4#include "sprite/npc/Swooper.h"
5#include "sprite/player.h"
8#define NAMESPACE A(swoopula)
10extern s32 N(CeilingAnims)[];
21 AVAR_IN_SnapToIndexPos = 0,
30s32 N(DefenseTable)[] = {
35s32 N(StatusTable)[] = {
64 .posOffset = { 0, 0, 0 },
65 .targetOffset = { 0, 29 },
67 .idleAnimations = N(CeilingAnims),
68 .defenseTable = N(DefenseTable),
70 .elementImmunityFlags = 0,
71 .projectileTargetOffset = { 1, 15 },
77 .type = ACTOR_TYPE_SWOOPULA,
78 .level = ACTOR_LEVEL_SWOOPULA,
81 .partsData = N(ActorParts),
82 .initScript = &N(EVS_Init),
83 .statusTable = N(StatusTable),
86 .hurricaneChance = 95,
88 .upAndAwayChance = 95,
90 .powerBounceChance = 80,
93 .healthBarOffset = { 0, 0 },
94 .statusIconOffset = { -10, -20 },
95 .statusTextOffset = { 10, -20 },
98s32 N(CeilingAnims)[] = {
111s32 N(FlyingAnims)[] = {
142 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim02)
149 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim0C)
155 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim02)
252#include "common/battle/SetAbsoluteStatusOffsets.inc.c"
261 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim02)
289 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
414 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim02)
437#include "common/SpawnEnemyDrainFX.inc.c"
445 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim02)
455 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim02)
469 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim06)
478 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim06)
508 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim06)
515 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim06)
525 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim02)
568 Call(ShowActionHud, TRUE)
570 Call(action_command_stop_leech_init)
571 Call(SetupMashMeter, 1, 30, 0, 0, 0, 0)
574 Call(action_command_stop_leech_start, 0, 32767, 3)
576 Loop(MAX_LEECH_COUNT)
577 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim02)
889 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim02)
912 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim02)
925 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim06)
930 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim06)
960 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim06)
964 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim06)
974 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim02)
1018 Call(ShowActionHud, TRUE)
1020 Call(action_command_stop_leech_init)
1021 Call(SetupMashMeter, 1, 30, 0, 0, 0, 0)
1024 Call(action_command_stop_leech_start, 0, 32767, 3)
1026 Loop(MAX_LEECH_COUNT)
1027 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim02)
1194 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Swooper_Gray_Anim02)
@ ACTION_COMMAND_STOP_LEECH
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ BTL_MSG_ACTION_TIP_MASH_BUTTON
@ 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_UNBLOCKABLE
@ DAMAGE_TYPE_IGNORE_DEFENSE
@ 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 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 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 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 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 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.