battle cleanup (#947)

* item cleanup

* quick

* star power cleanup

* battle cleanup

* battle cleanup

* SetGroupVisibility

* more stage cleanup

* stage clean

* misc

* half of stages

* stagework

---------

Co-authored-by: HailSanta <Hail2Santa@gmail.com>
This commit is contained in:
HailSanta 2023-02-20 10:22:38 -05:00 committed by GitHub
parent 2ce88d2869
commit 5a5d088d83
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
599 changed files with 11000 additions and 13006 deletions

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@ -323,7 +323,7 @@
#define EVS_NpcHitRecoil dead_EVS_NpcHitRecoil
#define SelfEnemyOverrideSyncPos dead_SelfEnemyOverrideSyncPos
#define func_802CFD30 dead_func_802CFD30
#define SetGroupEnabled dead_SetGroupEnabled
#define SetGroupVisibility dead_SetGroupVisibility
#define Entity_HeartBlock dead_Entity_HeartBlock
#define GetCamDistance dead_GetCamDistance
#define GetCamPitch dead_GetCamPitch

View File

@ -291,21 +291,15 @@ typedef struct FootprintFXData {
} FootprintFXData; // size = 0x98
typedef struct FloatingFlowerFXData {
/* 0x00 */ s32 unk_00;
/* 0x04 */ f32 unk_04;
/* 0x08 */ f32 unk_08;
/* 0x0C */ f32 unk_0C;
/* 0x10 */ f32 unk_10;
/* 0x14 */ f32 unk_14;
/* 0x18 */ f32 unk_18;
/* 0x1C */ f32 unk_1C;
/* 0x20 */ f32 unk_20;
/* 0x24 */ f32 unk_24;
/* 0x28 */ f32 unk_28;
/* 0x2C */ f32 unk_2C;
/* 0x30 */ f32 unk_30;
/* 0x34 */ s32 unk_34;
/* 0x38 */ s32 unk_38;
/* 0x00 */ s32 type;
/* 0x04 */ Vec3f pos;
/* 0x10 */ Vec3f vel;
/* 0x1C */ f32 accelY;
/* 0x20 */ f32 jerkY;
/* 0x24 */ Vec2f rot;
/* 0x2C */ Vec2f angularVel;
/* 0x34 */ s32 timeLeft;
/* 0x38 */ s32 lifetime;
/* 0x3C */ s32 unk_3C;
/* 0x40 */ s32 unk_40;
/* 0x44 */ s32 unk_44;

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@ -918,6 +918,8 @@ enum SoundIDs {
SOUND_238 = 0x00000238,
SOUND_23D = 0x0000023D,
SOUND_241 = 0x00000241,
SOUND_242 = 0x00000242,
SOUND_244 = 0x00000244,
SOUND_245 = 0x00000245,
SOUND_246 = 0x00000246,
SOUND_247 = 0x00000247,
@ -1018,6 +1020,7 @@ enum SoundIDs {
SOUND_2E9 = 0x000002E9,
SOUND_2EA = 0x000002EA,
SOUND_2EB = 0x000002EB,
SOUND_2EC = 0x000002EC,
SOUND_2ED = 0x000002ED,
SOUND_2EE = 0x000002EE,
SOUND_2EF = 0x000002EF,
@ -1033,6 +1036,7 @@ enum SoundIDs {
SOUND_2F9 = 0x000002F9,
SOUND_2FA = 0x000002FA,
SOUND_2FB = 0x000002FB,
SOUND_2FC = 0x000002FC,
SOUND_2FD = 0x000002FD,
SOUND_CLOSE_SHELL = 0x000002FF,
SOUND_300 = 0x00000300,
@ -1042,6 +1046,7 @@ enum SoundIDs {
SOUND_305 = 0x00000305,
SOUND_306 = 0x00000306,
SOUND_309 = 0x00000309,
SOUND_30A = 0x0000030A,
SOUND_30B = 0x0000030B,
SOUND_SHY_GUY_SCREAMS1 = 0x0000030C,
SOUND_SHY_GUY_SCREAMS2 = 0x0000030D,
@ -1206,6 +1211,7 @@ enum SoundIDs {
SOUND_3C7 = 0x000003C7,
SOUND_3C8 = 0x000003C8,
SOUND_3C9 = 0x000003C9,
SOUND_3CA = 0x000003CA,
SOUND_3CB = 0x000003CB,
SOUND_3CC = 0x000003CC,
SOUND_3CD = 0x000003CD,
@ -1242,6 +1248,7 @@ enum SoundIDs {
SOUND_DANGER = 0x000003F1,
SOUND_PERIL = 0x000003F2,
SOUND_3F3 = 0x000003F3,
SOUND_3F4 = 0x000003F4,
SOUND_3F6 = 0x000003F6,
SOUND_3F9 = 0x000003F9,
SOUND_THROW = 0x000003FA,
@ -1268,6 +1275,7 @@ enum SoundIDs {
SOUND_CANNON2 = 0x00002017,
SOUND_CANNON3 = 0x00002018,
SOUND_2019 = 0x00002019,
SOUND_201A = 0x0000201A,
SOUND_201B = 0x0000201B,
SOUND_201C = 0x0000201C,
SOUND_201D = 0x0000201D,
@ -1314,6 +1322,8 @@ enum SoundIDs {
SOUND_204B = 0x0000204B,
SOUND_204D = 0x0000204D,
SOUND_2051 = 0x00002051,
SOUND_2052 = 0x00002052,
SOUND_2053 = 0x00002053,
SOUND_2055 = 0x00002055,
SOUND_2056 = 0x00002056,
SOUND_2059 = 0x00002059,
@ -1338,6 +1348,7 @@ enum SoundIDs {
SOUND_206E = 0x0000206E,
SOUND_206F = 0x0000206F,
SOUND_2070 = 0x00002070,
SOUND_2071 = 0x00002071,
SOUND_2072 = 0x00002072,
SOUND_2073 = 0x00002073,
SOUND_2074 = 0x00002074,
@ -1412,6 +1423,7 @@ enum SoundIDs {
SOUND_20C5 = 0x000020C5,
SOUND_20C6 = 0x000020C6,
SOUND_20C8 = 0x000020C8,
SOUND_20C9 = 0x000020C9,
SOUND_20CA = 0x000020CA,
SOUND_20CB = 0x000020CB,
SOUND_20CC = 0x000020CC,
@ -1436,13 +1448,16 @@ enum SoundIDs {
SOUND_20DF = 0x000020DF,
SOUND_20E0 = 0x000020E0,
SOUND_20E1 = 0x000020E1,
SOUND_20E2 = 0x000020E2,
SOUND_20E3 = 0x000020E3,
SOUND_20E4 = 0x000020E4,
SOUND_20E5 = 0x000020E5,
SOUND_20E6 = 0x000020E6,
SOUND_20E7 = 0x000020E7,
SOUND_20E8 = 0x000020E8,
SOUND_20E9 = 0x000020E9,
SOUND_20EA = 0x000020EA,
SOUND_20EB = 0x000020EB,
SOUND_20EC = 0x000020EC,
SOUND_20ED = 0x000020ED,
SOUND_20EE = 0x000020EE,
@ -1455,6 +1470,9 @@ enum SoundIDs {
SOUND_20F5 = 0x000020F5,
SOUND_20F6 = 0x000020F6,
SOUND_20F7 = 0x000020F7,
SOUND_20F9 = 0x000020F9,
SOUND_20FB = 0x000020FB,
SOUND_20FC = 0x000020FC,
SOUND_20FD = 0x000020FD,
SOUND_20FE = 0x000020FE,
SOUND_2101 = 0x00002101,
@ -3064,6 +3082,7 @@ enum NpcIDs {
NPC_PLAYER = -2,
NPC_PARTNER = -4,
NPC_BTL_MERLEE = -10,
NPC_BTL_SPIRIT = 100,
};
enum EntityTypes {
@ -3323,6 +3342,15 @@ enum StatusFlags {
STATUS_FLAG_80000000 = 0x80000000,
};
#define STATUS_FLAGS_IMMOBILIZED \
(STATUS_FLAG_STONE \
| STATUS_FLAG_STOP \
| STATUS_FLAG_DIZZY \
| STATUS_FLAG_PARALYZE \
| STATUS_FLAG_FEAR \
| STATUS_FLAG_FROZEN \
| STATUS_FLAG_SLEEP)
enum DamageTypes {
DAMAGE_TYPE_FIRE = 0x00000002,
DAMAGE_TYPE_WATER = 0x00000004,
@ -4870,7 +4898,7 @@ enum GlobalOverrides {
enum ModelFlags {
MODEL_FLAG_FLAG_1 = 0x0001,
MODEL_FLAG_ENABLED = 0x0002,
MODEL_FLAG_HIDDEN = 0x0002,
MODEL_FLAG_FLAG_4 = 0x0004,
MODEL_FLAG_TRANSFORM_GROUP_MEMBER = 0x0008,
MODEL_FLAG_USES_CUSTOM_GFX = 0x0010,
@ -4887,6 +4915,13 @@ enum ModelFlags {
MODEL_FLAG_FLAG_8000 = 0x8000,
};
enum ModelGroupVisibility {
MODEL_GROUP_HIDDEN = 0,
MODEL_GROUP_VISIBLE = 1,
MODEL_GROUP_OTHERS_HIDDEN = 2,
MODEL_GROUP_OTHERS_VISIBLE = 3,
};
enum TexPanner {
//select pan unit
TEX_PANNER_0 = 0x0,

View File

@ -448,7 +448,7 @@ void set_peach_shadow_scale(Shadow* shadow, f32 scale);
s32 is_block_on_ground(Entity* block);
void set_animation(s32 actorID, s32 partID, AnimID animID);
void set_animation_rate(s32 actorID, s32 partID, f32 rate);
void set_model_flags(u16, s32, s32);
void set_model_group_visibility(u16, s32, s32);
void init_enter_world_shared(void);
s16 update_enter_map_screen_overlay(s16* progress);
s16 update_exit_map_screen_overlay(s16* progress);

View File

@ -7,6 +7,8 @@
#include "script_api/common.h"
#include "battle/action_cmd.h"
#include "effects.h"
ApiStatus EnablePartnerBlur(Evt* script, s32 isInitialCall);
ApiStatus DisablePartnerBlur(Evt* script, s32 isInitialCall);
ApiStatus UseBattleCamPreset(Evt* script, s32 isInitialCall);
@ -317,30 +319,30 @@ ApiStatus GetAnimatedNodeRotation(Evt* script, s32 isInitialCall);
ApiStatus GetAnimatedNodePosition(Evt* script, s32 isInitialCall);
ApiStatus DispatchEventPlayer(Evt* script, s32 isInitialCall);
extern EvtScript PlayerScriptDispatcher;
extern EvtScript PeachScriptDispatcher;
extern EvtScript ExecutePlayerAction;
extern EvtScript ExecutePeachAction;
extern EvtScript HandleEvent_Player;
extern EvtScript EVS_Mario_HandlePhase;
extern EvtScript EVS_Peach_HandlePhase;
extern EvtScript EVS_ExecuteMarioAction;
extern EvtScript EVS_ExecutePeachAction;
extern EvtScript EVS_Player_HandleEvent;
extern EvtScript BtlPutPartnerAway;
extern EvtScript BtlBringPartnerOut;
extern EvtScript MarioEnterStage;
extern EvtScript PeachEnterStage;
extern EvtScript PlayerFirstStrike;
extern EvtScript StartDefend;
extern EvtScript RunAwayStart;
extern EvtScript RunAwayFail;
extern EvtScript RunAwayReset;
extern EvtScript PlayEatFX;
extern EvtScript PlayDrinkFX;
extern EvtScript UseLifeShroom;
extern EvtScript MerleeRunOut;
extern EvtScript MerleeAttackBonus;
extern EvtScript MerleeDefenseBonus;
extern EvtScript MerleeExpBonus;
extern EvtScript PlayerHappy;
extern EvtScript DoDizzyAttack;
extern EvtScript RegainAbility;
extern EvtScript EVS_MarioEnterStage;
extern EvtScript EVS_PeachEnterStage;
extern EvtScript EVS_PlayerFirstStrike;
extern EvtScript EVS_StartDefend;
extern EvtScript EVS_RunAwayStart;
extern EvtScript EVS_RunAwayFail;
extern EvtScript EVS_RunAwayReset;
extern EvtScript EVS_PlayEatFX;
extern EvtScript EVS_PlayDrinkFX;
extern EvtScript EVS_UseLifeShroom;
extern EvtScript EVS_MerleeRunOut;
extern EvtScript EVS_MerleeAttackBonus;
extern EvtScript EVS_MerleeDefenseBonus;
extern EvtScript EVS_MerleeExpBonus;
extern EvtScript EVS_PlayerHappy;
extern EvtScript EVS_ApplyDizzyAttack;
extern EvtScript EVS_PlayerRegainAbility;
extern EvtScript UseMystery;
extern EvtScript DoSleepHit;
extern EvtScript DoDizzyHit;

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@ -69,7 +69,7 @@ ApiStatus SetTexPanner(Evt* script, s32 isInitialCall);
ApiStatus SetCustomGfxEnabled(Evt* script, s32 isInitialCall);
ApiStatus EnableTexPanning(Evt* script, s32 isInitialCall);
ApiStatus EnableModel(Evt* script, s32 isInitialCall);
ApiStatus SetGroupEnabled(Evt* script, s32 isInitialCall);
ApiStatus SetGroupVisibility(Evt* script, s32 isInitialCall);
ApiStatus SetTexPanOffset(Evt* script, s32 isInitialCall);
ApiStatus SetModelFlags(Evt* script, s32 isInitialCall);
ApiStatus TranslateGroup(Evt* script, s32 isInitialCall);

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@ -9,7 +9,7 @@
extern StageListRow* gCurrentStagePtr;
extern s16 D_802809F6;
extern s16 D_802809F8;
extern s16 DemoBattleBeginDelay;
extern s32 BattleScreenFadeAmt;
extern EvtScript EVS_OnBattleInit;
extern s32 D_80281454[];
@ -447,9 +447,9 @@ void btl_state_update_normal_start(void) {
if (!(gGameStatusPtr->demoFlags & 1)) {
actor = battleStatus->playerActor;
if (gBattleStatus.flags2 & BS_FLAGS2_PEACH_BATTLE) {
script = start_script(&PeachEnterStage, EVT_PRIORITY_A, 0);
script = start_script(&EVS_PeachEnterStage, EVT_PRIORITY_A, 0);
} else {
script = start_script(&MarioEnterStage, EVT_PRIORITY_A, 0);
script = start_script(&EVS_MarioEnterStage, EVT_PRIORITY_A, 0);
}
actor->takeTurnScript = script;
actor->takeTurnScriptID = script->id;
@ -461,7 +461,7 @@ void btl_state_update_normal_start(void) {
&& is_ability_active(ABILITY_DIZZY_ATTACK)
) {
actor = battleStatus->enemyActors[0];
script = start_script(&DoDizzyAttack, EVT_PRIORITY_A, 0);
script = start_script(&EVS_ApplyDizzyAttack, EVT_PRIORITY_A, 0);
actor->takeTurnScript = script;
actor->takeTurnScriptID = script->id;
script->owner1.enemyID = ACTOR_ENEMY0;
@ -979,7 +979,7 @@ back:
if (battleStatus->hammerLossTurns >= 0) {
battleStatus->hammerLossTurns--;
if (battleStatus->hammerLossTurns == -1) {
script = start_script(&RegainAbility, EVT_PRIORITY_A, 0);
script = start_script(&EVS_PlayerRegainAbility, EVT_PRIORITY_A, 0);
player->takeTurnScript = script;
player->takeTurnScriptID = script->id;
script->owner1.actorID = ACTOR_PLAYER;
@ -993,7 +993,7 @@ back:
if (battleStatus->jumpLossTurns >= 0) {
battleStatus->jumpLossTurns--;
if (battleStatus->jumpLossTurns == -1) {
script = start_script(&RegainAbility, EVT_PRIORITY_A, 0);
script = start_script(&EVS_PlayerRegainAbility, EVT_PRIORITY_A, 0);
player->takeTurnScript = script;
player->takeTurnScriptID = script->id;
script->owner1.actorID = ACTOR_PLAYER;
@ -1007,7 +1007,7 @@ back:
if (battleStatus->itemLossTurns >= 0) {
battleStatus->itemLossTurns--;
if (battleStatus->itemLossTurns == -1) {
script = start_script(&RegainAbility, EVT_PRIORITY_A, 0);
script = start_script(&EVS_PlayerRegainAbility, EVT_PRIORITY_A, 0);
player->takeTurnScript = script;
player->takeTurnScriptID = script->id;
script->owner1.actorID = ACTOR_PLAYER;
@ -1452,7 +1452,7 @@ void btl_state_update_9(void) {
battleStatus->merleeDefenseBoost = 3;
battleStatus->nextMerleeSpellType = MERLEE_SPELL_0;
battleStatus->battlePhase = PHASE_MERLEE_DEFENSE_BONUS;
script = start_script(&PlayerScriptDispatcher, EVT_PRIORITY_A, 0);
script = start_script(&EVS_Mario_HandlePhase, EVT_PRIORITY_A, 0);
player->takeTurnScript = script;
player->takeTurnScriptID = script->id;
script->owner1.actorID = ACTOR_PLAYER;
@ -1862,7 +1862,7 @@ void btl_state_update_victory(void) {
playerData->merleeCastsLeft++;
} else {
battleStatus->battlePhase = PHASE_MERLEE_EXP_BONUS;
script = start_script(&PlayerScriptDispatcher, EVT_PRIORITY_A, 0);
script = start_script(&EVS_Mario_HandlePhase, EVT_PRIORITY_A, 0);
player->takeTurnScript = script;
player->takeTurnScriptID = script->id;
script->owner1.actorID = ACTOR_PLAYER;
@ -2163,7 +2163,7 @@ void btl_state_update_defend(void) {
case BTL_SUBSTATE_DEFEND_INIT:
gBattleStatus.unk_8C = 0;
gBattleStatus.battlePhase = PHASE_USE_DEFEND;
player->takeTurnScript = script = start_script(&PlayerScriptDispatcher, EVT_PRIORITY_A, 0);
player->takeTurnScript = script = start_script(&EVS_Mario_HandlePhase, EVT_PRIORITY_A, 0);
player->takeTurnScriptID = script->id;
gBattleSubState = BTL_SUBSTATE_DEFEND_AWAIT_SCRIPT;
script->owner1.actorID = ACTOR_PLAYER;
@ -2234,7 +2234,7 @@ void btl_state_update_run_away(void) {
}
battleStatus->battlePhase = PHASE_RUN_AWAY_START;
script = start_script(&PlayerScriptDispatcher, EVT_PRIORITY_A, 0);
script = start_script(&EVS_Mario_HandlePhase, EVT_PRIORITY_A, 0);
player->takeTurnScript = script;
player->takeTurnScriptID = script->id;
script->owner1.actorID = ACTOR_PLAYER;
@ -2316,7 +2316,7 @@ void btl_state_update_run_away(void) {
switch (gBattleSubState) {
case BTL_SUBSTATE_RUN_AWAY_EXEC_POST_FAILURE:
battleStatus->battlePhase = PHASE_RUN_AWAY_FAIL;
script = start_script(&PlayerScriptDispatcher, EVT_PRIORITY_A, 0);
script = start_script(&EVS_Mario_HandlePhase, EVT_PRIORITY_A, 0);
player->takeTurnScript = script;
player->takeTurnScriptID = script->id;
script->owner1.actorID = ACTOR_PLAYER;
@ -2379,7 +2379,7 @@ void btl_state_update_defeat(void) {
btl_cam_use_preset(BTL_CAM_PRESET_25);
btl_cam_target_actor(ACTOR_PLAYER);
battleStatus->battlePhase = PHASE_RUN_AWAY_RESET;
script = start_script(&PlayerScriptDispatcher, EVT_PRIORITY_A, 0);
script = start_script(&EVS_Mario_HandlePhase, EVT_PRIORITY_A, 0);
player->takeTurnScript = script;
player->takeTurnScriptID = script->id;
script->owner1.actorID = ACTOR_PLAYER;
@ -2398,7 +2398,7 @@ void btl_state_update_defeat(void) {
}
if (find_item(ITEM_LIFE_SHROOM) >= 0) {
battleStatus->battlePhase = PHASE_USE_LIFE_SHROOM;
script = start_script(&PlayerScriptDispatcher, EVT_PRIORITY_A, 0);
script = start_script(&EVS_Mario_HandlePhase, EVT_PRIORITY_A, 0);
player->takeTurnScript = script;
player->takeTurnScriptID = script->id;
script->owner1.actorID = ACTOR_PLAYER;
@ -2623,7 +2623,7 @@ void btl_state_update_player_move(void) {
battleStatus->merleeAttackBoost = 3;
battleStatus->nextMerleeSpellType = MERLEE_SPELL_0;
battleStatus->battlePhase = PHASE_MERLEE_ATTACK_BONUS;
script = start_script(&PlayerScriptDispatcher, EVT_PRIORITY_A, 0);
script = start_script(&EVS_Mario_HandlePhase, EVT_PRIORITY_A, 0);
player->takeTurnScript = script;
player->takeTurnScriptID = script->id;
script->owner1.actorID = ACTOR_PLAYER;
@ -2675,9 +2675,9 @@ void btl_state_update_player_move(void) {
reset_all_actor_sounds(player);
battleStatus->battlePhase = PHASE_EXECUTE_ACTION;
if (gBattleStatus.flags2 & BS_FLAGS2_PEACH_BATTLE) {
script = start_script(&PeachScriptDispatcher, EVT_PRIORITY_A, 0);
script = start_script(&EVS_Peach_HandlePhase, EVT_PRIORITY_A, 0);
} else {
script = start_script(&PlayerScriptDispatcher, EVT_PRIORITY_A, 0);
script = start_script(&EVS_Mario_HandlePhase, EVT_PRIORITY_A, 0);
}
player->takeTurnScript = script;
gBattleSubState = BTL_SUBSTATE_PLAYER_MOVE_HANDLE_RESULTS;
@ -2980,7 +2980,7 @@ void btl_state_update_end_player_turn(void) {
gBattleSubState = BTL_SUBSTATE_END_PLAYER_TURN_AWAIT_HAPPY;
} else {
battleStatus->battlePhase = PHASE_PLAYER_HAPPY;
script = start_script(&PlayerScriptDispatcher, EVT_PRIORITY_A, 0);
script = start_script(&EVS_Mario_HandlePhase, EVT_PRIORITY_A, 0);
player->takeTurnScript = script;
player->takeTurnScriptID = script->id;
script->owner1.actorID = ACTOR_PLAYER;
@ -3859,7 +3859,7 @@ void btl_state_update_first_strike(void) {
reset_actor_turn_info();
// begin the partner turn script
battleStatus->battlePhase = PHASE_FIRST_STRIKE;
script = start_script(&PlayerScriptDispatcher, EVT_PRIORITY_A, 0);
script = start_script(&EVS_Mario_HandlePhase, EVT_PRIORITY_A, 0);
player->takeTurnScript = script;
player->takeTurnScriptID = script->id;
script->owner1.actorID = ACTOR_PLAYER;
@ -4370,8 +4370,8 @@ void btl_state_update_end_demo_battle(void) {
case BTL_SUBSTATE_END_DEMO_BATTLE_INIT:
BattleScreenFadeAmt = 0;
if (D_802809F6 == -1) {
if (D_802809F8 != 0) {
D_802809F8--;
if (DemoBattleBeginDelay != 0) {
DemoBattleBeginDelay--;
break;
}
}

View File

@ -10,7 +10,7 @@ f32 D_802809F0 = 0.0f;
s8 D_802809F4 = 0;
s8 D_802809F5 = 0;
s16 D_802809F6 = -1;
s16 D_802809F8 = 0;
s16 DemoBattleBeginDelay = 0;
u16 gTattleBgTextureYOffset = 0;
BSS s32 bSavedPartner;

View File

@ -577,7 +577,7 @@ void btl_state_update_celebration(void) {
partner->flags &= ~(ACTOR_FLAG_4000000 | ACTOR_FLAG_8000000);
}
battleStatus->battlePhase = PHASE_CELEBRATE;
script = start_script(&PlayerScriptDispatcher, EVT_PRIORITY_A, 0);
script = start_script(&EVS_Mario_HandlePhase, EVT_PRIORITY_A, 0);
player->takeTurnScript = script;
player->takeTurnScriptID = script->id;
script->owner1.actorID = ACTOR_PLAYER;

