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

Go to the source code of this file.

Macros

#define BZZAP_DROPS
 
#define BZZAP_ANIMS
 

Macro Definition Documentation

◆ BZZAP_DROPS

#define BZZAP_DROPS
Value:
{ \
.dropFlags = NPC_DROP_FLAG_80, \
.itemDropChance = 15, \
.itemDrops = { \
{ ITEM_MAPLE_SYRUP, 6, 0 }, \
{ ITEM_HONEY_SYRUP, 4, 0 }, \
}, \
.heartDrops = STANDARD_HEART_DROPS(3), \
.flowerDrops = STANDARD_FLOWER_DROPS(2), \
.minCoinBonus = 1, \
.maxCoinBonus = 4, \
}
@ 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 Bzzap.h.

4#define BZZAP_DROPS \
5{ \
6 .dropFlags = NPC_DROP_FLAG_80, \
7 .itemDropChance = 15, \
8 .itemDrops = { \
9 { ITEM_MAPLE_SYRUP, 6, 0 }, \
10 { ITEM_HONEY_SYRUP, 4, 0 }, \
11 }, \
12 .heartDrops = STANDARD_HEART_DROPS(3), \
13 .flowerDrops = STANDARD_FLOWER_DROPS(2), \
14 .minCoinBonus = 1, \
15 .maxCoinBonus = 4, \
16}

◆ BZZAP_ANIMS

#define BZZAP_ANIMS
Value:
{ \
.idle = ANIM_Bzzap_Anim02, \
.walk = ANIM_Bzzap_Anim02, \
.run = ANIM_Bzzap_Anim03, \
.chase = ANIM_Bzzap_Anim03, \
.anim_4 = ANIM_Bzzap_Anim01, \
.anim_5 = ANIM_Bzzap_Anim02, \
.death = ANIM_Bzzap_Anim06, \
.hit = ANIM_Bzzap_Anim06, \
.anim_8 = ANIM_Bzzap_Anim04, \
.anim_9 = ANIM_Bzzap_Anim02, \
.anim_A = ANIM_Bzzap_Anim01, \
.anim_B = ANIM_Bzzap_Anim01, \
.anim_C = ANIM_Bzzap_Anim01, \
.anim_D = ANIM_Bzzap_Anim01, \
.anim_E = ANIM_Bzzap_Anim01, \
.anim_F = ANIM_Bzzap_Anim01, \
}

Definition at line 18 of file Bzzap.h.

18#define BZZAP_ANIMS \
19{ \
20 .idle = ANIM_Bzzap_Anim02, \
21 .walk = ANIM_Bzzap_Anim02, \
22 .run = ANIM_Bzzap_Anim03, \
23 .chase = ANIM_Bzzap_Anim03, \
24 .anim_4 = ANIM_Bzzap_Anim01, \
25 .anim_5 = ANIM_Bzzap_Anim02, \
26 .death = ANIM_Bzzap_Anim06, \
27 .hit = ANIM_Bzzap_Anim06, \
28 .anim_8 = ANIM_Bzzap_Anim04, \
29 .anim_9 = ANIM_Bzzap_Anim02, \
30 .anim_A = ANIM_Bzzap_Anim01, \
31 .anim_B = ANIM_Bzzap_Anim01, \
32 .anim_C = ANIM_Bzzap_Anim01, \
33 .anim_D = ANIM_Bzzap_Anim01, \
34 .anim_E = ANIM_Bzzap_Anim01, \
35 .anim_F = ANIM_Bzzap_Anim01, \
36}