4#include "sprite/npc/Magikoopa.h"
5#include "sprite/npc/FlyingMagikoopa.h"
7#define NAMESPACE A(gray_magikoopa)
15extern s32 N(GroundAnims)[];
16extern s32 N(FlyingAnims)[];
17extern s32 N(BroomAnims)[];
26 AVAR_ShouldKnockDown = 0,
34s32 N(DefenseTable)[] = {
39s32 N(FlyingDefense)[] = {
44s32 N(StatusTable)[] = {
69s32 N(FlyingStatusTable)[] = {
98 .posOffset = { 0, 0, 0 },
99 .targetOffset = { 2, 35 },
101 .idleAnimations = N(GroundAnims),
102 .defenseTable = N(DefenseTable),
104 .elementImmunityFlags = 0,
105 .projectileTargetOffset = { -5, -12 },
113 .posOffset = { 0, 0, 0 },
114 .targetOffset = { 2, 35 },
116 .idleAnimations = N(GroundAnims),
117 .defenseTable = N(FlyingDefense),
119 .elementImmunityFlags = 0,
120 .projectileTargetOffset = { -5, -12 },
125 .posOffset = { 0, 0, 0 },
126 .targetOffset = { -10, 35 },
128 .idleAnimations = N(FlyingAnims),
129 .defenseTable = N(FlyingDefense),
131 .elementImmunityFlags = 0,
132 .projectileTargetOffset = { 0, -8 },
137 .posOffset = { 0, 0, 0 },
138 .targetOffset = { 0, 0 },
140 .idleAnimations = N(BroomAnims),
141 .defenseTable = N(FlyingDefense),
143 .elementImmunityFlags = 0,
144 .projectileTargetOffset = { 0, 0 },
150 .type = ACTOR_TYPE_GRAY_MAGIKOOPA,
151 .level = ACTOR_LEVEL_GRAY_MAGIKOOPA,
154 .partsData = N(GroundParts),
155 .initScript = &N(EVS_Init),
156 .statusTable = N(StatusTable),
159 .hurricaneChance = 70,
161 .upAndAwayChance = 95,
163 .powerBounceChance = 75,
166 .healthBarOffset = { 0, 0 },
167 .statusIconOffset = { -10, 20 },
168 .statusTextOffset = { 10, 32 },
173 .type = ACTOR_TYPE_FLYING_GRAY_MAGIKOOPA,
174 .level = ACTOR_LEVEL_FLYING_GRAY_MAGIKOOPA,
177 .partsData = N(FlyingParts),
178 .initScript = &N(EVS_Init_Flying),
179 .statusTable = N(FlyingStatusTable),
182 .hurricaneChance = 75,
184 .upAndAwayChance = 95,
186 .powerBounceChance = 75,
189 .healthBarOffset = { 0, 0 },
190 .statusIconOffset = { -25, 20 },
191 .statusTextOffset = { 1, 34 },
194s32 N(GroundAnims)[] = {
207s32 N(FlyingAnims)[] = {
220s32 N(BroomAnims)[] = {
294 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Gray_Anim04)
300 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Gray_Anim02)
355 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Gray_Anim04)
360 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Gray_Anim04)
385 Call(N(StartRumbleWithParams), 150, 10)
391 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Gray_Anim04)
408 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Gray_Anim01)
413 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 32)
496 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Gray_Anim01)
500 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Gray_Anim01)
507 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Gray_Anim04)
513 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Gray_Anim02)
548 Call(MoveBattleCamOver, 1)
551 Call(MoveBattleCamOver, 10)
564 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Gray_Anim02)
572 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Gray_Anim03)
603 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Gray_Anim03)
643 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Gray_Anim02)
670 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Gray_Anim03)
691 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Gray_Anim01)
721 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Gray_Anim01)
746 Call(MoveBattleCamOver, 15)
802 Call(InitTargetIterator)
845 Call(MoveBattleCamOver, 15)
849 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Gray_Anim02)
851 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Gray_Anim02)
888 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Gray_Anim01)
890 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Gray_Anim01)
898 Call(FreezeBattleState, TRUE)
900 Call(FreezeBattleState, FALSE)
902 Call(WaitForBuffDone)
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_PARTNER_ACTING
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_RIDING_BROOMSTICK
Actor is on Magikoopa Broomstick, effect seems to be redundant.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ TARGET_FLAG_PRIMARY_ONLY
@ STATUS_FLAG_TRANSPARENT
@ SOUND_MAGIKOOPA_WAND_STRIKE
@ 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_USE_ABSOLUTE_POSITION
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
@ ACTOR_PART_FLAG_INVISIBLE
@ DAMAGE_TYPE_TRIGGER_LUCKY
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_ForceNextTarget
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
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 IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
#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.
@ BTL_VAR_Magikoopa_LastIndexBoosted