View File

@ -11,11 +11,12 @@
extern HudScript HES_Happy;
extern HudScript HES_HPDrain;
extern EvtScript PlayerCelebrate;
extern EvtScript EVS_PlayerCelebrate;
extern EvtScript D_802988F0;
extern EvtScript D_80298724;
extern EvtScript D_80298948;
ApiStatus func_802749F8(Evt* script, s32 isInitialCall);
extern PlayerCelebrationAnimOptions D_80280FC0;
BSS s32 D_8029FB90;
BSS f32 D_8029FB94;
@ -27,6 +28,8 @@ BSS s32 D_8029FBA8;
BSS s32 D_8029FBAC;
BSS s32 D_8029FBB0[3];
API_CALLABLE(func_802749F8);
void func_80260A60(void) {
BattleStatus* battleStatus = &gBattleStatus;
ActorPart* actorPart = &battleStatus->playerActor->partsTable[0];
@ -39,7 +42,7 @@ void func_80260A60(void) {
}
}
ApiStatus IsPartnerImmobile(Evt* script, s32 isInitialCall) {
API_CALLABLE(IsPartnerImmobile) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* playerActor = battleStatus->playerActor;
s32 isImmobile = playerActor->debuff == STATUS_FEAR
@ -57,7 +60,7 @@ ApiStatus IsPartnerImmobile(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus activate_defend_command(Evt* script, s32 isInitialCall) {
API_CALLABLE(ActivateDefend) {
ActorPart* actorPart = &gBattleStatus.playerActor->partsTable[0];
deduct_current_move_fp();
@ -67,7 +70,7 @@ ApiStatus activate_defend_command(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus func_80260B70(Evt* script, s32 isInitialCall) {
API_CALLABLE(DoesMarioStatusPreventHappyAnimation) {
Actor* player = gBattleStatus.playerActor;
func_802667F0(2, player, player->currentPos.x, player->currentPos.y + 20.0f, player->currentPos.z);
@ -80,9 +83,7 @@ ApiStatus func_80260B70(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
extern PlayerCelebrationAnimOptions D_80280FC0;
ApiStatus ChoosePlayerCelebrationAnim(Evt* script, s32 isInitialCall) {
API_CALLABLE(ChoosePlayerCelebrationAnim) {
PlayerCelebrationAnimOptions* pcao = &D_80280FC0;
PlayerData* playerData = &gPlayerData;
s32 temp;
@ -132,12 +133,12 @@ ApiStatus ChoosePlayerCelebrationAnim(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus SetFledBattleFlag(Evt* script, s32 isInitialCall) {
API_CALLABLE(SetFledBattleFlag) {
gBattleStatus.flags1 |= BS_FLAGS1_BATTLE_FLED;
return ApiStatus_DONE2;
}
ApiStatus func_80260DD8(Evt* script, s32 isInitialCall) {
API_CALLABLE(func_80260DD8) {
Actor* player = gBattleStatus.playerActor;
s32 var;
@ -154,20 +155,19 @@ ApiStatus func_80260DD8(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus func_80260E38(Evt* script, s32 isInitialCall) {
API_CALLABLE(func_80260E38) {
btl_show_battle_message(BTL_MSG_31, 60);
return ApiStatus_DONE2;
}
ApiStatus func_80260E5C(Evt* script, s32 isInitialCall) {
API_CALLABLE(func_80260E5C) {
gBattleStatus.flags1 &= ~BS_FLAGS1_8000;
gBattleStatus.flags1 &= ~BS_FLAGS1_2000;
gBattleStatus.flags1 &= ~BS_FLAGS1_4000;
return ApiStatus_DONE2;
}
#define NAMESPACE base
ApiStatus N(GiveRefund)(Evt* script, s32 isInitialCall) {
API_CALLABLE(GiveRefund) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* player = battleStatus->playerActor;
s32 sellValue = gItemTable[battleStatus->moveArgument].sellValue;
@ -186,7 +186,7 @@ ApiStatus N(GiveRefund)(Evt* script, s32 isInitialCall) {
posX = player->currentPos.x;
posZ = player->currentPos.z;
make_item_entity(ITEM_COIN, posX, posY, posZ, 0x17, (i * 3) + 1, facingAngleSign, 0);
make_item_entity(ITEM_COIN, posX, posY, posZ, ITEM_SPAWN_MODE_TOSS_FADE1, (i * 3) + 1, facingAngleSign, 0);
add_coins(1);
facingAngleSign += 30.0f;
}
@ -206,7 +206,7 @@ ApiStatus N(GiveRefund)(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus N(GiveRefundCleanup)(Evt* script, s32 isInitialCall) {
API_CALLABLE(GiveRefundCleanup) {
s32 sellValue = gItemTable[gBattleStatus.moveArgument].sellValue;
if (player_team_is_ability_active(gBattleStatus.playerActor, ABILITY_REFUND) && sellValue > 0) {
@ -216,7 +216,7 @@ ApiStatus N(GiveRefundCleanup)(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus func_802610CC(Evt* script, s32 isInitialCall) {
API_CALLABLE(func_802610CC) {
if (isInitialCall) {
mdl_set_all_fog_mode(FOG_MODE_1);
*gBackgroundFogModePtr = FOG_MODE_1;
@ -231,7 +231,7 @@ ApiStatus func_802610CC(Evt* script, s32 isInitialCall) {
return (script->functionTemp[0] == 0) * ApiStatus_DONE2;
}
ApiStatus func_80261164(Evt* script, s32 isInitialCall) {
API_CALLABLE(func_80261164) {
if (isInitialCall) {
script->functionTemp[0] = 20;
btl_cam_unfreeze();
@ -248,7 +248,7 @@ ApiStatus func_80261164(Evt* script, s32 isInitialCall) {
return ApiStatus_BLOCK;
}
ApiStatus ConsumeLifeShroom(Evt *script, s32 isInitialCall) {
API_CALLABLE(ConsumeLifeShroom) {
PlayerData* playerData = &gPlayerData;
ItemData* item = &gItemTable[ITEM_LIFE_SHROOM];
@ -263,7 +263,7 @@ ApiStatus ConsumeLifeShroom(Evt *script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus RestorePreDefeatState(Evt* script, s32 isInitialCall) {
API_CALLABLE(RestorePreDefeatState) {
PlayerData* playerData = &gPlayerData;
BattleStatus* battleStatus = &gBattleStatus;
@ -288,7 +288,7 @@ ApiStatus RestorePreDefeatState(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus func_80261388(Evt* script, s32 isInitialCall) {
API_CALLABLE(func_80261388) {
s32 partnerActorExists = gBattleStatus.partnerActor != NULL;
script->varTable[0] = FALSE;
@ -298,12 +298,12 @@ ApiStatus func_80261388(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus SetItemAsLifeShroom(Evt* script, s32 isInitialCall) {
API_CALLABLE(SetItemAsLifeShroom) {
gBattleStatus.moveArgument = ITEM_LIFE_SHROOM;
return ApiStatus_DONE2;
}
ApiStatus PlayBattleMerleeGatherFX(Evt* script, s32 isInitialCall) {
API_CALLABLE(PlayBattleMerleeGatherFX) {
Bytecode* args = script->ptrReadPos;
s32 var1 = evt_get_variable(script, *args++);
s32 var2 = evt_get_variable(script, *args++);
@ -313,7 +313,7 @@ ApiStatus PlayBattleMerleeGatherFX(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus PlayBattleMerleeOrbFX(Evt* script, s32 isInitialCall) {
API_CALLABLE(PlayBattleMerleeOrbFX) {
Bytecode* args = script->ptrReadPos;
s32 var1 = evt_get_variable(script, *args++);
s32 var2 = evt_get_variable(script, *args++);
@ -323,7 +323,7 @@ ApiStatus PlayBattleMerleeOrbFX(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus BattleMerleeFadeStageToBlack(Evt* script, s32 isInitialCall) {
API_CALLABLE(BattleMerleeFadeStageToBlack) {
if (isInitialCall) {
mdl_set_all_fog_mode(FOG_MODE_1);
*gBackgroundFogModePtr = FOG_MODE_1;
@ -341,7 +341,7 @@ ApiStatus BattleMerleeFadeStageToBlack(Evt* script, s32 isInitialCall) {
}
}
ApiStatus BattleMerleeFadeStageFromBlack(Evt* script, s32 isInitialCall) {
API_CALLABLE(BattleMerleeFadeStageFromBlack) {
if (isInitialCall) {
script->functionTemp[0] = 25;
}
@ -357,7 +357,7 @@ ApiStatus BattleMerleeFadeStageFromBlack(Evt* script, s32 isInitialCall) {
return ApiStatus_BLOCK;
}
ApiStatus BattleFadeInMerlee(Evt* script, s32 isInitialCall) {
API_CALLABLE(BattleFadeInMerlee) {
Npc* merlee = get_npc_unsafe(NPC_BTL_MERLEE);
if (isInitialCall) {
@ -374,7 +374,7 @@ ApiStatus BattleFadeInMerlee(Evt* script, s32 isInitialCall) {
return ApiStatus_BLOCK;
}
ApiStatus BattleFadeOutMerlee(Evt* script, s32 isInitialCall) {
API_CALLABLE(BattleFadeOutMerlee) {
Npc* merlee = get_npc_unsafe(NPC_BTL_MERLEE);
merlee->alpha -= 17;
@ -386,7 +386,7 @@ ApiStatus BattleFadeOutMerlee(Evt* script, s32 isInitialCall) {
return ApiStatus_BLOCK;
}
ApiStatus BattleMerleeUpdateFX(Evt* script, s32 isInitialCall) {
API_CALLABLE(BattleMerleeUpdateFX) {
Npc* merlee = get_npc_unsafe(NPC_BTL_MERLEE);
EnergyOrbWaveFXData* data;
@ -442,12 +442,12 @@ ApiStatus BattleMerleeUpdateFX(Evt* script, s32 isInitialCall) {
return ApiStatus_BLOCK;
}
ApiStatus func_802619B4(Evt* script, s32 isInitialCall) {
API_CALLABLE(func_802619B4) {
D_8029FBA4 = 1;
return ApiStatus_DONE2;
}
ApiStatus HasMerleeCastsLeft(Evt* script, s32 isInitialCall) {
API_CALLABLE(HasMerleeCastsLeft) {
PlayerData* playerData = &gPlayerData;
script->varTable[0] = FALSE;
@ -457,7 +457,7 @@ ApiStatus HasMerleeCastsLeft(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus func_802619E8(Evt* script, s32 isInitialCall) {
API_CALLABLE(func_802619E8) {
Bytecode* args = script->ptrReadPos;
s32 x = evt_get_variable(script, *args++);
s32 y = evt_get_variable(script, *args++);
@ -484,7 +484,7 @@ ApiStatus func_802619E8(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus func_80261B40(Evt* script, s32 isInitialCall) {
API_CALLABLE(func_80261B40) {
if (script->varTable[10] > 0) {
hud_element_free(D_8029FBAC);
}
@ -494,7 +494,7 @@ ApiStatus func_80261B40(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus FXRecoverHP(Evt* script, s32 isInitialCall) {
API_CALLABLE(FXRecoverHP) {
Bytecode* args = script->ptrReadPos;
s32 var1 = evt_get_variable(script, *args++);
s32 var2 = evt_get_variable(script, *args++);
@ -505,7 +505,7 @@ ApiStatus FXRecoverHP(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus FXRecoverFP(Evt* script, s32 isInitialCall) {
API_CALLABLE(FXRecoverFP) {
Bytecode* args = script->ptrReadPos;
s32 var1 = evt_get_variable(script, *args++);
s32 var2 = evt_get_variable(script, *args++);
@ -516,7 +516,7 @@ ApiStatus FXRecoverFP(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus IncrementPlayerHP(Evt* script, s32 isInitialCall) {
API_CALLABLE(IncrementPlayerHP) {
PlayerData* playerData = &gPlayerData;
playerData->curHP++;
@ -526,7 +526,7 @@ ApiStatus IncrementPlayerHP(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus IncrementPlayerFP(Evt* script, s32 isInitialCall) {
API_CALLABLE(IncrementPlayerFP) {
PlayerData* playerData = &gPlayerData;
playerData->curFP++;
@ -536,13 +536,13 @@ ApiStatus IncrementPlayerFP(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus func_80261D98(Evt* script, s32 isInitialCall) {
API_CALLABLE(func_80261D98) {
inflict_status_set_duration(get_actor(script->owner1.actorID), 4, 0, 1);
btl_update_ko_status();
return ApiStatus_DONE2;
}
ApiStatus func_80261DD4(Evt* script, s32 isInitialCall) {
API_CALLABLE(GetLostHammerAndBootsLevel) {
PlayerData* playerData = &gPlayerData;
script->varTable[11] = playerData->bootsLevel;
@ -550,7 +550,7 @@ ApiStatus func_80261DD4(Evt* script, s32 isInitialCall) {
return ApiStatus_DONE2;
}
ApiStatus func_80261DF4(Evt* script, s32 isInitialCall) {
API_CALLABLE(func_80261DF4) {
ItemEntity* item = get_item_entity(script->varTable[10]);
if (isInitialCall) {
@ -596,7 +596,7 @@ ApiStatus func_80261DF4(Evt* script, s32 isInitialCall) {
return ApiStatus_BLOCK;
}
ApiStatus func_80261FB4(Evt* script, s32 isInitialCall) {
API_CALLABLE(func_80261FB4) {
ItemEntity* item = get_item_entity(script->varTable[10]);
Actor* player = gBattleStatus.playerActor;
s32 ft1;
@ -635,7 +635,7 @@ ApiStatus func_80261FB4(Evt* script, s32 isInitialCall) {
return ApiStatus_BLOCK;
}
ApiStatus func_802620F8(Evt* script, s32 isInitialCall) {
API_CALLABLE(func_802620F8) {
// TODO get type correct
s32* temp_v1 = &D_8029FBB0[script->varTable[14]];
@ -657,7 +657,7 @@ EvtScript EVS_Peach_OnActorCreate = {
EVT_END
};
EvtScript MarioEnterStage = {
EvtScript EVS_MarioEnterStage = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_22)
EVT_CALL(SetBattleCamTarget, -80, 35, 8)
EVT_CALL(BattleCamTargetActor, ACTOR_PLAYER)
@ -699,7 +699,7 @@ EvtScript MarioEnterStage = {
EVT_END
};
EvtScript PeachEnterStage = {
EvtScript EVS_PeachEnterStage = {
EVT_CALL(func_8026BF48, 1)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_22)
EVT_CALL(SetBattleCamTarget, -80, 35, 8)
@ -726,49 +726,49 @@ EvtScript PeachEnterStage = {
EVT_END
};
EvtScript PlayerScriptDispatcher = {
EvtScript EVS_Mario_HandlePhase = {
EVT_CALL(GetBattlePhase, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(PHASE_EXECUTE_ACTION)
EVT_EXEC_WAIT(ExecutePlayerAction)
EVT_EXEC_WAIT(EVS_ExecuteMarioAction)
EVT_CASE_EQ(PHASE_FIRST_STRIKE)
EVT_EXEC_WAIT(PlayerFirstStrike)
EVT_EXEC_WAIT(EVS_PlayerFirstStrike)
EVT_CASE_EQ(PHASE_CELEBRATE)
EVT_EXEC_WAIT(PlayerCelebrate)
EVT_EXEC_WAIT(EVS_PlayerCelebrate)
EVT_CASE_EQ(PHASE_RUN_AWAY_START)
EVT_EXEC_WAIT(RunAwayStart)
EVT_EXEC_WAIT(EVS_RunAwayStart)
EVT_CASE_EQ(PHASE_RUN_AWAY_FAIL)
EVT_EXEC_WAIT(RunAwayFail)
EVT_EXEC_WAIT(EVS_RunAwayFail)
EVT_CASE_EQ(PHASE_RUN_AWAY_RESET)
EVT_EXEC_WAIT(RunAwayReset)
EVT_EXEC_WAIT(EVS_RunAwayReset)
EVT_CASE_EQ(PHASE_USE_LIFE_SHROOM)
EVT_EXEC_WAIT(UseLifeShroom)
EVT_EXEC_WAIT(EVS_UseLifeShroom)
EVT_CASE_EQ(PHASE_USE_DEFEND)
EVT_EXEC_WAIT(StartDefend)
EVT_EXEC_WAIT(EVS_StartDefend)
EVT_CASE_EQ(PHASE_MERLEE_ATTACK_BONUS)
EVT_EXEC_WAIT(MerleeAttackBonus)
EVT_EXEC_WAIT(EVS_MerleeAttackBonus)
EVT_CASE_EQ(PHASE_MERLEE_DEFENSE_BONUS)
EVT_EXEC_WAIT(MerleeDefenseBonus)
EVT_EXEC_WAIT(EVS_MerleeDefenseBonus)
EVT_CASE_EQ(PHASE_MERLEE_EXP_BONUS)
EVT_EXEC_WAIT(MerleeExpBonus)
EVT_EXEC_WAIT(EVS_MerleeExpBonus)
EVT_CASE_EQ(PHASE_PLAYER_HAPPY)
EVT_EXEC_WAIT(PlayerHappy)
EVT_EXEC_WAIT(EVS_PlayerHappy)
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
EvtScript PeachScriptDispatcher = {
EvtScript EVS_Peach_HandlePhase = {
EVT_CALL(GetBattlePhase, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(PHASE_EXECUTE_ACTION)
EVT_EXEC_WAIT(ExecutePeachAction)
EVT_EXEC_WAIT(EVS_ExecutePeachAction)
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
EvtScript ExecutePlayerAction = {
EvtScript EVS_ExecuteMarioAction = {
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_4000, 0)
EVT_CALL(GetMenuSelection, LVar0, LVar1, LVar2)
@ -792,7 +792,7 @@ EvtScript ExecutePlayerAction = {
EVT_END
};
EvtScript ExecutePeachAction = {
EvtScript EVS_ExecutePeachAction = {
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(GetMenuSelection, LVar0, LVar1, LVar2)
EVT_SWITCH(LVar0)
@ -805,7 +805,7 @@ EvtScript ExecutePeachAction = {
EVT_END
};
EvtScript PlayerFirstStrike = {
EvtScript EVS_PlayerFirstStrike = {
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(GetMenuSelection, LVar0, LVar1, LVar2)
EVT_SWITCH(LVar0)
@ -822,13 +822,13 @@ EvtScript PlayerFirstStrike = {
EVT_END
};
EvtScript StartDefend = {
EVT_CALL(activate_defend_command)
EvtScript EVS_StartDefend = {
EVT_CALL(ActivateDefend)
EVT_RETURN
EVT_END
};
EvtScript HandleEvent_Player = {
EvtScript EVS_Player_HandleEvent = {
EVT_CALL(GetLastEvent, ACTOR_PLAYER, LVarF)
EVT_SWITCH(LVarF)
EVT_CASE_NE(EVENT_32)
@ -951,8 +951,8 @@ EvtScript HandleEvent_Player = {
EVT_END_IF
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_LUCKY)
EVT_CALL(func_80260B70)
EVT_IF_EQ(LVar0, 0)
EVT_CALL(DoesMarioStatusPreventHappyAnimation)
EVT_IF_EQ(LVar0, FALSE)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario_30009)
EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario_10002)
@ -1036,7 +1036,7 @@ EvtScript HandleEvent_Player = {
EVT_END
};
EvtScript PlayerCelebrate = {
EvtScript EVS_PlayerCelebrate = {
EVT_SET(LVar0, 0)
EVT_LOOP(5)
EVT_ADD(LVar0, 72)
@ -1050,7 +1050,7 @@ EvtScript PlayerCelebrate = {
EVT_END
};
EvtScript D_80286228 = {
EvtScript EVS_RunAwayNoCommand = {
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario_50000)
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, SOUND_15D)
EVT_CALL(SetActorYaw, ACTOR_PLAYER, 30)
@ -1146,11 +1146,11 @@ EvtScript D_80286228 = {
EVT_END
};
EvtScript RunAwayStart = {
EvtScript EVS_RunAwayStart = {
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(GetActionCommandMode, LVar2)
EVT_IF_EQ(LVar2, ACTION_COMMAND_MODE_NOT_LEARNED)
EVT_EXEC_WAIT(D_80286228)
EVT_EXEC_WAIT(EVS_RunAwayNoCommand)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
EVT_RETURN
EVT_END_IF
@ -1260,7 +1260,7 @@ EvtScript RunAwayStart = {
EVT_END
};
EvtScript RunAwayFail = {
EvtScript EVS_RunAwayFail = {
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(SetGoalToHome, ACTOR_PLAYER)
EVT_CALL(SetActorSpeed, ACTOR_PLAYER, EVT_FLOAT(4.0))
@ -1273,7 +1273,7 @@ EvtScript RunAwayFail = {
EVT_END
};
EvtScript RunAwayReset = {
EvtScript EVS_RunAwayReset = {
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario_30002)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_24)
@ -1338,10 +1338,10 @@ EvtScript D_80287404 = {
EVT_CALL(PlayEffect, EFFECT_RADIAL_SHIMMER, 1, LVar0, LVar3, LVar2, EVT_FLOAT(1.0), 30, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(MakeItemEntity, LVarA, LVar0, LVar1, LVar2, 1, 0)
EVT_SET(LVarA, LVar0)
EVT_CALL(base_GiveRefund)
EVT_CALL(GiveRefund)
EVT_WAIT(LVar0)
EVT_WAIT(15)
EVT_CALL(base_GiveRefundCleanup)
EVT_CALL(GiveRefundCleanup)
EVT_CALL(RemoveItemEntity, LVarA)
EVT_ELSE
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
@ -1374,10 +1374,10 @@ EvtScript D_80287708 = {
EVT_ADD(LVar1, 45)
EVT_CALL(MakeItemEntity, LVarA, LVar0, LVar1, LVar2, 1, 0)
EVT_SET(LVarE, LVar0)
EVT_CALL(base_GiveRefund)
EVT_CALL(GiveRefund)
EVT_WAIT(LVar0)
EVT_WAIT(15)
EVT_CALL(base_GiveRefundCleanup)
EVT_CALL(GiveRefundCleanup)
EVT_CALL(RemoveItemEntity, LVarE)
EVT_RETURN
EVT_END
@ -1395,7 +1395,7 @@ EvtScript D_80287834 = {
EVT_END
};
EvtScript PlayEatFX = {
EvtScript EVS_PlayEatFX = {
EVT_THREAD
EVT_LOOP(4)
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, SOUND_2095)
@ -1408,7 +1408,7 @@ EvtScript PlayEatFX = {
EVT_END
};
EvtScript PlayDrinkFX = {
EvtScript EVS_PlayDrinkFX = {
EVT_THREAD
EVT_LOOP(4)
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, SOUND_2095)
@ -1421,7 +1421,7 @@ EvtScript PlayDrinkFX = {
EVT_END
};
EvtScript UseLifeShroom = {
EvtScript EVS_UseLifeShroom = {
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CHILD_THREAD
EVT_CALL(func_80261388)
@ -1460,11 +1460,11 @@ EvtScript UseLifeShroom = {
EVT_SET(LVar4, LVar1)
EVT_SET(LVar5, LVar2)
EVT_CALL(SetItemAsLifeShroom)
EVT_CALL(base_GiveRefund)
EVT_CALL(GiveRefund)
EVT_IF_GT(LVar0, 0)
EVT_WAIT(LVar0)
EVT_WAIT(15)
EVT_CALL(base_GiveRefundCleanup)
EVT_CALL(GiveRefundCleanup)
EVT_END_IF
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, SOUND_372)
EVT_ADD(LVar4, 15)
@ -1562,7 +1562,7 @@ EvtScript UseLifeShroom = {
EVT_END
};
EvtScript MerleeRunOut = {
EvtScript EVS_MerleeRunOut = {
EVT_CALL(HasMerleeCastsLeft)
EVT_IF_EQ(LVar0, 1)
EVT_RETURN
@ -1574,7 +1574,7 @@ EvtScript MerleeRunOut = {
EVT_END
};
EvtScript MerleeAttackBonus = {
EvtScript EVS_MerleeAttackBonus = {
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(BattleMerleeFadeStageToBlack)
EVT_WAIT(10)
@ -1584,9 +1584,9 @@ EvtScript MerleeAttackBonus = {
EVT_CALL(SetBattleCamZoom, 246)
EVT_CALL(MoveBattleCamOver, 20)
EVT_WAIT(10)
EVT_CALL(CreateNpc, -10, ANIM_BattleMerlee_Gather)
EVT_CALL(CreateNpc, NPC_BTL_MERLEE, ANIM_BattleMerlee_Gather)
EVT_CALL(SetNpcFlagBits, NPC_BTL_MERLEE, NPC_FLAG_IGNORE_CAMERA_FOR_YAW, TRUE)
EVT_CALL(SetNpcRenderMode, -10, 34)
EVT_CALL(SetNpcRenderMode, NPC_BTL_MERLEE, 34)
EVT_CALL(SetNpcPos, NPC_BTL_MERLEE, 0, 65, 20)
EVT_CHILD_THREAD
EVT_CALL(BattleMerleeUpdateFX)
@ -1601,7 +1601,7 @@ EvtScript MerleeAttackBonus = {
EVT_WAIT(20)
EVT_CHILD_THREAD
EVT_CALL(BattleFadeOutMerlee)
EVT_CALL(DeleteNpc, -10)
EVT_CALL(DeleteNpc, NPC_BTL_MERLEE)
EVT_END_CHILD_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, SOUND_2075)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
@ -1618,12 +1618,12 @@ EvtScript MerleeAttackBonus = {
EVT_CALL(SetAnimation, ACTOR_SELF, 0, ANIM_Mario_10002)
EVT_CALL(ShowMessageBox, 0, 60)
EVT_CALL(WaitForMessageBoxDone)
EVT_EXEC_WAIT(MerleeRunOut)
EVT_EXEC_WAIT(EVS_MerleeRunOut)
EVT_RETURN
EVT_END
};
EvtScript MerleeDefenseBonus = {
EvtScript EVS_MerleeDefenseBonus = {
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(BattleMerleeFadeStageToBlack)
EVT_WAIT(10)
@ -1633,9 +1633,9 @@ EvtScript MerleeDefenseBonus = {
EVT_CALL(SetBattleCamZoom, 246)
EVT_CALL(MoveBattleCamOver, 20)
EVT_WAIT(10)
EVT_CALL(CreateNpc, -10, ANIM_BattleMerlee_Gather)
EVT_CALL(CreateNpc, NPC_BTL_MERLEE, ANIM_BattleMerlee_Gather)
EVT_CALL(SetNpcFlagBits, NPC_BTL_MERLEE, NPC_FLAG_IGNORE_CAMERA_FOR_YAW, TRUE)
EVT_CALL(SetNpcRenderMode, -10, 34)
EVT_CALL(SetNpcRenderMode, NPC_BTL_MERLEE, 34)
EVT_CALL(SetNpcPos, NPC_BTL_MERLEE, 0, 65, 20)
EVT_CHILD_THREAD
EVT_CALL(BattleMerleeUpdateFX)
@ -1650,7 +1650,7 @@ EvtScript MerleeDefenseBonus = {
EVT_WAIT(20)
EVT_CHILD_THREAD
EVT_CALL(BattleFadeOutMerlee)
EVT_CALL(DeleteNpc, -10)
EVT_CALL(DeleteNpc, NPC_BTL_MERLEE)
EVT_END_CHILD_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, SOUND_2075)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
@ -1658,7 +1658,7 @@ EvtScript MerleeDefenseBonus = {
EVT_CALL(PlayBattleMerleeOrbFX, LVar0, LVar1, LVar2)
EVT_WAIT(15)
EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0)
EVT_IF_FLAG(LVar0, 0x0035D000)
EVT_IF_FLAG(LVar0, STATUS_FLAGS_IMMOBILIZED)
EVT_WAIT(22)
EVT_ELSE
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
@ -1672,12 +1672,12 @@ EvtScript MerleeDefenseBonus = {
EVT_END_IF
EVT_CALL(ShowMessageBox, 1, 60)
EVT_CALL(WaitForMessageBoxDone)
EVT_EXEC_WAIT(MerleeRunOut)
EVT_EXEC_WAIT(EVS_MerleeRunOut)
EVT_RETURN
EVT_END
};
EvtScript MerleeExpBonus = {
EvtScript EVS_MerleeExpBonus = {
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(BattleMerleeFadeStageToBlack)
EVT_WAIT(10)
@ -1687,9 +1687,9 @@ EvtScript MerleeExpBonus = {
EVT_CALL(SetBattleCamZoom, 246)
EVT_CALL(MoveBattleCamOver, 20)
EVT_WAIT(10)
EVT_CALL(CreateNpc, -10, ANIM_BattleMerlee_Gather)
EVT_CALL(CreateNpc, NPC_BTL_MERLEE, ANIM_BattleMerlee_Gather)
EVT_CALL(SetNpcFlagBits, NPC_BTL_MERLEE, NPC_FLAG_IGNORE_CAMERA_FOR_YAW, TRUE)
EVT_CALL(SetNpcRenderMode, -10, 34)
EVT_CALL(SetNpcRenderMode, NPC_BTL_MERLEE, 34)
EVT_CALL(SetNpcPos, NPC_BTL_MERLEE, 0, 65, 20)
EVT_CHILD_THREAD
EVT_CALL(BattleMerleeUpdateFX)
@ -1704,7 +1704,7 @@ EvtScript MerleeExpBonus = {
EVT_WAIT(20)
EVT_CHILD_THREAD
EVT_CALL(BattleFadeOutMerlee)
EVT_CALL(DeleteNpc, -10)
EVT_CALL(DeleteNpc, NPC_BTL_MERLEE)
EVT_END_CHILD_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, SOUND_2075)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
@ -1721,12 +1721,12 @@ EvtScript MerleeExpBonus = {
EVT_CALL(SetAnimation, ACTOR_SELF, 0, ANIM_Mario_10002)
EVT_CALL(ShowMessageBox, 2, 60)
EVT_CALL(WaitForMessageBoxDone)
EVT_EXEC_WAIT(MerleeRunOut)
EVT_EXEC_WAIT(EVS_MerleeRunOut)
EVT_RETURN
EVT_END
};
EvtScript PlayerHappy = {
EvtScript EVS_PlayerHappy = {
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(UseBattleCamPresetWait, BTL_CAM_PRESET_C)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario_ThumbsUp)
@ -1780,7 +1780,7 @@ EvtScript PlayerHappy = {
EVT_END
};
EvtScript DoDizzyAttack = {
EvtScript EVS_ApplyDizzyAttack = {
EVT_SET(LVar0, 0)
EVT_LOOP(40)
EVT_ADD(LVar0, 72)
@ -1794,14 +1794,14 @@ EvtScript DoDizzyAttack = {
};
EvtScript RegainAbility = {
EvtScript EVS_PlayerRegainAbility = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVarF, LVar1, LVar2)
EVT_LOOP(LVar0)
EVT_ADD(LVarF, 3)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(func_80261DD4)
EVT_CALL(GetLostHammerAndBootsLevel)
EVT_SWITCH(LVarA)
EVT_CASE_EQ(2)
EVT_SET(LVarE, 0)

View File

@ -1388,7 +1388,7 @@ void load_partner_actor(void) {
PlayerData* playerData = &gPlayerData;
BattleStatus* battleStatus = &gBattleStatus;
Actor* partnerActor;
ActorBlueprint* ActorBlueprint;
ActorBlueprint* actorBP;
Evt* takeTurnScript;
s32 partCount;
s32 currentPartner;
@ -1405,9 +1405,9 @@ void load_partner_actor(void) {
if (currentPartner != PARTNER_NONE) {
partnerData = &bPartnerDmaTable[currentPartner];
ActorBlueprint = partnerData->ActorBlueprint;
actorBP = partnerData->ActorBlueprint;
ASSERT(ActorBlueprint != NULL);
ASSERT(actorBP != NULL);
nuPiReadRom(partnerData->dmaStart, partnerData->dmaDest, partnerData->dmaEnd - partnerData->dmaStart);
if ((gBattleStatus.flags2 & BS_FLAGS2_PEACH_BATTLE) || (gGameStatusPtr->demoFlags & 2)) {
@ -1420,28 +1420,28 @@ void load_partner_actor(void) {
y = partnerData->y;
z = -10.0f;
}
partCount = ActorBlueprint->partCount;
partCount = actorBP->partCount;
battleStatus->partnerActor = heap_malloc(sizeof(*partnerActor));
partnerActor = battleStatus->partnerActor;
ASSERT(partnerActor != NULL);
ActorBlueprint->level = playerData->partners[playerData->currentPartner].level;
actorBP->level = playerData->partners[playerData->currentPartner].level;
partnerActor->unk_134 = battleStatus->unk_93++;
partnerActor->footStepCounter = 0;
partnerActor->actorBlueprint = ActorBlueprint;
partnerActor->actorType = ActorBlueprint->type;
partnerActor->flags = ActorBlueprint->flags;
partnerActor->actorBlueprint = actorBP;
partnerActor->actorType = actorBP->type;
partnerActor->flags = actorBP->flags;
partnerActor->homePos.x = partnerActor->currentPos.x = x;
partnerActor->homePos.y = partnerActor->currentPos.y = y;
partnerActor->homePos.z = partnerActor->currentPos.z = z;
partnerActor->headOffset.x = 0;
partnerActor->headOffset.y = 0;
partnerActor->headOffset.z = 0;
partnerActor->currentHP = ActorBlueprint->maxHP;
partnerActor->currentHP = actorBP->maxHP;
partnerActor->numParts = partCount;
partnerActor->idleSource = NULL;
partnerActor->takeTurnSource = ActorBlueprint->takeTurnScript;
partnerActor->takeTurnSource = actorBP->initScript;
partnerActor->handleEventSource = NULL;
partnerActor->handlePhaseSource = NULL;
partnerActor->idleScript = NULL;
@ -1464,8 +1464,8 @@ void load_partner_actor(void) {
partnerActor->scaleModifier.y = 1.0f;
partnerActor->scaleModifier.z = 1.0f;
partnerActor->verticalRenderOffset = 0;
partnerActor->size.x = ActorBlueprint->size.x;
partnerActor->size.y = ActorBlueprint->size.y;
partnerActor->size.x = actorBP->size.x;
partnerActor->size.y = actorBP->size.y;
partnerActor->healthBarPosition.x = partnerActor->homePos.x;
partnerActor->healthBarPosition.y = partnerActor->homePos.y;
partnerActor->healthBarPosition.z = partnerActor->homePos.z;
@ -1479,7 +1479,7 @@ void load_partner_actor(void) {
partnerActor->unk_197 = 0;
partnerActor->renderMode = RENDER_MODE_ALPHATEST;
partnerActor->actorID = ACTOR_PARTNER;
partnerActor->statusTable = ActorBlueprint->statusTable;
partnerActor->statusTable = actorBP->statusTable;
partnerActor->debuff = 0;
partnerActor->debuffDuration = 0;
partnerActor->staticStatus = 0;
@ -1517,7 +1517,7 @@ void load_partner_actor(void) {
ASSERT(part != NULL);
for (i = 0; i < partCount; i++) {
ActorPartBlueprint* ActorPartBlueprint = &ActorBlueprint->partsData[i];
ActorPartBlueprint* ActorPartBlueprint = &actorBP->partsData[i];
part->decorationTable = NULL;
part->staticData = ActorPartBlueprint;
@ -1687,7 +1687,7 @@ Actor* create_actor(Formation formation) {
actor->maxHP = actor->currentHP = formationActor->maxHP;
actor->numParts = partCount;
actor->idleSource = NULL;
actor->takeTurnSource = formationActor->takeTurnScript;
actor->takeTurnSource = formationActor->initScript;
actor->handleEventSource = NULL;
actor->handlePhaseSource = NULL;
actor->idleScript = NULL;
@ -2956,47 +2956,47 @@ void reset_all_actor_sounds(Actor* actor) {
}
void hide_foreground_models_unchecked(void) {
Stage* data = gBattleStatus.currentStage;
Stage* stage = gBattleStatus.currentStage;
if (data != NULL && data->foregroundModelList != NULL) {
s32* idList = data->foregroundModelList;
while (*idList != 0) {
if (stage != NULL && stage->foregroundModelList != NULL) {
s32* idList = stage->foregroundModelList;
while (*idList != STAGE_MODEL_LIST_END) {
s32 id = *idList++;
if (id >= 0) {
Model* model = get_model_from_list_index(get_model_list_index_from_tree_index(id));
model->flags |= MODEL_FLAG_ENABLED;
model->flags |= MODEL_FLAG_HIDDEN;
}
}
}
}
void show_foreground_models_unchecked(void) {
Stage* data = gBattleStatus.currentStage;
Stage* stage = gBattleStatus.currentStage;
if (data != NULL && data->foregroundModelList != NULL) {
s32* idList = data->foregroundModelList;
while (*idList != 0) {
if (stage != NULL && stage->foregroundModelList != NULL) {
s32* idList = stage->foregroundModelList;
while (*idList != STAGE_MODEL_LIST_END) {
s32 id = *idList++;
if (id >= 0) {
Model* model = get_model_from_list_index(get_model_list_index_from_tree_index(id));
model->flags &= ~MODEL_FLAG_ENABLED;
model->flags &= ~MODEL_FLAG_HIDDEN;
}
}
}
}
void hide_foreground_models(void) {
Stage* data = gBattleStatus.currentStage;
Stage* stage = gBattleStatus.currentStage;
if (data != NULL && data->foregroundModelList != NULL) {
s32* idList = data->foregroundModelList;
while (*idList != 0) {
if (stage != NULL && stage->foregroundModelList != NULL) {
s32* idList = stage->foregroundModelList;
while (*idList != STAGE_MODEL_LIST_END) {
s32 id = *idList++;
if (id < 0) {
break;
} else {
Model* model = get_model_from_list_index(get_model_list_index_from_tree_index(id));
model->flags |= MODEL_FLAG_ENABLED;
model->flags |= MODEL_FLAG_HIDDEN;
}
}
@ -3004,23 +3004,22 @@ void hide_foreground_models(void) {
}
void show_foreground_models(void) {
Stage* data = gBattleStatus.currentStage;
Stage* stage = gBattleStatus.currentStage;
if (data != NULL && data->foregroundModelList != NULL) {
s32* idList = data->foregroundModelList;
while (*idList != 0) {
if (stage != NULL && stage->foregroundModelList != NULL) {
s32* idList = stage->foregroundModelList;
while (*idList != STAGE_MODEL_LIST_END) {
s32 id = *idList++;
if (id < 0) {
break;
} else {
Model* model = get_model_from_list_index(get_model_list_index_from_tree_index(id));
model->flags &= ~MODEL_FLAG_ENABLED;
model->flags &= ~MODEL_FLAG_HIDDEN;
}
}
}
}
#include "common/StartRumbleWithParams.inc.c"
EvtScript D_802939C4 = {

