Paper Mario DX
Paper Mario (N64) modding
 
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fuzzy.inc.c
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1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/Fuzzy.h"
4#include "sprite/player.h"
5#include "effects.h"
6
7#define NAMESPACE A(fuzzy)
8
9extern s32 N(DefaultAnims)[];
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(ActorParams) {
20 DMG_LEECH = 1,
21};
22
23s32 N(DefenseTable)[] = {
26};
27
28s32 N(StatusTable)[] = {
39 STATUS_KEY_STOP, 100,
51};
52
54 {
56 .index = PRT_MAIN,
57 .posOffset = { 0, 0, 0 },
58 .targetOffset = { 0, 20 },
59 .opacity = 255,
60 .idleAnimations = N(DefaultAnims),
61 .defenseTable = N(DefenseTable),
62 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
63 .elementImmunityFlags = 0,
64 .projectileTargetOffset = { 0, -10 },
65 },
66};
67
68ActorBlueprint NAMESPACE = {
69 .flags = 0,
70 .type = ACTOR_TYPE_FUZZY,
71 .level = ACTOR_LEVEL_FUZZY,
72 .maxHP = 3,
73 .partCount = ARRAY_COUNT(N(ActorParts)),
74 .partsData = N(ActorParts),
75 .initScript = &N(EVS_Init),
76 .statusTable = N(StatusTable),
77 .escapeChance = 50,
78 .airLiftChance = 95,
79 .hurricaneChance = 95,
80 .spookChance = 95,
81 .upAndAwayChance = 95,
82 .spinSmashReq = 0,
83 .powerBounceChance = 100,
84 .coinReward = 1,
85 .size = { 33, 28 },
86 .healthBarOffset = { 0, 0 },
87 .statusIconOffset = { -10, 20 },
88 .statusTextOffset = { 10, 20 },
89};
90
91s32 N(DefaultAnims)[] = {
102};
103
104EvtScript N(EVS_Init) = {
108 Return
109 End
110};
111
112EvtScript N(EVS_Idle) = {
113 Return
114 End
115};
116
120 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
129 Else
132 EndIf
148 Return
160 Return
181 Return
195 Wait(10)
199 Else
203 Wait(10)
207 EndIf
208 Return
218 Return
227 Return
232 Return
233 End
234};
235
236#include "common/SpawnEnemyDrainFX.inc.c"
237
249 Add(LVar0, 50)
250 Set(LVar1, 0)
252 Goto(100)
253 EndIf
257 Add(LVar0, 50)
258 Set(LVar1, 0)
263 Label(100)
267 Wait(1)
269 Wait(5)
274 Set(LVarA, LVar0)
277 Sub(LVar0, 5)
278 Set(LVar1, 0)
279 Sub(LVar2, 5)
287 Sub(LVar0, 20)
292 Sub(LVar0, 15)
297 Wait(4)
298 Wait(5)
301 EndIf
302 Wait(5)
317 Return
323 Else
324 Set(LFlag0, TRUE)
325 EndIf
328 Call(AddGoalPos, ACTOR_SELF, -3, -12, -15)
334 Return
335 EndIf
336 Wait(10)
341 Wait(21)
343 Call(SetActorRotation, ACTOR_SELF, 0, 0, 330)
346 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
347 Wait(1)
348 Call(SetActorScale, ACTOR_SELF, Float(0.9), Float(1.2), Float(1.0))
349 Wait(1)
350 Call(SetActorScale, ACTOR_SELF, Float(0.8), Float(1.3), Float(1.0))
351 Wait(1)
352 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.4), Float(1.0))
353 Wait(1)
354 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.5), Float(1.0))
355 Wait(2)
356 Call(SetActorScale, ACTOR_SELF, Float(0.6), Float(1.6), Float(1.0))
357 Wait(10)
358 Wait(2)
367 IfNe(LVar3, 0)
371 Add(LVar1, 10)
373 Thread
374 Wait(15)
378 Add(LVar0, 20)
379 Add(LVar1, 20)
382 Add(LVar0, LVar3)
384 EndIf
385 Thread
386 Call(SetActorScale, ACTOR_SELF, Float(1.6), Float(0.6), Float(1.0))
388 Wait(1)
389 Call(SetActorRotation, ACTOR_SELF, 0, 0, 330)
390 Wait(1)
391 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.5), Float(1.0))
392 Call(SetActorRotation, ACTOR_SELF, 0, 0, 300)
393 Wait(1)
394 Call(SetActorRotation, ACTOR_SELF, 0, 0, 270)
395 Wait(1)
396 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(0.7), Float(1.0))
397 Call(SetActorRotation, ACTOR_SELF, 0, 0, 240)
398 Wait(1)
399 Call(SetActorRotation, ACTOR_SELF, 0, 0, 210)
400 Wait(1)
401 Call(SetActorScale, ACTOR_SELF, Float(0.7), Float(1.4), Float(1.0))
402 Call(SetActorRotation, ACTOR_SELF, 0, 0, 180)
403 Wait(2)
404 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(0.7), Float(1.0))
405 Wait(2)
406 Call(SetActorScale, ACTOR_SELF, Float(1.2), Float(0.5), Float(1.0))
409 Add(LVar0, 40)
410 Set(LVar1, 0)
414 Call(SetActorScale, ACTOR_SELF, Float(1.4), Float(0.2), Float(1.0))
415 Wait(1)
416 Thread
417 Wait(1)
418 Call(SetActorScale, ACTOR_SELF, Float(1.2), Float(0.5), Float(1.0))
419 Call(SetActorRotation, ACTOR_SELF, 0, 0, 150)
420 Wait(1)
421 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
422 Call(SetActorRotation, ACTOR_SELF, 0, 0, 120)
423 Wait(1)
425 Wait(1)
427 Wait(1)
429 Wait(1)
434 Add(LVar0, 30)
437 Wait(5)
451 Return
452 End
453};
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_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAGS_NONE
Definition enums.h:3370
@ 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_HIT_STATIC
Definition enums.h:1957
@ 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_STATIC
Definition enums.h:2813
@ SOUND_STAR_BOUNCE_A
Definition enums.h:975
@ SOUND_RECOVER_HEART
Definition enums.h:1406
@ SOUND_LEECH
Definition enums.h:1288
@ SOUND_HEART_BOUNCE
Definition enums.h:925
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ 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_IGNORE_DEFENSE
Definition enums.h:2877
@ DAMAGE_TYPE_SHOCK
Definition enums.h:2856
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
EvtScript EVS_Enemy_Knockback
EvtScript EVS_Enemy_HopToPos
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Hit
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_ShockHit
EvtScript EVS_Enemy_HopHome
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
#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 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 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 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 LFlag0
Definition macros.h:167
#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 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