Paper Mario DX
Paper Mario (N64) modding
 
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tik_04.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(tik_04)
5
7
8EvtScript N(EVS_PreBattle) = {
9 Call(SetSpriteShading, SHADING_NONE)
11 Thread
13 Exec(N(EVS_AnimateWaveModel))
14 Wait(5)
16 Exec(N(EVS_AnimateWaveModel))
17 Wait(5)
19 Exec(N(EVS_AnimateWaveModel))
21 Thread
22 Wait(5)
24 Set(LVar1, 145)
25 Exec(N(EVS_AnimateDrifting))
27 Set(LVar1, 145)
28 Exec(N(EVS_AnimateDrifting))
31 Set(LVar1, 60)
32 Exec(N(EVS_AnimateDrifting))
34 Set(LVar1, 60)
35 Exec(N(EVS_AnimateDrifting))
36 Return
37 End
38};
39
40EvtScript N(EVS_PostBattle) = {
41 Return
42 End
43};
44
45Stage NAMESPACE = {
46 .texture = "tik_tex",
47 .shape = "tik_bt04_shape",
48 .hit = "tik_bt04_hit",
49 .preBattle = &N(EVS_PreBattle),
50 .postBattle = &N(EVS_PostBattle),
51};
52
53
Bytecode EvtScript[]
@ CAM_BATTLE
Definition enums.h:1801
#define MODEL_o360
#define MODEL_o357
#define MODEL_o361
#define MODEL_o358
#define MODEL_mizu2
ApiStatus SetSpriteShading(Evt *script, b32 isInitialCall)
ApiStatus SetCamBGColor(Evt *script, b32 isInitialCall)
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#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 LVar1
Definition macros.h:149
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define LVar0
Definition macros.h:148
#define Exec(EVT_SOURCE)
Launches a new thread.
Definition macros.h:455
#define Return
Kills the current EVT thread.
Definition macros.h:217
#define MODEL_mizu4
#define MODEL_mizu3