Some Flag Names (#950)

* A few flag names

* Flag names

* Flags two
This commit is contained in:
Macrepeh 2023-02-21 10:10:03 -05:00 committed by GitHub
parent aaeddca8e8
commit a07575cc00
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GPG Key ID: 4AEE18F83AFDEB23
62 changed files with 201 additions and 201 deletions

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@ -3703,15 +3703,15 @@ enum ActorFlags {
ACTOR_FLAG_80 = 0x00000080,
ACTOR_FLAG_100 = 0x00000100,
ACTOR_FLAG_FLYING = 0x00000200, ///< Quake Hammer can't hit.
ACTOR_FLAG_400 = 0x00000400,
ACTOR_FLAG_FLIPPED = 0x00000400, ///< Actor has been flipped over.
ACTOR_FLAG_HP_OFFSET_BELOW = 0x00000800, ///< HP bar offset below actor (e.g. Swooper when upside-down). Is this just UPSIDE_DOWN? FLIPPED? TOPPLED?
ACTOR_FLAG_1000 = 0x00001000,
ACTOR_FLAG_TYPE_CHANGED = 0x00001000, ///< Indicates actors type has changed, triggers recheck for if HP bar should be shown based on tattle status.
ACTOR_FLAG_2000 = 0x00002000,
ACTOR_FLAG_TARGET_ONLY = 0x00004000, ///< Battle ends even if undefeated. No turn.
ACTOR_FLAG_8000 = 0x00008000,
ACTOR_FLAG_10000 = 0x00010000,
ACTOR_FLAG_20000 = 0x00020000,
ACTOR_FLAG_40000 = 0x00040000,
ACTOR_FLAG_HIDE_HP_BAR = 0x00040000, ///< Hide HP bar.
ACTOR_FLAG_80000 = 0x00080000,
ACTOR_FLAG_100000 = 0x00100000,
ACTOR_FLAG_NO_ATTACK = 0x00200000, ///< Skip attack turn.
@ -3774,7 +3774,7 @@ enum ActorEventFlags {
ACTOR_EVENT_FLAG_ELECTRIFIED = 0x00000080, ///< Player takes shock damage upon contact.
ACTOR_EVENT_FLAG_100 = 0x00000100,
ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION = 0x00000200, ///< Blast and fire attacks trigger an explosion.
ACTOR_EVENT_FLAG_400 = 0x00000400,
ACTOR_EVENT_FLAG_FIRE_EXPLODE = 0x00000400, ///< Fire attacks trigger an explosion, used only by bullet/bombshell bills.
ACTOR_EVENT_FLAG_800 = 0x00000800,
ACTOR_EVENT_FLAG_FLIPABLE = 0x00001000, ///< Actor can be flipped; triggered by jump and quake attacks.
ACTOR_EVENT_FLAG_2000 = 0x00002000,
@ -3783,11 +3783,11 @@ enum ActorEventFlags {
ACTOR_EVENT_FLAG_SPIKY_FRONT = 0x00010000, ///< Player takes spike damage from hammer attacks.
ACTOR_EVENT_FLAG_20000 = 0x00020000,
ACTOR_EVENT_FLAG_ENCHANTED = 0x00040000, ///< Actor glows and listens for the Star Beam event.
ACTOR_EVENT_FLAG_80000 = 0x00080000,
ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED = 0x00080000, ///< Actor glows and listens for Star Beam and Peach Beam events.
ACTOR_EVENT_FLAG_POWER_BOUNCE = 0x00100000, ///< Actor listens for Power Bounce events.
ACTOR_EVENT_FLAG_200000 = 0x00200000,
ACTOR_EVENT_FLAG_400000 = 0x00400000,
ACTOR_EVENT_FLAG_800000 = 0x00800000,
ACTOR_EVENT_FLAG_ATTACK_CHARGED = 0x00400000, ///< Actor has charged an attack that can be removed with Star Beam.
ACTOR_EVENT_FLAG_RIDING_BROOMSTICK = 0x00800000, ///< Actor is on Magikoopa Broomstick, effect seems to be redundant.
ACTOR_EVENT_FLAG_1000000 = 0x01000000,
ACTOR_EVENT_FLAG_2000000 = 0x02000000,
ACTOR_EVENT_FLAG_4000000 = 0x04000000,

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@ -46,7 +46,7 @@ void btl_merlee_on_start_turn(void) {
s32 temp = rand_int(100);
if (currentEncounter->currentEnemy != NULL) {
if (currentEncounter->currentEnemy->flags & ACTOR_FLAG_40000) {
if (currentEncounter->currentEnemy->flags & ACTOR_FLAG_HIDE_HP_BAR) {
if (temp <= 45) {
playerData->merleeSpellType = MERLEE_SPELL_1;
} else if (temp <= 90) {
@ -103,7 +103,7 @@ void btl_merlee_on_first_strike(void) {
s32 temp = rand_int(100);
if (currentEncounter->currentEnemy != NULL) {
if (currentEncounter->currentEnemy->flags & ACTOR_FLAG_40000) {
if (currentEncounter->currentEnemy->flags & ACTOR_FLAG_HIDE_HP_BAR) {
if (temp <= 45) {
playerData->merleeSpellType = MERLEE_SPELL_1;
} else if (temp <= 90) {

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@ -885,7 +885,7 @@ void btl_draw_enemy_health_bars(void) {
}
}
if (!(enemy->flags & (ACTOR_FLAG_40000 | ACTOR_FLAG_TARGET_ONLY))
if (!(enemy->flags & (ACTOR_FLAG_HIDE_HP_BAR | ACTOR_FLAG_TARGET_ONLY))
&& ((gBattleStatus.flags1 & BS_FLAGS1_MENU_OPEN) || (enemy->flags & ACTOR_FLAG_80000))
&& is_actor_hp_bar_visible(enemy)
) {

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@ -139,7 +139,7 @@ HitResult calc_item_damage_enemy(void) {
partImmuneToElement = FALSE;
}
if (targetPart->eventFlags & (ACTOR_EVENT_FLAG_ENCHANTED | ACTOR_EVENT_FLAG_80000)) {
if (targetPart->eventFlags & (ACTOR_EVENT_FLAG_ENCHANTED | ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)) {
battleStatus->currentAttackElement &= ~DAMAGE_TYPE_IGNORE_DEFENSE;
}
@ -226,11 +226,11 @@ HitResult calc_item_damage_enemy(void) {
dispatchEvent = EVENT_STAR_BEAM;
wasStatusInflicted = TRUE;
}
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_400000) {
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_ATTACK_CHARGED) {
dispatchEvent = EVENT_STAR_BEAM;
wasStatusInflicted = TRUE;
}
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_80000) {
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED) {
dispatchEvent = EVENT_INVUNERABLE_TAUNT;
}
hitResult = HIT_RESULT_HIT;
@ -269,7 +269,7 @@ HitResult calc_item_damage_enemy(void) {
dispatchEvent = EVENT_PEACH_BEAM;
wasStatusInflicted = TRUE;
}
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_80000) {
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED) {
dispatchEvent = EVENT_PEACH_BEAM;
wasStatusInflicted = TRUE;
}
@ -301,7 +301,7 @@ HitResult calc_item_damage_enemy(void) {
if ((gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)
&& (battleStatus->currentAttackElement & DAMAGE_TYPE_POW)
&& (targetPart->eventFlags & ACTOR_EVENT_FLAG_800000)
&& (targetPart->eventFlags & ACTOR_EVENT_FLAG_RIDING_BROOMSTICK)
) {
if (dispatchEvent == EVENT_HIT) {
dispatchEvent = EVENT_FALL_TRIGGER;
@ -385,7 +385,7 @@ HitResult calc_item_damage_enemy(void) {
&& target->debuff != STATUS_SLEEP
&& target->debuff != STATUS_FROZEN
&& target->debuff != STATUS_STOP)
&& !(target->flags & ACTOR_FLAG_400))
&& !(target->flags & ACTOR_FLAG_FLIPPED))
{
dispatchEvent = EVENT_SCARE_AWAY;
hitResult = HIT_RESULT_HIT;

