Paper Mario DX
Paper Mario (N64) modding
 
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spiny.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/Spiny.h"
6#include "sprite/npc/Lakitu.h"
7
8#define NAMESPACE A(spiny)
9
10extern EvtScript N(EVS_Init);
11extern EvtScript N(EVS_Idle);
12extern EvtScript N(EVS_TakeTurn);
14
15enum N(ActorPartIDs) {
16 PRT_MAIN = 1,
17 PRT_BALL = 2,
18};
19
20enum N(ActorVars) {
21 AVAR_Toppled = 0,
23};
24
25enum N(ActorParams) {
26 DMG_ROLL = 4,
27};
28
29s32 N(UprightAnims)[] = {
40};
41
42s32 N(ToppledAnims)[] = {
53};
54
55s32 N(SpinyBallAnims)[] = {
58};
59
60s32 N(UprightDefense)[] = {
63};
64
65s32 N(ToppledDefense)[] = {
68};
69
70s32 N(StatusTable)[] = {
93};
94
96 {
98 .index = PRT_MAIN,
99 .posOffset = { 0, 0, 0 },
100 .targetOffset = { 0, 20 },
101 .opacity = 255,
102 .idleAnimations = N(UprightAnims),
103 .defenseTable = N(UprightDefense),
105 .elementImmunityFlags = 0,
106 .projectileTargetOffset = { 0, -4 },
107 },
108 {
110 .index = PRT_BALL,
111 .posOffset = { 0, 0, 0 },
112 .targetOffset = { 0, 0 },
113 .opacity = 255,
114 .idleAnimations = N(SpinyBallAnims),
115 .defenseTable = N(UprightDefense),
116 .eventFlags = 0,
117 .elementImmunityFlags = 0,
118 .projectileTargetOffset = { 0, 0 },
119 },
120};
121
122ActorBlueprint NAMESPACE = {
123 .flags = 0,
124 .type = ACTOR_TYPE_SPINY,
125 .level = ACTOR_LEVEL_SPINY,
126 .maxHP = 5,
127 .partCount = ARRAY_COUNT(N(ActorParts)),
128 .partsData = N(ActorParts),
129 .initScript = &N(EVS_Init),
130 .statusTable = N(StatusTable),
131 .escapeChance = 60,
132 .airLiftChance = 75,
133 .hurricaneChance = 75,
134 .spookChance = 60,
135 .upAndAwayChance = 95,
136 .spinSmashReq = 0,
137 .powerBounceChance = 90,
138 .coinReward = 1,
139 .size = { 24, 24 },
140 .healthBarOffset = { 0, 0 },
141 .statusIconOffset = { -10, 20 },
142 .statusTextOffset = { 10, 20 },
143};
144
145EvtScript N(EVS_Init) = {
151 Return
152 End
153};
154
155EvtScript N(EVS_Idle) = {
156 Return
157 End
158};
159
171 Wait(8)
173 Return
174 End
175};
176
179 IfEq(LVar3, 1)
180 Set(LVar1, LVar2)
181 EndIf
182 Return
183 End
184};
185
186s32 N(FlipPosOffsets)[] = { 7, 13, 17, 21, 23, 24, 23, 21, 17, 13, 7, 0, 4, 7, 6, 4, 0, 2, 0 };
187
203 IfNe(LVar0, 1)
208 Else
213 EndIf
216 IfNe(LVar0, 1)
224 Else
232 EndIf
233 Return
251 Return
254 IfEq(LVar0, 1)
256 Else
258 EndIf
266 Loop(19)
269 Wait(1)
270 EndLoop
271 Wait(20)
277 CaseEq(0)
282 Wait(10)
283 CaseEq(1)
290 Wait(10)
295 IfEq(LVarA, 0)
296 Add(LVar0, 0)
297 EndIf
298 Add(LVar1, 8)
299 Else
301 IfEq(LVarA, 0)
302 Add(LVar0, -1)
303 EndIf
304 Add(LVar1, 22)
305 EndIf
307 Wait(20)
314 Wait(10)
320 Return
324 CaseEq(0)
328 CaseEq(1)
336 CaseEq(0)
341 Return
342 CaseEq(1)
350 CaseEq(0)
353 CaseEq(1)
361 CaseEq(0)
364 CaseEq(1)
369 Return
374 Return
375 End
376};
377
382 IfEq(LVar0, 1)
384 Sub(LVar0, 1)
386 IfGt(LVar0, 0)
389 Wait(30)
391 Else
394 Wait(20)
405 EndIf
408 Return
409 EndIf
415 IfEq(LVar0, 0)
416 Wait(10)
418 Wait(8)
420 Wait(10)
421 Else
422 Wait(20)
423 EndIf
424 Thread
426 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
427 Wait(10)
428 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
429 Wait(5)
430 PlayEffect(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
436 Wait(10)
444 Thread
445 Loop(0)
447 Add(LVar0, 30)
451 EndIf
452 Wait(1)
453 EndLoop
457 EndIf
458 Wait(15)
462 Call(AddGoalPos, ACTOR_SELF, -200, 0, 0)
473 Return
480 Wait(2)
488 Add(LVar0, 20)
489 Set(LVar1, 0)
493 Add(LVar0, 10)
496 Add(LVar0, 10)
508 Return
509 End
510};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ ACTOR_SOUND_WALK
Definition enums.h:2034
@ 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_ALT_SPIKY
Additional spiky quality associated with Pokeys and Spinies.
Definition enums.h:3388
@ ACTOR_EVENT_FLAG_FLIPABLE
Actor can be flipped; triggered by jump and quake attacks.
Definition enums.h:3380
@ 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_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_SHRINK
Definition enums.h:2819
@ SOUND_NONE
Definition enums.h:547
@ SOUND_SPINY_SPIN_UP
Definition enums.h:1033
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ ACTOR_FLAG_FLIPPED
Actor has been flipped over.
Definition enums.h:3330
@ BTL_CAM_YADJ_TARGET
Definition enums.h:4904
@ ACTOR_BLUR_ENABLE
Definition enums.h:6413
@ ACTOR_BLUR_DISABLE
Definition enums.h:6412
@ 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_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_RECOVER_STATUS
Definition enums.h:2167
@ EVENT_BLOW_AWAY
Definition enums.h:2143
@ ACTOR_PART_FLAG_PRIMARY_TARGET
Definition enums.h:3362
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
Definition enums.h:3360
@ ACTOR_PART_FLAG_INVISIBLE
Definition enums.h:3350
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Hit
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
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 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 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 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 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 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 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 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