5#include "sprite/npc/ShyGuy.h"
6#include "sprite/npc/MediGuy.h"
7#include "sprite/npc/GrooveGuy.h"
9#define NAMESPACE A(groove_guy)
39s32 N(DefaultAnims)[] = {
52s32 N(DefenseTable)[] = {
58s32 N(StatusTable)[] = {
89 .posOffset = { 0, 0, 0 },
90 .targetOffset = { 0, 24 },
92 .idleAnimations = N(DefaultAnims),
93 .defenseTable = N(DefenseTable),
95 .elementImmunityFlags = 0,
96 .projectileTargetOffset = { 0, -10 },
102 .type = ACTOR_TYPE_GROOVE_GUY,
103 .level = ACTOR_LEVEL_GROOVE_GUY,
106 .partsData = N(ActorParts),
107 .initScript = &N(EVS_Init),
108 .statusTable = N(StatusTable),
111 .hurricaneChance = 80,
113 .upAndAwayChance = 95,
115 .powerBounceChance = 80,
118 .healthBarOffset = { 0, 0 },
119 .statusIconOffset = { -10, 20 },
120 .statusTextOffset = { 10, 20 },
132#include "common/battle/SetAbsoluteStatusOffsets.inc.c"
140 Call(N(SetAbsoluteStatusOffsets), -13, 15, 4, 13)
144 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
465 Call(InitTargetIterator)
508 Call(InitTargetIterator)
513 CaseEq(ACTOR_TYPE_GROOVE_GUY)
561 ExecWait(N(EVS_CountActiveSummoners))
615API_CALLABLE(N(SpawnSpinFX)) {
616 Bytecode* args = script->ptrReadPos;
627 N(DummyPlayerStatus).pos.x = x;
628 N(DummyPlayerStatus).pos.y = y;
629 N(DummyPlayerStatus).pos.z = z;
630 fx_effect_46(6, &N(DummyPlayerStatus), scale, duration);
722 Call(SummonEnemy,
Ref(N(ShyGuyFormation)), FALSE)
728 Call(SetAnimation,
LVarB, PRT_MAIN, ANIM_ShyGuy_Red_Anim04)
736 Call(SetAnimation,
LVarB, PRT_MAIN, ANIM_ShyGuy_Red_Anim01)
752 Call(SummonEnemy,
Ref(N(GrooveGuyFormation)), FALSE)
754 Call(SetAnimation,
LVarB, PRT_MAIN, ANIM_GrooveGuy_Anim0C)
779 Call(SetAnimation,
LVarB, PRT_MAIN, ANIM_GrooveGuy_Anim0A)
786 Call(SetAnimation,
LVarB, PRT_MAIN, ANIM_GrooveGuy_Anim01)
793 Call(SetActorVar,
LVarB, AVAR_Generation, 1)
795 Call(SetActorVar,
LVarB, AVAR_Generation, 2)
805 Call(SummonEnemy,
Ref(N(MediGuyFormation)), FALSE)
807 Call(SetAnimation,
LVarB, PRT_MAIN, ANIM_MediGuy_Anim05)
820 Call(SetAnimation,
LVarB, PRT_MAIN, ANIM_MediGuy_Anim01)
#define STATUS_FLAGS_IMMOBILIZED
@ ACTOR_SOUND_WALK_INCREMENT
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ BTL_CAM_MIDPOINT_NORMAL
@ TARGET_FLAG_PRIMARY_ONLY
@ SOUND_GROOVE_GUY_SUMMON
@ SOUND_GROOVE_GUY_SPIN_DOWN
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ DAMAGE_TYPE_STATUS_ALWAYS_HITS
@ DAMAGE_TYPE_TRIGGER_LUCKY
s32 evt_get_variable(Evt *script, Bytecode var)
f32 evt_get_float_variable(Evt *script, Bytecode var)
EvtScript EVS_Enemy_ReturnHome
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 IfGe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR >= RVAR.
#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 IfLt(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 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 DMG_STATUS_KEY(typeFlag, duration, chance)
#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 NPC_DISPOSE_LOCATION
#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...)