3#include "sprite/npc/LavaBubble.h"
5#define NAMESPACE A(ember)
7extern s32 N(DefaultAnims)[];
8extern s32 N(ProjectileAnims)[];
24 AVAR_StayNearGound = 0,
35s32 N(DefenseTable)[] = {
43s32 N(StatusTable)[] = {
72 .posOffset = { 0, 0, 0 },
73 .targetOffset = { -2, 25 },
75 .idleAnimations = N(DefaultAnims),
76 .defenseTable = N(DefenseTable),
78 .elementImmunityFlags = 0,
79 .projectileTargetOffset = { -3, -10 },
84 .posOffset = { 0, 0, 0 },
85 .targetOffset = { 0, 24 },
87 .idleAnimations = N(ProjectileAnims),
88 .defenseTable = N(DefenseTable),
90 .elementImmunityFlags = 0,
91 .projectileTargetOffset = { -1, -10 },
96 .posOffset = { 0, 0, 0 },
97 .targetOffset = { 0, 24 },
99 .idleAnimations = N(ProjectileAnims),
100 .defenseTable = N(DefenseTable),
102 .elementImmunityFlags = 0,
103 .projectileTargetOffset = { -1, -10 },
108 .posOffset = { 0, 0, 0 },
109 .targetOffset = { 0, 24 },
111 .idleAnimations = N(ProjectileAnims),
112 .defenseTable = N(DefenseTable),
114 .elementImmunityFlags = 0,
115 .projectileTargetOffset = { -1, -10 },
120 .posOffset = { 0, 0, 0 },
121 .targetOffset = { 0, 24 },
123 .idleAnimations = N(ProjectileAnims),
124 .defenseTable = N(DefenseTable),
126 .elementImmunityFlags = 0,
127 .projectileTargetOffset = { -1, -10 },
133 .type = ACTOR_TYPE_EMBER,
134 .level = ACTOR_LEVEL_EMBER,
137 .partsData = N(ActorParts),
138 .initScript = &N(EVS_Init),
139 .statusTable = N(StatusTable),
142 .hurricaneChance = 75,
144 .upAndAwayChance = 95,
146 .powerBounceChance = 80,
149 .healthBarOffset = { 0, 0 },
150 .statusIconOffset = { -10, 20 },
151 .statusTextOffset = { 10, 20 },
154s32 N(DefaultAnims)[] = {
167s32 N(ProjectileAnims)[] = {
242#include "common/PlayLavaBubbleFlightSound.inc.c"
245 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim03)
249 Call(N(PlayLavaBubbleFlightSound))
252 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim01)
259 Call(InitTargetIterator)
328 Call(SummonEnemy,
Ref(N(SummonFormation)), FALSE)
329 Call(SetActorVar,
LVar0, AVAR_PauseIdle, TRUE)
338 Call(JumpToGoal,
LVar0, 20, FALSE, TRUE, FALSE)
343 Call(SetActorVar,
LVar0, AVAR_Generation, 1)
345 Call(SetActorVar,
LVar0, AVAR_Generation, 2)
348 Call(SetActorVar,
LVar0, AVAR_PauseIdle, FALSE)
363 Exec(N(EVS_TrySplit))
369 Exec(N(EVS_TrySplit))
384 Exec(N(EVS_TrySplit))
472 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim03)
480 Call(N(PlayLavaBubbleFlightSound))
483 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim01)
489 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim04)
522 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim04)
536 Set(
LVar1, ANIM_LavaBubble_Blue_Anim04)
581 Exec(N(EVS_ShootFire_Impl))
607 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim03)
610 Call(N(PlayLavaBubbleFlightSound))
613 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim01)
615 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim05)
622 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim06)
648 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim06)
681 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim03)
686 Call(N(PlayLavaBubbleFlightSound))
699 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim04)
711 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim04)
733 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LavaBubble_Blue_Anim04)
787 ExecWait(N(EVS_Attack_ShootPartner))
799 ExecWait(N(EVS_Attack_ShootPartner))
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_FIREY
Player takes burn damage upon contact.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ TARGET_FLAG_PRIMARY_ONLY
@ SOUND_ID_TRIGGER_CHANGE_SOUND
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
@ EVENT_BEGIN_FIRST_STRIKE
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
@ ACTOR_PART_FLAG_INVISIBLE
@ DAMAGE_TYPE_TRIGGER_LUCKY
@ DAMAGE_TYPE_MULTIPLE_POPUPS
EvtScript EVS_Enemy_Knockback
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_ShockHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
ApiStatus UpdateLerp(Evt *script, b32 isInitialCall)
ApiStatus RandInt(Evt *script, b32 isInitialCall)
ApiStatus MakeLerp(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 DivF(VAR, FLOAT_VALUE)
#define IfGe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR >= RVAR.
#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 EndLoop
Marks the end of a loop.
#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 IfLe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR > RVAR.
#define Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#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 NPC_DISPOSE_LOCATION
#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 Exec(EVT_SOURCE)
Launches a new thread.
#define Return
Kills the current EVT thread.
#define ACTOR_BY_POS(_name, _pos, _priority, args...)