Paper Mario DX
Paper Mario (N64) modding
 
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ghost_lakilester.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/BattleLakilester.h"
4
5#define NAMESPACE A(lakilester_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(SpinyAnims)[] = {
28};
29
30s32 N(DefenseTable)[] = {
33};
34
35s32 N(StatusTable)[] = {
58};
59
61 {
63 .index = PRT_MAIN,
64 .posOffset = { 0, 0, 0 },
65 .targetOffset = { -3, 33 },
66 .opacity = 255,
67 .idleAnimations = N(DefaultAnims),
68 .defenseTable = N(DefenseTable),
69 .eventFlags = 0,
70 .elementImmunityFlags = 0,
71 .projectileTargetOffset = { -2, -10 },
72 },
73 {
75 .index = PRT_SPINY,
76 .posOffset = { 0, 0, 0 },
77 .targetOffset = { 0, 0 },
78 .opacity = 255,
79 .idleAnimations = N(SpinyAnims),
80 .defenseTable = N(DefenseTable),
81 .eventFlags = 0,
82 .elementImmunityFlags = 0,
83 .projectileTargetOffset = { 0, 0 },
84 },
85};
86
87ActorBlueprint NAMESPACE = {
88 .flags = ACTOR_FLAG_FLYING,
91 .maxHP = 15,
92 .partCount = ARRAY_COUNT(N(ActorParts)),
93 .partsData = N(ActorParts),
94 .initScript = &N(EVS_Init),
95 .statusTable = N(StatusTable),
96 .escapeChance = 50,
97 .airLiftChance = 80,
98 .hurricaneChance = 70,
99 .spookChance = 50,
100 .upAndAwayChance = 95,
101 .spinSmashReq = 0,
102 .powerBounceChance = 90,
103 .coinReward = 2,
104 .size = { 44, 40 },
105 .healthBarOffset = { 0, 0 },
106 .statusIconOffset = { -10, 20 },
107 .statusTextOffset = { 10, 20 },
108};
109
110EvtScript N(EVS_Init) = {
114 Return
115 End
116};
117
118EvtScript N(EVS_Idle) = {
119 Return
120 End
121};
122
135 Return
136 Else
140 EndIf
153 Wait(10)
157 Return
170 Return
189 Return
202 Wait(10)
206 Return
216 Return
225 Return
230 Return
231 End
232};
233
249 Add(LVar0, -1)
250 Add(LVar1, 4)
251 Add(LVar2, 2)
253 Else
254 Add(LVar0, -3)
255 Add(LVar1, 10)
256 Add(LVar2, 5)
258 EndIf
260 Wait(1)
264 Loop(4)
267 AddF(LVar1, Float(2.4))
268 Else
269 Add(LVar1, 6)
270 EndIf
272 Wait(1)
273 EndLoop
277 Add(LVar0, -3)
278 Add(LVar1, 16)
279 Add(LVar2, 2)
280 SetF(LVar3, Float(0.4))
281 Else
282 Add(LVar0, -8)
283 Add(LVar1, 40)
284 Add(LVar2, 5)
285 SetF(LVar3, Float(1.0))
286 EndIf
289 Thread
290 Loop(15)
293 Wait(1)
296 Wait(1)
297 EndLoop
302 Wait(10)
304 Wait(10)
306 Wait(10)
308 Wait(3)
315 Set(LVarA, LVar0)
319 Call(RandInt, 100, LVar3)
320 Sub(LVar3, 50)
321 Add(LVar0, LVar3)
323 Thread
324 Add(LVar0, -50)
330 EndIf
331 Wait(15)
340 Return
348 Thread
349 Add(LVar0, -50)
356 Wait(2)
359 Wait(2)
362 Wait(2)
368 Wait(15)
379 Return
380 End
381};
382
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ 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_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ 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_ENEMY_APPROACH
Definition enums.h:4884
@ EASING_COS_IN_OUT
Definition enums.h:520
@ 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_SPIKE_SUMMON_SPINY
Definition enums.h:1031
@ SOUND_NONE
Definition enums.h:547
@ SOUND_LAKILESTER_THROW_SPINY_A
Definition enums.h:1336
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
Definition enums.h:3329
@ 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
@ 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_INVISIBLE
Definition enums.h:3350
@ DAMAGE_TYPE_SHOCK
Definition enums.h:2856
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
@ DAMAGE_TYPE_NO_CONTACT
Definition enums.h:2878
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 AddF(VAR, FLOAT_VALUE)
Definition macros.h:383
#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 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 ARRAY_COUNT(arr)
Definition macros.h:40
#define Float(DOUBLE)
Definition macros.h:51
#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 SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
Definition macros.h:373
#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 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 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
#define ACTOR_BY_POS(_name, _pos, _priority, args...)
Definition battle.h:230
FormationRow Formation[]
Definition battle.h:167