6#include "sprite/npc/BattleBow.h"
7#include "sprite/player.h"
9#define NAMESPACE battle_partner_bow
137 if (spookChance > 0) {
197 .posOffset = { 0, 0, 0 },
198 .targetOffset = { 9, 19 },
203 .elementImmunityFlags = 0,
204 .projectileTargetOffset = { 0, 0 },
219 .hurricaneChance = 0,
221 .upAndAwayChance = 0,
223 .powerBounceChance = 80,
226 .healthBarOffset = { 0, 0 },
227 .statusIconOffset = { -10, 22 },
228 .statusTextOffset = { 10, 22 },
BSS s32 PopupMenu_SelectedIndex
struct ActorPart * partsTable
struct SelectableTarget targetData[24]
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_ILLUSORY
Player attacks pass through and miss.
@ ACTOR_DECORATION_SEEING_STARS
@ BTL_MENU_TYPE_STAR_POWERS
@ BS_FLAGS2_PLAYER_TURN_USED
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ HIT_RESULT_NICE_NO_DAMAGE
@ BTL_CAM_PARTNER_MISTAKE
@ SUPPRESS_EVENT_SPIKY_TOP
@ SUPPRESS_EVENT_ALT_SPIKY
@ SUPPRESS_EVENT_SPIKY_FRONT
@ SUPPRESS_EVENT_BURN_CONTACT
@ DMG_SRC_NEXT_SLAP_RIGHT
@ DMG_SRC_LAST_SLAP_RIGHT
@ DMG_SRC_NEXT_FAN_SMACK_LEFT
@ DMG_SRC_LAST_FAN_SMACK_LEFT
@ DMG_SRC_NEXT_FAN_SMACK_RIGHT
@ DMG_SRC_LAST_FAN_SMACK_RIGHT
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
@ ACTOR_FLAG_NO_INACTIVE_ANIM
@ ACTOR_FLAG_USING_IDLE_ANIM
@ DAMAGE_TYPE_STATUS_ALWAYS_HITS
@ DAMAGE_TYPE_MULTIPLE_POPUPS
s32 evt_get_variable(Evt *script, Bytecode var)
ActorPart * get_actor_part(Actor *actor, s32 partID)
Actor * get_actor(s32 actorID)
EvtScript EVS_Partner_Hit
EvtScript EVS_Partner_Recover
EvtScript EVS_Partner_BurnContact
EvtScript EVS_Partner_Drop
EvtScript EVS_Partner_NoDamageHit
EvtScript EVS_Partner_ShockHit
EvtScript EVS_Partner_BurnHit
EvtScript EVS_Partner_SpikeContact
EvtScript EVS_Partner_RunAway
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 AddF(VAR, FLOAT_VALUE)
#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 IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
#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 BreakLoop
Breaks out of the innermost loop.
#define Thread
Marks the start of a thread block.
#define CaseLe(RVAR)
Marks the start of a switch case that executes only if LVAR > RVAR. It also marks the end of any prev...
#define EndThread
Marks the end of a thread block.
#define SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define SubF(VAR, FLOAT_VALUE)
#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 CaseGt(RVAR)
Marks the start of a switch case that executes only if LVAR <= RVAR. It also marks the end of any pre...
#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.
struct Actor * playerActor
BattleStatus gBattleStatus