Paper Mario DX
Paper Mario (N64) modding
 
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white_clubba.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/BattleClubba.h"
4
5#define NAMESPACE A(white_clubba)
6
7extern EvtScript N(EVS_Init);
8extern EvtScript N(EVS_Idle);
9extern EvtScript N(EVS_TakeTurn);
11
12enum N(ActorPartIDs) {
13 PRT_MAIN = 1,
14};
15
16enum N(ActorParams) {
19};
20
21s32 N(DefaultAnims)[] = {
32};
33
34s32 N(DefenseTable)[] = {
36 ELEMENT_FIRE, -2,
37 ELEMENT_ICE, 99,
39};
40
41s32 N(StatusTable)[] = {
48 STATUS_KEY_FEAR, 100,
64};
65
67 {
69 .index = PRT_MAIN,
70 .posOffset = { 0, 0, 0 },
71 .targetOffset = { -12, 32 },
72 .opacity = 255,
73 .idleAnimations = N(DefaultAnims),
74 .defenseTable = N(DefenseTable),
75 .eventFlags = ACTOR_EVENT_FLAG_ICY,
76 .elementImmunityFlags = 0,
77 .projectileTargetOffset = { 8, -3 },
78 },
79};
80
81ActorBlueprint NAMESPACE = {
82 .flags = 0,
85 .maxHP = 12,
86 .partCount = ARRAY_COUNT(N(ActorParts)),
87 .partsData = N(ActorParts),
88 .initScript = &N(EVS_Init),
89 .statusTable = N(StatusTable),
90 .escapeChance = 50,
91 .airLiftChance = 50,
92 .hurricaneChance = 60,
93 .spookChance = 50,
94 .upAndAwayChance = 95,
95 .spinSmashReq = 0,
96 .powerBounceChance = 80,
97 .coinReward = 2,
98 .size = { 42, 42 },
99 .healthBarOffset = { 0, 0 },
100 .statusIconOffset = { -10, 20 },
101 .statusTextOffset = { 10, 35 },
102};
103
104EvtScript N(EVS_Init) = {
108 Return
109 End
110};
111
112EvtScript N(EVS_Idle) = {
113 Return
114 End
115};
116
141 Return
153 Return
171 Return
183 Wait(10)
187 Return
197 Return
206 Return
211 Return
212 End
213};
214
226 Add(LVar0, 27)
227 Set(LVar1, 0)
228 Sub(LVar2, 6)
230 Wait(15)
231 Else
237 Call(AddGoalPos, ACTOR_SELF, 27, 0, -6)
238 Else
239 Call(AddGoalPos, ACTOR_SELF, 10, 0, -6)
240 EndIf
243 Wait(10)
244 EndIf
251 Wait(20)
254 Wait(20)
255 EndIf
267 Return
272 Goto(40)
273 EndIf
276 MulF(LVar0, Float(100.0))
278 IfLt(LVar0, 30)
279 Goto(50)
280 EndIf
281 Call(RandInt, 100, LVar0)
282 IfLt(LVar0, 25)
283 Goto(50)
284 EndIf
285 Label(40) // heavy club attack
287 Wait(15)
290 Wait(2)
291 Wait(2)
294 Thread
295 Call(ShakeCam, CAM_BATTLE, 0, 10, Float(1.5))
297 Goto(100)
298 Label(50) // swift club attack
300 Wait(15)
303 Wait(2)
304 Wait(2)
307 Thread
308 Call(ShakeCam, CAM_BATTLE, 0, 10, Float(1.5))
311 IfEq(LVar0, 0)
312 Goto(100)
313 EndIf
315 Wait(15)
318 Wait(2)
319 Wait(2)
322 Thread
323 Call(ShakeCam, CAM_BATTLE, 0, 10, Float(1.5))
326 IfEq(LVar0, 0)
327 Goto(100)
328 EndIf
330 Wait(15)
333 Wait(2)
334 Wait(2)
337 Thread
338 Call(ShakeCam, CAM_BATTLE, 0, 10, Float(1.5))
340 Label(100)
345 Wait(19)
354 Return
355 End
356};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ BS_FLAGS1_NICE_HIT
Definition enums.h:3575
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ ELEMENT_FIRE
Definition enums.h:2116
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_ICE
Definition enums.h:2118
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAG_ICY
No known effect, but is used.
Definition enums.h:3372
@ ACTOR_DECORATION_SWEAT
Definition enums.h:2045
@ 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_SHRINK
Definition enums.h:2819
@ SOUND_CLUBBA_SWING
Definition enums.h:1484
@ 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_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_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
@ CAM_BATTLE
Definition enums.h:1801
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
@ DAMAGE_TYPE_NO_CONTACT
Definition enums.h:2878
EvtScript EVS_Enemy_ReturnHome
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)
ApiStatus ShakeCam(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 DivF(VAR, FLOAT_VALUE)
Definition macros.h:386
#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 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 IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
Definition macros.h:275
#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 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 LVar2
Definition macros.h:150
#define MulF(VAR, FLOAT_VALUE)
Definition macros.h:385
#define LVar1
Definition macros.h:149
#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 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 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