buzzar tattleMsg: MSG_EnemyTattle_Buzzar
walkSound: [ SOUND_NONE, SOUND_NONE ] walkSound: [ SOUND_NONE, SOUND_NONE ]
flySound: [ SOUND_20EF, SOUND_20EF ] flySound: [ SOUND_BUZZAR_FLAP, SOUND_BUZZAR_FLAP ]
jumpSound: SOUND_NONE jumpSound: SOUND_NONE
hurtSound: SOUND_NONE hurtSound: SOUND_NONE
stepDelay: [ -14, -14 ] stepDelay: [ -14, -14 ]
@ -1798,7 +1798,7 @@
level: 70 level: 70
nameMsg: MSG_EnemyName_TubbaBlubba nameMsg: MSG_EnemyName_TubbaBlubba
tattleMsg: MSG_EnemyTattle_TubbaBlubba tattleMsg: MSG_EnemyTattle_TubbaBlubba
walkSound: [ SOUND_20F6, SOUND_20F6 ] walkSound: [ SOUND_HEAVY_NPC_STEP_C, SOUND_HEAVY_NPC_STEP_C ]
flySound: [ SOUND_NONE, SOUND_NONE ] flySound: [ SOUND_NONE, SOUND_NONE ]
jumpSound: SOUND_NONE jumpSound: SOUND_NONE
hurtSound: SOUND_NONE hurtSound: SOUND_NONE
@ -1809,7 +1809,7 @@
level: 0 level: 0
nameMsg: MSG_EnemyName_TubbaBlubba nameMsg: MSG_EnemyName_TubbaBlubba
tattleMsg: MSG_EnemyTattle_TubbaBlubbaInvincible tattleMsg: MSG_EnemyTattle_TubbaBlubbaInvincible
walkSound: [ SOUND_20F6, SOUND_20F6 ] walkSound: [ SOUND_HEAVY_NPC_STEP_C, SOUND_HEAVY_NPC_STEP_C ]
flySound: [ SOUND_NONE, SOUND_NONE ] flySound: [ SOUND_NONE, SOUND_NONE ]
jumpSound: SOUND_NONE jumpSound: SOUND_NONE
hurtSound: SOUND_NONE hurtSound: SOUND_NONE
@ -1831,7 +1831,7 @@
level: 0 level: 0
nameMsg: MSG_EnemyName_StiltGuy nameMsg: MSG_EnemyName_StiltGuy
tattleMsg: MSG_EnemyTattle_StiltGuy tattleMsg: MSG_EnemyTattle_StiltGuy
walkSound: [ SOUND_2066, SOUND_2066 ] walkSound: [ SOUND_STILT_GUY_STEP, SOUND_STILT_GUY_STEP ]
flySound: [ SOUND_NONE, SOUND_NONE ] flySound: [ SOUND_NONE, SOUND_NONE ]
jumpSound: SOUND_NONE jumpSound: SOUND_NONE
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
@ -1875,7 +1875,7 @@
level: 0 level: 0
nameMsg: MSG_EnemyName_GeneralGuy nameMsg: MSG_EnemyName_GeneralGuy
tattleMsg: MSG_EnemyTattle_GeneralGuy tattleMsg: MSG_EnemyTattle_GeneralGuy
walkSound: [ SOUND_037E, SOUND_037E ] walkSound: [ SOUND_TOY_TANK_STEP, SOUND_TOY_TANK_STEP ]
flySound: [ SOUND_NONE, SOUND_NONE ] flySound: [ SOUND_NONE, SOUND_NONE ]
jumpSound: SOUND_NONE jumpSound: SOUND_NONE
hurtSound: SOUND_ACTOR_HURT hurtSound: SOUND_ACTOR_HURT
@ -1952,7 +1952,7 @@
level: 42 level: 42
nameMsg: MSG_EnemyName_BigLanternGhost nameMsg: MSG_EnemyName_BigLanternGhost
tattleMsg: MSG_EnemyTattle_BigLanternGhost tattleMsg: MSG_EnemyTattle_BigLanternGhost
walkSound: [ SOUND_037D, SOUND_037D ] walkSound: [ SOUND_LANTERN_GHOST_STEP, SOUND_LANTERN_GHOST_STEP ]
flySound: [ SOUND_NONE, SOUND_NONE ] flySound: [ SOUND_NONE, SOUND_NONE ]
jumpSound: SOUND_NONE jumpSound: SOUND_NONE
hurtSound: SOUND_NONE hurtSound: SOUND_NONE
@ -2041,7 +2041,7 @@
level: 55 level: 55
nameMsg: MSG_EnemyName_KentCKoopa nameMsg: MSG_EnemyName_KentCKoopa
tattleMsg: MSG_EnemyTattle_KentCKoopa tattleMsg: MSG_EnemyTattle_KentCKoopa
walkSound: [ SOUND_20EC, SOUND_20EC ] walkSound: [ SOUND_HEAVY_NPC_STEP_A, SOUND_HEAVY_NPC_STEP_A ]
flySound: [ SOUND_NONE, SOUND_NONE ] flySound: [ SOUND_NONE, SOUND_NONE ]
jumpSound: SOUND_NONE jumpSound: SOUND_NONE
hurtSound: SOUND_NONE hurtSound: SOUND_NONE

View File

@ -291,7 +291,7 @@ EvtScript N(EVS_Attack_SlamFist) = {
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE) EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim15) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim15)
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_035E) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_SWIPE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim16) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim16)
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim17) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim17)
@ -306,9 +306,9 @@ EvtScript N(EVS_Attack_SlamFist) = {
EVT_CALL(StartRumble, BTL_RUMBLE_LONG) EVT_CALL(StartRumble, BTL_RUMBLE_LONG)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(15.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(15.0))
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -338,7 +338,7 @@ EvtScript N(EVS_Attack_SlamFist) = {
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_CALL(SetDamageSource, DMG_SRC_TUBBA_SMASH) EVT_CALL(SetDamageSource, DMG_SRC_TUBBA_SMASH)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_FIST_POUND, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_FIST_POUND, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH) EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
EVT_CALL(SetBattleCamZoom, 200) EVT_CALL(SetBattleCamZoom, 200)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
@ -378,7 +378,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim0B) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim0B)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_LARGE_ACTOR_JUMP, 0) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_LARGE_ACTOR_JUMP, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -395,7 +395,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 23, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 23, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0) EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim0D) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim0D)
EVT_THREAD EVT_THREAD
@ -443,9 +443,9 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_CALL(SetDamageSource, DMG_SRC_CRUSH) EVT_CALL(SetDamageSource, DMG_SRC_CRUSH)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_BODY_SLAM, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_BODY_SLAM, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH) EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
EVT_CALL(SetBattleCamZoom, 200) EVT_CALL(SetBattleCamZoom, 200)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)

View File

@ -326,7 +326,7 @@ EvtScript N(EVS_ReturnHome) = {
EvtScript N(EVS_TakeTurn) = { EvtScript N(EVS_TakeTurn) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE) EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER) EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_IF_NE(LVar0, HIT_RESULT_MISS) EVT_IF_NE(LVar0, HIT_RESULT_MISS)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Flags, LVar0) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Flags, LVar0)
EVT_IF_NOT_FLAG(LVar0, AVAL_Flag_TauntBow) EVT_IF_NOT_FLAG(LVar0, AVAL_Flag_TauntBow)
@ -431,7 +431,7 @@ EvtScript N(EVS_Attack_Leap) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TubbasHeart_Anim16) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TubbasHeart_Anim16)
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TubbasHeart_Anim15) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TubbasHeart_Anim15)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -468,7 +468,7 @@ EvtScript N(EVS_Attack_Leap) = {
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, 0, 0, 0, DMG_LEAP, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_LEAP, BS_FLAGS1_TRIGGER_EVENTS)
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)
@ -525,7 +525,7 @@ EvtScript N(EVS_Move_Charge) = {
EVT_END_IF EVT_END_IF
EVT_PLAY_EFFECT(EFFECT_GATHER_MAGIC, 1, LVar0, LVar1, LVar2, LVar3, 60, 0) EVT_PLAY_EFFECT(EFFECT_GATHER_MAGIC, 1, LVar0, LVar1, LVar2, LVar3, 60, 0)
EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 6, LVar0, LVar1, LVar2, LVar3, 60, 0) EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 6, LVar0, LVar1, LVar2, LVar3, 60, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F7) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_TUBBAS_HEART_CHARGE)
EVT_WAIT(60) EVT_WAIT(60)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 20) EVT_CALL(MoveBattleCamOver, 20)
@ -589,15 +589,15 @@ EvtScript N(EVS_Attack_DarkSwarm) = {
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ChargedEffectID, 0) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ChargedEffectID, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(DefaultAnims))) EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(DefaultAnims)))
EVT_END_IF EVT_END_IF
EVT_CALL(PlaySound, SOUND_20F9) EVT_CALL(PlaySound, SOUND_TUBBAS_HEART_SWARM_ATTACK)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 5) EVT_ADD(LVar1, 5)
EVT_PLAY_EFFECT(EFFECT_TUBBA_HEART_ATTACK, 1, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 200, 0) EVT_PLAY_EFFECT(EFFECT_TUBBA_HEART_ATTACK, FX_HEART_SWARM_MISS, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 200, 0)
EVT_WAIT(145) EVT_WAIT(145)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY) EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
@ -608,10 +608,10 @@ EvtScript N(EVS_Attack_DarkSwarm) = {
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 5) EVT_ADD(LVar1, 5)
EVT_PLAY_EFFECT(EFFECT_TUBBA_HEART_ATTACK, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 200, 0) EVT_PLAY_EFFECT(EFFECT_TUBBA_HEART_ATTACK, FX_HEART_SWARM_HIT, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 200, 0)
EVT_THREAD EVT_THREAD
EVT_WAIT(160) EVT_WAIT(160)
EVT_CALL(PlaySound, SOUND_20FC) EVT_CALL(PlaySound, SOUND_TUBBAS_HEART_SWARM_VANISH)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE) EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Flail) EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Flail)
@ -630,11 +630,11 @@ EvtScript N(EVS_Attack_DarkSwarm) = {
EVT_WAIT(22) EVT_WAIT(22)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 10) EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, SOUND_20FB) EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, SOUND_TUBBAS_HEART_SWARM_DISPERSE)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE) EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
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, 0, 0, DMG_SWARM, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_SWARM, BS_FLAGS1_TRIGGER_EVENTS)
EVT_RETURN EVT_RETURN
EVT_END EVT_END
}; };

View File

@ -312,7 +312,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE) EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE) EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER) EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_IF_EQ(LVar0, HIT_RESULT_MISS) EVT_IF_EQ(LVar0, HIT_RESULT_MISS)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -416,7 +416,7 @@ EvtScript N(EVS_Attack_SlamFist) = {
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE) EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim15) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim15)
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_035E) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_SWIPE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim16) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim16)
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim17) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim17)
@ -432,9 +432,9 @@ EvtScript N(EVS_Attack_SlamFist) = {
EVT_CALL(StartRumble, BTL_RUMBLE_LONG) EVT_CALL(StartRumble, BTL_RUMBLE_LONG)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(15.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(15.0))
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -461,7 +461,7 @@ EvtScript N(EVS_Attack_SlamFist) = {
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_CALL(SetDamageSource, DMG_SRC_TUBBA_SMASH) EVT_CALL(SetDamageSource, DMG_SRC_TUBBA_SMASH)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_FIST_POUND, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_FIST_POUND, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH) EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
EVT_CALL(SetBattleCamZoom, 200) EVT_CALL(SetBattleCamZoom, 200)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
@ -501,7 +501,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim10) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim10)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_LARGE_ACTOR_JUMP, 0) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_LARGE_ACTOR_JUMP, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -518,7 +518,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 23, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 23, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim12) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim12)
EVT_THREAD EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -561,14 +561,14 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_END_SWITCH EVT_END_SWITCH
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_CALL(SetDamageSource, DMG_SRC_CRUSH) EVT_CALL(SetDamageSource, DMG_SRC_CRUSH)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_BODY_SLAM, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_BODY_SLAM, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH) EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
EVT_CALL(SetBattleCamZoom, 200) EVT_CALL(SetBattleCamZoom, 200)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)

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@ -183,7 +183,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE) EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE) EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER) EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_IF_EQ(LVar0, HIT_RESULT_MISS) EVT_IF_EQ(LVar0, HIT_RESULT_MISS)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -287,9 +287,9 @@ EvtScript N(EVS_Attack_SlamFist) = {
EVT_THREAD EVT_THREAD
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(15.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(15.0))
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -315,7 +315,7 @@ EvtScript N(EVS_Attack_SlamFist) = {
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_CALL(SetDamageSource, DMG_SRC_TUBBA_SMASH) EVT_CALL(SetDamageSource, DMG_SRC_TUBBA_SMASH)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_FIST_POUND, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_FIST_POUND, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 20) EVT_CALL(MoveBattleCamOver, 20)
EVT_SWITCH(LVarF) EVT_SWITCH(LVarF)
@ -349,7 +349,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim0F) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim0F)
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim10) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim10)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -367,7 +367,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(PlaySound, SOUND_ACTOR_JUMP) EVT_CALL(PlaySound, SOUND_ACTOR_JUMP)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 23, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 23, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim12) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim12)
EVT_THREAD EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -408,14 +408,14 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
EVT_END_SWITCH EVT_END_SWITCH
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_CALL(SetDamageSource, DMG_SRC_CRUSH) EVT_CALL(SetDamageSource, DMG_SRC_CRUSH)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_BODY_SLAM, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_BODY_SLAM, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 20) EVT_CALL(MoveBattleCamOver, 20)
EVT_SET(LVarF, LVar0) EVT_SET(LVarF, LVar0)

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@ -18,7 +18,7 @@ API_CALLABLE(N(SetupDemoPlayerMove)) {
player->selectedTargetIndex = 0; player->selectedTargetIndex = 0;
selectableTarget = &player->targetData[player->targetIndexList[player->selectedTargetIndex]]; selectableTarget = &player->targetData[player->targetIndexList[player->selectedTargetIndex]];
player->targetActorID = selectableTarget->actorID; player->targetActorID = selectableTarget->actorID;
player->targetPartIndex = selectableTarget->partID; player->targetPartID = selectableTarget->partID;
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }

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@ -16,7 +16,7 @@ API_CALLABLE(N(SetupDemoPlayerMove)) {
player->selectedTargetIndex = 1; player->selectedTargetIndex = 1;
selectableTarget = &player->targetData[player->targetIndexList[player->selectedTargetIndex]]; selectableTarget = &player->targetData[player->targetIndexList[player->selectedTargetIndex]];
player->targetActorID = selectableTarget->actorID; player->targetActorID = selectableTarget->actorID;
player->targetPartIndex = selectableTarget->partID; player->targetPartID = selectableTarget->partID;
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }

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@ -16,7 +16,7 @@ API_CALLABLE(N(SetupDemoPlayerMove)) {
partner->selectedTargetIndex = 0; partner->selectedTargetIndex = 0;
selectableTarget = &partner->targetData[partner->targetIndexList[partner->selectedTargetIndex]]; selectableTarget = &partner->targetData[partner->targetIndexList[partner->selectedTargetIndex]];
partner->targetActorID = selectableTarget->actorID; partner->targetActorID = selectableTarget->actorID;
partner->targetPartIndex = selectableTarget->partID; partner->targetPartID = selectableTarget->partID;
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }

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@ -21,7 +21,7 @@ API_CALLABLE(N(SetupDemoPlayerMove)) {
player->selectedTargetIndex = 0; player->selectedTargetIndex = 0;
selectableTarget = &player->targetData[player->targetIndexList[player->selectedTargetIndex]]; selectableTarget = &player->targetData[player->targetIndexList[player->selectedTargetIndex]];
player->targetActorID = selectableTarget->actorID; player->targetActorID = selectableTarget->actorID;
player->targetPartIndex = selectableTarget->partID; player->targetPartID = selectableTarget->partID;
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }

View File

@ -612,7 +612,7 @@ EvtScript N(EVS_TrySpawningRuffPuff) = {
EVT_RETURN EVT_RETURN
EVT_END_IF EVT_END_IF
EVT_CALL(GetBattleFlags, LVar0) EVT_CALL(GetBattleFlags, LVar0)
EVT_IF_FLAG(LVar0, BS_FLAGS1_40 | BS_FLAGS1_200) EVT_IF_FLAG(LVar0, BS_FLAGS1_NICE_HIT | BS_FLAGS1_SUPER_HIT)
EVT_IF_GT(LVar9, 8) EVT_IF_GT(LVar9, 8)
EVT_SET(LVar9, 8) EVT_SET(LVar9, 8)
EVT_END_IF EVT_END_IF
@ -647,7 +647,7 @@ EvtScript N(EVS_TrySpawningRuffPuff) = {
EVT_EXEC_WAIT(N(EVS_UpdateSize)) EVT_EXEC_WAIT(N(EVS_UpdateSize))
EVT_SET(LVarA, 0) EVT_SET(LVarA, 0)
EVT_CALL(GetBattleFlags, LVar0) EVT_CALL(GetBattleFlags, LVar0)
EVT_IF_FLAG(LVar0, BS_FLAGS1_40 | BS_FLAGS1_200) EVT_IF_FLAG(LVar0, BS_FLAGS1_NICE_HIT | BS_FLAGS1_SUPER_HIT)
EVT_SET(LVar0, LVar9) EVT_SET(LVar0, LVar9)
EVT_IF_GT(LVar0, 1) EVT_IF_GT(LVar0, 1)
EVT_SET(LVarA, LVar0) EVT_SET(LVarA, LVar0)
@ -1388,7 +1388,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(FlyToGoal, ACTOR_SELF, 40, -20, EASING_SIN_OUT) EVT_CALL(FlyToGoal, ACTOR_SELF, 40, -20, EASING_SIN_OUT)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LARGE_ACTOR_JUMP) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LARGE_ACTOR_JUMP)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -1456,15 +1456,15 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_DIV(LVar0, LVar1) EVT_DIV(LVar0, LVar1)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
EVT_CASE_LE(20) EVT_CASE_LE(20)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_SHOCK_CONTACT, 0, DMG_SLAM, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_SHOCK_CONTACT, 0, DMG_SLAM, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CASE_LE(40) EVT_CASE_LE(40)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_SHOCK_CONTACT, 0, DMG_SLAM, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_SHOCK_CONTACT, 0, DMG_SLAM, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CASE_LE(60) EVT_CASE_LE(60)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_SHOCK_CONTACT, 0, DMG_SLAM, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_SHOCK_CONTACT, 0, DMG_SLAM, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CASE_LE(80) EVT_CASE_LE(80)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_SHOCK_CONTACT, 0, DMG_SLAM, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_SHOCK_CONTACT, 0, DMG_SLAM, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CASE_DEFAULT EVT_CASE_DEFAULT
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_SHOCK_CONTACT, 0, DMG_SLAM, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_SHOCK_CONTACT, 0, DMG_SLAM, BS_FLAGS1_TRIGGER_EVENTS)
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)
@ -1605,7 +1605,7 @@ EvtScript N(EVS_Move_HealOrSlam) = {
EVT_END_IF EVT_END_IF
EVT_END_IF EVT_END_IF
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE) EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03B0) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HUFF_N_PUFF_INHALE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HuffNPuff_Anim1A) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HuffNPuff_Anim1A)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FACE, ANIM_HuffNPuff_Anim1B) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FACE, ANIM_HuffNPuff_Anim1B)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_ARMS, ANIM_HuffNPuff_Anim1C) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_ARMS, ANIM_HuffNPuff_Anim1C)
@ -1640,14 +1640,14 @@ EvtScript N(EVS_Move_HealOrSlam) = {
EVT_GOTO(0) EVT_GOTO(0)
EVT_END_IF EVT_END_IF
EVT_CALL(RemoveEffect, LVar8) EVT_CALL(RemoveEffect, LVar8)
EVT_CALL(StopSound, SOUND_03B0) EVT_CALL(StopSound, SOUND_HUFF_N_PUFF_INHALE)
EVT_CALL(StopSound, SOUND_BIG_POWER_UP) EVT_CALL(StopSound, SOUND_BIG_POWER_UP)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HuffNPuff_Anim17) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HuffNPuff_Anim17)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FACE, ANIM_HuffNPuff_Anim18) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FACE, ANIM_HuffNPuff_Anim18)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_ARMS, ANIM_HuffNPuff_Anim19) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_ARMS, ANIM_HuffNPuff_Anim19)
EVT_THREAD EVT_THREAD
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_RECOVER_HEART)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEART_BOUNCE) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEART_BOUNCE)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -1715,7 +1715,7 @@ EvtScript N(EVS_Move_HurricaneBreath) = {
EVT_GOTO(1) EVT_GOTO(1)
EVT_END_IF EVT_END_IF
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03B0) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HUFF_N_PUFF_INHALE)
EVT_THREAD EVT_THREAD
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BIG_POWER_UP) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BIG_POWER_UP)
@ -1728,7 +1728,7 @@ EvtScript N(EVS_Move_HurricaneBreath) = {
EVT_CALL(SetBattleCamOffsetZ, 20) EVT_CALL(SetBattleCamOffsetZ, 20)
EVT_CALL(MoveBattleCamOver, 180) EVT_CALL(MoveBattleCamOver, 180)
EVT_WAIT(90) EVT_WAIT(90)
EVT_CALL(StopSound, SOUND_03B0) EVT_CALL(StopSound, SOUND_HUFF_N_PUFF_INHALE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HuffNPuff_Anim1D) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HuffNPuff_Anim1D)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FACE, ANIM_HuffNPuff_Anim1D) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FACE, ANIM_HuffNPuff_Anim1D)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_ARMS, ANIM_HuffNPuff_Anim1E) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_ARMS, ANIM_HuffNPuff_Anim1E)
@ -1736,10 +1736,10 @@ EvtScript N(EVS_Move_HurricaneBreath) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HuffNPuff_Anim20) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HuffNPuff_Anim20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FACE, ANIM_HuffNPuff_Anim21) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FACE, ANIM_HuffNPuff_Anim21)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_ARMS, ANIM_HuffNPuff_Anim22) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_ARMS, ANIM_HuffNPuff_Anim22)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_035D) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_WIND_LOOP)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 15) EVT_CALL(MoveBattleCamOver, 15)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SET(LVarA, LVar0) EVT_SET(LVarA, LVar0)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS) EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -1802,7 +1802,7 @@ EvtScript N(EVS_Move_HurricaneBreath) = {
EVT_WAIT(LVar0) EVT_WAIT(LVar0)
EVT_END_LOOP EVT_END_LOOP
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(StopSound, SOUND_035D) EVT_CALL(StopSound, SOUND_HEAVY_WIND_LOOP)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY) EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF EVT_END_IF
@ -1955,23 +1955,23 @@ EvtScript N(EVS_Move_HurricaneBreath) = {
EVT_WAIT(110) EVT_WAIT(110)
EVT_SET(LVar1, 0) EVT_SET(LVar1, 0)
EVT_END_IF EVT_END_IF
EVT_CALL(StopSound, SOUND_035D) EVT_CALL(StopSound, SOUND_HEAVY_WIND_LOOP)
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_SWITCH(LVar1) EVT_SWITCH(LVar1)
EVT_CASE_EQ(0) EVT_CASE_EQ(0)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_WIND_6, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_WIND_6, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CASE_EQ(1) EVT_CASE_EQ(1)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_WIND_5, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_WIND_5, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CASE_EQ(2) EVT_CASE_EQ(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_WIND_4, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_WIND_4, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CASE_EQ(3) EVT_CASE_EQ(3)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_WIND_3, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_WIND_3, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CASE_EQ(4) EVT_CASE_EQ(4)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_WIND_2, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_WIND_2, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CASE_DEFAULT EVT_CASE_DEFAULT
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_WIND_1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_WIND_1, BS_FLAGS1_TRIGGER_EVENTS)
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)
@ -2095,7 +2095,7 @@ EvtScript N(EVS_Attack_GroundLightning) = {
EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar3, 1, LVar2, LVar4, 1, LVar5, EVT_FLOAT(4.0), 30, 0) EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar3, 1, LVar2, LVar4, 1, LVar5, EVT_FLOAT(4.0), 30, 0)
EVT_END_LOOP EVT_END_LOOP
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -2113,7 +2113,7 @@ EvtScript N(EVS_Attack_GroundLightning) = {
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_QUAKE | DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_GROUND_LIGHTNING, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_QUAKE | DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_GROUND_LIGHTNING, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -2237,8 +2237,8 @@ EvtScript N(EVS_Attack_DirectLightning) = {
EVT_END_IF EVT_END_IF
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(StopSound, SOUND_CHARGE_LIGHTNING) EVT_CALL(StopSound, SOUND_CHARGE_LIGHTNING)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_035B) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HUFF_N_PUFF_FIRE_LIGHTNING)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
EVT_CASE_EQ(HIT_RESULT_LUCKY) EVT_CASE_EQ(HIT_RESULT_LUCKY)
EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC) EVT_CALL(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
@ -2351,7 +2351,7 @@ EvtScript N(EVS_Attack_DirectLightning) = {
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_SHOCK | DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_DIRECT_LIGHTNING, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_DIRECT_LIGHTNING, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -2380,7 +2380,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
EVT_CALL(SetBattleCamOffsetZ, 5) EVT_CALL(SetBattleCamOffsetZ, 5)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03B3) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HUFF_N_PUFF_REAR_UP)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HuffNPuff_Anim1A) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HuffNPuff_Anim1A)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FACE, ANIM_HuffNPuff_Anim1B) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FACE, ANIM_HuffNPuff_Anim1B)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_ARMS, ANIM_HuffNPuff_Anim1C) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_ARMS, ANIM_HuffNPuff_Anim1C)
@ -2388,7 +2388,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HuffNPuff_Anim1D) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HuffNPuff_Anim1D)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FACE, ANIM_HuffNPuff_Anim1E) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FACE, ANIM_HuffNPuff_Anim1E)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_ARMS, ANIM_HuffNPuff_Anim1F) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_ARMS, ANIM_HuffNPuff_Anim1F)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HUFF_N_PUFF_JIGGLE)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ScaleX, LVar0) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ScaleX, LVar0)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ScaleY, LVar1) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ScaleY, LVar1)
EVT_SET(LVarF, 0) EVT_SET(LVarF, 0)
@ -2402,7 +2402,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
EVT_ADD(LVarF, 1) EVT_ADD(LVarF, 1)
EVT_WAIT(1) EVT_WAIT(1)
EVT_END_LOOP EVT_END_LOOP
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HUFF_N_PUFF_JIGGLE)
EVT_LOOP(20) EVT_LOOP(20)
EVT_CALL(N(CosInterpMinMax), LVarF, LVar2, EVT_FLOAT(1.0), EVT_FLOAT(1.2), 10, 0, 0) EVT_CALL(N(CosInterpMinMax), LVarF, LVar2, EVT_FLOAT(1.0), EVT_FLOAT(1.2), 10, 0, 0)
EVT_CALL(N(CosInterpMinMax), LVarF, LVar3, EVT_FLOAT(1.0), EVT_FLOAT(0.8), 10, 0, 0) EVT_CALL(N(CosInterpMinMax), LVarF, LVar3, EVT_FLOAT(1.0), EVT_FLOAT(0.8), 10, 0, 0)
@ -2485,7 +2485,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE)
EVT_THREAD EVT_THREAD
EVT_WAIT(3) EVT_WAIT(3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E9) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_FALLING)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar3) EVT_CALL(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar3)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ScaleY, LVar4) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ScaleY, LVar4)
@ -2494,7 +2494,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar1, LVar4, LVar3) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar1, LVar4, LVar3)
EVT_CALL(FlyToGoal, ACTOR_SELF, 20, 0, EASING_CUBIC_IN) EVT_CALL(FlyToGoal, ACTOR_SELF, 20, 0, EASING_CUBIC_IN)
EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY) EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 3, LVar0, 0, LVar2, 0) EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 3, LVar0, 0, LVar2, 0)
EVT_THREAD EVT_THREAD
@ -2511,7 +2511,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ScaleX, LVar0) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ScaleX, LVar0)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ScaleY, LVar1) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ScaleY, LVar1)
EVT_SET(LVarF, 0) EVT_SET(LVarF, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B7) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HUFF_N_PUFF_WOBBLE)
EVT_LOOP(20) EVT_LOOP(20)
EVT_CALL(N(CosInterpMinMax), LVarF, LVar2, EVT_FLOAT(1.0), EVT_FLOAT(1.5), 10, 0, 0) EVT_CALL(N(CosInterpMinMax), LVarF, LVar2, EVT_FLOAT(1.0), EVT_FLOAT(1.5), 10, 0, 0)
EVT_CALL(N(CosInterpMinMax), LVarF, LVar3, EVT_FLOAT(1.0), EVT_FLOAT(0.5), 10, 0, 0) EVT_CALL(N(CosInterpMinMax), LVarF, LVar3, EVT_FLOAT(1.0), EVT_FLOAT(0.5), 10, 0, 0)
@ -2522,7 +2522,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
EVT_ADD(LVarF, 1) EVT_ADD(LVarF, 1)
EVT_WAIT(1) EVT_WAIT(1)
EVT_END_LOOP EVT_END_LOOP
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B7) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HUFF_N_PUFF_WOBBLE)
EVT_LOOP(20) EVT_LOOP(20)
EVT_CALL(N(CosInterpMinMax), LVarF, LVar2, EVT_FLOAT(1.0), EVT_FLOAT(1.2), 10, 0, 0) EVT_CALL(N(CosInterpMinMax), LVarF, LVar2, EVT_FLOAT(1.0), EVT_FLOAT(1.2), 10, 0, 0)
EVT_CALL(N(CosInterpMinMax), LVarF, LVar3, EVT_FLOAT(1.0), EVT_FLOAT(0.8), 10, 0, 0) EVT_CALL(N(CosInterpMinMax), LVarF, LVar3, EVT_FLOAT(1.0), EVT_FLOAT(0.8), 10, 0, 0)
@ -2597,7 +2597,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
// have each Tuff Puff oscillate after slamming into the ground // have each Tuff Puff oscillate after slamming into the ground
FOR_CHILDREN_ORDERED(HNP_IMPACT_JIGGLE) FOR_CHILDREN_ORDERED(HNP_IMPACT_JIGGLE)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SET(LVarA, LVar0) EVT_SET(LVarA, LVar0)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS) EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -2653,7 +2653,7 @@ EvtScript N(EVS_Attack_GroupSlam) = {
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_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_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -2868,7 +2868,7 @@ EvtScript N(EVS_Attack_TuffPuffSwarm) = {
// have each Tuff Puff squeeze the player // have each Tuff Puff squeeze the player
FOR_CHILDREN_ORDERED(HNP_SQUEEZE_PLAYER) FOR_CHILDREN_ORDERED(HNP_SQUEEZE_PLAYER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -2971,7 +2971,7 @@ EvtScript N(EVS_Attack_TuffPuffSwarm) = {
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, LVarA, DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_CONTACT, 0, 0, 1, BS_FLAGS1_40) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_CONTACT, 0, 0, 1, BS_FLAGS1_NICE_HIT)
EVT_ADD(LVar3, 1) EVT_ADD(LVar3, 1)
EVT_END_IF EVT_END_IF
EVT_IF_GT(LVar3, 1) EVT_IF_GT(LVar3, 1)
@ -3001,7 +3001,7 @@ EvtScript N(EVS_Attack_TuffPuffSwarm) = {
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, LVarA, DAMAGE_TYPE_UNBLOCKABLE | DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_CONTACT, 0, 0, 2, BS_FLAGS1_40) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_UNBLOCKABLE | DAMAGE_TYPE_IGNORE_DEFENSE | DAMAGE_TYPE_NO_CONTACT, 0, 0, 2, BS_FLAGS1_NICE_HIT)
EVT_ADD(LVarD, 1) EVT_ADD(LVarD, 1)
EVT_END_IF EVT_END_IF
EVT_CALL(GetActionSuccessCopy, LVar0) EVT_CALL(GetActionSuccessCopy, LVar0)
@ -3030,7 +3030,7 @@ EvtScript N(EVS_Attack_TuffPuffSwarm) = {
EVT_END_IF EVT_END_IF
EVT_SWITCH(LVarA) EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(HIT_RESULT_HIT) EVT_CASE_OR_EQ(HIT_RESULT_HIT)
EVT_CASE_OR_EQ(HIT_RESULT_1) EVT_CASE_OR_EQ(HIT_RESULT_NICE)
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 20) EVT_CALL(MoveBattleCamOver, 20)

