4#include "sprite/npc/Magikoopa.h"
5#include "sprite/npc/FlyingMagikoopa.h"
7#define NAMESPACE A(red_magikoopa)
9extern s32 N(GroundAnims)[];
10extern s32 N(FlyingAnims)[];
11extern s32 N(BroomAnims)[];
25 AVAR_ShouldKnockDown = 0,
35s32 N(DefenseTable)[] = {
40s32 N(FlyingDefense)[] = {
45s32 N(StatusTable)[] = {
70s32 N(FlyingStatusTable)[] = {
99 .posOffset = { 0, 0, 0 },
100 .targetOffset = { 2, 35 },
102 .idleAnimations = N(GroundAnims),
103 .defenseTable = N(DefenseTable),
105 .elementImmunityFlags = 0,
106 .projectileTargetOffset = { -5, -12 },
114 .posOffset = { 0, 0, 0 },
115 .targetOffset = { 2, 35 },
117 .idleAnimations = N(GroundAnims),
118 .defenseTable = N(FlyingDefense),
120 .elementImmunityFlags = 0,
121 .projectileTargetOffset = { -5, -12 },
126 .posOffset = { 0, 0, 0 },
127 .targetOffset = { -10, 35 },
129 .idleAnimations = N(FlyingAnims),
130 .defenseTable = N(FlyingDefense),
132 .elementImmunityFlags = 0,
133 .projectileTargetOffset = { 0, -8 },
138 .posOffset = { 0, 0, 0 },
139 .targetOffset = { 0, 0 },
141 .idleAnimations = N(BroomAnims),
142 .defenseTable = N(FlyingDefense),
144 .elementImmunityFlags = 0,
145 .projectileTargetOffset = { 0, 0 },
151 .type = ACTOR_TYPE_RED_MAGIKOOPA,
152 .level = ACTOR_LEVEL_RED_MAGIKOOPA,
155 .partsData = N(GroundParts),
156 .initScript = &N(EVS_Init),
157 .statusTable = N(StatusTable),
160 .hurricaneChance = 70,
162 .upAndAwayChance = 95,
164 .powerBounceChance = 80,
167 .healthBarOffset = { 0, 0 },
168 .statusIconOffset = { -10, 20 },
169 .statusTextOffset = { 10, 32 },
174 .type = ACTOR_TYPE_FLYING_RED_MAGIKOOPA,
175 .level = ACTOR_LEVEL_FLYING_RED_MAGIKOOPA,
178 .partsData = N(FlyingParts),
179 .initScript = &N(EVS_Init_Flying),
180 .statusTable = N(FlyingStatusTable),
183 .hurricaneChance = 75,
185 .upAndAwayChance = 95,
187 .powerBounceChance = 80,
190 .healthBarOffset = { 0, 0 },
191 .statusIconOffset = { -25, 20 },
192 .statusTextOffset = { 1, 34 },
195s32 N(GroundAnims)[] = {
208s32 N(FlyingAnims)[] = {
221s32 N(BroomAnims)[] = {
295 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Red_Anim04)
301 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Red_Anim02)
356 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Red_Anim04)
361 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Red_Anim04)
386 Call(N(StartRumbleWithParams), 150, 10)
392 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Red_Anim04)
409 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Red_Anim01)
414 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 32)
497 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Red_Anim01)
501 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Red_Anim01)
508 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Red_Anim04)
514 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Red_Anim02)
549 Call(MoveBattleCamOver, 1)
552 Call(MoveBattleCamOver, 10)
565 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Red_Anim02)
573 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Red_Anim03)
604 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Red_Anim03)
644 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Red_Anim02)
671 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Red_Anim03)
692 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Red_Anim01)
722 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Red_Anim01)
747 Call(MoveBattleCamOver, 15)
803 Call(InitTargetIterator)
846 Call(MoveBattleCamOver, 15)
850 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Red_Anim02)
852 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Red_Anim02)
889 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_Red_Anim01)
891 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_Red_Anim01)
899 Call(FreezeBattleState, TRUE)
900 Call(BoostAttack,
LVar8, ATTACK_BOOST_AMT)
901 Call(FreezeBattleState, FALSE)
903 Call(WaitForBuffDone)
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_PARTNER_ACTING
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_RIDING_BROOMSTICK
Actor is on Magikoopa Broomstick, effect seems to be redundant.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ TARGET_FLAG_PRIMARY_ONLY
@ SOUND_MAGIKOOPA_WAND_STRIKE
@ SOUND_MAGIKOOPA_POWER_UP
@ 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_USE_ABSOLUTE_POSITION
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
@ ACTOR_PART_FLAG_INVISIBLE
@ DAMAGE_TYPE_TRIGGER_LUCKY
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_ForceNextTarget
EvtScript EVS_Enemy_BlowAway
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 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 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 IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
#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 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.
@ BTL_VAR_Magikoopa_LastIndexBoosted