View File

@ -139,7 +139,7 @@ void dispatch_event_player(s32 eventType) {
oldOnHitScript = player->handleEventScript;
oldOnHitID = player->handleEventScriptID;
eventScript = start_script(&HandleEvent_Player, EVT_PRIORITY_A, EVT_FLAG_RUN_IMMEDIATELY);
eventScript = start_script(&EVS_Player_HandleEvent, EVT_PRIORITY_A, EVT_FLAG_RUN_IMMEDIATELY);
player->handleEventScript = eventScript;
player->handleEventScriptID = eventScript->id;
eventScript->owner1.actor = NULL;
@ -165,7 +165,7 @@ void dispatch_event_player_continue_turn(s32 eventType) {
oldOnHitScript = player->handleEventScript;
oldOnHitID = player->handleEventScriptID;
eventScript = start_script(&HandleEvent_Player, EVT_PRIORITY_A, EVT_FLAG_RUN_IMMEDIATELY);
eventScript = start_script(&EVS_Player_HandleEvent, EVT_PRIORITY_A, EVT_FLAG_RUN_IMMEDIATELY);
player->handleEventScript = eventScript;
player->handleEventScriptID = eventScript->id;
eventScript->owner1.actor = NULL;

View File

@ -2680,8 +2680,8 @@ ApiStatus DropStarPoints(Evt* script, s32 isInitialCall) {
}
for (i = 0; i < numToDrop; i++) {
make_item_entity_delayed(ITEM_STAR_POINT, dropper->currentPos.x, dropper->currentPos.y,
dropper->currentPos.z, spawnMode, i, 0);
make_item_entity_delayed(ITEM_STAR_POINT,
dropper->currentPos.x, dropper->currentPos.y, dropper->currentPos.z, spawnMode, i, 0);
}
battleStatus->incrementStarPointDelay = 40;

View File

@ -89,7 +89,8 @@ void spawn_drops(Enemy* enemy) {
}
if (itemToDrop != ITEM_NONE) {
make_item_entity(itemToDrop, x, y, z, 4, pickupDelay, facingAngleSign + angleMult * 360, 0);
make_item_entity(itemToDrop, x, y, z, ITEM_SPAWN_MODE_BATTLE_REWARD,
pickupDelay, facingAngleSign + angleMult * 360, 0);
spawnCounter++;
pickupDelay += 2;
facingAngleSign += 30.0;
@ -107,7 +108,8 @@ void spawn_drops(Enemy* enemy) {
if (encounter->dropWhackaBump) {
encounter->dropWhackaBump = FALSE;
make_item_entity(ITEM_WHACKAS_BUMP, x, y, z, 4, pickupDelay, facingAngleSign + angleMult * 360, 0);
make_item_entity(ITEM_WHACKAS_BUMP, x, y, z, ITEM_SPAWN_MODE_BATTLE_REWARD,
pickupDelay, facingAngleSign + angleMult * 360, 0);
spawnCounter++;
pickupDelay += 2;
facingAngleSign += 30.0;
@ -161,7 +163,8 @@ void spawn_drops(Enemy* enemy) {
availableShadows -= dropCount;
for (i = 0; i < dropCount; i++) {
make_item_entity(itemToDrop, x, y, z, 4, pickupDelay, facingAngleSign + (angleMult * 360), 0);
make_item_entity(itemToDrop, x, y, z, ITEM_SPAWN_MODE_BATTLE_REWARD,
pickupDelay, facingAngleSign + (angleMult * 360), 0);
spawnCounter++;
pickupDelay += 2;
facingAngleSign += 30.0;
@ -215,7 +218,8 @@ void spawn_drops(Enemy* enemy) {
availableShadows -= dropCount;
for (i = 0; i < dropCount; i++) {
make_item_entity(itemToDrop, x, y, z, 4, pickupDelay, facingAngleSign + (angleMult * 360), 0);
make_item_entity(itemToDrop, x, y, z, ITEM_SPAWN_MODE_BATTLE_REWARD,
pickupDelay, facingAngleSign + (angleMult * 360), 0);
spawnCounter++;
pickupDelay += 2;
facingAngleSign += 30.0;
@ -280,7 +284,8 @@ void spawn_drops(Enemy* enemy) {
}
for (i = 0; i < dropCount; i++) {
make_item_entity(itemToDrop, x, y, z, 4, pickupDelay, facingAngleSign + (angleMult * 360), 0);
make_item_entity(itemToDrop, x, y, z, ITEM_SPAWN_MODE_BATTLE_REWARD,
pickupDelay, facingAngleSign + (angleMult * 360), 0);
spawnCounter++;
pickupDelay += 2;
facingAngleSign = facingAngleSign + 30.0;

View File

@ -4380,7 +4380,7 @@ void render_models(void) {
if (model->flags & MODEL_FLAG_FLAG_4) {
continue;
}
if (model->flags & MODEL_FLAG_ENABLED) {
if (model->flags & MODEL_FLAG_HIDDEN) {
continue;
}
if (model->flags & MODEL_FLAG_FLAG_20) {
@ -4592,7 +4592,7 @@ void render_transform_group_node(ModelNode* node) {
if (groupTypeProp != NULL && groupTypeProp->data.s != 0) {
model = get_model_from_list_index(mdl_currentTransformGroupChildIndex);
if (!(model->flags & MODEL_FLAG_ENABLED)) {
if (!(model->flags & MODEL_FLAG_HIDDEN)) {
appendGfx_model_group(model);
}
mdl_currentTransformGroupChildIndex++;
@ -4624,7 +4624,7 @@ void render_transform_group_node(ModelNode* node) {
}
model = get_model_from_list_index(mdl_currentTransformGroupChildIndex);
if (!(model->flags & MODEL_FLAG_ENABLED)) {
if (!(model->flags & MODEL_FLAG_HIDDEN)) {
appendGfx_model(model);
}
mdl_currentTransformGroupChildIndex++;
@ -5220,14 +5220,14 @@ void clone_model(u16 srcModelID, u16 newModelID) {
newModel->modelID = newModelID;
}
void set_model_flags(u16 treeIndex, s32 flags, s32 mode) {
void set_model_group_visibility(u16 treeIndex, s32 flags, s32 mode) {
s32 maxGroupIndex = -1;
s32 minGroupIndex;
s32 modelIndex = (*mdl_currentModelTreeNodeInfo)[treeIndex].modelIndex;
s32 siblingIndex;
s32 i;
if (modelIndex < 255) {
if (modelIndex < MAX_MODELS - 1) {
minGroupIndex = maxGroupIndex = modelIndex;
} else {
s32 treeDepth = (*mdl_currentModelTreeNodeInfo)[treeIndex].treeDepth;
@ -5238,7 +5238,7 @@ void set_model_flags(u16 treeIndex, s32 flags, s32 mode) {
siblingIndex = (*mdl_currentModelTreeNodeInfo)[i].modelIndex;
if (siblingIndex < 255) {
if (siblingIndex < MAX_MODELS - 1) {
if (maxGroupIndex == -1) {
maxGroupIndex = siblingIndex;
}
@ -5250,7 +5250,7 @@ void set_model_flags(u16 treeIndex, s32 flags, s32 mode) {
if (mode < 2) {
for (i = minGroupIndex; i <= maxGroupIndex; i++) {
Model* model = (*gCurrentModels)[i];
if (mode != 0) {
if (mode != MODEL_GROUP_HIDDEN) {
model->flags &= ~flags;
} else {
model->flags |= flags;
@ -5259,16 +5259,16 @@ void set_model_flags(u16 treeIndex, s32 flags, s32 mode) {
} else {
for (i = 0; i < minGroupIndex; i++) {
Model* model = (*gCurrentModels)[i];
if (mode == 3) {
if (mode == MODEL_GROUP_OTHERS_VISIBLE) {
model->flags &= ~flags;
} else {
model->flags |= flags;
}
}
for (i = maxGroupIndex + 1; i < 256; i++) {
for (i = maxGroupIndex + 1; i < MAX_MODELS; i++) {
Model* model = (*gCurrentModels)[i];
if (model != NULL) {
if (mode == 3) {
if (mode == MODEL_GROUP_OTHERS_VISIBLE) {
model->flags &= ~flags;
} else {
model->flags |= flags;
@ -5286,7 +5286,7 @@ void func_8011B950(u16 treeIndex, s32 customGfxIndex, s32 fogType, s32 arg3) {
s32 siblingIndex;
s32 maskLow, maskHigh, newIndex;
if (modelIndex < 255) {
if (modelIndex < MAX_MODELS - 1) {
minGroupIndex = maxGroupIndex = modelIndex;
} else {
s32 treeDepth = (*mdl_currentModelTreeNodeInfo)[treeIndex].treeDepth;
@ -5297,7 +5297,7 @@ void func_8011B950(u16 treeIndex, s32 customGfxIndex, s32 fogType, s32 arg3) {
siblingIndex = (*mdl_currentModelTreeNodeInfo)[i].modelIndex;
if (siblingIndex < 255) {
if (siblingIndex < MAX_MODELS - 1) {
if (maxGroupIndex == -1) {
maxGroupIndex = siblingIndex;
}
@ -5330,7 +5330,7 @@ void func_8011B950(u16 treeIndex, s32 customGfxIndex, s32 fogType, s32 arg3) {
Model* model = (*gCurrentModels)[i];
model->customGfxIndex = (model->customGfxIndex & (maskLow + maskHigh)) + newIndex;
}
for (i = maxGroupIndex + 1; i < 256; i++) {
for (i = maxGroupIndex + 1; i < MAX_MODELS; i++) {
Model* model = (*gCurrentModels)[i];
if (model != NULL) {
model->customGfxIndex = (model->customGfxIndex & (maskLow + maskHigh)) + newIndex;
@ -5651,7 +5651,7 @@ void mdl_make_local_vertex_copy(s32 copyIndex, u16 modelID, s32 isMakingCopy) {
copy->gfxCopy[i] = NULL;
copy->vtxCopy[i] = NULL;
}
model->flags |= MODEL_FLAG_ENABLED;
model->flags |= MODEL_FLAG_HIDDEN;
}
copy->selector = 0;

View File

@ -7,7 +7,7 @@
#define NAMESPACE b_area_arn_hyper_cleft
extern s32 N(idleAnimations_80221CD4)[];
extern EvtScript N(init_80220CAC);
extern EvtScript N(EVS_Init);
extern EvtScript N(idle_80221DD0);
extern EvtScript N(handleEvent_80222140);
extern EvtScript N(takeTurn_80221A58);
@ -28,7 +28,7 @@ s32 N(defenseTable_80220B54)[] = {
ELEMENT_END,
};
s32 N(statusTable_80220B68)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 40,
@ -53,7 +53,7 @@ s32 N(statusTable_80220B68)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80220C14)[] = {
ActorPartBlueprint N(ActorParts)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
@ -73,10 +73,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_HYPER_CLEFT,
.level = 15,
.maxHP = 4,
.partCount = ARRAY_COUNT(N(partsTable_80220C14)),
.partsData = N(partsTable_80220C14),
.takeTurnScript = &N(init_80220CAC),
.statusTable = N(statusTable_80220B68),
.partCount = ARRAY_COUNT(N(ActorParts)),
.partsData = N(ActorParts),
.initScript = &N(EVS_Init),
.statusTable = N(StatusTable),
.escapeChance = 70,
.airLiftChance = 30,
.hurricaneChance = 30,
@ -104,7 +104,7 @@ s32 N(idleAnimations_80220C60)[] = {
STATUS_END,
};
EvtScript N(init_80220CAC) = {
EvtScript N(EVS_Init) = {
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_80221DD0)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_80222140)))
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_80221A58)))
@ -143,7 +143,7 @@ EvtScript N(80220DC0) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_POWER_UP)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(PlayEffect, EFFECT_ENERGY_IN_OUT, 6, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 6, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Hyper_Anim04)
EVT_WAIT(30)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
@ -154,17 +154,17 @@ EvtScript N(80220DC0) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(N(StartRumbleWithParams), 200, 10)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(1.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(1.5))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2D9)
EVT_CALL(PlayEffect, EFFECT_LANDING_DUST, 4, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 4, LVar0, LVar1, LVar2, 0, 0)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(1.0))
EVT_END_THREAD
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 2)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80220C60)))
EVT_CALL(EnableActorGlow, ACTOR_SELF, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 1)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, TRUE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
@ -181,7 +181,7 @@ EvtScript N(80220DC0) = {
EVT_END_LOOP
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2DA)
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_0, SOUND_0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 3, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -207,7 +207,7 @@ EvtScript N(80220DC0) = {
EVT_THREAD
EVT_LOOP(30)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_WALKING_DUST, 2, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_WALKING_DUST, 2, LVar0, LVar1, LVar2, 0, 0, 0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_THREAD
@ -218,11 +218,11 @@ EvtScript N(80220DC0) = {
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_WAIT(15)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(YieldTurn)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(SetActorPos, ACTOR_SELF, 300, 0, 0)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Hyper_Anim07)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
@ -239,7 +239,7 @@ EvtScript N(80220DC0) = {
EVT_THREAD
EVT_LOOP(25)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_WALKING_DUST, 2, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_WALKING_DUST, 2, LVar0, LVar1, LVar2, 0, 0, 0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_THREAD
@ -280,7 +280,7 @@ EvtScript N(80220DC0) = {
EVT_WAIT(20)
EVT_CALL(YieldTurn)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Hyper_Anim07)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
@ -411,9 +411,9 @@ EvtScript N(80221DE0) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
EVT_CALL(N(StartRumbleWithParams), 200, 10)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(1.0))
EVT_END_THREAD
EVT_CALL(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 40, 8, EVT_FLOAT(0.0), 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 40, 8, EVT_FLOAT(0.0), 20, 0)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, 0, LVar2)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
@ -422,13 +422,13 @@ EvtScript N(80221DE0) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_80220B54)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, 0, 15)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, -7)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(N(SetSpinSmashable), 0)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, 1)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_RETURN
EVT_END
};
@ -461,7 +461,7 @@ EvtScript N(handleEvent_80222140) = {
EVT_CASE_FLAG(DAMAGE_TYPE_BLAST)
EVT_EXEC_WAIT(N(80221DE0))
EVT_CASE_DEFAULT
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION, 1)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION, TRUE)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_IF_EQ(LVar0, 1)
EVT_SET_CONST(LVar0, 1)
@ -474,7 +474,7 @@ EvtScript N(handleEvent_80222140) = {
EVT_SET_CONST(LVar2, -1)
EVT_EXEC_WAIT(DoBurnHit)
EVT_END_IF
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION, FALSE)
EVT_END_SWITCH
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
@ -527,7 +527,7 @@ EvtScript N(handleEvent_80222140) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80221CD4)))
EVT_SET_CONST(LVar0, 1)
@ -546,7 +546,7 @@ EvtScript N(handleEvent_80222140) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80221CD4)))
EVT_SET_CONST(LVar0, 1)
@ -562,7 +562,7 @@ EvtScript N(handleEvent_80222140) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80221CD4)))
EVT_END_IF
@ -589,7 +589,7 @@ EvtScript N(handleEvent_80222140) = {
EVT_ADD(LVar0, -8)
EVT_ADD(LVar1, 27)
EVT_END_IF
EVT_CALL(PlayEffect, EFFECT_LENS_FLARE, 0, LVar0, LVar1, LVar2, 20, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_LENS_FLARE, 0, LVar0, LVar1, LVar2, 20, 0)
EVT_WAIT(20)
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
EVT_CASE_OR_EQ(EVENT_IMMUNE)
@ -669,7 +669,7 @@ EvtScript N(handleEvent_80222140) = {
EvtScript N(80222F1C) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(3.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Hyper_Anim03)
EVT_WAIT(20)
@ -698,7 +698,7 @@ EvtScript N(80222F1C) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(N(StartRumbleWithParams), 200, 10)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(1.0))
EVT_END_THREAD
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
@ -709,10 +709,10 @@ EvtScript N(80222F1C) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_80220B40)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, 0, 22)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, -10)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, 1)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, TRUE)
EVT_WAIT(1)
EVT_CALL(N(SetSpinSmashable), 1)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, 0)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, FALSE)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
@ -731,11 +731,11 @@ EvtScript N(80223310) = {
EVT_CALL(MoveBattleCamOver, 30)
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
EVT_WAIT(10)
EVT_CALL(PlayEffect, EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
EVT_WAIT(5)
EVT_CALL(PlayEffect, EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Hyper_Anim10)
EVT_WAIT(10)
@ -748,7 +748,7 @@ EvtScript N(80223310) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Hyper_Anim00)
EVT_WAIT(8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20D1)
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_0, SOUND_0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 3, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -777,7 +777,7 @@ EvtScript N(80223310) = {
EVT_CALL(YieldTurn)
EVT_CALL(SetPartRotation, ACTOR_SELF, 1, 0, 0, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Cleft_Hyper_Anim07)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))

View File

@ -144,7 +144,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_8021B460)),
.partsData = N(partsTable_8021B460),
.takeTurnScript = &N(init_8021B564),
.initScript = &N(init_8021B564),
.statusTable = N(statusTable_8021B3B4),
.escapeChance = 50,
.airLiftChance = 95,
@ -210,7 +210,7 @@ EvtScript N(8021B678) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_POWER_UP)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(PlayEffect, EFFECT_ENERGY_IN_OUT, 6, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 6, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Paragoomba_Hyper_Miss)
EVT_WAIT(30)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
@ -222,7 +222,7 @@ EvtScript N(8021B678) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021B518)))
EVT_CALL(EnableActorGlow, ACTOR_SELF, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, 1)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, TRUE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
@ -239,7 +239,7 @@ EvtScript N(8021B678) = {
EVT_END_LOOP
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E0)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 0, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -247,7 +247,7 @@ EvtScript N(8021B678) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_UNUSED_2C1)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 0, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_0, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -285,7 +285,7 @@ EvtScript N(8021B678) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(YieldTurn)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(30)
@ -301,12 +301,12 @@ EvtScript N(8021B678) = {
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(AddGoalPos, ACTOR_SELF, 30, 0, 0)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 2, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 2, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Paragoomba_Hyper_Run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 1, 11)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 1, EASING_SIN_OUT)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Paragoomba_Hyper_Idle)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 2, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
@ -352,7 +352,7 @@ EvtScript N(8021B678) = {
EVT_WAIT(20)
EVT_CALL(YieldTurn)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Paragoomba_Hyper_Run)
EVT_EXEC_WAIT(N(8021C94C))
@ -473,7 +473,7 @@ EvtScript N(idle_8021C690) = {
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.6))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C5E0)))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, 0)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, EASING_LINEAR)
EVT_LOOP(20)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
@ -487,7 +487,7 @@ EvtScript N(idle_8021C690) = {
EVT_SUB(LVar0, 5)
EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(0.6))
EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, 0)
EVT_CALL(IdleFlyToGoal, ACTOR_SELF, 0, -5, EASING_LINEAR)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C594)))
EVT_LOOP(40)
EVT_LABEL(2)
@ -507,7 +507,7 @@ EvtScript N(8021C94C) = {
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(7.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 1, 11)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 1, EASING_SIN_OUT)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Paragoomba_Hyper_Idle)
EVT_RETURN
EVT_END
@ -560,7 +560,7 @@ EvtScript N(handleEvent_8021C9C4) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C594)))
EVT_SET_CONST(LVar0, 2)
@ -575,7 +575,7 @@ EvtScript N(handleEvent_8021C9C4) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C594)))
EVT_SET_CONST(LVar0, 2)
@ -591,7 +591,7 @@ EvtScript N(handleEvent_8021C9C4) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C594)))
EVT_END_IF
@ -626,7 +626,7 @@ EvtScript N(handleEvent_8021C9C4) = {
EVT_SET_CONST(LVar1, ANIM_Paragoomba_Hyper_Idle)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(EVENT_SCARE_AWAY)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, 0)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, FALSE)
EVT_SET_CONST(LVar0, 2)
EVT_SET_CONST(LVar1, ANIM_Paragoomba_Hyper_Run)
EVT_SET_CONST(LVar2, ANIM_Paragoomba_Hyper_Hurt)
@ -661,7 +661,7 @@ EvtScript N(takeTurn_8021D1DC) = {
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, 0)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, EASING_LINEAR)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -673,7 +673,7 @@ EvtScript N(takeTurn_8021D1DC) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E0)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 0, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Paragoomba_Hyper_Dive)
@ -681,14 +681,14 @@ EvtScript N(takeTurn_8021D1DC) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_UNUSED_2C1)
EVT_CALL(SetActorSounds, ACTOR_SELF, 1, 0, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_0, SOUND_0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_SUB(LVar0, 80)
EVT_SET(LVar1, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Paragoomba_Hyper_Dive)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 4)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_QUADRATIC_OUT)
EVT_THREAD
EVT_LOOP(4)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DF)
@ -696,7 +696,7 @@ EvtScript N(takeTurn_8021D1DC) = {
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Paragoomba_Hyper_Miss)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 2, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 2, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 2, EVT_FLOAT(3.0))
EVT_WAIT(10)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
@ -723,7 +723,7 @@ EvtScript N(takeTurn_8021D1DC) = {
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E0)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 0, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Paragoomba_Hyper_Dive)
@ -731,11 +731,11 @@ EvtScript N(takeTurn_8021D1DC) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, FALSE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_UNUSED_2C1)
EVT_CALL(SetActorSounds, ACTOR_SELF, 1, 0, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_0, SOUND_0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Paragoomba_Hyper_Dive)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_LINEAR)
EVT_END_SWITCH
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
@ -747,7 +747,7 @@ EvtScript N(takeTurn_8021D1DC) = {
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 10, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Paragoomba_Hyper_Run)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 0)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_LINEAR)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_WAIT(5)
EVT_CALL(YieldTurn)
@ -780,7 +780,7 @@ EvtScript N(8021D9F4) = {
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Hurt)
EVT_END_IF
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 769, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_301, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
@ -788,42 +788,42 @@ EvtScript N(8021D9F4) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(N(StartRumbleWithParams), 100, 10)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(0.3))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(0.3))
EVT_END_THREAD
EVT_CALL(ResetActorSounds, ACTOR_SELF, 2)
EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar3)
EVT_IF_EQ(LVar3, EVENT_15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Hurt)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_ADD(LVar4, 10)
EVT_ADD(LVar5, 5)
EVT_CALL(PlayEffect, EFFECT_SMOKE_BURST, 0, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 10, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_BURST, 0, LVar3, LVar4, LVar5, EVT_FLOAT(1.0), 10, 0)
EVT_END_IF
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_LOOP(10)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_WAIT(1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(GetIndexFromHome, ACTOR_SELF, LVar0)
EVT_MOD(LVar0, 4)
EVT_CALL(SetGoalToIndex, ACTOR_SELF, LVar0)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Idle)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, 0)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, FALSE)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_8021B308)))
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_HYPER_GOOMBA)
EVT_EXEC_WAIT(N(8021E058))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, 1)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_RETURN
@ -865,8 +865,8 @@ EvtScript N(8021E058) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CASE_EQ(1)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 1)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_END_SWITCH
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVar0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, LVar0)
@ -901,7 +901,7 @@ EvtScript N(8021E218) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_POWER_UP)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(PlayEffect, EFFECT_ENERGY_IN_OUT, 6, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 6, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Run)
EVT_WAIT(30)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
@ -913,13 +913,13 @@ EvtScript N(8021E218) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DD)
EVT_CALL(N(StartRumbleWithParams), 128, 10)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021DF7C)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Idle)
EVT_CALL(EnableActorGlow, ACTOR_SELF, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 1)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, TRUE)
EVT_WAIT(2)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
@ -959,7 +959,7 @@ EvtScript N(8021E218) = {
EVT_END_THREAD
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 80)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 271, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_10F, 0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -200, 0, 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.01))
@ -972,10 +972,10 @@ EvtScript N(8021E218) = {
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, 0, LVar2)
EVT_WAIT(20)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorPos, ACTOR_SELF, 300, 0, 0)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Run)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
@ -989,7 +989,7 @@ EvtScript N(8021E218) = {
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 271, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_10F, 0)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 80)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
@ -1028,7 +1028,7 @@ EvtScript N(8021E218) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_WAIT(10)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Run)
@ -1217,7 +1217,7 @@ EvtScript N(handleEvent_8021F41C) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021F05C)))
EVT_SET_CONST(LVar0, 1)
@ -1241,7 +1241,7 @@ EvtScript N(handleEvent_8021F41C) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021F05C)))
EVT_SET_CONST(LVar0, 1)
@ -1257,7 +1257,7 @@ EvtScript N(handleEvent_8021F41C) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021F05C)))
EVT_END_IF
@ -1406,7 +1406,7 @@ EvtScript N(takeTurn_8021FE6C) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))

View File

@ -66,7 +66,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 7,
.partCount = ARRAY_COUNT(N(partsTable_80218828)),
.partsData = N(partsTable_80218828),
.takeTurnScript = &N(init_802188C0),
.initScript = &N(init_802188C0),
.statusTable = N(statusTable_8021877C),
.escapeChance = 60,
.airLiftChance = 90,
@ -135,7 +135,7 @@ EvtScript N(802189D4) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_POWER_UP)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(PlayEffect, EFFECT_ENERGY_IN_OUT, 6, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 6, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Run)
EVT_WAIT(30)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
@ -147,13 +147,13 @@ EvtScript N(802189D4) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20DD)
EVT_CALL(N(StartRumbleWithParams), 128, 10)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80218874)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Idle)
EVT_CALL(EnableActorGlow, ACTOR_SELF, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 1)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, TRUE)
EVT_WAIT(2)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
@ -193,7 +193,7 @@ EvtScript N(802189D4) = {
EVT_END_THREAD
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 80)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 271, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_10F, 0)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -200, 0, 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.01))
@ -206,10 +206,10 @@ EvtScript N(802189D4) = {
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, 0, LVar2)
EVT_WAIT(20)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorPos, ACTOR_SELF, 300, 0, 0)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Run)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
@ -223,7 +223,7 @@ EvtScript N(802189D4) = {
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 271, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_10F, 0)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 80)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
@ -262,7 +262,7 @@ EvtScript N(802189D4) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_WAIT(10)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hyper_Run)
@ -451,7 +451,7 @@ EvtScript N(handleEvent_80219BD8) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219818)))
EVT_SET_CONST(LVar0, 1)
@ -475,7 +475,7 @@ EvtScript N(handleEvent_80219BD8) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219818)))
EVT_SET_CONST(LVar0, 1)
@ -491,7 +491,7 @@ EvtScript N(handleEvent_80219BD8) = {
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219818)))
EVT_END_IF
@ -640,7 +640,7 @@ EvtScript N(takeTurn_8021A628) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))

View File

@ -81,7 +81,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 10,
.partCount = ARRAY_COUNT(N(partsTable_80225D4C)),
.partsData = N(partsTable_80225D4C),
.takeTurnScript = &N(init_80225D98),
.initScript = &N(init_80225D98),
.statusTable = N(statusTable_80225CA0),
.escapeChance = 0,
.airLiftChance = 0,
@ -128,7 +128,7 @@ EvtScript N(80225E08) = {
EVT_GOTO(0)
EVT_LABEL(1)
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
@ -291,10 +291,10 @@ EvtScript N(80226558) = {
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 0)
EVT_CALL(PlayEffect, EFFECT_LANDING_DUST, 4, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 4, LVar0, LVar1, LVar2, 0, 0)
EVT_THREAD
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(15.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(15.0))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA)
EVT_END_IF
@ -303,7 +303,7 @@ EvtScript N(80226558) = {
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0)
EVT_WAIT(30)
EVT_SET(LVar1, 7012353)
EVT_EXEC_WAIT(N(80225F8C))
@ -321,7 +321,7 @@ EvtScript N(80226558) = {
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SHOCKWAVE, 1, LVar0, 0, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 1, LVar0, 0, LVar2, 0)
EVT_END_IF
EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
@ -367,7 +367,7 @@ EvtScript N(80226B88) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim0A)
EVT_WAIT(8)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim0B)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 999, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_3E7, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -386,17 +386,17 @@ EvtScript N(80226B88) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 23, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA)
EVT_CALL(PlayEffect, EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim0D)
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_END_THREAD
EVT_THREAD
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(3.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
EVT_END_THREAD
EVT_CALL(ResetActorSounds, ACTOR_SELF, 2)
EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 20)
EVT_SET(LVar1, 0)
@ -405,9 +405,9 @@ EvtScript N(80226B88) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 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(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
@ -461,17 +461,17 @@ EvtScript N(80226B88) = {
EVT_END_IF
EVT_LABEL(0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim0D)
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_END_THREAD
EVT_THREAD
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(3.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
EVT_END_THREAD
EVT_CALL(ResetActorSounds, ACTOR_SELF, 2)
EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 20)
EVT_SET(LVar1, 0)
@ -480,18 +480,18 @@ EvtScript N(80226B88) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 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(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_GOTO(2)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_WAIT(3)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SHOCKWAVE, 1, LVar0, 0, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 1, LVar0, 0, LVar2, 0)
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(3.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
EVT_END_IF
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 40)
@ -505,9 +505,9 @@ EvtScript N(80226B88) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 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(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_WAIT(8)
EVT_END_IF
EVT_LABEL(2)

View File

@ -111,7 +111,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 50,
.partCount = ARRAY_COUNT(N(partsTable_80223D30)),
.partsData = N(partsTable_80223D30),
.takeTurnScript = &N(init_80223DA0),
.initScript = &N(init_80223DA0),
.statusTable = N(statusTable_80223C84),
.escapeChance = 0,
.airLiftChance = 0,
@ -137,7 +137,7 @@ EvtScript N(init_80223DA0) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_802245C8)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_80223E98)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_80224038)))
EVT_CALL(SetPartTargetFlagBits, ACTOR_SELF, 2, 2, 1)
EVT_CALL(SetPartTargetFlagBits, ACTOR_SELF, 2, 2, TRUE)
EVT_RETURN
EVT_END
};
@ -278,8 +278,8 @@ EvtScript N(80224414) = {
EVT_CALL(ActorSpeak, MSG_CH3_00C6, ACTOR_SELF, 1, ANIM_TubbasHeart_Anim0D, ANIM_TubbasHeart_Anim0D)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 25)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_DMG_APPLY, 1)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_DISABLE_CELEBRATION | BS_FLAGS1_BATTLE_FLED, 1)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_DMG_APPLY, TRUE)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_DISABLE_CELEBRATION | BS_FLAGS1_BATTLE_FLED, TRUE)
EVT_CALL(func_8026F60C, 20)
EVT_RETURN
EVT_END
@ -500,8 +500,8 @@ EvtScript N(80225258) = {
EVT_ADD(LVar1, 6)
EVT_SETF(LVar3, EVT_FLOAT(0.4))
EVT_END_IF
EVT_CALL(PlayEffect, EFFECT_GATHER_MAGIC, 1, LVar0, LVar1, LVar2, LVar3, 60, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(PlayEffect, EFFECT_ENERGY_IN_OUT, 6, LVar0, LVar1, LVar2, LVar3, 60, 0, 0, 0, 0, 0, 0, 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_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20F7)
EVT_WAIT(60)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
@ -520,7 +520,7 @@ EvtScript N(80225258) = {
EVT_ADD(LVar1, 6)
EVT_SETF(LVar3, EVT_FLOAT(0.4))
EVT_END_IF
EVT_CALL(PlayEffect, EFFECT_ENERGY_IN_OUT, 3, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 3, LVar0, LVar1, LVar2, LVar3, 0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, LVarF)
EVT_CALL(EnableActorGlow, ACTOR_SELF, TRUE)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80223C1C)))
@ -545,7 +545,7 @@ EvtScript N(802255D8) = {
EVT_ELSE
EVT_ADD(LVar1, 6)
EVT_END_IF
EVT_CALL(PlayEffect, EFFECT_GATHER_ENERGY_PINK, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_GATHER_ENERGY_PINK, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0)
EVT_WAIT(60)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)
@ -566,7 +566,7 @@ EvtScript N(802255D8) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 4, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80223BC0)))
EVT_END_IF
EVT_CALL(PlaySound, 0x20F9)
EVT_CALL(PlaySound, SOUND_20F9)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarA)
@ -574,7 +574,7 @@ EvtScript N(802255D8) = {
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 5)
EVT_CALL(PlayEffect, EFFECT_TUBBA_HEART_ATTACK, 1, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 200, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_TUBBA_HEART_ATTACK, 1, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 200, 0)
EVT_WAIT(145)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
@ -585,10 +585,10 @@ EvtScript N(802255D8) = {
EVT_END_SWITCH
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 5)
EVT_CALL(PlayEffect, EFFECT_TUBBA_HEART_ATTACK, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 200, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_TUBBA_HEART_ATTACK, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 200, 0)
EVT_THREAD
EVT_WAIT(160)
EVT_CALL(PlaySound, 0x20FC)
EVT_CALL(PlaySound, SOUND_20FC)
EVT_END_THREAD
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario_1002B)
@ -600,14 +600,14 @@ EvtScript N(802255D8) = {
EVT_CALL(SetBattleCamOffsetZ, 35)
EVT_CALL(MoveBattleCamOver, 50)
EVT_WAIT(56)
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, 0x3DB)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, 0x03000C)
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, SOUND_3DB)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario_3000C)
EVT_WAIT(37)
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, 0x3DB)
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, SOUND_3DB)
EVT_WAIT(22)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, 0x20FB)
EVT_CALL(PlaySoundAtActor, ACTOR_PLAYER, SOUND_20FB)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, TRUE)
EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)