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@ -390,7 +390,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_END_IF EVT_END_IF
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, PRT_ROCK, SOUND_MOLE_THROW) EVT_CALL(PlaySoundAtPart, ACTOR_SELF, PRT_ROCK, SOUND_MOLE_THROW)
EVT_CALL(SetPartSounds, ACTOR_SELF, PRT_ROCK, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE) EVT_CALL(SetPartSounds, ACTOR_SELF, PRT_ROCK, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 3, BS_FLAGS1_TRIGGER_EVENTS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -422,7 +422,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_ROCK, ANIM_MontyMole_Dark_Anim0F) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_ROCK, ANIM_MontyMole_Dark_Anim0F)
EVT_CALL(FlyPartTo, ACTOR_SELF, PRT_ROCK, LVar0, LVar1, LVar2, 0, 20, EASING_LINEAR) EVT_CALL(FlyPartTo, ACTOR_SELF, PRT_ROCK, LVar0, LVar1, LVar2, 0, 20, EASING_LINEAR)
EVT_WAIT(2) EVT_WAIT(2)
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_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)

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@ -294,7 +294,7 @@ EvtScript N(EVS_Attack_SpinyToss) = {
EVT_SETF(LVar3, EVT_FLOAT(1.0)) EVT_SETF(LVar3, EVT_FLOAT(1.0))
EVT_END_IF EVT_END_IF
EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, LVar3, 30, 0) EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, LVar3, 30, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAKILESTER_SUMMON_SPINY) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_SPIKE_SUMMON_SPINY)
EVT_THREAD EVT_THREAD
EVT_LOOP(15) EVT_LOOP(15)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 1, 0, 0) EVT_CALL(SetActorDispOffset, ACTOR_SELF, 1, 0, 0)
@ -315,9 +315,9 @@ EvtScript N(EVS_Attack_SpinyToss) = {
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleLakilester_ThrowSpiny) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleLakilester_ThrowSpiny)
EVT_WAIT(3) EVT_WAIT(3)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, PRT_SPINY_BALL, SOUND_LAKILESTER_THROW_SPINY) EVT_CALL(PlaySoundAtPart, ACTOR_SELF, PRT_SPINY_BALL, SOUND_SPIKE_THROW_SPINY)
EVT_CALL(SetPartSounds, ACTOR_SELF, PRT_SPINY_BALL, ACTOR_SOUND_JUMP, SOUND_NONE, SOUND_NONE) EVT_CALL(SetPartSounds, ACTOR_SELF, PRT_SPINY_BALL, ACTOR_SOUND_JUMP, SOUND_NONE, SOUND_NONE)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -364,7 +364,7 @@ EvtScript N(EVS_Attack_SpinyToss) = {
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_SPINY_BALL, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_SPINY_BALL, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_SPINY_TOSS, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_SPINY_TOSS, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)

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@ -235,7 +235,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(SetDamageSource, DMG_SRC_TUTORIAL_GOOMBARIO) EVT_CALL(SetDamageSource, DMG_SRC_TUTORIAL_GOOMBARIO)
EVT_END_IF EVT_END_IF
EVT_WAIT(2) EVT_WAIT(2)
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_TRIGGER_EVENTS)
EVT_CALL(CloseActionCommandInfo) EVT_CALL(CloseActionCommandInfo)
EVT_SET(LVarF, LVar0) EVT_SET(LVarF, LVar0)
EVT_SWITCH(LVarF) EVT_SWITCH(LVarF)

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@ -272,7 +272,7 @@ EvtScript N(EVS_Idle) = {
EvtScript N(EVS_KnockDownCheck) = { EvtScript N(EVS_KnockDownCheck) = {
EVT_CALL(GetBattleFlags, LVar0) EVT_CALL(GetBattleFlags, LVar0)
EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_PARTNER_ACTING) EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_PARTNER_ACTING)
EVT_IF_FLAG(LVar0, BS_FLAGS1_40 | BS_FLAGS1_200) EVT_IF_FLAG(LVar0, BS_FLAGS1_NICE_HIT | BS_FLAGS1_SUPER_HIT)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ShouldKnockDown, TRUE) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ShouldKnockDown, TRUE)
EVT_END_IF EVT_END_IF
EVT_ELSE EVT_ELSE
@ -283,7 +283,7 @@ EvtScript N(EVS_KnockDownCheck) = {
EVT_CASE_OR_EQ(MOVE_HEADBONK3) EVT_CASE_OR_EQ(MOVE_HEADBONK3)
EVT_CASE_OR_EQ(MOVE_MULTIBONK) EVT_CASE_OR_EQ(MOVE_MULTIBONK)
EVT_CALL(GetBattleFlags, LVar0) EVT_CALL(GetBattleFlags, LVar0)
EVT_IF_FLAG(LVar0, BS_FLAGS1_40 | BS_FLAGS1_200) EVT_IF_FLAG(LVar0, BS_FLAGS1_NICE_HIT | BS_FLAGS1_SUPER_HIT)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ShouldKnockDown, TRUE) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ShouldKnockDown, TRUE)
EVT_END_IF EVT_END_IF
EVT_END_CASE_GROUP EVT_END_CASE_GROUP
@ -840,7 +840,7 @@ EvtScript N(EVS_Move_HealOne) = {
EVT_WAIT(5) EVT_WAIT(5)
EVT_THREAD EVT_THREAD
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, LVarB, SOUND_206D) EVT_CALL(PlaySoundAtActor, LVarB, SOUND_RECOVER_HEART)
EVT_CALL(PlaySoundAtActor, LVarB, SOUND_HEART_BOUNCE) EVT_CALL(PlaySoundAtActor, LVarB, SOUND_HEART_BOUNCE)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, LVarB, SOUND_STAR_BOUNCE_A) EVT_CALL(PlaySoundAtActor, LVarB, SOUND_STAR_BOUNCE_A)
@ -933,7 +933,7 @@ EvtScript N(EVS_Move_HealAll) = {
EVT_IF_EQ(LFlag0, FALSE) EVT_IF_EQ(LFlag0, FALSE)
EVT_THREAD EVT_THREAD
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, LVar0, SOUND_206D) EVT_CALL(PlaySoundAtActor, LVar0, SOUND_RECOVER_HEART)
EVT_CALL(PlaySoundAtActor, LVar0, SOUND_HEART_BOUNCE) EVT_CALL(PlaySoundAtActor, LVar0, SOUND_HEART_BOUNCE)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, LVar0, SOUND_STAR_BOUNCE_A) EVT_CALL(PlaySoundAtActor, LVar0, SOUND_STAR_BOUNCE_A)
@ -1027,7 +1027,7 @@ EvtScript N(EVS_Attack_MagicBlast) = {
EVT_PLAY_EFFECT(EFFECT_GATHER_MAGIC, 0, LVar0, LVar1, LVar2, EVT_FLOAT(0.5), 30, 0) EVT_PLAY_EFFECT(EFFECT_GATHER_MAGIC, 0, LVar0, LVar1, LVar2, EVT_FLOAT(0.5), 30, 0)
EVT_END_IF EVT_END_IF
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar9, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar9, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar9) EVT_SWITCH(LVar9)
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)
@ -1155,10 +1155,10 @@ EvtScript N(EVS_Attack_MagicBlast) = {
EVT_WAIT(18) EVT_WAIT(18)
EVT_IF_EQ(LFlag0, TRUE) EVT_IF_EQ(LFlag0, TRUE)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, 0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, 0, BS_FLAGS1_TRIGGER_EVENTS)
EVT_ELSE EVT_ELSE
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_MAGIC_BLAST, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_MAGIC_BLAST, BS_FLAGS1_TRIGGER_EVENTS)
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)
@ -1591,7 +1591,7 @@ EvtScript N(EVS_Move_TryBoostAttack) = {
EVT_WAIT(5) EVT_WAIT(5)
EVT_THREAD EVT_THREAD
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, LVar8, SOUND_02DD) EVT_CALL(PlaySoundAtActor, LVar8, SOUND_MAGIKOOPA_POWER_UP)
EVT_END_THREAD EVT_END_THREAD
EVT_THREAD EVT_THREAD
EVT_CALL(FreezeBattleState, TRUE) EVT_CALL(FreezeBattleState, TRUE)
@ -1704,7 +1704,7 @@ EvtScript N(EVS_Move_TryBoostDefense) = {
EVT_WAIT(5) EVT_WAIT(5)
EVT_THREAD EVT_THREAD
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, LVar8, SOUND_02DD) EVT_CALL(PlaySoundAtActor, LVar8, SOUND_MAGIKOOPA_POWER_UP)
EVT_END_THREAD EVT_END_THREAD
EVT_THREAD EVT_THREAD
EVT_CALL(FreezeBattleState, TRUE) EVT_CALL(FreezeBattleState, TRUE)
@ -1935,7 +1935,7 @@ EvtScript N(EVS_Move_TryTransparent) = {
EVT_WAIT(5) EVT_WAIT(5)
EVT_THREAD EVT_THREAD
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, LVar8, SOUND_02DB) EVT_CALL(PlaySoundAtActor, LVar8, SOUND_MAGIKOOPA_VANISH)
EVT_END_THREAD EVT_END_THREAD
EVT_THREAD EVT_THREAD
EVT_CALL(FreezeBattleState, TRUE) EVT_CALL(FreezeBattleState, TRUE)

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@ -615,7 +615,7 @@ EvtScript N(EVS_Chomp_SpinSmashHit) = {
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0))
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_IGNORE_DEFENSE, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_IGNORE_DEFENSE, 0, 0, 1, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.1)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.1))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -700,7 +700,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_ChainChomp_SlowBite) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_ChainChomp_SlowBite)
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_ACTOR_HURT) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_ACTOR_HURT)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -780,7 +780,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetPartPos, ACTOR_SELF, PRT_TARGET, LVar0, LVar1, LVar2) EVT_CALL(SetPartPos, ACTOR_SELF, PRT_TARGET, LVar0, LVar1, LVar2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_CHOMP_BITE, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_CHOMP_BITE, BS_FLAGS1_TRIGGER_EVENTS)
EVT_SWITCH(LVarF) EVT_SWITCH(LVarF)
EVT_CASE_DEFAULT EVT_CASE_DEFAULT
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)

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@ -489,7 +489,7 @@ EvtScript N(EVS_TemporaryKnockout) = {
EVT_RETURN EVT_RETURN
EVT_END_IF EVT_END_IF
EVT_CALL(HideHealthBar, ACTOR_SELF) EVT_CALL(HideHealthBar, ACTOR_SELF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E3) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_ACTOR_WITHER)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Hurt) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Hurt)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.9)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.9))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -506,14 +506,14 @@ EvtScript N(EVS_TemporaryKnockout) = {
EVT_CALL(SetPartScale, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0)) EVT_CALL(SetPartScale, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(StartRumble, BTL_RUMBLE_LONG) EVT_CALL(StartRumble, BTL_RUMBLE_LONG)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_ACTOR_COLLAPSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Fall) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Fall)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 40) EVT_ADD(LVar1, 40)
EVT_PLAY_EFFECT(EFFECT_STARS_ORBITING, 0, LVar0, LVar1, LVar2, 20, 4, LVarF, 0) EVT_PLAY_EFFECT(EFFECT_STARS_ORBITING, 0, LVar0, LVar1, LVar2, 20, 4, LVarF, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Dizzy) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Dizzy)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KNOCKOUT_CHIRPING)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(RemoveEffect, LVarF) EVT_CALL(RemoveEffect, LVarF)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Stunned, TRUE) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Stunned, TRUE)
@ -630,9 +630,9 @@ EvtScript N(EVS_Attack_ThrowShell) = {
EVT_CALL(JumpPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 5, TRUE) EVT_CALL(JumpPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 5, TRUE)
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(SetAnimation, ACTOR_SELF, LVar9, ANIM_BuzzyBeetle_Anim05) EVT_CALL(SetAnimation, ACTOR_SELF, LVar9, ANIM_BuzzyBeetle_Anim05)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_02F9) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_TOSS)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -669,7 +669,7 @@ EvtScript N(EVS_Attack_ThrowShell) = {
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar9, EVT_FLOAT(0.2)) EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar9, EVT_FLOAT(0.2))
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 30, EASING_LINEAR) EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 30, EASING_LINEAR)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar8, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_THROW_SHELL, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar8, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_THROW_SHELL, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 55) EVT_SUB(LVar0, 55)
@ -714,7 +714,7 @@ EvtScript N(EVS_Attack_DropDebris) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_END_IF EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E1) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_TUTANKOOPA_MAGIC)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Shout) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Shout)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20) EVT_ADD(LVar1, 20)
@ -722,7 +722,7 @@ EvtScript N(EVS_Attack_DropDebris) = {
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 70) EVT_CALL(MoveBattleCamOver, 70)
EVT_CALL(PlaySound, SOUND_LEVITATE) EVT_CALL(PlaySound, SOUND_SPOOKY_LEVITATE)
EVT_PLAY_EFFECT(EFFECT_CHOMP_DROP, 0, 0, 60, 0, EVT_FLOAT(0.2), 0, EVT_FLOAT(1.4), 255, EVT_FLOAT(0.1), 150, 0) EVT_PLAY_EFFECT(EFFECT_CHOMP_DROP, 0, 0, 60, 0, EVT_FLOAT(0.2), 0, EVT_FLOAT(1.4), 255, EVT_FLOAT(0.1), 150, 0)
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0) EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0)
@ -730,14 +730,14 @@ EvtScript N(EVS_Attack_DropDebris) = {
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE) EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Flail) EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Flail)
EVT_WAIT(49) EVT_WAIT(49)
EVT_CALL(PlaySound, SOUND_20E9) EVT_CALL(PlaySound, SOUND_HEAVY_NPC_FALLING)
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Toss) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Toss)
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Crouch) EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Crouch)
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(StartRumble, BTL_RUMBLE_PLAYER_EXTREME) EVT_CALL(StartRumble, BTL_RUMBLE_PLAYER_EXTREME)
EVT_CALL(PlaySound, SOUND_20EA) EVT_CALL(PlaySound, SOUND_HEAVY_NPC_LANDING)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(4.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(4.0))
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Question) EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Question)
@ -747,10 +747,10 @@ EvtScript N(EVS_Attack_DropDebris) = {
EVT_CALL(PlaySound, SOUND_ILLUSION_DISSOLVE) EVT_CALL(PlaySound, SOUND_ILLUSION_DISSOLVE)
EVT_ELSE EVT_ELSE
EVT_WAIT(50) EVT_WAIT(50)
EVT_CALL(PlaySound, SOUND_20E9) EVT_CALL(PlaySound, SOUND_HEAVY_NPC_FALLING)
EVT_WAIT(18) EVT_WAIT(18)
EVT_CALL(StartRumble, BTL_RUMBLE_PLAYER_EXTREME) EVT_CALL(StartRumble, BTL_RUMBLE_PLAYER_EXTREME)
EVT_CALL(PlaySound, SOUND_20EA) EVT_CALL(PlaySound, SOUND_HEAVY_NPC_LANDING)
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(PlaySound, SOUND_ILLUSION_DISSOLVE) EVT_CALL(PlaySound, SOUND_ILLUSION_DISSOLVE)
EVT_END_IF EVT_END_IF
@ -795,7 +795,7 @@ EvtScript N(EVS_DropDebris_Self) = {
EVT_CALL(SetPartPos, ACTOR_SELF, PRT_DEBRIS_3, LVar0, LVar3, LVar2) EVT_CALL(SetPartPos, ACTOR_SELF, PRT_DEBRIS_3, LVar0, LVar3, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_3, ACTOR_PART_FLAG_INVISIBLE, FALSE) EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_3, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_3, ANIM_Tutankoopa_RockStill) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_3, ANIM_Tutankoopa_RockStill)
EVT_CALL(PlaySound, SOUND_20EB) EVT_CALL(PlaySound, SOUND_TUTANKOOPA_DEBRIS_FALL)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_DEBRIS_3, EVT_FLOAT(8.0)) EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_DEBRIS_3, EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_DEBRIS_3, EVT_FLOAT(0.3)) EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_DEBRIS_3, EVT_FLOAT(0.3))
EVT_CALL(FallPartTo, ACTOR_SELF, PRT_DEBRIS_3, LVar0, LVar1, LVar2, 20) EVT_CALL(FallPartTo, ACTOR_SELF, PRT_DEBRIS_3, LVar0, LVar1, LVar2, 20)
@ -813,14 +813,14 @@ EvtScript N(EVS_DropDebris_Self) = {
EVT_END_IF EVT_END_IF
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_HittingSelf, TRUE) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_HittingSelf, TRUE)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_IGNORE_DEFENSE, 0, 0, DMG_DROP_DEBRIS_SELF, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_IGNORE_DEFENSE, 0, 0, DMG_DROP_DEBRIS_SELF, BS_FLAGS1_TRIGGER_EVENTS)
EVT_RETURN EVT_RETURN
EVT_END EVT_END
}; };
EvtScript N(EVS_DropDebris_Players) = { EvtScript N(EVS_DropDebris_Players) = {
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER) EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -830,7 +830,7 @@ EvtScript N(EVS_DropDebris_Players) = {
EVT_SUB(LVar0, 150) EVT_SUB(LVar0, 150)
EVT_CALL(RandInt, 90, LVar1) EVT_CALL(RandInt, 90, LVar1)
EVT_SUB(LVar0, 40) EVT_SUB(LVar0, 40)
EVT_CALL(PlaySound, SOUND_20EB) EVT_CALL(PlaySound, SOUND_TUTANKOOPA_DEBRIS_FALL)
EVT_CALL(SpawnFallingRock, LVar0, 0, LVar1) EVT_CALL(SpawnFallingRock, LVar0, 0, LVar1)
EVT_CALL(RandInt, 5, LVar0) EVT_CALL(RandInt, 5, LVar0)
EVT_ADD(LVar0, 5) EVT_ADD(LVar0, 5)
@ -838,14 +838,14 @@ EvtScript N(EVS_DropDebris_Players) = {
EVT_END_LOOP EVT_END_LOOP
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER) EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarB, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarB, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVarB) EVT_SWITCH(LVarB)
EVT_CASE_EQ(HIT_RESULT_MISS) EVT_CASE_EQ(HIT_RESULT_MISS)
EVT_RETURN EVT_RETURN
EVT_CASE_DEFAULT EVT_CASE_DEFAULT
EVT_CALL(FreezeBattleState, TRUE) EVT_CALL(FreezeBattleState, TRUE)
EVT_THREAD EVT_THREAD
EVT_CALL(PlaySound, SOUND_20EB) EVT_CALL(PlaySound, SOUND_TUTANKOOPA_DEBRIS_FALL)
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(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -873,14 +873,14 @@ EvtScript N(EVS_DropDebris_Players) = {
EVT_CALL(SetPartPos, ACTOR_SELF, PRT_DEBRIS_2, LVar4, LVar7, LVar6) EVT_CALL(SetPartPos, ACTOR_SELF, PRT_DEBRIS_2, LVar4, LVar7, LVar6)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_2, ACTOR_PART_FLAG_INVISIBLE, FALSE) EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_2, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_2, ANIM_Tutankoopa_RockStill) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_2, ANIM_Tutankoopa_RockStill)
EVT_CALL(PlaySound, SOUND_20EB) EVT_CALL(PlaySound, SOUND_TUTANKOOPA_DEBRIS_FALL)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_DEBRIS_2, EVT_FLOAT(8.0)) EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_DEBRIS_2, EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_DEBRIS_2, EVT_FLOAT(0.3)) EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_DEBRIS_2, EVT_FLOAT(0.3))
EVT_CALL(FallPartTo, ACTOR_SELF, PRT_DEBRIS_2, LVar4, LVar5, LVar6, 20) EVT_CALL(FallPartTo, ACTOR_SELF, PRT_DEBRIS_2, LVar4, LVar5, LVar6, 20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_1, ANIM_Tutankoopa_RockShatter) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_1, ANIM_Tutankoopa_RockShatter)
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_NO_CONTACT, 0, 0, DMG_DROP_DEBRIS_PARTNER, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_DROP_DEBRIS_PARTNER, BS_FLAGS1_TRIGGER_EVENTS)
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_2, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(FreezeBattleState, FALSE) EVT_CALL(FreezeBattleState, FALSE)
@ -895,7 +895,7 @@ EvtScript N(EVS_DropDebris_Players) = {
EVT_SUB(LVar0, 150) EVT_SUB(LVar0, 150)
EVT_CALL(RandInt, 90, LVar1) EVT_CALL(RandInt, 90, LVar1)
EVT_SUB(LVar0, 40) EVT_SUB(LVar0, 40)
EVT_CALL(PlaySound, SOUND_20EB) EVT_CALL(PlaySound, SOUND_TUTANKOOPA_DEBRIS_FALL)
EVT_CALL(SpawnFallingRock, LVar0, 0, LVar1) EVT_CALL(SpawnFallingRock, LVar0, 0, LVar1)
EVT_CALL(RandInt, 5, LVar0) EVT_CALL(RandInt, 5, LVar0)
EVT_ADD(LVar0, 5) EVT_ADD(LVar0, 5)
@ -914,18 +914,18 @@ EvtScript N(EVS_DropDebris_Players) = {
EVT_CALL(SetPartPos, ACTOR_SELF, PRT_DEBRIS_2, LVar4, LVar7, LVar6) EVT_CALL(SetPartPos, ACTOR_SELF, PRT_DEBRIS_2, LVar4, LVar7, LVar6)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_2, ACTOR_PART_FLAG_INVISIBLE, FALSE) EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_2, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_2, ANIM_Tutankoopa_RockStill) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_2, ANIM_Tutankoopa_RockStill)
EVT_CALL(PlaySound, SOUND_20EB) EVT_CALL(PlaySound, SOUND_TUTANKOOPA_DEBRIS_FALL)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_DEBRIS_2, EVT_FLOAT(8.0)) EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_DEBRIS_2, EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_DEBRIS_2, EVT_FLOAT(0.3)) EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_DEBRIS_2, EVT_FLOAT(0.3))
EVT_CALL(FallPartTo, ACTOR_SELF, PRT_DEBRIS_2, LVar4, LVar5, LVar6, 20) EVT_CALL(FallPartTo, ACTOR_SELF, PRT_DEBRIS_2, LVar4, LVar5, LVar6, 20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_1, ANIM_Tutankoopa_RockShatter) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_1, ANIM_Tutankoopa_RockShatter)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER) EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_DROP_DEBRIS_PARTNER, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_DROP_DEBRIS_PARTNER, BS_FLAGS1_TRIGGER_EVENTS)
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_2, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(FreezeBattleState, FALSE) EVT_CALL(FreezeBattleState, FALSE)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(PlaySound, SOUND_20EB) EVT_CALL(PlaySound, SOUND_TUTANKOOPA_DEBRIS_FALL)
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(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -941,7 +941,7 @@ EvtScript N(EVS_DropDebris_Players) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_1, ANIM_Tutankoopa_RockShatter) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_DEBRIS_1, ANIM_Tutankoopa_RockShatter)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER) EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_DROP_DEBRIS_PLAYER, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_DROP_DEBRIS_PLAYER, BS_FLAGS1_TRIGGER_EVENTS)
EVT_WAIT(19) EVT_WAIT(19)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_1, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_DEBRIS_1, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_IF_EQ(LVar0, HIT_RESULT_10) EVT_IF_EQ(LVar0, HIT_RESULT_10)
@ -1152,7 +1152,7 @@ EvtScript N(EVS_LevitateToHomePos) = {
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Unknown, 0) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Unknown, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_13) EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_13)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E1) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_TUTANKOOPA_MAGIC)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Levitate) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Tutankoopa_Levitate)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20) EVT_ADD(LVar1, 20)
@ -1160,7 +1160,7 @@ EvtScript N(EVS_LevitateToHomePos) = {
EVT_WAIT(45) EVT_WAIT(45)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 60) EVT_CALL(MoveBattleCamOver, 60)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_TUTANKOOPA_LEVITATE)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.1)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.1))
EVT_CALL(SetGoalPos, ACTOR_SELF, 97, 70, 15) EVT_CALL(SetGoalPos, ACTOR_SELF, 97, 70, 15)
EVT_CALL(JumpToGoal, ACTOR_SELF, 45, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 45, FALSE, TRUE, FALSE)

