3#include "sprite/npc/ShyGuy.h"
5#define NAMESPACE A(anti_guy)
8#define ACTOR_TYPE ACTOR_TYPE_ANTI_GUY_KPA
9#define ACTOR_LEVEL ACTOR_LEVEL_ANTI_GUY_KPA
10#define PARALYZE_CHANCE 50
11#define ESCAPE_CHANCE 0
13#define ACTOR_TYPE ACTOR_TYPE_ANTI_GUY_OMO
14#define ACTOR_LEVEL ACTOR_LEVEL_ANTI_GUY_OMO
15#define PARALYZE_CHANCE 60
16#define ESCAPE_CHANCE 50
19extern s32 N(DefaultAnims)[];
34s32 N(DefenseTable)[] = {
39s32 N(StatusTable)[] = {
68 .posOffset = { 0, 0, 0 },
69 .targetOffset = { 0, 24 },
71 .idleAnimations = N(DefaultAnims),
72 .defenseTable = N(DefenseTable),
74 .elementImmunityFlags = 0,
75 .projectileTargetOffset = { -1, -10 },
85 .partsData = N(ActorParts),
86 .initScript = &N(EVS_Init),
87 .statusTable = N(StatusTable),
94 .powerBounceChance = 75,
97 .healthBarOffset = { 0, 0 },
98 .statusIconOffset = { -10, 20 },
99 .statusTextOffset = { 10, 20 },
102s32 N(DefaultAnims)[] = {
131 Call(N(SetAbsoluteStatusOffsets), -10, 13, 10, 13)
135 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
148 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim01)
254 Call(MoveBattleCamOver, 20)
256 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim03)
273 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim04)
276 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim05)
300 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim01)
313 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim04)
320 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim05)
326 Call(MoveBattleCamOver, 15)
333 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim01)
349 Call(MoveBattleCamOver, 20)
352 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim09)
354 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim03)
364 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim04)
375 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim09)
378 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim0A)
390 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim05)
402 Call(MoveBattleCamOver, 15)
411 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim01)
418 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim09)
421 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim0A)
432 Call(MoveBattleCamOver, 15)
463 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim09)
465 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim07)
476 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim10)
482 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim11)
484 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim13)
495 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_ShyGuy_Black_Anim01)
@ ACTOR_SOUND_WALK_INCREMENT
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ SOUND_ID_TRIGGER_CHANGE_SOUND
@ 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 IfLt(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 Wait(NUM_FRAMES)
Blocks for the given number of frames.
#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.