Paper Mario DX
Paper Mario (N64) modding
 
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gloomba.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/Goomba.h"
4
5#define NAMESPACE A(gloomba)
6
7extern s32 N(DefaultAnims)[];
8extern EvtScript N(EVS_Init);
9extern EvtScript N(EVS_Idle);
10extern EvtScript N(EVS_TakeTurn);
11extern EvtScript N(EVS_HandleEvent);
12
13enum N(ActorPartIDs) {
14 PRT_MAIN = 1,
15};
16
17enum N(ActorParams) {
18 DMG_HEADBONK = 2,
19};
20
21s32 N(DefenseTable)[] = {
24};
25
26s32 N(StatusTable)[] = {
33 STATUS_KEY_FEAR, 100,
49};
50
51ActorPartBlueprint N(ActorParts)[] = {
52 {
54 .index = PRT_MAIN,
55 .posOffset = { 0, 0, 0 },
56 .targetOffset = { 0, 20 },
57 .opacity = 255,
58 .idleAnimations = N(DefaultAnims),
59 .defenseTable = N(DefenseTable),
60 .eventFlags = 0,
61 .elementImmunityFlags = 0,
62 .projectileTargetOffset = { 0, -10 },
63 },
64};
65
66ActorBlueprint NAMESPACE = {
67 .flags = 0,
68 .type = ACTOR_TYPE_GLOOMBA,
69 .level = ACTOR_LEVEL_GLOOMBA,
70 .maxHP = 7,
71 .partCount = ARRAY_COUNT(N(ActorParts)),
72 .partsData = N(ActorParts),
73 .initScript = &N(EVS_Init),
74 .statusTable = N(StatusTable),
75 .escapeChance = 70,
76 .airLiftChance = 90,
77 .hurricaneChance = 85,
78 .spookChance = 80,
79 .upAndAwayChance = 95,
80 .spinSmashReq = 0,
81 .powerBounceChance = 100,
82 .coinReward = 1,
83 .size = { 24, 24 },
84 .healthBarOffset = { 0, 0 },
85 .statusIconOffset = { -10, 20 },
86 .statusTextOffset = { 10, 20 },
87};
88
89s32 N(DefaultAnims)[] = {
100};
101
102s32 N(ShuffleAnims)[] = {
113};
114
115EvtScript N(EVS_Init) = {
116 Call(BindTakeTurn, ACTOR_SELF, Ref(N(EVS_TakeTurn)))
117 Call(BindIdle, ACTOR_SELF, Ref(N(EVS_Idle)))
118 Call(BindHandleEvent, ACTOR_SELF, Ref(N(EVS_HandleEvent)))
119 Return
120 End
121};
122
123EvtScript N(EVS_Idle) = {
124 Label(10)
125 Call(RandInt, 80, LVar0)
126 Add(LVar0, 80)
127 Loop(LVar0)
128 Label(0)
131 Wait(1)
132 Goto(0)
133 EndIf
134 Wait(1)
135 EndLoop
137 Add(LVar0, 5)
139 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(ShuffleAnims)))
142 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(DefaultAnims)))
143 Loop(20)
144 Label(1)
147 Wait(1)
148 Goto(1)
149 EndIf
150 Wait(1)
151 EndLoop
153 Sub(LVar0, 5)
155 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(ShuffleAnims)))
158 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(DefaultAnims)))
159 Loop(80)
160 Label(2)
163 Wait(1)
164 Goto(2)
165 EndIf
166 Wait(1)
167 EndLoop
168 Goto(10)
169 Return
170 End
171};
172
173EvtScript N(EVS_HandleEvent) = {
176 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
181 SetConst(LVar0, PRT_MAIN)
186 SetConst(LVar0, PRT_MAIN)
191 SetConst(LVar0, PRT_MAIN)
195 SetConst(LVar0, PRT_MAIN)
198 Return
200 SetConst(LVar0, PRT_MAIN)
204 SetConst(LVar0, PRT_MAIN)
207 SetConst(LVar0, PRT_MAIN)
210 Return
212 SetConst(LVar0, PRT_MAIN)
215 SetConst(LVar0, PRT_MAIN)
219 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
224 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
225 Wait(5)
230 SetConst(LVar0, PRT_MAIN)
233 SetConst(LVar0, PRT_MAIN)
236 Return
241 SetConst(LVar0, PRT_MAIN)
246 SetConst(LVar0, PRT_MAIN)
249 Wait(10)
250 SetConst(LVar0, PRT_MAIN)
253 Return
255 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
260 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
263 SetConst(LVar0, PRT_MAIN)
267 SetConst(LVar0, PRT_MAIN)
271 Return
273 SetConst(LVar0, PRT_MAIN)
277 SetConst(LVar0, PRT_MAIN)
280 Return
286 Return
287 End
288};
289
290#include "common/CalculateArcsinDeg.inc.c"
291
292EvtScript N(EVS_TakeTurn) = {
301 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
306 Wait(1)
308 Wait(5)
315 Set(LVarA, LVar0)
318 Sub(LVar0, 10)
319 Set(LVar1, 10)
320 Add(LVar2, 3)
323 Thread
325 Set(LVar0, 0)
326 Loop(16)
330 Set(LVar1, LVar4)
331 Set(LVar2, LVar5)
332 Set(LVar3, LVar6)
333 Wait(1)
334 EndLoop
336 Thread
337 Wait(6)
342 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
344 Wait(1)
345 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
347 Wait(1)
348 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
354 EndIf
355 Wait(5)
360 Add(LVar0, 20)
361 Set(LVar1, 0)
364 Thread
365 Wait(4)
366 Set(LVar0, 180)
367 Loop(4)
368 Sub(LVar0, 45)
370 Wait(1)
371 EndLoop
376 Wait(5)
381 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
385 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
387 Wait(5)
394 Return
399 Thread
401 Set(LVar0, 0)
402 Loop(16)
406 Set(LVar1, LVar4)
407 Set(LVar2, LVar5)
408 Set(LVar3, LVar6)
409 Wait(1)
410 EndLoop
412 Thread
413 Wait(6)
418 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
419 Wait(1)
420 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
421 Wait(1)
428 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
429 Wait(1)
430 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
431 Wait(1)
436 Add(LVar0, 40)
437 Set(LVar1, 0)
441 Add(LVar0, 30)
444 Add(LVar0, 20)
448 Wait(3)
450 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
455 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
460 Return
461 End
462};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ 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_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_ENEMY_APPROACH
Definition enums.h:4884
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ 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_STAR_BEAM
Definition enums.h:2140
@ EVENT_END_FIRST_STRIKE
Definition enums.h:2171
@ 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_TRIGGER_LUCKY
Definition enums.h:2881
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 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 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 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 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 Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:245
#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