Paper Mario DX
Paper Mario (N64) modding
 
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dry_bones.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/DryBones.h"
4
5#define NAMESPACE A(dry_bones)
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 PRT_BONE = 2,
16};
17
18enum N(ActorVars) {
21};
22
23enum N(ActorParams) {
24 DMG_UNK = 0,
25};
26
27#define BASE_COLLAPSE_DURATION 2
28
29s32 N(DefaultAnims)[] = {
40};
41
42s32 N(CollapsedAnims)[] = {
45};
46
47s32 N(BoneAnims)[] = {
50};
51
52s32 N(DefenseTable)[] = {
54 ELEMENT_FIRE, -10,
55 ELEMENT_BLAST, -10,
57};
58
59s32 N(CollapsedDefense)[] = {
61 ELEMENT_FIRE, -10,
62 ELEMENT_BLAST, -10,
64};
65
66s32 N(StatusTable)[] = {
89};
90
91s32 N(CollapsedStatusTable)[] = {
114};
115
117 {
119 .index = PRT_MAIN,
120 .posOffset = { 0, 0, 0 },
121 .targetOffset = { -8, 30 },
122 .opacity = 255,
123 .idleAnimations = N(DefaultAnims),
124 .defenseTable = N(DefenseTable),
125 .eventFlags = 0,
126 .elementImmunityFlags = 0,
127 .projectileTargetOffset = { -1, -10 },
128 },
129 {
131 .index = PRT_BONE,
132 .posOffset = { 0, 0, 0 },
133 .targetOffset = { 0, 0 },
134 .opacity = 255,
135 .idleAnimations = N(BoneAnims),
136 .defenseTable = N(DefenseTable),
137 .eventFlags = 0,
138 .elementImmunityFlags = 0,
139 .projectileTargetOffset = { 0, 0 },
140 },
141};
142
143ActorBlueprint NAMESPACE = {
144 .flags = 0,
145 .type = ACTOR_TYPE_DRY_BONES,
146 .level = ACTOR_LEVEL_DRY_BONES,
147 .maxHP = 8,
148 .partCount = ARRAY_COUNT(N(ActorParts)),
149 .partsData = N(ActorParts),
150 .initScript = &N(EVS_Init),
151 .statusTable = N(StatusTable),
152 .escapeChance = 50,
153 .airLiftChance = 75,
154 .hurricaneChance = 70,
155 .spookChance = 10,
156 .upAndAwayChance = 95,
157 .spinSmashReq = 0,
158 .powerBounceChance = 95,
159 .coinReward = 1,
160 .size = { 28, 32 },
161 .healthBarOffset = { 0, 0 },
162 .statusIconOffset = { -15, 15 },
163 .statusTextOffset = { 3, 27 },
164};
165
166EvtScript N(EVS_Init) = {
172 Return
173 End
174};
175
180 Label(0)
185 IfNe(LVar3, 0)
186 Return
187 EndIf
188 EndIf
191 Goto(0)
192 EndIf
195 Label(1)
198 IfNe(LVar3, TRUE)
199 Return
200 EndIf
203 Goto(1)
204 EndIf
207 Label(2)
212 Goto(2)
213 EndIf
214 Return
215 End
216};
217
218EvtScript N(EVS_Idle) = {
219 Label(0)
223 CaseEq(0)
232 CaseEq(1)
242 Wait(1)
243 Goto(0)
244 Return
245 End
246};
247
251 Wait(20)
259 Call(RandInt, 0, LVar0)
265 Label(0)
269 Return
270 EndIf
273 Goto(0)
274 EndIf
277 Label(1)
280 IfNe(LVar3, TRUE)
281 Return
282 EndIf
285 Goto(1)
286 EndIf
289 Label(2)
294 Goto(2)
295 EndIf
296 Return
297 End
298};
299
328 Return
341 IfEq(LVar0, 0)
345 Else
349 EndIf
356 IfEq(LVar0, 0)
357 Wait(10)
359 EndIf
362 IfEq(LVar0, 0)
366 EndIf
372 Return
375 IfEq(LVar0, 0)
379 Else
383 EndIf
386 IfEq(LVar0, 0)
391 Else
393 EndIf
394 EndIf
398 Else
402 EndIf
403 Return
406 IfEq(LVar0, 0)
410 Else
414 EndIf
419 Return
420 End
421};
422
424 Set(LVar0, 0)
425 Label(0)
427 Add(LVar0, 60)
428 Mod(LVar0, 360)
429 Wait(1)
430 Goto(0)
431 Return
432 End
433};
434
443 EndIf
447 Goto(100)
448 EndIf
450 IfEq(LVar0, TRUE)
452 Sub(LVar0, 1)
453 IfEq(LVar0, 0)
456 Wait(10)
459 Wait(20)
470 Else
473 Wait(10)
475 EndIf
478 Return
479 EndIf
481 Wait(15)
483 Thread
484 Wait(8)
487 Label(100)
491 Else
493 EndIf
498 Set(LVarF, LVar0)
500 Add(LVar1, 20)
502 Wait(1)
510 Sub(LVar0, 100)
517 EndIf
518 Wait(15)
521 Wait(20)
525 Return
529 Add(LVar1, 20)
531 Wait(1)
541 Wait(2)
547 Sub(LVar0, 100)
557 Return
558 End
559};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
#define BASE_COLLAPSE_DURATION
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ ACTOR_SOUND_WALK
Definition enums.h:2034
@ 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_FIRE
Definition enums.h:2116
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_BLAST
Definition enums.h:2124
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ITER_NO_MORE
Definition enums.h:2030
@ ITER_NEXT
Definition enums.h:2025
@ ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION
Blast and fire attacks trigger an explosion.
Definition enums.h:3377
@ 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
@ TARGET_FLAG_PRIMARY_ONLY
Definition enums.h:1863
@ TARGET_FLAG_2
Definition enums.h:1850
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ STATUS_FLAG_SLEEP
Definition enums.h:2812
@ SOUND_DRY_BONES_RATTLE
Definition enums.h:1046
@ SOUND_NONE
Definition enums.h:547
@ SOUND_DRY_BONES_ARISE
Definition enums.h:1045
@ SOUND_DRY_BONES_THROW
Definition enums.h:1043
@ SOUND_DRY_BONES_COLLAPSE
Definition enums.h:1044
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
Definition enums.h:3340
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
Definition enums.h:3339
@ 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_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_RECOVER_STATUS
Definition enums.h:2167
@ EVENT_BLOW_AWAY
Definition enums.h:2143
@ ACTOR_PART_FLAG_PRIMARY_TARGET
Definition enums.h:3362
@ ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION
Definition enums.h:3361
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
Definition enums.h:3360
@ ACTOR_PART_FLAG_DAMAGE_IMMUNE
electrified Plays extra hurt SFX?
Definition enums.h:3358
@ ACTOR_PART_FLAG_INVISIBLE
Definition enums.h:3350
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
@ DAMAGE_TYPE_NO_CONTACT
Definition enums.h:2878
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 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 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 Mod(VAR, INT_VALUE)
Definition macros.h:380
#define Add(VAR, INT_VALUE)
Definition macros.h:376
#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 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 KillThread(TID)
Kills a thread by its thread ID.
Definition macros.h:510
#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 ExecGetTID(EVT_SOURCE, OUTVAR)
Identical to Exec, but the newly-launched thread ID is stored in OUTVAR.
Definition macros.h:460
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#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 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