Paper Mario DX
Paper Mario (N64) modding
 
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gray_magikoopa.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "effects.h"
4#include "sprite/npc/Magikoopa.h"
5#include "sprite/npc/FlyingMagikoopa.h"
6
7#define NAMESPACE A(gray_magikoopa)
8
9extern EvtScript N(EVS_Init);
11extern EvtScript N(EVS_TakeTurn);
12
13extern EvtScript N(EVS_Flee);
14
15extern s32 N(GroundAnims)[];
16extern s32 N(FlyingAnims)[];
17extern s32 N(BroomAnims)[];
18
19enum N(ActorPartIDs) {
20 PRT_GROUND = 1,
21 PRT_FLYING = 2,
22 PRT_BROOM = 3,
23};
24
25enum N(ActorVars) {
27};
28
29enum N(ActorParams) {
32};
33
34s32 N(DefenseTable)[] = {
37};
38
39s32 N(FlyingDefense)[] = {
42};
43
44s32 N(StatusTable)[] = {
67};
68
69s32 N(FlyingStatusTable)[] = {
92};
93
95 {
97 .index = PRT_GROUND,
98 .posOffset = { 0, 0, 0 },
99 .targetOffset = { 2, 35 },
100 .opacity = 255,
101 .idleAnimations = N(GroundAnims),
102 .defenseTable = N(DefenseTable),
103 .eventFlags = 0,
104 .elementImmunityFlags = 0,
105 .projectileTargetOffset = { -5, -12 },
106 },
107};
108
110 {
112 .index = PRT_GROUND,
113 .posOffset = { 0, 0, 0 },
114 .targetOffset = { 2, 35 },
115 .opacity = 255,
116 .idleAnimations = N(GroundAnims),
117 .defenseTable = N(FlyingDefense),
118 .eventFlags = 0,
119 .elementImmunityFlags = 0,
120 .projectileTargetOffset = { -5, -12 },
121 },
122 {
124 .index = PRT_FLYING,
125 .posOffset = { 0, 0, 0 },
126 .targetOffset = { -10, 35 },
127 .opacity = 255,
128 .idleAnimations = N(FlyingAnims),
129 .defenseTable = N(FlyingDefense),
131 .elementImmunityFlags = 0,
132 .projectileTargetOffset = { 0, -8 },
133 },
134 {
136 .index = PRT_BROOM,
137 .posOffset = { 0, 0, 0 },
138 .targetOffset = { 0, 0 },
139 .opacity = 255,
140 .idleAnimations = N(BroomAnims),
141 .defenseTable = N(FlyingDefense),
142 .eventFlags = 0,
143 .elementImmunityFlags = 0,
144 .projectileTargetOffset = { 0, 0 },
145 },
146};
147
148ActorBlueprint NAMESPACE = {
149 .flags = 0,
152 .maxHP = 11,
153 .partCount = ARRAY_COUNT(N(GroundParts)),
154 .partsData = N(GroundParts),
155 .initScript = &N(EVS_Init),
156 .statusTable = N(StatusTable),
157 .escapeChance = 40,
158 .airLiftChance = 80,
159 .hurricaneChance = 70,
160 .spookChance = 40,
161 .upAndAwayChance = 95,
162 .spinSmashReq = 0,
163 .powerBounceChance = 75,
164 .coinReward = 2,
165 .size = { 36, 40 },
166 .healthBarOffset = { 0, 0 },
167 .statusIconOffset = { -10, 20 },
168 .statusTextOffset = { 10, 32 },
169};
170
172 .flags = ACTOR_FLAG_FLYING,
175 .maxHP = 11,
176 .partCount = ARRAY_COUNT(N(FlyingParts)),
177 .partsData = N(FlyingParts),
178 .initScript = &N(EVS_Init_Flying),
179 .statusTable = N(FlyingStatusTable),
180 .escapeChance = 40,
181 .airLiftChance = 95,
182 .hurricaneChance = 75,
183 .spookChance = 40,
184 .upAndAwayChance = 95,
185 .spinSmashReq = 0,
186 .powerBounceChance = 75,
187 .coinReward = 2,
188 .size = { 48, 40 },
189 .healthBarOffset = { 0, 0 },
190 .statusIconOffset = { -25, 20 },
191 .statusTextOffset = { 1, 34 },
192};
193
194s32 N(GroundAnims)[] = {
205};
206
207s32 N(FlyingAnims)[] = {
218};
219
220s32 N(BroomAnims)[] = {
