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);
11
12enum N(ActorPartIDs) {
13 PRT_MAIN = 1,
14};
15
16enum N(ActorParams) {
17 DMG_BITE = 2,
18};
19
20s32 N(DefaultAnims)[] = {
31};
32
33s32 N(DefenseTable)[] = {
35 ELEMENT_FIRE, 0,
37};
38
39s32 N(StatusTable)[] = {
62};
63
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,
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) = {
106 Return
107 End
108};
109
111
112EvtScript N(EVS_Idle) = {
113 Label(0)
119 Call(N(SetAbsoluteStatusOffsets), -20, 8, 0, 14)
123 Call(N(SetAbsoluteStatusOffsets), -18, 23, 1, 20)
125 Wait(1)
126 Goto(0)
127 Return
128 End
129};
130
135 Wait(10)
141 Wait(10)
143 Return
144 End
145};
146
155 Wait(3)
163 SetConst(LVar2, -1)
168 SetConst(LVar2, -1)
173 Return
176 Wait(3)
182 Wait(3)
189 Return
192 Wait(3)
200 Wait(3)
207 Return
217 Wait(3)
221 Wait(10)
225 Return
232 Wait(3)
239 Wait(20)
243 Return
252 Return
257 Return
258 End
259};
260
275 Add(LVar0, 27)
276 Set(LVar1, 0)
278 Wait(15)
279 Goto(123)
280 EndIf
284 Wait(8)
288 Add(LVar0, 27)
289 Set(LVar1, 0)
297 Add(LVar0, 27)
298 Set(LVar1, 0)
303 Label(123)
308 Wait(10)
310 Wait(10)
313 Wait(6)
318 Set(LVarA, LVar0)
320 Wait(5)
323 EndIf
324 Wait(15)
330 Return
334 Wait(2)
338 Else
340 EndIf
346 Wait(5)
353 Return
354 End
355};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ ACTOR_SOUND_JUMP
Definition enums.h:2036
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ 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:4823
@ BTL_CAM_REPOSITION
Definition enums.h:4840
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4884
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ 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:4904
@ 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:228
#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