papermario/src/battle/area/mac/actor/chan.c

961 lines
41 KiB
C

#include "../area.h"
#include "sprite/npc/Chan.h"
#define NAMESPACE A(chan)
extern s32 N(DefaultAnims)[];
extern EvtScript N(EVS_Init);
extern EvtScript N(EVS_Idle);
extern EvtScript N(EVS_TakeTurn_Ceiling);
extern EvtScript N(EVS_TakeTurn_Ground);
extern EvtScript N(EVS_HandleEvent_Ceiling);
extern EvtScript N(EVS_HandleEvent_Ground);
extern EvtScript N(EVS_HandleEvent_Initial);
extern EvtScript N(EVS_HandlePhase);
enum N(ActorPartIDs) {
PRT_MAIN = 1,
};
enum N(ActorVars) {
AVAR_IsCeiling = 0, // leftover from buzzy beetle code
AVAR_BattleCry = 0,
AVAR_FlipCount = 1,
AVAR_Respect = 2, // 'Hmmm... You have some skills.'
AVAR_ToppleState = 8,
AVAL_State_Ceiling = 0,
AVAL_State_Upright = 1,
AVAL_State_Toppled = 2,
AVAR_ToppleTurns = 9,
};
enum N(ActorParams) {
DMG_SHELL_TOSS = 2,
DMG_CEILING_DROP = 3,
};
s32 N(UprightDefenseTable)[] = {
ELEMENT_NORMAL, 2,
ELEMENT_FIRE, 99,
ELEMENT_BLAST, 99,
ELEMENT_END,
};
s32 N(ToppledDefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(StatusTable)[] = {
STATUS_KEY_NORMAL, 0,
STATUS_KEY_DEFAULT, 0,
STATUS_KEY_SLEEP, 30,
STATUS_KEY_POISON, 0,
STATUS_KEY_FROZEN, 0,
STATUS_KEY_DIZZY, 50,
STATUS_KEY_FEAR, 0,
STATUS_KEY_STATIC, 50,
STATUS_KEY_PARALYZE, 50,
STATUS_KEY_SHRINK, 50,
STATUS_KEY_STOP, 100,
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 = { 0, 16 },
.opacity = 255,
.idleAnimations = N(DefaultAnims),
.defenseTable = N(UprightDefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_FLIPABLE,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 1, 7 },
},
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_UPSIDE_DOWN,
.type = ACTOR_TYPE_CHAN,
.level = ACTOR_LEVEL_CHAN,
.maxHP = 15,
.partCount = ARRAY_COUNT(N(ActorParts)),
.partsData = N(ActorParts),
.initScript = &N(EVS_Init),
.statusTable = N(StatusTable),
.escapeChance = 100,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 100,
.coinReward = 0,
.size = { 22, 18 },
.healthBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusTextOffset = { 10, 20 },
};
s32 N(UprightAnims)[] = {
STATUS_KEY_NORMAL, ANIM_Chan_Idle,
STATUS_KEY_STONE, ANIM_Chan_Still,
STATUS_KEY_SLEEP, ANIM_Chan_Sleep,
STATUS_KEY_POISON, ANIM_Chan_Idle,
STATUS_KEY_STOP, ANIM_Chan_Still,
STATUS_KEY_STATIC, ANIM_Chan_Idle,
STATUS_KEY_PARALYZE, ANIM_Chan_Still,
STATUS_KEY_DIZZY, ANIM_Chan_Dizzy,
STATUS_KEY_FEAR, ANIM_Chan_Dizzy,
STATUS_END,
};
s32 N(DefaultAnims)[] = {
STATUS_KEY_NORMAL, ANIM_Chan_Idle,
STATUS_KEY_STONE, ANIM_Chan_Still,
STATUS_KEY_SLEEP, ANIM_Chan_Sleep,
STATUS_KEY_POISON, ANIM_Chan_Idle,
STATUS_KEY_STOP, ANIM_Chan_Still,
STATUS_KEY_STATIC, ANIM_Chan_Idle,
STATUS_KEY_PARALYZE, ANIM_Chan_Still,
STATUS_KEY_DIZZY, ANIM_Chan_Dizzy,
STATUS_KEY_FEAR, ANIM_Chan_Dizzy,
STATUS_END,
};
s32 N(ToppledAnims)[] = {
STATUS_KEY_NORMAL, ANIM_Chan_Toppled,
STATUS_KEY_STONE, ANIM_Chan_ToppledStill,
STATUS_KEY_SLEEP, ANIM_Chan_ToppledSleep,
STATUS_KEY_POISON, ANIM_Chan_Toppled,
STATUS_KEY_STOP, ANIM_Chan_ToppledStill,
STATUS_KEY_STATIC, ANIM_Chan_Toppled,
STATUS_KEY_DIZZY, ANIM_Chan_ToppledDizzy,
STATUS_KEY_FEAR, ANIM_Chan_ToppledDizzy,
STATUS_END,
};
#include "common/battle/SetAbsoluteStatusOffsets.inc.c"
// seems to be copied directly from buzzy_beetle.c
EvtScript N(EVS_SetInitialState) = {
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(EVS_Idle)))
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_IsCeiling, LVar0)
EVT_IF_EQ(LVar0, TRUE)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ToppleState, AVAL_State_Ceiling)
EVT_CALL(N(SetAbsoluteStatusOffsets), -10, 0, 10, 0)
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(EVS_TakeTurn_Ceiling)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(EVS_HandleEvent_Ceiling)))
EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_MAIN, ACTOR_EVENT_FLAG_FLIPABLE, FALSE)
EVT_ELSE
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ToppleState, AVAL_State_Upright)
EVT_CALL(SetTargetOffset, ACTOR_SELF, PRT_MAIN, 0, 16)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, -1, -9)
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(EVS_TakeTurn_Ground)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(EVS_HandleEvent_Ground)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(UprightAnims)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_UPSIDE_DOWN, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_MAIN, ACTOR_EVENT_FLAG_FLIPABLE, TRUE)