223};
224
225EvtScript N(EVS_Idle) = {
226 Return
227 End
228};
229
235
260 Return
272 Return
284 Wait(10)
288 Return
299 Wait(15)
302 Return
312 Else
314 EndIf
315 EndIf
319 Return
324 Return
325 End
326};
327
333 EndIf
334 Else
344 EndIf
347 EndIf
348 Return
349 End
350};
351
354 IfEq(LVar0, 1)
356 Goto(0)
357 EndIf
361 Goto(0)
362 EndIf
363 Return
364 Label(0)
369 EndIf
377 Sub(LVar2, 1)
381 Set(LVar1, 0)
385 Call(N(StartRumbleWithParams), 150, 10)
386 Thread
387 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(0.7))
393 Add(LVar4, 10)
394 Add(LVar5, 5)
396 EndIf
401 Loop(20)
403 Wait(1)
405 Wait(1)
406 EndLoop
413 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 32)
417 Mod(LVar0, 4)
424 Return
425 End
426};
427
463 Return
475 Return
487 Wait(10)
491 Return
493 Call(SetActorPos, ACTOR_SELF, 20, 0, 0)
512 Wait(15)
515 Return
525 Else
527 EndIf
528 EndIf
532 Return
537 Return
538 End
539};
540
549 Else
552 EndIf
557 Sub(LVar0, 12)
558 Add(LVar1, 14)
559 Else
560 Sub(LVar0, 30)
561 Add(LVar1, 36)
562 EndIf
565 Wait(30)
570 Set(LVarA, LVar0)
573 Wait(5)
577 Sub(LVar0, 8)
578 Add(LVar1, 8)
579 Else
580 Sub(LVar0, 20)
581 Add(LVar1, 20)
582 EndIf
585 Sub(LVar3, 50)
586 Set(LVar4, 0)
588 Wait(50)
591 EndIf
592 Wait(14)
595 Wait(30)
599 Return
604 Wait(5)
608 Sub(LVar0, 8)
609 Add(LVar1, 8)
610 Else
611 Sub(LVar0, 20)
612 Add(LVar1, 20)
613 EndIf
616 Sub(LVar3, 10)
618 Wait(18)
619 Wait(2)
624 Wait(19)
630 Return
631 End
632};
633
642 Thread
644 Set(LVar0, 200)
645 Loop(20)
646 Sub(LVar0, 10)
648 Wait(1)
649 EndLoop
651 Wait(10)
656 Add(LVar0, 5)
657 Else
658 Add(LVar0, 25)
659 EndIf
660 Set(LVar1, 0)
663 Set(LVar0, 55)
664 Loop(20)
665 Add(LVar0, 10)
667 Wait(1)
668 EndLoop
671 Wait(11)
677 Set(LVarA, LVar0)
681 EndIf
682 Wait(15)
683 Set(LVar0, 200)
684 Loop(20)
685 Sub(LVar0, 10)
687 Wait(1)
688 EndLoop
693 Set(LVar0, 55)
694 Loop(20)
695 Add(LVar0, 10)
697 Wait(1)
698 EndLoop
702 Return
706 Wait(2)
712 Wait(10)
713 Set(LVar0, 200)
714 Loop(20)
715 Sub(LVar0, 10)
717 Wait(1)
718 EndLoop
723 Set(LVar0, 55)
724 Loop(20)
725 Add(LVar0, 10)
727 Wait(1)
728 EndLoop
734 Return
735 End
736};
737
738EvtScript N(EVS_Flee) = {
747 Wait(15)
749 EndIf
752 Add(LVar0, 20)
755 Wait(10)
760 Add(LVar0, 200)
768 Return
769 End
770};
771
772EvtScript N(EVS_Init) = {
777 IfEq(LVar0, 0)
779 EndIf
781 Return
782 End
783};
784
790 IfEq(LVar0, 0)
792 EndIf
794 Return
795 End
796};
797
800 Label(10)
803 Label(0)
809 IfEq(LVar3, 0)
812 Set(LVar8, LVar0)
814 Goto(100)
815 EndIf
816 EndIf
817 EndIf
820 Goto(0)
821 EndIf
823 Set(LFlag0, TRUE)
825 Goto(10)
826 EndIf
828 IfEq(LVar0, 1)
830 Return
831 EndIf
835 Else
837 EndIf
838 Return
839 Label(100) // make ally invisible
846 Wait(15)
850 Else
852 EndIf
853 Wait(5)
860 Sub(LVar0, 6)
861 Add(LVar1, 12)
862 Sub(LVar2, 2)
864 Else
865 Sub(LVar0, 16)
866 Add(LVar1, 31)
867 Sub(LVar2, 2)
869 EndIf
870 Else
874 Sub(LVar0, 12)
875 Add(LVar1, 14)
876 Sub(LVar2, 2)
878 Else
879 Sub(LVar0, 30)
880 Add(LVar1, 36)
881 Sub(LVar2, 2)
883 EndIf
884 EndIf
885 Wait(30)
889 Else
891 EndIf
892 Wait(5)
893 Thread
894 Wait(10)
897 Thread
904 Wait(10)
908 Return
