Paper Mario DX
Paper Mario (N64) modding
 
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m_bush.inc.c
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1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/MBush.h"
4
5#define NAMESPACE A(m_bush)
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 = 3,
18};
19
20s32 N(DefaultAnims)[] = {
21 STATUS_KEY_NORMAL, ANIM_MBush_Anim02,
22 STATUS_KEY_STONE, ANIM_MBush_Anim01,
23 STATUS_KEY_SLEEP, ANIM_MBush_Anim08,
24 STATUS_KEY_POISON, ANIM_MBush_Anim02,
25 STATUS_KEY_STOP, ANIM_MBush_Anim01,
26 STATUS_KEY_STATIC, ANIM_MBush_Anim02,
27 STATUS_KEY_PARALYZE, ANIM_MBush_Anim01,
28 STATUS_KEY_DIZZY, ANIM_MBush_Anim09,
29 STATUS_KEY_FEAR, ANIM_MBush_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 = { -2, 22 },
70 .opacity = 255,
71 .idleAnimations = N(DefaultAnims),
72 .defenseTable = N(DefenseTable),
73 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
74 .elementImmunityFlags = 0,
75 .projectileTargetOffset = { 0, -10 },
76 },
77};
78
79ActorBlueprint NAMESPACE = {
80 .flags = 0,
81 .type = ACTOR_TYPE_M_BUSH,
82 .level = ACTOR_LEVEL_M_BUSH,
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 = 85,
90 .hurricaneChance = 80,
91 .spookChance = 60,
92 .upAndAwayChance = 95,
93 .spinSmashReq = 0,
94 .powerBounceChance = 85,
95 .coinReward = 1,
96 .size = { 32, 30 },
97 .healthBarOffset = { 0, 0 },
98 .statusIconOffset = { -10, 20 },
99 .statusTextOffset = { 10, 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
110EvtScript N(EVS_Idle) = {
111 Return
112 End
113};
114
115EvtScript N(EVS_ReturnHome) = {
116 Call(SetActorYaw, ACTOR_SELF, 180)
117 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_MBush_Anim05)
118 Call(SetGoalToHome, ACTOR_SELF)
119 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
120 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_MBush_Anim02)
121 Call(SetActorYaw, ACTOR_SELF, 0)
122 Return
123 End
124};
125
126EvtScript N(EVS_HandleEvent) = {
127 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
128 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
129 Call(GetLastEvent, ACTOR_SELF, LVar0)
133 SetConst(LVar0, PRT_MAIN)
134 SetConst(LVar1, ANIM_MBush_Anim07)
138 SetConst(LVar0, PRT_MAIN)
139 SetConst(LVar1, ANIM_MBush_Anim0A)
140 SetConst(LVar2, ANIM_MBush_Anim0B)
143 SetConst(LVar0, PRT_MAIN)
144 SetConst(LVar1, ANIM_MBush_Anim0A)
145 SetConst(LVar2, ANIM_MBush_Anim0B)
147 SetConst(LVar0, PRT_MAIN)
148 SetConst(LVar1, ANIM_MBush_Anim0B)
150 Return
152 SetConst(LVar0, PRT_MAIN)
153 SetConst(LVar1, ANIM_MBush_Anim07)
156 SetConst(LVar0, PRT_MAIN)
157 SetConst(LVar1, ANIM_MBush_Anim07)
159 SetConst(LVar0, PRT_MAIN)
160 SetConst(LVar1, ANIM_MBush_Anim07)
162 Return
164 SetConst(LVar0, PRT_MAIN)
165 SetConst(LVar1, ANIM_MBush_Anim07)
167 SetConst(LVar0, PRT_MAIN)
168 SetConst(LVar1, ANIM_MBush_Anim07)
170 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
171 ExecWait(N(EVS_ReturnHome))
173 SetConst(LVar0, PRT_MAIN)
174 SetConst(LVar1, ANIM_MBush_Anim07)
176 SetConst(LVar0, PRT_MAIN)
177 SetConst(LVar1, ANIM_MBush_Anim07)
179 Return
183 SetConst(LVar0, PRT_MAIN)
184 SetConst(LVar1, ANIM_MBush_Anim02)
188 SetConst(LVar0, PRT_MAIN)
189 SetConst(LVar1, ANIM_MBush_Anim07)
191 Wait(10)
192 SetConst(LVar0, PRT_MAIN)
193 SetConst(LVar1, ANIM_MBush_Anim07)
195 Return
197 SetConst(LVar0, PRT_MAIN)
198 SetConst(LVar1, ANIM_MBush_Anim02)
201 SetConst(LVar0, PRT_MAIN)
202 SetConst(LVar1, ANIM_MBush_Anim05)
203 SetConst(LVar2, ANIM_MBush_Anim09)
205 Return
207 SetConst(LVar0, PRT_MAIN)
208 SetConst(LVar1, ANIM_MBush_Anim05)
211 SetConst(LVar0, PRT_MAIN)
212 SetConst(LVar1, ANIM_MBush_Anim05)
214 Return
217 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
218 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
219 Return
220 End
221};
222
223EvtScript N(EVS_TakeTurn) = {
224 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
225 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
226 Call(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
227 Call(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
228 Call(BattleCamTargetActor, ACTOR_SELF)
229 Call(SetBattleCamTargetingModes, BTL_CAM_YADJ_TARGET, BTL_CAM_XADJ_AVG, FALSE)
230 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_MBush_Anim04)
231 Call(SetGoalToTarget, ACTOR_SELF)
232 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
233 Add(LVar0, 50)
234 Set(LVar1, 0)
235 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
236 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
237 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
239 Call(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
243 Set(LVarA, LVar0)
244 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_MBush_Anim06)
245 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.0))
246 Call(SetGoalToTarget, ACTOR_SELF)
247 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
248 Sub(LVar0, 30)
249 Set(LVar1, 0)
250 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
251 Call(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
252 Call(ResetAllActorSounds, ACTOR_SELF)
254 Call(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
255 EndIf
256 Sub(LVar0, 20)
257 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
258 Call(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
259 Wait(15)
260 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_MBush_Anim02)
261 Wait(15)
262 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
263 Call(YieldTurn)
264 Call(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
265 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
266 ExecWait(N(EVS_ReturnHome))
267 Call(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
268 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
269 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
270 Return
273 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_MBush_Anim06)
274 Call(SetGoalToTarget, ACTOR_SELF)
275 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
276 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.0))
277 Call(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
278 Call(ResetAllActorSounds, ACTOR_SELF)
279 Wait(2)
280 Call(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, DMG_STATUS_KEY(STATUS_FLAG_POISON, 2, 25), DMG_BITE, BS_FLAGS1_TRIGGER_EVENTS)
284 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
285 Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
286 Add(LVar0, 30)
287 Set(LVar1, 0)
288 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.8))
289 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
290 Call(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
291 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_MBush_Anim02)
292 Wait(8)
293 Call(YieldTurn)
294 Call(SetActorSpeed, ACTOR_SELF, Float(6.0))
295 ExecWait(N(EVS_ReturnHome))
298 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
299 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
300 Return
301 End
302};
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
@ ACTOR_DECORATION_SWEAT
Definition enums.h:2045
@ 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_ENEMY_APPROACH
Definition enums.h:4885
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6408
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6407
@ STATUS_FLAG_POISON
Definition enums.h:2817
@ SOUND_MBUSH_LEAP
Definition enums.h:1487
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ 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_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
#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 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 ARRAY_COUNT(arr)
Definition macros.h:40
#define Float(DOUBLE)
Definition macros.h:51
#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 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