3#include "sprite/npc/Spiny.h"
4#include "sprite/npc/Lakitu.h"
7#define NAMESPACE A(lakitu)
30s32 N(DefaultAnims)[] = {
43s32 N(SpinyBallAnims)[] = {
48s32 N(SpinyAnims)[] = {
53s32 N(DefenseTable)[] = {
59s32 N(StatusTable)[] = {
88 .posOffset = { 0, 0, 0 },
89 .targetOffset = { -5, 35 },
91 .idleAnimations = N(DefaultAnims),
92 .defenseTable = N(DefenseTable),
94 .elementImmunityFlags = 0,
95 .projectileTargetOffset = { 0, -13 },
99 .index = PRT_SPINY_BALL,
100 .posOffset = { 0, 0, 0 },
101 .targetOffset = { 0, 0 },
103 .idleAnimations = N(SpinyBallAnims),
104 .defenseTable = N(DefenseTable),
106 .elementImmunityFlags = 0,
107 .projectileTargetOffset = { 0, 0 },
112 .posOffset = { 0, 0, 0 },
113 .targetOffset = { 0, 0 },
115 .idleAnimations = N(SpinyAnims),
116 .defenseTable = N(DefenseTable),
118 .elementImmunityFlags = 0,
119 .projectileTargetOffset = { 0, 0 },
125 .type = ACTOR_TYPE_LAKITU,
126 .level = ACTOR_LEVEL_LAKITU,
129 .partsData = N(ActorParts),
130 .initScript = &N(EVS_Init),
131 .statusTable = N(StatusTable),
134 .hurricaneChance = 90,
136 .upAndAwayChance = 95,
138 .powerBounceChance = 85,
141 .healthBarOffset = { 0, 0 },
142 .statusIconOffset = { -11, 20 },
143 .statusTextOffset = { 10, 34 },
285 Call(SetAnimation,
ACTOR_SELF, PRT_SPINY_BALL, ANIM_Lakitu_Anim0B)
320 Call(SetAnimation,
ACTOR_SELF, PRT_SPINY_BALL, ANIM_Lakitu_Anim0C)
402 Call(SummonEnemy,
Ref(N(SpinyFormation)), FALSE)
405 Call(SetAnimation,
ACTOR_SELF, PRT_SPINY_BALL, ANIM_Lakitu_Anim0B)
445 Call(SetAnimation,
ACTOR_SELF, PRT_SPINY_BALL, ANIM_Lakitu_Anim0C)
488 Call(SetAnimation,
LVarB, 1, ANIM_Spiny_Anim01)
490 Call(SetAnimation,
LVarB, 1, ANIM_Spiny_Anim04)
501 Call(SetAnimation,
LVarB, 1, ANIM_Spiny_Anim01)
517 Call(InitTargetIterator)
560 Call(InitTargetIterator)
593 ExecWait(N(EVS_CountActiveSummoners))
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ TARGET_FLAG_PRIMARY_ONLY
@ SOUND_LAKITU_THROW_SPINY
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
@ EVENT_BEGIN_FIRST_STRIKE
@ 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_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)
#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 IfGe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR >= RVAR.
#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 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 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...)