Paper Mario DX
Paper Mario (N64) modding
 
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bob_omb.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/Bobomb.h"
4
5#define NAMESPACE A(bob_omb)
6
7extern EvtScript N(EVS_Init);
8extern EvtScript N(EVS_Idle);
9extern EvtScript N(EVS_TakeTurn);
12
13enum N(ActorPartIDs) {
14 PRT_MAIN = 1,
15};
16
17enum N(ActorVars) {
19 AVAR_Ignited = 8,
20};
21
22enum N(ActorParams) {
23 DMG_TACKLE = 1,
24 DMG_EXPLOSION = 2,
25};
26
27s32 N(DefaultAnims)[] = {
38};
39
40s32 N(IgnitedAnims)[] = {
51};
52
53s32 N(DefenseTable)[] = {
56};
57
58s32 N(StatusTable)[] = {
81};
82
83s32 N(IgnitedStatusTable)[] = {
106};
107
109 {
111 .index = PRT_MAIN,
112 .posOffset = { 0, 0, 0 },
113 .targetOffset = { 0, 24 },
114 .opacity = 255,
115 .idleAnimations = N(DefaultAnims),
116 .defenseTable = N(DefenseTable),
118 .elementImmunityFlags = 0,
119 .projectileTargetOffset = { 0, -9 },
120 },
121};
122
123ActorBlueprint NAMESPACE = {
124 .flags = 0,
125 .type = ACTOR_TYPE_BOB_OMB,
126 .level = ACTOR_LEVEL_BOB_OMB,
127 .maxHP = 3,
128 .partCount = ARRAY_COUNT(N(ActorParts)),
129 .partsData = N(ActorParts),
130 .initScript = &N(EVS_Init),
131 .statusTable = N(StatusTable),
132 .escapeChance = 70,
133 .airLiftChance = 90,
134 .hurricaneChance = 90,
135 .spookChance = 90,
136 .upAndAwayChance = 95,
137 .spinSmashReq = 0,
138 .powerBounceChance = 100,
139 .coinReward = 1,
140 .size = { 34, 35 },
141 .healthBarOffset = { 0, 0 },
142 .statusIconOffset = { -10, 20 },
143 .statusTextOffset = { 10, 20 },
144};
145
146EvtScript N(EVS_Init) = {
152 Return
153 End
154};
155
156EvtScript N(EVS_Idle) = {
157 Return
158 End
159};
160
164 Return
165 EndIf
166 Label(0)
181 Wait(3)
183 Return
184 End
185};
186
194 Add(LVar2, 2)
198 Return
199 End
200};
201
204 IfEq(LVar0, TRUE)
207 EndIf
208 Return
209 End
210};
211
215 Thread
216 Call(ShakeCam, CAM_BATTLE, 0, 2, Float(0.75))
217 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(3.0))
218 Call(ShakeCam, CAM_BATTLE, 0, 10, Float(4.5))
219 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(3.0))
222 Add(LVar2, 2)
224 Add(LVar1, 20)
225 Add(LVar2, 2)
228 Return
229 End
230};
231
239 IfNe(LVar0, 0)
241 EndIf
257 Return
258 Else
263 IfNe(LVar0, 0)
265 EndIf
266 EndIf
278 Return
285 IfNe(LVar0, 0)
287 EndIf
296 Return
303 Return
314 IfEq(LVar0, TRUE)
316 EndIf
330 Return
331 Else
335 Wait(10)
340 EndIf
341 Return
352 Return
362 Return
371 Return
376 Return
377 End
378};
379
392 Else
396 EndIf
414 Return
420 IfGt(LVar0, 0)
426 Return
427 EndIf
439 Return
454 Else
459 EndIf
461 Return
469 Return
481 Return
492 Else
494 Wait(100)
499 EndIf
501 Return
508 Return
509 End
510};
511
521 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
526 Wait(1)
528 Wait(5)
535 Set(LVarA, LVar0)
538 Sub(LVar0, 5)
539 Set(LVar1, 0)
545 Sub(LVar0, 20)
550 Sub(LVar0, 15)
555 Wait(8)
558 EndIf
559 Wait(5)
571 Return
582 Wait(20)
585 Return
590 Wait(2)
598 Add(LVar0, 40)
599 Set(LVar1, 0)
603 Add(LVar0, 30)
606 Add(LVar0, 20)
609 Wait(4)
618 Return
619 End
620};
621
633 Set(LVarA, LVar0)
637 Call(AddGoalPos, ACTOR_SELF, 80, 0, 0)
645 Sub(LVar0, 30)
651 Wait(10)
654 EndIf
655 Wait(10)
659 SetConst(LVar1, -1)
662 Return
668 Call(AddGoalPos, ACTOR_SELF, 10, 0, 0)
672 Wait(15)
673 Set(LVarA, 1)
676 Wait(2)
679 Wait(15)
684 Return
685 End
686};
687
694 Else
696 Return
697 EndIf
700 Return
701 End
702};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
@ FX_SHOCK_OVERLAY_SHOCK_HIT
Definition effects.h:1263
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ 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_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_PAL_ADJUST_BLEND_PALETTES_VARYING_INTERVALS
Definition enums.h:2253
@ ACTOR_EVENT_FLAG_EXPLODE_ON_CONTACT
Attacks that contact will trigger an explosion.
Definition enums.h:3383
@ ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION
Blast and fire attacks trigger an explosion.
Definition enums.h:3377
@ 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_HIT_STATIC
Definition enums.h:1957
@ 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
@ DMG_SRC_HURRICANE
Definition enums.h:2008
@ SOUND_LOOP_BOBOMB_FUSE
Definition enums.h:1582
@ SOUND_BOMB_BLAST
Definition enums.h:1415
@ SOUND_HIT_SHOCK
Definition enums.h:1195
@ BTL_RUMBLE_PLAYER_MAX
Definition enums.h:4262
@ 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_UP_AND_AWAY
Definition enums.h:2176
@ 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_EXPLODE_TRIGGER
Definition enums.h:2155
@ 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_SHOCK
Definition enums.h:2856
@ DAMAGE_TYPE_BLAST
Definition enums.h:2860
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
@ DAMAGE_TYPE_NO_CONTACT
Definition enums.h:2878
@ DAMAGE_TYPE_WATER
Definition enums.h:2853
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Hit
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
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 EndChildThread
Marks the end of a child thread block.
Definition macros.h:563
#define Sub(VAR, INT_VALUE)
Definition macros.h:377
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
Definition macros.h:272
#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 IfFalse(b)
Definition macros.h:646
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
Definition macros.h:352
#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 CaseFlag(RVAR)
Marks the start of a switch case that executes only if the RVAR flag is set on LVAR,...
Definition macros.h:349
#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 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 ChildThread
Marks the start of a child thread block.
Definition macros.h:560
#define LVar4
Definition macros.h:152
#define LVar3
Definition macros.h:151
#define LVarE
Definition macros.h:162
#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
#define EXEC_DEATH_NO_SPINNING
Definition battle.h:263