3#include "sprite/npc/Magikoopa.h"
4#include "sprite/npc/FlyingMagikoopa.h"
7#define NAMESPACE A(magikoopa)
139 .posOffset = { 0, 0, 0 },
140 .targetOffset = { 2, 35 },
145 .elementImmunityFlags = 0,
146 .projectileTargetOffset = { -5, -12 },
154 .posOffset = { 0, 0, 0 },
155 .targetOffset = { 2, 35 },
160 .elementImmunityFlags = 0,
161 .projectileTargetOffset = { -5, -12 },
166 .posOffset = { 0, 0, 0 },
167 .targetOffset = { -10, 35 },
172 .elementImmunityFlags = 0,
173 .projectileTargetOffset = { 0, -8 },
178 .posOffset = { 0, 0, 0 },
179 .targetOffset = { 0, 0 },
184 .elementImmunityFlags = 0,
185 .projectileTargetOffset = { 0, 0 },
200 .hurricaneChance = 70,
202 .upAndAwayChance = 95,
204 .powerBounceChance = 80,
207 .healthBarOffset = { 0, 0 },
208 .statusIconOffset = { -10, 20 },
209 .statusTextOffset = { 10, 32 },
223 .hurricaneChance = 75,
225 .upAndAwayChance = 95,
227 .powerBounceChance = 80,
230 .healthBarOffset = { 0, 0 },
231 .statusIconOffset = { -25, 20 },
232 .statusTextOffset = { 1, 34 },
300#include "common/GetSelectedMoveID.inc.c"
1349 .posOffset = { 0, 0, 0 },
1350 .targetOffset = { 2, 35 },
1355 .elementImmunityFlags = 0,
1356 .projectileTargetOffset = { -5, -12 },
1364 .posOffset = { 0, 0, 0 },
1365 .targetOffset = { -10, 35 },
1370 .elementImmunityFlags = 0,
1371 .projectileTargetOffset = { 0, -8 },
1386 .hurricaneChance = 0,
1388 .upAndAwayChance = 0,
1390 .powerBounceChance = 75,
1393 .healthBarOffset = { 0, 0 },
1394 .statusIconOffset = { -10, 20 },
1395 .statusTextOffset = { 10, 32 },
1409 .hurricaneChance = 0,
1411 .upAndAwayChance = 0,
1413 .powerBounceChance = 75,
1416 .healthBarOffset = { 0, 0 },
1417 .statusIconOffset = { -25, 20 },
1418 .statusTextOffset = { 1, 34 },
1526#include "common/battle/CheckMagikoopaCastTarget.inc.c"
1986 #define LBL_LOOP_COUNT_INJURED_1 0
1987 #define LBL_LOOP_COUNT_INJURED_2 1
1988 #define LBL_LOOP_COUNT_INJURED_3 2
1989 #define LBL_TRY_HEALING 10
1990 #define LBL_LOOP_CHOOSE_BEST_HEAL 11
1991 #define LBL_TRY_MOVES 20
1992 #define LBL_CHOOSE_MOVE 123
BSS s32 PopupMenu_SelectedIndex
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_PARTNER_ACTING
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ BS_FLAGS1_EXECUTING_MOVE
@ ACTOR_EVENT_FLAG_RIDING_BROOMSTICK
Actor is on Magikoopa Broomstick, effect seems to be redundant.
@ ACTOR_EVENT_FLAG_ATTACK_CHARGED
Actor has charged an attack that can be removed with Star Beam.
@ ACTOR_EVENT_FLAG_ILLUSORY
Player attacks pass through and miss.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ TARGET_FLAG_PRIMARY_ONLY
@ STATUS_FLAG_TRANSPARENT
@ SOUND_MAGIKOOPA_ELECTRIFY
@ SOUND_MAGIKOOPA_POWER_UP
@ 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...
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
@ 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
@ DAMAGE_TYPE_MULTIPLE_POPUPS
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_ForceNextTarget
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
#define LBL_LOOP_COUNT_INJURED_1
#define LBL_LOOP_CHOOSE_BEST_HEAL
#define LBL_LOOP_COUNT_INJURED_2
#define LBL_LOOP_COUNT_INJURED_3
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 DivF(VAR, FLOAT_VALUE)
#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 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 IfLe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR > RVAR.
#define Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
#define BitwiseAndConst(VAR, CONST)
VAR &= CONST, but CONST is treated as-is rather than dereferenced with evt_get_variable.
#define MulF(VAR, FLOAT_VALUE)
#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 BitwiseOrConst(VAR, CONST)
VAR |= CONST, but CONST is treated as-is rather than dereferenced with evt_get_variable.
#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_DryBones_Collapsed
@ BTL_VAR_Magikoopa_LastIndexBoosted