3#include "sprite/npc/BattleLakilester.h"
5#define NAMESPACE A(lakilester_clone)
12s32 N(DefaultAnims)[] = {
25s32 N(SpinyAnims)[] = {
30s32 N(DefenseTable)[] = {
35s32 N(StatusTable)[] = {
64 .posOffset = { 0, 0, 0 },
65 .targetOffset = { -3, 33 },
67 .idleAnimations = N(DefaultAnims),
68 .defenseTable = N(DefenseTable),
70 .elementImmunityFlags = 0,
71 .projectileTargetOffset = { -2, -10 },
76 .posOffset = { 0, 0, 0 },
77 .targetOffset = { 0, 0 },
79 .idleAnimations = N(SpinyAnims),
80 .defenseTable = N(DefenseTable),
82 .elementImmunityFlags = 0,
83 .projectileTargetOffset = { 0, 0 },
89 .type = ACTOR_TYPE_GHOST_LAKILESTER,
90 .level = ACTOR_LEVEL_GHOST_LAKILESTER,
93 .partsData = N(ActorParts),
94 .initScript = &N(EVS_Init),
95 .statusTable = N(StatusTable),
98 .hurricaneChance = 70,
100 .upAndAwayChance = 95,
102 .powerBounceChance = 90,
105 .healthBarOffset = { 0, 0 },
106 .statusIconOffset = { -10, 20 },
107 .statusTextOffset = { 10, 20 },
134 ExecWait(
A(EVS_Duplighost_OnHitElectric))
178 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleLakilester_Run)
241 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleLakilester_Run)
245 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleLakilester_Idle)
262 Call(SetAnimation,
ACTOR_SELF, PRT_SPINY, ANIM_BattleLakilester_Spiny)
263 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleLakilester_LiftSpiny)
303 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleLakilester_HoldSpiny)
305 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleLakilester_StrainHoldSpiny)
307 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleLakilester_ThrowSpiny)
316 Call(SetAnimation,
ACTOR_SELF, PRT_SPINY, ANIM_BattleLakilester_SpinySpin)
334 Call(MoveBattleCamOver, 60)
335 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleLakilester_Run)
343 Call(SetAnimation,
ACTOR_SELF, PRT_SPINY, ANIM_BattleLakilester_SpinySpin)
371 Call(MoveBattleCamOver, 8)
372 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleLakilester_Run)
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ SOUND_SPIKE_SUMMON_SPINY
@ SOUND_LAKILESTER_THROW_SPINY_A
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
@ 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
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 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 AddF(VAR, FLOAT_VALUE)
#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 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 SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
#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...)