3#include "sprite/npc/Swooper.h"
5#define NAMESPACE A(swooper)
7extern s32 N(CeilingAnims)[];
18 AVAR_IN_SnapToIndexPos = 0,
26s32 N(DefenseTable)[] = {
31s32 N(StatusTable)[] = {
60 .posOffset = { 0, 0, 0 },
61 .targetOffset = { 0, 29 },
63 .idleAnimations = N(CeilingAnims),
64 .defenseTable = N(DefenseTable),
66 .elementImmunityFlags = 0,
67 .projectileTargetOffset = { 1, 15 },
73 .type = ACTOR_TYPE_SWOOPER,
74 .level = ACTOR_LEVEL_SWOOPER,
77 .partsData = N(ActorParts),
78 .initScript = &N(EVS_Init),
79 .statusTable = N(StatusTable),
82 .hurricaneChance = 95,
84 .upAndAwayChance = 95,
86 .powerBounceChance = 80,
89 .healthBarOffset = { 0, 0 },
90 .statusIconOffset = { -10, -20 },
91 .statusTextOffset = { 10, -20 },
94s32 N(CeilingAnims)[] = {
107s32 N(FlyingAnims)[] = {
248#include "common/battle/SetAbsoluteStatusOffsets.inc.c"
285 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
@ EVENT_BEGIN_FIRST_STRIKE
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ DAMAGE_TYPE_TRIGGER_LUCKY
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_ShockHit_Impl
EvtScript EVS_Enemy_ShockHit
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 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 EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#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 ExecWait(EVT_SOURCE)
Launches a new child thread.
#define IfLe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR > RVAR.
#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 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 SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
#define Return
Kills the current EVT thread.