Paper Mario DX
Paper Mario (N64) modding
 
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auto_smash.c
Go to the documentation of this file.
1#include "common.h"
2#include "script_api/battle.h"
3
4#define NAMESPACE battle_move_auto_smash
5
7
8extern EvtScript N(EVS_UseMove_Impl);
9
10EvtScript N(EVS_UseMove) = {
11 Call(SetBattleFlagBits, BS_FLAGS1_AUTO_SUCCEED_ACTION, TRUE)
12 Call(ShowActionHud, TRUE)
13 Call(GetMenuSelection, LVar0, LVar1, LVar2)
15 CaseEq(0)
16 Set(LVarD, 45)
17 Set(LVarE, 1)
18 Set(LVarF, 2)
19 ExecWait(N(EVS_UseMove_Impl))
20 CaseEq(1)
21 Set(LVarD, 45)
22 Set(LVarE, 2)
23 Set(LVarF, 4)
24 ExecWait(N(EVS_UseMove_Impl))
25 CaseEq(2)
26 Set(LVarD, 45)
27 Set(LVarE, 3)
28 Set(LVarF, 6)
29 ExecWait(N(EVS_UseMove_Impl))
31 Return
32 End
33};
34
35EvtScript N(EVS_UseMove_Impl) = {
36 Call(GetMenuSelection, LVar0, LVar1, LVar2)
38 CaseEq(0)
39 ExecWait(N(EVS_UseBasicHammer))
40 CaseEq(1)
41 ExecWait(N(EVS_UseSuperHammer))
42 CaseEq(2)
43 ExecWait(N(EVS_UseUltraHammer))
46 Call(GetActionSuccessCopy, LVar0)
48 CaseGt(0)
49 Call(GetMenuSelection, LVar0, LVar1, LVar2)
51 CaseEq(0)
52 Call(StartRumble, BTL_RUMBLE_PLAYER_MIN)
53 Thread
54 Call(ShakeCam, CAM_BATTLE, 0, 10, Float(1.3))
56 CaseEq(1)
57 Call(StartRumble, BTL_RUMBLE_PLAYER_LIGHT)
58 Thread
59 Call(ShakeCam, CAM_BATTLE, 0, 10, Float(1.6))
61 CaseEq(2)
62 Call(StartRumble, BTL_RUMBLE_PLAYER_HEAVY)
63 Thread
64 Call(ShakeCam, CAM_BATTLE, 0, 10, Float(1.9))
68 Call(GetMenuSelection, LVar0, LVar1, LVar2)
70 CaseEq(0)
71 Call(StartRumble, BTL_RUMBLE_PLAYER_MIN)
72 Thread
73 Call(ShakeCam, CAM_BATTLE, 0, 2, Float(1.3))
75 CaseEq(1)
76 Call(StartRumble, BTL_RUMBLE_PLAYER_LIGHT)
77 Thread
78 Call(ShakeCam, CAM_BATTLE, 0, 2, Float(1.6))
80 CaseEq(2)
81 Call(StartRumble, BTL_RUMBLE_PLAYER_HEAVY)
82 Thread
83 Call(ShakeCam, CAM_BATTLE, 0, 2, Float(1.9))
87 Call(UseBattleCamPreset, BTL_CAM_PLAYER_HAMMER_STRIKE)
88 Wait(1)
89 Call(PlayerTestEnemy, LVar0, DAMAGE_TYPE_SMASH, 25, 0, 0, 16)
91 ExecWait(N(EVS_HammerSupport_ReturnHome_Miss))
92 Return
93 EndIf
94 Call(GetPlayerActionSuccess, LVar0)
96 CaseGt(FALSE)
97 Call(GetMenuSelection, LVar0, LVar1, LVar2)
99 CaseEq(0)
100 Call(PlaySoundAtActor, ACTOR_PLAYER, SOUND_HIT_NORMAL)
101 CaseEq(1)
102 Call(PlaySoundAtActor, ACTOR_PLAYER, SOUND_HIT_SILENT)
103 CaseEq(2)
104 Call(PlaySoundAtActor, ACTOR_PLAYER, SOUND_HIT_SILENT)
108 Call(GetMenuSelection, LVar0, LVar1, LVar2)
110 CaseEq(0)
111 Call(PlaySoundAtActor, ACTOR_PLAYER, SOUND_HIT_NORMAL)
112 CaseEq(1)
113 Call(PlaySoundAtActor, ACTOR_PLAYER, SOUND_HIT_SILENT)
114 CaseEq(2)
115 Call(PlaySoundAtActor, ACTOR_PLAYER, SOUND_HIT_SILENT)
122 ExecWait(N(EVS_HammerSupport_ReturnHome_Success))
126 ExecWait(N(EVS_HammerSupport_ReturnHome_Miss))
129 Return
130 End
131};
Bytecode EvtScript[]
@ BS_FLAGS1_NICE_HIT
Definition enums.h:3576
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3575
@ BS_FLAGS1_AUTO_SUCCEED_ACTION
Definition enums.h:3581
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3571
@ HIT_RESULT_NO_DAMAGE
Definition enums.h:1952
@ HIT_RESULT_HIT
Definition enums.h:1950
@ HIT_RESULT_NICE_NO_DAMAGE
Definition enums.h:1953
@ HIT_RESULT_NICE
Definition enums.h:1951
@ HIT_RESULT_MISS
Definition enums.h:1956
@ BTL_CAM_PLAYER_HAMMER_STRIKE
Definition enums.h:4866
#define SUPPRESS_EVENTS_HAMMER
Definition enums.h:2912
@ SOUND_HIT_SILENT
Definition enums.h:747
@ SOUND_HIT_NORMAL
Definition enums.h:724
@ BTL_RUMBLE_PLAYER_MIN
Definition enums.h:4259
@ BTL_RUMBLE_PLAYER_HEAVY
Definition enums.h:4261
@ BTL_RUMBLE_PLAYER_LIGHT
Definition enums.h:4260
@ ACTOR_PLAYER
Definition enums.h:2085
@ CAM_BATTLE
Definition enums.h:1801
@ DAMAGE_TYPE_SMASH
Definition enums.h:2857
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
#define Switch(LVAR)
Marks the start of a switch statement.
Definition macros.h:311
#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 EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
Definition macros.h:352
#define Float(DOUBLE)
Definition macros.h:51
#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 LVar2
Definition macros.h:150
#define LVar1
Definition macros.h:149
#define LVarD
Definition macros.h:161
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define LVar9
Definition macros.h:157
#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 CaseGt(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:328
#define LVarE
Definition macros.h:162
#define LVar0
Definition macros.h:148
#define Return
Kills the current EVT thread.
Definition macros.h:217