Paper Mario DX
Paper Mario (N64) modding
 
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quake_hammer.c
Go to the documentation of this file.
1#include "common.h"
2#include "effects.h"
3#include "sprite/player.h"
4
5#define NAMESPACE battle_move_quake_hammer
6
8
10
15 CaseEq(0)
16 Set(LVarD, 80) // duration
20 CaseEq(1)
21 Set(LVarD, 80) // duration
25 CaseEq(2)
26 Set(LVarD, 80) // duration
31 Return
32 End
33};
34
38 CaseEq(0)
40 CaseEq(1)
42 CaseEq(2)
46 Wait(8)
48 Add(LVar0, 24)
49 Add(LVar1, 10)
50 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 60, 8, 0, 30, 0, 0, 0, 0, 0)
51 Wait(2)
52 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 60, 8, 33, 30, 0, 0, 0, 0, 0)
53 Wait(2)
54 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 60, 8, 66, 30, 0, 0, 0, 0, 0)
61 Call(ShakeCam, CAM_BATTLE, 0, 2, Float(0.2))
62 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(1.0))
63 Call(ShakeCam, CAM_BATTLE, 0, 10, Float(2.0))
64 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(1.0))
65 Call(ShakeCam, CAM_BATTLE, 0, 3, Float(0.7))
66 Call(ShakeCam, CAM_BATTLE, 0, 4, Float(0.4))
67 Call(ShakeCam, CAM_BATTLE, 0, 6, Float(0.1))
68 Call(ShakeCam, CAM_BATTLE, 0, 4, Float(0.05))
72 Add(LVar0, 24)
73 Add(LVar1, 10)
74 PlayEffect(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 72, 8, 0, 30, 0, 0, 0, 0, 0)
75 PlayEffect(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 72, 8, 24, 30, 0, 0, 0, 0, 0)
80 Call(ShakeCam, CAM_BATTLE, 0, 2, Float(0.1))
81 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(0.5))
82 Call(ShakeCam, CAM_BATTLE, 0, 10, Float(1.0))
83 Call(ShakeCam, CAM_BATTLE, 0, 5, Float(0.5))
84 Call(ShakeCam, CAM_BATTLE, 0, 3, Float(0.35))
85 Call(ShakeCam, CAM_BATTLE, 0, 4, Float(0.2))
86 Call(ShakeCam, CAM_BATTLE, 0, 6, Float(0.05))
87 Call(ShakeCam, CAM_BATTLE, 0, 4, Float(0.025390625))
94 Else
97 EndIf
100 CaseEq(0)
102 CaseEq(1)
104 CaseEq(2)
107 Wait(10)
110 CaseEq(0)
112 CaseEq(1)
114 CaseEq(2)
117 Set(LVar9, 0)
119 Label(10)
123 Goto(11)
124 EndIf
132 Label(11)
134 Add(LVar9, 1)
137 Goto(10)
138 EndIf
139 Thread
140 Wait(10)
143 Wait(10)
146 Return
147 End
148};
BSS s32 PopupMenu_SelectedIndex
#define BASIC_HAMMER_DMG_GOOD
#define BASIC_HAMMER_DMG_BAD
Bytecode EvtScript[]
@ BS_FLAGS1_NICE_HIT
Definition enums.h:3575
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ ITER_NEXT
Definition enums.h:2025
@ HIT_RESULT_MISS
Definition enums.h:1956
@ BTL_CAM_PLAYER_HAMMER_QUAKE
Definition enums.h:4867
@ BTL_CAM_DEFAULT
Definition enums.h:4823
#define SUPPRESS_EVENTS_HAMMER
Definition enums.h:2912
@ SOUND_HAMMER_STRIKE_3
Definition enums.h:1559
@ SOUND_HAMMER_QUAKE_2
Definition enums.h:1561
@ SOUND_HAMMER_QUAKE_1
Definition enums.h:1560
@ SOUND_HAMMER_STRIKE_1
Definition enums.h:1557
@ SOUND_HAMMER_QUAKE_3
Definition enums.h:1562
@ SOUND_HAMMER_STRIKE_2
Definition enums.h:1558
@ BTL_RUMBLE_PLAYER_HEAVY
Definition enums.h:4260
@ ACTOR_PLAYER
Definition enums.h:2085
@ CAM_BATTLE
Definition enums.h:1801
@ DAMAGE_TYPE_IGNORE_DEFENSE
Definition enums.h:2877
@ DAMAGE_TYPE_QUAKE_HAMMER
Definition enums.h:2871
@ DAMAGE_TYPE_QUAKE
Definition enums.h:2862
@ DAMAGE_TYPE_NO_CONTACT
Definition enums.h:2878
@ DAMAGE_TYPE_MULTIPLE_POPUPS
Definition enums.h:2879
ApiStatus ShakeCam(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 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 EndChildThread
Marks the end of a child thread block.
Definition macros.h:563
#define LVarF
Definition macros.h:163
#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 IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
Definition macros.h:278
#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 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 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 LVar2
Definition macros.h:150
#define LVar1
Definition macros.h:149
#define LVarD
Definition macros.h:161
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define LVar9
Definition macros.h:157
#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 ChildThread
Marks the start of a child thread block.
Definition macros.h:560
#define CaseGt(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:328
#define LVarE
Definition macros.h:162
#define LVar0
Definition macros.h:148
#define Return
Kills the current EVT thread.
Definition macros.h:217