EVT_END_IF
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_Idle) = {
EVT_RETURN
EVT_END
};
EvtScript N(EVS_FallFromCeiling) = {
EVT_CALL(HideHealthBar, ACTOR_SELF)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ToppleState, AVAL_State_Toppled)
EVT_CALL(SetTargetOffset, ACTOR_SELF, PRT_MAIN, 0, 16)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, -1, -9)
EVT_CALL(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(EVS_TakeTurn_Ground)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(EVS_HandleEvent_Ground)))
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ToppleTurns, 1)
EVT_CALL(SetDefenseTable, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(ToppledDefenseTable)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(ToppledAnims)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_UPSIDE_DOWN, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_MAIN, ACTOR_EVENT_FLAG_SPIKY_TOP, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_MAIN, ACTOR_EVENT_FLAG_FLIPABLE, TRUE)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_ToppledHurt)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar1, 24)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 0)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_FALL_QUICK, 0)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(GetIndexFromPos, ACTOR_SELF, LVarA)
EVT_MOD(LVarA, 4)
EVT_CALL(SetGoalToIndex, ACTOR_SELF, LVarA)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(SetHomePos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_SET(LVarD, LVarA)
EVT_SET(LVarE, LVarB)
EVT_SET(LVarF, LVarC)
EVT_SUB(LVarD, LVar0)
EVT_SUB(LVarE, LVar1)
EVT_SUB(LVarF, LVar2)
EVT_DIV(LVarD, 2)
EVT_DIV(LVarE, 2)
EVT_DIV(LVarF, 2)
EVT_ADD(LVar0, LVarD)
EVT_ADD(LVar1, LVarE)
EVT_ADD(LVar2, LVarF)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_Toppled)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVarA, LVarB, LVarC)
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_HandleEvent_Ceiling) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(EVENT_HIT_COMBO)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Hit)
EVT_CASE_EQ(EVENT_HIT)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Hit)
EVT_EXEC_WAIT(N(EVS_FallFromCeiling))
EVT_CASE_EQ(EVENT_FLIP_TRIGGER)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Hit)
EVT_EXEC_WAIT(N(EVS_FallFromCeiling))
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_SET_CONST(LVar2, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
EVT_EXEC_WAIT(N(EVS_FallFromCeiling))
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_SET_CONST(LVar2, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
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_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_ShockHit)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Knockback)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Run)
EVT_EXEC_WAIT(EVS_Enemy_ReturnHome)
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_ShockHit)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Death)
EVT_RETURN
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_EnterShell)
EVT_EXEC_WAIT(EVS_Enemy_NoDamageHit)
EVT_CASE_EQ(EVENT_IMMUNE)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_EnterShell)
EVT_EXEC_WAIT(EVS_Enemy_NoDamageHit)
EVT_WAIT(2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_NOT_FLAG(LVar0, STATUS_FLAG_STOP)
EVT_EXEC_WAIT(N(EVS_FallFromCeiling))
EVT_END_IF
EVT_CASE_EQ(EVENT_DEATH)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Hit)
EVT_WAIT(10)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Death)
EVT_RETURN
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
// nothing
EVT_CASE_EQ(EVENT_SCARE_AWAY)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, TRUE)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Run)
EVT_SET_CONST(LVar2, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_ScareAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
// switch the anim on LVar1 if toppled
EvtScript N(EVS_CheckToppleAnim) = {
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleState, LVar3)
EVT_IF_EQ(LVar3, AVAL_State_Toppled)
EVT_SET(LVar1, LVar2)
EVT_END_IF
EVT_RETURN
EVT_END
};
s32 N(FlipPosOffsets)[] = { 7, 13, 17, 21, 23, 24, 23, 21, 17, 13, 7, 0, 4, 7, 6, 4, 0, 2, 0 };
