Paper Mario DX
Paper Mario (N64) modding
 
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spy_guy.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/SpyGuy.h"
6
7#define NAMESPACE A(spy_guy)
8
9extern EvtScript N(EVS_Init);
10extern EvtScript N(EVS_Idle);
11extern EvtScript N(EVS_TakeTurn);
13
14enum N(ActorPartIDs) {
15 PRT_MAIN = 1,
16 PRT_STONE = 2,
17};
18
19enum N(ActorVars) {
26 AVAR_Weapon = 2,
30};
31
32enum N(ActorParams) {
33 DMG_SHOOT = 2,
34 DMG_MALLET = 2,
35};
36
37s32 N(MalletAnims)[] = {
48};
49
50s32 N(SlingshotAnims)[] = {
61};
62
63s32 N(StoneAnims)[] = {
66};
67
68s32 N(DefenseTable)[] = {
72};
73
74s32 N(StatusTable)[] = {
81 STATUS_KEY_FEAR, 100,
97};
98
100 {
102 .index = PRT_MAIN,
103 .posOffset = { 0, 0, 0 },
104 .targetOffset = { 0, 30 },
105 .opacity = 255,
106 .idleAnimations = N(MalletAnims),
107 .defenseTable = N(DefenseTable),
108 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
109 .elementImmunityFlags = 0,
110 .projectileTargetOffset = { -1, -13 },
111 },
112 {
114 .index = PRT_STONE,
115 .posOffset = { 0, 0, 0 },
116 .targetOffset = { 0, 24 },
117 .opacity = 255,
118 .idleAnimations = N(StoneAnims),
119 .defenseTable = N(DefenseTable),
120 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
121 .elementImmunityFlags = 0,
122 .projectileTargetOffset = { -1, -10 },
123 },
124};
125
126ActorBlueprint NAMESPACE = {
127 .flags = 0,
128 .type = ACTOR_TYPE_SPY_GUY,
129 .level = ACTOR_LEVEL_SPY_GUY,
130 .maxHP = 7,
131 .partCount = ARRAY_COUNT(N(ActorParts)),
132 .partsData = N(ActorParts),
133 .initScript = &N(EVS_Init),
134 .statusTable = N(StatusTable),
135 .escapeChance = 50,
136 .airLiftChance = 85,
137 .hurricaneChance = 80,
138 .spookChance = 60,
139 .upAndAwayChance = 95,
140 .spinSmashReq = 0,
141 .powerBounceChance = 85,
142 .coinReward = 1,
143 .size = { 32, 32 },
144 .healthBarOffset = { 0, 0 },
145 .statusIconOffset = { -10, 20 },
146 .statusTextOffset = { 10, 20 },
147};
148
149EvtScript N(EVS_Init) = {
156 IfNe(LVar0, 0)
160 EndIf
161 Return
162 End
163};
164
165EvtScript N(EVS_Idle) = {
166 Return
167 End
168};
169
172 IfEq(LVar0, 0)
173 Return
174 EndIf
176 IfEq(LVar0, 0)
178 Return
179 EndIf
183 Return
184 EndIf
192 Label(0)
195 Wait(1)
196 Goto(0)
197 EndIf
209 Wait(5)
220 Wait(5)
223 Wait(10)
225 Return
226 End
227};
228
259 Return
273 Return
279 Else
281 EndIf
289 Else
291 EndIf
299 Wait(10)
303 Return
309 Else
311 EndIf
318 Else
320 EndIf
323 Return
329 Else
331 EndIf
338 Else
340 EndIf
342 Return
346 Return
347 End
348};
349
358 EndIf
361 Wait(12)
362 Wait(12)
365 Add(LVar0, 10)
366 Add(LVar1, 10)
372 EndIf
379 Set(LVarA, LVar0)
380 Thread
381 Loop(0)
386 EndIf
387 Wait(1)
388 EndLoop
391 EndIf
394 Call(AddGoalPos, ACTOR_SELF, -100, 0, 0)
402 Wait(15)
406 Return
415 Wait(2)
421 Sub(LVar0, 100)
430 Return
431 End
432};
433
434#include "common/ItemEntityJumpToPos.inc.c"
435
437
439
441
443
445 Label(0)
449 // do nothing
452 Set(LVar2, 0)
453 Sub(LVar3, 1)