View File

@ -344,11 +344,11 @@ EvtScript N(EVS_Attack_WindBlast) = {
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim02) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim02)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_COS_IN_OUT) EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_COS_IN_OUT)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_NO_CONTACT, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_NO_CONTACT, 0, 1, BS_FLAGS1_TRIGGER_EVENTS)
EVT_SWITCH(LVarA) EVT_SWITCH(LVarA)
EVT_CASE_EQ(HIT_RESULT_MISS) EVT_CASE_EQ(HIT_RESULT_MISS)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER) EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_NO_CONTACT, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_NO_CONTACT, 0, 1, BS_FLAGS1_TRIGGER_EVENTS)
EVT_SWITCH(LVarA) EVT_SWITCH(LVarA)
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)
@ -357,7 +357,7 @@ EvtScript N(EVS_Attack_WindBlast) = {
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim13) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim13)
EVT_WAIT(6) EVT_WAIT(6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F0) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_WHIRLWIND)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 50) EVT_CALL(MoveBattleCamOver, 50)
EVT_THREAD EVT_THREAD
@ -393,7 +393,7 @@ EvtScript N(EVS_Attack_WindBlast) = {
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim13) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim13)
EVT_WAIT(6) EVT_WAIT(6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F0) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_WHIRLWIND)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_4000, FALSE) EVT_CALL(SetBattleFlagBits, BS_FLAGS1_4000, FALSE)
EVT_CALL(action_command_whirlwind_start, 0, 88 * DT, 3) EVT_CALL(action_command_whirlwind_start, 0, 88 * DT, 3)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19) EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
@ -437,7 +437,7 @@ EvtScript N(EVS_Attack_WindBlast) = {
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_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_UNBLOCKABLE | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_TRIGGER_EVENTS)
EVT_END_IF EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim01) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim01)
EVT_WAIT(25) EVT_WAIT(25)
@ -458,7 +458,7 @@ EvtScript N(EVS_Attack_WindBlast) = {
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim13) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim13)
EVT_WAIT(6) EVT_WAIT(6)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F0) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_WHIRLWIND)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_4000, FALSE) EVT_CALL(SetBattleFlagBits, BS_FLAGS1_4000, FALSE)
EVT_CALL(action_command_whirlwind_start, 0, 88 * DT, 3) EVT_CALL(action_command_whirlwind_start, 0, 88 * DT, 3)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19) EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
@ -515,14 +515,14 @@ EvtScript N(EVS_Attack_WindBlast) = {
EVT_CALL(GetActionQuality, LVar1) EVT_CALL(GetActionQuality, 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_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_UNBLOCKABLE | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_TRIGGER_EVENTS)
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_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_UNBLOCKABLE | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_TRIGGER_EVENTS)
EVT_END_IF EVT_END_IF
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim01) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim01)
EVT_WAIT(25) EVT_WAIT(25)
@ -583,7 +583,7 @@ EvtScript N(EVS_Attack_FeatherFling) = {
EVT_ADD(LVar0, 24) EVT_ADD(LVar0, 24)
EVT_ADD(LVar1, 24) EVT_ADD(LVar1, 24)
EVT_PLAY_EFFECT(EFFECT_SHINY_FLARE, 0, LVar0, LVar1, LVar2, EVT_FLOAT(0.6), 0, 0) EVT_PLAY_EFFECT(EFFECT_SHINY_FLARE, 0, LVar0, LVar1, LVar2, EVT_FLOAT(0.6), 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F3) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_SMALL_LENS_FLARE)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(SetPartSounds, ACTOR_SELF, PRT_FEATHER_1, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE) EVT_CALL(SetPartSounds, ACTOR_SELF, PRT_FEATHER_1, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE)
EVT_CALL(SetPartSounds, ACTOR_SELF, PRT_FEATHER_2, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE) EVT_CALL(SetPartSounds, ACTOR_SELF, PRT_FEATHER_2, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE)
@ -611,8 +611,8 @@ EvtScript N(EVS_Attack_FeatherFling) = {
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_FEATHER_2, EVT_FLOAT(0.1)) EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_FEATHER_2, EVT_FLOAT(0.1))
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_FEATHER_3, EVT_FLOAT(6.0)) EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_FEATHER_3, EVT_FLOAT(6.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_FEATHER_3, EVT_FLOAT(0.1)) EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_FEATHER_3, EVT_FLOAT(0.1))
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_THROW)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 2, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 2, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -680,7 +680,7 @@ EvtScript N(EVS_Attack_FeatherFling) = {
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(FlyPartTo, ACTOR_SELF, PRT_FEATHER_1, LVar0, LVar1, LVar2, 6, 0, EASING_LINEAR) EVT_CALL(FlyPartTo, ACTOR_SELF, PRT_FEATHER_1, LVar0, LVar1, LVar2, 6, 0, EASING_LINEAR)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_FEATHER, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_FEATHER, BS_FLAGS1_TRIGGER_EVENTS)
EVT_SET(LVarF, LVar0) EVT_SET(LVarF, LVar0)
EVT_SWITCH(LVarF) EVT_SWITCH(LVarF)
EVT_CASE_DEFAULT EVT_CASE_DEFAULT
@ -814,7 +814,7 @@ EvtScript N(EVS_Attack_GrappleDrop) = {
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim02) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim02)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_COS_IN_OUT) EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_COS_IN_OUT)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 4, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 4, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -823,13 +823,13 @@ EvtScript N(EVS_Attack_GrappleDrop) = {
EVT_CALL(SetBattleCamZoom, 240) EVT_CALL(SetBattleCamZoom, 240)
EVT_CALL(SetBattleCamOffsetZ, -10) EVT_CALL(SetBattleCamOffsetZ, -10)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F1) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_WINDUP)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F2) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_DIVE)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -45, -20, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, -45, -20, 0)
@ -852,20 +852,20 @@ EvtScript N(EVS_Attack_GrappleDrop) = {
EVT_CALL(SetBattleCamZoom, 240) EVT_CALL(SetBattleCamZoom, 240)
EVT_CALL(SetBattleCamOffsetZ, -10) EVT_CALL(SetBattleCamOffsetZ, -10)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F1) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_WINDUP)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F2) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_DIVE)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -15, -10, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, -15, -10, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim18) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim18)
EVT_CALL(FlyToGoal, ACTOR_SELF, 8, -5, EASING_LINEAR) EVT_CALL(FlyToGoal, ACTOR_SELF, 8, -5, EASING_LINEAR)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_DROP, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_DROP, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 40, 10, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, 40, 10, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
@ -910,13 +910,13 @@ EvtScript N(EVS_Attack_GrappleDrop) = {
EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2) EVT_CALL(SetBattleCamTarget, LVar0, LVar1, LVar2)
EVT_CALL(MoveBattleCamOver, 20) EVT_CALL(MoveBattleCamOver, 20)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F1) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_WINDUP)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F2) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_DIVE)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -15, -10, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, -15, -10, 0)
@ -924,9 +924,9 @@ EvtScript N(EVS_Attack_GrappleDrop) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim18) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim18)
EVT_CALL(FlyToGoal, ACTOR_SELF, 8, -5, EASING_LINEAR) EVT_CALL(FlyToGoal, ACTOR_SELF, 8, -5, EASING_LINEAR)
EVT_IF_EQ(LVarA, HIT_RESULT_HIT_STATIC) EVT_IF_EQ(LVarA, HIT_RESULT_HIT_STATIC)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_DROP, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_DROP, BS_FLAGS1_TRIGGER_EVENTS)
EVT_END_IF EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F5) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_GRAB)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim16) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim16)
EVT_CALL(N(StartRumbleWithParams), 180, 20) EVT_CALL(N(StartRumbleWithParams), 180, 20)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE) EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
@ -994,7 +994,7 @@ EvtScript N(EVS_Attack_GrappleDrop) = {
EVT_CALL(PlayerFallToGoal, 24) EVT_CALL(PlayerFallToGoal, 24)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE) EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_DROP, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_DROP, BS_FLAGS1_TRIGGER_EVENTS)
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)
@ -1064,19 +1064,19 @@ EvtScript N(EVS_Attack_ClawSwipe) = {
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim02) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim02)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -15, EASING_COS_IN_OUT) EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -15, EASING_COS_IN_OUT)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 3, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 3, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
EVT_SET(LVarA, LVar0) EVT_SET(LVarA, LVar0)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F1) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_WINDUP)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F2) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_DIVE)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -45, -20, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, -45, -20, 0)
@ -1096,13 +1096,13 @@ EvtScript N(EVS_Attack_ClawSwipe) = {
EVT_END_CASE_GROUP EVT_END_CASE_GROUP
EVT_END_SWITCH EVT_END_SWITCH
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F1) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_WINDUP)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F2) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BUZZAR_DIVE)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -5, -10, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, -5, -10, 0)
@ -1110,7 +1110,7 @@ EvtScript N(EVS_Attack_ClawSwipe) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim18) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Buzzar_Anim18)
EVT_CALL(FlyToGoal, ACTOR_SELF, 8, 0, EASING_LINEAR) EVT_CALL(FlyToGoal, ACTOR_SELF, 8, 0, EASING_LINEAR)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_SWIPE, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_SWIPE, BS_FLAGS1_TRIGGER_EVENTS)
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)

View File

@ -603,9 +603,9 @@ EvtScript N(EVS_Attack_Leap) = {
EVT_EXEC_WAIT(EVS_Enemy_HopToPos) EVT_EXEC_WAIT(EVS_Enemy_HopToPos)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Fuzzipede_Anim12) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Fuzzipede_Anim12)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_FUZZIPEDE_LEAP)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVarF) EVT_SWITCH(LVarF)
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)
@ -667,7 +667,7 @@ EvtScript N(EVS_Attack_Leap) = {
EVT_WAIT(1) EVT_WAIT(1)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF) EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_LEAP, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_LEAP, BS_FLAGS1_TRIGGER_EVENTS)
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)
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))
@ -767,9 +767,9 @@ EvtScript N(EVS_Attack_DisableTackle) = {
EVT_EXEC_WAIT(EVS_Enemy_HopToPos) EVT_EXEC_WAIT(EVS_Enemy_HopToPos)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Fuzzipede_Anim12) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Fuzzipede_Anim12)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_FUZZIPEDE_STRIKE)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVarF) EVT_SWITCH(LVarF)
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)
@ -837,7 +837,7 @@ EvtScript N(EVS_Attack_DisableTackle) = {
EVT_WAIT(1) EVT_WAIT(1)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF) EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_DISABLE, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_DISABLE, BS_FLAGS1_TRIGGER_EVENTS)
EVT_THREAD EVT_THREAD
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)
@ -900,7 +900,7 @@ EvtScript N(EVS_Attack_DisableTackle) = {
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_CommandLossState, AVAL_LossState_ShowMessage) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_CommandLossState, AVAL_LossState_ShowMessage)
EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 0, 0) EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 0, 0)
EVT_CALL(N(StartRumbleWithParams), 200, 10) EVT_CALL(N(StartRumbleWithParams), 200, 10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DC) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_COMMAND_LOSS)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Fuzzipede_Anim13) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Fuzzipede_Anim13)
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Fuzzipede_Anim04) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Fuzzipede_Anim04)
@ -947,7 +947,7 @@ EvtScript N(EVS_Recover) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Fuzzipede_Anim04) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Fuzzipede_Anim04)
EVT_THREAD EVT_THREAD
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_RECOVER_HEART)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEART_BOUNCE) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEART_BOUNCE)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_STAR_BOUNCE_A) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_STAR_BOUNCE_A)

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@ -130,21 +130,21 @@ EvtScript N(EVS_Init) = {
EVT_END EVT_END
}; };
s32 N(unknownCounter) = 0; s32 N(BobPhase) = 0;
API_CALLABLE(N(unknownFunction)) { API_CALLABLE(N(AddFlightBobbing)) {
Actor* actor = get_actor(script->owner1.actorID); Actor* actor = get_actor(script->owner1.actorID);
N(unknownCounter) += 9; N(BobPhase) += 9;
N(unknownCounter) = clamp_angle(N(unknownCounter)); N(BobPhase) = clamp_angle(N(BobPhase));
actor->verticalRenderOffset = sin_rad(DEG_TO_RAD(N(unknownCounter))) * 3.0f; actor->verticalRenderOffset = sin_rad(DEG_TO_RAD(N(BobPhase))) * 3.0f;
return ApiStatus_DONE2; return ApiStatus_DONE2;
} }
EvtScript N(EVS_Idle) = { EvtScript N(EVS_Idle) = {
EVT_LOOP(0) EVT_LOOP(0)
EVT_CALL(N(unknownFunction)) EVT_CALL(N(AddFlightBobbing))
EVT_WAIT(1) EVT_WAIT(1)
EVT_END_LOOP EVT_END_LOOP
EVT_RETURN EVT_RETURN
@ -185,7 +185,6 @@ EvtScript N(EVS_HandleEvent) = {
}; };
#include "world/common/todo/SetEntityPositionF.inc.c" #include "world/common/todo/SetEntityPositionF.inc.c"
#include "world/common/todo/GetEntityPosition.inc.c" #include "world/common/todo/GetEntityPosition.inc.c"
API_CALLABLE(N(BlockAppear)) { API_CALLABLE(N(BlockAppear)) {
@ -271,7 +270,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleKammy_Anim07) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleKammy_Anim07)
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_207A) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KAMMY_SUMMON_MAGIC)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 25) EVT_SUB(LVar0, 25)
EVT_ADD(LVar1, 40) EVT_ADD(LVar1, 40)
@ -281,7 +280,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(SetBattleCamTarget, 80, 95, 15) EVT_CALL(SetBattleCamTarget, 80, 95, 15)
EVT_CALL(SetBattleCamZoom, 340) EVT_CALL(SetBattleCamZoom, 340)
EVT_CALL(MoveBattleCamOver, 60) EVT_CALL(MoveBattleCamOver, 60)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_207B) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KAMMY_SUMMON_BLOCK)
EVT_SUB(LVar0, 15) EVT_SUB(LVar0, 15)
EVT_ADD(LVar1, 30) EVT_ADD(LVar1, 30)
EVT_SET(LVar3, LVar1) EVT_SET(LVar3, LVar1)
@ -301,7 +300,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_THREAD EVT_THREAD
EVT_CALL(N(FadeInScreenBlur)) EVT_CALL(N(FadeInScreenBlur))
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_207C) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KAMMY_RAISE_OBJECT)
EVT_CALL(N(GetEntityPosition), LVar9, LVar2, LVar3, LVar4) EVT_CALL(N(GetEntityPosition), LVar9, LVar2, LVar3, LVar4)
EVT_CALL(MakeLerp, LVar3, 300, 20, EASING_QUADRATIC_IN) EVT_CALL(MakeLerp, LVar3, 300, 20, EASING_QUADRATIC_IN)
EVT_LOOP(0) EVT_LOOP(0)
@ -328,7 +327,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(N(FadeOutScreenBlur)) EVT_CALL(N(FadeOutScreenBlur))
EVT_END_CHILD_THREAD EVT_END_CHILD_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_207D) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KAMMY_LOWER_OBJECT)
EVT_SET(LVar5, LVar1) EVT_SET(LVar5, LVar1)
EVT_ADD(LVar5, 200) EVT_ADD(LVar5, 200)
EVT_CALL(N(SetEntityPositionF), LVar9, LVar0, LVar5, LVar2) EVT_CALL(N(SetEntityPositionF), LVar9, LVar0, LVar5, LVar2)
@ -358,7 +357,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_END_CHILD_THREAD EVT_END_CHILD_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleKammy_Anim05) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleKammy_Anim05)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_BLOCK_DROP, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_BLOCK_DROP, BS_FLAGS1_TRIGGER_EVENTS)
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)
@ -517,13 +516,13 @@ EvtScript N(EVS_Death) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_ACTOR_COLLAPSE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_01) EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_01)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KNOCKOUT_CHIRPING)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SEEING_STARS) EVT_CALL(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SEEING_STARS)

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@ -318,7 +318,7 @@ EvtScript N(EVS_TakeTurn_Inner) = {
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0) EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_GoombaBros_Blue_Midair) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_GoombaBros_Blue_Midair)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -430,7 +430,7 @@ EvtScript N(EVS_TakeTurn_Inner) = {
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.3), EVT_FLOAT(0.5), EVT_FLOAT(1.0)) EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.3), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
EVT_WAIT(1) EVT_WAIT(1)
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_HEADBONK, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_HEADBONK, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)

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@ -309,7 +309,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0) EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_GoombaBros_Blue_Midair) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_GoombaBros_Blue_Midair)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -421,7 +421,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.3), EVT_FLOAT(0.5), EVT_FLOAT(1.0)) EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.3), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
EVT_WAIT(1) EVT_WAIT(1)
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_HEADBONK, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_HEADBONK, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)

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@ -240,13 +240,13 @@ EvtScript A(EVS_Lee_ShockKnockback) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.4)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.4))
EVT_CALL(AddGoalPos, ACTOR_SELF, 30, 0, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, 30, 0, 0)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_B)
EVT_CALL(AddGoalPos, ACTOR_SELF, 15, 0, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, 15, 0, 0)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_B)
EVT_CALL(AddGoalPos, ACTOR_SELF, 5, 0, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, 5, 0, 0)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_B)
EVT_RETURN EVT_RETURN
EVT_END EVT_END
}; };
@ -414,9 +414,9 @@ EvtScript N(EVS_Attack_SpinSwipe) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_GoombaKing_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_GoombaKing_Idle)
EVT_WAIT(8) EVT_WAIT(8)
EVT_THREAD EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20ED) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_GOOMBA_KING_SPIN)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20ED) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_GOOMBA_KING_SPIN)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_GoombaKing_Kick) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_GoombaKing_Kick)
EVT_SET(LVar0, 0) EVT_SET(LVar0, 0)
@ -426,7 +426,7 @@ EvtScript N(EVS_Attack_SpinSwipe) = {
EVT_WAIT(1) EVT_WAIT(1)
EVT_END_LOOP EVT_END_LOOP
EVT_CALL(SetActorYaw, ACTOR_SELF, 0) EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 2, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 2, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -458,7 +458,7 @@ EvtScript N(EVS_Attack_SpinSwipe) = {
EVT_CALL(MoveBattleCamOver, 20) EVT_CALL(MoveBattleCamOver, 20)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarA, 0, 0, 0, DMG_SPIN, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarA, 0, 0, 0, DMG_SPIN, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0) EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0) EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0) EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
@ -490,7 +490,7 @@ EvtScript N(EVS_Attack_GroundStomp) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_B)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_GoombaKing_Still) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_GoombaKing_Still)
@ -505,7 +505,7 @@ EvtScript N(EVS_Attack_GroundStomp) = {
EVT_PLAY_EFFECT(EFFECT_DROP_LEAVES, 0, -15, 135, 0, 85, 0) EVT_PLAY_EFFECT(EFFECT_DROP_LEAVES, 0, -15, 135, 0, 85, 0)
EVT_PLAY_EFFECT(EFFECT_DROP_LEAVES, 0, 100, 103, 0, 70, 0) EVT_PLAY_EFFECT(EFFECT_DROP_LEAVES, 0, 100, 103, 0, 70, 0)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 2, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 2, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -641,7 +641,7 @@ EvtScript N(EVS_Attack_GroundStomp) = {
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, SUPPRESS_EVENT_ALL, 0, DMG_STOMP, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, DMG_STOMP, BS_FLAGS1_TRIGGER_EVENTS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
EVT_CASE_EQ(HIT_RESULT_10) EVT_CASE_EQ(HIT_RESULT_10)
EVT_RETURN EVT_RETURN

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@ -393,7 +393,7 @@ EvtScript N(EVS_DropNutOnGoombas) = {
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(SetOwnerTarget, ACTOR_KING, PRT_BIG_NUT) EVT_CALL(SetOwnerTarget, ACTOR_KING, PRT_BIG_NUT)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, ((DAMAGE_TYPE_IGNORE_DEFENSE)), 0, 0, DMG_TO_KING, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, ((DAMAGE_TYPE_IGNORE_DEFENSE)), 0, 0, DMG_TO_KING, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(ActorExists, ACTOR_RED_GOOMBA, LVar0) EVT_CALL(ActorExists, ACTOR_RED_GOOMBA, LVar0)
EVT_IF_EQ(LVar0, 0) EVT_IF_EQ(LVar0, 0)
EVT_CALL(GetPartOffset, ACTOR_SELF, PRT_BIG_NUT, LVar0, LVar1, LVar2) EVT_CALL(GetPartOffset, ACTOR_SELF, PRT_BIG_NUT, LVar0, LVar1, LVar2)
@ -422,7 +422,7 @@ EvtScript N(EVS_DropNutOnGoombas) = {
EVT_CALL(JumpPartTo, ACTOR_SELF, PRT_BIG_NUT, LVar0, LVar1, LVar2, 20, TRUE) EVT_CALL(JumpPartTo, ACTOR_SELF, PRT_BIG_NUT, LVar0, LVar1, LVar2, 20, TRUE)
EVT_CALL(SetOwnerTarget, ACTOR_RED_GOOMBA, PRT_MAIN) EVT_CALL(SetOwnerTarget, ACTOR_RED_GOOMBA, PRT_MAIN)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, ((DAMAGE_TYPE_IGNORE_DEFENSE)), 0, 0, DMG_TO_RED_GOOMBA, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, ((DAMAGE_TYPE_IGNORE_DEFENSE)), 0, 0, DMG_TO_RED_GOOMBA, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(ActorExists, ACTOR_BLUE_GOOMBA, LVar0) EVT_CALL(ActorExists, ACTOR_BLUE_GOOMBA, LVar0)
EVT_IF_EQ(LVar0, 0) EVT_IF_EQ(LVar0, 0)
EVT_CALL(GetPartOffset, ACTOR_SELF, PRT_BIG_NUT, LVar0, LVar1, LVar2) EVT_CALL(GetPartOffset, ACTOR_SELF, PRT_BIG_NUT, LVar0, LVar1, LVar2)
@ -451,7 +451,7 @@ EvtScript N(EVS_DropNutOnGoombas) = {
EVT_CALL(JumpPartTo, ACTOR_SELF, PRT_BIG_NUT, LVar0, LVar1, LVar2, 20, TRUE) EVT_CALL(JumpPartTo, ACTOR_SELF, PRT_BIG_NUT, LVar0, LVar1, LVar2, 20, TRUE)
EVT_CALL(SetOwnerTarget, ACTOR_BLUE_GOOMBA, PRT_MAIN) EVT_CALL(SetOwnerTarget, ACTOR_BLUE_GOOMBA, PRT_MAIN)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, ((DAMAGE_TYPE_IGNORE_DEFENSE)), 0, 0, DMG_TO_BLUE_GOOMBA, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, ((DAMAGE_TYPE_IGNORE_DEFENSE)), 0, 0, DMG_TO_BLUE_GOOMBA, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(GetPartOffset, ACTOR_SELF, PRT_BIG_NUT, LVar0, LVar1, LVar2) EVT_CALL(GetPartOffset, ACTOR_SELF, PRT_BIG_NUT, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 20) EVT_ADD(LVar0, 20)
EVT_SET(LVar1, 20) EVT_SET(LVar1, 20)

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@ -316,7 +316,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0) EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_GoombaBros_Red_Midair) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_GoombaBros_Red_Midair)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -428,7 +428,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.3), EVT_FLOAT(0.5), EVT_FLOAT(1.0)) EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.3), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
EVT_WAIT(1) EVT_WAIT(1)
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_HEADBONK, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_HEADBONK, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)

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@ -309,7 +309,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0) EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_GoombaBros_Red_Midair) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_GoombaBros_Red_Midair)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -421,7 +421,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.3), EVT_FLOAT(0.5), EVT_FLOAT(1.0)) EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.3), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
EVT_WAIT(1) EVT_WAIT(1)
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_HEADBONK, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_HEADBONK, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)

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@ -198,7 +198,7 @@ EvtScript N(EVS_JrTroopa_Death) = {
EVT_CALL(SetBattleCamOffsetZ, 15) EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KNOCKOUT_CHIRPING)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Collapse) EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Collapse)
EVT_WAIT(12) EVT_WAIT(12)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Defeated) EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Defeated)
@ -413,7 +413,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0) EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_JrTroopa_Jump) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_JrTroopa_Jump)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 2, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 2, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVarA) EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY) EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_CASE_OR_EQ(HIT_RESULT_MISS) EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -467,7 +467,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_LEAP, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_LEAP, BS_FLAGS1_TRIGGER_EVENTS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
EVT_CASE_DEFAULT EVT_CASE_DEFAULT
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
@ -513,7 +513,7 @@ EvtScript N(EVS_HandlePhase) = {
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(ActorSpeak, MSG_CH1_0128, ACTOR_SELF, PRT_MAIN, ANIM_JrTroopa_PointTalk, ANIM_JrTroopa_PointTapFoot) EVT_CALL(ActorSpeak, MSG_CH1_0128, ACTOR_SELF, PRT_MAIN, ANIM_JrTroopa_PointTalk, ANIM_JrTroopa_PointTapFoot)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_JrTroopa_ChargeArmsUp) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_JrTroopa_ChargeArmsUp)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B9) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JR_TROOPA_TRANSFORM)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 16) EVT_ADD(LVar1, 16)
EVT_PLAY_EFFECT(EFFECT_GATHER_ENERGY_PINK, 0, LVar0, LVar1, LVar2, 1, 30, 0) EVT_PLAY_EFFECT(EFFECT_GATHER_ENERGY_PINK, 0, LVar0, LVar1, LVar2, 1, 30, 0)

