4#include "sprite/npc/Gulpit.h"
6#define NAMESPACE A(gulpit_rocks)
65 .posOffset = { 0, 0, 0 },
66 .targetOffset = { 0, 14 },
71 .elementImmunityFlags = 0,
72 .projectileTargetOffset = { 0, -6 },
89 .upAndAwayChance = 95,
91 .powerBounceChance = 100,
94 .healthBarOffset = { 0, 0 },
95 .statusIconOffset = { -10, 20 },
96 .statusTextOffset = { 10, 20 },
BSS s32 PopupMenu_SelectedIndex
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_FLAG_NO_SHADOW
Hide shadow.
@ ACTOR_FLAG_TARGET_ONLY
Battle ends even if undefeated. No turn.
@ ACTOR_FLAG_NO_HEALTH_BAR
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
@ ACTOR_PART_FLAG_PRIMARY_TARGET
EvtScript EVS_Enemy_NoDamageHit
#define Switch(LVAR)
Marks the start of a switch statement.
#define Ref(sym)
Address/pointer constant.
#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 End
Signals the end of EVT script data. A script missing this will likely crash on load.
#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 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 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 Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#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.