5#include "sprite/player.h"
6#include "sprite/npc/Fuzzy.h"
9#define NAMESPACE A(jungle_fuzzy)
11extern s32 N(DefaultAnims)[];
30s32 N(DefenseTable)[] = {
36s32 N(StatusTable)[] = {
65 .posOffset = { 0, 0, 0 },
66 .targetOffset = { 0, 20 },
68 .idleAnimations = N(DefaultAnims),
69 .defenseTable = N(DefenseTable),
71 .elementImmunityFlags = 0,
72 .projectileTargetOffset = { 0, -10 },
78 .type = ACTOR_TYPE_JUNGLE_FUZZY,
79 .level = ACTOR_LEVEL_JUNGLE_FUZZY,
82 .partsData = N(ActorParts),
83 .initScript = &N(EVS_Init),
84 .statusTable = N(StatusTable),
87 .hurricaneChance = 80,
89 .upAndAwayChance = 95,
91 .powerBounceChance = 100,
94 .healthBarOffset = { 0, 0 },
95 .statusIconOffset = { -10, 20 },
96 .statusTextOffset = { 10, 20 },
99s32 N(DefaultAnims)[] = {
257 Call(SetBattleCamDist, 330)
258 Call(SetBattleCamOffsetY, 30)
259 Call(MoveBattleCamOver, 20)
273 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Fuzzy_Jungle_Anim0D)
276 Call(SummonEnemy,
Ref(N(SummonFormation)), FALSE)
281 Call(MoveBattleCamOver, 20)
290 Call(SetAnimation,
LVar0, 1, ANIM_Fuzzy_Jungle_Walk)
292 Call(JumpToGoal,
LVar0, 14, FALSE, TRUE, FALSE)
296 Call(SetAnimation,
LVar0, 1, ANIM_Fuzzy_Jungle_Idle)
300 Call(SetActorVar,
LVar0, AVAR_Generation, 1)
302 Call(SetActorVar,
LVar0, AVAR_Generation, 2)
310#include "common/SpawnEnemyDrainFX.inc.c"
359 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Fuzzy_Jungle_Anim09)
443 Call(ShowActionHud, TRUE)
445 Call(action_command_stop_leech_init)
446 Call(SetupMashMeter, 1, 23, 0, 0, 0, 0)
449 Call(action_command_stop_leech_start, 0, 32767, 3)
702 Call(InitTargetIterator)
769 Call(InitTargetIterator)
784 CaseEq(ACTOR_TYPE_SPEAR_GUY)
817 ExecWait(N(EVS_CountActiveSummoners))
#define STATUS_FLAGS_IMMOBILIZED
@ ACTION_COMMAND_STOP_LEECH
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ BTL_MSG_ACTION_TIP_MASH_BUTTON
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ TARGET_FLAG_PRIMARY_ONLY
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ DAMAGE_TYPE_UNBLOCKABLE
@ DAMAGE_TYPE_IGNORE_DEFENSE
@ DAMAGE_TYPE_TRIGGER_LUCKY
EvtScript EVS_Enemy_Knockback
EvtScript EVS_Enemy_HopToPos
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_ShockHit
EvtScript EVS_Enemy_HopHome
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 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 IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
#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 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 NPC_DISPOSE_LOCATION
#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.
#define ACTOR_BY_POS(_name, _pos, _priority, args...)
@ AVAR_SpearGuy_Generation