3#include "sprite/npc/BattleKooper.h"
5#define NAMESPACE A(kooper_clone)
12s32 N(DefaultAnims)[] = {
25s32 N(ToppleAnims)[] = {
38s32 N(UprightDefenseTable)[] = {
43s32 N(ToppledDefenseTable)[] = {
48s32 N(StatusTable)[] = {
77 .posOffset = { 0, 0, 0 },
78 .targetOffset = { -2, 32 },
80 .idleAnimations = N(DefaultAnims),
81 .defenseTable = N(UprightDefenseTable),
83 .elementImmunityFlags = 0,
84 .projectileTargetOffset = { 0, -16 },
90 .type = ACTOR_TYPE_GHOST_KOOPER,
91 .level = ACTOR_LEVEL_GHOST_KOOPER,
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"
130 Call(N(SetAbsoluteStatusOffsets), -10, 25, 10, 25)
134 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
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 };
155 ExecWait(
A(EVS_Duplighost_OnHitElectric))
222 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleKooper_Toppled)
305#include "common/UnkActorPosFunc.inc.c"
328 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleKooper_Toppled)
356 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleKooper_EnterShell)
359 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleKooper_ShellSpinSlowest)
363 Call(MoveBattleCamOver, 75)
379 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleKooper_ShellSpinSlowest)
385 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleKooper_ShellSpinSlower)
391 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleKooper_ShellSpinFaster)
397 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleKooper_ShellSpinFastest)
408 Call(MoveBattleCamOver, 15)
418 Call(N(UnkActorPosFunc))
422 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleKooper_ShellStill)
448 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleKooper_ExitShell)
487 Call(MoveBattleCamOver, 8)
503 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleKooper_ExitShell)
#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...)