3#include "sprite/npc/FlyingMagikoopa.h"
4#include "sprite/npc/Magikoopa.h"
6#define NAMESPACE A(white_magikoopa)
8extern s32 N(IdleAnimations_80223D70)[];
9extern s32 N(IdleAnimations_80223DBC)[];
10extern s32 N(IdleAnimations_80223E08)[];
23 AVAR_ShouldKnockDown = 0,
33s32 N(DefenseTable_80223B20)[] = {
38s32 N(DefenseTable_80223B2C)[] = {
43s32 N(StatusTable_Ground)[] = {
68s32 N(StatusTable_Flying)[] = {
97 .posOffset = { 0, 0, 0 },
98 .targetOffset = { 2, 35 },
100 .idleAnimations = N(IdleAnimations_80223D70),
101 .defenseTable = N(DefenseTable_80223B20),
103 .elementImmunityFlags = 0,
104 .projectileTargetOffset = { -5, -12 },
112 .posOffset = { 0, 0, 0 },
113 .targetOffset = { 2, 35 },
115 .idleAnimations = N(IdleAnimations_80223D70),
116 .defenseTable = N(DefenseTable_80223B2C),
118 .elementImmunityFlags = 0,
119 .projectileTargetOffset = { -5, -12 },
124 .posOffset = { 0, 0, 0 },
125 .targetOffset = { -10, 35 },
127 .idleAnimations = N(IdleAnimations_80223DBC),
128 .defenseTable = N(DefenseTable_80223B2C),
130 .elementImmunityFlags = 0,
131 .projectileTargetOffset = { 0, -8 },
136 .posOffset = { 0, 0, 0 },
137 .targetOffset = { 0, 0 },
139 .idleAnimations = N(IdleAnimations_80223E08),
140 .defenseTable = N(DefenseTable_80223B2C),
142 .elementImmunityFlags = 0,
143 .projectileTargetOffset = { 0, 0 },
149 .type = ACTOR_TYPE_WHITE_MAGIKOOPA,
150 .level = ACTOR_LEVEL_WHITE_MAGIKOOPA,
153 .partsData = N(GroundParts),
154 .initScript = &N(EVS_Init_Ground),
155 .statusTable = N(StatusTable_Ground),
158 .hurricaneChance = 70,
160 .upAndAwayChance = 95,
162 .powerBounceChance = 80,
165 .healthBarOffset = { 0, 0 },
166 .statusIconOffset = { -10, 20 },
167 .statusTextOffset = { 10, 32 },
172 .type = ACTOR_TYPE_FLYING_WHITE_MAGIKOOPA,
173 .level = ACTOR_LEVEL_FLYING_WHITE_MAGIKOOPA,
176 .partsData = N(FlyingParts),
177 .initScript = &N(EVS_Init_Flying),
178 .statusTable = N(StatusTable_Flying),
181 .hurricaneChance = 75,
183 .upAndAwayChance = 95,
185 .powerBounceChance = 80,
188 .healthBarOffset = { 0, 0 },
189 .statusIconOffset = { -25, 20 },
190 .statusTextOffset = { 1, 34 },
193s32 N(IdleAnimations_80223D70)[] = {
206s32 N(IdleAnimations_80223DBC)[] = {
219s32 N(IdleAnimations_80223E08)[] = {
234API_CALLABLE(N(GetBootsHammerLevel)) {
235 Bytecode* args = script->ptrReadPos;
243API_CALLABLE(N(GetActorDefense)) {
244 Bytecode* args = script->ptrReadPos;
252 actorID = script->owner1.actorID;
327 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_White_Anim04)
333 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_White_Anim02)
388 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_White_Anim04)
393 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_White_Anim04)
418 Call(N(StartRumbleWithParams), 150, 10)
424 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_White_Anim04)
441 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_White_Anim01)
446 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 32)
529 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_White_Anim01)
533 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_White_Anim01)
540 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_White_Anim04)
546 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_White_Anim02)
581 Call(MoveBattleCamOver, 1)
584 Call(MoveBattleCamOver, 10)
597 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_White_Anim02)
605 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_White_Anim03)
636 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_White_Anim03)
676 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_White_Anim02)
703 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_White_Anim03)
724 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_White_Anim01)
754 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_White_Anim01)
779 Call(MoveBattleCamOver, 15)
824 #define LV_LowestActor LVar8
825 #define LV_LowestHP LVar9
830 Call(InitTargetIterator)
872 Call(InitTargetIterator)
922 Call(InitTargetIterator)
955 Call(InitTargetIterator)
990 Call(MoveBattleCamOver, 15)
994 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_White_Anim02)
996 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_White_Anim02)
1033 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_White_Anim01)
1035 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_White_Anim01)
1046 Call(FreezeBattleState, TRUE)
1048 Call(FreezeBattleState, FALSE)
1050 Call(WaitForBuffDone)
1076 Call(MoveBattleCamOver, 15)
1080 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_White_Anim02)
1082 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_White_Anim02)
1119 Call(SetAnimation,
ACTOR_SELF, PRT_GROUND, ANIM_Magikoopa_White_Anim01)
1121 Call(SetAnimation,
ACTOR_SELF, PRT_FLYING, ANIM_FlyingMagikoopa_White_Anim01)
1125 Call(InitTargetIterator)
1145 Call(FreezeBattleState, TRUE)
1146 Call(HealActor,
LVar0, HEAL_AMT_ALL, TRUE)
1147 Call(FreezeBattleState, FALSE)
1154 Call(WaitForBuffDone)
1174 Call(InitTargetIterator)
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_PARTNER_ACTING
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_RIDING_BROOMSTICK
Actor is on Magikoopa Broomstick, effect seems to be redundant.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ TARGET_FLAG_PRIMARY_ONLY
@ SOUND_MAGIKOOPA_WAND_STRIKE
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
@ ACTOR_FLAG_TYPE_CHANGED
Indicates actors type has changed, triggers recheck for if HP bar should be shown based on tattle sta...
@ EVENT_BEGIN_FIRST_STRIKE
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
@ ACTOR_PART_FLAG_INVISIBLE
@ DAMAGE_TYPE_TRIGGER_LUCKY
s32 evt_get_variable(Evt *script, Bytecode var)
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
ActorPart * get_actor_part(Actor *actor, s32 partID)
Actor * get_actor(s32 actorID)
s32 lookup_defense(s32 *, s32)
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_ForceNextTarget
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 Mul(VAR, INT_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 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 CaseGe(RVAR)
Marks the start of a switch case that executes only if LVAR >= RVAR. It also marks the end of any pre...
#define Goto(LABEL_ID)
Moves execution to the given label.
#define IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
#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 Div(VAR, INT_VALUE)
#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 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.
@ AVAR_DryBones_Collapsed