Paper Mario DX
Paper Mario (N64) modding
 
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nok_01.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(nok_01)
5
6EvtScript N(EVS_AnimateFlower) = {
8 Label(0)
9 Call(TranslateModel, LVarA, 0, 2, 0)
10 Wait(5)
11 Call(TranslateModel, LVarA, 0, 0, 0)
12 Wait(5)
13 Call(TranslateModel, LVarA, 0, 2, 0)
14 Wait(5)
15 Call(TranslateModel, LVarA, 0, 0, 0)
16 Wait(5)
17 Call(RandInt, 30, LVar0)
18 Add(LVar0, 30)
19 Wait(LVar0)
20 Goto(0)
21 Return
22 End
23};
24
25EvtScript N(EVS_PreBattle) = {
26 Call(SetSpriteShading, SHADING_NONE)
28 Exec(N(EVS_AnimateFlower))
30 Exec(N(EVS_AnimateFlower))
32 Exec(N(EVS_AnimateFlower))
34 Exec(N(EVS_AnimateFlower))
36 Exec(N(EVS_AnimateFlower))
38 Exec(N(EVS_AnimateFlower))
39 Return
40 End
41};
42
43EvtScript N(EVS_PostBattle) = {
44 Return
45 End
46};
47
48s32 N(ForegroundModels)[] = {
53};
54
55Stage NAMESPACE = {
56 .texture = "nok_tex",
57 .shape = "nok_bt01_shape",
58 .hit = "nok_bt01_hit",
59 .bg = "nok_bg",
60 .preBattle = &N(EVS_PreBattle),
61 .postBattle = &N(EVS_PostBattle),
62 .foregroundModelList = N(ForegroundModels),
63};
#define MODEL_kusa3
Bytecode EvtScript[]
#define MODEL_h2
#define MODEL_h1
#define MODEL_h3
#define MODEL_ha3
#define MODEL_h5
#define MODEL_h8
#define MODEL_h7
#define MODEL_hap
ApiStatus SetSpriteShading(Evt *script, b32 isInitialCall)
ApiStatus TranslateModel(Evt *script, b32 isInitialCall)
Translates the given model's position.
ApiStatus RandInt(Evt *script, b32 isInitialCall)
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#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 Label(LABEL_ID)
Marks this point in the script as a Goto target.
Definition macros.h:227
#define LVarA
Definition macros.h:158
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#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 Exec(EVT_SOURCE)
Launches a new thread.
Definition macros.h:455
#define Return
Kills the current EVT thread.
Definition macros.h:217
#define STAGE_MODEL_LIST_END
Definition battle.h:8