Paper Mario DX
Paper Mario (N64) modding
 
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jump_charge_1.c
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1#include "common.h"
2#include "script_api/battle.h"
4#include "effects.h"
5#include "sprite/player.h"
6
7#define NAMESPACE battle_move_jump_charge_1
8
10
12
13BSS b32 N(HasCharged);
14
15API_CALLABLE(N(func_802A1108_74D678)) {
16 Bytecode* args = script->ptrReadPos;
17 BattleStatus* battleStatus = &gBattleStatus;
18 s32 var1 = evt_get_variable(script, *args++);
19 s32 var2 = evt_get_variable(script, *args++);
20 s32 var3 = evt_get_variable(script, *args++);
21
22 fx_stat_change(1, var1, var2, var3, 1.0f, 60);
23
24 N(HasCharged) = FALSE;
25 if (battleStatus->jumpCharge > 0) {
26 N(HasCharged) = TRUE;
27 }
28
29 battleStatus->jumpCharge += 2;
30
31 if (battleStatus->jumpCharge > 99) {
32 battleStatus->jumpCharge = 99;
33 }
34
35 battleStatus->hammerCharge = 0;
36 battleStatus->flags1 |= BS_FLAGS1_JUMP_CHARGED;
37 battleStatus->flags1 &= ~BS_FLAGS1_HAMMER_CHARGED;
38
39 return ApiStatus_DONE2;
40}
41
43
44API_CALLABLE(N(GetChargeMessage)) {
45 if (!N(HasCharged)) {
46 script->varTable[0] = BTL_MSG_CHARGE_JUMP;
47 } else {
48 script->varTable[0] = BTL_MSG_CHARGE_JUMP_MORE;
49 }
50
51 return ApiStatus_DONE2;
52}
53
54EvtScript N(EVS_UseMove_Unimplemented) = {
55 Return
56 End
57};
58
59EvtScript N(EVS_UseMove) = {
60 Call(UseBattleCamPreset, BTL_CAM_PLAYER_CHARGE_UP)
61 Wait(10)
63 Call(PlaySoundAtActor, ACTOR_PLAYER, SOUND_PLAYER_CHARGE)
64 Wait(8)
65 Call(PlaySoundAtActor, ACTOR_PLAYER, SOUND_PLAYER_CHARGE)
66 Wait(8)
68 Call(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_FightingStance)
69 Call(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
70 Call(N(UnkMoveFunc2), LVar0, LVar1, LVar2, Float(1.2))
71 Wait(3)
72 Call(N(UnkMoveFunc2), LVar0, LVar1, LVar2, Float(0.8))
73 Wait(30)
74 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
75 Call(MoveBattleCamOver, 5)
76 Call(N(IsJumpMaxCharged))
77 IfEq(LVar0, 0)
78 Call(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
79 Add(LVar0, 10)
80 Add(LVar1, 25)
81 Add(LVar2, 5)
82 Call(N(func_802A1108_74D678), LVar0, LVar1, LVar2)
83 Call(PlaySoundAtActor, ACTOR_PLAYER, SOUND_CHARGE_UP)
84 Wait(4)
85 Call(PlaySoundAtActor, ACTOR_PLAYER, SOUND_LONG_PLAYER_JUMP)
86 Call(SetActorJumpGravity, ACTOR_PLAYER, Float(1.0))
87 Call(SetActorSpeed, ACTOR_PLAYER, Float(1.0))
88 Call(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
89 Call(SetJumpAnimations, ACTOR_PLAYER, 0, ANIM_Mario1_Jump, ANIM_Mario1_Fall, ANIM_Mario1_Land)
90 Call(SetGoalPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
91 Call(PlayerHopToGoal, 20, 0, 0)
92 Call(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Land)
93 Wait(4)
94 Call(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Idle)
95 Call(UseIdleAnimation, ACTOR_PLAYER, TRUE)
96 Call(N(GetChargeMessage))
97 Call(ShowVariableMessageBox, LVar0, 60, 2)
98 Else
99 Call(ShowMessageBox, BTL_MSG_CANT_CHARGE, 60)
100 EndIf
101 Label(0)
102 Wait(1)
103 Call(IsMessageBoxDisplayed, LVar0)
104 IfEq(LVar0, TRUE)
105 Goto(0)
106 EndIf
107 Call(UseIdleAnimation, ACTOR_PLAYER, FALSE)
108 Call(SetGoalToHome, ACTOR_PLAYER)
109 Call(SetActorSpeed, ACTOR_PLAYER, Float(8.0))
110 Call(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Run)
111 Call(PlayerRunToGoal, 0)
112 Call(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Idle)
113 Return
114 End
115};
s32 b32
Bytecode EvtScript[]
@ BS_FLAGS1_JUMP_CHARGED
Definition enums.h:3597
@ BTL_MSG_CHARGE_JUMP_MORE
Definition enums.h:4064
@ BTL_MSG_CANT_CHARGE
Definition enums.h:4065
@ BTL_MSG_CHARGE_JUMP
Definition enums.h:4063
@ BTL_CAM_DEFAULT
Definition enums.h:4823
@ BTL_CAM_PLAYER_CHARGE_UP
Definition enums.h:4853
@ SOUND_PLAYER_CHARGE
Definition enums.h:774
@ SOUND_CHARGE_UP
Definition enums.h:1436
@ SOUND_LONG_PLAYER_JUMP
Definition enums.h:782
@ ACTOR_PLAYER
Definition enums.h:2085
#define ApiStatus_DONE2
Definition evt.h:118
s32 Bytecode
Definition evt.h:7
s32 evt_get_variable(Evt *script, Bytecode var)
Definition evt.c:1689
#define Else
Marks the end of an if statement and the start of the else block.
Definition macros.h:295
#define EndChildThread
Marks the end of a child thread block.
Definition macros.h:563
#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 Goto(LABEL_ID)
Moves execution to the given label.
Definition macros.h:232
#define BSS
Definition macros.h:7
#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 EndIf
Marks the end of an if statement or an else block.
Definition macros.h:298
#define LVar2
Definition macros.h:150
#define LVar1
Definition macros.h:149
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#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 ChildThread
Marks the start of a child thread block.
Definition macros.h:560
#define LVar0
Definition macros.h:148
#define Return
Kills the current EVT thread.
Definition macros.h:217
BattleStatus gBattleStatus
Definition battle.c:11