3#include "sprite/npc/Goomba.h"
4#include "sprite/npc/Paragoomba.h"
6#define NAMESPACE A(hyper_paragoomba)
8extern s32 N(FlyingAnims)[];
9extern s32 N(LeftWingAnims)[];
10extern s32 N(RightWingAnims)[];
11extern s32 N(DownedAnims)[];
17extern EvtScript N(EVS_Flying_HandlePhase);
24extern EvtScript N(EVS_Downed_HandleEvent);
37 AVAR_NotFirstTurn = 1,
47s32 N(DownedDefense)[] = {
52s32 N(FlyingDefense)[] = {
57s32 N(DownedStatusTable)[] = {
82s32 N(FlyingStatusTable)[] = {
111 .posOffset = { 0, 0, 0 },
112 .targetOffset = { 0, 22 },
114 .idleAnimations = N(DownedAnims),
115 .defenseTable = N(DownedDefense),
117 .elementImmunityFlags = 0,
118 .projectileTargetOffset = { 0, -10 },
123 .posOffset = { 0, 0, 0 },
124 .targetOffset = { 0, 24 },
126 .idleAnimations = N(FlyingAnims),
127 .defenseTable = N(FlyingDefense),
129 .elementImmunityFlags = 0,
130 .projectileTargetOffset = { 0, -10 },
134 .index = PRT_DUMMY_WING_L,
135 .posOffset = { 0, 0, 0 },
136 .targetOffset = { -16, 24 },
138 .idleAnimations = N(LeftWingAnims),
139 .defenseTable = N(DownedDefense),
141 .elementImmunityFlags = 0,
142 .projectileTargetOffset = { 0, -10 },
146 .index = PRT_DUMMY_WING_R,
147 .posOffset = { 0, 0, 0 },
148 .targetOffset = { -16, 24 },
150 .idleAnimations = N(RightWingAnims),
151 .defenseTable = N(DownedDefense),
153 .elementImmunityFlags = 0,
154 .projectileTargetOffset = { 0, -10 },
160 .type = ACTOR_TYPE_HYPER_PARAGOOMBA,
161 .level = ACTOR_LEVEL_HYPER_PARAGOOMBA,
164 .partsData = N(ActorParts),
165 .initScript = &N(EVS_Init),
166 .statusTable = N(FlyingStatusTable),
169 .hurricaneChance = 95,
171 .upAndAwayChance = 95,
173 .powerBounceChance = 90,
176 .healthBarOffset = { 0, 0 },
177 .statusIconOffset = { -10, 20 },
178 .statusTextOffset = { 10, 20 },
181s32 N(ChargedFlyingAnims)[] = {
226 Call(MoveBattleCamOver, 20)
232 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Miss)
235 Call(MoveBattleCamOver, 20)
251 Call(MoveBattleCamOver, 30)
324 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Run)
328 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Idle)
375 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Run)
432s32 N(FlyingAnims)[] = {
445s32 N(FlyingShuffleAnims)[] = {
458s32 N(LeftWingAnims)[] = {
463s32 N(RightWingAnims)[] = {
529 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Idle)
590 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Dizzy)
639 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Run)
678 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Run)
690 Call(SetBattleCamDist, 300)
697 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Dive)
708 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Dive)
716 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Miss)
728 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Run)
740 Call(SetBattleCamDist, 300)
747 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Dive)
755 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Dive)
767 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Run)
772 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_Paragoomba_Hyper_Run)
782#include "common/StartRumbleWithParams.inc.c"
797 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_BurnStill)
807 Call(N(StartRumbleWithParams), 100, 10)
851s32 N(DownedChargedAnims)[] = {
919 Call(MoveBattleCamOver, 20)
928 Call(MoveBattleCamOver, 20)
934 Call(N(StartRumbleWithParams), 128, 10)
1079 ExecWait(N(EVS_Downed_Move_Charge))
1090 ExecWait(N(EVS_Downed_Move_Charge))
1099 ExecWait(N(EVS_Downed_Move_Charge))
1108 ExecWait(N(EVS_Downed_Move_Charge))
1114s32 N(DownedAnims)[] = {
1127s32 N(DownedShuffleAnims)[] = {
1251 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_Dizzy)
1339#include "common/CalculateArcsinDeg.inc.c"
1359 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_Midair)
1387 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_Midair)
1390 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_Sleep)
1406 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_Midair)
1421 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_Midair)
1424 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_Dizzy)
1463 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_Midair)
1466 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_Tense)
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_GROUNDABLE
Actor can be knocked down from flight; triggered by jump attacks.
@ ACTOR_EVENT_FLAG_ATTACK_CHARGED
Actor has charged an attack that can be removed with Star Beam.
@ ENCOUNTER_TRIGGER_HAMMER
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ SOUND_PARAGOOMBA_PREDIVE
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
@ ACTOR_FLAG_TYPE_CHANGED
Indicates actors type has changed, triggers recheck for if HP bar should be shown based on tattle sta...
@ EVENT_BEGIN_FIRST_STRIKE
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ ACTOR_PART_FLAG_NO_SHADOW
@ 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_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 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 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 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 IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set 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