5#include "sprite/npc/Goomba.h"
6#include "sprite/npc/Paragoomba.h"
7#include "sprite/npc/SpikedGoomba.h"
62 .posOffset = { 0, 0, 0 },
63 .targetOffset = { 0, 20 },
68 .elementImmunityFlags = 0,
69 .projectileTargetOffset = { 0, -10 },
467namespace paragoomba {
523 .posOffset = { 0, 0, 0 },
524 .targetOffset = { 0, 20 },
529 .elementImmunityFlags = 0,
530 .projectileTargetOffset = { 0, -10 },
535 .posOffset = { 0, 0, 0 },
536 .targetOffset = { 0, 24 },
541 .elementImmunityFlags = 0,
542 .projectileTargetOffset = { 0, -10 },
547 .posOffset = { 0, 0, 0 },
548 .targetOffset = { -16, 24 },
553 .elementImmunityFlags = 0,
554 .projectileTargetOffset = { 0, -10 },
559 .posOffset = { 0, 0, 0 },
560 .targetOffset = { -16, 24 },
565 .elementImmunityFlags = 0,
566 .projectileTargetOffset = { 0, -10 },
967namespace spiked_goomba {
1017 .posOffset = { 0, 0, 0 },
1018 .targetOffset = { 0, 24 },
1023 .elementImmunityFlags = 0,
1024 .projectileTargetOffset = { 0, -12 },
1436 .airLiftChance = 100,
1437 .hurricaneChance = 90,
1439 .upAndAwayChance = 95,
1441 .powerBounceChance = 100,
1444 .healthBarOffset = { 0, 0 },
1445 .statusIconOffset = { -10, 20 },
1446 .statusTextOffset = { 10, 20 },
1459 .airLiftChance = 100,
1460 .hurricaneChance = 100,
1462 .upAndAwayChance = 95,
1464 .powerBounceChance = 100,
1467 .healthBarOffset = { 0, 0 },
1468 .statusIconOffset = { -10, 20 },
1469 .statusTextOffset = { 10, 20 },
1482 .airLiftChance = 95,
1483 .hurricaneChance = 90,
1485 .upAndAwayChance = 95,
1487 .powerBounceChance = 100,
1490 .healthBarOffset = { 0, 0 },
1491 .statusIconOffset = { -10, 20 },
1492 .statusTextOffset = { 10, 20 },
BSS s32 PopupMenu_SelectedIndex
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_GROUNDABLE
Actor can be knocked down from flight; triggered by jump attacks.
@ ACTOR_EVENT_FLAG_ATTACK_CHARGED
Actor has charged an attack that can be removed with Star Beam.
@ ACTOR_EVENT_FLAG_SPIKY_TOP
Player takes spike damage from jump attacks.
@ ENCOUNTER_TRIGGER_HAMMER
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ SOUND_PARAGOOMBA_PREDIVE
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
@ ACTOR_FLAG_TYPE_CHANGED
Indicates actors type has changed, triggers recheck for if HP bar should be shown based on tattle sta...
@ EVENT_BEGIN_FIRST_STRIKE
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ ACTOR_PART_FLAG_NO_SHADOW
@ 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
ActorPartBlueprint ActorParts[]
EvtScript EVS_Move_Headbonk
constexpr s32 dmgHeadbonk
EvtScript EVS_HandleEvent
EvtScript EVS_HandleEvent
ActorPartBlueprint ActorParts[]
EvtScript EVS_Paragoomba_GoHome
ActorPartBlueprint ActorParts[]
EvtScript EVS_HandleEvent
constexpr s32 dmgSpikebonk
ActorBlueprint Paragoomba
ActorBlueprint SpikedGoomba
ApiStatus RandInt(Evt *script, b32 isInitialCall)
ApiStatus ShakeCam(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 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 Mod(VAR, INT_VALUE)
#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 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 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.