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@ -506,7 +506,7 @@ s32 is_actor_hp_bar_visible(Actor* actor) {
}
flags = get_global_byte((actor->actorType >> 3) + 365);
if (actor->flags & ACTOR_FLAG_1000) {
if (actor->flags & ACTOR_FLAG_TYPE_CHANGED) {
flags |= battleStatus->tattleFlags[actor->actorType >> 3];
}
return (flags >> (actor->actorType & 7)) & 1;

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@ -230,7 +230,7 @@ HitResult calc_player_test_enemy(void) {
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
return HIT_RESULT_BACKFIRE;
}
if (player->staticStatus != STATUS_STATIC && target->staticStatus == STATUS_STATIC) {
return HIT_RESULT_HIT_STATIC;
}
@ -354,7 +354,7 @@ HitResult calc_player_damage_enemy(void) {
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE
&& battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE
&& targetPart->eventFlags & (ACTOR_EVENT_FLAG_400 | ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION)
&& targetPart->eventFlags & (ACTOR_EVENT_FLAG_FIRE_EXPLODE | ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION)
) {
sfx_play_sound_at_position(SOUND_HIT_PLAYER_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
@ -432,7 +432,7 @@ HitResult calc_player_damage_enemy(void) {
sp20 = TRUE;
}
if (targetPart->eventFlags & (ACTOR_EVENT_FLAG_80000 | ACTOR_EVENT_FLAG_ENCHANTED)) {
if (targetPart->eventFlags & (ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED | ACTOR_EVENT_FLAG_ENCHANTED)) {
battleStatus->currentAttackElement &= ~DAMAGE_TYPE_IGNORE_DEFENSE;
}
@ -662,7 +662,7 @@ HitResult calc_player_damage_enemy(void) {
&& target->debuff != STATUS_SLEEP
&& target->debuff != STATUS_FROZEN
&& target->debuff != STATUS_STOP)
&& !(target->flags & ACTOR_FLAG_400)
&& !(target->flags & ACTOR_FLAG_FLIPPED)
) {
dispatch_event_actor(target, EVENT_SCARE_AWAY);
if (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) {
@ -763,7 +763,7 @@ HitResult calc_player_damage_enemy(void) {
tempBinary = TRUE;
}
if ((gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)
if ((gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)
&& (battleStatus->currentAttackElement & (DAMAGE_TYPE_QUAKE | DAMAGE_TYPE_POW | DAMAGE_TYPE_JUMP))
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_FLIPABLE
) {
@ -775,7 +775,7 @@ HitResult calc_player_damage_enemy(void) {
dispatchEvent = EVENT_FLIP_TRIGGER;
}
if (!(target->flags & ACTOR_FLAG_400)) {
if (!(target->flags & ACTOR_FLAG_FLIPPED)) {
tempBinary = TRUE;
}
}
@ -793,7 +793,7 @@ HitResult calc_player_damage_enemy(void) {
dispatchEvent = EVENT_FLIP_TRIGGER;
}
if (!(target->flags & ACTOR_FLAG_400)) {
if (!(target->flags & ACTOR_FLAG_FLIPPED)) {
tempBinary = TRUE;
}
}

View File

@ -12,7 +12,7 @@ s32 has_enchanted_part(Actor* actor) {
s32 ret = FALSE;
while (partIt != NULL) {
if (partIt->eventFlags & (ACTOR_EVENT_FLAG_ENCHANTED | ACTOR_EVENT_FLAG_80000)) {
if (partIt->eventFlags & (ACTOR_EVENT_FLAG_ENCHANTED | ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)) {
ret = TRUE;
break;
} else {
@ -588,7 +588,7 @@ HitResult calc_enemy_damage_target(Actor* attacker) {
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE
&& battleStatus->lastAttackDamage >= 0
&& event != EVENT_DEATH
&& event != EVENT_SPIN_SMASH_DEATH
&& event != EVENT_SPIN_SMASH_DEATH
&& event != EVENT_EXPLODE_TRIGGER
&& !(gBattleStatus.flags1 & BS_FLAGS1_ATK_BLOCKED)
&& !(gBattleStatus.flags2 & BS_FLAGS2_1000000)
@ -679,7 +679,7 @@ HitResult calc_enemy_damage_target(Actor* attacker) {
{
inflict_partner_ko(target, STATUS_DAZE, battleStatus->lastAttackDamage);
}
if (!(target->flags & ACTOR_FLAG_NO_DMG_POPUP)) {
switch (actorClass) {
case ACTOR_CLASS_PLAYER:

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@ -63,7 +63,7 @@ HitResult calc_partner_test_enemy(void) {
if (target == NULL) {
return HIT_RESULT_HIT;
}
part = get_actor_part(target, currentTargetPart);
ASSERT(part != NULL);
@ -234,7 +234,7 @@ HitResult calc_partner_damage_enemy(void) {
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
return HIT_RESULT_BACKFIRE;
}
// check explode on contact
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_EXPLODE_ON_CONTACT
@ -253,7 +253,7 @@ HitResult calc_partner_damage_enemy(void) {
}
return HIT_RESULT_HIT;
}
// check touching fiery enemy
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SMASH))
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_FIREY
@ -264,7 +264,7 @@ HitResult calc_partner_damage_enemy(void) {
dispatch_event_actor(target, EVENT_BURN_TAUNT);
return HIT_RESULT_BACKFIRE;
}
// check touching spiky-front enemy
if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_JUMP))
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_FRONT
@ -275,11 +275,11 @@ HitResult calc_partner_damage_enemy(void) {
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
return HIT_RESULT_BACKFIRE;
}
// check explode on ignition
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE
&& battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE
&& targetPart->eventFlags & (ACTOR_EVENT_FLAG_400 | ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION)
&& targetPart->eventFlags & (ACTOR_EVENT_FLAG_FIRE_EXPLODE | ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION)
) {
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
@ -288,7 +288,7 @@ HitResult calc_partner_damage_enemy(void) {
}
return HIT_RESULT_HIT;
}
// unknown alternate spiky #1
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_200000
@ -300,7 +300,7 @@ HitResult calc_partner_damage_enemy(void) {
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
return HIT_RESULT_BACKFIRE;
}
// unknown alternate spiky top
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT)
&& targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP
@ -312,11 +312,11 @@ HitResult calc_partner_damage_enemy(void) {
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
return HIT_RESULT_BACKFIRE;
}
// check explode on ignition (duplicate of previous check)
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE
&& battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE
&& targetPart->eventFlags & (ACTOR_EVENT_FLAG_400 | ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION)
&& targetPart->eventFlags & (ACTOR_EVENT_FLAG_FIRE_EXPLODE | ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION)
) {
sfx_play_sound_at_position(SOUND_HIT_FIRE, SOUND_SPACE_MODE_0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
@ -369,7 +369,7 @@ HitResult calc_partner_damage_enemy(void) {
gBattleStatus.flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
}
if (targetPart->eventFlags & (ACTOR_EVENT_FLAG_80000 | ACTOR_EVENT_FLAG_ENCHANTED)) {
if (targetPart->eventFlags & (ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED | ACTOR_EVENT_FLAG_ENCHANTED)) {
battleStatus->currentAttackElement &= ~DAMAGE_TYPE_IGNORE_DEFENSE;
}
@ -569,7 +569,7 @@ HitResult calc_partner_damage_enemy(void) {
dispatchEvent = EVENT_FLIP_TRIGGER;
}
if (!(target->flags & ACTOR_FLAG_400)) {
if (!(target->flags & ACTOR_FLAG_FLIPPED)) {
tempBinary = TRUE;
}
}
@ -590,7 +590,7 @@ HitResult calc_partner_damage_enemy(void) {
dispatchEvent = EVENT_FLIP_TRIGGER;
}
if (!(target->flags & ACTOR_FLAG_400)) {
if (!(target->flags & ACTOR_FLAG_FLIPPED)) {
tempBinary = TRUE;
}
}
@ -671,7 +671,7 @@ HitResult calc_partner_damage_enemy(void) {
|| target->debuff == STATUS_SLEEP
|| target->debuff == STATUS_FROZEN
|| target->debuff == STATUS_STOP)
&& !(target->flags & ACTOR_FLAG_400)
&& !(target->flags & ACTOR_FLAG_FLIPPED)
) {
dispatchEvent = EVENT_SCARE_AWAY;
wasStatusInflicted = TRUE;
@ -713,7 +713,7 @@ HitResult calc_partner_damage_enemy(void) {
target->debuff == STATUS_PARALYZE ||
target->debuff == STATUS_SLEEP ||
target->debuff == STATUS_FROZEN ||
target->debuff == STATUS_STOP) && !(target->flags & ACTOR_FLAG_400)) {
target->debuff == STATUS_STOP) && !(target->flags & ACTOR_FLAG_FLIPPED)) {
dispatchEvent = EVENT_SCARE_AWAY;
wasStatusInflicted = TRUE;
retVal = 0;

