Paper Mario DX
Paper Mario (N64) modding
 
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spiked_goomba.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/SpikedGoomba.h"
6
7#define NAMESPACE A(spiked_goomba)
8
9extern s32 N(DefaultAnims)[];
10extern EvtScript N(EVS_Init);
11extern EvtScript N(EVS_Idle);
12extern EvtScript N(EVS_TakeTurn);
14
15enum N(ActorPartIDs) {
16 PRT_MAIN = 1,
17};
18
19enum N(ActorParams) {
20 DMG_SPIKEBONK = 2,
21};
22
23s32 N(DefenseTable)[] = {
26};
27
28s32 N(StatusTable)[] = {
39 STATUS_KEY_STOP, 100,
51};
52
54 {
56 .index = PRT_MAIN,
57 .posOffset = { 0, 0, 0 },
58 .targetOffset = { 0, 24 },
59 .opacity = 255,
60 .idleAnimations = N(DefaultAnims),
61 .defenseTable = N(DefenseTable),
62 .eventFlags = ACTOR_EVENT_FLAG_SPIKY_TOP,
63 .elementImmunityFlags = 0,
64 .projectileTargetOffset = { 0, -12 },
65 },
66};
67
68ActorBlueprint NAMESPACE = {
69 .flags = 0,
72 .maxHP = 2,
73 .partCount = ARRAY_COUNT(N(ActorParts)),
74 .partsData = N(ActorParts),
75 .initScript = &N(EVS_Init),
76 .statusTable = N(StatusTable),
77 .escapeChance = 90,
78 .airLiftChance = 95,
79 .hurricaneChance = 90,
80 .spookChance = 100,
81 .upAndAwayChance = 95,
82 .spinSmashReq = 0,
83 .powerBounceChance = 100,
84 .coinReward = 1,
85 .size = { 24, 28 },
86 .healthBarOffset = { 0, 0 },
87 .statusIconOffset = { -10, 20 },
88 .statusTextOffset = { 10, 20 },
89};
90
91s32 N(DefaultAnims)[] = {
102};
103
104s32 N(ShuffleAnims)[] = {
115};
116
117EvtScript N(EVS_Init) = {
121 Return
122 End
123};
124
125EvtScript N(EVS_Idle) = {
126 Label(10)
127 Call(RandInt, 80, LVar0)
128 Add(LVar0, 80)
129 Loop(LVar0)
130 Label(0)
133 Wait(1)
134 Goto(0)
135 EndIf
136 Wait(1)
137 EndLoop
139 Add(LVar0, 5)
145 Loop(20)
146 Label(1)
149 Wait(1)
150 Goto(1)
151 EndIf
152 Wait(1)
153 EndLoop
155 Sub(LVar0, 5)
161 Loop(80)
162 Label(2)
165 Wait(1)
166 Goto(2)
167 EndIf
168 Wait(1)
169 EndLoop
170 Goto(10)
171 Return
172 End
173};
174
178 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
200 Return
212 Return
227 Wait(5)
238 Return
251 Wait(10)
255 Return
273 Return
282 Return
287 EndIf
288 Wait(10)
292 Add(LVar1, 10)
293 Else
294 Add(LVar1, 26)
295 EndIf
297 Wait(20)
303 Return
304 End
305};
306
307#include "common/CalculateArcsinDeg.inc.c"
308
318 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
323 Wait(1)
325 Wait(5)
332 Set(LVarA, LVar0)
335 Sub(LVar0, 10)
336 Set(LVar1, 10)
337 Add(LVar2, 3)
340 Thread
342 Set(LVar0, 0)
343 Loop(16)
347 Set(LVar1, LVar4)
348 Set(LVar2, LVar5)
349 Set(LVar3, LVar6)
350 Wait(1)
351 EndLoop
353 Thread
354 Wait(6)
359 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
361 Wait(1)
362 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
364 Wait(1)
365 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
368 Wait(5)
371 EndIf
372 Wait(5)
377 Add(LVar0, 20)
378 Set(LVar1, 0)
381 Thread
382 Wait(4)
383 Set(LVar0, 180)
384 Loop(4)
385 Sub(LVar0, 45)
387 Wait(1)
388 EndLoop
393 Wait(5)
404 Wait(5)
411 Return
416 Thread
418 Set(LVar0, 0)
419 Loop(16)
423 Set(LVar1, LVar4)
424 Set(LVar2, LVar5)
425 Set(LVar3, LVar6)
426 Wait(1)
427 EndLoop
429 Thread
430 Wait(6)
435 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
436 Wait(1)
437 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
438 Wait(1)
445 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
446 Wait(1)
447 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
448 Wait(1)
453 Add(LVar0, 40)
454 Set(LVar1, 0)
458 Add(LVar0, 30)
461 Add(LVar0, 20)
465 IfGt(LVar0, 0)
467 Wait(15)
468 Else
470 Wait(3)
471 EndIf
483 Return
484 End
485};
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