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@ -282,7 +282,7 @@ EvtScript N(EVS_SetupFearReaction) = {
}; };
EvtScript N(EVS_TransformFX) = { EvtScript N(EVS_TransformFX) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B9) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JR_TROOPA_TRANSFORM)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK)
@ -301,7 +301,7 @@ EvtScript N(EVS_TransformFX) = {
EVT_END_LOOP EVT_END_LOOP
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(32) EVT_WAIT(32)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JR_TROOPA_TRANSFORM) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JR_TROOPA_NEW_POWER)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 15) EVT_ADD(LVar1, 15)
EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, 1, 40, 0) EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, 1, 40, 0)
@ -388,7 +388,7 @@ EvtScript N(EVS_JrTroopa_BaseDeath) = {
EVT_CALL(SetBattleCamOffsetZ, 15) EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KNOCKOUT_CHIRPING)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Collapse) EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Collapse)
EVT_WAIT(12) EVT_WAIT(12)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Defeated) EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Defeated)
@ -720,7 +720,7 @@ EvtScript N(EVS_Attack_Leap) = {
EVT_SET(LVar0, 20) EVT_SET(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, 0, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, 0, LVar2)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE) EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 8, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 8, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVarF) EVT_SWITCH(LVarF)
EVT_CASE_EQ(HIT_RESULT_LUCKY) EVT_CASE_EQ(HIT_RESULT_LUCKY)
EVT_THREAD EVT_THREAD
@ -768,7 +768,7 @@ EvtScript N(EVS_Attack_Leap) = {
EVT_ADD(LVar0, 50) EVT_ADD(LVar0, 50)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, 0, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, 0, LVar2)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE) EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_20E2, 0) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_JR_TOOPA_JUMP, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_BASE, ANIM_JrTroopa_Jump) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_BASE, ANIM_JrTroopa_Jump)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_BASE, ANIM_JrTroopa_Midair) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_BASE, ANIM_JrTroopa_Midair)
@ -809,7 +809,7 @@ EvtScript N(EVS_Attack_Leap) = {
EVT_ADD(LVar0, 50) EVT_ADD(LVar0, 50)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, 0, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, 0, LVar2)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE) EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_20E2, 0) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_JR_TOOPA_JUMP, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_BASE, ANIM_JrTroopa_Jump) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_BASE, ANIM_JrTroopa_Jump)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
@ -821,7 +821,7 @@ EvtScript N(EVS_Attack_Leap) = {
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_LEAP, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_LEAP, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF) EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -863,7 +863,7 @@ EvtScript N(EVS_Attack_Swoop) = {
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, EASING_LINEAR) EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, EASING_LINEAR)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 6, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 6, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -925,7 +925,7 @@ EvtScript N(EVS_Attack_Swoop) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FLYING, ANIM_SpikedParaJrTroopa_Dive) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FLYING, ANIM_SpikedParaJrTroopa_Dive)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_LINEAR) EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_LINEAR)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_SWOOP, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_SWOOP, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
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)
@ -963,7 +963,7 @@ EvtScript N(EVS_Attack_SpikeDive) = {
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_PARAGOOMBA_DIVE) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_PARAGOOMBA_DIVE)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 6, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 6, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVarF) EVT_SWITCH(LVarF)
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)
@ -1050,7 +1050,7 @@ EvtScript N(EVS_Attack_SpikeDive) = {
EVT_END_LOOP EVT_END_LOOP
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_SPIKE_DIVE, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_SPIKE_DIVE, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF) EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_THREAD EVT_THREAD
@ -1114,7 +1114,7 @@ EvtScript N(EVS_Attack_MagicSpell) = {
EVT_PLAY_EFFECT(EFFECT_GATHER_ENERGY_PINK, 0, LVar0, LVar1, LVar2, LVar5, 30, 0) EVT_PLAY_EFFECT(EFFECT_GATHER_ENERGY_PINK, 0, LVar0, LVar1, LVar2, LVar5, 30, 0)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAGE, ANIM_MageJrTroopa_SwingStaff) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAGE, ANIM_MageJrTroopa_SwingStaff)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_NO_CONTACT, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_NO_CONTACT, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVarA) EVT_SWITCH(LVarA)
EVT_CASE_EQ(HIT_RESULT_MISS) EVT_CASE_EQ(HIT_RESULT_MISS)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_SPELL_CAST2) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_SPELL_CAST2)
@ -1179,7 +1179,7 @@ EvtScript N(EVS_Attack_MagicSpell) = {
EVT_ADD(LVar1, LVar7) EVT_ADD(LVar1, LVar7)
EVT_PLAY_EFFECT(EFFECT_SHAPE_SPELL, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, 15, 0) EVT_PLAY_EFFECT(EFFECT_SHAPE_SPELL, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, 15, 0)
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, (DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_NO_CONTACT), 0, 0, DMG_SPELL, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, (DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_NO_CONTACT), 0, 0, DMG_SPELL, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE) EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE) EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
@ -1235,7 +1235,7 @@ EvtScript N(EVS_Attack_LightningBolt) = {
EVT_ADD(LVar0, 50) EVT_ADD(LVar0, 50)
EVT_SET(LVar1, 200) EVT_SET(LVar1, 200)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LIGHTNING_STRIKE) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LIGHTNING_STRIKE)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_NO_CONTACT, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_NO_CONTACT, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVarA) EVT_SWITCH(LVarA)
EVT_CASE_EQ(HIT_RESULT_MISS) EVT_CASE_EQ(HIT_RESULT_MISS)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
@ -1297,7 +1297,7 @@ EvtScript N(EVS_Attack_LightningBolt) = {
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, 0, LVar5) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, 0, LVar5)
EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0) EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0)
EVT_WAIT(14) EVT_WAIT(14)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, (DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT), 0, SUPPRESS_EVENT_FLAG_10000, DMG_LIGHTNING, 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, DMG_LIGHTNING, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MakeLerp, 200, 0, 60, EASING_LINEAR) EVT_CALL(MakeLerp, 200, 0, 60, EASING_LINEAR)
EVT_LABEL(2) EVT_LABEL(2)
@ -1341,7 +1341,7 @@ EvtScript N(EVS_Move_HealSelf) = {
EVT_ADD(LVar1, LVar4) EVT_ADD(LVar1, LVar4)
EVT_PLAY_EFFECT(EFFECT_GATHER_ENERGY_PINK, 0, LVar0, LVar1, LVar2, LVar5, 30, 0) EVT_PLAY_EFFECT(EFFECT_GATHER_ENERGY_PINK, 0, LVar0, LVar1, LVar2, LVar5, 30, 0)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_02F8) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_GATHER_SMALL)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEART_BOUNCE) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEART_BOUNCE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar3) EVT_CALL(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar3)
EVT_ADD(LVar2, 50) EVT_ADD(LVar2, 50)
@ -1355,7 +1355,7 @@ EvtScript N(EVS_Move_HealSelf) = {
EVT_DIV(LVar0, 100) EVT_DIV(LVar0, 100)
EVT_THREAD EVT_THREAD
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_RECOVER_HEART)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEART_BOUNCE) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEART_BOUNCE)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_STAR_BOUNCE_A) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_STAR_BOUNCE_A)
@ -1506,7 +1506,7 @@ EvtScript N(EVS_JrTroopa_Death) = {
EVT_CALL(SetBattleCamOffsetZ, 15) EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KNOCKOUT_CHIRPING)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_BASE, ANIM_JrTroopa_Defeated) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_BASE, ANIM_JrTroopa_Defeated)
EVT_WAIT(60) EVT_WAIT(60)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_DMG_APPLY, TRUE) EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_DMG_APPLY, TRUE)
@ -1559,7 +1559,7 @@ EvtScript N(EVS_JrTroopa_Death) = {
EVT_CALL(SetBattleCamOffsetZ, 15) EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KNOCKOUT_CHIRPING)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_BASE, ANIM_JrTroopa_Defeated) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_BASE, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_BASE, EVT_PTR(N(DefeatedAnims))) EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_BASE, EVT_PTR(N(DefeatedAnims)))
EVT_WAIT(60) EVT_WAIT(60)

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@ -186,7 +186,7 @@ EvtScript N(EVS_JrTroopa_Death) = {
EVT_CALL(SetBattleCamOffsetZ, 15) EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KNOCKOUT_CHIRPING)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Collapse) EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Collapse)
EVT_WAIT(12) EVT_WAIT(12)
EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Defeated) EVT_CALL(SetAnimation, ACTOR_SELF, LVarA, ANIM_JrTroopa_Defeated)
@ -328,9 +328,9 @@ EvtScript N(EVS_TakeTurn) = {
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0) EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_JrTroopa_Jump) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_JrTroopa_Jump)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_20E2, 0) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_JR_TOOPA_JUMP, 0)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_AttackDamage, LVar1) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_AttackDamage, LVar1)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, LVar1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, LVar1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
EVT_CASE_EQ(6) EVT_CASE_EQ(6)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -370,7 +370,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_AttackDamage, LVar1) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_AttackDamage, LVar1)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, LVar1, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -481,7 +481,7 @@ EvtScript N(EVS_HandlePhase) = {
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE) EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_EXEC_WAIT(N(EVS_Cam_FocusOnJrTroopa)) EVT_EXEC_WAIT(N(EVS_Cam_FocusOnJrTroopa))
EVT_CALL(ActorSpeak, MSG_CH0_00B3, ACTOR_SELF, PRT_MAIN, ANIM_JrTroopa_Talk, ANIM_JrTroopa_Idle) EVT_CALL(ActorSpeak, MSG_CH0_00B3, ACTOR_SELF, PRT_MAIN, ANIM_JrTroopa_Talk, ANIM_JrTroopa_Idle)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B9) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JR_TROOPA_TRANSFORM)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_JrTroopa_ChargeArmsUp) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_JrTroopa_ChargeArmsUp)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 16) EVT_ADD(LVar1, 16)

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@ -181,7 +181,7 @@ EvtScript N(EVS_SetupFearReaction) = {
}; };
EvtScript N(EVS_Transform) = { EvtScript N(EVS_Transform) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B9) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JR_TROOPA_TRANSFORM)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK)
@ -200,7 +200,7 @@ EvtScript N(EVS_Transform) = {
EVT_END_LOOP EVT_END_LOOP
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(32) EVT_WAIT(32)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JR_TROOPA_TRANSFORM) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JR_TROOPA_NEW_POWER)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 15) EVT_ADD(LVar1, 15)
EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, 1, 40, 0) EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, 1, 40, 0)
@ -413,7 +413,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_BASE, ANIM_MageJrTroopa_SwingStaff) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_BASE, ANIM_MageJrTroopa_SwingStaff)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_NO_CONTACT, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_NO_CONTACT, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -462,7 +462,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_ADD(LVar1, LVar7) EVT_ADD(LVar1, LVar7)
EVT_PLAY_EFFECT(EFFECT_SHAPE_SPELL, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, 15, 0) EVT_PLAY_EFFECT(EFFECT_SHAPE_SPELL, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, 15, 0)
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, (DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_NO_CONTACT), 0, 0, DMG_SPELL, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, (DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_NO_CONTACT), 0, 0, DMG_SPELL, BS_FLAGS1_TRIGGER_EVENTS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
EVT_CASE_EQ(0) EVT_CASE_EQ(0)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_DamageBrag_State, LVar0) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_DamageBrag_State, LVar0)
@ -594,7 +594,7 @@ EvtScript N(EVS_JrTroopa_Death) = {
EVT_CALL(SetBattleCamOffsetZ, 15) EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KNOCKOUT_CHIRPING)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAGE, ANIM_JrTroopa_Defeated) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAGE, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAGE, EVT_PTR(N(DefeatedAnims))) EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAGE, EVT_PTR(N(DefeatedAnims)))
EVT_WAIT(60) EVT_WAIT(60)

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@ -160,7 +160,7 @@ EvtScript N(EVS_SetupFearReaction) = {
}; };
EvtScript N(EVS_Transform) = { EvtScript N(EVS_Transform) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B9) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JR_TROOPA_TRANSFORM)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK)
@ -179,7 +179,7 @@ EvtScript N(EVS_Transform) = {
EVT_END_LOOP EVT_END_LOOP
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(32) EVT_WAIT(32)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JR_TROOPA_TRANSFORM) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JR_TROOPA_NEW_POWER)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 15) EVT_ADD(LVar1, 15)
EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, 1, 40, 0) EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, 1, 40, 0)
@ -413,7 +413,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, EASING_LINEAR) EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, EASING_LINEAR)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 5, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 5, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -475,7 +475,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_LINEAR) EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_LINEAR)
EVT_END_SWITCH EVT_END_SWITCH
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_DIVE, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_DIVE, BS_FLAGS1_TRIGGER_EVENTS)
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)
@ -585,7 +585,7 @@ EvtScript N(EVS_JrTroopa_Death) = {
EVT_CALL(SetBattleCamOffsetZ, 15) EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KNOCKOUT_CHIRPING)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FLYING, ANIM_JrTroopa_Defeated) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FLYING, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_FLYING, EVT_PTR(N(DefeatedAnims))) EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_FLYING, EVT_PTR(N(DefeatedAnims)))
EVT_WAIT(60) EVT_WAIT(60)

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@ -159,7 +159,7 @@ EvtScript N(EVS_SetupFearReaction) = {
}; };
EvtScript N(EVS_Transform) = { EvtScript N(EVS_Transform) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B9) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JR_TROOPA_TRANSFORM)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK)
@ -178,7 +178,7 @@ EvtScript N(EVS_Transform) = {
EVT_END_LOOP EVT_END_LOOP
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(32) EVT_WAIT(32)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JR_TROOPA_TRANSFORM) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_JR_TROOPA_NEW_POWER)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 15) EVT_ADD(LVar1, 15)
EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, 1, 40, 0) EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, 1, 40, 0)
@ -466,7 +466,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, EASING_LINEAR) EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, EASING_LINEAR)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 6, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 6, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -528,7 +528,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_LINEAR) EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_LINEAR)
EVT_END_SWITCH EVT_END_SWITCH
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_DIVE, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_DIVE, BS_FLAGS1_TRIGGER_EVENTS)
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)
@ -693,7 +693,7 @@ EvtScript N(EVS_JrTroopa_Death) = {
EVT_CALL(SetBattleCamOffsetZ, 15) EVT_CALL(SetBattleCamOffsetZ, 15)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KNOCKOUT_CHIRPING)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FLYING, ANIM_JrTroopa_Defeated) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_FLYING, ANIM_JrTroopa_Defeated)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_FLYING, EVT_PTR(N(DefeatedAnims))) EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_FLYING, EVT_PTR(N(DefeatedAnims)))
EVT_WAIT(60) EVT_WAIT(60)

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@ -389,7 +389,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, EASING_LINEAR) EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, EASING_LINEAR)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -465,7 +465,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_LINEAR) EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_LINEAR)
EVT_END_SWITCH EVT_END_SWITCH
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_AIR_KICK, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_AIR_KICK, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)

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@ -324,7 +324,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0) EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Midair) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Midair)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -436,7 +436,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.3), EVT_FLOAT(0.5), EVT_FLOAT(1.0)) EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.3), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
EVT_WAIT(1) EVT_WAIT(1)
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_SPIKEBONK, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_SPIKEBONK, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)

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@ -207,7 +207,7 @@ EvtScript N(EVS_Init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(EVS_TakeTurn))) EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(EVS_TakeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(EVS_Idle))) EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(EVS_Idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(EVS_HandleEvent))) EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(EVS_HandleEvent)))
EVT_CALL(SetBattleFlagBits2, BS_FLAGS2_400 | BS_FLAGS2_DONT_STOP_MUSIC, TRUE) EVT_CALL(SetBattleFlagBits2, BS_FLAGS2_FINAL_BOWSER_PART_1 | BS_FLAGS2_DONT_STOP_MUSIC, TRUE)
EVT_RETURN EVT_RETURN
EVT_END EVT_END
}; };
@ -467,7 +467,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar0, 22) EVT_ADD(LVar0, 22)
EVT_ADD(LVar1, 135) EVT_ADD(LVar1, 135)
EVT_THREAD EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2123) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_GATHER)
EVT_ADD(LVar2, 10) EVT_ADD(LVar2, 10)
EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.075)) EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.075))
EVT_END_THREAD EVT_END_THREAD
@ -475,7 +475,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar0, 9) EVT_ADD(LVar0, 9)
EVT_ADD(LVar1, 54) EVT_ADD(LVar1, 54)
EVT_THREAD EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2123) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_GATHER)
EVT_ADD(LVar2, 10) EVT_ADD(LVar2, 10)
EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.03)) EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.03))
EVT_END_THREAD EVT_END_THREAD
@ -497,7 +497,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_SUB(LVar2, 3) EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 54, LVar2, EVT_FLOAT(0.6), LVarD, 0) EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 54, LVar2, EVT_FLOAT(0.6), LVarD, 0)
EVT_END_IF EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2121) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_USE)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(RemoveEffect, LVarF) EVT_CALL(RemoveEffect, LVarF)
EVT_CALL(RemoveEffect, LVarE) EVT_CALL(RemoveEffect, LVarE)
@ -520,7 +520,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar2, 12) EVT_ADD(LVar2, 12)
EVT_PLAY_EFFECT(EFFECT_STARS_SHIMMER, 3, LVar0, LVar1, LVar2, 42, 48, 15, 60, 0) EVT_PLAY_EFFECT(EFFECT_STARS_SHIMMER, 3, LVar0, LVar1, LVar2, 42, 48, 15, 60, 0)
EVT_END_IF EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2125) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_ENCHANT)
EVT_THREAD EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(N(StarRodPowerUpEffect), LVar0, LVar1, LVar2, EVT_FLOAT(1.2)) EVT_CALL(N(StarRodPowerUpEffect), LVar0, LVar1, LVar2, EVT_FLOAT(1.2))
@ -538,7 +538,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar1, 24) EVT_ADD(LVar1, 24)
EVT_END_IF EVT_END_IF
EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, EVT_FLOAT(1.5), 15, 0) EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, EVT_FLOAT(1.5), 15, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2124) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_SHOCKWAVE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 39) EVT_CALL(MoveBattleCamOver, 39)
EVT_WAIT(30) EVT_WAIT(30)
@ -579,8 +579,8 @@ EvtScript N(EVS_PlayFootstepSounds) = {
EVT_CALL(GetAnimation, ACTOR_SELF, PRT_MAIN, LVar7) EVT_CALL(GetAnimation, ACTOR_SELF, PRT_MAIN, LVar7)
EVT_IF_NE(LVar7, ANIM_BattleBowser_Walk) EVT_IF_NE(LVar7, ANIM_BattleBowser_Walk)
EVT_IF_EQ(LVar3, ANIM_BattleBowser_Walk) EVT_IF_EQ(LVar3, ANIM_BattleBowser_Walk)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_B)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_END_IF EVT_END_IF
EVT_SET(LVar3, LVar7) EVT_SET(LVar3, LVar7)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -595,8 +595,8 @@ EvtScript N(EVS_PlayFootstepSounds) = {
EVT_END_IF EVT_END_IF
EVT_END_IF EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_B)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_SET(LVar3, LVar7) EVT_SET(LVar3, LVar7)
EVT_RETURN EVT_RETURN
EVT_END EVT_END
@ -657,7 +657,7 @@ EvtScript N(EVS_Recover) = {
EVT_DIV(LVar0, 100) EVT_DIV(LVar0, 100)
EVT_THREAD EVT_THREAD
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_RECOVER_HEART)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEART_BOUNCE) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEART_BOUNCE)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_STAR_BOUNCE_A) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_STAR_BOUNCE_A)
@ -901,7 +901,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_WAIT(3) EVT_WAIT(3)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Jump) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Jump)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -956,7 +956,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_IF_NOT_FLAG(LVarF, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVarF, STATUS_FLAG_SHRINK)
EVT_CALL(SetDamageSource, DMG_SRC_CRUSH) EVT_CALL(SetDamageSource, DMG_SRC_CRUSH)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, LVar0, BS_FLAGS1_TRIGGER_EVENTS)
EVT_SET(LVar0, -1) EVT_SET(LVar0, -1)
EVT_CALL(GetBattleFlags, LVar1) EVT_CALL(GetBattleFlags, LVar1)
EVT_IF_NOT_FLAG(LVar1, BS_FLAGS1_ATK_BLOCKED) EVT_IF_NOT_FLAG(LVar1, BS_FLAGS1_ATK_BLOCKED)
@ -971,7 +971,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_IF_NE(LVar0, -1) EVT_IF_NE(LVar0, -1)
EVT_CALL(LandJump, ACTOR_SELF) EVT_CALL(LandJump, ACTOR_SELF)
EVT_CALL(N(StartRumbleWithParams), 80, 14) EVT_CALL(N(StartRumbleWithParams), 80, 14)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_CommandLossState, AVAL_LossState_KnockAway) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_CommandLossState, AVAL_LossState_KnockAway)
EVT_EXEC(N(EVS_ManageCommandLoss)) EVT_EXEC(N(EVS_ManageCommandLoss))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -979,7 +979,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_SET(LVar1, 0) EVT_SET(LVar1, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_THREAD EVT_THREAD
EVT_CALL(N(StartRumbleWithParams), 80, 14) EVT_CALL(N(StartRumbleWithParams), 80, 14)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 4, EVT_FLOAT(3.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 4, EVT_FLOAT(3.0))
@ -1018,21 +1018,21 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_CommandLossState, AVAL_LossState_ShowMessage) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_CommandLossState, AVAL_LossState_ShowMessage)
EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.75), 0, 0) EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.75), 0, 0)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(3.0), 0) EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(3.0), 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_WAIT(4) EVT_WAIT(4)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_StompOnce) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_StompOnce)
EVT_WAIT(2) EVT_WAIT(2)
EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.75), 0, 0) EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.75), 0, 0)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(3.0), 0) EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(3.0), 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_WAIT(4) EVT_WAIT(4)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_StompOnce) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_StompOnce)
EVT_WAIT(2) EVT_WAIT(2)
EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.75), 0, 0) EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.75), 0, 0)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(3.0), 0) EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(3.0), 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Mock) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Mock)
EVT_WAIT(20) EVT_WAIT(20)
@ -1055,7 +1055,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 18, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 18, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_THREAD EVT_THREAD
EVT_CALL(N(StartRumbleWithParams), 80, 14) EVT_CALL(N(StartRumbleWithParams), 80, 14)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 4, EVT_FLOAT(3.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 4, EVT_FLOAT(3.0))
@ -1122,9 +1122,9 @@ EvtScript N(EVS_Attack_ClawSwipe) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_RearUpMock) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_RearUpMock)
EVT_WAIT(25) EVT_WAIT(25)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Swipe) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Swipe)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_035E) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_SWIPE)
EVT_WAIT(3) EVT_WAIT(3)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -1151,11 +1151,11 @@ EvtScript N(EVS_Attack_ClawSwipe) = {
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED) EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_SET(LVar0, DMG_BOOSTED_CLAW_SWIPE) EVT_SET(LVar0, DMG_BOOSTED_CLAW_SWIPE)
EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT) EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_KEY(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_KEY(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_TRIGGER_EVENTS)
EVT_ELSE EVT_ELSE
EVT_SET(LVar0, DMG_CLAW_SWIPE) EVT_SET(LVar0, DMG_CLAW_SWIPE)
EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT) EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_KEY(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_KEY(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_TRIGGER_EVENTS)
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)
@ -1203,7 +1203,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Brandish) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Brandish)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(N(FadeBackgroundDarken)) EVT_CALL(N(FadeBackgroundDarken))
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2121) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_USE)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -1229,7 +1229,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(RemoveEffect, LVarF) EVT_CALL(RemoveEffect, LVarF)
EVT_CALL(RemoveEffect, LVarE) EVT_CALL(RemoveEffect, LVarE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2122) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_DRAIN_WAVE)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -1247,12 +1247,12 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER) EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarB, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarB, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVarB) EVT_SWITCH(LVarB)
EVT_CASE_EQ(HIT_RESULT_MISS) EVT_CASE_EQ(HIT_RESULT_MISS)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle)
@ -1274,7 +1274,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_ELSE EVT_ELSE
EVT_SET(LVar1, DMG_SHOCKWAVE_P) EVT_SET(LVar1, DMG_SHOCKWAVE_P)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(RemovePlayerBuffs, PLAYER_BUFF_PARTNER_GLOWING) EVT_CALL(RemovePlayerBuffs, PLAYER_BUFF_PARTNER_GLOWING)
EVT_IF_NE(LVarA, HIT_RESULT_LUCKY) EVT_IF_NE(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle)
@ -1296,7 +1296,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_ELSE EVT_ELSE
EVT_SET(LVar1, DMG_SHOCKWAVE_P) EVT_SET(LVar1, DMG_SHOCKWAVE_P)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(FreezeBattleState, FALSE) EVT_CALL(FreezeBattleState, FALSE)
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(2) EVT_WAIT(2)
@ -1307,7 +1307,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_ELSE EVT_ELSE
EVT_SET(LVar1, DMG_SHOCKWAVE) EVT_SET(LVar1, DMG_SHOCKWAVE)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(RemovePlayerBuffs, PLAYER_BUFF_JUMP_CHARGE | PLAYER_BUFF_HAMMER_CHARGE | PLAYER_BUFF_STONE | PLAYER_BUFF_HUSTLE | PLAYER_BUFF_STATIC | PLAYER_BUFF_TRANSPARENT | PLAYER_BUFF_CLOUD_NINE | PLAYER_BUFF_TURBO_CHARGE | PLAYER_BUFF_WATER_BLOCK | PLAYER_BUFF_PARTNER_GLOWING | 0xFFEFC04) EVT_CALL(RemovePlayerBuffs, PLAYER_BUFF_JUMP_CHARGE | PLAYER_BUFF_HAMMER_CHARGE | PLAYER_BUFF_STONE | PLAYER_BUFF_HUSTLE | PLAYER_BUFF_STATIC | PLAYER_BUFF_TRANSPARENT | PLAYER_BUFF_CLOUD_NINE | PLAYER_BUFF_TURBO_CHARGE | PLAYER_BUFF_WATER_BLOCK | PLAYER_BUFF_PARTNER_GLOWING | 0xFFEFC04)
EVT_SWITCH(LVarF) EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_HIT) EVT_CASE_OR_EQ(HIT_RESULT_HIT)
@ -1392,13 +1392,13 @@ EvtScript N(EVS_Attack_FireBreath) = {
EVT_END_IF EVT_END_IF
EVT_THREAD EVT_THREAD
EVT_CALL(N(StartRumbleWithParams), 50, 148) EVT_CALL(N(StartRumbleWithParams), 50, 148)
EVT_CALL(PlaySound, SOUND_03BD) EVT_CALL(PlaySound, SOUND_BOWSER_FIRE_BREATH_LOOP)
EVT_WAIT(70) EVT_WAIT(70)
EVT_CALL(PlaySound, SOUND_03BD | SOUND_ID_TRIGGER_CHANGE_SOUND) EVT_CALL(PlaySound, SOUND_BOWSER_FIRE_BREATH_LOOP | SOUND_ID_TRIGGER_CHANGE_SOUND)
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -1426,7 +1426,7 @@ EvtScript N(EVS_Attack_FireBreath) = {
EVT_ELSE EVT_ELSE
EVT_SET(LVar0, DMG_FIRE_BREATH) EVT_SET(LVar0, DMG_FIRE_BREATH)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar0, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -1546,7 +1546,7 @@ EvtScript N(EVS_Attack_LightningBlast) = {
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03EF) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_CHARGE_LIGHTNING)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Brandish) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Brandish)
EVT_CALL(N(FadeBackgroundDarken)) EVT_CALL(N(FadeBackgroundDarken))
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
@ -1560,7 +1560,7 @@ EvtScript N(EVS_Attack_LightningBlast) = {
EVT_ADD(LVar0, 22) EVT_ADD(LVar0, 22)
EVT_SUB(LVar2, 3) EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_LIGHT_RAYS, 2, LVar0, 135, LVar2, EVT_FLOAT(1.5), LVarF, 0) EVT_PLAY_EFFECT(EFFECT_LIGHT_RAYS, 2, LVar0, 135, LVar2, EVT_FLOAT(1.5), LVarF, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2121) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_USE)
EVT_SUB(LVar2, 3) EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 135, LVar2, EVT_FLOAT(1.5), LVarE, 0) EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 135, LVar2, EVT_FLOAT(1.5), LVarE, 0)
EVT_WAIT(30) EVT_WAIT(30)
@ -1576,7 +1576,7 @@ EvtScript N(EVS_Attack_LightningBlast) = {
EVT_ADD(LVar0, 9) EVT_ADD(LVar0, 9)
EVT_SUB(LVar2, 3) EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_LIGHT_RAYS, 2, LVar0, 54, LVar2, EVT_FLOAT(0.6), LVarF, 0) EVT_PLAY_EFFECT(EFFECT_LIGHT_RAYS, 2, LVar0, 54, LVar2, EVT_FLOAT(0.6), LVarF, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2121) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_USE)
EVT_SUB(LVar2, 3) EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 54, LVar2, EVT_FLOAT(0.6), LVarE, 0) EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 54, LVar2, EVT_FLOAT(0.6), LVarE, 0)
EVT_WAIT(30) EVT_WAIT(30)
@ -1589,7 +1589,7 @@ EvtScript N(EVS_Attack_LightningBlast) = {
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, 0, LVar1) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, 0, LVar1)
EVT_CALL(N(UnkLightningBoltFxFunc1), LVar0, LVar1) EVT_CALL(N(UnkLightningBoltFxFunc1), LVar0, LVar1)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -1614,10 +1614,10 @@ EvtScript N(EVS_Attack_LightningBlast) = {
EVT_CALL(GetPartEventFlags, ACTOR_SELF, PRT_MAIN, LVar0) EVT_CALL(GetPartEventFlags, ACTOR_SELF, PRT_MAIN, LVar0)
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED) EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_SET(LVar0, DMG_BOOSTED_LIGHTNING_BLAST) EVT_SET(LVar0, DMG_BOOSTED_LIGHTNING_BLAST)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | 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_TRIGGER_EVENTS)
EVT_ELSE EVT_ELSE
EVT_SET(LVar0, DMG_LIGHTNING_BLAST) EVT_SET(LVar0, DMG_LIGHTNING_BLAST)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | 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_TRIGGER_EVENTS)
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)

