Paper Mario DX
Paper Mario (N64) modding
 
Loading...
Searching...
No Matches
SkyGuy.h File Reference

Go to the source code of this file.

Macros

#define SKY_GUY_DROPS
 
#define SKY_GUY_ANIMS
 

Macro Definition Documentation

◆ SKY_GUY_DROPS

#define SKY_GUY_DROPS
Value:
{ \
.dropFlags = NPC_DROP_FLAG_80, \
.itemDropChance = 5, \
.itemDrops = { \
{ ITEM_MUSHROOM, 5, 0 }, \
{ ITEM_SUPER_SHROOM, 5, 0 }, \
}, \
.heartDrops = STANDARD_HEART_DROPS(2), \
.flowerDrops = STANDARD_FLOWER_DROPS(2), \
.minCoinBonus = 0, \
.maxCoinBonus = 2, \
}
@ 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 SkyGuy.h.

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

◆ SKY_GUY_ANIMS

#define SKY_GUY_ANIMS
Value:
{ \
.idle = ANIM_SkyGuy_Anim34, \
.walk = ANIM_SkyGuy_Anim34, \
.run = ANIM_SkyGuy_Anim38, \
.chase = ANIM_SkyGuy_Anim38, \
.anim_4 = ANIM_SkyGuy_Anim33, \
.anim_5 = ANIM_SkyGuy_Anim33, \
.death = ANIM_SkyGuy_Anim39, \
.hit = ANIM_SkyGuy_Anim39, \
.anim_8 = ANIM_SkyGuy_Anim38, \
.anim_9 = ANIM_SkyGuy_Anim38, \
.anim_A = ANIM_SkyGuy_Anim01, \
.anim_B = ANIM_SkyGuy_Anim01, \
.anim_C = ANIM_SkyGuy_Anim01, \
.anim_D = ANIM_SkyGuy_Anim01, \
.anim_E = ANIM_SkyGuy_Anim01, \
.anim_F = ANIM_SkyGuy_Anim01, \
}

Definition at line 18 of file SkyGuy.h.

18#define SKY_GUY_ANIMS \
19{ \
20 .idle = ANIM_SkyGuy_Anim34, \
21 .walk = ANIM_SkyGuy_Anim34, \
22 .run = ANIM_SkyGuy_Anim38, \
23 .chase = ANIM_SkyGuy_Anim38, \
24 .anim_4 = ANIM_SkyGuy_Anim33, \
25 .anim_5 = ANIM_SkyGuy_Anim33, \
26 .death = ANIM_SkyGuy_Anim39, \
27 .hit = ANIM_SkyGuy_Anim39, \
28 .anim_8 = ANIM_SkyGuy_Anim38, \
29 .anim_9 = ANIM_SkyGuy_Anim38, \
30 .anim_A = ANIM_SkyGuy_Anim01, \
31 .anim_B = ANIM_SkyGuy_Anim01, \
32 .anim_C = ANIM_SkyGuy_Anim01, \
33 .anim_D = ANIM_SkyGuy_Anim01, \
34 .anim_E = ANIM_SkyGuy_Anim01, \
35 .anim_F = ANIM_SkyGuy_Anim01, \
36}