3#include "sprite/npc/DryBones.h"
5#define NAMESPACE A(dry_bones)
19 AVAR_CollapseTurns = 0,
27#define BASE_COLLAPSE_DURATION 2
29s32 N(DefaultAnims)[] = {
42s32 N(CollapsedAnims)[] = {
52s32 N(DefenseTable)[] = {
59s32 N(CollapsedDefense)[] = {
66s32 N(StatusTable)[] = {
91s32 N(CollapsedStatusTable)[] = {
120 .posOffset = { 0, 0, 0 },
121 .targetOffset = { -8, 30 },
123 .idleAnimations = N(DefaultAnims),
124 .defenseTable = N(DefenseTable),
126 .elementImmunityFlags = 0,
127 .projectileTargetOffset = { -1, -10 },
132 .posOffset = { 0, 0, 0 },
133 .targetOffset = { 0, 0 },
135 .idleAnimations = N(BoneAnims),
136 .defenseTable = N(DefenseTable),
138 .elementImmunityFlags = 0,
139 .projectileTargetOffset = { 0, 0 },
145 .type = ACTOR_TYPE_DRY_BONES,
146 .level = ACTOR_LEVEL_DRY_BONES,
149 .partsData = N(ActorParts),
150 .initScript = &N(EVS_Init),
151 .statusTable = N(StatusTable),
154 .hurricaneChance = 70,
156 .upAndAwayChance = 95,
158 .powerBounceChance = 95,
161 .healthBarOffset = { 0, 0 },
162 .statusIconOffset = { -15, 15 },
163 .statusTextOffset = { 3, 27 },
179 Call(InitTargetIterator)
194 Call(InitTargetIterator)
206 Call(InitTargetIterator)
264 Call(InitTargetIterator)
276 Call(InitTargetIterator)
288 Call(InitTargetIterator)
442 Call(MoveBattleCamOver, 1)
#define BASE_COLLAPSE_DURATION
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION
Blast and fire attacks trigger an explosion.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ TARGET_FLAG_PRIMARY_ONLY
@ SOUND_DRY_BONES_COLLAPSE
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
@ ACTOR_PART_FLAG_DAMAGE_IMMUNE
electrified Plays extra hurt SFX?
@ ACTOR_PART_FLAG_INVISIBLE
@ 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 RandInt(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 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 Mod(VAR, INT_VALUE)
#define Add(VAR, INT_VALUE)
#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 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 KillThread(TID)
Kills a thread by its thread ID.
#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 IfNotFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is unset on LVAR,...
#define ExecGetTID(EVT_SOURCE, OUTVAR)
Identical to Exec, but the newly-launched thread ID is stored in OUTVAR.
#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 SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
#define Return
Kills the current EVT thread.