3#include "sprite/npc/Dayzee.h"
5#define NAMESPACE A(amazy_dayzee)
7extern s32 N(DefaultAnims)[];
21s32 N(DefenseTable)[] = {
26s32 N(StatusTable)[] = {
55 .posOffset = { 0, 0, 0 },
56 .targetOffset = { -2, 30 },
58 .idleAnimations = N(DefaultAnims),
59 .defenseTable = N(DefenseTable),
61 .elementImmunityFlags = 0,
62 .projectileTargetOffset = { 0, -8 },
68 .type = ACTOR_TYPE_AMAZY_DAYZEE,
69 .level = ACTOR_LEVEL_AMAZY_DAYZEE,
72 .partsData = N(ActorParts),
73 .initScript = &N(EVS_Init),
74 .statusTable = N(StatusTable),
77 .hurricaneChance = 80,
79 .upAndAwayChance = 95,
81 .powerBounceChance = 70,
84 .healthBarOffset = { 0, 0 },
85 .statusIconOffset = { -14, 17 },
86 .statusTextOffset = { 9, 25 },
89s32 N(DefaultAnims)[] = {
243 Call(MoveBattleCamOver, 70)
247 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Dayzee_Amazy_Anim0E)
250 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Dayzee_Amazy_Anim0F)
263 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Dayzee_Amazy_Anim0E)
266 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Dayzee_Amazy_Anim0F)
274 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Dayzee_Amazy_Anim01)
277 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Dayzee_Amazy_Anim06)
279 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Dayzee_Amazy_Anim07)
293 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Dayzee_Amazy_Anim01)
323 Call(MoveBattleCamOver, 10)
337 Call(SetBattleCamDist, 300)
338 Call(SetBattleCamOffsetY, 30)
342 Call(MoveBattleCamOver, 30)
344 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Dayzee_Amazy_Anim03)
354 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Dayzee_Amazy_Anim04)
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ DAMAGE_TYPE_TRIGGER_LUCKY
EvtScript EVS_Enemy_ReturnHome
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 RandInt(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 Sub(VAR, INT_VALUE)
#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 IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
#define DMG_STATUS_KEY(typeFlag, duration, chance)
#define IfNotFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is unset on LVAR,...
#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 CaseLt(RVAR)
Marks the start of a switch case that executes only if LVAR < RVAR. It also marks the end of any prev...
#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.