View File

@ -727,7 +727,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar0, 22) EVT_ADD(LVar0, 22)
EVT_ADD(LVar1, 135) EVT_ADD(LVar1, 135)
EVT_THREAD EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2123) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_GATHER)
EVT_ADD(LVar2, 10) EVT_ADD(LVar2, 10)
EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.075)) EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.075))
EVT_END_THREAD EVT_END_THREAD
@ -735,7 +735,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar0, 9) EVT_ADD(LVar0, 9)
EVT_ADD(LVar1, 54) EVT_ADD(LVar1, 54)
EVT_THREAD EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2123) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_GATHER)
EVT_ADD(LVar2, 10) EVT_ADD(LVar2, 10)
EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.03)) EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.03))
EVT_END_THREAD EVT_END_THREAD
@ -757,7 +757,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_SUB(LVar2, 3) EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 54, LVar2, EVT_FLOAT(0.6), LVarD, 0) EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 54, LVar2, EVT_FLOAT(0.6), LVarD, 0)
EVT_END_IF EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2121) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_USE)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(RemoveEffect, LVarF) EVT_CALL(RemoveEffect, LVarF)
EVT_CALL(RemoveEffect, LVarE) EVT_CALL(RemoveEffect, LVarE)
@ -780,7 +780,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar2, 12) EVT_ADD(LVar2, 12)
EVT_PLAY_EFFECT(EFFECT_STARS_SHIMMER, 3, LVar0, LVar1, LVar2, 42, 48, 15, 60, 0) EVT_PLAY_EFFECT(EFFECT_STARS_SHIMMER, 3, LVar0, LVar1, LVar2, 42, 48, 15, 60, 0)
EVT_END_IF EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2125) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_ENCHANT)
EVT_THREAD EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(N(StarRodPowerUpEffect), LVar0, LVar1, LVar2, EVT_FLOAT(1.2)) EVT_CALL(N(StarRodPowerUpEffect), LVar0, LVar1, LVar2, EVT_FLOAT(1.2))
@ -798,7 +798,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar1, 24) EVT_ADD(LVar1, 24)
EVT_END_IF EVT_END_IF
EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, EVT_FLOAT(1.5), 15, 0) EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, EVT_FLOAT(1.5), 15, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2124) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_SHOCKWAVE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 39) EVT_CALL(MoveBattleCamOver, 39)
EVT_WAIT(30) EVT_WAIT(30)
@ -839,8 +839,8 @@ EvtScript N(EVS_PlayFootstepSounds) = {
EVT_CALL(GetAnimation, ACTOR_SELF, PRT_MAIN, LVar7) EVT_CALL(GetAnimation, ACTOR_SELF, PRT_MAIN, LVar7)
EVT_IF_NE(LVar7, ANIM_BattleBowser_Walk) EVT_IF_NE(LVar7, ANIM_BattleBowser_Walk)
EVT_IF_EQ(LVar3, ANIM_BattleBowser_Walk) EVT_IF_EQ(LVar3, ANIM_BattleBowser_Walk)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_B)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_END_IF EVT_END_IF
EVT_SET(LVar3, LVar7) EVT_SET(LVar3, LVar7)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -855,8 +855,8 @@ EvtScript N(EVS_PlayFootstepSounds) = {
EVT_END_IF EVT_END_IF
EVT_END_IF EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_B)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_SET(LVar3, LVar7) EVT_SET(LVar3, LVar7)
EVT_RETURN EVT_RETURN
EVT_END EVT_END
@ -917,7 +917,7 @@ EvtScript N(EVS_Recover) = {
EVT_DIV(LVar0, 100) EVT_DIV(LVar0, 100)
EVT_THREAD EVT_THREAD
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_RECOVER_HEART)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEART_BOUNCE) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEART_BOUNCE)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_STAR_BOUNCE_A) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_STAR_BOUNCE_A)
@ -1135,7 +1135,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_WAIT(3) EVT_WAIT(3)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Jump) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Jump)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -1190,7 +1190,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_IF_NOT_FLAG(LVarF, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVarF, STATUS_FLAG_SHRINK)
EVT_CALL(SetDamageSource, DMG_SRC_CRUSH) EVT_CALL(SetDamageSource, DMG_SRC_CRUSH)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, LVar0, BS_FLAGS1_TRIGGER_EVENTS)
EVT_SET(LVar0, -1) EVT_SET(LVar0, -1)
EVT_CALL(GetBattleFlags, LVar1) EVT_CALL(GetBattleFlags, LVar1)
EVT_IF_NOT_FLAG(LVar1, BS_FLAGS1_ATK_BLOCKED) EVT_IF_NOT_FLAG(LVar1, BS_FLAGS1_ATK_BLOCKED)
@ -1205,7 +1205,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_IF_NE(LVar0, -1) EVT_IF_NE(LVar0, -1)
EVT_CALL(LandJump, ACTOR_SELF) EVT_CALL(LandJump, ACTOR_SELF)
EVT_CALL(N(StartRumbleWithParams), 80, 14) EVT_CALL(N(StartRumbleWithParams), 80, 14)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_CommandLossState, AVAL_LossState_KnockAway) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_CommandLossState, AVAL_LossState_KnockAway)
EVT_EXEC(N(EVS_ManageCommandLoss)) EVT_EXEC(N(EVS_ManageCommandLoss))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -1213,7 +1213,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_SET(LVar1, 0) EVT_SET(LVar1, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_THREAD EVT_THREAD
EVT_CALL(N(StartRumbleWithParams), 80, 14) EVT_CALL(N(StartRumbleWithParams), 80, 14)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 4, EVT_FLOAT(3.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 4, EVT_FLOAT(3.0))
@ -1252,21 +1252,21 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_CommandLossState, AVAL_LossState_ShowMessage) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_CommandLossState, AVAL_LossState_ShowMessage)
EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.75), 0, 0) EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.75), 0, 0)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(3.0), 0) EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(3.0), 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_WAIT(4) EVT_WAIT(4)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_StompOnce) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_StompOnce)
EVT_WAIT(2) EVT_WAIT(2)
EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.75), 0, 0) EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.75), 0, 0)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(3.0), 0) EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(3.0), 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_WAIT(4) EVT_WAIT(4)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_StompOnce) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_StompOnce)
EVT_WAIT(2) EVT_WAIT(2)
EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.75), 0, 0) EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.75), 0, 0)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(3.0), 0) EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(3.0), 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Mock) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Mock)
EVT_WAIT(20) EVT_WAIT(20)
@ -1289,7 +1289,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 18, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 18, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_THREAD EVT_THREAD
EVT_CALL(N(StartRumbleWithParams), 80, 14) EVT_CALL(N(StartRumbleWithParams), 80, 14)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 4, EVT_FLOAT(3.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 4, EVT_FLOAT(3.0))
@ -1356,9 +1356,9 @@ EvtScript N(EVS_Attack_ClawSwipe) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_RearUpMock) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_RearUpMock)
EVT_WAIT(25) EVT_WAIT(25)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Swipe) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Swipe)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_035E) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_SWIPE)
EVT_WAIT(3) EVT_WAIT(3)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -1385,11 +1385,11 @@ EvtScript N(EVS_Attack_ClawSwipe) = {
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED) EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_SET(LVar0, DMG_BOOSTED_CLAW_SWIPE) EVT_SET(LVar0, DMG_BOOSTED_CLAW_SWIPE)
EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT) EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_KEY(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_KEY(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_TRIGGER_EVENTS)
EVT_ELSE EVT_ELSE
EVT_SET(LVar0, DMG_CLAW_SWIPE) EVT_SET(LVar0, DMG_CLAW_SWIPE)
EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT) EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_KEY(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_KEY(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_TRIGGER_EVENTS)
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)
@ -1437,7 +1437,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Brandish) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Brandish)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(N(FadeBackgroundDarken)) EVT_CALL(N(FadeBackgroundDarken))
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2121) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_USE)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -1463,7 +1463,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(RemoveEffect, LVarF) EVT_CALL(RemoveEffect, LVarF)
EVT_CALL(RemoveEffect, LVarE) EVT_CALL(RemoveEffect, LVarE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2122) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_DRAIN_WAVE)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -1481,12 +1481,12 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER) EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarB, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarB, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVarB) EVT_SWITCH(LVarB)
EVT_CASE_EQ(HIT_RESULT_MISS) EVT_CASE_EQ(HIT_RESULT_MISS)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle)
@ -1508,7 +1508,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_ELSE EVT_ELSE
EVT_SET(LVar1, DMG_SHOCKWAVE_P) EVT_SET(LVar1, DMG_SHOCKWAVE_P)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(RemovePlayerBuffs, PLAYER_BUFF_PARTNER_GLOWING) EVT_CALL(RemovePlayerBuffs, PLAYER_BUFF_PARTNER_GLOWING)
EVT_IF_NE(LVarA, HIT_RESULT_LUCKY) EVT_IF_NE(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle)
@ -1530,7 +1530,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_ELSE EVT_ELSE
EVT_SET(LVar1, DMG_SHOCKWAVE_P) EVT_SET(LVar1, DMG_SHOCKWAVE_P)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(FreezeBattleState, FALSE) EVT_CALL(FreezeBattleState, FALSE)
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(2) EVT_WAIT(2)
@ -1541,7 +1541,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_ELSE EVT_ELSE
EVT_SET(LVar1, DMG_SHOCKWAVE) EVT_SET(LVar1, DMG_SHOCKWAVE)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(RemovePlayerBuffs, PLAYER_BUFF_JUMP_CHARGE | PLAYER_BUFF_HAMMER_CHARGE | PLAYER_BUFF_STONE | PLAYER_BUFF_HUSTLE | PLAYER_BUFF_STATIC | PLAYER_BUFF_TRANSPARENT | PLAYER_BUFF_CLOUD_NINE | PLAYER_BUFF_TURBO_CHARGE | PLAYER_BUFF_WATER_BLOCK | PLAYER_BUFF_PARTNER_GLOWING | 0xFFEFC04) EVT_CALL(RemovePlayerBuffs, PLAYER_BUFF_JUMP_CHARGE | PLAYER_BUFF_HAMMER_CHARGE | PLAYER_BUFF_STONE | PLAYER_BUFF_HUSTLE | PLAYER_BUFF_STATIC | PLAYER_BUFF_TRANSPARENT | PLAYER_BUFF_CLOUD_NINE | PLAYER_BUFF_TURBO_CHARGE | PLAYER_BUFF_WATER_BLOCK | PLAYER_BUFF_PARTNER_GLOWING | 0xFFEFC04)
EVT_SWITCH(LVarF) EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_HIT) EVT_CASE_OR_EQ(HIT_RESULT_HIT)
@ -1626,13 +1626,13 @@ EvtScript N(EVS_Attack_FireBreath) = {
EVT_END_IF EVT_END_IF
EVT_THREAD EVT_THREAD
EVT_CALL(N(StartRumbleWithParams), 50, 148) EVT_CALL(N(StartRumbleWithParams), 50, 148)
EVT_CALL(PlaySound, SOUND_03BD) EVT_CALL(PlaySound, SOUND_BOWSER_FIRE_BREATH_LOOP)
EVT_WAIT(70) EVT_WAIT(70)
EVT_CALL(PlaySound, SOUND_03BD | SOUND_ID_TRIGGER_CHANGE_SOUND) EVT_CALL(PlaySound, SOUND_BOWSER_FIRE_BREATH_LOOP | SOUND_ID_TRIGGER_CHANGE_SOUND)
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -1660,7 +1660,7 @@ EvtScript N(EVS_Attack_FireBreath) = {
EVT_ELSE EVT_ELSE
EVT_SET(LVar0, DMG_FIRE_BREATH) EVT_SET(LVar0, DMG_FIRE_BREATH)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar0, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -1780,7 +1780,7 @@ EvtScript N(EVS_Attack_LightningBlast) = {
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03EF) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_CHARGE_LIGHTNING)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Brandish) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Brandish)
EVT_CALL(N(FadeBackgroundDarken)) EVT_CALL(N(FadeBackgroundDarken))
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
@ -1794,7 +1794,7 @@ EvtScript N(EVS_Attack_LightningBlast) = {
EVT_ADD(LVar0, 22) EVT_ADD(LVar0, 22)
EVT_SUB(LVar2, 3) EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_LIGHT_RAYS, 2, LVar0, 135, LVar2, EVT_FLOAT(1.5), LVarF, 0) EVT_PLAY_EFFECT(EFFECT_LIGHT_RAYS, 2, LVar0, 135, LVar2, EVT_FLOAT(1.5), LVarF, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2121) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_USE)
EVT_SUB(LVar2, 3) EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 135, LVar2, EVT_FLOAT(1.5), LVarE, 0) EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 135, LVar2, EVT_FLOAT(1.5), LVarE, 0)
EVT_WAIT(30) EVT_WAIT(30)
@ -1810,7 +1810,7 @@ EvtScript N(EVS_Attack_LightningBlast) = {
EVT_ADD(LVar0, 9) EVT_ADD(LVar0, 9)
EVT_SUB(LVar2, 3) EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_LIGHT_RAYS, 2, LVar0, 54, LVar2, EVT_FLOAT(0.6), LVarF, 0) EVT_PLAY_EFFECT(EFFECT_LIGHT_RAYS, 2, LVar0, 54, LVar2, EVT_FLOAT(0.6), LVarF, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2121) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_USE)
EVT_SUB(LVar2, 3) EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 54, LVar2, EVT_FLOAT(0.6), LVarE, 0) EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 54, LVar2, EVT_FLOAT(0.6), LVarE, 0)
EVT_WAIT(30) EVT_WAIT(30)
@ -1823,7 +1823,7 @@ EvtScript N(EVS_Attack_LightningBlast) = {
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, 0, LVar1) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, 0, LVar1)
EVT_CALL(N(UnkLightningBoltFxFunc1), LVar0, LVar1) EVT_CALL(N(UnkLightningBoltFxFunc1), LVar0, LVar1)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -1848,10 +1848,10 @@ EvtScript N(EVS_Attack_LightningBlast) = {
EVT_CALL(GetPartEventFlags, ACTOR_SELF, PRT_MAIN, LVar0) EVT_CALL(GetPartEventFlags, ACTOR_SELF, PRT_MAIN, LVar0)
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED) EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_SET(LVar0, DMG_BOOSTED_LIGHTNING_BLAST) EVT_SET(LVar0, DMG_BOOSTED_LIGHTNING_BLAST)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | 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_TRIGGER_EVENTS)
EVT_ELSE EVT_ELSE
EVT_SET(LVar0, DMG_LIGHTNING_BLAST) EVT_SET(LVar0, DMG_LIGHTNING_BLAST)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | 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_TRIGGER_EVENTS)
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)

View File

@ -617,7 +617,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar0, 15) EVT_ADD(LVar0, 15)
EVT_ADD(LVar1, 90) EVT_ADD(LVar1, 90)
EVT_THREAD EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2123) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_GATHER)
EVT_ADD(LVar2, 10) EVT_ADD(LVar2, 10)
EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.05)) EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.05))
EVT_END_THREAD EVT_END_THREAD
@ -625,7 +625,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar0, 6) EVT_ADD(LVar0, 6)
EVT_ADD(LVar1, 36) EVT_ADD(LVar1, 36)
EVT_THREAD EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2123) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_GATHER)
EVT_ADD(LVar2, 10) EVT_ADD(LVar2, 10)
EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.02)) EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.02))
EVT_END_THREAD EVT_END_THREAD
@ -647,7 +647,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_SUB(LVar2, 3) EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 36, LVar2, EVT_FLOAT(0.4), LVarD, 0) EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 36, LVar2, EVT_FLOAT(0.4), LVarD, 0)
EVT_END_IF EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2121) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_USE)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(RemoveEffect, LVarF) EVT_CALL(RemoveEffect, LVarF)
EVT_CALL(RemoveEffect, LVarE) EVT_CALL(RemoveEffect, LVarE)
@ -670,7 +670,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar2, 12) EVT_ADD(LVar2, 12)
EVT_PLAY_EFFECT(EFFECT_STARS_SHIMMER, 3, LVar0, LVar1, LVar2, 28, 32, 10, 60, 0) EVT_PLAY_EFFECT(EFFECT_STARS_SHIMMER, 3, LVar0, LVar1, LVar2, 28, 32, 10, 60, 0)
EVT_END_IF EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2125) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_ENCHANT)
EVT_THREAD EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(N(StarRodPowerUpEffect), LVar0, LVar1, LVar2, EVT_FLOAT(0.8)) EVT_CALL(N(StarRodPowerUpEffect), LVar0, LVar1, LVar2, EVT_FLOAT(0.8))
@ -688,7 +688,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar1, 16) EVT_ADD(LVar1, 16)
EVT_END_IF EVT_END_IF
EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 15, 0) EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 15, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2124) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_SHOCKWAVE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 39) EVT_CALL(MoveBattleCamOver, 39)
EVT_WAIT(30) EVT_WAIT(30)
@ -729,8 +729,8 @@ EvtScript N(EVS_PlayFootstepSounds) = {
EVT_CALL(GetAnimation, ACTOR_SELF, PRT_MAIN, LVar7) EVT_CALL(GetAnimation, ACTOR_SELF, PRT_MAIN, LVar7)
EVT_IF_NE(LVar7, ANIM_BattleBowser_Walk) EVT_IF_NE(LVar7, ANIM_BattleBowser_Walk)
EVT_IF_EQ(LVar3, ANIM_BattleBowser_Walk) EVT_IF_EQ(LVar3, ANIM_BattleBowser_Walk)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_B)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_END_IF EVT_END_IF
EVT_SET(LVar3, LVar7) EVT_SET(LVar3, LVar7)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -745,8 +745,8 @@ EvtScript N(EVS_PlayFootstepSounds) = {
EVT_END_IF EVT_END_IF
EVT_END_IF EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_B)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_SET(LVar3, LVar7) EVT_SET(LVar3, LVar7)
EVT_RETURN EVT_RETURN
EVT_END EVT_END
@ -807,7 +807,7 @@ EvtScript N(EVS_Recover) = {
EVT_DIV(LVar0, 100) EVT_DIV(LVar0, 100)
EVT_THREAD EVT_THREAD
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_206D) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_RECOVER_HEART)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEART_BOUNCE) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEART_BOUNCE)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_STAR_BOUNCE_A) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_STAR_BOUNCE_A)
@ -1049,7 +1049,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_WAIT(3) EVT_WAIT(3)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Jump) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Jump)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -1104,7 +1104,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_IF_NOT_FLAG(LVarF, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED) EVT_IF_NOT_FLAG(LVarF, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_CALL(SetDamageSource, DMG_SRC_CRUSH) EVT_CALL(SetDamageSource, DMG_SRC_CRUSH)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, LVar0, BS_FLAGS1_TRIGGER_EVENTS)
EVT_SET(LVar0, -1) EVT_SET(LVar0, -1)
EVT_CALL(GetBattleFlags, LVar1) EVT_CALL(GetBattleFlags, LVar1)
EVT_IF_NOT_FLAG(LVar1, BS_FLAGS1_ATK_BLOCKED) EVT_IF_NOT_FLAG(LVar1, BS_FLAGS1_ATK_BLOCKED)
@ -1119,7 +1119,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_IF_NE(LVar0, -1) EVT_IF_NE(LVar0, -1)
EVT_CALL(LandJump, ACTOR_SELF) EVT_CALL(LandJump, ACTOR_SELF)
EVT_CALL(N(StartRumbleWithParams), 80, 14) EVT_CALL(N(StartRumbleWithParams), 80, 14)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_CommandLossState, AVAL_LossState_KnockAway) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_CommandLossState, AVAL_LossState_KnockAway)
EVT_EXEC(N(EVS_ManageCommandLoss)) EVT_EXEC(N(EVS_ManageCommandLoss))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -1127,7 +1127,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_SET(LVar1, 0) EVT_SET(LVar1, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_THREAD EVT_THREAD
EVT_CALL(N(StartRumbleWithParams), 80, 14) EVT_CALL(N(StartRumbleWithParams), 80, 14)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 4, EVT_FLOAT(3.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 4, EVT_FLOAT(3.0))
@ -1166,21 +1166,21 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_CommandLossState, AVAL_LossState_ShowMessage) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_CommandLossState, AVAL_LossState_ShowMessage)
EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.5), 0, 0) EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.5), 0, 0)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(2.0), 0) EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(2.0), 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_WAIT(4) EVT_WAIT(4)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_StompOnce) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_StompOnce)
EVT_WAIT(2) EVT_WAIT(2)
EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.5), 0, 0) EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.5), 0, 0)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(2.0), 0) EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(2.0), 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_WAIT(4) EVT_WAIT(4)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_StompOnce) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_StompOnce)
EVT_WAIT(2) EVT_WAIT(2)
EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.5), 0, 0) EVT_PLAY_EFFECT(EFFECT_FIREWORK, 0, LVar1, 0, LVar3, EVT_FLOAT(0.5), 0, 0)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(2.0), 0) EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar1, 0, LVar3, EVT_FLOAT(2.0), 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Mock) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Mock)
EVT_WAIT(20) EVT_WAIT(20)
@ -1203,7 +1203,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 18, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 18, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_THREAD EVT_THREAD
EVT_CALL(N(StartRumbleWithParams), 80, 14) EVT_CALL(N(StartRumbleWithParams), 80, 14)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 4, EVT_FLOAT(3.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 4, EVT_FLOAT(3.0))
@ -1270,9 +1270,9 @@ EvtScript N(EVS_Attack_ClawSwipe) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_RearUpMock) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_RearUpMock)
EVT_WAIT(25) EVT_WAIT(25)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Swipe) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Swipe)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_035E) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_SWIPE)
EVT_WAIT(3) EVT_WAIT(3)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -1299,11 +1299,11 @@ EvtScript N(EVS_Attack_ClawSwipe) = {
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_ENCHANTED) EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_ENCHANTED)
EVT_SET(LVar0, DMG_BOOSTED_CLAW_SWIPE) EVT_SET(LVar0, DMG_BOOSTED_CLAW_SWIPE)
EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT) EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_KEY(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_KEY(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_TRIGGER_EVENTS)
EVT_ELSE EVT_ELSE
EVT_SET(LVar0, DMG_CLAW_SWIPE) EVT_SET(LVar0, DMG_CLAW_SWIPE)
EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT) EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_KEY(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_KEY(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_TRIGGER_EVENTS)
EVT_END_IF EVT_END_IF
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 20) EVT_CALL(MoveBattleCamOver, 20)
@ -1353,7 +1353,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Brandish) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Brandish)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(N(FadeBackgroundDarken)) EVT_CALL(N(FadeBackgroundDarken))
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2121) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_USE)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -1379,7 +1379,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(RemoveEffect, LVarF) EVT_CALL(RemoveEffect, LVarF)
EVT_CALL(RemoveEffect, LVarE) EVT_CALL(RemoveEffect, LVarE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2122) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_DRAIN_WAVE)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -1397,12 +1397,12 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER) EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarB, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarB, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVarB) EVT_SWITCH(LVarB)
EVT_CASE_EQ(HIT_RESULT_MISS) EVT_CASE_EQ(HIT_RESULT_MISS)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle)
@ -1424,7 +1424,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_ELSE EVT_ELSE
EVT_SET(LVar1, DMG_SHOCKWAVE_P) EVT_SET(LVar1, DMG_SHOCKWAVE_P)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(RemovePlayerBuffs, PLAYER_BUFF_PARTNER_GLOWING) EVT_CALL(RemovePlayerBuffs, PLAYER_BUFF_PARTNER_GLOWING)
EVT_IF_NE(LVarA, HIT_RESULT_LUCKY) EVT_IF_NE(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle)
@ -1446,7 +1446,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_ELSE EVT_ELSE
EVT_SET(LVar1, DMG_SHOCKWAVE_P) EVT_SET(LVar1, DMG_SHOCKWAVE_P)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(FreezeBattleState, FALSE) EVT_CALL(FreezeBattleState, FALSE)
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(2) EVT_WAIT(2)
@ -1457,7 +1457,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_ELSE EVT_ELSE
EVT_SET(LVar1, DMG_SHOCKWAVE) EVT_SET(LVar1, DMG_SHOCKWAVE)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC | DAMAGE_TYPE_MULTIPLE_POPUPS, SUPPRESS_EVENT_ALL, 0, LVar1, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(RemovePlayerBuffs, PLAYER_BUFF_JUMP_CHARGE | PLAYER_BUFF_HAMMER_CHARGE | PLAYER_BUFF_STONE | PLAYER_BUFF_HUSTLE | PLAYER_BUFF_STATIC | PLAYER_BUFF_TRANSPARENT | PLAYER_BUFF_CLOUD_NINE | PLAYER_BUFF_TURBO_CHARGE | PLAYER_BUFF_WATER_BLOCK | PLAYER_BUFF_PARTNER_GLOWING | 0xFFEFC04) EVT_CALL(RemovePlayerBuffs, PLAYER_BUFF_JUMP_CHARGE | PLAYER_BUFF_HAMMER_CHARGE | PLAYER_BUFF_STONE | PLAYER_BUFF_HUSTLE | PLAYER_BUFF_STATIC | PLAYER_BUFF_TRANSPARENT | PLAYER_BUFF_CLOUD_NINE | PLAYER_BUFF_TURBO_CHARGE | PLAYER_BUFF_WATER_BLOCK | PLAYER_BUFF_PARTNER_GLOWING | 0xFFEFC04)
EVT_SWITCH(LVarF) EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_HIT) EVT_CASE_OR_EQ(HIT_RESULT_HIT)
@ -1535,13 +1535,13 @@ EvtScript N(EVS_Attack_FireBreath) = {
EVT_END_IF EVT_END_IF
EVT_THREAD EVT_THREAD
EVT_CALL(N(StartRumbleWithParams), 50, 148) EVT_CALL(N(StartRumbleWithParams), 50, 148)
EVT_CALL(PlaySound, SOUND_03BD) EVT_CALL(PlaySound, SOUND_BOWSER_FIRE_BREATH_LOOP)
EVT_WAIT(70) EVT_WAIT(70)
EVT_CALL(PlaySound, SOUND_03BD | SOUND_ID_TRIGGER_CHANGE_SOUND) EVT_CALL(PlaySound, SOUND_BOWSER_FIRE_BREATH_LOOP | SOUND_ID_TRIGGER_CHANGE_SOUND)
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -1569,7 +1569,7 @@ EvtScript N(EVS_Attack_FireBreath) = {
EVT_ELSE EVT_ELSE
EVT_SET(LVar0, DMG_FIRE_BREATH) EVT_SET(LVar0, DMG_FIRE_BREATH)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar0, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)

