5#include "sprite/npc/Goomba.h"
6#include "sprite/npc/Paragoomba.h"
8#define NAMESPACE A(paragoomba)
10extern s32 N(DefaultAnims)[];
11extern s32 N(LeftWingAnims)[];
12extern s32 N(RightWingAnims)[];
19extern s32
A(downed_goomba_DefaultAnims)[];
33s32 N(DownedDefense)[] = {
38s32 N(FlyingDefense)[] = {
43s32 N(DownedStatusTable)[] = {
68s32 N(FlyingStatusTable)[] = {
97 .posOffset = { 0, 0, 0 },
98 .targetOffset = { 0, 20 },
100 .idleAnimations =
A(downed_goomba_DefaultAnims),
101 .defenseTable = N(DownedDefense),
103 .elementImmunityFlags = 0,
104 .projectileTargetOffset = { 0, -10 },
109 .posOffset = { 0, 0, 0 },
110 .targetOffset = { 0, 24 },
112 .idleAnimations = N(DefaultAnims),
113 .defenseTable = N(FlyingDefense),
115 .elementImmunityFlags = 0,
116 .projectileTargetOffset = { 0, -10 },
120 .index = PRT_DUMMY_WING_L,
121 .posOffset = { 0, 0, 0 },
122 .targetOffset = { -16, 24 },
124 .idleAnimations = N(LeftWingAnims),
125 .defenseTable = N(DownedDefense),
127 .elementImmunityFlags = 0,
128 .projectileTargetOffset = { 0, -10 },
132 .index = PRT_DUMMY_WING_R,
133 .posOffset = { 0, 0, 0 },
134 .targetOffset = { -16, 24 },
136 .idleAnimations = N(RightWingAnims),
137 .defenseTable = N(DownedDefense),
139 .elementImmunityFlags = 0,
140 .projectileTargetOffset = { 0, -10 },
146 .type = ACTOR_TYPE_PARAGOOMBA,
147 .level = ACTOR_LEVEL_PARAGOOMBA,
150 .partsData = N(ActorParts),
151 .initScript = &N(EVS_Init),
152 .statusTable = N(FlyingStatusTable),
154 .airLiftChance = 100,
155 .hurricaneChance = 100,
157 .upAndAwayChance = 95,
159 .powerBounceChance = 100,
162 .healthBarOffset = { 0, 0 },
163 .statusIconOffset = { -10, 20 },
164 .statusTextOffset = { 10, 20 },
167s32 N(DefaultAnims)[] = {
180s32 N(ShuffleAnims)[] = {
193s32 N(LeftWingAnims)[] = {
198s32 N(RightWingAnims)[] = {
401 Call(SetBattleCamDist, 300)
451 Call(SetBattleCamDist, 300)
493#include "common/StartRumbleWithParams.inc.c"
518 Call(N(StartRumbleWithParams), 100, 10)
563#define NESTED_GOOMBA_INCLUDE
564#define NAMESPACE A(downed_goomba)
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_GROUNDABLE
Actor can be knocked down from flight; triggered by jump attacks.
@ ENCOUNTER_TRIGGER_HAMMER
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ SOUND_PARAGOOMBA_PREDIVE
@ 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...
@ EVENT_BEGIN_FIRST_STRIKE
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ ACTOR_PART_FLAG_NO_SHADOW
@ 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_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)
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 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 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 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 Wait(NUM_FRAMES)
Blocks for the given number of frames.
#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.