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@ -164,7 +164,7 @@ EvtScript N(80220DC0) = {
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, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, TRUE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
@ -218,7 +218,7 @@ 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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(YieldTurn)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(SetActorPos, ACTOR_SELF, 300, 0, 0)
@ -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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, 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))
@ -424,11 +424,11 @@ EvtScript N(80221DE0) = {
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, -7)
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, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, 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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_RETURN
EVT_END
};
@ -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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, 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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, 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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80221CD4)))
EVT_END_IF
@ -712,7 +712,7 @@ EvtScript N(80222F1C) = {
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, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)

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@ -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, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, TRUE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
@ -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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(30)
@ -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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Paragoomba_Hyper_Run)
EVT_EXEC_WAIT(N(8021C94C))
@ -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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, 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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, 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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 2, EVT_PTR(N(idleAnimations_8021C594)))
EVT_END_IF
@ -823,7 +823,7 @@ EvtScript N(8021D9F4) = {
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, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, 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, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_END_SWITCH
EVT_CALL(GetActorVar, ACTOR_SELF, 1, LVar0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, LVar0)
@ -919,7 +919,7 @@ EvtScript N(8021E218) = {
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, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, TRUE)
EVT_WAIT(2)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
@ -972,7 +972,7 @@ 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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorPos, ACTOR_SELF, 300, 0, 0)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
@ -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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, 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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, 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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, 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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021F05C)))
EVT_END_IF

View File

@ -153,7 +153,7 @@ EvtScript N(802189D4) = {
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, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, TRUE)
EVT_WAIT(2)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
@ -206,7 +206,7 @@ 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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(YieldTurn)
EVT_CALL(SetActorPos, ACTOR_SELF, 300, 0, 0)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
@ -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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, 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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, 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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, 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, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219818)))
EVT_END_IF

View File

@ -160,7 +160,7 @@ EvtScript N(init_hole) = {
};
ActorBlueprint N(hole) = {
.flags = ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_40000 | ACTOR_FLAG_NO_ATTACK | ACTOR_FLAG_NO_DMG_APPLY,
.flags = ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_HIDE_HP_BAR | ACTOR_FLAG_NO_ATTACK | ACTOR_FLAG_NO_DMG_APPLY,
.type = ACTOR_TYPE_MONTY_HOLE,
.level = 9,
.maxHP = 5,

View File

@ -69,7 +69,7 @@ ActorPartBlueprint N(partsTable_80219114)[] = {
extern EvtScript N(init_80219160);
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_40000,
.flags = ACTOR_FLAG_HIDE_HP_BAR,
.type = ACTOR_TYPE_GOOMBARIO_TUTOR1,
.level = 99,
.maxHP = 99,

View File

@ -307,7 +307,7 @@ EvtScript N(8021D890) = {
EVT_CALL(SetActorType, ACTOR_SELF, 149)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_8021D498)))
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 32)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(GetIndexFromPos, ACTOR_SELF, LVar0)
EVT_MOD(LVar0, 4)

View File

@ -165,7 +165,7 @@ EvtScript N(80218944) = {
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, -7)
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, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_RETURN
EVT_END
};
@ -420,7 +420,7 @@ EvtScript N(802197AC) = {
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, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)

View File

@ -776,7 +776,7 @@ EvtScript N(becomeShyGuy) = {
EVT_CALL(SetPartFlags, ACTOR_SELF, 4, ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_4 | ACTOR_PART_FLAG_2000 | ACTOR_PART_FLAG_NO_TARGET)
EVT_EXEC_WAIT(N(8021BF8C))
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_SHY_GUY)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_80218744)))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)

View File

@ -335,7 +335,7 @@ EvtScript N(handleEvent_normal) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_flipped)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BonyBeetle_Anim08)
EVT_USE_BUF(N(bounceTable))
EVT_LOOP(20)
@ -557,7 +557,7 @@ EvtScript N(handleEvent_spiky) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_spiky_flipped)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BonyBeetle_Anim09)
EVT_USE_BUF(N(bounceTable))
EVT_LOOP(20)
@ -934,7 +934,7 @@ EvtScript N(handleEvent_flipped) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_flipped)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BonyBeetle_Anim1A)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_USE_BUF(N(bounceTable))
EVT_LOOP(20)
EVT_BUF_READ1(LVar0)
@ -1013,7 +1013,7 @@ EvtScript N(standUp) = {
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_STATE), N(STATE_NORMAL))
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_normal)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_END_IF
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
@ -1066,7 +1066,7 @@ EvtScript N(handleEvent_spiky_flipped) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_spiky_flipped)))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BonyBeetle_Anim1B)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_USE_BUF(N(bounceTable))
EVT_LOOP(20)
EVT_BUF_READ1(LVar0)
@ -1147,7 +1147,7 @@ EvtScript N(standUp_spiky) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_spiky)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_END_IF
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)

View File

@ -1065,13 +1065,13 @@ EvtScript N(attackHeavyJump) = {
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Land)
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar1)
EVT_IF_FLAG(LVar1, ACTOR_EVENT_FLAG_80000)
EVT_IF_FLAG(LVar1, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)//@bug checks wrong event flag, never uses 12 damage attack
EVT_SET(LVar0, 12)
EVT_ELSE
EVT_SET(LVar0, 6)
EVT_END_IF
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarF)
EVT_IF_NOT_FLAG(LVarF, ACTOR_EVENT_FLAG_80000)
EVT_IF_NOT_FLAG(LVarF, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_CALL(func_80269EAC, 24)
EVT_END_IF
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)