EvtScript N(EVS_HandleEvent_Ground) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
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_Chan_Hurt)
EVT_SET_CONST(LVar2, ANIM_Chan_ToppledHurt)
EVT_EXEC_WAIT(N(EVS_CheckToppleAnim))
EVT_EXEC_WAIT(EVS_Enemy_Hit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleState, LVar0)
EVT_IF_NE(LVar0, AVAL_State_Toppled)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_SET_CONST(LVar2, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
EVT_ELSE
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_ToppledBurnHurt)
EVT_SET_CONST(LVar2, ANIM_Chan_ToppledBurnStill)
EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
EVT_END_IF
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleState, LVar0)
EVT_IF_NE(LVar0, AVAL_State_Toppled)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_SET_CONST(LVar2, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Death)
EVT_ELSE
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_ToppledBurnHurt)
EVT_SET_CONST(LVar2, ANIM_Chan_ToppledBurnStill)
EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_ToppledBurnStill)
EVT_EXEC_WAIT(EVS_Enemy_Death)
EVT_END_IF
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_SET_CONST(LVar2, ANIM_Chan_ToppledHurt)
EVT_EXEC_WAIT(N(EVS_CheckToppleAnim))
EVT_EXEC_WAIT(EVS_Enemy_SpinSmashHit)
EVT_CASE_EQ(EVENT_FLIP_TRIGGER)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ToppleState, AVAL_State_Toppled)
EVT_CALL(SetTargetOffset, ACTOR_SELF, PRT_MAIN, 0, 16)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, -1, -9)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ToppleTurns, 1)
EVT_CALL(SetDefenseTable, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(ToppledDefenseTable)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(ToppledAnims)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, TRUE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_Hurt)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
EVT_THREAD
EVT_WAIT(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_WAIT(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, -45)
EVT_WAIT(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, -90)
EVT_WAIT(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, -135)
EVT_WAIT(1)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, -180)
EVT_WAIT(1)
EVT_END_THREAD
EVT_USE_BUF(EVT_PTR(N(FlipPosOffsets)))
EVT_LOOP(19)
EVT_BUF_READ1(LVar0)
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, LVar0, 0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_ToppledHurt)
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_ShockHit)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Knockback)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Run)
EVT_EXEC_WAIT(EVS_Enemy_ReturnHome)
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_ShockHit)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Death)
EVT_RETURN
EVT_CASE_EQ(EVENT_ZERO_DAMAGE)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleState, LVar0)
EVT_IF_EQ(LVar0, AVAL_State_Upright)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_EnterShell)
EVT_EXEC_WAIT(EVS_Enemy_NoDamageHit)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_ExitShell)
EVT_WAIT(8)
EVT_ELSE
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Toppled)
EVT_EXEC_WAIT(EVS_Enemy_NoDamageHit)
EVT_END_IF
EVT_CASE_EQ(EVENT_IMMUNE)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleState, LVar0)
EVT_IF_EQ(LVar0, AVAL_State_Upright)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_EnterShell)
EVT_EXEC_WAIT(EVS_Enemy_NoDamageHit)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_ExitShell)
EVT_WAIT(8)
EVT_ELSE
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Toppled)
EVT_EXEC_WAIT(EVS_Enemy_NoDamageHit)
EVT_END_IF
EVT_CASE_EQ(EVENT_SPIKE_TAUNT)
EVT_WAIT(10)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar3)
EVT_IF_FLAG(LVar3, STATUS_FLAG_SHRINK)
EVT_ADD(LVar1, 9)
EVT_ELSE
EVT_ADD(LVar1, 24)
EVT_END_IF
EVT_PLAY_EFFECT(EFFECT_LENS_FLARE, 0, LVar0, LVar1, LVar2, 20, 0)
EVT_WAIT(20)
EVT_CASE_EQ(EVENT_DEATH)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_SET_CONST(LVar2, ANIM_Chan_ToppledHurt)
EVT_EXEC_WAIT(N(EVS_CheckToppleAnim))
EVT_EXEC_WAIT(EVS_Enemy_Hit)
