Paper Mario DX
Paper Mario (N64) modding
 
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lava_bubble.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/LavaBubble.h"
4
5#define NAMESPACE A(lava_bubble)
6
7extern s32 N(DefaultAnims)[];
8extern s32 N(ProjectileAnims)[];
9extern EvtScript N(EVS_Init);
10extern EvtScript N(EVS_TakeTurn);
11extern EvtScript N(EVS_Idle);
13
14enum N(ActorPartIDs) {
15 PRT_MAIN = 1,
16 PRT_FIRE_1 = 2,
17 PRT_FIRE_2 = 3,
18 PRT_FIRE_3 = 4,
19 PRT_FIRE_4 = 5,
20};
21
22enum N(ActorVars) {
27};
28
29enum N(ActorParams) {
30 DMG_TACKLE = 4,
33};
34
35s32 N(DefenseTable)[] = {
37 ELEMENT_WATER, -2,
38 ELEMENT_ICE, -2,
39 ELEMENT_FIRE, 99,
40 ELEMENT_BLAST, -1,
42};
43
44s32 N(StatusTable)[] = {
51 STATUS_KEY_FEAR, 100,
67};
68
70 {
72 .index = PRT_MAIN,
73 .posOffset = { 0, 0, 0 },
74 .targetOffset = { -2, 25 },
75 .opacity = 255,
76 .idleAnimations = N(DefaultAnims),
77 .defenseTable = N(DefenseTable),
78 .eventFlags = ACTOR_EVENT_FLAG_FIREY,
79 .elementImmunityFlags = ELEMENT_FIRE,
80 .projectileTargetOffset = { -3, -10 },
81 },
82 {
84 .index = PRT_FIRE_1,
85 .posOffset = { 0, 0, 0 },
86 .targetOffset = { 0, 24 },
87 .opacity = 255,
88 .idleAnimations = N(ProjectileAnims),
89 .defenseTable = N(DefenseTable),
90 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
91 .elementImmunityFlags = 0,
92 .projectileTargetOffset = { -1, -10 },
93 },
94 {
96 .index = PRT_FIRE_2,
97 .posOffset = { 0, 0, 0 },
98 .targetOffset = { 0, 24 },
99 .opacity = 255,
100 .idleAnimations = N(ProjectileAnims),
101 .defenseTable = N(DefenseTable),
102 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
103 .elementImmunityFlags = 0,
104 .projectileTargetOffset = { -1, -10 },
105 },
106 {
108 .index = PRT_FIRE_3,
109 .posOffset = { 0, 0, 0 },
110 .targetOffset = { 0, 24 },
111 .opacity = 255,
112 .idleAnimations = N(ProjectileAnims),
113 .defenseTable = N(DefenseTable),
114 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
115 .elementImmunityFlags = 0,
116 .projectileTargetOffset = { -1, -10 },
117 },
118 {
120 .index = PRT_FIRE_4,
121 .posOffset = { 0, 0, 0 },
122 .targetOffset = { 0, 24 },
123 .opacity = 255,
124 .idleAnimations = N(ProjectileAnims),
125 .defenseTable = N(DefenseTable),
126 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
127 .elementImmunityFlags = 0,
128 .projectileTargetOffset = { -1, -10 },
129 },
130};
131
132ActorBlueprint NAMESPACE = {
133 .flags = ACTOR_FLAG_FLYING,
136 .maxHP = 9,
137 .partCount = ARRAY_COUNT(N(ActorParts)),
138 .partsData = N(ActorParts),
139 .initScript = &N(EVS_Init),
140 .statusTable = N(StatusTable),
141 .escapeChance = 50,
142 .airLiftChance = 90,
143 .hurricaneChance = 85,
144 .spookChance = 50,
145 .upAndAwayChance = 95,
146 .spinSmashReq = 0,
147 .powerBounceChance = 80,
148 .coinReward = 1,
149 .size = { 33, 32 },
150 .healthBarOffset = { 0, 0 },
151 .statusIconOffset = { -10, 20 },
152 .statusTextOffset = { 10, 20 },
153};
154
155s32 N(DefaultAnims)[] = {
166};
167
168s32 N(ProjectileAnims)[] = {
171};
172
173EvtScript N(EVS_Init) = {
179 CaseEq(0)
181 CaseEq(1)
191 Add(LVar1, 5)
194 Return
195 End
196};
197
198EvtScript N(EVS_Idle) = {
199 Label(0)
200 Call(MakeLerp, 0, 10, 25, EASING_COS_IN_OUT)
201 Label(1)
204 Add(LVar0, LVar3)
206 IfEq(LVar1, 1)
207 Label(11)
208 Wait(1)
211 Goto(11)
212 EndIf
214 IfEq(LVar0, 1)
215 Goto(11)
216 EndIf
217 Goto(1)
218 EndIf
219 Call(MakeLerp, 10, 0, 25, EASING_COS_IN_OUT)
220 Label(2)
223 Add(LVar0, LVar3)
225 IfEq(LVar1, 1)
226 Label(22)
227 Wait(1)
230 Goto(22)
231 EndIf
233 IfEq(LVar0, 1)
234 Goto(22)
235 EndIf
236 Goto(2)
237 EndIf
238 Goto(0)
239 Return
240 End
241};
242
243#include "common/PlayLavaBubbleFlightSound.inc.c"
244
249 Thread
254 Return
255 End
256};
257
282 Return
294 Return
312 Return
328 Return
330 Call(SetActorPos, ACTOR_SELF, 20, 0, 0)
344 Return
353 Return
359 Return
360 End
361};
362
373 Add(LVar0, 30)
374 Set(LVar1, 5)
377 Thread
386 Set(LVarA, LVar0)
390 Sub(LVar0, 20)
391 Set(LVar1, 0)
392 Add(LVar2, 1)
398 EndIf
399 Sub(LVar0, 30)
402 Sub(LVar0, 20)
405 Sub(LVar0, 10)
408 Wait(14)
417 Return
423 Add(LVar2, 1)
427 Wait(2)
436 Wait(5)
442 Return
443 End
444};
445
446// (in) LVar3 posX
447// (in) LVar4 posY
448// (in) LVar5 posZ
450 Set(LVar6, 2)
451 Loop(4)
452 Thread
455 Call(SetPartScale, ACTOR_SELF, LVar6, Float(0.2), Float(0.2), Float(0.2))
456 Else
457 Call(SetPartScale, ACTOR_SELF, LVar6, Float(0.5), Float(0.5), Float(0.5))
458 EndIf
467 Wait(3)
468 Add(LVar6, 1)
469 EndLoop
470 Return
471 End
472};
473
474// Shoot fireballs at a target and wait before yielding.
