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

Go to the source code of this file.

Macros

#define TIK_BUZZY_BEETLE_DROPS
 
#define ISK_BUZZY_BEETLE_DROPS
 
#define BUZZY_BEETLE_ANIMS
 
#define SPIKE_TOP_DROPS
 
#define SPIKE_TOP_ANIMS
 
#define BONY_BEETLE_DROPS_ALT
 
#define BONY_BEETLE_DROPS
 
#define BONY_BEETLE_ANIMS
 

Macro Definition Documentation

◆ TIK_BUZZY_BEETLE_DROPS

#define TIK_BUZZY_BEETLE_DROPS
Value:
{ \
.dropFlags = NPC_DROP_FLAG_80, \
.itemDropChance = 5, \
.itemDrops = { \
{ ITEM_SUPER_SODA, 10, 0 }, \
}, \
.heartDrops = STANDARD_HEART_DROPS(4), \
.flowerDrops = STANDARD_FLOWER_DROPS(2), \
.minCoinBonus = 2, \
.maxCoinBonus = 3, \
}
@ 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 6 of file SpikeTop.h.

6#define TIK_BUZZY_BEETLE_DROPS \
7{ \
8 .dropFlags = NPC_DROP_FLAG_80, \
9 .itemDropChance = 5, \
10 .itemDrops = { \
11 { ITEM_SUPER_SODA, 10, 0 }, \
12 }, \
13 .heartDrops = STANDARD_HEART_DROPS(4), \
14 .flowerDrops = STANDARD_FLOWER_DROPS(2), \
15 .minCoinBonus = 2, \
16 .maxCoinBonus = 3, \
17}

◆ ISK_BUZZY_BEETLE_DROPS

#define ISK_BUZZY_BEETLE_DROPS
Value:
{ \
.dropFlags = NPC_DROP_FLAG_80, \
.heartDrops = GENEROUS_HEART_DROPS(2), \
.flowerDrops = STANDARD_FLOWER_DROPS(2), \
.minCoinBonus = 1, \
.maxCoinBonus = 2, \
}
#define GENEROUS_HEART_DROPS(attempts)
Definition npc.h:37

Definition at line 19 of file SpikeTop.h.

19#define ISK_BUZZY_BEETLE_DROPS \
20{ \
21 .dropFlags = NPC_DROP_FLAG_80, \
22 .heartDrops = GENEROUS_HEART_DROPS(2), \
23 .flowerDrops = STANDARD_FLOWER_DROPS(2), \
24 .minCoinBonus = 1, \
25 .maxCoinBonus = 2, \
26}

◆ BUZZY_BEETLE_ANIMS

#define BUZZY_BEETLE_ANIMS
Value:
{ \
.idle = ANIM_BuzzyBeetle_Anim01, \
.walk = ANIM_BuzzyBeetle_Anim03, \
.run = ANIM_BuzzyBeetle_Anim04, \
.chase = ANIM_BuzzyBeetle_Anim04, \
.anim_4 = ANIM_BuzzyBeetle_Anim00, \
.anim_5 = ANIM_BuzzyBeetle_Anim00, \
.death = ANIM_BuzzyBeetle_Anim07, \
.hit = ANIM_BuzzyBeetle_Anim07, \
.anim_8 = ANIM_BuzzyBeetle_Anim0C, \
.anim_9 = ANIM_BuzzyBeetle_Anim05, \
.anim_A = ANIM_BuzzyBeetle_Anim0D, \
.anim_B = ANIM_BuzzyBeetle_Anim00, \
.anim_C = ANIM_BuzzyBeetle_Anim00, \
.anim_D = ANIM_BuzzyBeetle_Anim00, \
.anim_E = ANIM_BuzzyBeetle_Anim00, \
.anim_F = ANIM_BuzzyBeetle_Anim00, \
}

Definition at line 28 of file SpikeTop.h.