View File

@ -354,7 +354,7 @@ EvtScript N(EVS_Attack_ClawSwipe) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_RearUpMock) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_RearUpMock)
EVT_WAIT(25) EVT_WAIT(25)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Swipe) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Swipe)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_035E) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_SWIPE)
EVT_WAIT(3) EVT_WAIT(3)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
@ -362,11 +362,11 @@ EvtScript N(EVS_Attack_ClawSwipe) = {
EVT_IF_LT(LVar1, 3) EVT_IF_LT(LVar1, 3)
EVT_SET(LVar0, DMG_CLAW_SWIPE) EVT_SET(LVar0, DMG_CLAW_SWIPE)
EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT) EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT)
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_TRIGGER_EVENTS)
EVT_ELSE EVT_ELSE
EVT_SET(LVar0, DMG_MEGA_CLAW_SWIPE) EVT_SET(LVar0, DMG_MEGA_CLAW_SWIPE)
EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT) EVT_CALL(SetDamageSource, DMG_SRC_LAST_SLAP_LEFT)
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_TRIGGER_EVENTS)
EVT_END_IF EVT_END_IF
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 20) EVT_CALL(MoveBattleCamOver, 20)
@ -425,9 +425,9 @@ EvtScript N(EVS_Attack_FireBreath) = {
EVT_CALL(N(SetBowserFireBreathScales), LVarF) EVT_CALL(N(SetBowserFireBreathScales), LVarF)
EVT_THREAD EVT_THREAD
EVT_CALL(N(StartRumbleWithParams), 50, 148) EVT_CALL(N(StartRumbleWithParams), 50, 148)
EVT_CALL(PlaySound, SOUND_03BD) EVT_CALL(PlaySound, SOUND_BOWSER_FIRE_BREATH_LOOP)
EVT_WAIT(70) EVT_WAIT(70)
EVT_CALL(PlaySound, SOUND_03BD | SOUND_ID_TRIGGER_CHANGE_SOUND) EVT_CALL(PlaySound, SOUND_BOWSER_FIRE_BREATH_LOOP | SOUND_ID_TRIGGER_CHANGE_SOUND)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(SetNpcAnimation, NPC_BTL_COMPANION, ANIM_ParadePeach_Weep) EVT_CALL(SetNpcAnimation, NPC_BTL_COMPANION, ANIM_ParadePeach_Weep)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
@ -437,7 +437,7 @@ EvtScript N(EVS_Attack_FireBreath) = {
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, SUPPRESS_EVENT_ALL, 0, DMG_FIRE_BREATH, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, DMG_FIRE_BREATH, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -546,7 +546,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar0, 15) EVT_ADD(LVar0, 15)
EVT_ADD(LVar1, 90) EVT_ADD(LVar1, 90)
EVT_THREAD EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2123) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_GATHER)
EVT_ADD(LVar2, 10) EVT_ADD(LVar2, 10)
EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.05)) EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.05))
EVT_END_THREAD EVT_END_THREAD
@ -554,7 +554,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar0, 6) EVT_ADD(LVar0, 6)
EVT_ADD(LVar1, 36) EVT_ADD(LVar1, 36)
EVT_THREAD EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2123) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_GATHER)
EVT_ADD(LVar2, 10) EVT_ADD(LVar2, 10)
EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.02)) EVT_CALL(N(StarRodAppearEffect), LVar0, LVar1, LVar2, EVT_FLOAT(2.5), EVT_FLOAT(0.02))
EVT_END_THREAD EVT_END_THREAD
@ -576,7 +576,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_SUB(LVar2, 3) EVT_SUB(LVar2, 3)
EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 36, LVar2, EVT_FLOAT(0.4), LVarD, 0) EVT_PLAY_EFFECT(EFFECT_BULB_GLOW, 2, LVar0, 36, LVar2, EVT_FLOAT(0.4), LVarD, 0)
EVT_END_IF EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2121) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_USE)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(RemoveEffect, LVarF) EVT_CALL(RemoveEffect, LVarF)
EVT_CALL(RemoveEffect, LVarE) EVT_CALL(RemoveEffect, LVarE)
@ -599,7 +599,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar2, 12) EVT_ADD(LVar2, 12)
EVT_PLAY_EFFECT(EFFECT_STARS_SHIMMER, 3, LVar0, LVar1, LVar2, 28, 32, 10, 60, 0) EVT_PLAY_EFFECT(EFFECT_STARS_SHIMMER, 3, LVar0, LVar1, LVar2, 28, 32, 10, 60, 0)
EVT_END_IF EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2125) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_ENCHANT)
EVT_THREAD EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(N(StarRodPowerUpEffect), LVar0, LVar1, LVar2, EVT_FLOAT(0.8)) EVT_CALL(N(StarRodPowerUpEffect), LVar0, LVar1, LVar2, EVT_FLOAT(0.8))
@ -617,7 +617,7 @@ EvtScript N(EVS_StarRodCast) = {
EVT_ADD(LVar1, 16) EVT_ADD(LVar1, 16)
EVT_END_IF EVT_END_IF
EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 15, 0) EVT_PLAY_EFFECT(EFFECT_ENERGY_ORB_WAVE, 4, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 15, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2124) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOWSER_STAR_ROD_SHOCKWAVE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19) EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_19)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 15) EVT_SUB(LVar0, 15)
@ -664,8 +664,8 @@ EvtScript N(EVS_PlayFootstepSounds) = {
EVT_CALL(GetAnimation, ACTOR_SELF, PRT_MAIN, LVar7) EVT_CALL(GetAnimation, ACTOR_SELF, PRT_MAIN, LVar7)
EVT_IF_NE(LVar7, ANIM_BattleBowser_Walk) EVT_IF_NE(LVar7, ANIM_BattleBowser_Walk)
EVT_IF_EQ(LVar3, ANIM_BattleBowser_Walk) EVT_IF_EQ(LVar3, ANIM_BattleBowser_Walk)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_B)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_END_IF EVT_END_IF
EVT_SET(LVar3, LVar7) EVT_SET(LVar3, LVar7)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -680,8 +680,8 @@ EvtScript N(EVS_PlayFootstepSounds) = {
EVT_END_IF EVT_END_IF
EVT_END_IF EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_B)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_C)
EVT_SET(LVar3, LVar7) EVT_SET(LVar3, LVar7)
EVT_RETURN EVT_RETURN
EVT_END EVT_END

View File

@ -293,7 +293,7 @@ EvtScript N(EVS_Attack_ClawSwipe) = {
EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE) EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Swipe) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Swipe)
EVT_WAIT(3) EVT_WAIT(3)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -315,7 +315,7 @@ EvtScript N(EVS_Attack_ClawSwipe) = {
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_DamageMultiplier, LVar0) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_DamageMultiplier, LVar0)
EVT_MUL(LVar0, DMG_CLAW_SWIPE) EVT_MUL(LVar0, DMG_CLAW_SWIPE)
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_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -356,7 +356,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_PreJump) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_PreJump)
EVT_WAIT(3) EVT_WAIT(3)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Jump) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Jump)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -400,7 +400,7 @@ EvtScript N(EVS_Attack_BodySlam) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Land) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Land)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_DamageMultiplier, LVar0) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_DamageMultiplier, LVar0)
EVT_MUL(LVar0, DMG_BODY_SLAM) EVT_MUL(LVar0, DMG_BODY_SLAM)
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_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -458,7 +458,7 @@ EvtScript N(EVS_Attack_FireBreath) = {
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_FireBreathLoop) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_FireBreathLoop)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -478,7 +478,7 @@ EvtScript N(EVS_Attack_FireBreath) = {
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_DamageMultiplier, LVar0) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_DamageMultiplier, LVar0)
EVT_MUL(LVar0, DMG_FIRE_BREATH) EVT_MUL(LVar0, DMG_FIRE_BREATH)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar0, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -530,7 +530,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
EVT_CALL(N(FadeBackgroundLighten)) EVT_CALL(N(FadeBackgroundLighten))
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVarA) EVT_SWITCH(LVarA)
EVT_CASE_EQ(HIT_RESULT_MISS) EVT_CASE_EQ(HIT_RESULT_MISS)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle)
@ -545,7 +545,7 @@ EvtScript N(EVS_UseDrainingShockwave) = {
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(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER) EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC, 0, 0, DMG_SHOCKWAVE_P, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC, 0, 0, DMG_SHOCKWAVE_P, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(FreezeBattleState, FALSE) EVT_CALL(FreezeBattleState, FALSE)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBowser_Idle)
@ -564,11 +564,11 @@ EvtScript N(EVS_UseDrainingShockwave) = {
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(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER) EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC, 0, 0, DMG_SHOCKWAVE_P, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC, 0, 0, DMG_SHOCKWAVE_P, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(FreezeBattleState, FALSE) EVT_CALL(FreezeBattleState, FALSE)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC, 0, STATUS_FLAG_POISON, DMG_SHOCKWAVE, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_MAGIC | DAMAGE_TYPE_COSMIC, 0, STATUS_FLAG_POISON, DMG_SHOCKWAVE, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(RemovePlayerBuffs, PLAYER_BUFF_JUMP_CHARGE | PLAYER_BUFF_HAMMER_CHARGE | PLAYER_BUFF_STONE | PLAYER_BUFF_HUSTLE | PLAYER_BUFF_STATIC | PLAYER_BUFF_TRANSPARENT | PLAYER_BUFF_CLOUD_NINE | PLAYER_BUFF_TURBO_CHARGE | PLAYER_BUFF_WATER_BLOCK | PLAYER_BUFF_PARTNER_GLOWING | 0xFFEFC04) EVT_CALL(RemovePlayerBuffs, PLAYER_BUFF_JUMP_CHARGE | PLAYER_BUFF_HAMMER_CHARGE | PLAYER_BUFF_STONE | PLAYER_BUFF_HUSTLE | PLAYER_BUFF_STATIC | PLAYER_BUFF_TRANSPARENT | PLAYER_BUFF_CLOUD_NINE | PLAYER_BUFF_TURBO_CHARGE | PLAYER_BUFF_WATER_BLOCK | PLAYER_BUFF_PARTNER_GLOWING | 0xFFEFC04)
EVT_SWITCH(LVarF) EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_HIT) EVT_CASE_OR_EQ(HIT_RESULT_HIT)

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@ -253,7 +253,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0) EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(UseBattleCamPresetImmediately, BTL_CAM_PRESET_19) EVT_CALL(UseBattleCamPresetImmediately, BTL_CAM_PRESET_19)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 6, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 6, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -288,7 +288,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_EXEC_WAIT(N(EVS_MakeExplosionFX)) EVT_EXEC_WAIT(N(EVS_MakeExplosionFX))
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_IGNORE_DEFENSE, 0, 0, DMG_IMPACT, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_IGNORE_DEFENSE, 0, 0, DMG_IMPACT, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(YieldTurn) EVT_CALL(YieldTurn)
EVT_SET_CONST(LVar0, PRT_MAIN) EVT_SET_CONST(LVar0, PRT_MAIN)

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@ -431,7 +431,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_ELSE EVT_ELSE
EVT_SET(LVar0, ACTOR_BUD_2) EVT_SET(LVar0, ACTOR_BUD_2)
EVT_END_IF EVT_END_IF
EVT_CALL(PlaySoundAtActor, LVar0, SOUND_20BF) EVT_CALL(PlaySoundAtActor, LVar0, SOUND_LAVA_BUD_RECOVER)
EVT_EXEC_WAIT(A(lava_piranha_EVS_Ignite)) EVT_EXEC_WAIT(A(lava_piranha_EVS_Ignite))
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Bud_WhichVine, LVar0) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Bud_WhichVine, LVar0)
EVT_LOAD_BUD_ANIM(LVar0, VINE_ANIM_BUD_RECOVER) EVT_LOAD_BUD_ANIM(LVar0, VINE_ANIM_BUD_RECOVER)
@ -524,7 +524,7 @@ EvtScript N(EVS_Move_SummonPetit) = {
EVT_CALL(SetActorPos, LVar5, LVar0, LVar1, LVar2) EVT_CALL(SetActorPos, LVar5, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 30) EVT_SUB(LVar0, 30)
EVT_SUB(LVar1, 15) EVT_SUB(LVar1, 15)
EVT_CALL(PlaySoundAtActor, LVar5, SOUND_03C9) EVT_CALL(PlaySoundAtActor, LVar5, SOUND_LAVA_BUD_SPIT_PETIT)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Bud_WhichVine, LVar9) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Bud_WhichVine, LVar9)
EVT_IF_EQ(LVar9, VINE_1) EVT_IF_EQ(LVar9, VINE_1)
EVT_CALL(GetActorPos, LVar5, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, LVar5, LVar0, LVar1, LVar2)
@ -597,7 +597,7 @@ EvtScript N(EVS_Death) = {
EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_MAIN, ACTOR_EVENT_FLAG_FIREY, FALSE) EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_MAIN, ACTOR_EVENT_FLAG_FIREY, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_TARGET, ACTOR_EVENT_FLAG_FIREY, FALSE) EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_TARGET, ACTOR_EVENT_FLAG_FIREY, FALSE)
EVT_WAIT(29) EVT_WAIT(29)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03C7) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAVA_BUD_WITHER)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Bud_WhichVine, LVar0) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Bud_WhichVine, LVar0)
EVT_LOAD_BUD_ANIM(LVar0, VINE_ANIM_BUD_STUN) EVT_LOAD_BUD_ANIM(LVar0, VINE_ANIM_BUD_STUN)
EVT_EXEC_WAIT(N(EVS_PlayAnimForVine)) EVT_EXEC_WAIT(N(EVS_PlayAnimForVine))
@ -618,7 +618,7 @@ EvtScript N(EVS_Death) = {
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Common_UnkAnim1, ANIM_LavaBud_Anim0F) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Common_UnkAnim1, ANIM_LavaBud_Anim0F)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Common_UnkAnim2, ANIM_LavaBud_Anim09) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Common_UnkAnim2, ANIM_LavaBud_Anim09)
EVT_WAIT(29) EVT_WAIT(29)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03C7) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAVA_BUD_WITHER)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Bud_WhichVine, LVar0) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Bud_WhichVine, LVar0)
EVT_LOAD_BUD_ANIM(LVar0, VINE_ANIM_BUD_STUN) EVT_LOAD_BUD_ANIM(LVar0, VINE_ANIM_BUD_STUN)
EVT_EXEC_WAIT(N(EVS_PlayAnimForVine)) EVT_EXEC_WAIT(N(EVS_PlayAnimForVine))
@ -749,7 +749,7 @@ EvtScript N(EVS_Hit) = {
EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_MAIN, ACTOR_EVENT_FLAG_FIREY, FALSE) EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_MAIN, ACTOR_EVENT_FLAG_FIREY, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_TARGET, ACTOR_EVENT_FLAG_FIREY, FALSE) EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_TARGET, ACTOR_EVENT_FLAG_FIREY, FALSE)
EVT_WAIT(29) EVT_WAIT(29)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03C7) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAVA_BUD_WITHER)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Bud_WhichVine, LVar0) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Bud_WhichVine, LVar0)
EVT_LOAD_BUD_ANIM(LVar0, VINE_ANIM_BUD_STUN) EVT_LOAD_BUD_ANIM(LVar0, VINE_ANIM_BUD_STUN)
EVT_EXEC_WAIT(N(EVS_PlayAnimForVine)) EVT_EXEC_WAIT(N(EVS_PlayAnimForVine))
@ -846,10 +846,10 @@ EvtScript N(EVS_Attack_SpitPetit) = {
EVT_CALL(SetGoalPos, LVar5, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, LVar5, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, LVar5, EVT_FLOAT(6.0)) EVT_CALL(SetActorSpeed, LVar5, EVT_FLOAT(6.0))
EVT_CALL(SetActorJumpGravity, LVar5, EVT_FLOAT(1.8)) EVT_CALL(SetActorJumpGravity, LVar5, EVT_FLOAT(1.8))
EVT_CALL(PlaySoundAtActor, LVar5, SOUND_03CB) EVT_CALL(PlaySoundAtActor, LVar5, SOUND_PETIT_PIRANHA_DIVE)
EVT_CALL(SetTargetActor, LVar5, ACTOR_PLAYER) EVT_CALL(SetTargetActor, LVar5, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, LVar5) EVT_CALL(SetGoalToTarget, LVar5)
EVT_CALL(EnemyTestTarget, LVar5, LVar9, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, LVar5, LVar9, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar9) EVT_SWITCH(LVar9)
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)
@ -877,7 +877,7 @@ EvtScript N(EVS_Attack_SpitPetit) = {
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, SUPPRESS_EVENT_ALL, 0, DMG_PETIT_SPIT, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar9, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, DMG_PETIT_SPIT, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)

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@ -1153,7 +1153,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_END_LOOP EVT_END_LOOP
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 15) EVT_CALL(MoveBattleCamOver, 15)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAVA_PIRANHA_RECOVER)
EVT_SET(LVar0, ACTOR_BOSS) EVT_SET(LVar0, ACTOR_BOSS)
EVT_EXEC_WAIT(N(EVS_Ignite)) EVT_EXEC_WAIT(N(EVS_Ignite))
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_LavaPiranha_Anim04) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_LavaPiranha_Anim04)
@ -1202,7 +1202,7 @@ EvtScript N(EVS_Attack_SpitFire) = {
EVT_WAIT(14) EVT_WAIT(14)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_LavaPiranha_Anim05) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_LavaPiranha_Anim05)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03C1) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAVA_PIRANHA_INHALE)
EVT_WAIT(45) EVT_WAIT(45)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_LavaPiranha_Anim06) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_LavaPiranha_Anim06)
EVT_CALL(GetPartOffset, ACTOR_SELF, PRT_MAIN, LVar0, LVar1, LVar2) EVT_CALL(GetPartOffset, ACTOR_SELF, PRT_MAIN, LVar0, LVar1, LVar2)
@ -1213,14 +1213,14 @@ EvtScript N(EVS_Attack_SpitFire) = {
EVT_SUB(LVar3, 40) EVT_SUB(LVar3, 40)
EVT_SET(LVar4, -10) EVT_SET(LVar4, -10)
EVT_PLAY_EFFECT(EFFECT_63, 1, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 20, 20, 0) EVT_PLAY_EFFECT(EFFECT_63, 1, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 20, 20, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03C3) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAVA_PIRANHA_SPIT_FIRE)
EVT_WAIT(19) EVT_WAIT(19)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_PLAY_EFFECT(EFFECT_EMBERS, 0, LVar3, 0, LVar5, 50, 50, EVT_FLOAT(1.0), 40, 55, EVT_FLOAT(1.0), EVT_FLOAT(1.0), 0) EVT_PLAY_EFFECT(EFFECT_EMBERS, 0, LVar3, 0, LVar5, 50, 50, EVT_FLOAT(1.0), 40, 55, EVT_FLOAT(1.0), EVT_FLOAT(1.0), 0)
EVT_CALL(OverrideBattleDmaDest, VINE_0_BASE) EVT_CALL(OverrideBattleDmaDest, VINE_0_BASE)
EVT_CALL(LoadBattleDmaData, VINE_ANIM_BOSS_POST_ATTACK) EVT_CALL(LoadBattleDmaData, VINE_ANIM_BOSS_POST_ATTACK)
EVT_CALL(PlayModelAnimation, VINE_0, VINE_0_BASE) EVT_CALL(PlayModelAnimation, VINE_0, VINE_0_BASE)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_FIRE, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_FIRE, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -1241,7 +1241,7 @@ EvtScript N(EVS_Attack_SpitFire) = {
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, SUPPRESS_EVENT_ALL, 0, DMG_SPIT_FIRE, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, DMG_SPIT_FIRE, BS_FLAGS1_TRIGGER_EVENTS)
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)
@ -1284,7 +1284,7 @@ EvtScript N(EVS_Attack_FireBreath) = {
EVT_WAIT(14) EVT_WAIT(14)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_LavaPiranha_Anim0E) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_LavaPiranha_Anim0E)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03C1) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAVA_PIRANHA_INHALE)
EVT_WAIT(45) EVT_WAIT(45)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_LavaPiranha_Anim08) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_LavaPiranha_Anim08)
EVT_CALL(GetPartOffset, ACTOR_SELF, PRT_MAIN, LVar0, LVar1, LVar2) EVT_CALL(GetPartOffset, ACTOR_SELF, PRT_MAIN, LVar0, LVar1, LVar2)
@ -1293,13 +1293,13 @@ EvtScript N(EVS_Attack_FireBreath) = {
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_PLAY_EFFECT(EFFECT_63, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 16, 40, 0) EVT_PLAY_EFFECT(EFFECT_63, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 16, 40, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03C4) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAVA_PIRANHA_FIRE_BREATH)
EVT_WAIT(15) EVT_WAIT(15)
EVT_THREAD EVT_THREAD
EVT_WAIT(24) EVT_WAIT(24)
EVT_PLAY_EFFECT(EFFECT_EMBERS, 0, LVar3, 0, LVar5, 50, 50, EVT_FLOAT(1.0), 40, 55, EVT_FLOAT(1.0), EVT_FLOAT(1.0), 0) EVT_PLAY_EFFECT(EFFECT_EMBERS, 0, LVar3, 0, LVar5, 50, 50, EVT_FLOAT(1.0), 40, 55, EVT_FLOAT(1.0), EVT_FLOAT(1.0), 0)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_FIRE, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_FIRE, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -1325,7 +1325,7 @@ EvtScript N(EVS_Attack_FireBreath) = {
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, SUPPRESS_EVENT_ALL, 0, DMG_FIRE_BREATH, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, DMG_FIRE_BREATH, BS_FLAGS1_TRIGGER_EVENTS)
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(OverrideBattleDmaDest, VINE_0_BASE) EVT_CALL(OverrideBattleDmaDest, VINE_0_BASE)
EVT_CALL(LoadBattleDmaData, VINE_ANIM_BOSS_POST_ATTACK) EVT_CALL(LoadBattleDmaData, VINE_ANIM_BOSS_POST_ATTACK)
@ -1448,7 +1448,7 @@ EvtScript N(EVS_Death) = {
EVT_CALL(LoadBattleDmaData, VINE_ANIM_BOSS_DEATH_MIDDLE) EVT_CALL(LoadBattleDmaData, VINE_ANIM_BOSS_DEATH_MIDDLE)
EVT_CALL(PlayModelAnimation, VINE_0, VINE_0_BASE) EVT_CALL(PlayModelAnimation, VINE_0, VINE_0_BASE)
EVT_THREAD EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03C6) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAVA_PIRANHA_DEFEAT)
EVT_WAIT(35) EVT_WAIT(35)
EVT_SET(LVar0, 0) EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0) EVT_SET(LVar1, 0)
@ -1641,7 +1641,7 @@ EvtScript N(EVS_Death) = {
EVT_CALL(EnableModel, MODEL_h08, TRUE) EVT_CALL(EnableModel, MODEL_h08, TRUE)
EVT_CALL(EnableModel, MODEL_h10, TRUE) EVT_CALL(EnableModel, MODEL_h10, TRUE)
EVT_CALL(EnableModel, MODEL_h11, TRUE) EVT_CALL(EnableModel, MODEL_h11, TRUE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03C5) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAVA_PIRANHA_EMERGE)
EVT_PLAY_EFFECT(EFFECT_EMBERS, 0, 100, 0, 0, 70, 80, EVT_FLOAT(2.5), 80, 55, EVT_FLOAT(2.0), EVT_FLOAT(2.0), 0) EVT_PLAY_EFFECT(EFFECT_EMBERS, 0, 100, 0, 0, 70, 80, EVT_FLOAT(2.5), 80, 55, EVT_FLOAT(2.0), EVT_FLOAT(2.0), 0)
EVT_CALL(LoadAnimatedModel, SHATTER_GROUND, EVT_PTR(N(anim1))) EVT_CALL(LoadAnimatedModel, SHATTER_GROUND, EVT_PTR(N(anim1)))
EVT_CALL(PlayModelAnimation, SHATTER_GROUND, EVT_PTR(N(anim1_8021A364))) EVT_CALL(PlayModelAnimation, SHATTER_GROUND, EVT_PTR(N(anim1_8021A364)))
@ -1712,7 +1712,7 @@ EvtScript N(EVS_Death) = {
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(N(StartRumbleWithParams), 80, 216) EVT_CALL(N(StartRumbleWithParams), 80, 216)
EVT_THREAD EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03CC) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAVA_PIRANHA_WRITHE)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Common_PiranhaState, LVar0) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Common_PiranhaState, LVar0)
EVT_IF_EQ(LVar0, PIRANHA_STATE_STUNNED) EVT_IF_EQ(LVar0, PIRANHA_STATE_STUNNED)
EVT_CALL(OverrideBattleDmaDest, VINE_0_BASE) EVT_CALL(OverrideBattleDmaDest, VINE_0_BASE)
@ -1733,7 +1733,7 @@ EvtScript N(EVS_Death) = {
EVT_PLAY_EFFECT(EFFECT_EMBERS, 0, 105, 60, 2, 80, 60, EVT_FLOAT(1.8), 90, 100, EVT_FLOAT(1.5), EVT_FLOAT(1.5), 0) EVT_PLAY_EFFECT(EFFECT_EMBERS, 0, 105, 60, 2, 80, 60, EVT_FLOAT(1.8), 90, 100, EVT_FLOAT(1.5), EVT_FLOAT(1.5), 0)
EVT_END_IF EVT_END_IF
EVT_WAIT(121) EVT_WAIT(121)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03CD) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAVA_PIRANHA_COLLAPSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_LavaPiranha_Anim0A) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_LavaPiranha_Anim0A)
EVT_CALL(OverrideBattleDmaDest, VINE_0_BASE) EVT_CALL(OverrideBattleDmaDest, VINE_0_BASE)
EVT_CALL(LoadBattleDmaData, VINE_ANIM_BOSS_DEATH_COLLAPSE) EVT_CALL(LoadBattleDmaData, VINE_ANIM_BOSS_DEATH_COLLAPSE)
@ -1832,7 +1832,7 @@ EvtScript N(EVS_Death) = {
EVT_END_LOOP EVT_END_LOOP
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(212) EVT_WAIT(212)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_LavaPiranha_Anim0F) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_LavaPiranha_Anim0F)
EVT_CALL(SetAnimation, ACTOR_BUD_1, PRT_MAIN, ANIM_LavaBud_Anim0F) EVT_CALL(SetAnimation, ACTOR_BUD_1, PRT_MAIN, ANIM_LavaBud_Anim0F)
EVT_CALL(SetAnimation, ACTOR_BUD_2, PRT_MAIN, ANIM_LavaBud_Anim0F) EVT_CALL(SetAnimation, ACTOR_BUD_2, PRT_MAIN, ANIM_LavaBud_Anim0F)
@ -2104,7 +2104,7 @@ EvtScript N(EVS_Hit_Inner) = {
EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_MAIN, ACTOR_EVENT_FLAG_FIREY, FALSE) EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_MAIN, ACTOR_EVENT_FLAG_FIREY, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_TARGET, ACTOR_EVENT_FLAG_FIREY, FALSE) EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_TARGET, ACTOR_EVENT_FLAG_FIREY, FALSE)
EVT_WAIT(29) EVT_WAIT(29)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03C8) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAVA_PIRANHA_WITHER)
EVT_CALL(OverrideBattleDmaDest, VINE_0_BASE) EVT_CALL(OverrideBattleDmaDest, VINE_0_BASE)
EVT_CALL(LoadBattleDmaData, VINE_ANIM_BOSS_STUN) EVT_CALL(LoadBattleDmaData, VINE_ANIM_BOSS_STUN)
EVT_CALL(PlayModelAnimation, VINE_0, VINE_0_BASE) EVT_CALL(PlayModelAnimation, VINE_0, VINE_0_BASE)

