Paper Mario DX
Paper Mario (N64) modding
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GrooveGuy.h
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#include "common.h"
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#include "sprite/npc/GrooveGuy.h"
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#define GROOVE_GUY_DROPS_A \
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{ \
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.dropFlags = NPC_DROP_FLAG_80, \
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.itemDropChance = 5, \
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.itemDrops = { \
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{ ITEM_FIRE_FLOWER, 2, 0 }, \
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{ ITEM_THUNDER_RAGE, 2, 0 }, \
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{ ITEM_THUNDER_BOLT, 2, 0 }, \
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{ ITEM_DUSTY_HAMMER, 2, 0 }, \
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{ ITEM_PEBBLE, 2, 0 }, \
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}, \
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.heartDrops = STANDARD_HEART_DROPS(3), \
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.flowerDrops = STANDARD_FLOWER_DROPS(2), \
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.minCoinBonus = 0, \
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.maxCoinBonus = 3, \
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}
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#define GROOVE_GUY_DROPS_B \
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{ \
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.dropFlags = NPC_DROP_FLAG_80, \
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.itemDropChance = 5, \
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.itemDrops = { \
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{ ITEM_MYSTERY, 5, 0 }, \
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{ ITEM_FRIGHT_JAR, 5, 0 }, \
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}, \
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.heartDrops = STANDARD_HEART_DROPS(2), \
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.flowerDrops = STANDARD_FLOWER_DROPS(4), \
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.minCoinBonus = 0, \
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.maxCoinBonus = 3, \
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}
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#define GROOVE_GUY_ANIMS \
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{ \
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.idle = ANIM_GrooveGuy_Anim01, \
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.walk = ANIM_GrooveGuy_Anim03, \
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.run = ANIM_GrooveGuy_Anim04, \
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.chase = ANIM_GrooveGuy_Anim03, \
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.anim_4 = ANIM_GrooveGuy_Anim01, \
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.anim_5 = ANIM_GrooveGuy_Anim01, \
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.death = ANIM_GrooveGuy_Anim08, \
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.hit = ANIM_GrooveGuy_Anim08, \
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.anim_8 = ANIM_GrooveGuy_Anim01, \
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.anim_9 = ANIM_GrooveGuy_Anim01, \
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.anim_A = ANIM_GrooveGuy_Anim01, \
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.anim_B = ANIM_GrooveGuy_Anim01, \
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.anim_C = ANIM_GrooveGuy_Anim01, \
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.anim_D = ANIM_GrooveGuy_Anim01, \
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.anim_E = ANIM_GrooveGuy_Anim01, \
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.anim_F = ANIM_GrooveGuy_Anim01, \
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}
src
world
common
enemy
GrooveGuy.h
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