5#include "sprite/npc/Spiny.h"
6#include "sprite/npc/Lakitu.h"
8#define NAMESPACE A(spiny)
29s32 N(UprightAnims)[] = {
42s32 N(ToppledAnims)[] = {
55s32 N(SpinyBallAnims)[] = {
60s32 N(UprightDefense)[] = {
65s32 N(ToppledDefense)[] = {
70s32 N(StatusTable)[] = {
99 .posOffset = { 0, 0, 0 },
100 .targetOffset = { 0, 20 },
102 .idleAnimations = N(UprightAnims),
103 .defenseTable = N(UprightDefense),
105 .elementImmunityFlags = 0,
106 .projectileTargetOffset = { 0, -4 },
111 .posOffset = { 0, 0, 0 },
112 .targetOffset = { 0, 0 },
114 .idleAnimations = N(SpinyBallAnims),
115 .defenseTable = N(UprightDefense),
117 .elementImmunityFlags = 0,
118 .projectileTargetOffset = { 0, 0 },
124 .type = ACTOR_TYPE_SPINY,
125 .level = ACTOR_LEVEL_SPINY,
128 .partsData = N(ActorParts),
129 .initScript = &N(EVS_Init),
130 .statusTable = N(StatusTable),
133 .hurricaneChance = 75,
135 .upAndAwayChance = 95,
137 .powerBounceChance = 90,
140 .healthBarOffset = { 0, 0 },
141 .statusIconOffset = { -10, 20 },
142 .statusTextOffset = { 10, 20 },
186s32 N(FlipPosOffsets)[] = { 7, 13, 17, 21, 23, 24, 23, 21, 17, 13, 7, 0, 4, 7, 6, 4, 0, 2, 0 };
@ 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_FLIPABLE
Actor can be flipped; triggered by jump and quake attacks.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_FLAG_FLIPPED
Actor has been flipped over.
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
@ ACTOR_PART_FLAG_INVISIBLE
@ DAMAGE_TYPE_TRIGGER_LUCKY
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
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 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 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 IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set 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.