View File

@ -479,7 +479,7 @@ EvtScript N(useStarRod) = {
EVT_CALL(RemoveEffect, LVarF)
EVT_CALL(RemoveEffect, LVarE)
EVT_CALL(RemoveEffect, LVarD)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_80000, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED, TRUE)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 1, ACTOR_DECORATION_RADIAL_STAR_EMITTER)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_boosted)))
@ -712,7 +712,7 @@ EvtScript N(doTakeTurn) = {
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_TURN_COUNTER), LVar0)
EVT_IF_GT(LVar0, 1)
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar0)
EVT_IF_NOT_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
EVT_IF_NOT_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_TURNS_SINCE_LAST_STAR_BEAM), LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(1)
@ -918,7 +918,7 @@ EvtScript N(attackHeavyJump) = {
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Land)
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar1)
EVT_IF_FLAG(LVar1, ACTOR_EVENT_FLAG_80000)
EVT_IF_FLAG(LVar1, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_SET(LVar0, 16)
EVT_ELSE
EVT_SET(LVar0, 8)
@ -1119,7 +1119,7 @@ EvtScript N(attackClawSwipe) = {
EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar0)
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_SET(LVar0, 16)
EVT_CALL(func_80269EAC, 12)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
@ -1322,7 +1322,7 @@ EvtScript N(attackFlameBreath) = {
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar3)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar4)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_IF_FLAG(LVar3, ACTOR_EVENT_FLAG_80000)
EVT_IF_FLAG(LVar3, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_IF_NOT_FLAG(LVar4, STATUS_FLAG_SHRINK)
EVT_SUB(LVar0, 70)
EVT_ADD(LVar1, 35)
@ -1345,7 +1345,7 @@ EvtScript N(attackFlameBreath) = {
EVT_SUB(LVar3, 40)
EVT_SET(LVar4, 20)
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar6)
EVT_IF_FLAG(LVar6, ACTOR_EVENT_FLAG_80000)
EVT_IF_FLAG(LVar6, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_PLAY_EFFECT(EFFECT_FIRE_BREATH, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, 50, 1, 24, 0)
EVT_ELSE
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar7)
@ -1389,7 +1389,7 @@ EvtScript N(attackFlameBreath) = {
EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar0)
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_SET(LVar0, 20)
EVT_ELSE
EVT_SET(LVar0, 10)
@ -1579,7 +1579,7 @@ EvtScript N(attackLightningBlast) = {
EVT_WAIT(5)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar0)
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_SET(LVar0, 20)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_ELSE

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@ -228,7 +228,7 @@ EvtScript N(init) = {
EVT_EXEC(N(unkDecorationScript))
EVT_CALL(ModifyActorDecoration, ACTOR_SELF, 1, 0, 150, 150, 0, 0)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_A)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_80000, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED, TRUE)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 1, ACTOR_DECORATION_RADIAL_STAR_EMITTER)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_boosted)))
@ -460,7 +460,7 @@ EvtScript N(handleEvent) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, LVar4)
EVT_PLAY_EFFECT(EFFECT_SHIMMER_BURST, 1, LVar0, LVar1, LVar2, EVT_FLOAT(1.05), 50, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_80000, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_TURNS_SINCE_LAST_STAR_BEAM), 0)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable)))
@ -511,7 +511,7 @@ EvtScript N(doOnHit) = {
};
EvtScript N(onDeath) = {
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_80000, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED, FALSE)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 1)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_WAIT(14)
@ -738,7 +738,7 @@ EvtScript N(useStarRod) = {
EVT_CALL(RemoveEffect, LVarF)
EVT_CALL(RemoveEffect, LVarE)
EVT_CALL(RemoveEffect, LVarD)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_80000, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED, TRUE)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 1, ACTOR_DECORATION_RADIAL_STAR_EMITTER)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_boosted)))
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_boosted)))
@ -945,7 +945,7 @@ EvtScript N(doTakeTurn) = {
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_TURN_COUNTER), LVar0)
EVT_IF_GT(LVar0, 1)
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar0)
EVT_IF_NOT_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
EVT_IF_NOT_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_CALL(GetActorVar, ACTOR_SELF, N(VAR_TURNS_SINCE_LAST_STAR_BEAM), LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(1)
@ -1151,7 +1151,7 @@ EvtScript N(attackHeavyJump) = {
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BattleBowser_Land)
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar1)
EVT_IF_FLAG(LVar1, ACTOR_EVENT_FLAG_80000)
EVT_IF_FLAG(LVar1, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_SET(LVar0, 16)
EVT_ELSE
EVT_SET(LVar0, 8)
@ -1352,7 +1352,7 @@ EvtScript N(attackClawSwipe) = {
EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar0)
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_SET(LVar0, 16)
EVT_CALL(func_80269EAC, 12)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, DMG_STATUS_CHANCE(STATUS_FLAG_POISON, 3, 100), LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
@ -1555,7 +1555,7 @@ EvtScript N(attackFlameBreath) = {
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar3)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar4)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_IF_FLAG(LVar3, ACTOR_EVENT_FLAG_80000)
EVT_IF_FLAG(LVar3, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_IF_NOT_FLAG(LVar4, STATUS_FLAG_SHRINK)
EVT_SUB(LVar0, 70)
EVT_ADD(LVar1, 35)
@ -1578,7 +1578,7 @@ EvtScript N(attackFlameBreath) = {
EVT_SUB(LVar3, 40)
EVT_SET(LVar4, 20)
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar6)
EVT_IF_FLAG(LVar6, ACTOR_EVENT_FLAG_80000)
EVT_IF_FLAG(LVar6, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_PLAY_EFFECT(EFFECT_FIRE_BREATH, 0, LVar0, LVar1, LVar2, LVar3, LVar4, LVar5, 50, 1, 24, 0)
EVT_ELSE
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar7)
@ -1622,7 +1622,7 @@ EvtScript N(attackFlameBreath) = {
EVT_WAIT(2)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar0)
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_SET(LVar0, 20)
EVT_ELSE
EVT_SET(LVar0, 10)
@ -1812,7 +1812,7 @@ EvtScript N(attackLightningBlast) = {
EVT_WAIT(5)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetPartEventFlags, ACTOR_SELF, 1, LVar0)
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_80000)
EVT_IF_FLAG(LVar0, ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED)
EVT_SET(LVar0, 20)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, DAMAGE_TYPE_SHOCK | DAMAGE_TYPE_NO_CONTACT, 0, 0, LVar0, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_ELSE

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@ -53,7 +53,7 @@ ActorPartBlueprint N(parts)[] = {
.opacity = 255,
.idleAnimations = N(idleAnimations),
.defenseTable = N(defenseTable),
.eventFlags = ACTOR_EVENT_FLAG_400,
.eventFlags = ACTOR_EVENT_FLAG_FIRE_EXPLODE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -6 },
},

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@ -689,7 +689,7 @@ EvtScript N(onDeath) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 5, 2)
EVT_EXEC_WAIT(N(8022630C))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_2000 | ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_40000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HIDE_HP_BAR, TRUE)
EVT_ELSE
EVT_EXEC_WAIT(N(onHit))
EVT_RETURN

