Paper Mario DX
Paper Mario (N64) modding
 
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green_magikoopa.inc.c
Go to the documentation of this file.
1
2#include "battle/battle.h"
3#include "script_api/battle.h"
4#include "effects.h"
5#include "sprite/npc/Magikoopa.h"
6#include "sprite/npc/FlyingMagikoopa.h"
7
8#define NAMESPACE A(green_magikoopa)
9
10extern EvtScript N(EVS_Init);
12extern EvtScript N(EVS_Idle);
14extern EvtScript N(EVS_TakeTurn);
15extern EvtScript N(EVS_Flee);
16
17extern s32 N(GroundAnims)[];
18extern s32 N(FlyingAnims)[];
19extern s32 N(BroomAnims)[];
20
21enum N(ActorPartIDs) {
22 PRT_GROUND = 1,
23 PRT_FLYING = 2,
24 PRT_BROOM = 3,
25};
26
27enum N(ActorVars) {
29};
30
31enum N(ActorParams) {
34};
35
36s32 N(DefenseTable)[] = {
39};
40
41s32 N(FlyingDefense)[] = {
44};
45
46s32 N(StatusTable)[] = {
69};
70
71s32 N(FlyingStatusTable)[] = {
94};
95
97 {
99 .index = PRT_GROUND,
100 .posOffset = { 0, 0, 0 },
101 .targetOffset = { 2, 35 },
102 .opacity = 255,
103 .idleAnimations = N(GroundAnims),
104 .defenseTable = N(DefenseTable),
105 .eventFlags = 0,
106 .elementImmunityFlags = 0,
107 .projectileTargetOffset = { -5, -12 },
108 },
109};
110
112 {
114 .index = PRT_GROUND,
115 .posOffset = { 0, 0, 0 },
116 .targetOffset = { 2, 35 },
117 .opacity = 255,
118 .idleAnimations = N(GroundAnims),
119 .defenseTable = N(FlyingDefense),
120 .eventFlags = 0,
121 .elementImmunityFlags = 0,
122 .projectileTargetOffset = { -5, -12 },
123 },
124 {
126 .index = PRT_FLYING,
127 .posOffset = { 0, 0, 0 },
128 .targetOffset = { -10, 35 },
129 .opacity = 255,
130 .idleAnimations = N(FlyingAnims),
131 .defenseTable = N(FlyingDefense),
133 .elementImmunityFlags = 0,
134 .projectileTargetOffset = { 0, -8 },
135 },
136 {
138 .index = PRT_BROOM,
139 .posOffset = { 0, 0, 0 },
140 .targetOffset = { 0, 0 },
141 .opacity = 255,
142 .idleAnimations = N(BroomAnims),
143 .defenseTable = N(FlyingDefense),
144 .eventFlags = 0,
145 .elementImmunityFlags = 0,
146 .projectileTargetOffset = { 0, 0 },
147 },
148};
149
150ActorBlueprint NAMESPACE = {
151 .flags = 0,
154 .maxHP = 11,
155 .partCount = ARRAY_COUNT(N(GroundParts)),
156 .partsData = N(GroundParts),
157 .initScript = &N(EVS_Init),
158 .statusTable = N(StatusTable),
159 .escapeChance = 40,
160 .airLiftChance = 80,
161 .hurricaneChance = 70,
162 .spookChance = 40,
163 .upAndAwayChance = 95,
164 .spinSmashReq = 0,
165 .powerBounceChance = 75,
166 .coinReward = 2,
167 .size = { 36, 40 },
168 .healthBarOffset = { 0, 0 },
169 .statusIconOffset = { -10, 20 },
170 .statusTextOffset = { 10, 32 },
171};
172
174 .flags = ACTOR_FLAG_FLYING,
177 .maxHP = 11,
178 .partCount = ARRAY_COUNT(N(FlyingParts)),
179 .partsData = N(FlyingParts),
180 .initScript = &N(EVS_Init_Flying),
181 .statusTable = N(FlyingStatusTable),
182 .escapeChance = 40,
183 .airLiftChance = 95,
184 .hurricaneChance = 75,
185 .spookChance = 40,
186 .upAndAwayChance = 95,
187 .spinSmashReq = 0,
188 .powerBounceChance = 75,
189 .coinReward = 2,
190 .size = { 48, 40 },
191 .healthBarOffset = { 0, 0 },
192 .statusIconOffset = { -25, 20 },
193 .statusTextOffset = { 1, 34 },
194};
195
196s32 N(GroundAnims)[] = {
207};
208
209s32 N(FlyingAnims)[] = {
220};
221
222s32 N(BroomAnims)[] = {
225};
226
227EvtScript N(EVS_Idle) = {
228 Return
229 End
230};
231
237
262 Return
274 Return
286 Wait(10)
290 Return
301 Wait(15)
304 Return
