#include "../area.h"
#include "sprite/npc/BattleTubba.h"

#define NAMESPACE A(tubba_blubba)

extern EvtScript N(EVS_Init);
extern EvtScript N(EVS_Idle);
extern EvtScript N(EVS_TakeTurn);
extern EvtScript N(EVS_HandleEvent);
extern EvtScript N(EVS_PlayFootstepQuaking);
extern EvtScript N(EVS_Attack_SlamFist);
extern EvtScript N(EVS_Attack_BodySlam);
extern EvtScript N(EVS_Death);

enum N(ActorPartIDs) {
    PRT_MAIN        = 1,
};

enum N(ActorVars) {
    AVAR_Unused     = 8,
};

enum N(ActorParams) {
    DMG_FIST_POUND  = 4,
    DMG_BODY_SLAM   = 6,
};

s32 N(DefaultAnims)[] = {
    STATUS_KEY_NORMAL,    ANIM_BattleTubba_Anim01,
    STATUS_KEY_STONE,     ANIM_BattleTubba_Anim00,
    STATUS_KEY_SLEEP,     ANIM_BattleTubba_Anim18,
    STATUS_KEY_POISON,    ANIM_BattleTubba_Anim01,
    STATUS_KEY_STOP,      ANIM_BattleTubba_Anim00,
    STATUS_KEY_STATIC,    ANIM_BattleTubba_Anim00,
    STATUS_KEY_PARALYZE,  ANIM_BattleTubba_Anim00,
    STATUS_KEY_PARALYZE,  ANIM_BattleTubba_Anim00,
    STATUS_KEY_DIZZY,     ANIM_BattleTubba_Anim18,
    STATUS_KEY_FEAR,      ANIM_BattleTubba_Anim00,
    STATUS_END,
};

s32 N(DefenseTable)[] = {
    ELEMENT_NORMAL,   0,
    ELEMENT_END,
};

s32 N(StatusTable)[] = {
    STATUS_KEY_NORMAL,              0,
    STATUS_KEY_DEFAULT,             0,
    STATUS_KEY_SLEEP,              80,
    STATUS_KEY_POISON,              0,
    STATUS_KEY_FROZEN,              0,
    STATUS_KEY_DIZZY,              80,
    STATUS_KEY_FEAR,                0,
    STATUS_KEY_STATIC,              0,
    STATUS_KEY_PARALYZE,           80,
    STATUS_KEY_SHRINK,             90,
    STATUS_KEY_STOP,               80,
    STATUS_TURN_MOD_DEFAULT,        0,
    STATUS_TURN_MOD_SLEEP,          0,
    STATUS_TURN_MOD_POISON,         0,
    STATUS_TURN_MOD_FROZEN,         0,
    STATUS_TURN_MOD_DIZZY,          0,
    STATUS_TURN_MOD_FEAR,           0,
    STATUS_TURN_MOD_STATIC,         0,
    STATUS_TURN_MOD_PARALYZE,       0,
    STATUS_TURN_MOD_SHRINK,         0,
    STATUS_TURN_MOD_STOP,           0,
    STATUS_END,
};

ActorPartBlueprint N(ActorParts)[] = {
    {
        .flags = ACTOR_PART_FLAG_PRIMARY_TARGET,
        .index = PRT_MAIN,
        .posOffset = { 0, 0, 0 },
        .targetOffset = { -15, 75 },
        .opacity = 255,
        .idleAnimations = N(DefaultAnims),
        .defenseTable = N(DefenseTable),
        .eventFlags = ACTOR_EVENT_FLAGS_NONE,
        .elementImmunityFlags = 0,
        .projectileTargetOffset = { 0, -10 },
    },
};

ActorBlueprint NAMESPACE = {
    .flags = 0,
    .type = ACTOR_TYPE_TUBBA_BLUBBA_INVINCIBLE,
    .level = ACTOR_LEVEL_TUBBA_BLUBBA_INVINCIBLE,
    .maxHP = 10,
    .partCount = ARRAY_COUNT(N(ActorParts)),
    .partsData = N(ActorParts),
    .initScript = &N(EVS_Init),
    .statusTable = N(StatusTable),
    .escapeChance = 0,
    .airLiftChance = 0,
    .hurricaneChance = 0,
    .spookChance = 0,
    .upAndAwayChance = 0,
    .spinSmashReq = 4,
    .powerBounceChance = 75,
    .coinReward = 0,
    .size = { 110, 100 },
    .healthBarOffset = { 0, 0 },
    .statusIconOffset = { -33, 78 },
    .statusTextOffset = { 10, 75 },
};