28#define BUZZY_BEETLE_ANIMS \
29{ \
30 .idle = ANIM_BuzzyBeetle_Anim01, \
31 .walk = ANIM_BuzzyBeetle_Anim03, \
32 .run = ANIM_BuzzyBeetle_Anim04, \
33 .chase = ANIM_BuzzyBeetle_Anim04, \
34 .anim_4 = ANIM_BuzzyBeetle_Anim00, \
35 .anim_5 = ANIM_BuzzyBeetle_Anim00, \
36 .death = ANIM_BuzzyBeetle_Anim07, \
37 .hit = ANIM_BuzzyBeetle_Anim07, \
38 .anim_8 = ANIM_BuzzyBeetle_Anim0C, \
39 .anim_9 = ANIM_BuzzyBeetle_Anim05, \
40 .anim_A = ANIM_BuzzyBeetle_Anim0D, \
41 .anim_B = ANIM_BuzzyBeetle_Anim00, \
42 .anim_C = ANIM_BuzzyBeetle_Anim00, \
43 .anim_D = ANIM_BuzzyBeetle_Anim00, \
44 .anim_E = ANIM_BuzzyBeetle_Anim00, \
45 .anim_F = ANIM_BuzzyBeetle_Anim00, \
46}

◆ SPIKE_TOP_DROPS

#define SPIKE_TOP_DROPS
Value:
{ \
.dropFlags = NPC_DROP_FLAG_80, \
.itemDropChance = 5, \
.itemDrops = { \
{ ITEM_SUPER_SODA, 10, 0 }, \
}, \
.heartDrops = STANDARD_HEART_DROPS(4), \
.flowerDrops = STANDARD_FLOWER_DROPS(2), \
.minCoinBonus = 2, \
.maxCoinBonus = 3, \
}

Definition at line 49 of file SpikeTop.h.

49#define SPIKE_TOP_DROPS \
50{ \
51 .dropFlags = NPC_DROP_FLAG_80, \
52 .itemDropChance = 5, \
53 .itemDrops = { \
54 { ITEM_SUPER_SODA, 10, 0 }, \
55 }, \
56 .heartDrops = STANDARD_HEART_DROPS(4), \
57 .flowerDrops = STANDARD_FLOWER_DROPS(2), \
58 .minCoinBonus = 2, \
59 .maxCoinBonus = 3, \
60}

◆ SPIKE_TOP_ANIMS

#define SPIKE_TOP_ANIMS
Value:
{ \
.idle = ANIM_SpikeTop_Anim03, \
.walk = ANIM_SpikeTop_Anim06, \
.run = ANIM_SpikeTop_Anim08, \
.chase = ANIM_SpikeTop_Anim08, \
.anim_4 = ANIM_SpikeTop_Anim03, \
.anim_5 = ANIM_SpikeTop_Anim03, \
.death = ANIM_SpikeTop_Anim13, \
.hit = ANIM_SpikeTop_Anim13, \
.anim_8 = ANIM_SpikeTop_Anim0B, \
.anim_9 = ANIM_SpikeTop_Anim0A, \
.anim_A = ANIM_SpikeTop_Anim0C, \
.anim_B = ANIM_SpikeTop_Anim03, \
.anim_C = ANIM_SpikeTop_Anim03, \
.anim_D = ANIM_SpikeTop_Anim03, \
.anim_E = ANIM_SpikeTop_Anim03, \
.anim_F = ANIM_SpikeTop_Anim03, \
}

Definition at line 62 of file SpikeTop.h.

62#define SPIKE_TOP_ANIMS \
63{ \
64 .idle = ANIM_SpikeTop_Anim03, \
65 .walk = ANIM_SpikeTop_Anim06, \
66 .run = ANIM_SpikeTop_Anim08, \
67 .chase = ANIM_SpikeTop_Anim08, \
68 .anim_4 = ANIM_SpikeTop_Anim03, \
69 .anim_5 = ANIM_SpikeTop_Anim03, \
70 .death = ANIM_SpikeTop_Anim13, \
71 .hit = ANIM_SpikeTop_Anim13, \
72 .anim_8 = ANIM_SpikeTop_Anim0B, \
73 .anim_9 = ANIM_SpikeTop_Anim0A, \
74 .anim_A = ANIM_SpikeTop_Anim0C, \
75 .anim_B = ANIM_SpikeTop_Anim03, \
76 .anim_C = ANIM_SpikeTop_Anim03, \
77 .anim_D = ANIM_SpikeTop_Anim03, \
78 .anim_E = ANIM_SpikeTop_Anim03, \
79 .anim_F = ANIM_SpikeTop_Anim03, \
80}

