3#include "sprite/npc/StoneChomp.h"
5#define NAMESPACE A(stone_chomp)
118 .posOffset = { 0, 0, 0 },
119 .targetOffset = { 0, 24 },
124 .elementImmunityFlags = 0,
125 .projectileTargetOffset = { 0, 0 },
130 .posOffset = { 0, 0, 0 },
131 .targetOffset = { -13, 40 },
136 .elementImmunityFlags = 0,
137 .projectileTargetOffset = { 0, -14 },
142 .posOffset = { 0, 0, 0 },
143 .targetOffset = { 0, 12 },
148 .elementImmunityFlags = 0,
149 .projectileTargetOffset = { 0, 0 },
154 .posOffset = { 0, 0, 0 },
155 .targetOffset = { 0, 12 },
160 .elementImmunityFlags = 0,
161 .projectileTargetOffset = { 0, 0 },
166 .posOffset = { 0, 0, 0 },
167 .targetOffset = { 0, 12 },
172 .elementImmunityFlags = 0,
173 .projectileTargetOffset = { 0, 0 },
178 .posOffset = { 0, 0, 0 },
179 .targetOffset = { 0, 12 },
184 .elementImmunityFlags = 0,
185 .projectileTargetOffset = { 0, 0 },
190 .posOffset = { 0, 0, 0 },
191 .targetOffset = { 0, 12 },
196 .elementImmunityFlags = 0,
197 .projectileTargetOffset = { 0, 0 },
202 .posOffset = { 0, 0, 0 },
203 .targetOffset = { 0, 12 },
208 .elementImmunityFlags = 0,
209 .projectileTargetOffset = { 0, 0 },
214 .posOffset = { 0, 0, 0 },
215 .targetOffset = { 0, 12 },
220 .elementImmunityFlags = 0,
221 .projectileTargetOffset = { 0, 0 },
226 .posOffset = { 0, 0, 0 },
227 .targetOffset = { 0, 12 },
232 .elementImmunityFlags = 0,
233 .projectileTargetOffset = { 0, 0 },
248 .hurricaneChance = 25,
250 .upAndAwayChance = 95,
252 .powerBounceChance = 85,
255 .healthBarOffset = { 0, 0 },
256 .statusIconOffset = { -10, 20 },
257 .statusTextOffset = { 10, 20 },
260#define CHOMP_CHAIN_FIRST_PART_IDX PRT_CHAIN_1
261#define CHOMP_CHAIN_LAST_PART_IDX PRT_CHAIN_8
262#define CHOMP_CHAIN_AVAR_SOUNDS AVAR_EnableChainSounds
BSS s32 PopupMenu_SelectedIndex
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_PART_FLAG_TARGET_ONLY
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION
@ ACTOR_PART_FLAG_NO_DECORATIONS
@ 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_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)
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 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 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 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 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 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 Exec(EVT_SOURCE)
Launches a new thread.
#define Return
Kills the current EVT thread.