7EvtScript N(EVS_NpcDefeat_HammerBros_Hammer) = {
28 .alertRadius = 120.0f,
29 .alertOffsetDist = 20.0f,
30 .playerSearchInterval = 5,
33 .chaseUpdateInterval = 3,
34 .chaseRadius = 140.0f,
35 .chaseOffsetDist = 20.0f,
43 Call(N(RangedAttackAI_Main),
Ref(N(AISettings_HammerBros)))
51 .level = ACTOR_LEVEL_HAMMER_BROS,
52 .ai = &N(EVS_NpcAI_HammerBros),
60 .alertOffsetDist = 1.4f,
61 .playerSearchInterval = -1,
64EvtScript N(EVS_NpcAI_HammerBros_Hammer) = {
68 Call(N(ProjectileAI_Main),
Ref(N(AISettings_HammerBros_Hammer)))
73EvtScript N(EVS_NoAI_HammerBros_Hammer) = {
78EvtScript N(EVS_NpcHit_HammerBros_Hammer) = {
79 Call(N(GetEncounterEnemyIsOwner))
89 Call(N(ProjectileAI_Reflect))
114 .ai = &N(EVS_NpcAI_HammerBros_Hammer),
115 .onHit = &N(EVS_NpcHit_HammerBros_Hammer),
116 .onDefeat = &N(EVS_NpcDefeat_HammerBros_Hammer),
120AnimID N(ExtraAnims_HammerBros_Hammer)[] = {
121 ANIM_HammerBros_Anim0D,
@ ENCOUNTER_TRIGGER_HAMMER
@ ENCOUNTER_TRIGGER_PARTNER
ApiStatus GetNpcPos(Evt *script, b32 isInitialCall)
ApiStatus SetEnemyFlagBits(Evt *script, b32 isInitialCall)
ApiStatus BindNpcAI(Evt *script, b32 isInitialCall)
ApiStatus RemoveNpc(Evt *script, b32 isInitialCall)
ApiStatus SetNpcPos(Evt *script, b32 isInitialCall)
ApiStatus GetOwnerEncounterTrigger(Evt *script, b32 isInitialCall)
ApiStatus OnPlayerFled(Evt *script, b32 isInitialCall)
ApiStatus SetBattleAsScripted(Evt *script, b32 isInitialCall)
ApiStatus SetSelfVar(Evt *script, b32 isInitialCall)
ApiStatus GetBattleOutcome(Evt *script, b32 isInitialCall)
#define Switch(LVAR)
Marks the start of a switch statement.
#define Ref(sym)
Address/pointer constant.
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
#define EndIf
Marks the end of an if statement or an else block.
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
#define NPC_DISPOSE_LOCATION
#define PlayEffect(args...)
#define EndSwitch
Marks the end of a switch statement and any case.
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define Return
Kills the current EVT thread.
#define ANIM_LIST_END
Terminates an extraAnimationList.