Paper Mario DX
Paper Mario (N64) modding
 
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hurt_plant.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/HurtPlant.h"
4
5#define NAMESPACE A(hurt_plant)
6
7extern EvtScript N(EVS_Init);
8extern EvtScript N(EVS_Idle);
9extern EvtScript N(EVS_TakeTurn);
10extern EvtScript N(EVS_HandleEvent);
11
12enum N(ActorPartIDs) {
13 PRT_MAIN = 1,
14};
15
16enum N(ActorParams) {
17 DMG_BITE = 2,
18};
19
20s32 N(DefaultAnims)[] = {
21 STATUS_KEY_NORMAL, ANIM_HurtPlant_Anim02,
22 STATUS_KEY_STONE, ANIM_HurtPlant_Anim00,
23 STATUS_KEY_SLEEP, ANIM_HurtPlant_Anim0C,
24 STATUS_KEY_POISON, ANIM_HurtPlant_Anim02,
25 STATUS_KEY_STOP, ANIM_HurtPlant_Anim00,
26 STATUS_KEY_STATIC, ANIM_HurtPlant_Anim02,
27 STATUS_KEY_PARALYZE, ANIM_HurtPlant_Anim00,
28 STATUS_KEY_DIZZY, ANIM_HurtPlant_Anim09,
29 STATUS_KEY_FEAR, ANIM_HurtPlant_Anim09,
31};
32
33s32 N(DefenseTable)[] = {
35 ELEMENT_FIRE, 0,
37};
38
39s32 N(StatusTable)[] = {
62};
63
64ActorPartBlueprint N(ActorParts)[] = {
65 {
67 .index = PRT_MAIN,
68 .posOffset = { 0, 0, 0 },
69 .targetOffset = { -10, 24 },
70 .opacity = 255,
71 .idleAnimations = N(DefaultAnims),
72 .defenseTable = N(DefenseTable),
73 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
74 .elementImmunityFlags = 0,
75 .projectileTargetOffset = { -8, -5 },
76 },
77};
78
79ActorBlueprint NAMESPACE = {
80 .flags = 0,
81 .type = ACTOR_TYPE_HURT_PLANT,
82 .level = ACTOR_LEVEL_HURT_PLANT,
83 .maxHP = 8,
84 .partCount = ARRAY_COUNT(N(ActorParts)),
85 .partsData = N(ActorParts),
86 .initScript = &N(EVS_Init),
87 .statusTable = N(StatusTable),
88 .escapeChance = 70,
89 .airLiftChance = 20,
90 .hurricaneChance = 20,
91 .spookChance = 70,
92 .upAndAwayChance = 95,
93 .spinSmashReq = 0,
94 .powerBounceChance = 95,
95 .coinReward = 1,
96 .size = { 40, 35 },
97 .healthBarOffset = { 0, 0 },
98 .statusIconOffset = { -18, 23 },
99 .statusTextOffset = { 1, 20 },
100};
101
102EvtScript N(EVS_Init) = {
103 Call(BindTakeTurn, ACTOR_SELF, Ref(N(EVS_TakeTurn)))
104 Call(BindIdle, ACTOR_SELF, Ref(N(EVS_Idle)))
105 Call(BindHandleEvent, ACTOR_SELF, Ref(N(EVS_HandleEvent)))
106 Return
107 End
108};
109
111
112EvtScript N(EVS_Idle) = {
113 Label(0)
114 Call(GetStatusFlags, ACTOR_SELF, LVar0)
117 Call(SetTargetOffset, ACTOR_SELF, PRT_MAIN, -6, 14)
118 Call(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, -2, -5)
119 Call(N(SetAbsoluteStatusOffsets), -20, 8, 0, 14)
121 Call(SetTargetOffset, ACTOR_SELF, PRT_MAIN, -10, 24)
122 Call(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, -8, -5)
123 Call(N(SetAbsoluteStatusOffsets), -18, 23, 1, 20)
125 Wait(1)
126 Goto(0)
127 Return
128 End
129};
130
131EvtScript N(EVS_ReturnHome) = {
132 Call(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_SHADOW, TRUE)
133 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_BURROW_DIG)
134 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim04)
135 Wait(10)
136 Call(SetGoalToHome, ACTOR_SELF)
137 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
138 Call(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
139 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_BURROW_SURFACE)
140 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim03)
141 Wait(10)
142 Call(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_SHADOW, FALSE)
143 Return
144 End
145};
146
147EvtScript N(EVS_HandleEvent) = {
148 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
149 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
150 Call(GetLastEvent, ACTOR_SELF, LVar0)
154 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim0D)
155 Wait(3)
156 SetConst(LVar0, PRT_MAIN)
157 SetConst(LVar1, ANIM_HurtPlant_Anim0E)
161 SetConst(LVar0, PRT_MAIN)
162 SetConst(LVar1, ANIM_HurtPlant_Anim0A)
163 SetConst(LVar2, -1)
166 SetConst(LVar0, PRT_MAIN)
