3#include "sprite/npc/AlbinoDino.h"
5#define NAMESPACE A(albino_dino)
12API_CALLABLE(N(func_80218240_649050)) {
20 ((f32*)effect->
data.
any)[14] = var1;
21 ((f32*)effect->
data.
any)[15] = var2;
22 ((f32*)effect->
data.
any)[16] = var3;
35s32 N(DefaultAnims)[] = {
48s32 N(DefenseTable)[] = {
54s32 N(StatusTable)[] = {
83 .posOffset = { 0, 0, 0 },
84 .targetOffset = { -9, 46 },
86 .idleAnimations = N(DefaultAnims),
87 .defenseTable = N(DefenseTable),
89 .elementImmunityFlags = 0,
90 .projectileTargetOffset = { -6, -17 },
96 .type = ACTOR_TYPE_ALBINO_DINO,
97 .level = ACTOR_LEVEL_ALBINO_DINO,
100 .partsData = N(ActorParts),
101 .initScript = &N(EVS_Init),
102 .statusTable = N(StatusTable),
105 .hurricaneChance = 10,
107 .upAndAwayChance = 95,
109 .powerBounceChance = 100,
112 .healthBarOffset = { 0, 0 },
113 .statusIconOffset = { -22, 24 },
114 .statusTextOffset = { 11, 40 },
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ SOUND_ALBINO_DINO_STEP_A
@ SOUND_ALBINO_DINO_STEP_B
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ DAMAGE_TYPE_TRIGGER_LUCKY
s32 evt_get_variable(Evt *script, Bytecode var)
EvtScript EVS_Enemy_Knockback
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_ShockHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
#define Else
Marks the end of an if statement and the start of the else block.
#define Switch(LVAR)
Marks the start of a switch statement.
#define Ref(sym)
Address/pointer constant.
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#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 EndLoop
Marks the end of a loop.
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#define Goto(LABEL_ID)
Moves execution to the given label.
#define IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
#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 ExecWait(EVT_SOURCE)
Launches a new child thread.
#define Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define KillThread(TID)
Kills a thread by its thread ID.
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
#define ExecGetTID(EVT_SOURCE, OUTVAR)
Identical to Exec, but the newly-launched thread ID is stored in OUTVAR.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#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 Loop(TIMES)
Marks the beginning of a loop.
#define SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
#define Return
Kills the current EVT thread.