#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/ShyGuy.h"

extern s32 N(DefaultAnims)[];
extern EvtScript N(EVS_Init);
extern EvtScript N(EVS_Idle);
extern EvtScript N(EVS_TakeTurn);
extern EvtScript N(EVS_HandleEvent);

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

enum N(ActorParams) {
    DMG_TACKLE      = 2,
    DMG_VAULT       = 3,
};

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

s32 N(StatusTable)[] = {
    STATUS_KEY_NORMAL,              0,
    STATUS_KEY_DEFAULT,             0,
    STATUS_KEY_SLEEP,              70,
    STATUS_KEY_POISON,             50,
    STATUS_KEY_FROZEN,              0,
    STATUS_KEY_DIZZY,              90,
    STATUS_KEY_FEAR,              100,
    STATUS_KEY_STATIC,             50,
    STATUS_KEY_PARALYZE,           90,
    STATUS_KEY_SHRINK,             75,
    STATUS_KEY_STOP,               90,
    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,       1,
    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 = { 0, 24 },
        .opacity = 255,
        .idleAnimations = N(DefaultAnims),
        .defenseTable = N(DefenseTable),
        .eventFlags = ACTOR_EVENT_FLAGS_NONE,
        .elementImmunityFlags = 0,
        .projectileTargetOffset = { -1, -10 },
    },
};

ActorBlueprint NAMESPACE = {
    .flags = 0,
    .type = ACTOR_TYPE_SHY_GUY,
    .level = ACTOR_LEVEL_SHY_GUY,
    .maxHP = 7,
    .partCount = ARRAY_COUNT(N(ActorParts)),
    .partsData = N(ActorParts),
    .initScript = &N(EVS_Init),
    .statusTable = N(StatusTable),
    .escapeChance = 60,
    .airLiftChance = 85,
    .hurricaneChance = 80,
    .spookChance = 80,
    .upAndAwayChance = 95,
    .spinSmashReq = 0,
    .powerBounceChance = 100,
    .coinReward = 1,
    .size = { 28, 24 },
    .healthBarOffset = { 0, 0 },
    .statusIconOffset = { -10, 20 },
    .statusTextOffset = { 10, 20 },
};

s32 N(DefaultAnims)[] = {
    STATUS_KEY_NORMAL,    ANIM_SHYGUY_Anim01,
    STATUS_KEY_STONE,     ANIM_SHYGUY_Anim00,
    STATUS_KEY_SLEEP,     ANIM_SHYGUY_Anim12,
    STATUS_KEY_POISON,    ANIM_SHYGUY_Anim01,
    STATUS_KEY_STOP,      ANIM_SHYGUY_Anim00,
    STATUS_KEY_STATIC,    ANIM_SHYGUY_Anim01,
    STATUS_KEY_PARALYZE,  ANIM_SHYGUY_Anim00,
    STATUS_KEY_DIZZY,     ANIM_SHYGUY_Anim13,
    STATUS_KEY_FEAR,      ANIM_SHYGUY_Anim13,
    STATUS_END,
};

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_RETURN
    EVT_END
};

#include "common/battle/SetAbsoluteStatusOffsets.inc.c"