View File

@ -4,19 +4,21 @@
#define NAMESPACE b_area_arn_arn_01
EvtScript N(beforeBattle_802278F0) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80227910) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_80227920)[] = {
-1, MODEL_iwa4, 0,
s32 N(ForegroundModels)[] = {
-1,
MODEL_iwa4,
STAGE_MODEL_LIST_END
};
Stage NAMESPACE = {
@ -24,7 +26,7 @@ Stage NAMESPACE = {
.shape = "arn_bt01_shape",
.hit = "arn_bt01_hit",
.bg = "arn_bg",
.preBattle = &N(beforeBattle_802278F0),
.postBattle = &N(afterBattle_80227910),
.foregroundModelList = N(foregroundModelList_80227920),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
.foregroundModelList = N(ForegroundModels),
};

View File

@ -4,36 +4,38 @@
#define NAMESPACE b_area_arn_arn_02
EvtScript N(80227960) = {
EvtScript N(EVS_RotateWindmill) = {
EVT_SET(LVarA, LVar0)
EVT_SET(LVar0, 0)
EVT_LABEL(0)
EVT_ADD(LVar0, 1)
EVT_IF_GT(LVar0, 359)
EVT_SUB(LVar0, 360)
EVT_END_IF
EVT_CALL(RotateModel, LVarA, LVar0, 0, 0, 1)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_ADD(LVar0, 1)
EVT_IF_GT(LVar0, 359)
EVT_SUB(LVar0, 360)
EVT_END_IF
EVT_CALL(RotateModel, LVarA, LVar0, 0, 0, 1)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(beforeBattle_80227A0C) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_SET(LVar0, 8)
EVT_EXEC_WAIT(N(80227960))
EVT_SET(LVar0, MODEL_o332)
EVT_EXEC_WAIT(N(EVS_RotateWindmill))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80227A48) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_80227A58)[] = {
-1, MODEL_iwa4, 0,
s32 N(ForegroundModels)[] = {
-1,
MODEL_iwa4,
STAGE_MODEL_LIST_END
};
Stage NAMESPACE = {
@ -41,7 +43,7 @@ Stage NAMESPACE = {
.shape = "arn_bt02_shape",
.hit = "arn_bt02_hit",
.bg = "arn_bg",
.preBattle = &N(beforeBattle_80227A0C),
.postBattle = &N(afterBattle_80227A48),
.foregroundModelList = N(foregroundModelList_80227A58),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
.foregroundModelList = N(ForegroundModels),
};

View File

@ -4,19 +4,21 @@
#define NAMESPACE b_area_arn_arn_03
EvtScript N(beforeBattle_80227A90) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80227AB0) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_80227AC0)[] = {
-1, MODEL_iwa4, 0,
s32 N(ForegroundModels)[] = {
-1,
MODEL_iwa4,
STAGE_MODEL_LIST_END
};
Stage NAMESPACE = {
@ -24,7 +26,7 @@ Stage NAMESPACE = {
.shape = "arn_bt03_shape",
.hit = "arn_bt03_hit",
.bg = "arn_bg",
.preBattle = &N(beforeBattle_80227A90),
.postBattle = &N(afterBattle_80227AB0),
.foregroundModelList = N(foregroundModelList_80227AC0),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
.foregroundModelList = N(ForegroundModels),
};

View File

@ -4,27 +4,28 @@
#define NAMESPACE b_area_arn_arn_04
EvtScript N(beforeBattle_80227B00) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetCamBGColor, CAM_BATTLE, 0, 0, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80227B3C) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_80227B4C)[] = {
MODEL_o349, 0,
s32 N(ForegroundModels)[] = {
MODEL_o349,
STAGE_MODEL_LIST_END
};
Stage NAMESPACE = {
.texture = "arn_tex",
.shape = "arn_bt04_shape",
.hit = "arn_bt04_hit",
.preBattle = &N(beforeBattle_80227B00),
.postBattle = &N(afterBattle_80227B3C),
.foregroundModelList = N(foregroundModelList_80227B4C),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
.foregroundModelList = N(ForegroundModels),
};

View File

@ -4,27 +4,28 @@
#define NAMESPACE b_area_arn_arn_05
EvtScript N(beforeBattle_80227B80) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetCamBGColor, CAM_BATTLE, 0, 0, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80227BBC) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_80227BCC)[] = {
MODEL_o354, 0,
s32 N(ForegroundModels)[] = {
MODEL_o354,
STAGE_MODEL_LIST_END
};
Stage NAMESPACE = {
.texture = "arn_tex",
.shape = "arn_bt05_shape",
.hit = "arn_bt05_hit",
.preBattle = &N(beforeBattle_80227B80),
.postBattle = &N(afterBattle_80227BBC),
.foregroundModelList = N(foregroundModelList_80227BCC),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
.foregroundModelList = N(ForegroundModels),
};

View File

@ -4,26 +4,27 @@
#define NAMESPACE b_area_arn_arn_06
EvtScript N(beforeBattle_80227C00) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80227C20) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_80227C30)[] = {
MODEL_kabe3, 0,
s32 N(ForegroundModels)[] = {
MODEL_kabe3,
STAGE_MODEL_LIST_END
};
Stage NAMESPACE = {
.texture = "arn_tex",
.shape = "arn_bt06_shape",
.hit = "arn_bt06_hit",
.preBattle = &N(beforeBattle_80227C00),
.postBattle = &N(afterBattle_80227C20),
.foregroundModelList = N(foregroundModelList_80227C30),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
.foregroundModelList = N(ForegroundModels),
};

View File

@ -6,7 +6,7 @@
#define NAMESPACE b_area_dgb_tubba_blubba
extern EvtScript N(init_80218D70);
extern EvtScript N(EVS_Init);
extern EvtScript N(takeTurn_80219750);
extern EvtScript N(idle_80219204);
extern EvtScript N(handleEvent_80219338);
@ -15,7 +15,7 @@ extern EvtScript N(80218E60);
extern EvtScript N(80219D88);
extern EvtScript N(8021A36C);
s32 N(idleAnimations_80218C10)[] = {
s32 N(IdleAnims)[] = {
STATUS_NORMAL, ANIM_BattleTubba_Anim02,
STATUS_STONE, ANIM_BattleTubba_Anim00,
STATUS_SLEEP, ANIM_BattleTubba_Anim00,
@ -30,12 +30,12 @@ s32 N(idleAnimations_80218C10)[] = {
STATUS_END,
};
s32 N(defenseTable_80218C6C)[] = {
ELEMENT_NORMAL, 99,
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 99,
ELEMENT_END,
};
s32 N(statusTable_80218C78)[] = {
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 0,
@ -60,15 +60,15 @@ s32 N(statusTable_80218C78)[] = {
STATUS_END,
};
ActorPartBlueprint N(partsTable_80218D24)[] = {
ActorPartBlueprint N(ActorParts)[] = {
{
.flags = ACTOR_PART_FLAG_2000 | ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -15, 75 },
.opacity = 255,
.idleAnimations = N(idleAnimations_80218C10),
.defenseTable = N(defenseTable_80218C6C),
.idleAnimations = N(IdleAnims),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -10 },
@ -80,10 +80,10 @@ ActorBlueprint NAMESPACE = {
.type = ACTOR_TYPE_TUBBA_BLUBBA,
.level = 0,
.maxHP = 10,
.partCount = ARRAY_COUNT(N(partsTable_80218D24)),
.partsData = N(partsTable_80218D24),
.takeTurnScript = &N(init_80218D70),
.statusTable = N(statusTable_80218C78),
.partCount = ARRAY_COUNT(N(ActorParts)),
.partsData = N(ActorParts),
.initScript = &N(EVS_Init),
.statusTable = N(StatusTable),
.escapeChance = 15,
.airLiftChance = 0,
.hurricaneChance = 0,
@ -98,7 +98,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 75 },
};
EvtScript N(init_80218D70) = {
EvtScript N(EVS_Init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn_80219750)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_80219204)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_80219338)))
@ -136,7 +136,7 @@ EvtScript N(80218E60) = {
EVT_GOTO(0)
EVT_LABEL(1)
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
@ -323,7 +323,7 @@ EvtScript N(takeTurn_80219750) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim02)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 80)
EVT_CALL(PlayEffect, EFFECT_EMOTE, 2, 0, LVar0, LVar1, LVar2, 30, 315, 30, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_EMOTE, 2, 0, LVar0, LVar1, LVar2, 30, 315, 30, 0, 0)
EVT_WAIT(40)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim01)
EVT_SET(LVar0, 0)
@ -340,8 +340,8 @@ EvtScript N(takeTurn_80219750) = {
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar0)
EVT_KILL_THREAD(LVar0)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_DMG_APPLY, 1)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_DISABLE_CELEBRATION | BS_FLAGS1_BATTLE_FLED, 1)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_DMG_APPLY, TRUE)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_DISABLE_CELEBRATION | BS_FLAGS1_BATTLE_FLED, TRUE)
EVT_CALL(func_8026F60C, 10)
EVT_RETURN
EVT_END_IF
@ -411,11 +411,11 @@ EvtScript N(80219D88) = {
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 0)
EVT_CALL(PlayEffect, EFFECT_LANDING_DUST, 4, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(PlayEffect, EFFECT_SHOCKWAVE, 1, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 4, LVar0, LVar1, LVar2, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 1, LVar0, LVar1, LVar2, 0)
EVT_THREAD
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(15.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(15.0))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA)
EVT_END_IF
@ -439,7 +439,7 @@ EvtScript N(80219D88) = {
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SHOCKWAVE, 1, LVar0, 0, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 1, LVar0, 0, LVar2, 0)
EVT_END_IF
EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
@ -485,7 +485,7 @@ EvtScript N(8021A36C) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim0F)
EVT_WAIT(8)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim10)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 999, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_3E7, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -507,13 +507,13 @@ EvtScript N(8021A36C) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim12)
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_END_THREAD
EVT_THREAD
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(3.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
EVT_END_THREAD
EVT_CALL(ResetActorSounds, ACTOR_SELF, 2)
EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 20)
EVT_SET(LVar1, 0)
@ -522,9 +522,9 @@ EvtScript N(8021A36C) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 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(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
@ -581,17 +581,17 @@ EvtScript N(8021A36C) = {
EVT_END_IF
EVT_LABEL(0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim0D)
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_END_THREAD
EVT_THREAD
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(3.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
EVT_END_THREAD
EVT_CALL(ResetActorSounds, ACTOR_SELF, 2)
EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 20)
EVT_SET(LVar1, 0)
@ -600,18 +600,18 @@ EvtScript N(8021A36C) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 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(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_GOTO(2)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_WAIT(3)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SHOCKWAVE, 1, LVar0, 0, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 1, LVar0, 0, LVar2, 0)
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(3.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
EVT_END_IF
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 40)
@ -625,9 +625,9 @@ EvtScript N(8021A36C) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 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(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_WAIT(8)
EVT_END_IF
EVT_LABEL(2)

View File

@ -1,15 +1,16 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/dgb_bt01_shape.h"
#define NAMESPACE b_area_dgb_dgb_01
EvtScript N(beforeBattle_8021B050) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8021B070) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
@ -18,6 +19,6 @@ Stage NAMESPACE = {
.texture = "dgb_tex",
.shape = "dgb_bt01_shape",
.hit = "dgb_bt01_hit",
.preBattle = &N(beforeBattle_8021B050),
.postBattle = &N(afterBattle_8021B070),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
};

View File

@ -1,15 +1,16 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/dgb_bt02_shape.h"
#define NAMESPACE b_area_dgb_dgb_02
EvtScript N(beforeBattle_8021B0B0) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8021B0D0) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
@ -18,6 +19,6 @@ Stage NAMESPACE = {
.texture = "dgb_tex",
.shape = "dgb_bt02_shape",
.hit = "dgb_bt02_hit",
.preBattle = &N(beforeBattle_8021B0B0),
.postBattle = &N(afterBattle_8021B0D0),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
};

View File

@ -1,15 +1,16 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/dgb_bt03_shape.h"
#define NAMESPACE b_area_dgb_dgb_03
EvtScript N(beforeBattle_8021B110) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8021B130) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
@ -18,6 +19,6 @@ Stage NAMESPACE = {
.texture = "dgb_tex",
.shape = "dgb_bt03_shape",
.hit = "dgb_bt03_hit",
.preBattle = &N(beforeBattle_8021B110),
.postBattle = &N(afterBattle_8021B130),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
};

View File

@ -4,26 +4,27 @@
#define NAMESPACE b_area_dgb_dgb_04
EvtScript N(beforeBattle_8021B170) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8021B190) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_8021B1A0)[] = {
MODEL_kumo1, 0,
s32 N(ForegroundModels)[] = {
MODEL_kumo1,
STAGE_MODEL_LIST_END
};
Stage NAMESPACE = {
.texture = "dgb_tex",
.shape = "dgb_bt04_shape",
.hit = "dgb_bt04_hit",
.preBattle = &N(beforeBattle_8021B170),
.postBattle = &N(afterBattle_8021B190),
.foregroundModelList = N(foregroundModelList_8021B1A0),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
.foregroundModelList = N(ForegroundModels),
};

View File

@ -1,15 +1,16 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/dgb_bt05_shape.h"
#define NAMESPACE b_area_dgb_dgb_05
EvtScript N(beforeBattle_8021B1D0) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8021B1F0) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
@ -18,6 +19,6 @@ Stage NAMESPACE = {
.texture = "dgb_tex",
.shape = "dgb_bt05_shape",
.hit = "dgb_bt05_hit",
.preBattle = &N(beforeBattle_8021B1D0),
.postBattle = &N(afterBattle_8021B1F0),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
};

View File

@ -15,17 +15,17 @@ extern EvtScript N(shakeCam);
extern EvtScript N(attackBodyCrush);
s32 N(idleAnimations)[] = {
STATUS_NORMAL, ANIM_BattleTubba_Anim02,
STATUS_STONE, ANIM_BattleTubba_Anim00,
STATUS_SLEEP, ANIM_BattleTubba_Anim00,
STATUS_POISON, ANIM_BattleTubba_Anim02,
STATUS_STOP, ANIM_BattleTubba_Anim00,
STATUS_STATIC, ANIM_BattleTubba_Anim00,
STATUS_PARALYZE, ANIM_BattleTubba_Anim00,
STATUS_PARALYZE, ANIM_BattleTubba_Anim00,
STATUS_DIZZY, ANIM_BattleTubba_Anim00,
STATUS_DIZZY, ANIM_BattleTubba_Anim00,
STATUS_FEAR, ANIM_BattleTubba_Anim00,
STATUS_NORMAL, ANIM_BattleTubba_Anim02,
STATUS_STONE, ANIM_BattleTubba_Anim00,
STATUS_SLEEP, ANIM_BattleTubba_Anim00,
STATUS_POISON, ANIM_BattleTubba_Anim02,
STATUS_STOP, ANIM_BattleTubba_Anim00,
STATUS_STATIC, ANIM_BattleTubba_Anim00,
STATUS_PARALYZE, ANIM_BattleTubba_Anim00,
STATUS_PARALYZE, ANIM_BattleTubba_Anim00,
STATUS_DIZZY, ANIM_BattleTubba_Anim00,
STATUS_DIZZY, ANIM_BattleTubba_Anim00,
STATUS_FEAR, ANIM_BattleTubba_Anim00,
STATUS_END,
};
@ -81,7 +81,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 10,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.takeTurnScript = &N(init),
.initScript = &N(init),
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
@ -130,7 +130,7 @@ EvtScript N(shakeCam) = {
EVT_END_IF
EVT_GOTO(0)
EVT_LABEL(1)
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
@ -194,7 +194,7 @@ EvtScript N(takeTurn) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim02)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 80)
EVT_CALL(PlayEffect, EFFECT_EMOTE, 2, 0, LVar0, LVar1, LVar2, 30, 315, 30, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_EMOTE, 2, 0, LVar0, LVar1, LVar2, 30, 315, 30, 0, 0)
EVT_WAIT(40)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim01)
EVT_SET(LVar0, 0)
@ -211,8 +211,8 @@ EvtScript N(takeTurn) = {
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar0)
EVT_KILL_THREAD(LVar0)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_DMG_APPLY, 1)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_DISABLE_CELEBRATION | BS_FLAGS1_BATTLE_FLED, 1)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_DMG_APPLY, TRUE)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_DISABLE_CELEBRATION | BS_FLAGS1_BATTLE_FLED, TRUE)
EVT_CALL(func_8026F60C, 10)
EVT_RETURN
EVT_END_IF
@ -267,10 +267,10 @@ EvtScript N(attackFistDrop) = {
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 0)
EVT_CALL(PlayEffect, EFFECT_LANDING_DUST, 4, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(PlayEffect, EFFECT_SHOCKWAVE, 1, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 4, LVar0, LVar1, LVar2, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 1, LVar0, LVar1, LVar2, 0)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(15.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(15.0))
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20EA)
EVT_END_IF
@ -293,7 +293,7 @@ EvtScript N(attackFistDrop) = {
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SHOCKWAVE, 1, LVar0, 0, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 1, LVar0, 0, LVar2, 0)
EVT_END_IF
EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
@ -356,10 +356,10 @@ EvtScript N(attackBodyCrush) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim12)
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_END_THREAD
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(3.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
EVT_END_THREAD
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 20)
@ -368,9 +368,9 @@ EvtScript N(attackBodyCrush) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(ShakeCam, 1, 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(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_IF_EQ(LVarA, 5)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
@ -425,14 +425,14 @@ EvtScript N(attackBodyCrush) = {
EVT_END_IF
EVT_LABEL(0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleTubba_Anim0D)
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_END_THREAD
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(3.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
EVT_END_THREAD
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 20)
@ -441,17 +441,17 @@ EvtScript N(attackBodyCrush) = {
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(ShakeCam, 1, 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(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_GOTO(2)
EVT_LABEL(1)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_WAIT(3)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(PlayEffect, EFFECT_SHOCKWAVE, 1, LVar0, 0, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(3.0))
EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 1, LVar0, 0, LVar2, 0)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
EVT_END_IF
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 40)
@ -464,9 +464,9 @@ EvtScript N(attackBodyCrush) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 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(PlayEffect, EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
EVT_WAIT(8)
EVT_END_IF
EVT_LABEL(2)

View File

@ -3,9 +3,9 @@
#define NAMESPACE b_area_dig_dig_01_script
#include "common/Set80218630_Var0.inc.c"
#include "common/SetDemoBattleBeginDelay.inc.c"
API_CALLABLE(func_80218644_6DE404) {
API_CALLABLE(N(SetupDemoPlayerMove)) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* player = battleStatus->playerActor;
SelectableTarget* selectableTarget;
@ -26,12 +26,12 @@ API_CALLABLE(func_80218644_6DE404) {
EvtScript NAMESPACE = {
EVT_WAIT(3)
EVT_CALL(SetCamViewport, 1, 29, 20, 262, 177)
EVT_CALL(SetCamViewport, CAM_BATTLE, 29, 20, 262, 177)
EVT_CALL(func_802535B4, 0)
EVT_SET(LVar0, 15)
EVT_CALL(N(Set80218630_Var0))
EVT_CALL(N(SetDemoBattleBeginDelay))
EVT_CALL(WaitForState, BATTLE_STATE_PLAYER_MENU)
EVT_CALL(func_80218644_6DE404)
EVT_CALL(N(SetupDemoPlayerMove))
EVT_CALL(SetBattleState, BATTLE_STATE_PLAYER_MOVE)
EVT_WAIT(10000)
EVT_RETURN

View File

@ -3,7 +3,7 @@
#define NAMESPACE b_area_dig_dig_02_script
API_CALLABLE(func_802186E0_6DE4A0) {
API_CALLABLE(N(SetupDemoPlayerMove)) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* player = battleStatus->playerActor;
SelectableTarget* selectableTarget;
@ -26,14 +26,14 @@ EvtScript NAMESPACE = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 1)
EVT_WAIT(3)
EVT_CALL(SetCamViewport, 1, 29, 20, 262, 177)
EVT_CALL(SetCamViewport, CAM_BATTLE, 29, 20, 262, 177)
EVT_CALL(func_802535B4, 0)
EVT_CALL(WaitForState, BATTLE_STATE_PLAYER_MENU)
EVT_CALL(func_802186E0_6DE4A0)
EVT_CALL(N(SetupDemoPlayerMove))
EVT_CALL(SetBattleState, BATTLE_STATE_PLAYER_MOVE)
EVT_WAIT(130)
EVT_LOOP(30)
EVT_CALL(SetCommandAutoSuccess, 0)
EVT_CALL(SetCommandAutoSuccess, FALSE)
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN

View File

@ -3,7 +3,7 @@
#define NAMESPACE b_area_dig_dig_03_script
API_CALLABLE(func_80218770_6DE530) {
API_CALLABLE(N(SetupDemoPlayerMove)) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* partner = battleStatus->partnerActor;
SelectableTarget* selectableTarget;
@ -26,10 +26,10 @@ EvtScript NAMESPACE = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 1)
EVT_WAIT(3)
EVT_CALL(SetCamViewport, 1, 29, 20, 262, 177)
EVT_CALL(SetCamViewport, CAM_BATTLE, 29, 20, 262, 177)
EVT_CALL(func_802535B4, 0)
EVT_CALL(WaitForState, BATTLE_STATE_PLAYER_MENU)
EVT_CALL(func_80218770_6DE530)
EVT_CALL(N(SetupDemoPlayerMove))
EVT_CALL(SetBattleState, BATTLE_STATE_PARTNER_MOVE)
EVT_WAIT(90)
EVT_RETURN

View File

@ -3,7 +3,7 @@
#define NAMESPACE b_area_dig_dig_04_script
API_CALLABLE(func_802187F0_6DE5B0) {
API_CALLABLE(N(SetupDemoPlayerMove)) {
BattleStatus* battleStatus = &gBattleStatus;
PlayerData* playerData = &gPlayerData;
s32 selectedItemID;
@ -16,7 +16,7 @@ API_CALLABLE(func_802187F0_6DE5B0) {
battleStatus->selectedMoveID = 0;
battleStatus->currentAttackElement = 0;
playerData->invItems[0] = selectedItemID;
battleStatus->currentTargetListFlags = gItemTable[playerData->invItems[0]].targetFlags | 0x8000;
battleStatus->currentTargetListFlags = gItemTable[playerData->invItems[0]].targetFlags | ITEM_TARGET_FLAG_8000;
player_create_target_list(player);
player->selectedTargetIndex = 0;
@ -31,10 +31,10 @@ EvtScript NAMESPACE = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 1)
EVT_WAIT(3)
EVT_CALL(SetCamViewport, 1, 29, 20, 262, 177)
EVT_CALL(SetCamViewport, CAM_BATTLE, 29, 20, 262, 177)
EVT_CALL(func_802535B4, 0)
EVT_CALL(WaitForState, BATTLE_STATE_PLAYER_MENU)
EVT_CALL(func_802187F0_6DE5B0)
EVT_CALL(N(SetupDemoPlayerMove))
EVT_CALL(SetBattleState, BATTLE_STATE_PLAYER_MOVE)
EVT_RETURN
EVT_END

View File

@ -3,16 +3,16 @@
#define NAMESPACE b_area_dig_dig_05_script
#include "common/Set80218630_Var0.inc.c"
#include "common/SetDemoBattleBeginDelay.inc.c"
EvtScript NAMESPACE = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 1)
EVT_WAIT(3)
EVT_CALL(SetCamViewport, 1, 29, 20, 262, 177)
EVT_CALL(SetCamViewport, CAM_BATTLE, 29, 20, 262, 177)
EVT_CALL(func_802535B4, 0)
EVT_SET(LVar0, 5)
EVT_CALL(N(Set80218630_Var0))
EVT_CALL(N(SetDemoBattleBeginDelay))
EVT_CALL(WaitForState, BATTLE_STATE_PLAYER_MENU)
EVT_CALL(SetBattleState, BATTLE_STATE_NEXT_ENEMY)
EVT_RETURN

View File

@ -4,19 +4,24 @@
#define NAMESPACE b_area_dig_dig_01
EvtScript N(beforeBattle) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
MODEL_ueki2, MODEL_ueki1, MODEL_kabu2, MODEL_kabu1, MODEL_kusa3, 0,
s32 N(ForegroundModels)[] = {
MODEL_ueki2,
MODEL_ueki1,
MODEL_kabu2,
MODEL_kabu1,
MODEL_kusa3,
STAGE_MODEL_LIST_END
};
Stage NAMESPACE = {
@ -24,7 +29,7 @@ Stage NAMESPACE = {
.shape = "nok_bt04_shape",
.hit = "nok_bt04_hit",
.bg = "nok_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
.foregroundModelList = N(ForegroundModels),
};

View File

@ -5,20 +5,22 @@
#define NAMESPACE b_area_dig_dig_02
EvtScript N(beforeBattle) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetGroupEnabled, MODEL_a, FALSE)
EVT_CALL(SetGroupVisibility, MODEL_a, MODEL_GROUP_HIDDEN)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
MODEL_iwa1, MODEL_o331, 0,
s32 N(ForegroundModels)[] = {
MODEL_iwa1,
MODEL_o331,
STAGE_MODEL_LIST_END
};
Stage NAMESPACE = {
@ -26,7 +28,7 @@ Stage NAMESPACE = {
.shape = "iwa_bt01_shape",
.hit = "iwa_bt01_hit",
.bg = "iwa_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
.foregroundModelList = N(ForegroundModels),
};

View File

@ -6,51 +6,54 @@
#define NAMESPACE b_area_dig_dig_03
#include "common/UnkFloatFunc3.inc.c"
#include "common/UpdateSunPos.inc.c"
#include "common/GetModelPos.inc.c"
EvtScript N(updateModels) = {
EvtScript N(EVS_UpdateSunPos) = {
EVT_SET(LVarA, LVar0)
EVT_SET(LVar7, LVar1)
EVT_MUL(LVar7, 10)
EVT_CALL(N(GetModelPos))
EVT_LABEL(0)
EVT_ADD(LVar7, 1)
EVT_IF_GT(LVar7, 3599)
EVT_SUB(LVar7, 3600)
EVT_END_IF
EVT_CALL(N(UnkFloatFunc3), LVar7, LVar0, LVar1, LVar2)
EVT_CALL(TranslateModel, LVarA, LVar0, LVar1, LVar2)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_ADD(LVar7, 1)
EVT_IF_GT(LVar7, 3599)
EVT_SUB(LVar7, 3600)
EVT_END_IF
EVT_CALL(N(UpdateSunPos), LVar7, LVar0, LVar1, LVar2)
EVT_CALL(TranslateModel, LVarA, LVar0, LVar1, LVar2)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(beforeBattle) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_SET(LVar0, MODEL_g60)
EVT_SET(LVar1, 0)
EVT_EXEC(N(updateModels))
EVT_EXEC(N(EVS_UpdateSunPos))
EVT_SET(LVar0, MODEL_g63)
EVT_SET(LVar1, 120)
EVT_EXEC(N(updateModels))
EVT_EXEC(N(EVS_UpdateSunPos))
EVT_SET(LVar0, MODEL_g62)
EVT_SET(LVar1, 240)
EVT_EXEC(N(updateModels))
EVT_CALL(PlayEffect, EFFECT_SUN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_EXEC(N(EVS_UpdateSunPos))
EVT_PLAY_EFFECT(EFFECT_SUN, 0, 0, 0, 0, 0, 0, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
MODEL_o322, MODEL_o321, MODEL_o320, MODEL_o319, 0,
s32 N(ForegroundModels)[] = {
MODEL_o322,
MODEL_o321,
MODEL_o320,
MODEL_o319,
STAGE_MODEL_LIST_END
};
Stage NAMESPACE = {
@ -58,7 +61,7 @@ Stage NAMESPACE = {
.shape = "sbk_bt02_shape",
.hit = "sbk_bt02_hit",
.bg = "sbk_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
.foregroundModelList = N(ForegroundModels),
};

View File

@ -5,18 +5,18 @@
#define NAMESPACE b_area_dig_dig_04
extern Formation N(formation_slot_machine);
extern Formation N(Formation_SlotMachine);
extern ActorBlueprint N(slot_machine_stop);
extern ActorBlueprint N(slot_machine_start);
EvtScript N(beforeBattle) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetCamBGColor, CAM_BATTLE, 0, 0, 0)
EVT_CALL(SetTexPanner, 29, TEX_PANNER_A)
EVT_THREAD
EVT_SET(LVarE, 0)
EVT_LOOP(0)
EVT_ADD(LVarE, 32768)
EVT_ADD(LVarE, 0x8000)
EVT_CALL(SetTexPanOffset, TEX_PANNER_A, TEX_PANNER_MAIN, LVarE, 0)
EVT_WAIT(10)
EVT_END_LOOP
@ -25,13 +25,16 @@ EvtScript N(beforeBattle) = {
EVT_END
};
EvtScript N(afterBattle) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
MODEL_itigo, MODEL_kisya, MODEL_kusari, 0,
s32 N(ForegroundModels)[] = {
MODEL_itigo,
MODEL_kisya,
MODEL_kusari,
STAGE_MODEL_LIST_END
};
Stage NAMESPACE = {
@ -39,11 +42,11 @@ Stage NAMESPACE = {
.shape = "omo_bt04_shape",
.hit = "omo_bt04_hit",
.bg = "omo_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
.foregroundModelList = N(ForegroundModels),
.stageEnemyCount = 4,
.stageFormation = &N(formation_slot_machine),
.stageFormation = &N(Formation_SlotMachine),
};
Vec3i N(slot_machine_pos1) = { -49, 56, -68 };
@ -51,7 +54,7 @@ Vec3i N(slot_machine_pos2) = { -13, 56, -68 };
Vec3i N(slot_machine_pos3) = { 20, 56, -68 };
Vec3i N(slot_machine_pos4) = { 53, 56, -68 };
Formation N(formation_slot_machine) = {
Formation N(Formation_SlotMachine) = {
{ .actor = &N(slot_machine_start), .home = { .vec = &N(slot_machine_pos1) }, .var0 = 0 },
{ .actor = &N(slot_machine_stop), .home = { .vec = &N(slot_machine_pos2) }, .var0 = 1 },
{ .actor = &N(slot_machine_stop), .home = { .vec = &N(slot_machine_pos3) }, .var0 = 2 },

