Paper Mario DX
Paper Mario (N64) modding
 
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SpikeTop.h
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1#include "common.h"
2#include "sprite/npc/BuzzyBeetle.h"
3#include "sprite/npc/SpikeTop.h"
4#include "sprite/npc/BonyBeetle.h"
5
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}
18
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}
27
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}
47
48
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}
61
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}
81
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}
94
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}
107
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}