Paper Mario DX
Paper Mario (N64) modding
 
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ghost_parakarry.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/BattleParakarry.h"
4
5#define NAMESPACE A(parakarry_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(DefenseTable)[] = {
28};
29
30s32 N(StatusTable)[] = {
53};
54
56 {
58 .index = PRT_MAIN,
59 .posOffset = { 0, 0, 0 },
60 .targetOffset = { -3, 32 },
61 .opacity = 255,
62 .idleAnimations = N(DefaultAnims),
63 .defenseTable = N(DefenseTable),
64 .eventFlags = 0,
65 .elementImmunityFlags = 0,
66 .projectileTargetOffset = { 0, -16 },
67 },
68 {
70 .index = PRT_TARGET,
71 .posOffset = { 0, 50, 0 },
72 .targetOffset = { -3, -18 },
73 .opacity = 255,
74 .idleAnimations = NULL,
75 .defenseTable = N(DefenseTable),
76 .eventFlags = 0,
77 .elementImmunityFlags = 0,
78 .projectileTargetOffset = { 0, -16 },
79 },
80};
81
82ActorBlueprint NAMESPACE = {
83 .flags = ACTOR_FLAG_FLYING,
86 .maxHP = 15,
87 .partCount = ARRAY_COUNT(N(ActorParts)),
88 .partsData = N(ActorParts),
89 .initScript = &N(EVS_Init),
90 .statusTable = N(StatusTable),
91 .escapeChance = 50,
92 .airLiftChance = 80,
93 .hurricaneChance = 70,
94 .spookChance = 50,
95 .upAndAwayChance = 95,
96 .spinSmashReq = 0,
97 .powerBounceChance = 90,
98 .coinReward = 2,
99 .size = { 38, 38 },
100 .healthBarOffset = { 0, 0 },
101 .statusIconOffset = { -10, 20 },
102 .statusTextOffset = { 10, 20 },
103};
104
105EvtScript N(EVS_Init) = {
109 Return
110 End
111};
112
113EvtScript N(EVS_Idle) = {
114 Return
115 End
116};
117
130 Return
131 Else
135 EndIf
148 Wait(10)
152 Return
165 Return
170 Return
175 Set(LVar2, 22)
180 Return
193 Wait(10)
197 Return
207 Return
217 Else
219 EndIf
220 EndIf
224 Return
229 Return
230 End
231};
232
242 Call(AddGoalPos, ACTOR_SELF, 20, 0, 0)
246 Wait(3)
251 Call(AddGoalPos, ACTOR_SELF, 0, 10, 0)
253 Wait(2)
254 Thread
255 Wait(3)
258 Call(AddGoalPos, ACTOR_SELF, 40, 15, 0)
269 Set(LVarA, LVar0)
270 Thread
271 Wait(5)
275 Call(AddGoalPos, ACTOR_SELF, -40, 10, 0)
279 EndIf
280 Wait(20)
282 Wait(15)
291 Return
296 Wait(1)
300 Wait(2)
301#if VERSION_JP
303#else
305#endif
307 Wait(2)
310 Wait(2)
320 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
323 Thread
324 Wait(4)
327 Call(AddGoalPos, ACTOR_SELF, 30, 0, 0)
330 Wait(6)
340 Return
341 End
342};
343
346 Return
347 End
348};
349
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ ACTOR_SOUND_FLY
Definition enums.h:2035
@ 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_INTERRUPT
Definition enums.h:4822
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4884
@ EASING_COS_IN_OUT
Definition enums.h:520
@ EASING_QUARTIC_OUT
Definition enums.h:516
@ EASING_QUADRATIC_OUT
Definition enums.h:514
@ EASING_LINEAR
Definition enums.h:510
@ 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_PARAKARRY_PREDIVE
Definition enums.h:1315
@ SOUND_NONE
Definition enums.h:547
@ SOUND_PARAKARRY_DIVE
Definition enums.h:1316
@ 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
@ ACTOR_BLUR_ENABLE
Definition enums.h:6413
@ ACTOR_BLUR_DISABLE
Definition enums.h:6412
@ 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_SKIP_MOVEMENT_ALLOC
Definition enums.h:3366
@ 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
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 PlaySound(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 End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#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 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 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 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