3#include "sprite/npc/BattleClubba.h"
5#define NAMESPACE A(white_clubba)
21s32 N(DefaultAnims)[] = {
34s32 N(DefenseTable)[] = {
41s32 N(StatusTable)[] = {
70 .posOffset = { 0, 0, 0 },
71 .targetOffset = { -12, 32 },
73 .idleAnimations = N(DefaultAnims),
74 .defenseTable = N(DefenseTable),
76 .elementImmunityFlags = 0,
77 .projectileTargetOffset = { 8, -3 },
83 .type = ACTOR_TYPE_WHITE_CLUBBA,
84 .level = ACTOR_LEVEL_WHITE_CLUBBA,
87 .partsData = N(ActorParts),
88 .initScript = &N(EVS_Init),
89 .statusTable = N(StatusTable),
92 .hurricaneChance = 60,
94 .upAndAwayChance = 95,
96 .powerBounceChance = 80,
99 .healthBarOffset = { 0, 0 },
100 .statusIconOffset = { -10, 20 },
101 .statusTextOffset = { 10, 35 },
232 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleClubba_Frost_Anim02)
242 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleClubba_Frost_Anim01)
250 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleClubba_Frost_Anim08)
286 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleClubba_Frost_Anim09)
289 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleClubba_Frost_Anim0A)
299 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleClubba_Frost_Anim09)
302 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleClubba_Frost_Anim0A)
314 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleClubba_Frost_Anim09)
317 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleClubba_Frost_Anim0A)
329 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleClubba_Frost_Anim09)
332 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_BattleClubba_Frost_Anim0A)
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_ICY
No known effect, but is used.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ DAMAGE_TYPE_TRIGGER_LUCKY
EvtScript EVS_Enemy_ReturnHome
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)
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 DivF(VAR, FLOAT_VALUE)
#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 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 Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define MulF(VAR, FLOAT_VALUE)
#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 SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
#define Return
Kills the current EVT thread.