Paper Mario DX
Paper Mario (N64) modding
 
Loading...
Searching...
No Matches
cleft.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/Cleft.h"
6
7#define NAMESPACE A(cleft)
8
9extern s32 N(UprightAnims)[];
10extern EvtScript N(EVS_Init);
11extern EvtScript N(EVS_Idle);
12extern EvtScript N(EVS_TakeTurn);
14
15enum N(ActorPartIDs) {
16 PRT_MAIN = 1,
17};
18
19enum N(ActorVars) {
20 AVAR_Toppled = 0,
22};
23
24enum N(ActorParams) {
25 DMG_TACKLE = 2,
26};
27
28s32 N(UprightDefenseTable)[] = {
30 ELEMENT_FIRE, 99,
33};
34
35s32 N(ToppledDefenseTable)[] = {
37 ELEMENT_FIRE, 99,
39};
40
41s32 N(StatusTable)[] = {
64};
65
67 {
69 .index = PRT_MAIN,
70 .posOffset = { 0, 0, 0 },
71 .targetOffset = { 0, 22 },
72 .opacity = 255,
73 .idleAnimations = N(UprightAnims),
74 .defenseTable = N(UprightDefenseTable),
75 .eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
76 .elementImmunityFlags = 0,
77 .projectileTargetOffset = { 0, -10 },
78 },
79};
80
81ActorBlueprint NAMESPACE = {
82 .flags = 0,
83 .type = ACTOR_TYPE_CLEFT,
84 .level = ACTOR_LEVEL_CLEFT,
85 .maxHP = 2,
86 .partCount = ARRAY_COUNT(N(ActorParts)),
87 .partsData = N(ActorParts),
88 .initScript = &N(EVS_Init),
89 .statusTable = N(StatusTable),
90 .escapeChance = 80,
91 .airLiftChance = 40,
92 .hurricaneChance = 40,
93 .spookChance = 40,
94 .upAndAwayChance = 95,
95 .spinSmashReq = 0,
96 .powerBounceChance = 95,
97 .coinReward = 2,
98 .size = { 44, 36 },
99 .healthBarOffset = { 0, 0 },
100 .statusIconOffset = { -10, 20 },
101 .statusTextOffset = { 10, 20 },
102};
103
104s32 N(UprightAnims)[] = {
115};
116
117s32 N(ToppledAnims)[] = {
128};
129
131
133
134EvtScript N(EVS_Init) = {
139 Return
140 End
141};
142
143EvtScript N(EVS_Idle) = {
144 Return
145 End
146};
147
153 Thread
154 Set(LVar0, 0)
155 Loop(5)
156 Add(LVar0, -36)
158 Wait(1)
159 EndLoop
163 Sub(LVar1, 6)
166 Call(N(StartRumbleWithParams), 200, 10)
167 Thread
168 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(1.0))
170 PlayEffect(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 40, 8, Float(0.0), 20, 0)
182 Return
183 End
184};
185
199 IfEq(LVar0, 1)
201 Else
203 EndIf
216 IfEq(LVar0, 1)
219 SetConst(LVar2, -1)
221 Else
224 SetConst(LVar2, -1)
226 EndIf
231 IfEq(LVar0, 1)
234 SetConst(LVar2, -1)
239 Else
242 SetConst(LVar2, -1)
247 EndIf
248 Return
251 IfEq(LVar0, 1)
253 Else
255 EndIf
260 IfEq(LVar0, 1)
267 Else
274 EndIf
275 Return
296 Return
302 EndIf
303 Wait(10)
307 Add(LVar0, -3)
308 Add(LVar1, 10)
309 Else
310 Add(LVar0, -8)
311 Add(LVar1, 27)
312 EndIf
314 Wait(20)
319 IfEq(LVar0, 1)
321 Else
323 EndIf
329 IfEq(LVar0, 1)
333 Wait(10)
337 Else
341 Wait(10)
345 EndIf
346 Return
349 IfEq(LVar0, 0)
353 EndIf
356 IfEq(LVar0, 1)
360 Else
365 Return
366 EndIf
373 IfEq(LVar0, 1)
376 Else
379 EndIf
381 Return
386 Return
387 End
388};
389
396 Wait(20)
401 IfGt(LVar0, 0)
402 Sub(LVar0, 1)
404 Else
407 Thread
408 Wait(3)
409 Loop(5)
410 Add(LVar0, 36)
412 Wait(1)
413 EndLoop
416 Sub(LVar1, 6)
420 Call(N(StartRumbleWithParams), 200, 10)
421 Thread
422 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(1.0))
434 Wait(1)
437 EndIf
440 Return
441 End
442};
443
453 Thread
455 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
456 Wait(10)
457 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
458 Wait(5)
459 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
462 Wait(10)
466 Call(AddGoalPos, ACTOR_SELF, 50, 0, -5)
470 Wait(8)
477 Set(LVarA, LVar0)
479 Thread
480 Wait(10)
483 EndIf
487 Sub(LVar0, 100)
488 Set(LVar1, 0)
494 Wait(15)
495 Wait(8)
511 Return
516 Add(LVar0, 20)
521 Wait(2)
531 Add(LVar0, 15)
532 Set(LVar1, 0)
537 Wait(5)
548 Return
549 End
550};
551
554 IfEq(LVar0, TRUE)
556 Else
558 EndIf
559 Return
560 End
561};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ ACTOR_SOUND_WALK
Definition enums.h:2034
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ ELEMENT_FIRE
Definition enums.h:2116
@ ELEMENT_MAGIC
Definition enums.h:2120
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION
Blast and fire attacks trigger an explosion.
Definition enums.h:3377
@ ACTOR_EVENT_FLAG_SPIKY_TOP
Player takes spike damage from jump attacks.
Definition enums.h:3373
@ 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
@ 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_CLEFT_TACKLE
Definition enums.h:1495
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ ACTOR_FLAG_FLIPPED
Actor has been flipped over.
Definition enums.h:3330
@ 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_STAR_BEAM
Definition enums.h:2140
@ 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_SPIKE_TAUNT
Definition enums.h:2148
@ 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_BLAST
Definition enums.h:2860
@ 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 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 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 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 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 IfNotFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is unset on LVAR,...
Definition macros.h:292
#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 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