4#include "sprite/npc/LargePiranha.h"
6#define NAMESPACE A(frost_piranha)
13extern EvtScript N(EVS_Attack_FrostBreath);
23s32 N(DefaultAnims)[] = {
36s32 N(DefenseTable)[] = {
43s32 N(StatusTable)[] = {
72 .posOffset = { 0, 0, 0 },
73 .targetOffset = { -15, 50 },
75 .idleAnimations = N(DefaultAnims),
76 .defenseTable = N(DefenseTable),
78 .elementImmunityFlags = 0,
79 .projectileTargetOffset = { 3, -14 },
85 .type = ACTOR_TYPE_FROST_PIRANHA,
86 .level = ACTOR_LEVEL_FROST_PIRANHA,
89 .partsData = N(ActorParts),
90 .initScript = &N(EVS_Init),
91 .statusTable = N(StatusTable),
94 .hurricaneChance = 20,
96 .upAndAwayChance = 95,
98 .powerBounceChance = 90,
101 .healthBarOffset = { 0, 0 },
102 .statusIconOffset = { -22, 32 },
103 .statusTextOffset = { 1, 44 },
122 Call(N(SetAbsoluteStatusOffsets), -37, 9, -7, 31)
126 Call(N(SetAbsoluteStatusOffsets), -22, 32, 1, 44)
136 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim03)
139 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim01)
266 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim18)
285 Call(SetBattleCamDist, 300)
286 Call(SetBattleCamOffsetY, 40)
291 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim17)
297 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim03)
299 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim03)
311 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim01)
321 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim05)
323 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim06)
325 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim07)
337 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim18)
343 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim17)
360 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim05)
362 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim06)
373 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim07)
381 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim18)
387 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim17)
402#include "common/UnkEffect6FFunc.inc.c"
411 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim03)
413 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim03)
425 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim01)
426 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim0B)
443 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim0C)
450 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim0D)
478 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_LargePiranha_Frost_Anim0D)
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_ICY
No known effect, but is used.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_FLAG_NO_SHADOW
Hide shadow.
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ DAMAGE_TYPE_STATUS_ALWAYS_HITS
@ DAMAGE_TYPE_TRIGGER_LUCKY
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 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 DMG_STATUS_IGNORE_RES(typeFlag, duration)
#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 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 Goto(LABEL_ID)
Moves execution to the given label.
#define IfLt(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 SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
#define Div(VAR, INT_VALUE)
#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 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.