9EvtScript N(EVS_NpcDefeat_MontyMole_Stone) = {
29 .alertRadius = 110.0f,
30 .playerSearchInterval = 2,
32 .chaseRadius = 110.0f,
36EvtScript N(EVS_NpcAI_MontyMole_StoneThrower) = {
43 Call(N(MontyMoleAI_Main),
Ref(N(AISettings_MontyMole_StoneThrower)))
48NpcSettings N(NpcSettings_MontyMole_StoneThrower) = {
51 .level = ACTOR_LEVEL_MONTY_MOLE,
52 .ai = &N(EVS_NpcAI_MontyMole_StoneThrower),
61 .alertOffsetDist = 0.4f,
62 .playerSearchInterval = -1,
70 Call(N(ProjectileAI_Main),
Ref(N(AISettings_MontyMole_Stone)))
75EvtScript N(EVS_NpcHit_MontyMole_Stone_DoNothing) = {
80EvtScript N(EVS_NpcHit_MontyMole_Stone) = {
81 Call(N(GetEncounterEnemyIsOwner))
92 Call(N(ProjectileAI_Reflect))
116 .ai = &N(EVS_NpcAI_MontyMole_Stone),
117 .onHit = &N(EVS_NpcHit_MontyMole_Stone),
118 .onDefeat = &N(EVS_NpcDefeat_MontyMole_Stone),
122#define MONTY_MOLE_STONE_HITBOX(npcID) \
125 .settings = &N(NpcSettings_MontyMole_Stone), \
126 .pos = { NPC_DISPOSE_LOCATION }, \
128 .flags = ENEMY_FLAG_IGNORE_ENTITY_COLLISION | ENEMY_FLAG_FLYING | ENEMY_FLAG_NO_DROPS, \
133 .moveSpeedOverride = NO_OVERRIDE_MOVEMENT_SPEED, \
134 .wanderShape = SHAPE_CYLINDER, \
135 .centerPos = { NPC_DISPOSE_LOCATION }, \
136 .wanderSize = { 0 }, \
137 .detectShape = SHAPE_CYLINDER, \
138 .detectPos = { 0, 0, 0 }, \
139 .detectSize = { 0 }, \
143 .idle = ANIM_MontyMole_Anim0F, \
144 .walk = ANIM_MontyMole_Anim0F, \
145 .run = ANIM_MontyMole_Anim0F, \
146 .chase = ANIM_MontyMole_Anim0F, \
147 .anim_4 = ANIM_MontyMole_Anim0F, \
148 .anim_5 = ANIM_MontyMole_Anim0F, \
149 .death = ANIM_MontyMole_Anim0F, \
150 .hit = ANIM_MontyMole_Anim0F, \
151 .anim_8 = ANIM_MontyMole_Anim0F, \
152 .anim_9 = ANIM_MontyMole_Anim0F, \
153 .anim_A = ANIM_MontyMole_Anim0F, \
154 .anim_B = ANIM_MontyMole_Anim0F, \
155 .anim_C = ANIM_MontyMole_Anim0F, \
156 .anim_D = ANIM_MontyMole_Anim0F, \
157 .anim_E = ANIM_MontyMole_Anim0F, \
158 .anim_F = ANIM_MontyMole_Anim0F, \
@ ENCOUNTER_TRIGGER_HAMMER
@ NPC_FLAG_IGNORE_PLAYER_COLLISION
@ NPC_FLAG_FLIP_INSTANTLY
ApiStatus EnableNpcShadow(Evt *script, b32 isInitialCall)
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 RandInt(Evt *script, b32 isInitialCall)
ApiStatus OnPlayerFled(Evt *script, b32 isInitialCall)
ApiStatus SetBattleAsScripted(Evt *script, b32 isInitialCall)
ApiStatus SetSelfVar(Evt *script, b32 isInitialCall)
ApiStatus SetNpcFlagBits(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 Add(VAR, INT_VALUE)
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
#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 Wait(NUM_FRAMES)
Blocks for the given number of frames.
#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.