Paper Mario DX
Paper Mario (N64) modding
 
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ghost_kooper.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/BattleKooper.h"
4
5#define NAMESPACE A(kooper_clone)
6
7extern EvtScript N(EVS_Init);
8extern EvtScript N(EVS_Idle);
9extern EvtScript N(EVS_TakeTurn);
11
12s32 N(DefaultAnims)[] = {
23};
24
25s32 N(ToppleAnims)[] = {
36};
37
38s32 N(UprightDefenseTable)[] = {
41};
42
43s32 N(ToppledDefenseTable)[] = {
46};
47
48s32 N(StatusTable)[] = {
71};
72
74 {
76 .index = PRT_MAIN,
77 .posOffset = { 0, 0, 0 },
78 .targetOffset = { -2, 32 },
79 .opacity = 255,
80 .idleAnimations = N(DefaultAnims),
81 .defenseTable = N(UprightDefenseTable),
82 .eventFlags = ACTOR_EVENT_FLAG_FLIPABLE,
83 .elementImmunityFlags = 0,
84 .projectileTargetOffset = { 0, -16 },
85 },
86};
87
88ActorBlueprint NAMESPACE = {
89 .flags = 0,
92 .maxHP = 15,
93 .partCount = ARRAY_COUNT(N(ActorParts)),
94 .partsData = N(ActorParts),
95 .initScript = &N(EVS_Init),
96 .statusTable = N(StatusTable),
97 .escapeChance = 50,
98 .airLiftChance = 80,
99 .hurricaneChance = 70,
100 .spookChance = 50,
101 .upAndAwayChance = 95,
102 .spinSmashReq = 0,
103 .powerBounceChance = 90,
104 .coinReward = 2,
105 .size = { 32, 38 },
106 .healthBarOffset = { 0, 0 },
107 .statusIconOffset = { -10, 20 },
108 .statusTextOffset = { 10, 20 },
109};
110
111EvtScript N(EVS_Init) = {
117 Return
118 End
119};
120
121#include "common/battle/SetAbsoluteStatusOffsets.inc.c"
122
123EvtScript N(EVS_Idle) = {
124 Label(0)
127 CaseEq(0)
130 Call(N(SetAbsoluteStatusOffsets), -10, 25, 10, 25)
131 CaseEq(1)
134 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
136 Wait(1)
137 Goto(0)
138 Return
139 End
140};
141
142s32 N(FlipPosOffsets)[] = { 9, 16, 22, 26, 30, 32, 33, 32, 30, 26, 22, 16, 9, 0, 4, 6, 7, 6, 4, 0, 2, 0 };
143
156 Return
157 Else
161 EndIf
177 Return
190 Return
200 Thread
201 Wait(4)
203 Wait(1)
205 Wait(1)
206 Call(SetActorRotation, ACTOR_SELF, 0, 0, -30)
207 Wait(1)
208 Call(SetActorRotation, ACTOR_SELF, 0, 0, -60)
209 Wait(1)
210 Call(SetActorRotation, ACTOR_SELF, 0, 0, -75)
211 Wait(1)
217 Wait(1)
218 EndLoop
228 CaseEq(0)
231 CaseEq(1)
243 Wait(10)
247 Return
250 IfEq(LVar0, 1)
254 Else
258 EndIf
264 Return
268 CaseEq(0)
271 CaseEq(1)
280 CaseEq(0)
285 Else
287 EndIf
288 EndIf
291 CaseEq(1)
296 Return
301 Return
302 End
303};
304
305#include "common/UnkActorPosFunc.inc.c"
306
312 IfEq(LVar0, 1)
314 Sub(LVar0, 1)
315 IfGt(LVar0, 0)
319 Wait(30)
322 Else
325 Wait(20)
329 Set(LVar0, 0)
331 Thread
332 Loop(5)
333 Add(LVar0, 15)
335 Wait(1)
336 EndLoop
351 EndIf
354 Return
355 EndIf
358 Wait(15)
368 Set(LVar0, 10)
370 Set(LVar0, 20)
372 Set(LVar0, 30)
374 Set(LVar9, 0)
375 Loop(LVar0)
376 Add(LVar9, 1)
378 CaseLt(20)
381 CaseEq(20)
383 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar4, LVar5, LVar6, 32, 4, 0, 10, 0)
384 CaseLt(40)
387 CaseEq(40)
389 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar4, LVar5, LVar6, 32, 4, 0, 10, 0)
390 CaseLt(50)
393 CaseEq(50)
395 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar4, LVar5, LVar6, 32, 4, 0, 10, 0)
396 CaseLt(60)
399 CaseEq(60)
401 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar4, LVar5, LVar6, 32, 4, 0, 10, 0)
403 Wait(1)
404 EndLoop
416 Set(LVarA, LVar0)
417 Thread
421 Wait(4)
424 Set(LVar0, 0)
425 Loop(2)
426 Add(LVar0, 30)
428 Wait(1)
429 EndLoop
430 Wait(5)
432 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar4, LVar5, LVar6, 16, 4, 0, 10, 0)
433 Loop(5)
434 Add(LVar0, -12)
436 Wait(1)
437 EndLoop
440 Wait(2)
442 Wait(2)
446 EndIf
447 Wait(10)
449 Wait(10)
459 Return
466 Wait(2)
467#if VERSION_JP
469#else
471#endif
473 Wait(2)
476 Wait(2)
477#if VERSION_JP
479#else
481#endif
489 Add(LVar0, 60)
490 Set(LVar1, 0)
494 Add(LVar0, 30)
497 Add(LVar0, 20)
500 Add(LVar0, 10)
504 Wait(15)
515 Return
516 End
517};
518
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_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAG_FLIPABLE
Actor can be flipped; triggered by jump and quake attacks.
Definition enums.h:3380
@ ACTOR_DECORATION_GREY_SMOKE_TRAIL
Definition enums.h:2048
@ 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_ACTOR
Definition enums.h:4835
@ SUPPRESS_EVENT_ALL
Definition enums.h:2907
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ PARTNER_RANK_NORMAL
Definition enums.h:2018
@ PARTNER_RANK_SUPER
Definition enums.h:2019
@ PARTNER_RANK_ULTRA
Definition enums.h:2020
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ SOUND_NONE
Definition enums.h:547
@ SOUND_PARAKARRY_AIR_RAID_1
Definition enums.h:1319
@ SOUND_KOOPER_SHELL_SPINUP
Definition enums.h:1321
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ BTL_CAM_YADJ_AVG
Definition enums.h:4906
@ 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_FLIP_TRIGGER
Definition enums.h:2135
@ 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_SHOCK
Definition enums.h:2856
@ 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_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 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 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 UseBuf(INT_PTR)
Loads a s32 pointer for use with subsequent EVT_BUF_READ commands.
Definition macros.h:389
#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 BufRead1(VAR)
Consumes the next s32 from the buffer and stores it in the given variable.
Definition macros.h:392
#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 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 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 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 LVar9
Definition macros.h:157
#define A(sym)
Definition macros.h:36
#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 CaseLt(RVAR)
Marks the start of a switch case that executes only if LVAR < RVAR. It also marks the end of any prev...
Definition macros.h:325
#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 LVar4
Definition macros.h:152
#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
#define ACTOR_BY_POS(_name, _pos, _priority, args...)
Definition battle.h:230
FormationRow Formation[]
Definition battle.h:167