View File

@ -3,13 +3,13 @@
#define NAMESPACE b_area_dig_dig_05
EvtScript N(beforeBattle) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
@ -18,6 +18,6 @@ Stage NAMESPACE = {
.texture = "dgb_tex",
.shape = "dgb_bt05_shape",
.hit = "dgb_bt05_hit",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
};

View File

@ -64,7 +64,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 20,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.takeTurnScript = &N(init),
.initScript = &N(init),
.statusTable = N(statusTable),
.escapeChance = 90,
.airLiftChance = 85,
@ -106,7 +106,7 @@ EvtScript N(idle) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 15)
EVT_SUB(LVar2, 2)
EVT_CALL(PlayEffect, EFFECT_SPARKLES, 2, LVar0, LVar1, LVar2, 30, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SPARKLES, 2, LVar0, LVar1, LVar2, 30, 0)
EVT_WAIT(15)
EVT_GOTO(0)
EVT_RETURN
@ -281,7 +281,7 @@ EvtScript N(attackPainfulSong) = {
EVT_CALL(RandInt, 30, LVar3)
EVT_SUB(LVar3, 15)
EVT_ADD(LVar3, LVar0)
EVT_CALL(PlayEffect, EFFECT_MUSIC_NOTE, 1, LVar3, LVar1, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_MUSIC_NOTE, 1, LVar3, LVar1, LVar2, 0)
EVT_WAIT(10)
EVT_END_LOOP
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Dayzee_Amazy_Anim01)
@ -298,7 +298,7 @@ EvtScript N(attackPainfulSong) = {
EVT_WAIT(15)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_EXEC_WAIT(N(returnHome))
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
@ -351,7 +351,7 @@ EvtScript N(flee) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(EnableActorBlur, ACTOR_SELF, 0)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_BATTLE_FLED, 1)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_BATTLE_FLED, TRUE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_CALL(RemoveActor, ACTOR_SELF)
EVT_RETURN

View File

@ -6,7 +6,7 @@
#define NAMESPACE b_area_flo_crazee_dayzee
extern EvtScript N(init);
extern EvtScript N(EVS_Init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
@ -64,7 +64,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 8,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.takeTurnScript = &N(init),
.initScript = &N(EVS_Init),
.statusTable = N(statusTable),
.escapeChance = 50,
.airLiftChance = 85,
@ -93,7 +93,7 @@ s32 N(idleAnimations)[] = {
STATUS_END,
};
EvtScript N(init) = {
EvtScript N(EVS_Init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
@ -274,7 +274,7 @@ EvtScript N(attackPainfulSong) = {
EVT_CALL(RandInt, 30, LVar3)
EVT_SUB(LVar3, 15)
EVT_ADD(LVar3, LVar0)
EVT_CALL(PlayEffect, EFFECT_MUSIC_NOTE, 1, LVar3, LVar1, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_MUSIC_NOTE, 1, LVar3, LVar1, LVar2, 0)
EVT_WAIT(10)
EVT_END_LOOP
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Dayzee_Anim01)
@ -291,7 +291,7 @@ EvtScript N(attackPainfulSong) = {
EVT_WAIT(15)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_EXEC_WAIT(N(returnHome))
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
@ -344,7 +344,7 @@ EvtScript N(flee) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(EnableActorBlur, ACTOR_SELF, 0)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_BATTLE_FLED, 1)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_BATTLE_FLED, TRUE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_CALL(RemoveActor, ACTOR_SELF)
EVT_RETURN

View File

@ -114,7 +114,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 12,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.takeTurnScript = &N(init),
.initScript = &N(init),
.statusTable = N(statusTable),
.escapeChance = 40,
.airLiftChance = 90,
@ -148,7 +148,7 @@ EvtScript N(returnHome) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim03)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(7.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 0, 11)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 0, EASING_SIN_OUT)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim01)
EVT_RETURN
EVT_END
@ -279,7 +279,7 @@ EvtScript N(attackSpinyFlip) = {
EVT_ADD(LVar0, -3)
EVT_ADD(LVar1, 16)
EVT_ADD(LVar2, 2)
EVT_CALL(PlayEffect, EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, EVT_FLOAT(0.4), 10, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, EVT_FLOAT(0.4), 10, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 12)
EVT_ADD(LVar2, 0)
@ -290,14 +290,14 @@ EvtScript N(attackSpinyFlip) = {
EVT_ADD(LVar0, -8)
EVT_ADD(LVar1, 40)
EVT_ADD(LVar2, 5)
EVT_CALL(PlayEffect, EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 10, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 10, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 30)
EVT_ADD(LVar2, 2)
EVT_CALL(SetPartPos, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
EVT_CALL(SetPartScale, ACTOR_SELF, 2, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_END_IF
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_WAIT(10)
EVT_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim15)
@ -306,7 +306,7 @@ EvtScript N(attackSpinyFlip) = {
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Lakitu_Anim0C)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 2, SOUND_20D2)
EVT_CALL(SetPartSounds, ACTOR_SELF, 2, 2, 0, 0)
EVT_CALL(SetPartSounds, ACTOR_SELF, 2, ACTOR_SOUND_JUMP, 0, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -317,20 +317,20 @@ EvtScript N(attackSpinyFlip) = {
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 40)
EVT_SET(LVar1, 0)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 20, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 20, TRUE)
EVT_SUB(LVar0, 30)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 10, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 10, TRUE)
EVT_SUB(LVar0, 20)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 5, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 5, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_WAIT(20)
EVT_CALL(YieldTurn)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_EXEC_WAIT(N(returnHome))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
@ -343,7 +343,7 @@ EvtScript N(attackSpinyFlip) = {
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(1.0))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, LVar1, LVar2, 20, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, LVar1, LVar2, 20, TRUE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
@ -356,12 +356,12 @@ EvtScript N(attackSpinyFlip) = {
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 40)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 20, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 20, TRUE)
EVT_SUB(LVar0, 30)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 10, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 10, TRUE)
EVT_SUB(LVar0, 20)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 5, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 5, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_END_THREAD
EVT_WAIT(20)
EVT_CALL(YieldTurn)
@ -399,7 +399,7 @@ EvtScript N(summonSpiny) = {
EVT_ADD(LVar0, -3)
EVT_ADD(LVar1, 16)
EVT_ADD(LVar2, 2)
EVT_CALL(PlayEffect, EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, EVT_FLOAT(0.4), 10, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, EVT_FLOAT(0.4), 10, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 12)
EVT_ADD(LVar2, 0)
@ -411,7 +411,7 @@ EvtScript N(summonSpiny) = {
EVT_ADD(LVar0, -8)
EVT_ADD(LVar1, 40)
EVT_ADD(LVar2, 5)
EVT_CALL(PlayEffect, EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 10, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 10, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 30)
EVT_ADD(LVar2, 2)
@ -419,7 +419,7 @@ EvtScript N(summonSpiny) = {
EVT_CALL(SetPartScale, ACTOR_SELF, 2, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 3, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_END_IF
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_WAIT(10)
EVT_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim15)
@ -428,12 +428,12 @@ EvtScript N(summonSpiny) = {
EVT_END_THREAD
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 2, SOUND_20D2)
EVT_CALL(SetPartSounds, ACTOR_SELF, 2, 2, 0, 0)
EVT_CALL(SetPartSounds, ACTOR_SELF, 2, ACTOR_SOUND_JUMP, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Lakitu_Anim0C)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(1.6))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 40)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 12, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 12, TRUE)
EVT_CALL(SetPartPos, ACTOR_SELF, 3, LVar0, 0, LVar2)
EVT_SUB(LVar0, 30)
EVT_THREAD
@ -447,12 +447,12 @@ EvtScript N(summonSpiny) = {
EVT_ADD(LVar1, 1)
EVT_IF_GE(LVar1, 6)
EVT_IF_EQ(LocalFlag(0), 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_SET(LocalFlag(0), 0)
EVT_ELSE
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_SET(LocalFlag(0), 1)
EVT_END_IF
EVT_END_IF
@ -461,17 +461,17 @@ EvtScript N(summonSpiny) = {
EVT_END_THREAD
EVT_THREAD
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 3, EVT_FLOAT(1.3))
EVT_CALL(JumpPartTo, ACTOR_SELF, 3, LVar0, 0, LVar2, 12, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 3, LVar0, 0, LVar2, 12, TRUE)
EVT_END_THREAD
EVT_WAIT(1)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(1.3))
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 12, 1)
EVT_CALL(PlayEffect, EFFECT_LANDING_DUST, 1, LVar0, 0, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 12, TRUE)
EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar0, 0, LVar2, 0, 0)
EVT_CALL(GetPartOffset, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
EVT_CALL(SetActorPos, LVarB, LVar0, LVar1, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(SetAnimation, LVarB, 1, ANIM_Spiny_Anim01)
EVT_WAIT(20)
EVT_CALL(SetAnimation, LVarB, 1, ANIM_Spiny_Anim04)
@ -500,7 +500,7 @@ EvtScript N(summonSpiny) = {
};
EvtScript N(findPlacesForSummon) = {
EVT_CALL(EnemyCreateTargetList, 32770)
EVT_CALL(EnemyCreateTargetList, 0x00008002)
EVT_CALL(InitTargetIterator)
EVT_LABEL(0)
EVT_CALL(GetOwnerTarget, LVar0, LVar5)
@ -516,7 +516,7 @@ EvtScript N(findPlacesForSummon) = {
EVT_CASE_EQ(3)
EVT_SET(LocalFlag(4), 1)
EVT_END_SWITCH
EVT_CALL(ChooseNextTarget, 0, LVar0)
EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
EVT_IF_NE(LVar0, -1)
EVT_GOTO(0)
EVT_END_IF
@ -543,7 +543,7 @@ EvtScript N(findPlacesForSummon) = {
EvtScript N(calcSummonChance) = {
EVT_SET(LVar9, 0)
EVT_CALL(EnemyCreateTargetList, 32770)
EVT_CALL(EnemyCreateTargetList, 0x00008002)
EVT_CALL(InitTargetIterator)
EVT_LABEL(0)
EVT_CALL(GetOwnerTarget, LVar0, LVar1)
@ -558,7 +558,7 @@ EvtScript N(calcSummonChance) = {
EVT_END_IF
EVT_END_IF
EVT_END_SWITCH
EVT_CALL(ChooseNextTarget, 0, LVar0)
EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
EVT_IF_NE(LVar0, -1)
EVT_GOTO(0)
EVT_END_IF

View File

@ -5,7 +5,7 @@
#define NAMESPACE b_area_flo_ruff_puff
extern EvtScript N(init);
extern EvtScript N(EVS_Init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
@ -75,7 +75,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 10,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.takeTurnScript = &N(init),
.initScript = &N(EVS_Init),
.statusTable = N(statusTable),
.escapeChance = 50,
.airLiftChance = 90,
@ -91,7 +91,7 @@ ActorBlueprint NAMESPACE = {
.statusMessageOffset = { 10, 20 },
};
EvtScript N(init) = {
EvtScript N(EVS_Init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
@ -122,7 +122,7 @@ EvtScript N(returnHome) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TuffPuff_Run)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 11)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_SIN_OUT)
EVT_RETURN
EVT_END
};
@ -240,7 +240,7 @@ EvtScript N(takeTurn) = {
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, 11)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_SIN_OUT)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TuffPuff_Idle)
EVT_WAIT(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_TuffPuff_Grin)
@ -289,7 +289,7 @@ EvtScript N(takeTurn) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_EXEC_WAIT(N(returnHome))
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)

View File

@ -1,93 +1,7 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/flo_bt01_shape.h"
#include "effects.h"
#define NAMESPACE b_area_flo_flo_01
EvtScript N(80230E90) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 40, LVar2)
EVT_SUB(LVar2, 100)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 20, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80230FA8) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 50, LVar2)
EVT_ADD(LVar2, 71)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(802310C0) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 50)
EVT_CALL(RandInt, 40, LVar2)
EVT_ADD(LVar2, -124)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 37, 1)
EVT_CALL(SetGroupEnabled, 28, 0)
EVT_CALL(SetGroupEnabled, 22, 0)
EVT_EXEC(N(80230E90))
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_o400, MODEL_o401, MODEL_o407, MODEL_o411, MODEL_o422, MODEL_o423, MODEL_o424, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt01_shape",
.hit = "flo_bt01_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_01.inc.c"

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@ -1,93 +1,7 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/flo_bt01_shape.h"
#include "effects.h"
#define NAMESPACE b_area_flo_flo_01b
EvtScript N(80231330) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 40, LVar2)
EVT_SUB(LVar2, 100)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 20, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80231448) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 50, LVar2)
EVT_ADD(LVar2, 71)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80231560) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 50)
EVT_CALL(RandInt, 40, LVar2)
EVT_ADD(LVar2, -124)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 37, 0)
EVT_CALL(SetGroupEnabled, 28, 1)
EVT_CALL(SetGroupEnabled, 22, 0)
EVT_EXEC(N(80231330))
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_kuki, MODEL_hana1, MODEL_mae1, MODEL_mae2, MODEL_mae3, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt01_shape",
.hit = "flo_bt01_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_01b.inc.c"

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@ -1,94 +1,7 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/flo_bt01_shape.h"
#include "effects.h"
#define NAMESPACE b_area_flo_flo_01c
EvtScript N(802317C0) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 40, LVar2)
EVT_SUB(LVar2, 100)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 20, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(802318D8) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 50, LVar2)
EVT_ADD(LVar2, 71)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(802319F0) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 50)
EVT_CALL(RandInt, 40, LVar2)
EVT_ADD(LVar2, -124)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 37, 0)
EVT_CALL(SetGroupEnabled, 28, 0)
EVT_CALL(SetGroupEnabled, 22, 1)
EVT_EXEC(N(802317C0))
EVT_EXEC(N(802318D8))
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_o381, MODEL_o382, MODEL_o388, MODEL_o389, MODEL_o390, MODEL_o383, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt01_shape",
.hit = "flo_bt01_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_01c.inc.c"

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@ -1,93 +1,7 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/flo_bt02_shape.h"
#include "effects.h"
#define NAMESPACE b_area_flo_flo_02
EvtScript N(80231C60) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 40, LVar2)
EVT_SUB(LVar2, 100)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 20, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80231D78) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 50, LVar2)
EVT_ADD(LVar2, 71)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80231E90) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 50)
EVT_CALL(RandInt, 40, LVar2)
EVT_ADD(LVar2, -124)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 35, 1)
EVT_CALL(SetGroupEnabled, 47, 0)
EVT_CALL(SetGroupEnabled, 22, 0)
EVT_EXEC(N(80231E90))
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_o403, MODEL_o404, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt02_shape",
.hit = "flo_bt02_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_02.inc.c"

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@ -1,94 +1,7 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/flo_bt02_shape.h"
#include "effects.h"
#define NAMESPACE b_area_flo_flo_02b
EvtScript N(802320E0) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 40, LVar2)
EVT_SUB(LVar2, 100)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 20, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(802321F8) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 50, LVar2)
EVT_ADD(LVar2, 71)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80232310) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 50)
EVT_CALL(RandInt, 40, LVar2)
EVT_ADD(LVar2, -124)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 35, 0)
EVT_CALL(SetGroupEnabled, 47, 1)
EVT_CALL(SetGroupEnabled, 22, 0)
EVT_EXEC(N(80232310))
EVT_CALL(ModifyColliderFlags, 3, 0, 0x00000006)
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_8hana4, MODEL_8hana5, MODEL_8hana6, MODEL_8hana1, MODEL_8hana1, MODEL_8hana3, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt02_shape",
.hit = "flo_bt02_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_02b.inc.c"

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@ -1,94 +1,7 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/flo_bt02_shape.h"
#include "effects.h"
#define NAMESPACE b_area_flo_flo_02c
EvtScript N(80232590) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 40, LVar2)
EVT_SUB(LVar2, 100)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 20, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(802326A8) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 50, LVar2)
EVT_ADD(LVar2, 71)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(802327C0) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 50)
EVT_CALL(RandInt, 40, LVar2)
EVT_ADD(LVar2, -124)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 35, 1)
EVT_CALL(SetGroupEnabled, 47, 0)
EVT_CALL(SetGroupEnabled, 16, 0)
EVT_CALL(SetGroupEnabled, 22, 1)
EVT_EXEC(N(802327C0))
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_o403, MODEL_o404, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt02_shape",
.hit = "flo_bt02_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_02c.inc.c"

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@ -4,189 +4,4 @@
#define NAMESPACE b_area_flo_flo_03
EvtScript N(80232A30) = {
EVT_SET(LVarA, LVar0)
EVT_USE_BUF(LVarA)
EVT_LOOP(0)
EVT_BUF_READ1(LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(SetTexPanner, LVar0, TEX_PANNER_E)
EVT_BUF_READ1(LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(SetTexPanner, LVar0, TEX_PANNER_F)
EVT_END_LOOP
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LABEL(0)
EVT_LABEL(0)
EVT_ADD(LVar0, -140)
EVT_IF_LT(LVar0, 0)
EVT_ADD(LVar0, 65536)
EVT_END_IF
EVT_CALL(SetTexPanOffset, TEX_PANNER_E, TEX_PANNER_MAIN, LVar0, 0)
EVT_ADD(LVar1, -200)
EVT_IF_LT(LVar1, 0)
EVT_ADD(LVar1, 65536)
EVT_END_IF
EVT_CALL(SetTexPanOffset, TEX_PANNER_F, TEX_PANNER_MAIN, LVar1, 0)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
#include "common/CosInterpMinMax.inc.c"
EvtScript N(80232C48) = {
EVT_CALL(EnableModel, LVarF, 1)
EVT_SET(LVarE, 159)
EVT_LOOP(LVarE)
EVT_ADDF(LVar3, 0)
EVT_ADDF(LVar4, EVT_FLOAT(0.0))
EVT_SETF(LVar5, EVT_FLOAT(0.01))
EVT_ADDF(LVar0, LVar3)
EVT_ADDF(LVar1, LVar4)
EVT_ADDF(LVar2, LVar5)
EVT_MULF(LVar6, EVT_FLOAT(1.01))
EVT_ADDF(LVar7, EVT_FLOAT(0.01))
EVT_SETF(LVar8, LVar6)
EVT_CALL(N(CosInterpMinMax), LVarE, LVarA, EVT_FLOAT(0.0), EVT_FLOAT(0.203), 15, 0, 0)
EVT_ADDF(LVar8, LVarA)
EVT_SETF(LVar9, LVar7)
EVT_CALL(N(CosInterpMinMax), LVarE, LVarA, EVT_FLOAT(0.0), EVT_FLOAT(0.203), 20, 0, 90)
EVT_ADDF(LVar9, LVarA)
EVT_SETF(LVarA, LVar0)
EVT_MULF(LVarA, EVT_FLOAT(10.0))
EVT_CALL(TranslateModel, LVarF, LVar0, LVar1, LVar2)
EVT_CALL(ScaleModel, LVarF, LVar8, LVar9, 1)
EVT_CALL(RotateModel, LVarF, LVarA, 0, 0, 1)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(EnableModel, LVarF, 0)
EVT_RETURN
EVT_END
};
s32 N(modelList)[] = {
MODEL_o419, MODEL_o420, MODEL_o422, 0,
};
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_SET(LVar0, N(modelList))
EVT_EXEC(N(80232A30))
EVT_CALL(SetTexPanner, 36, TEX_PANNER_1)
EVT_CALL(SetTexPanner, 37, TEX_PANNER_2)
EVT_CALL(SetTexPanner, 38, TEX_PANNER_3)
EVT_CALL(SetTexPanner, 39, TEX_PANNER_4)
EVT_CALL(SetTexPanner, 40, TEX_PANNER_5)
EVT_CALL(SetTexPanner, 41, TEX_PANNER_6)
EVT_CALL(SetTexPanner, 42, TEX_PANNER_7)
EVT_THREAD
EVT_SET(LVarE, 1)
EVT_SET(LVarF, 0)
EVT_LOOP(0)
EVT_ADDF(LVarF, LVarE)
EVT_IF_GE(LVarF, 1080)
EVT_SET(LVarF, 0)
EVT_END_IF
EVT_SET(LVar0, LVarF)
EVT_DIV(LVar0, 9)
EVT_MOD(LVar0, 2)
EVT_MUL(LVar0, 16384)
EVT_SET(LVar1, LVarF)
EVT_DIV(LVar1, 4)
EVT_MOD(LVar1, 2)
EVT_MUL(LVar1, 16384)
EVT_SET(LVar2, LVarF)
EVT_DIV(LVar2, 5)
EVT_MOD(LVar2, 2)
EVT_MUL(LVar2, 16384)
EVT_SET(LVar3, LVarF)
EVT_DIV(LVar3, 6)
EVT_MOD(LVar3, 2)
EVT_MUL(LVar3, 16384)
EVT_SET(LVar4, LVarF)
EVT_DIV(LVar4, 2)
EVT_MOD(LVar4, 2)
EVT_MUL(LVar4, 16384)
EVT_SET(LVar5, LVarF)
EVT_DIV(LVar5, 8)
EVT_MOD(LVar5, 2)
EVT_MUL(LVar5, 16384)
EVT_SET(LVar6, LVarF)
EVT_DIV(LVar6, 8)
EVT_MOD(LVar6, 2)
EVT_MUL(LVar6, 32768)
EVT_CALL(SetTexPanOffset, TEX_PANNER_1, TEX_PANNER_MAIN, LVar0, 0)
EVT_CALL(SetTexPanOffset, TEX_PANNER_2, TEX_PANNER_MAIN, LVar1, 0)
EVT_CALL(SetTexPanOffset, TEX_PANNER_3, TEX_PANNER_MAIN, LVar2, 0)
EVT_CALL(SetTexPanOffset, TEX_PANNER_4, TEX_PANNER_MAIN, LVar3, 0)
EVT_CALL(SetTexPanOffset, TEX_PANNER_5, TEX_PANNER_MAIN, LVar4, 0)
EVT_CALL(SetTexPanOffset, TEX_PANNER_6, TEX_PANNER_MAIN, LVar5, 0)
EVT_CALL(SetTexPanOffset, TEX_PANNER_7, TEX_PANNER_MAIN, LVar6, 0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_SET(LVar1, LVar0)
EVT_ADD(LVar1, 10000)
EVT_ADD(LVar0, 1)
EVT_CALL(CloneModel, 44, LVar1)
EVT_CALL(EnableModel, LVar1, 0)
EVT_END_LOOP
EVT_CALL(EnableModel, 44, 0)
EVT_SET(LVarE, 0)
EVT_LOOP(0)
EVT_SETF(LVar0, EVT_FLOAT(106.0))
EVT_SETF(LVar1, EVT_FLOAT(94.0))
EVT_SETF(LVar2, EVT_FLOAT(-91.0))
EVT_CALL(RandInt, 100, LVar3)
EVT_ADDF(LVar3, -50)
EVT_DIVF(LVar3, EVT_FLOAT(200.0))
EVT_SETF(LVar4, EVT_FLOAT(1.0))
EVT_SETF(LVar5, 0)
EVT_SETF(LVar6, EVT_FLOAT(0.296))
EVT_SETF(LVar7, EVT_FLOAT(0.296))
EVT_SET(LVarF, LVarE)
EVT_ADD(LVarF, 10000)
EVT_EXEC(N(80232C48))
EVT_ADD(LVarE, 1)
EVT_IF_GE(LVarE, 16)
EVT_SET(LVarE, 0)
EVT_END_IF
EVT_WAIT(10)
EVT_END_LOOP
EVT_END_THREAD
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_o411, MODEL_o415, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt03_shape",
.hit = "flo_bt03_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_03.inc.c"

View File

@ -4,87 +4,4 @@
#define NAMESPACE b_area_flo_flo_04
#include "common/CosInterpMinMax.inc.c"
EvtScript N(80233470) = {
EVT_SET(LVarA, LVar0)
EVT_SET(LVarF, 0)
EVT_LOOP(0)
EVT_CALL(N(CosInterpMinMax), LVarF, LVar0, EVT_FLOAT(0.968), EVT_FLOAT(1.031), 15, 0, 0)
EVT_CALL(N(CosInterpMinMax), LVarF, LVar1, EVT_FLOAT(1.031), EVT_FLOAT(0.968), 15, 0, 0)
EVT_CALL(ScaleModel, LVarA, LVar1, LVar0, 1)
EVT_ADD(LVarF, 1)
EVT_IF_GE(LVarF, 30)
EVT_SET(LVarF, 0)
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_SET(LVar0, 14)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 16)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 18)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 20)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 25)
EVT_EXEC(N(80233470))
EVT_THREAD
EVT_SET(LVar0, 31)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 32)
EVT_EXEC(N(80233470))
EVT_WAIT(5)
EVT_SET(LVar0, 0)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 1)
EVT_EXEC(N(80233470))
EVT_WAIT(5)
EVT_SET(LVar0, 5)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 4)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 6)
EVT_EXEC(N(80233470))
EVT_WAIT(5)
EVT_SET(LVar0, 33)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 34)
EVT_EXEC(N(80233470))
EVT_END_THREAD
EVT_CALL(CloneModel, 27, 10000)
EVT_CALL(EnableModel, 10000, 0)
EVT_CALL(TranslateModel, 10000, 0, 9, 0)
EVT_CALL(ParentColliderToModel, 0, 10000)
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_o431, MODEL_o419, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt04_shape",
.hit = "flo_bt04_hit",
.bg = "sra_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_04.inc.c"

View File

@ -3,26 +3,4 @@
#define NAMESPACE b_area_flo_flo_05
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt05_shape",
.hit = "flo_bt05_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
};
#include "battle/common/stage/flo_05.inc.c"

View File

@ -3,26 +3,4 @@
#define NAMESPACE b_area_flo_flo_06
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt06_shape",
.hit = "flo_bt06_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
};
#include "battle/common/stage/flo_06.inc.c"

File diff suppressed because it is too large Load Diff

View File

@ -91,7 +91,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 12,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.takeTurnScript = &N(init),
.initScript = &N(init),
.statusTable = N(statusTable),
.escapeChance = 50,
.airLiftChance = 55,
@ -166,7 +166,7 @@ ActorBlueprint N(hole) = {
.maxHP = 5,
.partCount = ARRAY_COUNT(N(parts_hole)),
.partsData = N(parts_hole),
.takeTurnScript = &N(init_hole),
.initScript = &N(init_hole),
.statusTable = NULL,
.escapeChance = 80,
.airLiftChance = 0,
@ -210,7 +210,7 @@ EvtScript N(init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_SHADOW, 1)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_SHADOW, TRUE)
EVT_RETURN
EVT_END
};
@ -304,7 +304,7 @@ EvtScript N(handleEvent) = {
EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MontyMole_Dark_Anim08)
EVT_WAIT(15)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TARGET_ONLY | ACTOR_FLAG_NO_DMG_APPLY, 1)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TARGET_ONLY | ACTOR_FLAG_NO_DMG_APPLY, TRUE)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_hole)))
EVT_RETURN
EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
@ -369,7 +369,7 @@ EvtScript N(takeTurn) = {
EVT_ADD(LVar1, 20)
EVT_CALL(SetPartPos, ACTOR_SELF, 3, LVar0, LVar1, LVar2)
EVT_WAIT(1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(SetPartScale, ACTOR_SELF, 3, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(0.4))
@ -377,7 +377,7 @@ EvtScript N(takeTurn) = {
EVT_CALL(SetPartScale, ACTOR_SELF, 3, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_END_IF
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 3, SOUND_MOLE_THROW)
EVT_CALL(SetPartSounds, ACTOR_SELF, 3, 1, 0, 0)
EVT_CALL(SetPartSounds, ACTOR_SELF, 3, ACTOR_SOUND_FLY, 0, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -391,8 +391,8 @@ EvtScript N(takeTurn) = {
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 3, EVT_FLOAT(12.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 3, EVT_FLOAT(0.1))
EVT_CALL(SetAnimation, ACTOR_SELF, 3, ANIM_MontyMole_Dark_Anim0F)
EVT_CALL(FlyPartTo, ACTOR_SELF, 3, LVar0, LVar1, LVar2, 0, 30, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(FlyPartTo, ACTOR_SELF, 3, LVar0, LVar1, LVar2, 0, 30, EASING_LINEAR)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
@ -408,7 +408,7 @@ EvtScript N(takeTurn) = {
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 3, EVT_FLOAT(12.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 3, EVT_FLOAT(0.1))
EVT_CALL(SetAnimation, ACTOR_SELF, 3, ANIM_MontyMole_Dark_Anim0F)
EVT_CALL(FlyPartTo, ACTOR_SELF, 3, LVar0, LVar1, LVar2, 0, 20, 0)
EVT_CALL(FlyPartTo, ACTOR_SELF, 3, LVar0, LVar1, LVar2, 0, 20, EASING_LINEAR)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_SWITCH(LVar0)
@ -419,11 +419,11 @@ EvtScript N(takeTurn) = {
EVT_SET(LVar1, 0)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 3, EVT_FLOAT(6.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 3, EVT_FLOAT(0.1))
EVT_CALL(FlyPartTo, ACTOR_SELF, 3, LVar0, LVar1, LVar2, 0, 25, 0)
EVT_CALL(FlyPartTo, ACTOR_SELF, 3, LVar0, LVar1, LVar2, 0, 25, EASING_LINEAR)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 3, EVT_FLOAT(4.0))
EVT_SUB(LVar0, 20)
EVT_CALL(FlyPartTo, ACTOR_SELF, 3, LVar0, LVar1, LVar2, 0, 21, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(FlyPartTo, ACTOR_SELF, 3, LVar0, LVar1, LVar2, 0, 21, EASING_LINEAR)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)

View File

@ -93,7 +93,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 50,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.takeTurnScript = &N(init),
.initScript = &N(init),
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,
@ -126,7 +126,7 @@ EvtScript N(returnHome) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_Run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(7.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 0, 11)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 0, EASING_SIN_OUT)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_Idle)
EVT_RETURN
EVT_END
@ -244,7 +244,7 @@ EvtScript N(attack) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_Run)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, 20, 30, LVar2)
EVT_CALL(FlyToGoal, ACTOR_SELF, 30, 0, 10)
EVT_CALL(FlyToGoal, ACTOR_SELF, 30, 0, EASING_COS_IN_OUT)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_Idle)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
@ -261,7 +261,7 @@ EvtScript N(attack) = {
EVT_END_IF
EVT_CALL(SetPartPos, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
EVT_WAIT(1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_BattleLakilester_Spiny)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_LiftSpiny)
EVT_LOOP(4)
@ -287,7 +287,7 @@ EvtScript N(attack) = {
EVT_ADD(LVar2, 5)
EVT_SETF(LVar3, EVT_FLOAT(1.0))
EVT_END_IF
EVT_CALL(PlayEffect, EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, LVar3, 30, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, LVar3, 30, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2C5)
EVT_THREAD
EVT_LOOP(15)
@ -310,7 +310,7 @@ EvtScript N(attack) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleLakilester_ThrowSpiny)
EVT_WAIT(3)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 2, SOUND_2C6)
EVT_CALL(SetPartSounds, ACTOR_SELF, 2, 2, 0, 0)
EVT_CALL(SetPartSounds, ACTOR_SELF, 2, ACTOR_SOUND_JUMP, 0, 0)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
@ -323,12 +323,12 @@ EvtScript N(attack) = {
EVT_CALL(RandInt, 100, LVar3)
EVT_SUB(LVar3, 50)
EVT_ADD(LVar0, LVar3)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 20, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 20, TRUE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_THREAD
EVT_ADD(LVar0, -50)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 15, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 15, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_END_THREAD
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
@ -336,7 +336,7 @@ EvtScript N(attack) = {
EVT_WAIT(15)
EVT_CALL(YieldTurn)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_EXEC_WAIT(N(returnHome))
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
@ -350,12 +350,12 @@ EvtScript N(attack) = {
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(1.5))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, LVar1, LVar2, 20, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, LVar1, LVar2, 20, TRUE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_THREAD
EVT_ADD(LVar0, -50)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 15, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 15, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_END_THREAD
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)

