Paper Mario DX
Paper Mario (N64) modding
 
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shy_guy_base.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/ShyGuy.h"
4
5extern s32 N(DefaultAnims)[];
6extern EvtScript N(EVS_Init);
7extern EvtScript N(EVS_Idle);
8extern EvtScript N(EVS_TakeTurn);
10
11enum N(ActorPartIDs) {
12 PRT_MAIN = 1,
13};
14
15enum N(ActorParams) {
16 DMG_TACKLE = 2,
17 DMG_VAULT = 3,
18};
19
20s32 N(DefenseTable)[] = {
24};
25
26s32 N(StatusTable)[] = {
33 STATUS_KEY_FEAR, 100,
49};
50
52 {
54 .index = PRT_MAIN,
55 .posOffset = { 0, 0, 0 },
56 .targetOffset = { 0, 24 },
57 .opacity = 255,
58 .idleAnimations = N(DefaultAnims),
59 .defenseTable = N(DefenseTable),
60 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
61 .elementImmunityFlags = 0,
62 .projectileTargetOffset = { -1, -10 },
63 },
64};
65
66ActorBlueprint NAMESPACE = {
67 .flags = 0,
68 .type = ACTOR_TYPE_SHY_GUY,
69 .level = ACTOR_LEVEL_SHY_GUY,
70 .maxHP = 7,
71 .partCount = ARRAY_COUNT(N(ActorParts)),
72 .partsData = N(ActorParts),
73 .initScript = &N(EVS_Init),
74 .statusTable = N(StatusTable),
75 .escapeChance = 60,
76 .airLiftChance = 85,
77 .hurricaneChance = 80,
78 .spookChance = 80,
79 .upAndAwayChance = 95,
80 .spinSmashReq = 0,
81 .powerBounceChance = 100,
82 .coinReward = 1,
83 .size = { 28, 24 },
84 .healthBarOffset = { 0, 0 },
85 .statusIconOffset = { -10, 20 },
86 .statusTextOffset = { 10, 20 },
87};
88
89s32 N(DefaultAnims)[] = {
100};
101
102EvtScript N(EVS_Init) = {
106 Return
107 End
108};
109
111
112EvtScript N(EVS_Idle) = {
113 Label(0)
118 Call(N(SetAbsoluteStatusOffsets), -10, 13, 10, 13)
119 Else
122 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
123 EndIf
124 Wait(1)
125 Goto(0)
126 Return
127 End
128};
129
136 Return
137 End
138};
139
163 Return
175 Return
192 Return
204 Wait(10)
208 Return
218 Return
227 Return
231 Return
232 End
233};
234
247 Add(LVar0, 50)
248 Set(LVar1, 0)
255 Set(LVarA, LVar0)
267 Sub(LVar0, 30)
272 EndIf
274 Sub(LVar0, 20)
277 Wait(15)
290 Return
293 Thread
294 Wait(3)
303 Add(LVar0, 10)
304 Set(LVar1, 0)
308 Wait(2)
315 Add(LVar0, 30)
316 Set(LVar1, 0)
321 Wait(8)
326 Return
327 End
328};
329
340 Wait(20)
345 Add(LVar0, 80)
346 Set(LVar1, 0)
353 Sub(LVar0, 40)
360 Set(LVarA, LVar0)
363 Thread
364 Wait(12)
370 Sub(LVar0, 10)
371 Set(LVar1, 0)
376 EndIf
381 Sub(LVar0, 30)
384 Sub(LVar0, 20)
387 Wait(15)
401 Return
406 Thread
407 Wait(9)
413 Wait(2)
420 Thread
422 Set(LVar3, 0)
423 Loop(20)
424 Sub(LVar3, 30)
425 IfLt(LVar3, 0)
426 Add(LVar3, 360)
427 EndIf
429 Wait(1)
430 EndLoop
436 Goto(1)
437 EndIf
439 IfEq(LVar0, 0)
440 Goto(1)
441 EndIf
443 Add(LVar0, 40)
444 Set(LVar1, 0)
451 Wait(10)
453 Wait(15)
454 Goto(2)
455 Label(1)
457 Add(LVar0, 40)
458 Set(LVar1, 0)
464 Wait(10)
467 Call(RandInt, 100, LVar0)
468 IfLt(LVar0, 50)
470 Else
472 EndIf
473 Wait(25)
476 Label(2)
487 Return
488 End
489};
490
492 Call(RandInt, 1, LVar0)
493 IfEq(LVar0, 0)
495 Else
497 EndIf
498 Return
499 End
500};
BSS s32 PopupMenu_SelectedIndex
#define ANIM_SHYGUY_Anim00
#define ANIM_SHYGUY_Anim0E
#define ANIM_SHYGUY_Anim05
#define ANIM_SHYGUY_Anim11
#define ANIM_SHYGUY_Anim14
#define ANIM_SHYGUY_Anim10
#define ANIM_SHYGUY_Anim01
#define ANIM_SHYGUY_Anim07
#define ANIM_SHYGUY_Anim13
#define ANIM_SHYGUY_Anim0A
#define ANIM_SHYGUY_Anim0D
#define ANIM_SHYGUY_Anim0C
#define ANIM_SHYGUY_Anim09
#define ANIM_SHYGUY_Anim04
#define ANIM_SHYGUY_Anim03
#define ANIM_SHYGUY_Anim12
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_ATK_BLOCKED
Definition enums.h:3599
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_SHOCK
Definition enums.h:2125
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAGS_NONE
Definition enums.h:3370
@ 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
@ SOUND_ID_TRIGGER_CHANGE_SOUND
Definition enums.h:532
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ STATUS_FLAG_SLEEP
Definition enums.h:2812
@ SOUND_LRAW_CHEERING
Definition enums.h:1151
@ SOUND_TIMING_BAR_GO
Definition enums.h:953
@ SOUND_ACTOR_HOP
Definition enums.h:1073
@ SOUND_ACTOR_COLLAPSE
Definition enums.h:1514
@ SOUND_ACTOR_STEP_A
Definition enums.h:1474
@ SOUND_ACTOR_STEP_B
Definition enums.h:1250
@ SOUND_DISAPPOINTED
Definition enums.h:1482
@ 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_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_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
ApiStatus RandInt(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 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 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 Goto(LABEL_ID)
Moves execution to the given label.
Definition macros.h:232
#define ARRAY_COUNT(arr)
Definition macros.h:40
#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 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 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 Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:245
#define LVar3
Definition macros.h:151
#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