EVT_WAIT(10)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_SET_CONST(LVar2, ANIM_Chan_ToppledHurt)
EVT_EXEC_WAIT(N(EVS_CheckToppleAnim))
EVT_EXEC_WAIT(EVS_Enemy_Death)
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_SET_CONST(LVar2, ANIM_Chan_ToppledHurt)
EVT_EXEC_WAIT(N(EVS_CheckToppleAnim))
EVT_EXEC_WAIT(EVS_Enemy_SpinSmashHit)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_SET_CONST(LVar2, ANIM_Chan_ToppledHurt)
EVT_EXEC_WAIT(N(EVS_CheckToppleAnim))
EVT_EXEC_WAIT(EVS_Enemy_Death)
EVT_RETURN
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleState, LVar0)
EVT_IF_EQ(LVar0, AVAL_State_Upright)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Idle)
EVT_EXEC_WAIT(EVS_Enemy_Recover)
EVT_END_IF
EVT_CASE_EQ(EVENT_SCARE_AWAY)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleState, LVar0)
EVT_IF_EQ(LVar0, AVAL_State_Upright)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Run)
EVT_SET_CONST(LVar2, ANIM_Chan_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_ScareAway)
EVT_RETURN
EVT_ELSE
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Toppled)
EVT_EXEC_WAIT(EVS_Enemy_NoDamageHit)
EVT_END_IF
EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleState, LVar0)
EVT_IF_EQ(LVar0, AVAL_State_Upright)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Run)
EVT_ELSE
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Toppled)
EVT_END_IF
EVT_EXEC_WAIT(EVS_Enemy_AirLift)
EVT_CASE_EQ(EVENT_BLOW_AWAY)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleState, LVar0)
EVT_IF_EQ(LVar0, AVAL_State_Upright)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Hurt)
EVT_ELSE
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_ToppledHurt)
EVT_END_IF
EVT_EXEC_WAIT(EVS_Enemy_BlowAway)
EVT_RETURN
EVT_CASE_EQ(EVENT_AIR_LIFT_FAILED)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleState, LVar0)
EVT_IF_EQ(LVar0, AVAL_State_Upright)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_EnterShell)
EVT_EXEC_WAIT(EVS_Enemy_NoDamageHit)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_ExitShell)
EVT_WAIT(8)
EVT_ELSE
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Toppled)
EVT_EXEC_WAIT(EVS_Enemy_NoDamageHit)
EVT_END_IF
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_Ceiling) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ToppleState, AVAL_State_Upright)
EVT_CALL(SetTargetOffset, ACTOR_SELF, PRT_MAIN, 0, 16)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, -1, -9)
EVT_CALL(N(SetAbsoluteStatusOffsets), -10, 20, 10, 20)
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(EVS_TakeTurn_Ground)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(EVS_HandleEvent_Ground)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(UprightAnims)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_UPSIDE_DOWN, FALSE)
EVT_CALL(SetPartEventBits, ACTOR_SELF, PRT_MAIN, ACTOR_EVENT_FLAG_FLIPABLE, TRUE)
EVT_CALL(GetIndexFromPos, ACTOR_SELF, LVar0)
EVT_MOD(LVar0, 4)
EVT_CALL(SetGoalToIndex, ACTOR_SELF, LVar0)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
EVT_CALL(GetBattlePhase, LVar0)
EVT_IF_EQ(LVar0, PHASE_FIRST_STRIKE)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar4, LVar2)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_Still)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_Run)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar4, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_Still)
EVT_WAIT(8)
EVT_END_IF
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_FALL_QUICK, 0)
EVT_CALL(GetBattlePhase, LVar0)
EVT_IF_EQ(LVar0, PHASE_FIRST_STRIKE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_05)
EVT_CALL(SetBattleCamZoom, 430)
EVT_CALL(SetBattleCamOffsetZ, 20)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
EVT_END_IF
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, DMG_CEILING_DROP, 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(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(SetPartYaw, ACTOR_SELF, PRT_MAIN, 180)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_ToppledHurt)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar1, 24)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, 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(ResetAllActorSounds, ACTOR_SELF)
EVT_ADD(LVar0, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_THREAD
EVT_WAIT(5)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_Still)
