5#include "sprite/npc/BillBlaster.h"
7#define NAMESPACE A(bill_blaster)
9extern s32 N(DefaultAnims)[];
15extern EvtScript N(EVS_Move_CheckForBullet);
30s32 N(DefenseTable)[] = {
35s32 N(StatusTable)[] = {
64 .posOffset = { 0, 0, 0 },
65 .targetOffset = { -6, 29 },
67 .idleAnimations = N(DefaultAnims),
68 .defenseTable = N(DefenseTable),
70 .elementImmunityFlags = 0,
71 .projectileTargetOffset = { 0, -9 },
76 .posOffset = { 100, 0, 0 },
77 .targetOffset = { -106, 29 },
79 .idleAnimations = N(DefaultAnims),
80 .defenseTable = N(DefenseTable),
82 .elementImmunityFlags = 0,
83 .projectileTargetOffset = { 0, -9 },
89 .type = ACTOR_TYPE_BILL_BLASTER,
90 .level = ACTOR_LEVEL_BILL_BLASTER,
93 .partsData = N(ActorParts),
94 .initScript = &N(EVS_Init),
95 .statusTable = N(StatusTable),
98 .hurricaneChance = 15,
100 .upAndAwayChance = 95,
102 .powerBounceChance = 100,
105 .healthBarOffset = { 8, 0 },
106 .statusIconOffset = { -24, 20 },
107 .statusTextOffset = { 5, 25 },
110s32 N(DefaultAnims)[] = {
202 ExecWait(N(EVS_Move_CheckForBullet))
210API_CALLABLE(N(SetBulletInitVars)) {
211 N(BulletFormation)[0].var0 = TRUE;
212 N(BulletFormation)[0].var1 = script->owner1.actorID;
232 Call(N(SetBulletInitVars))
233 Call(SummonEnemy,
Ref(N(BulletFormation)), FALSE)
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ BTL_RUMBLE_PLAYER_HEAVY
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ ACTOR_PART_FLAG_SKIP_MOVEMENT_ALLOC
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
@ ACTOR_PART_FLAG_INVISIBLE
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
ApiStatus ShakeCam(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 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 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 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 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 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.
#define ACTOR_BY_POS(_name, _pos, _priority, args...)