Paper Mario DX
Paper Mario (N64) modding
 
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albino_dino.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/AlbinoDino.h"
4
5#define NAMESPACE A(albino_dino)
6
7extern EvtScript N(EVS_Init);
8extern EvtScript N(EVS_Idle);
9extern EvtScript N(EVS_TakeTurn);
10extern EvtScript N(EVS_HandleEvent);
11
12API_CALLABLE(N(func_80218240_649050)) { // unused
13 Bytecode* args = script->ptrReadPos;
15 f32 var1 = evt_get_variable(script, *args++);
16 f32 var2 = evt_get_variable(script, *args++);
17 f32 var3 = evt_get_variable(script, *args++);
18
19 // function is never called, so the effect type can't be inferred
20 ((f32*)effect->data.any)[14] = var1;
21 ((f32*)effect->data.any)[15] = var2;
22 ((f32*)effect->data.any)[16] = var3;
23
24 return ApiStatus_DONE2;
25}
26
27enum N(ActorPartIDs) {
28 PRT_MAIN = 1,
29};
30
31enum N(ActorParams) {
32 DMG_TACKLE = 4,
33};
34
35s32 N(DefaultAnims)[] = {
46};
47
48s32 N(DefenseTable)[] = {
50 ELEMENT_FIRE, 99,
52};
53
54s32 N(StatusTable)[] = {
77};
78
79ActorPartBlueprint N(ActorParts)[] = {
80 {
82 .index = PRT_MAIN,
83 .posOffset = { 0, 0, 0 },
84 .targetOffset = { -9, 46 },
85 .opacity = 255,
86 .idleAnimations = N(DefaultAnims),
87 .defenseTable = N(DefenseTable),
88 .eventFlags = 0,
89 .elementImmunityFlags = 0,
90 .projectileTargetOffset = { -6, -17 },
91 },
92};
93
94ActorBlueprint NAMESPACE = {
95 .flags = 0,
98 .maxHP = 8,
99 .partCount = ARRAY_COUNT(N(ActorParts)),
100 .partsData = N(ActorParts),
101 .initScript = &N(EVS_Init),
102 .statusTable = N(StatusTable),
103 .escapeChance = 40,
104 .airLiftChance = 15,
105 .hurricaneChance = 10,
106 .spookChance = 25,
107 .upAndAwayChance = 95,
108 .spinSmashReq = 0,
109 .powerBounceChance = 100,
110 .coinReward = 1,
111 .size = { 64, 56 },
112 .healthBarOffset = { 0, 0 },
113 .statusIconOffset = { -22, 24 },
114 .statusTextOffset = { 11, 40 },
115};
116
117EvtScript N(EVS_Init) = {
118 Call(BindTakeTurn, ACTOR_SELF, Ref(N(EVS_TakeTurn)))
119 Call(BindIdle, ACTOR_SELF, Ref(N(EVS_Idle)))
120 Call(BindHandleEvent, ACTOR_SELF, Ref(N(EVS_HandleEvent)))
121 Return
122 End
123};
124
125EvtScript N(EVS_Idle) = {
126 Return
127 End
128};
129
136 Return
137 End
138};
139
140EvtScript N(EVS_HandleEvent) = {
147 SetConst(LVar0, PRT_MAIN)
152 SetConst(LVar0, PRT_MAIN)
157 SetConst(LVar0, PRT_MAIN)
161 SetConst(LVar0, PRT_MAIN)
164 Return
166 SetConst(LVar0, PRT_MAIN)
170 SetConst(LVar0, PRT_MAIN)
173 SetConst(LVar0, PRT_MAIN)
176 Return
178 SetConst(LVar0, PRT_MAIN)
181 SetConst(LVar0, PRT_MAIN)
186 SetConst(LVar0, PRT_MAIN)
189 SetConst(LVar0, PRT_MAIN)
192 Return
196 SetConst(LVar0, PRT_MAIN)
201 SetConst(LVar0, PRT_MAIN)
204 SetConst(LVar0, PRT_MAIN)
207 Return
209 SetConst(LVar0, PRT_MAIN)
213 SetConst(LVar0, PRT_MAIN)
217 Return
219 SetConst(LVar0, PRT_MAIN)
223 SetConst(LVar0, PRT_MAIN)
226 Return
231 Return
232 End
233};
234
236 Set(LVarA, 0)
237 Label(0)
240 IfEq(LVar3, 0)
241 Add(LVar0, 20)
242 Else
243 Add(LVar0, -20)
244 EndIf
245 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 25, 8, 45, 20, 0)
246 IfGt(LVarA, 3)
247 Call(ShakeCam, CAM_BATTLE, 0, 2, Float(0.2))
248 Set(LVarA, 0)
249 EndIf
250 Add(LVarA, 1)
251 Wait(2)
252 Goto(0)
253 Return
254 End
255};
256
257EvtScript N(EVS_TakeTurn) = {
265 Thread
266 Loop(3)
268 Wait(4)
270 Wait(4)
271 EndLoop
274 Wait(20)
279 Thread
281 Call(AddGoalPos, ACTOR_SELF, -100, 0, 0)
287 Wait(30)
291 EndIf
292 Wait(40)
301 Return
307 Call(AddGoalPos, ACTOR_SELF, 12, 0, 0)
308 Else
309 Call(AddGoalPos, ACTOR_SELF, 30, 0, 0)
310 EndIf
313 Thread
314 Call(ShakeCam, CAM_BATTLE, 0, 4, Float(1.5))
317 Wait(2)
319 // invalid status field has 24% chance, but no status and doesn't have STATUS_FLAG_USE_DURATION set
326 Add(LVar0, 40)
332 Call(ShakeCam, CAM_BATTLE, 0, 3, Float(1.0))
333 Wait(10)
340 Return
341 End
342};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
EffectInstanceDataPtr data
Definition effects.h:2605
@ BTL_CAM_XADJ_AVG
Definition enums.h:4485
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3608
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3604
@ ELEMENT_FIRE
Definition enums.h:2149
@ ELEMENT_END
Definition enums.h:2147
@ ELEMENT_NORMAL
Definition enums.h:2148
@ ACTOR_DECORATION_SWEAT
Definition enums.h:2078
@ 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_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_STATIC
Definition enums.h:2812
@ STATUS_END
Definition enums.h:2801
@ 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_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_NORMAL
