Paper Mario DX
Paper Mario (N64) modding
 
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spiked_gloomba.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/SpikedGoomba.h"
4#include "effects.h"
5
6#define NAMESPACE A(spiked_gloomba)
7
8extern s32 N(DefaultAnims)[];
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_SPIKEBONK = 3,
20};
21
22s32 N(DefenseTable)[] = {
25};
26
27s32 N(StatusTable)[] = {
50};
51
53 {
55 .index = PRT_MAIN,
56 .posOffset = { 0, 0, 0 },
57 .targetOffset = { 0, 24 },
58 .opacity = 255,
59 .idleAnimations = N(DefaultAnims),
60 .defenseTable = N(DefenseTable),
61 .eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
62 .elementImmunityFlags = 0,
63 .projectileTargetOffset = { 0, -12 },
64 },
65};
66
67ActorBlueprint NAMESPACE = {
68 .flags = 0,
71 .maxHP = 7,
72 .partCount = ARRAY_COUNT(N(ActorParts)),
73 .partsData = N(ActorParts),
74 .initScript = &N(EVS_Init),
75 .statusTable = N(StatusTable),
76 .escapeChance = 65,
77 .airLiftChance = 90,
78 .hurricaneChance = 85,
79 .spookChance = 75,
80 .upAndAwayChance = 95,
81 .spinSmashReq = 0,
82 .powerBounceChance = 100,
83 .coinReward = 1,
84 .size = { 24, 28 },
85 .healthBarOffset = { 0, 0 },
86 .statusIconOffset = { -10, 20 },
87 .statusTextOffset = { 10, 20 },
88};
89
90s32 N(DefaultAnims)[] = {
101};
102
103s32 N(ShuffleAnims)[] = {
114};
115
116EvtScript N(EVS_Init) = {
120 Return
121 End
122};
123
124EvtScript N(EVS_Idle) = {
125 Label(10)
126 Call(RandInt, 80, LVar0)
127 Add(LVar0, 80)
128 Loop(LVar0)
129 Label(0)
132 Wait(1)
133 Goto(0)
134 EndIf
135 Wait(1)
136 EndLoop
138 Add(LVar0, 5)
144 Loop(20)
145 Label(1)
148 Wait(1)
149 Goto(1)
150 EndIf
151 Wait(1)
152 EndLoop
154 Sub(LVar0, 5)
160 Loop(80)
161 Label(2)
164 Wait(1)
165 Goto(2)
166 EndIf
167 Wait(1)
168 EndLoop
169 Goto(10)
170 Return
171 End
172};
173
177 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
199 Return
211 Return
226 Wait(5)
237 Return
250 Wait(10)
254 Return
272 Return
281 Return
286 EndIf
287 Wait(10)
291 Add(LVar1, 10)
292 Else
293 Add(LVar1, 26)
294 EndIf
296 Wait(20)
302 Return
303 End
304};
305
306#include "common/CalculateArcsinDeg.inc.c"
307
317 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
322 Wait(1)
324 Wait(5)
331 Set(LVarA, LVar0)
334 Sub(LVar0, 10)
335 Set(LVar1, 10)
336 Add(LVar2, 3)
339 Thread
341 Set(LVar0, 0)
342 Loop(16)
346 Set(LVar1, LVar4)
347 Set(LVar2, LVar5)
348 Set(LVar3, LVar6)
349 Wait(1)
350 EndLoop
352 Thread
353 Wait(6)
358 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
360 Wait(1)
361 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
363 Wait(1)
364 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
367 Wait(5)
370 EndIf
371 Wait(5)
376 Add(LVar0, 20)
377 Set(LVar1, 0)
380 Thread
381 Wait(4)
382 Set(LVar0, 180)
383 Loop(4)
384 Sub(LVar0, 45)
386 Wait(1)
387 EndLoop
392 Wait(5)
403 Wait(5)
410 Return
415 Thread
417 Set(LVar0, 0)
418 Loop(16)
422 Set(LVar1, LVar4)
423 Set(LVar2, LVar5)
424 Set(LVar3, LVar6)
425 Wait(1)
426 EndLoop
428 Thread
429 Wait(6)
434 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
435 Wait(1)
436 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
437 Wait(1)
444 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
445 Wait(1)
446 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
447 Wait(1)
452 Add(LVar0, 40)
453 Set(LVar1, 0)
457 Add(LVar0, 30)
460 Add(LVar0, 20)
464 IfGt(LVar0, 0)
466 Wait(15)
467 Else
469 Wait(3)
470 EndIf
482 Return
483 End
484};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ 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_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAG_SPIKY_TOP
Player takes spike damage from jump attacks.
Definition enums.h:3373
@ 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
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ 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_STAR_BEAM
Definition enums.h:2140
@ 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_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_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
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 LVar6
Definition macros.h:154
#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 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 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 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 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 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