Paper Mario DX
Paper Mario (N64) modding
 
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m_bush.inc.c
Go to the documentation of this file.
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)[] = {
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
122 Return
123 End
124};
125
126EvtScript N(EVS_HandleEvent) = {
133 SetConst(LVar0, PRT_MAIN)
138 SetConst(LVar0, PRT_MAIN)
143 SetConst(LVar0, PRT_MAIN)
147 SetConst(LVar0, PRT_MAIN)
150 Return
152 SetConst(LVar0, PRT_MAIN)
156 SetConst(LVar0, PRT_MAIN)
159 SetConst(LVar0, PRT_MAIN)
162 Return
164 SetConst(LVar0, PRT_MAIN)
167 SetConst(LVar0, PRT_MAIN)
173 SetConst(LVar0, PRT_MAIN)
176 SetConst(LVar0, PRT_MAIN)
179 Return
183 SetConst(LVar0, PRT_MAIN)
188 SetConst(LVar0, PRT_MAIN)
191 Wait(10)
192 SetConst(LVar0, PRT_MAIN)
195 Return
197 SetConst(LVar0, PRT_MAIN)
201 SetConst(LVar0, PRT_MAIN)
205 Return
207 SetConst(LVar0, PRT_MAIN)
211 SetConst(LVar0, PRT_MAIN)
214 Return
219 Return
220 End
221};
222
223EvtScript N(EVS_TakeTurn) = {
233 Add(LVar0, 50)
234 Set(LVar1, 0)
243 Set(LVarA, LVar0)
248 Sub(LVar0, 30)
249 Set(LVar1, 0)
255 EndIf
256 Sub(LVar0, 20)
259 Wait(15)
261 Wait(15)
270 Return
279 Wait(2)
286 Add(LVar0, 30)
287 Set(LVar1, 0)
292 Wait(8)
300 Return
301 End
302};
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
@ 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:4823
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4884
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ 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: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_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: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