3#include "sprite/npc/SmallPiranha.h"
5#define NAMESPACE A(piranha_plant)
20s32 N(DefaultAnims)[] = {
33s32 N(UnusedAnims1)[] = {
38s32 N(UnusedAnims2)[] = {
43s32 N(DefenseTable)[] = {
48s32 N(StatusTable)[] = {
77 .posOffset = { 0, 0, 0 },
78 .targetOffset = { 0, 35 },
80 .idleAnimations = N(DefaultAnims),
81 .defenseTable = N(DefenseTable),
83 .elementImmunityFlags = 0,
84 .projectileTargetOffset = { 0, -10 },
90 .type = ACTOR_TYPE_PIRANHA_PLANT,
91 .level = ACTOR_LEVEL_PIRANHA_PLANT,
94 .partsData = N(ActorParts),
95 .initScript = &N(EVS_Init),
96 .statusTable = N(StatusTable),
99 .hurricaneChance = 20,
101 .upAndAwayChance = 95,
103 .powerBounceChance = 90,
106 .healthBarOffset = { 0, 0 },
107 .statusIconOffset = { -7, 33 },
108 .statusTextOffset = { 10, 33 },
126 Call(MoveBattleCamOver, 20)
129 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim04)
135 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim03)
216 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim01)
218 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim06)
221 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim01)
240 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim04)
270 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim04)
275 Call(MoveBattleCamOver, 1)
285 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim04)
294 Call(SetBattleCamDist, 350)
295 Call(SetBattleCamOffsetY, 45)
297 Call(MoveBattleCamOver, 20)
316 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim03)
318 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim05)
326 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim06)
333 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim07)
335 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim08)
350 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim06)
356 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim07)
366 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SmallPiranha_Anim08)
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_SPIKY_TOP
Player takes spike damage from jump attacks.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_FLAG_NO_SHADOW
Hide shadow.
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ DAMAGE_TYPE_TRIGGER_LUCKY
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 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 End
Signals the end of EVT script data. A script missing this will likely crash on load.
#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 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 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.