909 End
910};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ BS_FLAGS1_PARTNER_ACTING
Definition enums.h:3587
@ BS_FLAGS1_SUPER_HIT
Definition enums.h:3578
@ BS_FLAGS1_NICE_HIT
Definition enums.h:3575
@ 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
@ ITER_NO_MORE
Definition enums.h:2030
@ ITER_NEXT
Definition enums.h:2025
@ ACTOR_EVENT_FLAG_RIDING_BROOMSTICK
Actor is on Magikoopa Broomstick, effect seems to be redundant.
Definition enums.h:3390
@ 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_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_ACTOR
Definition enums.h:4835
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4884
@ TARGET_FLAG_PRIMARY_ONLY
Definition enums.h:1863
@ TARGET_FLAG_2
Definition enums.h:1850
@ EASING_COS_IN_OUT
Definition enums.h:520
@ EASING_LINEAR
Definition enums.h:510
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ STATUS_FLAG_STATIC
Definition enums.h:2813
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ STATUS_FLAG_TRANSPARENT
Definition enums.h:2825
@ SOUND_MAGIKOOPA_WAND_STRIKE
Definition enums.h:1054
@ SOUND_SPELL_CAST1
Definition enums.h:1498
@ SOUND_SPELL_CAST2
Definition enums.h:1499
@ SOUND_MAGIKOOPA_VANISH
Definition enums.h:1053
@ SOUND_FALL_QUICK
Definition enums.h:1090
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
Definition enums.h:3329
@ ACTOR_FLAG_TYPE_CHANGED
Indicates actors type has changed, triggers recheck for if HP bar should be shown based on tattle sta...
Definition enums.h:3332
@ BTL_CAM_YADJ_TARGET
Definition enums.h:4904
@ ACTOR_BLUR_ENABLE
Definition enums.h:6413
@ EVENT_HIT
Definition enums.h:2132
@ EVENT_SCARE_AWAY
Definition enums.h:2174
@ EVENT_BURN_HIT
Definition enums.h:2136
@ EVENT_BEGIN_FIRST_STRIKE
Definition enums.h:2173
@ EVENT_END_FIRST_STRIKE
Definition enums.h:2171
@ EVENT_IMMUNE
Definition enums.h:2146
@ EVENT_FALL_TRIGGER
Definition enums.h:2134
@ 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_15
Definition enums.h:2137
@ EVENT_AIR_LIFT_FAILED
Definition enums.h:2152
@ EVENT_BEGIN_AIR_LIFT
Definition enums.h:2175
@ EVENT_DEATH
Definition enums.h:2153
@ 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
@ CAM_BATTLE
Definition enums.h:1801
@ DAMAGE_TYPE_POW
Definition enums.h:2861
@ DAMAGE_TYPE_MAGIC
Definition enums.h:2855
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
@ DAMAGE_TYPE_NO_CONTACT
Definition enums.h:2878
EvtScript EVS_Enemy_Hit
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_ForceNextTarget
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
ApiStatus ShakeCam(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 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 Mod(VAR, INT_VALUE)
Definition macros.h:380
#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 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 LVar8
Definition macros.h:156
#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 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 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 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
@ BTL_VAR_Magikoopa_LastIndexBoosted
Definition battle.h:90