Paper Mario DX
Paper Mario (N64) modding
 
Loading...
Searching...
No Matches
lakilester.c File Reference

Go to the source code of this file.

Data Structures

struct  HurricaneState
 

Macros

#define HURRICANE_PARTNER_MOVE_TIME   165
 
#define HURRICANE_UNUSED_TIME   177
 

Enumerations

enum  { STATE_INHALE = -1 , STATE_DISABLED = 0 , STATE_EXHALE = 1 }
 

Variables

HudScript HES_AimBlinkA
 
HudScript HES_AimReticle
 
HudScript HES_AimTarget
 
HudScript HES_StickTapRight
 
ActorBlueprint battle_partner_lakilester
 

Data Structure Documentation

◆ HurricaneState

struct HurricaneState
Data Fields
char unk_00[0x44]
s16 breathSizeIncrease
s16 unk_46
char unk_48[0xC]
s16 unk_54
char unk_56[0x4]
s16 startingTotalPower
s8 state
s8 unk_5D
char unk_5E[0x12]
s16 intensity
s16 totalPower
char unk_74[0x10]

Macro Definition Documentation

◆ HURRICANE_PARTNER_MOVE_TIME

#define HURRICANE_PARTNER_MOVE_TIME   165

Definition at line 1358 of file lakilester.c.

◆ HURRICANE_UNUSED_TIME

#define HURRICANE_UNUSED_TIME   177

Definition at line 1359 of file lakilester.c.

Enumeration Type Documentation

◆ anonymous enum

Enumerator
STATE_INHALE 
STATE_DISABLED 
STATE_EXHALE 

Definition at line 1348 of file lakilester.c.

1348 {
1349 STATE_INHALE = -1,
1350 STATE_DISABLED = 0,
1351 STATE_EXHALE = 1,
1352};
@ STATE_EXHALE
@ STATE_DISABLED
@ STATE_INHALE

Variable Documentation

◆ HES_AimBlinkA

HudScript HES_AimBlinkA
extern

Definition at line 830 of file battle_ui_gfx.c.

830 {
833 hs_Loop
840 hs_End
841};
BSS s32 PopupMenu_SelectedIndex
#define hs_SetTileSize(size)
@ HUD_ELEMENT_SIZE_16x16
Definition hud_element.h:44
#define hs_SetVisible
#define hs_End
@ HUD_ELEMENT_FLAG_INVISIBLE
Definition hud_element.h:92
#define hs_Restart
#define hs_Loop
#define hs_SetCI(time, name)
#define hs_ClearFlags(arg0)
#define hs_SetFlags(arg0)

◆ HES_AimReticle

HudScript HES_AimReticle
extern

◆ HES_AimTarget

HudScript HES_AimTarget
extern

◆ HES_StickTapRight

HudScript HES_StickTapRight
extern

Definition at line 2559 of file global_hud_scripts.c.

2559 {
2561 hs_Loop
2562 hs_SetCustomSize(32, 32)
2563 hs_SetTexelOffset(0, 0)
2565 hs_SetCustomSize(40, 32)
2566 hs_SetTexelOffset(5, 0)
2569 hs_End
2570};
#define hs_SetCustomSize(arg0, arg1)
#define hs_SetTexelOffset(x, y)

◆ battle_partner_lakilester

ActorBlueprint battle_partner_lakilester
Initial value:
= {
.maxHP = 99,
.partCount = ARRAY_COUNT(N(ActorParts)),
.partsData = N(ActorParts),
.initScript = &N(EVS_Init),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 80,
.coinReward = 0,
.size = { 44, 40 },
.healthBarOffset = { 0, 0 },
.statusIconOffset = { -10, 30 },
.statusTextOffset = { 13, 31 },
}
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
Definition enums.h:3363
#define ARRAY_COUNT(arr)
Definition macros.h:39

Definition at line 156 of file lakilester.c.

156 {
157 .flags = ACTOR_FLAG_FLYING,
158 .type = ACTOR_TYPE_LAKILESTER,
159 .level = ACTOR_LEVEL_LAKILESTER,
160 .maxHP = 99,
161 .partCount = ARRAY_COUNT(N(ActorParts)),
162 .partsData = N(ActorParts),
163 .initScript = &N(EVS_Init),
164 .statusTable = N(StatusTable),
165 .escapeChance = 0,
166 .airLiftChance = 0,
167 .hurricaneChance = 0,
168 .spookChance = 0,
169 .upAndAwayChance = 0,
170 .spinSmashReq = 4,
171 .powerBounceChance = 80,
172 .coinReward = 0,
173 .size = { 44, 40 },
174 .healthBarOffset = { 0, 0 },
175 .statusIconOffset = { -10, 30 },
176 .statusTextOffset = { 13, 31 },
177};