Paper Mario DX
Paper Mario (N64) modding
 
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BulletBill.h File Reference

Go to the source code of this file.

Macros

#define BILL_BLASTER_DROPS
 
#define BILL_BLASTER_ANIMS
 
#define BULLET_BILL_DROPS
 
#define BULLET_BILL_ANIMS
 
#define BULLET_BILL_NPC(npcID)
 

Macro Definition Documentation

◆ BILL_BLASTER_DROPS

#define BILL_BLASTER_DROPS
Value:
{ \
.dropFlags = NPC_DROP_FLAG_80, \
.heartDrops = STANDARD_HEART_DROPS(2), \
.flowerDrops = STANDARD_FLOWER_DROPS(2), \
.minCoinBonus = 1, \
.maxCoinBonus = 1, \
}
@ NPC_DROP_FLAG_80
Definition enums.h:5089
#define STANDARD_FLOWER_DROPS(attempts)
Definition npc.h:53
#define STANDARD_HEART_DROPS(attempts)
Definition npc.h:29

Definition at line 4 of file BulletBill.h.

4#define BILL_BLASTER_DROPS \
5{ \
6 .dropFlags = NPC_DROP_FLAG_80, \
7 .heartDrops = STANDARD_HEART_DROPS(2), \
8 .flowerDrops = STANDARD_FLOWER_DROPS(2), \
9 .minCoinBonus = 1, \
10 .maxCoinBonus = 1, \
11}

◆ BILL_BLASTER_ANIMS

#define BILL_BLASTER_ANIMS
Value:
{ \
.idle = ANIM_BillBlaster_Idle, \
.walk = ANIM_BillBlaster_Idle, \
.run = ANIM_BillBlaster_Idle, \
.chase = ANIM_BillBlaster_Idle, \
.anim_4 = ANIM_BillBlaster_Idle, \
.anim_5 = ANIM_BillBlaster_Idle, \
.death = ANIM_BillBlaster_Hurt, \
.hit = ANIM_BillBlaster_Hurt, \
.anim_8 = ANIM_BillBlaster_Idle, \
.anim_9 = ANIM_BillBlaster_Idle, \
.anim_A = ANIM_BillBlaster_Idle, \
.anim_B = ANIM_BillBlaster_Idle, \
.anim_C = ANIM_BillBlaster_Idle, \
.anim_D = ANIM_BillBlaster_Idle, \
.anim_E = ANIM_BillBlaster_Idle, \
.anim_F = ANIM_BillBlaster_Idle, \
}

Definition at line 13 of file BulletBill.h.

13#define BILL_BLASTER_ANIMS \
14{ \
15 .idle = ANIM_BillBlaster_Idle, \
16 .walk = ANIM_BillBlaster_Idle, \
17 .run = ANIM_BillBlaster_Idle, \
18 .chase = ANIM_BillBlaster_Idle, \
19 .anim_4 = ANIM_BillBlaster_Idle, \
20 .anim_5 = ANIM_BillBlaster_Idle, \
21 .death = ANIM_BillBlaster_Hurt, \
22 .hit = ANIM_BillBlaster_Hurt, \
23 .anim_8 = ANIM_BillBlaster_Idle, \
24 .anim_9 = ANIM_BillBlaster_Idle, \
25 .anim_A = ANIM_BillBlaster_Idle, \
26 .anim_B = ANIM_BillBlaster_Idle, \
27 .anim_C = ANIM_BillBlaster_Idle, \
28 .anim_D = ANIM_BillBlaster_Idle, \
29 .anim_E = ANIM_BillBlaster_Idle, \
30 .anim_F = ANIM_BillBlaster_Idle, \
31}

◆ BULLET_BILL_DROPS

#define BULLET_BILL_DROPS
Value:
{ \
.dropFlags = NPC_DROP_FLAG_80, \
.itemDropChance = 3, \
.itemDrops = { \
{ ITEM_MUSHROOM, 10, 0 }, \
}, \
.heartDrops = STANDARD_HEART_DROPS(2), \
.flowerDrops = STANDARD_FLOWER_DROPS(2), \
}

Definition at line 33 of file BulletBill.h.

33#define BULLET_BILL_DROPS \
34{ \
35 .dropFlags = NPC_DROP_FLAG_80, \
36 .itemDropChance = 3, \
37 .itemDrops = { \
38 { ITEM_MUSHROOM, 10, 0 }, \
39 }, \
40 .heartDrops = STANDARD_HEART_DROPS(2), \
41 .flowerDrops = STANDARD_FLOWER_DROPS(2), \
42}

◆ BULLET_BILL_ANIMS

#define BULLET_BILL_ANIMS
Value:
{ \
.idle = ANIM_BulletBill_Idle, \
.walk = ANIM_BulletBill_TenseCopy, \
.run = ANIM_BulletBill_Tense, \
.chase = ANIM_BulletBill_Tense, \
.anim_4 = ANIM_BulletBill_Idle, \
.anim_5 = ANIM_BulletBill_Fire, \
.death = ANIM_BulletBill_Hurt, \
.hit = ANIM_BulletBill_Hurt, \
.anim_8 = ANIM_BulletBill_Idle, \
.anim_9 = ANIM_BulletBill_Idle, \
.anim_A = ANIM_BulletBill_Idle, \
.anim_B = ANIM_BulletBill_Idle, \
.anim_C = ANIM_BulletBill_Idle, \
.anim_D = ANIM_BulletBill_Idle, \
.anim_E = ANIM_BulletBill_Idle, \
.anim_F = ANIM_BulletBill_Idle, \
}

Definition at line 44 of file BulletBill.h.

