Paper Mario DX
Paper Mario (N64) modding
 
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anti_guy.inc.c
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1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/ShyGuy.h"
4
5#define NAMESPACE A(anti_guy)
6
7#ifdef ANTIGUY_TRIO
8#define ACTOR_TYPE ACTOR_TYPE_ANTI_GUY_KPA
9#define ACTOR_LEVEL ACTOR_LEVEL_ANTI_GUY_KPA
10#define PARALYZE_CHANCE 50
11#define ESCAPE_CHANCE 0
12#else
13#define ACTOR_TYPE ACTOR_TYPE_ANTI_GUY_OMO
14#define ACTOR_LEVEL ACTOR_LEVEL_ANTI_GUY_OMO
15#define PARALYZE_CHANCE 60
16#define ESCAPE_CHANCE 50
17#endif
18
19extern s32 N(DefaultAnims)[];
20extern EvtScript N(EVS_Init);
21extern EvtScript N(EVS_TakeTurn);
22extern EvtScript N(EVS_Idle);
24
25enum N(ActorPartIDs) {
26 PRT_MAIN = 1,
27};
28
29enum N(ActorParams) {
30 DMG_TACKLE = 10,
31 DMG_VAULT = 12,
32};
33
34s32 N(DefenseTable)[] = {
37};
38
39s32 N(StatusTable)[] = {
62};
63
65 {
67 .index = PRT_MAIN,
68 .posOffset = { 0, 0, 0 },
69 .targetOffset = { 0, 24 },
70 .opacity = 255,
71 .idleAnimations = N(DefaultAnims),
72 .defenseTable = N(DefenseTable),
73 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
74 .elementImmunityFlags = 0,
75 .projectileTargetOffset = { -1, -10 },
76 },
77};
78
79ActorBlueprint NAMESPACE = {
80 .flags = 0,
81 .type = ACTOR_TYPE,
82 .level = ACTOR_LEVEL,
83 .maxHP = 50,
84 .partCount = ARRAY_COUNT(N(ActorParts)),
85 .partsData = N(ActorParts),
86 .initScript = &N(EVS_Init),
87 .statusTable = N(StatusTable),
88 .escapeChance = ESCAPE_CHANCE,
89 .airLiftChance = 0,
90 .hurricaneChance = 0,
91 .spookChance = 0,
92 .upAndAwayChance = 0,
93 .spinSmashReq = 0,
94 .powerBounceChance = 75,
95 .coinReward = 0,
96 .size = { 30, 30 },
97 .healthBarOffset = { 0, 0 },
98 .statusIconOffset = { -10, 20 },
99 .statusTextOffset = { 10, 20 },
100};
101
102s32 N(DefaultAnims)[] = {
113};
114
115EvtScript N(EVS_Init) = {
119 Return
120 End
121};
122
124
125EvtScript N(EVS_Idle) = {
126 Label(0)
131 Call(N(SetAbsoluteStatusOffsets), -10, 13, 10, 13)
132 Else
135 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
136 EndIf
137 Wait(1)
138 Goto(0)
139 Return
140 End
141};
142
149 Return
150 End
151};
152
176 Return
188 Return
205 Return
217 Wait(10)
221 Return
231 Return
240 Return
244 Return
245 End
246};
247
260 Add(LVar0, 50)
261 Set(LVar1, 0)
268 Set(LVarA, LVar0)
280 Sub(LVar0, 30)
285 EndIf
287 Sub(LVar0, 20)
290 Wait(15)
303 Return
306 Thread
307 Wait(3)
316 Add(LVar0, 10)
317 Set(LVar1, 0)
321 Wait(2)
328 Add(LVar0, 30)
329 Set(LVar1, 0)
334 Wait(8)
339 Return
340 End
341};
342
353 Wait(20)
358 Add(LVar0, 80)
359 Set(LVar1, 0)
366 Sub(LVar0, 40)
373 Set(LVarA, LVar0)
376 Thread
377 Wait(12)
383 Sub(LVar0, 10)
384 Set(LVar1, 0)
389 EndIf
394 Sub(LVar0, 30)
397 Sub(LVar0, 20)
400 Wait(15)
414 Return
419 Thread
420 Wait(9)
426 Wait(2)
433 Thread
435 Set(LVar3, 0)
436 Loop(20)
437 Sub(LVar3, 30)
438 IfLt(LVar3, 0)
439 Add(LVar3, 360)
440 EndIf
442 Wait(1)
443 EndLoop
449 Goto(1)
450 EndIf
452 IfEq(LVar0, 0)
453 Goto(1)
454 EndIf
456 Add(LVar0, 40)
457 Set(LVar1, 0)
464 Wait(10)
466 Wait(15)
467 Goto(2)
468 Label(1)
470 Add(LVar0, 40)
471 Set(LVar1, 0)
477 Wait(10)
480 Call(RandInt, 100, LVar0)
481 IfLt(LVar0, 50)
483 Else
485 EndIf
486 Wait(25)
489 Label(2)
500 Return
501 End
502};
503
505 Call(RandInt, 1, LVar0)
506 IfEq(LVar0, 0)
508 Else
510 EndIf
511 Return
512 End
513};
BSS s32 PopupMenu_SelectedIndex
#define ACTOR_LEVEL
#define ESCAPE_CHANCE
#define PARALYZE_CHANCE
#define ACTOR_TYPE
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ ACTOR_SOUND_WALK
Definition enums.h:2034
@ ACTOR_SOUND_WALK_INCREMENT
Definition enums.h:2038
@ ACTOR_SOUND_JUMP
Definition enums.h:2036
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BS_FLAGS1_ATK_BLOCKED
Definition enums.h:3599
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAGS_NONE
Definition enums.h:3370
@ 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
@ SOUND_ID_TRIGGER_CHANGE_SOUND
Definition enums.h:532
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ STATUS_FLAG_SLEEP
Definition enums.h:2812
@ SOUND_LRAW_CHEERING
Definition enums.h:1151
@ SOUND_TIMING_BAR_GO
Definition enums.h:953
@ SOUND_ACTOR_HOP
Definition enums.h:1073
@ SOUND_ACTOR_COLLAPSE
Definition enums.h:1514
@ SOUND_ACTOR_STEP_A
Definition enums.h:1474
@ SOUND_ACTOR_STEP_B
Definition enums.h:1250
@ SOUND_DISAPPOINTED
Definition enums.h:1482
@ 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
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
EvtScript EVS_Enemy_ReturnHome
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 RandInt(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 Sub(VAR, INT_VALUE)
Definition macros.h:377
#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 IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
Definition macros.h:275
#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 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 Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#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