3#include "sprite/npc/BattleBombette.h"
5#define NAMESPACE A(bombette_clone)
12s32 N(DefaultAnims)[] = {
25s32 N(DefenseTable)[] = {
30s32 N(StatusTable)[] = {
59 .posOffset = { 0, 0, 0 },
60 .targetOffset = { 0, 22 },
62 .idleAnimations = N(DefaultAnims),
63 .defenseTable = N(DefenseTable),
65 .elementImmunityFlags = 0,
66 .projectileTargetOffset = { -2, -7 },
72 .type = ACTOR_TYPE_GHOST_BOMBETTE,
73 .level = ACTOR_LEVEL_GHOST_BOMBETTE,
76 .partsData = N(ActorParts),
77 .initScript = &N(EVS_Init),
78 .statusTable = N(StatusTable),
81 .hurricaneChance = 70,
83 .upAndAwayChance = 95,
85 .powerBounceChance = 90,
88 .healthBarOffset = { 0, 0 },
89 .statusIconOffset = { -10, 20 },
90 .statusTextOffset = { 10, 20 },
139 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_BurnHurt)
190 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_BurnHurt)
245#include "common/UnkActorPosFunc.inc.c"
256 Call(MoveBattleCamOver, 30)
259 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Idle)
260 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Brace)
271 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_BodySlam)
273 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Idle)
286 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Idle)
288 Call(N(UnkActorPosFunc))
307 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_BodySlam)
328 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Idle)
330 Call(MoveBattleCamOver, 8)
331 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Backfire2)
338 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Backfire1)
340 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Backfire2)
344 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Backfire1)
346 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Backfire2)
350 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Backfire1)
352 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Backfire2)
356 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Backfire1)
358 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleBombette_Idle)
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ SOUND_BOMBETTE_BODY_SLAM
@ 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 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 End
Signals the end of EVT script data. A script missing this will likely crash on load.
#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 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 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 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 Return
Kills the current EVT thread.
#define ACTOR_BY_POS(_name, _pos, _priority, args...)
#define EXEC_DEATH_NO_SPINNING