Paper Mario DX
Paper Mario (N64) modding
 
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crazee_dayzee.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/Dayzee.h"
4
5#define NAMESPACE A(crazee_dayzee)
6
7extern s32 N(DefaultAnims)[];
8extern EvtScript N(EVS_Init);
9extern EvtScript N(EVS_Idle);
10extern EvtScript N(EVS_TakeTurn);
12
13enum N(ActorPartIDs) {
14 PRT_MAIN = 1,
15};
16
17enum N(ActorParams) {
18 DMG_SING = 4,
19};
20
21s32 N(DefenseTable)[] = {
24};
25
26s32 N(StatusTable)[] = {
49};
50
52 {
54 .index = PRT_MAIN,
55 .posOffset = { 0, 0, 0 },
56 .targetOffset = { -2, 30 },
57 .opacity = 255,
58 .idleAnimations = N(DefaultAnims),
59 .defenseTable = N(DefenseTable),
60 .eventFlags = 0,
61 .elementImmunityFlags = 0,
62 .projectileTargetOffset = { 0, -8 },
63 },
64};
65
66ActorBlueprint NAMESPACE = {
67 .flags = 0,
70 .maxHP = 8,
71 .partCount = ARRAY_COUNT(N(ActorParts)),
72 .partsData = N(ActorParts),
73 .initScript = &N(EVS_Init),
74 .statusTable = N(StatusTable),
75 .escapeChance = 50,
76 .airLiftChance = 85,
77 .hurricaneChance = 80,
78 .spookChance = 100,
79 .upAndAwayChance = 95,
80 .spinSmashReq = 0,
81 .powerBounceChance = 75,
82 .coinReward = 2,
83 .size = { 32, 34 },
84 .healthBarOffset = { 0, 0 },
85 .statusIconOffset = { -14, 17 },
86 .statusTextOffset = { 9, 25 },
87};
88
89s32 N(DefaultAnims)[] = {
100};
101
102EvtScript N(EVS_Init) = {
106 Return
107 End
108};
109
110EvtScript N(EVS_Idle) = {
111 Return
112 End
113};
114
119 Return
120 End
121};
122
146 Return
158 Return
174 Return
186 Wait(10)
190 Return
200 Return
210 Else
212 EndIf
213 EndIf
217 Return
221 Return
222 End
223};
224
232 Else
238 Label(0)
241 Set(LFlag0, TRUE)
242 Else
245 EndIf
246 Wait(1)
249 Sub(LVar0, 20)
252 IfGt(LVar0, 0)
253 Goto(0)
254 EndIf
257 Set(LFlag0, TRUE)
258 Else
261 EndIf
262 Wait(1)
264 Call(SetGoalPos, ACTOR_SELF, -35, 0, 10)
266 EndIf
268 Wait(10)
269 Thread
271 Wait(40)
274 Wait(20)
277 Add(LVar1, 25)
278 Add(LVar2, 2)
279 Loop(13)
280 Call(RandInt, 30, LVar3)
281 Sub(LVar3, 15)
282 Add(LVar3, LVar0)
284 Wait(10)
285 EndLoop
287 Wait(10)
292 Set(LVarA, LVar0)
295 EndIf
297 Wait(15)
305 Return
310 Wait(2)
317 Wait(20)
323 Return
324 End
325};
326
333 Sub(LVar0, 20)
338 Wait(10)
341 Sub(LVar0, 20)
344 Wait(20)
349 Add(LVar0, 200)
356 Return
357 End
358};
359
364 Return
365 EndIf
367 Call(RandInt, 100, LVar1)
369 CaseEq(1)
370 IfLt(LVar1, 80)
372 Return
373 EndIf
374 CaseEq(2)
375 IfLt(LVar1, 40)
377 Return
378 EndIf
379 CaseEq(3)
380 IfLt(LVar1, 20)
382 Return
383 EndIf
384 CaseEq(4)
385 IfLt(LVar1, 10)
387 Return
388 EndIf
391 Return
392 End
393};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ BS_FLAGS1_BATTLE_FLED
Definition enums.h:3586
@ 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_DECORATION_SWEAT
Definition enums.h:2045
@ PHASE_FIRST_STRIKE
Definition enums.h:2059
@ 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_REPOSITION
Definition enums.h:4840
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4884
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ STATUS_FLAG_SLEEP
Definition enums.h:2812
@ SOUND_DAYZEE_SONG
Definition enums.h:1049
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ BTL_CAM_YADJ_TARGET
Definition enums.h:4904
@ ACTOR_BLUR_ENABLE
Definition enums.h:6413
@ ACTOR_BLUR_DISABLE
Definition enums.h:6412
@ 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_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
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
@ DAMAGE_TYPE_NO_CONTACT
Definition enums.h:2878
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 RandInt(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 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 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 Goto(LABEL_ID)
Moves execution to the given label.
Definition macros.h:232
#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 IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
Definition macros.h:275
#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 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 DMG_STATUS_KEY(typeFlag, duration, chance)
Definition macros.h:228
#define LVar1
Definition macros.h:149
#define LFlag0
Definition macros.h:167
#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