3#include "sprite/npc/Cleft.h"
5#define NAMESPACE A(hyper_cleft)
7extern s32 N(UprightAnims)[];
23 AVAL_State_Normal = 0,
24 AVAL_State_Toppled = 1,
25 AVAL_State_Charged = 2,
26 AVAL_State_ChargedToppled = 3,
28 AVAR_NotFirstTurn = 2,
36s32 N(UprightDefenseTable)[] = {
42s32 N(ToppledDefenseTable)[] = {
48s32 N(StatusTable)[] = {
77 .posOffset = { 0, 0, 0 },
78 .targetOffset = { 0, 22 },
80 .idleAnimations = N(UprightAnims),
81 .defenseTable = N(UprightDefenseTable),
83 .elementImmunityFlags = 0,
84 .projectileTargetOffset = { 0, -10 },
90 .type = ACTOR_TYPE_HYPER_CLEFT,
91 .level = ACTOR_LEVEL_HYPER_CLEFT,
94 .partsData = N(ActorParts),
95 .initScript = &N(EVS_Init),
96 .statusTable = N(StatusTable),
99 .hurricaneChance = 30,
101 .upAndAwayChance = 95,
103 .powerBounceChance = 95,
106 .healthBarOffset = { 0, 0 },
107 .statusIconOffset = { -10, 20 },
108 .statusTextOffset = { 10, 20 },
111s32 N(HyperAnims)[] = {
158 Call(MoveBattleCamOver, 20)
167 Call(MoveBattleCamOver, 20)
172 Call(N(StartRumbleWithParams), 200, 10)
192 Call(MoveBattleCamOver, 30)
371s32 N(UprightAnims)[] = {
384s32 N(ToppledAnims)[] = {
431 Call(N(StartRumbleWithParams), 200, 10)
445 Call(N(SetSpinSmashable), FALSE)
718 Call(N(StartRumbleWithParams), 200, 10)
733 Call(N(SetSpinSmashable), TRUE)
750 Call(MoveBattleCamOver, 30)
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_ATTACK_CHARGED
Actor has charged an attack that can be removed with Star Beam.
@ ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION
Blast and fire attacks trigger an explosion.
@ ACTOR_EVENT_FLAG_SPIKY_TOP
Player takes spike damage from jump attacks.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ SOUND_HYPER_CLEFT_CHARGE
@ ACTOR_FLAG_FLIPPED
Actor has been flipped over.
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ DAMAGE_TYPE_TRIGGER_LUCKY
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)
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 End
Signals the end of EVT script data. A script missing this will likely crash on load.
#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 IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
#define IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
#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 BreakLoop
Breaks out of the innermost loop.
#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 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_VAL_HyperSync_Active