EvtScript N(EVS_Init) = {
    EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(EVS_TakeTurn)))
    EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(EVS_Idle)))
    EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(EVS_HandleEvent)))
    EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Unused, 0)
    EVT_EXEC(N(EVS_PlayFootstepQuaking))
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_PlayFootstepQuaking) = {
    EVT_LABEL(0)
        EVT_WAIT(1)
        EVT_CALL(ActorExists, ACTOR_SELF, LVar0)
        EVT_IF_EQ(LVar0, FALSE)
            EVT_RETURN
        EVT_END_IF
        EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
        EVT_IF_FLAG(LVar0, STATUS_FLAG_SHRINK)
            EVT_GOTO(0)
        EVT_END_IF
        EVT_CALL(GetAnimation, ACTOR_SELF, PRT_MAIN, LVar0)
        EVT_IF_EQ(LVar0, ANIM_BattleTubba_Anim06)
            EVT_GOTO(1)
        EVT_END_IF
        EVT_IF_EQ(LVar0, ANIM_BattleTubba_Anim07)
            EVT_GOTO(1)
        EVT_END_IF
        EVT_GOTO(0)
        EVT_LABEL(1)
        EVT_CALL(StartRumble, BTL_RUMBLE_LONG)
        EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
        EVT_WAIT(1)
        EVT_GOTO(0)
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_Idle) = {
    EVT_LABEL(0)
        EVT_WAIT(1)
        EVT_GOTO(0)
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_DummyCheck) = {
    EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Unused, LVar0)
    EVT_IF_EQ(LVar0, 0)
        EVT_RETURN
    EVT_END_IF
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_ReturnHome) = {
    EVT_SET(LVar1, ANIM_BattleTubba_Anim01)
    EVT_EXEC_WAIT(N(EVS_DummyCheck))
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, LVar1)
    EVT_CALL(SetGoalToHome, ACTOR_SELF)
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
    EVT_SET(LVar1, ANIM_BattleTubba_Anim06)
    EVT_EXEC_WAIT(N(EVS_DummyCheck))
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, LVar1)
    EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
    EVT_SET(LVar1, ANIM_BattleTubba_Anim01)
    EVT_EXEC_WAIT(N(EVS_DummyCheck))
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, LVar1)
    EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_HandleEvent) = {
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
    EVT_CALL(GetLastEvent, ACTOR_SELF, LVarA)
    EVT_SWITCH(LVarA)
        EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
        EVT_CASE_OR_EQ(EVENT_HIT)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim14)
            EVT_EXEC_WAIT(EVS_Enemy_Hit)
        EVT_END_CASE_GROUP
        EVT_CASE_EQ(EVENT_BURN_HIT)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim14)
            EVT_SET_CONST(LVar2, -1)
            EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
        EVT_CASE_EQ(EVENT_BURN_DEATH)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim14)
            EVT_SET_CONST(LVar2, -1)
            EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
            EVT_EXEC_WAIT(N(EVS_Death))
            EVT_RETURN
        EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim14)
            EVT_EXEC_WAIT(EVS_Enemy_SpinSmashHit)
        EVT_CASE_EQ(EVENT_SHOCK_HIT)
            EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
            EVT_CALL(MoveBattleCamOver, 20)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim14)
            EVT_EXEC_WAIT(EVS_Enemy_ShockHit)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim14)
            EVT_EXEC_WAIT(EVS_Enemy_Knockback)
            EVT_EXEC_WAIT(N(EVS_ReturnHome))
        EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
        EVT_CASE_OR_EQ(EVENT_IMMUNE)
        EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim01)
            EVT_EXEC_WAIT(EVS_Enemy_NoDamageHit)
        EVT_END_CASE_GROUP
        EVT_CASE_EQ(EVENT_SHOCK_DEATH)
            EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
            EVT_CALL(MoveBattleCamOver, 20)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim14)
            EVT_EXEC_WAIT(EVS_Enemy_ShockHit)
            EVT_EXEC_WAIT(N(EVS_Death))
            EVT_RETURN
        EVT_CASE_EQ(EVENT_DEATH)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim14)
            EVT_EXEC_WAIT(EVS_Enemy_Hit)
            EVT_EXEC_WAIT(N(EVS_Death))
            EVT_RETURN
        EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim14)
            EVT_EXEC_WAIT(EVS_Enemy_SpinSmashHit)
            EVT_EXEC_WAIT(N(EVS_Death))
            EVT_RETURN
        EVT_CASE_EQ(EVENT_RECOVER_STATUS)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_BattleTubba_Anim01)
            EVT_EXEC_WAIT(EVS_Enemy_Recover)
        EVT_CASE_DEFAULT
    EVT_END_SWITCH
    EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_TakeTurn) = {
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
    EVT_CALL(RandInt, 100, LVar0)
    EVT_IF_LT(LVar0, 60)
        EVT_EXEC_WAIT(N(EVS_Attack_SlamFist))
    EVT_ELSE
        EVT_EXEC_WAIT(N(EVS_Attack_BodySlam))
    EVT_END_IF
    EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_Attack_SlamFist) = {
    EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
    EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
    EVT_CALL(SetBattleCamZoom, 150)
    EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
    EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
    EVT_SET(LVar1, ANIM_BattleTubba_Anim06)
    EVT_EXEC_WAIT(N(EVS_DummyCheck))
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, LVar1)
    EVT_CALL(SetGoalToTarget, ACTOR_SELF)
    EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
    EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
        EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
    EVT_ELSE
        EVT_CALL(AddGoalPos, ACTOR_SELF, 20, 0, 0)
    EVT_END_IF
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
    EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim15)
    EVT_WAIT(8)
    EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_SWIPE)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim16)
    EVT_WAIT(20)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim17)
    EVT_WAIT(3)
    EVT_CALL(SetGoalToTarget, ACTOR_SELF)
    EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
    EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_SHRINK)
        EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
        EVT_SET(LVar1, 0)
        EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 4, LVar0, LVar1, LVar2, 0, 0)
        EVT_THREAD
            EVT_CALL(StartRumble, BTL_RUMBLE_LONG)
            EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(15.0))
        EVT_END_THREAD
        EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
    EVT_END_IF
    EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
    EVT_SWITCH(LVarA)
        EVT_CASE_OR_EQ(HIT_RESULT_MISS)
        EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
            EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0)
            EVT_WAIT(30)
            EVT_SET(LVar1, ANIM_BattleTubba_Anim01)
            EVT_EXEC_WAIT(N(EVS_DummyCheck))
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, LVar1)
            EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
            EVT_CALL(MoveBattleCamOver, 20)
            EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
                EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
            EVT_END_IF
            EVT_EXEC_WAIT(N(EVS_ReturnHome))
            EVT_RETURN
        EVT_END_CASE_GROUP
        EVT_CASE_DEFAULT
    EVT_END_SWITCH
    EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
    EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
        EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
        EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 1, LVar0, 0, LVar2, 0)
    EVT_END_IF
    EVT_WAIT(2)
    EVT_CALL(SetGoalToTarget, ACTOR_SELF)
    EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
        EVT_CALL(SetDamageSource, DMG_SRC_TUBBA_SMASH)
    EVT_END_IF
    EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_FIST_POUND, BS_FLAGS1_TRIGGER_EVENTS)
    EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
    EVT_CALL(SetBattleCamZoom, 200)
    EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
    EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
    EVT_CALL(MoveBattleCamOver, 30)
    EVT_SWITCH(LVarF)
        EVT_CASE_OR_EQ(HIT_RESULT_HIT)
        EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
            EVT_WAIT(30)
            EVT_SET(LVar1, ANIM_BattleTubba_Anim01)
            EVT_EXEC_WAIT(N(EVS_DummyCheck))
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, LVar1)
            EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
            EVT_CALL(MoveBattleCamOver, 20)
            EVT_CALL(YieldTurn)
            EVT_EXEC_WAIT(N(EVS_ReturnHome))
        EVT_END_CASE_GROUP
    EVT_END_SWITCH
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_Attack_BodySlam) = {
    EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
    EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
    EVT_CALL(SetBattleCamZoom, 150)
    EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
    EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
    EVT_SET(LVar1, ANIM_BattleTubba_Anim06)
    EVT_EXEC_WAIT(N(EVS_DummyCheck))
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, LVar1)
    EVT_CALL(SetGoalToTarget, ACTOR_SELF)
    EVT_CALL(AddGoalPos, ACTOR_SELF, 70, 0, 0)
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
    EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim0A)
    EVT_WAIT(8)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim0B)
    EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_LARGE_ACTOR_JUMP, 0)
    EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
    EVT_SWITCH(LVar0)
        EVT_CASE_OR_EQ(HIT_RESULT_MISS)
        EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
            EVT_SET(LVarA, LVar0)
            EVT_THREAD
                EVT_WAIT(12)
                EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim0C)
            EVT_END_THREAD
            EVT_CALL(SetGoalToTarget, ACTOR_SELF)
            EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_SUB(LVar0, 15)
            EVT_SET(LVar1, 0)
            EVT_ADD(LVar2, 5)
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 23, FALSE, TRUE, FALSE)
            EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
            EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim0D)
            EVT_THREAD
                EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
                EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
            EVT_END_THREAD
            EVT_THREAD
                EVT_CALL(StartRumble, BTL_RUMBLE_LONG)
                EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
            EVT_END_THREAD
            EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP)
            EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_SUB(LVar0, 20)