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@ -1567,9 +1567,9 @@ EvtScript N(onDeath) = {
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_LAVA_PIRANHA_PHASE_2)
EVT_CALL(SetActorType, ACTOR_ENEMY1, ACTOR_TYPE_LAVA_BUD_PHASE_2)
EVT_CALL(SetActorType, ACTOR_ENEMY2, ACTOR_TYPE_LAVA_BUD_PHASE_2)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY1, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY2, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY1, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY2, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(GetEnemyMaxHP, ACTOR_SELF, LVar0)
EVT_CALL(SetEnemyHP, ACTOR_SELF, LVar0)
EVT_CALL(GetEnemyMaxHP, ACTOR_ENEMY1, LVar0)
@ -1897,7 +1897,7 @@ EvtScript N(ignite) = {
EVT_CALL(SetActorVar, ACTOR_ENEMY1, 8, ANIM_LavaBud_Anim0B)
EVT_CALL(SetActorVar, ACTOR_ENEMY1, 5, 1)
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY1, 2, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY1, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY1, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CASE_EQ(ACTOR_ENEMY2)
EVT_CALL(SetActorVar, ACTOR_ENEMY2, 10, 35)
EVT_CALL(GetAnimatedPositionByTreeIndex, VINE_2, 8, LVar1, LVar2, LVar3)
@ -1918,7 +1918,7 @@ EvtScript N(ignite) = {
EVT_CALL(SetActorVar, ACTOR_ENEMY2, 8, ANIM_LavaBud_Anim0B)
EVT_CALL(SetActorVar, ACTOR_ENEMY2, 5, 1)
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY2, 2, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY2, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY2, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CASE_DEFAULT
EVT_CALL(SetActorVar, ACTOR_ENEMY0, 10, 70)
EVT_CALL(GetAnimatedPositionByTreeIndex, VINE_0, 10, LVar1, LVar2, LVar3)
@ -1939,7 +1939,7 @@ EvtScript N(ignite) = {
EVT_CALL(SetActorVar, ACTOR_ENEMY0, 8, ANIM_LavaPiranha_Anim0A)
EVT_CALL(SetActorVar, ACTOR_ENEMY0, 5, 1)
EVT_CALL(ForceHomePos, ACTOR_SELF, 61, 61, 0)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_END_SWITCH
EVT_RETURN
EVT_END

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@ -174,7 +174,7 @@ EvtScript N(8021A12C) = {
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HP_OFFSET_BELOW, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, 16, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, 0x00001000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Chan_ToppledHurt)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -377,7 +377,7 @@ EvtScript N(handleEvent_8021AAB8) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 9, 1)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_80219D6C)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219F08)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Chan_Hurt)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
EVT_THREAD
@ -714,7 +714,7 @@ EvtScript N(takeTurn_Chan) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_80219D50)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80219E70)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8021A11C)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)

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@ -387,7 +387,7 @@ EvtScript N(80229F08) = {
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_8022B19C)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_8022B310)))
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_SHY_GUY)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_ELSE

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@ -84,7 +84,7 @@ ActorPartBlueprint N(parts)[] = {
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_40000,
.flags = ACTOR_FLAG_HIDE_HP_BAR,
.type = ACTOR_TYPE_GENERAL_GUY,
.level = 73,
.maxHP = 10,

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@ -76,7 +76,7 @@ ActorPartBlueprint N(parts)[] = {
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_80 | ACTOR_FLAG_40000,
.flags = ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_80 | ACTOR_FLAG_HIDE_HP_BAR,
.type = ACTOR_TYPE_LIGHT_BULB,
.level = 0,
.maxHP = 8,

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@ -136,7 +136,7 @@ ActorPartBlueprint N(parts)[] = {
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_40000,
.flags = ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_HIDE_HP_BAR,
.type = ACTOR_TYPE_TOY_TANK,
.level = 0,
.maxHP = 30,
@ -715,7 +715,7 @@ EvtScript N(start_battle_with_tank) = {
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY0, 1, ACTOR_PART_FLAG_20000000, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY2, 1, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY1, 2, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY1, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY1, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CALL(HPBarToHome, ACTOR_ENEMY1)
EVT_CALL(SetActorVar, ACTOR_ENEMY0, 0, 1)
EVT_CALL(SetAnimation, ACTOR_ENEMY0, 1, ANIM_GeneralGuy_Anim02)

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@ -785,7 +785,7 @@ EvtScript N(fallOff) = {
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(shy_guy_idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(shy_guy_handleEvent)))
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_SHY_GUY)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(GetActorSize, ACTOR_SELF, LVar0, LVar1)

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@ -154,7 +154,7 @@ ActorPartBlueprint N(parts)[] = {
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_40000,
.flags = ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_HIDE_HP_BAR,
.type = ACTOR_TYPE_SHY_GUY_DUP,
.level = 0,
.maxHP = 10,

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@ -67,7 +67,7 @@ ActorPartBlueprint N(parts)[] = {
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_TARGET_ONLY | ACTOR_FLAG_40000 | ACTOR_FLAG_NO_ATTACK,
.flags = ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_TARGET_ONLY | ACTOR_FLAG_HIDE_HP_BAR | ACTOR_FLAG_NO_ATTACK,
.type = ACTOR_TYPE_GULPIT_ROCKS,
.level = 0,
.maxHP = 1,

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@ -399,7 +399,7 @@ EvtScript N(handleEvent) = {
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_flipped)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -5, 15)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, 0)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_KoopaTroopa_Dark_Hurt)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
EVT_THREAD
@ -831,7 +831,7 @@ EvtScript N(standUp) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -4, 32)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -4)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP)
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_SWITCH(LVar0)

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@ -632,7 +632,7 @@ EvtScript N(fall) = {
EVT_CALL(BindNextTurn, ACTOR_SELF, 0)
EVT_EXEC_WAIT(N(init_koopa))
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_DARK_KOOPA)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_IF_NE(LVarA, 0)
@ -949,7 +949,7 @@ EvtScript N(handleEvent_koopa) = {
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_koopa_flipped)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -5, 15)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, 0)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_KoopaTroopa_Dark_Hurt)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
EVT_THREAD
@ -1381,7 +1381,7 @@ EvtScript N(koopa_standUp) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -4, 32)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -4)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP)
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_SWITCH(LVar0)

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@ -544,7 +544,7 @@ EvtScript N(fall) = {
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_gloomba)))
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_GLOOMBA)
EVT_EXEC_WAIT(N(init_gloomba))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_RETURN

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@ -864,7 +864,7 @@ EvtScript N(charge) = {
EVT_PLAY_EFFECT(EFFECT_SNAKING_STATIC, 0, LVar0, LVar1, LVar2, LVar3, -1, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, LVarF)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_35C)
EVT_CALL(SetPartEventFlags, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000 | ACTOR_EVENT_FLAG_ELECTRIFIED)
EVT_CALL(SetPartEventFlags, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED | ACTOR_EVENT_FLAG_ELECTRIFIED)
EVT_CALL(func_8026ED20, ACTOR_SELF, 1, 1)
EVT_CALL(func_8026EA7C, ACTOR_SELF, 1, 4)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_charged)))

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@ -875,7 +875,7 @@ EvtScript N(enrage) = {
EVT_CALL(func_8026EBF8, ACTOR_SELF, 1, 0, 2, 0, 6, 12, 6, 0, 0)
EVT_CALL(func_8026EA7C, ACTOR_SELF, 1, 15)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_enraged)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, TRUE)
EVT_RETURN
EVT_END
};
@ -884,7 +884,7 @@ EvtScript N(unEnrage) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
EVT_CALL(func_8026ED20, ACTOR_SELF, 1, 0)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_RETURN
EVT_END
};