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@ -284,7 +284,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_PetitPiranha_Anim03) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_PetitPiranha_Anim03)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(2.0)) EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(2.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03CA) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_PETIT_PIRANHA_ASCEND)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20) EVT_ADD(LVar1, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -293,7 +293,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_END_IF EVT_END_IF
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03CB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_PETIT_PIRANHA_DIVE)
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(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -336,7 +336,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_BREAK_LOOP EVT_BREAK_LOOP
EVT_END_IF EVT_END_IF
EVT_END_LOOP EVT_END_LOOP
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar9, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar9, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar9) EVT_SWITCH(LVar9)
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)
@ -364,7 +364,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_WAIT(2) EVT_WAIT(2)
EVT_SET(LVar8, DMG_IMPACT) EVT_SET(LVar8, DMG_IMPACT)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar9, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar8, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar9, DAMAGE_TYPE_FIRE, SUPPRESS_EVENT_ALL, 0, LVar8, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)

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@ -613,7 +613,7 @@ EvtScript N(EVS_TakeTurn_Ceiling) = {
EVT_CALL(MoveBattleCamOver, 10) EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE) EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, DMG_CEILING_DROP, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, DMG_CEILING_DROP, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -673,7 +673,7 @@ EvtScript N(EVS_TakeTurn_Ceiling) = {
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, SUPPRESS_EVENT_ALL, 0, DMG_CEILING_DROP, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, DMG_CEILING_DROP, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -754,12 +754,12 @@ EvtScript N(EVS_TakeTurn_Ground) = {
EVT_WAIT(5) EVT_WAIT(5)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0) EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2021) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_SHELL_SPIN)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_ShellSpin) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_ShellSpin)
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_NONE, SOUND_NONE) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_NONE, SOUND_NONE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20D3) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_SHELL_TOSS)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 2, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 2, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -808,7 +808,7 @@ EvtScript N(EVS_TakeTurn_Ground) = {
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, SUPPRESS_EVENT_ALL, 0, DMG_SHELL_TOSS, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, DMG_SHELL_TOSS, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -916,7 +916,7 @@ EvtScript N(EVS_HandleEvent_Initial) = {
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
EVT_CASE_EQ(EVENT_FLIP_TRIGGER) EVT_CASE_EQ(EVENT_FLIP_TRIGGER)
EVT_CALL(GetBattleFlags, LVar0) EVT_CALL(GetBattleFlags, LVar0)
EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_SP_EVT_ACTIVE) EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_TRIGGER_EVENTS)
EVT_BREAK_SWITCH EVT_BREAK_SWITCH
EVT_END_IF EVT_END_IF
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)

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@ -359,7 +359,7 @@ EvtScript N(EVS_Attack_FlyingTackle) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Lee_Crouch) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Lee_Crouch)
EVT_WAIT(20) EVT_WAIT(20)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_DUPLIGHOST_LEAP, 0) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_DUPLIGHOST_LEAP, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -403,7 +403,7 @@ EvtScript N(EVS_Attack_FlyingTackle) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_FLYING_LEAP, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_FLYING_LEAP, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -607,7 +607,7 @@ EvtScript N(EVS_Move_CopyPartner) = {
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(ActorSpeak, MSG_MAC_Gate_0027, ACTOR_SELF, PRT_MAIN, ANIM_Lee_Talk, ANIM_Lee_Walk) EVT_CALL(ActorSpeak, MSG_MAC_Gate_0027, ACTOR_SELF, PRT_MAIN, ANIM_Lee_Talk, ANIM_Lee_Walk)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B8) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_GHOST_TRANSFORM)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Lee_RaisedArmsTalk) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Lee_RaisedArmsTalk)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)

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@ -222,8 +222,8 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Brace) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Brace)
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_NONE, SOUND_NONE) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_NONE, SOUND_NONE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2020) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOMBETTE_BODY_SLAM)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -272,13 +272,13 @@ EvtScript N(EVS_TakeTurn) = {
EVT_SWITCH(LVar9) EVT_SWITCH(LVar9)
EVT_CASE_EQ(PARTNER_RANK_NORMAL) EVT_CASE_EQ(PARTNER_RANK_NORMAL)
EVT_WAIT(2) EVT_WAIT(2)
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_TRIGGER_EVENTS)
EVT_CASE_EQ(PARTNER_RANK_SUPER) EVT_CASE_EQ(PARTNER_RANK_SUPER)
EVT_WAIT(2) EVT_WAIT(2)
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_TRIGGER_EVENTS)
EVT_CASE_EQ(PARTNER_RANK_ULTRA) EVT_CASE_EQ(PARTNER_RANK_ULTRA)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 5, BS_FLAGS1_TRIGGER_EVENTS)
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)

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@ -279,7 +279,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -345,7 +345,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_END_SWITCH EVT_END_SWITCH
EVT_SET(LVar7, LVar8) EVT_SET(LVar7, LVar8)
EVT_LOOP(LVar7) EVT_LOOP(LVar7)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2019) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_BOW_SMACK)
EVT_ADD(LVarA, 1) EVT_ADD(LVarA, 1)
EVT_CALL(SetPartScale, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(1.4), EVT_FLOAT(1.4), EVT_FLOAT(1.0)) EVT_CALL(SetPartScale, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(1.4), EVT_FLOAT(1.4), EVT_FLOAT(1.0))
EVT_IF_EQ(LFlag0, FALSE) EVT_IF_EQ(LFlag0, FALSE)
@ -377,13 +377,13 @@ EvtScript N(EVS_TakeTurn) = {
EVT_SWITCH(LVar9) EVT_SWITCH(LVar9)
EVT_CASE_EQ(PARTNER_RANK_NORMAL) EVT_CASE_EQ(PARTNER_RANK_NORMAL)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_CASE_EQ(PARTNER_RANK_SUPER) EVT_CASE_EQ(PARTNER_RANK_SUPER)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_CASE_EQ(PARTNER_RANK_ULTRA) EVT_CASE_EQ(PARTNER_RANK_ULTRA)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_END_SWITCH EVT_END_SWITCH
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBow_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleBow_Idle)

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@ -328,7 +328,7 @@ EvtScript N(EVS_Attack_Headbonk) = {
EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 0, 5) EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 0, 5)
EVT_CALL(SetJumpAnimations, ACTOR_SELF, PRT_MAIN, ANIM_BattleGoombario_Headbonk, ANIM_BattleGoombario_Headbonk, ANIM_BattleGoombario_Headbonk) EVT_CALL(SetJumpAnimations, ACTOR_SELF, PRT_MAIN, ANIM_BattleGoombario_Headbonk, ANIM_BattleGoombario_Headbonk, ANIM_BattleGoombario_Headbonk)
EVT_CALL(N(UnkFunc62), LVarA, 0) EVT_CALL(N(UnkFunc62), LVarA, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -361,11 +361,11 @@ EvtScript N(EVS_Attack_Headbonk) = {
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Copy_PartnerLevel, LVar9) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Copy_PartnerLevel, LVar9)
EVT_SWITCH(LVar9) EVT_SWITCH(LVar9)
EVT_CASE_EQ(PARTNER_RANK_NORMAL) EVT_CASE_EQ(PARTNER_RANK_NORMAL)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_CASE_EQ(PARTNER_RANK_SUPER) EVT_CASE_EQ(PARTNER_RANK_SUPER)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 2, BS_FLAGS1_10) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 2, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_CASE_EQ(PARTNER_RANK_ULTRA) EVT_CASE_EQ(PARTNER_RANK_ULTRA)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_10) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(GetActorHP, ACTOR_PLAYER, LVar0) EVT_CALL(GetActorHP, ACTOR_PLAYER, LVar0)
EVT_IF_EQ(LVar0, 0) EVT_IF_EQ(LVar0, 0)
@ -439,11 +439,11 @@ EvtScript N(EVS_Attack_Headbonk) = {
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Copy_PartnerLevel, LVar9) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Copy_PartnerLevel, LVar9)
EVT_SWITCH(LVar9) EVT_SWITCH(LVar9)
EVT_CASE_EQ(PARTNER_RANK_NORMAL) EVT_CASE_EQ(PARTNER_RANK_NORMAL)
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_TRIGGER_EVENTS)
EVT_CASE_EQ(PARTNER_RANK_SUPER) EVT_CASE_EQ(PARTNER_RANK_SUPER)
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_TRIGGER_EVENTS)
EVT_CASE_EQ(PARTNER_RANK_ULTRA) EVT_CASE_EQ(PARTNER_RANK_ULTRA)
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_TRIGGER_EVENTS)
EVT_END_SWITCH EVT_END_SWITCH
EVT_LABEL(100) EVT_LABEL(100)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)

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@ -348,7 +348,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_NONE) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_NONE)
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleKooper_ShellSpinSlowest) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleKooper_ShellSpinSlowest)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_200C) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KOOPER_SHELL_SPINUP)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_14) EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_14)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 75) EVT_CALL(MoveBattleCamOver, 75)
@ -393,14 +393,14 @@ EvtScript N(EVS_TakeTurn) = {
EVT_END_SWITCH EVT_END_SWITCH
EVT_WAIT(1) EVT_WAIT(1)
EVT_END_LOOP EVT_END_LOOP
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_200A) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_PARAKARRY_AIR_RAID_1)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_NONE, SOUND_NONE) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_NONE, SOUND_NONE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 15) EVT_CALL(MoveBattleCamOver, 15)
EVT_CALL(AddActorDecoration, ACTOR_SELF, PRT_ZERO, 0, ACTOR_DECORATION_GREY_SMOKE_TRAIL) EVT_CALL(AddActorDecoration, ACTOR_SELF, PRT_ZERO, 0, ACTOR_DECORATION_GREY_SMOKE_TRAIL)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE) EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -455,13 +455,13 @@ EvtScript N(EVS_TakeTurn) = {
EVT_SWITCH(LVar9) EVT_SWITCH(LVar9)
EVT_CASE_EQ(PARTNER_RANK_NORMAL) EVT_CASE_EQ(PARTNER_RANK_NORMAL)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 2, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CASE_EQ(PARTNER_RANK_SUPER) EVT_CASE_EQ(PARTNER_RANK_SUPER)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 3, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CASE_EQ(PARTNER_RANK_ULTRA) EVT_CASE_EQ(PARTNER_RANK_ULTRA)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, 5, BS_FLAGS1_TRIGGER_EVENTS)
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)

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@ -276,7 +276,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_SETF(LVar3, EVT_FLOAT(1.0)) EVT_SETF(LVar3, EVT_FLOAT(1.0))
EVT_END_IF EVT_END_IF
EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, LVar3, 30, 0) EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, LVar3, 30, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAKILESTER_SUMMON_SPINY) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_SPIKE_SUMMON_SPINY)
EVT_THREAD EVT_THREAD
EVT_LOOP(15) EVT_LOOP(15)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 1, 0, 0) EVT_CALL(SetActorDispOffset, ACTOR_SELF, 1, 0, 0)
@ -298,8 +298,8 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleLakilester_ThrowSpiny) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleLakilester_ThrowSpiny)
EVT_WAIT(3) EVT_WAIT(3)
EVT_CALL(SetPartSounds, ACTOR_SELF, PRT_SPINY, ACTOR_SOUND_JUMP, SOUND_NONE, SOUND_NONE) EVT_CALL(SetPartSounds, ACTOR_SELF, PRT_SPINY, ACTOR_SOUND_JUMP, SOUND_NONE, SOUND_NONE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_201B) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LAKILESTER_THROW_SPINY_A)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -345,13 +345,13 @@ EvtScript N(EVS_TakeTurn) = {
EVT_SWITCH(LVar9) EVT_SWITCH(LVar9)
EVT_CASE_EQ(PARTNER_RANK_NORMAL) EVT_CASE_EQ(PARTNER_RANK_NORMAL)
EVT_WAIT(2) EVT_WAIT(2)
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_TRIGGER_EVENTS)
EVT_CASE_EQ(PARTNER_RANK_SUPER) EVT_CASE_EQ(PARTNER_RANK_SUPER)
EVT_WAIT(2) EVT_WAIT(2)
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_TRIGGER_EVENTS)
EVT_CASE_EQ(PARTNER_RANK_ULTRA) EVT_CASE_EQ(PARTNER_RANK_ULTRA)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 5, BS_FLAGS1_TRIGGER_EVENTS)
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)

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@ -241,7 +241,7 @@ EvtScript N(EVS_Attack_SkyDive) = {
EVT_WAIT(3) EVT_WAIT(3)
EVT_CALL(UseBattleCamPresetImmediately, BTL_CAM_PRESET_01) EVT_CALL(UseBattleCamPresetImmediately, BTL_CAM_PRESET_01)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_NONE, SOUND_NONE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2004) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_PARAKARRY_PREDIVE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleParakarry_FlyFast) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleParakarry_FlyFast)
EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 10, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 10, 0)
EVT_CALL(FlyToGoal, ACTOR_SELF, 5, 0, EASING_LINEAR) EVT_CALL(FlyToGoal, ACTOR_SELF, 5, 0, EASING_LINEAR)
@ -252,12 +252,12 @@ EvtScript N(EVS_Attack_SkyDive) = {
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(AddGoalPos, ACTOR_SELF, 40, 15, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, 40, 15, 0)
EVT_CALL(FlyToGoal, ACTOR_SELF, 20, -20, EASING_QUARTIC_OUT) EVT_CALL(FlyToGoal, ACTOR_SELF, 20, -20, EASING_QUARTIC_OUT)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2005) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_PARAKARRY_DIVE)
EVT_CALL(EnableActorBlur, ACTOR_SELF, ACTOR_BLUR_ENABLE) EVT_CALL(EnableActorBlur, ACTOR_SELF, ACTOR_BLUR_ENABLE)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleParakarry_Dive) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleParakarry_Dive)
EVT_CALL(FlyToGoal, ACTOR_SELF, 5, 0, EASING_LINEAR) EVT_CALL(FlyToGoal, ACTOR_SELF, 5, 0, EASING_LINEAR)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -293,13 +293,13 @@ EvtScript N(EVS_Attack_SkyDive) = {
EVT_SWITCH(LVar9) EVT_SWITCH(LVar9)
EVT_CASE_EQ(PARTNER_RANK_NORMAL) EVT_CASE_EQ(PARTNER_RANK_NORMAL)
EVT_WAIT(2) EVT_WAIT(2)
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_TRIGGER_EVENTS)
EVT_CASE_EQ(PARTNER_RANK_SUPER) EVT_CASE_EQ(PARTNER_RANK_SUPER)
EVT_WAIT(2) EVT_WAIT(2)
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_TRIGGER_EVENTS)
EVT_CASE_EQ(PARTNER_RANK_ULTRA) EVT_CASE_EQ(PARTNER_RANK_ULTRA)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 5, BS_FLAGS1_TRIGGER_EVENTS)
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(PlaySound, SOUND_NONE) EVT_CALL(PlaySound, SOUND_NONE)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)

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@ -236,7 +236,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Tense2) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Tense2)
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -403,13 +403,13 @@ EvtScript N(EVS_TakeTurn) = {
EVT_SWITCH(LVarA) EVT_SWITCH(LVarA)
EVT_CASE_EQ(PARTNER_RANK_NORMAL) EVT_CASE_EQ(PARTNER_RANK_NORMAL)
EVT_WAIT(2) EVT_WAIT(2)
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_TRIGGER_EVENTS)
EVT_CASE_EQ(PARTNER_RANK_SUPER) EVT_CASE_EQ(PARTNER_RANK_SUPER)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 4, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CASE_EQ(PARTNER_RANK_ULTRA) EVT_CASE_EQ(PARTNER_RANK_ULTRA)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 5, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 5, BS_FLAGS1_TRIGGER_EVENTS)
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)

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@ -360,7 +360,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleWatt_Strain) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleWatt_Strain)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(FlyToGoal, ACTOR_SELF, 5, 0, EASING_COS_IN_OUT) EVT_CALL(FlyToGoal, ACTOR_SELF, 5, 0, EASING_COS_IN_OUT)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -393,7 +393,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(AddBattleCamZoom, -75) EVT_CALL(AddBattleCamZoom, -75)
EVT_CALL(MoveBattleCamOver, LVarA) EVT_CALL(MoveBattleCamOver, LVarA)
EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_0, BTL_CAM_MODEX_0, TRUE) EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_0, BTL_CAM_MODEX_0, TRUE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_0289) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_WATT_CHARGE)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SHRINK) EVT_IF_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -427,13 +427,13 @@ EvtScript N(EVS_TakeTurn) = {
EVT_SWITCH(LVar9) EVT_SWITCH(LVar9)
EVT_CASE_EQ(PARTNER_RANK_NORMAL) EVT_CASE_EQ(PARTNER_RANK_NORMAL)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_IGNORE_DEFENSE, SUPPRESS_EVENT_ALL, 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_TRIGGER_EVENTS)
EVT_CASE_EQ(PARTNER_RANK_SUPER) EVT_CASE_EQ(PARTNER_RANK_SUPER)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_IGNORE_DEFENSE, SUPPRESS_EVENT_ALL, 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_TRIGGER_EVENTS)
EVT_CASE_EQ(PARTNER_RANK_ULTRA) EVT_CASE_EQ(PARTNER_RANK_ULTRA)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_IGNORE_DEFENSE, SUPPRESS_EVENT_ALL, 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_TRIGGER_EVENTS)
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)

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@ -245,9 +245,9 @@ EvtScript N(EVS_TakeTurn) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_Idle) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_Idle)
EVT_WAIT(10) EVT_WAIT(10)
EVT_THREAD EVT_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_WindupLoop) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_WindupLoop)
EVT_WAIT(10) EVT_WAIT(10)
@ -258,7 +258,7 @@ EvtScript N(EVS_TakeTurn) = {
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(RunToGoal, ACTOR_SELF, 8, TRUE) EVT_CALL(RunToGoal, ACTOR_SELF, 8, TRUE)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -287,9 +287,9 @@ EvtScript N(EVS_TakeTurn) = {
EVT_RETURN EVT_RETURN
EVT_END_CASE_GROUP EVT_END_CASE_GROUP
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03ED) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_SMACK)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE, BS_FLAGS1_10 | BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE, BS_FLAGS1_INCLUDE_POWER_UPS | BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -366,7 +366,7 @@ EvtScript N(EVS_HandleEvent) = {
EVT_RETURN EVT_RETURN
EVT_END_IF EVT_END_IF
EVT_CALL(GetBattleFlags, LVar0) EVT_CALL(GetBattleFlags, LVar0)
EVT_IF_FLAG(LVar0, BS_FLAGS1_40 | BS_FLAGS1_200) EVT_IF_FLAG(LVar0, BS_FLAGS1_NICE_HIT | BS_FLAGS1_SUPER_HIT)
EVT_CALL(GetLastDamage, ACTOR_SELF, LVar0) EVT_CALL(GetLastDamage, ACTOR_SELF, LVar0)
EVT_IF_GT(LVar0, 0) EVT_IF_GT(LVar0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_WasHit, TRUE) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_WasHit, TRUE)

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@ -264,9 +264,9 @@ EvtScript N(EVS_Attack_StrikeOnce) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_AscendedPunch) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_AscendedPunch)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_AscendedKick) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_AscendedKick)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BC) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_KICK)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -295,15 +295,15 @@ EvtScript N(EVS_Attack_StrikeOnce) = {
EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 0, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 0, 0)
EVT_CALL(RunToGoal, ACTOR_SELF, 5, FALSE) EVT_CALL(RunToGoal, ACTOR_SELF, 5, FALSE)
EVT_CALL(EnableActorBlur, ACTOR_SELF, ACTOR_BLUR_DISABLE) EVT_CALL(EnableActorBlur, ACTOR_SELF, ACTOR_BLUR_DISABLE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03ED) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_SMACK)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_ONCE, BS_FLAGS1_10 | BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_ONCE, BS_FLAGS1_INCLUDE_POWER_UPS | BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_THREAD EVT_THREAD
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 20, 0) EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 20, 0)
EVT_SET(LVar0, 0) EVT_SET(LVar0, 0)
@ -361,9 +361,9 @@ EvtScript N(EVS_Attack_StrikeTwice) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 1) EVT_CALL(MoveBattleCamOver, 1)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03B9) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_LEAP)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -402,10 +402,10 @@ EvtScript N(EVS_Attack_StrikeTwice) = {
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03ED) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_SMACK)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_TWICE_1, BS_FLAGS1_10) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_TWICE_1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_THREAD EVT_THREAD
@ -423,17 +423,17 @@ EvtScript N(EVS_Attack_StrikeTwice) = {
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.2)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.2))
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03ED) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_SMACK)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_TWICE_2, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_TWICE_2, BS_FLAGS1_TRIGGER_EVENTS)
EVT_WAIT(15) EVT_WAIT(15)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BE) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLIP)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_THREAD EVT_THREAD
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 10, 0) EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 10, 0)
EVT_SET(LVar0, 0) EVT_SET(LVar0, 0)
@ -511,7 +511,7 @@ EvtScript N(EVS_HandlePhase) = {
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_OpenMouth) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_OpenMouth)
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B8) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_GHOST_TRANSFORM)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20) EVT_ADD(LVar1, 20)
EVT_PLAY_EFFECT(EFFECT_GATHER_ENERGY_PINK, 1, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 30, 0) EVT_PLAY_EFFECT(EFFECT_GATHER_ENERGY_PINK, 1, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 30, 0)
@ -593,7 +593,7 @@ EvtScript N(EVS_HandleEvent) = {
EVT_RETURN EVT_RETURN
EVT_END_IF EVT_END_IF
EVT_CALL(GetBattleFlags, LVar0) EVT_CALL(GetBattleFlags, LVar0)
EVT_IF_FLAG(LVar0, BS_FLAGS1_40 | BS_FLAGS1_200) EVT_IF_FLAG(LVar0, BS_FLAGS1_NICE_HIT | BS_FLAGS1_SUPER_HIT)
EVT_CALL(GetLastDamage, ACTOR_SELF, LVar0) EVT_CALL(GetLastDamage, ACTOR_SELF, LVar0)
EVT_IF_GT(LVar0, 0) EVT_IF_GT(LVar0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_WasHit, TRUE) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_WasHit, TRUE)

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@ -296,9 +296,9 @@ EvtScript N(EVS_Attack_StrikeOnce) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_AscendedPunch) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_AscendedPunch)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_AscendedKick) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_AscendedKick)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BC) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_KICK)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -327,15 +327,15 @@ EvtScript N(EVS_Attack_StrikeOnce) = {
EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 0, 0) EVT_CALL(AddGoalPos, ACTOR_SELF, 0, 0, 0)
EVT_CALL(RunToGoal, ACTOR_SELF, 5, FALSE) EVT_CALL(RunToGoal, ACTOR_SELF, 5, FALSE)
EVT_CALL(EnableActorBlur, ACTOR_SELF, ACTOR_BLUR_DISABLE) EVT_CALL(EnableActorBlur, ACTOR_SELF, ACTOR_BLUR_DISABLE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03ED) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_SMACK)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_ONCE, BS_FLAGS1_10 | BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_ONCE, BS_FLAGS1_INCLUDE_POWER_UPS | BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_THREAD EVT_THREAD
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 20, 0) EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 20, 0)
EVT_SET(LVar0, 0) EVT_SET(LVar0, 0)
@ -393,9 +393,9 @@ EvtScript N(EVS_Attack_StrikeTwice) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 1) EVT_CALL(MoveBattleCamOver, 1)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03B9) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_LEAP)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -434,10 +434,10 @@ EvtScript N(EVS_Attack_StrikeTwice) = {
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03ED) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_SMACK)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_TWICE_1, BS_FLAGS1_10) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_TWICE_1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_THREAD EVT_THREAD
@ -455,17 +455,17 @@ EvtScript N(EVS_Attack_StrikeTwice) = {
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.2)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.2))
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03ED) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_SMACK)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_TWICE_2, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_TWICE_2, BS_FLAGS1_TRIGGER_EVENTS)
EVT_WAIT(15) EVT_WAIT(15)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BE) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLIP)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_THREAD EVT_THREAD
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 10, 0) EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 10, 0)
EVT_SET(LVar0, 0) EVT_SET(LVar0, 0)
@ -524,9 +524,9 @@ EvtScript N(EVS_Attack_StrikeThrice) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF) EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 1) EVT_CALL(MoveBattleCamOver, 1)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03B9) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_LEAP)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 0, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
@ -565,10 +565,10 @@ EvtScript N(EVS_Attack_StrikeThrice) = {
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03ED) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_SMACK)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_THRICE_1, BS_FLAGS1_10) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_THRICE_1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_THREAD EVT_THREAD
@ -587,8 +587,8 @@ EvtScript N(EVS_Attack_StrikeThrice) = {
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.2)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.2))
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03ED) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_SMACK)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_THRICE_2, 0) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_THRICE_2, 0)
EVT_THREAD EVT_THREAD
@ -645,17 +645,17 @@ EvtScript N(EVS_Attack_StrikeThrice) = {
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.2)) EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.2))
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_03EE) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_PUNCH)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_THRICE_3, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_STRIKE_THRICE_3, BS_FLAGS1_TRIGGER_EVENTS)
EVT_WAIT(15) EVT_WAIT(15)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BE) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLIP)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20BB) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_MASTER_FLUTTER)
EVT_THREAD EVT_THREAD
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 10, 0) EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 10, 0)
EVT_SET(LVar0, 0) EVT_SET(LVar0, 0)
@ -790,7 +790,7 @@ EvtScript N(EVS_Attack_SpiritStrike) = {
EVT_CALL(JumpPartTo, ACTOR_SELF, PRT_SPIRIT, LVar0, LVar1, LVar2, 10, TRUE) EVT_CALL(JumpPartTo, ACTOR_SELF, PRT_SPIRIT, LVar0, LVar1, LVar2, 10, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_SPIRIT, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_SPIRIT, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_SPIRIT_STRIKE, BS_FLAGS1_10) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_SPIRIT_STRIKE, BS_FLAGS1_INCLUDE_POWER_UPS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -825,7 +825,7 @@ EvtScript N(EVS_Attack_FlyingGrab) = {
EVT_CALL(FlyToGoal, ACTOR_SELF, 30, 0, EASING_LINEAR) EVT_CALL(FlyToGoal, ACTOR_SELF, 30, 0, EASING_LINEAR)
EVT_WAIT(10000) EVT_WAIT(10000)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_FLYING_GRAB, BS_FLAGS1_10) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_FLYING_GRAB, BS_FLAGS1_INCLUDE_POWER_UPS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -902,7 +902,7 @@ EvtScript N(EVS_HandlePhase) = {
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_OpenMouth) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_TheMaster_OpenMouth)
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20B8) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_GHOST_TRANSFORM)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20) EVT_ADD(LVar1, 20)
EVT_PLAY_EFFECT(EFFECT_GATHER_ENERGY_PINK, 1, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 30, 0) EVT_PLAY_EFFECT(EFFECT_GATHER_ENERGY_PINK, 1, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 30, 0)
@ -992,7 +992,7 @@ EvtScript N(EVS_HandleEvent) = {
EVT_RETURN EVT_RETURN
EVT_END_IF EVT_END_IF
EVT_CALL(GetBattleFlags, LVar0) EVT_CALL(GetBattleFlags, LVar0)
EVT_IF_FLAG(LVar0, BS_FLAGS1_40 | BS_FLAGS1_200) EVT_IF_FLAG(LVar0, BS_FLAGS1_NICE_HIT | BS_FLAGS1_SUPER_HIT)
EVT_CALL(GetLastDamage, ACTOR_SELF, LVar0) EVT_CALL(GetLastDamage, ACTOR_SELF, LVar0)
EVT_IF_GT(LVar0, 0) EVT_IF_GT(LVar0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_WasHit, TRUE) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_WasHit, TRUE)

