3#include "sprite/npc/Twink.h"
4#include "sprite/player.h"
6#define NAMESPACE battle_partner_twink
23 AVAR_Twink_PowerLevel = 0,
24 AVAR_Twink_DefensePtr = 1,
25 AVAR_Kammy_Speaking = 1,
28API_CALLABLE(N(IsPeachBattle)) {
32 script->varTable[0] = TRUE;
34 script->varTable[0] = FALSE;
40s32 N(DefaultAnims)[] = {
46s32 N(DefenseTable)[] = {
51s32 N(StatusTable)[] = {
80 .posOffset = { 0, 0, 0 },
81 .targetOffset = { 0, 0 },
83 .idleAnimations = N(DefaultAnims),
84 .defenseTable = N(DefenseTable),
86 .elementImmunityFlags = 0,
87 .projectileTargetOffset = { 0, 0 },
93 .type = ACTOR_TYPE_TWINK,
94 .level = ACTOR_LEVEL_TWINK,
97 .partsData = N(ActorParts),
98 .initScript = &N(EVS_Init),
99 .statusTable = N(StatusTable),
102 .hurricaneChance = 0,
104 .upAndAwayChance = 0,
106 .powerBounceChance = 80,
109 .healthBarOffset = { 0, 0 },
110 .statusIconOffset = { -10, 30 },
111 .statusTextOffset = { 13, 31 },
119 Call(N(IsPeachBattle))
133API_CALLABLE(N(AddFlightBobbing)) {
144 Call(N(AddFlightBobbing))
154 Call(CloseActionCommandInfo)
237 Call(InitTargetIterator)
271 Call(MoveBattleCamOver, 10)
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_DECORATION_SPARKLES
@ 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.
Actor * get_actor(s32 actorID)
EvtScript EVS_Partner_Celebrate
EvtScript EVS_RunAwayFail
EvtScript EVS_Partner_RunAway
EvtScript EVS_Enemy_NoDamageHit
#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 CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
#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 EndLoop
Marks the end of a loop.
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#define IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
#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 ExecWait(EVT_SOURCE)
Launches a new child thread.
#define BreakLoop
Breaks out of the innermost loop.
#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.
BattleStatus gBattleStatus