Paper Mario DX
Paper Mario (N64) modding
 
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medi_guy.inc.c
Go to the documentation of this file.
1#include "common.h"
2#include "effects.h"
3#include "battle/battle.h"
4#include "script_api/battle.h"
5#include "sprite/npc/MediGuy.h"
6
7#define NAMESPACE A(medi_guy)
8
9extern EvtScript N(EVS_Init);
10extern EvtScript N(EVS_Idle);
11extern EvtScript N(EVS_TakeTurn);
13
14enum N(ActorPartIDs) {
15 PRT_MAIN = 1,
16};
17
18enum N(ActorParams) {
19 DMG_SWOOP = 1,
20};
21
24
25s32 N(DefaultAnims)[] = {
36};
37
38s32 N(DefenseTable)[] = {
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, 38 },
75 .opacity = 255,
76 .idleAnimations = N(DefaultAnims),
77 .defenseTable = N(DefenseTable),
78 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
79 .elementImmunityFlags = 0,
80 .projectileTargetOffset = { -1, -5 },
81 },
82};
83
84ActorBlueprint NAMESPACE = {
85 .flags = ACTOR_FLAG_FLYING,
86 .type = ACTOR_TYPE_MEDI_GUY,
87 .level = ACTOR_LEVEL_MEDI_GUY,
88 .maxHP = 7,
89 .partCount = ARRAY_COUNT(N(ActorParts)),
90 .partsData = N(ActorParts),
91 .initScript = &N(EVS_Init),
92 .statusTable = N(StatusTable),
93 .escapeChance = 60,
94 .airLiftChance = 90,
95 .hurricaneChance = 95,
96 .spookChance = 70,
97 .upAndAwayChance = 95,
98 .spinSmashReq = 0,
99 .powerBounceChance = 90,
100 .coinReward = 2,
101 .size = { 24, 40 },
102 .healthBarOffset = { 0, 0 },
103 .statusIconOffset = { -10, 20 },
104 .statusTextOffset = { 12, 31 },
105};
106
107EvtScript N(EVS_Init) = {
112 Sub(LVar1, 5)
115 Return
116 End
117};
118
119EvtScript N(EVS_Idle) = {
120 Label(0)
125 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
126 Else
129 Call(N(SetAbsoluteStatusOffsets), -10, 20, 12, 31)
130 EndIf
131 Wait(1)
132 Goto(0)
133 Return
134 End
135};
136
146 Return
147 End
148};
149
174 Return
186 Return
204 Return
216 Wait(10)
220 Return
222 Call(SetActorPos, ACTOR_SELF, 20, 0, 0)
238 Return
247 Return
252 Return
253 End
254};
255
263 Thread
264 SetF(LVar0, Float(0.0))
265 Loop(15)
266 AddF(LVar0, Float(2.0))
268 Wait(1)
269 EndLoop
273 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
280 Wait(10)
290 Thread
291 Wait(5)
292 Set(LVar0, 0)
293 Loop(60)
294 Call(N(MediGuySpriteRotationFunc), LVar0, LVar1, 15, 60, Float(30.0))
296 Add(LVar0, 1)
297 Wait(1)
298 EndLoop
302 Sub(LVar0, 50)
303 Add(LVar2, 1)
310 EndIf
311 Wait(30)
320 Return
323 Wait(10)
331 Set(LVarA, LVar0)
332 Set(LVarB, LVar1)
333 Set(LVarC, LVar2)
338 Add(LVar2, 1)
343 Wait(2)
351 Add(LVar0, 30)
355 Wait(20)
362 Return
363 End
364};
365
367 Set(LVarA, LVar0)
378 Add(LVar2, 50)
381 Wait(30)
383 Wait(10)
387 Mul(LVar4, 60)
388 Div(LVar4, 100)
389 Thread
390 Wait(5)
393 Wait(30)
396 Thread
405 Return
406 End
407};
408
412 Label(0)
418 Return
419 EndIf
422 Goto(0)
423 EndIf
424 Return
425 End
426};
427
430 IfEq(LVar0, -1)
432 Else
433 Call(RandInt, 1000, LVarA)
434 IfLt(LVarA, 600)
436 Else
438 EndIf
439 EndIf
440 Return
441 End
442};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ ACTOR_SOUND_FLY
Definition enums.h:2035
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_SHOCK
Definition enums.h:2125
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ITER_NO_MORE
Definition enums.h:2030
@ ITER_NEXT
Definition enums.h:2025
@ 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
@ TARGET_FLAG_2
Definition enums.h:1850
@ EASING_COS_IN
Definition enums.h:522
@ EASING_QUADRATIC_OUT
Definition enums.h:514
@ EASING_LINEAR
Definition enums.h:510
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ STATUS_FLAG_SLEEP
Definition enums.h:2812
@ SOUND_GATHER_SMALL
Definition enums.h:1082
@ SOUND_STAR_BOUNCE_A
Definition enums.h:975
@ SOUND_NONE
Definition enums.h:547
@ SOUND_RECOVER_HEART
Definition enums.h:1406
@ SOUND_HEART_BOUNCE
Definition enums.h:925
@ SOUND_TOSS
Definition enums.h:1083
@ ACTOR_PLAYER
Definition enums.h:2085
@ 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_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_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
ApiStatus RandInt(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 Ref(sym)
Address/pointer constant.
Definition macros.h:60
#define Mul(VAR, INT_VALUE)
Definition macros.h:378
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#define AddF(VAR, FLOAT_VALUE)
Definition macros.h:383
#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 IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
Definition macros.h:272
#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 IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
Definition macros.h:275
#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 LVarB
Definition macros.h:159
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#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 SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
Definition macros.h:373
#define Div(VAR, INT_VALUE)
Definition macros.h:379
#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 PlayEffect(args...)
Definition macros.h:807
#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 Return
Kills the current EVT thread.
Definition macros.h:217