3#include "sprite/npc/Goompa.h"
5#define NAMESPACE battle_partner_goompa
29s32 N(DefaultAnims)[] = {
34s32 N(DefenseTable)[] = {
39s32 N(StatusTable)[] = {
68 .idleAnimations = N(DefaultAnims),
69 .defenseTable = N(DefenseTable),
75 .type = ACTOR_TYPE_GOOMBARIO,
78 .partsData = N(ActorParts),
79 .initScript = &N(EVS_Init),
80 .statusTable = N(StatusTable),
82 .powerBounceChance = 80,
84 .statusIconOffset = { -10, 20 },
85 .statusTextOffset = { 10, 20 },
105 Call(CloseActionCommandInfo)
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
EvtScript EVS_Partner_Recover
EvtScript EVS_Partner_BurnContact
EvtScript EVS_Partner_Celebrate
EvtScript EVS_Partner_SpikeContact
EvtScript EVS_Partner_RunAway
EvtScript EVS_Enemy_NoDamageHit
ApiStatus PlaySound(Evt *script, b32 isInitialCall)
#define Switch(LVAR)
Marks the start of a switch statement.
#define Ref(sym)
Address/pointer constant.
#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 EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
#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 EndSwitch
Marks the end of a switch statement and any case.
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#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.