167 SetConst(LVar1, ANIM_HurtPlant_Anim0A)
168 SetConst(LVar2, -1)
170 SetConst(LVar0, PRT_MAIN)
171 SetConst(LVar1, ANIM_HurtPlant_Anim0A)
173 Return
175 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim0D)
176 Wait(3)
177 SetConst(LVar0, PRT_MAIN)
178 SetConst(LVar1, ANIM_HurtPlant_Anim0E)
181 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim0D)
182 Wait(3)
183 SetConst(LVar0, PRT_MAIN)
184 SetConst(LVar1, ANIM_HurtPlant_Anim0E)
186 SetConst(LVar0, PRT_MAIN)
187 SetConst(LVar1, ANIM_HurtPlant_Anim0E)
189 Return
191 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim0D)
192 Wait(3)
193 SetConst(LVar0, PRT_MAIN)
194 SetConst(LVar1, ANIM_HurtPlant_Anim0E)
196 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
197 ExecWait(N(EVS_ReturnHome))
199 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim0D)
200 Wait(3)
201 SetConst(LVar0, PRT_MAIN)
202 SetConst(LVar1, ANIM_HurtPlant_Anim0E)
204 SetConst(LVar0, PRT_MAIN)
205 SetConst(LVar1, ANIM_HurtPlant_Anim0E)
207 Return
211 SetConst(LVar0, PRT_MAIN)
212 SetConst(LVar1, ANIM_HurtPlant_Anim02)
216 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim0D)
217 Wait(3)
218 SetConst(LVar0, PRT_MAIN)
219 SetConst(LVar1, ANIM_HurtPlant_Anim0E)
221 Wait(10)
222 SetConst(LVar0, PRT_MAIN)
223 SetConst(LVar1, ANIM_HurtPlant_Anim0E)
225 Return
227 SetConst(LVar0, PRT_MAIN)
228 SetConst(LVar1, ANIM_HurtPlant_Anim02)
231 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim0D)
232 Wait(3)
233 SetConst(LVar0, PRT_MAIN)
234 SetConst(LVar1, ANIM_HurtPlant_Anim0E)
236 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_BURROW_DIG)
237 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim04)
238 Call(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_SHADOW, TRUE)
239 Wait(20)
240 Call(HideHealthBar, ACTOR_SELF)
241 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
242 Call(RemoveActor, ACTOR_SELF)
243 Return
245 SetConst(LVar0, PRT_MAIN)
246 SetConst(LVar1, ANIM_HurtPlant_Anim02)
249 SetConst(LVar0, PRT_MAIN)
250 SetConst(LVar1, ANIM_HurtPlant_Anim02)
252 Return
255 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
256 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
257 Return
258 End
259};
260
261EvtScript N(EVS_TakeTurn) = {
262 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
263 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
264 Call(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
265 Call(GetBattlePhase, LVar0)
267 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim04)
268 Call(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_SHADOW, TRUE)
269 Call(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
270 Call(BattleCamTargetActor, ACTOR_SELF)
271 Call(SetBattleCamTargetingModes, BTL_CAM_YADJ_TARGET, BTL_CAM_XADJ_AVG, FALSE)
272 Call(MoveBattleCamOver, 1)
273 Call(SetGoalToTarget, ACTOR_SELF)
274 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
275 Add(LVar0, 27)
276 Set(LVar1, 0)
277 Call(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
278 Wait(15)
279 Goto(123)
280 EndIf
281 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_BURROW_DIG)
282 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim04)
283 Call(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_SHADOW, TRUE)
284 Wait(8)
285 Call(UseBattleCamPreset, BTL_CAM_REPOSITION)
286 Call(SetGoalToTarget, ACTOR_SELF)
287 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
288 Add(LVar0, 27)
289 Set(LVar1, 0)
290 Call(SetBattleCamTarget, LVar0, LVar1, LVar2)
291 Call(SetBattleCamDist, 350)
292 Call(SetBattleCamOffsetY, 45)
293 Call(SetBattleCamTargetingModes, BTL_CAM_YADJ_TARGET, BTL_CAM_XADJ_AVG, FALSE)
294 Call(MoveBattleCamOver, 20)
295 Call(SetGoalToTarget, ACTOR_SELF)
296 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
297 Add(LVar0, 27)
298 Set(LVar1, 0)
