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

Go to the source code of this file.

Macros

#define DRY_BONES_DROPS
 
#define DRY_BONES_ANIMS
 
#define DRY_BONES_BONE_HITBOX(npcID)
 

Macro Definition Documentation

◆ DRY_BONES_DROPS

#define DRY_BONES_DROPS
Value:
{ \
.dropFlags = NPC_DROP_FLAG_80, \
.itemDropChance = 5, \
.itemDrops = { \
{ ITEM_SUPER_SHROOM, 10, 0 }, \
}, \
.heartDrops = STANDARD_HEART_DROPS(2), \
.flowerDrops = STANDARD_FLOWER_DROPS(4), \
.minCoinBonus = 0, \
.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 DryBones.h.

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

◆ DRY_BONES_ANIMS

#define DRY_BONES_ANIMS
Value:
{ \
.idle = ANIM_DryBones_Anim02, \
.walk = ANIM_DryBones_Anim03, \
.run = ANIM_DryBones_Anim04, \
.chase = ANIM_DryBones_Anim04, \
.anim_4 = ANIM_DryBones_Anim02, \
.anim_5 = ANIM_DryBones_Anim02, \
.death = ANIM_DryBones_Anim07, \
.hit = ANIM_DryBones_Anim07, \
.anim_8 = ANIM_DryBones_Anim05, \
.anim_9 = ANIM_DryBones_Anim06, \
.anim_A = ANIM_DryBones_Anim02, \
.anim_B = ANIM_DryBones_Anim02, \
.anim_C = ANIM_DryBones_Anim02, \
.anim_D = ANIM_DryBones_Anim02, \
.anim_E = ANIM_DryBones_Anim02, \
.anim_F = ANIM_DryBones_Anim02, \
}

Definition at line 17 of file DryBones.h.

17#define DRY_BONES_ANIMS \
18{ \
19 .idle = ANIM_DryBones_Anim02, \
20 .walk = ANIM_DryBones_Anim03, \
21 .run = ANIM_DryBones_Anim04, \
22 .chase = ANIM_DryBones_Anim04, \
23 .anim_4 = ANIM_DryBones_Anim02, \
24 .anim_5 = ANIM_DryBones_Anim02, \
25 .death = ANIM_DryBones_Anim07, \
26 .hit = ANIM_DryBones_Anim07, \
27 .anim_8 = ANIM_DryBones_Anim05, \
28 .anim_9 = ANIM_DryBones_Anim06, \
29 .anim_A = ANIM_DryBones_Anim02, \
30 .anim_B = ANIM_DryBones_Anim02, \
31 .anim_C = ANIM_DryBones_Anim02, \
32 .anim_D = ANIM_DryBones_Anim02, \
33 .anim_E = ANIM_DryBones_Anim02, \
34 .anim_F = ANIM_DryBones_Anim02, \
35}

◆ DRY_BONES_BONE_HITBOX

#define DRY_BONES_BONE_HITBOX ( npcID)

Definition at line 37 of file DryBones.h.

37#define DRY_BONES_BONE_HITBOX(npcID) \
38{ \
39 .id = npcID, \
40 .settings = &N(NpcSettings_ThrownBone), \
41 .pos = { NPC_DISPOSE_LOCATION }, \
42 .yaw = 90, \
43 .flags = ENEMY_FLAG_IGNORE_WORLD_COLLISION | ENEMY_FLAG_IGNORE_ENTITY_COLLISION | ENEMY_FLAG_FLYING | ENEMY_FLAG_NO_DROPS, \
44 .drops = NO_DROPS, \
45 .territory = { \
46 .wander = { \
47 .isFlying = TRUE, \
48 .moveSpeedOverride = NO_OVERRIDE_MOVEMENT_SPEED, \
49 .wanderShape = SHAPE_CYLINDER, \
50 .centerPos = { NPC_DISPOSE_LOCATION }, \
51 .wanderSize = { 0 }, \
52 .detectShape = SHAPE_CYLINDER, \
53 .detectPos = { NPC_DISPOSE_LOCATION }, \
54 .detectSize = { 0 }, \
55 } \
56 }, \
57 .animations = { \
58 .idle = ANIM_ThrownBone_Still, \
59 .walk = ANIM_ThrownBone_Still, \
60 .run = ANIM_ThrownBone_Still, \
61 .chase = ANIM_ThrownBone_Still, \
62 .anim_4 = ANIM_ThrownBone_Still, \
63 .anim_5 = ANIM_ThrownBone_Still, \
64 .death = ANIM_ThrownBone_Still, \
65 .hit = ANIM_ThrownBone_Still, \
66 .anim_8 = ANIM_ThrownBone_Still, \
67 .anim_9 = ANIM_ThrownBone_Still, \
68 .anim_A = ANIM_ThrownBone_Still, \
69 .anim_B = ANIM_ThrownBone_Still, \
70 .anim_C = ANIM_ThrownBone_Still, \
71 .anim_D = ANIM_ThrownBone_Still, \
72 .anim_E = ANIM_ThrownBone_Still, \
73 .anim_F = ANIM_ThrownBone_Still, \
74 }, \
75}