3#include "sprite/npc/MontyMole.h"
5#define NAMESPACE A(monty_mole)
7extern s32 N(DefaultAnims)[];
8extern s32 N(RockAnims)[];
21 AVAR_IN_Hole_Small = 0,
28s32 N(DefenseTable)[] = {
33s32 N(StatusTable)[] = {
62 .posOffset = { 0, 0, 0 },
63 .targetOffset = { -2, 16 },
65 .idleAnimations = N(DefaultAnims),
66 .defenseTable = N(DefenseTable),
68 .elementImmunityFlags = 0,
69 .projectileTargetOffset = { 0, -7 },
74 .posOffset = { 0, 0, -15 },
75 .targetOffset = { -2, 12 },
77 .idleAnimations = N(DefaultAnims),
78 .defenseTable = N(DefenseTable),
80 .elementImmunityFlags = 0,
81 .projectileTargetOffset = { 0, -7 },
86 .posOffset = { 0, 0, 0 },
87 .targetOffset = { 0, 0 },
89 .idleAnimations = N(RockAnims),
90 .defenseTable = N(DefenseTable),
92 .elementImmunityFlags = 0,
93 .projectileTargetOffset = { 0, 0 },
99 .type = ACTOR_TYPE_MONTY_MOLE,
100 .level = ACTOR_LEVEL_MONTY_MOLE,
103 .partsData = N(ActorParts),
104 .initScript = &N(EVS_Init),
105 .statusTable = N(StatusTable),
108 .hurricaneChance = 50,
110 .upAndAwayChance = 95,
112 .powerBounceChance = 100,
115 .healthBarOffset = { 0, 0 },
116 .statusIconOffset = { -10, 20 },
117 .statusTextOffset = { 10, 20 },
120s32 N(DefaultAnims)[] = {
133s32 N(RockAnims)[] = {
138s32 N(EmptyHoleAnims)[] = {
144s32 N(LeapAnims)[] = {
153 .posOffset = { 0, 0, 0 },
154 .targetOffset = { 0, 0 },
156 .idleAnimations = N(EmptyHoleAnims),
157 .defenseTable = NULL,
159 .elementImmunityFlags = 0,
160 .projectileTargetOffset = { 0, 0 },
175 .type = ACTOR_TYPE_MONTY_HOLE,
176 .level = ACTOR_LEVEL_MONTY_HOLE,
179 .partsData = N(HoleParts),
180 .initScript = &N(EVS_Hole_Init),
184 .hurricaneChance = 80,
186 .upAndAwayChance = 90,
188 .powerBounceChance = 90,
191 .healthBarOffset = { 0, 0 },
192 .statusIconOffset = { -10, 20 },
193 .statusTextOffset = { 10, 20 },
209 Call(SummonEnemy,
Ref(N(SmallHoleFormation)), FALSE)
211 Call(SummonEnemy,
Ref(N(HoleFormation)), FALSE)
370 Call(MoveBattleCamOver, 1)
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_FLAG_NO_SHADOW
Hide shadow.
@ ACTOR_FLAG_TARGET_ONLY
Battle ends even if undefeated. No turn.
@ ACTOR_FLAG_NO_HEALTH_BAR
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ ACTOR_PART_FLAG_SKIP_MOVEMENT_ALLOC
@ ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
@ ACTOR_PART_FLAG_DAMAGE_IMMUNE
electrified Plays extra hurt SFX?
@ ACTOR_PART_FLAG_INVISIBLE
@ DAMAGE_TYPE_TRIGGER_LUCKY
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
#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 EndChildThread
Marks the end of a child thread block.
#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 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 NPC_DISPOSE_LOCATION
#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 ChildThread
Marks the start of a child thread block.
#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...)