Paper Mario DX
Paper Mario (N64) modding
 
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frost_piranha.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "effects.h"
4#include "sprite/npc/LargePiranha.h"
5
6#define NAMESPACE A(frost_piranha)
7
8extern EvtScript N(EVS_Init);
9extern EvtScript N(EVS_Idle);
10extern EvtScript N(EVS_TakeTurn);
14
15enum N(ActorPartIDs) {
16 PRT_MAIN = 1,
17};
18
19enum N(ActorParams) {
20 DMG_BITE = 4,
21};
22
23s32 N(DefaultAnims)[] = {
34};
35
36s32 N(DefenseTable)[] = {
38 ELEMENT_FIRE, -2,
39 ELEMENT_ICE, 99,
41};
42
43s32 N(StatusTable)[] = {
66};
67
69 {
71 .index = PRT_MAIN,
72 .posOffset = { 0, 0, 0 },
73 .targetOffset = { -15, 50 },
74 .opacity = 255,
75 .idleAnimations = N(DefaultAnims),
76 .defenseTable = N(DefenseTable),
77 .eventFlags = ACTOR_EVENT_FLAG_ICY,
78 .elementImmunityFlags = 0,
79 .projectileTargetOffset = { 3, -14 },
80 },
81};
82
83ActorBlueprint NAMESPACE = {
84 .flags = 0,
87 .maxHP = 10,
88 .partCount = ARRAY_COUNT(N(ActorParts)),
89 .partsData = N(ActorParts),
90 .initScript = &N(EVS_Init),
91 .statusTable = N(StatusTable),
92 .escapeChance = 70,
93 .airLiftChance = 20,
94 .hurricaneChance = 20,
95 .spookChance = 20,
96 .upAndAwayChance = 95,
97 .spinSmashReq = 0,
98 .powerBounceChance = 90,
99 .coinReward = 1,
100 .size = { 60, 52 },
101 .healthBarOffset = { 0, 0 },
102 .statusIconOffset = { -22, 32 },
103 .statusTextOffset = { 1, 44 },
104};
105
106EvtScript N(EVS_Init) = {
110 Return
111 End
112};
113
115
116EvtScript N(EVS_Idle) = {
117 Label(0)
122 Call(N(SetAbsoluteStatusOffsets), -37, 9, -7, 31)
123 Else
126 Call(N(SetAbsoluteStatusOffsets), -22, 32, 1, 44)
127 EndIf
128 Wait(1)
129 Goto(0)
130 Return
131 End
132};
133
141 Return
142 End
143};
144
169 Return
181 Return
195 Return
207 Wait(10)
211 Return
221 Return
230 Return
235 Return
236 End
237};
238
243 Return
244 EndIf
248 Return
249 EndIf
250 Call(RandInt, 1000, LVar0)
251 IfLt(LVar0, 250)
253 Else
255 EndIf
256 Return
257 End
258};
259
268 Wait(8)
271 Add(LVar0, 27)
272 Set(LVar1, 0)
273 Set(LVar3, LVar0)
274 Set(LVar4, LVar1)
275 Set(LVar5, LVar2)
277 Add(LVar3, LVar6)
278 Add(LVar4, LVar7)
279 Add(LVar5, LVar8)
280 Div(LVar3, 2)
281 Div(LVar4, 2)
282 Div(LVar5, 2)
287 Wait(20)
292 Wait(8)
293 Else
304 Add(LVar0, 10)
305 Else
306 Add(LVar0, 27)
307 EndIf
308 Set(LVar1, 0)
312 EndIf
313 Thread
314 Wait(8)
322 Wait(10)
324 Wait(6)
328 EndIf
329 Wait(14)
338 Wait(10)
344 Wait(10)
346 Else
354 EndIf
357 Return
361 Wait(10)
363 Wait(1)
364 Wait(2)
367 Set(LVarF, LVar0)
372 Wait(10)
374 Wait(20)
382 Wait(10)
388 Wait(10)
390 Else
393 EndIf
398 Return
399 End
400};
401
402#include "common/UnkEffect6FFunc.inc.c"
403
418 Add(LVar0, 20)
419 Else
420 Add(LVar0, 50)
421 EndIf
422 Set(LVar1, 0)
427 Wait(11)
433 Add(LVar0, 12)
434 Set(LVar1, 5)
435 SetF(LVar3, Float(0.4))
436 Else
437 Add(LVar0, 32)
438 Set(LVar1, 13)
439 SetF(LVar3, Float(1.0))
440 EndIf
441 Call(N(UnkEffect6FFunc), LVar2, LVar0, LVar1, LVar2, LVar3, 30, 120, 0, 120)
442 Wait(1)
444 Wait(5)
449 Wait(10)
453 EndIf
454 Wait(14)
466 Return
469 Wait(2)
472 Set(LVarF, LVar0)
477 Wait(10)
479 Wait(20)
487 Return
488 End
489};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
@ 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_FIRE
Definition enums.h:2116
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_ICE
Definition enums.h:2118
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAG_ICY
No known effect, but is used.
Definition enums.h:3372
@ 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
@ SUPPRESS_EVENT_ALL
Definition enums.h:2907
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ STATUS_FLAG_FROZEN
Definition enums.h:2814
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ STATUS_FLAG_DIZZY
Definition enums.h:2818
@ SOUND_BURROW_SURFACE
Definition enums.h:1117
@ SOUND_BURROW_DIG
Definition enums.h:1118
@ SOUND_PIRANHA_BREATH
Definition enums.h:1241
@ SOUND_PIRANHA_BITE
Definition enums.h:1508
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ ACTOR_FLAG_NO_SHADOW
Hide shadow.
Definition enums.h:3325
@ 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_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_ICE
Definition enums.h:2854
@ DAMAGE_TYPE_STATUS_ALWAYS_HITS
Definition enums.h:2880
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
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 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 DMG_STATUS_IGNORE_RES(typeFlag, duration)
Definition macros.h:230
#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 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 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 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 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 ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define LVar7
Definition macros.h:155
#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 SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
Definition macros.h:373
#define Div(VAR, INT_VALUE)
Definition macros.h:379
#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 LVar8
Definition macros.h:156
#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 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