EVT_END_THREAD
EVT_ADD(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_WAIT(8)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(YieldTurn)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_Run)
EVT_CALL(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_Idle)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
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(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_ToppledHurt)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar1, 24)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.8))
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, LVar4)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, DMG_CEILING_DROP, 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(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 30)
EVT_SET(LVar1, 0)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_THREAD
EVT_WAIT(5)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_Still)
EVT_END_THREAD
EVT_ADD(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_WAIT(8)
EVT_CALL(YieldTurn)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Run)
EVT_EXEC_WAIT(EVS_Enemy_ReturnHome)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_Idle)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_LABEL(10)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_TakeTurn_Ground) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleState, LVar0)
EVT_IF_EQ(LVar0, AVAL_State_Toppled)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleTurns, LVar0)
EVT_SUB(LVar0, 1)
EVT_IF_GT(LVar0, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ToppleTurns, LVar0)
EVT_CALL(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
EVT_WAIT(30)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_ELSE
EVT_CALL(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
EVT_WAIT(20)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Toppled)
EVT_SET_CONST(LVar2, ANIM_Chan_Idle)
EVT_EXEC_WAIT(EVS_Enemy_FlipBackUp)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_ToppleState, AVAL_State_Upright)
EVT_CALL(SetTargetOffset, ACTOR_SELF, PRT_MAIN, 0, 16)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, PRT_MAIN, -1, -9)
EVT_CALL(SetDefenseTable, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(UprightDefenseTable)))
EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(UprightAnims)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(EVS_Idle)))
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLIPPED, FALSE)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_IF
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_EnterShell)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_ShellStill)
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
EVT_WAIT(10)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
EVT_WAIT(5)
EVT_PLAY_EFFECT(EFFECT_SMOKE_IMPACT, 1, LVar0, LVar1, LVar2, 32, 4, 0, 10, 0)
EVT_END_THREAD
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_SHELL_SPIN)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_ShellSpin)
EVT_WAIT(20)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_WALK, SOUND_NONE, SOUND_NONE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_SHELL_TOSS)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 2, 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_LOOP(0)
EVT_CALL(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 30)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_IF_GT(LVar0, LVar3)
EVT_BREAK_LOOP
EVT_END_IF
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_01)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_WAIT(15)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_END_THREAD
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, -150, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(14.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_WAIT(15)
EVT_CALL(YieldTurn)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 200)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(10.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_ExitShell)
EVT_WAIT(10)
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
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(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(14.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, SUPPRESS_EVENT_ALL, 0, DMG_SHELL_TOSS, 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(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 40)