◆ BONY_BEETLE_DROPS_ALT

#define BONY_BEETLE_DROPS_ALT
Value:
{ \
.dropFlags = NPC_DROP_FLAG_80, \
.itemDropChance = 5, \
.itemDrops = { \
{ ITEM_SUPER_SHROOM, 10, 0 }, \
}, \
.heartDrops = STANDARD_HEART_DROPS(5), \
.flowerDrops = STANDARD_FLOWER_DROPS(2), \
.minCoinBonus = 0, \
.maxCoinBonus = 3, \
}

Definition at line 82 of file SpikeTop.h.

82#define BONY_BEETLE_DROPS_ALT \
83{ \
84 .dropFlags = NPC_DROP_FLAG_80, \
85 .itemDropChance = 5, \
86 .itemDrops = { \
87 { ITEM_SUPER_SHROOM, 10, 0 }, \
88 }, \
89 .heartDrops = STANDARD_HEART_DROPS(5), \
90 .flowerDrops = STANDARD_FLOWER_DROPS(2), \
91 .minCoinBonus = 0, \
92 .maxCoinBonus = 3, \
93}

◆ BONY_BEETLE_DROPS

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

Definition at line 95 of file SpikeTop.h.

95#define BONY_BEETLE_DROPS \
96{ \
97 .dropFlags = NPC_DROP_FLAG_80, \
98 .itemDropChance = 5, \
99 .itemDrops = { \
100 { ITEM_SUPER_SHROOM, 10, 0 }, \
101 }, \
102 .heartDrops = STANDARD_HEART_DROPS(4), \
103 .flowerDrops = STANDARD_FLOWER_DROPS(2), \
104 .minCoinBonus = 0, \
105 .maxCoinBonus = 4, \
106}

◆ BONY_BEETLE_ANIMS

#define BONY_BEETLE_ANIMS
Value:
{ \
.idle = ANIM_BonyBeetle_Anim04, \
.walk = ANIM_BonyBeetle_Anim0C, \
.run = ANIM_BonyBeetle_Anim0E, \
.chase = ANIM_BonyBeetle_Anim0E, \
.anim_4 = ANIM_BonyBeetle_Anim04, \
.anim_5 = ANIM_BonyBeetle_Anim04, \
.death = ANIM_BonyBeetle_Anim18, \
.hit = ANIM_BonyBeetle_Anim18, \
.anim_8 = ANIM_BonyBeetle_Anim10, \
.anim_9 = ANIM_BonyBeetle_Anim16, \
.anim_A = ANIM_BonyBeetle_Anim12, \
.anim_B = ANIM_BonyBeetle_Anim04, \
.anim_C = ANIM_BonyBeetle_Anim04, \
.anim_D = ANIM_BonyBeetle_Anim04, \
.anim_E = ANIM_BonyBeetle_Anim04, \
.anim_F = ANIM_BonyBeetle_Anim04, \
}

Definition at line 108 of file SpikeTop.h.

108#define BONY_BEETLE_ANIMS \
109{ \
110 .idle = ANIM_BonyBeetle_Anim04, \
111 .walk = ANIM_BonyBeetle_Anim0C, \
112 .run = ANIM_BonyBeetle_Anim0E, \
113 .chase = ANIM_BonyBeetle_Anim0E, \
114 .anim_4 = ANIM_BonyBeetle_Anim04, \
115 .anim_5 = ANIM_BonyBeetle_Anim04, \
116 .death = ANIM_BonyBeetle_Anim18, \
117 .hit = ANIM_BonyBeetle_Anim18, \
118 .anim_8 = ANIM_BonyBeetle_Anim10, \
119 .anim_9 = ANIM_BonyBeetle_Anim16, \
120 .anim_A = ANIM_BonyBeetle_Anim12, \
121 .anim_B = ANIM_BonyBeetle_Anim04, \
122 .anim_C = ANIM_BonyBeetle_Anim04, \
123 .anim_D = ANIM_BonyBeetle_Anim04, \
124 .anim_E = ANIM_BonyBeetle_Anim04, \
125 .anim_F = ANIM_BonyBeetle_Anim04, \
126}