299 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.0))
300 Call(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0)
301 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
302 Call(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
303 Label(123)
304 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_BURROW_SURFACE)
305 Call(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
306 Call(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_NO_SHADOW, FALSE)
307 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim03)
308 Wait(10)
309 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim05)
310 Wait(10)
311 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_HURT_PLANT_BITE)
312 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim06)
313 Wait(6)
314 Call(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
318 Set(LVarA, LVar0)
319 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim07)
320 Wait(5)
322 Call(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
323 EndIf
324 Wait(15)
325 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
326 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
327 ExecWait(N(EVS_ReturnHome))
328 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
329 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
330 Return
333 Call(SetGoalToTarget, ACTOR_SELF)
334 Wait(2)
335 Call(GetStatusFlags, ACTOR_PLAYER, LVar0)
337 Call(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_BITE, BS_FLAGS1_TRIGGER_EVENTS)
338 Else
339 Call(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, DMG_STATUS_KEY(STATUS_FLAG_POISON, 3, 100), DMG_BITE, BS_FLAGS1_TRIGGER_EVENTS)
340 EndIf
344 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
345 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_HurtPlant_Anim07)
346 Wait(5)
347 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
348 ExecWait(N(EVS_ReturnHome))
351 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
352 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
353 Return
354 End
355};
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4900
@ ACTOR_SOUND_JUMP
Definition enums.h:2036
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3575
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3571
@ ELEMENT_FIRE
Definition enums.h:2116
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAGS_NONE
Definition enums.h:3370
@ 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:4824
@ BTL_CAM_REPOSITION
Definition enums.h:4841
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4885
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6408
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6407
@ STATUS_FLAG_SLEEP
Definition enums.h:2812
@ STATUS_FLAG_POISON
Definition enums.h:2817
@ SOUND_BURROW_SURFACE
Definition enums.h:1117
@ SOUND_NONE
Definition enums.h:547
@ SOUND_BURROW_DIG
Definition enums.h:1118
@ SOUND_HURT_PLANT_BITE
Definition enums.h:1030
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ ACTOR_FLAG_NO_SHADOW
Hide shadow.
Definition enums.h:3325
@ BTL_CAM_YADJ_TARGET
Definition enums.h:4905
@ 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
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
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
#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 Add(VAR, INT_VALUE)
Definition macros.h:376
#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 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 CaseFlag(RVAR)
Marks the start of a switch case that executes only if the RVAR flag is set on LVAR,...
Definition macros.h:349
#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 DMG_STATUS_KEY(typeFlag, duration, chance)
Definition macros.h:224
#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 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