314 Else
316 EndIf
317 EndIf
321 Return
326 Return
327 End
328};
329
335 EndIf
336 Else
346 EndIf
349 EndIf
350 Return
351 End
352};
353
356 IfEq(LVar0, TRUE)
358 Goto(0)
359 EndIf
363 Goto(0)
364 EndIf
365 Return
366 Label(0)
371 EndIf
379 Sub(LVar2, 1)
383 Set(LVar1, 0)
387 Call(N(StartRumbleWithParams), 150, 10)
388 Thread
389 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(0.7))
395 Add(LVar4, 10)
396 Add(LVar5, 5)
398 EndIf
403 Loop(20)
405 Wait(1)
407 Wait(1)
408 EndLoop
415 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 32)
419 Mod(LVar0, 4)
426 Return
427 End
428};
429
465 Return
477 Return
489 Wait(10)
493 Return
495 Call(SetActorPos, ACTOR_SELF, 20, 0, 0)
514 Wait(15)
517 Return
527 Else
529 EndIf
530 EndIf
534 Return
539 Return
540 End
541};
542
551 Else
554 EndIf
559 Sub(LVar0, 12)
560 Add(LVar1, 14)
561 Else
562 Sub(LVar0, 30)
563 Add(LVar1, 36)
564 EndIf
567 Wait(30)
572 Set(LVarA, LVar0)
575 Wait(5)
579 Sub(LVar0, 8)
580 Add(LVar1, 8)
581 Else
582 Sub(LVar0, 20)
583 Add(LVar1, 20)
584 EndIf
587 Sub(LVar3, 50)
588 Set(LVar4, 0)
590 Wait(50)
593 EndIf
594 Wait(14)
597 Wait(30)
601 Return
606 Wait(5)
610 Sub(LVar0, 8)
611 Add(LVar1, 8)
612 Else
613 Sub(LVar0, 20)
614 Add(LVar1, 20)
615 EndIf
618 Sub(LVar3, 10)
620 Wait(18)
621 Wait(2)
626 Wait(19)
632 Return
633 End
634};
635
644 Thread
646 Set(LVar0, 200)
647 Loop(20)
648 Sub(LVar0, 10)
650 Wait(1)
651 EndLoop
653 Wait(10)
658 Add(LVar0, 5)
659 Else
660 Add(LVar0, 25)
661 EndIf
662 Set(LVar1, 0)
665 Set(LVar0, 55)
666 Loop(20)
667 Add(LVar0, 10)
669 Wait(1)
670 EndLoop
673 Wait(11)
679 Set(LVarA, LVar0)
683 EndIf
684 Wait(15)
685 Set(LVar0, 200)
686 Loop(20)
687 Sub(LVar0, 10)
689 Wait(1)
690 EndLoop
695 Set(LVar0, 55)
696 Loop(20)
697 Add(LVar0, 10)
699 Wait(1)
700 EndLoop
704 Return
708 Wait(2)
714 Wait(10)
715 Set(LVar0, 200)
716 Loop(20)
717 Sub(LVar0, 10)
719 Wait(1)
720 EndLoop
725 Set(LVar0, 55)
726 Loop(20)
727 Add(LVar0, 10)
729 Wait(1)
730 EndLoop
736 Return
737 End
738};
739
740EvtScript N(EVS_Flee) = {
749 Wait(15)
751 EndIf
754 Add(LVar0, 20)
757 Wait(10)
762 Add(LVar0, 200)
770 Return
771 End
772};
773
774EvtScript N(EVS_Init) = {
779 IfEq(LVar0, 0)
781 EndIf
783 Return
784 End
785};
786
792 IfEq(LVar0, 0)
794 EndIf
796 Return
797 End
798};
799
802 Label(10)
805 Label(0)
811 IfEq(LVar3, 0)
813 IfLt(LVar4, 3)
814 Set(LVar8, LVar0)
816 Goto(100)
817 EndIf
818 EndIf
819 EndIf
822 Goto(0)
823 EndIf
825 Set(LFlag0, TRUE)
827 Goto(10)
828 EndIf
830 IfEq(LVar0, 1)
832 Return
833 EndIf
837 Else
839 EndIf
840 Return
841 Label(100)
848 Wait(15)
852 Else
854 EndIf
855 Wait(5)
862 Sub(LVar0, 6)
863 Add(LVar1, 12)
864 Sub(LVar2, 2)
866 Else
867 Sub(LVar0, 16)
868 Add(LVar1, 31)
869 Sub(LVar2, 2)
871 EndIf
872 Else
876 Sub(LVar0, 12)
877 Add(LVar1, 14)
878 Sub(LVar2, 2)
880 Else
881 Sub(LVar0, 30)
882 Add(LVar1, 36)
883 Sub(LVar2, 2)
885 EndIf
886 EndIf
887 Wait(30)
891 Else
893 EndIf
894 Wait(5)
895 Thread
896 Wait(10)
899 Thread
906 Wait(10)
910 Return
911 End
912};
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_SHRINK
Definition enums.h:2819
@ 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
@ SOUND_MAGIKOOPA_POWER_UP
Definition enums.h:1055
@ 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 IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
Definition macros.h:275
#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