3#include "sprite/npc/HurtPlant.h"
5#define NAMESPACE A(hurt_plant)
20s32 N(DefaultAnims)[] = {
33s32 N(DefenseTable)[] = {
39s32 N(StatusTable)[] = {
68 .posOffset = { 0, 0, 0 },
69 .targetOffset = { -10, 24 },
71 .idleAnimations = N(DefaultAnims),
72 .defenseTable = N(DefenseTable),
74 .elementImmunityFlags = 0,
75 .projectileTargetOffset = { -8, -5 },
81 .type = ACTOR_TYPE_HURT_PLANT,
82 .level = ACTOR_LEVEL_HURT_PLANT,
85 .partsData = N(ActorParts),
86 .initScript = &N(EVS_Init),
87 .statusTable = N(StatusTable),
90 .hurricaneChance = 20,
92 .upAndAwayChance = 95,
94 .powerBounceChance = 95,
97 .healthBarOffset = { 0, 0 },
98 .statusIconOffset = { -18, 23 },
99 .statusTextOffset = { 1, 20 },
119 Call(N(SetAbsoluteStatusOffsets), -20, 8, 0, 14)
123 Call(N(SetAbsoluteStatusOffsets), -18, 23, 1, 20)
272 Call(MoveBattleCamOver, 1)
291 Call(SetBattleCamDist, 350)
292 Call(SetBattleCamOffsetY, 45)
294 Call(MoveBattleCamOver, 20)
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_FLAG_NO_SHADOW
Hide shadow.
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ DAMAGE_TYPE_TRIGGER_LUCKY
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
#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 End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#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 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 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 DMG_STATUS_KEY(typeFlag, duration, chance)
#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 SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
#define Return
Kills the current EVT thread.