Paper Mario DX
Paper Mario (N64) modding
 
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spike_top.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/SpikeTop.h"
6
7#define NAMESPACE A(spike_top)
8
9extern s32 N(CeilingAnims)[];
10extern EvtScript N(EVS_Init);
11extern EvtScript N(EVS_Idle);
14extern EvtScript N(EVS_TakeTurn);
16
17enum N(ActorPartIDs) {
18 PRT_MAIN = 1,
19};
20
21enum N(ActorVars) {
28};
29
30enum N(ActorParams) {
33};
34
35s32 N(UprightDefense)[] = {
37 ELEMENT_FIRE, 99,
38 ELEMENT_BLAST, 99,
40};
41
42s32 N(ToppledDefense)[] = {
45};
46
47s32 N(StatusTable)[] = {
70};
71
73 {
75 .index = PRT_MAIN,
76 .posOffset = { 0, 0, 0 },
77 .targetOffset = { 0, 24 },
78 .opacity = 255,
79 .idleAnimations = N(CeilingAnims),
80 .defenseTable = N(UprightDefense),
82 .elementImmunityFlags = 0,
83 .projectileTargetOffset = { 0, 14 },
84 },
85};
86
87ActorBlueprint NAMESPACE = {
90 .level = ACTOR_LEVEL_SPIKE_TOP,
91 .maxHP = 4,
92 .partCount = ARRAY_COUNT(N(ActorParts)),
93 .partsData = N(ActorParts),
94 .initScript = &N(EVS_Init),
95 .statusTable = N(StatusTable),
96 .escapeChance = 60,
97 .airLiftChance = 70,
98 .hurricaneChance = 65,
99 .spookChance = 60,
100 .upAndAwayChance = 95,
101 .spinSmashReq = 0,
102 .powerBounceChance = 90,
103 .coinReward = 1,
104 .size = { 24, 24 },
105 .healthBarOffset = { 0, 0 },
106 .statusIconOffset = { -8, 16 },
107 .statusTextOffset = { 8, 13 },
108};
109
110s32 N(GroundAnims)[] = {
121};
122
123s32 N(CeilingAnims)[] = {
134};
135
136s32 N(ToppledAnims)[] = {
146};
147
149
150EvtScript N(EVS_Init) = {
153 IfEq(LVar0, 1)
155 Call(N(SetAbsoluteStatusOffsets), -10, 0, 10, 0)
159 Else
168 EndIf
172 Return
173 End
174};
175
176EvtScript N(EVS_Idle) = {
177 Return
178 End
179};
180
186 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
199 Sub(LVar1, 24)
201 Set(LVar1, 0)
207 Mod(LVarA, 4)
211 Set(LVarD, LVarA)
212 Set(LVarE, LVarB)
213 Set(LVarF, LVarC)
214 Sub(LVarD, LVar0)
215 Sub(LVarE, LVar1)
216 Sub(LVarF, LVar2)
217 Div(LVarD, 2)
218 Div(LVarE, 2)
219 Div(LVarF, 2)
220 Add(LVar0, LVarD)
221 Add(LVar1, LVarE)
222 Add(LVar2, LVarF)
230 Return
231 End
232};
233
267 Return
285 Return
294 Wait(2)
298 EndIf
303 Wait(10)
307 Return
315 Return
320 Return
321 End
322};
323
324// switch the anim on LVar1 if toppled
328 Set(LVar1, LVar2)
329 EndIf
330 Return
331 End
332};
333
334s32 N(FlipPosOffsets)[] = { 7, 13, 17, 21, 23, 24, 23, 21, 17, 13, 7, 0, 4, 7, 6, 4, 0, 2, 0 };
335
356 Else
361 EndIf
372 Else
380 EndIf
381 Return
399 Thread
400 Wait(1)
402 Wait(1)
403 Call(SetActorRotation, ACTOR_SELF, 0, 0, -45)
404 Wait(1)
405 Call(SetActorRotation, ACTOR_SELF, 0, 0, -90)
406 Wait(1)
407 Call(SetActorRotation, ACTOR_SELF, 0, 0, -135)
408 Wait(1)
409 Call(SetActorRotation, ACTOR_SELF, 0, 0, -180)
410 Wait(1)
413 Loop(19)
416 Wait(1)
417 EndLoop
439 Return
447 Wait(8)
448 Else
452 EndIf
460 Wait(8)
461 Else
465 EndIf
467 Wait(10)
471 Add(LVar1, 9)
472 Else
473 Add(LVar1, 24)
474 EndIf
476 Wait(20)
483 Wait(10)
489 Return
501 Return
508 EndIf
516 Return
517 Else
521 EndIf
527 Else
530 EndIf
538 Else
541 EndIf
543 Return
551 Wait(8)
552 Else
556 EndIf
561 Return
562 End
563};
564
572 Call(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
579 Mod(LVar0, 4)
594 Else
603 Wait(8)
604 EndIf
613 EndIf
618 Set(LVarA, LVar0)
623 Sub(LVar1, 24)
627 Set(LVar1, 0)
632 EndIf
634 Add(LVar0, 30)
637 Thread
638 Wait(5)
641 Add(LVar0, 20)
644 Wait(8)
657 Return
663 Sub(LVar1, 24)
669 Set(LVar1, LVar4)
673 Wait(2)
680 Add(LVar0, 30)
681 Set(LVar1, 0)
684 Thread
685 Wait(5)
688 Add(LVar0, 20)
691 Wait(8)
699 Label(10)
702 Return
703 End
704};
705
712 Sub(LVar0, 1)
713 IfGt(LVar0, 0)
716 Wait(30)
719 Else
721 Wait(20)
736 EndIf
739 Return
740 EndIf
746 Wait(10)
748 Thread
750 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
