3#include "sprite/npc/SpikedGoomba.h"
6#define NAMESPACE A(spiked_gloomba)
8extern s32 N(DefaultAnims)[];
22s32 N(DefenseTable)[] = {
27s32 N(StatusTable)[] = {
56 .posOffset = { 0, 0, 0 },
57 .targetOffset = { 0, 24 },
59 .idleAnimations = N(DefaultAnims),
60 .defenseTable = N(DefenseTable),
62 .elementImmunityFlags = 0,
63 .projectileTargetOffset = { 0, -12 },
69 .type = ACTOR_TYPE_SPIKED_GLOOMBA,
70 .level = ACTOR_LEVEL_SPIKED_GLOOMBA,
73 .partsData = N(ActorParts),
74 .initScript = &N(EVS_Init),
75 .statusTable = N(StatusTable),
78 .hurricaneChance = 85,
80 .upAndAwayChance = 95,
82 .powerBounceChance = 100,
85 .healthBarOffset = { 0, 0 },
86 .statusIconOffset = { -10, 20 },
87 .statusTextOffset = { 10, 20 },
90s32 N(DefaultAnims)[] = {
103s32 N(ShuffleAnims)[] = {
221 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Dizzy)
227 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Idle)
257 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Run)
285 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Laugh)
299 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Idle)
306#include "common/CalculateArcsinDeg.inc.c"
315 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Run)
320 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Idle)
326 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Midair)
354 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Midair)
357 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Sleep)
366 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Hurt)
373 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Midair)
388 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Midair)
391 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Dizzy)
404 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Idle)
430 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Midair)
433 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Midair)
450 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Idle)
465 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Laugh)
468 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Idle)
473 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_SpikedGoomba_Dark_Run)
#define STATUS_FLAGS_IMMOBILIZED
@ 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_PART_FLAG_PRIMARY_TARGET
@ DAMAGE_TYPE_TRIGGER_LUCKY
EvtScript EVS_Enemy_Knockback
EvtScript EVS_Enemy_ScareAway
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
ApiStatus RandInt(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 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 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 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.