Paper Mario DX
Paper Mario (N64) modding
 
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ruff_puff.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/RuffPuff.h"
4
5#define NAMESPACE A(ruff_puff)
6
7extern EvtScript N(EVS_Init);
8extern EvtScript N(EVS_Idle);
9extern EvtScript N(EVS_TakeTurn);
11
12enum N(ActorPartIDs) {
13 PRT_MAIN = 1,
14};
15
16enum N(ActorParams) {
17 DMG_TACKLE = 4,
18};
19
20s32 N(DefaultAnims)[] = {
30};
31
32s32 N(DefenseTable)[] = {
36};
37
38s32 N(StatusTable)[] = {
61};
62
64 {
66 .index = PRT_MAIN,
67 .posOffset = { 0, 0, 0 },
68 .targetOffset = { -2, 26 },
69 .opacity = 255,
70 .idleAnimations = N(DefaultAnims),
71 .defenseTable = N(DefenseTable),
72 .eventFlags = 0,
73 .elementImmunityFlags = 0,
74 .projectileTargetOffset = { 0, -13 },
75 },
76};
77
78ActorBlueprint NAMESPACE = {
79 .flags = ACTOR_FLAG_FLYING,
81 .level = ACTOR_LEVEL_RUFF_PUFF,
82 .maxHP = 10,
83 .partCount = ARRAY_COUNT(N(ActorParts)),
84 .partsData = N(ActorParts),
85 .initScript = &N(EVS_Init),
86 .statusTable = N(StatusTable),
87 .escapeChance = 50,
88 .airLiftChance = 90,
89 .hurricaneChance = 90,
90 .spookChance = 40,
91 .upAndAwayChance = 95,
92 .spinSmashReq = 0,
93 .powerBounceChance = 80,
94 .coinReward = 2,
95 .size = { 32, 32 },
96 .healthBarOffset = { 0, 0 },
97 .statusIconOffset = { -10, 20 },
98 .statusTextOffset = { 10, 20 },
99};
100
101EvtScript N(EVS_Init) = {
105 Return
106 End
107};
108
110
111EvtScript N(EVS_Idle) = {
112 Set(LVarF, 0)
113 Loop(0)
114 Call(N(CosInterpMinMax), LVarF, LVar0, Float(0.97), Float(1.03), 15, 0, 0)
115 Call(N(CosInterpMinMax), LVarF, LVar1, Float(1.03), Float(0.97), 15, 0, 0)
116 Add(LVarF, 1)
118 IfGe(LVarF, 30)
119 Set(LVarF, 0)
120 EndIf
121 Wait(1)
122 EndLoop
123 Return
124 End
125};
126
133 Return
134 End
135};
136
161 Return
173 Return
189 Return
201 Wait(10)
205 Return
207 Call(SetActorPos, ACTOR_SELF, 20, 0, 0)
221 Return
230 Return
235 Return
236 End
237};
238
248 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
252 Wait(5)
254 Wait(5)
259 Set(LVarA, LVar0)
264 Thread
266 SetF(LVar0, Float(0.0))
267 Loop(15)
268 AddF(LVar0, Float(12.0))
270 Wait(1)
271 EndLoop
273 Call(AddGoalPos, ACTOR_SELF, -10, 0, 0)
277 EndIf
278 Thread
280 SetF(LVar0, Float(180.0))
281 Loop(10)
282 AddF(LVar0, Float(18.0))
284 Wait(1)
285 EndLoop
289 Call(AddGoalPos, ACTOR_SELF, -30, 0, 0)
291 Call(AddGoalPos, ACTOR_SELF, -20, 0, 0)
293 Call(AddGoalPos, ACTOR_SELF, -10, 0, 0)
295 Wait(15)
305 Return
308 Thread
310 SetF(LVar0, Float(0.0))
311 Loop(8)
312 AddF(LVar0, Float(22.5))
314 Wait(1)
315 EndLoop
320 Wait(2)
326 Thread
328 SetF(LVar0, Float(180.0))
329 Loop(10)
330 SubF(LVar0, Float(22.5))
332 Wait(1)
333 EndLoop
338 Call(AddGoalPos, ACTOR_SELF, 30, 0, 0)
341 Wait(10)
348 Return
349 End
350};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_MYSTERY
Definition enums.h:2119
@ ELEMENT_NORMAL
Definition enums.h:2115
@ 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
@ SUPPRESS_EVENT_ALL
Definition enums.h:2907
@ EASING_SIN_OUT
Definition enums.h:521
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ 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
#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 IfGe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR >= RVAR.
Definition macros.h:284
#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 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 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 ARRAY_COUNT(arr)
Definition macros.h:40
#define Float(DOUBLE)
Definition macros.h:51
#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 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 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 SubF(VAR, FLOAT_VALUE)
Definition macros.h:384
#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 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