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@ -467,13 +467,13 @@ EvtScript N(EVS_HandleEvent) = {
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_FlipResistance, LVar0) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_FlipResistance, LVar0)
EVT_IF_EQ(LVar0, 0) EVT_IF_EQ(LVar0, 0)
EVT_CALL(GetBattleFlags, LVarD) EVT_CALL(GetBattleFlags, LVarD)
EVT_IF_FLAG(LVarD, BS_FLAGS1_SP_EVT_ACTIVE) EVT_IF_FLAG(LVarD, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_FlipResistance, 2) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_FlipResistance, 2)
EVT_END_IF EVT_END_IF
EVT_EXEC_WAIT(N(EVS_FlipOver)) EVT_EXEC_WAIT(N(EVS_FlipOver))
EVT_ELSE EVT_ELSE
EVT_CALL(GetBattleFlags, LVarD) EVT_CALL(GetBattleFlags, LVarD)
EVT_IF_FLAG(LVarD, BS_FLAGS1_SP_EVT_ACTIVE) EVT_IF_FLAG(LVarD, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_FlipResistance, 2) EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_FlipResistance, 2)
EVT_CALL(GetLastDamage, ACTOR_SELF, LVar0) EVT_CALL(GetLastDamage, ACTOR_SELF, LVar0)
EVT_IF_GT(LVar0, 0) EVT_IF_GT(LVar0, 0)
@ -631,15 +631,15 @@ EvtScript N(EVS_Attack_ShellToss) = {
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0) EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_NONE, SOUND_NONE) EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_NONE, SOUND_NONE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_0370) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_KENT_C_SHELL_TOSS_LOOP)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_KentCKoopa_Anim0A) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_KentCKoopa_Anim0A)
EVT_WAIT(10) EVT_WAIT(10)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 3, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 3, BS_FLAGS1_INCLUDE_POWER_UPS)
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)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER) EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarB, 0, 0, 3, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarB, 0, 0, 3, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVarB) EVT_SWITCH(LVarB)
EVT_CASE_EQ(6) EVT_CASE_EQ(6)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
@ -655,7 +655,7 @@ EvtScript N(EVS_Attack_ShellToss) = {
EVT_CALL(SetGoalToHome, ACTOR_SELF) EVT_CALL(SetGoalToHome, ACTOR_SELF)
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_CALL(StopSound, SOUND_0370) EVT_CALL(StopSound, SOUND_KENT_C_SHELL_TOSS_LOOP)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_KentCKoopa_Anim0C) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_KentCKoopa_Anim0C)
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(YieldTurn) EVT_CALL(YieldTurn)
@ -721,7 +721,7 @@ EvtScript N(EVS_Attack_ShellToss) = {
EVT_IF_NOT_FLAG(LVarE, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVarE, STATUS_FLAG_SHRINK)
EVT_CALL(SetDamageSource, DMG_SRC_CRUSH) EVT_CALL(SetDamageSource, DMG_SRC_CRUSH)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, SUPPRESS_EVENT_ALL, 0, DMG_SHELL_TOSS_PLAYER, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, SUPPRESS_EVENT_ALL, 0, DMG_SHELL_TOSS_PLAYER, BS_FLAGS1_TRIGGER_EVENTS)
EVT_SET(LVarA, 0) EVT_SET(LVarA, 0)
EVT_IF_NOT_FLAG(LVarE, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVarE, STATUS_FLAG_SHRINK)
EVT_CALL(GetBattleFlags, LVar0) EVT_CALL(GetBattleFlags, LVar0)
@ -743,7 +743,7 @@ EvtScript N(EVS_Attack_ShellToss) = {
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(SetDamageSource, DMG_SRC_CRUSH_PARTNER) EVT_CALL(SetDamageSource, DMG_SRC_CRUSH_PARTNER)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, DMG_SHELL_TOSS_PARTNER, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, DMG_SHELL_TOSS_PARTNER, BS_FLAGS1_TRIGGER_EVENTS)
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)
@ -756,7 +756,7 @@ EvtScript N(EVS_Attack_ShellToss) = {
EVT_CALL(SetGoalToHome, ACTOR_SELF) EVT_CALL(SetGoalToHome, ACTOR_SELF)
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_CALL(StopSound, SOUND_0370) EVT_CALL(StopSound, SOUND_KENT_C_SHELL_TOSS_LOOP)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_KentCKoopa_Anim0C) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_KentCKoopa_Anim0C)
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(YieldTurn) EVT_CALL(YieldTurn)
@ -806,7 +806,7 @@ EvtScript N(EVS_Attack_ShellToss) = {
EVT_END_IF EVT_END_IF
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(ResetAllActorSounds, ACTOR_SELF) EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(StopSound, SOUND_0370) EVT_CALL(StopSound, SOUND_KENT_C_SHELL_TOSS_LOOP)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_KentCKoopa_Anim0C) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_KentCKoopa_Anim0C)
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(YieldTurn) EVT_CALL(YieldTurn)
@ -842,7 +842,7 @@ EvtScript N(EVS_Attack_HeavyStomp) = {
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_KentCKoopa_Anim01) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_KentCKoopa_Anim01)
EVT_WAIT(8) EVT_WAIT(8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LARGE_ACTOR_JUMP) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LARGE_ACTOR_JUMP)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
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)
@ -861,7 +861,7 @@ EvtScript N(EVS_Attack_HeavyStomp) = {
EVT_SET(LVar1, 0) EVT_SET(LVar1, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EC) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_A)
EVT_THREAD EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK)
@ -873,7 +873,7 @@ EvtScript N(EVS_Attack_HeavyStomp) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EC) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_A)
EVT_THREAD EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK)
@ -885,7 +885,7 @@ EvtScript N(EVS_Attack_HeavyStomp) = {
EVT_SUB(LVar0, 10) EVT_SUB(LVar0, 10)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EC) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_A)
EVT_THREAD EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK)
@ -941,7 +941,7 @@ EvtScript N(EVS_Attack_HeavyStomp) = {
EVT_IF_NOT_FLAG(LVarF, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVarF, STATUS_FLAG_SHRINK)
EVT_CALL(SetDamageSource, DMG_SRC_CRUSH) EVT_CALL(SetDamageSource, DMG_SRC_CRUSH)
EVT_END_IF EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, SUPPRESS_EVENT_ALL, 0, DMG_HEAVY_STOMP, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, SUPPRESS_EVENT_ALL, 0, DMG_HEAVY_STOMP, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -955,7 +955,7 @@ EvtScript N(EVS_Attack_HeavyStomp) = {
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarE) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarE)
EVT_IF_NOT_FLAG(LVarE, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVarE, STATUS_FLAG_SHRINK)
EVT_CALL(LandJump, ACTOR_SELF) EVT_CALL(LandJump, ACTOR_SELF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EC) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_A)
EVT_END_IF EVT_END_IF
EVT_END_IF EVT_END_IF
EVT_END_IF EVT_END_IF
@ -977,7 +977,7 @@ EvtScript N(EVS_Attack_HeavyStomp) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0)) EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EC) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_A)
EVT_THREAD EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK)
@ -989,7 +989,7 @@ EvtScript N(EVS_Attack_HeavyStomp) = {
EVT_ADD(LVar0, 20) EVT_ADD(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EC) EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_STEP_A)
EVT_THREAD EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3) EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK) EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SHRINK)
@ -1004,7 +1004,7 @@ EvtScript N(EVS_Attack_HeavyStomp) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 20) EVT_CALL(MoveBattleCamOver, 20)
EVT_EXEC_WAIT(N(EVS_KentC_GoHome)) EVT_EXEC_WAIT(N(EVS_KentC_GoHome))
EVT_CASE_EQ(HIT_RESULT_3) EVT_CASE_EQ(HIT_RESULT_NICE_NO_DAMAGE)
EVT_END_CASE_GROUP EVT_END_CASE_GROUP
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE) EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)

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@ -315,7 +315,7 @@ EvtScript N(EVS_Attack_ThrowBomb) = {
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_END_THREAD EVT_END_THREAD
EVT_WAIT(5) EVT_WAIT(5)
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206A) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_OPEN_HATCH)
EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim0B) EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim0B)
EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, FALSE) EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_OpenHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_OpenHatch))
@ -338,10 +338,10 @@ EvtScript N(EVS_Attack_ThrowBomb) = {
EVT_CALL(SetPartPos, ACTOR_SELF, PRT_BOMB, LVar0, LVar1, LVar2) EVT_CALL(SetPartPos, ACTOR_SELF, PRT_BOMB, LVar0, LVar1, LVar2)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_BOMB, ANIM_GeneralGuyBomb_Anim01) EVT_CALL(SetAnimation, ACTOR_SELF, PRT_BOMB, ANIM_GeneralGuyBomb_Anim01)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_BOMB, ACTOR_PART_FLAG_INVISIBLE, FALSE) EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_BOMB, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 4, BS_FLAGS1_TRIGGER_EVENTS)
EVT_SWITCH(LVar0) EVT_SWITCH(LVar0)
EVT_CASE_EQ(HIT_RESULT_MISS) EVT_CASE_EQ(HIT_RESULT_MISS)
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_BOMB, SOUND_02F9) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_BOMB, SOUND_TOSS)
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(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -353,12 +353,12 @@ EvtScript N(EVS_Attack_ThrowBomb) = {
EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02) EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02)
EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206B) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_CLOSE_HATCH)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE) EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE) EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN EVT_RETURN
EVT_CASE_EQ(HIT_RESULT_LUCKY) EVT_CASE_EQ(HIT_RESULT_LUCKY)
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_BOMB, SOUND_02F9) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_BOMB, SOUND_TOSS)
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(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -379,12 +379,12 @@ EvtScript N(EVS_Attack_ThrowBomb) = {
EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02) EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02)
EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206B) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_CLOSE_HATCH)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE) EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE) EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN EVT_RETURN
EVT_END_SWITCH EVT_END_SWITCH
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_BOMB, SOUND_02F9) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_BOMB, SOUND_TOSS)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_BOMB, EVT_FLOAT(14.0)) EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, PRT_BOMB, EVT_FLOAT(14.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_BOMB, EVT_FLOAT(0.1)) EVT_CALL(SetPartJumpGravity, ACTOR_SELF, PRT_BOMB, EVT_FLOAT(0.1))
@ -395,7 +395,7 @@ EvtScript N(EVS_Attack_ThrowBomb) = {
EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_BOMB, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_SELF, PRT_BOMB, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_BLAST | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_BOMB_TOSS, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_BLAST | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_BOMB_TOSS, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -406,7 +406,7 @@ EvtScript N(EVS_Attack_ThrowBomb) = {
EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02) EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02)
EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206B) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_CLOSE_HATCH)
EVT_RETURN EVT_RETURN
EVT_END_IF EVT_END_IF
EVT_END_CASE_GROUP EVT_END_CASE_GROUP
@ -414,7 +414,7 @@ EvtScript N(EVS_Attack_ThrowBomb) = {
EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02) EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02)
EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206B) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_CLOSE_HATCH)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE) EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE) EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN EVT_RETURN
@ -433,7 +433,7 @@ EvtScript N(EVS_Attack_ShootLightning) = {
EVT_CALL(SetBattleCamOffsetZ, 30) EVT_CALL(SetBattleCamOffsetZ, 30)
EVT_CALL(MoveBattleCamOver, 40) EVT_CALL(MoveBattleCamOver, 40)
EVT_WAIT(40) EVT_WAIT(40)
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206A) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_OPEN_HATCH)
EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim0B) EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim0B)
EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, FALSE) EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_OpenHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_OpenHatch))
@ -461,28 +461,28 @@ EvtScript N(EVS_Attack_ShootLightning) = {
EVT_END_THREAD EVT_END_THREAD
EVT_PLAY_EFFECT(EFFECT_SNAKING_STATIC, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 40, 0) EVT_PLAY_EFFECT(EFFECT_SNAKING_STATIC, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 40, 0)
EVT_WAIT(40) EVT_WAIT(40)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_SHOCK | 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_TRIGGER_EVENTS)
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)
EVT_CALL(GetModelCenter, MODEL_kyu3) EVT_CALL(GetModelCenter, MODEL_kyu3)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, 0, LVar5) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, 0, LVar5)
EVT_CALL(PlaySound, SOUND_2069) EVT_CALL(PlaySound, SOUND_TANK_BULB_FIRE)
EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0) EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 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_SHOCK | 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_TRIGGER_EVENTS)
EVT_IF_NE(LVar0, HIT_RESULT_MISS) EVT_IF_NE(LVar0, HIT_RESULT_MISS)
EVT_CALL(GetModelCenter, MODEL_kyu3) EVT_CALL(GetModelCenter, MODEL_kyu3)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_CALL(PlaySound, SOUND_2069) EVT_CALL(PlaySound, SOUND_TANK_BULB_FIRE)
EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0) EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0)
EVT_CALL(SetActorVar, ACTOR_TANK, AVAR_Tank_UsingBulbAttack, FALSE) EVT_CALL(SetActorVar, ACTOR_TANK, AVAR_Tank_UsingBulbAttack, FALSE)
EVT_WAIT(12) EVT_WAIT(12)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_LIGHTNING_PARTNER, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_LIGHTNING_PARTNER, BS_FLAGS1_TRIGGER_EVENTS)
EVT_ELSE EVT_ELSE
EVT_CALL(SetActorVar, ACTOR_TANK, AVAR_Tank_UsingBulbAttack, FALSE) EVT_CALL(SetActorVar, ACTOR_TANK, AVAR_Tank_UsingBulbAttack, FALSE)
EVT_WAIT(20) EVT_WAIT(20)
@ -495,7 +495,7 @@ EvtScript N(EVS_Attack_ShootLightning) = {
EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02) EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02)
EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206B) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_CLOSE_HATCH)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE) EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE) EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN EVT_RETURN
@ -504,7 +504,7 @@ EvtScript N(EVS_Attack_ShootLightning) = {
EVT_CALL(GetModelCenter, MODEL_kyu3) EVT_CALL(GetModelCenter, MODEL_kyu3)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, 0, LVar5) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, 0, LVar5)
EVT_CALL(PlaySound, SOUND_2069) EVT_CALL(PlaySound, SOUND_TANK_BULB_FIRE)
EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0) EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0)
EVT_WAIT(12) EVT_WAIT(12)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0) EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
@ -512,7 +512,7 @@ EvtScript N(EVS_Attack_ShootLightning) = {
EVT_CALL(GetModelCenter, MODEL_kyu3) EVT_CALL(GetModelCenter, MODEL_kyu3)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, 0, LVar5) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, 0, LVar5)
EVT_CALL(PlaySound, SOUND_2069) EVT_CALL(PlaySound, SOUND_TANK_BULB_FIRE)
EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0) EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0)
EVT_CALL(SetActorVar, ACTOR_TANK, AVAR_Tank_UsingBulbAttack, FALSE) EVT_CALL(SetActorVar, ACTOR_TANK, AVAR_Tank_UsingBulbAttack, FALSE)
EVT_WAIT(12) EVT_WAIT(12)
@ -524,7 +524,7 @@ EvtScript N(EVS_Attack_ShootLightning) = {
EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02) EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02)
EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206B) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_CLOSE_HATCH)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE) EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE) EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN EVT_RETURN
@ -533,11 +533,11 @@ EvtScript N(EVS_Attack_ShootLightning) = {
EVT_CALL(GetModelCenter, MODEL_kyu3) EVT_CALL(GetModelCenter, MODEL_kyu3)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_CALL(PlaySound, SOUND_2069) EVT_CALL(PlaySound, SOUND_TANK_BULB_FIRE)
EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0) EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 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_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_LIGHTNING_PLAYER, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_LIGHTNING_PLAYER, BS_FLAGS1_TRIGGER_EVENTS)
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_NO_DAMAGE) EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
@ -549,7 +549,7 @@ EvtScript N(EVS_Attack_ShootLightning) = {
EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02) EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02)
EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206B) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_CLOSE_HATCH)
EVT_RETURN EVT_RETURN
EVT_END_IF EVT_END_IF
EVT_END_CASE_GROUP EVT_END_CASE_GROUP
@ -558,12 +558,12 @@ EvtScript N(EVS_Attack_ShootLightning) = {
EVT_CALL(GetModelCenter, MODEL_kyu3) EVT_CALL(GetModelCenter, MODEL_kyu3)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5) EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_CALL(PlaySound, SOUND_2069) EVT_CALL(PlaySound, SOUND_TANK_BULB_FIRE)
EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0) EVT_PLAY_EFFECT(EFFECT_LIGHTNING_BOLT, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 18, 0)
EVT_CALL(SetActorVar, ACTOR_TANK, AVAR_Tank_UsingBulbAttack, FALSE) EVT_CALL(SetActorVar, ACTOR_TANK, AVAR_Tank_UsingBulbAttack, FALSE)
EVT_WAIT(12) EVT_WAIT(12)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_LIGHTNING_PARTNER, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, DMG_LIGHTNING_PARTNER, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(GetActorVar, ACTOR_TANK, AVAR_Tank_ModulateDarkness, LVar0) EVT_CALL(GetActorVar, ACTOR_TANK, AVAR_Tank_ModulateDarkness, LVar0)
EVT_IF_TRUE(LVar0) EVT_IF_TRUE(LVar0)
EVT_CALL(SetDarknessMode, BTL_DARKNESS_MODE_3) EVT_CALL(SetDarknessMode, BTL_DARKNESS_MODE_3)
@ -572,7 +572,7 @@ EvtScript N(EVS_Attack_ShootLightning) = {
EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02) EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim02)
EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206B) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_CLOSE_HATCH)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE) EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE) EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN EVT_RETURN

View File

@ -320,7 +320,7 @@ API_CALLABLE(N(SpawnShatterFX)) {
} }
EvtScript N(EVS_Death) = { EvtScript N(EVS_Death) = {
EVT_CALL(PlaySoundAtActor, ACTOR_BULB, SOUND_03AE) EVT_CALL(PlaySoundAtActor, ACTOR_BULB, SOUND_TANK_BULB_SHATTER)
EVT_CALL(N(SpawnShatterFX)) EVT_CALL(N(SpawnShatterFX))
EVT_CALL(EnableModel, MODEL_kyu3, FALSE) EVT_CALL(EnableModel, MODEL_kyu3, FALSE)
EVT_CALL(EnableModel, MODEL_kyu1, FALSE) EVT_CALL(EnableModel, MODEL_kyu1, FALSE)

View File

@ -249,7 +249,7 @@ EvtScript N(EVS_HandleEvent) = {
EVT_CALL(SetEnemyTargetOffset, ACTOR_SELF, PRT_2, 0, 35) EVT_CALL(SetEnemyTargetOffset, ACTOR_SELF, PRT_2, 0, 35)
EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206B) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_CLOSE_HATCH)
EVT_CASE_OR_EQ(EVENT_HIT) EVT_CASE_OR_EQ(EVENT_HIT)
EVT_CASE_OR_EQ(EVENT_BURN_HIT) EVT_CASE_OR_EQ(EVENT_BURN_HIT)
EVT_EXEC_WAIT(N(EVS_Hit)) EVT_EXEC_WAIT(N(EVS_Hit))
@ -257,7 +257,7 @@ EvtScript N(EVS_HandleEvent) = {
EVT_CALL(SetEnemyTargetOffset, ACTOR_SELF, PRT_2, 0, 35) EVT_CALL(SetEnemyTargetOffset, ACTOR_SELF, PRT_2, 0, 35)
EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206B) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_CLOSE_HATCH)
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(EVS_Hit)) EVT_EXEC_WAIT(N(EVS_Hit))
@ -265,15 +265,15 @@ EvtScript N(EVS_HandleEvent) = {
EVT_CALL(SetEnemyTargetOffset, ACTOR_SELF, PRT_2, 0, 35) EVT_CALL(SetEnemyTargetOffset, ACTOR_SELF, PRT_2, 0, 35)
EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206B) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_CLOSE_HATCH)
EVT_CASE_EQ(EVENT_ZERO_DAMAGE) EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
EVT_CALL(func_8026E914, LVar0, LVar1) EVT_CALL(func_8026E914, LVar0, LVar1)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206B) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_CLOSE_HATCH)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CASE_EQ(EVENT_IMMUNE) EVT_CASE_EQ(EVENT_IMMUNE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206B) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_CLOSE_HATCH)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CASE_EQ(EVENT_AIR_LIFT_FAILED) EVT_CASE_EQ(EVENT_AIR_LIFT_FAILED)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
@ -513,7 +513,7 @@ EvtScript N(EVS_BeginWave_StiltGuys) = {
EVT_WAIT(2) EVT_WAIT(2)
EVT_CALL(SetOwnerTarget, LVar0, 1) EVT_CALL(SetOwnerTarget, LVar0, 1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF) EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar1, DAMAGE_TYPE_IGNORE_DEFENSE, 0, 0, DMG_SCENE, BS_FLAGS1_SP_EVT_ACTIVE) EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar1, DAMAGE_TYPE_IGNORE_DEFENSE, 0, 0, DMG_SCENE, BS_FLAGS1_TRIGGER_EVENTS)
EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim10) EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim10)
EVT_WAIT(16) EVT_WAIT(16)
EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim04) EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim04)
@ -753,7 +753,7 @@ EvtScript N(EVS_BeginWave_Tank) = {
EVT_CALL(SetEnemyTargetOffset, ACTOR_SELF, PRT_2, 0, 35) EVT_CALL(SetEnemyTargetOffset, ACTOR_SELF, PRT_2, 0, 35)
EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE) EVT_CALL(SetPartFlagBits, ACTOR_GENERAL, PRT_MAIN, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_CloseHatch))
EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_206B) EVT_CALL(PlaySoundAtPart, ACTOR_GENERAL, PRT_MAIN, SOUND_TOY_TANK_CLOSE_HATCH)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(EnableBattleStatusBar, TRUE) EVT_CALL(EnableBattleStatusBar, TRUE)
@ -764,7 +764,7 @@ EvtScript N(EVS_BeginWave_Tank) = {
EvtScript N(EVS_Death) = { EvtScript N(EVS_Death) = {
EVT_WAIT(15) EVT_WAIT(15)
EVT_CALL(PlaySoundAtActor, ACTOR_TANK, SOUND_036F) EVT_CALL(PlaySoundAtActor, ACTOR_TANK, SOUND_TOY_TANK_FALL_APART)
EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_FallApart)) EVT_CALL(PlayModelAnimation, 0, EVT_PTR(AS_ToyTank_FallApart))
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Tank_BulbGlowEffect, LVar0) EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Tank_BulbGlowEffect, LVar0)
EVT_IF_NE(LVar0, NULL) EVT_IF_NE(LVar0, NULL)
@ -782,7 +782,7 @@ EvtScript N(EVS_Death) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_14) EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_14)
EVT_CALL(BattleCamTargetActor, ACTOR_GENERAL) EVT_CALL(BattleCamTargetActor, ACTOR_GENERAL)
EVT_CALL(MoveBattleCamOver, 60) EVT_CALL(MoveBattleCamOver, 60)
EVT_CALL(PlaySoundAtActor, ACTOR_TANK, SOUND_034E) EVT_CALL(PlaySoundAtActor, ACTOR_TANK, SOUND_TOY_TANK_EXPLODE)
EVT_CALL(SetActorJumpGravity, ACTOR_GENERAL, EVT_FLOAT(0.6)) EVT_CALL(SetActorJumpGravity, ACTOR_GENERAL, EVT_FLOAT(0.6))
EVT_CALL(SetActorDispOffset, ACTOR_GENERAL, 0, 0, 0) EVT_CALL(SetActorDispOffset, ACTOR_GENERAL, 0, 0, 0)
EVT_CALL(GetActorPos, ACTOR_GENERAL, LVar0, LVar1, LVar2) EVT_CALL(GetActorPos, ACTOR_GENERAL, LVar0, LVar1, LVar2)
@ -794,7 +794,7 @@ EvtScript N(EVS_Death) = {
EVT_END_THREAD EVT_END_THREAD
EVT_CALL(SetGoalPos, ACTOR_GENERAL, LVar0, LVar1, LVar2) EVT_CALL(SetGoalPos, ACTOR_GENERAL, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_GENERAL, 50, FALSE, TRUE, FALSE) EVT_CALL(JumpToGoal, ACTOR_GENERAL, 50, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_GENERAL, SOUND_20E4) EVT_CALL(PlaySoundAtActor, ACTOR_GENERAL, SOUND_ACTOR_COLLAPSE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT) EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 30) EVT_CALL(MoveBattleCamOver, 30)
EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim10) EVT_CALL(SetAnimation, ACTOR_GENERAL, PRT_MAIN, ANIM_GeneralGuy_Anim10)
@ -814,7 +814,7 @@ EvtScript N(EVS_Death) = {
EVT_ADD(LVar0, 10) EVT_ADD(LVar0, 10)
EVT_ADD(LVar1, 30) EVT_ADD(LVar1, 30)
EVT_PLAY_EFFECT(EFFECT_STARS_ORBITING, 0, LVar0, LVar1, LVar2, 20, 4, LVarF, 0) EVT_PLAY_EFFECT(EFFECT_STARS_ORBITING, 0, LVar0, LVar1, LVar2, 20, 4, LVarF, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_GENERAL, SOUND_20E5) EVT_CALL(PlaySoundAtActor, ACTOR_GENERAL, SOUND_KNOCKOUT_CHIRPING)
EVT_CALL(DropStarPoints, ACTOR_GENERAL) EVT_CALL(DropStarPoints, ACTOR_GENERAL)
EVT_WAIT(30) EVT_WAIT(30)
EVT_CALL(RemoveEffect, LVarF) EVT_CALL(RemoveEffect, LVarF)

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