Paper Mario DX
Paper Mario (N64) modding
 
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nok_02.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(nok_02)
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)
27 Thread
29 Exec(N(EVS_AnimateFlower))
30 Wait(5)
32 Exec(N(EVS_AnimateFlower))
33 Wait(5)
35 Exec(N(EVS_AnimateFlower))
36 Wait(5)
38 Exec(N(EVS_AnimateFlower))
39 Wait(5)
41 Exec(N(EVS_AnimateFlower))
42 Wait(5)
44 Exec(N(EVS_AnimateFlower))
45 Wait(5)
47 Exec(N(EVS_AnimateFlower))
48 Wait(5)
50 Exec(N(EVS_AnimateFlower))
51 Wait(5)
53 Exec(N(EVS_AnimateFlower))
54 Wait(5)
56 Exec(N(EVS_AnimateFlower))
58 Return
59 End
60};
61
62EvtScript N(EVS_PostBattle) = {
63 Return
64 End
65};
66
67s32 N(ForegroundModels)[] = {
72};
73
74Stage NAMESPACE = {
75 .texture = "nok_tex",
76 .shape = "nok_bt02_shape",
77 .hit = "nok_bt02_hit",
78 .bg = "nok_bg",
79 .preBattle = &N(EVS_PreBattle),
80 .postBattle = &N(EVS_PostBattle),
81 .foregroundModelList = N(ForegroundModels),
82};
#define MODEL_kusa3
Bytecode EvtScript[]
#define MODEL_h1
#define MODEL_h3
#define MODEL_h4
Definition hos_20_shape.h:8
#define MODEL_ha3
#define MODEL_h5
#define MODEL_h7
#define MODEL_h6
#define MODEL_h11
#define MODEL_h10
#define MODEL_hap
#define MODEL_h9
#define MODEL_h12
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 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 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