5#include "sprite/npc/SpikeTop.h"
7#define NAMESPACE A(spike_top)
9extern s32 N(CeilingAnims)[];
13extern EvtScript N(EVS_Ceiling_HandleEvent);
24 AVAL_State_Ceiling = 0,
25 AVAL_State_Ground = 1,
26 AVAL_State_Toppled = 2,
35s32 N(UprightDefense)[] = {
42s32 N(ToppledDefense)[] = {
47s32 N(StatusTable)[] = {
76 .posOffset = { 0, 0, 0 },
77 .targetOffset = { 0, 24 },
79 .idleAnimations = N(CeilingAnims),
80 .defenseTable = N(UprightDefense),
82 .elementImmunityFlags = 0,
83 .projectileTargetOffset = { 0, 14 },
89 .type = ACTOR_TYPE_SPIKE_TOP,
90 .level = ACTOR_LEVEL_SPIKE_TOP,
93 .partsData = N(ActorParts),
94 .initScript = &N(EVS_Init),
95 .statusTable = N(StatusTable),
98 .hurricaneChance = 65,
100 .upAndAwayChance = 95,
102 .powerBounceChance = 90,
105 .healthBarOffset = { 0, 0 },
106 .statusIconOffset = { -8, 16 },
107 .statusTextOffset = { 8, 13 },
110s32 N(GroundAnims)[] = {
123s32 N(CeilingAnims)[] = {
136s32 N(ToppledAnims)[] = {
154 Call(SetActorVar,
ACTOR_SELF, AVAR_ToppleState, AVAL_State_Ceiling)
155 Call(N(SetAbsoluteStatusOffsets), -10, 0, 10, 0)
160 Call(SetActorVar,
ACTOR_SELF, AVAR_ToppleState, AVAL_State_Ground)
183 Call(SetActorVar,
ACTOR_SELF, AVAR_ToppleState, AVAL_State_Toppled)
186 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
334s32 N(FlipPosOffsets)[] = { 7, 13, 17, 21, 23, 24, 23, 21, 17, 13, 7, 0, 4, 7, 6, 4, 0, 2, 0 };
389 Call(SetActorVar,
ACTOR_SELF, AVAR_ToppleState, AVAL_State_Toppled)
569 Call(SetActorVar,
ACTOR_SELF, AVAR_ToppleState, AVAL_State_Ground)
572 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
609 Call(SetBattleCamDist, 430)
610 Call(SetBattleCamOffsetY, 20)
611 Call(MoveBattleCamOver, 10)
728 Call(SetActorVar,
ACTOR_SELF, AVAR_ToppleState, AVAL_State_Ground)
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_FLIPABLE
Actor can be flipped; triggered by jump and quake attacks.
@ ACTOR_EVENT_FLAG_SPIKY_TOP
Player takes spike damage from jump attacks.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ BTL_CAM_ACTOR_TARGET_MIDPOINT
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
@ ACTOR_FLAG_FLIPPED
Actor has been flipped over.
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ DAMAGE_TYPE_TRIGGER_LUCKY
EvtScript EVS_Enemy_ReturnHome
EvtScript EVS_Enemy_Knockback
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_ShockHit
EvtScript EVS_Enemy_FlipBackUp
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 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 UseBuf(INT_PTR)
Loads a s32 pointer for use with subsequent EVT_BUF_READ commands.
#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 BufRead1(VAR)
Consumes the next s32 from the buffer and stores it in the given variable.
#define IfGt(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 BreakLoop
Breaks out of the innermost loop.
#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 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.