44#define BULLET_BILL_ANIMS \
45{ \
46 .idle = ANIM_BulletBill_Idle, \
47 .walk = ANIM_BulletBill_TenseCopy, \
48 .run = ANIM_BulletBill_Tense, \
49 .chase = ANIM_BulletBill_Tense, \
50 .anim_4 = ANIM_BulletBill_Idle, \
51 .anim_5 = ANIM_BulletBill_Fire, \
52 .death = ANIM_BulletBill_Hurt, \
53 .hit = ANIM_BulletBill_Hurt, \
54 .anim_8 = ANIM_BulletBill_Idle, \
55 .anim_9 = ANIM_BulletBill_Idle, \
56 .anim_A = ANIM_BulletBill_Idle, \
57 .anim_B = ANIM_BulletBill_Idle, \
58 .anim_C = ANIM_BulletBill_Idle, \
59 .anim_D = ANIM_BulletBill_Idle, \
60 .anim_E = ANIM_BulletBill_Idle, \
61 .anim_F = ANIM_BulletBill_Idle, \
62}

◆ BULLET_BILL_NPC

#define BULLET_BILL_NPC ( npcID)
Value:
{ \
.id = npcID, \
.settings = &N(NpcSettings_BulletBill), \
.pos = { NPC_DISPOSE_LOCATION }, \
.yaw = 270, \
.initVarCount = 1, \
.initVar = { .value = 0 }, \
.drops = BULLET_BILL_DROPS, \
.territory = { \
.wander = { \
.isFlying = TRUE, \
.moveSpeedOverride = NO_OVERRIDE_MOVEMENT_SPEED, \
.wanderShape = SHAPE_CYLINDER, \
.centerPos = { 0, 0, 0 }, \
.wanderSize = { 0 }, \
.detectShape = SHAPE_CYLINDER, \
.detectPos = { 0, 0, 0 }, \
.detectSize = { 0 }, \
} \
}, \
.animations = BULLET_BILL_ANIMS, \
}
#define BULLET_BILL_ANIMS
Definition BulletBill.h:44
#define BULLET_BILL_DROPS
Definition BulletBill.h:33
@ ENEMY_FLAG_DO_NOT_KILL
Definition enums.h:4523
@ ENEMY_FLAG_FLYING
Definition enums.h:4532
@ ENEMY_FLAG_IGNORE_ENTITY_COLLISION
Definition enums.h:4531
@ ENEMY_FLAG_DONT_SUSPEND_SCRIPTS
Definition enums.h:4540
@ ENEMY_FLAG_IGNORE_WORLD_COLLISION
Definition enums.h:4529
@ SHAPE_CYLINDER
Definition npc.h:197
#define NO_OVERRIDE_MOVEMENT_SPEED
Definition npc.h:78
#define NPC_DISPOSE_LOCATION
Definition macros.h:158

Definition at line 64 of file BulletBill.h.

64#define BULLET_BILL_NPC(npcID) \
65{ \
66 .id = npcID, \
67 .settings = &N(NpcSettings_BulletBill), \
68 .pos = { NPC_DISPOSE_LOCATION }, \
69 .yaw = 270, \
70 .flags = ENEMY_FLAG_DO_NOT_KILL | ENEMY_FLAG_IGNORE_WORLD_COLLISION | ENEMY_FLAG_IGNORE_ENTITY_COLLISION | ENEMY_FLAG_FLYING | ENEMY_FLAG_DONT_SUSPEND_SCRIPTS, \
71 .initVarCount = 1, \
72 .initVar = { .value = 0 }, \
73 .drops = BULLET_BILL_DROPS, \
74 .territory = { \
75 .wander = { \
76 .isFlying = TRUE, \
77 .moveSpeedOverride = NO_OVERRIDE_MOVEMENT_SPEED, \
78 .wanderShape = SHAPE_CYLINDER, \
79 .centerPos = { 0, 0, 0 }, \
80 .wanderSize = { 0 }, \
81 .detectShape = SHAPE_CYLINDER, \
82 .detectPos = { 0, 0, 0 }, \
83 .detectSize = { 0 }, \
84 } \
85 }, \
86 .animations = BULLET_BILL_ANIMS, \
87}