5#include "sprite/npc/Pokey.h"
7#define NAMESPACE A(pokey)
95 .posOffset = { 0, 0, 0 },
96 .targetOffset = { 0, 20 },
101 .elementImmunityFlags = 0,
102 .projectileTargetOffset = { 0, 0 },
107 .posOffset = { 0, 0, 0 },
108 .targetOffset = { 0, 72 },
110 .idleAnimations =
NULL,
113 .elementImmunityFlags = 0,
114 .projectileTargetOffset = { 0, -8 },
119 .posOffset = { 0, 0, 0 },
120 .targetOffset = { 0, 54 },
122 .idleAnimations =
NULL,
125 .elementImmunityFlags = 0,
126 .projectileTargetOffset = { 0, -8 },
131 .posOffset = { 0, 0, 0 },
132 .targetOffset = { 0, 36 },
134 .idleAnimations =
NULL,
137 .elementImmunityFlags = 0,
138 .projectileTargetOffset = { 0, -8 },
143 .posOffset = { 0, 0, 0 },
144 .targetOffset = { 0, 16 },
146 .idleAnimations =
NULL,
149 .elementImmunityFlags = 0,
150 .projectileTargetOffset = { 0, -8 },
155 .posOffset = { 0, 0, 0 },
156 .targetOffset = { 0, 0 },
161 .elementImmunityFlags = 0,
162 .projectileTargetOffset = { 0, 0 },
177 .hurricaneChance = 85,
179 .upAndAwayChance = 95,
181 .powerBounceChance = 100,
184 .healthBarOffset = { 0, 0 },
185 .statusIconOffset = { -15, 75 },
186 .statusTextOffset = { 10, 65 },
688 #define LBL_NO_SUMMON 123
1199#include "common/battle/SetAbsoluteStatusOffsets.inc.c"
BSS s32 PopupMenu_SelectedIndex
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_ALT_SPIKY
Additional spiky quality associated with Pokeys and Spinies.
@ ACTOR_EVENT_FLAG_SPIKY_TOP
Player takes spike damage from jump attacks.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ TARGET_FLAG_PRIMARY_ONLY
@ TARGET_FLAG_ALLOW_TARGET_ONLY
@ SOUND_POKEY_LEAN_FORWARD
@ SOUND_POKEY_EMERGE_FROM_GROUND
@ BTL_RUMBLE_PLAYER_HEAVY
@ ACTOR_FLAG_TARGET_ONLY
Battle ends even if undefeated. No turn.
@ EVENT_SPIN_SMASH_LAUNCH_HIT
@ EVENT_SPIN_SMASH_LAUNCH_DEATH
@ 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
EvtScript EVS_Enemy_HopToPos
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_ShockHit
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
ApiStatus UpdateLerp(Evt *script, b32 isInitialCall)
ApiStatus RandInt(Evt *script, b32 isInitialCall)
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
ApiStatus MakeLerp(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 Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#define AddF(VAR, FLOAT_VALUE)
#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 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 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 Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define Div(VAR, INT_VALUE)
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
#define MulF(VAR, FLOAT_VALUE)
#define DMG_STATUS_KEY(typeFlag, duration, chance)
#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 ChildThread
Marks the start of a child thread block.
#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.
#define ACTOR_BY_POS(_name, _pos, _priority, args...)