Definition enums.h:2802
@ STATUS_TURN_MOD_SHRINK
Definition enums.h:2840
@ STATUS_KEY_DEFAULT
Definition enums.h:2803
@ HIT_RESULT_NO_DAMAGE
Definition enums.h:1978
@ HIT_RESULT_HIT
Definition enums.h:1976
@ HIT_RESULT_LUCKY
Definition enums.h:1981
@ HIT_RESULT_MISS
Definition enums.h:1982
@ BTL_CAM_DEFAULT
Definition enums.h:4409
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4470
@ IDLE_SCRIPT_ENABLE
Definition enums.h:5999
@ IDLE_SCRIPT_DISABLE
Definition enums.h:5998
@ STATUS_FLAG_SHRINK
Definition enums.h:2853
@ SOUND_ALBINO_DINO_STEP_A
Definition enums.h:1101
@ SOUND_ALBINO_DINO_STEP_B
Definition enums.h:1090
@ ACTOR_PLAYER
Definition enums.h:2118
@ ACTOR_SELF
Definition enums.h:2117
@ BTL_CAM_YADJ_TARGET
Definition enums.h:4490
@ EVENT_HIT
Definition enums.h:2165
@ EVENT_SCARE_AWAY
Definition enums.h:2207
@ EVENT_BURN_HIT
Definition enums.h:2169
@ EVENT_IMMUNE
Definition enums.h:2179
@ EVENT_BURN_DEATH
Definition enums.h:2190
@ EVENT_ZERO_DAMAGE
Definition enums.h:2177
@ EVENT_SHOCK_DEATH
Definition enums.h:2192
@ EVENT_SPIN_SMASH_HIT
Definition enums.h:2166
@ EVENT_SPIN_SMASH_DEATH
Definition enums.h:2187
@ EVENT_HIT_COMBO
Definition enums.h:2164
@ EVENT_AIR_LIFT_FAILED
Definition enums.h:2185
@ EVENT_BEGIN_AIR_LIFT
Definition enums.h:2208
@ EVENT_DEATH
Definition enums.h:2186
@ EVENT_SHOCK_HIT
Definition enums.h:2198
@ EVENT_RECOVER_STATUS
Definition enums.h:2200
@ EVENT_BLOW_AWAY
Definition enums.h:2176
@ ACTOR_PART_FLAG_PRIMARY_TARGET
Definition enums.h:3396
@ CAM_BATTLE
Definition enums.h:1827
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2915
#define ApiStatus_DONE2
Definition evt.h:119
s32 Bytecode
Definition evt.h:7
s32 evt_get_variable(Evt *script, Bytecode var)
Definition evt.c:1725
EvtScript EVS_Enemy_Knockback
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Hit
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_ShockHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
ApiStatus ShakeCam(Evt *script, bool isInitialCall)
#define Else
Marks the end of an if statement and the start of the else block.
Definition macros.h:296
#define Switch(LVAR)
Marks the start of a switch statement.
Definition macros.h:312
#define Ref(sym)
Address/pointer constant.
Definition macros.h:61
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:366
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
Definition macros.h:320
#define LVarF
Definition macros.h:164
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:214
#define Add(VAR, INT_VALUE)
Definition macros.h:377
#define EndLoop
Marks the end of a loop.
Definition macros.h:249
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
Definition macros.h:353
#define Goto(LABEL_ID)
Moves execution to the given label.
Definition macros.h:233
#define ARRAY_COUNT(arr)
Definition macros.h:40
#define IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
Definition macros.h:279
#define Float(DOUBLE)
Definition macros.h:52
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
Definition macros.h:228
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
Definition macros.h:342
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:299
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
Definition macros.h:338
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:476
#define Thread
Marks the start of a thread block.
Definition macros.h:545
#define EndThread
Marks the end of a thread block.
Definition macros.h:548
#define KillThread(TID)
Kills a thread by its thread ID.
Definition macros.h:511
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
Definition macros.h:289
#define LVar2
Definition macros.h:151
#define LVar1
Definition macros.h:150
#define LVarA
Definition macros.h:159
#define ExecGetTID(EVT_SOURCE, OUTVAR)
Identical to Exec, but the newly-launched thread ID is stored in OUTVAR.
Definition macros.h:461
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:255
#define LVar9
Definition macros.h:158
#define PlayEffect(args...)
Definition macros.h:811
#define EndSwitch
Marks the end of a switch statement and any case.
Definition macros.h:363
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:270
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:577
#define Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:246
#define LVar3
Definition macros.h:152
#define LVar0
Definition macros.h:149
#define SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
Definition macros.h:371
#define Return
Kills the current EVT thread.
Definition macros.h:218