2#include "sprite/player.h"
56 .level = ACTOR_LEVEL_HURT_PLANT,
57 .onInteract = &N(EVS_NpcInteract_HurtPlant),
58 .ai = &N(EVS_NpcAI_HurtPlant),
59 .onDefeat = &N(EVS_NpcDefeat_HurtPlant),
62AnimID N(ExtraAnims_HurtPlant)[] = {
63 ANIM_HurtPlant_Anim00,
64 ANIM_HurtPlant_Anim01,
65 ANIM_HurtPlant_Anim02,
66 ANIM_HurtPlant_Anim08,
70#define HURT_PLANT_FLAGS \
71 BASE_PASSIVE_FLAGS | ENEMY_FLAG_USE_INSPECT_ICON | ENEMY_FLAG_DO_NOT_AUTO_FACE_PLAYER
@ SOUND_HURT_PLANT_SHRIEK
ApiStatus PlaySoundAtNpc(Evt *script, b32 isInitialCall)
ApiStatus SetTimeFreezeMode(Evt *script, b32 isInitialCall)
ApiStatus StartBattle(Evt *script, b32 isInitialCall)
ApiStatus SetPlayerAnimation(Evt *script, b32 isInitialCall)
ApiStatus DisablePlayerInput(Evt *script, b32 isInitialCall)
Disables player and partner input, and disables the status menu.
ApiStatus EnableNpcShadow(Evt *script, b32 isInitialCall)
ApiStatus SetNpcAnimation(Evt *script, b32 isInitialCall)
ApiStatus SetEnemyFlagBits(Evt *script, b32 isInitialCall)
ApiStatus BindNpcAI(Evt *script, b32 isInitialCall)
ApiStatus RemoveNpc(Evt *script, b32 isInitialCall)
ApiStatus DoNpcDefeat(Evt *script, b32 isInitialCall)
ApiStatus NpcFacePlayer(Evt *script, b32 isInitialCall)
ApiStatus SetSelfVar(Evt *script, b32 isInitialCall)
ApiStatus GetBattleOutcome(Evt *script, b32 isInitialCall)
ApiStatus GetSelfVar(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 Goto(LABEL_ID)
Moves execution to the given label.
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
#define EndIf
Marks the end of an if statement or an else block.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define SetGroup(GROUP)
Sets the current thread's group. Group value meanings are currently not known.
#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.