View File

@ -118,7 +118,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 1,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.takeTurnScript = &N(init),
.initScript = &N(init),
.statusTable = N(statusTable),
.escapeChance = 0,
.airLiftChance = 0,

View File

@ -1,93 +1,7 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/flo_bt01_shape.h"
#include "effects.h"
#define NAMESPACE b_area_flo2_flo_01
EvtScript N(80230E90) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 40, LVar2)
EVT_SUB(LVar2, 100)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 20, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80230FA8) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 50, LVar2)
EVT_ADD(LVar2, 71)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(802310C0) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 50)
EVT_CALL(RandInt, 40, LVar2)
EVT_ADD(LVar2, -124)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 37, 1)
EVT_CALL(SetGroupEnabled, 28, 0)
EVT_CALL(SetGroupEnabled, 22, 0)
EVT_EXEC(N(80230E90))
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_o400, MODEL_o401, MODEL_o407, MODEL_o411, MODEL_o422, MODEL_o423, MODEL_o424, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt01_shape",
.hit = "flo_bt01_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_01.inc.c"

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@ -1,93 +1,7 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/flo_bt01_shape.h"
#include "effects.h"
#define NAMESPACE b_area_flo2_flo_01b
EvtScript N(80231330) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 40, LVar2)
EVT_SUB(LVar2, 100)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 20, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80231448) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 50, LVar2)
EVT_ADD(LVar2, 71)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80231560) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 50)
EVT_CALL(RandInt, 40, LVar2)
EVT_ADD(LVar2, -124)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 37, 0)
EVT_CALL(SetGroupEnabled, 28, 1)
EVT_CALL(SetGroupEnabled, 22, 0)
EVT_EXEC(N(80231330))
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_kuki, MODEL_hana1, MODEL_mae1, MODEL_mae2, MODEL_mae3, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt01_shape",
.hit = "flo_bt01_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_01b.inc.c"

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@ -5,90 +5,4 @@
#define NAMESPACE b_area_flo2_flo_01c
EvtScript N(802317C0) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 40, LVar2)
EVT_SUB(LVar2, 100)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 20, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(802318D8) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 50, LVar2)
EVT_ADD(LVar2, 71)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(802319F0) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 50)
EVT_CALL(RandInt, 40, LVar2)
EVT_ADD(LVar2, -124)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 37, 0)
EVT_CALL(SetGroupEnabled, 28, 0)
EVT_CALL(SetGroupEnabled, 22, 1)
EVT_EXEC(N(802317C0))
EVT_EXEC(N(802318D8))
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_o381, MODEL_o382, MODEL_o388, MODEL_o389, MODEL_o390, MODEL_o383, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt01_shape",
.hit = "flo_bt01_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_01c.inc.c"

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@ -1,93 +1,7 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/flo_bt02_shape.h"
#include "effects.h"
#define NAMESPACE b_area_flo2_flo_02
EvtScript N(80231C60) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 40, LVar2)
EVT_SUB(LVar2, 100)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 20, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80231D78) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 50, LVar2)
EVT_ADD(LVar2, 71)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80231E90) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 50)
EVT_CALL(RandInt, 40, LVar2)
EVT_ADD(LVar2, -124)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 35, 1)
EVT_CALL(SetGroupEnabled, 47, 0)
EVT_CALL(SetGroupEnabled, 22, 0)
EVT_EXEC(N(80231E90))
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_o403, MODEL_o404, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt02_shape",
.hit = "flo_bt02_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_02.inc.c"

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@ -1,94 +1,7 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/flo_bt02_shape.h"
#include "effects.h"
#define NAMESPACE b_area_flo2_flo_02b
EvtScript N(802320E0) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 40, LVar2)
EVT_SUB(LVar2, 100)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 20, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(802321F8) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 50, LVar2)
EVT_ADD(LVar2, 71)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(80232310) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 50)
EVT_CALL(RandInt, 40, LVar2)
EVT_ADD(LVar2, -124)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 35, 0)
EVT_CALL(SetGroupEnabled, 47, 1)
EVT_CALL(SetGroupEnabled, 22, 0)
EVT_EXEC(N(80232310))
EVT_CALL(ModifyColliderFlags, 3, 0, 0x00000006)
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_8hana4, MODEL_8hana5, MODEL_8hana6, MODEL_8hana1, MODEL_8hana1, MODEL_8hana3, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt02_shape",
.hit = "flo_bt02_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_02b.inc.c"

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@ -1,94 +1,7 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/flo_bt02_shape.h"
#include "effects.h"
#define NAMESPACE b_area_flo2_flo_02c
EvtScript N(80232590) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 40, LVar2)
EVT_SUB(LVar2, 100)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 20, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(802326A8) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 0)
EVT_CALL(RandInt, 50, LVar2)
EVT_ADD(LVar2, 71)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(802327C0) = {
EVT_LABEL(0)
EVT_CALL(RandInt, 250, LVar0)
EVT_SUB(LVar0, 125)
EVT_SET(LVar1, 50)
EVT_CALL(RandInt, 40, LVar2)
EVT_ADD(LVar2, -124)
EVT_CALL(RandInt, 30, LVar3)
EVT_ADD(LVar3, 90)
EVT_CALL(PlayEffect, EFFECT_FLOATING_FLOWER, LVar0, LVar1, LVar2, LVar3, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 20)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(SetGroupEnabled, 35, 1)
EVT_CALL(SetGroupEnabled, 47, 0)
EVT_CALL(SetGroupEnabled, 16, 0)
EVT_CALL(SetGroupEnabled, 22, 1)
EVT_EXEC(N(802327C0))
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_o403, MODEL_o404, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt02_shape",
.hit = "flo_bt02_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_02c.inc.c"

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@ -4,189 +4,4 @@
#define NAMESPACE b_area_flo2_flo_03
EvtScript N(80232A30) = {
EVT_SET(LVarA, LVar0)
EVT_USE_BUF(LVarA)
EVT_LOOP(0)
EVT_BUF_READ1(LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(SetTexPanner, LVar0, TEX_PANNER_E)
EVT_BUF_READ1(LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(SetTexPanner, LVar0, TEX_PANNER_F)
EVT_END_LOOP
EVT_SET(LVar0, 0)
EVT_SET(LVar1, 0)
EVT_LABEL(0)
EVT_LABEL(0)
EVT_ADD(LVar0, -140)
EVT_IF_LT(LVar0, 0)
EVT_ADD(LVar0, 65536)
EVT_END_IF
EVT_CALL(SetTexPanOffset, TEX_PANNER_E, TEX_PANNER_MAIN, LVar0, 0)
EVT_ADD(LVar1, -200)
EVT_IF_LT(LVar1, 0)
EVT_ADD(LVar1, 65536)
EVT_END_IF
EVT_CALL(SetTexPanOffset, TEX_PANNER_F, TEX_PANNER_MAIN, LVar1, 0)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
#include "common/CosInterpMinMax.inc.c"
EvtScript N(80232C48) = {
EVT_CALL(EnableModel, LVarF, 1)
EVT_SET(LVarE, 159)
EVT_LOOP(LVarE)
EVT_ADDF(LVar3, 0)
EVT_ADDF(LVar4, EVT_FLOAT(0.0))
EVT_SETF(LVar5, EVT_FLOAT(0.01))
EVT_ADDF(LVar0, LVar3)
EVT_ADDF(LVar1, LVar4)
EVT_ADDF(LVar2, LVar5)
EVT_MULF(LVar6, EVT_FLOAT(1.01))
EVT_ADDF(LVar7, EVT_FLOAT(0.01))
EVT_SETF(LVar8, LVar6)
EVT_CALL(N(CosInterpMinMax), LVarE, LVarA, EVT_FLOAT(0.0), EVT_FLOAT(0.203), 15, 0, 0)
EVT_ADDF(LVar8, LVarA)
EVT_SETF(LVar9, LVar7)
EVT_CALL(N(CosInterpMinMax), LVarE, LVarA, EVT_FLOAT(0.0), EVT_FLOAT(0.203), 20, 0, 90)
EVT_ADDF(LVar9, LVarA)
EVT_SETF(LVarA, LVar0)
EVT_MULF(LVarA, EVT_FLOAT(10.0))
EVT_CALL(TranslateModel, LVarF, LVar0, LVar1, LVar2)
EVT_CALL(ScaleModel, LVarF, LVar8, LVar9, 1)
EVT_CALL(RotateModel, LVarF, LVarA, 0, 0, 1)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(EnableModel, LVarF, 0)
EVT_RETURN
EVT_END
};
s32 N(modelList)[] = {
MODEL_o419, MODEL_o420, MODEL_o422, 0,
};
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_SET(LVar0, N(modelList))
EVT_EXEC(N(80232A30))
EVT_CALL(SetTexPanner, 36, TEX_PANNER_1)
EVT_CALL(SetTexPanner, 37, TEX_PANNER_2)
EVT_CALL(SetTexPanner, 38, TEX_PANNER_3)
EVT_CALL(SetTexPanner, 39, TEX_PANNER_4)
EVT_CALL(SetTexPanner, 40, TEX_PANNER_5)
EVT_CALL(SetTexPanner, 41, TEX_PANNER_6)
EVT_CALL(SetTexPanner, 42, TEX_PANNER_7)
EVT_THREAD
EVT_SET(LVarE, 1)
EVT_SET(LVarF, 0)
EVT_LOOP(0)
EVT_ADDF(LVarF, LVarE)
EVT_IF_GE(LVarF, 1080)
EVT_SET(LVarF, 0)
EVT_END_IF
EVT_SET(LVar0, LVarF)
EVT_DIV(LVar0, 9)
EVT_MOD(LVar0, 2)
EVT_MUL(LVar0, 16384)
EVT_SET(LVar1, LVarF)
EVT_DIV(LVar1, 4)
EVT_MOD(LVar1, 2)
EVT_MUL(LVar1, 16384)
EVT_SET(LVar2, LVarF)
EVT_DIV(LVar2, 5)
EVT_MOD(LVar2, 2)
EVT_MUL(LVar2, 16384)
EVT_SET(LVar3, LVarF)
EVT_DIV(LVar3, 6)
EVT_MOD(LVar3, 2)
EVT_MUL(LVar3, 16384)
EVT_SET(LVar4, LVarF)
EVT_DIV(LVar4, 2)
EVT_MOD(LVar4, 2)
EVT_MUL(LVar4, 16384)
EVT_SET(LVar5, LVarF)
EVT_DIV(LVar5, 8)
EVT_MOD(LVar5, 2)
EVT_MUL(LVar5, 16384)
EVT_SET(LVar6, LVarF)
EVT_DIV(LVar6, 8)
EVT_MOD(LVar6, 2)
EVT_MUL(LVar6, 32768)
EVT_CALL(SetTexPanOffset, TEX_PANNER_1, TEX_PANNER_MAIN, LVar0, 0)
EVT_CALL(SetTexPanOffset, TEX_PANNER_2, TEX_PANNER_MAIN, LVar1, 0)
EVT_CALL(SetTexPanOffset, TEX_PANNER_3, TEX_PANNER_MAIN, LVar2, 0)
EVT_CALL(SetTexPanOffset, TEX_PANNER_4, TEX_PANNER_MAIN, LVar3, 0)
EVT_CALL(SetTexPanOffset, TEX_PANNER_5, TEX_PANNER_MAIN, LVar4, 0)
EVT_CALL(SetTexPanOffset, TEX_PANNER_6, TEX_PANNER_MAIN, LVar5, 0)
EVT_CALL(SetTexPanOffset, TEX_PANNER_7, TEX_PANNER_MAIN, LVar6, 0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(16)
EVT_SET(LVar1, LVar0)
EVT_ADD(LVar1, 10000)
EVT_ADD(LVar0, 1)
EVT_CALL(CloneModel, 44, LVar1)
EVT_CALL(EnableModel, LVar1, 0)
EVT_END_LOOP
EVT_CALL(EnableModel, 44, 0)
EVT_SET(LVarE, 0)
EVT_LOOP(0)
EVT_SETF(LVar0, EVT_FLOAT(106.0))
EVT_SETF(LVar1, EVT_FLOAT(94.0))
EVT_SETF(LVar2, EVT_FLOAT(-91.0))
EVT_CALL(RandInt, 100, LVar3)
EVT_ADDF(LVar3, -50)
EVT_DIVF(LVar3, EVT_FLOAT(200.0))
EVT_SETF(LVar4, EVT_FLOAT(1.0))
EVT_SETF(LVar5, 0)
EVT_SETF(LVar6, EVT_FLOAT(0.296))
EVT_SETF(LVar7, EVT_FLOAT(0.296))
EVT_SET(LVarF, LVarE)
EVT_ADD(LVarF, 10000)
EVT_EXEC(N(80232C48))
EVT_ADD(LVarE, 1)
EVT_IF_GE(LVarE, 16)
EVT_SET(LVarE, 0)
EVT_END_IF
EVT_WAIT(10)
EVT_END_LOOP
EVT_END_THREAD
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_o411, MODEL_o415, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt03_shape",
.hit = "flo_bt03_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_03.inc.c"

View File

@ -4,87 +4,4 @@
#define NAMESPACE b_area_flo2_flo_04
#include "common/CosInterpMinMax.inc.c"
EvtScript N(80233470) = {
EVT_SET(LVarA, LVar0)
EVT_SET(LVarF, 0)
EVT_LOOP(0)
EVT_CALL(N(CosInterpMinMax), LVarF, LVar0, EVT_FLOAT(0.968), EVT_FLOAT(1.031), 15, 0, 0)
EVT_CALL(N(CosInterpMinMax), LVarF, LVar1, EVT_FLOAT(1.031), EVT_FLOAT(0.968), 15, 0, 0)
EVT_CALL(ScaleModel, LVarA, LVar1, LVar0, 1)
EVT_ADD(LVarF, 1)
EVT_IF_GE(LVarF, 30)
EVT_SET(LVarF, 0)
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_RETURN
EVT_END
};
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_SET(LVar0, 14)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 16)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 18)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 20)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 25)
EVT_EXEC(N(80233470))
EVT_THREAD
EVT_SET(LVar0, 31)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 32)
EVT_EXEC(N(80233470))
EVT_WAIT(5)
EVT_SET(LVar0, 0)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 1)
EVT_EXEC(N(80233470))
EVT_WAIT(5)
EVT_SET(LVar0, 5)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 4)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 6)
EVT_EXEC(N(80233470))
EVT_WAIT(5)
EVT_SET(LVar0, 33)
EVT_EXEC(N(80233470))
EVT_SET(LVar0, 34)
EVT_EXEC(N(80233470))
EVT_END_THREAD
EVT_CALL(CloneModel, 27, 10000)
EVT_CALL(EnableModel, 10000, 0)
EVT_CALL(TranslateModel, 10000, 0, 9, 0)
EVT_CALL(ParentColliderToModel, 0, 10000)
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList)[] = {
-1, MODEL_o431, MODEL_o419, 0,
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt04_shape",
.hit = "flo_bt04_hit",
.bg = "sra_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
.foregroundModelList = N(foregroundModelList),
};
#include "battle/common/stage/flo_04.inc.c"

View File

@ -3,26 +3,4 @@
#define NAMESPACE b_area_flo2_flo_05
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt05_shape",
.hit = "flo_bt05_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
};
#include "battle/common/stage/flo_05.inc.c"

View File

@ -3,26 +3,4 @@
#define NAMESPACE b_area_flo2_flo_06
#include "common/MakeSun.inc.c"
EvtScript N(beforeBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_EXEC_WAIT(N(MakeSun))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "flo_tex",
.shape = "flo_bt06_shape",
.hit = "flo_bt06_hit",
.bg = "fla_bg",
.preBattle = &N(beforeBattle),
.postBattle = &N(afterBattle),
};
#include "battle/common/stage/flo_06.inc.c"

View File

@ -75,7 +75,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 99,
.partCount = ARRAY_COUNT(N(partsTable_80219114)),
.partsData = N(partsTable_80219114),
.takeTurnScript = &N(init_80219160),
.initScript = &N(init_80219160),
.statusTable = N(statusTable_80219068),
.escapeChance = 0,
.airLiftChance = 0,
@ -118,14 +118,14 @@ EvtScript N(handleEvent_802191E0) = {
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(10)
EVT_CALL(GetActorVar, -127, 0, LVar0)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_CALL(RandInt, 2, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(ActorSpeak, MSG_HOS_002D, -127, 1, 589834, 589826)
EVT_CALL(ActorSpeak, MSG_HOS_002D, ACTOR_SELF, 1, 0x0009000A, 0x00090002)
EVT_CASE_EQ(1)
EVT_CALL(ActorSpeak, MSG_HOS_002E, -127, 1, 589834, 589826)
EVT_CALL(ActorSpeak, MSG_HOS_002E, ACTOR_SELF, 1, 0x0009000A, 0x00090002)
EVT_CASE_EQ(2)
EVT_END_SWITCH
EVT_END_IF
@ -203,7 +203,7 @@ EvtScript N(takeTurn_80219444) = {
EVT_THREAD
EVT_CALL(LoadActionCommand, ACTION_COMMAND_JUMP)
EVT_CALL(action_command_jump_init)
EVT_CALL(ShowActionHud, 1)
EVT_CALL(ShowActionHud, TRUE)
EVT_WAIT(10)
EVT_CALL(action_command_jump_start, 12, 3)
EVT_END_THREAD
@ -225,7 +225,7 @@ EvtScript N(takeTurn_80219444) = {
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_IF
EVT_CALL(GetActorVar, -127, 0, LVar0)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_IF_EQ(LVar0, 1)
EVT_CALL(func_80269EAC, 5)
EVT_END_IF
@ -284,7 +284,7 @@ API_CALLABLE(func_80218000_47F0B0) {
}
EvtScript N(80219C74) = {
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_TUTORIAL_BATTLE, 1)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_TUTORIAL_BATTLE, TRUE)
EVT_CALL(func_802535B4, 0)
EVT_CALL(WaitForState, BATTLE_STATE_PLAYER_MENU)
EVT_WAIT(15)
@ -303,12 +303,12 @@ EvtScript N(80219C74) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_WAIT(15)
EVT_CALL(SetGoalPos, ACTOR_PARTNER, -73, 40, 202)
EVT_CALL(FlyToGoal, ACTOR_PARTNER, 20, 20, 10)
EVT_CALL(FlyToGoal, ACTOR_PARTNER, 20, 20, EASING_COS_IN_OUT)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, MSG_HOS_001A, ACTOR_PARTNER, 1, ANIM_Twink_Talk, ANIM_Twink_Fly)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetActionCommandMode, ACTION_COMMAND_MODE_LEARNED)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_4000, 0)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_4000, FALSE)
EVT_CALL(SetMessageBoxDuration, -1)
EVT_THREAD
EVT_LOOP(15)
@ -318,10 +318,10 @@ EvtScript N(80219C74) = {
EVT_END_THREAD
EVT_WAIT(15)
EVT_CALL(SetGoalToHome, ACTOR_PARTNER)
EVT_CALL(FlyToGoal, ACTOR_PARTNER, 20, 20, 10)
EVT_CALL(FlyToGoal, ACTOR_PARTNER, 20, 20, EASING_COS_IN_OUT)
EVT_CALL(SetActionCommandMode, ACTION_COMMAND_MODE_TUTORIAL)
EVT_CALL(WaitForState, BATTLE_STATE_0)
EVT_CALL(SetBattleFlagBits2, BS_FLAGS2_200, 1)
EVT_CALL(SetBattleFlagBits2, BS_FLAGS2_200, TRUE)
EVT_LOOP(0)
EVT_CALL(GetActionCommandMode, LVar0)
EVT_IF_NE(LVar0, ACTION_COMMAND_MODE_TUTORIAL)
@ -345,7 +345,7 @@ EvtScript N(80219C74) = {
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(EndActorSpeech, 256, 1, ANIM_Twink_Talk, ANIM_Twink_Fly)
EVT_CALL(EndActorSpeech, ACTOR_PARTNER, 1, ANIM_Twink_Talk, ANIM_Twink_Fly)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetActionSuccess, 1)
EVT_CALL(SetActionCommandMode, ACTION_COMMAND_MODE_LEARNED)
@ -353,7 +353,7 @@ EvtScript N(80219C74) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_WAIT(15)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, MSG_HOS_001D, 256, 1, ANIM_Twink_Talk, ANIM_Twink_Fly)
EVT_CALL(ActorSpeak, MSG_HOS_001D, ACTOR_PARTNER, 1, ANIM_Twink_Talk, ANIM_Twink_Fly)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(WaitForState, BATTLE_STATE_9)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
@ -404,14 +404,14 @@ EvtScript N(80219C74) = {
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, MSG_HOS_0022, ACTOR_PARTNER, 1, ANIM_Twink_Talk, ANIM_Twink_Fly)
EVT_LOOP(0)
EVT_CALL(CheckButtonDown, 262144, LVar0)
EVT_CALL(CheckButtonDown, BUTTON_STICK_LEFT, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_LOOP(0)
EVT_CALL(CheckButtonPress, 262144, LVar0)
EVT_CALL(CheckButtonPress, BUTTON_STICK_LEFT, LVar0)
EVT_IF_EQ(LVar0, 1)
EVT_BREAK_LOOP
EVT_END_IF
@ -428,14 +428,14 @@ EvtScript N(80219C74) = {
EVT_IF_NE(LVar0, ACTION_COMMAND_MODE_TUTORIAL)
EVT_BREAK_LOOP
EVT_END_IF
EVT_CALL(CheckButtonDown, 262144, LVar0)
EVT_CALL(CheckButtonDown, BUTTON_STICK_LEFT, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_CALL(SetActionCommandMode, ACTION_COMMAND_MODE_TUTORIAL_BLOCK)
EVT_CALL(PauseTakeTurn, 0)
EVT_CALL(PauseTakeTurn, ACTOR_PLAYER)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, MSG_HOS_0023, ACTOR_PARTNER, 1, ANIM_Twink_Talk, ANIM_Twink_Fly)
EVT_LOOP(0)
EVT_CALL(CheckButtonPress, 262144, LVar0)
EVT_CALL(CheckButtonPress, BUTTON_STICK_LEFT, LVar0)
EVT_IF_EQ(LVar0, 1)
EVT_BREAK_LOOP
EVT_END_IF
@ -444,7 +444,7 @@ EvtScript N(80219C74) = {
EVT_CALL(EndActorSpeech, ACTOR_PARTNER, 1, ANIM_Twink_Talk, ANIM_Twink_Fly)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetActionCommandMode, ACTION_COMMAND_MODE_TUTORIAL)
EVT_CALL(ResumeTakeTurn, 0)
EVT_CALL(ResumeTakeTurn, ACTOR_PLAYER)
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
@ -458,7 +458,7 @@ EvtScript N(80219C74) = {
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, MSG_HOS_0024, ACTOR_PARTNER, 1, ANIM_Twink_Talk, ANIM_Twink_Fly)
EVT_LOOP(0)
EVT_CALL(CheckButtonDown, 262144, LVar0)
EVT_CALL(CheckButtonDown, BUTTON_STICK_LEFT, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_BREAK_LOOP
EVT_END_IF
@ -474,7 +474,7 @@ EvtScript N(80219C74) = {
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
EVT_CALL(ActorSpeak, MSG_HOS_0025, ACTOR_PARTNER, 1, ANIM_Twink_Talk, ANIM_Twink_Fly)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY0, ACTOR_FLAG_NO_ATTACK, 1)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY0, ACTOR_FLAG_NO_ATTACK, TRUE)
EVT_CALL(WaitForState, BATTLE_STATE_0)
EVT_CALL(WaitForState, BATTLE_STATE_PLAYER_MENU)
EVT_CALL(ShowBattleChoice, MSG_Choice_001D)
@ -487,7 +487,7 @@ EvtScript N(80219C74) = {
EVT_CALL(ActorSpeak, MSG_HOS_0028, ACTOR_PARTNER, 1, ANIM_Twink_Talk, ANIM_Twink_Fly)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetBattleFlagBits2, BS_FLAGS2_200, 0)
EVT_CALL(SetBattleFlagBits2, BS_FLAGS2_200, FALSE)
EVT_LABEL(10)
EVT_CALL(SetBattleMenuDisableFlags, BTL_MENU_DISABLED_JUMP | BTL_MENU_DISABLED_SMASH | BTL_MENU_DISABLED_STRATEGIES)
EVT_CALL(SetActionCommandMode, ACTION_COMMAND_MODE_TUTORIAL)
@ -510,7 +510,7 @@ EvtScript N(80219C74) = {
EVT_END_SWITCH
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, TRUE)
EVT_CALL(SetEnemyHP, ACTOR_ENEMY0, 99)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY0, ACTOR_FLAG_NO_ATTACK, 0)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY0, ACTOR_FLAG_NO_ATTACK, FALSE)
EVT_CALL(SetActionCommandMode, ACTION_COMMAND_MODE_LEARNED)
EVT_CALL(WaitForState, BATTLE_STATE_END_TURN)
EVT_CALL(UseIdleAnimation, ACTOR_PARTNER, FALSE)
@ -531,7 +531,7 @@ EvtScript N(80219C74) = {
EVT_CALL(ActorSpeak, MSG_HOS_002C, ACTOR_PARTNER, 1, ANIM_Twink_Talk, ANIM_Twink_Fly)
EVT_LABEL(100)
EVT_CALL(WaitForState, BATTLE_STATE_0)
EVT_CALL(SetBattleState, 30)
EVT_CALL(SetBattleState, BATTLE_STATE_END_TRAINING_BATTLE)
EVT_CALL(func_80218000_47F0B0)
EVT_WAIT(10000)
EVT_RETURN

File diff suppressed because it is too large Load Diff

View File

@ -4,70 +4,71 @@
#define NAMESPACE b_area_hos_hos_00
// Shakes a model (ID input on LVar0) on loop, waiting up to 30 frames between.
EvtScript N(802255E0) = {
EvtScript N(EVS_AnimateFlower) = {
EVT_SET(LVarA, LVar0)
EVT_LABEL(0)
EVT_CALL(TranslateModel, LVarA, 0, 2, 0)
EVT_WAIT(5)
EVT_CALL(TranslateModel, LVarA, 0, 0, 0)
EVT_WAIT(5)
EVT_CALL(TranslateModel, LVarA, 0, 2, 0)
EVT_WAIT(5)
EVT_CALL(TranslateModel, LVarA, 0, 0, 0)
EVT_WAIT(5)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 30)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_CALL(TranslateModel, LVarA, 0, 2, 0)
EVT_WAIT(5)
EVT_CALL(TranslateModel, LVarA, 0, 0, 0)
EVT_WAIT(5)
EVT_CALL(TranslateModel, LVarA, 0, 2, 0)
EVT_WAIT(5)
EVT_CALL(TranslateModel, LVarA, 0, 0, 0)
EVT_WAIT(5)
EVT_CALL(RandInt, 30, LVar0)
EVT_ADD(LVar0, 30)
EVT_WAIT(LVar0)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(beforeBattle_802256E8) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_THREAD
EVT_SET(LVar0, MODEL_h1)
EVT_EXEC(N(802255E0))
EVT_EXEC(N(EVS_AnimateFlower))
EVT_WAIT(5)
EVT_SET(LVar0, MODEL_h3)
EVT_EXEC(N(802255E0))
EVT_EXEC(N(EVS_AnimateFlower))
EVT_WAIT(5)
EVT_SET(LVar0, MODEL_h4)
EVT_EXEC(N(802255E0))
EVT_EXEC(N(EVS_AnimateFlower))
EVT_WAIT(5)
EVT_SET(LVar0, MODEL_h5)
EVT_EXEC(N(802255E0))
EVT_EXEC(N(EVS_AnimateFlower))
EVT_WAIT(5)
EVT_SET(LVar0, MODEL_h6)
EVT_EXEC(N(802255E0))
EVT_EXEC(N(EVS_AnimateFlower))
EVT_WAIT(5)
EVT_SET(LVar0, MODEL_h7)
EVT_EXEC(N(802255E0))
EVT_EXEC(N(EVS_AnimateFlower))
EVT_WAIT(5)
EVT_SET(LVar0, MODEL_h9)
EVT_EXEC(N(802255E0))
EVT_EXEC(N(EVS_AnimateFlower))
EVT_WAIT(5)
EVT_SET(LVar0, MODEL_h10)
EVT_EXEC(N(802255E0))
EVT_EXEC(N(EVS_AnimateFlower))
EVT_WAIT(5)
EVT_SET(LVar0, MODEL_h11)
EVT_EXEC(N(802255E0))
EVT_EXEC(N(EVS_AnimateFlower))
EVT_WAIT(5)
EVT_SET(LVar0, MODEL_h12)
EVT_EXEC(N(802255E0))
EVT_EXEC(N(EVS_AnimateFlower))
EVT_END_THREAD
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8022589C) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_802258AC)[] = {
MODEL_hap, MODEL_kusa3, 0,
s32 N(ForegroundModels)[] = {
MODEL_hap,
MODEL_kusa3,
STAGE_MODEL_LIST_END
};
Stage NAMESPACE = {
@ -75,7 +76,7 @@ Stage NAMESPACE = {
.shape = "nok_bt02_shape",
.hit = "nok_bt02_hit",
.bg = "nok_bg",
.preBattle = &N(beforeBattle_802256E8),
.postBattle = &N(afterBattle_8022589C),
.foregroundModelList = N(foregroundModelList_802258AC),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
.foregroundModelList = N(ForegroundModels),
};

