3#include "sprite/npc/HammerBros.h"
5#define NAMESPACE A(hammer_bro)
30s32 N(DefaultAnims)[] = {
43s32 N(HammerAnims)[] = {
48s32 N(DefenseTable)[] = {
53s32 N(StatusTable)[] = {
82 .posOffset = { 0, 0, 0 },
83 .targetOffset = { -3, 35 },
85 .idleAnimations = N(DefaultAnims),
86 .defenseTable = N(DefenseTable),
88 .elementImmunityFlags = 0,
89 .projectileTargetOffset = { -3, -10 },
93 .index = PRT_HAMMER_1,
94 .posOffset = { 0, 0, 0 },
95 .targetOffset = { 0, 0 },
97 .idleAnimations = N(HammerAnims),
98 .defenseTable = N(DefenseTable),
100 .elementImmunityFlags = 0,
101 .projectileTargetOffset = { 0, 0 },
105 .index = PRT_HAMMER_2,
106 .posOffset = { 0, 0, 0 },
107 .targetOffset = { 0, 0 },
109 .idleAnimations = N(HammerAnims),
110 .defenseTable = N(DefenseTable),
112 .elementImmunityFlags = 0,
113 .projectileTargetOffset = { 0, 0 },
117 .index = PRT_HAMMER_3,
118 .posOffset = { 0, 0, 0 },
119 .targetOffset = { 0, 0 },
121 .idleAnimations = N(HammerAnims),
122 .defenseTable = N(DefenseTable),
124 .elementImmunityFlags = 0,
125 .projectileTargetOffset = { 0, 0 },
129 .index = PRT_HAMMER_4,
130 .posOffset = { 0, 0, 0 },
131 .targetOffset = { 0, 0 },
133 .idleAnimations = N(HammerAnims),
134 .defenseTable = N(DefenseTable),
136 .elementImmunityFlags = 0,
137 .projectileTargetOffset = { 0, 0 },
141 .index = PRT_HAMMER_5,
142 .posOffset = { 0, 0, 0 },
143 .targetOffset = { 0, 0 },
145 .idleAnimations = N(HammerAnims),
146 .defenseTable = N(DefenseTable),
148 .elementImmunityFlags = 0,
149 .projectileTargetOffset = { 0, 0 },
155 .type = ACTOR_TYPE_HAMMER_BROS,
156 .level = ACTOR_LEVEL_HAMMER_BROS,
159 .partsData = N(ActorParts),
160 .initScript = &N(EVS_Init),
161 .statusTable = N(StatusTable),
164 .hurricaneChance = 60,
166 .upAndAwayChance = 95,
168 .powerBounceChance = 80,
171 .healthBarOffset = { 0, 0 },
172 .statusIconOffset = { -10, 20 },
173 .statusTextOffset = { 10, 35 },
312 Call(MoveBattleCamOver, 1)
520 Exec(N(EVS_HammerSurge_Miss))
523 Exec(N(EVS_HammerSurge_Miss))
526 Exec(N(EVS_HammerSurge_Miss))
529 Exec(N(EVS_HammerSurge_Miss))
532 Exec(N(EVS_HammerSurge_Miss))
551 Exec(N(EVS_HammerSurge_Hit))
554 Exec(N(EVS_HammerSurge_Hit))
557 Exec(N(EVS_HammerSurge_Hit))
560 Exec(N(EVS_HammerSurge_Hit))
563 Exec(N(EVS_HammerSurge_Hit))
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ SOUND_HAMMER_BROS_THROW
@ 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_ScareAway
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
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 DivF(VAR, FLOAT_VALUE)
#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 EndChildThread
Marks the end of a child thread block.
#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 CaseFlag(RVAR)
Marks the start of a switch case that executes only if the RVAR flag is set on LVAR,...
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
#define MulF(VAR, FLOAT_VALUE)
#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 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 ChildThread
Marks the start of a child thread block.
#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 Exec(EVT_SOURCE)
Launches a new thread.
#define Return
Kills the current EVT thread.