Paper Mario DX
Paper Mario (N64) modding
 
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pyro_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/PyroGuy.h"
6
7#define NAMESPACE A(pyro_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_TACKLE = 4,
20};
21
22s32 N(DefaultAnims)[] = {
33};
34
35s32 N(DefenseTable)[] = {
37 ELEMENT_WATER, -2,
38 ELEMENT_ICE, -2,
39 ELEMENT_FIRE, 99,
42 ELEMENT_BLAST, -1,
44};
45
46s32 N(StatusTable)[] = {
53 STATUS_KEY_FEAR, 100,
69};
70
72 {
74 .index = PRT_MAIN,
75 .posOffset = { 0, 0, 0 },
76 .targetOffset = { 0, 24 },
77 .opacity = 255,
78 .idleAnimations = N(DefaultAnims),
79 .defenseTable = N(DefenseTable),
80 .eventFlags = ACTOR_EVENT_FLAG_FIREY,
81 .elementImmunityFlags = 0,
82 .projectileTargetOffset = { -1, -10 },
83 },
84};
85
86ActorBlueprint NAMESPACE = {
87 .flags = 0,
88 .type = ACTOR_TYPE_PYRO_GUY,
89 .level = ACTOR_LEVEL_PYRO_GUY,
90 .maxHP = 7,
91 .partCount = ARRAY_COUNT(N(ActorParts)),
92 .partsData = N(ActorParts),
93 .initScript = &N(EVS_Init),
94 .statusTable = N(StatusTable),
95 .escapeChance = 60,
96 .airLiftChance = 85,
97 .hurricaneChance = 80,
98 .spookChance = 60,
99 .upAndAwayChance = 95,
100 .spinSmashReq = 0,
101 .powerBounceChance = 85,
102 .coinReward = 1,
103 .size = { 28, 36 },
104 .healthBarOffset = { 0, 0 },
105 .statusIconOffset = { -10, 20 },
106 .statusTextOffset = { 10, 20 },
107};
108
109EvtScript N(EVS_Init) = {
113 Return
114 End
115};
116
118
119EvtScript N(EVS_Idle) = {
120 Label(0)
125 Call(N(SetAbsoluteStatusOffsets), -10, 13, 10, 13)
126 Else
129 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
130 EndIf
131 Wait(1)
132 Goto(0)
133 Return
134 End
135};
136
144 Return
145 End
146};
147
161 SetConst(LVar2, -1)
166 SetConst(LVar2, -1)
171 Return
183 Return
200 Return
215 Return
225 Return
234 Return
236 Return
240 Return
241 End
242};
243
254 Add(LVar0, 70)
255 Set(LVar1, 0)
264 Add(LVar0, 20)
265 Set(LVar1, 0)
272 Set(LVarA, LVar0)
280 Sub(LVar0, 30)
285 EndIf
287 Sub(LVar0, 20)
290 Wait(15)
300 Return
307 Add(LVar0, 10)
308 Set(LVar1, 0)
311 Wait(2)
320 Add(LVar0, 30)
321 Set(LVar1, 0)
326 Wait(8)
333 Return
334 End
335};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ ACTOR_SOUND_WALK
Definition enums.h:2034
@ ACTOR_SOUND_WALK_INCREMENT
Definition enums.h:2038
@ 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_BLAST
Definition enums.h:2124
@ ELEMENT_ICE
Definition enums.h:2118
@ ELEMENT_SMASH
Definition enums.h:2121
@ ELEMENT_SHOCK
Definition enums.h:2125
@ ELEMENT_WATER
Definition enums.h:2117
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAG_FIREY
Player takes burn damage upon contact.
Definition enums.h:3371
@ 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
@ STATUS_FLAG_SLEEP
Definition enums.h:2812
@ SOUND_ACTOR_HOP
Definition enums.h:1073
@ SOUND_ACTOR_STEP_A
Definition enums.h:1474
@ SOUND_ACTOR_STEP_B
Definition enums.h:1250
@ 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_UP_AND_AWAY
Definition enums.h:2176
@ 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_FIRE
Definition enums.h:2852
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
EvtScript EVS_Enemy_ReturnHome
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 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 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 Goto(LABEL_ID)
Moves execution to the given label.
Definition macros.h:232
#define ARRAY_COUNT(arr)
Definition macros.h:40
#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 ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#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 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