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@ -48,7 +48,7 @@ ActorPartBlueprint N(partsTable_80219018)[] = {
.opacity = 255,
.idleAnimations = N(idleAnimations_80219064),
.defenseTable = N(defenseTable_80218F60),
.eventFlags = ACTOR_EVENT_FLAG_400,
.eventFlags = ACTOR_EVENT_FLAG_FIRE_EXPLODE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -6 },
},

View File

@ -64,7 +64,7 @@ ActorPartBlueprint N(partsTable_8022B564)[] = {
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_40000 | ACTOR_FLAG_NO_ATTACK,
.flags = ACTOR_FLAG_HIDE_HP_BAR | ACTOR_FLAG_NO_ATTACK,
.type = ACTOR_TYPE_BLUE_NINJAKOOPA,
.level = 17,
.maxHP = 5,
@ -278,7 +278,7 @@ EvtScript N(8022B6E8) = {
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8022B6DC)))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -324,7 +324,7 @@ EvtScript N(8022B6E8) = {
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8022B6DC)))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)

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@ -1726,7 +1726,7 @@ EvtScript N(8021F630) = {
EVT_WAIT(30)
EVT_CALL(func_80218350_4B1540)
EVT_CALL(ActorSpeak, MSG_CH1_0107, ACTOR_ENEMY1, 1, -1, -1)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_40000 | ACTOR_FLAG_NO_DMG_APPLY, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HIDE_HP_BAR | ACTOR_FLAG_NO_DMG_APPLY, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
@ -1735,19 +1735,19 @@ EvtScript N(8021F630) = {
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle_802239BC)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent_802242FC)))
EVT_CALL(BindNextTurn, ACTOR_SELF, EVT_PTR(N(nextTurn_80225438)))
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY0, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY0, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY0, 1, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(HPBarToHome, ACTOR_ENEMY0)
EVT_CALL(SetAnimation, ACTOR_ENEMY0, 1, ANIM_KoopaBros_Green_Anim04)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY1, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY1, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY1, 1, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(HPBarToHome, ACTOR_ENEMY1)
EVT_CALL(SetAnimation, ACTOR_ENEMY1, 1, ANIM_KoopaBros_Yellow_Anim04)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY2, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY2, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY2, 1, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(HPBarToHome, ACTOR_ENEMY2)
EVT_CALL(SetAnimation, ACTOR_ENEMY2, 1, ANIM_KoopaBros_Black_Anim04)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY3, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_ENEMY3, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_ENEMY3, 1, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(HPBarToHome, ACTOR_ENEMY3)
EVT_CALL(SetAnimation, ACTOR_ENEMY3, 1, ANIM_KoopaBros_Red_Anim04)
@ -1929,7 +1929,7 @@ EvtScript N(80220588) = {
EVT_CASE_EQ(ACTOR_ENEMY3)
EVT_CALL(SetAnimation, LVarA, 1, ANIM_KoopaBros_Red_Anim04)
EVT_END_SWITCH
EVT_CALL(SetActorFlagBits, LVarA, ACTOR_FLAG_40000, TRUE)
EVT_CALL(SetActorFlagBits, LVarA, ACTOR_FLAG_HIDE_HP_BAR, TRUE)
EVT_CALL(SetPartFlagBits, LVarA, 1, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(HPBarToHome, LVarA)
EVT_CALL(SetActorVar, LVarA, 1, 3)
@ -1977,7 +1977,7 @@ EvtScript N(80220588) = {
EVT_CASE_EQ(ACTOR_ENEMY3)
EVT_CALL(SetAnimation, LVarA, 1, ANIM_KoopaBros_Red_Anim05)
EVT_END_SWITCH
EVT_CALL(SetActorFlagBits, LVarA, ACTOR_FLAG_40000, TRUE)
EVT_CALL(SetActorFlagBits, LVarA, ACTOR_FLAG_HIDE_HP_BAR, TRUE)
EVT_CALL(SetPartFlagBits, LVarA, 1, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(HPBarToHome, LVarA)
EVT_CALL(SetActorVar, LVarA, 1, 6)
@ -2043,7 +2043,7 @@ EvtScript N(80220588) = {
EVT_CASE_EQ(ACTOR_ENEMY3)
EVT_CALL(SetAnimation, LVarA, 1, ANIM_KoopaBros_Red_Anim05)
EVT_END_SWITCH
EVT_CALL(SetActorFlagBits, LVarA, ACTOR_FLAG_40000, TRUE)
EVT_CALL(SetActorFlagBits, LVarA, ACTOR_FLAG_HIDE_HP_BAR, TRUE)
EVT_CALL(SetPartFlagBits, LVarA, 1, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(HPBarToHome, LVarA)
EVT_CALL(SetActorVar, LVarA, 1, 5)
@ -2109,7 +2109,7 @@ EvtScript N(80220588) = {
EVT_CASE_EQ(ACTOR_ENEMY3)
EVT_CALL(SetAnimation, LVarA, 1, ANIM_KoopaBros_Red_Anim05)
EVT_END_SWITCH
EVT_CALL(SetActorFlagBits, LVarA, ACTOR_FLAG_40000, TRUE)
EVT_CALL(SetActorFlagBits, LVarA, ACTOR_FLAG_HIDE_HP_BAR, TRUE)
EVT_CALL(SetPartFlagBits, LVarA, 1, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(HPBarToHome, LVarA)
EVT_CALL(SetActorVar, LVarA, 1, 4)
@ -2253,7 +2253,7 @@ EvtScript N(80221DB4) = {
EVT_ADD(LVar1, 19)
EVT_PLAY_EFFECT(EFFECT_LENS_FLARE, 0, LVar0, LVar1, LVar2, 30, 0)
EVT_WAIT(30)
EVT_CALL(SetActorFlagBits, LVarA, ACTOR_FLAG_40000, TRUE)
EVT_CALL(SetActorFlagBits, LVarA, ACTOR_FLAG_HIDE_HP_BAR, TRUE)
EVT_CALL(SetPartFlagBits, LVarA, 1, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(HPBarToHome, LVarA)
EVT_CALL(SetActorVar, LVarA, 1, 3)
@ -2329,7 +2329,7 @@ EvtScript N(80221DB4) = {
EVT_CASE_EQ(ACTOR_ENEMY3)
EVT_CALL(SetAnimation, LVarA, 1, ANIM_KoopaBros_Red_Anim05)
EVT_END_SWITCH
EVT_CALL(SetActorFlagBits, LVarA, ACTOR_FLAG_40000, TRUE)
EVT_CALL(SetActorFlagBits, LVarA, ACTOR_FLAG_HIDE_HP_BAR, TRUE)
EVT_CALL(SetPartFlagBits, LVarA, 1, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(HPBarToHome, LVarA)
EVT_CALL(SetActorVar, LVarA, 1, 4)

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@ -64,7 +64,7 @@ ActorPartBlueprint N(partsTable_80225624)[] = {
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_40000 | ACTOR_FLAG_NO_ATTACK,
.flags = ACTOR_FLAG_HIDE_HP_BAR | ACTOR_FLAG_NO_ATTACK,
.type = ACTOR_TYPE_GREEN_NINJAKOOPA,
.level = 16,
.maxHP = 5,
@ -278,7 +278,7 @@ EvtScript N(802257A8) = {
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8022579C)))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -324,7 +324,7 @@ EvtScript N(802257A8) = {
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8022579C)))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)

