5#include "sprite/npc/Bandit.h"
7#define NAMESPACE A(bandit)
97 .posOffset = { 0, 0, 0 },
98 .targetOffset = { -2, 28 },
103 .elementImmunityFlags = 0,
104 .projectileTargetOffset = { 0, -12 },
109 .posOffset = { 0, 30, 0 },
110 .targetOffset = { 0, 0 },
115 .elementImmunityFlags = 0,
116 .projectileTargetOffset = { 0, 0 },
124 .posOffset = { 0, 0, 0 },
125 .targetOffset = { 0, 0 },
130 .elementImmunityFlags = 0,
131 .projectileTargetOffset = { 0, 0 },
146 .hurricaneChance = 90,
148 .upAndAwayChance = 95,
150 .powerBounceChance = 80,
153 .healthBarOffset = { 0, 0 },
154 .statusIconOffset = { -10, 25 },
155 .statusTextOffset = { 10, 25 },
169 .hurricaneChance = 90,
171 .upAndAwayChance = 95,
173 .powerBounceChance = 80,
176 .healthBarOffset = { 0, 0 },
177 .statusIconOffset = { -10, 25 },
178 .statusTextOffset = { 10, 25 },
BSS s32 PopupMenu_SelectedIndex
@ BS_FLAGS1_PARTNER_ACTING
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ BS_FLAGS1_EXECUTING_MOVE
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
@ EVENT_SPIN_SMASH_LAUNCH_HIT
@ EVENT_SPIN_SMASH_LAUNCH_DEATH
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
@ ACTOR_PART_FLAG_INVISIBLE
@ 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 AddVectorPolar(Evt *script, b32 isInitialCall)
ApiStatus RandInt(Evt *script, b32 isInitialCall)
ApiStatus AddCoin(Evt *script, b32 isInitialCall)
#define ArrayVar(INDEX)
User Word.
#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 Mul(VAR, INT_VALUE)
#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 CaseGe(RVAR)
Marks the start of a switch case that executes only if LVAR >= RVAR. It also marks the end of any pre...
#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 IsThreadRunning(TID, OUTVAR)
Sets OUTVAR to TRUE/FALSE depending on whether a thread with the given ID exists (i....
#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 IfLe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR > RVAR.
#define BreakLoop
Breaks out of the innermost loop.
#define Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define UseArray(INT_PTR)
Loads an s32 array pointer into the current thread for use with ArrayVar(INDEX).
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
#define IfNotFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is unset 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 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 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.
#define ACTOR_BY_POS(_name, _pos, _priority, args...)