Paper Mario DX
Paper Mario (N64) modding
 
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actors.c
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1#include "common.h"
2#include "battle/battle.h"
3#include "sprite/player.h"
4
6 .randomChance = 10,
7 .hpBasedChance = 90,
8 .options = {
9 { // 0: random celebration
11 { 50, ANIM_Mario1_Chuckle },
12 }, { // 1: HP <= 25%
13 { 50, ANIM_Mario1_DustOff },
14 { 50, ANIM_Mario1_DustOff },
15 }, { // 2: HP <= 50%
18 }, { // 3: HP <= 75%
21 }, { // 4: HP > 50%
24 }
25 }
26};
27
28#include "battle/actor_types.inc.c"
29
52
75
98
104
109
134
137 .maxHP = 99,
138 .statusTable = bPlayerStatusTable,
139
140 .escapeChance = 0,
141 .airLiftChance = 0,
142 .hurricaneChance = 0,
143 .spookChance = 0,
144 .upAndAwayChance = 0,
145 .spinSmashReq = 4,
146 .powerBounceChance = 80,
147
148 .size = { 33, 43 },
149 .healthBarOffset = { 0, 0 },
150 .statusIconOffset = { -10, 30 },
151 .statusTextOffset = { 10, 30 },
152};
153
155 {
156 .index = 1,
157 .posOffset = { 0, 0, 0 },
158 .targetOffset = { 0, 32 },
159 .opacity = 255,
160 .idleAnimations = bMarioIdleAnims,
161 .defenseTable = bMarioDefenseTable,
162 },
163};
164
166 [BTL_POS_GROUND_A] { 5, 0, -20 },
167 [BTL_POS_GROUND_B] { 45, 0, -5 },
168 [BTL_POS_GROUND_C] { 85, 0, 10 },
169 [BTL_POS_GROUND_D] { 125, 0, 25 },
170 [BTL_POS_AIR_A] { 10, 50, -20 },
171 [BTL_POS_AIR_B] { 50, 45, -5 },
172 [BTL_POS_AIR_C] { 90, 50, 10 },
173 [BTL_POS_AIR_D] { 130, 55, 25 },
174 [BTL_POS_HIGH_A] { 15, 85, -20 },
175 [BTL_POS_HIGH_B] { 55, 80, -5 },
176 [BTL_POS_HIGH_C] { 95, 85, 10 },
177 [BTL_POS_HIGH_D] { 135, 90, 25 },
178 [BTL_POS_TOP_A] { 15, 125, -20 },
179 [BTL_POS_TOP_B] { 55, 120, -5 },
180 [BTL_POS_TOP_C] { 95, 125, 10 },
181 [BTL_POS_TOP_D] { 135, 130, 25 },
182 [BTL_POS_CENTER] { 105, 0, 0 },
183};
BSS s32 PopupMenu_SelectedIndex
s32 bMarioHideAnims[]
Definition actors.c:76
s32 bPeachIdleAnims[]
Definition actors.c:99
s32 bMarioDefendAnims[]
Definition actors.c:53
s32 bMarioDefenseTable[]
Definition actors.c:105
u32 bMarioIdleAnims[]
Definition actors.c:30
ActorPartBlueprint bMarioParts[]
Definition actors.c:154
ActorBlueprint bPlayerActorBlueprint
Definition actors.c:135
Vec3s StandardActorHomePositions[]
Definition actors.c:165
s32 bPlayerStatusTable[]
Definition actors.c:110
CelebrationAnimOptions bPlayerCelebrations
Definition actors.c:5
@ ELEMENT_END
Definition enums.h:2147
@ ELEMENT_NORMAL
Definition enums.h:2148
@ STATUS_KEY_INACTIVE_DIZZY
Definition enums.h:2825
@ STATUS_KEY_THINKING
Definition enums.h:2829
@ STATUS_KEY_WEARY
Definition enums.h:2830
@ STATUS_KEY_PARALYZE
Definition enums.h:2806
@ STATUS_TURN_MOD_DEFAULT
Definition enums.h:2832
@ STATUS_TURN_MOD_PARALYZE
Definition enums.h:2839
@ STATUS_KEY_INACTIVE_SLEEP
Definition enums.h:2822
@ STATUS_KEY_FROZEN
Definition enums.h:2808
@ STATUS_TURN_MOD_SLEEP
Definition enums.h:2833
@ STATUS_TURN_MOD_DIZZY
Definition enums.h:2837
@ STATUS_TURN_MOD_UNUSED
Definition enums.h:2836
@ STATUS_KEY_INACTIVE_WEARY
Definition enums.h:2823
@ STATUS_KEY_TRANSPARENT
Definition enums.h:2815
@ STATUS_KEY_INACTIVE_BERSERK
Definition enums.h:2820
@ STATUS_KEY_STATIC
Definition enums.h:2812
@ STATUS_END
Definition enums.h:2801
@ STATUS_KEY_DANGER
Definition enums.h:2827
@ STATUS_TURN_MOD_POISON
Definition enums.h:2838
@ STATUS_TURN_MOD_STOP
Definition enums.h:2842
@ STATUS_KEY_SLEEP
Definition enums.h:2807
@ STATUS_KEY_UNUSED
Definition enums.h:2804
@ STATUS_KEY_STONE
Definition enums.h:2813
@ STATUS_KEY_STOP
Definition enums.h:2809
@ STATUS_KEY_INACTIVE
Definition enums.h:2819
@ STATUS_KEY_HUSTLE
Definition enums.h:2826
@ STATUS_TURN_MOD_FROZEN
Definition enums.h:2835
@ STATUS_KEY_SHRINK
Definition enums.h:2811
@ STATUS_KEY_DIZZY
Definition enums.h:2805
@ STATUS_KEY_POISON
Definition enums.h:2810
@ STATUS_TURN_MOD_STATIC
Definition enums.h:2834
@ STATUS_KEY_14
Definition enums.h:2821
@ STATUS_KEY_BERSERK
Definition enums.h:2817
@ STATUS_KEY_NORMAL
Definition enums.h:2802
@ STATUS_TURN_MOD_SHRINK
Definition enums.h:2840
@ STATUS_KEY_DEFAULT
Definition enums.h:2803
@ BTL_POS_GROUND_B
Definition battle.h:62
@ BTL_POS_AIR_B
Definition battle.h:66
@ BTL_POS_GROUND_D
Definition battle.h:64
@ BTL_POS_CENTER
Definition battle.h:77
@ BTL_POS_AIR_D
Definition battle.h:68
@ BTL_POS_AIR_A
Definition battle.h:65
@ BTL_POS_AIR_C
Definition battle.h:67
@ BTL_POS_GROUND_A
Definition battle.h:61
@ BTL_POS_HIGH_D
Definition battle.h:72
@ BTL_POS_GROUND_C
Definition battle.h:63
@ BTL_POS_TOP_A
Definition battle.h:73
@ BTL_POS_TOP_D
Definition battle.h:76
@ BTL_POS_HIGH_A
Definition battle.h:69
@ BTL_POS_TOP_C
Definition battle.h:75
@ BTL_POS_HIGH_C
Definition battle.h:71
@ BTL_POS_HIGH_B
Definition battle.h:70
@ BTL_POS_TOP_B
Definition battle.h:74