View File

@ -64,7 +64,7 @@ ActorPartBlueprint N(partsTable_802285C4)[] = {
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_40000 | ACTOR_FLAG_NO_ATTACK,
.flags = ACTOR_FLAG_HIDE_HP_BAR | ACTOR_FLAG_NO_ATTACK,
.type = ACTOR_TYPE_RED_NINJAKOOPA,
.level = 17,
.maxHP = 5,
@ -278,7 +278,7 @@ EvtScript N(80228748) = {
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8022873C)))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -324,7 +324,7 @@ EvtScript N(80228748) = {
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8022873C)))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)

View File

@ -64,7 +64,7 @@ ActorPartBlueprint N(partsTable_8022E504)[] = {
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_40000 | ACTOR_FLAG_NO_ATTACK,
.flags = ACTOR_FLAG_HIDE_HP_BAR | ACTOR_FLAG_NO_ATTACK,
.type = ACTOR_TYPE_YELLOW_NINJAKOOPA,
.level = 16,
.maxHP = 5,
@ -278,7 +278,7 @@ EvtScript N(8022E688) = {
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8022E67C)))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -324,7 +324,7 @@ EvtScript N(8022E688) = {
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8022E67C)))
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_40000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HIDE_HP_BAR, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)

View File

@ -65,7 +65,7 @@ ActorPartBlueprint N(ActorParts)[] = {
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_40000 | ACTOR_FLAG_NO_ATTACK,
.flags = ACTOR_FLAG_HIDE_HP_BAR | ACTOR_FLAG_NO_ATTACK,
.type = ACTOR_TYPE_ELDSTAR,
.level = 99,
.maxHP = 99,

View File

@ -172,7 +172,7 @@ EvtScript N(fallOff) = {
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HP_OFFSET_BELOW, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_FLIPABLE, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BuzzyBeetle_Anim08)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -374,7 +374,7 @@ EvtScript N(handleEvent) = {
EVT_CALL(SetActorVar, ACTOR_SELF, 9, 1)
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_flipped)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_BuzzyBeetle_Anim07)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
EVT_THREAD
@ -711,7 +711,7 @@ EvtScript N(takeTurn) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_normal)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)

View File

@ -111,7 +111,7 @@ ActorPartBlueprint N(parts_flying)[] = {
.opacity = 255,
.idleAnimations = N(idleAnimations2),
.defenseTable = N(defenseTable_flying),
.eventFlags = ACTOR_EVENT_FLAG_800000,
.eventFlags = ACTOR_EVENT_FLAG_RIDING_BROOMSTICK,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
},
@ -395,7 +395,7 @@ EvtScript N(knockOff) = {
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_GRAY_MAGIKOOPA)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable)))
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 32)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(GetIndexFromPos, ACTOR_SELF, LVar0)
EVT_MOD(LVar0, 4)

View File

@ -113,7 +113,7 @@ ActorPartBlueprint N(parts_flying)[] = {
.opacity = 255,
.idleAnimations = N(idleAnimations2),
.defenseTable = N(defenseTable_flying),
.eventFlags = ACTOR_EVENT_FLAG_800000,
.eventFlags = ACTOR_EVENT_FLAG_RIDING_BROOMSTICK,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
},
@ -397,7 +397,7 @@ EvtScript N(knockOff) = {
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_GREEN_MAGIKOOPA)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable)))
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 32)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(GetIndexFromPos, ACTOR_SELF, LVar0)
EVT_MOD(LVar0, 4)

View File

@ -286,7 +286,7 @@ EvtScript N(handleEvent) = {
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_flipped)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -5, 15)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, 0)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_KoopaTroopa_Hurt)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
@ -485,7 +485,7 @@ EvtScript N(takeTurn) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -4, 32)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -4)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)

View File

@ -405,7 +405,7 @@ EvtScript N(handleEvent) = {
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -5, 15)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Koopatrol_Anim0B)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
EVT_THREAD
@ -463,7 +463,7 @@ EvtScript N(handleEvent) = {
EVT_IF_NOT_FLAG(LVarA, STATUS_FLAG_DEFENSE_BOOST | STATUS_FLAG_ATTACK_BOOST)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_END_IF
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_Koopatrol_Anim08)
EVT_EXEC_WAIT(DoImmune)
@ -681,7 +681,7 @@ EvtScript N(attackShellToss) = {
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -4, 32)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -4)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
@ -839,7 +839,7 @@ EvtScript N(attackShellMissile) = {
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_STATE), N(STATE_CHARGED))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_charged)))
EVT_CALL(EnableActorGlow, ACTOR_SELF, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, TRUE)
EVT_WAIT(10)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
@ -895,7 +895,7 @@ EvtScript N(attackShellMissile) = {
EVT_IF_NOT_FLAG(LVarA, STATUS_FLAG_DEFENSE_BOOST | STATUS_FLAG_ATTACK_BOOST)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_END_IF
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(YieldTurn)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(SetActorPos, ACTOR_SELF, 300, 0, 0)
@ -960,7 +960,7 @@ EvtScript N(attackShellMissile) = {
EVT_IF_NOT_FLAG(LVarA, STATUS_FLAG_DEFENSE_BOOST | STATUS_FLAG_ATTACK_BOOST)
EVT_CALL(EnableActorGlow, ACTOR_SELF, FALSE)
EVT_END_IF
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(SetActorPos, ACTOR_SELF, 300, 0, 0)
EVT_SET_CONST(LVar0, 1)

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@ -139,7 +139,7 @@ ActorPartBlueprint N(parts_flying)[] = {
.opacity = 255,
.idleAnimations = N(idleAnimations_flying),
.defenseTable = N(defenseTable_flying),
.eventFlags = ACTOR_EVENT_FLAG_800000,
.eventFlags = ACTOR_EVENT_FLAG_RIDING_BROOMSTICK,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
},
@ -359,7 +359,7 @@ EvtScript N(knockOff) = {
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_MAGIKOOPA)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable)))
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 32)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(GetIndexFromPos, ACTOR_SELF, LVar0)
EVT_MOD(LVar0, 4)
@ -488,9 +488,9 @@ EvtScript N(removeClone) = {
EVT_CALL(SetActorVar, ACTOR_SELF, N(VAR_CLONE_ID), -1)
EVT_CALL(GetActorFlags, ACTOR_SELF, LVarA)
EVT_IF_FLAG(LVarA, ACTOR_FLAG_FLYING)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_ELSE
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, FALSE)
EVT_END_IF
EVT_CALL(GetActorPos, LVar0, LVar1, LVar2, LVar3)
EVT_CALL(RemoveActor, LVar0)
@ -1476,9 +1476,9 @@ EvtScript N(makeClone) = {
EVT_CALL(ForceHomePos, LVar9, LVar0, LVar1, LVar2)
EVT_CALL(HPBarToHome, LVar9)
EVT_IF_EQ(LocalFlag(0), 0)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_400000, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_ATTACK_CHARGED, TRUE)
EVT_ELSE
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_400000, TRUE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 2, ACTOR_EVENT_FLAG_ATTACK_CHARGED, TRUE)
EVT_END_IF
EVT_IF_EQ(LocalFlag(0), 0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Magikoopa_Anim01)

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@ -156,7 +156,7 @@ EvtScript N(init_hole) = {
};
ActorBlueprint N(hole) = {
.flags = ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_40000 | ACTOR_FLAG_NO_ATTACK | ACTOR_FLAG_NO_DMG_APPLY,
.flags = ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_HIDE_HP_BAR | ACTOR_FLAG_NO_ATTACK | ACTOR_FLAG_NO_DMG_APPLY,
.type = ACTOR_TYPE_MONTY_HOLE,
.level = 9,
.maxHP = 5,