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_ADD(LVar0, 30)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
EVT_ADD(LVar0, 20)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_Idle)
EVT_WAIT(8)
EVT_CALL(YieldTurn)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_SET_CONST(LVar0, PRT_MAIN)
EVT_SET_CONST(LVar1, ANIM_Chan_Run)
EVT_EXEC_WAIT(EVS_Enemy_ReturnHome)
EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Chan_Idle)
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_Init) = {
EVT_EXEC_WAIT(N(EVS_SetInitialState))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(EVS_HandleEvent_Initial)))
EVT_CALL(BindHandlePhase, ACTOR_SELF, EVT_PTR(N(EVS_HandlePhase)))
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_BattleCry, FALSE)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_FlipCount, 0)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Respect, FALSE)
EVT_CALL(SetBattleFlagBits, BS_FLAGS1_NO_GAME_OVER, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_HandlePhase) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
EVT_CALL(GetBattlePhase, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(PHASE_PLAYER_BEGIN)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_BattleCry, LVar0)
EVT_IF_EQ(LVar0, FALSE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, MSG_MAC_Gate_001F, ACTOR_SELF, PRT_MAIN, ANIM_Chan_Run, ANIM_Chan_Walk)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_BattleCry, TRUE)
EVT_END_IF
EVT_CASE_EQ(PHASE_ENEMY_BEGIN)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleState, LVar0)
EVT_IF_EQ(LVar0, AVAL_State_Toppled)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAGS_DOJO | STATUS_FLAG_POISON | STATUS_KEY_SHRINK) /// @bug STATUS_KEY_SHRINK used instead of STATUS_FLAG_SHRINK
EVT_BREAK_SWITCH
EVT_END_IF
EVT_SET_CONST(LVarA, ANIM_Chan_Run)
EVT_SET_CONST(LVarB, ANIM_Chan_Walk)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleState, LVar0)
EVT_IF_EQ(LVar0, AVAL_State_Toppled)
EVT_SET_CONST(LVarA, ANIM_Chan_ToppledHurt)
EVT_SET_CONST(LVarB, ANIM_Chan_Toppled)
EVT_END_IF
// if less than half HP, tell the player they have some skills
EVT_CALL(GetActorHP, ACTOR_SELF, LVar0)
EVT_CALL(GetEnemyMaxHP, ACTOR_SELF, LVar1)
EVT_DIV(LVar1, 2)
EVT_IF_LE(LVar0, LVar1)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_Respect, LVar0)
EVT_IF_EQ(LVar0, FALSE)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, MSG_MAC_Gate_0021, ACTOR_SELF, PRT_MAIN, LVarA, LVarB)
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Respect, TRUE)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_END_IF
EVT_CALL(GetPlayerHP, LVar0)
EVT_IF_LE(LVar0, 5)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, MSG_MAC_Gate_0022, ACTOR_SELF, PRT_MAIN, LVarA, LVarB)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(EVS_HandleEvent_Initial) = {
EVT_EXEC_WAIT(N(EVS_HandleEvent_Ground))
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(EVENT_FLIP_TRIGGER)
EVT_CALL(GetBattleFlags, LVar0)
EVT_IF_NOT_FLAG(LVar0, BS_FLAGS1_TRIGGER_EVENTS)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAGS_DOJO | STATUS_FLAG_POISON | STATUS_FLAG_SHRINK)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_SET(LFlag0, FALSE)
EVT_CALL(GetMenuSelection, LVar0, LVar1, LVar2)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(BTL_MENU_TYPE_SMASH)
EVT_CASE_OR_EQ(BTL_MENU_TYPE_JUMP)
EVT_SET(LFlag0, TRUE)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_IF_EQ(LFlag0, FALSE)
EVT_BREAK_SWITCH
EVT_END_IF
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
EVT_WAIT(30)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_ToppleState, LVar0)
EVT_IF_EQ(LVar0, AVAL_State_Toppled)
EVT_CALL(GetActorVar, ACTOR_SELF, AVAR_FlipCount, LVar0)
EVT_ADD(LVar0, 1)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(1)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_CALL(MoveBattleCamOver, 10)
EVT_CALL(ActorSpeak, MSG_MAC_Gate_0020, ACTOR_SELF, PRT_MAIN, ANIM_Chan_ToppledHurt, ANIM_Chan_Toppled)
EVT_CASE_EQ(2)
EVT_CASE_EQ(3)
EVT_SET(LVar0, 0)
EVT_END_SWITCH
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_FlipCount, LVar0)
EVT_END_IF
EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_END_SWITCH
EVT_RETURN
EVT_END
};