751 Wait(10)
752 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
753 Wait(5)
754 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
758 Wait(20)
765 Set(LVarA, LVar0)
766 Thread
767 Loop(0)
769 Add(LVar0, 30)
773 EndIf
774 Wait(1)
775 EndLoop
779 EndIf
780 Wait(15)
784 Call(AddGoalPos, ACTOR_SELF, -150, 0, 0)
787 Wait(15)
793 Add(LVar0, 200)
797 Wait(10)
799 Wait(10)
803 Return
809 Wait(2)
816 Add(LVar0, 40)
817 Set(LVar1, 0)
821 Add(LVar0, 30)
824 Add(LVar0, 20)
828 Wait(8)
839 Return
840 End
841};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ ACTOR_SOUND_WALK
Definition enums.h:2034
@ 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_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAG_FLIPABLE
Actor can be flipped; triggered by jump and quake attacks.
Definition enums.h:3380
@ ACTOR_EVENT_FLAG_SPIKY_TOP
Player takes spike damage from jump attacks.
Definition enums.h:3373
@ ACTOR_DECORATION_SWEAT
Definition enums.h:2045
@ PHASE_FIRST_STRIKE
Definition enums.h:2059
@ 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_ACTOR_TARGET_MIDPOINT
Definition enums.h:4826
@ BTL_CAM_DEFAULT
Definition enums.h:4823
@ BTL_CAM_INTERRUPT
Definition enums.h:4822
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4884
@ SUPPRESS_EVENT_ALL
Definition enums.h:2907
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ STATUS_FLAG_STOP
Definition enums.h:2821
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ SOUND_NONE
Definition enums.h:547
@ SOUND_SHELL_SPIN
Definition enums.h:1342
@ SOUND_FALL_QUICK
Definition enums.h:1090
@ SOUND_SHELL_TOSS
Definition enums.h:1497
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
Definition enums.h:3329
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
Definition enums.h:3331
@ ACTOR_FLAG_FLIPPED
Actor has been flipped over.
Definition enums.h:3330
@ 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_SPIKE_TAUNT
Definition enums.h:2148
@ EVENT_AIR_LIFT_FAILED
Definition enums.h:2152
@ EVENT_BEGIN_AIR_LIFT
Definition enums.h:2175
@ EVENT_DEATH
Definition enums.h:2153
@ EVENT_FLIP_TRIGGER
Definition enums.h:2135
@ 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_FlipBackUp
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 LVarF
Definition macros.h:163
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
Definition macros.h:272
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define UseBuf(INT_PTR)
Loads a s32 pointer for use with subsequent EVT_BUF_READ commands.
Definition macros.h:389
#define Mod(VAR, INT_VALUE)
Definition macros.h:380
#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 LVarC
Definition macros.h:160
#define ARRAY_COUNT(arr)
Definition macros.h:40
#define BufRead1(VAR)
Consumes the next s32 from the buffer and stores it in the given variable.
Definition macros.h:392
#define IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
Definition macros.h:278
#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 LVar5
Definition macros.h:153
#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 LVarB
Definition macros.h:159
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define BreakLoop
Breaks out of the innermost loop.
Definition macros.h:251
#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 Div(VAR, INT_VALUE)
Definition macros.h:379
#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 IfNotFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is unset on LVAR,...
Definition macros.h:292
#define LVarD
Definition macros.h:161
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#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 Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:245
#define LVar4
Definition macros.h:152
#define LVar3
Definition macros.h:151
#define LVarE
Definition macros.h:162
#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