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@ -541,7 +541,7 @@ EvtScript N(8021C574) = {
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_8021B128)))
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_GOOMBA)
EVT_EXEC_WAIT(N(8021CB94))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_RETURN

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@ -629,7 +629,7 @@ EvtScript N(802204DC) = {
EVT_CALL(BindNextTurn, ACTOR_SELF, 0)
EVT_EXEC_WAIT(N(80220B84))
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_KOOPA_TROOPA)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_IF_NE(LVarA, 0)
@ -843,7 +843,7 @@ EvtScript N(handleEvent_80221228) = {
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_80220B38)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -5, 15)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, 0, 0)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_KoopaTroopa_Hurt)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
@ -1042,7 +1042,7 @@ EvtScript N(takeTurn_80221DAC) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_8021EAD0)))
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -4, 32)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -4)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)

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@ -99,7 +99,7 @@ ActorPartBlueprint N(parts_flying)[] = {
.opacity = 255,
.idleAnimations = N(idleAnimations1),
.defenseTable = N(defenseTable_flying),
.eventFlags = ACTOR_EVENT_FLAG_800000,
.eventFlags = ACTOR_EVENT_FLAG_RIDING_BROOMSTICK,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -5, -12 },
},
@ -395,7 +395,7 @@ EvtScript N(knockOff) = {
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_RED_MAGIKOOPA)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable)))
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 32)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(GetIndexFromPos, ACTOR_SELF, LVar0)
EVT_MOD(LVar0, 4)

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@ -59,7 +59,7 @@ ActorPartBlueprint N(parts)[] = {
};
ActorBlueprint N(slot_machine_stop) = {
.flags = ACTOR_FLAG_DISABLED | ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_TARGET_ONLY | ACTOR_FLAG_40000 | ACTOR_FLAG_NO_ATTACK,
.flags = ACTOR_FLAG_DISABLED | ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_TARGET_ONLY | ACTOR_FLAG_HIDE_HP_BAR | ACTOR_FLAG_NO_ATTACK,
.type = ACTOR_TYPE_SLOT_MACHINE_STOP,
.level = 99,
.maxHP = 99,
@ -82,7 +82,7 @@ ActorBlueprint N(slot_machine_stop) = {
};
ActorBlueprint N(slot_machine_start) = {
.flags = ACTOR_FLAG_DISABLED | ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_TARGET_ONLY | ACTOR_FLAG_40000 | ACTOR_FLAG_NO_ATTACK,
.flags = ACTOR_FLAG_DISABLED | ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_TARGET_ONLY | ACTOR_FLAG_HIDE_HP_BAR | ACTOR_FLAG_NO_ATTACK,
.type = ACTOR_TYPE_SLOT_MACHINE_START,
.level = 99,
.maxHP = 99,

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@ -172,7 +172,7 @@ EvtScript N(spikeTop_FallDown) = {
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_HP_OFFSET_BELOW, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_FLIPABLE, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_SpikeTop_Anim15)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
@ -376,7 +376,7 @@ EvtScript N(spikeTop_HandleEvent_Floor) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_8021C8CC)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021CA68)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_SpikeTop_Anim13)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
EVT_THREAD
@ -714,7 +714,7 @@ EvtScript N(spikeTop_TakeTurn_Floor) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_8021C9D0)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_SPIKY_TOP, TRUE)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)

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@ -245,7 +245,7 @@ EvtScript N(handleEvent) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable_flipped)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations_flipped)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_200000, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_USE_BUF(N(bounceArray))
EVT_LOOP(19)
EVT_BUF_READ1(LVar0)
@ -385,7 +385,7 @@ EvtScript N(takeTurn) = {
EVT_CALL(SetDefenseTable, ACTOR_SELF, 1, EVT_PTR(N(defenseTable)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(idleAnimations)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, 1, ACTOR_EVENT_FLAG_200000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_400, FALSE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)

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@ -69,7 +69,7 @@ ActorPartBlueprint N(parts)[] = {
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_40000,
.flags = ACTOR_FLAG_NO_SHADOW | ACTOR_FLAG_HIDE_HP_BAR,
.type = ACTOR_TYPE_WHACKA,
.level = 0,
.maxHP = 99,

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@ -108,7 +108,7 @@ ActorPartBlueprint N(partsTable_80223CB4)[] = {
.opacity = 255,
.idleAnimations = N(idleAnimations_80223DBC),
.defenseTable = N(defenseTable_80223B2C),
.eventFlags = ACTOR_EVENT_FLAG_800000,
.eventFlags = ACTOR_EVENT_FLAG_RIDING_BROOMSTICK,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
},
@ -400,7 +400,7 @@ EvtScript N(knockOff) = {
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_WHITE_MAGIKOOPA)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable_80223B38)))
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 32)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(GetIndexFromPos, ACTOR_SELF, LVar0)
EVT_MOD(LVar0, 4)

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@ -110,7 +110,7 @@ ActorPartBlueprint N(parts_flying)[] = {
.opacity = 255,
.idleAnimations = N(idleAnimations_flying),
.defenseTable = N(defenseTable_flying),
.eventFlags = ACTOR_EVENT_FLAG_800000,
.eventFlags = ACTOR_EVENT_FLAG_RIDING_BROOMSTICK,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
},
@ -394,7 +394,7 @@ EvtScript N(knockOff) = {
EVT_CALL(SetActorType, ACTOR_SELF, ACTOR_TYPE_YELLOW_MAGIKOOPA)
EVT_CALL(SetStatusTable, ACTOR_SELF, EVT_PTR(N(statusTable)))
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 32)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_1000, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_TYPE_CHANGED, TRUE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(GetIndexFromPos, ACTOR_SELF, LVar0)
EVT_MOD(LVar0, 4)

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@ -585,7 +585,7 @@ API_CALLABLE(N(ProcessPeachStarBeam)) {
if (script->functionTemp[1] == 0) {
N(starBeamStage) = 1;
if (script->functionTemp[2] == 0 && player->targetListLength == 1) {
if (get_actor_part(get_actor(player->targetActorID), player->targetPartIndex)->eventFlags & ACTOR_EVENT_FLAG_80000) {
if (get_actor_part(get_actor(player->targetActorID), player->targetPartIndex)->eventFlags & ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED) {
script->functionTemp[0] = PEACH_STAR_BEAM_IMMUNE;
} else {
script->functionTemp[1] = 15;

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@ -38,7 +38,7 @@ API_CALLABLE(func_802A163C_79070C) {
Actor* target = get_actor(actor->targetActorID);
ActorPart* part = get_actor_part(target, actor->targetPartIndex);
s32 flag1 = ACTOR_FLAG_NO_DMG_APPLY; // these manual flag ones are necessary to match. once we figure out flags, we can add more
s32 flag2 = ACTOR_EVENT_FLAG_80000;
s32 flag2 = ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED;
script->varTable[0] = 0;

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@ -4,7 +4,7 @@
#ifndef BOWSER_LARGE
#define BOWSER_FLAG_TOCHECK ACTOR_EVENT_FLAG_ENCHANTED
#else
#define BOWSER_FLAG_TOCHECK ACTOR_EVENT_FLAG_80000
#define BOWSER_FLAG_TOCHECK ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED
#endif
API_CALLABLE(N(UnkBowserFunc1)) {