3#include "sprite/npc/MBush.h"
5#define NAMESPACE A(m_bush)
20s32 N(DefaultAnims)[] = {
33s32 N(DefenseTable)[] = {
39s32 N(StatusTable)[] = {
68 .posOffset = { 0, 0, 0 },
69 .targetOffset = { -2, 22 },
71 .idleAnimations = N(DefaultAnims),
72 .defenseTable = N(DefenseTable),
74 .elementImmunityFlags = 0,
75 .projectileTargetOffset = { 0, -10 },
81 .type = ACTOR_TYPE_M_BUSH,
82 .level = ACTOR_LEVEL_M_BUSH,
85 .partsData = N(ActorParts),
86 .initScript = &N(EVS_Init),
87 .statusTable = N(StatusTable),
90 .hurricaneChance = 80,
92 .upAndAwayChance = 95,
94 .powerBounceChance = 85,
97 .healthBarOffset = { 0, 0 },
98 .statusIconOffset = { -10, 20 },
99 .statusTextOffset = { 10, 20 },
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ 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
#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 EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#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 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.