3#include "sprite/npc/BattleKooper.h" 
    5#define NAMESPACE A(kooper_clone) 
   12s32 N(DefaultAnims)[] = {
 
   48s32 N(StatusTable)[] = {
 
   77        .posOffset = { 0, 0, 0 },
 
   78        .targetOffset = { -2, 32 },
 
   80        .idleAnimations = N(DefaultAnims),
 
   83        .elementImmunityFlags = 0,
 
   84        .projectileTargetOffset = { 0, -16 },
 
   94    .partsData = N(ActorParts),
 
   95    .initScript = &N(EVS_Init),
 
   96    .statusTable = N(StatusTable),
 
   99    .hurricaneChance = 70,
 
  101    .upAndAwayChance = 95,
 
  103    .powerBounceChance = 90,
 
  106    .healthBarOffset = { 0, 0 },
 
  107    .statusIconOffset = { -10, 20 },
 
  108    .statusTextOffset = { 10, 20 },
 
 
  121#include "common/battle/SetAbsoluteStatusOffsets.inc.c" 
  142s32 N(
FlipPosOffsets)[] = { 9, 16, 22, 26, 30, 32, 33, 32, 30, 26, 22, 16, 9, 0, 4, 6, 7, 6, 4, 0, 2, 0 };
 
  305#include "common/UnkActorPosFunc.inc.c" 
BSS s32 PopupMenu_SelectedIndex
 
#define STATUS_FLAGS_IMMOBILIZED
 
@ BS_FLAGS1_TRIGGER_EVENTS
 
@ BS_FLAGS1_INCLUDE_POWER_UPS
 
@ ACTOR_EVENT_FLAG_FLIPABLE
Actor can be flipped; triggered by jump and quake attacks.
 
@ ACTOR_DECORATION_GREY_SMOKE_TRAIL
 
@ STATUS_TURN_MOD_DEFAULT
 
@ STATUS_TURN_MOD_PARALYZE
 
@ SOUND_PARAKARRY_AIR_RAID_1
 
@ SOUND_KOOPER_SHELL_SPINUP
 
@ 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
 
#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 End
Signals the end of EVT script data. A script missing this will likely crash on load.
 
#define UseBuf(INT_PTR)
Loads a s32 pointer for use with subsequent EVT_BUF_READ commands.
 
#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 BufRead1(VAR)
Consumes the next s32 from the buffer and stores it in the given variable.
 
#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 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 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 CaseLt(RVAR)
Marks the start of a switch case that executes only if LVAR < RVAR. It also marks the end of any prev...
 
#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...)