3#include "sprite/npc/Bobomb.h"
5#define NAMESPACE A(bob_omb)
11extern EvtScript N(EVS_HandleEvent_Ignited);
18 AVAR_HitDuringCombo = 0,
27s32 N(DefaultAnims)[] = {
40s32 N(IgnitedAnims)[] = {
53s32 N(DefenseTable)[] = {
58s32 N(StatusTable)[] = {
83s32 N(IgnitedStatusTable)[] = {
112 .posOffset = { 0, 0, 0 },
113 .targetOffset = { 0, 24 },
115 .idleAnimations = N(DefaultAnims),
116 .defenseTable = N(DefenseTable),
118 .elementImmunityFlags = 0,
119 .projectileTargetOffset = { 0, -9 },
125 .type = ACTOR_TYPE_BOB_OMB,
126 .level = ACTOR_LEVEL_BOB_OMB,
129 .partsData = N(ActorParts),
130 .initScript = &N(EVS_Init),
131 .statusTable = N(StatusTable),
134 .hurricaneChance = 90,
136 .upAndAwayChance = 95,
138 .powerBounceChance = 100,
141 .healthBarOffset = { 0, 0 },
142 .statusIconOffset = { -10, 20 },
143 .statusTextOffset = { 10, 20 },
179 Call(SetActorPaletteSwapParams,
ACTOR_SELF, PRT_MAIN, SPR_PAL_Bobomb, SPR_PAL_Bobomb_Burst, 0, 10, 0, 10, 0, 0)
@ FX_SHOCK_OVERLAY_SHOCK_HIT
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_PAL_ADJUST_BLEND_PALETTES_VARYING_INTERVALS
@ ACTOR_EVENT_FLAG_EXPLODE_ON_CONTACT
Attacks that contact will trigger an explosion.
@ ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION
Blast and fire attacks trigger an explosion.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ DAMAGE_TYPE_TRIGGER_LUCKY
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
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 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 CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
#define EndChildThread
Marks the end of a child thread block.
#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 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 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 Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define CaseFlag(RVAR)
Marks the start of a switch case that executes only if the RVAR flag is set on LVAR,...
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#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 ChildThread
Marks the start of a child thread block.
#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 EXEC_DEATH_NO_SPINNING