475// (in) LVar3 posX
476// (in) LVar4 posY
477// (in) LVar5 posZ
481 DivF(LVar0, Float(8.0))
482 Add(LVar0, 1)
483 Wait(LVar0)
484 Return
485 End
486};
487
497 IfEq(LVarA, TRUE)
498 Add(LVar0, 100)
499 Set(LVar1, 5)
500 Else
501 Add(LVar0, 30)
502 Set(LVar1, 50)
503 EndIf
507 Thread
512 Wait(10)
514 Wait(30)
519 Set(LVarA, LVar0)
522 Sub(LVar0, 5)
523 Add(LVar1, 4)
524 Add(LVar2, 2)
527 Sub(LVar3, 100)
528 Add(LVar5, 2)
532 EndIf
533 Wait(20)
538 Wait(20)
543 Return
548 Sub(LVar0, 5)
549 Add(LVar1, 4)
550 Add(LVar2, 2)
553 Sub(LVar4, 6)
554 Add(LVar5, 2)
556 Wait(2)
558 Wait(20)
568 Return
569 End
570};
571
581 Call(AddGoalPos, ACTOR_SELF, 30, 0, 0)
583 Thread
591 Set(LVarA, LVar0)
592 Wait(10)
605 Sub(LVar0, 30)
606 Add(LVar2, 2)
613 EndIf
614 Wait(30)
623 Return
626 Wait(5)
636 Set(LVarA, LVar0)
637 Set(LVarB, LVar1)
638 Set(LVarC, LVar2)
642 Add(LVar2, 2)
646 Wait(2)
654 Wait(20)
660 Return
661 End
662};
663
669 CaseEq(1)
671 CaseEq(0)
674 Return
675 EndIf
678 CaseEq(1)
682 Else
683 Call(RandInt, 1000, LVar0)
684 IfLe(LVar0, 300)
686 Else
688 EndIf
689 EndIf
690 CaseEq(0)
694 Else
695 Call(RandInt, 1000, LVar0)
696 IfLe(LVar0, 300)
698 Else
700 EndIf
701 EndIf
703 Return
704 End
705};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ 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_BLAST
Definition enums.h:2124
@ ELEMENT_ICE
Definition enums.h:2118
@ ELEMENT_WATER
Definition enums.h:2117
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAGS_NONE
Definition enums.h:3370
@ ACTOR_EVENT_FLAG_FIREY
Player takes burn damage upon contact.
Definition enums.h:3371
@ 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_ENEMY_APPROACH
Definition enums.h:4884
@ SOUND_ID_TRIGGER_CHANGE_SOUND
Definition enums.h:532
@ EASING_SIN_OUT
Definition enums.h:521
@ EASING_COS_IN_OUT
Definition enums.h:520
@ EASING_QUADRATIC_OUT
Definition enums.h:514
@ EASING_LINEAR
Definition enums.h:510
@ IDLE_SCRIPT_RESTART
Definition enums.h:6408
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ STATUS_FLAG_KO
Definition enums.h:2823
@ SOUND_EMBER_JUMP
Definition enums.h:1041
@ SOUND_NONE
Definition enums.h:547
@ SOUND_ACTOR_HOP
Definition enums.h:1073
@ SOUND_EMBER_FLY
Definition enums.h:1163
@ SOUND_EMBER_SPIT
Definition enums.h:1042
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_PARTNER
Definition enums.h:2086
@ ACTOR_SELF
Definition enums.h:2084
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
Definition enums.h:3329
@ BTL_CAM_YADJ_TARGET
Definition enums.h:4904
@ EVENT_HIT
Definition enums.h:2132
@ EVENT_UP_AND_AWAY
Definition enums.h:2176
@ 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_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_BURN_TAUNT
Definition enums.h:2149
@ 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
@ DAMAGE_TYPE_FIRE
Definition enums.h:2852
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
@ DAMAGE_TYPE_NO_CONTACT
Definition enums.h:2878
EvtScript EVS_Enemy_Knockback
EvtScript EVS_Enemy_ScareAway
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
ApiStatus UpdateLerp(Evt *script, b32 isInitialCall)
ApiStatus RandInt(Evt *script, b32 isInitialCall)
ApiStatus MakeLerp(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 LVar6
Definition macros.h:154
#define Ref(sym)
Address/pointer constant.
Definition macros.h:60
#define DivF(VAR, FLOAT_VALUE)
Definition macros.h:386
#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 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 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 LVarC
Definition macros.h:160
#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 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 LVarB
Definition macros.h:159
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define IfLe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR > RVAR.
Definition macros.h:281
#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 LVar2
Definition macros.h:150
#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 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 Exec(EVT_SOURCE)
Launches a new thread.
Definition macros.h:455
#define Return
Kills the current EVT thread.
Definition macros.h:217