457 Add(LVar1, 30)
459 Add(LVar1, 20)
461 Add(LVar1, 10)
466 Sub(LVar1, 150)
470 Return
472 Wait(1)
473 Goto(0)
474 Return
475 End
476};
477
488 Call(AddGoalPos, ACTOR_SELF, 70, 0, 0)
497 Call(AddGoalPos, ACTOR_SELF, 20, 0, 0)
498 EndIf
501 Wait(10)
503 Thread
504 Wait(4)
511 Set(LVarA, LVar0)
513 Wait(6)
516 EndIf
517 Wait(15)
528 Return
532 Wait(5)
533 Wait(2)
534 Wait(2)
543 IfNe(LVar0, -1)
544 Set(LFlag0, TRUE)
545 EndIf
546 EndIf
548 IfLe(LVar0, 0)
549 Wait(20)
550 Goto(100)
551 EndIf
554 Wait(20)
555 Goto(100)
556 EndIf
559 Wait(20)
560 Goto(100)
561 EndIf
565 Wait(8)
568 Add(LVar0, 70)
573 Label(0)
576 Wait(1)
577 Goto(0)
578 EndIf
582 Add(LVar1, 20)
583 Sub(LVar3, 2)
587 Thread
588 Wait(5)
590 Call(N(StartRumbleWithParams), 200, 10)
593 Wait(5)
595 Sub(LVar1, 7)
597 Wait(40)
598 Else
599 Wait(8)
602 Add(LVar0, 70)
607 Wait(10)
609 Add(LVar1, 10)
610 PlayEffect(EFFECT_EMOTE, EMOTE_QUESTION, 0, LVar0, LVar1, LVar2, 25, -45, 20, 0, 0)
611 Wait(20)
612 EndIf
613 Label(100)
622 Return
623 End
624};
625
632 EndIf
640 Return
641 End
642};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ EMOTE_QUESTION
Definition enums.h:497
@ 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
@ BS_FLAGS1_EXECUTING_MOVE
Definition enums.h:3577
@ 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
@ ITEM_SPAWN_MODE_DECORATION
Definition enums.h:2292
@ 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_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_RIGHT_ON
Definition enums.h:2829
@ STATUS_FLAG_SHRINK
Definition enums.h:2819
@ STATUS_FLAG_STONE
Definition enums.h:2820
@ SOUND_NONE
Definition enums.h:547
@ SOUND_SLINGSHOT_DRAW
Definition enums.h:1065
@ SOUND_ACTOR_STEP_A
Definition enums.h:1474
@ SOUND_ACTOR_STEP_B
Definition enums.h:1250
@ SOUND_COMMAND_LOSS
Definition enums.h:1506
@ SOUND_SLINGSHOT_FIRE
Definition enums.h:1066
@ SOUND_MALLET_SWING
Definition enums.h:1120
@ 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_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_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_USE_ABSOLUTE_POSITION
Definition enums.h:3361
@ 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
@ DAMAGE_TYPE_NO_CONTACT
Definition enums.h:2878
EvtScript EVS_Enemy_ReturnHome
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Hit
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
ApiStatus RemoveItemEntity(Evt *script, b32 isInitialCall)
ApiStatus MakeItemEntity(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 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 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 IfLe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR > RVAR.
Definition macros.h:281
#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 LFlag0
Definition macros.h:167
#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 Exec(EVT_SOURCE)
Launches a new thread.
Definition macros.h:455
#define Return
Kills the current EVT thread.
Definition macros.h:217