Paper Mario DX
Paper Mario (N64) modding
 
Loading...
Searching...
No Matches
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);
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
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) = {
121 Return
122 End
123};
124
125EvtScript N(EVS_Idle) = {
126 Return
127 End
128};
129
136 Return
137 End
138};
139
164 Return
176 Return
192 Return
207 Return
217 Return
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
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_80000000 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:4899
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ ELEMENT_FIRE
Definition enums.h:2116
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_DECORATION_SWEAT
Definition enums.h:2045
@ STATUS_KEY_PARALYZE
Definition enums.h:2201
@ STATUS_TURN_MOD_DEFAULT
Definition enums.h:2227
@ STATUS_TURN_MOD_PARALYZE
Definition enums.h:2234
@ STATUS_KEY_FROZEN
Definition enums.h:2203
@ STATUS_TURN_MOD_SLEEP
Definition enums.h:2228
@ STATUS_TURN_MOD_DIZZY
Definition enums.h:2232
@ STATUS_KEY_STATIC
Definition enums.h:2207
@ STATUS_END
Definition enums.h:2196
@ STATUS_TURN_MOD_POISON
Definition enums.h:2233
@ STATUS_KEY_FEAR
Definition enums.h:2199
@ STATUS_TURN_MOD_STOP
Definition enums.h:2237
@ STATUS_KEY_SLEEP
Definition enums.h:2202
@ STATUS_KEY_STONE
Definition enums.h:2208
@ STATUS_KEY_STOP
Definition enums.h:2204
@ STATUS_TURN_MOD_FROZEN
Definition enums.h:2230
@ STATUS_KEY_SHRINK
Definition enums.h:2206
@ STATUS_KEY_DIZZY
Definition enums.h:2200
@ STATUS_KEY_POISON
Definition enums.h:2205
@ STATUS_TURN_MOD_STATIC
Definition enums.h:2229
@ STATUS_TURN_MOD_FEAR
Definition enums.h:2231
@ STATUS_KEY_NORMAL
Definition enums.h:2197
@ STATUS_TURN_MOD_SHRINK
Definition enums.h:2235
@ STATUS_KEY_DEFAULT
Definition enums.h:2198
@ HIT_RESULT_NO_DAMAGE
Definition enums.h:1952
@ HIT_RESULT_HIT
Definition enums.h:1950
@ HIT_RESULT_LUCKY
Definition enums.h:1955
@ HIT_RESULT_MISS
Definition enums.h:1956
@ BTL_CAM_DEFAULT
Definition enums.h:4823
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4884
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ SOUND_ALBINO_DINO_STEP_A
Definition enums.h:1098
@ SOUND_ALBINO_DINO_STEP_B
Definition enums.h:1087
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ BTL_CAM_YADJ_TARGET
Definition enums.h:4904
@ EVENT_HIT
Definition enums.h:2132
@ EVENT_SCARE_AWAY
Definition enums.h:2174
@ EVENT_BURN_HIT
Definition enums.h:2136
@ EVENT_IMMUNE
Definition enums.h:2146
@ EVENT_BURN_DEATH
Definition enums.h:2157
@ EVENT_ZERO_DAMAGE
Definition enums.h:2144
@ EVENT_SHOCK_DEATH
Definition enums.h:2159
@ EVENT_SPIN_SMASH_HIT
Definition enums.h:2133
@ EVENT_SPIN_SMASH_DEATH
Definition enums.h:2154
@ EVENT_HIT_COMBO
Definition enums.h:2131
@ EVENT_AIR_LIFT_FAILED
Definition enums.h:2152
@ EVENT_BEGIN_AIR_LIFT
Definition enums.h:2175
@ EVENT_DEATH
Definition enums.h:2153
@ EVENT_SHOCK_HIT
Definition enums.h:2165
@ EVENT_RECOVER_STATUS
Definition enums.h:2167
@ EVENT_BLOW_AWAY
Definition enums.h:2143
@ ACTOR_PART_FLAG_PRIMARY_TARGET
Definition enums.h:3362
@ CAM_BATTLE
Definition enums.h:1801
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
#define ApiStatus_DONE2
Definition evt.h:118
s32 Bytecode
Definition evt.h:7
s32 evt_get_variable(Evt *script, Bytecode var)
Definition evt.c:1689
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, b32 isInitialCall)
#define Else
Marks the end of an if statement and the start of the else block.
Definition macros.h:295
#define Switch(LVAR)
Marks the start of a switch statement.
Definition macros.h:311
#define Ref(sym)
Address/pointer constant.
Definition macros.h:60
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#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:319
#define LVarF
Definition macros.h:163
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define Add(VAR, INT_VALUE)
Definition macros.h:376
#define EndLoop
Marks the end of a loop.
Definition macros.h:248
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
Definition macros.h:352
#define Goto(LABEL_ID)
Moves execution to the given label.
Definition macros.h:232
#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:278
#define Float(DOUBLE)
Definition macros.h:51
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
Definition macros.h:227
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
Definition macros.h:341
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:298
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
Definition macros.h:337
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define Thread
Marks the start of a thread block.
Definition macros.h:544
#define EndThread
Marks the end of a thread block.
Definition macros.h:547
#define KillThread(TID)
Kills a thread by its thread ID.
Definition macros.h:510
#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:288
#define LVar2
Definition macros.h:150
#define LVar1
Definition macros.h:149
#define LVarA
Definition macros.h:158
#define ExecGetTID(EVT_SOURCE, OUTVAR)
Identical to Exec, but the newly-launched thread ID is stored in OUTVAR.
Definition macros.h:460
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define LVar9
Definition macros.h:157
#define PlayEffect(args...)
Definition macros.h:807
#define EndSwitch
Marks the end of a switch statement and any case.
Definition macros.h:362
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:269
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:245
#define LVar3
Definition macros.h:151
#define LVar0
Definition macros.h:148
#define SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
Definition macros.h:370
#define Return
Kills the current EVT thread.
Definition macros.h:217