EvtScript N(EVS_Idle) = {
    EVT_LABEL(0)
        EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
        EVT_IF_FLAG(LVar0, STATUS_FLAG_SLEEP)
            EVT_CALL(SetTargetOffset, ACTOR_SELF, PRT_MAIN, -4, 14)
            EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, 0, 0)
            EVT_CALL(N(SetAbsoluteStatusOffsets), -10, 13, 10, 13)
        EVT_ELSE
            EVT_CALL(SetTargetOffset, ACTOR_SELF, PRT_MAIN, 0, 24)
            EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, -1, -10)
            EVT_CALL(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
        EVT_END_IF
        EVT_WAIT(1)
        EVT_GOTO(0)
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_ReturnHome) = {
    EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
    EVT_SET_CONST(LVar0, PRT_MAIN)
    EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim03)
    EVT_EXEC_WAIT(EVS_Enemy_ReturnHome)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim01)
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_HandleEvent) = {
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
    EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
    EVT_SWITCH(LVar0)
        EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
        EVT_CASE_OR_EQ(EVENT_HIT)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim0C)
            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_SHYGUY_Anim0D)
            EVT_SET_CONST(LVar2, ANIM_SHYGUY_Anim0E)
            EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
        EVT_CASE_EQ(EVENT_BURN_DEATH)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim0D)
            EVT_SET_CONST(LVar2, ANIM_SHYGUY_Anim0E)
            EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim0E)
            EVT_EXEC_WAIT(EVS_Enemy_Death)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim0C)
            EVT_EXEC_WAIT(EVS_Enemy_SpinSmashHit)
        EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim0C)
            EVT_EXEC_WAIT(EVS_Enemy_SpinSmashHit)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim0C)
            EVT_EXEC_WAIT(EVS_Enemy_Death)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_SHOCK_HIT)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim0C)
            EVT_EXEC_WAIT(EVS_Enemy_ShockHit)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim0C)
            EVT_EXEC_WAIT(EVS_Enemy_Knockback)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
            EVT_EXEC_WAIT(N(EVS_ReturnHome))
        EVT_CASE_EQ(EVENT_SHOCK_DEATH)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim0C)
            EVT_EXEC_WAIT(EVS_Enemy_ShockHit)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim0C)
            EVT_EXEC_WAIT(EVS_Enemy_Death)
            EVT_RETURN
        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_SHYGUY_Anim01)
            EVT_EXEC_WAIT(EVS_Enemy_NoDamageHit)
        EVT_END_CASE_GROUP
        EVT_CASE_EQ(EVENT_DEATH)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim0C)
            EVT_EXEC_WAIT(EVS_Enemy_Hit)
            EVT_WAIT(10)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim0C)
            EVT_EXEC_WAIT(EVS_Enemy_Death)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_RECOVER_STATUS)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim01)
            EVT_EXEC_WAIT(EVS_Enemy_Recover)
        EVT_CASE_EQ(EVENT_SCARE_AWAY)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim03)
            EVT_SET_CONST(LVar2, ANIM_SHYGUY_Anim14)
            EVT_EXEC_WAIT(EVS_Enemy_ScareAway)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim0C)
            EVT_EXEC_WAIT(EVS_Enemy_AirLift)
        EVT_CASE_EQ(EVENT_BLOW_AWAY)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim0C)
            EVT_EXEC_WAIT(EVS_Enemy_BlowAway)
            EVT_RETURN
        EVT_CASE_DEFAULT
    EVT_END_SWITCH
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_Attack_Tackle) = {
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
    EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
    EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
    EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
    EVT_CALL(MoveBattleCamOver, 20)
    EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim03)
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
    EVT_CALL(SetGoalToTarget, ACTOR_SELF)
    EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_ADD(LVar0, 50)
    EVT_SET(LVar1, 0)
    EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
    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_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_ACTOR_HOP, 0)
            EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_ACTOR_STEP_A, SOUND_ACTOR_STEP_B)
            EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK_INCREMENT, 10, 0)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim04)
            EVT_CALL(SetGoalToTarget, ACTOR_SELF)
            EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim05)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.5))
            EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_SUB(LVar0, 30)
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
            EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
                EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
            EVT_END_IF
            EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
            EVT_SUB(LVar0, 20)
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
            EVT_WAIT(15)
            EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
            EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
            EVT_CALL(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim04)
            EVT_EXEC_WAIT(EVS_Enemy_ReturnHome)
            EVT_CALL(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
            EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim01)
            EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
            EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
            EVT_RETURN
        EVT_END_CASE_GROUP
    EVT_END_SWITCH
    EVT_THREAD
        EVT_WAIT(3)
        EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_ACTOR_HOP)
    EVT_END_THREAD
    EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_ACTOR_STEP_A, SOUND_ACTOR_STEP_B)
    EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK_INCREMENT, 10, 0)
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim04)
    EVT_CALL(SetGoalToTarget, ACTOR_SELF)
    EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_ADD(LVar0, 10)
    EVT_SET(LVar1, 0)
    EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim05)
    EVT_WAIT(2)
    EVT_CALL(SetGoalToTarget, ACTOR_SELF)
    EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_TACKLE, BS_FLAGS1_TRIGGER_EVENTS)
    EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
    EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
    EVT_CALL(MoveBattleCamOver, 15)
    EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_ADD(LVar0, 30)
    EVT_SET(LVar1, 0)
    EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
    EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim01)
    EVT_WAIT(8)
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
    EVT_EXEC_WAIT(N(EVS_ReturnHome))
    EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_Attack_Vault) = {
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
    EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
    EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
    EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
    EVT_CALL(MoveBattleCamOver, 20)
    EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
    EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_TIMING_BAR_GO)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim09)
    EVT_WAIT(20)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim03)
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
    EVT_CALL(SetGoalToTarget, ACTOR_SELF)
    EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_ADD(LVar0, 80)
    EVT_SET(LVar1, 0)
    EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
    EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_ACTOR_STEP_A, SOUND_ACTOR_STEP_B)
    EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK_INCREMENT, 10, 0)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim04)
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
    EVT_SUB(LVar0, 40)
    EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
    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_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim09)
            EVT_THREAD
                EVT_WAIT(12)
                EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim0A)
            EVT_END_THREAD
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
            EVT_CALL(SetGoalToTarget, ACTOR_SELF)
            EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_SUB(LVar0, 10)
            EVT_SET(LVar1, 0)
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 24, FALSE, TRUE, FALSE)
            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(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim05)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.5))
            EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_SUB(LVar0, 30)
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
            EVT_SUB(LVar0, 20)
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
            EVT_WAIT(15)
            EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
            EVT_CALL(MoveBattleCamOver, 15)
            EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
            EVT_CALL(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim04)
            EVT_EXEC_WAIT(EVS_Enemy_ReturnHome)
            EVT_CALL(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
            EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim01)
            EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
            EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
            EVT_RETURN
        EVT_END_CASE_GROUP
    EVT_END_SWITCH
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim09)
    EVT_THREAD
        EVT_WAIT(9)
        EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim0A)
    EVT_END_THREAD
    EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
    EVT_CALL(SetGoalToTarget, ACTOR_SELF)
    EVT_CALL(JumpToGoal, ACTOR_SELF, 18, FALSE, TRUE, FALSE)
    EVT_WAIT(2)
    EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_VAULT, BS_FLAGS1_TRIGGER_EVENTS)
    EVT_SWITCH(LVar0)
        EVT_CASE_OR_EQ(HIT_RESULT_HIT)
        EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
            EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
            EVT_CALL(MoveBattleCamOver, 15)
            EVT_THREAD
                EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 14, 0)
                EVT_SET(LVar3, 0)
                EVT_LOOP(20)
                    EVT_SUB(LVar3, 30)
                    EVT_IF_LT(LVar3, 0)
                        EVT_ADD(LVar3, 360)
                    EVT_END_IF
                    EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar3)
                    EVT_WAIT(1)
                EVT_END_LOOP
                EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
                EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
            EVT_END_THREAD
            EVT_CALL(GetBattleFlags, LVar0)
            EVT_IF_FLAG(LVar0, BS_FLAGS1_ATK_BLOCKED)
                EVT_GOTO(1)
            EVT_END_IF
            EVT_CALL(GetLastDamage, ACTOR_PLAYER, LVar0)
            EVT_IF_EQ(LVar0, 0)
                EVT_GOTO(1)
            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(0.8))
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
            EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LRAW_CHEERING)
            EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_LRAW_CHEERING | SOUND_ID_TRIGGER_CHANGE_SOUND)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim09)
            EVT_WAIT(10)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim07)
            EVT_WAIT(15)
            EVT_GOTO(2)
            EVT_LABEL(1)
            EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_ADD(LVar0, 40)
            EVT_SET(LVar1, 0)
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
            EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_ACTOR_COLLAPSE)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim10)
            EVT_WAIT(10)
            EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_DISAPPOINTED)
            EVT_CALL(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
            EVT_CALL(RandInt, 100, LVar0)
            EVT_IF_LT(LVar0, 50)
                EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim11)
            EVT_ELSE
                EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim13)
            EVT_END_IF
            EVT_WAIT(25)
            EVT_CALL(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
            EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
            EVT_LABEL(2)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_SHYGUY_Anim04)
            EVT_EXEC_WAIT(EVS_Enemy_ReturnHome)
            EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_SHYGUY_Anim01)
        EVT_END_CASE_GROUP
    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(RandInt, 1, LVar0)
    EVT_IF_EQ(LVar0, 0)
        EVT_EXEC_WAIT(N(EVS_Attack_Tackle))
    EVT_ELSE
        EVT_EXEC_WAIT(N(EVS_Attack_Vault))
    EVT_END_IF
    EVT_RETURN
    EVT_END
};