View File

@ -4,157 +4,157 @@
#define NAMESPACE b_area_hos_hos_01
u16 D_80224BB0_48BC60[16] = { };
u16 N(StarPhaseAngles)[16] = {};
void func_802184C0_47F570(s32 arg0) {
void N(build_gfx_yellow_stars)(s32 index) {
Vtx* firstVertex;
Vtx* copiedVertices;
s32 numVertices;
s32 i;
s32 temp3;
arg0--;
mdl_get_copied_vertices(arg0, &firstVertex, &copiedVertices, &numVertices);
index--;
mdl_get_copied_vertices(index, &firstVertex, &copiedVertices, &numVertices);
for (i = 0; i < numVertices; i++) {
Vtx* vtx = &copiedVertices[i];
s16 temp1 = (sins(D_80224BB0_48BC60[arg0] * (i % 3 + 1) + i) + 0x8000) / 2;
s16 temp1 = (sins(N(StarPhaseAngles)[index] * (i % 3 + 1) + i) + 0x8000) / 2;
s32 temp2 = temp1 * 155;
vtx->v.cn[0] = temp2 / 0x8000 + 100;
vtx->v.cn[1] = temp2 / 0x8000 + 100;
temp3 = sins(D_80224BB0_48BC60[arg0] / 0x8000 * (((i / 2) % 3 + 1) << 15) + D_80224BB0_48BC60[arg0] / 0x4000 * 0x8000 + i) + 0x8000;
temp3 = sins(N(StarPhaseAngles)[index] / 0x8000 * (((i / 2) % 3 + 1) << 15) + N(StarPhaseAngles)[index] / 0x4000 * 0x8000 + i) + 0x8000;
vtx->v.cn[2] = vtx->v.cn[0] * temp3 / 0x10000;
}
gSPDisplayList(gMasterGfxPos++, mdl_get_copied_gfx(arg0));
D_80224BB0_48BC60[arg0] += 0x253;
gSPDisplayList(gMasterGfxPos++, mdl_get_copied_gfx(index));
N(StarPhaseAngles)[index] += (s32)RAD_TO_BINANG(25.1898);
}
void func_802186B8_47F768(s32 arg0) {
void N(build_gfx_blue_stars)(s32 index) {
Vtx* firstVertex;
Vtx* copiedVertices;
s32 numVertices;
s32 i;
s32 temp3;
arg0--;
mdl_get_copied_vertices(arg0, &firstVertex, &copiedVertices, &numVertices);
index--;
mdl_get_copied_vertices(index, &firstVertex, &copiedVertices, &numVertices);
for (i = 0; i < numVertices; i++) {
u8* colors = copiedVertices[i].v.cn;
s16 temp1 = (sins(D_80224BB0_48BC60[arg0] * (i % 3 + 1) + i) + 0x8000) / 2;
s16 temp1 = (sins(N(StarPhaseAngles)[index] * (i % 3 + 1) + i) + 0x8000) / 2;
colors[0] = temp1 * 155 / 0x8000 + 48.62745098039216;
colors[1] = temp1 * 155 / 0x8000 + 89.41176470588236;
temp3 = sins(D_80224BB0_48BC60[arg0] / 0x8000 * (((i / 2) % 3 + 1) << 15) + D_80224BB0_48BC60[arg0] / 0x4000 * 0x8000 + i) + 0x8000;
temp3 = sins(N(StarPhaseAngles)[index] / 0x8000 * (((i / 2) % 3 + 1) << 15) + N(StarPhaseAngles)[index] / 0x4000 * 0x8000 + i) + 0x8000;
colors[2] = colors[0] * temp3 / 0x10000 + 99.6078431372549;
}
gSPDisplayList(gMasterGfxPos++, mdl_get_copied_gfx(arg0));
D_80224BB0_48BC60[arg0] += 0x253;
gSPDisplayList(gMasterGfxPos++, mdl_get_copied_gfx(index));
N(StarPhaseAngles)[index] += (s32)RAD_TO_BINANG(25.1898);
}
void func_802189D0_47FA80(s32 arg0) {
void N(build_gfx_green_stars)(s32 index) {
Vtx* firstVertex;
Vtx* copiedVertices;
s32 numVertices;
s32 i;
s32 temp3;
arg0--;
mdl_get_copied_vertices(arg0, &firstVertex, &copiedVertices, &numVertices);
index--;
mdl_get_copied_vertices(index, &firstVertex, &copiedVertices, &numVertices);
for (i = 0; i < numVertices; i++) {
u8* colors = copiedVertices[i].v.cn;
s16 temp1 = (sins(D_80224BB0_48BC60[arg0] * (i % 3 + 1) + i) + 0x8000) / 2;
s16 temp1 = (sins(N(StarPhaseAngles)[index] * (i % 3 + 1) + i) + 0x8000) / 2;
colors[0] = temp1 * 155 / 0x8000 + 67.45098039215686;
colors[1] = temp1 * 155 / 0x8000 + 100.0;
temp3 = sins(D_80224BB0_48BC60[arg0] / 0x8000 * (((i / 2) % 3 + 1) << 15) + D_80224BB0_48BC60[arg0] / 0x4000 * 0x8000 + i) + 0x8000;
temp3 = sins(N(StarPhaseAngles)[index] / 0x8000 * (((i / 2) % 3 + 1) << 15) + N(StarPhaseAngles)[index] / 0x4000 * 0x8000 + i) + 0x8000;
colors[2] = colors[0] * temp3 / 0x10000 + 59.21568627450981;
}
gSPDisplayList(gMasterGfxPos++, mdl_get_copied_gfx(arg0));
D_80224BB0_48BC60[arg0] += 0x253;
gSPDisplayList(gMasterGfxPos++, mdl_get_copied_gfx(index));
N(StarPhaseAngles)[index] += (s32)RAD_TO_BINANG(25.1898);
}
void func_80218CEC_47FD9C(s32 arg0) {
void N(build_gfx_pink_stars)(s32 index) {
Vtx* firstVertex;
Vtx* copiedVertices;
s32 numVertices;
s32 i;
s32 temp3;
arg0--;
mdl_get_copied_vertices(arg0, &firstVertex, &copiedVertices, &numVertices);
index--;
mdl_get_copied_vertices(index, &firstVertex, &copiedVertices, &numVertices);
for (i = 0; i < numVertices; i++) {
u8* colors = copiedVertices[i].v.cn;
s16 temp1 = (sins(D_80224BB0_48BC60[arg0] * (i % 3 + 1) + i) + 0x8000) / 2;
s16 temp1 = (sins(N(StarPhaseAngles)[index] * (i % 3 + 1) + i) + 0x8000) / 2;
colors[0] = temp1 * 155 / 0x8000 + 100.0;
colors[1] = temp1 * 155 / 0x8000 + 80.3921568627451;
temp3 = sins(D_80224BB0_48BC60[arg0] / 0x8000 * (((i / 2) % 3 + 1) << 15) + D_80224BB0_48BC60[arg0] / 0x4000 * 0x8000 + i) + 0x8000;
temp3 = sins(N(StarPhaseAngles)[index] / 0x8000 * (((i / 2) % 3 + 1) << 15) + N(StarPhaseAngles)[index] / 0x4000 * 0x8000 + i) + 0x8000;
colors[2] = colors[0] * temp3 / 0x10000 + 96.07843137254902;
}
gSPDisplayList(gMasterGfxPos++, mdl_get_copied_gfx(arg0));
D_80224BB0_48BC60[arg0] += 0x253;
gSPDisplayList(gMasterGfxPos++, mdl_get_copied_gfx(index));
N(StarPhaseAngles)[index] += (s32)RAD_TO_BINANG(25.1898);
}
EvtScript N(beforeBattle_80224BD0) = {
EvtScript N(EVS_PreBattle) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(MakeLocalVertexCopy, VTX_COPY_0, MODEL_o345, TRUE)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_1, EVT_PTR(func_802184C0_47F570), 0)
EVT_CALL(SetModelCustomGfx, MODEL_o345, CUSTOM_GFX_1, -1)
EVT_CALL(SetModelFlags, MODEL_o345, 128, 1)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_1, EVT_PTR(N(build_gfx_yellow_stars)), NULL)
EVT_CALL(SetModelCustomGfx, MODEL_o345, CUSTOM_GFX_1, FOG_MODE_UNCHANGED)
EVT_CALL(SetModelFlags, MODEL_o345, MODEL_FLAG_HAS_LOCAL_VERTEX_COPY, TRUE)
EVT_CALL(MakeLocalVertexCopy, VTX_COPY_1, MODEL_o338, TRUE)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_2, EVT_PTR(func_802184C0_47F570), 0)
EVT_CALL(SetModelCustomGfx, MODEL_o338, CUSTOM_GFX_2, -1)
EVT_CALL(SetModelFlags, MODEL_o338, 128, 1)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_2, EVT_PTR(N(build_gfx_yellow_stars)), NULL)
EVT_CALL(SetModelCustomGfx, MODEL_o338, CUSTOM_GFX_2, FOG_MODE_UNCHANGED)
EVT_CALL(SetModelFlags, MODEL_o338, MODEL_FLAG_HAS_LOCAL_VERTEX_COPY, TRUE)
EVT_CALL(MakeLocalVertexCopy, VTX_COPY_2, MODEL_o344, TRUE)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_3, EVT_PTR(func_802184C0_47F570), 0)
EVT_CALL(SetModelCustomGfx, MODEL_o344, CUSTOM_GFX_3, -1)
EVT_CALL(SetModelFlags, MODEL_o344, 128, 1)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_3, EVT_PTR(N(build_gfx_yellow_stars)), NULL)
EVT_CALL(SetModelCustomGfx, MODEL_o344, CUSTOM_GFX_3, FOG_MODE_UNCHANGED)
EVT_CALL(SetModelFlags, MODEL_o344, MODEL_FLAG_HAS_LOCAL_VERTEX_COPY, TRUE)
EVT_CALL(MakeLocalVertexCopy, VTX_COPY_3, MODEL_o354, TRUE)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_4, EVT_PTR(func_802184C0_47F570), 0)
EVT_CALL(SetModelCustomGfx, MODEL_o354, CUSTOM_GFX_4, -1)
EVT_CALL(SetModelFlags, MODEL_o354, 128, 1)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_4, EVT_PTR(N(build_gfx_yellow_stars)), NULL)
EVT_CALL(SetModelCustomGfx, MODEL_o354, CUSTOM_GFX_4, FOG_MODE_UNCHANGED)
EVT_CALL(SetModelFlags, MODEL_o354, MODEL_FLAG_HAS_LOCAL_VERTEX_COPY, TRUE)
EVT_CALL(MakeLocalVertexCopy, VTX_COPY_4, MODEL_o341, TRUE)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_5, EVT_PTR(func_802184C0_47F570), 0)
EVT_CALL(SetModelCustomGfx, MODEL_o341, CUSTOM_GFX_5, -1)
EVT_CALL(SetModelFlags, MODEL_o341, 128, 1)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_5, EVT_PTR(N(build_gfx_yellow_stars)), NULL)
EVT_CALL(SetModelCustomGfx, MODEL_o341, CUSTOM_GFX_5, FOG_MODE_UNCHANGED)
EVT_CALL(SetModelFlags, MODEL_o341, MODEL_FLAG_HAS_LOCAL_VERTEX_COPY, TRUE)
EVT_CALL(MakeLocalVertexCopy, VTX_COPY_5, MODEL_o352, TRUE)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_6, EVT_PTR(func_802186B8_47F768), 0)
EVT_CALL(SetModelCustomGfx, MODEL_o352, CUSTOM_GFX_6, -1)
EVT_CALL(SetModelFlags, MODEL_o352, 128, 1)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_6, EVT_PTR(N(build_gfx_blue_stars)), NULL)
EVT_CALL(SetModelCustomGfx, MODEL_o352, CUSTOM_GFX_6, FOG_MODE_UNCHANGED)
EVT_CALL(SetModelFlags, MODEL_o352, MODEL_FLAG_HAS_LOCAL_VERTEX_COPY, TRUE)
EVT_CALL(MakeLocalVertexCopy, VTX_COPY_6, MODEL_o346, TRUE)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_7, EVT_PTR(func_802186B8_47F768), 0)
EVT_CALL(SetModelCustomGfx, MODEL_o346, CUSTOM_GFX_7, -1)
EVT_CALL(SetModelFlags, MODEL_o346, 128, 1)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_7, EVT_PTR(N(build_gfx_blue_stars)), NULL)
EVT_CALL(SetModelCustomGfx, MODEL_o346, CUSTOM_GFX_7, FOG_MODE_UNCHANGED)
EVT_CALL(SetModelFlags, MODEL_o346, MODEL_FLAG_HAS_LOCAL_VERTEX_COPY, TRUE)
EVT_CALL(MakeLocalVertexCopy, VTX_COPY_7, MODEL_o349, TRUE)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_8, EVT_PTR(func_802189D0_47FA80), 0)
EVT_CALL(SetModelCustomGfx, MODEL_o349, CUSTOM_GFX_8, -1)
EVT_CALL(SetModelFlags, MODEL_o349, 128, 1)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_8, EVT_PTR(N(build_gfx_green_stars)), NULL)
EVT_CALL(SetModelCustomGfx, MODEL_o349, CUSTOM_GFX_8, FOG_MODE_UNCHANGED)
EVT_CALL(SetModelFlags, MODEL_o349, MODEL_FLAG_HAS_LOCAL_VERTEX_COPY, TRUE)
EVT_CALL(MakeLocalVertexCopy, VTX_COPY_8, MODEL_o353, TRUE)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_9, EVT_PTR(func_802189D0_47FA80), 0)
EVT_CALL(SetModelCustomGfx, MODEL_o353, CUSTOM_GFX_9, -1)
EVT_CALL(SetModelFlags, MODEL_o353, 128, 1)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_9, EVT_PTR(N(build_gfx_green_stars)), NULL)
EVT_CALL(SetModelCustomGfx, MODEL_o353, CUSTOM_GFX_9, FOG_MODE_UNCHANGED)
EVT_CALL(SetModelFlags, MODEL_o353, MODEL_FLAG_HAS_LOCAL_VERTEX_COPY, TRUE)
EVT_CALL(MakeLocalVertexCopy, VTX_COPY_9, MODEL_o347, TRUE)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_A, EVT_PTR(func_80218CEC_47FD9C), 0)
EVT_CALL(SetModelCustomGfx, MODEL_o347, CUSTOM_GFX_A, -1)
EVT_CALL(SetModelFlags, MODEL_o347, 128, 1)
EVT_CALL(SetCustomGfxBuilders, CUSTOM_GFX_A, EVT_PTR(N(build_gfx_pink_stars)), NULL)
EVT_CALL(SetModelCustomGfx, MODEL_o347, CUSTOM_GFX_A, FOG_MODE_UNCHANGED)
EVT_CALL(SetModelFlags, MODEL_o347, MODEL_FLAG_HAS_LOCAL_VERTEX_COPY, TRUE)
EVT_THREAD
EVT_CALL(SetTexPanner, MODEL_o332, TEX_PANNER_0)
@ -168,19 +168,19 @@ EvtScript N(beforeBattle_80224BD0) = {
EVT_LOOP(0)
EVT_ADD(LVar0, 80)
EVT_ADD(LVar1, -150)
EVT_IF_GT(LVar0, 32768)
EVT_ADD(LVar0, -32768)
EVT_IF_GT(LVar0, 0x8000)
EVT_ADD(LVar0, -0x8000)
EVT_END_IF
EVT_IF_LT(LVar1, -32768)
EVT_ADD(LVar1, 32768)
EVT_IF_LT(LVar1, -0x8000)
EVT_ADD(LVar1, 0x8000)
EVT_END_IF
EVT_ADD(LVar2, -50)
EVT_ADD(LVar3, 100)
EVT_IF_LT(LVar2, -32768)
EVT_ADD(LVar2, 32768)
EVT_IF_LT(LVar2, -0x8000)
EVT_ADD(LVar2, 0x8000)
EVT_END_IF
EVT_IF_GT(LVar3, 32768)
EVT_ADD(LVar3, -32768)
EVT_IF_GT(LVar3, 0x8000)
EVT_ADD(LVar3, -0x8000)
EVT_END_IF
EVT_CALL(SetTexPanOffset, TEX_PANNER_0, TEX_PANNER_MAIN, LVar0, LVar1)
EVT_CALL(SetTexPanOffset, TEX_PANNER_0, TEX_PANNER_AUX, LVar2, LVar3)
@ -189,7 +189,7 @@ EvtScript N(beforeBattle_80224BD0) = {
EVT_END_THREAD
EVT_THREAD
EVT_LABEL(2)
EVT_CALL(MakeLerp, -7, 7, 30, 10)
EVT_CALL(MakeLerp, -7, 7, 30, EASING_COS_IN_OUT)
EVT_LABEL(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, MODEL_o357, 0, LVar0, 0)
@ -202,7 +202,7 @@ EvtScript N(beforeBattle_80224BD0) = {
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(MakeLerp, 7, -7, 30, 10)
EVT_CALL(MakeLerp, 7, -7, 30, EASING_COS_IN_OUT)
EVT_LABEL(1)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, MODEL_o357, 0, LVar0, 0)
@ -219,7 +219,7 @@ EvtScript N(beforeBattle_80224BD0) = {
EVT_END_THREAD
EVT_THREAD
EVT_LABEL(3)
EVT_CALL(MakeLerp, 7, -7, 30, 10)
EVT_CALL(MakeLerp, 7, -7, 30, EASING_COS_IN_OUT)
EVT_LABEL(4)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, MODEL_o363, 0, LVar0, 0)
@ -230,7 +230,7 @@ EvtScript N(beforeBattle_80224BD0) = {
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(4)
EVT_END_IF
EVT_CALL(MakeLerp, -7, 7, 30, 10)
EVT_CALL(MakeLerp, -7, 7, 30, EASING_COS_IN_OUT)
EVT_LABEL(5)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, MODEL_o363, 0, LVar0, 0)
@ -247,13 +247,14 @@ EvtScript N(beforeBattle_80224BD0) = {
EVT_END
};
EvtScript N(afterBattle_80225598) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_802255A8)[] = {
MODEL_o345, 0,
s32 N(ForegroundModels)[] = {
MODEL_o345,
STAGE_MODEL_LIST_END
};
Stage NAMESPACE = {
@ -261,7 +262,7 @@ Stage NAMESPACE = {
.shape = "hos_bt01_shape",
.hit = "hos_bt01_hit",
.bg = "hos_bg",
.preBattle = &N(beforeBattle_80224BD0),
.postBattle = &N(afterBattle_80225598),
.foregroundModelList = N(foregroundModelList_802255A8),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
.foregroundModelList = N(ForegroundModels),
};

View File

@ -4,7 +4,7 @@
#define NAMESPACE b_area_hos_hos_02
EvtScript N(beforeBattle_802258E0) = {
EvtScript N(EVS_PreBattle) = {
EVT_THREAD
EVT_CALL(SetTexPanner, MODEL_o372, TEX_PANNER_1)
EVT_CALL(SetTexPanner, MODEL_o375, TEX_PANNER_1)
@ -25,7 +25,7 @@ EvtScript N(beforeBattle_802258E0) = {
EVT_THREAD
EVT_SET(LVarA, 0)
EVT_LABEL(2)
EVT_CALL(MakeLerp, -7, 7, 40, 10)
EVT_CALL(MakeLerp, -7, 7, 40, EASING_COS_IN_OUT)
EVT_LABEL(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, MODEL_o371, 0, LVar0, 0)
@ -38,7 +38,7 @@ EvtScript N(beforeBattle_802258E0) = {
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(MakeLerp, 7, -7, 40, 10)
EVT_CALL(MakeLerp, 7, -7, 40, EASING_COS_IN_OUT)
EVT_LABEL(1)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, MODEL_o371, 0, LVar0, 0)
@ -56,7 +56,7 @@ EvtScript N(beforeBattle_802258E0) = {
EVT_THREAD
EVT_SET(LVarA, 0)
EVT_LABEL(2)
EVT_CALL(MakeLerp, -10, 4, 40, 10)
EVT_CALL(MakeLerp, -10, 4, 40, EASING_COS_IN_OUT)
EVT_LABEL(0)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, MODEL_o376, 0, LVar0, 0)
@ -69,7 +69,7 @@ EvtScript N(beforeBattle_802258E0) = {
EVT_IF_EQ(LVar1, 1)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(MakeLerp, 4, -10, 40, 10)
EVT_CALL(MakeLerp, 4, -10, 40, EASING_COS_IN_OUT)
EVT_LABEL(1)
EVT_CALL(UpdateLerp)
EVT_CALL(TranslateModel, MODEL_o376, 0, LVar0, 0)
@ -88,7 +88,7 @@ EvtScript N(beforeBattle_802258E0) = {
EVT_END
};
EvtScript N(afterBattle_80225E20) = {
EvtScript N(EVS_PostBattle) = {
EVT_RETURN
EVT_END
};
@ -98,6 +98,6 @@ Stage NAMESPACE = {
.shape = "hos_bt02_shape",
.hit = "hos_bt02_hit",
.bg = "nok_bg",
.preBattle = &N(beforeBattle_802258E0),
.postBattle = &N(afterBattle_80225E20),
.preBattle = &N(EVS_PreBattle),
.postBattle = &N(EVS_PostBattle),
};

View File

@ -131,7 +131,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 4,
.partCount = ARRAY_COUNT(N(partsTable_80218CC8)),
.partsData = N(partsTable_80218CC8),
.takeTurnScript = &N(init_80218EC4),
.initScript = &N(init_80218EC4),
.statusTable = N(statusTable_80218C1C),
.escapeChance = 60,
.airLiftChance = 90,
@ -206,13 +206,13 @@ EvtScript N(init_80218EC4) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVar0)
EVT_CALL(SetActorVar, ACTOR_SELF, 9, LVar0)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 3211524)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 3211528)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 3211532)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, 3211536)
EVT_CALL(SetActorVar, ACTOR_SELF, 5, 3211537)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, 3211544)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 3211545)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0x00310104)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 0x00310108)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 0x0031010C)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, 0x00310110)
EVT_CALL(SetActorVar, ACTOR_SELF, 5, 0x00310111)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, 0x00310118)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 0x00310119)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
@ -406,7 +406,7 @@ EvtScript N(handleEvent_80219050) = {
EVT_CASE_EQ(EVENT_SPIKE_TAUNT)
EVT_CALL(GetBattleFlags, LVar0)
EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_PARTNER_ACTING)
EVT_CALL(AfflictActor, 0, 9, 3)
EVT_CALL(AfflictActor, ACTOR_PLAYER, STATUS_POISON, 3)
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_SWITCH(LVar0)
@ -439,7 +439,7 @@ EvtScript N(handleEvent_80219050) = {
EVT_END_IF
EVT_ADDF(LVar3, LVar0)
EVT_ADDF(LVar4, LVar1)
EVT_CALL(PlayEffect, EFFECT_LENS_FLARE, 0, LVar3, LVar4, LVar5, 20, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_LENS_FLARE, 0, LVar3, LVar4, LVar5, 20, 0)
EVT_WAIT(30)
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, 1)
@ -469,7 +469,7 @@ EvtScript N(takeTurn_80219D88) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 1)
EVT_END_IF
EVT_CALL(SetPartSounds, ACTOR_SELF, 6, 2, 0, 0)
EVT_CALL(SetPartSounds, ACTOR_SELF, 6, ACTOR_SOUND_JUMP, 0, 0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(SetPartScale, ACTOR_SELF, 6, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
@ -477,7 +477,7 @@ EvtScript N(takeTurn_80219D88) = {
EVT_CALL(SetPartScale, ACTOR_SELF, 6, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(1.0))
EVT_END_IF
EVT_CHILD_THREAD
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetPartPos, ACTOR_SELF, 6, LVar0, LVar1, LVar2)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(2.2))
@ -492,7 +492,7 @@ EvtScript N(takeTurn_80219D88) = {
EVT_ADD(LVar1, 15)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(1.2))
EVT_END_IF
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 15, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 15, TRUE)
EVT_CASE_EQ(1)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_ADD(LVar1, 20)
@ -500,7 +500,7 @@ EvtScript N(takeTurn_80219D88) = {
EVT_ADD(LVar1, 8)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(1.2))
EVT_END_IF
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 15, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 15, TRUE)
EVT_CASE_EQ(2)
EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_ADD(LVar1, 8)
@ -508,7 +508,7 @@ EvtScript N(takeTurn_80219D88) = {
EVT_ADD(LVar1, 3)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(1.2))
EVT_END_IF
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 15, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 15, TRUE)
EVT_CASE_EQ(3)
EVT_END_SWITCH
EVT_END_CHILD_THREAD
@ -541,8 +541,8 @@ EvtScript N(takeTurn_80219D88) = {
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(20.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(0.1))
EVT_CALL(SetAnimation, ACTOR_SELF, 6, ANIM_Pokey_Mummy_Anim16)
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)
EVT_RETURN
@ -554,7 +554,7 @@ EvtScript N(takeTurn_80219D88) = {
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(20.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(0.1))
EVT_CALL(SetAnimation, ACTOR_SELF, 6, ANIM_Pokey_Mummy_Anim16)
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, TRUE)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 40), 2, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)
@ -566,14 +566,14 @@ EvtScript N(takeTurn_80219D88) = {
EVT_SET(LVar1, 0)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(6.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(0.1))
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, 25, 0)
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, 25, EASING_LINEAR)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(4.0))
EVT_SUB(LVar0, 24)
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, 21, 0)
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, 21, EASING_LINEAR)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(3.0))
EVT_SUB(LVar0, 20)
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, 20, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, 20, EASING_LINEAR)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
@ -585,8 +585,8 @@ EvtScript N(takeTurn_80219D88) = {
EvtScript N(8021A6C8) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, 0, 748, 748)
EVT_CALL(SetActorSounds, ACTOR_SELF, 2, 748, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_2EC, SOUND_2EC)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_2EC, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
@ -655,7 +655,7 @@ EvtScript N(8021A6C8) = {
EVT_WAIT(15)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(YieldTurn)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
@ -746,50 +746,50 @@ EvtScript N(8021B1B4) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVarA)
EVT_SWITCH(LVarA)
EVT_CASE_EQ(0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 3211525)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 3211529)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 3211533)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, 3211538)
EVT_CALL(SetActorVar, ACTOR_SELF, 5, 3211539)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, 3211546)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 3211547)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0x00310105)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 0x00310109)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 0x0031010D)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, 0x00310112)
EVT_CALL(SetActorVar, ACTOR_SELF, 5, 0x00310113)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, 0x0031011A)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 0x0031011B)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80218E04)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_MULTI_TARGET, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_NO_TARGET, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_NO_TARGET, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_MULTI_TARGET, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_MULTI_TARGET, TRUE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 1)
EVT_CALL(SetActorSize, ACTOR_SELF, 62, EVT_IGNORE_ARG)
EVT_CALL(SetPartSize, ACTOR_SELF, 1, 62, EVT_IGNORE_ARG)
EVT_CALL(N(UnkBattleFunc1), -15, 55, 10, 45)
EVT_CASE_EQ(1)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 3211526)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 3211530)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 3211534)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, 3211540)
EVT_CALL(SetActorVar, ACTOR_SELF, 5, 3211541)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, 3211548)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 3211549)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0x00310106)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 0x0031010A)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 0x0031010E)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, 0x00310114)
EVT_CALL(SetActorVar, ACTOR_SELF, 5, 0x00310115)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, 0x0031011C)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 0x0031011D)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80218E40)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_MULTI_TARGET, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_NO_TARGET, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_NO_TARGET, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_MULTI_TARGET, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_MULTI_TARGET, TRUE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 2)
EVT_CALL(SetActorSize, ACTOR_SELF, 44, EVT_IGNORE_ARG)
EVT_CALL(SetPartSize, ACTOR_SELF, 1, 44, EVT_IGNORE_ARG)
EVT_CALL(N(UnkBattleFunc1), -15, 35, 10, 25)
EVT_CASE_EQ(2)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 3211527)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 3211531)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 3211535)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, 3211550)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 3211551)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, 0x00310107)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, 0x0031010B)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 0x0031010F)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, 0x0031011E)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 0x0031011F)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80218E7C)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_MULTI_TARGET, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_NO_TARGET, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 5, ACTOR_PART_FLAG_NO_TARGET, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 5, ACTOR_PART_FLAG_MULTI_TARGET, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 5, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 5, ACTOR_PART_FLAG_MULTI_TARGET, TRUE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 3)
EVT_CALL(SetActorSize, ACTOR_SELF, 26, EVT_IGNORE_ARG)
EVT_CALL(SetPartSize, ACTOR_SELF, 1, 26, EVT_IGNORE_ARG)
@ -845,7 +845,7 @@ EvtScript N(8021B6AC) = {
EvtScript N(8021B998) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetPartPos, ACTOR_SELF, 6, LVar0, LVar1, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(SetPartScale, ACTOR_SELF, 6, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
@ -860,18 +860,18 @@ EvtScript N(8021B998) = {
EVT_WAIT(4)
EVT_EXEC_WAIT(N(8021B6AC))
EVT_END_CHILD_THREAD
EVT_CALL(EnemyCreateTargetList, 98308)
EVT_CALL(EnemyCreateTargetList, 0x00018004)
EVT_CALL(InitTargetIterator)
EVT_LABEL(0)
EVT_CALL(GetOwnerID, LVar1)
EVT_CALL(GetOwnerTarget, LVar0, LVar9)
EVT_IF_NE(LVar1, LVar0)
EVT_CALL(ChooseNextTarget, 0, LVar0)
EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
EVT_GOTO(0)
EVT_END_IF
EVT_LABEL(1)
EVT_ADD(LVarF, 1)
EVT_CALL(ChooseNextTarget, 0, LVar0)
EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
EVT_IF_EQ(LVar0, -1)
EVT_GOTO(10)
EVT_END_IF
@ -887,21 +887,21 @@ EvtScript N(8021B998) = {
EVT_SET(LVar1, 0)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(0.1))
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(7.0))
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 0, TRUE)
EVT_CHILD_THREAD
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0))
EVT_END_CHILD_THREAD
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetOwnerTarget, LVar0, LVar1)
EVT_CALL(DispatchDamageEvent, LVar0, 1, 17)
EVT_CALL(DispatchDamageEvent, LVar0, 1, EVENT_SPIN_SMASH_LAUNCH_HIT)
EVT_GOTO(1)
EVT_LABEL(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_D)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(0.1))
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(6.0))
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, 296, 0, 0, 0, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_NO_TARGET, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, 6, 296, 0, 0, 0, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_RETURN
EVT_END
};
@ -934,22 +934,22 @@ EvtScript N(8021BDE4) = {
EVT_IF_NE(LVarA, 3)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetPartPos, ACTOR_SELF, 6, LVar0, LVar1, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(6.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 30)
EVT_SET(LVar1, 0)
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 10, 18, 0)
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 10, 18, EASING_LINEAR)
EVT_ADD(LVar0, 20)
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 8, 10, 0)
EVT_CALL(FlyPartTo, ACTOR_SELF, 6, LVar0, LVar1, LVar2, 8, 10, EASING_LINEAR)
EVT_LOOP(20)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_WAIT(1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_NO_TARGET, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_ELSE
EVT_WAIT(30)
EVT_END_IF
@ -964,7 +964,7 @@ EvtScript N(8021BDE4) = {
EVT_ADD(LVar1, LVar3)
EVT_ADD(LVar2, 5)
EVT_DIVF(LVar3, EVT_FLOAT(10.0))
EVT_CALL(PlayEffect, EFFECT_SMOKE_BURST, 0, LVar0, LVar1, LVar2, LVar3, 10, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_SMOKE_BURST, 0, LVar0, LVar1, LVar2, LVar3, 10, 0)
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_CALL(GetActorVar, ACTOR_SELF, 7, LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)

View File

@ -221,7 +221,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 4,
.partCount = ARRAY_COUNT(N(partsTable_80221604)),
.partsData = N(partsTable_80221604),
.takeTurnScript = &N(init_80221ABC),
.initScript = &N(init_80221ABC),
.statusTable = N(statusTable_80221558),
.escapeChance = 0,
.airLiftChance = 25,
@ -625,7 +625,7 @@ EvtScript N(handleEvent_80222364) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_3F9)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -772,7 +772,7 @@ EvtScript N(takeTurn_80222ED0) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))

View File

@ -3,21 +3,4 @@
#define NAMESPACE b_area_isk_part_1_isk_00
EvtScript N(beforeBattle_802238B0) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_802238EC) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt00_shape",
.preBattle = &N(beforeBattle_802238B0),
.postBattle = &N(afterBattle_802238EC),
};
#include "battle/common/stage/isk_00.inc.c"