            EVT_SET(LVar1, 0)
            EVT_ADD(LVar2, 5)
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
            EVT_CALL(StartRumble, BTL_RUMBLE_LONG)
            EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
            EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
            EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
                EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
            EVT_END_IF
            EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
            EVT_CALL(MoveBattleCamOver, 20)
            EVT_WAIT(8)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim0E)
            EVT_WAIT(4)
            EVT_EXEC_WAIT(N(EVS_ReturnHome))
            EVT_RETURN
        EVT_END_CASE_GROUP
        EVT_CASE_DEFAULT
            EVT_THREAD
                EVT_WAIT(9)
                EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim0C)
            EVT_END_THREAD
            EVT_CALL(SetGoalToTarget, ACTOR_SELF)
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
            EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
    EVT_END_SWITCH
    EVT_WAIT(2)
    EVT_CALL(SetGoalToTarget, ACTOR_SELF)
    EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
    EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
        EVT_CALL(SetDamageSource, DMG_SRC_CRUSH)
        EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_HEAVY_NPC_LANDING)
    EVT_END_IF
    EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVarF, 0, 0, 0, DMG_BODY_SLAM, BS_FLAGS1_TRIGGER_EVENTS)
    EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
    EVT_CALL(SetBattleCamZoom, 200)
    EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
    EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
    EVT_CALL(MoveBattleCamOver, 30)
    EVT_SWITCH(LVarF)
        EVT_CASE_OR_EQ(HIT_RESULT_HIT)
        EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
            EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
            EVT_IF_FLAG(LVar5, STATUS_FLAG_SHRINK)
                EVT_GOTO(1)
            EVT_END_IF
            EVT_CALL(GetBattleFlags, LVar0)
            EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_ATK_BLOCKED)
                EVT_CALL(GetStatusFlags, ACTOR_PLAYER, LVar0)
                EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_STONE)
                    EVT_CALL(LandJump, ACTOR_SELF)
                EVT_ELSE
                    EVT_GOTO(1)
                EVT_END_IF
            EVT_ELSE
                EVT_GOTO(1)
            EVT_END_IF
            EVT_LABEL(0)
            EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 0, LVar0, 0, LVar2, 0)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim0D)
            EVT_THREAD
                EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
                EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
            EVT_END_THREAD
            EVT_THREAD
                EVT_CALL(StartRumble, BTL_RUMBLE_LONG)
                EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
            EVT_END_THREAD
            EVT_CALL(ResetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP)
            EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_SUB(LVar0, 20)
            EVT_SET(LVar1, 0)
            EVT_ADD(LVar2, 5)
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
            EVT_CALL(StartRumble, BTL_RUMBLE_LONG)
            EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
            EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
            EVT_GOTO(2)
            EVT_LABEL(1)
            EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
            EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
                EVT_WAIT(3)
                EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
                EVT_PLAY_EFFECT(EFFECT_SHOCKWAVE, 1, LVar0, 0, LVar2, 0)
                EVT_CALL(StartRumble, BTL_RUMBLE_LONG)
                EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
            EVT_END_IF
            EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_ADD(LVar0, 40)
            EVT_SET(LVar1, 0)
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
            EVT_THREAD
                EVT_WAIT(8)
                EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim0E)
            EVT_END_THREAD
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
            EVT_IF_NOT_FLAG(LVar5, STATUS_FLAG_SHRINK)
                EVT_CALL(StartRumble, BTL_RUMBLE_LONG)
                EVT_CALL(ShakeCam, CAM_BATTLE, 0, 5, EVT_FLOAT(3.0))
                EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
                EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 0, LVar0, LVar1, LVar2, 60, 8, 10, 20, 0)
                EVT_WAIT(8)
            EVT_END_IF
            EVT_LABEL(2)
            EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
            EVT_CALL(MoveBattleCamOver, 20)
            EVT_CALL(YieldTurn)
            EVT_EXEC_WAIT(N(EVS_ReturnHome))
        EVT_END_CASE_GROUP
    EVT_END_SWITCH
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_Death) = {
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim14)
    EVT_CALL(ActorSpeak, MSG_CH3_00C9, ACTOR_SELF, PRT_MAIN, ANIM_BattleTubba_Anim14, ANIM_BattleTubba_Anim14)
    EVT_SET(LVar0, 1)
    EVT_SET(LVar1, ANIM_BattleTubba_Anim14)
    EVT_EXEC_WAIT(EVS_Enemy_Death)
    EVT_RETURN
    EVT_END
};
