Paper Mario DX
Paper Mario (N64) modding
 
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bullet_bill.inc.c
Go to the documentation of this file.
1#include "common.h"
2#include "effects.h"
3#include "battle/battle.h"
4#include "script_api/battle.h"
5#include "sprite/npc/BulletBill.h"
6
7#define NAMESPACE A(bullet_bill)
8
9extern s32 N(DefaultAnims)[];
10extern EvtScript N(EVS_Init);
11extern EvtScript N(EVS_Idle);
12extern EvtScript N(EVS_TakeTurn);
15
16enum N(ActorPartIDs) {
17 PRT_MAIN = 1,
18};
19
20enum N(ActorVars) {
22 AVAR_BlasterID = 1, // actorID of Bill Blaster that fired this Bullet Bill
23};
24
25enum N(ActorParams) {
26 DMG_IMPACT = 2,
27};
28
29s32 N(DefenseTable)[] = {
32};
33
34s32 N(StatusTable)[] = {
57};
58
60 {
62 .index = PRT_MAIN,
63 .posOffset = { 0, 0, 0 },
64 .targetOffset = { 0, 16 },
65 .opacity = 255,
66 .idleAnimations = N(DefaultAnims),
67 .defenseTable = N(DefenseTable),
69 .elementImmunityFlags = 0,
70 .projectileTargetOffset = { 0, -6 },
71 },
72};
73
74ActorBlueprint NAMESPACE = {
75 .flags = ACTOR_FLAG_FLYING,
78 .maxHP = 2,
79 .partCount = ARRAY_COUNT(N(ActorParts)),
80 .partsData = N(ActorParts),
81 .initScript = &N(EVS_Init),
82 .statusTable = N(StatusTable),
83 .escapeChance = 50,
84 .airLiftChance = 100,
85 .hurricaneChance = 100,
86 .spookChance = 0,
87 .upAndAwayChance = 95,
88 .spinSmashReq = 0,
89 .powerBounceChance = 85,
90 .coinReward = 0,
91 .size = { 28, 22 },
92 .healthBarOffset = { 0, 0 },
93 .statusIconOffset = { -10, 20 },
94 .statusTextOffset = { 10, 20 },
95};
96
97s32 N(DefaultAnims)[] = {
103};
104
105EvtScript N(EVS_Init) = {
112 Add(LVar1, 16)
116 Else
121 Set(LVar5, -13)
122 Set(LVar6, 4)
123 Else
124 Set(LVar5, -33)
125 Set(LVar6, 11)
126 EndIf
127 Add(LVar1, LVar5)
128 Add(LVar2, LVar6)
134 Sub(LVar1, 90)
142 EndIf
143 Return
144 End
145};
146
147EvtScript N(EVS_Idle) = {
148 Return
149 End
150};
151
158 Return
159 End
160};
161
177 Return
180 Return
183 Return
186 Return
192 Return
198 Return
211 Return
214 Return
224 Return
233 Return
238 Return
239 End
240};
241
252 Wait(1)
254 Wait(15)
260 Set(LVarA, LVar0)
262 Set(LVar3, LVar1)
264 Set(LVar1, LVar3)
265 Sub(LVar0, 90)
271 EndIf
277 Return
281 Set(LVar3, LVar1)
283 Set(LVar1, LVar3)
284 Add(LVar0, 10)
290 Wait(2)
298 Return
299 End
300};
301
304 Add(LVar2, 2)
306 Add(LVar1, 16)
307 Add(LVar2, 2)
308 PlayEffect(EFFECT_BLAST, 0, LVar0, LVar1, LVar2, Float(3.0), 30, 0)
311 Thread
312 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(1.0))
314 Return
315 End
316};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ ACTOR_SOUND_JUMP
Definition enums.h:2036
@ 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_EVENT_FLAG_FIRE_EXPLODE
Fire attacks trigger an explosion, used only by bullet/bombshell bills.
Definition enums.h:3378
@ 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_LUCKY
Definition enums.h:1955
@ HIT_RESULT_MISS
Definition enums.h:1956
@ BTL_CAM_DEFAULT
Definition enums.h:4823
@ BTL_CAM_REPOSITION
Definition enums.h:4840
@ 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_NONE
Definition enums.h:547
@ SOUND_BULLET_BILL_EXPLODE_A
Definition enums.h:1416
@ BTL_RUMBLE_PLAYER_MAX
Definition enums.h:4262
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
Definition enums.h:3329
@ 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_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_IGNORE_DEFENSE
Definition enums.h:2877
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
EvtScript EVS_Enemy_Hit
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_ShockHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
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 LVar6
Definition macros.h:154
#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 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 LVarC
Definition macros.h:160
#define ARRAY_COUNT(arr)
Definition macros.h:40
#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 LVar5
Definition macros.h:153
#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 LVarB
Definition macros.h:159
#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 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 LVar4
Definition macros.h:152
#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
#define EXEC_DEATH_NO_SPINNING
Definition battle.h:263