View File

@ -3,22 +3,4 @@
#define NAMESPACE b_area_isk_part_1_isk_01
EvtScript N(beforeBattle_80223930) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8022396C) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt01_shape",
.hit = "isk_bt01_hit",
.preBattle = &N(beforeBattle_80223930),
.postBattle = &N(afterBattle_8022396C),
};
#include "battle/common/stage/isk_01.inc.c"

View File

@ -1,30 +1,6 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/isk_bt02_shape.h"
#define NAMESPACE b_area_isk_part_1_isk_02
EvtScript N(beforeBattle_802239B0) = {
EVT_CALL(SetSpriteShading, 786432)
EVT_CALL(SetCamBGColor, CAM_BATTLE, 0, 0, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_802239EC) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_802239FC)[] = {
MODEL_o398, MODEL_o397, MODEL_o399, 0,
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt02_shape",
.hit = "isk_bt02_hit",
.preBattle = &N(beforeBattle_802239B0),
.postBattle = &N(afterBattle_802239EC),
.foregroundModelList = N(foregroundModelList_802239FC),
};
#include "battle/common/stage/isk_02.inc.c"

View File

@ -1,36 +1,6 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/isk_bt02_shape.h"
#define NAMESPACE b_area_isk_part_1_isk_02b
EvtScript N(beforeBattle_80223D90) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, CAM_BATTLE, 0, 0, 0)
EVT_CALL(EnableModel, MODEL_o365, FALSE)
EVT_CALL(EnableModel, MODEL_o366, FALSE)
EVT_CALL(EnableModel, MODEL_o367, FALSE)
EVT_CALL(EnableModel, MODEL_o389, FALSE)
EVT_CALL(EnableModel, MODEL_o390, FALSE)
EVT_CALL(EnableModel, MODEL_o391, FALSE)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80223E44) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_80223E54)[] = {
MODEL_o398, MODEL_o397, MODEL_o399, 0,
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt02_shape",
.hit = "isk_bt02_hit",
.preBattle = &N(beforeBattle_80223D90),
.postBattle = &N(afterBattle_80223E44),
.foregroundModelList = N(foregroundModelList_80223E54),
};
#include "battle/common/stage/isk_02b.inc.c"

View File

@ -1,32 +1,6 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/isk_bt02_shape.h"
#define NAMESPACE b_area_isk_part_1_isk_02c
EvtScript N(beforeBattle_80223E90) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, CAM_BATTLE, 0, 0, 0)
EVT_CALL(EnableModel, MODEL_kai2, 0)
EVT_CALL(EnableModel, MODEL_kai1, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80223EF4) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_80223F04)[] = {
MODEL_o398, MODEL_o397, MODEL_o399, 0,
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt02_shape",
.hit = "isk_bt02_hit",
.preBattle = &N(beforeBattle_80223E90),
.postBattle = &N(afterBattle_80223EF4),
.foregroundModelList = N(foregroundModelList_80223F04),
};
#include "battle/common/stage/isk_02c.inc.c"

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@ -3,23 +3,4 @@
#define NAMESPACE b_area_isk_part_1_isk_03
EvtScript N(beforeBattle_80223A40) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80223A7C) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt03_shape",
.hit = "isk_bt03_hit",
.bg = "sbk3_bg",
.preBattle = &N(beforeBattle_80223A40),
.postBattle = &N(afterBattle_80223A7C),
};
#include "battle/common/stage/isk_03.inc.c"

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@ -3,22 +3,4 @@
#define NAMESPACE b_area_isk_part_1_isk_03b
EvtScript N(beforeBattle_80223D10) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80223D4C) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt03_shape",
.hit = "isk_bt03_hit",
.preBattle = &N(beforeBattle_80223D10),
.postBattle = &N(afterBattle_80223D4C),
};
#include "battle/common/stage/isk_03b.inc.c"

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@ -1,48 +1,6 @@
#include "common.h"
#include "effects.h"
#include "battle/battle.h"
#include "mapfs/isk_bt04_shape.h"
#define NAMESPACE b_area_isk_part_1_isk_04
BSS EffectInstance* N(D_80224D60);
BSS EffectInstance* N(D_80224D64);
API_CALLABLE(N(CreateTorchFX)) {
fx_flame(1, -133.0f, 72.0f, -143.0f, 0.3f, &N(D_80224D60));
fx_flame(1, 129.0f, 72.0f, -143.0f, 0.3f, &N(D_80224D64));
return ApiStatus_DONE2;
}
API_CALLABLE(N(DeleteTorchFX)) {
remove_effect(N(D_80224D60));
remove_effect(N(D_80224D64));
return ApiStatus_DONE2;
}
EvtScript N(beforeBattle_80223AC0) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, CAM_BATTLE, 0, 0, 0)
EVT_CALL(N(CreateTorchFX))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80223B08) = {
EVT_CALL(N(DeleteTorchFX))
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_80223B24)[] = {
MODEL_o500, MODEL_o501, 0,
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt04_shape",
.hit = "isk_bt04_hit",
.preBattle = &N(beforeBattle_80223AC0),
.postBattle = &N(afterBattle_80223B08),
.foregroundModelList = N(foregroundModelList_80223B24),
};
#include "battle/common/stage/isk_04.inc.c"

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@ -1,42 +1,6 @@
#include "common.h"
#include "effects.h"
#include "battle/battle.h"
#define NAMESPACE b_area_isk_part_1_isk_05
BSS EffectInstance* N(D_80224D70);
BSS EffectInstance* N(D_80224D74);
API_CALLABLE(N(CreateTorchFX)) {
fx_flame(1, -90.0f, 45.0f, -146.0f, 0.25f, &N(D_80224D70));
fx_flame(1, 80.0f, 45.0f, -146.0f, 0.25f, &N(D_80224D74));
return ApiStatus_DONE2;
}
API_CALLABLE(N(DeleteTorchFX)) {
remove_effect(N(D_80224D70));
remove_effect(N(D_80224D74));
return ApiStatus_DONE2;
}
EvtScript N(beforeBattle_80223B60) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(N(CreateTorchFX))
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80223BA8) = {
EVT_CALL(N(DeleteTorchFX))
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt05_shape",
.hit = "isk_bt05_hit",
.preBattle = &N(beforeBattle_80223B60),
.postBattle = &N(afterBattle_80223BA8),
};
#include "battle/common/stage/isk_05.inc.c"

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@ -1,39 +1,6 @@
#include "common.h"
#include "effects.h"
#include "battle/battle.h"
#define NAMESPACE b_area_isk_part_1_isk_06
BSS EffectInstance* N(D_80224D80);
API_CALLABLE(func_80218A50_4E3190) {
fx_flame(1, -110.0f, 80.0f, -146.0f, 0.3f, &N(D_80224D80));
return ApiStatus_DONE2;
}
API_CALLABLE(func_80218A98_4E31D8) {
remove_effect(N(D_80224D80));
return ApiStatus_DONE2;
}
EvtScript N(beforeBattle_80223BF0) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(func_80218A50_4E3190)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80223C38) = {
EVT_CALL(func_80218A98_4E31D8)
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt06_shape",
.hit = "isk_bt06_hit",
.preBattle = &N(beforeBattle_80223BF0),
.postBattle = &N(afterBattle_80223C38),
};
#include "battle/common/stage/isk_06.inc.c"

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@ -1,41 +1,6 @@
#include "common.h"
#include "effects.h"
#include "battle/battle.h"
#include "mapfs/isk_bt06_shape.h"
#define NAMESPACE b_area_isk_part_1_isk_06b
BSS EffectInstance* N(D_80224DA0);
API_CALLABLE(func_80218B30_4E3270) {
fx_flame(1, -110.0f, 80.0f, -146.0, 0.3f, &N(D_80224DA0));
return ApiStatus_DONE2;
}
API_CALLABLE(func_80218B78_4E32B8) {
remove_effect(N(D_80224DA0));
return ApiStatus_DONE2;
}
EvtScript N(beforeBattle_80223F40) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, CAM_BATTLE, 0, 0, 0)
EVT_CALL(func_80218B30_4E3270)
EVT_CALL(EnableModel, MODEL_kesu, FALSE)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80223F9C) = {
EVT_CALL(func_80218B78_4E32B8)
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt06_shape",
.hit = "isk_bt06_hit",
.preBattle = &N(beforeBattle_80223F40),
.postBattle = &N(afterBattle_80223F9C),
};
#include "battle/common/stage/isk_06b.inc.c"

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@ -1,39 +1,6 @@
#include "common.h"
#include "effects.h"
#include "battle/battle.h"
#define NAMESPACE b_area_isk_part_1_isk_07
BSS EffectInstance* N(D_80224D90);
API_CALLABLE(func_80218AC0_4E3200) {
fx_flame(1, 110.0f, 80.0f, -146.0f, 0.3f, &N(D_80224D90));
return ApiStatus_DONE2;
}
API_CALLABLE(func_80218B08_4E3248) {
remove_effect(N(D_80224D90));
return ApiStatus_DONE2;
}
EvtScript N(beforeBattle_80223C80) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(func_80218AC0_4E3200)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80223CC8) = {
EVT_CALL(func_80218B08_4E3248)
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt07_shape",
.hit = "isk_bt07_hit",
.preBattle = &N(beforeBattle_80223C80),
.postBattle = &N(afterBattle_80223CC8),
};
#include "battle/common/stage/isk_07.inc.c"

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@ -1,39 +1,6 @@
#include "common.h"
#include "effects.h"
#include "battle/battle.h"
#define NAMESPACE b_area_isk_part_1_isk_08
BSS EffectInstance* N(D_80224DB0);
API_CALLABLE(func_80218BA0_4E32E0) {
fx_flame(1, 0, 72.0f, -146.0, 0.3f, &N(D_80224DB0));
return ApiStatus_DONE2;
}
API_CALLABLE(func_80218BE8_4E3328) {
remove_effect(N(D_80224DB0));
return ApiStatus_DONE2;
}
EvtScript N(beforeBattle_80223FE0) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_CALL(func_80218BA0_4E32E0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_80224028) = {
EVT_CALL(func_80218BE8_4E3328)
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt08_shape",
.hit = "isk_bt08_hit",
.preBattle = &N(beforeBattle_80223FE0),
.postBattle = &N(afterBattle_80224028),
};
#include "battle/common/stage/isk_08.inc.c"

View File

@ -232,7 +232,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 4,
.partCount = ARRAY_COUNT(N(partsTable_80218D34)),
.partsData = N(partsTable_80218D34),
.takeTurnScript = &N(init_80218EC4),
.initScript = &N(init_80218EC4),
.statusTable = N(statusTable_80218C88),
.escapeChance = 0,
.airLiftChance = 0,
@ -594,7 +594,7 @@ EvtScript N(handleEvent_802197C4) = {
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -706,7 +706,7 @@ EvtScript N(8021A200) = {
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(7.0))
EVT_CALL(JumpToGoal, ACTOR_SELF, 0, FALSE, TRUE, FALSE)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(1.0))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0))
EVT_END_THREAD
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_IGNORE_DEFENSE, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
@ -718,7 +718,7 @@ EvtScript N(8021A200) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_SET(LVar1, 0)
@ -729,7 +729,7 @@ EvtScript N(8021A200) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
@ -745,7 +745,7 @@ EvtScript N(8021A200) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_SET(LVar1, 0)
@ -756,7 +756,7 @@ EvtScript N(8021A200) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
@ -788,7 +788,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ChainChomp_Anim05)
@ -799,7 +799,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_SET(LVarA, LVar0)
EVT_CALL(PlaySound, 0x10F)
EVT_CALL(PlaySound, SOUND_10F)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ChainChomp_Anim01)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -812,7 +812,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
@ -824,7 +824,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_SUB(LVar0, 15)
@ -834,7 +834,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ChainChomp_Anim04)
@ -845,7 +845,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, 2)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_ChainChomp_Anim01)
EVT_EXEC_WAIT(N(8021B41C))
@ -890,7 +890,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_ADD(LVar0, 30)
@ -900,7 +900,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_ADD(LVar0, 20)
@ -910,7 +910,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_SUB(LVar0, 10)
@ -919,7 +919,7 @@ EvtScript N(takeTurn_8021A7C4) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_ChainChomp_Anim01)
@ -981,7 +981,7 @@ EvtScript N(8021B50C) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_ELSE
@ -993,7 +993,7 @@ EvtScript N(8021B50C) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_END_IF
@ -1007,7 +1007,7 @@ EvtScript N(8021B50C) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_ELSE
@ -1018,7 +1018,7 @@ EvtScript N(8021B50C) = {
EVT_THREAD
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_IF
EVT_END_THREAD
EVT_END_IF

View File

@ -203,7 +203,7 @@ ActorBlueprint NAMESPACE = {
.maxHP = 30,
.partCount = ARRAY_COUNT(N(partsTable_8021BAD4)),
.partsData = N(partsTable_8021BAD4),
.takeTurnScript = &N(init_8021BC1C),
.initScript = &N(init_8021BC1C),
.statusTable = N(statusTable_8021BA28),
.escapeChance = 0,
.airLiftChance = 0,
@ -468,10 +468,10 @@ EvtScript N(8021C974) = {
EVT_CALL(StartRumble, 1)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Tutankoopa_Anim07)
EVT_CALL(ShakeCam, 1, 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_ADD(LVar1, 40)
EVT_CALL(PlayEffect, EFFECT_STARS_ORBITING, 0, LVar0, LVar1, LVar2, 20, 4, LVarF, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_STARS_ORBITING, 0, LVar0, LVar1, LVar2, 20, 4, LVarF, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Tutankoopa_Anim0A)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_20E5)
EVT_WAIT(30)
@ -581,9 +581,9 @@ EvtScript N(8021D04C) = {
EVT_ADD(LVar0, 20)
EVT_ADD(LVar1, 40)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar9, EVT_FLOAT(0.8))
EVT_CALL(JumpPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 5, 1)
EVT_CALL(JumpPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 5, TRUE)
EVT_WAIT(8)
EVT_CALL(SetAnimation, ACTOR_SELF, LVar9, 0x330005)
EVT_CALL(SetAnimation, ACTOR_SELF, LVar9, ANIM_BuzzyBeetle_Anim05)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F9)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10)
@ -597,15 +597,15 @@ EvtScript N(8021D04C) = {
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 50)
EVT_SET(LVar1, -5)
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 30, 0)
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 30, EASING_LINEAR)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 65)
EVT_SET(LVar1, -5)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, LVar9, EVT_FLOAT(6.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar9, EVT_FLOAT(0.1))
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 15, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, LVar9, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 15, EASING_LINEAR)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, LVar9, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
@ -621,7 +621,7 @@ EvtScript N(8021D04C) = {
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar9, EVT_FLOAT(0.2))
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 30, 0)
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 30, EASING_LINEAR)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar8, DAMAGE_TYPE_NO_CONTACT, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
@ -630,11 +630,11 @@ EvtScript N(8021D04C) = {
EVT_SET(LVar1, 0)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, LVar9, EVT_FLOAT(6.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar9, EVT_FLOAT(0.1))
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 25, 0)
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 25, EASING_LINEAR)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, LVar9, EVT_FLOAT(4.0))
EVT_SUB(LVar0, 20)
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 21, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, LVar9, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(FlyPartTo, ACTOR_SELF, LVar9, LVar0, LVar1, LVar2, 0, 21, EASING_LINEAR)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, LVar9, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_WAIT(19)
EVT_IF_EQ(LVar8, HIT_RESULT_10)
EVT_RETURN
@ -671,41 +671,41 @@ EvtScript N(8021D81C) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Tutankoopa_Anim03)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)
EVT_CALL(PlayEffect, EFFECT_HIEROGLYPHS, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_HIEROGLYPHS, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0)
EVT_WAIT(30)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 70)
EVT_CALL(PlaySound, 0x20E7)
EVT_CALL(PlayEffect, EFFECT_CHOMP_DROP, 0, 0, 60, 0, EVT_FLOAT(0.2), 0, EVT_FLOAT(1.4), 255, EVT_FLOAT(0.1), 150, 0, 0, 0)
EVT_CALL(PlaySound, SOUND_20E7)
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_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SLEEP | STATUS_FLAG_FROZEN | STATUS_FLAG_FEAR | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP | STATUS_FLAG_TRANSPARENT)
EVT_CALL(UseIdleAnimation, ACTOR_PLAYER, FALSE)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario_1002B)
EVT_WAIT(49)
EVT_CALL(PlaySound, 0x20E9)
EVT_CALL(PlaySound, SOUND_20E9)
EVT_WAIT(5)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Tutankoopa_Anim05)
EVT_WAIT(8)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario_Crouch)
EVT_WAIT(5)
EVT_CALL(StartRumble, 10)
EVT_CALL(PlaySound, 0x20EA)
EVT_CALL(ShakeCam, 1, 0, 5, EVT_FLOAT(4.0))
EVT_CALL(PlaySound, SOUND_20EA)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(4.0))
EVT_WAIT(20)
EVT_CALL(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario_Question)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)
EVT_CALL(PlayEffect, EFFECT_EMOTE, 2, 0, LVar0, LVar1, LVar2, 20, 315, 30, 0, 0, 0, 0, 0)
EVT_CALL(PlaySound, 0x20E8)
EVT_PLAY_EFFECT(EFFECT_EMOTE, 2, 0, LVar0, LVar1, LVar2, 20, 315, 30, 0, 0)
EVT_CALL(PlaySound, SOUND_20E8)
EVT_ELSE
EVT_WAIT(50)
EVT_CALL(PlaySound, 0x20E9)
EVT_CALL(PlaySound, SOUND_20E9)
EVT_WAIT(18)
EVT_CALL(StartRumble, 10)
EVT_CALL(PlaySound, 0x20EA)
EVT_CALL(PlaySound, SOUND_20EA)
EVT_WAIT(20)
EVT_CALL(PlaySound, 0x20E8)
EVT_CALL(PlaySound, SOUND_20E8)
EVT_END_IF
EVT_CALL(GetActorVar, ACTOR_SELF, 6, LVar0)
EVT_SWITCH(LVar0)
@ -743,17 +743,17 @@ EvtScript N(8021DDE8) = {
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar3, 170)
EVT_CALL(SetPartPos, ACTOR_SELF, 8, LVar0, LVar3, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 8, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 8, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 8, ANIM_Tutankoopa_Anim16)
EVT_CALL(PlaySound, 0x20EB)
EVT_CALL(PlaySound, SOUND_20EB)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 8, EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 8, EVT_FLOAT(0.3))
EVT_CALL(FallPartTo, ACTOR_SELF, 8, LVar0, LVar1, LVar2, 20)
EVT_THREAD
EVT_LOOP(20)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 8, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 8, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_WAIT(1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 8, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 8, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_THREAD
@ -780,7 +780,7 @@ EvtScript N(8021E008) = {
EVT_SUB(LVar0, 150)
EVT_CALL(RandInt, 90, LVar1)
EVT_SUB(LVar0, 40)
EVT_CALL(PlaySound, 0x20EB)
EVT_CALL(PlaySound, SOUND_20EB)
EVT_CALL(func_8021875C_4EFBFC, LVar0, 0, LVar1)
EVT_CALL(RandInt, 5, LVar0)
EVT_ADD(LVar0, 5)
@ -795,7 +795,7 @@ EvtScript N(8021E008) = {
EVT_CASE_DEFAULT
EVT_CALL(func_8026BF48, 1)
EVT_THREAD
EVT_CALL(PlaySound, 0x20EB)
EVT_CALL(PlaySound, SOUND_20EB)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -803,7 +803,7 @@ EvtScript N(8021E008) = {
EVT_SET(LVar1, 0)
EVT_SET(LVar3, 170)
EVT_CALL(SetPartPos, ACTOR_SELF, 6, LVar0, LVar3, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 6, ANIM_Tutankoopa_Anim16)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(0.3))
@ -821,9 +821,9 @@ EvtScript N(8021E008) = {
EVT_ADD(LVar5, 5)
EVT_SET(LVar7, 170)
EVT_CALL(SetPartPos, ACTOR_SELF, 7, LVar4, LVar7, LVar6)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 7, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 7, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 7, ANIM_Tutankoopa_Anim16)
EVT_CALL(PlaySound, 0x20EB)
EVT_CALL(PlaySound, SOUND_20EB)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 7, EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 7, EVT_FLOAT(0.3))
EVT_CALL(FallPartTo, ACTOR_SELF, 7, LVar4, LVar5, LVar6, 20)
@ -832,7 +832,7 @@ EvtScript N(8021E008) = {
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_WAIT(20)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 7, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 7, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(func_8026BF48, 0)
EVT_RETURN
EVT_END_SWITCH
@ -845,7 +845,7 @@ EvtScript N(8021E008) = {
EVT_SUB(LVar0, 150)
EVT_CALL(RandInt, 90, LVar1)
EVT_SUB(LVar0, 40)
EVT_CALL(PlaySound, 0x20EB)
EVT_CALL(PlaySound, SOUND_20EB)
EVT_CALL(func_8021875C_4EFBFC, LVar0, 0, LVar1)
EVT_CALL(RandInt, 5, LVar0)
EVT_ADD(LVar0, 5)
@ -862,9 +862,9 @@ EvtScript N(8021E008) = {
EVT_ADD(LVar5, 5)
EVT_SET(LVar7, 170)
EVT_CALL(SetPartPos, ACTOR_SELF, 7, LVar4, LVar7, LVar6)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 7, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 7, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 7, ANIM_Tutankoopa_Anim16)
EVT_CALL(PlaySound, 0x20EB)
EVT_CALL(PlaySound, SOUND_20EB)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 7, EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 7, EVT_FLOAT(0.3))
EVT_CALL(FallPartTo, ACTOR_SELF, 7, LVar4, LVar5, LVar6, 20)
@ -872,10 +872,10 @@ EvtScript N(8021E008) = {
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PARTNER)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_WAIT(20)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 7, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 7, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(func_8026BF48, 0)
EVT_END_THREAD
EVT_CALL(PlaySound, 0x20EB)
EVT_CALL(PlaySound, SOUND_20EB)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -883,7 +883,7 @@ EvtScript N(8021E008) = {
EVT_ADD(LVar1, 5)
EVT_SET(LVar3, 170)
EVT_CALL(SetPartPos, ACTOR_SELF, 6, LVar0, LVar3, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 6, ANIM_Tutankoopa_Anim16)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 6, EVT_FLOAT(8.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 6, EVT_FLOAT(0.3))
@ -893,7 +893,7 @@ EvtScript N(8021E008) = {
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_WAIT(19)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, 1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 6, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_IF_EQ(LVar0, HIT_RESULT_10)
EVT_RETURN
EVT_END_IF
@ -944,14 +944,14 @@ EvtScript N(8021E9C8) = {
EVT_THREAD
EVT_LABEL(0)
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_WAIT(1)
EVT_CALL(GetActorVar, ACTOR_SELF, 5, LVar0)
EVT_IF_LT(LVar0, 60)
EVT_GOTO(0)
EVT_END_IF
EVT_END_THREAD
EVT_CALL(PlaySound, 0x26B)
EVT_CALL(PlaySound, SOUND_26B)
EVT_LABEL(10)
EVT_CALL(GetActorVar, ACTOR_SELF, 5, LVarD)
EVT_CALL(TranslateModel, 31, 0, LVarD, 0)
@ -961,7 +961,7 @@ EvtScript N(8021E9C8) = {
EVT_IF_LT(LVarD, 60)
EVT_GOTO(10)
EVT_END_IF
EVT_CALL(StopSound, 619)
EVT_CALL(StopSound, SOUND_26B)
EVT_WAIT(10)
EVT_CALL(SummonEnemy, EVT_PTR(N(specialFormation_8021E9AC)), 0)
EVT_SET(LVarB, LVar0)
@ -1007,12 +1007,12 @@ EvtScript N(8021E9C8) = {
EVT_CALL(SetGoalPos, LVarB, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, LVarB, 8, FALSE, TRUE, FALSE)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_CALL(SetGoalPos, LVarB, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, LVarB, 8, FALSE, TRUE, FALSE)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_WAIT(8)
EVT_END_IF
@ -1038,14 +1038,14 @@ EvtScript N(8021E9C8) = {
EVT_THREAD
EVT_LABEL(40)
EVT_CALL(StartRumble, 1)
EVT_CALL(ShakeCam, 1, 0, 2, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_WAIT(1)
EVT_CALL(GetActorVar, ACTOR_SELF, 5, LVar0)
EVT_IF_NE(LVar0, 0)
EVT_GOTO(40)
EVT_END_IF
EVT_END_THREAD
EVT_CALL(PlaySound, 0x26B)
EVT_CALL(PlaySound, SOUND_26B)
EVT_LABEL(50)
EVT_CALL(GetActorVar, ACTOR_SELF, 5, LVarD)
EVT_CALL(TranslateModel, 31, 0, LVarD, 0)
@ -1055,9 +1055,9 @@ EvtScript N(8021E9C8) = {
EVT_IF_GT(LVarD, 0)
EVT_GOTO(50)
EVT_END_IF
EVT_CALL(StopSound, 619)
EVT_CALL(PlaySound, 0x26C)
EVT_CALL(ShakeCam, 1, 0, 4, EVT_FLOAT(0.5))
EVT_CALL(StopSound, SOUND_26B)
EVT_CALL(PlaySound, SOUND_26C)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 4, EVT_FLOAT(0.5))
EVT_CALL(SetActorVar, ACTOR_SELF, 3, 1)
EVT_RETURN
EVT_END
@ -1076,7 +1076,7 @@ EvtScript N(8021F42C) = {
EVT_CALL(JumpToGoal, LVarB, LVar3, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_ELSE
EVT_SUB(LVar5, LVar4)
@ -1084,7 +1084,7 @@ EvtScript N(8021F42C) = {
EVT_CALL(JumpToGoal, LVarB, LVar3, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2062)
EVT_THREAD
EVT_CALL(ShakeCam, 1, 0, 1, EVT_FLOAT(0.5))
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 1, EVT_FLOAT(0.5))
EVT_END_THREAD
EVT_END_IF
EVT_GOTO(20)
@ -1101,7 +1101,7 @@ EvtScript N(8021F5E8) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Tutankoopa_Anim08)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 20)
EVT_CALL(PlayEffect, EFFECT_HIEROGLYPHS, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_HIEROGLYPHS, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 45, 0)
EVT_WAIT(45)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(MoveBattleCamOver, 60)
@ -1184,7 +1184,7 @@ EvtScript N(8021FA54) = {
EVT_CALL(SetActorYaw, ACTOR_ENEMY1, 0)
EVT_CALL(GetActorPos, ACTOR_ENEMY1, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(PlayEffect, EFFECT_BIG_SMOKE_PUFF, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
EVT_PLAY_EFFECT(EFFECT_BIG_SMOKE_PUFF, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0)
EVT_CALL(PlaySoundAtActor, ACTOR_ENEMY1, SOUND_DEATH)
EVT_SET(LVar3, 0)
EVT_LOOP(12)

View File

@ -3,21 +3,4 @@
#define NAMESPACE b_area_isk_part_2_isk_00
EvtScript N(beforeBattle_8021FCF0) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8021FD2C) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt00_shape",
.preBattle = &N(beforeBattle_8021FCF0),
.postBattle = &N(afterBattle_8021FD2C),
};
#include "battle/common/stage/isk_00.inc.c"

View File

@ -3,22 +3,4 @@
#define NAMESPACE b_area_isk_part_2_isk_01
EvtScript N(beforeBattle_8021FD70) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8021FDAC) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt01_shape",
.hit = "isk_bt01_hit",
.preBattle = &N(beforeBattle_8021FD70),
.postBattle = &N(afterBattle_8021FDAC),
};
#include "battle/common/stage/isk_01.inc.c"

View File

@ -1,30 +1,6 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/isk_bt02_shape.h"
#define NAMESPACE b_area_isk_part_2_isk_02
EvtScript N(beforeBattle_8021FDF0) = {
EVT_CALL(SetSpriteShading, 786432)
EVT_CALL(SetCamBGColor, CAM_BATTLE, 0, 0, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8021FE2C) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_8021FE3C)[] = {
MODEL_o398, MODEL_o397, MODEL_o399, 0,
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt02_shape",
.hit = "isk_bt02_hit",
.preBattle = &N(beforeBattle_8021FDF0),
.postBattle = &N(afterBattle_8021FE2C),
.foregroundModelList = N(foregroundModelList_8021FE3C),
};
#include "battle/common/stage/isk_02.inc.c"

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@ -1,36 +1,6 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/isk_bt02_shape.h"
#define NAMESPACE b_area_isk_part_2_isk_02b
EvtScript N(beforeBattle_8021FE80) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, CAM_BATTLE, 0, 0, 0)
EVT_CALL(EnableModel, MODEL_o365, FALSE)
EVT_CALL(EnableModel, MODEL_o366, FALSE)
EVT_CALL(EnableModel, MODEL_o367, FALSE)
EVT_CALL(EnableModel, MODEL_o389, FALSE)
EVT_CALL(EnableModel, MODEL_o390, FALSE)
EVT_CALL(EnableModel, MODEL_o391, FALSE)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8021FF34) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_8021FF44)[] = {
MODEL_o398, MODEL_o397, MODEL_o399, 0,
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt02_shape",
.hit = "isk_bt02_hit",
.preBattle = &N(beforeBattle_8021FE80),
.postBattle = &N(afterBattle_8021FF34),
.foregroundModelList = N(foregroundModelList_8021FF44),
};
#include "battle/common/stage/isk_02b.inc.c"

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@ -1,32 +1,6 @@
#include "common.h"
#include "battle/battle.h"
#include "mapfs/isk_bt02_shape.h"
#define NAMESPACE b_area_isk_part_2_isk_02c
EvtScript N(beforeBattle_8021FF80) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, CAM_BATTLE, 0, 0, 0)
EVT_CALL(EnableModel, MODEL_kai2, 0)
EVT_CALL(EnableModel, MODEL_kai1, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8021FFE4) = {
EVT_RETURN
EVT_END
};
s32 N(foregroundModelList_8021FFF4)[] = {
MODEL_o398, MODEL_o397, MODEL_o399, 0,
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt02_shape",
.hit = "isk_bt02_hit",
.preBattle = &N(beforeBattle_8021FF80),
.postBattle = &N(afterBattle_8021FFE4),
.foregroundModelList = N(foregroundModelList_8021FFF4),
};
#include "battle/common/stage/isk_02c.inc.c"

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@ -3,23 +3,4 @@
#define NAMESPACE b_area_isk_part_2_isk_03
EvtScript N(beforeBattle_80220030) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_8022006C) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt03_shape",
.hit = "isk_bt03_hit",
.bg = "sbk3_bg",
.preBattle = &N(beforeBattle_80220030),
.postBattle = &N(afterBattle_8022006C),
};
#include "battle/common/stage/isk_03.inc.c"

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@ -3,22 +3,4 @@
#define NAMESPACE b_area_isk_part_2_isk_03b
EvtScript N(beforeBattle_802200B0) = {
EVT_CALL(SetSpriteShading, SHADING_NONE)
EVT_CALL(SetCamBGColor, 1, 0, 0, 0)
EVT_RETURN
EVT_END
};
EvtScript N(afterBattle_802200EC) = {
EVT_RETURN
EVT_END
};
Stage NAMESPACE = {
.texture = "isk_tex",
.shape = "isk_bt03_shape",
.hit = "isk_bt03_hit",
.preBattle = &N(beforeBattle_802200B0),
.postBattle = &N(afterBattle_802200EC),
};
#include "battle/common/stage/isk_03b.inc.c"

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