5#include "sprite/npc/Pokey.h"
7#define NAMESPACE A(pokey_mummy)
9extern s32 N(FourPartAnims)[];
10extern s32 N(ThrownPartAnims)[];
16extern EvtScript N(EVS_Attack_SinglePartLeap);
17extern EvtScript N(EVS_Pokey_SpinSmashHit);
34 AVAR_IN_CantSummon = 1,
41 AVAR_Anim_BurnHurt = 6,
42 AVAR_Anim_BurnStill = 7,
46 AVAL_Generation_First = 0,
47 AVAL_Generation_Second = 1,
48 AVAL_Generation_Last = 2,
56s32 N(DefenseTable)[] = {
61s32 N(StatusTable)[] = {
90 .posOffset = { 0, 0, 0 },
91 .targetOffset = { 0, 20 },
93 .idleAnimations = N(FourPartAnims),
94 .defenseTable = N(DefenseTable),
96 .elementImmunityFlags = 0,
97 .projectileTargetOffset = { 0, 0 },
102 .posOffset = { 0, 0, 0 },
103 .targetOffset = { 0, 72 },
105 .idleAnimations = NULL,
106 .defenseTable = N(DefenseTable),
108 .elementImmunityFlags = 0,
109 .projectileTargetOffset = { 0, -8 },
114 .posOffset = { 0, 0, 0 },
115 .targetOffset = { 0, 54 },
117 .idleAnimations = NULL,
118 .defenseTable = N(DefenseTable),
120 .elementImmunityFlags = 0,
121 .projectileTargetOffset = { 0, -8 },
126 .posOffset = { 0, 0, 0 },
127 .targetOffset = { 0, 36 },
129 .idleAnimations = NULL,
130 .defenseTable = N(DefenseTable),
132 .elementImmunityFlags = 0,
133 .projectileTargetOffset = { 0, -8 },
138 .posOffset = { 0, 0, 0 },
139 .targetOffset = { 0, 16 },
141 .idleAnimations = NULL,
142 .defenseTable = N(DefenseTable),
144 .elementImmunityFlags = 0,
145 .projectileTargetOffset = { 0, -8 },
149 .index = PRT_PROJECTILE,
150 .posOffset = { 0, 0, 0 },
151 .targetOffset = { 0, 0 },
153 .idleAnimations = N(ThrownPartAnims),
154 .defenseTable = N(DefenseTable),
156 .elementImmunityFlags = 0,
157 .projectileTargetOffset = { 0, 0 },
163 .type = ACTOR_TYPE_POKEY_MUMMY,
164 .level = ACTOR_LEVEL_POKEY_MUMMY,
167 .partsData = N(ActorParts),
168 .initScript = &N(EVS_Init),
169 .statusTable = N(StatusTable),
172 .hurricaneChance = 85,
174 .upAndAwayChance = 95,
176 .powerBounceChance = 95,
179 .healthBarOffset = { 0, 0 },
180 .statusIconOffset = { -15, 75 },
181 .statusTextOffset = { 10, 65 },
184s32 N(FourPartAnims)[] = {
195s32 N(ThreePartAnims)[] = {
206s32 N(TwoPartAnims)[] = {
217s32 N(OnePartAnims)[] = {
228s32 N(ThrownPartAnims)[] = {
239 Call(SetActorVar,
ACTOR_SELF, AVAR_Generation, AVAL_Generation_First)
244 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Immune, ANIM_Pokey_Mummy_Idle4)
245 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Run, ANIM_Pokey_Mummy_Run4)
246 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Hit, ANIM_Pokey_Mummy_Hurt4)
247 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Windup, ANIM_Pokey_Mummy_Windup3)
248 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Throw, ANIM_Pokey_Mummy_Throw3)
249 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_BurnHurt, ANIM_Pokey_Mummy_BurnHurt4)
250 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_BurnStill, ANIM_Pokey_Mummy_BurnStill4)
497 ExecWait(N(EVS_Attack_SinglePartLeap))
505 Call(MoveBattleCamOver, 1)
519 Call(SetAnimation,
ACTOR_SELF, PRT_PROJECTILE, ANIM_Pokey_Mummy_Projectile)
578 Call(SetAnimation,
ACTOR_SELF, PRT_PROJECTILE, ANIM_Pokey_Mummy_Projectile)
591 Call(SetAnimation,
ACTOR_SELF, PRT_PROJECTILE, ANIM_Pokey_Mummy_Projectile)
620EvtScript N(EVS_Attack_SinglePartLeap) = {
784 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Immune, ANIM_Pokey_Mummy_Idle3)
785 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Run, ANIM_Pokey_Mummy_Run3)
786 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Hit, ANIM_Pokey_Mummy_Hurt3)
787 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Windup, ANIM_Pokey_Mummy_Windup2)
788 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Throw, ANIM_Pokey_Mummy_Throw2)
789 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_BurnHurt, ANIM_Pokey_Mummy_BurnHurt3)
790 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_BurnStill, ANIM_Pokey_Mummy_BurnStill3)
799 Call(N(SetAbsoluteStatusOffsets), -15, 55, 10, 45)
801 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Immune, ANIM_Pokey_Mummy_Idle2)
802 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Run, ANIM_Pokey_Mummy_Run2)
803 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Hit, ANIM_Pokey_Mummy_Hurt2)
804 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Windup, ANIM_Pokey_Mummy_Windup1)
805 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Throw, ANIM_Pokey_Mummy_Throw1)
806 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_BurnHurt, ANIM_Pokey_Mummy_BurnHurt2)
807 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_BurnStill, ANIM_Pokey_Mummy_BurnStill2)
816 Call(N(SetAbsoluteStatusOffsets), -15, 35, 10, 25)
818 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Immune, ANIM_Pokey_Mummy_Idle1)
819 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Run, ANIM_Pokey_Mummy_Run1)
820 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_Hit, ANIM_Pokey_Mummy_Hurt1)
821 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_BurnHurt, ANIM_Pokey_Mummy_BurnHurt1)
822 Call(SetActorVar,
ACTOR_SELF, AVAR_Anim_BurnStill, ANIM_Pokey_Mummy_BurnStill1)
831 Call(N(SetAbsoluteStatusOffsets), -15, 15, 10, 5)
899 Call(InitTargetIterator)
957 Call(SetAnimation,
ACTOR_SELF, PRT_PROJECTILE, ANIM_Pokey_BurnedProjectile)
@ BS_FLAGS1_PARTNER_ACTING
@ 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
@ 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 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 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 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 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.